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@ -139,13 +139,11 @@ typedef struct Overlap
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Entity *e;
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Entity *e;
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} Overlap;
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} Overlap;
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#define MAX_COLLISIONS_RESULTS 16
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#define BUFF(type, max_size) struct { type data[max_size]; int cur_index; }
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typedef struct Overlapping
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#define BUFF_APPEND(buff_ptr, element) { (buff_ptr)->data[(buff_ptr)->cur_index++] = element; assert((buff_ptr)->cur_index < ARRLEN((buff_ptr)->data)); }
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{
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#define BUFF_ITER(type, buff_ptr) for(type *it = &((buff_ptr)->data[0]); it < (buff_ptr)->data + (buff_ptr)->cur_index; it++)
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Overlap results[MAX_COLLISIONS_RESULTS];
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int num_results;
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} Overlapping;
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typedef BUFF(Overlap, 16) Overlapping;
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#define LEVEL_TILES 60
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#define LEVEL_TILES 60
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#define TILE_SIZE 32 // in pixels
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#define TILE_SIZE 32 // in pixels
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@ -722,6 +720,7 @@ bool has_point(AABB aabb, Vec2 point)
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int num_draw_calls = 0;
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int num_draw_calls = 0;
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float cur_batch_data[1024*10] = {0};
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float cur_batch_data[1024*10] = {0};
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int cur_batch_data_index = 0;
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int cur_batch_data_index = 0;
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// @TODO check last tint as well, do this when factor into drawing parameters
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// @TODO check last tint as well, do this when factor into drawing parameters
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@ -1024,12 +1023,9 @@ Overlapping get_overlapping(Level *l, AABB aabb)
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TileInstance t = get_tile(l, world_to_tilecoord(q.points[i]));
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TileInstance t = get_tile(l, world_to_tilecoord(q.points[i]));
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if(is_tile_solid(t))
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if(is_tile_solid(t))
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{
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{
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to_return.results[to_return.num_results++] = (Overlap)
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Overlap element = ((Overlap){.is_tile = true, .t = t});
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{
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//{ (&to_return)[(&to_return)->cur_index++] = element; assert((&to_return)->cur_index < ARRLEN((&to_return)->data)); }
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.is_tile = true,
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BUFF_APPEND(&to_return, element);
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.t = t
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};
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assert(to_return.num_results < ARRLEN(to_return.results));
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}
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}
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}
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}
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@ -1038,11 +1034,7 @@ Overlapping get_overlapping(Level *l, AABB aabb)
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{
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{
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if(!(it->kind == ENTITY_PLAYER && it->is_rolling) && overlapping(aabb, entity_aabb(it)))
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if(!(it->kind == ENTITY_PLAYER && it->is_rolling) && overlapping(aabb, entity_aabb(it)))
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{
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{
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to_return.results[to_return.num_results++] = (Overlap)
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BUFF_APPEND(&to_return, (Overlap){.e = it});
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{
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.e = it,
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};
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assert(to_return.num_results < ARRLEN(to_return.results));
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}
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}
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}
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}
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@ -1350,16 +1342,17 @@ void frame(void)
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it->pos = AddV2(it->pos, MulV2F(it->vel, pixels_per_meter * dt));
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it->pos = AddV2(it->pos, MulV2F(it->vel, pixels_per_meter * dt));
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draw_quad(true, quad_aabb(entity_aabb(it)), image_white_square, full_region(image_white_square), WHITE);
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draw_quad(true, quad_aabb(entity_aabb(it)), image_white_square, full_region(image_white_square), WHITE);
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Overlapping over = get_overlapping(cur_level, entity_aabb(it));
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Overlapping over = get_overlapping(cur_level, entity_aabb(it));
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for(int i = 0; i < over.num_results; i++) if(over.results[i].e != it)
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Entity *from_bullet = it;
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BUFF_ITER(Overlap, &over) if(it->e != from_bullet)
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{
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{
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if(!over.results[i].is_tile)
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if(!it->is_tile)
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{
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{
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// knockback and damage
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// knockback and damage
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Entity *hit = over.results[i].e;
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Entity *hit = it->e;
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if(hit->kind == ENTITY_OLD_MAN) hit->aggressive = true;
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if(hit->kind == ENTITY_OLD_MAN) hit->aggressive = true;
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hit->vel = MulV2F(NormV2(SubV2(hit->pos, it->pos)), 5.0f);
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hit->vel = MulV2F(NormV2(SubV2(hit->pos, from_bullet->pos)), 5.0f);
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hit->damage += 0.2f;
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hit->damage += 0.2f;
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*it = (Entity){0};
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*from_bullet = (Entity){0};
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}
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}
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}
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}
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if(!has_point(level_aabb, it->pos)) *it = (Entity){0};
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if(!has_point(level_aabb, it->pos)) *it = (Entity){0};
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@ -1461,11 +1454,11 @@ void frame(void)
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}
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}
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dbgrect(weapon_aabb);
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dbgrect(weapon_aabb);
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Overlapping overlapping_weapon = get_overlapping(cur_level, weapon_aabb);
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Overlapping overlapping_weapon = get_overlapping(cur_level, weapon_aabb);
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for(int i = 0; i < overlapping_weapon.num_results; i++)
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BUFF_ITER(Overlap, &overlapping_weapon)
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{
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{
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if(!overlapping_weapon.results[i].is_tile)
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if(!it->is_tile)
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{
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{
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Entity *e = overlapping_weapon.results[i].e;
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Entity *e = it->e;
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if(e->kind == ENTITY_OLD_MAN)
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if(e->kind == ENTITY_OLD_MAN)
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{
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{
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e->aggressive = true;
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e->aggressive = true;
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@ -1498,9 +1491,8 @@ void frame(void)
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Overlapping possible_dialogs = get_overlapping(cur_level, dialog_rect);
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Overlapping possible_dialogs = get_overlapping(cur_level, dialog_rect);
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Entity *closest_talkto = NULL;
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Entity *closest_talkto = NULL;
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float closest_talkto_dist = INFINITY;
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float closest_talkto_dist = INFINITY;
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for(int i = 0; i < possible_dialogs.num_results; i++)
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BUFF_ITER(Overlap, &possible_dialogs)
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{
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{
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Overlap *it = &possible_dialogs.results[i];
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if(!it->is_tile && it->e->kind == ENTITY_OLD_MAN && !it->e->aggressive)
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if(!it->is_tile && it->e->kind == ENTITY_OLD_MAN && !it->e->aggressive)
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{
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{
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float dist = LenV2(SubV2(it->e->pos, player->pos));
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float dist = LenV2(SubV2(it->e->pos, player->pos));
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