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696 lines
21 KiB
C
696 lines
21 KiB
C
#pragma once
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#include "buildsettings.h"
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#define MAX_BOX_TYPES 64
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#define ZOOM_MIN 0.04 // smaller means you can zoom out more
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#define ZOOM_MAX 1500.0 // bigger means you can zoom in more
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#define MAX_PLAYERS 16
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#define MAX_SUNS 8
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#define MAX_ENTITIES 1024 * 25
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#define BOX_SIZE 0.25f
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#define MERGE_MAX_DIST (BOX_SIZE / 2.0f + 0.01f)
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#define MISSILE_RANGE 4.0f
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#define MISSILE_BURN_TIME 1.5f
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#define MISSILE_ARM_TIME 0.5f
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#define MISSILE_BURN_FORCE 4.0f
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#define MISSILE_MASS 1.0f
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// how many missiles grown per second
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#define MISSILE_DAMAGE_THRESHOLD 0.2f
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#define MISSILE_CHARGE_RATE 0.5f
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// centered on the sprite
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#define MISSILE_SPRITE_SIZE ((cpVect){.x = BOX_SIZE, .y = BOX_SIZE})
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#define MISSILE_COLLIDER_SIZE ((cpVect){.x = BOX_SIZE * 0.5f, .y = BOX_SIZE * 0.5f})
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#define MISSILE_SPAWN_DIST (sqrt((BOX_SIZE / 2.0) * (BOX_SIZE / 2.0) * 2.0) + MISSILE_COLLIDER_SIZE.x / 2.0 + 0.1)
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#define MISSILE_EXPLOSION_PUSH 2.5f
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#define MISSILE_EXPLOSION_RADIUS 0.4f
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#define PLAYER_SIZE ((cpVect){.x = BOX_SIZE, .y = BOX_SIZE})
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#define PLAYER_MASS 0.5f
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#ifdef FAT_THRUSTERS
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#define PLAYER_JETPACK_FORCE 200.0f
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#else
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#define PLAYER_JETPACK_FORCE 3.5f
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#endif
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#define PLAYER_JETPACK_TORQUE 0.05f
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#define PLAYER_JETPACK_ROTATION_ENERGY_PER_SECOND 0.2f
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#define PLAYER_JETPACK_SPICE_PER_SECOND 0.08f
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#define PLAYER_BIG_SCALING 300.0
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#define ORB_MASS 4.0
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#define ORB_RADIUS 1.0
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#define ORB_HEAT_FORCE_MULTIPLIER 5.0
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#define ORB_DRAG_CONSTANT 1.0
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#define ORB_FROZEN_DRAG_CONSTANT 10.0
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#define ORB_HEAT_MAX_DETECTION_DIST 100.0
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#define ORB_HEAL_RATE 0.2
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#define ORB_MAX_FORCE 200.0
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#define VISION_RADIUS 20.0f
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#define MAX_HAND_REACH 1.0f
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#define GOLD_COLLECT_RADIUS 0.3f
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#define BUILD_BOX_SNAP_DIST_TO_SHIP 0.2f
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#define BOX_MASS 1.0f
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#define COLLISION_DAMAGE_SCALING 0.15f
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#define THRUSTER_FORCE 24.0f
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#define THRUSTER_ENERGY_USED_PER_SECOND 0.005f
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#define GYROSCOPE_ENERGY_USED_PER_SECOND 0.005f
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#define GYROSCOPE_TORQUE 1.5f
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#define GYROSCOPE_PROPORTIONAL_INERTIAL_RESPONSE 0.7 // between 0-1. How strongly responds to rotation, to stop the rotation
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#define CLOAKING_ENERGY_USE 0.1f
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#define CLOAKING_PANEL_SIZE BOX_SIZE * 3.0f
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#define SCANNER_ENERGY_USE 0.05f
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#define SCANNER_SCAN_RATE 0.5f
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#define SCANNER_RADIUS 1.0f
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#define SCANNER_MAX_RANGE 2000.0
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#define SCANNER_MAX_VIEWPORT_RANGE 400.0
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#define SCANNER_MIN_RANGE 1.0
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#define SCANNER_MAX_POINTS 10
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#define MAX_SERVER_TO_CLIENT 1024 * 512 // maximum size of serialized gamestate buffer
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#define MAX_CLIENT_TO_SERVER 1024 * 10 // maximum size of serialized inputs and mic data
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#define GRAVITY_CONSTANT 0.01f
