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openrw/rwgame/ingamestate.cpp

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#include "ingamestate.hpp"
#include "game.hpp"
#include "pausestate.hpp"
#include "debugstate.hpp"
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#include <objects/GTACharacter.hpp>
#include <objects/GTAVehicle.hpp>
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#include <render/Model.hpp>
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IngameState::IngameState()
: _player(nullptr), _playerCharacter(nullptr)
{
_playerCharacter = getWorld()->createPedestrian(1, {100.f, 100.f, 50.f});
_player = new GTAPlayerAIController(_playerCharacter);
setPlayerCharacter( _playerCharacter );
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}
void IngameState::spawnPlayerVehicle()
{
if(! _player) return;
glm::vec3 hit, normal;
if(hitWorldRay(hit, normal)) {
// 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)));
_playerCharacter->enterVehicle(vehicle, 0);
}
}
void IngameState::enter()
{
}
void IngameState::exit()
{
}
void IngameState::tick(float dt)
{
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());
_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;
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float localX = _lookAngles.x;
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float viewDistance = 2.f;
if( _playerCharacter->getCurrentVehicle() ) {
auto model = _playerCharacter->getCurrentVehicle()->model;
for(auto& g : model->geometries) {
viewDistance = std::max(
(glm::length(g->geometryBounds.center) + g->geometryBounds.radius) * 1.5f,
viewDistance);
}
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auto vfwd = _playerCharacter->getCurrentVehicle()->getRotation() * glm::vec3(1.f, 0.f, 0.f);
localX += atan2( vfwd.y, vfwd.x );
}
glm::quat vR = glm::normalize(glm::angleAxis(localX, glm::vec3{0.f, 0.f, 1.f}));
_player->updateMovementDirection(vR * _movement, _movement);
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glm::vec3 localview;
float vy = cos(_lookAngles.y);
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localview.x = -sin(-localX) * vy;
localview.y = -cos(-localX) * vy;
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localview.z = -sin(_lookAngles.y);
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localview *= -viewDistance;
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glm::vec3 viewPos = _playerCharacter->getPosition();
if(_playerCharacter->getCurrentVehicle()) {
viewPos = _playerCharacter->getCurrentVehicle()->getPosition();
}
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setViewParameters( viewPos + localview, {localX, _lookAngles.y} );
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}
void IngameState::handleEvent(const sf::Event &event)
{
switch(event.type) {
case sf::Event::KeyPressed:
switch(event.key.code) {
case sf::Keyboard::Escape:
StateManager::get().enter(new PauseState);
break;
case sf::Keyboard::M:
StateManager::get().enter(new DebugState);
break;
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case sf::Keyboard::Space:
if(_playerCharacter) {
_playerCharacter->jump();
}
break;
case sf::Keyboard::W:
_movement.y =-1.f;
break;
case sf::Keyboard::S:
_movement.y = 1.f;
break;
case sf::Keyboard::A:
_movement.x = 1.f;
break;
case sf::Keyboard::D:
_movement.x =-1.f;
break;
case sf::Keyboard::LShift:
_player->setRunning(true);
break;
case sf::Keyboard::F:
if(_playerCharacter) {
if(_playerCharacter->getCurrentVehicle()) {
_player->exitVehicle();
}
else {
_player->enterNearestVehicle();
}
}
break;
default: break;
}
break;
case sf::Event::KeyReleased:
switch(event.key.code) {
case sf::Keyboard::W:
case sf::Keyboard::S:
_movement.y = 0.f;
break;
case sf::Keyboard::A:
case sf::Keyboard::D:
_movement.x = 0.f;
break;
case sf::Keyboard::LShift:
_player->setRunning(false);
break;
default: break;
}
break;
default: break;
}
State::handleEvent(event);
}