thatscringebro 9dfd911bff Init
2023-02-16 09:26:40 -05:00

732 lines
22 KiB
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#include "../H/engine.h"
#include "../H/transformation.h"
#include <algorithm>
#include <cmath>
#include <iostream>
#include <fstream>
Engine::Engine() : m_p1(Vector3f(VIEW_DISTANCE,20,VIEW_DISTANCE)), m_textureAtlas(BTYPE_LAST), m_chunks(Array2d<Chunk*>(VIEW_DISTANCE * 2 / CHUNK_SIZE_X, VIEW_DISTANCE * 2 / CHUNK_SIZE_Z)), m_currentBlock(Vector4f(0,0,0,0)), m_currentMob(Vector3f(0,0,0),0,0)
{
}
Engine::~Engine()
{
SaveGame();
}
void Engine::LoadGame(std::ifstream SaveFile){
std::cout << "LOADING THE GAME" << std::endl;
if (SaveFile.is_open())
{
std::string Block;
while (std::getline(SaveFile, Block))
{
int notdigit = 0;
std::string x,y,z,t;
for (int i = 0; i < Block.length(); i++)
{
if (isdigit(Block[i]))
{
if (notdigit < 2)
x += Block[i];
else if (notdigit < 3)
y += Block[i];
else if (notdigit < 4)
z += Block[i];
else if (notdigit < 5)
t += Block[i];
}
else
notdigit++;
}
Vector4f Bloc(stoi(x), stoi(y), stoi(z), stoi(t));
m_ModifiedBlocks.push_front(Bloc);
SetBlockAt(stoi(x), stoi(y), stoi(z), stoi(t));
}
std::cout << "GAME LOADED" << std::endl;
SaveFile.close();
}
else
std::cout << "Problem opening the save file :(" << std::endl;
}
void Engine::SaveGame(){
std::cout << "SAVING THE GAME" << std::endl;
std::ofstream SaveFile("SaveFile");
if(SaveFile.is_open()){
for (size_t i = 0; i < m_ModifiedBlocks.size() + 1; i++)
{
if (m_ModifiedBlocks.front().x >= 0 && m_ModifiedBlocks.front().y >= 0 && m_ModifiedBlocks.front().z >= 0){
SaveFile << "{" << m_ModifiedBlocks.front().x << ";" << m_ModifiedBlocks.front().y << ";" << m_ModifiedBlocks.front().z << ";" << m_ModifiedBlocks.front().t << "}" << std::endl;
}
m_ModifiedBlocks.pop_front();
}
SaveFile.close();
std::cout << "GAME SAVED" << std::endl;
}
else
std::cout << "Problem writing to the save file :(" << std::endl;
}
void Engine::Init()
{
//glEnable(GL_CULL_FACE);
// Initialize GLEW
GLenum glewErr = glewInit();
if ( glewErr != GLEW_OK )
{
std :: cerr << " ERREUR GLEW : " << glewGetErrorString(glewErr) << std :: endl ;
abort();
}
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glEnable(GL_TEXTURE_2D);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f, (float)Width() / (float)Height(), 0.0001f, 1000.0f);
glEnable(GL_DEPTH_TEST);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glShadeModel(GL_SMOOTH);
glEnable(GL_LIGHTING);
glEnable(GL_LINE_SMOOTH);
// Light
GLfloat light0Pos[4] = { 0.0f, CHUNK_SIZE_Y, 0.0f, 1.0f };
GLfloat light0Amb[4] = { 0.9f, 0.9f, 0.9f, 1.0f };
GLfloat light0Diff[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
GLfloat light0Spec[4] = { 0.2f, 0.2f, 0.2f, 1.0f };
glEnable(GL_LIGHT0);
glLightfv(GL_LIGHT0, GL_POSITION, light0Pos);
glLightfv(GL_LIGHT0, GL_AMBIENT, light0Amb);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light0Diff);
glLightfv(GL_LIGHT0, GL_SPECULAR, light0Spec);
CenterMouse();
HideCursor();
}
void Engine::DeInit()
{
