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@ -430,6 +430,19 @@ void destroy_child_shape(cpBody *body, cpShape *shape, void *data)
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}
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}
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void entity_free_allocated(Entity *e)
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{
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#define MAYBE_FREE(variable, free_call) \
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if (variable != NULL) \
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{ \
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free_call(variable); \
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variable = NULL; \
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}
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MAYBE_FREE(e->shape, cpShapeFree);
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MAYBE_FREE(e->body, cpBodyFree);
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MAYBE_FREE(e->landed_constraint, cpConstraintFree);
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}
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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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@ -451,14 +464,10 @@ void entity_memory_free(GameState *gs, Entity *e)
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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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if (e->landed_constraint != NULL)
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{
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cpSpaceRemoveConstraint(gs->space, e->landed_constraint);
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cpConstraintFree(e->landed_constraint);
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e->landed_constraint = NULL;
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}
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if (e->body != NULL)
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{
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@ -467,9 +476,8 @@ void entity_memory_free(GameState *gs, Entity *e)
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cpBodyEachConstraint(e->body, destroy_constraints, NULL);
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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_free_allocated(e);
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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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@ -594,14 +602,19 @@ static const cpShapeFilter FILTER_DEFAULT = {CP_NO_GROUP, DEFAULT, CP_ALL_CATEGO
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// size is (1/2 the width, 1/2 the height)
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void create_rectangle_shape(GameState *gs, Entity *e, Entity *parent, cpVect pos, cpVect size, double mass)
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{
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PROFILE_SCOPE("Create rectangle shape")
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{
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// @Robust remove this garbage
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if (e->shape != NULL)
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{
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PROFILE_SCOPE("Freeing shape")
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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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}
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cpBB box = cpBBNew(-size.x + pos.x, -size.y + pos.y, size.x + pos.x, size.y + pos.y);
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cpVect verts[4] = {
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@ -615,10 +628,17 @@ void create_rectangle_shape(GameState *gs, Entity *e, Entity *parent, cpVect pos
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e->shape_parent_entity = get_id(gs, parent);
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e->shape = (cpShape *)cpPolyShapeInitRaw(cpPolyShapeAlloc(), parent->body, 4, verts, 0.0); // this cast is done in chipmunk, not sure why it works
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cpShapeSetUserData(e->shape, (void *)e);
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PROFILE_SCOPE("Setting mass")
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{
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cpShapeSetMass(e->shape, mass);
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}
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PROFILE_SCOPE("Adding shape")
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{
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cpSpaceAddShape(gs->space, e->shape);
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}
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cpShapeSetFilter(e->shape, FILTER_DEFAULT);
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}
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}
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void create_circle_shape(GameState *gs, Entity *e, double radius)
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{
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e->shape = cpCircleShapeNew(e->body, ORB_RADIUS, cpv(0, 0));
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@ -1016,9 +1036,6 @@ static void on_damage(cpArbiter *arb, cpSpace *space, cpDataPointer userData)
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}
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}
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// if(entity_a->is_missile) {getPointFunc = cpArbiterGetPointA;
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// if(entity_b->is_missile) getPointFunc = cpArbiterGetPointB;
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double damage = cpvlength((cpArbiterTotalImpulse(arb))) * COLLISION_DAMAGE_SCALING;
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if (entity_a->is_box && entity_a->box_type == BoxExplosive)
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@ -1028,22 +1045,18 @@ static void on_damage(cpArbiter *arb, cpSpace *space, cpDataPointer userData)
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if (damage > 0.05)
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{
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// Log("Collision with damage %f\n", damage);
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entity_a->damage += damage;
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entity_b->damage += damage;
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}
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// b must be the key passed into the post step removed, the key is cast into its shape
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// cpSpaceAddPostStepCallback(space, (cpPostStepFunc)postStepRemove, b, NULL);
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// cpSpaceAddPostStepCallback(space, (cpPostStepFunc)postStepRemove, a, NULL);
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}
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// must be called with zero initialized game state, because copies the server side computing!
