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mirror of https://github.com/rwengine/openrw.git synced 2024-09-15 15:02:34 +02:00

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:
Daniel Evans 2015-05-03 05:22:03 +01:00
parent d6eaf6e1f9
commit 91065b6af4
26 changed files with 694 additions and 160 deletions

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@ -74,7 +74,7 @@ struct VehicleGenerator
struct BlipData struct BlipData
{ {
int id; int id;
GameObject* target; GameObjectID target;
// If target is null then use coord // If target is null then use coord
glm::vec3 coord; glm::vec3 coord;
@ -92,7 +92,7 @@ struct BlipData
DisplayMode display; DisplayMode display;
BlipData() BlipData()
: id(-1), target(nullptr), display(Show) : id(-1), target(0), display(Show)
{ } { }
}; };
@ -102,6 +102,10 @@ struct BlipData
*/ */
struct GameState struct GameState
{ {
/**
* Second since game was started
*/
float gameTime;
unsigned int currentProgress; unsigned int currentProgress;
unsigned int maxProgress; unsigned int maxProgress;
unsigned int numMissions; unsigned int numMissions;
@ -110,7 +114,6 @@ struct GameState
unsigned int numUniqueJumps; unsigned int numUniqueJumps;
unsigned int numRampages; unsigned int numRampages;
unsigned int maxWantedLevel; unsigned int maxWantedLevel;
PlayerController* player;
GameObjectID playerObject; GameObjectID playerObject;
unsigned int currentWeather; unsigned int currentWeather;

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@ -89,12 +89,17 @@ public:
/** /**
* Creates a vehicle * Creates a vehicle
*/ */
VehicleObject *createVehicle(const uint16_t id, const glm::vec3& pos, const glm::quat& rot = glm::quat()); VehicleObject *createVehicle(const uint16_t id, const glm::vec3& pos, const glm::quat& rot = glm::quat(), GameObjectID gid = 0);
/** /**
* Creates a pedestrian. * Creates a pedestrian.
*/ */
CharacterObject* createPedestrian(const uint16_t id, const glm::vec3& pos, const glm::quat& rot = glm::quat()); CharacterObject* createPedestrian(const uint16_t id, const glm::vec3& pos, const glm::quat& rot = glm::quat(), GameObjectID gid = 0);
/**
* Creates a player
*/
CharacterObject* createPlayer(const glm::vec3& pos, const glm::quat& rot = glm::quat(), GameObjectID gid = 0);
/** /**
* Inserts the given game object into the world. * Inserts the given game object into the world.
@ -147,12 +152,9 @@ public:
int getMinute(); int getMinute();
glm::vec3 getGroundAtPosition(const glm::vec3& pos) const; glm::vec3 getGroundAtPosition(const glm::vec3& pos) const;
/** float getGameTime() const;
* Game Clock
*/
float gameTime;
/** /**
* Game data * Game data
*/ */

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@ -0,0 +1,33 @@
#pragma once
#ifndef _SAVEGAME_HPP_
#define _SAVEGAME_HPP_
#include <engine/RWTypes.hpp>
#include <string>
struct GameState;
class GameWorld;
class ScriptMachine;
/**
* Reads and Writes GameStates to disk, restoring the required state information
*/
class SaveGame
{
public:
static void writeState(GameState& state, const std::string& file);
static bool loadState(GameState& state, const std::string& file);
static void writeScript(ScriptMachine& sm, const std::string& file);
static bool loadScript(ScriptMachine&, const std::string& file);
static void writeObjects(GameWorld& world, const std::string& file);
static bool loadObjects(GameWorld& world, const std::string& file);
};
#endif

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@ -59,7 +59,7 @@ public:
bool visible; bool visible;
GameObject(GameWorld* engine, const glm::vec3& pos, const glm::quat& rot, ModelRef model) GameObject(GameWorld* engine, const glm::vec3& pos, const glm::quat& rot, ModelRef model)
: _lastPosition(pos), _lastRotation(rot), objectID(-1), position(pos), rotation(rot), : _lastPosition(pos), _lastRotation(rot), objectID(0), position(pos), rotation(rot),
model(model), engine(engine), animator(nullptr), skeleton(nullptr), mHealth(0.f), model(model), engine(engine), animator(nullptr), skeleton(nullptr), mHealth(0.f),
inWater(false), _lastHeight(std::numeric_limits<float>::max()), visible(true), inWater(false), _lastHeight(std::numeric_limits<float>::max()), visible(true),
lifetime(GameObject::UnknownLifetime) lifetime(GameObject::UnknownLifetime)

