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-rw-r--r--.clang-format1
-rw-r--r--game/client/metrics.cc4
-rw-r--r--game/client/scoreboard.cc4
-rw-r--r--game/shared/game_items.cc9
-rw-r--r--game/shared/game_voxels.cc125
5 files changed, 77 insertions, 66 deletions
diff --git a/.clang-format b/.clang-format
index b00e918..5c82cae 100644
--- a/.clang-format
+++ b/.clang-format
@@ -102,6 +102,7 @@ Language: Cpp
LineEnding: CRLF
MaxEmptyLinesToKeep: 1
NamespaceIndentation: None
+PenaltyIndentedWhitespace: 1
PointerAlignment: Left
ReflowComments: true
SortIncludes: true
diff --git a/game/client/metrics.cc b/game/client/metrics.cc
index 312ff77..8b5b7dd 100644
--- a/game/client/metrics.cc
+++ b/game/client/metrics.cc
@@ -17,8 +17,8 @@
#include "client/imdraw_ext.hh"
#include "client/session.hh"
-constexpr static ImGuiWindowFlags WINDOW_FLAGS = ImGuiWindowFlags_NoBackground | ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoInputs
- | ImGuiWindowFlags_NoNav;
+constexpr static ImGuiWindowFlags WINDOW_FLAGS =
+ ImGuiWindowFlags_NoBackground | ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoNav;
static std::basic_string<GLubyte> r_version;
static std::basic_string<GLubyte> r_renderer;
diff --git a/game/client/scoreboard.cc b/game/client/scoreboard.cc
index b437234..23010ea 100644
--- a/game/client/scoreboard.cc
+++ b/game/client/scoreboard.cc
@@ -12,8 +12,8 @@
#include "client/session.hh"
#include "client/settings.hh"
-constexpr static ImGuiWindowFlags WINDOW_FLAGS = ImGuiWindowFlags_NoNav | ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoInputs
- | ImGuiWindowFlags_NoBackground;
+constexpr static ImGuiWindowFlags WINDOW_FLAGS =
+ ImGuiWindowFlags_NoNav | ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoBackground;
static ConfigKeyBind list_key(GLFW_KEY_TAB);
diff --git a/game/shared/game_items.cc b/game/shared/game_items.cc
index 6351969..95fa6fc 100644
--- a/game/shared/game_items.cc
+++ b/game/shared/game_items.cc
@@ -23,10 +23,11 @@ void game_items::populate(void)
item_registry::construct("stone").set_texture("textures/item/stone.png").set_place_voxel(game_voxels::stone).build();
// Cobblestone; a bunch of small stones
- game_items::cobblestone = item_registry::construct("cobblestone")
- .set_texture("textures/item/cobblestone.png")
- .set_place_voxel(game_voxels::cobblestone)
- .build();
+ game_items::cobblestone =
+ item_registry::construct("cobblestone")
+ .set_texture("textures/item/cobblestone.png")
+ .set_place_voxel(game_voxels::cobblestone)
+ .build();
// Dirt; it's very dirty
game_items::dirt = item_registry::construct("dirt").set_texture("textures/item/dirt.png").set_place_voxel(game_voxels::dirt).build();
diff --git a/game/shared/game_voxels.cc b/game/shared/game_voxels.cc
index 72410fc..0059335 100644
--- a/game/shared/game_voxels.cc
+++ b/game/shared/game_voxels.cc
@@ -20,76 +20,84 @@ voxel_id game_voxels::mud = NULL_VOXEL_ID;
void game_voxels::populate(void)
{
// Stone; the backbone of the generated world
- game_voxels::stone = voxel_registry::construct("stone", voxel_type::CUBE, false, false)
- .add_texture_default("textures/voxel/stone_01.png")
- .add_texture_default("textures/voxel/stone_02.png")
- .add_texture_default("textures/voxel/stone_03.png")
- .add_texture_default("textures/voxel/stone_04.png")
- .set_surface(voxel_surface::STONE)
- .build();
+ game_voxels::stone =