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void initialize(GameState *gs, void *entity_arena, size_t entity_arena_size)
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{
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PROFILE_SCOPE("Initialize")
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{
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bool is_server_side = gs->server_side_computing;
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*gs = (GameState){0};
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memset(entity_arena, 0, entity_arena_size); // SUPER critical. Random vals in the entity data causes big problem
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gs->entities = (Entity *)entity_arena;
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gs->max_entities = (unsigned int)(entity_arena_size / sizeof(Entity));
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gs->space = cpSpaceNew();
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@ -1052,7 +1065,10 @@ void initialize(GameState *gs, void *entity_arena, size_t entity_arena_size)
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handler->postSolveFunc = on_damage;
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gs->server_side_computing = is_server_side;
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}
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}
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void destroy(GameState *gs)
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{
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PROFILE_SCOPE("Destroy")
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{
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// can't zero out gs data because the entity memory arena is reused
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// on deserialization
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@ -1060,14 +1076,15 @@ 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_memory_free(gs, &gs->entities[i]);
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gs->entities[i] = (Entity){0};
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entity_free_allocated(&gs->entities[i]);
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gs->entities[i] = (Entity){0}; // IMPORTANT expects zeroed for initialize
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}
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}
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cpSpaceFree(gs->space);
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gs->space = NULL;
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gs->cur_next_entity = 0;
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}
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}
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// center of mass, not the literal position
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cpVect grid_com(Entity *grid)
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{
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@ -1434,6 +1451,8 @@ SerMaybeFailure ser_player(SerState *ser, Player *p)
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}
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SerMaybeFailure ser_entity(SerState *ser, GameState *gs, Entity *e)
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{
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PROFILE_SCOPE("Ser entity")
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{
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SER_VAR(&e->no_save_to_disk);
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SER_VAR(&e->always_visible);
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@ -1626,44 +1645,14 @@ SerMaybeFailure ser_entity(SerState *ser, GameState *gs, Entity *e)
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break;
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case BoxLandingGear:
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{
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bool is_null = e->landed_constraint == NULL;
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SER_VAR(&is_null);
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if (!is_null)
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{
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EntityID from = {0};
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EntityID to = {0};
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cpVect pin = {0};
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if (ser->serializing)
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{
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from = get_id(gs, cp_body_entity(cpConstraintGetBodyA(e->landed_constraint)));
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to = get_id(gs, cp_body_entity(cpConstraintGetBodyB(e->landed_constraint)));
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pin = cpPivotJointGetAnchorA(e->landed_constraint);
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}
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SER_MAYBE_RETURN(ser_entityid(ser, &from));
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SER_MAYBE_RETURN(ser_entityid(ser, &to));
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SER_MAYBE_RETURN(ser_V2(ser, &pin));
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if (!ser->serializing)
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{
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Entity *from_entity = get_entity(gs, from);
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Entity *to_entity = get_entity(gs, to);
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if (from_entity == NULL || to_entity == NULL)
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{
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}
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else
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{
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e->landed_constraint = cpPivotJointNew(from_entity->body, to_entity->body, pin);
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cpSpaceAddConstraint(gs->space, e->landed_constraint);
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on_create_constraint(e, e->landed_constraint);
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}
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}
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}
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SER_MAYBE_RETURN(ser_entityid(ser, &e->shape_to_land_on));
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break;
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}
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default:
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break;
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}
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}
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}
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return ser_ok;
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}
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@ -3210,6 +3199,8 @@ void process(struct GameState *gs, double dt)
