Added pawn system for input via scheme
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9bdb7ce9cb
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5ae72062a2
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@ -75,7 +75,7 @@ void draw_circle(int x, int y, float radius, int pixels)
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};
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glBindBuffer(GL_ARRAY_BUFFER, circleVBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(verts), &verts, GL_DYNAMIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, sizeof(verts), verts, GL_DYNAMIC_DRAW);
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shader_setfloat(circleShader, "radius", radius);
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shader_setint(circleShader, "thickness", pixels);
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@ -686,8 +686,7 @@ void editor_project_gui() {
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startobjectgui:
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if (selectedobject) {
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draw_point(selectedobject->transform.position[0],
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selectedobject->transform.position[1], 5);
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draw_point(selectedobject->transform.position[0], selectedobject->transform.position[1], 5);
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NK_FORCE(gameobject)
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@ -25,6 +25,14 @@ struct gameobject *get_gameobject_from_id(int id)
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return &gameobjects[id];
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}
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int id_from_gameobject(struct gameobject *go) {
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for (int i = 0; i < arrlen(gameobjects); i++) {
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if (&gameobjects[i] == i) return i;
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}
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return -1;
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}
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static void gameobject_setpickcolor(struct gameobject *go)
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{
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float r = ((go->editor.id & 0x000000FF) >> 0) / 255.f;
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@ -114,7 +122,7 @@ void gameobject_save(struct gameobject *go, FILE * file)
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}
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}
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void gameobject_makefromprefab(char *path)
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int gameobject_makefromprefab(char *path)
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{
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FILE *fprefab = fopen(path, "rb");
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if (fprefab == NULL) {
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@ -129,6 +137,8 @@ void gameobject_makefromprefab(char *path)
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gameobject_init(new, fprefab);
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fclose(fprefab);
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return arrlen(gameobjects)-1;
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}
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void gameobject_init(struct gameobject *go, FILE * fprefab)
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@ -228,6 +238,18 @@ void gameobject_rotate(struct gameobject *go, float as)
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cpBodySetAngle(go->body, a);
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}
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void gameobject_setangle(struct gameobject *go, float angle) {
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cpBodySetAngle(go->body, angle);
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}
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void gameobject_setpos(struct gameobject *go, float x, float y) {
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if (!go || !go->body) return;
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cpVect p;
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p.x = x;
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p.y = y;
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cpBodySetPosition(go->body, p);
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}
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void update_gameobjects() {
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for (int i = 0; i < arrlen(gameobjects); i++)
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gameobject_update(&gameobjects[i]);
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@ -46,14 +46,17 @@ int number_of_gameobjects();
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void set_n_gameobjects(int n);
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void setup_model_transform(struct mTransform *t, struct shader *s, float scale);
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void toggleprefab(struct gameobject *go);
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struct gameobject *get_gameobject_from_id(int id);
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int id_from_gameobject(struct gameobject *go);
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void gameobject_save(struct gameobject *go, FILE * file);
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void gameobject_addcomponent(struct gameobject *go, struct component *c);
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void gameobject_delcomponent(struct gameobject *go, int n);
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void gameobject_loadcomponent(struct gameobject *go, int id);
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void gameobject_saveprefab(struct gameobject *go);
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void gameobject_makefromprefab(char *path);
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int gameobject_makefromprefab(char *path);
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void gameobject_syncprefabs(char *revertPath);
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void gameobject_revertprefab(struct gameobject *go);
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@ -64,6 +67,8 @@ void update_gameobjects();
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void gameobject_move(struct gameobject *go, float xs, float ys);
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void gameobject_rotate(struct gameobject *go, float as);
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void gameobject_setangle(struct gameobject *go, float angle);
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void gameobject_setpos(struct gameobject *go, float x, float y);
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void object_gui(struct gameobject *go);
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@ -19,6 +19,13 @@ static int *downkeys = NULL;
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static int mquit = 0;
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static s7_pointer *pawns = NULL;
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void set_pawn(s7_pointer menv) {
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arrput(pawns, menv);
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YughInfo("Now controling %d pawns.", arrlen(pawns));
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}
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static void cursor_pos_cb(GLFWwindow *w, double xpos, double ypos)
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{
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xchange = (int)xpos - c_xpos;
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@ -174,7 +181,9 @@ void win_key_callback(GLFWwindow *w, int key, int scancode, int action, int mods
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}
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SCRIPTCALL:
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script_call(keystr);
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for (int i = 0; i < arrlen(pawns); i++)
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script_eval_w_env(keystr, pawns[i]);
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}
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void cursor_hide()
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@ -4,6 +4,8 @@
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#include <stdint.h>
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#include "window.h"
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#include "script.h"
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extern int32_t mouseWheelX;
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extern int32_t mouseWheelY;
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extern int ychange;
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@ -26,7 +28,8 @@ void win_key_callback(GLFWwindow *w, int key, int scancode, int action, int mods
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struct inputaction
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{
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int scancode;
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};
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void set_pawn(s7_pointer env);
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#endif
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@ -10,6 +10,7 @@
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#include "engine.h"
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#include "log.h"
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#include "input.h"
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#include "gameobject.h"
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#include "s7.h"
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@ -135,17 +136,19 @@ s7_pointer s7_gen_cmd(s7_scheme *sc, s7_pointer args) {
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/* 0 : load level */
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/* 1: load prefab */
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int response = 0;
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switch (cmd) {
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case 0:
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load_level(s);
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break;
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case 1:
