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[blank.git] / src / world / BlockType.hpp
index 1ea34a1f897558e28e5020dc4545eb19513b55a5..3ca170a200ba65367ff604bfbada3645456714b1 100644 (file)
@@ -2,9 +2,10 @@
 #define BLANK_WORLD_BLOCKTYPE_HPP_
 
 #include "Block.hpp"
+#include "BlockGravity.hpp"
 #include "../graphics/BlockMesh.hpp"
 #include "../graphics/EntityMesh.hpp"
-#include "../graphics/OutlineMesh.hpp"
+#include "../graphics/PrimitiveMesh.hpp"
 #include "../model/Shape.hpp"
 
 #include <glm/glm.hpp>
 
 namespace blank {
 
+class ResourceIndex;
+class ShapeRegistry;
+class TokenStreamReader;
+
 /// single 1x1x1 cube
 /// attributes of a type of block
 struct BlockType {
 
        const Shape *shape;
        std::vector<float> textures;
-       glm::vec3 hsl_mod;
-       glm::vec3 rgb_mod;
-       glm::vec3 outline_color;
+       glm::tvec3<unsigned char> hsl_mod;
+       glm::tvec3<unsigned char> rgb_mod;
+       glm::tvec3<unsigned char> outline_color;
+
+       /// gravity configuration or null if not emitting gravity
+       std::unique_ptr<BlockGravity> gravity;
 
+       /// a string identifying in contexts where numbers just won't do
+       /// must be unique within any given set
+       std::string name;
        /// a string to display to the user
        std::string label;
 
+       int place_sound;
+       int remove_sound;
+
        Block::Type id;
 
        /// light level that blocks of this type emit
@@ -63,6 +77,16 @@ struct BlockType {
 
        BlockType() noexcept;
 
+       /// clone values of given type
+       /// this copies everything except for ID, name, label, and gravity
+       void Copy(const BlockType &) noexcept;
+
+       void Read(
+               TokenStreamReader &in,
+               ResourceIndex &snd_index,
+               ResourceIndex &tex_index,
+               const ShapeRegistry &shapes);
+
        bool FaceFilled(const Block &block, Block::Face face) const noexcept {
                return shape && shape->FaceFilled(block.OrientedFace(face));
        }
@@ -76,7 +100,7 @@ struct BlockType {
                const glm::mat4 &transform = glm::mat4(1.0f),
                BlockMesh::Index idx_offset = 0
        ) const noexcept;
-       void FillOutlineMesh(OutlineMesh::Buffer &m) const noexcept;
+       void OutlinePrimitiveMesh(PrimitiveMesh::Buffer &) const noexcept;
 
 };