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Elias Fleckenstein 2020-04-25 18:53:10 +02:00
parent 14f77118ad
commit fbd2376b52
71 changed files with 5222 additions and 217 deletions

351
CMakeCache.txt Normal file
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set(CMAKE_CXX_IMPLICIT_LINK_DIRECTORIES "/usr/lib/gcc/x86_64-linux-gnu/9;/usr/lib/x86_64-linux-gnu;/usr/lib;/lib/x86_64-linux-gnu;/lib")
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#ifdef __cplusplus
# error "A C++ compiler has been selected for C."
#endif
#if defined(__18CXX)
# define ID_VOID_MAIN
#endif
#if defined(__CLASSIC_C__)
/* cv-qualifiers did not exist in K&R C */
# define const
# define volatile
#endif
/* Version number components: V=Version, R=Revision, P=Patch
Version date components: YYYY=Year, MM=Month, DD=Day */
#if defined(__INTEL_COMPILER) || defined(__ICC)
# define COMPILER_ID "Intel"
# if defined(_MSC_VER)
# define SIMULATE_ID "MSVC"
# endif
/* __INTEL_COMPILER = VRP */
# define COMPILER_VERSION_MAJOR DEC(__INTEL_COMPILER/100)
# define COMPILER_VERSION_MINOR DEC(__INTEL_COMPILER/10 % 10)
# if defined(__INTEL_COMPILER_UPDATE)
# define COMPILER_VERSION_PATCH DEC(__INTEL_COMPILER_UPDATE)
# else
# define COMPILER_VERSION_PATCH DEC(__INTEL_COMPILER % 10)
# endif
# if defined(__INTEL_COMPILER_BUILD_DATE)
/* __INTEL_COMPILER_BUILD_DATE = YYYYMMDD */
# define COMPILER_VERSION_TWEAK DEC(__INTEL_COMPILER_BUILD_DATE)
# endif
# if defined(_MSC_VER)
/* _MSC_VER = VVRR */
# define SIMULATE_VERSION_MAJOR DEC(_MSC_VER / 100)
# define SIMULATE_VERSION_MINOR DEC(_MSC_VER % 100)
# endif
#elif defined(__PATHCC__)
# define COMPILER_ID "PathScale"
# define COMPILER_VERSION_MAJOR DEC(__PATHCC__)
# define COMPILER_VERSION_MINOR DEC(__PATHCC_MINOR__)
# if defined(__PATHCC_PATCHLEVEL__)
# define COMPILER_VERSION_PATCH DEC(__PATHCC_PATCHLEVEL__)
# endif
#elif defined(__BORLANDC__) && defined(__CODEGEARC_VERSION__)
# define COMPILER_ID "Embarcadero"
# define COMPILER_VERSION_MAJOR HEX(__CODEGEARC_VERSION__>>24 & 0x00FF)
# define COMPILER_VERSION_MINOR HEX(__CODEGEARC_VERSION__>>16 & 0x00FF)
# define COMPILER_VERSION_PATCH DEC(__CODEGEARC_VERSION__ & 0xFFFF)
#elif defined(__BORLANDC__)
# define COMPILER_ID "Borland"
/* __BORLANDC__ = 0xVRR */
# define COMPILER_VERSION_MAJOR HEX(__BORLANDC__>>8)
# define COMPILER_VERSION_MINOR HEX(__BORLANDC__ & 0xFF)
#elif defined(__WATCOMC__) && __WATCOMC__ < 1200
# define COMPILER_ID "Watcom"
/* __WATCOMC__ = VVRR */
# define COMPILER_VERSION_MAJOR DEC(__WATCOMC__ / 100)
# define COMPILER_VERSION_MINOR DEC((__WATCOMC__ / 10) % 10)
# if (__WATCOMC__ % 10) > 0
# define COMPILER_VERSION_PATCH DEC(__WATCOMC__ % 10)
# endif
#elif defined(__WATCOMC__)
# define COMPILER_ID "OpenWatcom"
/* __WATCOMC__ = VVRP + 1100 */
# define COMPILER_VERSION_MAJOR DEC((__WATCOMC__ - 1100) / 100)
# define COMPILER_VERSION_MINOR DEC((__WATCOMC__ / 10) % 10)
# if (__WATCOMC__ % 10) > 0
# define COMPILER_VERSION_PATCH DEC(__WATCOMC__ % 10)
# endif
#elif defined(__SUNPRO_C)
# define COMPILER_ID "SunPro"
# if __SUNPRO_C >= 0x5100
/* __SUNPRO_C = 0xVRRP */
# define COMPILER_VERSION_MAJOR HEX(__SUNPRO_C>>12)
# define COMPILER_VERSION_MINOR HEX(__SUNPRO_C>>4 & 0xFF)
# define COMPILER_VERSION_PATCH HEX(__SUNPRO_C & 0xF)
# else
/* __SUNPRO_CC = 0xVRP */
# define COMPILER_VERSION_MAJOR HEX(__SUNPRO_C>>8)
# define COMPILER_VERSION_MINOR HEX(__SUNPRO_C>>4 & 0xF)
# define COMPILER_VERSION_PATCH HEX(__SUNPRO_C & 0xF)
# endif
#elif defined(__HP_cc)
# define COMPILER_ID "HP"
/* __HP_cc = VVRRPP */
# define COMPILER_VERSION_MAJOR DEC(__HP_cc/10000)
# define COMPILER_VERSION_MINOR DEC(__HP_cc/100 % 100)
# define COMPILER_VERSION_PATCH DEC(__HP_cc % 100)
#elif defined(__DECC)
# define COMPILER_ID "Compaq"
/* __DECC_VER = VVRRTPPPP */
# define COMPILER_VERSION_MAJOR DEC(__DECC_VER/10000000)
# define COMPILER_VERSION_MINOR DEC(__DECC_VER/100000 % 100)
# define COMPILER_VERSION_PATCH DEC(__DECC_VER % 10000)
#elif defined(__IBMC__) && defined(__COMPILER_VER__)
# define COMPILER_ID "zOS"
# if defined(__ibmxl__)
# define COMPILER_VERSION_MAJOR DEC(__ibmxl_version__)
# define COMPILER_VERSION_MINOR DEC(__ibmxl_release__)
# define COMPILER_VERSION_PATCH DEC(__ibmxl_modification__)
# define COMPILER_VERSION_TWEAK DEC(__ibmxl_ptf_fix_level__)
# else
/* __IBMC__ = VRP */
# define COMPILER_VERSION_MAJOR DEC(__IBMC__/100)
# define COMPILER_VERSION_MINOR DEC(__IBMC__/10 % 10)
# define COMPILER_VERSION_PATCH DEC(__IBMC__ % 10)
# endif
#elif defined(__ibmxl__) || (defined(__IBMC__) && !defined(__COMPILER_VER__) && __IBMC__ >= 800)
# define COMPILER_ID "XL"
# if defined(__ibmxl__)
# define COMPILER_VERSION_MAJOR DEC(__ibmxl_version__)
# define COMPILER_VERSION_MINOR DEC(__ibmxl_release__)
# define COMPILER_VERSION_PATCH DEC(__ibmxl_modification__)
# define COMPILER_VERSION_TWEAK DEC(__ibmxl_ptf_fix_level__)
# else
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# define COMPILER_VERSION_MAJOR DEC(__IBMC__/100)
# define COMPILER_VERSION_MINOR DEC(__IBMC__/10 % 10)
# define COMPILER_VERSION_PATCH DEC(__IBMC__ % 10)
# endif
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# define COMPILER_VERSION_MAJOR DEC(__ibmxl_version__)
# define COMPILER_VERSION_MINOR DEC(__ibmxl_release__)
# define COMPILER_VERSION_PATCH DEC(__ibmxl_modification__)
# define COMPILER_VERSION_TWEAK DEC(__ibmxl_ptf_fix_level__)
# else
/* __IBMC__ = VRP */
# define COMPILER_VERSION_MAJOR DEC(__IBMC__/100)
# define COMPILER_VERSION_MINOR DEC(__IBMC__/10 % 10)
# define COMPILER_VERSION_PATCH DEC(__IBMC__ % 10)
# endif
#elif defined(__PGI)
# define COMPILER_ID "PGI"
# define COMPILER_VERSION_MAJOR DEC(__PGIC__)
# define COMPILER_VERSION_MINOR DEC(__PGIC_MINOR__)
# if defined(__PGIC_PATCHLEVEL__)
# define COMPILER_VERSION_PATCH DEC(__PGIC_PATCHLEVEL__)
# endif
#elif defined(_CRAYC)
# define COMPILER_ID "Cray"
# define COMPILER_VERSION_MAJOR DEC(_RELEASE_MAJOR)
# define COMPILER_VERSION_MINOR DEC(_RELEASE_MINOR)
#elif defined(__TI_COMPILER_VERSION__)
# define COMPILER_ID "TI"
/* __TI_COMPILER_VERSION__ = VVVRRRPPP */
# define COMPILER_VERSION_MAJOR DEC(__TI_COMPILER_VERSION__/1000000)
# define COMPILER_VERSION_MINOR DEC(__TI_COMPILER_VERSION__/1000 % 1000)
# define COMPILER_VERSION_PATCH DEC(__TI_COMPILER_VERSION__ % 1000)
#elif defined(__FUJITSU) || defined(__FCC_VERSION) || defined(__fcc_version)
# define COMPILER_ID "Fujitsu"
#elif defined(__TINYC__)
# define COMPILER_ID "TinyCC"
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# define COMPILER_ID "Bruce"
#elif defined(__SCO_VERSION__)
# define COMPILER_ID "SCO"
#elif defined(__clang__) && defined(__apple_build_version__)
# define COMPILER_ID "AppleClang"
# if defined(_MSC_VER)
# define SIMULATE_ID "MSVC"
# endif
# define COMPILER_VERSION_MAJOR DEC(__clang_major__)
# define COMPILER_VERSION_MINOR DEC(__clang_minor__)
# define COMPILER_VERSION_PATCH DEC(__clang_patchlevel__)
# if defined(_MSC_VER)
/* _MSC_VER = VVRR */
# define SIMULATE_VERSION_MAJOR DEC(_MSC_VER / 100)
# define SIMULATE_VERSION_MINOR DEC(_MSC_VER % 100)
# endif
# define COMPILER_VERSION_TWEAK DEC(__apple_build_version__)
#elif defined(__clang__)
# define COMPILER_ID "Clang"
# if defined(_MSC_VER)
# define SIMULATE_ID "MSVC"
# endif
# define COMPILER_VERSION_MAJOR DEC(__clang_major__)
# define COMPILER_VERSION_MINOR DEC(__clang_minor__)
# define COMPILER_VERSION_PATCH DEC(__clang_patchlevel__)
# if defined(_MSC_VER)
/* _MSC_VER = VVRR */
# define SIMULATE_VERSION_MAJOR DEC(_MSC_VER / 100)
# define SIMULATE_VERSION_MINOR DEC(_MSC_VER % 100)
# endif
#elif defined(__GNUC__)
# define COMPILER_ID "GNU"
# define COMPILER_VERSION_MAJOR DEC(__GNUC__)
# if defined(__GNUC_MINOR__)
# define COMPILER_VERSION_MINOR DEC(__GNUC_MINOR__)
# endif
# if defined(__GNUC_PATCHLEVEL__)
# define COMPILER_VERSION_PATCH DEC(__GNUC_PATCHLEVEL__)
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#elif defined(_MSC_VER)
# define COMPILER_ID "MSVC"
/* _MSC_VER = VVRR */
# define COMPILER_VERSION_MAJOR DEC(_MSC_VER / 100)
# define COMPILER_VERSION_MINOR DEC(_MSC_VER % 100)
# if defined(_MSC_FULL_VER)
# if _MSC_VER >= 1400
/* _MSC_FULL_VER = VVRRPPPPP */
# define COMPILER_VERSION_PATCH DEC(_MSC_FULL_VER % 100000)
# else
/* _MSC_FULL_VER = VVRRPPPP */
# define COMPILER_VERSION_PATCH DEC(_MSC_FULL_VER % 10000)
# endif
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# if defined(_MSC_BUILD)
# define COMPILER_VERSION_TWEAK DEC(_MSC_BUILD)
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# define COMPILER_ID "ADSP"
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/* __VISUALDSPVERSION__ = 0xVVRRPP00 */
# define COMPILER_VERSION_MAJOR HEX(__VISUALDSPVERSION__>>24)
# define COMPILER_VERSION_MINOR HEX(__VISUALDSPVERSION__>>16 & 0xFF)
# define COMPILER_VERSION_PATCH HEX(__VISUALDSPVERSION__>>8 & 0xFF)
#endif
#elif defined(__IAR_SYSTEMS_ICC__) || defined(__IAR_SYSTEMS_ICC)
# define COMPILER_ID "IAR"
# if defined(__VER__)
# define COMPILER_VERSION_MAJOR DEC((__VER__) / 1000000)
# define COMPILER_VERSION_MINOR DEC(((__VER__) / 1000) % 1000)
# define COMPILER_VERSION_PATCH DEC((__VER__) % 1000)
# define COMPILER_VERSION_INTERNAL DEC(__IAR_SYSTEMS_ICC__)
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#elif defined(__ARMCC_VERSION)
# define COMPILER_ID "ARMCC"
#if __ARMCC_VERSION >= 1000000
