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