World.cpp 4.5 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. float scale = 1.0f;
  26. if (!v["world"]["scale"].isNull())
  27. scale = v["world"]["scale"].asFloat();
  28. //Load object templates
  29. for (auto objt : v["world"]["object-templates"])
  30. {
  31. objecttemplates.push_back(std::pair<int, std::string>(objt["color"], objt["file"]));
  32. }
  33. heightmap = new HeightMap(v["world"]["heightmap"].asString(), scale, this);
  34. if(!v["world"]["texture"].isNull())
  35. heightmap->SetTexture(v["world"]["texture"].asString());
  36. player->position.x = v["player"]["startposition"][0].asFloat()*scale;
  37. player->position.y = v["player"]["startposition"][1].asFloat()*scale;
  38. player->position.z = v["player"]["startposition"][2].asFloat()*scale;
  39. for (auto object : v["objects"])
  40. {
  41. bool hasCollision = true;
  42. if (!object["collide"].isNull())
  43. hasCollision = object["collide"].asBool();
  44. Vec3f rotation(0, 0, 0);
  45. if(!object["rot"].isNull())
  46. rotation = Vec3f(object["rot"][0].asFloat(), object["rot"][1].asFloat(), object["rot"][2].asFloat());
  47. float scale = 1;
  48. if (!object["scale"].isNull())
  49. scale = object["scale"].asFloat();
  50. if (object["pos"].isNull())
  51. std::cout << "Invalid world file: objects pos - " << fileName << "\n";
  52. Vec3f position(object["pos"][0].asFloat(), object["pos"][1].asFloat(), object["pos"][2].asFloat());
  53. entities.push_back(new LevelObject(object["file"], position, rotation, scale, hasCollision));
  54. }
  55. //Enemies
  56. for (auto e : v["enemies"])
  57. {
  58. std::string fileName = "";
  59. if (!e["file"].isNull())
  60. fileName = e["file"].asString();
  61. Vec3f position(0, 0, 0);
  62. if (!e["pos"].isNull())
  63. position = Vec3f(e["pos"][0].asFloat(), e["pos"][1].asFloat(), e["pos"][2].asFloat());
  64. Vec3f rotation(0, 0, 0);
  65. if (!e["rot"].isNull())
  66. rotation = Vec3f(e["rot"][0].asFloat(), e["rot"][1].asFloat(), e["rot"][2].asFloat());
  67. float scale = 1.0f;
  68. if (!e["scale"].isNull())
  69. scale = e["scale"].asFloat();
  70. enemies.push_back(new Enemy(fileName, position, rotation, scale));
  71. }
  72. }
  73. World::~World()
  74. {
  75. delete heightmap;
  76. }
  77. std::string World::getObjectFromValue(int val)
  78. {
  79. for (auto i : objecttemplates)
  80. {
  81. if (i.first == val)
  82. return i.second;
  83. }
  84. return objecttemplates[0].second;
  85. }
  86. float World::getHeight(float x, float y)
  87. {
  88. return heightmap->GetHeight(x, y);
  89. }
  90. void World::draw()
  91. {
  92. player->setCamera();
  93. float lightPosition[4] = { 0, 2, 1, 0 };
  94. glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);
  95. float lightAmbient[4] = { 0.5, 0.5, 0.5, 1 };
  96. glLightfv(GL_LIGHT0, GL_AMBIENT, lightAmbient);
  97. glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
  98. heightmap->Draw();
  99. for (auto &enemy : enemies)
  100. enemy->draw();
  101. for (auto &entity : entities)
  102. entity->draw();
  103. }
  104. void World::update(float elapsedTime)
  105. {
  106. for (auto &entity : entities)
  107. entity->update(elapsedTime);
  108. for (auto &enemy : enemies)
  109. {
  110. //Al deze code zou in enemy moeten staan
  111. if (enemy->position.Distance(player->position) <= enemy->radius)
  112. {
  113. enemy->hasTarget = true;
  114. enemy->target.x = player->position.x;
  115. enemy->target.z = player->position.z;
  116. }
  117. else
  118. enemy->hasTarget = false;
  119. Vec3f oldpos = enemy->position;
  120. enemy->update(elapsedTime);
  121. if (enemy->hasTarget)
  122. {
  123. for (auto e : entities)
  124. {
  125. if (e->canCollide && e->inObject(enemy->position))
  126. {
  127. Vec3f difference = e->position - enemy->position; //zou misschien omgedraait moeten worden
  128. difference.Normalize();
  129. difference = difference * (e->model->radius + 0.01f);
  130. enemy->position = e->position + difference;
  131. break;
  132. }
  133. }
  134. }
  135. //tot hier
  136. }
  137. }
  138. void World::addLevelObject(LevelObject* obj)
  139. {
  140. entities.push_back(obj);
  141. }
  142. bool World::isPlayerPositionValid()
  143. {
  144. for (auto e : entities)
  145. {
  146. if (e->canCollide && e->inObject(player->position))
  147. return false;
  148. }
  149. return true;
  150. }