}
void Engine::LoadResource()
{
LoadTexture(m_textureCrosshair, TEXTURE_PATH "cross.bmp");
LoadTexture(m_textureFont, TEXTURE_PATH "font.bmp");
LoadTexture(m_textureMob, TEXTURE_PATH "mob.png");
TextureAtlas::TextureIndex texDarkIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "dark.png");
TextureAtlas::TextureIndex texDarkerIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "darker.png");
TextureAtlas::TextureIndex texLightIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "light.png");
TextureAtlas::TextureIndex texLighterIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "lighter.png");
float u,v,w,h;
m_textureAtlas.TextureIndexToCoord(texDarkerIndex, u,v,w,h);
m_bi[BTYPE_DARKER].SetUVWH(u, v, w, h);
m_textureAtlas.TextureIndexToCoord(texDarkIndex, u,v,w,h);
m_bi[BTYPE_DARK].SetUVWH(u, v, w, h);
m_textureAtlas.TextureIndexToCoord(texLighterIndex, u,v,w,h);
m_bi[BTYPE_LIGHTER].SetUVWH(u, v, w, h);
m_textureAtlas.TextureIndexToCoord(texLightIndex, u,v,w,h);
m_bi[BTYPE_LIGHT].SetUVWH(u, v, w, h);
if(!m_textureAtlas.Generate(1024, false))
{
std::cout << "Unable to generate texture atlas ..." << std::endl;
abort();
}
std::cout << "Loading and compiling shaders ..." << std::endl;
if (!m_shader01.Load(SHADER_PATH "shader01.vert", SHADER_PATH "shader01.frag", true))
{
std::cout << " Failed to load shader " << std::endl;
exit(1);
}
for (int x = 0; x < (VIEW_DISTANCE * 2 / CHUNK_SIZE_X); x++)
{
for (int z = 0; z < (VIEW_DISTANCE * 2 / CHUNK_SIZE_Z); z++)
{
m_chunks.Set(x, z, new Chunk(x * CHUNK_SIZE_X, z * CHUNK_SIZE_Z));
}
}
m_chunks.Set(15, 15, new Chunk(15 * CHUNK_SIZE_X, 15 * CHUNK_SIZE_Z));
LoadGame(std::ifstream("SaveFile"));
}
void Engine::UnloadResource()
{
}
void Engine::Render(float elapsedTime)
{
static float gameTime = elapsedTime;
gameTime += elapsedTime;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Transformations initiales
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
Transformation player_move;
bool OnGround = false;
Vector3f pos = m_p1.Position();
Vector3f delta = m_p1.SimulateMove(m_keyW, m_keyS, m_keyA, m_keyD, m_shift, elapsedTime);
delta.y = -0.1;
float jumpvalue = 0;
BlockType bt1, bt2, bt3;
bt1 = BlockAt(pos.x, pos.y - 1.7f, pos.z, BTYPE_DARK);
if (bt1 != BTYPE_AIR)
OnGround = true;
bt2 = BlockAt(pos.x, pos.y + delta.y, pos.z, BTYPE_DARK);
if (bt2 != BTYPE_AIR)
m_jumpsize = 1.6;
m_jumpsize += m_p1.SimulateJump(m_space, m_InJump, jumpvalue, OnGround, m_jumpsize);
//Collisions for x:
bt1 = BlockAt(pos.x + delta.x, pos.y, pos.z, BTYPE_AIR);
bt2 = BlockAt(pos.x + delta.x, pos.y - 0.9f, pos.z, BTYPE_AIR);
bt3 = BlockAt(pos.x + delta.x, pos.y - 1.6f, pos.z, BTYPE_AIR);
if(bt1 != BTYPE_AIR || bt2 != BTYPE_AIR || bt3 != BTYPE_AIR)
delta.x = 0;
// Collisions for y
bt1 = BlockAt(pos.x, pos.y - 1.7f, pos.z, BTYPE_DARK);
if(bt1 != BTYPE_AIR){
delta.y = 0;
}
//Colisions for z
bt1 = BlockAt(pos.x, pos.y, pos.z + delta.z, BTYPE_AIR);
bt2 = BlockAt(pos.x, pos.y - 0.9f, pos.z + delta.z, BTYPE_AIR);