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@ -5,6 +5,7 @@
#include <sstream> #include <sstream>
#include <iomanip> #include <iomanip>
#include <string> #include <string>
#include <vector>
#include <stack> #include <stack>
#include <set> #include <set>
@ -16,6 +17,7 @@
* Changing this will break saves. * Changing this will break saves.
*/ */
#define SCM_VARIABLE_SIZE 4 #define SCM_VARIABLE_SIZE 4
#define SCM_STACK_DEPTH 32
class GameState; class GameState;
@ -111,7 +113,7 @@ struct SCMThread
{ {
typedef unsigned int pc_t; typedef unsigned int pc_t;
std::string name; char name[17];
pc_t baseAddress; pc_t baseAddress;
pc_t programCounter; pc_t programCounter;
@ -122,13 +124,14 @@ struct SCMThread
/** Number of MS until the thread should be waked (-1 = yeilded) */ /** Number of MS until the thread should be waked (-1 = yeilded) */
int wakeCounter; int wakeCounter;
SCMByte locals[SCM_THREAD_LOCAL_SIZE * (SCM_VARIABLE_SIZE)]; std::array<SCMByte, SCM_THREAD_LOCAL_SIZE * (SCM_VARIABLE_SIZE)> locals;
bool isMission; bool isMission;
bool finished; bool finished;
unsigned int stackDepth;
/// Stores the return-addresses for calls. /// Stores the return-addresses for calls.
std::stack<pc_t> calls; std::array<pc_t, SCM_STACK_DEPTH> calls;
}; };
/** /**
@ -176,6 +179,7 @@ public:
std::vector<SCMThread>& getThreads() { return _activeThreads; } std::vector<SCMThread>& getThreads() { return _activeThreads; }
SCMByte* getGlobals(); SCMByte* getGlobals();
std::vector<SCMByte>& getGlobalData() { return globalData; }
GameState* getState() const { return state; } GameState* getState() const { return state; }
@ -215,7 +219,7 @@ private:
void executeThread(SCMThread& t, int msPassed); void executeThread(SCMThread& t, int msPassed);
SCMByte* _globals; std::vector<SCMByte> globalData;
BreakpointHandler bpHandler; BreakpointHandler bpHandler;
std::set<SCMThread::pc_t> breakpoints; std::set<SCMThread::pc_t> breakpoints;

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@ -593,7 +593,7 @@ int GameData::getWaterIndexAt(const glm::vec3 &ws) const
float GameData::getWaveHeightAt(const glm::vec3 &ws) const float GameData::getWaveHeightAt(const glm::vec3 &ws) const
{ {
return (1+sin(engine->gameTime + (ws.x + ws.y) * WATER_SCALE)) * WATER_HEIGHT; return (1+sin(engine->getGameTime() + (ws.x + ws.y) * WATER_SCALE)) * WATER_HEIGHT;
} }
bool GameData::isValidGameDirectory(const std::string& path) bool GameData::isValidGameDirectory(const std::string& path)

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@ -1,6 +1,7 @@
#include <engine/GameState.hpp> #include <engine/GameState.hpp>
GameState::GameState() : GameState::GameState() :
gameTime(0.f),
currentProgress(0), currentProgress(0),
maxProgress(1), maxProgress(1),
numMissions(0), numMissions(0),
@ -9,7 +10,6 @@ numHiddenPackagesDiscovered(0),
numUniqueJumps(0), numUniqueJumps(0),
numRampages(0), numRampages(0),
maxWantedLevel(0), maxWantedLevel(0),
player(nullptr),
currentWeather(0), currentWeather(0),
scriptOnMissionFlag(nullptr), scriptOnMissionFlag(nullptr),
fadeOut(true), fadeOut(true),

