X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld%2FWorld.hpp;h=3981b28e336f9dcf8e28ee84411486d1e23121d2;hb=dbfcb12348b80e2582f710acb1e4ed0011889ba2;hp=e0209c96aaf273eb4fab523fd4734b2353e5af28;hpb=e872614d387c4bfc3afb04bcc7cba3d9b8f3954b;p=blank.git diff --git a/src/world/World.hpp b/src/world/World.hpp index e0209c9..3981b28 100644 --- a/src/world/World.hpp +++ b/src/world/World.hpp @@ -1,11 +1,9 @@ #ifndef BLANK_WORLD_WORLD_HPP_ #define BLANK_WORLD_WORLD_HPP_ -#include "BlockTypeRegistry.hpp" #include "ChunkLoader.hpp" #include "Entity.hpp" #include "Generator.hpp" -#include "../graphics/ArrayTexture.hpp" #include #include @@ -14,7 +12,7 @@ namespace blank { -class Assets; +class BlockTypeRegistry; class EntityCollision; class Viewport; class WorldCollision; @@ -37,7 +35,7 @@ public: ChunkLoader::Config load = ChunkLoader::Config(); }; - World(const Assets &, const Config &, const WorldSave &); + World(const BlockTypeRegistry &, const Config &, const WorldSave &); /// check if this ray hits a block /// depth in the collision is the distance between the ray's @@ -62,27 +60,30 @@ public: bool Intersection(const Entity &e, std::vector &); void Resolve(Entity &e, std::vector &); - BlockTypeRegistry &BlockTypes() noexcept { return block_type; } + const BlockTypeRegistry &BlockTypes() noexcept { return block_type; } ChunkLoader &Loader() noexcept { return chunks; } - Entity &Player() { return *player; } + /// add player with given name + /// returns nullptr if the name is already taken + Entity *AddPlayer(const std::string &name); Entity &AddEntity() { entities.emplace_back(); return entities.back(); } - Chunk &PlayerChunk(); + const std::vector &Players() const noexcept { return players; } + const std::list &Entities() const noexcept { return entities; } void Update(int dt); void Render(Viewport &); private: - BlockTypeRegistry block_type; + Config config; - ArrayTexture block_tex; + const BlockTypeRegistry &block_type; Generator generate; ChunkLoader chunks; - Entity *player; + std::vector players; std::list entities; glm::vec3 light_direction;