#include "Entity.h" #include "App.h" #include "Physics_Component.h" #include "util/assert.h" #include "util/tree.h" #include "util/vector.h" #include #include #include System_Entity *entity_NewSystem(App *super) { System_Entity *sys = malloc(sizeof(System_Entity)); sys->entities = tree_Create(sizeof(Entity)); sys->maxID = 0; sys->super = super; sys->flaggedDelete = vector_Create(sizeof(uintptr_t)); return sys; } void entity_DeleteSystem(System_Entity *sys) { for (tree_Node *i = tree_FirstNode(sys->entities); i != NULL; i = tree_Node_Next(i)) { Entity *e = (Entity *)(i->data); physics_DeleteEntity(sys->super->physics, e->id); player_DeleteEntity(sys->super->player, e->id); if (e->position) free(e->position); if (e->hitbox) free(e->hitbox); if (e->player) free(e->player); if (e->name) free(e->name); } tree_Destroy(sys->entities); vector_Destroy(sys->flaggedDelete); } Entity *entity_Create(System_Entity *sys, const char *name) { uintptr_t id = ++sys->maxID; bool added = false; Entity *e = (Entity *)(tree_Insert(sys->entities, id, &added)); ASSERT(added && "entity ID conflict in entity_Create"); memset(e, 0, sizeof(Entity)); e->id = id; size_t len; if (name && (len = strlen(name)) > 0) { e->name = malloc(len + 1); memcpy(e->name, name, len + 1); } return e; } void entity_Commit(System_Entity *sys, Entity *e) { physics_AddEntity(sys->super->physics, e); player_AddEntity(sys->super->player, e); } static inline void _entity_Delete(System_Entity *sys, uintptr_t id) { tree_Node *node = tree_FindNode(sys->entities, id); if (!node) { fprintf(stderr, "[entity_Delete][WARN] Missing entity ID [%d]\n", id); return; } Entity *e = (Entity *)(node->data); fprintf(stderr, "[entity_Delete] Deleting \"%s\"[%d]\n", e->name, e->id); physics_DeleteEntity(sys->super->physics, e->id); player_DeleteEntity(sys->super->player, e->id); if (e->position) free(e->position); if (e->hitbox) free(e->hitbox); if (e->player) free(e->player); if (e->name) free(e->name); tree_Delete(sys->entities, node); } void entity_Delete(System_Entity *sys, uintptr_t id) { vector_Push(sys->flaggedDelete, &id); } void entity_Advance(System_Entity *sys, Duration deltaTime) { // Delete flagged entities for (int i = 0; i < vector_Size(sys->flaggedDelete); i++) { _entity_Delete(sys, *(uintptr_t *)(vector_At(sys->flaggedDelete, i))); } for (tree_Node *i = tree_FirstNode(sys->entities); i != NULL; i = tree_Node_Next(i)) { Entity *e = (Entity *)(i->data); if (e->thinker) e->thinker(e, deltaTime); } }