2024-02-29 11:22:52 +08:00
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#pragma once
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#include <stdint.h>
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2024-03-04 14:20:50 +08:00
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#include "Types.h"
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2024-02-29 11:22:52 +08:00
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#include "util/vector.h"
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2024-03-04 14:20:50 +08:00
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#include "util/tree.h"
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2024-02-29 16:59:04 +08:00
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#include "Physics_Component.h"
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2024-03-01 17:09:24 +08:00
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#include "Player_Component.h"
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2024-02-29 11:22:52 +08:00
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#ifdef __cplusplus
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extern "C" {
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#endif
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2024-03-04 14:20:50 +08:00
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typedef struct _Entity Entity;
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typedef void (*entity_Thinker)(Entity *e, Duration deltaTime); // The Thinker function type assigned to Entities
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2024-02-29 11:22:52 +08:00
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// Entity.
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typedef struct _Entity {
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uintptr_t id;
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char *name; // Allocated on the stack & copied
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2024-02-29 11:22:52 +08:00
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2024-02-29 16:17:55 +08:00
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Component_Position *position;
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Component_Hitbox *hitbox;
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Component_Player *player;
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entity_Thinker thinker; // Called by System_Entity each frame if not NULL.
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void *thinkerData; // Data managed by the Thinker, if exists.
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} Entity;
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2024-02-29 11:22:52 +08:00
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2024-03-04 16:13:43 +08:00
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#define ADD_COMPONENT(entity, component, value) \
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do { \
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entity->component = value; \
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entity->component->super = entity; \
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} while (false)
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2024-02-29 11:22:52 +08:00
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2024-03-04 14:20:50 +08:00
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typedef struct _App App;
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// Entity manager.
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typedef struct {
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App *super;
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tree_Tree *entities; // Contains Entity objects on the nodes
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uintptr_t maxID;
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vector_Vector *flaggedDelete;
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} System_Entity;
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System_Entity *entity_NewSystem(App *super);
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void entity_DeleteSystem(System_Entity *sys);
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Entity *entity_Create(System_Entity *sys, const char *name);
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// After the Entity from Create is assigned its components,
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// it should be commited into the system via this function.
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void entity_Commit(System_Entity *sys, Entity *e);
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void entity_Delete(System_Entity *sys, uintptr_t id);
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void entity_Advance(System_Entity *sys, Duration deltaTime);
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2024-02-29 11:22:52 +08:00
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#ifdef __cplusplus
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}
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#endif
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