Files
CrystalPoint/World.cpp
T
2016-05-26 13:21:14 +02:00

155 lines
3.8 KiB
C++

#include "World.h"
#include <GL/freeglut.h>
#include "Entity.h"
#include "LevelObject.h"
#include "json.h"
#include "Model.h"
#include <fstream>
#include <iostream>
World::World(const std::string &fileName)
{
player = Player::getInstance();
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();
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";
heightmap = new HeightMap(v["world"]["heightmap"].asString());
if(!v["world"]["texture"].isNull())
heightmap->SetTexture(v["world"]["texture"].asString());
player->position.x = v["player"]["startposition"][0].asFloat();
player->position.y = v["player"]["startposition"][1].asFloat();
player->position.z = v["player"]["startposition"][2].asFloat();
for (auto object : v["objects"])
{
bool hasCollision = true;
if (!object["collide"].isNull())
hasCollision = object["collide"].asBool();
Vec3f rotation(0, 0, 0);
if(!object["rot"].isNull())
rotation = Vec3f(object["rot"][0].asFloat(), object["rot"][1].asFloat(), object["rot"][2].asFloat());
float scale = 1;
if (!object["scale"].isNull())
scale = object["scale"].asFloat();
if (object["pos"].isNull())
std::cout << "Invalid world file: objects pos - " << fileName << "\n";
Vec3f position(object["pos"][0].asFloat(), object["pos"][1].asFloat(), object["pos"][2].asFloat());
entities.push_back(new LevelObject(object["file"], position, rotation, scale, hasCollision));
}
//Enemies
for (auto e : v["enemies"])
{
std::string fileName = "";
if (!e["file"].isNull())
fileName = e["file"].asString();
Vec3f position(0, 0, 0);
if (!e["pos"].isNull())
position = Vec3f(e["pos"][0].asFloat(), e["pos"][1].asFloat(), e["pos"][2].asFloat());
Vec3f rotation(0, 0, 0);
if (!e["rot"].isNull())
rotation = Vec3f(e["rot"][0].asFloat(), e["rot"][1].asFloat(), e["rot"][2].asFloat());
float scale = 1.0f;
if (!e["scale"].isNull())
scale = e["scale"].asFloat();
enemies.push_back(new Enemy(fileName, position, rotation, scale));
}
}
World::~World()
{
delete heightmap;
}
void World::draw()
{
player->setCamera();
float lightPosition[4] = { 0, 2, 1, 0 };
glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);
float lightAmbient[4] = { 0.5, 0.5, 0.5, 1 };
glLightfv(GL_LIGHT0, GL_AMBIENT, lightAmbient);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
heightmap->Draw();
for (auto &enemy : enemies)
enemy->draw();
for (auto &entity : entities)
entity->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
if (enemy->position.Distance(player->position) <= enemy->radius)
{
enemy->hasTarget = true;
enemy->target.x = player->position.x;
enemy->target.z = player->position.z;
}
else
enemy->hasTarget = false;
Vec3f oldpos = enemy->position;
enemy->update(elapsedTime);
if (enemy->hasTarget)
{
for (auto e : entities)
{
if (e->canCollide && e->inObject(enemy->position))
{
Vec3f difference = e->position - enemy->position; //zou misschien omgedraait moeten worden
difference.Normalize();
difference = difference * (e->model->radius + 0.01f);
enemy->position = e->position + difference;
break;
}
}
}
//tot hier
}
}
bool World::isPlayerPositionValid()
{
for (auto e : entities)
{
if (e->canCollide && e->inObject(player->position))
return false;
}
return true;
}