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#define GRAVITY_SMALLEST 0.05f // used to determine when gravity is clamped to 0.0f
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#define INSTANT_DEATH_DISTANCE_FROM_CENTER 10000.0f
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#define SOLAR_ENERGY_PER_SECOND 0.09f
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#define DAMAGE_TO_PLAYER_PER_BLOCK 0.1f
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#define BATTERY_CAPACITY 1.5f
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#define PLAYER_ENERGY_RECHARGE_PER_SECOND 0.2
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#define EXPLOSION_TIME 0.5f
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#define EXPLOSION_DAMAGE_PER_SEC 10.0f
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#define EXPLOSION_DAMAGE_THRESHOLD 0.2f // how much damage until it explodes
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#define GOLD_UNLOCK_RADIUS 1.0f
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#ifndef TIME_BETWEEN_WORLD_SAVE
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#define TIME_BETWEEN_WORLD_SAVE 30.0f
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#endif
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#define BOMB_EXPLOSION_PUSH 5.0f
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#define BOMB_EXPLOSION_RADIUS 1.0f
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// VOIP
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#define VOIP_PACKET_BUFFER_SIZE 15 // audio. Must be bigger than 2
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#define VOIP_EXPECTED_FRAME_COUNT 240
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#define VOIP_SAMPLE_RATE (48000 / 2)
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// in seconds
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#define VOIP_TIME_PER_PACKET (1.0f / ((float)((float)VOIP_SAMPLE_RATE / VOIP_EXPECTED_FRAME_COUNT)))
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#define VOIP_PACKET_MAX_SIZE 4000
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#define VOIP_DISTANCE_WHEN_CANT_HEAR (VISION_RADIUS * 0.8f)
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// multiplayer
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#define CAUTIOUS_MULTIPLIER 0.8 // how overboard to go with the time ahead predicting, makes it less likely that inputs are lost
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#define TICKS_BEHIND_DO_SNAP 6 // when this many ticks behind, instead of dilating time SNAP to the healthy ticks ahead
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#define MAX_MS_SPENT_REPREDICTING 30.0f
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#define TIME_BETWEEN_SEND_GAMESTATE (1.0f / 20.0f)
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#define TIME_BETWEEN_INPUT_PACKETS (1.0f / 20.0f)
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#define TIMESTEP (1.0f / 60.0f) // server required to simulate at this, defines what tick the game is on
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#define LOCAL_INPUT_QUEUE_MAX 90 // please god let you not have more than 90 frames of game latency
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#define INPUT_QUEUE_MAX 15
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// fucks up serialization if you change this, fix it if you do that!
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#define BOX_UNLOCKS_TYPE uint64_t
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// cross platform threadlocal variables
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#if defined(WIN32) || defined(_WIN32) || defined(__WIN32__) || defined(__NT__)
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#define THREADLOCAL __declspec(thread)
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#else
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#define THREADLOCAL __thread
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#endif
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#define ARRLEN(x) (sizeof(x) / sizeof((x)[0]))
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#include "cpVect.h" // offers vector functions and types for the structs
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#include "miniaudio.h" // @Robust BAD. using miniaudio mutex construct for server thread synchronization. AWFUL!
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#include <math.h> // sqrt and cos vector functions
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#include <stdint.h> // tick is unsigned integer
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#include <stdio.h> // logging on errors for functions
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// defined in gamestate.c. Janky
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#define flight_assert(condition) __flight_assert(condition, __FILE__, __LINE__, #condition)
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// including headers from headers bad
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#include <chipmunk.h> // unfortunate but needs cpSpace, cpBody, cpShape etc
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#include "queue.h"
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#include <stdbool.h>
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#ifndef OPUS_TYPES_H
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typedef int opus_int32;
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#endif
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#ifndef _STDBOOL
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#define bool _Bool
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#define false 0
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#define true 1
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#endif
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extern FILE *log_file;
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#include <time.h> // the time in logging!