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@ -76,7 +76,7 @@ public:
}; };
GameWorld::GameWorld(Logger* log, WorkContext* work, GameData* dat) GameWorld::GameWorld(Logger* log, WorkContext* work, GameData* dat)
: logger(log), gameTime(0.f), data(dat), randomEngine(rand()), : logger(log), data(dat), randomEngine(rand()),
_work( work ), cutsceneAudio(nullptr), missionAudio(nullptr), _work( work ), cutsceneAudio(nullptr), missionAudio(nullptr),
paused(false) paused(false)
{ {
@ -277,7 +277,11 @@ CutsceneObject *GameWorld::createCutsceneObject(const uint16_t id, const glm::ve
} }
if( id == 0 ) { if( id == 0 ) {
modelname = state->player->getCharacter()->model->name; auto playerobj = findObject(state->playerObject);
if( playerobj )
{
modelname = playerobj->model->name;
}
} }
// Ensure the relevant data is loaded. // Ensure the relevant data is loaded.
@ -308,7 +312,7 @@ CutsceneObject *GameWorld::createCutsceneObject(const uint16_t id, const glm::ve
return instance; return instance;
} }
VehicleObject *GameWorld::createVehicle(const uint16_t id, const glm::vec3& pos, const glm::quat& rot) VehicleObject *GameWorld::createVehicle(const uint16_t id, const glm::vec3& pos, const glm::quat& rot, GameObjectID gid)
{ {
auto vti = data->findObjectType<VehicleData>(id); auto vti = data->findObjectType<VehicleData>(id);
if( vti ) { if( vti ) {
@ -365,6 +369,7 @@ VehicleObject *GameWorld::createVehicle(const uint16_t id, const glm::vec3& pos,
} }
auto vehicle = new VehicleObject{ this, pos, rot, m, vti, info->second, prim, sec }; auto vehicle = new VehicleObject{ this, pos, rot, m, vti, info->second, prim, sec };
vehicle->setGameObjectID(gid);
insertObject( vehicle ); insertObject( vehicle );
@ -373,7 +378,7 @@ VehicleObject *GameWorld::createVehicle(const uint16_t id, const glm::vec3& pos,
return nullptr; return nullptr;
} }
CharacterObject* GameWorld::createPedestrian(const uint16_t id, const glm::vec3 &pos, const glm::quat& rot) CharacterObject* GameWorld::createPedestrian(const uint16_t id, const glm::vec3& pos, const glm::quat& rot, GameObjectID gid)
{ {
auto pt = data->findObjectType<CharacterData>(id); auto pt = data->findObjectType<CharacterData>(id);
if( pt ) { if( pt ) {
@ -405,6 +410,7 @@ CharacterObject* GameWorld::createPedestrian(const uint16_t id, const glm::vec3
if(m && m->resource) { if(m && m->resource) {
auto ped = new CharacterObject( this, pos, rot, m, pt ); auto ped = new CharacterObject( this, pos, rot, m, pt );
ped->setGameObjectID(gid);
insertObject(ped); insertObject(ped);
characters.insert(ped); characters.insert(ped);
new DefaultAIController(ped); new DefaultAIController(ped);
@ -414,17 +420,48 @@ CharacterObject* GameWorld::createPedestrian(const uint16_t id, const glm::vec3
return nullptr; return nullptr;
} }
CharacterObject* GameWorld::createPlayer(const glm::vec3& pos, const glm::quat& rot, GameObjectID gid)
{
// Player object ID is hardcoded to 0.
auto pt = data->findObjectType<CharacterData>(0);
if( pt ) {
// Model name is also hardcoded.
std::string modelname = "player";
std::string texturename = "player";
// Ensure the relevant data is loaded.
data->loadDFF(modelname + ".dff");
data->loadTXD(texturename + ".txd");
ModelRef m = data->models[modelname];
if(m && m->resource) {
auto ped = new CharacterObject( this, pos, rot, m, nullptr );
ped->setGameObjectID(gid);
ped->setLifetime(GameObject::PlayerLifetime);
insertObject(ped);
characters.insert(ped);
new PlayerController(ped);
return ped;
}
}
return nullptr;
}
void GameWorld::insertObject(GameObject* object) void GameWorld::insertObject(GameObject* object)
{ {
// Find the lowest free GameObjectID. if( object->getGameObjectID() == 0 )
GameObjectID availID = 1;
for( auto& p : objects )
{ {
if( p.first == availID ) availID++; // Find the lowest free GameObjectID.
} GameObjectID availID = 1;
for( auto& p : objects )
{
if( p.first == availID ) availID++;
}
object->setGameObjectID( availID ); object->setGameObjectID( availID );
objects[availID] = object; }
objects[object->getGameObjectID()] = object;
} }
GameObject* GameWorld::findObject(GameObjectID id) const GameObject* GameWorld::findObject(GameObjectID id) const
@ -582,6 +619,11 @@ glm::vec3 GameWorld::getGroundAtPosition(const glm::vec3 &pos) const
return pos; return pos;
} }
float GameWorld::getGameTime() const
{
return state->gameTime;
}
void handleVehicleResponse(GameObject* object, btManifoldPoint& mp, bool isA) void handleVehicleResponse(GameObject* object, btManifoldPoint& mp, bool isA)
{ {
bool isVehicle = object->type() == GameObject::Vehicle; bool isVehicle = object->type() == GameObject::Vehicle;
@ -720,7 +762,7 @@ void GameWorld::loadCutscene(const std::string &name)
void GameWorld::startCutscene() void GameWorld::startCutscene()
{ {
state->cutsceneStartTime = gameTime; state->cutsceneStartTime = getGameTime();
state->skipCutscene = false; state->skipCutscene = false;
if( cutsceneAudio ) { if( cutsceneAudio ) {
cutsceneAudio->play(); cutsceneAudio->play();
@ -752,7 +794,7 @@ void GameWorld::clearCutscene()
bool GameWorld::isCutsceneDone() bool GameWorld::isCutsceneDone()
{ {
if( state->currentCutscene ) { if( state->currentCutscene ) {
float time = gameTime - state->cutsceneStartTime; float time = getGameTime() - state->cutsceneStartTime;
if( state->skipCutscene ) { if( state->skipCutscene ) {
return true; return true;
} }

