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521 lines
12 KiB
C
521 lines
12 KiB
C
#pragma once
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#define MAX_PLAYERS 8
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#define MAX_ENTITIES 1024*2
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#define BOX_SIZE 0.25f
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#define PLAYER_SIZE ((V2){.x = BOX_SIZE, .y = BOX_SIZE})
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#define PLAYER_MASS 0.5f
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#define PLAYER_JETPACK_FORCE 2.0f
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// #define PLAYER_JETPACK_FORCE 20.0f
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#define PLAYER_JETPACK_SPICE_PER_SECOND 0.3f
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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 4.0f
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#define THRUSTER_ENERGY_USED_PER_SECOND 0.05f
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#define VISION_RADIUS 16.0f
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#define MAX_BYTES_SIZE 1024 * 36 // maximum size of serialized gamestate buffer
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#define SUN_RADIUS 10.0f
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#define INSTANT_DEATH_DISTANCE_FROM_SUN 300.0f
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#define SUN_POS ((V2){50.0f,0.0f})
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#define SUN_GRAVITY_STRENGTH (5.0e3f)
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#define SOLAR_ENERGY_PER_SECOND 0.02f
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#define DAMAGE_TO_PLAYER_PER_BLOCK 0.1f
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#define BATTERY_CAPACITY DAMAGE_TO_PLAYER_PER_BLOCK
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#define PLAYER_ENERGY_RECHARGE_PER_SECOND 0.1f
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#define EXPLOSION_TIME 0.5f
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#define EXPLOSION_PUSH_STRENGTH 5.0f
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#define EXPLOSION_DAMAGE_PER_SEC 10.0f
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#define EXPLOSION_RADIUS 1.0f
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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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#define TIMESTEP (1.0f / 60.0f) // not required to simulate at this, but this defines what tick the game is on
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#define TIME_BETWEEN_INPUT_PACKETS (1.0f / 20.0f)
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#define SERVER_PORT 2551
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#define INPUT_BUFFER 6
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// must make this header and set the target address, just #define SERVER_ADDRESS "127.0.0.1"
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#include "ipsettings.h" // don't leak IP!
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// @Robust remove this include somehow, needed for sqrt and cos
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#include <math.h>
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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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// including headers from headers bad
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#ifndef SOKOL_GP_INCLUDED
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void sgp_set_color(float, float, float, float);
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// @Robust use double precision for all vectors, when passed back to sokol
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// somehow automatically or easily cast to floats
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typedef struct sgp_vec2
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{
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float x, y;
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} sgp_vec2;
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typedef sgp_vec2 sgp_point;
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#endif
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#ifndef CHIPMUNK_H
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typedef void cpSpace;
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typedef void cpBody;
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typedef void cpShape;
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#endif
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#include <stdbool.h>
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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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typedef sgp_vec2 V2;
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typedef sgp_point P2;
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#define Log(...) \
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fprintf(stdout, "%s:%d | ", __FILE__, __LINE__); \
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fprintf(stdout, __VA_ARGS__)
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enum BoxType
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{
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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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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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// when generation is 0, invalid ID
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typedef struct EntityID
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{
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unsigned int generation; // 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 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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// when updated, must update serialization, AND comparison
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// function in main.c
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typedef struct InputFrame
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{
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uint64_t tick;
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size_t id; // each input has unique, incrementing, I.D, so server doesn't double process inputs. Inputs to server should be ordered from 0-max like biggest id-smallest. This is done so if packet loss server still processes input
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V2 movement;
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bool seat_action;
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EntityID seat_to_inhabit;
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V2 hand_pos; // local to player transationally but not rotationally unless field below is not null, then it's local to that grid
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// @BeforeShip bounds check on the hand_pos so that players can't reach across the entire map
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EntityID grid_hand_pos_local_to; // when not null, hand_pos is local to this grid. this prevents bug where at high speeds the built block is in the wrong place on the selected grid
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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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float damage; // used by box and player
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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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// 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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EntityID shape_parent_entity; // can't be zero if shape is nonzero
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V2 shape_size;
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// player
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bool is_player;
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EntityID currently_inside_of_box;
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float goldness; // how much the player is a winner
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// explosion
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bool is_explosion;
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V2 explosion_pos;
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V2 explosion_vel;
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float explosion_progresss; // in seconds
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// grids
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bool is_grid;
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float 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_explosion_unlock;
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EntityID next_box;
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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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float wanted_thrust; // the thrust command applied to the thruster
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float thrust; // the actual thrust it can provide based on energy sources in the grid
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float energy_used; // battery
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float sun_amount; // solar panel, between 0 and 1
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EntityID player_who_is_inside_of_me;
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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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bool unlocked_bombs;
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EntityID entity;
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InputFrame input;
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} Player;
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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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double time;
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V2 goldpos;
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Player players[MAX_PLAYERS];
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EntityID cur_spacestation;
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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) for(Player * cur = players; cur < players+MAX_PLAYERS; cur++) if(cur->connected)
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#define PI 3.14159f
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// returns in radians
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static float 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 ServerToClient
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{
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struct GameState* cur_gs;
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int your_player;
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} ServerToClient;
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struct ClientToServer
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{
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InputFrame inputs[INPUT_BUFFER];
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};
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// server
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void server(void* data); // data parameter required from thread api...