bt3 = BlockAt(pos.x, pos.y - 1.6f, pos.z + delta.z, BTYPE_AIR);
if(bt1 != BTYPE_AIR || bt2 != BTYPE_AIR || bt3 != BTYPE_AIR)
delta.z = 0;
pos.y += jumpvalue;
pos += delta;
m_p1.SetPosition(pos);
m_p1.ApplyTransformation(player_move);
player_move.Use();
m_textureAtlas.Bind();
//translation
player_move.ApplyTranslation(0.5f,0.5f,0.5f);
//use the above
player_move.Use();
m_shader01.Use();
for (int x = 0; x < (VIEW_DISTANCE * 2 / CHUNK_SIZE_X); x++)
{
for (int z = 0; z < (VIEW_DISTANCE * 2 / CHUNK_SIZE_Z); z++)
{
if (m_chunks.Get(x,z)->IsDirty())
m_chunks.Get(x,z)->Update(m_bi);
m_chunks.Get(x,z)->Render();
}
}
Shader::Disable();
m_textureMob.Bind();
for (int i = 0; i < m_mobs.size(); i++)
{
if (m_mobs[i].Health() <= 0)
m_mobs.erase(m_mobs.begin() + i);
Vector3f posMob = m_mobs[i].Position();
if ((posMob.x <= pos.x + 0.1 && posMob.x >= pos.x - 0.1) && (posMob.y <= pos.y + 0.1 && posMob.y >= pos.y - 0.1) && (posMob.z <= pos.z + 0.1 && posMob.z >= pos.z - 0.1))
{
m_mobs[i].Damage(m_p1);
m_mobs[i].SetPosition(Vector3f(posMob.x - 5, posMob.y + 5, posMob.z - 5));
}
m_mobs[i].Move(m_p1);
m_mobs[i].RenderMob();
}
m_points = m_mobs.size() * 100;
if(m_wireframe)
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
DrawHud(elapsedTime);
if(m_wireframe)
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
if (m_p1.Health() <= 0)
{
SaveGame();
Stop();
}
}
void Engine::KeyPressEvent(unsigned char key)
{
switch(key)
{
case 36: // ESC
SaveGame();
Stop();
break;
case 94: // F10
SetFullscreen(!IsFullscreen());
break;
case 38: // Shift
m_shift = true;
m_run = true;
break;
case 22: // W
m_keyW = true;
m_walk = true;
break;
case 0: // A
m_keyA = true;
m_walk = true;
break;
case 18: // S
m_keyS = true;
m_walk = true;
break;
case 3: // D
m_keyD = true;
m_walk = true;
break;
case 57: // spacebar
m_space = true;
break;
case 60: //tab
if (m_selectedbloc <= BTYPE_LIGHTER)
m_selectedbloc++;
else
m_selectedbloc = BTYPE_DARK;
break;
default:
std::cout << "Unhandled key: " << (int)key << std::endl;
}
}
void Engine::KeyReleaseEvent(unsigned char key)
{
switch(key)
{
case 38: // Shift
m_shift = false;
m_run = false;
break;
case 22: // W
m_keyW = false;
if (!m_keyW && !m_keyS && !m_keyD && !m_keyA)
m_walk = false;
break;
case 0: // A
m_keyA = false;
if (!m_keyW && !m_keyS && !m_keyD && !m_keyA)
m_walk = false;
break;
case 18: // S
m_keyS = false;
if (!m_keyW && !m_keyS && !m_keyD && !m_keyA)
m_walk = false;
break;
case 3: // D
m_keyD = false;
if (!m_keyW && !m_keyS && !m_keyD && !m_keyA)
m_walk = false;
break;
case 57: // spacebar
m_space = false;
break;
case 24: // Y
m_wireframe = !m_wireframe;
if(m_wireframe)
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
else
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
break;
}
}
void Engine::MouseMoveEvent(int x, int y)
{
// Centrer la souris seulement si elle n'est pas d<>j<EFBFBD> centr<74>e
// Il est n<>cessaire de faire la v<>rification pour <20>viter de tomber
// dans une boucle infinie o<> l'appel <20> CenterMouse g<>n<EFBFBD>re un
