#include "../app/Environment.hpp"
#include "../app/init.hpp"
#include "../app/TextureIndex.hpp"
+#include "../io/WorldSave.hpp"
#include <SDL.h>
: config(config)
, env(env)
, block_types()
+, save(save)
, world(block_types, wc)
+, spawn_index(world.Chunks().MakeIndex(wc.spawn, 3))
, player(*world.AddPlayer(config.player.name))
, hud(env, config, player)
, manip(env, player.GetEntity())
, input(world, player, manip)
, interface(config, env.keymap, input, *this)
-, generator(gc)
+, generator(gc, block_types)
, chunk_loader(world.Chunks(), generator, save)
, chunk_renderer(player.GetChunks())
, skeletons()
, unload(env, world.Chunks(), save) {
TextureIndex tex_index;
env.loader.LoadBlockTypes("default", block_types, tex_index);
+ interface.SetInventorySlots(block_types.Size() - 1);
+ generator.Scan();
chunk_renderer.LoadTextures(env.loader, tex_index);
chunk_renderer.FogDensity(wc.fog_density);
skeletons.Load();
spawner.LimitSkeletons(0, skeletons.Size());
+ if (save.Exists(player)) {
+ save.Read(player);
+ } else {
+ // TODO: spawn
+ }
+}
+
+MasterState::~MasterState() {
+ world.Chunks().UnregisterIndex(spawn_index);
}
interface.Handle(event.wheel);
break;
case SDL_QUIT:
- env.state.Switch(&unload);
+ Exit();
break;
default:
break;
hud.FocusBlock(input.BlockFocus().GetChunk(), input.BlockFocus().block);
} else if (input.EntityFocus()) {
hud.FocusEntity(*input.EntityFocus().entity);
+ } else {
+ hud.FocusNone();
}
hud.Display(block_types[player.GetInventorySlot() + 1]);
hud.Update(dt);
}
void MasterState::Exit() {
- env.state.Pop();
+ save.Write(player);
+ env.state.Switch(&unload);
}
}