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man.c
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#include "man.h"
#include "chort.h"
SDL_Texture *texture_man[4];
const char *man[4] = {"../Sprites/man1.bmp", "../Sprites/man2.bmp", "../Sprites/man1.bmp", "../Sprites/man3.bmp"};
struct man_t spawn_man(SDL_Rect* base, int num)
{
SDL_Rect* nextbase = (base + num + 1);
if(num == 0)
{
nextbase = (base + 1);
}
if(num == 1)
{
nextbase = (base + 2);
}
if(num == 2)
{
nextbase = (base + 3);
}
if (num == 3)
{
nextbase = (base + 0);
}
struct man_t mane;
mane.man = base[num];
int pop = 40 + rand() % 10;
mane.man.h = pop;
mane.man.w = pop + 10;
mane.num = 0;
mane.dead = 0;
mane.is_home = 0;
mane.base = nextbase;
return mane;
}
SDL_Point find_path_man(struct man_t *mane)
{
SDL_Point res = {0, 0};
int dir = rand() % 2;
if (dir == 0)
{
int kierunek = mane->base->x - mane->man.x;
if (kierunek < 0)
{
res.x = -1;
}
else
{
res.x = 1;
}
}
else
{
int kierunek = mane->base->y - mane->man.y;
if (kierunek < 0)
{
res.y = -1;
}
else
{
res.y = 1;
}
}
return res;
}
int update_man(SDL_Rect castle, struct man_t *mane, int mousepressed)
{
if(mane->dead)
{
return 0;
}
if(intersect(*mane->base, mane->man))
{
mane->is_home = 1;
return 1;
}
SDL_Point mouse;
if(mousepressed)
{
SDL_GetMouseState(&mouse.x, &mouse.y);
if(contains(mane->man, mouse))
{
mane->dead = 1;
}
}
SDL_Point kierunek = find_path_man(mane);
mane->man.x += kierunek.x * 2;
mane->man.y += kierunek.y * 2;
return 0;
}
void draw_man(SDL_Renderer *r, struct man_t *mane)
{
if(mane->is_home)
{
return;
}
if(mane->dead)
{
int blood_width = 30;
int blood_height = 30;
int blood_x = mane->man.x + mane->man.w / 2 - blood_width / 2;
int blood_y = mane->man.y + mane->man.h / 2 - blood_height / 2;
SDL_Rect blood_rect = {blood_x, blood_y, blood_width, blood_height};
SDL_Surface *died = SDL_LoadBMP("../Sprites/blood.bmp");
SDL_Texture *ded = SDL_CreateTextureFromSurface(r, died);
SDL_FreeSurface(died);
SDL_RenderCopy(r, ded, NULL, &blood_rect);
SDL_DestroyTexture(ded);
return;
}
loadTextureArray(r, man, 4, texture_man);
SDL_RenderCopy(r,texture_man[mane->num % 4], NULL, &mane->man);
mane->num = (mane->num + 1) % 4;
for(int i = 0; i < 4; i++)
{
SDL_DestroyTexture(texture_man[i]);
}
}