mirror of
https://github.com/rwengine/openrw.git
synced 2024-11-25 11:52:40 +01:00
Initial Save + Load implementation
* Fix VM Global Addressing * Modify VM structures to simplify storage * Add explicit GameWorld::createPlayer() method * Move gameTime to GameState for storage * Add SaveGame class for reading + writing * New Dependancy: cereal
This commit is contained in:
parent
d6eaf6e1f9
commit
91065b6af4
@ -74,7 +74,7 @@ struct VehicleGenerator
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struct BlipData
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{
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int id;
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GameObject* target;
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GameObjectID target;
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// If target is null then use coord
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glm::vec3 coord;
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@ -92,7 +92,7 @@ struct BlipData
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DisplayMode display;
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BlipData()
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: id(-1), target(nullptr), display(Show)
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: id(-1), target(0), display(Show)
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{ }
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};
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@ -102,6 +102,10 @@ struct BlipData
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*/
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struct GameState
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{
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/**
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* Second since game was started
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*/
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float gameTime;
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unsigned int currentProgress;
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unsigned int maxProgress;
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unsigned int numMissions;
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@ -110,7 +114,6 @@ struct GameState
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unsigned int numUniqueJumps;
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unsigned int numRampages;
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unsigned int maxWantedLevel;
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PlayerController* player;
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GameObjectID playerObject;
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unsigned int currentWeather;
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@ -89,12 +89,17 @@ public:
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/**
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* Creates a vehicle
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*/
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VehicleObject *createVehicle(const uint16_t id, const glm::vec3& pos, const glm::quat& rot = glm::quat());
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VehicleObject *createVehicle(const uint16_t id, const glm::vec3& pos, const glm::quat& rot = glm::quat(), GameObjectID gid = 0);
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/**
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* Creates a pedestrian.
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*/
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CharacterObject* createPedestrian(const uint16_t id, const glm::vec3& pos, const glm::quat& rot = glm::quat());
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CharacterObject* createPedestrian(const uint16_t id, const glm::vec3& pos, const glm::quat& rot = glm::quat(), GameObjectID gid = 0);
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/**
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* Creates a player
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*/
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CharacterObject* createPlayer(const glm::vec3& pos, const glm::quat& rot = glm::quat(), GameObjectID gid = 0);
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/**
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* Inserts the given game object into the world.
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@ -147,12 +152,9 @@ public:
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int getMinute();
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glm::vec3 getGroundAtPosition(const glm::vec3& pos) const;
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/**
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* Game Clock
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*/
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float gameTime;
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float getGameTime() const;
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/**
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* Game data
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*/
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33
rwengine/include/engine/SaveGame.hpp
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33
rwengine/include/engine/SaveGame.hpp
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@ -0,0 +1,33 @@
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#pragma once
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#ifndef _SAVEGAME_HPP_
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#define _SAVEGAME_HPP_
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#include <engine/RWTypes.hpp>
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#include <string>
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struct GameState;
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class GameWorld;
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class ScriptMachine;
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/**
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* Reads and Writes GameStates to disk, restoring the required state information
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*/
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class SaveGame
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{
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public:
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static void writeState(GameState& state, const std::string& file);
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static bool loadState(GameState& state, const std::string& file);
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static void writeScript(ScriptMachine& sm, const std::string& file);
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static bool loadScript(ScriptMachine&, const std::string& file);
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static void writeObjects(GameWorld& world, const std::string& file);
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static bool loadObjects(GameWorld& world, const std::string& file);
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};
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#endif
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@ -59,7 +59,7 @@ public:
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bool visible;
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GameObject(GameWorld* engine, const glm::vec3& pos, const glm::quat& rot, ModelRef model)
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: _lastPosition(pos), _lastRotation(rot), objectID(-1), position(pos), rotation(rot),
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: _lastPosition(pos), _lastRotation(rot), objectID(0), position(pos), rotation(rot),
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model(model), engine(engine), animator(nullptr), skeleton(nullptr), mHealth(0.f),
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inWater(false), _lastHeight(std::numeric_limits<float>::max()), visible(true),
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lifetime(GameObject::UnknownLifetime)
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@ -5,6 +5,7 @@
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#include <sstream>
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#include <iomanip>
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#include <string>
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#include <vector>
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#include <stack>
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#include <set>
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@ -16,6 +17,7 @@
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* Changing this will break saves.
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*/
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#define SCM_VARIABLE_SIZE 4
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#define SCM_STACK_DEPTH 32
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class GameState;
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@ -111,7 +113,7 @@ struct SCMThread
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{
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typedef unsigned int pc_t;
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std::string name;
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char name[17];
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pc_t baseAddress;
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pc_t programCounter;
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@ -122,13 +124,14 @@ struct SCMThread
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/** Number of MS until the thread should be waked (-1 = yeilded) */
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int wakeCounter;
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SCMByte locals[SCM_THREAD_LOCAL_SIZE * (SCM_VARIABLE_SIZE)];
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std::array<SCMByte, SCM_THREAD_LOCAL_SIZE * (SCM_VARIABLE_SIZE)> locals;
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bool isMission;
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bool finished;
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unsigned int stackDepth;
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/// Stores the return-addresses for calls.
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std::stack<pc_t> calls;
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std::array<pc_t, SCM_STACK_DEPTH> calls;
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};
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/**
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@ -176,6 +179,7 @@ public:
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std::vector<SCMThread>& getThreads() { return _activeThreads; }
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SCMByte* getGlobals();
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std::vector<SCMByte>& getGlobalData() { return globalData; }
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GameState* getState() const { return state; }
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@ -215,7 +219,7 @@ private:
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void executeThread(SCMThread& t, int msPassed);
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SCMByte* _globals;
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std::vector<SCMByte> globalData;
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BreakpointHandler bpHandler;
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std::set<SCMThread::pc_t> breakpoints;
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@ -593,7 +593,7 @@ int GameData::getWaterIndexAt(const glm::vec3 &ws) const
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float GameData::getWaveHeightAt(const glm::vec3 &ws) const
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{
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return (1+sin(engine->gameTime + (ws.x + ws.y) * WATER_SCALE)) * WATER_HEIGHT;
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return (1+sin(engine->getGameTime() + (ws.x + ws.y) * WATER_SCALE)) * WATER_HEIGHT;
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}
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bool GameData::isValidGameDirectory(const std::string& path)
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@ -1,6 +1,7 @@
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#include <engine/GameState.hpp>
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GameState::GameState() :
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gameTime(0.f),
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currentProgress(0),
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maxProgress(1),
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numMissions(0),
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@ -9,7 +10,6 @@ numHiddenPackagesDiscovered(0),
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numUniqueJumps(0),
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numRampages(0),
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maxWantedLevel(0),
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player(nullptr),
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currentWeather(0),
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scriptOnMissionFlag(nullptr),
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fadeOut(true),
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@ -76,7 +76,7 @@ public:
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};
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GameWorld::GameWorld(Logger* log, WorkContext* work, GameData* dat)
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: logger(log), gameTime(0.f), data(dat), randomEngine(rand()),
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: logger(log), data(dat), randomEngine(rand()),
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_work( work ), cutsceneAudio(nullptr), missionAudio(nullptr),
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paused(false)
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{
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@ -277,7 +277,11 @@ CutsceneObject *GameWorld::createCutsceneObject(const uint16_t id, const glm::ve
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}
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if( id == 0 ) {
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modelname = state->player->getCharacter()->model->name;
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auto playerobj = findObject(state->playerObject);
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if( playerobj )
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{
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modelname = playerobj->model->name;
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}
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}
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// Ensure the relevant data is loaded.
