move headers to separate directory

This commit is contained in:
p2r3
2025-08-20 13:42:56 +03:00
parent 837ce1e463
commit 5f3dcc56f9
8 changed files with 2 additions and 2 deletions

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@@ -1,11 +0,0 @@
#ifndef CRAFTING_H
#define CRAFTING_H
#include <stdlib.h>
#include "globals.h"
void getCraftingOutput (PlayerData *player, uint8_t *count, uint16_t *item);
void getSmeltingOutput (PlayerData *player);
#endif

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@@ -1,86 +0,0 @@
#ifndef H_GLOBALS
#define H_GLOBALS
#include <stdint.h>
#include <unistd.h>
#ifdef ESP_PLATFORM
#define WIFI_SSID "your-ssid"
#define WIFI_PASS "your-password"
#include "esp_task_wdt.h"
#define wdt_reset(); \
esp_task_wdt_reset(); \
vTaskDelay(1); \
esp_task_wdt_reset();
#else
#define wdt_reset();
#endif
#define true 1
#define false 0
#define PORT 25565
#define MAX_PLAYERS 16
#define GAMEMODE 0
#define VIEW_DISTANCE 2
// How many visited chunks to "remember"
// The server will not re-send chunks that the player has recently been in
#define VISITED_HISTORY 4
// If defined, scales the frequency at which player movement updates are
// broadcast based on the amount of players, reducing overhead for higher
// player counts. For very many players, makes movement look jittery.
#define SCALE_MOVEMENT_UPDATES_TO_PLAYER_COUNT
#define STATE_NONE 0
#define STATE_STATUS 1
#define STATE_LOGIN 2
#define STATE_TRANSFER 3
#define STATE_CONFIGURATION 4
#define STATE_PLAY 5
extern ssize_t recv_count;
extern uint8_t recv_buffer[256];
extern uint32_t world_seed;
extern uint32_t rng_seed;
extern uint16_t client_count;
#pragma pack(push, 1)
typedef struct {
short x;
uint8_t y;
short z;
uint8_t block;
} BlockChange;
typedef struct {
uint8_t uuid[16];
char name[16];
int client_fd;
short x;
short y;
short z;
short visited_x[VISITED_HISTORY];
short visited_z[VISITED_HISTORY];
#ifdef SCALE_MOVEMENT_UPDATES_TO_PLAYER_COUNT
uint16_t packets_since_update;
#endif
int8_t yaw;
int8_t pitch;
uint8_t hotbar;
uint16_t inventory_items[41];
uint16_t craft_items[9];
uint8_t inventory_count[41];
uint8_t craft_count[9];
} PlayerData;
#pragma pack(pop)
extern BlockChange block_changes[20000];
extern int block_changes_count;
extern PlayerData player_data[MAX_PLAYERS];
#endif

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@@ -1,42 +0,0 @@
#ifndef H_PACKETS
#define H_PACKETS
int cs_handshake (int client_fd);
int cs_loginStart (int client_fd, uint8_t *uuid, char *name);
int cs_clientInformation (int client_fd);
int cs_pluginMessage (int client_fd);
int cs_playerAction (int client_fd);
int cs_useItemOn (int client_fd);
int cs_setPlayerPositionAndRotation (int client_fd, double *x, double *y, double *z, float *yaw, float *pitch);
int cs_setPlayerPosition (int client_fd, double *x, double *y, double *z);
int cs_setPlayerRotation(int client_fd, float *yaw, float *pitch);
int cs_setHeldItem (int client_fd);
int cs_clickContainer (int client_fd);
int cs_closeContainer (int client_fd);
int sc_loginSuccess (int client_fd, uint8_t *uuid, char *name);
int sc_knownPacks (int client_fd);
int sc_finishConfiguration (int client_fd);
int sc_loginPlay (int client_fd);
int sc_synchronizePlayerPosition (int client_fd, double x, double y, double z, float yaw, float pitch);
int sc_setDefaultSpawnPosition (int client_fd, int64_t x, int64_t y, int64_t z);
int sc_startWaitingForChunks (int client_fd);
int sc_playerAbilities (int client_fd, uint8_t flags);
int sc_updateTime (int client_fd, uint64_t ticks);
int sc_setCenterChunk (int client_fd, int x, int y);
int sc_chunkDataAndUpdateLight (int client_fd, int _x, int _z);
int sc_keepAlive (int client_fd);
int sc_setContainerSlot (int client_fd, int window_id, uint16_t slot, uint8_t count, uint16_t item);
int sc_setHeldItem (int client_fd, uint8_t slot);
int sc_blockUpdate (int client_fd, int64_t x, int64_t y, int64_t z, uint8_t block);
int sc_openScreen (int client_fd, uint8_t window, const char *title, uint16_t length);
int sc_acknowledgeBlockChange (int client_fd, int sequence);
int sc_playerInfoUpdateAddPlayer (int client_fd, PlayerData player);
int sc_spawnEntity (int client_fd, int id, uint8_t *uuid, int type, double x, double y, double z, double yaw, double pitch);
int sc_spawnEntityPlayer (int client_fd, PlayerData player);
int sc_teleportEntity (int client_fd, int id, double x, double y, double z, float yaw, float pitch);
int sc_setHeadRotation (int client_fd, int id, uint8_t yaw);
int sc_updateEntityRotation (int client_fd, int id, uint8_t yaw, uint8_t pitch);
int sc_registries(int client_fd);
#endif