/* __ARMCC_VERSION = VRRPPPP */
# define COMPILER_VERSION_MAJOR DEC(__ARMCC_VERSION/1000000)
# define COMPILER_VERSION_MINOR DEC(__ARMCC_VERSION/10000 % 100)
# define COMPILER_VERSION_PATCH DEC(__ARMCC_VERSION % 10000)
#else
/* __ARMCC_VERSION = VRPPPP */
# define COMPILER_VERSION_MAJOR DEC(__ARMCC_VERSION/100000)
# define COMPILER_VERSION_MINOR DEC(__ARMCC_VERSION/10000 % 10)
# define COMPILER_VERSION_PATCH DEC(__ARMCC_VERSION % 10000)
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# define COMPILER_ID "SDCC"
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# define COMPILER_VERSION_MINOR DEC(__SDCC_VERSION_MINOR)
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# else
/* SDCC = VRP */
# define COMPILER_VERSION_MAJOR DEC(SDCC/100)
# define COMPILER_VERSION_MINOR DEC(SDCC/10 % 10)
# define COMPILER_VERSION_PATCH DEC(SDCC % 10)
# endif
#elif defined(_SGI_COMPILER_VERSION) || defined(_COMPILER_VERSION)
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/* _COMPILER_VERSION = VRP */
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# define COMPILER_VERSION_MINOR DEC(_COMPILER_VERSION/10 % 10)
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/* These compilers are either not known or too old to define an
identification macro. Try to identify the platform and guess that
it is the native compiler. */
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# define COMPILER_ID "HP"
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/* Construct the string literal in pieces to prevent the source from
getting matched. Store it in a pointer rather than an array
because some compilers will just produce instructions to fill the
array rather than assigning a pointer to a static array. */
char const* info_compiler = "INFO" ":" "compiler[" COMPILER_ID "]";
#ifdef SIMULATE_ID
char const* info_simulate = "INFO" ":" "simulate[" SIMULATE_ID "]";
#endif
#ifdef __QNXNTO__
char const* qnxnto = "INFO" ":" "qnxnto[]";
#endif
#if defined(__CRAYXE) || defined(__CRAYXC)
char const *info_cray = "INFO" ":" "compiler_wrapper[CrayPrgEnv]";
#endif
#define STRINGIFY_HELPER(X) #X
#define STRINGIFY(X) STRINGIFY_HELPER(X)
/* Identify known platforms by name. */
#if defined(__linux) || defined(__linux__) || defined(linux)
# define PLATFORM_ID "Linux"
#elif defined(__CYGWIN__)
# define PLATFORM_ID "Cygwin"
#elif defined(__MINGW32__)
# define PLATFORM_ID "MinGW"
#elif defined(__APPLE__)
# define PLATFORM_ID "Darwin"
#elif defined(_WIN32) || defined(__WIN32__) || defined(WIN32)
# define PLATFORM_ID "Windows"
#elif defined(__FreeBSD__) || defined(__FreeBSD)
# define PLATFORM_ID "FreeBSD"
#elif defined(__NetBSD__) || defined(__NetBSD)
# define PLATFORM_ID "NetBSD"
#elif defined(__OpenBSD__) || defined(__OPENBSD)
# define PLATFORM_ID "OpenBSD"
#elif defined(__sun) || defined(sun)
# define PLATFORM_ID "SunOS"
#elif defined(_AIX) || defined(__AIX) || defined(__AIX__) || defined(__aix) || defined(__aix__)
# define PLATFORM_ID "AIX"
#elif defined(__sgi) || defined(__sgi__) || defined(_SGI)
# define PLATFORM_ID "IRIX"
#elif defined(__hpux) || defined(__hpux__)
# define PLATFORM_ID "HP-UX"
#elif defined(__HAIKU__)
# define PLATFORM_ID "Haiku"
#elif defined(__BeOS) || defined(__BEOS__) || defined(_BEOS)
# define PLATFORM_ID "BeOS"
#elif defined(__QNX__) || defined(__QNXNTO__)
# define PLATFORM_ID "QNX"
#elif defined(__tru64) || defined(_tru64) || defined(__TRU64__)
# define PLATFORM_ID "Tru64"
#elif defined(__riscos) || defined(__riscos__)
# define PLATFORM_ID "RISCos"
#elif defined(__sinix) || defined(__sinix__) || defined(__SINIX__)
# define PLATFORM_ID "SINIX"
#elif defined(__UNIX_SV__)
# define PLATFORM_ID "UNIX_SV"
#elif defined(__bsdos__)
# define PLATFORM_ID "BSDOS"
#elif defined(_MPRAS) || defined(MPRAS)
# define PLATFORM_ID "MP-RAS"
#elif defined(__osf) || defined(__osf__)
# define PLATFORM_ID "OSF1"
#elif defined(_SCO_SV) || defined(SCO_SV) || defined(sco_sv)
# define PLATFORM_ID "SCO_SV"
#elif defined(__ultrix) || defined(__ultrix__) || defined(_ULTRIX)
# define PLATFORM_ID "ULTRIX"
#elif defined(__XENIX__) || defined(_XENIX) || defined(XENIX)
# define PLATFORM_ID "Xenix"
#elif defined(__WATCOMC__)
# if defined(__LINUX__)
# define PLATFORM_ID "Linux"
# elif defined(__DOS__)
# define PLATFORM_ID "DOS"
# elif defined(__OS2__)
# define PLATFORM_ID "OS2"
# elif defined(__WINDOWS__)
# define PLATFORM_ID "Windows3x"
# else /* unknown platform */
# define PLATFORM_ID
# endif
#else /* unknown platform */
# define PLATFORM_ID
#endif
/* For windows compilers MSVC and Intel we can determine
the architecture of the compiler being used. This is because
the compilers do not have flags that can change the architecture,
but rather depend on which compiler is being used
*/
#if defined(_WIN32) && defined(_MSC_VER)
# if defined(_M_IA64)
# define ARCHITECTURE_ID "IA64"
# elif defined(_M_X64) || defined(_M_AMD64)
# define ARCHITECTURE_ID "x64"
# elif defined(_M_IX86)
# define ARCHITECTURE_ID "X86"
# elif defined(_M_ARM64)
# define ARCHITECTURE_ID "ARM64"
# elif defined(_M_ARM)
# if _M_ARM == 4
# define ARCHITECTURE_ID "ARMV4I"
# elif _M_ARM == 5
# define ARCHITECTURE_ID "ARMV5I"
# else
# define ARCHITECTURE_ID "ARMV" STRINGIFY(_M_ARM)
# endif
# elif defined(_M_MIPS)
# define ARCHITECTURE_ID "MIPS"
# elif defined(_M_SH)
# define ARCHITECTURE_ID "SHx"
# else /* unknown architecture */
# define ARCHITECTURE_ID ""
# endif
#elif defined(__WATCOMC__)
# if defined(_M_I86)
# define ARCHITECTURE_ID "I86"
# elif defined(_M_IX86)
# define ARCHITECTURE_ID "X86"
# else /* unknown architecture */
# define ARCHITECTURE_ID ""
# endif
#elif defined(__IAR_SYSTEMS_ICC__) || defined(__IAR_SYSTEMS_ICC)
# if defined(__ICCARM__)
# define ARCHITECTURE_ID "ARM"
# elif defined(__ICCAVR__)
# define ARCHITECTURE_ID "AVR"
# else /* unknown architecture */
# define ARCHITECTURE_ID ""
# endif
#else
# define ARCHITECTURE_ID
#endif
/* Convert integer to decimal digit literals. */
#define DEC(n) \
('0' + (((n) / 10000000)%10)), \
('0' + (((n) / 1000000)%10)), \
('0' + (((n) / 100000)%10)), \
('0' + (((n) / 10000)%10)), \
('0' + (((n) / 1000)%10)), \
('0' + (((n) / 100)%10)), \
('0' + (((n) / 10)%10)), \
('0' + ((n) % 10))
/* Convert integer to hex digit literals. */
#define HEX(n) \
('0' + ((n)>>28 & 0xF)), \
('0' + ((n)>>24 & 0xF)), \
('0' + ((n)>>20 & 0xF)), \
('0' + ((n)>>16 & 0xF)), \
('0' + ((n)>>12 & 0xF)), \
('0' + ((n)>>8 & 0xF)), \
('0' + ((n)>>4 & 0xF)), \
('0' + ((n) & 0xF))
/* Construct a string literal encoding the version number components. */
#ifdef COMPILER_VERSION_MAJOR
char const info_version[] = {
'I', 'N', 'F', 'O', ':',
'c','o','m','p','i','l','e','r','_','v','e','r','s','i','o','n','[',
COMPILER_VERSION_MAJOR,
# ifdef COMPILER_VERSION_MINOR
'.', COMPILER_VERSION_MINOR,
# ifdef COMPILER_VERSION_PATCH
'.', COMPILER_VERSION_PATCH,
# ifdef COMPILER_VERSION_TWEAK
'.', COMPILER_VERSION_TWEAK,
# endif
# endif
# endif
']','\0'};
#endif
/* Construct a string literal encoding the internal version number. */
#ifdef COMPILER_VERSION_INTERNAL
char const info_version_internal[] = {
'I', 'N', 'F', 'O', ':',
'c','o','m','p','i','l','e','r','_','v','e','r','s','i','o','n','_',
'i','n','t','e','r','n','a','l','[',
COMPILER_VERSION_INTERNAL,']','\0'};
#endif
/* Construct a string literal encoding the version number components. */
#ifdef SIMULATE_VERSION_MAJOR
char const info_simulate_version[] = {
'I', 'N', 'F', 'O', ':',
's','i','m','u','l','a','t','e','_','v','e','r','s','i','o','n','[',
SIMULATE_VERSION_MAJOR,
# ifdef SIMULATE_VERSION_MINOR
'.', SIMULATE_VERSION_MINOR,
# ifdef SIMULATE_VERSION_PATCH
'.', SIMULATE_VERSION_PATCH,
# ifdef SIMULATE_VERSION_TWEAK
'.', SIMULATE_VERSION_TWEAK,
# endif
# endif
# endif
']','\0'};
#endif
/* Construct the string literal in pieces to prevent the source from
getting matched. Store it in a pointer rather than an array
because some compilers will just produce instructions to fill the
array rather than assigning a pointer to a static array. */
char const* info_platform = "INFO" ":" "platform[" PLATFORM_ID "]";
char const* info_arch = "INFO" ":" "arch[" ARCHITECTURE_ID "]";
#if !defined(__STDC__)
# if (defined(_MSC_VER) && !defined(__clang__)) \
|| (defined(__ibmxl__) || defined(__IBMC__))
# define C_DIALECT "90"
# else
# define C_DIALECT
# endif
#elif __STDC_VERSION__ >= 201000L
# define C_DIALECT "11"
#elif __STDC_VERSION__ >= 199901L
# define C_DIALECT "99"
#else
# define C_DIALECT "90"
#endif
const char* info_language_dialect_default =
"INFO" ":" "dialect_default[" C_DIALECT "]";
/*--------------------------------------------------------------------------*/
#ifdef ID_VOID_MAIN
void main() {}
#else
# if defined(__CLASSIC_C__)
int main(argc, argv) int argc; char *argv[];
# else
int main(int argc, char* argv[])
# endif
{
int require = 0;
require += info_compiler[argc];
require += info_platform[argc];
require += info_arch[argc];
#ifdef COMPILER_VERSION_MAJOR
require += info_version[argc];
#endif
#ifdef COMPILER_VERSION_INTERNAL
require += info_version_internal[argc];
#endif
#ifdef SIMULATE_ID
require += info_simulate[argc];
#endif
#ifdef SIMULATE_VERSION_MAJOR
require += info_simulate_version[argc];
#endif
#if defined(__CRAYXE) || defined(__CRAYXC)
require += info_cray[argc];
#endif
require += info_language_dialect_default[argc];
(void)argv;
return require;
}
#endif