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@ -308,7 +312,7 @@ CutsceneObject *GameWorld::createCutsceneObject(const uint16_t id, const glm::ve
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return instance;
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}
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VehicleObject *GameWorld::createVehicle(const uint16_t id, const glm::vec3& pos, const glm::quat& rot)
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VehicleObject *GameWorld::createVehicle(const uint16_t id, const glm::vec3& pos, const glm::quat& rot, GameObjectID gid)
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{
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auto vti = data->findObjectType<VehicleData>(id);
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if( vti ) {
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@ -365,6 +369,7 @@ VehicleObject *GameWorld::createVehicle(const uint16_t id, const glm::vec3& pos,
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}
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auto vehicle = new VehicleObject{ this, pos, rot, m, vti, info->second, prim, sec };
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vehicle->setGameObjectID(gid);
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insertObject( vehicle );
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@ -373,7 +378,7 @@ VehicleObject *GameWorld::createVehicle(const uint16_t id, const glm::vec3& pos,
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return nullptr;
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}
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CharacterObject* GameWorld::createPedestrian(const uint16_t id, const glm::vec3 &pos, const glm::quat& rot)
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CharacterObject* GameWorld::createPedestrian(const uint16_t id, const glm::vec3& pos, const glm::quat& rot, GameObjectID gid)
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{
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auto pt = data->findObjectType<CharacterData>(id);
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if( pt ) {
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@ -405,6 +410,7 @@ CharacterObject* GameWorld::createPedestrian(const uint16_t id, const glm::vec3
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if(m && m->resource) {
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auto ped = new CharacterObject( this, pos, rot, m, pt );
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ped->setGameObjectID(gid);
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insertObject(ped);
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characters.insert(ped);
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new DefaultAIController(ped);
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@ -414,17 +420,48 @@ CharacterObject* GameWorld::createPedestrian(const uint16_t id, const glm::vec3
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return nullptr;
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}
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CharacterObject* GameWorld::createPlayer(const glm::vec3& pos, const glm::quat& rot, GameObjectID gid)
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{
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// Player object ID is hardcoded to 0.
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auto pt = data->findObjectType<CharacterData>(0);
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if( pt ) {
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// Model name is also hardcoded.
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std::string modelname = "player";
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std::string texturename = "player";
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// Ensure the relevant data is loaded.
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data->loadDFF(modelname + ".dff");
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data->loadTXD(texturename + ".txd");
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ModelRef m = data->models[modelname];
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if(m && m->resource) {
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auto ped = new CharacterObject( this, pos, rot, m, nullptr );
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ped->setGameObjectID(gid);
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ped->setLifetime(GameObject::PlayerLifetime);
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insertObject(ped);
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characters.insert(ped);
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new PlayerController(ped);
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return ped;
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}
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}
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return nullptr;
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}
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void GameWorld::insertObject(GameObject* object)
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{
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// Find the lowest free GameObjectID.
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GameObjectID availID = 1;
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for( auto& p : objects )
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if( object->getGameObjectID() == 0 )
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{
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if( p.first == availID ) availID++;
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}
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// Find the lowest free GameObjectID.
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GameObjectID availID = 1;
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for( auto& p : objects )
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{
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if( p.first == availID ) availID++;
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}
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object->setGameObjectID( availID );
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objects[availID] = object;
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object->setGameObjectID( availID );
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}
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objects[object->getGameObjectID()] = object;
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}
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GameObject* GameWorld::findObject(GameObjectID id) const
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@ -582,6 +619,11 @@ glm::vec3 GameWorld::getGroundAtPosition(const glm::vec3 &pos) const
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return pos;
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}
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float GameWorld::getGameTime() const
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{
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return state->gameTime;
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}
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void handleVehicleResponse(GameObject* object, btManifoldPoint& mp, bool isA)
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{
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bool isVehicle = object->type() == GameObject::Vehicle;
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@ -720,7 +762,7 @@ void GameWorld::loadCutscene(const std::string &name)
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void GameWorld::startCutscene()
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{
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state->cutsceneStartTime = gameTime;
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state->cutsceneStartTime = getGameTime();
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state->skipCutscene = false;
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if( cutsceneAudio ) {
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cutsceneAudio->play();
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@ -752,7 +794,7 @@ void GameWorld::clearCutscene()
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bool GameWorld::isCutsceneDone()
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{
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if( state->currentCutscene ) {
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float time = gameTime - state->cutsceneStartTime;
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float time = getGameTime() - state->cutsceneStartTime;
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if( state->skipCutscene ) {
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return true;
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}
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315
rwengine/src/engine/SaveGame.cpp
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315
rwengine/src/engine/SaveGame.cpp
Normal file
@ -0,0 +1,315 @@
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#include <engine/SaveGame.hpp>
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#include <engine/GameState.hpp>
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#include <engine/GameWorld.hpp>
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#include <objects/GameObject.hpp>
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#include <objects/VehicleObject.hpp>
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#include <objects/CharacterObject.hpp>
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#include <script/ScriptMachine.hpp>
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#include <script/SCMFile.hpp>
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#include <fstream>
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#include <cereal/cereal.hpp>
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#include <cereal/archives/json.hpp>
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#include <cereal/types/vector.hpp>
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#include <cereal/types/array.hpp>
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#include <cereal/types/map.hpp>
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namespace cereal
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{
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template<class Archive>
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void serialize(Archive& archive,
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glm::vec3& s)
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{
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archive(s.x, s.y, s.z);
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}
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template<class Archive>
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void serialize(Archive& archive,
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glm::vec4& s)
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{
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archive(s.x, s.y, s.z, s.w);
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}
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template<class Archive>
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void serialize(Archive& archive,
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glm::u16vec3& s)
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{
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archive(s.x, s.y, s.z);
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}
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template<class Archive>
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void serialize(Archive& archive,
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glm::quat& s)
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{
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archive(s.x, s.y, s.z, s.w);
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}
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template<class Archive>
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void serialize(Archive& archive,
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OnscreenText& t)
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{
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archive(
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t.id,
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t.osTextString,
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t.osTextStart,
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t.osTextTime,
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t.osTextStyle);
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}
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template<class Archive>
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void serialize(Archive& archive,
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VehicleGenerator& s)
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{
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archive(
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s.position,
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s.heading,
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s.vehicleID,
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s.colourFG,
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s.colourBG,
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s.alwaysSpawn,
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s.alarmThreshold,
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s.lockedThreshold,
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s.minDelay,
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s.maxDelay,
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s.lastSpawnTime,
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s.remainingSpawns);
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}
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template<class Archive>
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void serialize(Archive& archive,
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BlipData& s)
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{
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archive(
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s.id,
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s.target,
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s.coord,
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s.texture,
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s.display);
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}
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template<class Archive>
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void serialize(Archive& archive,
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GameState& s)
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{
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archive(
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s.gameTime,
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s.currentProgress,
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s.maxProgress,
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s.numMissions,
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s.numHiddenPackages,
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s.numHiddenPackagesDiscovered,
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s.numUniqueJumps,
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s.numRampages,
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s.maxWantedLevel,
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s.playerObject,
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s.currentWeather,
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s.missionObjects,
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s.overrideNextStart,
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s.nextRestartLocation,
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s.fadeOut,
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s.fadeStart,
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s.fadeTime,
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s.fadeSound,
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s.fadeColour,
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s.currentSplash,
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s.skipCutscene,
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s.isIntroPlaying,
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s.isCinematic,
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s.hour,
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s.minute,
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s.lastMissionName,
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s.specialCharacters,
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s.specialModels,
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s.text,
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s.cameraNear,
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s.cameraFixed,
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s.cameraPosition,
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s.cameraRotation,
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s.cameraTarget,
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s.vehicleGenerators,
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s.radarBlips);
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}
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template<class Archive>
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void serialize(Archive& archive,
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SCMThread& s)
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{
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archive(
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s.name,
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s.baseAddress,
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s.programCounter,
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s.conditionCount,
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s.conditionResult,
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s.conditionMask,
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s.conditionAND,
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s.wakeCounter,
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s.locals,
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s.isMission,
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s.finished,
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s.stackDepth,
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s.calls);
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}
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||||
|
||||
template<class Archive>
|
||||
void serialize(Archive& archive,
|
||||
ScriptMachine& s)
|
||||
{
|
||||
archive(
|
||||
s.getThreads(),
|
||||
s.getGlobalData());
|
||||
}
|
||||
}
|
||||
|
||||
void SaveGame::writeState(GameState& state, const std::string& file)
|
||||
{
|
||||
std::ofstream os(file.c_str());
|
||||
|
||||
{
|
||||
cereal::JSONOutputArchive oa(os);
|
||||
|
||||
oa(state);
|
||||
}
|
||||
}
|
||||
|
||||
bool SaveGame::loadState(GameState& state, const std::string& file)
|
||||
{
|
||||
std::ifstream is(file.c_str());
|
||||
|
||||
{
|
||||
cereal::JSONInputArchive ia(is);
|
||||
|
||||
ia(state);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void SaveGame::writeScript(ScriptMachine& sm, const std::string& file)
|
||||
{
|
||||
std::ofstream os(file.c_str());
|
||||
|
||||
{
|
||||
cereal::JSONOutputArchive oa(os);
|
||||
|
||||
oa(sm);
|
||||
}
|
||||
}
|
||||
|
||||
bool SaveGame::loadScript(ScriptMachine& sm, const std::string& file)
|
||||
{
|
||||
std::ifstream is(file.c_str());
|
||||
|
||||
{
|
||||
cereal::JSONInputArchive ia(is);
|
||||
|
||||
ia(sm);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void SaveGame::writeObjects(GameWorld& world, const std::string& file)
|
||||
{
|
||||
std::ofstream os(file.c_str());
|
||||
|
||||
{
|
||||
cereal::JSONOutputArchive oa(os);
|
||||
|
||||
std::vector<GameObject*> writeable;
|
||||
for( auto& p : world.objects )
|
||||
{
|
||||
switch( p.second->type() )
|
||||
{
|
||||
case GameObject::Vehicle:
|
||||
case GameObject::Character:
|
||||
break;
|
||||
default:
|
||||
continue;
|
||||
}
|
||||
if( p.second->getLifetime() == GameObject::TrafficLifetime )
|
||||
{
|
||||
continue;
|
||||
}
|
||||
writeable.push_back(p.second);
|
||||
}
|
||||
|
||||
// Write object count.
