Prepares pengine for more particle types.
Also fixed an invalid read bug.
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parent
bbe4526947
commit
cc229c8b00
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@ -25,15 +25,36 @@
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#include "vector2d.h"
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#include "random.h"
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typedef struct Particle_t {
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typedef enum ParticleType {
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RECT,
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LINE
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} ParticleType;
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typedef struct RectParticle {
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Position pos;
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Vector2d velocity;
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Dimension dim;
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} RectParticle;
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typedef struct LineParticle {
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Position startPos;
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Position endPos;
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} LineParticle;
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typedef union ParticleUnion {
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ParticleType type;
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RectParticle rect;
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LineParticle line;
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} ParticleUnion;
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typedef struct Particle {
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ParticleType type;
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Vector2d velocity;
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unsigned int movetime;
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unsigned int lifetime;
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bool fixed;
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Uint8 blend_mode;
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SDL_Color color;
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Uint8 blend_mode;
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ParticleUnion particle;
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} Particle;
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typedef struct Engine_t {
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@ -44,17 +65,20 @@ typedef struct Engine_t {
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static Engine *engine = NULL;
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static Particle*
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create_particle(void)
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create_rect_particle(void)
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{
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Particle *p = ec_malloc(sizeof(Particle));
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p->pos = (Position) { 0, 0 };
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p->dim = (Dimension) { 1, 1 };
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p->type = RECT;
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p->velocity = VECTOR2D_NODIR;
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p->movetime = 100;
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p->lifetime = 100;
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p->fixed = false;
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p->blend_mode = SDL_BLENDMODE_MOD;
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p->color = C_WHITE;
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p->particle.rect.pos = (Position) { 0, 0 };
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p->particle.rect.dim = (Dimension) { 1, 1 };
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return p;
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}
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@ -101,12 +125,12 @@ particle_engine_bloodspray(Position pos, Dimension dim, unsigned int count)
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w = get_random(3) + 2;
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h = get_random(3) + 2;
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p = create_particle();
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p->pos = (Position) { x, y };
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p = create_rect_particle();
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p->particle.rect.pos = (Position) { x, y };
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p->particle.rect.dim = (Dimension) { w, h };
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p->velocity = (Vector2d) { (float) xv, (float) yv };
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p->movetime = mt;
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p->lifetime = lt;
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p->dim = (Dimension) { w, h };
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p->color = C_RED;
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linkedlist_append(&engine->game_particles, p);
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}
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@ -137,12 +161,12 @@ create_explosion(Position pos, Dimension dim, unsigned int c_count, ...)
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lt = get_random(10);
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p = create_particle();
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p->pos = (Position) { x, y };
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p = create_rect_particle();
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p->particle.rect.pos = (Position) { x, y };
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p->particle.rect.dim = (Dimension) { 2, 2 };
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p->velocity = (Vector2d) { (float) xv, (float) yv };
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p->movetime = lt;
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p->lifetime = lt;
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p->dim = (Dimension) { 2, 2 };
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p->color = colors[get_random((unsigned int) c_count-1)];
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linkedlist_append(&engine->game_particles, p);
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}
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@ -183,16 +207,16 @@ particle_engine_speed_lines(Position pos, Dimension dim, bool horizontal)
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lt = get_random(10);
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p = create_particle();
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p->pos = (Position) { x, y };
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p = create_rect_particle();
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p->velocity = (Vector2d) { 0, 0 };
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p->movetime = lt;
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p->lifetime = lt;
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if (horizontal)
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p->dim = (Dimension) { 20, 1 };
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else
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p->dim = (Dimension) { 2, 20 };
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p->color = color;
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p->particle.rect.pos = (Position) { x, y };
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if (horizontal)
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p->particle.rect.dim = (Dimension) { 20, 1 };
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else
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p->particle.rect.dim = (Dimension) { 2, 20 };
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linkedlist_append(&engine->game_particles, p);
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}
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}
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@ -214,13 +238,13 @@ particle_engine_sparkle(Position pos, Dimension dim)
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lt = get_random(20);
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p = create_particle();
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p->pos = (Position) { x, y };
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p = create_rect_particle();
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p->particle.rect.pos = (Position) { x, y };
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p->particle.rect.dim = (Dimension) { 2, 2 };
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p->velocity = (Vector2d) { (float) 0, (float) yv };
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p->movetime = lt;
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p->lifetime = lt;
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p->blend_mode = SDL_BLENDMODE_BLEND;
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p->dim = (Dimension) { 2, 2 };
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p->color = C_WHITE;
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p->color.a = (Uint8) alpha;
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p->fixed = true;
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@ -255,12 +279,12 @@ particle_engine_wind(Vector2d direction)
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lt = get_random(500);
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p = create_particle();
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p->pos = (Position) { x, y };
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p = create_rect_particle();
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p->particle.rect.pos = (Position) { x, y };
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p->particle.rect.dim = (Dimension) { w, h };
