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@ -407,70 +407,64 @@ LauncherTarget missile_launcher_target(GameState *gs, Entity *launcher)
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return (LauncherTarget){.target_found = target_found, .facing_angle = to_face};
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}
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void on_entity_child_shape(cpBody *body, cpShape *shape, void *data); // declared here bc entity_destroy circular dependency
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// gs is for iterating over all child shapes and destroying those, too
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static void destroy_body(GameState *gs, cpBody **body)
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void destroy_child_shape(cpBody *body, cpShape *shape, void *data)
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{
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if (*body != NULL)
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GameState *gs = (GameState *)data;
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if (cp_shape_entity(shape) == NULL)
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{
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cpBodyEachShape(*body, on_entity_child_shape, (void *)gs);
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cpSpaceRemoveBody(gs->space, *body);
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cpBodyFree(*body);
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*body = NULL;
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// support the case where no parent entity *SPECIFICALLY* for grid_correct_for_holes,
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// where the entities that are part of the old grid are reused so entityids are preserved
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cpSpaceRemoveShape(gs->space, shape);
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cpShapeFree(shape);
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}
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else
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{
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entity_memory_free(gs, cp_shape_entity(shape));
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}
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*body = NULL;
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}
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// will destroy all shapes which are attached to the body in the entity
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void entity_destroy(GameState *gs, Entity *e)
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// Destroys the entity and puts its slot back into the free list. Doesn't obey game rules
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// like making sure grids don't have holes in them, for that you want entity_destroy.
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// *Does* free all owned memory/entities though, e.g grids free the boxes they own.
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void entity_memory_free(GameState *gs, Entity *e)
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{
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flight_assert(e->exists);
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if (e->is_grid)
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{
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BOXES_ITER(gs, cur, e)
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entity_destroy(gs, cur);
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{
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entity_memory_free(gs, cur);
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}
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}
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if (e->is_box)
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{
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box_remove_from_boxes(gs, e);
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}
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if (e->shape != NULL)
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{
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cpSpaceRemoveShape(gs->space, e->shape);
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cpShapeFree(e->shape);
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e->shape = NULL;
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}
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destroy_body(gs, &e->body);
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if (e->body != NULL)
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{
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cpBodyEachShape(e->body, destroy_child_shape, (void *)gs);
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cpSpaceRemoveBody(gs->space, e->body);
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cpBodyFree(e->body);
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e->body = NULL;
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}
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Entity *front_of_free_list = get_entity(gs, gs->free_list);
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if (front_of_free_list != NULL)
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flight_assert(!front_of_free_list->exists);
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int gen = e->generation;
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unsigned int gen = e->generation;
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*e = (Entity){0};
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e->generation = gen;
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e->next_free_entity = gs->free_list;
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gs->free_list = get_id(gs, e);
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}
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void on_entity_child_shape(cpBody *body, cpShape *shape, void *data)
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{
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GameState *gs = (GameState *)data;
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if (cp_shape_entity(shape) == NULL)
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{
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// support the case where no parent entity *SPECIFICALLY* for grid_correct_for_holes,
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// where the entities that are part of the old grid are reused so entityids are preserved
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cpSpaceRemoveShape(gs->space, shape);
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cpShapeFree(shape);
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}
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else
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{
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entity_destroy(gs, cp_shape_entity(shape));
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}
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}
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Entity *new_entity(GameState *gs)
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{
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Entity *to_return = NULL;
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@ -828,7 +822,7 @@ static void grid_correct_for_holes(GameState *gs, struct Entity *grid)
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int num_boxes = grid_num_boxes(gs, grid);
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if (num_boxes == 0)
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{
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entity_destroy(gs, grid);
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entity_memory_free(gs, grid);
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return;
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}
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if (num_boxes == 1)
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@ -966,15 +960,7 @@ static void grid_correct_for_holes(GameState *gs, struct Entity *grid)
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}
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// destroys all the box shapes and the entities attached to those shapes
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entity_destroy(gs, grid);
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}
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static void grid_remove_box(GameState *gs, struct Entity *grid, struct Entity *box)
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{
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flight_assert(grid->is_grid);
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flight_assert(box->is_box);
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entity_destroy(gs, box);
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grid_correct_for_holes(gs, grid);
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entity_memory_free(gs, grid);
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}
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static void on_damage(cpArbiter *arb, cpSpace *space, cpDataPointer userData)
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@ -1055,7 +1041,7 @@ void destroy(GameState *gs)
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{
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if (gs->entities[i].exists)
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{
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entity_destroy(gs, &gs->entities[i]);
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entity_memory_free(gs, &gs->entities[i]);
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gs->entities[i] = (Entity){0};
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}
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}
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@ -1304,6 +1290,7 @@ enum GameVersion
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{
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VInitial,
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VNoGold,
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VSafeSun,
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VMax, // this minus one will be the version used
