326 lines
7.6 KiB
C++
326 lines
7.6 KiB
C++
#include <functional>
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#if INTERFACE
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#ifdef Escape
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#undef Escape
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#endif
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#include "glfw_keycodes_to_string.h"
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#ifdef WIN32
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#include "external/fix_win32_compatibility.h"
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#endif
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#include "raylib.h"
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#include "raymath.h"
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#include <stdint.h>
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#include <bitset>
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#endif
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#include <cstdint>
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#include <list>
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#define FOV 90
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#define WIDTH 1024.0
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#define HEIGHT 600.0
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#define ASPECT WIDTH / HEIGHT
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#define CHUNK_SIZE 16 // W & H
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#define WORLD_HEIGHT 128
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#define CHUNK_DATA_SIZE CHUNK_SIZE*CHUNK_SIZE*WORLD_HEIGHT
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#define CHUNK_SIZE_SQR CHUNK_SIZE*CHUNK_SIZE
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#define MAX_WORLD_SIZE 16
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#define MAX_WORLD_AREA MAX_WORLD_SIZE*MAX_WORLD_SIZE
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#define WORLD_SIZE_BLOCKS MAX_WORLD_SIZE * CHUNK_SIZE
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#define ATLAS_SIZE_W 16
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#define ATLAS_SIZE_H 16
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#define ITEM_ATLAS_SIZE 16
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#define ITEM_SIZE 16
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#define PLAYER_HEIGHT 1.75f
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#define PLAYER_RADIUS 0.25f
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#define GRAVITY 20.0f
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#define MOVE_SPEED 6.0f
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#define JUMP_SPEED 8.0f
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#define DELTA_SMOOTH 0.016f
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#define MOUSE_SENS 0.0025f
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#define PITCH_MIN -1.47f // ~-83 degrees
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#define PITCH_MAX 1.47f // ~ 83 degrees
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#define SMOOTH_FACTOR 12.0f // larger = snappier
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#define BLOCK_AIR 0
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#define BLOCK_STONE 1
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#define BLOCK_GRASS 2
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#define BLOCK_DIRT 3
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#define BLOCK_SAND 4
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#define BLOCK_WATERS 5
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#define MAX_BLOCK_ID 28
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#define CLOUD_FADE_BLOCKS CHUNK_SIZE*8
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//Networking
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#define PORT 25565
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#define MAX_MESSAGE_LENGTH 64
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//Notes:
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//The server uses a player ID of 255
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//
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//Server->Client
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// Byte 0
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#define NET_ARG_NONE 0x00 // Invalid
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#define NET_ARG_CHUNKF 0x01 // Byte 1 - chunk ID, uint8_t blocks[16*64*16], uint8_t highestBlock[16*16]
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#define NET_ARG_BLOCK 0x02 // Player ID, block X, block Y, block Z, block type
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#define NET_ARG_PLRCON 0x03 // Byte 1 - ID
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#define NET_ARG_PLRDCN 0x04 // Byte 1 - ID
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#define NET_ARG_PLRID 0x05 // Byte 1 - Server-assigned ID to the player
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#define NET_ARG_ECHOMOVE 0x06 // Byte 1 - player ID, bytes 2-3 - echoed player X, bytes 4-5 - echoed player Y, bytes 6-7 - echoed player Z, byte 8 - player yaw
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#define NET_ARG_PLRREG 0x07 // Same as ECHOMOVE, used as an answer to REQPLAYERS
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#define NET_ARG_ECHOYAW 0x08 // Byte 1 - ID, byte 2 - yaw
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#define NET_ARG_MESSAGEE 0x09 // Byte 1 - sender ID, byte 2 - length, rest is message (128b max)
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//Client->Server
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// Byte 0
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#define NET_ARG_PLAYERMOVE 0x80 // Byte 1-2 - player X, byte 3-4 - player Y, byte 5-6 - player Z, byte 7 - player yaw
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#define NET_ARG_BLOCKDELTA 0x81 // Block X, block Y, block Z, block type
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#define NET_ARG_REQWORLD 0x82 // No additional data
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#define NET_ARG_REQPLAYERS 0x83 // No additional data
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#define NET_ARG_PLAYERYAW 0x84 // Byte 1 - yaw
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#define NET_ARG_MESSAGEC 0x85 // All is message (64b max)
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//
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//Errors
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#define NET_ERROR_DSCN 0x00
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#define NET_ERROR_NOTFOUND 0x01
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#define NET_ERROR_FAILED 0x02
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#define NET_ERROR_INTERNAL 0x03
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#define GAME_NAME "CubeGame"
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#define GAME_VERSION_INT 0
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#define DEFAULT_FONT_SIZE 16
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#define TPS 30
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#define TPS_DIV 1.0 / TPS
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//Rendering
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#define RENDER_DISTANCE 16
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#define RENDER_DISTANCE_SQUARED RENDER_DISTANCE*RENDER_DISTANCE
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//Game stuff
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#define MAX_HP 100
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#define PATH_APPEND "resources/"
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#define PATH_APPEND_USER "user/"
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#define ITEMS 9
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#define INVENTORY_WIDTH 8
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#define INVENTORY_HEIGHT 6
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#define INVENTORY_SIZE INVENTORY_WIDTH*INVENTORY_HEIGHT
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#define WORLD_TIME_SECONDS (24*60)
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#define WORLD_TIME_TICKS WORLD_TIME_SECONDS*TPS
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enum BlockType {
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B_Wood,
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B_Stone,
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B_Grass,
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B_Dirt
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};
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struct BlockDef {
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const std::string name;
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BlockRendering render;
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uint8_t textureTop;
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uint8_t textureSide;
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uint8_t textureBottom;
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int hardness;
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int min_tier;
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BlockType type;
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// Constructor with initializer list; textureSide/textureBottom default to textureTop if not provided.