|
||||
oa(writeable.size());
|
||||
for( GameObject* saved : writeable )
|
||||
{
|
||||
oa(saved->getGameObjectID());
|
||||
oa(saved->type());
|
||||
oa(saved->getLifetime());
|
||||
oa(saved->getPosition());
|
||||
oa(saved->getRotation());
|
||||
switch( saved->type() )
|
||||
{
|
||||
case GameObject::Vehicle:
|
||||
{
|
||||
auto vehicle = static_cast<VehicleObject*>(saved);
|
||||
oa(vehicle->vehicle->ID);
|
||||
} break;
|
||||
case GameObject::Character:
|
||||
{
|
||||
auto character = static_cast<CharacterObject*>(saved);
|
||||
oa(character->ped->ID);
|
||||
} break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
bool SaveGame::loadObjects(GameWorld& world, const std::string& file)
|
||||
{
|
||||
std::ifstream is(file.c_str());
|
||||
|
||||
{
|
||||
cereal::JSONInputArchive ia(is);
|
||||
|
||||
std::size_t num;
|
||||
ia(num);
|
||||
for(int i = 0; i < num; i++)
|
||||
{
|
||||
GameObjectID gameID;
|
||||
GameObject::Type type;
|
||||
GameObject::ObjectLifetime lifetime;
|
||||
glm::vec3 translation;
|
||||
glm::quat orientation;
|
||||
|
||||
ia(gameID);
|
||||
ia(type);
|
||||
ia(lifetime);
|
||||
ia(translation);
|
||||
ia(orientation);
|
||||
|
||||
switch( type )
|
||||
{
|
||||
case GameObject::Vehicle:
|
||||
{
|
||||
ObjectID id;
|
||||
ia(id);
|
||||
auto vehicle = world.createVehicle(id, translation, orientation, gameID);
|
||||
vehicle->setLifetime(lifetime);
|
||||
} break;
|
||||
case GameObject::Character:
|
||||
{
|
||||
ObjectID id;
|
||||
ia(id);
|
||||
CharacterObject* character;
|
||||
if( lifetime == GameObject::PlayerLifetime )
|
||||
{
|
||||
character = world.createPlayer(translation, orientation, gameID);
|
||||
}
|
||||
else
|
||||
{
|
||||
character = world.createPedestrian(id, translation, orientation, gameID);
|
||||
}
|
||||
} break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
@ -105,7 +105,7 @@ void WeaponItem::fireProjectile()
|
||||
// Work out the velocity multiplier as a function of how long the player
|
||||
// Was holding down the fire button. If _fireStop < 0.f then the player
|
||||
// is still holding the button down.
|
||||
float throwTime = _character->engine->gameTime - _fireStart;
|
||||
float throwTime = _character->engine->getGameTime() - _fireStart;
|
||||
float forceFactor = throwTime;
|
||||
if( _fireStop > 0.f ) {
|
||||
forceFactor = _fireStop - _fireStart;
|
||||
@ -128,14 +128,14 @@ void WeaponItem::primary(bool active)
|
||||
{
|
||||
_firing = active;
|
||||
if( active ) {
|
||||
_fireStart = _character->engine->gameTime;
|
||||
_fireStart = _character->engine->getGameTime();
|
||||
_fireStop = -1.f;
|
||||
|
||||
// ShootWeapon will call ::fire() on us at the appropriate time.
|
||||
_character->controller->setNextActivity(new Activities::ShootWeapon(this));
|
||||
}
|
||||
else {
|
||||
_fireStop = _character->engine->gameTime;
|
||||
_fireStop = _character->engine->getGameTime();
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -78,7 +78,7 @@ void ProjectileObject::explode()
|
||||
auto explosion = engine->createEffect(VisualFX::Particle);
|
||||
explosion->particle.size = glm::vec2(exp_size);
|
||||
explosion->particle.texture = tex;
|
||||
explosion->particle.starttime = engine->gameTime;
|
||||
explosion->particle.starttime = engine->getGameTime();
|
||||
explosion->particle.lifetime = 0.5f;
|
||||
explosion->particle.orientation = VisualFX::ParticleData::Camera;
|
||||
explosion->particle.colour = glm::vec4(1.0f);
|
||||
|
@ -388,16 +388,20 @@ void GameRenderer::renderWorld(GameWorld* world, const ViewCamera &camera, float
|
||||
{
|
||||
glm::mat4 model;
|
||||
|
||||
if( blip.second.target )
|
||||
if( blip.second.target > 0 )
|
||||
{
|
||||
model = blip.second.target->getTimeAdjustedTransform( _renderAlpha );
|
||||
auto object = world->findObject(blip.second.target);
|
||||
if( object )
|
||||
{
|
||||
model = object->getTimeAdjustedTransform( _renderAlpha );
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
model = glm::translate( model, blip.second.coord );
|
||||
}
|
||||
|
||||
float a = world->gameTime * glm::pi<float>();
|
||||
float a = world->getGameTime() * glm::pi<float>();
|
||||
model = glm::translate( model, glm::vec3(0.f, 0.f, 2.5f + glm::sin( a ) * 0.5f) );
|
||||
model = glm::rotate( model, a, glm::vec3(0.f, 0.f, 1.f) );
|
||||
model = glm::scale( model, glm::vec3(1.5f, 1.5f, 1.5f) );
|
||||
@ -470,7 +474,7 @@ void GameRenderer::renderWorld(GameWorld* world, const ViewCamera &camera, float
|
||||
renderLetterbox();
|
||||
}
|
||||
|
||||
float fadeTimer = world->gameTime - world->state->fadeStart;
|
||||
float fadeTimer = world->getGameTime() - world->state->fadeStart;
|
||||
if( fadeTimer < world->state->fadeTime || !world->state->fadeOut ) {
|
||||
glUseProgram(ssRectProgram);
|
||||
glUniform2f(ssRectOffset, 0.f, 0.f);
|
||||
@ -706,7 +710,7 @@ void GameRenderer::renderPickup(PickupObject *pickup)
|
||||
if( ! pickup->isEnabled() ) return;
|
||||
|
||||
glm::mat4 modelMatrix = glm::translate(glm::mat4(), pickup->getPosition());
|
||||
modelMatrix = glm::rotate(modelMatrix, _renderWorld->gameTime, glm::vec3(0.f, 0.f, 1.f));
|
||||
modelMatrix = glm::rotate(modelMatrix, _renderWorld->getGameTime(), glm::vec3(0.f, 0.f, 1.f));
|
||||
|
||||
auto odata = data->findObjectType<ObjectData>(pickup->getModelID());
|
||||
|
||||
@ -938,7 +942,7 @@ void GameRenderer::renderAreaIndicator(const AreaIndicatorInfo* info)
|
||||
{
|
||||
glm::mat4 m(1.f);
|
||||
m = glm::translate(m, info->position);
|
||||
glm::vec3 scale = info->radius + 0.15f * glm::sin(_renderWorld->gameTime * 5.f);
|
||||
glm::vec3 scale = info->radius + 0.15f * glm::sin(_renderWorld->getGameTime() * 5.f);
|
||||
|
||||
Renderer::DrawParameters dp;
|
||||
dp.textures = {data->findTexture("cloud1")->getName()};
|
||||
@ -954,7 +958,7 @@ void GameRenderer::renderAreaIndicator(const AreaIndicatorInfo* info)
|
||||
glm::vec3 final = scale * glm::pow(0.9f, i + 1.0f);
|
||||
mt = glm::scale(mt, glm::vec3(final.x, final.y, 1.0f + i * 0.1f));
|
||||
int reverse = (i % 2 ? 1 : -1);
|
||||
mt = glm::rotate(mt, reverse * _renderWorld->gameTime * 0.5f, glm::vec3(0.f, 0.f, 1.f) );
|
||||
mt = glm::rotate(mt, reverse * _renderWorld->getGameTime() * 0.5f, glm::vec3(0.f, 0.f, 1.f) );
|
||||
|
||||
renderer->drawArrays(mt, &cylinderBuffer, dp);
|
||||
}
|