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};
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@ -1539,6 +1526,8 @@ SerMaybeFailure ser_entity(SerState *ser, GameState *gs, Entity *e)
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SER_MAYBE_RETURN(ser_V2(ser, &e->sun_pos));
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SER_MAYBE_RETURN(ser_f(ser, &e->sun_mass));
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SER_MAYBE_RETURN(ser_f(ser, &e->sun_radius));
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if (ser->version >= VSafeSun)
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SER_VAR(&e->sun_is_safe);
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}
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SER_VAR(&e->is_grid);
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@ -2390,12 +2379,12 @@ void create_initial_world(GameState *gs)
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{
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const double mass_multiplier = 10.0;
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EntityID suns[] = {
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create_sun(gs, new_entity(gs), ((cpVect){500.0, 0.0}), ((cpVect){0.0, 0.0}), 1000000.0 * mass_multiplier, 30.0),
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create_sun(gs, new_entity(gs), ((cpVect){500.0, 100.0}), ((cpVect){30.0, 0.0}), 10000.0 * mass_multiplier, 20.0),
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create_sun(gs, new_entity(gs), ((cpVect){500.0, -100.0}), ((cpVect){-30.0, 0.0}), 10000.0 * mass_multiplier, 20.0),
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create_sun(gs, new_entity(gs), ((cpVect){500.0, 0.0}), ((cpVect){0.0, 0.0}), 1000000.0 * mass_multiplier, 70.0),
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create_sun(gs, new_entity(gs), ((cpVect){-7000.0, -50.0}), ((cpVect){0.0, 0.0}), 100000.0 * mass_multiplier, 20.0),
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};
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get_entity(gs, suns[0])->sun_is_safe = true;
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for (int i = 0; i < ARRLEN(suns); i++)
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{
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gs->suns[i] = suns[i];
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@ -2417,10 +2406,23 @@ void create_initial_world(GameState *gs)
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create_bomb_station(gs, cpvadd(SUN_POS(0), cpv(0.0, 300.0)), BoxExplosive);
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create_bomb_station(gs, cpvadd(SUN_POS(0), cpv(0.0, -300.0)), BoxCloaking);
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create_bomb_station(gs, cpvadd(SUN_POS(0), cpv(300.0, 0.0)), BoxMissileLauncher);
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create_bomb_station(gs, cpvadd(SUN_POS(3), cpv(0.0, 300.0)), BoxMerge);
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create_bomb_station(gs, cpvadd(SUN_POS(1), cpv(0.0, 300.0)), BoxMerge);
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#undef SUN_POS
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#else
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#if 1 // basic test
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{
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bool indestructible = false;
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enum CompassRotation rot = Right;
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Entity *grid = new_entity(gs);
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grid_create(gs, grid);
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entity_set_pos(grid, cpv(-1.5, 0.0));
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BOX_AT_TYPE(grid, cpv(0.0, 0.0), BoxHullpiece);
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BOX_AT_TYPE(grid, cpv(BOX_SIZE, 0.0), BoxHullpiece);
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entity_ensure_in_orbit(gs, grid);
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}
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#endif
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#if 1 // present the stations
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Log("Creating debug world\n");
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@ -2551,6 +2553,8 @@ void process(struct GameState *gs, double dt)
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}
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}
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#ifndef NO_GRAVITY
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if (!from_sun->sun_is_safe)
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{
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from_sun->sun_vel = cpvadd(from_sun->sun_vel, cpvmult(accel, dt));
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from_sun->sun_pos = cpvadd(from_sun->sun_pos, cpvmult(from_sun->sun_vel, dt));
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@ -2559,6 +2563,7 @@ void process(struct GameState *gs, double dt)
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from_sun->sun_vel = cpvmult(from_sun->sun_vel, -0.8);
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from_sun->sun_pos = cpvmult(cpvnormalize(from_sun->sun_pos), INSTANT_DEATH_DISTANCE_FROM_CENTER);
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}
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}
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#endif
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}
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}
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@ -2800,9 +2805,8 @@ void process(struct GameState *gs, double dt)
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Entity *cur_box = cp_shape_entity(maybe_box_to_destroy);
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if (!cur_box->indestructible && !cur_box->is_platonic)
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{
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Entity *cur_grid = cp_body_entity(cpShapeGetBody(maybe_box_to_destroy));
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p->damage -= DAMAGE_TO_PLAYER_PER_BLOCK * ((BATTERY_CAPACITY - cur_box->energy_used) / BATTERY_CAPACITY);
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grid_remove_box(gs, cur_grid, cur_box);
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cur_box->flag_for_destruction = true;
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}
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}
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else if (box_unlocked(player, player->input.build_type))
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@ -2840,7 +2844,7 @@ void process(struct GameState *gs, double dt)
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#endif
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if (p->damage >= 1.0)
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{
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entity_destroy(gs, p);
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p->flag_for_destruction = true;
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player->entity = (EntityID){0};
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}
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@ -2850,12 +2854,8 @@ void process(struct GameState *gs, double dt)
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PROFILE_SCOPE("process entities")
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{
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for (size_t i = 0; i < gs->cur_next_entity; i++)
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ENTITIES_ITER(gs, e)
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{
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Entity *e = &gs->entities[i];
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if (!e->exists)
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continue;
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if (e->body != NULL && cpvlengthsq((entity_pos(e))) > (INSTANT_DEATH_DISTANCE_FROM_CENTER * INSTANT_DEATH_DISTANCE_FROM_CENTER))
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{
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#ifdef INTENSIVE_PROFILING
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@ -2883,10 +2883,8 @@ void process(struct GameState *gs, double dt)
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}
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else
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{
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entity_destroy(gs, e);
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continue;
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e->flag_for_destruction = true;
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}
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continue;
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}
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}
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@ -2899,13 +2897,24 @@ void process(struct GameState *gs, double dt)
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cpVect pos_rel_sun = (cpvsub(entity_pos(e), (entity_pos(i.sun))));
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cpFloat sqdist = cpvlengthsq(pos_rel_sun);
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bool is_entity_dangerous = false;
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is_entity_dangerous |= e->is_missile;
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if (e->is_box)
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{
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is_entity_dangerous |= e->box_type == BoxExplosive;
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}
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if (is_entity_dangerous && sqdist < sun_dist_no_gravity(i.sun) * sun_dist_no_gravity(i.sun))
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{
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e->flag_for_destruction = true;
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break;
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}
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if (!e->is_grid) // grids aren't damaged (this edge case sucks!)