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void fill_time_string(char *to_fill, size_t max_length);
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#define Log(...) \
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{ \
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char time_string[2048] = {0}; \
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fill_time_string(time_string, 2048); \
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fprintf(stdout, "%s | %s:%d | ", time_string, __FILE__, __LINE__); \
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fprintf(stdout, __VA_ARGS__); \
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if (log_file != NULL) \
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{ \
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fprintf(log_file, "%s | %s:%d | ", time_string, __FILE__, __LINE__); \
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fprintf(log_file, __VA_ARGS__); \
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} \
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}
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enum BoxType
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{
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BoxInvalid, // zero initialized box is invalid!
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BoxHullpiece,
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BoxThruster,
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BoxBattery,
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BoxCockpit,
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BoxMedbay,
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BoxSolarPanel,
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BoxExplosive,
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BoxScanner,
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BoxGyroscope,
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BoxCloaking,
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BoxMissileLauncher,
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BoxMerge,
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BoxLast,
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};
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enum CompassRotation
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{
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Right,
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Down,
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Left,
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Up,
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RotationLast,
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};
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enum Squad
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{
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SquadNone,
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SquadRed,
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SquadGreen,
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SquadBlue,
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SquadPurple,
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SquadLast,
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};
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// when generation is 0, invalid ID
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typedef struct EntityID
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{
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unsigned int generation; // VERY IMPORTANT if 0 then EntityID points to nothing, generation >= 1
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unsigned int index; // index into the entity arena
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} EntityID;
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static inline bool entityids_same(EntityID a, EntityID b)
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{
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return (a.generation == b.generation) && (a.index == b.index);
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}
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enum ScannerPointKind
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{
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Platonic,
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Neutral,
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Enemy,
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};
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// when updated, must update serialization, comparison in main.c, and the server
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// on input received processing function
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typedef struct InputFrame
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{
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uint64_t tick;
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bool been_processed; // not serialized, used by server just to keep track of what inputs have been processed
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cpVect movement;
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double rotation;
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int take_over_squad; // -1 means not taking over any squad
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bool accept_cur_squad_invite;
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bool reject_cur_squad_invite;
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EntityID invite_this_player; // null means inviting nobody! @Robust make it so just sends interact pos input, and server processes who to invite. This depends on client side prediction + proper input processing at the right tick.
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bool seat_action;
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cpVect hand_pos; // local to player transationally but not rotationally
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bool dobuild;
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enum BoxType build_type;
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enum CompassRotation build_rotation;
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} InputFrame;
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typedef struct Entity
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{
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bool exists;
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EntityID next_free_entity;
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unsigned int generation;
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bool always_visible; // always serialized to the player.
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bool no_save_to_disk; // stuff generated later on, like player's bodies or space stations that respawn.
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double damage; // used by box, player, and orb
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cpBody *body; // used by grid, player, and box
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cpShape *shape; // must be a box so shape_size can be set appropriately, and serialized
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// players and boxes can be cloaked
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// If this is within 2 timesteps of the current game time, the entity is invisible.
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double time_was_last_cloaked;
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enum Squad last_cloaked_by_squad;
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// for serializing the shape
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// @Robust remove shape_parent_entity from this struct, use the shape's body to figure out
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// what the shape's parent entity is
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bool is_circle_shape;
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EntityID shape_parent_entity; // can't be zero if shape is nonzero
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double shape_radius; // only when circle shape
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cpVect shape_size; // only when rect shape
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// player
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bool is_player;
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enum Squad owning_squad; // also controls what the player can see, because of cloaking!
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EntityID currently_inside_of_box;
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enum Squad squad_invited_to; // if squad none, then no squad invite
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// explosion
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bool is_explosion;
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cpVect explosion_pos;
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cpVect explosion_vel;
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double explosion_progress; // in seconds
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double explosion_push_strength;
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double explosion_radius;
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// sun
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bool is_sun;
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cpVect sun_vel;
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cpVect sun_pos;
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double sun_mass;
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double sun_radius;
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// missile
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bool is_missile;
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double time_burned_for; // until MISSILE_BURN_TIME. Before MISSILE_ARM_TIME cannot explode
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// orb
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bool is_orb;
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// grids
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bool is_grid;
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double total_energy_capacity;
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EntityID boxes;
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// boxes
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bool is_box;
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enum BoxType box_type;
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bool is_platonic; // can't be destroyed, unaffected by physical forces
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EntityID next_box; // for the grid!
