108 lines
3.0 KiB
C++
108 lines
3.0 KiB
C++
#include "definitions.h"
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#include "content/Content.h"
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#include "window/Window.h"
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#include "window/Events.h"
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#include "window/input.h"
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#include "voxels/Block.h"
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// All in-game definitions (blocks, items, etc..)
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void setup_definitions(ContentBuilder* builder) {
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// TODO: automatic atlas generation instead of using texture indices
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Block* block = new Block("core:air", 0);
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block->drawGroup = 1;
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block->lightPassing = true;
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block->skyLightPassing = true;
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block->obstacle = false;
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block->selectable = false;
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block->model = BlockModel::none;
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builder->add(block);
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block = new Block("base:dirt", 2);
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builder->add(block);
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block = new Block("base:grass_block", 4);
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block->textureFaces[2] = 2;
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block->textureFaces[3] = 1;
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builder->add(block);
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block = new Block("base:lamp", 3);
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block->emission[0] = 15;
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block->emission[1] = 14;
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block->emission[2] = 13;
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builder->add(block);
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block = new Block("base:glass",5);
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block->drawGroup = 2;
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block->lightPassing = true;
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builder->add(block);
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block = new Block("base:planks", 6);
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builder->add(block);
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block = new Block("base:wood", 7);
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block->textureFaces[2] = 8;
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block->textureFaces[3] = 8;
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block->rotatable = true;
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builder->add(block);
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block = new Block("base:leaves", 9);
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builder->add(block);
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block = new Block("base:stone", 10);
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builder->add(block);
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block = new Block("base:water", 11);
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block->drawGroup = 4;
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block->lightPassing = true;
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block->skyLightPassing = false;
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block->obstacle = false;
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block->selectable = false;
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builder->add(block);
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block = new Block("base:sand", 12);
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builder->add(block);
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block = new Block("base:bedrock", 13);
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block->breakable = false;
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builder->add(block);
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block = new Block("base:grass", 14);
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block->drawGroup = 5;
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block->lightPassing = true;
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block->obstacle = false;
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block->model = BlockModel::xsprite;
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block->hitboxScale = 0.5f;
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builder->add(block);
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block = new Block("base:flower", 16);
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block->drawGroup = 5;
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block->lightPassing = true;
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block->obstacle = false;
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block->model = BlockModel::xsprite;
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builder->add(block);
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block = new Block("base:brick", 17);
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builder->add(block);
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block = new Block("base:metal", 18);
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builder->add(block);
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block = new Block("base:rust", 19);
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builder->add(block);
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}
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void setup_bindings() {
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Events::bind(BIND_MOVE_FORWARD, inputtype::keyboard, keycode::W);
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Events::bind(BIND_MOVE_BACK, inputtype::keyboard, keycode::S);
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Events::bind(BIND_MOVE_RIGHT, inputtype::keyboard, keycode::D);
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Events::bind(BIND_MOVE_LEFT, inputtype::keyboard, keycode::A);
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Events::bind(BIND_MOVE_JUMP, inputtype::keyboard, keycode::SPACE);
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Events::bind(BIND_MOVE_SPRINT, inputtype::keyboard, keycode::LEFT_CONTROL);
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Events::bind(BIND_MOVE_CROUCH, inputtype::keyboard, keycode::LEFT_SHIFT);
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Events::bind(BIND_MOVE_CHEAT, inputtype::keyboard, keycode::R);
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Events::bind(BIND_CAM_ZOOM, inputtype::keyboard, keycode::C);
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Events::bind(BIND_PLAYER_NOCLIP, inputtype::keyboard, keycode::N);
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Events::bind(BIND_PLAYER_FLIGHT, inputtype::keyboard, keycode::F);
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Events::bind(BIND_HUD_INVENTORY, inputtype::keyboard, keycode::TAB);
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} |