fencer/core/src/game_world.c

92 lines
2.4 KiB
C

#include "game_world.h"
#include "behaviour_entity.h"
#include "list.h"
#include "program.h"
#include "debug.h"
static List _add_queue;
static List _remove_queue;
static List _game_entities;
static inline
size_t _internal_find_index_for_entity(void* data, const List* list) {
for(size_t i = 0; i < _game_entities.len; ++i) {
BehaviourEntity* entity = list_at_as(BehaviourEntity, &_game_entities, i);
if(entity->data == data) {
return i;
}
}
return list->len;
}
static inline
void _internal_clear_removed() {
list_foreach(BehaviourEntity*, entity, &_remove_queue) {
size_t index = _internal_find_index_for_entity(entity->data, &_game_entities);
entity->drop->drop(entity->data);
list_erase(&_game_entities, index);
}
list_empty(&_remove_queue);
}
static inline
void _internal_process_new() {
list_foreach(BehaviourEntity*, entity, &_add_queue) {
list_add(&_game_entities, entity);
entity->tc->start(entity->data);
}
list_empty(&_add_queue);
}
void game_world_init() {
_game_entities = list_from_type(BehaviourEntity);
_add_queue = list_from_type(BehaviourEntity);
_remove_queue = list_from_type(BehaviourEntity);
}
void game_world_close() {
_internal_clear_removed();
_internal_process_new();
list_foreach(BehaviourEntity*, entity, &_game_entities) {
entity->drop->drop(entity->data);
}
list_empty(&_game_entities);
}
void game_world_add_entity(BehaviourEntity entity) {
list_add(&_add_queue, &entity);
}
void game_world_destroy_entity(BehaviourEntity entity) {
list_add(&_remove_queue, &entity);
}
void game_world_update() {
_internal_process_new();
list_foreach(BehaviourEntity*, entity, &_game_entities) {
entity->tc->update(entity->data, delta_time());
}
_internal_clear_removed();
}
static
int _internal_compare_depth(const BehaviourEntity* a, const BehaviourEntity* b) {
return b->tc->get_depth(b->data) - a->tc->get_depth(a->data);
}
#define AS_COMPARISON(__FN) ((int(*)(const void*, const void*))__FN)
void game_world_draw() {
List draw_order = list_copy(&_game_entities);
qsort(_game_entities.data, _game_entities.len, _game_entities.element_size,
AS_COMPARISON(_internal_compare_depth));
list_foreach(BehaviourEntity*, entity, &draw_order) {
entity->tc->draw(entity->data);
}
list_empty(&draw_order);
}