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@ -0,0 +1,315 @@
#include <engine/SaveGame.hpp>
#include <engine/GameState.hpp>
#include <engine/GameWorld.hpp>
#include <objects/GameObject.hpp>
#include <objects/VehicleObject.hpp>
#include <objects/CharacterObject.hpp>
#include <script/ScriptMachine.hpp>
#include <script/SCMFile.hpp>
#include <fstream>
#include <cereal/cereal.hpp>
#include <cereal/archives/json.hpp>
#include <cereal/types/vector.hpp>
#include <cereal/types/array.hpp>
#include <cereal/types/map.hpp>
namespace cereal
{
template<class Archive>
void serialize(Archive& archive,
glm::vec3& s)
{
archive(s.x, s.y, s.z);
}
template<class Archive>
void serialize(Archive& archive,
glm::vec4& s)
{
archive(s.x, s.y, s.z, s.w);
}
template<class Archive>
void serialize(Archive& archive,
glm::u16vec3& s)
{
archive(s.x, s.y, s.z);
}
template<class Archive>
void serialize(Archive& archive,
glm::quat& s)
{
archive(s.x, s.y, s.z, s.w);
}
template<class Archive>
void serialize(Archive& archive,
OnscreenText& t)
{
archive(
t.id,
t.osTextString,
t.osTextStart,
t.osTextTime,
t.osTextStyle);
}
template<class Archive>
void serialize(Archive& archive,
VehicleGenerator& s)
{
archive(
s.position,
s.heading,
s.vehicleID,
s.colourFG,
s.colourBG,
s.alwaysSpawn,
s.alarmThreshold,
s.lockedThreshold,
s.minDelay,
s.maxDelay,
s.lastSpawnTime,
s.remainingSpawns);
}
template<class Archive>
void serialize(Archive& archive,
BlipData& s)
{
archive(
s.id,
s.target,
s.coord,
s.texture,
s.display);
}
template<class Archive>
void serialize(Archive& archive,
GameState& s)
{
archive(
s.gameTime,
s.currentProgress,
s.maxProgress,
s.numMissions,
s.numHiddenPackages,
s.numHiddenPackagesDiscovered,
s.numUniqueJumps,
s.numRampages,
s.maxWantedLevel,
s.playerObject,
s.currentWeather,
s.missionObjects,
s.overrideNextStart,
s.nextRestartLocation,
s.fadeOut,
s.fadeStart,
s.fadeTime,
s.fadeSound,
s.fadeColour,
s.currentSplash,
s.skipCutscene,
s.isIntroPlaying,
s.isCinematic,
s.hour,
s.minute,
s.lastMissionName,
s.specialCharacters,
s.specialModels,
s.text,
s.cameraNear,
s.cameraFixed,
s.cameraPosition,
s.cameraRotation,
s.cameraTarget,
s.vehicleGenerators,
s.radarBlips);
}
template<class Archive>
void serialize(Archive& archive,
SCMThread& s)
{
archive(
s.name,
s.baseAddress,
s.programCounter,
s.conditionCount,
s.conditionResult,
s.conditionMask,
s.conditionAND,
s.wakeCounter,
s.locals,
s.isMission,
s.finished,
s.stackDepth,
s.calls);
}
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;
}