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BlockDef(
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std::string _name,
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BlockRendering render_ = R_None,
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BlockType btype = B_Stone,
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int _hardness = 1,
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int _min_tier = 0,
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uint8_t textureTop_ = 255,
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uint8_t textureSide_ = 255,
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uint8_t textureBottom_ = 255)
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: name(_name),
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render(render_),
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hardness(_hardness),
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min_tier(_min_tier),
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textureTop(textureTop_),
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textureSide(textureSide_ == 255 ? textureTop_ : textureSide_),
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textureBottom(textureBottom_ == 255 ? textureTop_ : textureBottom_),
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type(btype)
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{}
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};
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enum BlockRendering {
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R_None,
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R_Normal,
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R_TriSide,
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R_Translucent,
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R_TranslucentTriSide,
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R_TranslucentAllSides
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};
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enum GameState {
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GAME_STATE_LOADING,
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GAME_STATE_GAME,
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GAME_STATE_MAINMENU,
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GAME_STATE_WORLDSELECT,
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GAME_STATE_MULTIPLAYERSELECT,
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GAME_STATE_TRANSITION,
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GAME_STATE_WORLD_CREATE,
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GAME_STATE_OPTIONS
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};
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struct Chunk {
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uint8_t x;
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uint8_t z;
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bool isDirty;
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uint8_t blocks[CHUNK_DATA_SIZE];
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uint16_t opaqueMask[CHUNK_DATA_SIZE/16];
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uint16_t airMask[CHUNK_DATA_SIZE/16];
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uint8_t highestBlock[CHUNK_SIZE*CHUNK_SIZE];
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uint16_t light[CHUNK_DATA_SIZE];
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};
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#ifndef SERVER
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struct ChunkRenderData {
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uint8_t sides[CHUNK_DATA_SIZE];
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};
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struct MeshData {
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float *positions; // xyz xyz ...
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float *normals; // xyz ...
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float *uvs; // uv uv ...
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unsigned char *colors; // rgba rgba ...
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unsigned short *indices; // triangles
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unsigned short vertexCount;
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unsigned short indexCount;
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};
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struct ChunkMeshData {
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uint8_t *positions; // xyz xyz ...
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uint8_t *luminosity; // l l ...
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float *uvs; // uv uv ...
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unsigned short *indices; // triangles
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unsigned short vertexCount;
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unsigned short indexCount;
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};
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struct UVCorners {
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Vector2 corner0;
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Vector2 corner1;
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Vector2 corner2;
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Vector2 corner3;
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};
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struct Quad2D {
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int x;
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int y;
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int w;
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int h;
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};
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#endif
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struct Vector3I {
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int x, y, z;
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bool operator==(const Vector3I& other) const {
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return (x == other.x && y == other.y && z == other.z);
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};
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};
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struct Vector3IHash {
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size_t operator()(const Vector3I& p) const noexcept {
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size_t h1 = std::hash<int>{}(p.x);
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size_t h2 = std::hash<int>{}(p.y);
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size_t h3 = std::hash<int>{}(p.z);
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return h1 ^ (h2 << 1) ^ (h3 << 2);
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}
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};
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struct Entity {
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uint8_t type;
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uint8_t id;
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uint8_t damage_flash;
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uint8_t data[16];
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float smoothing;
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float health;
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float lifetime;
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Vector3 position;
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Vector3 velocity;
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unsigned short yaw;
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bool free;
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};
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struct NetPlayer
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{
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ENetPeer* peer;
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int addr;
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int port;
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int id;
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int yaw;
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float x;
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float y;
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float z;
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};
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struct MemInfo {
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uint64_t resident;
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uint64_t virtualSize;
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uint64_t privateBytes;
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};
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enum ItemType {
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IType_Generic,
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IType_Block,
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IType_Edible,
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IType_Mining,
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IType_Weapon,
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IType_Special_Tag
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};
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enum EntityPhysics {
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Phys_Falling,
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Phys_Floating
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};
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struct Item {
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std::string id;
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ItemType type;
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int texture;
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int tier;
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Item(
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std::string _id,
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ItemType _type,
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int _texture,
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int _tier = 0)
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: id(_id),
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type(_type),
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texture(_texture),
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tier(_tier)
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{}
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};
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struct InventoryItem {
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Item* item = nullptr;
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int damage = -1;
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int amount = 0;
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};
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struct RecipeItem {
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ItemType type;
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std::string id;
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int quantity = 1;
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};
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struct Recipe {
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std::string requiredStation;
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std::list<RecipeItem> inputs;
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std::list<RecipeItem> outputs;
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};
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struct Particle {
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Vector3 position;
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Vector3 velocity;
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EntityPhysics physicsType;
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Texture2D texture;
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int lifetime;
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int data[8];
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};
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struct World
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{
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Chunk chunks[MAX_WORLD_AREA];
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};
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