||||
|
@ -149,20 +149,24 @@ void MapRenderer::draw(GameWorld* world, const MapInfo& mi)
|
||||
for(auto& blip : world->state->radarBlips)
|
||||
{
|
||||
glm::vec2 blippos( blip.second.coord );
|
||||
if( blip.second.target )
|
||||
if( blip.second.target > 0 )
|
||||
{
|
||||
blippos = glm::vec2( blip.second.target->getPosition() );
|
||||
auto object = world->findObject(blip.second.target);
|
||||
if( object )
|
||||
{
|
||||
blippos = glm::vec2( object->getPosition() );
|
||||
}
|
||||
}
|
||||
|
||||
drawBlip(blippos, model, mi, "");
|
||||
}
|
||||
|
||||
// Draw the player blip
|
||||
auto player = world->state->player;
|
||||
auto player = world->findObject(world->state->playerObject);
|
||||
if( player )
|
||||
{
|
||||
glm::vec2 plyblip(player->getCharacter()->getPosition());
|
||||
float hdg = glm::roll(player->getCharacter()->getRotation());
|
||||
glm::vec2 plyblip(player->getPosition());
|
||||
float hdg = glm::roll(player->getRotation());
|
||||
drawBlip(plyblip, model, mi, "radar_centre", hdg);
|
||||
}
|
||||
|
||||
|
@ -140,7 +140,7 @@ void WaterRenderer::render(GameRenderer* renderer, GameWorld* world)
|
||||
buffers[0] = GL_COLOR_ATTACHMENT0;
|
||||
glDrawBuffers(1, buffers);
|
||||
|
||||
r->setUniform(waterProg, "time", world->gameTime);
|
||||
r->setUniform(waterProg, "time", world->getGameTime());
|
||||
r->setUniform(waterProg, "waveParams", glm::vec2(WATER_SCALE, WATER_HEIGHT));
|
||||
auto ivp = glm::inverse(r->getSceneData().projection * r->getSceneData().view);
|
||||
r->setUniform(waterProg, "inverseVP", ivp);
|
||||
|
@ -4,6 +4,7 @@
|
||||
#include <engine/GameState.hpp>
|
||||
#include <engine/GameWorld.hpp>
|
||||
#include <core/Logger.hpp>
|
||||
#include <cstring>
|
||||
|
||||
#if SCM_DEBUG_INSTRUCTIONS
|
||||
#include <iostream>
|
||||
@ -89,7 +90,7 @@ void ScriptMachine::executeThread(SCMThread &t, int msPassed)
|
||||
break;
|
||||
case TGlobal: {
|
||||
auto v = _file->read<std::uint16_t>(t.programCounter);
|
||||
parameters.back().globalPtr = _globals + v; //* SCM_VARIABLE_SIZE;
|
||||
parameters.back().globalPtr = globalData.data() + v; //* SCM_VARIABLE_SIZE;
|
||||
if( v >= _file->getGlobalsSize() )
|
||||
{
|
||||
state->world->logger->error("SCM", "Global Out of bounds! "+ std::to_string(v) + " " + std::to_string(_file->getGlobalsSize()));
|
||||
@ -99,7 +100,7 @@ void ScriptMachine::executeThread(SCMThread &t, int msPassed)
|
||||
break;
|
||||
case TLocal: {
|
||||
auto v = _file->read<std::uint16_t>(t.programCounter);
|
||||
parameters.back().globalPtr = t.locals + v * SCM_VARIABLE_SIZE;
|
||||
parameters.back().globalPtr = t.locals.data() + v * SCM_VARIABLE_SIZE;
|
||||
if( v >= SCM_THREAD_LOCAL_SIZE )
|
||||
{
|
||||
state->world->logger->error("SCM", "Local Out of bounds!");
|
||||
@ -176,9 +177,9 @@ void ScriptMachine::executeThread(SCMThread &t, int msPassed)
|
||||
}
|
||||
|
||||
SCMOpcodeParameter p;
|
||||
p.globalPtr = (t.locals + 16 * sizeof ( SCMByte ) * 4);
|
||||
p.globalPtr = (t.locals.data() + 16 * sizeof ( SCMByte ) * 4);
|
||||
*p.globalInteger += msPassed;
|
||||
p.globalPtr = (t.locals + 17 * sizeof ( SCMByte ) * 4);
|
||||
p.globalPtr = (t.locals.data() + 17 * sizeof ( SCMByte ) * 4);
|
||||
*p.globalInteger += msPassed;
|
||||
|
||||
if( t.wakeCounter == -1 ) {
|
||||
@ -189,12 +190,11 @@ void ScriptMachine::executeThread(SCMThread &t, int msPassed)
|
||||
ScriptMachine::ScriptMachine(GameState* _state, SCMFile *file, SCMOpcodes *ops)
|
||||
: _file(file), _ops(ops), state(_state)
|
||||
{
|
||||
startThread(0);
|
||||
auto globals = _file->getGlobalsSize();
|
||||
_globals = new SCMByte[globals];
|
||||
globalData.resize(globals);
|
||||
for(int i = 0; i < globals; ++i)
|
||||
{
|
||||
_globals[i] = 0;
|
||||
globalData[i] = 0;
|
||||
}
|
||||
}
|
||||
|
||||
@ -202,7 +202,6 @@ ScriptMachine::~ScriptMachine()
|
||||
{
|
||||
delete _file;
|
||||
delete _ops;
|
||||
delete[] _globals;
|
||||
}
|
||||
|
||||
void ScriptMachine::startThread(SCMThread::pc_t start, bool mission)
|
||||
@ -211,7 +210,7 @@ void ScriptMachine::startThread(SCMThread::pc_t start, bool mission)
|
||||
for(int i = 0; i < SCM_THREAD_LOCAL_SIZE * SCM_VARIABLE_SIZE; ++i) {
|
||||
t.locals[i] = 0;
|
||||
}
|
||||
t.name = "THREAD";
|
||||
strncpy(t.name, "THREAD", 16);
|
||||
t.conditionResult = false;
|
||||
t.conditionCount = 0;
|
||||
t.conditionAND = false;
|
||||
@ -220,12 +219,13 @@ void ScriptMachine::startThread(SCMThread::pc_t start, bool mission)
|
||||
t.wakeCounter = 0;
|
||||
t.isMission = mission;
|
||||
t.finished = false;
|
||||
t.stackDepth = 0;
|
||||
_activeThreads.push_back(t);
|
||||
}
|
||||
|
||||
SCMByte *ScriptMachine::getGlobals()
|
||||
{
|
||||
return _file->data() + _file->getGlobalSection();
|
||||
return globalData.data();
|
||||
}
|
||||
|
||||
void ScriptMachine::execute(float dt)
|
||||
|
@ -33,7 +33,7 @@ void game_print_big(const ScriptArguments& args)
|
||||
args.getWorld()->state->text.push_back({
|
||||
id,
|
||||
str,
|
||||
args.getWorld()->gameTime,
|
||||
args.getWorld()->getGameTime(),
|
||||
args[1].integer / 1000.f,
|
||||
style
|
||||
});
|
||||
@ -47,7 +47,7 @@ void game_print_now(const ScriptArguments& args)
|
||||
args.getWorld()->state->text.push_back({
|
||||
id,
|
||||
str,
|
||||
args.getWorld()->gameTime,
|
||||
args.getWorld()->getGameTime(),
|
||||
args[1].integer / 1000.f,
|
||||
0
|
||||
});
|
||||
@ -225,7 +225,7 @@ void game_fade_screen(const ScriptArguments& args)
|
||||
{
|
||||
args.getWorld()->state->fadeTime = args[0].integer / 1000.f;
|
||||
args.getWorld()->state->fadeOut = !!args[1].integer;
|
||||
args.getWorld()->state->fadeStart = args.getWorld()->gameTime;
|
||||
args.getWorld()->state->fadeStart = args.getWorld()->getGameTime();
|
||||
}
|
||||
bool game_screen_fading(const ScriptArguments& args)
|
||||
{
|
||||
@ -233,7 +233,7 @@ bool game_screen_fading(const ScriptArguments& args)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
return args.getWorld()->gameTime <
|
||||
return args.getWorld()->getGameTime() <
|
||||
args.getWorld()->state->fadeStart + args.getWorld()->state->fadeTime;
|
||||
}
|
||||
|
||||
@ -258,7 +258,7 @@ void game_link_mission_flag(const ScriptArguments& args)
|
||||
void game_add_vehicle_blip(const ScriptArguments& args)
|
||||
{
|
||||
BlipData data;
|
||||
