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@ -94,7 +94,8 @@ void unlock_box(Player *player, enum BoxType box)
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bool box_unlocked(Player *player, enum BoxType box)
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{
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assert(box < MAX_BOX_TYPES);
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if(box == BoxInvalid) return false;
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if (box == BoxInvalid)
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return false;
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return learned_boxes_has_box(player->box_unlocks, box);
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}
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@ -618,7 +619,8 @@ float entity_angular_velocity(Entity *grid)
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}
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Entity *box_grid(Entity *box)
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{
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if(box == NULL) return NULL;
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if (box == NULL)
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return NULL;
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assert(box->is_box);
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return (Entity *)cpBodyGetUserData(cpShapeGetBody(box->shape));
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}
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@ -1774,7 +1776,7 @@ void process(GameState *gs, float dt)
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if (maybe_box_to_destroy != NULL)
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{
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Entity *cur_box = cp_shape_entity(maybe_box_to_destroy);
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if (!cur_box->indestructible)
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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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@ -1806,7 +1808,8 @@ void process(GameState *gs, float dt)
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grid_correct_for_holes(gs, target_grid); // no holey ship for you!
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new_box->box_type = player->input.build_type;
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new_box->compass_rotation = player->input.build_rotation;
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if(new_box->box_type == BoxScanner) new_box->blueprints_learned = player->box_unlocks;
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if (new_box->box_type == BoxScanner)
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new_box->blueprints_learned = player->box_unlocks;
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if (new_box->box_type == BoxBattery)
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new_box->energy_used = BATTERY_CAPACITY;
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}
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@ -1834,8 +1837,30 @@ void process(GameState *gs, float dt)
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cpVect p = cpvsub(cpBodyGetPosition(e->body), v2_to_cp(SUN_POS));
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cpFloat sqdist = cpvlengthsq(p);
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if (sqdist > (INSTANT_DEATH_DISTANCE_FROM_SUN * INSTANT_DEATH_DISTANCE_FROM_SUN))
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{
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bool platonic_found = false;
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if(e->is_grid)
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{
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BOXES_ITER(gs, cur_box, e)
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{
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if(cur_box->is_platonic)
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{
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platonic_found = true;
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break;
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}
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}
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}
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if (platonic_found)
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{
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cpBody *body = e->body;
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cpBodySetVelocity(body, cpvmult(cpBodyGetVelocity(body), -1.0));
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cpVect rel_to_sun = cpvsub(cpBodyGetPosition(body), v2_to_cp(SUN_POS));
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cpBodySetPosition(body, cpvadd(v2_to_cp(SUN_POS), cpvmult(cpvnormalize(rel_to_sun), INSTANT_DEATH_DISTANCE_FROM_SUN)));
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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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}
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continue;
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}
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if (sqdist < (SUN_RADIUS * SUN_RADIUS))
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