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restore orientation on player load
[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         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                 glm::vec3 orient(glm::eulerAngles(player.GetEntity().Orientation()));
55                 input.TurnHead(orient.x, orient.y);
56         } else {
57                 spawn_player = true;
58         }
59 }
60
61 MasterState::~MasterState() {
62         world.Chunks().UnregisterIndex(spawn_index);
63 }
64
65
66 void MasterState::OnResume() {
67         if (spawn_index.MissingChunks() > 0) {
68                 env.state.Push(&preload);
69         }
70         if (config.input.mouse) {
71                 env.window.GrabMouse();
72         }
73         if (spawn_player) {
74                 // TODO: spawn
75                 spawn_player = false;
76         }
77 }
78
79 void MasterState::OnPause() {
80         env.window.ReleaseMouse();
81 }
82
83
84 void MasterState::Handle(const SDL_Event &event) {
85         switch (event.type) {
86                 case SDL_KEYDOWN:
87                         interface.HandlePress(event.key);
88                         break;
89                 case SDL_KEYUP:
90                         interface.HandleRelease(event.key);
91                         break;
92                 case SDL_MOUSEBUTTONDOWN:
93                         interface.HandlePress(event.button);
94                         break;
95                 case SDL_MOUSEBUTTONUP:
96                         interface.HandleRelease(event.button);
97                         break;
98                 case SDL_MOUSEMOTION:
99                         interface.Handle(event.motion);
100                         break;
101                 case SDL_MOUSEWHEEL:
102                         interface.Handle(event.wheel);
103                         break;
104                 case SDL_QUIT:
105                         Exit();
106                         break;
107                 default:
108                         break;
109         }
110 }
111
112 void MasterState::Update(int dt) {
113         input.Update(dt);
114         if (input.BlockFocus()) {
115                 hud.FocusBlock(input.BlockFocus().GetChunk(), input.BlockFocus().block);
116         } else if (input.EntityFocus()) {
117                 hud.FocusEntity(*input.EntityFocus().entity);
118         } else {
119                 hud.FocusNone();
120         }
121         hud.Display(res.block_types[player.GetInventorySlot() + 1]);
122         hud.Update(dt);
123         spawner.Update(dt);
124         world.Update(dt);
125         chunk_loader.Update(dt);
126         chunk_renderer.Update(dt);
127
128         glm::mat4 trans = player.GetEntity().Transform(player.GetEntity().ChunkCoords());
129         glm::vec3 dir(trans * glm::vec4(0.0f, 0.0f, -1.0f, 0.0f));
130         glm::vec3 up(trans * glm::vec4(0.0f, 1.0f, 0.0f, 0.0f));
131         env.audio.Position(player.GetEntity().Position());
132         env.audio.Velocity(player.GetEntity().Velocity());
133         env.audio.Orientation(dir, up);
134 }
135
136 void MasterState::Render(Viewport &viewport) {
137         viewport.WorldPosition(
138                 player.GetEntity().Transform(player.GetEntity().ChunkCoords())
139                 * player.GetEntity().GetModel().EyesTransform());
140         if (config.video.world) {
141                 chunk_renderer.Render(viewport);
142                 world.Render(viewport);
143                 sky.Render(viewport);
144         }
145         hud.Render(viewport);
146 }
147
148
149 void MasterState::SetAudio(bool b) {
150         config.audio.enabled = b;
151         if (b) {
152                 hud.PostMessage("Audio enabled");
153         } else {
154                 hud.PostMessage("Audio disabled");
155         }
156 }
157
158 void MasterState::SetVideo(bool b) {
159         config.video.world = b;
160         if (b) {
161                 hud.PostMessage("World rendering enabled");
162         } else {
163                 hud.PostMessage("World rendering disabled");
164         }
165 }
166
167 void MasterState::SetHUD(bool b) {
168         config.video.hud = b;
169         if (b) {
170                 hud.PostMessage("HUD rendering enabled");
171         } else {
172                 hud.PostMessage("HUD rendering disabled");
173         }
174 }
175
176 void MasterState::SetDebug(bool b) {
177         config.video.debug = b;
178         if (b) {
179                 hud.PostMessage("Debug rendering enabled");
180         } else {
181                 hud.PostMessage("Debug rendering disabled");
182         }
183 }
184
185 void MasterState::Exit() {
186         save.Write(player);
187         env.state.Switch(&unload);
188 }
189
190 }
191 }