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gameobject_makefromprefab(s);
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response = gameobject_makefromprefab(s);
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break;
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}
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return args;
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return s7_make_integer(sc, response);
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}
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s7_pointer s7_sys_cmd(s7_scheme *sc, s7_pointer args) {
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@ -156,6 +159,8 @@ s7_pointer s7_sys_cmd(s7_scheme *sc, s7_pointer args) {
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quit();
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break;
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}
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return args;
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}
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s7_pointer s7_sound_cmd(s7_scheme *sc, s7_pointer args) {
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@ -195,24 +200,41 @@ s7_pointer s7_register(s7_scheme *sc, s7_pointer args) {
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return expr;
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}
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/*
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mrb_value mrb_nuke_cb(mrb_state *mrb, mrb_value self) {
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mrb_float win;
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mrb_sym cb;
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mrb_get_args(mrb, "fn", &win, &cb);
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window_i((int)win)->nuke_cb = cb;
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return self;
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s7_pointer s7_set_pawn(s7_scheme *sc, s7_pointer args) {
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s7_pointer pawn = s7_car(args);
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set_pawn(pawn);
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return args;
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}
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mrb_value mrb_gui_cb(mrb_state *mrb, mrb_value self) {
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mrb_float win;
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mrb_sym cb;
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mrb_get_args(mrb, "fn", &win, &cb);
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window_i((int)win)->gui_cb = cb;
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return self;
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s7_pointer s7_set_body(s7_scheme *sc, s7_pointer args) {
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int id = s7_integer(s7_car(args));
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int cmd = s7_integer(s7_cadr(args));
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double val1;
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double val2;
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switch (cmd) {
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case 0:
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val1 = s7_real(s7_caddr(args));
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gameobject_setangle(get_gameobject_from_id(id), val1);
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break;
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case 1:
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val1 = s7_real(s7_car(s7_caddr(args)));
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val2 = s7_real(s7_cadr(s7_caddr(args)));
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gameobject_setpos(get_gameobject_from_id(id), val1, val2);
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break;
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}
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return args;
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}
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*/
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s7_pointer s7_set_body_pos(s7_scheme *sc, s7_pointer args) {
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int id = s7_integer(s7_car(args));
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double x = s7_real(s7_cadr(args));
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double y = s7_real(s7_caddr(args));
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gameobject_setpos(get_gameobject_from_id(id), x, y);
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return args;
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}
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#define S7_FUNC(NAME, ARGS) s7_define_function(s7, #NAME, s7_ ##NAME, ARGS, 0, 0, "")
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@ -232,5 +254,8 @@ void ffi_load() {
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S7_FUNC(sound_cmd, 2);
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S7_FUNC(gui_hook, 1);
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S7_FUNC(register, 2);
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S7_FUNC(set_pawn, 1);
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S7_FUNC(set_body, 3);
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S7_FUNC(set_body_pos, 3);
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}
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@ -86,6 +86,12 @@ void script_call(const char *f) {
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s7_call(s7, s7_name_to_value(s7, f), s7_nil(s7));
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}
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void script_eval_w_env(const char *s, s7_pointer env) {
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char buffer[512];
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snprintf(buffer, 512-1, "(%s)", s);
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s7_eval_c_string_with_environment(s7, buffer, env);
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}
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void script_call_sym(s7_pointer sym)
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{
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s7_call(s7, sym, s7_nil(s7));
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@ -13,26 +13,16 @@
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(define-macro (funcsrc func)
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`(funcinfo ,func 'source))
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;(define-macro (glog data lvl)
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; (let ((z (gensym)))
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; `(begin
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; (define (,z) ())
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; (log ,lvl ,data (funcinfo ,z 'file) (funcinfo ,z 'line)))))
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(define-macro (glog data lvl)
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`(log ,lvl ,data (port-filename (current-input-port)) (port-line-number (current-input-port))))
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(define-macro (flog data lvl)
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`(log ,lvl ,data (funcinfo (*function*) 'file) (funcinfo (*function*) 'line)))
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;(define-macro (glog data lvl)
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; `(log ,lvl ,data (pair-line-number (cddr (procedure-source
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(define (loginfo data) (glog data 0))
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(define (logwarn data) (glog data 1))
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(define (logerr data) (glog data 2))
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(define (logcrit data) (glog data 3))
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(define (set_fps fps) (settings_cmd 0 (/ 1 fps)))
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(define (set_update fps) (settings_cmd 1 (/ 1 fps)))
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`(begin
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(define (,f) (begin . ,expr))
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(register 0 ,f))))
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(define-macro (while condition . body)
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(let ((loop (gensym)))
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`(let ,loop ()
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(cond (,condition
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(begin . ,body)
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(,loop))))))
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(define (clamp val min max)
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(cond ((< val min) min)
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((> val max) max)
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(else val)))
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(define (lerp s f dt)
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(+ s (* (clamp dt 0 1) (- f s))))
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(define (deg2rad deg)
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(* deg 0.01745329252))
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(define (body_angle! body angle) (set_body body 0 angle))
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(define (body_pos! body x y) (set_body_pos body x y))
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@ -1,5 +1,5 @@
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#version 330 core
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layout (location = 0) in vec4 vertex;
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layout (location = 0) in vec2 vertex;
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out vec2 coords;
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layout (std140) uniform Projection
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@ -9,7 +9,5 @@ layout (std140) uniform Projection
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void main()
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{
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coords = vertex.zw;
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gl_Position = projection * vec4(vertex.xy, 0.0, 1.0);
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}
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