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p->velocity = (Vector2d) { direction.x * (float) velocity, direction.y * (float) velocity };
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p->movetime = lt;
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p->lifetime = lt;
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p->dim = (Dimension) { w, h };
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p->color = C_BLUE;
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p->fixed = true;
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linkedlist_append(&engine->game_particles, p);
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@ -272,9 +296,21 @@ move_particle(Particle *particle, float deltaTime)
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{
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if (!particle->movetime)
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return;
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particle->pos.x += (int) (particle->velocity.x * deltaTime);
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particle->pos.y += (int) (particle->velocity.y * deltaTime);
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if (particle->type == RECT) {
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particle->particle.rect.pos.x +=
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(int) (particle->velocity.x * deltaTime);
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particle->particle.rect.pos.y +=
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(int) (particle->velocity.y * deltaTime);
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} else if (particle->type == LINE) {
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particle->particle.line.startPos.x +=
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(int) (particle->velocity.x * deltaTime);
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particle->particle.line.startPos.y +=
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(int) (particle->velocity.y * deltaTime);
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particle->particle.line.endPos.x +=
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(int) (particle->velocity.x * deltaTime);
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particle->particle.line.endPos.y +=
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(int) (particle->velocity.y * deltaTime);
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}
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}
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static void
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@ -308,17 +344,22 @@ particle_engine_update(float deltaTime)
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}
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static void
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render_particle(Particle *p, Camera *cam)
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render_rect_particle(Particle *p, Camera *cam)
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{
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Position pos;
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if (p->fixed)
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pos = p->pos;
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pos = p->particle.rect.pos;
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else
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pos = camera_to_camera_position(cam, &p->pos);
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pos = camera_to_camera_position(cam, &p->particle.rect.pos);
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SDL_SetRenderDrawBlendMode(cam->renderer, p->blend_mode);
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SDL_Rect box = { pos.x, pos.y, p->dim.width, p->dim.height };
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SDL_Rect box = {
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pos.x,
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pos.y,
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p->particle.rect.dim.width,
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p->particle.rect.dim.height
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};
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SDL_SetRenderDrawColor(cam->renderer,
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p->color.r,
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p->color.g,
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@ -330,6 +371,32 @@ render_particle(Particle *p, Camera *cam)
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SDL_SetRenderDrawBlendMode(cam->renderer, SDL_BLENDMODE_BLEND);
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}
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static void
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render_line_particle(Particle *p, Camera *cam)
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{
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Position spos, epos;
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if (p->fixed) {
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spos = p->particle.line.startPos;
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epos = p->particle.line.endPos;
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} else {
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spos = camera_to_camera_position(cam,
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&p->particle.line.startPos);
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epos = camera_to_camera_position(cam,
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&p->particle.line.endPos);
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}
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SDL_SetRenderDrawBlendMode(cam->renderer, p->blend_mode);
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SDL_SetRenderDrawColor(cam->renderer,
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p->color.r,
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p->color.g,
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p->color.b,
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p->color.a);
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SDL_RenderDrawLine(cam->renderer, spos.x, spos.y, epos.x, epos.y);
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// Reset the blend mode
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SDL_SetRenderDrawBlendMode(cam->renderer, SDL_BLENDMODE_BLEND);
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}
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static void
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render_particles(LinkedList *particles, Camera *cam)
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{
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@ -338,7 +405,11 @@ render_particles(LinkedList *particles, Camera *cam)
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LinkedList *render_list = particles;
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while (render_list) {
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render_particle(render_list->data, cam);
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Particle *p = render_list->data;
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if (p->type == RECT)
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render_rect_particle(p, cam);
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else
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render_line_particle(p, cam);
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render_list = render_list->next;
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}
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}
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@ -361,16 +432,14 @@ particle_engine_clear(void)
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check_engine();
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while (engine->game_particles)
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free(linkedlist_pop(&engine->game_particles));
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while (engine->global_particles)
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free(linkedlist_pop(&engine->global_particles));
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}
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void
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particle_engine_close(void)
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{
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check_engine();
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while (engine->game_particles)
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free(linkedlist_pop(&engine->game_particles));
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particle_engine_clear();
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free(engine);
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engine = NULL;
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}
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@ -267,11 +267,13 @@ roommatrix_reset(RoomMatrix *m)
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void roommatrix_destroy(RoomMatrix *m)
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{
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// Clear the list but don't destroy the items
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// The items are destroyed in the map destruction
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for (int i = 0; i < MAP_ROOM_WIDTH; ++i) {
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for (int j = 0; j < MAP_ROOM_HEIGHT; ++j) {
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RoomSpace *space = &m->spaces[i][j];
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while (space->items)
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item_destroy(linkedlist_pop(&space->items));
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linkedlist_pop(&space->items);
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}
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}
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