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@ -0,0 +1,602 @@
/* This source file must have a .cpp extension so that all C++ compilers
recognize the extension without flags. Borland does not know .cxx for
example. */
#ifndef __cplusplus
# error "A C compiler has been selected for C++."
#endif
/* Version number components: V=Version, R=Revision, P=Patch
Version date components: YYYY=Year, MM=Month, DD=Day */
#if defined(__COMO__)
# define COMPILER_ID "Comeau"
/* __COMO_VERSION__ = VRR */
# define COMPILER_VERSION_MAJOR DEC(__COMO_VERSION__ / 100)
# define COMPILER_VERSION_MINOR DEC(__COMO_VERSION__ % 100)
#elif defined(__INTEL_COMPILER) || defined(__ICC)
# define COMPILER_ID "Intel"
# if defined(_MSC_VER)
# define SIMULATE_ID "MSVC"
# endif
/* __INTEL_COMPILER = VRP */
# define COMPILER_VERSION_MAJOR DEC(__INTEL_COMPILER/100)
# define COMPILER_VERSION_MINOR DEC(__INTEL_COMPILER/10 % 10)
# if defined(__INTEL_COMPILER_UPDATE)
# define COMPILER_VERSION_PATCH DEC(__INTEL_COMPILER_UPDATE)
# else
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View File

