Allow the world to grow as required by the number of objects being spawned #12
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@ -0,0 +1,6 @@
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#include "object.h"
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#include "render.h"
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#include "assets.h"
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#include "physics.h"
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#include "world.h"
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#include "entry.h"
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@ -1,8 +1,9 @@
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#include "engine.h"
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#include "entry.h"
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#include "world.h"
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#include "corelib/assets.h"
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#include "corelib/render.h"
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#include "corelib/input.h"
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#include "assets.h"
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#include "render.h"
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#include "input.h"
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#include "time.h"
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static double _delta_time = 0;
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@ -1,10 +1,6 @@
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#ifndef _engine_h
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#define _engine_h
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#ifdef __cplusplus
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extern "C" {
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#endif
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extern float delta_time();
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extern void set_frame_interval(double frame_interval);
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extern void set_frame_rate_limit(int fps);
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@ -16,8 +12,4 @@ extern void update_game();
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extern void update_ui();
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extern void game_exit();
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#ifdef __cplusplus
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}
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#endif
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#endif /* _engine_h */
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@ -24,5 +24,9 @@ struct object_t {
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object_t object_default();
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void object_draw_sprite(object_t* object);
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static inline
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int object_is_valid(const object_t* object) {
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return object != NULL && object->active != 0;
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}
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#endif /* _object_h */
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#endif /* _object_h */
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@ -24,7 +24,7 @@ void object_broadcast_collision(object_t* this, object_t* other) {
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}
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}
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short can_collide(const object_t* this) {
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return this->active && this->enabled;
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return object_is_valid(this) && this->enabled;
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}
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static inline
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@ -191,9 +191,9 @@ void solve_collision_slide(object_t* left, object_t* right) {
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static inline
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void _solve_move(object_t* this) {
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// loop over all objects and check collision if applicable
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for(int i = 0; i < WORLD_NUM_OBJECTS; ++i) {
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for(int i = 0; i < world_num_objects(); ++i) {
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// get pointer to other object
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object_t* other = g_objects + i;
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object_t* other = world_get_object(i);
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// check collision, return if found
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if(can_collide(other) && this != other && _collision_check(other, this)) {
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object_broadcast_collision(other, this);
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@ -1,26 +1,64 @@
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#include "world.h"
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#include "memory.h"
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#include "assert.h"
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#include "math/vec.h"
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#include "object.h"
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object_t g_objects[WORLD_NUM_OBJECTS];
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struct {
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size_t num;
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object_t** objects;
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} _world_objects = {
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.num = 0,
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.objects = NULL
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};
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void world_clear() {
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for(int i = 0; i < WORLD_NUM_OBJECTS; ++i) {
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g_objects[i].active = 0;
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g_objects[i].enabled = 0;
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static inline
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int _expand_world() {
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size_t new_num = _world_objects.num * 2;
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if(new_num == 0) {
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new_num = 16;
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}
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object_t** new_list = realloc(_world_objects.objects, new_num * sizeof(object_t*));
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if(new_list == NULL) {
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assert(!"ERROR: Out of memory");
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exit(-10);
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}
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for(size_t i = _world_objects.num; i < new_num; ++i) {
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new_list[i] = NULL;
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}
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_world_objects.objects = new_list;
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_world_objects.num = new_num;
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return 1;
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}
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object_t* _find_free_object() {
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for(int i = 0; i < WORLD_NUM_OBJECTS; ++i) {
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if(g_objects[i].active == 0) {
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return g_objects + i;
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static inline
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size_t _find_free_object() {
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for(int i = 0; i < _world_objects.num; ++i) {
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if(!object_is_valid(_world_objects.objects[i])) {
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return i;
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}
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}
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return NULL;
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size_t num = _world_objects.num;
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_expand_world();
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return num;
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}
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void world_clear() {
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for(int i = 0; i < _world_objects.num; ++i) {
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_world_objects.objects[i]->active = 0;
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_world_objects.objects[i]->enabled = 0;
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}
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}
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object_t* make_object() {
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object_t* o = _find_free_object();
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size_t index = _find_free_object();
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if(_world_objects.objects[index] == NULL) {
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_world_objects.objects[index] = malloc(sizeof(object_t));
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}
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object_t* o = _world_objects.objects[index];
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*o = object_default();
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return o;
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}
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@ -33,21 +71,39 @@ object_t* instantiate_object(const object_t *original) {
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}
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void world_update() {
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for(int i = 0; i < WORLD_NUM_OBJECTS; ++i) {
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if(g_objects[i].active == 1
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&& g_objects[i].enabled == 1
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&& g_objects[i].evt_update != NULL) {
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g_objects[i].evt_update(g_objects + i);
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for(int i = 0; i < _world_objects.num; ++i) {
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object_t* object = world_get_object(i);
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if(object_is_valid(object)
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&& object->evt_update != NULL) {
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object->evt_update(object);
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}
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}
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}
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void world_draw() {
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for(int i = 0; i < WORLD_NUM_OBJECTS; ++i) {
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if(g_objects[i].active == 1
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&& g_objects[i].enabled == 1
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&& g_objects[i].evt_draw != NULL) {
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g_objects[i].evt_draw(g_objects + i);
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for(int i = 0; i < _world_objects.num; ++i) {
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object_t* object = world_get_object(i);
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if(object_is_valid(object)
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&& object->evt_draw != NULL) {
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object->evt_draw(object);
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}
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}
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}
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}
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object_t* world_get_object(size_t at) {
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if(at < _world_objects.num) {
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return _world_objects.objects[at];
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} else {
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return NULL;
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}
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}
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size_t world_num_objects() {
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return _world_objects.num;
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}
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void world_reserve_objects(size_t min) {
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while(_world_objects.num < min) {
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_expand_world();
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}
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}
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@ -3,18 +3,21 @@
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#include "object.h"
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#define WORLD_NUM_OBJECTS 255
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#define BASE_WORLD_SIZE 24
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typedef struct object_t object_t;
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extern object_t g_objects[WORLD_NUM_OBJECTS];
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extern object_t* make_object();
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extern object_t* instantiate_object(const object_t* original);
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object_t* make_object();
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object_t* instantiate_object(const object_t* original);
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extern void world_clear();
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void world_clear();
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extern void world_update();
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extern void world_draw();
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void world_update();
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void world_draw();
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extern object_t* world_get_object(size_t at);
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extern size_t world_num_objects();
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extern void world_reserve_objects(size_t min);
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#endif /* _world_h */
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@ -1,5 +1,5 @@
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#include "engine.h"
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#include "world.h"
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#include "corelib/entry.h"
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#include "corelib/world.h"
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#include "corelib/input.h"
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#include "corelib/render.h"
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#include "corelib/assets.h"
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