+ voxel_registry::construct("stone", voxel_type::CUBE, false, false)
+ .add_texture_default("textures/voxel/stone_01.png")
+ .add_texture_default("textures/voxel/stone_02.png")
+ .add_texture_default("textures/voxel/stone_03.png")
+ .add_texture_default("textures/voxel/stone_04.png")
+ .set_surface(voxel_surface::STONE)
+ .build();
// Cobblestone; should drop when a stone is broken, might also be present in surface features
- game_voxels::cobblestone = voxel_registry::construct("cobblestone", voxel_type::CUBE, false, false)
- .add_texture_default("textures/voxel/cobblestone_01.png")
- .add_texture_default("textures/voxel/cobblestone_02.png")
- .set_surface(voxel_surface::STONE)
- .build();
+ game_voxels::cobblestone =
+ voxel_registry::construct("cobblestone", voxel_type::CUBE, false, false)
+ .add_texture_default("textures/voxel/cobblestone_01.png")
+ .add_texture_default("textures/voxel/cobblestone_02.png")
+ .set_surface(voxel_surface::STONE)
+ .build();
// Dirt with a grass layer on top; the top layer of plains biome
- game_voxels::grass = voxel_registry::construct("grass", voxel_type::CUBE, false, false)
- .add_texture_default("textures/voxel/grass_side_01.png")
- .add_texture_default("textures/voxel/grass_side_02.png")
- .add_texture(voxel_face::CUBE_BOTTOM, "textures/voxel/dirt_01.png")
- .add_texture(voxel_face::CUBE_BOTTOM, "textures/voxel/dirt_02.png")
- .add_texture(voxel_face::CUBE_BOTTOM, "textures/voxel/dirt_03.png")
- .add_texture(voxel_face::CUBE_BOTTOM, "textures/voxel/dirt_04.png")
- .add_texture(voxel_face::CUBE_TOP, "textures/voxel/grass_01.png")
- .add_texture(voxel_face::CUBE_TOP, "textures/voxel/grass_02.png")
- .set_surface(voxel_surface::GRASS)
- .build();
+ game_voxels::grass =
+ voxel_registry::construct("grass", voxel_type::CUBE, false, false)
+ .add_texture_default("textures/voxel/grass_side_01.png")
+ .add_texture_default("textures/voxel/grass_side_02.png")
+ .add_texture(voxel_face::CUBE_BOTTOM, "textures/voxel/dirt_01.png")
+ .add_texture(voxel_face::CUBE_BOTTOM, "textures/voxel/dirt_02.png")
+ .add_texture(voxel_face::CUBE_BOTTOM, "textures/voxel/dirt_03.png")
+ .add_texture(voxel_face::CUBE_BOTTOM, "textures/voxel/dirt_04.png")
+ .add_texture(voxel_face::CUBE_TOP, "textures/voxel/grass_01.png")
+ .add_texture(voxel_face::CUBE_TOP, "textures/voxel/grass_02.png")
+ .set_surface(voxel_surface::GRASS)
+ .build();
// Dirt; the under-surface layer of some biomes
- game_voxels::dirt = voxel_registry::construct("dirt", voxel_type::CUBE, false, false)
- .add_texture_default("textures/voxel/dirt_01.png")
- .add_texture_default("textures/voxel/dirt_02.png")
- .add_texture_default("textures/voxel/dirt_03.png")
- .add_texture_default("textures/voxel/dirt_04.png")
- .set_surface(voxel_surface::DIRT)
- .build();
+ game_voxels::dirt =
+ voxel_registry::construct("dirt", voxel_type::CUBE, false, false)
+ .add_texture_default("textures/voxel/dirt_01.png")
+ .add_texture_default("textures/voxel/dirt_02.png")
+ .add_texture_default("textures/voxel/dirt_03.png")
+ .add_texture_default("textures/voxel/dirt_04.png")
+ .set_surface(voxel_surface::DIRT)
+ .build();
// VTest; a test voxel to ensure animations work
- game_voxels::vtest = voxel_registry::construct("vtest", voxel_type::CUBE, true, false)
- .add_texture_default("textures/voxel/vtest_F1.png")
- .add_texture_default("textures/voxel/vtest_F2.png")
