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block sounds depending on block type
[blank.git] / src / standalone / MasterState.cpp
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         sounds.Load(env.loader, res.snd_index);
46         spawner.LimitModels(0, res.models.size());
47         interface.SetInventorySlots(res.block_types.size() - 1);
48         generator.LoadTypes(res.block_types);
49         chunk_renderer.LoadTextures(env.loader, res.tex_index);
50         chunk_renderer.FogDensity(wc.fog_density);
51         if (save.Exists(player)) {
52                 save.Read(player);
53         } else {
54                 spawn_player = true;
55         }
56 }
57
58 MasterState::~MasterState() {
59         world.Chunks().UnregisterIndex(spawn_index);
60 }
61
62
63 void MasterState::OnResume() {
64         if (spawn_index.MissingChunks() > 0) {
65                 env.state.Push(&preload);
66         }
67         if (config.input.mouse) {
68                 env.window.GrabMouse();
69         }
70         if (spawn_player) {
71                 // TODO: spawn
72                 spawn_player = false;
73         }
74 }
75
76 void MasterState::OnPause() {
77         env.window.ReleaseMouse();
78 }
79
80
81 void MasterState::Handle(const SDL_Event &event) {
82         switch (event.type) {
83                 case SDL_KEYDOWN:
84                         interface.HandlePress(event.key);
85                         break;
86                 case SDL_KEYUP:
87                         interface.HandleRelease(event.key);
88                         break;
89                 case SDL_MOUSEBUTTONDOWN:
90                         interface.HandlePress(event.button);
91                         break;
92                 case SDL_MOUSEBUTTONUP:
93                         interface.HandleRelease(event.button);
94                         break;
95                 case SDL_MOUSEMOTION:
96                         interface.Handle(event.motion);
97                         break;
98                 case SDL_MOUSEWHEEL:
99                         interface.Handle(event.wheel);
100                         break;
101                 case SDL_QUIT:
102                         Exit();
103                         break;
104                 default:
105                         break;
106         }
107 }
108
109 void MasterState::Update(int dt) {
110         input.Update(dt);
111         if (input.BlockFocus()) {
112                 hud.FocusBlock(input.BlockFocus().GetChunk(), input.BlockFocus().block);
113         } else if (input.EntityFocus()) {
114                 hud.FocusEntity(*input.EntityFocus().entity);
115         } else {
116                 hud.FocusNone();
117         }
118         hud.Display(res.block_types[player.GetInventorySlot() + 1]);
119         hud.Update(dt);
120         spawner.Update(dt);
121         world.Update(dt);
122         chunk_loader.Update(dt);
123         chunk_renderer.Update(dt);
124
125         glm::mat4 trans = player.GetEntity().Transform(player.GetEntity().ChunkCoords());
126         glm::vec3 dir(trans * glm::vec4(0.0f, 0.0f, -1.0f, 0.0f));
127         glm::vec3 up(trans * glm::vec4(0.0f, 1.0f, 0.0f, 0.0f));
128         env.audio.Position(player.GetEntity().Position());
129         env.audio.Velocity(player.GetEntity().Velocity());
130         env.audio.Orientation(dir, up);
131 }
132
133 void MasterState::Render(Viewport &viewport) {
134         viewport.WorldPosition(player.GetEntity().Transform(player.GetEntity().ChunkCoords()));
135         if (config.video.world) {
136                 chunk_renderer.Render(viewport);
137                 world.Render(viewport);
138                 sky.Render(viewport);
139         }
140         hud.Render(viewport);
141 }
142
143
144 void MasterState::SetAudio(bool b) {
145         config.audio.enabled = b;
146         if (b) {
147                 hud.PostMessage("Audio enabled");
148         } else {
149                 hud.PostMessage("Audio disabled");
150         }
151 }
152
153 void MasterState::SetVideo(bool b) {
154         config.video.world = b;
155         if (b) {
156                 hud.PostMessage("World rendering enabled");
157         } else {
158                 hud.PostMessage("World rendering disabled");
159         }
160 }
161
162 void MasterState::SetHUD(bool b) {
163         config.video.hud = b;
164         if (b) {
165                 hud.PostMessage("HUD rendering enabled");
166         } else {
167                 hud.PostMessage("HUD rendering disabled");
168         }
169 }
170
171 void MasterState::SetDebug(bool b) {
172         config.video.debug = b;
173         if (b) {
174                 hud.PostMessage("Debug rendering enabled");
175         } else {
176                 hud.PostMessage("Debug rendering disabled");
177         }
178 }
179
180 void MasterState::Exit() {
181         save.Write(player);
182         env.state.Switch(&unload);
183 }
184
185 }
186 }