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