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openrw/rwgame/ingamestate.cpp

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#include "ingamestate.hpp"
#include "RWGame.hpp"
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#include "pausestate.hpp"
#include "debugstate.hpp"
#include <ai/PlayerController.hpp>
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#include <objects/CharacterObject.hpp>
#include <objects/VehicleObject.hpp>
#include <objects/ItemPickup.hpp>
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#include <render/Model.hpp>
#include <items/WeaponItem.hpp>
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#include <boost/concept_check.hpp>
#define AUTOLOOK_TIME 2.f
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IngameState::IngameState(RWGame* game, bool test)
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: State(game), autolookTimer(0.f)
{
if( test ) {
startTest();
}
else {
getWorld()->runScript("data/main.scm");
}
}
void IngameState::startTest()
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{
auto playerChar = getWorld()->createPedestrian(1, {-1000.f, -990.f, 13.f});
auto player = new PlayerController(playerChar);
getWorld()->state.player = player;
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/*auto bat = new WeaponItem(getWorld()->gameData.weaponData["ak47"]);
_playerCharacter->addToInventory(bat);
_playerCharacter->setActiveItem(bat->getInventorySlot());*/
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glm::vec3 itemspawn(-1000.f, -980.f, 11.0f);
for( auto& w : getWorld()->gameData.weaponData ) {
if( w.first == "unarmed" ) continue;
getWorld()->objects.insert(new ItemPickup(getWorld(), itemspawn,
w.second));
itemspawn.x += 2.5f;
}
auto carPos = glm::vec3( -1000.f, -1000.f, 12.f );
auto boatPos = glm::vec3( -1000.f, -1040.f, 5.f );
for( auto& vi : getWorld()->objectTypes ) {
switch( vi.first ) {
case 140: continue;
case 141: continue;
}
if( vi.second->class_type == ObjectInformation::_class("CARS") )
{
auto vehicle = std::static_pointer_cast<VehicleData>(vi.second);
auto sp = carPos;
if( vehicle->type == VehicleData::BOAT ) {
sp = boatPos;
}
auto v = getWorld()->createVehicle(vi.first, sp, glm::quat());
if( vehicle->type == VehicleData::BOAT ) {
boatPos -= glm::vec3( 2.f + v->info->handling.dimensions.x, 0.f, 0.f);
}
else {
carPos -= glm::vec3( 2.f + v->info->handling.dimensions.x, 0.f, 0.f);
}
}
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}
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}
void IngameState::spawnPlayerVehicle()
{
#if 0
if(! getWorld()->state.player ) return;
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glm::vec3 hit, normal;
if(game->hitWorldRay(hit, normal)) {
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// Pick random vehicle.
auto it = getWorld()->vehicleTypes.begin();
std::uniform_int_distribution<int> uniform(0, 9);
for(size_t i = 0, n = uniform(getWorld()->randomEngine); i != n; i++) {
it++;
}
auto spawnpos = hit + normal;
auto vehicle = getWorld()->createVehicle(it->first, spawnpos,
glm::quat(glm::vec3(0.f, 0.f, -_lookAngles.x * PiOver180)));
getWorld()->state.player->getCharacter()->enterVehicle(vehicle, 0);
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}
#endif
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}
PlayerController *IngameState::getPlayer()
{
return getWorld()->state.player;
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}
void IngameState::enter()
{
}
void IngameState::exit()
{
}
void IngameState::tick(float dt)
{
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autolookTimer = std::max(autolookTimer - dt, 0.f);
auto player = getPlayer();
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if( player && player->isInputEnabled() )
{
float qpi = glm::half_pi<float>();
sf::Vector2i screenCenter{sf::Vector2i{getWindow().getSize()} / 2};
sf::Vector2i mousePos = sf::Mouse::getPosition(getWindow());
sf::Vector2i deltaMouse = mousePos - screenCenter;
sf::Mouse::setPosition(screenCenter, getWindow());
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if(deltaMouse.x != 0 || deltaMouse.y != 0)
{
autolookTimer = AUTOLOOK_TIME;
}
_lookAngles.x += deltaMouse.x / 100.0;
_lookAngles.y += deltaMouse.y / 100.0;
if (_lookAngles.y > qpi)
_lookAngles.y = qpi;
else if (_lookAngles.y < -qpi)
_lookAngles.y = -qpi;
auto angle = glm::angleAxis(-_lookAngles.x, glm::vec3(0.f, 0.f, 1.f));
player->updateMovementDirection(angle * _movement, _movement);
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auto target = getWorld()->state.cameraTarget;
if( target == nullptr )
{
target = player->getCharacter();
}
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auto position = target->getPosition();
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float viewDistance = 4.f;
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auto vehicle = ( target->type() == GameObject::Character ) ? static_cast<CharacterObject*>(target)->getCurrentVehicle() : nullptr;
if( vehicle ) {
auto model = vehicle->model;
for(auto& g : model->model->geometries) {
viewDistance = std::max(
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(glm::length(g->geometryBounds.center) + g->geometryBounds.radius) * 4.0f,
viewDistance);
}
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position = vehicle->getPosition();
position.z += (vehicle->info->handling.dimensions.z / 2.f) * 2.5f;
float speed = vehicle->physVehicle->getCurrentSpeedKmHour();
if( autolookTimer <= 0.f && std::abs(speed) > 1.f )
{
float d = glm::sign(speed) > 0.f ? 0.f : glm::radians(180.f);
auto atrophy = std::min(1.f * glm::sign(_lookAngles.x - d) * dt, _lookAngles.x - d);
_lookAngles.x -= atrophy;
}
angle *= glm::angleAxis(glm::roll(vehicle->getRotation()) + glm::radians(90.f), glm::vec3(0.f, 0.f, 1.f));
}
// Move back from the character
position += angle * glm::vec3(-viewDistance, 0.f, 1.f);
// Tilt the final look angle down a tad.
