📄 world.cpp
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#include "world.h"
CWorld::CWorld()
{
terrain = new CTerrain(256, 0.5);
}
CWorld::~CWorld()
{
audioSystem->Shutdown();
delete terrain;
delete audioSystem;
delete worldSound;
}
CWorld::CWorld(CCamera *c)
{
camera = c;
terrain = new CTerrain(256, 0.4f);
enemy = new CEntity;
enemy2 = new CEntity;
audioSystem = new CAudioSystem;
audioSystem->InitDirectXAudio(NULL);
enemy->AttachTo(terrain);
enemy2->AttachTo(terrain);
worldSound = audioSystem->Create("ambient.wav", false);
audioSystem->Play(worldSound, DMUS_SEG_REPEAT_INFINITE);
enemy->Load("models\\sodf8\\tris.md2", "models\\sodf8\\abarlith.pcx");
enemy->SetState(MODEL_RUN);
enemy->direction = 45.0;
enemy2->Load("models\\ogro\\tris.md2", "models\\ogro\\ogrobase.pcx");
enemy2->SetState(MODEL_RUN);
enemy2->direction = 225.0;
enemy2->position = CVector(200.0, 0.0, 200.0);
}
void CWorld::Animate(float deltaTime)
{
// set camera height based on position on terrain
camera->position.y = terrain->GetHeight(camera->position.x, camera->position.z) + 10.0f;
terrain->Animate(deltaTime);
}
void CWorld::Draw(CCamera *camera)
{
terrain->Draw(camera);
}
void CWorld::OnPrepare()
{
glClearColor(terrain->fogColor[0], terrain->fogColor[1], terrain->fogColor[2], terrain->fogColor[3]);
terrain->Prepare();
}
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