1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
|
#include "game.h"
#include "cfg.h"
#include "entity.h"
#include "map.h"
#include <stdio.h>
#include <string.h>
void
game_init(Game *this)
{
memset(this, 0, sizeof(*this));
game_restart_scene(this);
}
void
game_update(Game *this)
{
if (this->queue_next_scene) {
if (--this->queue_next_scene == 0) {
this->queue_restart_scene = 0;
this->queue_previous_scene = 0;
map_next();
game_restart_scene(this);
return;
}
}
if (this->queue_previous_scene) {
if (--this->queue_next_scene == 0) {
this->queue_restart_scene = 0;
this->queue_next_scene = 0;
map_previous();
game_restart_scene(this);
return;
}
}
if (this->queue_restart_scene) {
if (--this->queue_restart_scene == 0)
game_restart_scene(this);
}
for (__auto_type i = 0; i < MAX_ENTITIES; i++) {
const __auto_type e = &this->entities[i];
if (e->type != 0 && e->update != NULL)
e->update(e, this);
}
}
void
game_draw(Game *this)
{
map_draw();
for (int i = 0; i < MAX_ENTITIES; i++) {
const __auto_type e = &this->entities[i];
if (e->type != 0 && e->draw != NULL)
e->draw(e, this);
}
}
void
game_restart_scene(Game *this)
{
memset(this->entities, 0, sizeof(this->entities));
unsigned int size;
const __auto_type objects = map_objects(&size);
for (__auto_type i = 0u; i < size; i++) {
const __auto_type object = &objects[i];
const __auto_type type = entity_type(object->name);
if (type == 0)
continue;
const __auto_type x = object->x + object->width / 2;
const __auto_type y = object->y + object->height / 2;
entity_init(game_create_entity(this), type, x, y,
object->width, object->height);
}
}
Entity *
game_create_entity(Game *this)
{
__auto_type e = &this->entities[MAX_ENTITIES - 1];
for (__auto_type i = 0; i < MAX_ENTITIES; i++)
if (this->entities[i].type == 0) {
e = &this->entities[i];
break;
}
e->uuid = this->uuid++;
return e;
}
int
game_entity_count(Game *this, unsigned int type)
{
int count = 0;
for (__auto_type i = 0; i < MAX_ENTITIES; i++)
count += (this->entities[i].type == type);
return count;
}
Entity *
game_get_entity(Game *this, unsigned int type)
{
for (__auto_type i = 0; i < MAX_ENTITIES; i++)
if (this->entities[i].type == type)
return &this->entities[i];
return NULL;
}
|