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EntityID prev_box; // doubly linked so can remove in middle of chain
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enum CompassRotation compass_rotation;
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bool indestructible;
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// used by multiple boxes that use power to see if it should show low power warning.
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// not serialized, populated during client side prediction. For the medbay
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// is only valid if the medbay has somebody inside of it
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double energy_effectiveness; // from 0 to 1, how effectively the box is operating given available power
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// merger
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bool wants_disconnect; // don't serialized, termporary value not used across frames
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// missile launcher
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double missile_construction_charge;
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// used by medbay and cockpit
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EntityID player_who_is_inside_of_me;
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// only serialized when box_type is thruster or gyroscope, used for both. Thrust
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// can mean rotation thrust!
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double wanted_thrust; // the thrust command applied to the thruster
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double thrust; // the actual thrust it can provide based on energy sources in the grid
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// only gyroscope, velocity not serialized. Cosmetic
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double gyrospin_angle;
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double gyrospin_velocity;
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// only serialized when box_type is battery
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double energy_used; // battery, between 0 battery capacity. You have to look through code to figure out what that is! haha sucker!
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// only serialized when box_type is solar panel
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double sun_amount; // solar panel, between 0 and 1
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// cloaking only
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double cloaking_power; // 0.0 if unable to be used because no power, 1.0 if fully cloaking!
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// scanner only stuff!
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EntityID currently_scanning;
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double currently_scanning_progress; // when 1.0, scans it!
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BOX_UNLOCKS_TYPE blueprints_learned;
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double scanner_head_rotate_speed; // not serialized, cosmetic
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double scanner_head_rotate;
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struct ScannerPoint
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{
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char kind; // is of ScannerPointKind
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char x;
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char y;
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} scanner_points[SCANNER_MAX_POINTS];
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} Entity;
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typedef struct Player
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{
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bool connected;
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BOX_UNLOCKS_TYPE box_unlocks; // each bit is that box's unlock
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enum Squad squad;
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EntityID entity;
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EntityID last_used_medbay;
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InputFrame input;
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} Player;
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// use i.sun to access the current sun's pointer
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typedef struct SunIter
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{
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int i;
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Entity *sun;
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} SunIter;
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#define SUNS_ITER(gs_ptr) \
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for (SunIter i = {0}; i.i < MAX_SUNS; i.i++) \
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if ((i.sun = get_entity(gs_ptr, (gs_ptr)->suns[i.i])) != NULL)
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// gotta update the serialization functions when this changes
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typedef struct GameState
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{
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cpSpace *space;
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uint64_t tick;
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double subframe_time; // @Robust remove this, I don't think it's used anymore
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Player players[MAX_PLAYERS];
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EntityID suns[MAX_SUNS]; // can't have holes in it for serialization
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cpVect platonic_positions[MAX_BOX_TYPES]; // don't want to search over every entity to get the nearest platonic box!
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bool server_side_computing; // some things only the server should know and calculate, like platonic locations
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// Entity arena
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// ent:ity pointers can't move around because of how the physics engine handles user data.
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// if you really need this, potentially refactor to store entity IDs instead of pointers
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// in the shapes and bodies of chipmunk. Would require editing the library I think
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Entity *entities;
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unsigned int max_entities; // maximum number of entities possible in the entities list
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unsigned int cur_next_entity; // next entity to pass on request of a new entity if the free list is empty
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EntityID free_list;
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} GameState;
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#define PLAYERS_ITER(players, cur) \
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for (Player *cur = players; cur < players + MAX_PLAYERS; cur++) \
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if (cur->connected)
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#define PI 3.14159f
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#define TAU (PI * 2.0f)
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// returns in radians
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static inline double rotangle(enum CompassRotation rot)
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{
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switch (rot)
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{
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case Right:
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return 0.0f;
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break;
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case Down:
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return -PI / 2.0f;
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break;
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case Left:
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return -PI;
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break;
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case Up:
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return -3.0f * PI / 2.0f;
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break;
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default:
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Log("Unknown rotation %d\n", rot);
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return -0.0f;
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break;
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}
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}
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typedef struct OpusPacket
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{
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opus_int32 length;
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unsigned char data[VOIP_PACKET_MAX_SIZE];
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} OpusPacket;
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typedef struct ServerToClient
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{
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struct GameState *cur_gs;
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Queue *audio_playback_buffer;
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int your_player;
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} ServerToClient;
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typedef struct ClientToServer
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{
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Queue *mic_data; // on serialize, flushes this of packets. On deserialize, fills it
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Queue *input_data; // does not flush on serialize! must be in order of tick
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} ClientToServer;
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#define DeferLoop(start, end) \
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for (int _i_ = ((start), 0); _i_ == 0; _i_ += 1, (end))
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// server
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void server(void *info); // data parameter required from thread api...
