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entities.c
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entities.c
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// entities.c
#include "cestypes.h"
unsigned int createEntity( World *world )
{
unsigned int entity;
for ( entity = 0 ; entity < MAX_ENTITIES ; entity++ )
{
if ( world->mask[ entity ] == COMPONENT_NONE )
{
return entity;
}
}
return MAX_ENTITIES;
}
void destroyEntity( World *world, unsigned int entity )
{
world->mask[ entity ] = COMPONENT_NONE;
return;
}
void initEntities( World *world )
{
unsigned int entity;
for ( entity = 0 ; entity < MAX_ENTITIES ; entity++ )
{
destroyEntity( world, entity );
}
return;
}
unsigned int createPlayer( World *world, int x, int y )
{
int entity;
entity = createEntity( world );
if ( entity < MAX_ENTITIES )
{
world->mask[ entity ] = COMPONENT_PLAYER |
COMPONENT_LOCATION |
COMPONENT_APPEARANCE ;
world->location[ entity ].x = x;
world->location[ entity ].y = y;
}
return entity;
}
unsigned int createEnemy( World *world, int x, int y )
{
int entity;
entity = createEntity( world );
if ( entity < MAX_ENTITIES )
{
world->mask[ entity ] = COMPONENT_ENEMY |
COMPONENT_LOCATION |
COMPONENT_APPEARANCE |
COMPONENT_HEALTH |
COMPONENT_SCRIPT ;
world->location[ entity ].x = x;
world->location[ entity ].y = y;
world->health[ entity ].hp = 5;
}
return entity;
}
unsigned int createBomb( World *world, int x, int y )
{
int entity;
entity = createEntity( world );
if ( entity < MAX_ENTITIES )
{
world->mask[ entity ] = COMPONENT_BOMB |
COMPONENT_LOCATION ;
world->location[ entity ].x = x;
world->location[ entity ].y = y;
world->appearance[ entity ].state = 0;
}
return entity;
}