2014-05-31 09:18:50 +02:00
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#include "debugstate.hpp"
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#include "game.hpp"
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#include <objects/GTACharacter.hpp>
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DebugState::DebugState()
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{
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Menu *m = new Menu(getFont());
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m->offset = glm::vec2(50.f, 100.f);
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m->addEntry(Menu::lambda("Create Vehicle", [] {
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auto ch = getPlayerCharacter();
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if(! ch) return;
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auto fwd = ch->rotation * glm::vec3(0.f, 1.f, 0.f);
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glm::vec3 hit, normal;
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if(hitWorldRay({ch->position + fwd * 5.f}, {0.f, 0.f, -2.f}, hit, normal)) {
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// Pick random vehicle.
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auto it = getWorld()->vehicleTypes.begin();
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2014-05-31 20:45:29 +02:00
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std::uniform_int_distribution<int> uniform(0, 3);
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2014-05-31 09:18:50 +02:00
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for(size_t i = 0, n = uniform(getWorld()->randomEngine); i != n; i++) {
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it++;
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}
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auto spawnpos = hit + normal;
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getWorld()->createVehicle(it->first, spawnpos, glm::quat());
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}
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}));
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this->enterMenu(m);
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}
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void DebugState::enter()
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{
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}
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void DebugState::exit()
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{
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}
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void DebugState::tick(float dt)
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{
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/*if(debugObject) {
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auto p = debugObject->getPosition();
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ss << "Position: " << p.x << " " << p.y << " " << p.z << std::endl;
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ss << "Health: " << debugObject->mHealth << std::endl;
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if(debugObject->model) {
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auto m = debugObject->model;
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ss << "Textures: " << std::endl;
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for(auto it = m->geometries.begin(); it != m->geometries.end();
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++it )
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{
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auto g = *it;
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for(auto itt = g->materials.begin(); itt != g->materials.end();
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++itt)
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{
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for(auto tit = itt->textures.begin(); tit != itt->textures.end();
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++tit)
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{
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ss << " " << tit->name << std::endl;
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}
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}
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}
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}
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if(debugObject->type() == GameObject::Vehicle) {
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GTAVehicle* vehicle = static_cast<GTAVehicle*>(debugObject);
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ss << "ID: " << vehicle->info->handling.ID << std::endl;
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}
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}*/
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}
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void DebugState::handleEvent(const sf::Event &e)
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{
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switch(e.type) {
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case sf::Event::KeyPressed:
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switch(e.key.code) {
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case sf::Keyboard::Escape:
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StateManager::get().exit();
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break;
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default: break;
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}
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break;
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default: break;
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}
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State::handleEvent(e);
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}
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