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angle *= glm::angleAxis(glm::radians(10.f), glm::vec3(0.f, 1.f, 0.f));
_look.position = position;
_look.rotation = angle;
}
}
void IngameState::draw(sf::RenderWindow& w)
{
if( !getWorld()->state.isCinematic && getWorld()->isCutsceneDone() )
{
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drawHUD(w);
}
State::draw(w);
}
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void IngameState::handleEvent(const sf::Event &event)
{
auto player = getPlayer();
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switch(event.type) {
case sf::Event::KeyPressed:
switch(event.key.code) {
case sf::Keyboard::Escape:
StateManager::get().enter(new PauseState(game));
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break;
case sf::Keyboard::M:
StateManager::get().enter(new DebugState(game, _look.position, _look.rotation));
break;
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case sf::Keyboard::Space:
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if( getWorld()->state.currentCutscene )
{
getWorld()->state.skipCutscene = true;
}
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else if( player && player->isInputEnabled() ) {
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if( player->getCharacter()->getCurrentVehicle() ) {
player->getCharacter()->getCurrentVehicle()->setHandbraking(true);
}
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else
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{
player->jump();
}
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}
break;
case sf::Keyboard::W:
_movement.x = 1.f;
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break;
case sf::Keyboard::S:
_movement.x =-1.f;
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break;
case sf::Keyboard::A:
_movement.y = 1.f;
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break;
case sf::Keyboard::D:
_movement.y =-1.f;
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break;
case sf::Keyboard::LShift:
player->setRunning(true);
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break;
case sf::Keyboard::F:
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if( player && player->isInputEnabled() ) {
if( player->getCharacter()->getCurrentVehicle()) {
player->exitVehicle();
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}
else {
player->enterNearestVehicle();
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}
}
break;
default: break;
}
break;
case sf::Event::KeyReleased:
switch(event.key.code) {
case sf::Keyboard::W:
case sf::Keyboard::S:
_movement.x = 0.f;
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break;
case sf::Keyboard::A:
case sf::Keyboard::D:
_movement.y = 0.f;
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break;
case sf::Keyboard::LShift:
player->setRunning(false);
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break;
default: break;
}
break;
case sf::Event::MouseButtonPressed:
switch(event.mouseButton.button) {
case sf::Mouse::Left:
player->useItem(true, true);
break;
default: break;
}
break;
case sf::Event::MouseButtonReleased:
switch(event.mouseButton.button) {
case sf::Mouse::Left:
player->useItem(false, true);
break;
default: break;
}
break;
case sf::Event::MouseWheelMoved:
player->getCharacter()->cycleInventory(event.mouseWheel.delta > 0);
break;
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default: break;
}
State::handleEvent(event);
}
const ViewCamera &IngameState::getCamera()
{
return _look;
}
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void IngameState::drawHUD(const sf::RenderWindow& w)
{
MapRenderer::MapInfo map;
map.scale = 0.5f;
map.viewport = glm::vec2(w.getSize().x, w.getSize().y);
map.mapPos = glm::vec2(map.viewport.x * 0.2f, map.viewport.y * 0.2f);
float aspect = map.viewport.x / map.viewport.y;
map.mapSize = map.viewport * 0.3f;
map.mapPos.x /= aspect;
map.mapSize.x /= aspect;
if( getWorld()->state.player )
{
map.center = glm::vec2(getWorld()->state.player->getCharacter()->getPosition());
}
getWorld()->renderer.map.draw(map);
}