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void create_player(Player *player);
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bool box_unlocked(Player *player, enum BoxType box);
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// gamestate
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void create_initial_world(GameState *gs);
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void initialize(struct GameState *gs, void *entity_arena, size_t entity_arena_size);
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void destroy(struct GameState *gs);
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void process_fixed_timestep(GameState *gs);
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// if is subframe, doesn't always increment the tick. When enough
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// subframe time has been processed, increments the tick
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void process(struct GameState *gs, double dt); // does in place
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Entity *closest_box_to_point_in_radius(struct GameState *gs, cpVect point, double radius, bool (*filter_func)(Entity *));
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uint64_t tick(struct GameState *gs);
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double elapsed_time(GameState *gs);
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double sun_dist_no_gravity(Entity *sun);
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void quit_with_popup(const char *message_utf8, const char *title_utf8);
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// serialization stuff
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typedef struct SerState
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{
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unsigned char *bytes;
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bool serializing;
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size_t cursor; // points to next available byte, is the size of current message after serializing something
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size_t max_size;
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Entity *for_player;
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size_t max_entity_index; // for error checking
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bool write_varnames;
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bool save_or_load_from_disk;
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// output
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uint32_t version;
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uint32_t git_release_tag; // release tag, unlike version, is about the game version not the serialization verson
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} SerState;
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typedef struct SerMaybeFailure
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{
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bool failed;
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int line;
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const char *expression;
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} SerMaybeFailure;
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// all of these return if successful or not
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size_t ser_size(SerState *ser);
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SerState init_serializing(GameState *gs, unsigned char *bytes, size_t max_size, Entity *for_player, bool to_disk);
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SerState init_deserializing(GameState *gs, unsigned char *bytes, size_t max_size, bool from_disk);
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SerMaybeFailure ser_server_to_client(SerState *ser, ServerToClient *s);
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SerMaybeFailure ser_client_to_server(SerState *ser, ClientToServer *msg);
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SerMaybeFailure ser_inputframe(SerState *ser, InputFrame *i);
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// entities
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bool is_burning(Entity *missile);
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Entity *get_entity(struct GameState *gs, EntityID id);
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Entity *new_entity(struct GameState *gs);
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EntityID get_id(struct GameState *gs, Entity *e);
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cpVect entity_pos(Entity *e);
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bool box_interactible(GameState *gs, Player *for_player, Entity *box);
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void entity_set_rotation(Entity *e, double rot);
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bool could_learn_from_scanner(Player *for_player, Entity *box);
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void entity_set_pos(Entity *e, cpVect pos);
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double entity_rotation(Entity *e);
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void entity_ensure_in_orbit(GameState *gs, Entity *e);
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void entity_destroy(GameState *gs, Entity *e);
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#define BOX_CHAIN_ITER(gs, cur, starting_box) for (Entity *cur = get_entity(gs, starting_box); cur != NULL; cur = get_entity(gs, cur->next_box))
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#define BOXES_ITER(gs, cur, grid_entity_ptr) BOX_CHAIN_ITER(gs, cur, (grid_entity_ptr)->boxes)
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typedef struct LauncherTarget
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{
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bool target_found;
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double facing_angle; // in global coords
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} LauncherTarget;
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LauncherTarget missile_launcher_target(GameState *gs, Entity *launcher);
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// grid
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void grid_create(struct GameState *gs, Entity *e);
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void box_create(struct GameState *gs, Entity *new_box, Entity *grid, cpVect pos, enum BoxType type);
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Entity *box_grid(Entity *box);
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cpVect grid_com(Entity *grid);
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cpVect grid_vel(Entity *grid);
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cpVect box_vel(Entity *box);
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cpVect grid_local_to_world(Entity *grid, cpVect local);
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cpVect grid_world_to_local(Entity *grid, cpVect world);
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cpVect grid_snapped_box_pos(Entity *grid, cpVect world); // returns the snapped pos in world coords
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double entity_angular_velocity(Entity *grid);
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cpVect entity_shape_pos(Entity *box);
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double box_rotation(Entity *box);
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// thruster
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cpVect box_facing_vector(Entity *box);
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cpVect thruster_force(Entity *box);
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// debug draw
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void dbg_drawall();
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void dbg_line(cpVect from, cpVect to);
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void dbg_rect(cpVect center);
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typedef struct ServerThreadInfo
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{
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ma_mutex info_mutex;
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const char *world_save;
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bool should_quit;
