World.cpp 3.8 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157
  1. #include "World.h"
  2. #include <GL/freeglut.h>
  3. #include "Entity.h"
  4. #include "LevelObject.h"
  5. #include "json.h"
  6. #include "Model.h"
  7. #include <fstream>
  8. #include <iostream>
  9. World::World(const std::string &fileName)
  10. {
  11. player = Player::getInstance();
  12. std::ifstream file(fileName);
  13. if(!file.is_open())
  14. std::cout<<"Error, can't open world file - " << fileName << "\n";
  15. json::Value v = json::readJson(file);
  16. file.close();
  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. float scale = 1.0f;
  24. if (!v["world"]["scale"].isNull())
  25. scale = v["world"]["scale"].asFloat();
  26. //heightmap = new HeightMap(v["world"]["heightmap"].asString(), scale);
  27. /*if(!v["world"]["texture"].isNull())
  28. heightmap->SetTexture(v["world"]["texture"].asString());*/
  29. player->position.x = v["player"]["startposition"][0].asFloat()*scale;
  30. player->position.y = v["player"]["startposition"][1].asFloat()*scale;
  31. player->position.z = v["player"]["startposition"][2].asFloat()*scale;
  32. for (auto object : v["objects"])
  33. {
  34. bool hasCollision = true;
  35. if (!object["collide"].isNull())
  36. hasCollision = object["collide"].asBool();
  37. Vec3f rotation(0, 0, 0);
  38. if(!object["rot"].isNull())
  39. rotation = Vec3f(object["rot"][0].asFloat(), object["rot"][1].asFloat(), object["rot"][2].asFloat());
  40. float scale = 1;
  41. if (!object["scale"].isNull())
  42. scale = object["scale"].asFloat();
  43. if (object["pos"].isNull())
  44. std::cout << "Invalid world file: objects pos - " << fileName << "\n";
  45. Vec3f position(object["pos"][0].asFloat(), object["pos"][1].asFloat(), object["pos"][2].asFloat());
  46. entities.push_back(new LevelObject(object["file"], position, rotation, scale, hasCollision));
  47. }
  48. //Enemies
  49. for (auto e : v["enemies"])
  50. {
  51. std::string fileName = "";
  52. if (!e["file"].isNull())
  53. fileName = e["file"].asString();
  54. Vec3f position(0, 0, 0);
  55. if (!e["pos"].isNull())
  56. position = Vec3f(e["pos"][0].asFloat(), e["pos"][1].asFloat(), e["pos"][2].asFloat());
  57. Vec3f rotation(0, 0, 0);
  58. if (!e["rot"].isNull())
  59. rotation = Vec3f(e["rot"][0].asFloat(), e["rot"][1].asFloat(), e["rot"][2].asFloat());
  60. float scale = 1.0f;
  61. if (!e["scale"].isNull())
  62. scale = e["scale"].asFloat();
  63. enemies.push_back(new Enemy(fileName, position, rotation, scale));
  64. }
  65. }
  66. World::~World()
  67. {
  68. //delete heightmap;
  69. }
  70. float World::getHeight(float x, float y)
  71. {
  72. //return heightmap->GetHeight(x, y);
  73. }
  74. void World::draw()
  75. {
  76. player->setCamera();
  77. float lightPosition[4] = { 0, 2, 1, 0 };
  78. glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);
  79. float lightAmbient[4] = { 0.5, 0.5, 0.5, 1 };
  80. glLightfv(GL_LIGHT0, GL_AMBIENT, lightAmbient);
  81. glColor4f(1.0f,1.0f, 1.0f, 1.0f);
  82. //heightmap->Draw();
  83. for (auto &enemy : enemies)
  84. enemy->draw();
  85. for (auto &entity : entities)
  86. entity->draw();
  87. }
  88. void World::update(float elapsedTime)
  89. {
  90. for (auto &entity : entities)
  91. entity->update(elapsedTime);
  92. for (auto &enemy : enemies)
  93. {
  94. //Al deze code zou in enemy moeten staan
  95. enemy->inEyeSight(player->position);
  96. enemy->update(elapsedTime);
  97. if (enemy->hasTarget)
  98. {
  99. for (auto e : entities)
  100. {
  101. if (e->canCollide && e->inObject(enemy->position))
  102. {
  103. Vec3f difference = e->position - enemy->position; //zou misschien omgedraait moeten worden
  104. difference.Normalize();
  105. difference = difference * (e->model->radius + 0.01f);
  106. enemy->position = e->position + difference;
  107. break;
  108. }
  109. }
  110. }
  111. //tot hier
  112. }
  113. }
  114. bool World::isPlayerPositionValid()
  115. {
  116. for (auto e : entities)
  117. {
  118. if (e->canCollide && e->inObject(player->position))
  119. return false;
  120. }
  121. return true;
  122. }