]> git.localhorst.tv Git - blank.git/blobdiff - src/app/WorldState.cpp
split chunk stuff
[blank.git] / src / app / WorldState.cpp
index 243b0a1dc519d42ba18d1e6350e60864896480ba..5bb01bfb2bb3fd37d5aa84d4acc2668996b6e858 100644 (file)
@@ -1,6 +1,7 @@
 #include "WorldState.hpp"
 
 #include "Environment.hpp"
+#include "init.hpp"
 #include "TextureIndex.hpp"
 
 #include <SDL.h>
@@ -10,22 +11,27 @@ namespace blank {
 
 WorldState::WorldState(
        Environment &env,
+       const Generator::Config &gc,
        const Interface::Config &ic,
        const World::Config &wc,
        const WorldSave &save
 )
 : env(env)
 , block_types()
-, world(block_types, wc, save)
-, chunk_renderer(world, wc.load.load_dist)
-, spawner(world, wc.gen.seed)
-, interface(ic, env, world)
-, preload(env, world.Loader(), chunk_renderer)
-, unload(env, world.Loader()) {
+, world(block_types, wc)
+, interface(ic, env, world, world.AddPlayer(ic.player_name))
+, generator(gc)
+, chunk_loader(world.Chunks(), generator, save)
+, chunk_renderer(*interface.GetPlayer().chunks)
+, skeletons()
+, spawner(world, skeletons, gc.seed)
+, preload(env, chunk_loader, chunk_renderer)
+, unload(env, world.Chunks(), save) {
        TextureIndex tex_index;
-       env.assets.LoadBlockTypes("default", block_types, tex_index);
-       chunk_renderer.LoadTextures(env.assets, tex_index);
+       env.loader.LoadBlockTypes("default", block_types, tex_index);
+       chunk_renderer.LoadTextures(env.loader, tex_index);
        chunk_renderer.FogDensity(wc.fog_density);
+       skeletons.Load();
        // TODO: better solution for initializing HUD
        interface.SelectNext();
 }
@@ -33,6 +39,7 @@ WorldState::WorldState(
 
 void WorldState::OnEnter() {
        env.state.Push(&preload);
+       env.window.GrabMouse();
 }
 
 
@@ -68,20 +75,22 @@ void WorldState::Update(int dt) {
        interface.Update(dt);
        spawner.Update(dt);
        world.Update(dt);
-       chunk_renderer.Rebase(world.Player().ChunkCoords());
+       chunk_loader.Update(dt);
        chunk_renderer.Update(dt);
 
-       glm::mat4 trans = world.Player().Transform(world.Player().ChunkCoords());
+       Entity &player = *interface.GetPlayer().entity;
+
+       glm::mat4 trans = player.Transform(player.ChunkCoords());
        glm::vec3 dir(trans * glm::vec4(0.0f, 0.0f, -1.0f, 0.0f));
        glm::vec3 up(trans * glm::vec4(0.0f, 1.0f, 0.0f, 0.0f));
-       env.audio.Position(world.Player().Position());
-       env.audio.Velocity(world.Player().Velocity());
+       env.audio.Position(player.Position());
+       env.audio.Velocity(player.Velocity());
        env.audio.Orientation(dir, up);
-
 }
 
 void WorldState::Render(Viewport &viewport) {
-       viewport.WorldPosition(world.Player().Transform(world.Player().ChunkCoords()));
+       Entity &player = *interface.GetPlayer().entity;
+       viewport.WorldPosition(player.Transform(player.ChunkCoords()));
        chunk_renderer.Render(viewport);
        world.Render(viewport);
        interface.Render(viewport);