#include "Centery.h" #include #include int CenteryInit(void* self) { entity* ent = self; centery* cen = ent->data; cen->direction = 0; return 0; } int CenteryUpdate(int arg, void* self) { entity* e = self; world* w = e->world; centery* cen = e->data; vec2 moveTo = {0,0}; int goodMove; //do{ // goodMove = EntityMove(e,(vec2){e->position.x+ 0, e-> position.y + 1}); // if(goodMove == 1) { // switch (cen->direction) { // case 0: // moveTo = (vec2){e->position.x+ 0, e-> position.y + 1}; // printf("moveing S\n"); // break; // case 1: // moveTo = (vec2){e->position.x+ 1, e-> position.y + 1}; // printf("moveing SE\n"); // break; // case 2: // moveTo = (vec2){e->position.x+ 1, e-> position.y + 0}; // printf("moveing E\n"); // break; // case 3: // moveTo = (vec2){e->position.x+ 1, e-> position.y + -1}; // printf("moveing NE\n"); // break; // case 4: // moveTo = (vec2){e->position.x+ 0, e-> position.y + -1}; // printf("moveing N\n"); // break; // case 6: // moveTo = (vec2){e->position.x+ -1, e->position.y+ -1}; // printf("moveing NW\n"); // break; // case 7: // moveTo = (vec2){e->position.x+ -1, e->position.y + 0}; // printf("moveing W\n"); // break; // case 8: // moveTo = (vec2){e->position.x+ -1, e->position.y + 1}; // printf("moveing SW\n"); // break; // } // goodMove = EntityMove(e,moveTo); // if(cen->direction > 8) { // cen->direction = 0; // }else { // cen->direction ++; // } // // } //}while(goodMove == 1); printf("name of entity %s\n",e->name); return 0; } int CenteryFree(void* self) { entity* ent = self; centery* cen = ent->data; free(cen); free(ent); return 0; } entity* CreateCentery(int tear, int classification, world* w) { entity* ent = (entity*)malloc(sizeof(entity)); centery* cen = (centery*)malloc(sizeof(centery)); *cen = (centery){ .weapon = 1, .classification = 1, .tear = 3, .alert = 0, .mode = 0, .health = 30, .ac = 3, .str = 3, .wis = 3, .dex = 3, }; *ent = (entity){ .id = CENTERY_ID, .name = "Centery", .description = "Your Basic Bad giy", .tile = { .simble = 'C', .background = {0,0,0}, .forground = {0x3f,0x5f,0x10}, }, .position = (vec2){5,5}, .data = cen, .world = w, .callback = { .init = CenteryInit, .update = CenteryUpdate, .free = CenteryFree, }, .cleanup = 0, }; return ent; } int ServerUpdate(void * ent) { //entity* e = (entity*)ent; //centery* cen = (centery*)e->userdata; return 0; } int ClientUpdate(int action, void * centery) { return 0; } int Init(void * ent){ return 0; } int Free(void* ent) { return 0; }