JacksEscape/Entity.h

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