}
-InteractiveState::InteractiveState(MasterState &master)
+// TODO: this clutter is a giant mess
+InteractiveState::InteractiveState(MasterState &master, uint32_t player_id)
: master(master)
, block_types()
, save(master.GetEnv().config.GetWorldPath(master.GetWorldConf().name, master.GetClientConf().host))
, world(block_types, master.GetWorldConf(), save)
, chunk_renderer(world, master.GetWorldConf().load.load_dist)
-, interface(master.GetInterfaceConf(), master.GetEnv(), world) {
+, interface(
+ master.GetInterfaceConf(),
+ master.GetEnv(),
+ world,
+ *world.AddPlayer(master.GetInterfaceConf().player_name, player_id)
+) {
TextureIndex tex_index;
master.GetEnv().loader.LoadBlockTypes("default", block_types, tex_index);
chunk_renderer.LoadTextures(master.GetEnv().loader, tex_index);
chunk_renderer.Rebase(interface.Player().ChunkCoords());
chunk_renderer.Update(dt);
+ master.GetClient().SendPlayerUpdate(interface.Player());
+
glm::mat4 trans = interface.Player().Transform(interface.Player().ChunkCoords());
glm::vec3 dir(trans * glm::vec4(0.0f, 0.0f, -1.0f, 0.0f));
glm::vec3 up(trans * glm::vec4(0.0f, 1.0f, 0.0f, 0.0f));
// joining game
std::cout << "joined game" << std::endl;
}
- state.reset(new InteractiveState(*this));
+
+ uint32_t player_id;
+ pack.ReadPlayerID(player_id);
+ state.reset(new InteractiveState(*this, player_id));
pack.ReadPlayer(state->GetInterface().Player());