#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)
, player(*world.AddPlayer(config.player.name))
, hud(env, config, player)
chunk_renderer.FogDensity(wc.fog_density);
skeletons.Load();
spawner.LimitSkeletons(0, skeletons.Size());
+ if (save.Exists(player)) {
+ save.Read(player);
+ }
}
interface.Handle(event.wheel);
break;
case SDL_QUIT:
- env.state.Switch(&unload);
+ Exit();
break;
default:
break;
}
void MasterState::Exit() {
- env.state.Pop();
+ save.Write(player);
+ env.state.Switch(&unload);
}
}