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{
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#ifdef INTENSIVE_PROFILING
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PROFILE_SCOPE("Grid processing")
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#endif
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{
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sqdist = cpvlengthsq(cpvsub((entity_pos(e)), (entity_pos(i.sun))));
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if (sqdist < (i.sun->sun_radius * i.sun->sun_radius))
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{
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e->damage += 10.0 * dt;
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@ -2938,8 +2947,7 @@ void process(struct GameState *gs, double dt)
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do_explosion(gs, e, dt);
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if (e->explosion_progress >= EXPLOSION_TIME)
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{
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entity_destroy(gs, e);
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continue;
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e->flag_for_destruction = true;
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}
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}
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}
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@ -2987,7 +2995,7 @@ void process(struct GameState *gs, double dt)
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explosion->explosion_vel = cpBodyGetVelocity(e->body);
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explosion->explosion_push_strength = MISSILE_EXPLOSION_PUSH;
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explosion->explosion_radius = MISSILE_EXPLOSION_RADIUS;
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entity_destroy(gs, e);
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e->flag_for_destruction = true;
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continue;
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}
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}
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@ -2999,11 +3007,6 @@ void process(struct GameState *gs, double dt)
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PROFILE_SCOPE("Box processing")
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#endif
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{
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if (e->is_platonic)
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{
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e->damage = 0.0;
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gs->platonic_positions[(int)e->box_type] = entity_pos(e);
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}
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if (e->box_type == BoxExplosive && e->damage >= EXPLOSION_DAMAGE_THRESHOLD)
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{
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Entity *explosion = new_entity(gs);
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@ -3013,7 +3016,12 @@ void process(struct GameState *gs, double dt)
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explosion->explosion_push_strength = BOMB_EXPLOSION_PUSH;
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explosion->explosion_radius = BOMB_EXPLOSION_RADIUS;
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if (!e->is_platonic)
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grid_remove_box(gs, get_entity(gs, e->shape_parent_entity), e);
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e->flag_for_destruction = true;
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}
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if (e->is_platonic)
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{
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e->damage = 0.0;
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gs->platonic_positions[(int)e->box_type] = entity_pos(e);
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}
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if (e->box_type == BoxMerge)
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{
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@ -3091,7 +3099,7 @@ void process(struct GameState *gs, double dt)
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flight_assert(box_grid(cur) == box_grid(from_merge));
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cur = next;
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}
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entity_destroy(gs, other_grid);
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other_grid->flag_for_destruction = true;
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}
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}
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}
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@ -3099,7 +3107,7 @@ void process(struct GameState *gs, double dt)
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}
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if (e->damage >= 1.0)
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{
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grid_remove_box(gs, get_entity(gs, e->shape_parent_entity), e);
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e->flag_for_destruction = true;
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}
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}
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}
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@ -3160,7 +3168,7 @@ void process(struct GameState *gs, double dt)
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rect_query(gs->space, (BoxCentered){
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.pos = cpvadd(entity_pos(cur_box), cpvmult(box_facing_vector(cur_box), BOX_SIZE)),
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.rotation = box_rotation(cur_box),
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.size = cpv(BOX_SIZE/2.0 - 0.03, BOX_SIZE/2.0 - 0.03),
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.size = cpv(BOX_SIZE / 2.0 - 0.03, BOX_SIZE / 2.0 - 0.03),
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});
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QUEUE_ITER(&query_result, QueryResult, res)
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{
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@ -3397,6 +3405,22 @@ void process(struct GameState *gs, double dt)
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}
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}
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PROFILE_SCOPE("Delete entities")
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{
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ENTITIES_ITER(gs, e)
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{
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if (e->flag_for_destruction)
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{
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Entity *grid = NULL;
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if (e->is_box)
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grid = box_grid(e);
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entity_memory_free(gs, e);
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if (grid != NULL)
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grid_correct_for_holes(gs, grid);
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}
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}
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}
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PROFILE_SCOPE("chipmunk physics processing")
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{
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cpSpaceStep(gs->space, dt);
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