data.target = args.getGameObject(0);
|
||||
data.target = args.getGameObject(0)->getGameObjectID();
|
||||
data.texture = "";
|
||||
*args[1].globalInteger = args.getWorld()->state->addRadarBlip(data);
|
||||
}
|
||||
@ -266,7 +266,7 @@ void game_add_vehicle_blip(const ScriptArguments& args)
|
||||
void game_add_character_blip(const ScriptArguments& args)
|
||||
{
|
||||
BlipData data;
|
||||
data.target = args.getGameObject(0);
|
||||
data.target = args.getGameObject(0)->getGameObjectID();
|
||||
data.texture = "";
|
||||
*args[1].globalInteger = args.getWorld()->state->addRadarBlip(data);
|
||||
}
|
||||
@ -274,7 +274,7 @@ void game_add_character_blip(const ScriptArguments& args)
|
||||
void game_add_pickup_blip(const ScriptArguments& args)
|
||||
{
|
||||
BlipData data;
|
||||
data.target = args.getGameObject(0);
|
||||
data.target = args.getGameObject(0)->getGameObjectID();
|
||||
data.texture = "";
|
||||
*args[1].globalInteger = args.getWorld()->state->addRadarBlip(data);
|
||||
}
|
||||
@ -283,7 +283,7 @@ void game_add_pickup_blip(const ScriptArguments& args)
|
||||
void game_add_location_blip(const ScriptArguments& args)
|
||||
{
|
||||
BlipData data;
|
||||
data.target = nullptr;
|
||||
data.target = 0;
|
||||
data.coord = glm::vec3(args[0].real, args[1].real, args[2].real);
|
||||
data.texture = "";
|
||||
*args[3].globalInteger = args.getWorld()->state->addRadarBlip(data);
|
||||
@ -322,7 +322,7 @@ void game_set_weather(const ScriptArguments& args)
|
||||
|
||||
void game_get_runtime(const ScriptArguments& args)
|
||||
{
|
||||
*args[0].globalInteger = args.getWorld()->gameTime * 1000;
|
||||
*args[0].globalInteger = args.getWorld()->getGameTime() * 1000;
|
||||
}
|
||||
|
||||
void game_print_big_with_number(const ScriptArguments& args)
|
||||
@ -338,7 +338,7 @@ void game_print_big_with_number(const ScriptArguments& args)
|
||||
args.getWorld()->state->text.push_back({
|
||||
id,
|
||||
str,
|
||||
args.getWorld()->gameTime,
|
||||
args.getWorld()->getGameTime(),
|
||||
args[2].integer / 1000.f,
|
||||
style
|
||||
});
|
||||
@ -442,20 +442,21 @@ void game_restart_critical_mission(const ScriptArguments& args)
|
||||
// Reset player state.
|
||||
glm::vec3 position(args[0].real, args[1].real, args[2].real + 1.f);
|
||||
|
||||
auto controller = args.getWorld()->state->player;
|
||||
auto object = args.getWorld()->findObject(args.getState()->playerObject);
|
||||
auto player = static_cast<CharacterObject*>(object);
|
||||
|
||||
glm::vec3 spawnMagic( 0.f, 0.f, 1.f );
|
||||
|
||||
controller->getCharacter()->setPosition(position + spawnMagic);
|
||||
player->setPosition(position + spawnMagic);
|
||||
|
||||
controller->getCharacter()->setHeading( args[3].real );
|
||||
player->setHeading( args[3].real );
|
||||
|
||||
/// @todo find a nicer way to implement warping out of vehicles.
|
||||
auto cv = controller->getCharacter()->getCurrentVehicle();
|
||||
auto cv = player->getCurrentVehicle();
|
||||
if ( cv != nullptr )
|
||||
{
|
||||
cv->setOccupant( controller->getCharacter()->getCurrentSeat(), nullptr );
|
||||
controller->getCharacter()->setCurrentVehicle(nullptr, 0);
|
||||
cv->setOccupant( player->getCurrentSeat(), nullptr );
|
||||
player->setCurrentVehicle(nullptr, 0);
|
||||
}
|
||||
}
|
||||
|
||||
@ -514,7 +515,7 @@ void game_add_contact_blip(const ScriptArguments& args)
|
||||
|
||||
BlipData bd;
|
||||
bd.coord = c;
|
||||
bd.target = nullptr;
|
||||
bd.target = 0;
|
||||
bd.texture = spriteName;
|
||||
|
||||
*args[4].globalInteger = args.getWorld()->state->addRadarBlip(bd);
|
||||
@ -534,7 +535,7 @@ void game_add_sprite_blip(const ScriptArguments& args)
|
||||
|
||||
BlipData bd;
|
||||
bd.coord = c;
|
||||
bd.target = nullptr;
|
||||
bd.target = 0;
|
||||
bd.texture = spriteName;
|
||||
|
||||
*args[4].globalInteger = args.getWorld()->state->addRadarBlip(bd);
|
||||
@ -578,7 +579,7 @@ void game_start_cutscene(const ScriptArguments& args)
|
||||
}
|
||||
void game_get_cutscene_time(const ScriptArguments& args)
|
||||
{
|
||||
float time = args.getWorld()->gameTime - args.getWorld()->state->cutsceneStartTime;
|
||||
float time = args.getWorld()->getGameTime() - args.getWorld()->state->cutsceneStartTime;
|
||||
if( args.getWorld()->state->skipCutscene )
|
||||
{
|
||||
*args[0].globalInteger = args.getWorld()->state->currentCutscene->tracks.duration * 1000;
|
||||
@ -591,7 +592,7 @@ void game_get_cutscene_time(const ScriptArguments& args)
|
||||
bool game_cutscene_finished(const ScriptArguments& args)
|
||||
{
|
||||
if( args.getWorld()->state->currentCutscene ) {
|
||||
float time = args.getWorld()->gameTime - args.getWorld()->state->cutsceneStartTime;
|
||||
float time = args.getWorld()->getGameTime() - args.getWorld()->state->cutsceneStartTime;
|
||||
if( args.getWorld()->state->skipCutscene ) {
|
||||
return true;
|
||||
}
|
||||
@ -803,7 +804,7 @@ void game_display_help(const ScriptArguments& args)
|
||||
args.getWorld()->state->text.push_back({
|
||||
id,
|
||||
str,
|
||||
args.getWorld()->gameTime,
|
||||
args.getWorld()->getGameTime(),
|
||||
2.5f,
|
||||
style
|
||||
});
|
||||
@ -818,6 +819,10 @@ void game_clear_help(const ScriptArguments& args)
|
||||
{
|
||||
texts.erase(texts.begin() + i);
|
||||
}
|
||||
else
|
||||
{
|
||||
i++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -38,8 +38,7 @@ void game_create_player(const ScriptArguments& args)
|
||||
position = args.getWorld()->getGroundAtPosition(position);
|
||||
}
|
||||
|
||||
auto pc = args.getWorld()->createPedestrian(1, position + spawnMagic);
|
||||
args.getState()->player = new PlayerController(pc);
|
||||
auto pc = args.getWorld()->createPlayer(position + spawnMagic);
|
||||
args.getState()->playerObject = pc->getGameObjectID();
|
||||
|
||||
*args[4].globalInteger = pc->getGameObjectID();
|
||||
@ -922,11 +921,14 @@ void game_change_nearest_model(const ScriptArguments& args)
|
||||
bool game_rotate_object(const ScriptArguments& args)
|
||||
{
|
||||
auto object = args.getGameObject(0);
|
||||
float start = args[1].real;
|
||||
float finish = args[2].real;
|
||||
|
||||
// @todo INTERPOLATE instead of just setting the heading.
|
||||
object->setHeading(finish);
|
||||
if( object )
|
||||
{
|
||||
float start = args[1].real;
|
||||
float finish = args[2].real;
|
||||
|
||||
// @todo INTERPOLATE instead of just setting the heading.