@ -0,0 +1 @@
14

View File

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project(dragonblocks)
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add_executable(dragonblocks
src/entity.cpp
src/game.cpp
src/graphics.cpp
src/inventory.cpp
@ -10,6 +11,7 @@ add_executable(dragonblocks
src/mapgen.cpp
src/mods.cpp
src/node.cpp
src/player.cpp
src/texture.cpp
src/threads.cpp
src/util.cpp

538
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21
README
View File

@ -9,7 +9,7 @@ An Open Source Project by Elias Fleckenstein
further developed then this C++ Version, through the C++ Version has advantages like map saving and lot larger map. I decided to call the
C++ Version "Bedrock Edition" as a joke for the Minecraft C++ Version is Called Bedrock or Pocket Edition.
1.2. Version
This is the Dragonblocks Bedrock Edition 3.0.
This is the Dragonblocks Bedrock Edition 3.1.
1.4. Bugs
Please Report Bugs to eliasfleckenstein@web.de.
1.5. License
@ -61,22 +61,5 @@ An Open Source Project by Elias Fleckenstein
$ sudo ./install.sh
It will copy the dragonblocks directory to /usr/share/dragonblocks and place a script in
/usr/bin/dragonblocks that starts dragonblocks.
3. Developing
3.1. The Lua Modding API
If you want to add a lua file to the game, place it in the game folder and add a dofile() in game/init.lua
Note: The lua api currently consists of only two functions. If you want to add something I'm open to ideas or code.
dragonblocks.register_node(obj)
Register a new node
obj has to contain:
name: string - the itemstring. It should follow the convention "modulename:nodename"
texture: string - the texture path. Textures should be placed in the textures folder and have to be 16 x 16 px.
obj can contain:
stable: boolean - Nodes like water or air are unstable. [default = true]
hidden: boolean - The Node will be hidden in the invenotry. [default = false]
translucent: boolean - Whether the node's texture should be transparent. [default = false]
dragonblocks.log(text)
Log something.
3.2. The C++ API
The C++ API is probably to big to explain here, but if you do C++ you should understand it. In case you have questions, feel free to
ask them on github. You can also contribute code if you want.
Please Refer to the Dragonblocks Wiki on Github

BIN
bin/dragonblocks Normal file

Binary file not shown.

View File

@ -1,15 +1,14 @@
core = {}
dragonblocks = {}
dragonblocks.settings = {}
dofile("builtin/register.lua")
dofile("builtin/functions.lua")
dofile("builtin/cpp.lua")
--local popenfile = io.popen("ls game")
--for filename in popenfile:lines() do
-- dofile("game/"..filename.."/init.lua")
--end
--popenfile:close()
dofile("game/init.lua")
local popenfile = io.popen("ls mods")
for modname in popenfile:lines() do
dofile("mods/" .. modname .. "/init.lua")
end
popenfile:close()

View File

@ -1,20 +1,24 @@
core.nodes = {}
dragonblocks.register_node = function(obj)
if obj and obj.name and obj.texture then
core.nodes[#core.nodes+1] = {}
core.nodes[#core.nodes].name = obj.name
core.nodes[#core.nodes].texture = obj.texture
core.nodes[#core.nodes].stable = false
if obj.stable == nil or obj.stable == true then
core.nodes[#core.nodes].stable = true
dragonblocks.registered_nodes = {}
dragonblocks.nodes = {}
dragonblocks.register_node = function(proto)
if proto and proto.name and proto.texture then
local node = {}
node.name = proto.name
node.texture = proto.texture
node.stable = false
if proto.stable == nil or proto.stable == true then
node.stable = true
end
core.nodes[#core.nodes].hidden = false
if obj.hidden then
core.nodes[#core.nodes].hidden = true
node.hidden = false
if proto.hidden then
node.hidden = true
end
core.nodes[#core.nodes].translucent = false
if obj.translucent then
core.nodes[#core.nodes].translucent = true
node.translucent = false
if proto.translucent then
node.translucent = true
end
dragonblocks.nodes[node.name] = node
dragonblocks.registered_nodes[#dragonblocks.registered_nodes+1] = node
end
end

49
cmake_install.cmake Normal file
View File

@ -0,0 +1,49 @@
# Install script for directory: /media/drachiologe/Fleckenstein/C++/dragonblocks-dev
# Set the install prefix
if(NOT DEFINED CMAKE_INSTALL_PREFIX)
set(CMAKE_INSTALL_PREFIX "/usr/local")
endif()
string(REGEX REPLACE "/$" "" CMAKE_INSTALL_PREFIX "${CMAKE_INSTALL_PREFIX}")
# Set the install configuration name.
if(NOT DEFINED CMAKE_INSTALL_CONFIG_NAME)
if(BUILD_TYPE)
string(REGEX REPLACE "^[^A-Za-z0-9_]+" ""
CMAKE_INSTALL_CONFIG_NAME "${BUILD_TYPE}")
else()
set(CMAKE_INSTALL_CONFIG_NAME "")
endif()
message(STATUS "Install configuration: \"${CMAKE_INSTALL_CONFIG_NAME}\"")
endif()
# Set the component getting installed.
if(NOT CMAKE_INSTALL_COMPONENT)
if(COMPONENT)
message(STATUS "Install component: \"${COMPONENT}\"")
set(CMAKE_INSTALL_COMPONENT "${COMPONENT}")
else()
set(CMAKE_INSTALL_COMPONENT)
endif()
endif()
# Install shared libraries without execute permission?
if(NOT DEFINED CMAKE_INSTALL_SO_NO_EXE)
set(CMAKE_INSTALL_SO_NO_EXE "1")
endif()
# Is this installation the result of a crosscompile?
if(NOT DEFINED CMAKE_CROSSCOMPILING)
set(CMAKE_CROSSCOMPILING "FALSE")
endif()
if(CMAKE_INSTALL_COMPONENT)
set(CMAKE_INSTALL_MANIFEST "install_manifest_${CMAKE_INSTALL_COMPONENT}.txt")
else()
set(CMAKE_INSTALL_MANIFEST "install_manifest.txt")
endif()
string(REPLACE ";" "\n" CMAKE_INSTALL_MANIFEST_CONTENT
"${CMAKE_INSTALL_MANIFEST_FILES}")
file(WRITE "/media/drachiologe/Fleckenstein/C++/dragonblocks-dev/${CMAKE_INSTALL_MANIFEST}"
"${CMAKE_INSTALL_MANIFEST_CONTENT}")

