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- #include "World.h"
- #include <GL/freeglut.h>
- #include "Entity.h"
- #include "json.h"
- #include "Model.h"
- #include "CrystalPoint.h"
- #include <fstream>
- #include <iostream>
- World::World(const std::string &fileName)
- {
- //Store player instance
- player = Player::getInstance();
- //Create the interface
- interface = new Interface();
- //Open world json file
- std::ifstream file(fileName);
- if(!file.is_open())
- std::cout<<"Error, can't open world file - " << fileName << "\n";
- json::Value v = json::readJson(file);
- file.close();
- //Check file
- if(v["world"].isNull() || v["world"]["heightmap"].isNull())
- std::cout << "Invalid world file: world - " << fileName << "\n";
- if (v["player"].isNull() || v["player"]["startposition"].isNull())
- std::cout << "Invalid world file: player - " << fileName << "\n";
- if (v["objects"].isNull())
- std::cout << "Invalid world file: objects - " << fileName << "\n";
- if (v["world"]["object-templates"].isNull())
- std::cout << "Invalid world file: object templates - " << fileName << "\n";
- //Load object templates
- for (auto objt : v["world"]["object-templates"])
- {
- //collision
- bool cancollide = true;
- if (!objt["collision"].isNull())
- cancollide = objt["collision"].asBool();
- objecttemplates.push_back(std::pair<int, std::pair<std::string, bool>>(objt["color"], std::pair<std::string, bool>(objt["file"], cancollide)));
- }
- //Generate heightmap for this world
- heightmap = new HeightMap(v["world"]["heightmap"].asString(), this);
- //Map different texture to heightmap if available
- if(!v["world"]["texture"].isNull())
- heightmap->SetTexture(v["world"]["texture"].asString());
- //Set player starting position
- player->position.x = v["player"]["startposition"][0].asFloat();
- player->position.y = v["player"]["startposition"][1].asFloat();
- player->position.z = v["player"]["startposition"][2].asFloat();
- //Load and place objects into world
- for (auto object : v["objects"])
- {
- //Collision
- bool hasCollision = true;
- if (!object["collide"].isNull())
- hasCollision = object["collide"].asBool();
- //Rotation
- Vec3f rotation(0, 0, 0);
- if(!object["rot"].isNull())
- rotation = Vec3f(object["rot"][0].asFloat(), object["rot"][1].asFloat(), object["rot"][2].asFloat());
- //Scale
- float scale = 1;
- if (!object["scale"].isNull())
- scale = object["scale"].asFloat();
-
- //Position
- if (object["pos"].isNull())
- std::cout << "Invalid world file: objects pos - " << fileName << "\n";
-
- //File
- if (object["file"].isNull())
- std::cout << "Invalid world file: objects file - " << fileName << "\n";
- //Create
- Vec3f position(object["pos"][0].asFloat(), object["pos"][1].asFloat(), object["pos"][2].asFloat());
- entities.push_back(new LevelObject(object["file"].asString(), position, rotation, scale, hasCollision));
- }
- //Load and place enemies into world
- for (auto e : v["enemies"])
- {
- //Rotation
- Vec3f rotation(0, 0, 0);
- if (!e["rot"].isNull())
- rotation = Vec3f(e["rot"][0].asFloat(), e["rot"][1].asFloat(), e["rot"][2].asFloat());
- //Scale
- float scale = 1.0f;
- if (!e["scale"].isNull())
- scale = e["scale"].asFloat();
- //Position
- if (e["pos"].isNull())
- std::cout << "Invalid world file: enemies pos - " << fileName << "\n";
- //File
- if (e["file"].isNull())
- std::cout << "Invalid world file: enemies file - " << fileName << "\n";
- //Create
- Vec3f position(e["pos"][0].asFloat(), e["pos"][1].asFloat(), e["pos"][2].asFloat());
- enemies.push_back(new Enemy(e["file"].asString(), position, rotation, scale));
- }
- }
- World::~World()
- {
- //delete heightmap;
- }
- std::pair<std::string, bool> World::getObjectFromValue(int val)
- {
- for (auto i : objecttemplates)
- {
- if (i.first == val)
- return i.second;
- }
- return objecttemplates[0].second;
- }
- float World::getHeight(float x, float y)
- {
- return heightmap->GetHeight(x, y);
- }
- void World::draw()
- {
- player->setCamera();
- float lightPosition[4] = { 0, 2, 1, 0 };
- glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);
- float lightAmbient[4] = { 0.2, 0.2, 0.2, 1 };
- glLightfv(GL_LIGHT0, GL_AMBIENT, lightAmbient);
- heightmap->Draw();
- for (auto &enemy : enemies)
- enemy->draw();
- for (auto &entity : entities)
- entity->draw();
- interface->draw();
- }
- void World::update(float elapsedTime)
- {
- for (auto &entity : entities)
- entity->update(elapsedTime);
- for (auto &enemy : enemies)
- {
- //Al deze code zou in enemy moeten staan
- enemy->inEyeSight(player->position);
- enemy->update(elapsedTime);
- if (enemy->hasTarget)
- {
- for (auto e : entities)
- {
- if (e->canCollide && e->inObject(enemy->position))
- {
- enemy->collide(e);
- break;
- }
- }
- }
- //tot hier
- }
- }
- void World::addLevelObject(LevelObject* obj)
- {
- entities.push_back(obj);
- }
- bool World::isPlayerPositionValid()
- {
- for (auto e : entities)
- {
- if (e->canCollide && e->inObject(player->position))
- return false;
- }
- return true;
- }
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