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} ServerThreadInfo;
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// all the math is static so that it can be defined in each compilation unit its included in
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typedef struct AABB
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{
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double x, y, width, height;
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} AABB;
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static inline AABB centered_at(cpVect point, cpVect size)
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{
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return (AABB){
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.x = point.x - size.x / 2.0f,
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.y = point.y - size.y / 2.0f,
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.width = size.x,
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.height = size.y,
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};
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}
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static inline bool has_point(AABB aabb, cpVect point)
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{
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return point.x > aabb.x && point.x < aabb.x + aabb.width && point.y > aabb.y && point.y < aabb.y + aabb.height;
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}
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static inline double cpvprojectval(cpVect vec, cpVect onto)
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{
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double length_onto = cpvlength(onto);
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return cpvdot(vec, onto) / (length_onto * length_onto);
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}
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// spins around by theta
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static inline cpVect cpvspin(cpVect vec, double theta)
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{
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return (cpVect){
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.x = vec.x * cos(theta) - vec.y * sin(theta),
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.y = vec.x * sin(theta) + vec.y * cos(theta),
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};
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}
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// also known as atan2
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static inline double cpvangle(cpVect vec)
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{
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return atan2(vec.y, vec.x);
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}
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typedef struct BoxCentered
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{
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cpVect pos;
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double rotation;
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cpVect size; // half width and half height, centered on position
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} BoxCentered;
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static inline bool box_has_point(BoxCentered box, cpVect point)
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{
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cpVect local_point = cpvspin(cpvsub(point, box.pos), -box.rotation);
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return has_point((AABB){.x = -box.size.x / 2.0, .y = -box.size.y / 2.0, .width = box.size.x, .height = box.size.y}, local_point);
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}
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static double sign(double f)
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{
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if (f >= 0.0f)
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return 1.0f;
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else
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return -1.0f;
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}
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static inline double clamp01(double f)
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{
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return fmax(0.0f, fmin(f, 1.0f));
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}
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static inline double clamp(double f, double minimum, double maximum)
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{
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if (f < minimum)
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return minimum;
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if (f > maximum)
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return maximum;
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return f;
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}
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static inline double cpvanglediff(cpVect a, cpVect b)
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{
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double acos_input = cpvdot(a, b) / (cpvlength(a) * cpvlength(b));
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acos_input = clamp(acos_input, -1.0f, 1.0f);
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flight_assert(acos_input >= -1.0f && acos_input <= 1.0f);
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return acos(acos_input) * sign(cpvdot(a, b));
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}
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static inline double fract(double f)
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{
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return f - floor(f);
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}
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static inline double lerp(double a, double b, double f)
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{
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return a * (1.0f - f) + (b * f);
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}
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static inline double lerp_angle(double p_from, double p_to, double p_weight)
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{
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double difference = fmod(p_to - p_from, (float)TAU);
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double distance = fmod(2.0f * difference, (float)TAU) - difference;
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return p_from + distance * p_weight;
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}
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static inline cpVect cpvfloor(cpVect p)
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{
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return (cpVect){floor(p.x), floor(p.y)};
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}
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static inline cpVect cpvfract(cpVect p)
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{
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return (cpVect){fract(p.x), fract(p.y)};
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}
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// for random generation
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static inline double hash11(double p)
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{
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p = fract(p * .1031f);
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p *= p + 33.33f;
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p *= p + p;
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return fract(p);
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}
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static inline double deg2rad(double deg)
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{
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return (deg / 360.0f) * 2.0f * PI;
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}
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