eco2d/code/apps/client/source/main.c

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#define ZPL_IMPL
#include "zpl.h"
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#include "system.h"
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#include "game.h"
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#include "utils/options.h"
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#define DEFAULT_WORLD_SEED 302097
#define DEFAULT_BLOCK_SIZE 64 /* amount of units within a block (single axis) */
#define DEFAULT_CHUNK_SIZE 3 /* amount of blocks within a chunk (single axis) */
#define DEFAULT_WORLD_SIZE 8 /* amount of chunks within a world (single axis) */
int main(int argc, char** argv)
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{
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zpl_opts opts={0};
zpl_opts_init(&opts, zpl_heap(), argv[0]);
zpl_opts_add(&opts, "?", "help", "the HELP section", ZPL_OPTS_FLAG);
zpl_opts_add(&opts, "s", "single-player", "play single-player game.", ZPL_OPTS_FLAG);
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zpl_opts_add(&opts, "p", "preview-map", "draw world preview", ZPL_OPTS_FLAG);
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zpl_opts_add(&opts, "s", "seed", "world seed", ZPL_OPTS_INT);
zpl_opts_add(&opts, "r", "random-seed", "generate random world seed", ZPL_OPTS_FLAG);
zpl_opts_add(&opts, "bs", "block-size", "amount of units within a block (single axis)", ZPL_OPTS_INT);
zpl_opts_add(&opts, "cs", "chunk-size", "amount of blocks within a chunk (single axis)", ZPL_OPTS_INT);
zpl_opts_add(&opts, "ws", "world-size", "amount of chunks within a world (single axis)", ZPL_OPTS_INT);
uint32_t ok = zpl_opts_compile(&opts, argc, argv);
if (!ok) {
zpl_opts_print_errors(&opts);
zpl_opts_print_help(&opts);
return -1;
}
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int8_t is_networked_play = !zpl_opts_has_arg(&opts, "single-player");
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int32_t seed = zpl_opts_integer(&opts, "seed", DEFAULT_WORLD_SEED);
uint16_t block_size = zpl_opts_integer(&opts, "block-size", DEFAULT_BLOCK_SIZE);
uint16_t chunk_size = zpl_opts_integer(&opts, "chunk-size", DEFAULT_CHUNK_SIZE);
uint16_t world_size = zpl_opts_integer(&opts, "world-size", DEFAULT_WORLD_SIZE);
if (zpl_opts_has_arg(&opts, "random-seed")) {
zpl_random rnd={0};
zpl_random_init(&rnd);
seed = zpl_random_gen_u32(&rnd);
zpl_printf("Seed: %u\n", seed);
}
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if (zpl_opts_has_arg(&opts, "preview-map")) {
generate_minimap(seed, block_size, chunk_size, world_size);
return 0;
}
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sighandler_register();
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game_init(is_networked_play, seed, block_size, chunk_size, world_size);
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while (game_is_running()) {
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game_input();
game_update();
game_render();
}
game_shutdown();
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sighandler_unregister();
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zpl_opts_free(&opts);
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return 0;
}