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#include "world.h"
#include "platform.h"
#include "error.h"
void init_world(World* world) {
int i, s = sizeof *world;
for (i = 0; i < s; i++) {
((char*)world)[i] = 0;
}
}
Entity new_entity(World* world) {
Entity e;
#if DEBUG
if (
world->entity_count >= max_entities
&& world->recycle_bin_count == 0
) {
platform_err("Too many entities.\n");
platform_abort(error_out_of_memory);
}
#endif
e =
world->recycle_bin_count > 0 ?
world->recycle_bin[--world->recycle_bin_count] :
world->entity_count++;
world->bitmask[e] = 0;
world->gmemory--;
return e;
}
void destroy_entity(World* world, Entity e) {
world->recycle_bin[world->recycle_bin_count++] = e;
if (world->bitmask[e] & ctype_enemy) {
world->enemy_count--;
}
world->bitmask[e] = 0;
world->gmemory++;
}
void add_components(World* world, Entity e, CType bits) {
world->bitmask[e] |= bits;
}
void remove_components(World* world, Entity e, CType bits) {
world->bitmask[e] &= ~bits;
}
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