#ifndef _entities_h #define _entities_h #include #include #include "types.h" // Shortcuts //#define create_player(x, y) {create_coords((double) x + (double)0.5, (double) y + (double)0.5), create_coords(1, 0), create_coords(0, -0.66), 0, 100} #define create_enemy(x, y) create_entity(E_ENEMY, x, y, S_STAND, 50) #define create_medikit(x, y) create_entity(E_MEDIKIT, x, y, S_STAND, 0) #define create_key(x, y) create_entity(E_KEY, x, y, S_STAND, 0) #define create_fireball(x, y, dir) create_entity(E_FIREBALL, x, y, S_STAND, dir) #define create_door(x, y) create_entity(E_DOOR, x, y, S_STAND, 0) // entity statuses #define S_STAND 0 #define S_ALERT 1 #define S_FIRING 2 #define S_MELEE 3 #define S_HIT 4 #define S_DEAD 5 #define S_HIDDEN 6 #define S_OPEN 7 #define S_CLOSE 8 typedef struct Player { Coords pos; Coords dir; Coords plane; double velocity; uint8_t health; uint8_t keys; } Player; typedef struct Entity { UID uid; Coords pos; uint8_t state; uint8_t health; // angle for fireballs uint8_t distance; uint8_t timer; } Entity; typedef struct StaticEntity { UID uid; uint8_t x; uint8_t y; bool active; } StaticEntity; Entity create_entity(uint8_t type, uint8_t x, uint8_t y, uint8_t initialState, uint8_t initialHealth); StaticEntity create_static_entity(UID uid, uint8_t x, uint8_t y, bool active); Player create_player(double x, double y); #endif