5
game/config.lua Normal file
View File

@ -0,0 +1,5 @@
dragonblocks.settings.display_width = 25 -- nodes
dragonblocks.settings.display_height = 25 -- nodes
dragonblocks.settings.player_speed = 4 -- m/s
dragonblocks.settings.entity_update_frequency = 60 -- hz
dragonblocks.settings.map_backup_interval = 60 -- s

View File

@ -48,3 +48,7 @@ dragonblocks.register_node({
name = "dragonblocks:cobble",
texture = "textures/cobble.png"
})
dragonblocks.register_node({
name = "dragonblocks:wood_planks",
texture = "textures/wood_planks.png"
})

96
src/entity.cpp Normal file
View File

@ -0,0 +1,96 @@
#include <string>
#include <math.h>
#include "game.h"
#include "entity.h"
#include "texture.h"
#include "graphics.h"
#include <iostream>
using namespace std;
Entity *Entity::list[MAX_ENTITIES];
double Entity::t = 0;
int Entity::count;
Entity::Entity(){
if(Entity::count < MAX_ENTITIES){
Entity::list[Entity::count] = this;
Entity::count++;
}
else
for(int i = 0; i < MAX_ENTITIES; i++)
if(Entity::list[i] == NULL)
Entity::list[i] = this;
}
void Entity::physics_all(){
for(int i = 0; i < count; i++)
if(list[i] == NULL)
continue;
else
list[i]->physics();
}
void Entity::spawn(double sx, double sy, bool gravity){
x = sx;
y = sy;
ax = 0;
ay = 0;
if(gravity)
ay = GRAVITY;
physics_reset_x();
physics_reset_y();
Game::log((string)"Spawning entity '" + name + "' at (" + to_string(x) + ", " + to_string(y) + ")", INFO);
}
bool Entity::physics_check_x(){
if(x < 0)
return false;
if(x + width > MAPWIDTH)
return false;
return physics_check_both();
}
bool Entity::physics_check_y(){
if(y < 0)
return false;
if(y + height > MAPHEIGHT)
return false;
return physics_check_both();
}
bool Entity::physics_check_both(){
for(int ix = floor(x); ix <= ceil(x + width - 0.01) - 1; ix++)
for(int iy = floor(y); iy <= ceil(y + height - 0.01) - 1; iy++)
if(Game::map->getNode(ix, iy)->stable)
return false;
return true;
}
void Entity::physics_reset_x(){
vx = 0;
tx0 = Entity::t;
x0 = x;
x = (double)(round(x * 10)) / 10;
}
void Entity::physics_reset_y(){
vy = 0;
ty0 = Entity::t;
y0 = y;
y = (double)(round(y * 10)) / 10;
}
void Entity::physics(){
double old_x = x;
double dtx = Entity::t - tx0;
if(ax)
x = ax * dtx * dtx / 2 + vx * dtx + x0;
else if(vx)
x = vx * dtx + x0;
if(!physics_check_x())
{
x = old_x;
physics_reset_x();
}
double old_y = y;
double dty = Entity::t - ty0;
if(ay)
y = ay * dty * dty / 2 + vy * dty + y0;
else if(vy)
y = vy * dty + y0;
if(!physics_check_y())
{
y = old_y;
physics_reset_y();
}
}

37
src/entity.h Normal file
View File

@ -0,0 +1,37 @@
#ifndef _ENTITY_H_
#define _ENTITY_H_
#include <string>
#include "texture.h"
#include "util.h"
#define MAX_ENTITIES 16
#define GRAVITY 9.81
class Entity{
public:
std::string name;
Texture *texture;
double width;
double height;
double x;
double y;
double tx0;
double vx;
double x0;
double ax;
double ty0;
double vy;
double y0;
double ay;
void physics();
void physics_reset_x();
void physics_reset_y();
bool physics_check_x();
bool physics_check_y();
bool physics_check_both();
void spawn(double, double, bool);
Entity();
static Entity *list[MAX_ENTITIES];
static int count;
static double t;
static void physics_all();
};
#endif

View File

@ -7,36 +7,47 @@
#include <unistd.h>
#include "mods.h"
#include "game.h"
#include "player.h"
using namespace std;
Map *Game::map;
string Game::worlddir;
string Game::logfile_path;
int Game::seed;
char **Game::argv;
int *Game::argc;
FILE *Game::logfile;
string Game::userdir;
Player *Game::player;
void Game::log(string text, int level){
string prefix;
int color;
switch(level){
case WARNING:
color = ORANGE;
color = CODE_ORANGE;
prefix = "WARNING";
break;
case ERROR:
color = RED;
color = CODE_RED;
prefix = "ERROR";
break;
case INFO:
color = LIGHTBLUE;
color = CODE_LIGHTBLUE;
prefix = "INFO";
break;
case LOG:
color = BLUE;
color = CODE_BLUE;
prefix = "LOG";
break;
case EASTEREGG:
color = VIOLET;
color = CODE_VIOLET;
prefix = "EASTEREGG";
default: break;
}
cout << "\e[3" << color << "m" << "[" << prefix << "] \e[0m" << text << endl;
if(logfile_fd)
fprintf(logfile_fd, "[%s] %s\n", prefix.c_str(), text.c_str());
if(logfile)
fprintf(logfile, "[%s] %s\n", prefix.c_str(), text.c_str());
}
void Game::log(string text){
log(text, LOG);
@ -60,25 +71,32 @@ void Game::version(){
}
void Game::worldlist(){
log("Your worlds:");
DIR *folder;
struct dirent *entry;
int files = 0;
folder = opendir(((string)getenv("HOME")+"/.dragonblocks/worlds/").c_str());
DIR *folder = opendir((userdir + "/worlds/").c_str());;
if(!folder){
Game::log("Cant Open World Directory", ERROR);
exit(EXIT_FAILURE);
}
struct dirent *entry;
int files = 0;
while(entry = readdir(folder))
{
files++;
if(files > 2)
cout << "\t" << entry->d_name;
if(entry->d_name[0] != '.')
cout << "\t" << entry->d_name << endl;
}
if(files <= 2)
cout << "\tYou have no Worlds yet.";
cout << endl;
files -= 2;
cout << "You have ";
if(files == 0)
cout << "no";
else
cout << files;
cout << " World";
if(files != 1)
cout << "s";
cout << "." << endl;
closedir(folder);
return;
}
void Game::save(){
map -> save();
}

View File

@ -2,9 +2,9 @@
#define _GAME_H_
#include <string>
#include <cstdio>
#include "map.h"
#include "inventory.h"
#include "player.h"
#define WARNING 1
#define ERROR 2
@ -12,32 +12,34 @@
#define EASTEREGG 17
#define LOG 0
#define VERSION "3.0"
#define CODE_BLACK 0
#define CODE_RED 1
#define CODE_GREEN 2
#define CODE_ORANGE 3
#define CODE_BLUE 4
#define CODE_VIOLET 5
#define CODE_LIGHTBLUE 6
#define CODE_GREY 7
#define BLACK 0
#define RED 1
#define GREEN 2
#define ORANGE 3
#define BLUE 4
#define VIOLET 5
#define LIGHTBLUE 6
#define GREY 7
#define VERSION "3.1-dev"
class Game{
public:
static int *argc;
static char **argv;
static int seed;
static std::string mapfile;
static std::string logfile;
static FILE *logfile_fd;
static std::string worlddir;
static std::string logfile_path;
static FILE *logfile;
static Map *map;
static void save();
static void log(std::string);
static void log(std::string, int);
static void help();
static void version();
static void worldlist();
static Inventory *inventory;
static std::string userdir;
static Player *player;
};
#endif

