X-Git-Url: https://git.localhorst.tv/?a=blobdiff_plain;ds=sidebyside;f=src%2Fworld%2FWorld.hpp;h=9ae0faa57217e629816a5e7f0744e4b2de88b0df;hb=4e3d9c23940c4511623b5bf328cbbe42641c4b30;hp=76cdeb23ccd3aabcb882a8d8cd211e14aa84b81f;hpb=ad7cf72ed47c39640d5588ba53386e090289b4d1;p=blank.git diff --git a/src/world/World.hpp b/src/world/World.hpp index 76cdeb2..9ae0faa 100644 --- a/src/world/World.hpp +++ b/src/world/World.hpp @@ -5,7 +5,9 @@ #include "Entity.hpp" #include "Generator.hpp" +#include #include +#include #include #include @@ -21,6 +23,7 @@ class World { public: struct Config { + std::string name = "default"; // initial player position glm::vec3 spawn = { 0.0f, 0.0f, 0.0f }; // direction facing towards(!) the light @@ -37,6 +40,8 @@ public: World(const BlockTypeRegistry &, const Config &, const WorldSave &); + const std::string &Name() const noexcept { return config.name; } + /// check if this ray hits a block /// depth in the collision is the distance between the ray's /// origin and the intersection point @@ -63,22 +68,34 @@ public: const BlockTypeRegistry &BlockTypes() noexcept { return block_type; } ChunkLoader &Loader() noexcept { return chunks; } - Entity &Player() { return *player; } - Entity &AddEntity() { entities.emplace_back(); return entities.back(); } - - Chunk &PlayerChunk(); + /// add player with given name + /// returns nullptr if the name is already taken + Entity *AddPlayer(const std::string &name); + /// add player with given name and ID + /// returns nullptr if the name or ID is already taken + Entity *AddPlayer(const std::string &name, std::uint32_t id); + /// add an entity with an autogenerated ID + Entity &AddEntity(); + /// add entity with given ID + /// returns nullptr if the ID is already taken + Entity *AddEntity(std::uint32_t id); + + const std::vector &Players() const noexcept { return players; } + const std::list &Entities() const noexcept { return entities; } void Update(int dt); void Render(Viewport &); private: + Config config; + const BlockTypeRegistry &block_type; Generator generate; ChunkLoader chunks; - Entity *player; + std::vector players; std::list entities; glm::vec3 light_direction;