|
||||
object->setHeading(finish);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
@ -3,6 +3,7 @@
|
||||
#include <script/SCMFile.hpp>
|
||||
#include <engine/GameWorld.hpp>
|
||||
#include <engine/GameState.hpp>
|
||||
#include <cstring>
|
||||
|
||||
SCMThread::pc_t localizeLabel(SCMThread* t, int label)
|
||||
{
|
||||
@ -107,14 +108,13 @@ void vm_halt_thread(const ScriptArguments& args)
|
||||
|
||||
void vm_call(const ScriptArguments& args)
|
||||
{
|
||||
args.getThread()->calls.push(args.getThread()->programCounter);
|
||||
args.getThread()->calls[args.getThread()->stackDepth++] = args.getThread()->programCounter;
|
||||
args.getThread()->programCounter = localizeLabel(args.getThread(), args[0].integer);
|
||||
}
|
||||
|
||||
void vm_return(const ScriptArguments& args)
|
||||
{
|
||||
args.getThread()->programCounter = args.getThread()->calls.top();
|
||||
args.getThread()->calls.pop();
|
||||
args.getThread()->programCounter = args.getThread()->calls[--args.getThread()->stackDepth];
|
||||
}
|
||||
|
||||
void vm_dec_global_int_by_global(const ScriptArguments& args)
|
||||
@ -161,8 +161,11 @@ void vm_mission_over(const ScriptArguments& args)
|
||||
{
|
||||
for( auto oid : args.getState()->missionObjects )
|
||||
{
|
||||
auto obj = args.getWorld()->objects[oid];
|
||||
args.getWorld()->destroyObjectQueued(obj);
|
||||
auto obj = args.getWorld()->findObject(oid);
|
||||
if( obj )
|
||||
{
|
||||
args.getWorld()->destroyObjectQueued(obj);
|
||||
}
|
||||
}
|
||||
|
||||
args.getState()->missionObjects.clear();
|
||||
@ -172,7 +175,7 @@ void vm_mission_over(const ScriptArguments& args)
|
||||
|
||||
void vm_name_thread(const ScriptArguments& args)
|
||||
{
|
||||
args.getThread()->name = args[0].string;
|
||||
strncpy(args.getThread()->name, args[0].string, 16);
|
||||
}
|
||||
|
||||
void vm_start_mission(const ScriptArguments& args)
|
||||
|
49
rwengine/tests/test_SaveGame.cpp
Normal file
49
rwengine/tests/test_SaveGame.cpp
Normal file
@ -0,0 +1,49 @@
|
||||
#include <boost/test/unit_test.hpp>
|
||||
#include <engine/GameState.hpp>
|
||||
#include <engine/SaveGame.hpp>
|
||||
#include <test_globals.hpp>
|
||||
|
||||
BOOST_AUTO_TEST_SUITE(SaveGameTests)
|
||||
|
||||
BOOST_AUTO_TEST_CASE(test_write_state)
|
||||
{
|
||||
GameState state;
|
||||
|
||||
// Set some test data
|
||||
state.world = nullptr;
|
||||
state.currentProgress = 10;
|
||||
state.maxProgress = 124;
|
||||
state.numMissions = 12;
|
||||
state.numHiddenPackages = 34;
|
||||
state.numHiddenPackagesDiscovered = 11;
|
||||
state.numUniqueJumps = 14;
|
||||
state.numRampages = 7;
|
||||
state.maxWantedLevel = 5;
|
||||
state.currentWeather = 9;
|
||||
state.overrideNextStart = true;
|
||||
state.hour = 13;
|
||||
state.minute = 32;
|
||||
|
||||
// This may break due to cwd issues
|
||||
SaveGame::writeState(state, "test_savestate.sav");
|
||||
|
||||
GameState loaded;
|
||||
loaded.world = nullptr;
|
||||
|
||||
BOOST_REQUIRE( SaveGame::loadState(loaded, "test_savestate.sav") );
|
||||
BOOST_CHECK( loaded.world == nullptr );
|
||||
BOOST_CHECK_EQUAL( loaded.currentProgress, state.currentProgress );
|
||||
BOOST_CHECK_EQUAL( loaded.maxProgress, state.maxProgress );
|
||||
BOOST_CHECK_EQUAL( loaded.numMissions, state.numMissions );
|
||||
BOOST_CHECK_EQUAL( loaded.numHiddenPackages, state.numHiddenPackages );
|
||||
BOOST_CHECK_EQUAL( loaded.numHiddenPackagesDiscovered, state.numHiddenPackagesDiscovered );
|
||||
BOOST_CHECK_EQUAL( loaded.numUniqueJumps, state.numUniqueJumps );
|
||||
BOOST_CHECK_EQUAL( loaded.numRampages, state.numRampages );
|
||||
BOOST_CHECK_EQUAL( loaded.maxWantedLevel, state.maxWantedLevel );
|
||||
BOOST_CHECK_EQUAL( loaded.currentWeather, state.currentWeather );
|
||||
BOOST_CHECK_EQUAL( loaded.overrideNextStart, state.overrideNextStart );
|
||||
BOOST_CHECK_EQUAL( loaded.hour, state.hour );
|
||||
BOOST_CHECK_EQUAL( loaded.minute, state.minute );
|
||||
}
|
||||
|
||||
BOOST_AUTO_TEST_SUITE_END()
|
@ -7,6 +7,7 @@
|
||||
|
||||
#include <objects/GameObject.hpp>
|
||||
#include <engine/GameState.hpp>
|
||||
#include <engine/SaveGame.hpp>
|
||||
#include <engine/GameWorld.hpp>
|
||||
#include <render/GameRenderer.hpp>
|
||||
#include <render/DebugDraw.hpp>
|
||||
@ -124,12 +125,10 @@ RWGame::RWGame(const std::string& gamepath, int argc, char* argv[])
|
||||
data->loadTXD(name + ".txd");
|
||||
}
|
||||
|
||||
newGame();
|
||||
|
||||
auto loading = new LoadingState(this);
|
||||
if( newgame )
|
||||
{
|
||||
loading->setNextState(new IngameState(this,test));
|
||||
loading->setNextState(new IngameState(this,true,test));
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -164,13 +163,60 @@ void RWGame::newGame()
|
||||
// Associate the new world with the new state and vice versa
|
||||
state->world = world;
|
||||
world->state = state;
|
||||
|
||||
for(std::map<std::string, std::string>::iterator it = world->data->iplLocations.begin();
|
||||
it != world->data->iplLocations.end();
|
||||
++it) {
|
||||
world->data->loadZone(it->second);
|
||||
world->placeItems(it->second);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void RWGame::saveGame(const std::string& savename)
|
||||
{
|
||||
// Save games without a script don't make much sense at the moment
|
||||
if( script )
|
||||
{
|
||||
SaveGame::writeScript(*script, savename+".script");
|
||||
SaveGame::writeState(*state, savename+".state");
|
||||
SaveGame::writeObjects(*world, savename+".world");
|
||||
}
|
||||
}
|
||||
|
||||
void RWGame::loadGame(const std::string& savename)
|
||||
{
|
||||
delete state->world;
|
||||
//delete state;
|
||||
state = nullptr;
|
||||
|
||||
newGame();
|
||||
|
||||
startScript("data/main.scm");
|
||||
|
||||
if(! SaveGame::loadScript(*script, savename+".script") )
|
||||
{
|
||||
log.error("Game", "Failed to restore Script");
|
||||
}
|
||||
if(! SaveGame::loadState(*state, savename+".state") )
|
||||
{
|
||||
log.error("Game", "Failed to restore State");
|
||||
}
|
||||
if(! SaveGame::loadObjects(*world, savename+".world") )
|
||||
{
|
||||
log.error("Game", "Failed to restore World");
|
||||
}
|
||||
// TODO objects.