View File

@ -6,50 +6,78 @@
#include "util.h"
#include "game.h"
#include "mapgen.h"
#include "entity.h"
position Graphics::pointed;
position Graphics::pos = {MAPWIDTH/2 - DISPLAYWIDTH/2, MAPHEIGHT/2 - DISPLAYHEIGHT/2};
position Graphics::scroll = {MAPWIDTH/2 - DISPLAYWIDTH/2, MAPHEIGHT/2 - DISPLAYHEIGHT/2};
int Graphics::inventory_scroll;
using namespace std;
void Graphics::display(){
glClear(GL_COLOR_BUFFER_BIT);
//sky
void Graphics::drawSky(){
drawRectangle(0, 0, DISPLAYWIDTH*BLOCKWIDTH, DISPLAYHEIGHT*BLOCKWIDTH, "#87CEEB");
//map
}
void Graphics::drawMap(){
for(int x = 0; x < DISPLAYWIDTH; x++){
for(int y = 0; y < DISPLAYHEIGHT; y++){
Game::map -> getNode(x+pos.x, y+pos.y) -> texture -> draw(x*BLOCKWIDTH, y*BLOCKWIDTH, BLOCKWIDTH, BLOCKWIDTH);
Game::map -> getNode(x+scroll.x, y+scroll.y) -> texture -> draw(x*BLOCKWIDTH, y*BLOCKWIDTH, BLOCKWIDTH, BLOCKWIDTH);
}
}
//pointed block
}
void Graphics::drawEntities(){
for(int i = 0; i < Entity::count; i++){
if(Entity::list[i] == NULL)
continue;
Entity *entity = Entity::list[i];
entity -> texture -> draw((entity->x - scroll.x) * BLOCKWIDTH, (entity->y - scroll.y) * BLOCKWIDTH, entity->width * BLOCKWIDTH, entity->height * BLOCKWIDTH);
}
}
void Graphics::drawPointedBlock(){
if(pointed.x < DISPLAYWIDTH){
drawRectangle(pointed.x * BLOCKWIDTH, pointed.y * BLOCKWIDTH, BLOCKWIDTH, 1, COLOR_BLACK);
drawRectangle(pointed.x * BLOCKWIDTH + BLOCKWIDTH - 1, pointed.y * BLOCKWIDTH, 1, BLOCKWIDTH, COLOR_BLACK);
drawRectangle(pointed.x * BLOCKWIDTH, pointed.y * BLOCKWIDTH + BLOCKWIDTH - 1, BLOCKWIDTH, 1, COLOR_BLACK);
drawRectangle(pointed.x * BLOCKWIDTH, pointed.y * BLOCKWIDTH, 1, BLOCKWIDTH, COLOR_BLACK);
}
//inventory
drawRectangle(DISPLAYWIDTH*BLOCKWIDTH, 0, INVWIDTH, DISPLAYHEIGHT*BLOCKWIDTH, "#B4B4B4");
drawRectangle(DISPLAYWIDTH*BLOCKWIDTH, Game::inventory->selected * INVWIDTH, INVWIDTH, INVWIDTH, "#636363");
for(int i = 0; i < Game::inventory->count; i++)
Game::inventory -> getSlot(i) -> texture -> draw(BLOCKWIDTH*DISPLAYWIDTH + (INVWIDTH-INVBLOCKWIDTH)/2, i * INVWIDTH + (INVWIDTH-INVBLOCKWIDTH)/2, INVBLOCKWIDTH, INVBLOCKWIDTH);
//infotext
}
void Graphics::drawInventory(){
Inventory *inv = Game::player->inventory;
int x = DISPLAYWIDTH*BLOCKWIDTH;
drawRectangle(x, 0, INVWIDTH, DISPLAYHEIGHT*BLOCKWIDTH, "#B4B4B4");
drawRectangle(x, (inv->selected - inventory_scroll) * INVWIDTH, INVWIDTH, INVWIDTH, "#636363");
x = BLOCKWIDTH*DISPLAYWIDTH + (INVWIDTH-INVBLOCKWIDTH)/2;
int yf = (INVWIDTH-INVBLOCKWIDTH)/2;
for(int i = 0; i < Game::player->inventory->count; i++){
int nr = i + inventory_scroll;
if(inv -> getSlot(nr))
inv -> getSlot(nr) -> texture -> draw(x, i * INVWIDTH + yf, INVBLOCKWIDTH, INVBLOCKWIDTH);
else
drawRectangle(x, i * INVWIDTH + yf, INVBLOCKWIDTH, INVBLOCKWIDTH, "#3E3E3E");
}
}
void Graphics::drawInfotext(){
writeText(5, 5, (string)"Dragonblocks "+VERSION, GLUT_BITMAP_9_BY_15, COLOR_WHITE);
string infotext = "pos: ("+to_string(pos.x)+", "+to_string(pos.y)+"), seed: "+to_string(Game::seed);
string infotext = "pos: ("+to_string(Game::player->x)+", "+to_string(Game::player->y)+") | seed: "+to_string(Game::seed);
if(pointed.x < DISPLAYWIDTH)
infotext += ", pointed: "+ Game::map->getNode(pointed.x+pos.x, pointed.y+pos.y)->name + "("+to_string(pointed.x+pos.x)+", "+to_string(pointed.y+pos.y)+")";
infotext += " | pointed: "+ Game::map->getNode(pointed.x+scroll.x, pointed.y+scroll.y)->name + "("+to_string(pointed.x+scroll.x)+", "+to_string(pointed.y+scroll.y)+")";
writeText(5, 20, infotext, GLUT_BITMAP_9_BY_15, COLOR_WHITE);
//writeText(5, 35, "world: "+Game::mapfile, GLUT_BITMAP_9_BY_15, COLOR_WHITE);
}
void Graphics::display(){
glClear(GL_COLOR_BUFFER_BIT);
drawSky();
drawEntities();
drawMap();
drawPointedBlock();
drawInventory();
drawInfotext();
glFlush();
}
void Graphics::reshape(int width, int height){
glViewport(0, 0, width, height); /* Establish viewing area to cover entire window. */
glMatrixMode(GL_PROJECTION); /* Start modifying the projection matrix. */
glLoadIdentity(); /* Reset project matrix. */
glOrtho(0, width, 0, height, -1, 1); /* Map abstract coords directly to window coords. */
glScalef(1, -1, 1); /* Invert Y axis so increasing Y goes down. */
glTranslatef(0, -height, 0); /* Shift origin up to upper-pos.x corner. */
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, width, 0, height, -1, 1);
glScalef(1, -1, 1);
glTranslatef(0, -height, 0);
}
void Graphics::init(){
glutInit(Game::argc, Game::argv);
@ -59,51 +87,85 @@ void Graphics::init(){
glutReshapeFunc(reshape);
glutKeyboardFunc(keyboard);
glutSpecialFunc(special);
glutSpecialUpFunc(special_up);
glutMouseFunc(mouse);
glutPassiveMotionFunc(motion);
glutMotionFunc(motion);
glutSetOption(GLUT_ACTION_ON_WINDOW_CLOSE, GLUT_ACTION_GLUTMAINLOOP_RETURNS);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glutSetKeyRepeat(GLUT_KEY_REPEAT_OFF);
glutMainLoop();
}
void Graphics::keyboard(unsigned char key, int x, int y){
switch(key){
case ' ':
Game::player->jump();
break;
}
}
void Graphics::special(int key, int x, int y){
switch(key){
case GLUT_KEY_LEFT:
if(pos.x > 0)
pos.x--;
break;
case GLUT_KEY_UP:
if(pos.y > 0)
pos.y--;
Game::player->left();
break;
case GLUT_KEY_RIGHT:
if(pos.x < MAPWIDTH-DISPLAYWIDTH)
pos.x++;
Game::player->right();
break;
case GLUT_KEY_UP:
Game::player->inventory->selectUp();
ajustInventoryScroll();
break;
case GLUT_KEY_DOWN:
if(pos.y < MAPHEIGHT-DISPLAYHEIGHT)
pos.y++;
Game::player->inventory->selectDown();
ajustInventoryScroll();
break;
}
}
void Graphics::special_up(int key, int x, int y){
switch(key){
case GLUT_KEY_LEFT:
case GLUT_KEY_RIGHT:
Game::player->stop();
break;
}
}
void Graphics::ajustScroll(){
if(Game::player->y - scroll.y < 2)
if(scroll.y > 0)
scroll.y--;
if(Game::player->x - scroll.x < 2)
if(scroll.x > 0)
scroll.x--;
if(scroll.y + DISPLAYHEIGHT - Game::player->y - Game::player->height < 2)
if(scroll.y < MAPHEIGHT-DISPLAYHEIGHT)
scroll.y++;
if(scroll.x + DISPLAYWIDTH - Game::player->x - Game::player->width < 2)
if(scroll.x < MAPWIDTH-DISPLAYWIDTH)
scroll.x++;
}
void Graphics::ajustInventoryScroll(){
Inventory *inv = Game::player->inventory;
int invblocks_displayed = DISPLAYHEIGHT * BLOCKWIDTH / INVWIDTH;
if(inv->selected < inventory_scroll)
inventory_scroll = inv->selected;
else if(inv->selected >= inventory_scroll + invblocks_displayed)
inventory_scroll = inv->selected - invblocks_displayed + 1;
}
void Graphics::mouse(int key, int action, int x, int y){
if(action == 0){
if(x < BLOCKWIDTH*DISPLAYWIDTH){
switch(key){
case 0:
if(Game::map -> getNode(pointed.x+pos.x, pointed.y+pos.y)->stable)
Game::map -> setNode(pointed.x+pos.x, pointed.y+pos.y, MAPGEN_AIR);
if(Game::map -> getNode(pointed.x+scroll.x, pointed.y+scroll.y)->stable)
Game::map -> setNode(pointed.x+scroll.x, pointed.y+scroll.y, MAPGEN_AIR);
break;
case 2:
if(! Game::map -> getNode(pointed.x+pos.x, pointed.y+pos.y)->stable)
Game::map -> setNode(pointed.x+pos.x, pointed.y+pos.y, Game::inventory->getSelectedSlot());
if(! Game::map -> getNode(pointed.x+scroll.x, pointed.y+scroll.y)->stable)
Game::map -> setNode(pointed.x+scroll.x, pointed.y+scroll.y, Game::player->inventory->getSelectedSlot());
break;
}
}
else{
Game::inventory->select(y/INVWIDTH);
Game::player->inventory->select(y/INVWIDTH + inventory_scroll);
}
}
}

