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1 #include "MasterState.hpp"
2
3 #include "../app/Config.hpp"
4 #include "../app/Environment.hpp"
5 #include "../app/init.hpp"
6 #include "../io/WorldSave.hpp"
7
8 #include <SDL.h>
9
10
11 namespace blank {
12 namespace standalone {
13
14 MasterState::MasterState(
15         Environment &env,
16         Config &config,
17         const Generator::Config &gc,
18         const World::Config &wc,
19         const WorldSave &save
20 )
21 : config(config)
22 , env(env)
23 , res()
24 , sounds()
25 , save(save)
26 , world(res.block_types, wc)
27 , spawn_index(world.Chunks().MakeIndex(wc.spawn, 3))
28 , player(*world.AddPlayer(config.player.name))
29 , spawn_player(false)
30 , hud(env, config, player)
31 , manip(env.audio, sounds, player.GetEntity())
32 , input(world, player, manip)
33 , interface(config, env.keymap, input, *this)
34 , generator(gc)
35 , chunk_loader(world.Chunks(), generator, save)
36 , chunk_renderer(player.GetChunks())
37 , spawner(world, res.models, env.rng)
38 , sky(env.loader.LoadCubeMap("skybox"))
39 , preload(env, chunk_loader, chunk_renderer)
40 , unload(env, world.Chunks(), save) {
41         res.Load(env.loader, "default");
42         if (res.models.size() < 2) {
43                 throw std::runtime_error("need at least two models to run");
44         }
45         res.models[0].Instantiate(player.GetEntity().GetModel());
46         sounds.Load(env.loader, res.snd_index);
47         spawner.LimitModels(1, res.models.size());
48         interface.SetInventorySlots(res.block_types.size() - 1);
49         generator.LoadTypes(res.block_types);
50         chunk_renderer.LoadTextures(env.loader, res.tex_index);
51         chunk_renderer.FogDensity(wc.fog_density);
52         if (save.Exists(player)) {
53                 save.Read(player);
54         } else {
55                 spawn_player = true;
56         }
57 }
58
59 MasterState::~MasterState() {
60         world.Chunks().UnregisterIndex(spawn_index);
61 }
62
63
64 void MasterState::OnResume() {
65         if (spawn_index.MissingChunks() > 0) {
66                 env.state.Push(&preload);
67         }
68         if (config.input.mouse) {
69                 env.window.GrabMouse();
70         }
71         if (spawn_player) {
72                 // TODO: spawn
73                 spawn_player = false;
74         }
75 }
76
77 void MasterState::OnPause() {
78         env.window.ReleaseMouse();
79 }
80
81
82 void MasterState::Handle(const SDL_Event &event) {
83         switch (event.type) {
84                 case SDL_KEYDOWN:
85                         interface.HandlePress(event.key);
86                         break;
87                 case SDL_KEYUP:
88                         interface.HandleRelease(event.key);
89                         break;
90                 case SDL_MOUSEBUTTONDOWN:
91                         interface.HandlePress(event.button);
92                         break;
93                 case SDL_MOUSEBUTTONUP:
94                         interface.HandleRelease(event.button);
95                         break;
96                 case SDL_MOUSEMOTION:
97                         interface.Handle(event.motion);
98                         break;
99                 case SDL_MOUSEWHEEL:
100                         interface.Handle(event.wheel);
101                         break;
102                 case SDL_QUIT:
103                         Exit();
104                         break;
105                 default:
106                         break;
107         }
108 }
109
110 void MasterState::Update(int dt) {
111         input.Update(dt);
112         if (input.BlockFocus()) {
113                 hud.FocusBlock(input.BlockFocus().GetChunk(), input.BlockFocus().block);
114         } else if (input.EntityFocus()) {
115                 hud.FocusEntity(*input.EntityFocus().entity);
116         } else {
117                 hud.FocusNone();
118         }
119         hud.Display(res.block_types[player.GetInventorySlot() + 1]);
120         hud.Update(dt);
121         spawner.Update(dt);
122         world.Update(dt);
123         chunk_loader.Update(dt);
124         chunk_renderer.Update(dt);
125
126         glm::mat4 trans = player.GetEntity().Transform(player.GetEntity().ChunkCoords());
127         glm::vec3 dir(trans * glm::vec4(0.0f, 0.0f, -1.0f, 0.0f));
128         glm::vec3 up(trans * glm::vec4(0.0f, 1.0f, 0.0f, 0.0f));
129         env.audio.Position(player.GetEntity().Position());
130         env.audio.Velocity(player.GetEntity().Velocity());
131         env.audio.Orientation(dir, up);
132 }
133
134 void MasterState::Render(Viewport &viewport) {
135         viewport.WorldPosition(
136                 player.GetEntity().Transform(player.GetEntity().ChunkCoords())
137                 * player.GetEntity().GetModel().EyesTransform());
138         if (config.video.world) {
139                 chunk_renderer.Render(viewport);
140                 world.Render(viewport);
141                 sky.Render(viewport);
142         }
143         hud.Render(viewport);
144 }
145
146
147 void MasterState::SetAudio(bool b) {
148         config.audio.enabled = b;
149         if (b) {
150                 hud.PostMessage("Audio enabled");
151         } else {
152                 hud.PostMessage("Audio disabled");
153         }
154 }
155
156 void MasterState::SetVideo(bool b) {
157         config.video.world = b;
158         if (b) {
159                 hud.PostMessage("World rendering enabled");
160         } else {
161                 hud.PostMessage("World rendering disabled");
162         }
163 }
164
165 void MasterState::SetHUD(bool b) {
166         config.video.hud = b;
167         if (b) {
168                 hud.PostMessage("HUD rendering enabled");
169         } else {
170                 hud.PostMessage("HUD rendering disabled");
171         }
172 }
173
174 void MasterState::SetDebug(bool b) {
175         config.video.debug = b;
176         if (b) {
177                 hud.PostMessage("Debug rendering enabled");
178         } else {
179                 hud.PostMessage("Debug rendering disabled");
180         }
181 }
182
183 void MasterState::Exit() {
184         save.Write(player);
185         env.state.Switch(&unload);
186 }
187
188 }
189 }