]> git.localhorst.tv Git - blank.git/blobdiff - src/world/BlockType.hpp
block sounds depending on block type
[blank.git] / src / world / BlockType.hpp
index 5fab9318dd2c44b5bd7066d048ca142b4dcc99eb..b7861e1dd24281088bdab5cbde4d594dff05b489 100644 (file)
@@ -5,9 +5,10 @@
 #include "../graphics/BlockMesh.hpp"
 #include "../graphics/EntityMesh.hpp"
 #include "../graphics/OutlineMesh.hpp"
-#include "../model/shapes.hpp"
+#include "../model/Shape.hpp"
 
 #include <glm/glm.hpp>
+#include <vector>
 
 
 namespace blank {
@@ -17,7 +18,7 @@ namespace blank {
 struct BlockType {
 
        const Shape *shape;
-       float texture;
+       std::vector<float> textures;
        glm::vec3 hsl_mod;
        glm::vec3 rgb_mod;
        glm::vec3 outline_color;
@@ -25,6 +26,9 @@ struct BlockType {
        /// 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
@@ -60,31 +64,15 @@ struct BlockType {
        /// commonness factor, random chance is multiplied by this
        float commonness;
 
-       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;
-
        BlockType() noexcept;
 
-       static const NullShape DEFAULT_SHAPE;
-
        bool FaceFilled(const Block &block, Block::Face face) const noexcept {
-               return fill[block.OrientedFace(face)];
+               return shape && shape->FaceFilled(block.OrientedFace(face));
        }
 
        void FillEntityMesh(
                EntityMesh::Buffer &m,
-               const glm::mat4 &transform = glm::mat4(1.0f),
-               EntityMesh::Index idx_offset = 0
+               const glm::mat4 &transform = glm::mat4(1.0f)
        ) const noexcept;
        void FillBlockMesh(
                BlockMesh::Buffer &m,