View File

@ -21,18 +21,32 @@ class Graphics{
static void init();
static position pointed;
static position pos;
static position scroll;
static int inventory_scroll;
//handlers
static void display();
static void keyboard(unsigned char, int, int);
static void mouse(int, int, int, int);
static void special(int, int, int);
static void special_up(int, int, int);
static void mouse(int, int, int, int);
static void reshape(int, int);
static void motion(int, int);
//functions
//common
static void drawRectangle(int, int, int, int, color);
static void writeText(int, int, std::string, void*, color);
//draw
static void drawSky();
static void drawMap();
static void drawEntities();
static void drawPointedBlock();
static void drawInventory();
static void drawInfotext();
//more
static void ajustScroll();
static void ajustInventoryScroll();
};
#endif

View File

@ -13,12 +13,18 @@ Inventory::Inventory(){
Node *Inventory::getSlot(int nr){
if(nr >= 0 && nr < count)
return list[nr];
return list[0];
return NULL;
}
void Inventory::select(int nr){
if(nr >= 0 && nr < count)
selected = nr;
}
void Inventory::selectUp(){
select(selected - 1);
}
void Inventory::selectDown(){
select(selected + 1);
}
Node *Inventory::getSelectedSlot(){
return list[selected];
}

View File

@ -10,6 +10,8 @@ class Inventory{
Node *list[MAXNODES];
Node *getSlot(int);
void select(int);
void selectUp();
void selectDown();
Node *getSelectedSlot();
Inventory();
};

View File

@ -14,31 +14,18 @@
#include "mods.h"
#include "threads.h"
#include "inventory.h"
#include "player.h"
using namespace std;
Map *Game::map;
string Game::mapfile;
string Game::logfile;
int Game::seed;
char **Game::argv;
int *Game::argc;
FILE *Game::logfile_fd;
Inventory *Game::inventory;
int main(int argc, char **argv){
if((string)argv[0] != "bin/dragonblocks"){
string command = "cd ..; bin/dragonblocks -w world ";
while(*++argv)
command += *argv;
exit(system(command.c_str()));
}
create_dir_if_not_exists((string)getenv("HOME")+"/.dragonblocks");
create_dir_if_not_exists((string)getenv("HOME")+"/.dragonblocks/worlds");
Game::argc = &argc;
Game::argv = argv;
Game::userdir = (string)getenv("HOME")+"/.dragonblocks";
Game::logfile_path = Game::userdir + "/dragonblocks.log";
create_dir_if_not_exists(Game::userdir);
create_dir_if_not_exists(Game::userdir + "/worlds");
Game::seed = time(0);
Game::logfile = (string)getenv("HOME")+"/.dragonblocks/dragonblocks.log";
const char *short_options = "hrvs:l:w:p:";
const struct option long_options[] = {
{"help", 0, NULL, 'h'},
@ -62,16 +49,16 @@ int main(int argc, char **argv){
exit(EXIT_SUCCESS);
break;
case 'p':
Game::mapfile = optarg;
Game::worlddir = optarg;
break;
case 'w':
Game::mapfile = (string)getenv("HOME")+"/.dragonblocks/worlds/"+optarg;
Game::worlddir = Game::userdir + "/worlds/" + optarg;
break;
case 's':
Game::seed = atoi(optarg);
break;
case 'l':
Game::logfile = optarg;
Game::logfile_path = optarg;
break;
case 'r':
Game::worldlist();
@ -84,30 +71,33 @@ int main(int argc, char **argv){
break;
};
}
if(Game::logfile_fd = fopen(Game::logfile.c_str(), "a"))
fprintf(Game::logfile_fd, "\n--------------------------------------------------\n");
if(Game::logfile = fopen(Game::logfile_path.c_str(), "a"))
fprintf(Game::logfile, "\n--------------------------------------------------\n");
else
Game::log((string)"Failed to open log file " + Game::logfile, WARNING);
Game::log((string)"Failed to open log file " + Game::logfile_path, WARNING);
Game::log((string)"Welcome to Dragonblocks "+VERSION);
srand(Game::seed);
new Node("unknown_node", "textures/unknown_node.png", true, true, false);
Mods::init();
Game::inventory = new Inventory();
Game::map = new Map();
if(Game::mapfile == ""){
if(Game::worlddir == ""){
Game::log("No World Specified", ERROR);
exit(EXIT_FAILURE);
}
if(fopen(Game::mapfile.c_str(), "r"))
create_dir_if_not_exists(Game::worlddir);
new Node("unknown_node", "textures/unknown_node.png", true, true, false);
Mods::init();
Mods::nodedef();
Game::map = new Map();
srand(Game::seed);
if(fopen((Game::worlddir + "/map").c_str(), "r"))
Game::map->load();
else
Mapgen();
Threads::startMapBackupThread();
Threads::startGraphicUpdateThread();
Threads::addSignalHandlers();
Game::player = new Player();
Threads::add_signal_handlers();
Threads::start(Threads::worldBackupThread);
Threads::start(Threads::graphicRedrawThread);
Threads::start(Threads::entityPhysicsThread);
Graphics::init();
Game::log("Closed Window, Exiting.");
Game::map -> save();
Game::save();
return 0;
}

View File

@ -19,8 +19,8 @@ void Map::setNode(int x, int y, string n){
setNode(x, y, Node::getNodeByName(n));
}
void Map::load(){
Game::log("Loading Map from " + Game::mapfile);
FILE *mapfile = fopen(Game::mapfile.c_str(), "r");
Game::log((string)"Loading Map from " + Game::worlddir + "/map");
FILE *mapfile = fopen((Game::worlddir + "/map").c_str(), "r");
if(mapfile){
for(int x = 0; x < MAPWIDTH; x++)
for(int y = 0; y < MAPHEIGHT; y++){
@ -37,8 +37,8 @@ void Map::load(){
}
}
void Map::save(){
Game::log("Saving Map to " + Game::mapfile);
FILE *mapfile = fopen(Game::mapfile.c_str(), "w");
Game::log((string)"Saving Map to " + Game::worlddir + "/map");
FILE *mapfile = fopen((Game::worlddir + "/map").c_str(), "w");
if(mapfile){
for(int x = 0; x < MAPWIDTH; x++){
for(int y = 0; y < MAPHEIGHT; y++)

