mirror of
https://github.com/zoriya/ForecastingVillage.git
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Cleaning up
This commit is contained in:
@@ -1,26 +0,0 @@
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//
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// Created by anonymus-raccoon on 3/3/20.
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//
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#ifndef _TEAMS_COMPONENT_C_
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#define _TEAMS_COMPONENT_H_
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#include "component.h"
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typedef enum display_type
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{
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HAPPINESS_DISPLAY,
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STUPIDITY_DISPLAY,
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SELECT_TILE_DISPLAY
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} display_type_enum;
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struct game_display
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{
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gc_component base;
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display_type_enum type;
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};
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const struct game_display game_display;
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const struct gc_system game_display_system;
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#endif //_TEAMS_COMPONENT_C_
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@@ -10,8 +10,6 @@
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struct game_manager
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{
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gc_component base;
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int happiness;
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int stupidity;
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};
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const struct game_manager game_manager;
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@@ -1,28 +0,0 @@
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//
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// Created by anonymus-raccoon on 3/10/20.
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//
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#ifndef _MAP_MANAGER_COMPONENT_H_
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#define _MAP_MANAGER_COMPONENT_H_
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#include "component.h"
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enum brush
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{
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MOVE,
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RESET,
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ROTATE,
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TEXTURE
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};
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struct map_manager_component
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{
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gc_component base;
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bool tile_mode;
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enum brush brush;
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void *selected_texture;
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};
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const struct map_manager_component map_manager_component;
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#endif //_MAP_MANAGER_COMPONENT_H_
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@@ -1,25 +0,0 @@
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//
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// Created by anonymus-raccoon on 3/3/20.
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//
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#ifndef _TEAMS_COMPONENT_C_
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#define _TEAMS_COMPONENT_H_
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#include "component.h"
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struct teams_component
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{
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gc_component base;
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float next_teams;
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float delay;
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char **prefabs;
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int *prefabs_size;
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int prefab_count;
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};
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const struct teams_component teams_component;
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bool teams_move_up(gc_scene *scene, float amount, float y_level);
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void pm_clicked(gc_engine *engine, gc_entity *entity);
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#endif //_TEAMS_COMPONENT_C_
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@@ -1,28 +0,0 @@
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/*
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** EPITECH PROJECT, 2020
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** Gamacon
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** File description:
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** map_interactions
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*/
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#ifndef MY3D_MAP_INTERACTIONS_H
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#define MY3D_MAP_INTERACTIONS_H
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#include "engine.h"
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#include "components/vertex_component.h"
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#include "keybindings.h"
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enum modes_on_tile {
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VERTEX_0 = 2,
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VERTEX_1 = 4,
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VERTEX_2 = 8,
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VERTEX_3 = 16,
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ALL_VERTICES = 30,
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INVERT_ADD_VALUE = 1
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};
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bool map_onclick(gc_engine *engine, gc_entity *entity, gc_vector2 pos, \
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enum gc_mousekeys key);
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#endif //MY3D_MAP_INTERACTIONS_H
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+1
-9
@@ -27,12 +27,4 @@ bool fullscreen(gc_engine *engine, gc_entity *entity, gc_vector2 _);
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bool resolution_down(gc_engine *engine, gc_entity *entity, gc_vector2 _);
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bool resolution_up(gc_engine *engine, gc_entity *entity, gc_vector2 _);
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bool framerate_up(gc_engine *engine, gc_entity *entity, gc_vector2 _);
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bool framerate_down(gc_engine *engine, gc_entity *entity, gc_vector2 _);
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bool tile_select(gc_engine *engine, gc_entity *entity, gc_vector2 _);
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bool vertex_select(gc_engine *engine, gc_entity *entity, gc_vector2 _);
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bool up_down(gc_engine *engine, gc_entity *entity, gc_vector2 _);
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bool reset(gc_engine *engine, gc_entity *entity, gc_vector2 _);
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bool rotate(gc_engine *engine, gc_entity *entity, gc_vector2 _);
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bool texture(gc_engine *engine, gc_entity *entity, gc_vector2 _);
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bool switch_texture(gc_engine *engine, gc_entity *entity, gc_vector2 _);
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bool framerate_down(gc_engine *engine, gc_entity *entity, gc_vector2 _);
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@@ -1,12 +0,0 @@
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//
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// Created by anonymus-raccoon on 3/3/20.
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//
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#ifndef _TEAMS_SYSTEM_H_
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#define _TEAMS_SYSTEM_H_
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#include "system.h"
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const gc_system teams_system;
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#endif //_TEAMS_SYSTEM_H_
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@@ -1,17 +0,0 @@
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//
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// Created by anonymus-raccoon on 3/9/20.
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//
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#ifndef _TEAMS_H_
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#define _TEAMS_H_
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#include <stdbool.h>
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#include "engine.h"
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bool absent_check(gc_engine *engine, int entity_id, gc_vector2 _);
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bool absent_cross(gc_engine *engine, int entity_id, gc_vector2 _);
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bool forgot_lmfao(gc_engine *engine, int entity_id, gc_vector2 _);
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bool forgot_ok(gc_engine *engine, int entity_id, gc_vector2 _);
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#endif //_TEAMS_H_
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