|
||||
}
|
||||
|
||||
void RWGame::startScript(const std::string& name)
|
||||
{
|
||||
SCMFile* f = world->data->loadSCM(name);
|
||||
if( f ) {
|
||||
if( script ) delete script;
|
||||
if( script )
|
||||
{
|
||||
delete script;
|
||||
}
|
||||
|
||||
SCMOpcodes* opcodes = new SCMOpcodes;
|
||||
opcodes->modules.push_back(new VMModule);
|
||||
@ -206,6 +252,17 @@ void RWGame::startScript(const std::string& name)
|
||||
}
|
||||
}
|
||||
|
||||
PlayerController *RWGame::getPlayer()
|
||||
{
|
||||
auto object = world->findObject(state->playerObject);
|
||||
if( object )
|
||||
{
|
||||
auto controller = static_cast<CharacterObject*>(object)->controller;
|
||||
return static_cast<PlayerController*>(controller);
|
||||
}
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
int RWGame::run()
|
||||
{
|
||||
clock.restart();
|
||||
@ -283,7 +340,7 @@ void RWGame::tick(float dt)
|
||||
|
||||
static float clockAccumulator = 0.f;
|
||||
if (inFocus && currState->shouldWorldUpdate() ) {
|
||||
world->gameTime += dt;
|
||||
state->gameTime += dt;
|
||||
|
||||
clockAccumulator += dt;
|
||||
while( clockAccumulator >= 1.f ) {
|
||||
@ -306,7 +363,7 @@ void RWGame::tick(float dt)
|
||||
{
|
||||
auto& part = effect->particle;
|
||||
if( part.lifetime < 0.f ) continue;
|
||||
if( world->gameTime >= part.starttime + part.lifetime )
|
||||
if( world->getGameTime() >= part.starttime + part.lifetime )
|
||||
{
|
||||
world->destroyEffect( effect );
|
||||
--i;
|
||||
@ -326,7 +383,7 @@ void RWGame::tick(float dt)
|
||||
for( int i = 0; i < state->text.size(); )
|
||||
{
|
||||
auto& text = state->text[i];
|
||||
if( world->gameTime > text.osTextStart + text.osTextTime )
|
||||
if( world->getGameTime() > text.osTextStart + text.osTextTime )
|
||||
{
|
||||
state->text.erase(state->text.begin() + i);
|
||||
}
|
||||
@ -349,7 +406,7 @@ void RWGame::tick(float dt)
|
||||
}
|
||||
}
|
||||
|
||||
if ( state->player )
|
||||
if ( state->playerObject )
|
||||
{
|
||||
// Use the current camera position to spawn pedestrians.
|
||||
auto p = nextCam.position;
|
||||
@ -377,7 +434,7 @@ void RWGame::render(float alpha, float time)
|
||||
if( state->currentCutscene != nullptr && state->cutsceneStartTime >= 0.f )
|
||||
{
|
||||
auto cutscene = state->currentCutscene;
|
||||
float cutsceneTime = std::min(world->gameTime - state->cutsceneStartTime,
|
||||
float cutsceneTime = std::min(world->getGameTime() - state->cutsceneStartTime,
|
||||
cutscene->tracks.duration);
|
||||
cutsceneTime += GAME_TIMESTEP * alpha;
|
||||
glm::vec3 cameraPos = cutscene->tracks.getPositionAt(cutsceneTime),
|
||||
@ -516,10 +573,13 @@ void RWGame::renderDebugStats(float time, Renderer::ProfileInfo& worldRenderTime
|
||||
|
||||
ss << "P " << peds << " V " << cars << "\n";
|
||||
|
||||
if( state->player ) {
|
||||
if( state->playerObject ) {
|
||||
ss << "Player (" << state->playerObject << ")\n";
|
||||
auto object = world->findObject(state->playerObject);
|
||||
auto player = static_cast<CharacterObject*>(object)->controller;
|
||||
ss << "Player Activity: ";
|
||||
if( state->player->getCurrentActivity() ) {
|
||||
ss << state->player->getCurrentActivity()->name();
|
||||
if( player->getCurrentActivity() ) {
|
||||
ss << player->getCurrentActivity()->name();
|
||||
}
|
||||
else {
|
||||
ss << "Idle";
|
||||
|
@ -10,6 +10,7 @@
|
||||
|
||||
#include <SFML/Graphics.hpp>
|
||||
|
||||
class PlayerController;
|
||||
class RWGame
|
||||
{
|
||||
Logger log;
|
||||
@ -53,7 +54,12 @@ public:
|
||||
{
|
||||
return world;
|
||||
}
|
||||
|
||||
|
||||
GameData* getGameData() const
|
||||
{
|
||||
return data;
|
||||
}
|
||||
|
||||
GameRenderer* getRenderer() const
|
||||
{
|
||||
return renderer;
|
||||
@ -101,6 +107,12 @@ public:
|
||||
|
||||
void startScript(const std::string& name);
|
||||
|
||||
void saveGame(const std::string& savename);
|
||||
void loadGame(const std::string& savename);
|
||||
|
||||
/** shortcut for getWorld()->state.player->getCharacter() */
|
||||
PlayerController* getPlayer();
|
||||
|
||||
private:
|
||||
void tick(float dt);
|
||||
void render(float alpha, float dt);
|
||||
|
@ -7,19 +7,18 @@
|
||||
#include <sstream>
|
||||
#include <glm/gtx/string_cast.hpp>
|
||||
|
||||
void jumpCharacter(RWGame* game, CharacterController* controller, const glm::vec3& target)
|
||||
void jumpCharacter(RWGame* game, CharacterObject* player, const glm::vec3& target)
|
||||
{
|
||||
glm::vec3 ground = game->getWorld()->getGroundAtPosition(target);
|
||||
if( controller )
|
||||
if( player )
|
||||
{
|
||||
auto pl = controller->getCharacter();
|
||||
if( pl->getCurrentVehicle() )
|
||||
if( player->getCurrentVehicle() )
|
||||
{
|
||||
pl->getCurrentVehicle()->setPosition(ground + glm::vec3(0.f, 0.f, 1.f));
|
||||
player->getCurrentVehicle()->setPosition(ground + glm::vec3(0.f, 0.f, 1.f));
|
||||
}
|
||||
else
|
||||
{
|
||||
pl->setPosition(ground + glm::vec3(0.f, 0.f, 1.f));
|
||||
player->setPosition(ground + glm::vec3(0.f, 0.f, 1.f));
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -72,34 +71,40 @@ DebugState::DebugState(RWGame* game, const glm::vec3& vp, const glm::quat& vd)
|
||||
}, entryHeight));
|
||||
}
|
||||
#endif
|
||||
m->addEntry(Menu::lambda("Quicksave", [=] {
|
||||
game->saveGame("quicksave");
|
||||
}, entryHeight));
|
||||
m->addEntry(Menu::lambda("Quickload", [=] {
|
||||
game->loadGame("quicksave");
|
||||
}, entryHeight));
|
||||
m->addEntry(Menu::lambda("Jump to Garage", [=] {
|
||||
jumpCharacter(game, game->getWorld()->state->player, glm::vec3(270.f, -605.f, 40.f));
|
||||
jumpCharacter(game, game->getPlayer()->getCharacter(), glm::vec3(270.f, -605.f, 40.f));
|
||||
}, entryHeight));
|
||||
m->addEntry(Menu::lambda("Jump to Airport", [=] {
|
||||
jumpCharacter(game, game->getWorld()->state->player, glm::vec3(-950.f, -980.f, 12.f));
|
||||
jumpCharacter(game, game->getPlayer()->getCharacter(), glm::vec3(-950.f, -980.f, 12.f));
|
||||
}, entryHeight));
|
||||
m->addEntry(Menu::lambda("Jump to Hideout", [=] {
|
||||
jumpCharacter(game, game->getWorld()->state->player, glm::vec3(875.0, -309.0, 100.0));
|
||||
jumpCharacter(game, game->getPlayer()->getCharacter(), glm::vec3(875.0, -309.0, 100.0));
|
||||
}, entryHeight));
|
||||
m->addEntry(Menu::lambda("Jump to Luigi's", [=] {
|
||||
jumpCharacter(game, game->getWorld()->state->player, glm::vec3(902.75, -425.56, 100.0));
|
||||
jumpCharacter(game, game->getPlayer()->getCharacter(), glm::vec3(902.75, -425.56, 100.0));
|
||||
}, entryHeight));
|
||||
m->addEntry(Menu::lambda("Jump to Hospital", [=] {
|
||||
jumpCharacter(game, game->getWorld()->state->player, glm::vec3(1123.77, -569.15, 100.0));
|
||||
jumpCharacter(game, game->getPlayer()->getCharacter(), glm::vec3(1123.77, -569.15, 100.0));
|
||||
}, entryHeight));
|
||||