// MouseMoveEvent, qui rapelle CenterMouse qui rapelle un autre
// MouseMoveEvent, etc
if(x == (Width() / 2) && y == (Height() / 2))
return;
MakeRelativeToCenter(x, y);
//m_p1.TurnLeftRight(y);
//m_p1.TurnTopBottom(x);
m_p1.TurnCamera(x, y);
CenterMouse();
}
void Engine::MousePressEvent(const MOUSE_BUTTON& button, int x, int y)
{
switch (button)
{
case 1:
if(!m_currentMob.isNull())
HitMob();
else
DestroyBlocGenerateMob();
break;
case 4:
CreateBloc();
break;
default:
std::cout << "Unhandled mouse action" << std::endl;
break;
}
}
void Engine::MouseReleaseEvent(const MOUSE_BUTTON& button, int x, int y)
{
}
bool Engine::LoadTexture(Texture& texture, const std::string& filename, bool stopOnError)
{
texture.Load(filename);
if(!texture.IsValid())
{
std::cerr << "Unable to load texture (" << filename << ")" << std::endl;
if(stopOnError)
Stop();
return false;
}
return true;
}
int Engine::GetFps(float elapsedTime){
return 1 / elapsedTime;
}
void Engine::DrawHud(float elapsedTime)
{
// Set the blend func, all that is black will be transparent
glDisable(GL_LIGHTING);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glBlendFunc(GL_SRC_ALPHA , GL_ONE);
glEnable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, Width (), 0, Height (), -1, 1);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
// Font
m_textureFont.Bind();
std::ostringstream ss;
for (int i = 0; i < m_mobs.size(); i++)
{
ss << "Mob#" << i << " health: " << m_mobs[i].Health();
PrintText(10, Height () - 40 - (i * 10), ss.str());
ss.str("");
}
ss << "Score:" << m_points;
PrintText(Width() / 2, Height () - 25, ss.str());
ss.str("");
ss << "Health:" << m_p1.Health();
PrintText(Width() / 2, Height () - 35, ss.str());
ss.str("");
ss << "Fps: " << GetFps(elapsedTime);
PrintText(10, Height () - 25, ss.str());
ss.str("");
ss << "Selected bloc type: " << m_selectedbloc;
PrintText(10, 20, ss.str());
ss.str("");
ss << "Position: " << m_p1.Position();
PrintText (10, 10, ss.str());
// Crosshair
m_textureCrosshair.Bind();
static const int crossSize = 32;
glLoadIdentity();
glTranslated(Width () / 2 - crossSize / 2, Height () / 2 - crossSize / 2, 0);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2i(0, 0);
glTexCoord2f(1, 0);
glVertex2i(crossSize, 0);
glTexCoord2f(1, 1);
glVertex2i(crossSize, crossSize);
glTexCoord2f(0, 1);
glVertex2i(0, crossSize);
glEnd();
glEnable(GL_LIGHTING);
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
void Engine::PrintText(unsigned int x, unsigned int y, const std::string& t)
{
glLoadIdentity();
glTranslated(x, y, 0);
for(unsigned int i = 0; i<t.length(); ++i)
{
float left = (float)((t[i] - 32) % 16) / 16.0f;
float top = (float)((t[i] - 32) / 16) / 16.0f;
top += 0.5f;
glBegin(GL_QUADS);
glTexCoord2f(left, 1.0f - top - 0.0625f);
glVertex2f(0, 0);
glTexCoord2f(left + 0.0625f, 1.0f - top - 0.0625f);
glVertex2f(12, 0);
glTexCoord2f(left + 0.0625f, 1.0f - top);
glVertex2f(12, 12);
glTexCoord2f(left, 1.0f - top);
glVertex2f(0, 12);
glEnd();
glTranslated(8, 0, 0);
}
}