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// gamestate
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EntityID create_spacestation(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(struct GameState* gs, float dt); // does in place
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Entity* closest_to_point_in_radius(struct GameState* gs, V2 point, float radius);
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uint64_t tick(struct GameState* gs);
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void into_bytes(struct ServerToClient* gs, char* out_bytes, size_t* out_len, size_t max_len);
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void from_bytes(struct ServerToClient* gs, char* bytes, size_t max_len);
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// entities
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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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V2 entity_pos(Entity* e);
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void entity_set_rotation(Entity* e, float rot);
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void entity_set_pos(Entity* e, V2 pos);
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float entity_rotation(Entity* e);
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void entity_ensure_in_orbit(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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// player
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void player_destroy(struct Player* p);
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void player_new(struct Player* p);
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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, V2 pos);
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V2 grid_com(Entity* grid);
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V2 grid_vel(Entity* grid);
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V2 grid_local_to_world(Entity* grid, V2 local);
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V2 grid_world_to_local(Entity* grid, V2 world);
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V2 grid_snapped_box_pos(Entity* grid, V2 world); // returns the snapped pos in world coords
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float entity_angular_velocity(Entity* grid);
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V2 entity_shape_pos(Entity* box);
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float box_rotation(Entity* box);
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// thruster
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V2 box_facing_vector(Entity* box);
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V2 thruster_force(Entity* box);
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// debug draw
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void dbg_drawall();
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void dbg_line(V2 from, V2 to);
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void dbg_rect(V2 center);
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// helper
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#define SKIPNULL(thing) \
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if (thing == NULL) \
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continue
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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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float x, y, width, height;
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} AABB;
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static bool has_point(AABB aabb, V2 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 V2 V2add(V2 a, V2 b)
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{
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return (V2) {
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.x = a.x + b.x,
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.y = a.y + b.y,
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};
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}
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static V2 V2scale(V2 a, float f)
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{
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return (V2) {
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.x = a.x * f,
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.y = a.y * f,
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};
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}
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static float V2length(V2 v)
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{
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return sqrtf(v.x * v.x + v.y * v.y);
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}
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static V2 V2normalize(V2 v)
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{
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return V2scale(v, 1.0f / V2length(v));
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}
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static float V2dot(V2 a, V2 b)
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{
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return a.x * b.x + a.y * b.y;
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}
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static float V2projectvalue(V2 vec, V2 onto)
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{
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float length_onto = V2length(onto);
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return V2dot(vec, onto) / (length_onto * length_onto);
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}
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static V2 V2project(V2 vec, V2 onto)
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{
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return V2scale(onto, V2projectvalue(vec, onto));
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}
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static V2 V2rotate(V2 vec, float theta)
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{
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return (V2) {
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.x = vec.x * cosf(theta) - vec.y * sinf(theta),
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.y = vec.x * sinf(theta) + vec.y * cosf(theta),
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};
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}
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// also known as atan2
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static float V2angle(V2 vec)
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{
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return atan2f(vec.y, vec.x);
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}
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static V2 V2sub(V2 a, V2 b)
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{
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return (V2) {
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.x = a.x - b.x,
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.y = a.y - b.y,
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};
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}
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static bool V2equal(V2 a, V2 b, float eps)
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{
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return V2length(V2sub(a, b)) < eps;
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}
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static inline float clamp01(float f)
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{
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return fmaxf(0.0f, fminf(f, 1.0f));
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}
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static inline float clamp(float f, float minimum, float 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 float fract(float f)
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{
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return f - floorf(f);
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}
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static float lerp(float a, float b, float 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 V2 V2floor(V2 p)
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{
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return (V2) { floorf(p.x), floorf(p.y) };
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}
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static V2 V2fract(V2 p)
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{
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return (V2) { fract(p.x), fract(p.y) };
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}
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/*
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float noise(V2 p)
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{
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V2 id = V2floor(p);
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V2 f = V2fract(p);
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V2 u = V2dot(f, f) * (3.0f - 2.0f * f);
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return mix(mix(random(id + V2(0.0, 0.0)),
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random(id + V2(1.0, 0.0)), u.x),
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mix(random(id + V2(0.0, 1.0)),
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random(id + V2(1.0, 1.0)), u.x),
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u.y);
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}
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float fbm(V2 p)
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{
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float f = 0.0;
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float gat = 0.0;
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for (float octave = 0.; octave < 5.; ++octave)
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{
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float la = pow(2.0, octave);
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float ga = pow(0.5, octave + 1.);
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f += ga * noise(la * p);
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gat += ga;
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}
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f = f / gat;
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return f;
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}
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*/
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static V2 V2lerp(V2 a, V2 b, float factor)
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{
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V2 to_return = { 0 };
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to_return.x = lerp(a.x, b.x, factor);
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to_return.y = lerp(a.y, b.y, factor);
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return to_return;
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}
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// for random generation
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static float hash11(float 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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typedef struct Color
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{
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float r, g, b, a;
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} Color;
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static Color colhex(int r, int g, int b)
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{
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return (Color) {
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.r = (float)r / 255.0f,
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.g = (float)g / 255.0f,
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.b = (float)b / 255.0f,
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.a = 1.0f,
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};
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}
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static Color colhexcode(int hexcode)
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{
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// 0x020509;
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int r = (hexcode >> 16) & 0xFF;
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int g = (hexcode >> 8) & 0xFF;
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int b = (hexcode >> 0) & 0xFF;
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return colhex(r, g, b);
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}
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static Color Collerp(Color a, Color b, float factor)
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{
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Color to_return = { 0 };
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to_return.r = lerp(a.r, b.r, factor);
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to_return.g = lerp(a.g, b.g, factor);
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to_return.b = lerp(a.b, b.b, factor);
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to_return.a = lerp(a.a, b.a, factor);
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return to_return;
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}
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static void set_color(Color c)
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{
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sgp_set_color(c.r, c.g, c.b, c.a);
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}
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#define WHITE \
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(Color) { .r = 1.0f, .g = 1.0f, .b = 1.0f, .a = 1.0f }
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#define RED \
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(Color) { .r = 1.0f, .g = 0.0f, .b = 0.0f, .a = 1.0f }
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#define GOLD colhex(255, 215, 0) |