155 lines
3.8 KiB
C++
155 lines
3.8 KiB
C++
#include "World.h"
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#include <GL/freeglut.h>
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#include "Entity.h"
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#include "LevelObject.h"
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#include "json.h"
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#include "Model.h"
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#include <fstream>
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#include <iostream>
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World::World(const std::string &fileName)
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{
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player = Player::getInstance();
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std::ifstream file(fileName);
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if(!file.is_open())
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std::cout<<"Error, can't open world file - " << fileName << "\n";
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json::Value v = json::readJson(file);
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file.close();
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if(v["world"].isNull() || v["world"]["heightmap"].isNull())
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std::cout << "Invalid world file: world - " << fileName << "\n";
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if (v["player"].isNull() || v["player"]["startposition"].isNull())
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std::cout << "Invalid world file: player - " << fileName << "\n";
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if (v["objects"].isNull())
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std::cout << "Invalid world file: objects - " << fileName << "\n";
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heightmap = new HeightMap(v["world"]["heightmap"].asString());
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if(!v["world"]["texture"].isNull())
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heightmap->SetTexture(v["world"]["texture"].asString());
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player->position.x = v["player"]["startposition"][0].asFloat();
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player->position.y = v["player"]["startposition"][1].asFloat();
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player->position.z = v["player"]["startposition"][2].asFloat();
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for (auto object : v["objects"])
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{
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bool hasCollision = true;
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if (!object["collide"].isNull())
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hasCollision = object["collide"].asBool();
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Vec3f rotation(0, 0, 0);
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if(!object["rot"].isNull())
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rotation = Vec3f(object["rot"][0].asFloat(), object["rot"][1].asFloat(), object["rot"][2].asFloat());
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float scale = 1;
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if (!object["scale"].isNull())
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scale = object["scale"].asFloat();
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if (object["pos"].isNull())
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std::cout << "Invalid world file: objects pos - " << fileName << "\n";
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Vec3f position(object["pos"][0].asFloat(), object["pos"][1].asFloat(), object["pos"][2].asFloat());
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entities.push_back(new LevelObject(object["file"], position, rotation, scale, hasCollision));
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}
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//Enemies
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for (auto e : v["enemies"])
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{
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std::string fileName = "";
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if (!e["file"].isNull())
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fileName = e["file"].asString();
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Vec3f position(0, 0, 0);
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if (!e["pos"].isNull())
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position = Vec3f(e["pos"][0].asFloat(), e["pos"][1].asFloat(), e["pos"][2].asFloat());
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Vec3f rotation(0, 0, 0);
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if (!e["rot"].isNull())
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rotation = Vec3f(e["rot"][0].asFloat(), e["rot"][1].asFloat(), e["rot"][2].asFloat());
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float scale = 1.0f;
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if (!e["scale"].isNull())
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scale = e["scale"].asFloat();
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enemies.push_back(new Enemy(fileName, position, rotation, scale));
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}
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}
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World::~World()
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{
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delete heightmap;
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}
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void World::draw()
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{
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player->setCamera();
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float lightPosition[4] = { 0, 2, 1, 0 };
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glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);
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float lightAmbient[4] = { 0.5, 0.5, 0.5, 1 };
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glLightfv(GL_LIGHT0, GL_AMBIENT, lightAmbient);
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glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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heightmap->Draw();
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for (auto &enemy : enemies)
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enemy->draw();
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for (auto &entity : entities)
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entity->draw();
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}
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void World::update(float elapsedTime)
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{
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for (auto &entity : entities)
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entity->update(elapsedTime);
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for (auto &enemy : enemies)
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{
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//Al deze code zou in enemy moeten staan
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if (enemy->position.Distance(player->position) <= enemy->radius)
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{
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enemy->hasTarget = true;
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enemy->target.x = player->position.x;
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enemy->target.z = player->position.z;
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}
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else
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enemy->hasTarget = false;
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Vec3f oldpos = enemy->position;
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enemy->update(elapsedTime);
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if (enemy->hasTarget)
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{
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for (auto e : entities)
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{
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if (e->canCollide && e->inObject(enemy->position))
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{
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Vec3f difference = e->position - enemy->position; //zou misschien omgedraait moeten worden
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difference.Normalize();
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difference = difference * (e->model->radius + 0.01f);
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enemy->position = e->position + difference;
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break;
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}
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}
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}
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//tot hier
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}
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}
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bool World::isPlayerPositionValid()
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{
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for (auto e : entities)
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{
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if (e->canCollide && e->inObject(player->position))
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return false;
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}
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return true;
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}
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