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/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* ft_select_bad_boy_actions.c :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: rbousset <marvin@42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2020/02/14 17:28:51 by rbousset #+# #+# */
/* Updated: 2020/02/14 17:28:51 by rbousset ### ########lyon.fr */
/* */
/* ************************************************************************** */
#include <libft.h>
#include <cub3d.h>
#include <stdlib.h>
#include <math.h>
/*
** bad_boy.act[] - index summary
** -----------------------------
** 0: wait
** 1: walk
** 2: fire
**
** rand() rules
** ------------
** I. player is not in sight
** rand(0-3) | [0-2] wait | [3] walk
** II. player is in sight
** rand(0-7) | [0-1] wait | [2] walk | [3-7] fire
*/
static int8_t
ft_set_r_i(void)
{
int8_t r;
if (FT_OS == 2)
r = random() % 4;
else
r = rand() % 4;
if (r == 3)
return (1);
else
return (0);
return (0);
}
static int8_t
ft_set_r_ii(void)
{
int8_t r;
if (FT_OS == 2)
r = random() % 8;
else
r = rand() % 8;
if (r <= 1)
return (0);
else if (r == 2)
return (1);
else
return (2);
return (0);
}
static void
ft_bb_act(int8_t r, int8_t i, t_cub *cl)
{
cl->bad_boy[i].sleep = 1;
cl->bad_boy[i].act[r](&cl->bad_boy[i],
&cl->sprites[13][i], &cl->mlist);
}
static void
ft_select_action(int8_t i, double d, t_cub *cl)
{
int8_t can_shoot;
int8_t r;
can_shoot = 0;
if (cl->bad_boy[i].life <= 0)
cl->bad_boy[i].does = 3;
else
can_shoot = ft_can_it_shoot(i, d, cl);
if (cl->bad_boy[i].sleep == 0 && cl->bad_boy[i].life > 0 &&
(d <= FT_ENMY_SIGHT_RANGE &&
can_shoot == 1))
{
r = ft_set_r_ii();
r = ((r == 1) && (d < 2.0)) ? (2) : (r);
ft_bb_act(r, i, cl);
}
else if (cl->bad_boy[i].sleep == 0 && cl->bad_boy[i].life > 0)
{
r = ft_set_r_i();
ft_bb_act(r, i, cl);
}
}
void
ft_select_bad_boy_action(t_cub *cl)
{
int8_t i;
double d;
i = 0;
while (i < cl->mlist.sprite_nbr[13])
{
if ((d = sqrt(pow(cl->plist.pos_x - cl->sprites[13][i].s_pos_x, 2) +
pow(cl->plist.pos_y - cl->sprites[13][i].s_pos_y, 2)))
<= 3 * FT_ENMY_SIGHT_RANGE && cl->bad_boy[i].sleep == 0)
{
ft_select_action(i, d, cl);
}
i++;
}
}
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