Added game files
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source/Globals.h
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source/Globals.h
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#pragma once
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#include <3ds.h>
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#include "SaveLoad.h"
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#include "Input.h"
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#define CIRCLEPAD 0xF0000000
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#define CSTICK 0x0F000000
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#define MENU_NONE 0
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#define MENU_TITLE 1
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#define MENU_TUTORIAL 2
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#define MENU_ABOUT 3
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#define MENU_SETTINGS 4
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#define MENU_INVENTORY 5
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#define MENU_CRAFTING 6
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#define MENU_CONTAINER 7
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#define MENU_WIN 8
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#define MENU_LOSE 9
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#define MENU_PAUSED 10
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#define MENU_LOADGAME 11
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#define TILE_NULL 255
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#define TILE_GRASS 0
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#define TILE_TREE 1
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#define TILE_ROCK 2
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#define TILE_DIRT 3
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#define TILE_SAND 4
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#define TILE_WATER 5
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#define TILE_LAVA 6
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#define TILE_CACTUS 7
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#define TILE_FLOWER 8
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#define TILE_IRONORE 9
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#define TILE_GOLDORE 10
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#define TILE_GEMORE 11
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#define TILE_FARM 12
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#define TILE_WHEAT 13
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#define TILE_SAPLING_TREE 14
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#define TILE_SAPLING_CACTUS 15
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#define TILE_STAIRS_DOWN 16
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#define TILE_STAIRS_UP 17
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#define TILE_CLOUD 18
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#define TILE_HARDROCK 19
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#define TILE_CLOUDCACTUS 20
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#define TILE_HOLE 21
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bool screenShot;
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extern char versionText[34];
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Entity player;
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sf2d_texture * lightScreen;
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sf2d_texture * minimap[5];
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u8 map[5][128*128];
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u8 data[5][128*128];
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u8 treeTable[256];
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u16 rockTable[256];
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u16 grassTable[16];
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char currentFileName[256];
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extern u8 currentMenu;
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extern char fpsstr[];
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u8 initGame;
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Item noItem;
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int airWizardHealthDisplay;
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u32 tickCount;
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RecipeManager* currentRecipes;
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Entity* curChestEntity;
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s16 curInvSel;
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bool quitGame;
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s8 currentSelection;
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void tickTile(int x, int y);
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bool tileIsSolid(int tile, Entity * e);
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s8 itemTileInteract(int tile, Item* item, int x, int y, int px, int py, int dir);
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void tickEntity(Entity* e);
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void trySpawn(int count, int level);
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int getTile(int x, int y);
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u32 getTileColor(int tile);
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void setTile(int id, int x, int y);
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int getData(int x, int y);
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void setData(int id, int x, int y);
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bool intersectsEntity(int x, int y, int r, Entity* e);
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bool EntityBlocksEntity(Entity* e1, Entity* e2);
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void EntityVsEntity(Entity* e1, Entity* e2);
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void entityTileInteract(Entity* e, int tile,int x, int y);
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void initPlayer();
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void tickPlayer();
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void playerAttack();
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bool isSwimming();
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bool playerUseEnergy(int amount);
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void playerHurtTile(int tile, int xt, int yt, int damage, int dir);
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bool playerIntersectsEntity(Entity* e);
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void playerEntityInteract(Entity* e);
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