World.cpp 4.4 KB

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  1. #include "World.h"
  2. #include <GL/freeglut.h>
  3. #include "Entity.h"
  4. #include "json.h"
  5. #include "Model.h"
  6. #include <fstream>
  7. #include <iostream>
  8. World::World(const std::string &fileName)
  9. {
  10. player = Player::getInstance();
  11. std::ifstream file(fileName);
  12. if(!file.is_open())
  13. std::cout<<"Error, can't open world file - " << fileName << "\n";
  14. json::Value v = json::readJson(file);
  15. file.close();
  16. //Check file
  17. if(v["world"].isNull() || v["world"]["heightmap"].isNull())
  18. std::cout << "Invalid world file: world - " << fileName << "\n";
  19. if (v["player"].isNull() || v["player"]["startposition"].isNull())
  20. std::cout << "Invalid world file: player - " << fileName << "\n";
  21. if (v["objects"].isNull())
  22. std::cout << "Invalid world file: objects - " << fileName << "\n";
  23. if (v["world"]["object-templates"].isNull())
  24. std::cout << "Invalid world file: object templates - " << fileName << "\n";
  25. //Load object templates
  26. for (auto objt : v["world"]["object-templates"])
  27. {
  28. objecttemplates.push_back(std::pair<int, std::string>(objt["color"], objt["file"]));
  29. }
  30. heightmap = new HeightMap(v["world"]["heightmap"].asString(), this);
  31. if(!v["world"]["texture"].isNull())
  32. heightmap->SetTexture(v["world"]["texture"].asString());
  33. player->position.x = v["player"]["startposition"][0].asFloat();
  34. player->position.y = v["player"]["startposition"][1].asFloat();
  35. player->position.z = v["player"]["startposition"][2].asFloat();
  36. for (auto object : v["objects"])
  37. {
  38. bool hasCollision = true;
  39. if (!object["collide"].isNull())
  40. hasCollision = object["collide"].asBool();
  41. Vec3f rotation(0, 0, 0);
  42. if(!object["rot"].isNull())
  43. rotation = Vec3f(object["rot"][0].asFloat(), object["rot"][1].asFloat(), object["rot"][2].asFloat());
  44. float scale = 1;
  45. if (!object["scale"].isNull())
  46. scale = object["scale"].asFloat();
  47. if (object["pos"].isNull())
  48. std::cout << "Invalid world file: objects pos - " << fileName << "\n";
  49. Vec3f position(object["pos"][0].asFloat(), object["pos"][1].asFloat(), object["pos"][2].asFloat());
  50. entities.push_back(new LevelObject(object["file"], position, rotation, scale, hasCollision));
  51. }
  52. //Enemies
  53. for (auto e : v["enemies"])
  54. {
  55. std::string fileName = "";
  56. if (!e["file"].isNull())
  57. fileName = e["file"].asString();
  58. Vec3f position(0, 0, 0);
  59. if (!e["pos"].isNull())
  60. position = Vec3f(e["pos"][0].asFloat(), e["pos"][1].asFloat(), e["pos"][2].asFloat());
  61. Vec3f rotation(0, 0, 0);
  62. if (!e["rot"].isNull())
  63. rotation = Vec3f(e["rot"][0].asFloat(), e["rot"][1].asFloat(), e["rot"][2].asFloat());
  64. float scale = 1.0f;
  65. if (!e["scale"].isNull())
  66. scale = e["scale"].asFloat();
  67. enemies.push_back(new Enemy(fileName, position, rotation, scale));
  68. }
  69. }
  70. World::~World()
  71. {
  72. delete heightmap;
  73. }
  74. std::string World::getObjectFromValue(int val)
  75. {
  76. for (auto i : objecttemplates)
  77. {
  78. if (i.first == val)
  79. return i.second;
  80. }
  81. return objecttemplates[0].second;
  82. }
  83. float World::getHeight(float x, float y)
  84. {
  85. return heightmap->GetHeight(x, y);
  86. }
  87. void World::draw()
  88. {
  89. player->setCamera();
  90. float lightPosition[4] = { 0, 2, 1, 0 };
  91. glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);
  92. float lightAmbient[4] = { 0.5, 0.5, 0.5, 1 };
  93. glLightfv(GL_LIGHT0, GL_AMBIENT, lightAmbient);
  94. glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
  95. heightmap->Draw();
  96. for (auto &enemy : enemies)
  97. enemy->draw();
  98. for (auto &entity : entities)
  99. entity->draw();
  100. }
  101. void World::update(float elapsedTime)
  102. {
  103. for (auto &entity : entities)
  104. entity->update(elapsedTime);
  105. for (auto &enemy : enemies)
  106. {
  107. //Al deze code zou in enemy moeten staan
  108. if (enemy->position.Distance(player->position) <= enemy->radius)
  109. {
  110. enemy->hasTarget = true;
  111. enemy->target.x = player->position.x;
  112. enemy->target.z = player->position.z;
  113. }
  114. else
  115. enemy->hasTarget = false;
  116. Vec3f oldpos = enemy->position;
  117. enemy->update(elapsedTime);
  118. if (enemy->hasTarget)
  119. {
  120. for (auto e : entities)
  121. {
  122. if (e->canCollide && e->inObject(enemy->position))
  123. {
  124. Vec3f difference = e->position - enemy->position; //zou misschien omgedraait moeten worden
  125. difference.Normalize();
  126. difference = difference * (e->model->radius + 0.01f);
  127. enemy->position = e->position + difference;
  128. break;
  129. }
  130. }
  131. }
  132. //tot hier
  133. }
  134. }
  135. void World::addLevelObject(LevelObject* obj)
  136. {
  137. entities.push_back(obj);
  138. }
  139. bool World::isPlayerPositionValid()
  140. {
  141. for (auto e : entities)
  142. {
  143. if (e->canCollide && e->inObject(player->position))
  144. return false;
  145. }
  146. return true;
  147. }