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#include "plat.h"
#include "world.h"
void init_world(World* w) {
w->particle_count = 0;
w->enemy_count = 0;
w->deathzone_count = 0;
w->frame = 0;
w->freeze = 0;
init_player(&w->player);
init_laser(&w->laser);
}
Particle* inst_particle(
World* w,
int x,
int y,
int anim,
int bmp
) {
Particle* p;
assert(w->particle_count < max_particles);
p = &w->particles[w->particle_count++];
init_particle(p, x, y, anim, bmp);
return p;
}
Enemy* inst_enemy(
World* w,
Enemy_Type t,
int x,
int y
) {
Enemy* e;
assert(w->enemy_count < max_enemies);
e = &w->enemies[w->enemy_count++];
init_enemy(e, t, x, y);
return e;
}
Deathzone* inst_deathzone(
World* w,
const Rect* r,
int vx,
int vy,
int hp,
int life,
int friendly
) {
Deathzone* d;
assert(w->deathzone_count < max_deathzones);
d = &w->deathzones[w->deathzone_count++];
init_deathzone(d, r, vx, vy, hp, life, friendly);
return d;
}
Effect* inst_effect(
World* w,
int x,
int y,
int vx,
int vy,
int c
) {
Effect* e;
assert(w->effect_count < max_effects);
e = &w->effects[w->effect_count++];
init_effect(e, x, y, vx, vy, c);
return e;
}
void update_world(World* w, const App* a) {
int i;
if (w->laser.life)
update_laser(&w->laser);
for (i = w->particle_count - 1; i >= 0; i--)
if (update_particle(&w->particles[i]))
w->particles[i] = w->particles[--w->particle_count];
if (w->freeze) {
w->freeze--;
return;
}
for (i = w->deathzone_count - 1; i >= 0; i--)
if (update_deathzone(&w->deathzones[i]))
w->deathzones[i] = w->deathzones[--w->deathzone_count];
update_player(&w->player, w, a, &w->map);
for (i = w->effect_count - 1; i >= 0; i--)
if (update_effect(&w->effects[i]))
w->effects[i] = w->effects[--w->effect_count];
for (i = w->enemy_count - 1; i >= 0; i--)
if (update_enemy(&w->enemies[i], w))
w->enemies[i] = w->enemies[--w->enemy_count];
w->frame++;
}
void ren_world(const World* w, struct Renderer* r) {
int i;
ren_player(&w->player, r);
render_map(&w->map, r);
for (i = 0; i < w->particle_count; i++)
ren_particle(&w->particles[i], r);
for (i = 0; i < w->effect_count; i++)
ren_effect(&w->effects[i], r);
for (i = 0; i < w->enemy_count; i++)
ren_enemy(&w->enemies[i], r);
if (w->laser.life)
ren_laser(&w->laser, r);
ren_hud(w, r);
}
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