#include #include #include void tc_add_chunk_to_loader(tc_chunkloader_s *loader, tc_entity_s *entity); tc_worldgen_s tc_default_terrain_generator_g; void tc_init_world_generators() { tc_default_terrain_generator_g.name = "Default Terrain Generator"; tc_default_terrain_generator_g.fn_generate_chunk = &tc_generate_default_terrain_chunk; } void tc_init_worlds() { tc_init_chunk_pool(256); tc_init_world_generators(); } void tc_set_block_in_chunk( tc_chunk_s *chunk, uint8_t x, uint8_t y, uint8_t z, tc_block_s block ) { chunk->blocks[x][y][z] = block.type_identifier; } void tc_draw_world(tc_world_s *world) { for(u32_t loader_index = 0; loader_index < world->num_loaders; ++loader_index) { if(world->loaders[loader_index].is_rendered) tc_draw_chunkloader_zone(&world->loaders[loader_index]); } } tc_chunkloader_s tc_create_spawn_loader(tc_world_s *world) { tc_chunk_location_s loader_location; loader_location.world = world; loader_location.grid_coords.x = 0.0f; loader_location.grid_coords.y = 0.0f; loader_location.grid_coords.z = 0.0f; tc_chunkloader_s loader = tc_create_chunkloader(loader_location); loader.is_rendered = TRUE; return loader; } tc_world_s * tc_new_world(tc_worldgen_s *generator) { tc_world_s *world = calloc(sizeof(tc_world_s), 1); world->on_chunk_create = tc_new_hooklist(16); world->before_chunk_generate = tc_new_hooklist(16); world->after_chunk_generate = tc_new_hooklist(16); world->on_chunk_delete = tc_new_hooklist(16); world->on_chunk_update = tc_new_hooklist(16); world->worldgen = &tc_default_terrain_generator_g; world->num_loaders = 1; world->loaders = malloc(sizeof(tc_chunkloader_s) * world->num_loaders); world->loaders[0] = tc_create_spawn_loader(world); world->spawn_loader = &world->loaders[0]; tc_add_to_hooklist(&world->after_chunk_generate, (tc_fn_hook) tc_meshize_chunk, NULL); tc_run_hooklist(&tc_game_state_g.on_world_create, world); tc_update_world(world); return world; } void tc_unload_world(tc_world_s *world) { tc_delete_chunkloader(*world->spawn_loader); free(world); }