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#include "animation.h"
#include "components.h"
#include "enemy.h"
#include "world.h"

int new_spawner(
	World* world,
	int x,
	int y
) {
	Entity e;
	CPosition* pos;
	CSprite* sprite;
	CAnimated* animated;

	e = new_entity(world);
	add_components(
		world,
		e,
		ctype_sprite |
		ctype_position |
		ctype_animated |
		ctype_spawner
	);

	pos = &world->positions[e];
	sprite = &world->sprites[e];
	animated = &world->animateds[e];

	pos->x = x;
	pos->y = y;

	sprite->id = asset_id_usr;
	sprite->rect = make_rect(0, 0, 16, 16);

	animated->id = animation_spawn;
	animated->frame = 0;
	animated->timer = 0;

	return e;
}

void spawner_system(World* world) {
	int i;
	const CPosition* pos;
	const CAnimated* animated;
	const Animation* animation;
	unsigned bits;

	for (i = 0; i < world->entity_count; i++) {
		bits = world->bitmask[i];
		if (
			(bits & ctype_spawner) &&
			(bits & ctype_position) &&
			(bits & ctype_animated)
		) {
			pos = &world->positions[i];
			animated = &world->animateds[i];

			animation = get_animation(animated->id);

			if (animated->frame == animation->frame_count - 1) {
				new_skull(world, pos->x, pos->y);
				destroy_entity(world, i);
			}
		}
	}
}