#ifndef _entities_h
#define _entities_h
#include <stdint.h>
#include <stdbool.h>
#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