]> git.localhorst.tv Git - blank.git/blobdiff - src/app/WorldState.cpp
reorganized client state
[blank.git] / src / app / WorldState.cpp
index ed711bfc8c15e6fde8999f9846b5184b77fed3d5..fabd332c6a725b5ea55ca9cf222b11aeaad27f7f 100644 (file)
@@ -1,6 +1,7 @@
 #include "WorldState.hpp"
 
 #include "Environment.hpp"
+#include "init.hpp"
 #include "TextureIndex.hpp"
 
 #include <SDL.h>
@@ -18,13 +19,13 @@ WorldState::WorldState(
 , block_types()
 , world(block_types, wc, save)
 , chunk_renderer(world, wc.load.load_dist)
-, spawner(world)
+, spawner(world, wc.gen.seed)
 , interface(ic, env, world)
 , preload(env, world.Loader(), chunk_renderer)
 , unload(env, world.Loader()) {
        TextureIndex tex_index;
-       env.assets.LoadBlockTypes("default", block_types, tex_index);
-       chunk_renderer.LoadTextures(env.assets, tex_index);
+       env.loader.LoadBlockTypes("default", block_types, tex_index);
+       chunk_renderer.LoadTextures(env.loader, tex_index);
        chunk_renderer.FogDensity(wc.fog_density);
        // TODO: better solution for initializing HUD
        interface.SelectNext();
@@ -33,6 +34,7 @@ WorldState::WorldState(
 
 void WorldState::OnEnter() {
        env.state.Push(&preload);
+       env.window.GrabMouse();
 }
 
 
@@ -68,20 +70,19 @@ void WorldState::Update(int dt) {
        interface.Update(dt);
        spawner.Update(dt);
        world.Update(dt);
-       chunk_renderer.Rebase(world.Player().ChunkCoords());
+       chunk_renderer.Rebase(interface.Player().ChunkCoords());
        chunk_renderer.Update(dt);
 
-       glm::mat4 trans = world.Player().Transform(world.Player().ChunkCoords());
+       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));
-       env.audio.Position(world.Player().Position());
-       env.audio.Velocity(world.Player().Velocity());
+       env.audio.Position(interface.Player().Position());
+       env.audio.Velocity(interface.Player().Velocity());
        env.audio.Orientation(dir, up);
-
 }
 
 void WorldState::Render(Viewport &viewport) {
-       viewport.WorldPosition(world.Player().Transform(world.Player().ChunkCoords()));
+       viewport.WorldPosition(interface.Player().Transform(interface.Player().ChunkCoords()));
        chunk_renderer.Render(viewport);
        world.Render(viewport);
        interface.Render(viewport);