Chunk* Engine::ChunkAt(float x, float y, float z) const
{
int cx = (int)x / CHUNK_SIZE_X;
int cz = (int)z / CHUNK_SIZE_Z;
if (cx > VIEW_DISTANCE * 2 / CHUNK_SIZE_X || cz > VIEW_DISTANCE * 2 / CHUNK_SIZE_Z || cx < 0 || cz < 0)
{
std::cout << "WRONG CHUNK POSITION" << std::endl;
return nullptr;
}
return m_chunks.Get(cx, cz);
}
Chunk* Engine::ChunkAt(const Vector3<float>& pos) const
{
return ChunkAt(pos.x, pos.y, pos.z);
}
BlockType Engine::BlockAt(float x, float y, float z, BlockType defaultBlockType) const
{
Chunk* c = ChunkAt(x, y, z);
if(!c)
return defaultBlockType;
int bx = (int)x % CHUNK_SIZE_X;
int by = (int)y % CHUNK_SIZE_Y;
int bz = (int)z % CHUNK_SIZE_Z;
return c->GetBlock(bx, by, bz);
}
void Engine::SetBlockAt(float x, float y, float z, BlockType BlockToSet) const{
Chunk* c = ChunkAt(x, y, z);
int bx = (int)x % CHUNK_SIZE_X;
int by = (int)y % CHUNK_SIZE_Y;
int bz = (int)z % CHUNK_SIZE_Z;
c->SetBlock(bx, by, bz, BlockToSet);
}
bool Engine::IsWalking(){
if (m_keyA || m_keyD || m_keyS || m_keyW)
return true;
else
return false;
}
static bool EqualWithEpsilon(const float& v1, const float& v2, float epsilon = float(0.0001))
{
return (fabs(v2 - v1) < epsilon);
}
static bool InRangeWithEpsilon(const float& v, const float& vinf, const float& vsup, float epsilon = float(0.0001))
{
return (v >= vinf - epsilon && v <= vsup + epsilon);
}
void Engine::GetBlocAtCursor()
{
int x = Width() / 2;
int y = Height() / 2;
GLint viewport[4];
GLdouble modelview[16];
GLdouble projection[16];
GLfloat winX, winY, winZ;
GLdouble posX, posY, posZ;
glGetDoublev(GL_MODELVIEW_MATRIX, modelview);
glGetDoublev(GL_PROJECTION_MATRIX, projection);
glGetIntegerv(GL_VIEWPORT, viewport);
winX = (float)x;
winY = (float)viewport[3] - (float)y;
glReadPixels(x, int(winY), 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &winZ);
gluUnProject(winX, winY, winZ, modelview, projection, viewport, &posX, &posY, &posZ);
posX += .5f;
posY += .5f;
posZ += .5f;
// Le cast vers int marche juste pour les valeurs entiere, utiliser une fonction de la libc si besoin
// de valeurs negatives
int px = (int)(posX);
int py = (int)(posY);
int pz = (int)(posZ);
bool found = false;
if((m_p1.Position() - Vector3f((float)posX, (float)posY, (float)posZ)).Length() < MAX_SELECTION_DISTANCE)
{
// Apres avoir determine la position du bloc en utilisant la partie entiere du hit
// point retourne par opengl, on doit verifier de chaque cote du bloc trouve pour trouver
// le vrai bloc. Le vrai bloc peut etre different a cause d'erreurs de precision de nos
// nombres flottants (si z = 14.999 par exemple, et qu'il n'y a pas de blocs a la position
// 14 (apres arrondi vers l'entier) on doit trouver et retourner le bloc en position 15 s'il existe
// A cause des erreurs de precisions, ils arrive que le cote d'un bloc qui doit pourtant etre a la
// position 15 par exemple nous retourne plutot la position 15.0001
for(int x = px - 1; !found && x <= px + 1; ++x)
{
for(int y = py - 1; !found && x >= 0 && y <= py + 1; ++y)
{
