fp: Move spawning to entity.cpp
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@@ -624,42 +624,3 @@ static Dqn_Slice<Dqn_V2I> FP_Game_AStarPathFind(FP_Game *game,
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DQN_ASSERT(result.size == slice_size);
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return result;
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}
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// NOTE: Spawning code =============================================================================
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static FP_GameEntityHandle FP_Game_EntityAddWallAtTile(FP_Game *game, Dqn_String8 name, Dqn_V2I tile_pos, Dqn_V2I size_in_tiles)
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{
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Dqn_V2 size = Dqn_V2_InitV2I(size_in_tiles * DQN_CAST(int32_t) game->tile_size);
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Dqn_V2 world_pos = FP_Game_TilePosToWorldPos(game, tile_pos);
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world_pos += size * .5f;
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FP_GameEntity *entity = FP_Game_MakeEntityPointerF(game, name.data);
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entity->local_pos = world_pos;
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entity->local_hit_box_size = Dqn_V2_InitV2I(size_in_tiles * DQN_CAST(int32_t)game->tile_size);
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entity->flags |= FP_GameEntityFlag_Clickable;
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entity->flags |= FP_GameEntityFlag_MoveByKeyboard;
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entity->flags |= FP_GameEntityFlag_MoveByMouse;
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entity->flags |= FP_GameEntityFlag_NonTraversable;
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FP_GameShape *wall = Dqn_FArray_Make(&entity->shapes, Dqn_ZeroMem_Yes);
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wall->type = FP_GameShapeType_Rect;
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wall->p2 = entity->local_hit_box_size;
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wall->colour = TELY_COLOUR_GREEN_DARK_KHAKI_V4;
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FP_GameEntityHandle result = entity->handle;
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return result;
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}
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static FP_GameEntityHandle FP_Game_EntityAddMob(FP_Game *game, Dqn_V2 pos)
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{
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FP_GameEntity *entity = FP_Game_MakeEntityPointerF(game, "Mob");
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entity->type = FP_EntityType_Smoochie;
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entity->local_pos = pos;
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entity->size_scale = Dqn_V2_InitNx1(.25f);
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entity->local_hit_box_size = Dqn_V2_InitNx2(428, 471) * entity->size_scale;
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entity->flags |= FP_GameEntityFlag_Clickable;
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entity->flags |= FP_GameEntityFlag_MoveByKeyboard;
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entity->flags |= FP_GameEntityFlag_MoveByMouse;
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entity->flags |= FP_GameEntityFlag_NonTraversable;
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FP_GameEntityHandle result = entity->handle;
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return result;
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}
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