- .add_texture_default("textures/voxel/vtest_F3.png")
- .add_texture_default("textures/voxel/vtest_F4.png")
- .build();
+ game_voxels::vtest =
+ voxel_registry::construct("vtest", voxel_type::CUBE, true, false)
+ .add_texture_default("textures/voxel/vtest_F1.png")
+ .add_texture_default("textures/voxel/vtest_F2.png")
+ .add_texture_default("textures/voxel/vtest_F3.png")
+ .add_texture_default("textures/voxel/vtest_F4.png")
+ .build();
// VTest-CK; a pure blue chromakey I used to make the game's logo
game_voxels::vtest_ck =
voxel_registry::construct("vtest_ck", voxel_type::CUBE, false, false).add_texture_default("textures/voxel/chromakey.png").build();
// Oak leaves; greenery. TODO: add trees as surface features
- game_voxels::oak_leaves = voxel_registry::construct("oak_leaves", voxel_type::CUBE, false, false)
- .add_texture_default("textures/voxel/oak_leaves.png")
- .set_surface(voxel_surface::GRASS)
- .build();
+ game_voxels::oak_leaves =
+ voxel_registry::construct("oak_leaves", voxel_type::CUBE, false, false)
+ .add_texture_default("textures/voxel/oak_leaves.png")
+ .set_surface(voxel_surface::GRASS)
+ .build();
// Oak planks; the thing that comes out of oak logs
- game_voxels::oak_planks = voxel_registry::construct("oak_planks", voxel_type::CUBE, false, false)
- .add_texture_default("textures/voxel/oak_planks_01.png")
- .add_texture_default("textures/voxel/oak_planks_02.png")
- .set_surface(voxel_surface::WOOD)
- .build();
+ game_voxels::oak_planks =
+ voxel_registry::construct("oak_planks", voxel_type::CUBE, false, false)
+ .add_texture_default("textures/voxel/oak_planks_01.png")
+ .add_texture_default("textures/voxel/oak_planks_02.png")
+ .set_surface(voxel_surface::WOOD)
+ .build();
// Oak logs; greenery. TODO: add trees as surface features
- game_voxels::oak_log = voxel_registry::construct("oak_log", voxel_type::CUBE, false, false)
- .add_texture_default("textures/voxel/oak_wood_01.png")
- .add_texture_default("textures/voxel/oak_wood_02.png")
- .add_texture(voxel_face::CUBE_BOTTOM, "textures/voxel/oak_wood_top.png")
- .add_texture(voxel_face::CUBE_TOP, "textures/voxel/oak_wood_top.png")
- .set_surface(voxel_surface::WOOD)
- .build();
+ game_voxels::oak_log =
+ voxel_registry::construct("oak_log", voxel_type::CUBE, false, false)
+ .add_texture_default("textures/voxel/oak_wood_01.png")
+ .add_texture_default("textures/voxel/oak_wood_02.png")
+ .add_texture(voxel_face::CUBE_BOTTOM, "textures/voxel/oak_wood_top.png")
+ .add_texture(voxel_face::CUBE_TOP, "textures/voxel/oak_wood_top.png")
+ .set_surface(voxel_surface::WOOD)
+ .build();
// Glass; blend rendering test
game_voxels::glass = voxel_registry::construct("glass", voxel_type::CUBE, false, true)
@@ -104,10 +112,11 @@ void game_voxels::populate(void)
.build();
// Mud; you sink in it
- game_voxels::mud = voxel_registry::construct("mud", voxel_type::CUBE, false, false)
- .set_touch(voxel_touch::SINK, glm::fvec3(0.50f, 0.75f, 0.50f))
- .add_texture_default("textures/voxel/mud_01.png")
- .add_texture_default("textures/voxel/mud_02.png")
- .set_surface(voxel_surface::DIRT)
- .build();
+ game_voxels::mud =
+ voxel_registry::construct("mud", voxel_type::CUBE, false, false)
+ .set_touch(voxel_touch::SINK, glm::fvec3(0.50f, 0.75f, 0.50f))
+ .add_texture_default("textures/voxel/mud_01.png")
+ .add_texture_default("textures/voxel/mud_02.png")
+ .set_surface(voxel_surface::DIRT)
+ .build();
}