m->addEntry(Menu::lambda("Add Follower", [=] {
|
||||
auto spawnPos = game->getWorld()->state->player->getCharacter()->getPosition();
|
||||
spawnPos += game->getWorld()->state->player->getCharacter()->getRotation() * glm::vec3(-1.f, 0.f, 0.f);
|
||||
auto spawnPos = game->getPlayer()->getCharacter()->getPosition();
|
||||
spawnPos += game->getPlayer()->getCharacter()->getRotation() * glm::vec3(-1.f, 0.f, 0.f);
|
||||
auto follower = game->getWorld()->createPedestrian(12, spawnPos);
|
||||
jumpCharacter(game, follower->controller, spawnPos);
|
||||
jumpCharacter(game, follower, spawnPos);
|
||||
follower->controller->setGoal(CharacterController::FollowLeader);
|
||||
follower->controller->setTargetCharacter(game->getWorld()->state->player->getCharacter());
|
||||
follower->controller->setTargetCharacter(game->getPlayer()->getCharacter());
|
||||
}, entryHeight));
|
||||
m->addEntry(Menu::lambda("Set Super Jump", [=] {
|
||||
game->getWorld()->state->player->getCharacter()->setJumpSpeed(20.f);
|
||||
game->getPlayer()->getCharacter()->setJumpSpeed(20.f);
|
||||
}, entryHeight));
|
||||
m->addEntry(Menu::lambda("Set Normal Jump", [=] {
|
||||
game->getWorld()->state->player->getCharacter()->setJumpSpeed(CharacterObject::DefaultJumpSpeed);
|
||||
game->getPlayer()->getCharacter()->setJumpSpeed(CharacterObject::DefaultJumpSpeed);
|
||||
}, entryHeight));
|
||||
|
||||
this->enterMenu(m);
|
||||
@ -237,7 +242,7 @@ void DebugState::handleEvent(const sf::Event &e)
|
||||
|
||||
void DebugState::spawnVehicle(unsigned int id)
|
||||
{
|
||||
auto ch = getWorld()->state->player->getCharacter();
|
||||
auto ch = game->getPlayer()->getCharacter();
|
||||
if(! ch) return;
|
||||
|
||||
glm::vec3 fwd = ch->rotation * glm::vec3(0.f, 1.f, 0.f);
|
||||
|
@ -17,17 +17,17 @@
|
||||
|
||||
#define AUTOLOOK_TIME 2.f
|
||||
|
||||
IngameState::IngameState(RWGame* game, bool test)
|
||||
: State(game), started(false), test(test), autolookTimer(0.f)
|
||||
IngameState::IngameState(RWGame* game, bool newgame, bool test)
|
||||
: State(game), started(false), newgame(newgame), test(test), autolookTimer(0.f)
|
||||
{
|
||||
}
|
||||
|
||||
void IngameState::startTest()
|
||||
{
|
||||
auto playerChar = getWorld()->createPedestrian(1, {270.f, -605.f, 40.f});
|
||||
auto playerChar = getWorld()->createPlayer({270.f, -605.f, 40.f});
|
||||
auto player = new PlayerController(playerChar);
|
||||
|
||||
getWorld()->state->player = player;
|
||||
getWorld()->state->playerObject = playerChar->getGameObjectID();
|
||||
|
||||
/*auto bat = new WeaponItem(getWorld()->data.weaponData["ak47"]);
|
||||
_playerCharacter->addToInventory(bat);
|
||||
@ -67,23 +67,22 @@ void IngameState::startTest()
|
||||
void IngameState::startGame()
|
||||
{
|
||||
game->startScript("data/main.scm");
|
||||
game->getScript()->startThread(0);
|
||||
getWorld()->sound.playBackground( getWorld()->data->getDataPath() + "/audio/City.wav" );
|
||||
}
|
||||
|
||||
PlayerController *IngameState::getPlayer()
|
||||
{
|
||||
return getWorld()->state->player;
|
||||
}
|
||||
|
||||
void IngameState::enter()
|
||||
{
|
||||
if( ! started )
|
||||
{
|
||||
if( test ) {
|
||||
startTest();
|
||||
}
|
||||
else {
|
||||
startGame();
|
||||
if( newgame )
|
||||
{
|
||||
if( test ) {
|
||||
startTest();
|
||||
}
|
||||
else {
|
||||
startGame();
|
||||
}
|
||||
}
|
||||
started = true;
|
||||
}
|
||||
@ -98,7 +97,7 @@ void IngameState::tick(float dt)
|
||||
{
|
||||
autolookTimer = std::max(autolookTimer - dt, 0.f);
|
||||
|
||||
auto player = getPlayer();
|
||||
auto player = game->getPlayer();
|
||||
if( player && player->isInputEnabled() )
|
||||
{
|
||||
float qpi = glm::half_pi<float>();
|
||||
@ -230,7 +229,7 @@ void IngameState::draw(GameRenderer* r)
|
||||
{
|
||||
if( !getWorld()->state->isCinematic && getWorld()->isCutsceneDone() )
|
||||
{
|
||||
drawHUD(getPlayer(), getWorld(), r);
|
||||
drawHUD(game->getPlayer(), getWorld(), r);
|
||||
}
|
||||
|
||||
State::draw(r);
|
||||
@ -238,7 +237,7 @@ void IngameState::draw(GameRenderer* r)
|
||||
|
||||
void IngameState::handleEvent(const sf::Event &event)
|
||||
{
|
||||
auto player = getPlayer();
|
||||
auto player = game->getPlayer();
|
||||
|
||||
switch(event.type) {
|
||||
case sf::Event::KeyPressed:
|
||||
|
@ -9,6 +9,7 @@ class IngameState : public State
|
||||
{
|
||||
bool started;
|
||||
bool test;
|
||||
bool newgame;
|
||||
ViewCamera _look;
|
||||
/** Player input */
|
||||
glm::vec2 _lookAngles;
|
||||
@ -16,14 +17,11 @@ class IngameState : public State
|
||||
/** Timer to reset _lookAngles to forward in vehicles */
|
||||
float autolookTimer;
|
||||
public:
|
||||
IngameState(RWGame* game, bool test = false);
|
||||
IngameState(RWGame* game, bool newgame = true, bool test = false);
|
||||
|
||||
void startTest();
|
||||
void startGame();
|
||||
|
||||
/** shortcut for getWorld()->state.player->getCharacter() */
|
||||
PlayerController* getPlayer();
|
||||
|
||||
virtual void enter();
|
||||
virtual void exit();
|
||||
|
||||
|
@ -9,23 +9,13 @@ LoadingState::LoadingState(RWGame* game)
|
||||
|
||||
void LoadingState::enter()
|
||||
{
|
||||
// Load all of the files waiting to be loaded.
|
||||
auto world = getWorld();
|
||||
|
||||
// Loade all of the IDEs.
|
||||
for(std::map<std::string, std::string>::iterator it = world->data->ideLocations.begin();
|
||||
it != world->data->ideLocations.end();
|
||||
++it) {
|
||||
world->data->loadObjects(it->second);
|
||||
// Load Item definitions
|
||||
for( auto& def : game->getGameData()->ideLocations )
|
||||
{
|
||||
game->getGameData()->loadObjects(def.second);
|
||||
}
|
||||
|
||||
// Load IPLs
|
||||
for(std::map<std::string, std::string>::iterator it = world->data->iplLocations.begin();
|
||||
it != world->data->iplLocations.end();
|
||||
++it) {
|
||||
world->data->loadZone(it->second);
|
||||
world->placeItems(it->second);
|
||||
}
|
||||
game->newGame();
|
||||
}
|
||||
|
||||
void LoadingState::exit()
|
||||
|
@ -10,7 +10,11 @@ MenuState::MenuState(RWGame* game)
|
||||
Menu *m = new Menu(2);
|
||||
m->offset = glm::vec2(200.f, 200.f);
|
||||
m->addEntry(Menu::lambda("Start", [=] { StateManager::get().enter(new IngameState(game)); }));
|
||||
m->addEntry(Menu::lambda("Test", [=] { StateManager::get().enter(new IngameState(game, true)); }));
|
||||
m->addEntry(Menu::lambda("Resume", [=] {
|
||||
StateManager::get().enter(new IngameState(game, false));
|
||||
game->loadGame("quicksave");
|
||||
}));
|
||||
m->addEntry(Menu::lambda("Test", [=] { StateManager::get().enter(new IngameState(game, true, true)); }));
|
||||
m->addEntry(Menu::lambda("Options", [] { std::cout << "Options" << std::endl; }));
|
||||
m->addEntry(Menu::lambda("Exit", [=] { getWindow().close(); }));
|
||||
this->enterMenu(m);
|
||||
|
Loading…
Reference in New Issue
Block a user