#ifndef WORLD_H #define WORLD_H #include #include "entity.h" #include "grid.h" #include "shared/squeue.h" #include "shared/random.h" #include "game_world_player.h" typedef struct { uint32_t seed; Random_Generator random_generator; Game_World_Player *players; uint16_t max_players; SQueue entity_id_queue; Entity *entities; uint16_t max_entities; Grid grid; } Game_World; Game_World *game_world_create(uint32_t seed, uint16_t max_players, uint16_t level_width, uint16_t level_height); void game_world_destroy(Game_World *world); bool game_world_create_entity(Game_World *world, Entity_Type type, uint16_t x, uint16_t y, Entity_ID *out_entity_id); void game_world_destroy_entity(Game_World *world, Entity_ID entity_id, bool destroy_children); void game_world_tick(Game_World *world); bool game_world_add_player(Game_World *world, Game_World_Player **out_gw_player); bool game_world_remove_player(Game_World *world, Game_World_Player *player); Entity *game_world_try_get_entity_by_id(Game_World *world, Entity_ID id); bool game_world_find_position_to_spawn(Game_World *world, uint16_t *out_x, uint16_t *out_y); Entity_Movement_Direction game_world_choose_initial_move_direction_based_on_coords(Game_World *world, uint16_t x, uint16_t y); #endif