for(int z = pz - 1; !found && y >= 0 && z <= pz + 1; ++z)
{
if(z >= 0)
{
Mob mob = MobAt((float)x,(float)y, (float)z);
if (!mob.isNull())
m_currentMob = mob;
BlockType bt = BlockAt((float)x,(float)y, (float)z, BTYPE_AIR);
if(bt == BTYPE_AIR)
continue;
// Skip water blocs
//if(bloc->Type == BT_WATER)
// continue;
m_currentBlock.x = x;
m_currentBlock.y = y;
m_currentBlock.z = z;
m_currentBlock.t = bt;
if(InRangeWithEpsilon((float)posX, (float)x, (float)x + 1.f, 0.05f) && InRangeWithEpsilon((float)posY, (float)y, (float)y + 1.f, 0.05f) && InRangeWithEpsilon((float)posZ, (float)z, (float)z + 1.f, 0.05f))
{
found = true;
}
}
}
}
}
}
if(!found)
{
m_currentBlock.x = -1;
}
else
{
// Find on which face of the bloc we got an hit
m_currentFaceNormal.Zero();
const float epsilon = 0.09f;
// Front et back:
if(EqualWithEpsilon((float)posZ, (float)m_currentBlock.z, epsilon))
m_currentFaceNormal.z = -1;
else if(EqualWithEpsilon((float)posZ, (float)m_currentBlock.z + 1.f, epsilon))
m_currentFaceNormal.z = 1;
else if(EqualWithEpsilon((float)posX, (float)m_currentBlock.x, epsilon))
m_currentFaceNormal.x = -1;
else if(EqualWithEpsilon((float)posX, (float)m_currentBlock.x + 1.f, epsilon))
m_currentFaceNormal.x = 1;
else if(EqualWithEpsilon((float)posY, (float)m_currentBlock.y, epsilon))
m_currentFaceNormal.y = -1;
else if(EqualWithEpsilon((float)posY, (float)m_currentBlock.y + 1.f, epsilon))
m_currentFaceNormal.y = 1;
}
}
void Engine::CreateBloc(){
GetBlocAtCursor();
Vector4f Bloc(m_currentBlock.x + m_currentFaceNormal.x, m_currentBlock.y + m_currentFaceNormal.y, m_currentBlock.z + m_currentFaceNormal.z, m_selectedbloc);
m_ModifiedBlocks.push_front(Bloc);
SetBlockAt(m_currentBlock.x + m_currentFaceNormal.x, m_currentBlock.y + m_currentFaceNormal.y, m_currentBlock.z + m_currentFaceNormal.z, m_selectedbloc);
}
void Engine::DestroyBloc(){
GetBlocAtCursor();
Vector4f Bloc(m_currentBlock.x, m_currentBlock.y, m_currentBlock.z, BTYPE_AIR);
m_ModifiedBlocks.push_front(Bloc);
SetBlockAt(m_currentBlock.x, m_currentBlock.y, m_currentBlock.z, BTYPE_AIR);
}
void Engine::DestroyBlocGenerateMob(){
GetBlocAtCursor();
Vector4f Bloc(m_currentBlock.x, m_currentBlock.y, m_currentBlock.z, BTYPE_AIR);
m_ModifiedBlocks.push_front(Bloc);
SetBlockAt(m_currentBlock.x, m_currentBlock.y, m_currentBlock.z, BTYPE_AIR);
Vector3f v(m_currentBlock.x, m_currentBlock.y, m_currentBlock.z);
int dmg;
if(m_currentBlock.t == BTYPE_AIR)
dmg = 1000;
else
dmg = m_currentBlock.t;
Mob NewMob(v, dmg, dmg);
m_mobs.push_back(NewMob);
}
void Engine::HitMob(){
GetBlocAtCursor();
for (int i = 0; i < m_mobs.size(); i++)
{
if(m_mobs[i].isEqual(m_currentMob))
{
m_p1.Damage(m_mobs[i]);
}
}
}
Mob Engine::MobAt(int x, int y, int z){
for (int i = 0; i < m_mobs.size(); i++)
{
Vector3f posMob = m_mobs[i].Position();
if((posMob.x <= x + 0.5f && posMob.x >= x - 0.5f) && (posMob.y <= y + 0.5f && posMob.y >= y - 0.5f) && (posMob.z <= z + 0.5f && posMob.z >= z - 0.5f))
{
return m_mobs[i];
}
}
return Mob(Vector3f(0,0,0), 0, 0);
}