View File

@ -3,7 +3,6 @@
#include <cerrno>
#include <string>
#include <iostream>
#include "node.h"
#include "mods.h"
#include "game.h"
@ -19,22 +18,35 @@ void Mods::init(){
lua_vm = luaL_newstate();
luaL_openlibs(lua_vm);
if(! check_lua(luaL_dofile(lua_vm, "builtin/init.lua"))){
Game::log("Failed to load Builtin", ERROR);
Game::log("Failed to load Builtin: File 'builtin/init.lua' does not exist or contains an error", ERROR);
exit(EXIT_FAILURE);
return;
return;
}
for(;;){
lua_getglobal(lua_vm, "cpp_get_next_node");
if(!lua_isfunction(lua_vm, -1)){
Game::log("Lua is sick. What's Wrong with her?", EASTEREGG);
Game::log("No, seriously, something is wrong with the lua builtin (it is missing the function cpp_get_next_node)", ERROR);
exit(EXIT_FAILURE);
}
lua_pcall(lua_vm, 0, 1, 0);
if(! lua_istable(lua_vm, -1))
}
void Mods::nodedef(){
Game::log("Initializing Nodes");
lua_getglobal(lua_vm, "dragonblocks");
if(! lua_istable(lua_vm, -1)){
Game::log("Failed to load Builtin: 'dragonblocks' does not exist or is not a table", ERROR);
exit(EXIT_FAILURE);
return;
}
lua_pushstring(lua_vm, "registered_nodes");
lua_gettable(lua_vm, -2);
if(!lua_istable(lua_vm,-1)){
Game::log("Failed to load Builtin: 'dragonblocks.registered_nodes' does not exist or is not a table", ERROR);
exit(EXIT_FAILURE);
return;
}
lua_pushnil(lua_vm);
for(int i = 1;; i++){
lua_pop(lua_vm, 1);
lua_pushnumber(lua_vm, i);
lua_gettable(lua_vm, -2);
if(!lua_istable(lua_vm, -1))
break;
lua_pushstring(lua_vm, "name");
lua_gettable(lua_vm, -2);
if(!lua_isstring(lua_vm,-1))

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@ -13,7 +13,8 @@ class Mods{
public:
static lua_State *lua_vm;
static bool check_lua(int);
static void init();
static void error(std::string);
static void init();
static void nodedef();
};
#endif

40
src/player.cpp Normal file
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@ -0,0 +1,40 @@
#include <iostream>
#include <math.h>
#include "texture.h"
#include "entity.h"
#include "player.h"
#include "map.h"
#include "mapgen.h"
#include "graphics.h"
#include "game.h"
using namespace std;
Player::Player(){
name = "player";
texture = new Texture("textures/player.png", true);
width = 1;
height = 2;
int spawnposX = MAPWIDTH / 2;
int spawnposY = MAPHEIGHT - 2;
while((Game::map->getNode(spawnposX, spawnposY) != MAPGEN_AIR) || (Game::map->getNode(spawnposX, spawnposY + 1) != MAPGEN_AIR))
spawnposY--;
spawn(spawnposX, spawnposY, true);
inventory = new Inventory();
}
void Player::left(){
if(vx == -PLAYER_SPEED)
return;
physics_reset_x();
vx = -PLAYER_SPEED;
}
void Player::right(){
if(vx == PLAYER_SPEED)
return;
physics_reset_x();
vx = PLAYER_SPEED;
}
void Player::stop(){
physics_reset_x();
}
void Player::jump(){
vy = -PLAYER_JUMPSPEED;
}

16
src/player.h Normal file
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@ -0,0 +1,16 @@
#ifndef _PLAYER_H_
#define _PLAYER_H_
#include "entity.h"
#include "inventory.h"
#define PLAYER_SPEED 4
#define PLAYER_JUMPSPEED 6
class Player : public Entity{
public:
void left();
void right();
void jump();
void stop();
Inventory *inventory;
Player();
};
#endif

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@ -37,10 +37,6 @@ Texture::Texture(string filename, bool t){
png_set_strip_16(png);
if(color_type == PNG_COLOR_TYPE_PALETTE)
png_set_palette_to_rgb(png);
#ifndef _WIN32
if(color_type == PNG_COLOR_TYPE_GRAY && bit_depth < 8)
png_set_expand_gray_1_2_4_to_8(png);
#endif
if(png_get_valid(png, info, PNG_INFO_tRNS))
png_set_tRNS_to_alpha(png);
if(color_type == PNG_COLOR_TYPE_RGB || color_type == PNG_COLOR_TYPE_GRAY || color_type == PNG_COLOR_TYPE_PALETTE)

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@ -3,33 +3,38 @@
#include <signal.h>
#include <sys/types.h>
#include <GL/glut.h>
#include <iostream>
#include <algorithm>
#include "threads.h"
#include "graphics.h"
#include "game.h"
using namespace std;
void Threads::startMapBackupThread(){
Game::log("Starting Map Backup Thread");
pthread_t thread_id;
pthread_create(&thread_id, NULL, &mapBackupThread, NULL);
void Threads::add_signal_handlers(){
Game::log("Adding Signal Handlers");
struct sigaction sa_sigterm;
sa_sigterm.sa_handler = &signal_handler;
sigaction(SIGTERM, &sa_sigterm, NULL);
struct sigaction sa_sigint;
sa_sigint.sa_handler = &signal_handler;
sigaction(SIGINT, &sa_sigint, NULL);
}
void *Threads::mapBackupThread(void *unused){
void Threads::signal_handler(int signal_number){
Game::log((string)"Got "+sys_siglist[signal_number]+" Signal, Exiting.");
Game::save();
exit(0);
}
void Threads::start(void *(*callback)(void *)){
pthread_t thread_id;
pthread_create(&thread_id, NULL, callback, NULL);
}
void *Threads::worldBackupThread(void *unused){
Game::log("Starting World Backup");
while(true){
sleep(MAP_BACKUP_INTERVAL);
Game::map -> save();
sleep(BACKUP_INTERVAL);
Game::save();
}
return NULL;
}
void Threads::startGraphicUpdateThread(){
Game::log("Starting Graphic Update Thread");
pthread_t thread_id;
pthread_create(&thread_id, NULL, &graphicUpdateThread, NULL);
}
void *Threads::graphicUpdateThread(void *unused){
void *Threads::graphicRedrawThread(void *unused){
Game::log("Starting Graphic Redraw");
while(true){
usleep(1);
if(glutGetWindow())
@ -37,21 +42,21 @@ void *Threads::graphicUpdateThread(void *unused){
}
return NULL;
}
void Threads::addSignalHandlers(){
#ifndef _WIN32
struct sigaction sa_sigterm;
sa_sigterm.sa_handler = &signal_handler;
sigaction(SIGTERM, &sa_sigterm, NULL);
struct sigaction sa_sigint;
sa_sigint.sa_handler = &signal_handler;
sigaction(SIGINT, &sa_sigint, NULL);
#endif
void *Threads::modRuntimeThread(void *unused){
Game::log("Starting Mod Runtime");
while(true){
usleep(10);
// Mods::runtime();
}
return NULL;
}
void Threads::signal_handler(int signal_number){
#ifndef _WIN32
Game::log((string)"Got "+sys_siglist[signal_number]+" Signal, Exiting.");
Game::map -> save();
exit(0);
#endif
void *Threads::entityPhysicsThread(void *unused){
Game::log("Starting Entity Physics");
while(true){
usleep(PHYSIC_TIME_TICK);
Entity::t += (double)PHYSIC_TIME_TICK / 1000000;
Entity::physics_all();
Graphics::ajustScroll();
}
return NULL;
}

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@ -1,17 +1,19 @@
#ifndef _THREADS_H_
#define _THREADS_H_
#define MAP_BACKUP_INTERVAL 15
#define BACKUP_INTERVAL 60
#define PHYSIC_TIME_TICK 1000000/100
class Threads{
public:
static void startMapBackupThread();
static void addSignalHandlers();
static void startGraphicUpdateThread();
private:
static void *mapBackupThread(void *);
static void *graphicUpdateThread(void *);
static void signal_handler(int);
static void add_signal_handlers();
static void signal_handler(int);
static void start(void *(*)(void *));
static void *worldBackupThread(void *);
static void *graphicRedrawThread(void *);
static void *modRuntimeThread(void *);
static void *entityPhysicsThread(void *);
static void *timeThread(void *);
};
#endif

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