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ecs.c
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239 lines (187 loc) · 5.13 KB
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#include "ecs.h"
#include <string.h>
// Unwrap functions
#undef ecs_add_component
#undef ecs_remove_component
#undef ecs_has_component
#undef ecs_get_component
static int num_entities;
static struct {
int version;
bool alive;
bool immortal;
EcsMask component_mask;
EcsMask flag_mask;
void *components[NUM_COMPONENTS];
} *entities;
static const char* error = "";
// Resize ecs to be able to hold new_size number of entities
static void resize(int new_size) {
entities = realloc(entities, sizeof(*entities) * new_size);
memset(&entities[num_entities], 0, sizeof(*entities)*(new_size-num_entities));
num_entities = new_size;
}
//
// Utility Functions
//
// Is this EcsID valid?
bool ecs_is_valid(EcsID ent) {
return ent.id >= 0 && ent.id < num_entities
&& entities[ent.id].version == ent.version;
}
// Get the last error
const char *ecs_get_error(void) {
return error;
}
//
// Initialization and teardown
//
// Initialize the ECS
bool ecs_start(void) {
resize(POOL_SIZE);
if(!entities) {
error = "Could not allocate entities";
return false;
}
return true;
}
// Destroy the ECS and free all memory
void ecs_stop(void) {
for(int i = 0; i < num_entities; i++) {
if(!entities[i].alive && !entities[i].immortal)
continue;
for(int j = 0; j < NUM_COMPONENTS; j++) {
if(entities[i].component_mask & ((EcsMask)1<<j))
free(entities[i].components[j]);
}
}
num_entities = 0;
free(entities);
entities = NULL;
}
//
// Entity management
//
// Create a new entity and return its ID
EcsID ecs_create_entity(void) {
int idx = 0;
for(;
idx < num_entities && (entities[idx].alive || entities[idx].immortal);
idx++);
if(idx == num_entities)
resize(num_entities*2);
entities[idx].version++;
entities[idx].alive = true;
return (EcsID){.id=idx, .version=entities[idx].version};
}
// Reincarnate an entity
void ecs_reincarnate(EcsID ent) {
if(!ecs_is_valid(ent) || entities[ent.id].alive || !entities[ent.id].immortal)
return;
entities[ent.id].alive = true;
}
// Set an entity to be immortal. Immortal entities can be reincarnated.
void ecs_set_immortal(EcsID ent, bool immortality) {
if(!ecs_is_valid(ent))
return;
entities[ent.id].immortal = immortality;
}
// Returns whether an entity is immortal
bool ecs_is_immortal(EcsID ent) {
return ecs_is_valid(ent) && entities[ent.id].immortal;
}
// Destroy an entity
void ecs_kill_entity(EcsID ent) {
if(!ecs_is_valid(ent))
return;
entities[ent.id].alive = false;
if(entities[ent.id].immortal)
return;
entities[ent.id].version++;
for(int i = 0; i < NUM_COMPONENTS; i++)
if((EcsMask)1 << i & entities[ent.id].component_mask) {
free(entities[ent.id].components[i]);
entities[ent.id].components[i] = 0;
}
}
//
// Component management
//
// Add a component
void *ecs_add_component(EcsID ent, int id, size_t size) {
EcsMask mask = 1 << id;
if(!ecs_is_valid(ent) || (entities[ent.id].component_mask & mask) != 0)
return NULL;
entities[ent.id].component_mask |= mask;
void *component = calloc(size, 1);
entities[ent.id].components[id] = component;
return component;
}
// Remove a component
void ecs_remove_component(EcsID ent, int id) {
EcsMask mask = 1 << id;
if(!ecs_is_valid(ent) || (entities[ent.id].component_mask & mask) == 0)
return;
entities[ent.id].component_mask &= ~mask;
free(entities[ent.id].components[id]);
}
// Does this entity have this component?
bool ecs_has_component(EcsID ent, int id) {
return ecs_is_valid(ent) && !!(entities[ent.id].component_mask & (1<<id));
}
// Get a component, returns NULL on error
void *ecs_get_component(EcsID ent, int id) {
EcsMask mask = 1 << id;
if(!ecs_is_valid(ent) || !(entities[ent.id].component_mask & mask))
return NULL;
return entities[ent.id].components[id];
}
//
// Flag management
//
// Does the entity have this flag?
bool ecs_has_flags(EcsID ent, EcsMask fmask) {
return ecs_is_valid(ent)
&& !!(entities[ent.id].flag_mask & fmask);
}
// Set flag on entity
void ecs_set_flags(EcsID ent, EcsMask fmask) {
if(ecs_is_valid(ent))
entities[ent.id].flag_mask |= fmask;
}
// Clear flag on entity
void ecs_clear_flags(EcsID ent, EcsMask fmask) {
if(ecs_is_valid(ent))
entities[ent.id].flag_mask &= ~fmask;
}
//
// Iteration
//
// Iterate over all entities. If the entity has all the
// components in cmask and all the flags in fmask, then
// call the function func.
void ecs_iterate(EcsMask cmask, EcsMask fmask, void (*func)(EcsID)) {
for(int i = 0; i < num_entities; i++) {
if(entities[i].alive
&& (entities[i].component_mask & cmask) == cmask
&& (entities[i].flag_mask & fmask) == fmask
) {
func((EcsID){.id=i, .version=entities[i].version});
}
}
}
//
// Searching
//
// Find the first entity with matching flag and component mask
EcsID ecs_find(EcsMask cmask, EcsMask fmask) {
for(int i = 0; i < num_entities; i++) {
if(entities[i].alive
&& (entities[i].component_mask & cmask) == cmask
&& (entities[i].flag_mask & fmask) == fmask
) {
return (EcsID){.id=i, .version=entities[i].version};
}
}
return (EcsID){.id=-1};
}