From f40d09cb8f712e87691af4912f3630d92d692779 Mon Sep 17 00:00:00 2001 From: untodesu Date: Thu, 11 Dec 2025 15:14:26 +0500 Subject: Shuffle stuff around - Use the new and improved hierarchy I figured out when making Prospero chat - Re-add NSIS scripts, again from Prospero - Update most build and utility scripts with their most recent versions --- src/game/shared/game_voxels.cc | 152 +++++++++++++++++++++++++++++++++++++++++ 1 file changed, 152 insertions(+) create mode 100644 src/game/shared/game_voxels.cc (limited to 'src/game/shared/game_voxels.cc') diff --git a/src/game/shared/game_voxels.cc b/src/game/shared/game_voxels.cc new file mode 100644 index 0000000..c4c4ec3 --- /dev/null +++ b/src/game/shared/game_voxels.cc @@ -0,0 +1,152 @@ +#include "shared/pch.hh" + +#include "shared/game_voxels.hh" + +#include "shared/world/dimension.hh" +#include "shared/world/voxel_registry.hh" + +#include "shared/const.hh" + +const world::Voxel* game_voxels::cobblestone = nullptr; +const world::Voxel* game_voxels::dirt = nullptr; +const world::Voxel* game_voxels::grass = nullptr; +const world::Voxel* game_voxels::stone = nullptr; +const world::Voxel* game_voxels::vtest = nullptr; +const world::Voxel* game_voxels::vtest_ck = nullptr; +const world::Voxel* game_voxels::oak_leaves = nullptr; +const world::Voxel* game_voxels::oak_planks = nullptr; +const world::Voxel* game_voxels::oak_log = nullptr; +const world::Voxel* game_voxels::glass = nullptr; +const world::Voxel* game_voxels::slime = nullptr; + +static void dirt_tick(world::Dimension* dimension, const voxel_pos& vpos) +{ + auto grass_found = false; + auto air_above = false; + + for(voxel_pos::value_type dx = -1; dx <= 1 && !grass_found; ++dx) { + for(voxel_pos::value_type dy = -1; dy <= 1 && !grass_found; ++dy) { + for(voxel_pos::value_type dz = -1; dz <= 1 && !grass_found; ++dz) { + if(dx == 0 && dy == 0 && dz == 0) { + // Skip self + continue; + } + + auto neighbour_vpos = vpos + voxel_pos(dx, dy, dz); + auto neighbour_voxel = dimension->get_voxel(neighbour_vpos); + + // Voxel pointers returned by get_voxel() are the exact same + // returned by the voxel registry, so we can compare pointers directly + // and not bother with voxel_id property comparisons + if(neighbour_voxel == game_voxels::grass) { + grass_found = true; + break; + } + } + } + } + + auto above_vpos = vpos + voxel_pos(0, 1, 0); + auto above_voxel = dimension->get_voxel(above_vpos); + + if(above_voxel == nullptr || above_voxel->is_surface_material()) { + air_above = true; + } + + if(grass_found && air_above) { + dimension->set_voxel(game_voxels::grass, vpos); + } +} + +static void grass_tick(world::Dimension* dimension, const voxel_pos& vpos) +{ + auto above_vpos = vpos + voxel_pos(0, 1, 0); + auto above_voxel = dimension->get_voxel(above_vpos); + + if(above_voxel && !above_voxel->is_surface_material()) { + // Decay into dirt if something is blocking airflow + dimension->set_voxel(game_voxels::dirt, vpos); + } +} + +void game_voxels::populate(void) +{ + auto stone_builder = world::VoxelBuilder("stone"); + stone_builder.add_default_texture("textures/voxel/stone_01.png"); + stone_builder.add_default_texture("textures/voxel/stone_02.png"); + stone_builder.add_default_texture("textures/voxel/stone_03.png"); + stone_builder.add_default_texture("textures/voxel/stone_04.png"); + stone = world::voxel_registry::register_voxel(stone_builder); + + auto cobblestone_builder = world::VoxelBuilder("cobblestone"); + cobblestone_builder.add_default_texture("textures/voxel/cobblestone_01.png"); + cobblestone_builder.add_default_texture("textures/voxel/cobblestone_02.png"); + cobblestone = world::voxel_registry::register_voxel(cobblestone_builder); + + auto dirt_builder = world::VoxelBuilder("dirt"); + dirt_builder.add_default_texture("textures/voxel/dirt_01.png"); + dirt_builder.add_default_texture("textures/voxel/dirt_02.png"); + dirt_builder.add_default_texture("textures/voxel/dirt_03.png"); + dirt_builder.add_default_texture("textures/voxel/dirt_04.png"); + dirt_builder.set_surface_material(world::VMAT_DIRT); + dirt_builder.set_on_tick(&dirt_tick); + dirt = world::voxel_registry::register_voxel(dirt_builder); + + auto grass_builder = world::VoxelBuilder("grass"); + grass_builder.add_default_texture("textures/voxel/grass_side_01.png"); + grass_builder.add_default_texture("textures/voxel/grass_side_02.png"); + grass_builder.add_face_texture(world::VFACE_BOTTOM, "textures/voxel/dirt_01.png"); + grass_builder.add_face_texture(world::VFACE_BOTTOM, "textures/voxel/dirt_02.png"); + grass_builder.add_face_texture(world::VFACE_BOTTOM, "textures/voxel/dirt_03.png"); + grass_builder.add_face_texture(world::VFACE_BOTTOM, "textures/voxel/dirt_04.png"); + grass_builder.add_face_texture(world::VFACE_TOP, "textures/voxel/grass_01.png"); + grass_builder.add_face_texture(world::VFACE_TOP, "textures/voxel/grass_02.png"); + grass_builder.set_surface_material(world::VMAT_GRASS); + grass_builder.set_on_tick(&grass_tick); + grass = world::voxel_registry::register_voxel(grass_builder); + + auto vtest_builder = world::VoxelBuilder("vtest"); + vtest_builder.add_default_texture("textures/voxel/vtest_F1.png"); + vtest_builder.add_default_texture("textures/voxel/vtest_F2.png"); + vtest_builder.add_default_texture("textures/voxel/vtest_F3.png"); + vtest_builder.add_default_texture("textures/voxel/vtest_F4.png"); + vtest_builder.set_animated(true); + vtest = world::voxel_registry::register_voxel(vtest_builder); + + auto vtest_ck_builder = world::VoxelBuilder("vtest_ck"); + vtest_ck_builder.add_default_texture("textures/voxel/chromakey.png"); + vtest_ck = world::voxel_registry::register_voxel(vtest_ck_builder); + + auto oak_leaves_builder = world::VoxelBuilder("oak_leaves"); + oak_leaves_builder.add_default_texture("textures/voxel/oak_leaves.png"); + oak_leaves_builder.set_surface_material(world::VMAT_GRASS); + oak_leaves = world::voxel_registry::register_voxel(oak_leaves_builder); + + auto oak_planks_builder = world::VoxelBuilder("oak_planks"); + oak_planks_builder.add_default_texture("textures/voxel/oak_planks_01.png"); + oak_planks_builder.add_default_texture("textures/voxel/oak_planks_02.png"); + oak_planks_builder.set_surface_material(world::VMAT_WOOD); + oak_planks = world::voxel_registry::register_voxel(oak_planks_builder); + + auto oak_log_builder = world::VoxelBuilder("oak_log"); + oak_log_builder.add_default_texture("textures/voxel/oak_wood_01.png"); + oak_log_builder.add_default_texture("textures/voxel/oak_wood_02.png"); + oak_log_builder.add_face_texture(world::VFACE_BOTTOM, "textures/voxel/oak_wood_top.png"); + oak_log_builder.add_face_texture(world::VFACE_TOP, "textures/voxel/oak_wood_top.png"); + oak_log_builder.set_surface_material(world::VMAT_WOOD); + oak_log = world::voxel_registry::register_voxel(oak_log_builder); + + auto glass_builder = world::VoxelBuilder("glass"); + glass_builder.add_default_texture("textures/voxel/glass_01.png"); + glass_builder.set_render_mode(world::VRENDER_BLEND); + glass_builder.set_surface_material(world::VMAT_GLASS); + glass = world::voxel_registry::register_voxel(glass_builder); + + auto slime_builder = world::VoxelBuilder("slime"); + slime_builder.add_default_texture("textures/voxel/slime_01.png"); + slime_builder.set_render_mode(world::VRENDER_BLEND); + slime_builder.set_surface_material(world::VMAT_SLOSH); + slime_builder.set_touch_type(world::VTOUCH_BOUNCE); + slime_builder.set_touch_values({ 0.00f, 0.60f, 0.00f }); + slime = world::voxel_registry::register_voxel(slime_builder); +} -- cgit