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@@ -1,51 +0,0 @@
#ifndef H_TOOLS
#define H_TOOLS
#include <stdlib.h>
#include <unistd.h>
#include "globals.h"
ssize_t recv_all (int client_fd, void *buf, size_t n, uint8_t require_first);
ssize_t send_all (int fd, const void *buf, size_t len);
ssize_t writeByte (int client_fd, uint8_t byte);
ssize_t writeUint16 (int client_fd, uint16_t num);
ssize_t writeUint32 (int client_fd, uint32_t num);
ssize_t writeUint64 (int client_fd, uint64_t num);
ssize_t writeFloat (int client_fd, float num);
ssize_t writeDouble (int client_fd, double num);
uint8_t readByte (int client_fd);
uint16_t readUint16 (int client_fd);
uint32_t readUint32 (int client_fd);
uint64_t readUint64 (int client_fd);
int64_t readInt64 (int client_fd);
float readFloat (int client_fd);
double readDouble (int client_fd);
void readString (int client_fd);
uint32_t fast_rand ();
uint64_t splitmix64 (uint64_t state);
extern int client_states[MAX_PLAYERS * 2];
void setClientState (int client_fd, int new_state);
int getClientState (int client_fd);
int getClientIndex (int client_fd);
int reservePlayerData (int client_fd, uint8_t *uuid, char* name);
int getPlayerData (int client_fd, PlayerData **output);
void clearPlayerFD (int client_fd);
int givePlayerItem (PlayerData *player, uint16_t item, uint8_t count);
uint8_t serverSlotToClientSlot (int window_id, uint8_t slot);
uint8_t clientSlotToServerSlot (int window_id, uint8_t slot);
uint8_t getBlockChange (short x, uint8_t y, short z);
void makeBlockChange (short x, uint8_t y, short z, uint8_t block);
uint16_t getMiningResult (int client_fd, uint8_t block);
#endif

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@@ -1,14 +0,0 @@
#ifndef H_VARNUM
#define H_VARNUM
#include <stdint.h>
#define SEGMENT_BITS 0x7F
#define CONTINUE_BIT 0x80
#define VARNUM_ERROR 0xFFFFFFFF
int32_t readVarInt (int client_fd);
int sizeVarInt (uint32_t value);
void writeVarInt (int client_fd, uint32_t value);
#endif

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@@ -1,27 +0,0 @@
#ifndef H_WORLDGEN
#define H_WORLDGEN
#include <stdint.h>
// For best performance, CHUNK_SIZE should be a power of 2
#define CHUNK_SIZE 8
// Terrain low point - should start a bit below sea level for rivers/lakes
#define TERRAIN_BASE_HEIGHT 60
// Center point of cave generation
#define CAVE_BASE_DEPTH 24
typedef struct {
short x;
short z;
uint32_t hash;
} ChunkAnchor;
uint32_t getChunkHash (short x, short z);
int getHeightAt (int rx, int rz, int _x, int _z, uint32_t chunk_hash);
uint8_t getTerrainAt (int x, int y, int z, ChunkAnchor anchor);
uint8_t getBlockAt (int x, int y, int z);
extern uint8_t chunk_section[4096];
void buildChunkSection (int x, int y, int z);
#endif