#include "../app/Environment.hpp"
#include "../app/init.hpp"
-#include "../app/TextureIndex.hpp"
#include "../model/Model.hpp"
#include "../io/WorldSave.hpp"
#include "../world/ChunkIndex.hpp"
// TODO: this clutter is a giant mess
InteractiveState::InteractiveState(MasterState &master, uint32_t player_id)
: master(master)
-, shapes()
-, block_types()
-, models()
+, res()
+, sounds()
, save(master.GetEnv().config.GetWorldPath(master.GetWorldConf().name, master.GetConfig().net.host))
-, world(block_types, master.GetWorldConf())
+, world(res.block_types, master.GetWorldConf())
, player(*world.AddPlayer(master.GetConfig().player.name))
, hud(master.GetEnv(), master.GetConfig(), player)
-, manip(master.GetEnv(), player.GetEntity())
+, manip(master.GetEnv().audio, sounds, player.GetEntity())
, input(world, player, master.GetClient())
, interface(master.GetConfig(), master.GetEnv().keymap, input, *this)
, chunk_receiver(world.Chunks(), save)
if (!save.Exists()) {
save.Write(master.GetWorldConf());
}
- TextureIndex tex_index;
- master.GetEnv().loader.LoadShapes("default", shapes);
- master.GetEnv().loader.LoadBlockTypes("default", block_types, tex_index, shapes);
- master.GetEnv().loader.LoadModels("default", models, tex_index, shapes);
- interface.SetInventorySlots(block_types.size() - 1);
- chunk_renderer.LoadTextures(master.GetEnv().loader, tex_index);
+ res.Load(master.GetEnv().loader, "default");
+ if (res.models.size() < 1) {
+ throw std::runtime_error("need at least one model to run");
+ }
+ res.models[0].Instantiate(player.GetEntity().GetModel());
+ sounds.Load(master.GetEnv().loader, res.snd_index);
+ interface.SetInventorySlots(res.block_types.size() - 1);
+ chunk_renderer.LoadTextures(master.GetEnv().loader, res.tex_index);
chunk_renderer.FogDensity(master.GetWorldConf().fog_density);
loop_timer.Start();
if (save.Exists(player)) {
} else {
hud.FocusNone();
}
- hud.Display(block_types[player.GetInventorySlot() + 1]);
+ hud.Display(res.block_types[player.GetInventorySlot() + 1]);
loop_timer.Update(dt);
master.Update(dt);
chunk_receiver.Update(dt);
}
void InteractiveState::Render(Viewport &viewport) {
- viewport.WorldPosition(player.GetEntity().Transform(player.GetEntity().ChunkCoords()));
+ viewport.WorldPosition(
+ player.GetEntity().Transform(player.GetEntity().ChunkCoords())
+ * player.GetEntity().GetModel().EyesTransform());
if (master.GetConfig().video.world) {
chunk_renderer.Render(viewport);
world.Render(viewport);
pack.ReadEntity(entity);
uint32_t skel_id;
pack.ReadSkeletonID(skel_id);
- if (skel_id > 0 && skel_id <= models.size()) {
- Model &skel = models.Get(skel_id);
+ if (skel_id > 0 && skel_id <= res.models.size()) {
+ Model &skel = res.models.Get(skel_id);
skel.Instantiate(entity.GetModel());
}
cout << "spawned entity #" << entity_id << " (" << entity.Name()
Block block;
pack.ReadIndex(index, i);
pack.ReadBlock(block, i);
- if (index < Chunk::size && block.type < block_types.size()) {
+ if (index < Chunk::size && block.type < res.block_types.size()) {
manip.SetBlock(*chunk, index, block);
}
}
state.reset(new InteractiveState(*this, player_id));
pack.ReadPlayerState(state->GetPlayer().GetEntity().GetState());
+ glm::vec3 orient(glm::eulerAngles(state->GetPlayer().GetEntity().Orientation()));
+ state->GetPlayerController().TurnHead(orient.x, orient.y);
env.state.PopAfter(this);
env.state.Push(state.get());