Replaced vec.h with stb_ds.h arrays
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@@ -5,26 +5,22 @@
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#include "registry.h"
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#include "2dphysics.h"
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#include "script.h"
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#include "vec.h"
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#include "input.h"
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#include <string.h>
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#include <chipmunk/chipmunk.h>
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#include "resources.h"
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#include "nuke.h"
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struct vec *gameobjects = NULL;
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#include "stb_ds.h"
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struct mGameObject *gameobjects = NULL;
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const int nameBuf[MAXNAME] = { 0 };
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const int prefabNameBuf[MAXNAME] = { 0 };
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void init_gameobjects()
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{
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gameobjects = vec_make(sizeof(struct mGameObject), 100);
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}
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struct mGameObject *get_gameobject_from_id(int id)
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{
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return vec_get(gameobjects, id - 1);
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return &gameobjects[id];
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}
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static void gameobject_setpickcolor(struct mGameObject *go)
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@@ -40,36 +36,46 @@ static void gameobject_setpickcolor(struct mGameObject *go)
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struct mGameObject *MakeGameobject()
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{
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struct mGameObject *go = vec_add(gameobjects, NULL);
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go->editor.id = gameobjects->len - 1;
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go->transform.scale = 1.f;
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gameobject_setpickcolor(go);
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strncpy(go->editor.mname, "New object", MAXNAME);
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go->scale = 1.f;
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go->bodytype = CP_BODY_TYPE_STATIC;
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go->mass = 1.f;
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go->body = cpSpaceAddBody(space, cpBodyNew(go->mass, 1.f));
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struct mGameObject go = {
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.editor.id = arrlen(gameobjects),
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.transform.scale = 1.f,
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.scale = 1.f,
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.bodytype = CP_BODY_TYPE_STATIC,
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.mass = 1.f
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};
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go->components = vec_make(sizeof(struct component), 10);
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gameobject_setpickcolor(&go);
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strncpy(go.editor.mname, "New object", MAXNAME);
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go.body = cpSpaceAddBody(space, cpBodyNew(go.mass, 1.f));
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return go;
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arrput(gameobjects, go);
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return &arrlast(gameobjects);
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}
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void gameobject_addcomponent(struct mGameObject *go, struct component *c)
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{
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struct component *newc = vec_add(go->components, c);
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arrput(go->components, *c);
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struct component *newc = &arrlast(go->components);
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newc->go = go;
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newc->data = newc->make(newc->go);
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}
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void gameobject_delete(int id)
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{
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vec_delete(gameobjects, id);
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struct mGameObject *go = &gameobjects[id];
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for (int i = 0; i < arrlen(go->components); i++) {
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free(go->components[i].data);
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}
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arrfree(go->components);
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arrdelswap(gameobjects, id);
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}
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void gameobject_delcomponent(struct mGameObject *go, int n)
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{
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vec_del_order(go->components, n);
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arrdel(go->components, n);
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}
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void setup_model_transform(struct mTransform *t, struct mShader *s, float scale)
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@@ -88,10 +94,10 @@ void gameobject_save(struct mGameObject *go, FILE * file)
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{
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fwrite(go, sizeof(*go), 1, file);
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vec_store(go->components, file);
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for (int i = 0; i < go->components->len; i++) {
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struct component *c = vec_get(go->components, i);
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fwrite(c->data, c->datasize, 1, file);
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fwrite(arrlen(go->components), sizeof(int), 1, file);
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for (int i = 0; i < arrlen(go->components); i++) {
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fwrite(go->components[i].id, sizeof(int), 1, file);
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fwrite(go->components[i].data, go->components[i].datasize, 1, file);
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}
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}
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@@ -103,30 +109,34 @@ void gameobject_makefromprefab(char *path)
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}
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struct mGameObject *new = MakeGameobject();
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struct vec *hold = new->components;
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fread(new, sizeof(*new), 1, fprefab);
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new->components = hold;
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new->editor.id = gameobjects->len - 1;
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new->components = NULL;
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gameobject_init(new, fprefab);
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fclose(fprefab);
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new->editor.id = arrlen(gameobjects);
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arrput(gameobjects, *new);
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}
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void gameobject_init(struct mGameObject *go, FILE * fprefab)
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{
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go->body = cpSpaceAddBody(space, cpBodyNew(go->mass, 1.f));
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vec_load(go->components, fprefab);
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int comp_n;
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fread(&comp_n, sizeof(int), 1, fprefab);
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arrsetlen(go->components, comp_n);
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int n;
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for (int i = 0; i < go->components->len; i++) {
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vec_set(go->components, i, &components[((struct component *) vec_get(go->components, i))->id]);
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struct component *newc = vec_get(go->components, i);
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newc->go = go;
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newc->data = malloc(newc->datasize);
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fread(newc->data, newc->datasize, 1, fprefab);
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newc->init(newc->data, go);
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for (int i = 0; i < comp_n; i++) {
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fread(&n, sizeof(int), 1, fprefab);
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arrput(go->components, components[n]);
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struct component *newc = &arrlast(go->components);
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newc->go = go;
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newc->data = malloc(newc->datasize);
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fread(newc->data, newc->datasize, 1, fprefab);
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newc->init(newc->data, go);
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}
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}
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@@ -176,9 +186,8 @@ void toggleprefab(struct mGameObject *go)
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void gameobject_update(struct mGameObject *go)
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{
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if (go->script) {
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if (go->script)
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script_run(go->script);
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}
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}
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void gameobject_move(struct mGameObject *go, float xs, float ys)
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@@ -197,7 +206,8 @@ void gameobject_rotate(struct mGameObject *go, float as)
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}
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void update_gameobjects() {
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vec_walk(gameobjects, &gameobject_update);
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for (int i = 0; i < arrlen(gameobjects); i++)
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gameobject_update(&gameobjects[i]);
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}
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@@ -245,8 +255,8 @@ void object_gui(struct mGameObject *go)
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for (int i = 0; i < go->components->len; i++) {
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struct component *c = vec_get(go->components, i);
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for (int i = 0; i < arrlen(go->components); i++) {
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struct component *c = &go->components[i];
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if (c->draw_debug)
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c->draw_debug(c->data);
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