Introduced Content, ContentIndices, no more integer ids hardcoded, common refactor

This commit is contained in:
MihailRis
2023-11-21 11:38:59 +03:00
parent f2f9343737
commit 3b03464d27
35 changed files with 472 additions and 279 deletions
+37 -39
View File
@@ -1,97 +1,95 @@
#include "definitions.h"
#include "content/Content.h"
#include "window/Window.h"
#include "window/Events.h"
#include "window/input.h"
#include "voxels/Block.h"
// All in-game definitions (blocks, items, etc..)
void setup_definitions() {
for (size_t i = 0; i < 256; i++) {
Block::blocks[i] = nullptr;
}
Block* block = new Block(BLOCK_AIR, 0);
void setup_definitions(ContentBuilder* builder) {
// TODO: automatic atlas generation instead of using texture indices
Block* block = new Block("core:air", 0);
block->drawGroup = 1;
block->lightPassing = true;
block->skyLightPassing = true;
block->obstacle = false;
block->selectable = false;
block->model = BlockModel::none;
Block::blocks[block->id] = block;
builder->add(block);
block = new Block(BLOCK_DIRT, 2);
Block::blocks[block->id] = block;
block = new Block("base:dirt", 2);
builder->add(block);
block = new Block(BLOCK_GRASS_BLOCK, 4);
block = new Block("base:grass_block", 4);
block->textureFaces[2] = 2;
block->textureFaces[3] = 1;
Block::blocks[block->id] = block;
builder->add(block);
block = new Block(BLOCK_LAMP, 3);
block = new Block("base:lamp", 3);
block->emission[0] = 15;
block->emission[1] = 14;
block->emission[2] = 13;
Block::blocks[block->id] = block;
builder->add(block);
block = new Block(BLOCK_GLASS,5);
block = new Block("base:glass",5);
block->drawGroup = 2;
block->lightPassing = true;
Block::blocks[block->id] = block;
builder->add(block);
block = new Block(BLOCK_PLANKS, 6);
Block::blocks[block->id] = block;
block = new Block("base:planks", 6);
builder->add(block);
block = new Block(BLOCK_WOOD, 7);
block = new Block("base:wood", 7);
block->textureFaces[2] = 8;
block->textureFaces[3] = 8;
block->rotatable = true;
Block::blocks[block->id] = block;
builder->add(block);
block = new Block(BLOCK_LEAVES, 9);
Block::blocks[block->id] = block;
block = new Block("base:leaves", 9);
builder->add(block);
block = new Block(BLOCK_STONE, 10);
Block::blocks[block->id] = block;
block = new Block("base:stone", 10);
builder->add(block);
block = new Block(BLOCK_WATER, 11);
block = new Block("base:water", 11);
block->drawGroup = 4;
block->lightPassing = true;
block->skyLightPassing = false;
block->obstacle = false;
block->selectable = false;
Block::blocks[block->id] = block;
builder->add(block);
block = new Block(BLOCK_SAND, 12);
Block::blocks[block->id] = block;
block = new Block("base:sand", 12);
builder->add(block);
block = new Block(BLOCK_BEDROCK, 13);
block = new Block("base:bedrock", 13);
block->breakable = false;
Block::blocks[block->id] = block;
builder->add(block);
block = new Block(BLOCK_GRASS, 14);
block = new Block("base:grass", 14);
block->drawGroup = 5;
block->lightPassing = true;
block->obstacle = false;
block->model = BlockModel::xsprite;
block->hitboxScale = 0.5f;
Block::blocks[block->id] = block;
builder->add(block);
block = new Block(BLOCK_FLOWER, 16);
block = new Block("base:flower", 16);
block->drawGroup = 5;
block->lightPassing = true;
block->obstacle = false;
block->model = BlockModel::xsprite;
Block::blocks[block->id] = block;
builder->add(block);
block = new Block(BLOCK_BRICK, 17);
Block::blocks[block->id] = block;
block = new Block("base:brick", 17);
builder->add(block);
block = new Block(BLOCK_METAL, 18);
Block::blocks[block->id] = block;
block = new Block("base:metal", 18);
builder->add(block);
block = new Block(BLOCK_RUST, 19);
Block::blocks[block->id] = block;
block = new Block("base:rust", 19);
builder->add(block);
}
void setup_bindings() {