122 lines
3.6 KiB
C++
122 lines
3.6 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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Block* block = new Block("core:air", "air");
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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", "dirt");
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builder->add(block);
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block = new Block("base:grass_block", "grass_side");
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block->textureFaces[2] = "dirt";
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block->textureFaces[3] = "grass_top";
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builder->add(block);
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block = new Block("base:lamp", "lamp");
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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", "glass");
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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", "planks");
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builder->add(block);
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block = new Block("base:wood", "wood");
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block->textureFaces[2] = "wood_top";
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block->textureFaces[3] = "wood_top";
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block->rotatable = true;
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builder->add(block);
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block = new Block("base:leaves", "leaves");
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builder->add(block);
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block = new Block("base:stone", "stone");
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builder->add(block);
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block = new Block("base:water", "water");
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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", "sand");
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builder->add(block);
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block = new Block("base:bedrock", "bedrock");
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block->breakable = false;
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builder->add(block);
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block = new Block("base:grass", "grass");
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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 = 0.7f;
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builder->add(block);
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block = new Block("base:flower", "flower");
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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", "brick");
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builder->add(block);
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block = new Block("base:metal", "metal");
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builder->add(block);
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block = new Block("base:rust", "rust");
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builder->add(block);
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block = new Block("base:red_lamp", "red_lamp");
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block->emission[0] = 15;
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builder->add(block);
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block = new Block("base:green_lamp", "green_lamp");
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block->emission[1] = 15;
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builder->add(block);
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block = new Block("base:blue_lamp", "blue_lamp");
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block->emission[2] = 15;
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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_PLAYER_ATTACK, inputtype::mouse, mousecode::BUTTON_1);
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Events::bind(BIND_PLAYER_BUILD, inputtype::mouse, mousecode::BUTTON_2);
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Events::bind(BIND_PLAYER_PICK, inputtype::mouse, mousecode::BUTTON_3);
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Events::bind(BIND_HUD_INVENTORY, inputtype::keyboard, keycode::TAB);
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} |