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// PROFILE_SCOPE("Grid processing")
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{
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Entity *grid = e;
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float e; // turn all references to e into errors
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(void)e;
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// calculate how much energy solar panels provide
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double energy_to_add = 0.0;
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BOXES_ITER(gs, cur_box, grid)
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@ -3251,6 +3242,7 @@ void process(struct GameState *gs, double dt)
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// use the energy, stored in the batteries, in various boxes
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BOXES_ITER(gs, cur_box, grid)
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{
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if (cur_box->box_type == BoxThruster)
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{
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cur_box->energy_effectiveness = batteries_use_energy(gs, grid, &non_battery_energy_left_over, cur_box->wanted_thrust * THRUSTER_ENERGY_USED_PER_SECOND * dt);
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@ -3506,8 +3498,49 @@ void process(struct GameState *gs, double dt)
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}
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if (cur_box->box_type == BoxLandingGear)
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{
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cpVect landing_point = cpvadd(entity_pos(cur_box), cpvmult(box_facing_vector(cur_box), BOX_SIZE / 2.0));
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Entity *must_have_shape = get_entity(gs, cur_box->shape_to_land_on);
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bool want_have_constraint = true;
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if (want_have_constraint)
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want_have_constraint &= must_have_shape != NULL;
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if (want_have_constraint)
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want_have_constraint &= must_have_shape->shape != NULL;
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if (want_have_constraint)
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want_have_constraint &= cpShapeGetBody(must_have_shape->shape) != NULL;
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if (want_have_constraint)
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want_have_constraint &= cpvdist(entity_pos(must_have_shape), landing_point) < BOX_SIZE + LANDING_GEAR_MAX_DIST;
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#define DELETE_CONSTRAINT(constraint) \
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{ \
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cpSpaceRemoveConstraint(gs->space, constraint); \
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cpConstraintFree(constraint); \
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constraint = NULL; \
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}
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if (want_have_constraint)
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{
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flight_assert(must_have_shape != NULL);
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cpBody *body_a = box_grid(cur_box)->body;
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cpBody *body_b = cpShapeGetBody(must_have_shape->shape);
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if (cur_box->landed_constraint != NULL && (cpConstraintGetBodyA(cur_box->landed_constraint) != body_a || cpConstraintGetBodyB(cur_box->landed_constraint) != body_b))
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{
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DELETE_CONSTRAINT(cur_box->landed_constraint);
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}
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if (cur_box->landed_constraint == NULL)
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{
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cur_box->landed_constraint = cpPivotJointNew(body_a, body_b, landing_point);
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cpSpaceAddConstraint(gs->space, cur_box->landed_constraint);
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on_create_constraint(cur_box, cur_box->landed_constraint);
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}
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}
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else
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{
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if (cur_box->landed_constraint != NULL)
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{
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DELETE_CONSTRAINT(cur_box->landed_constraint);
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}
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cur_box->shape_to_land_on = (EntityID){0};
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// maybe see something to land on
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cpVect along = box_facing_vector(cur_box);
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cpVect from = cpvadd(entity_pos(cur_box), cpvmult(along, BOX_SIZE / 2.0 + 0.03));
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cpVect to = cpvadd(from, cpvmult(along, LANDING_GEAR_MAX_DIST));
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@ -3516,12 +3549,7 @@ void process(struct GameState *gs, double dt)
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cpShape *found = cpSpaceSegmentQueryFirst(gs->space, from, to, 0.0, FILTER_DEFAULT, &query_result);
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if (found != NULL && cpShapeGetBody(found) != box_grid(cur_box)->body)
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{
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cpVect anchor = cpvadd(entity_pos(cur_box), cpvmult(along, BOX_SIZE / 2.0));
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cpBody *a = box_grid(cur_box)->body;
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cpBody *b = cpShapeGetBody(found);
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cur_box->landed_constraint = cpPivotJointNew(a, b, anchor);
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cpSpaceAddConstraint(gs->space, cur_box->landed_constraint);
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on_create_constraint(cur_box, cur_box->landed_constraint);
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cur_box->shape_to_land_on = get_id(gs, cp_shape_entity(found));
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}
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}
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}
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