#include "entity.h" #include "cells.h" #include "vector.h" #include "world.h" int EntityMove(entity* e, vec2 pos) { world* world = e->world; if(world->wells[at(pos.x,pos.y, world)].cell->flags & (CELL_FLAG_BLOCKING)){ return 1; } if(world->wells[at(pos.x,pos.y, world)].entityIds[0] != NULL){ return 2; } world->wells[at(e->position.x,e->position.y, world)].entityIds[0] = 0; world->wells[at(pos.x,pos.y, world)].entityIds[0] = e; e->position = pos; return 0; }