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 #define BLANK_WORLD_BLOCKTYPE_HPP_
 
 #include "Block.hpp"
-#include "../model/BlockModel.hpp"
-#include "../model/EntityModel.hpp"
-#include "../model/OutlineModel.hpp"
-#include "../model/shapes.hpp"
+#include "BlockGravity.hpp"
+#include "../graphics/BlockMesh.hpp"
+#include "../graphics/EntityMesh.hpp"
+#include "../graphics/PrimitiveMesh.hpp"
+#include "../model/Shape.hpp"
 
 #include <glm/glm.hpp>
+#include <vector>
 
 
 namespace blank {
 
+class ResourceIndex;
+class ShapeRegistry;
+class TokenStreamReader;
+
 /// single 1x1x1 cube
 /// attributes of a type of block
 struct BlockType {
 
        const Shape *shape;
-       float texture;
-       glm::vec3 color;
-       glm::vec3 outline_color;
-
-       // a string to display to the user
+       std::vector<float> textures;
+       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
+       /// light level that blocks of this type emit
        int luminosity;
 
-       // whether to draw
+       /// whether to draw
        bool visible;
-       // if true, stops light from propagating and fixes level to luminosity
+       /// if true, stops light from propagating and fixes level to luminosity
        bool block_light;
 
-       // whether to check for collisions at all
+       /// whether to check for collisions at all
        bool collision;
-       // if the block should be impenetrable
+       /// if the block should be impenetrable
        bool collide_block;
 
-       struct Faces {
-               bool face[Block::FACE_COUNT];
-               Faces &operator =(const Faces &other) noexcept {
-                       for (int i = 0; i < Block::FACE_COUNT; ++i) {
-                               face[i] = other.face[i];
-                       }
-                       return *this;
-               }
-               bool operator [](Block::Face f) const noexcept {
-                       return face[f];
-               }
-       } fill;
-
-       explicit BlockType(
-               bool v = false,
-               const glm::vec3 &color = { 1, 1, 1 },
-               const Shape *shape = &DEFAULT_SHAPE
-       ) noexcept;
-
-       static const NullShape DEFAULT_SHAPE;
+       // generation properties
+       /// whether to use this block in generation at all
+       bool generate;
+       // min/mid/max points for the respective properties
+       // should all be in the (-1,1) range
+       float min_solidity;
+       float mid_solidity;
+       float max_solidity;
+       float min_humidity;
+       float mid_humidity;
+       float max_humidity;
+       float min_temperature;
+       float mid_temperature;
+       float max_temperature;
+       float min_richness;
+       float mid_richness;
+       float max_richness;
+       /// commonness factor, random chance is multiplied by this
+       float commonness;
+
+       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 fill[block.OrientedFace(face)];
+               return shape && shape->FaceFilled(block.OrientedFace(face));
        }
 
-       void FillEntityModel(
-               EntityModel::Buffer &m,
-               const glm::mat4 &transform = glm::mat4(1.0f),
-               EntityModel::Index idx_offset = 0
+       void FillEntityMesh(
+               EntityMesh::Buffer &m,
+               const glm::mat4 &transform = glm::mat4(1.0f)
        ) const noexcept;
-       void FillBlockModel(
-               BlockModel::Buffer &m,
+       void FillBlockMesh(
+               BlockMesh::Buffer &m,
                const glm::mat4 &transform = glm::mat4(1.0f),
-               BlockModel::Index idx_offset = 0
+               BlockMesh::Index idx_offset = 0
        ) const noexcept;
-       void FillOutlineModel(OutlineModel::Buffer &m) const noexcept;
+       void OutlinePrimitiveMesh(PrimitiveMesh::Buffer &) const noexcept;
 
 };