// Copyright (c) 2023 Alex Diener. All rights reserved. #ifndef __RoomSavedState_H__ #define __RoomSavedState_H__ #include "utilities/ChunkArray.h" #include typedef struct RoomSavedState { ChunkArray entityStates; } RoomSavedState; RoomSavedState * RoomSavedState_create(void); RoomSavedState * RoomSavedState_copy(RoomSavedState * save); void RoomSavedState_dispose(RoomSavedState * save); void RoomSavedState_encodeEntity(RoomSavedState * save, GameEntity * entity); unsigned int RoomSavedState_getEntityCount(RoomSavedState * save); GameEntity * RoomSavedState_decodeEntityAtIndex(RoomSavedState * save, unsigned int entityIndex, struct RoomState * roomState); #endif