Files
CrystalPoint/World.cpp
T
Aaldert 579a04a9b4 Merge branch 'developer' into musicInclude
# Conflicts:
#	worlds/small.json
2016-06-21 19:16:12 +02:00

363 lines
8.6 KiB
C++

#include "World.h"
#include <GL/freeglut.h>
#include "Entity.h"
#include "json.h"
#include "Model.h"
#include <fstream>
#include <iostream>
#include <algorithm>
#include "WorldHandler.h"
World::World(const std::string &fileName)
{
nextworld = false;
//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() || v["world"]["skybox"].isNull())
std::cout << "Invalid world file: world - " << fileName << "\n";
if (v["world"]["object-templates"].isNull())
std::cout << "Invalid world file: object templates - " << 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["enemies"].isNull())
std::cout << "Invalid world file: enemies - " << fileName << "\n";
if (v["crystals"].isNull())
std::cout << "Invalid world file: crystals - " << 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);
//Load skybox
skybox = new Skybox(15000.0f, v["world"]["skybox"].asString());
skybox->init();
//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.z = v["player"]["startposition"][2].asFloat();
player->position.y = heightmap->GetHeight(player->position.x, player->position.z);
//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());
position.y = getHeight(position.x, position.z);
entities.push_back(new LevelObject(object["file"].asString(), position, rotation, scale, hasCollision));
}
maxEnemies = 0;
//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";
//Music
if (e["music"].isNull())
std::cout << "Invalid world file: enemies music - " << fileName << "\n";
//Damage
if (e["damage"].isNull())
std::cout << "Invalid world file: enemies damage - " << fileName << "\n";
//Health
if (e["health"].isNull())
std::cout << "Invalid world file: enemies health - " << fileName << "\n";
//Create
Vec3f position(e["pos"][0].asFloat(), e["pos"][1].asFloat(), e["pos"][2].asFloat());
position.y = getHeight(position.x, position.z) + 2.0f;
maxEnemies++;
enemies.push_back(new Enemy(e["file"].asString(), e["music"].asString(), e["damage"].asFloat(), e["health"].asFloat(), position, rotation, scale));
}
maxCrystals = 0;
if (!v["crystal"].isNull())
{
std::string filled = "unknown";
std::string empty = "unknown";
if(!v["crystal"]["full texture"].isNull())
filled = v["crystal"]["full texture"].asString();
if(!v["crystal"]["empty texture"].isNull())
empty = v["crystal"]["empty texture"].asString();
if (!v["crystal"]["instances"].isNull())
{
for (auto instance : v["crystal"]["instances"])
{
Vec3f position(0, 0, 0);
Vec3f rotation(0, 0, 0);
float scale = 1.0f;
if (!instance["pos"].isNull())
{
position.x = instance["pos"][0];
position.y = instance["pos"][1];
position.z = instance["pos"][2];
}
if (!instance["rot"].isNull())
{
rotation.x = instance["rot"][0];
rotation.y = instance["rot"][1];
rotation.z = instance["rot"][2];
}
if (!instance["scale"].isNull())
scale = instance["scale"].asFloat();
position.y = getHeight(position.x, position.z);
maxCrystals++;
Crystal *c = new Crystal(filled, empty, position, rotation, scale);
entities.push_back(c);
}
interface->maxCrystals = maxCrystals;
}
}
if (!v["world"]["music"].isNull())
{
sound_id = CrystalPoint::GetSoundSystem().LoadSound(v["world"]["music"].asString().c_str(), true);
music = CrystalPoint::GetSoundSystem().GetSound(sound_id);
}
if (!v["portal"].isNull())
{
Vec3f pos(0, 0, 0);
if (!v["portal"]["pos"].isNull())
pos = Vec3f(v["portal"]["pos"][0].asFloat(),
v["portal"]["pos"][1].asFloat(),
v["portal"]["pos"][0].asFloat());
pos.y = getHeight(pos.x, pos.z);
Vec3f rot(0, 0, 0);
if (!v["portal"]["rot"].isNull())
pos = Vec3f(v["portal"]["rot"][0].asFloat(),
v["portal"]["rot"][1].asFloat(),
v["portal"]["rot"][0].asFloat());
float scale = 1.0f;
if (!v["portal"]["scale"].isNull())
scale = !v["portal"]["scale"].asFloat();
portal = new Portal(v["portal"]["file"], pos, rot, scale);
entities.push_back(portal);
portal->maxCrystals = maxCrystals;
}
}
World::~World()
{
delete heightmap;
music->Stop();
CrystalPoint::GetSoundSystem().UnloadSound(sound_id);
delete skybox;
delete portal;
}
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()
{
float lightPosition[4] = { 0, 2, 1, 0 };
glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);
GLfloat lightAmbient[] = { 0.05, 0.05, 0.05, 0 };
GLfloat light_diffuse[] = { 0.9, 0.9, 0.9, 0 };
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT0, GL_AMBIENT, lightAmbient);
skybox->draw();
player->setCamera();
player->draw();
heightmap->Draw();
for (auto &enemy : enemies)
enemy->draw();
for (auto &entity : entities)
entity->draw();
interface->draw();
}
void World::update(float elapsedTime)
{
if (nextworld)
{
WorldHandler::getInstance()->NextWorld();
return;
}
music->SetPos(player->position, Vec3f());
if (music->IsPlaying() == false)
{
music->Play();
}
for (auto &entity : entities)
entity->update(elapsedTime);
int count = 0;
int remove = false;
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;
}
}
if (enemy->attack)
{
remove = true;
continue;
}
}
enemy->position.y = getHeight(enemy->position.x, enemy->position.z) + 2.0f;
if(!remove)
count++;
}
if (remove)
{
delete enemies[count];
player->XpUp(enemies[count]->xp);
enemies.erase(enemies.begin() + count);
player->HpUp(10);
}
skybox->update(elapsedTime, maxEnemies - enemies.size(), maxEnemies);
if (portal->mayEnter)
{
if (portal->enter(elapsedTime))
nextworld = true;
}
}
void World::addLevelObject(LevelObject* obj)
{
entities.push_back(obj);
}
bool World::isPlayerPositionValid()
{
for (auto &e : entities)
{
if (e->canCollide && e->inObject(player->position))
{
e->collide();
return false;
}
}
return true;
}