1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
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 Voxel* game_voxels::cobblestone = nullptr;
const Voxel* game_voxels::dirt = nullptr;
const Voxel* game_voxels::grass = nullptr;
const Voxel* game_voxels::stone = nullptr;
const Voxel* game_voxels::vtest = nullptr;
const Voxel* game_voxels::vtest_ck = nullptr;
const Voxel* game_voxels::oak_leaves = nullptr;
const Voxel* game_voxels::oak_planks = nullptr;
const Voxel* game_voxels::oak_log = nullptr;
const Voxel* game_voxels::glass = nullptr;
const Voxel* game_voxels::slime = nullptr;
static void dirt_tick(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<VMAT_GLASS>()) {
air_above = true;
}
if(grass_found && air_above) {
dimension->set_voxel(game_voxels::grass, vpos);
}
}
static void grass_tick(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<VMAT_GLASS>()) {
// Decay into dirt if something is blocking airflow
dimension->set_voxel(game_voxels::dirt, vpos);
}
}
void game_voxels::populate(void)
{
auto stone_builder = 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 = voxel_registry::register_voxel(stone_builder);
auto cobblestone_builder = VoxelBuilder("cobblestone");
cobblestone_builder.add_default_texture("textures/voxel/cobblestone_01.png");
cobblestone_builder.add_default_texture("textures/voxel/cobblestone_02.png");
cobblestone = voxel_registry::register_voxel(cobblestone_builder);
auto dirt_builder = 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(VMAT_DIRT);
dirt_builder.set_on_tick(&dirt_tick);
dirt = voxel_registry::register_voxel(dirt_builder);
auto grass_builder = 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(VFACE_BOTTOM, "textures/voxel/dirt_01.png");
grass_builder.add_face_texture(VFACE_BOTTOM, "textures/voxel/dirt_02.png");
grass_builder.add_face_texture(VFACE_BOTTOM, "textures/voxel/dirt_03.png");
grass_builder.add_face_texture(VFACE_BOTTOM, "textures/voxel/dirt_04.png");
grass_builder.add_face_texture(VFACE_TOP, "textures/voxel/grass_01.png");
grass_builder.add_face_texture(VFACE_TOP, "textures/voxel/grass_02.png");
grass_builder.set_surface_material(VMAT_GRASS);
grass_builder.set_on_tick(&grass_tick);
grass = voxel_registry::register_voxel(grass_builder);
auto vtest_builder = 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 = voxel_registry::register_voxel(vtest_builder);
auto vtest_ck_builder = VoxelBuilder("vtest_ck");
vtest_ck_builder.add_default_texture("textures/voxel/chromakey.png");
vtest_ck = voxel_registry::register_voxel(vtest_ck_builder);
auto oak_leaves_builder = VoxelBuilder("oak_leaves");
oak_leaves_builder.add_default_texture("textures/voxel/oak_leaves.png");
oak_leaves_builder.set_surface_material(VMAT_GRASS);
oak_leaves = voxel_registry::register_voxel(oak_leaves_builder);
auto oak_planks_builder = 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(VMAT_WOOD);
oak_planks = voxel_registry::register_voxel(oak_planks_builder);
auto oak_log_builder = 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(VFACE_BOTTOM, "textures/voxel/oak_wood_top.png");
oak_log_builder.add_face_texture(VFACE_TOP, "textures/voxel/oak_wood_top.png");
oak_log_builder.set_surface_material(VMAT_WOOD);
oak_log = voxel_registry::register_voxel(oak_log_builder);
auto glass_builder = VoxelBuilder("glass");
glass_builder.add_default_texture("textures/voxel/glass_01.png");
glass_builder.set_render_mode(VRENDER_BLEND);
glass_builder.set_surface_material(VMAT_GLASS);
glass = voxel_registry::register_voxel(glass_builder);
auto slime_builder = VoxelBuilder("slime");
slime_builder.add_default_texture("textures/voxel/slime_01.png");
slime_builder.set_render_mode(VRENDER_BLEND);
slime_builder.set_surface_material(VMAT_SLOSH);
slime_builder.set_touch_type(VTOUCH_BOUNCE);
slime_builder.set_touch_values({ 0.00f, 0.60f, 0.00f });
slime = voxel_registry::register_voxel(slime_builder);
}
|