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#include "utils.h"

// Pretty much any object in the game.

#ifndef ENTITY_H
#define ENTITY_H

#define ENTITY_COUNT 8

#define TREE_SCALE 40.0
#define BUSH_SCALE 8.0
#define FLOWER_SCALE 3.0

#define POND_SIZE 250.0
#define POND_HEIGHT 10.0

#define UTILITY_POLE_HEIGHT 100.0
#define UTILITY_POLE_RADIUS 3.0

#define SAMANTHA_WIDTH 23.6414/2.0
#define SAMANTHA_HEIGHT 28.5382/2.0
#define SAMANTHA_THICKNESS 13.0529/2.0

typedef int8_t EntityId;

enum {
  ENTITY_NONE = -1,
  OLD_MINT,
  STICKY_NICKEL,
  TREE,
  BUSH,
  FLOWER,
  POND,
  UTILITY_POLE,
  SAMANTHA
};

typedef struct {
  EntityId id;
  Vector3 position; // Shouldnt be changed directly.
  BoundingBox box;
} Entity;

Entity createEntity(EntityId id, Vector3 position);
void updateEntity(Entity* entity, Game* game);
void setEntityPosition(Entity* entity, Vector3 position);
void placeEntityOnGround(Entity* entity, const World* world);

#endif