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@ -105,7 +105,7 @@ void WeaponItem::fireProjectile()
// Work out the velocity multiplier as a function of how long the player // 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 // Was holding down the fire button. If _fireStop < 0.f then the player
// is still holding the button down. // is still holding the button down.
float throwTime = _character->engine->gameTime - _fireStart; float throwTime = _character->engine->getGameTime() - _fireStart;
float forceFactor = throwTime; float forceFactor = throwTime;
if( _fireStop > 0.f ) { if( _fireStop > 0.f ) {
forceFactor = _fireStop - _fireStart; forceFactor = _fireStop - _fireStart;
@ -128,14 +128,14 @@ void WeaponItem::primary(bool active)
{ {
_firing = active; _firing = active;
if( active ) { if( active ) {
_fireStart = _character->engine->gameTime; _fireStart = _character->engine->getGameTime();
_fireStop = -1.f; _fireStop = -1.f;
// ShootWeapon will call ::fire() on us at the appropriate time. // ShootWeapon will call ::fire() on us at the appropriate time.
_character->controller->setNextActivity(new Activities::ShootWeapon(this)); _character->controller->setNextActivity(new Activities::ShootWeapon(this));
} }
else { else {
_fireStop = _character->engine->gameTime; _fireStop = _character->engine->getGameTime();
} }
} }

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@ -78,7 +78,7 @@ void ProjectileObject::explode()
auto explosion = engine->createEffect(VisualFX::Particle); auto explosion = engine->createEffect(VisualFX::Particle);
explosion->particle.size = glm::vec2(exp_size); explosion->particle.size = glm::vec2(exp_size);
explosion->particle.texture = tex; explosion->particle.texture = tex;
explosion->particle.starttime = engine->gameTime; explosion->particle.starttime = engine->getGameTime();
explosion->particle.lifetime = 0.5f; explosion->particle.lifetime = 0.5f;
explosion->particle.orientation = VisualFX::ParticleData::Camera; explosion->particle.orientation = VisualFX::ParticleData::Camera;
explosion->particle.colour = glm::vec4(1.0f); explosion->particle.colour = glm::vec4(1.0f);

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@ -388,16 +388,20 @@ void GameRenderer::renderWorld(GameWorld* world, const ViewCamera &camera, float
{ {
glm::mat4 model; 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 else
{ {
model = glm::translate( model, blip.second.coord ); 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::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::rotate( model, a, glm::vec3(0.f, 0.f, 1.f) );
model = glm::scale( model, glm::vec3(1.5f, 1.5f, 1.5f) ); 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(); renderLetterbox();
} }
float fadeTimer = world->gameTime - world->state->fadeStart; float fadeTimer = world->getGameTime() - world->state->fadeStart;
if( fadeTimer < world->state->fadeTime || !world->state->fadeOut ) { if( fadeTimer < world->state->fadeTime || !world->state->fadeOut ) {
glUseProgram(ssRectProgram); glUseProgram(ssRectProgram);
glUniform2f(ssRectOffset, 0.f, 0.f); glUniform2f(ssRectOffset, 0.f, 0.f);
@ -706,7 +710,7 @@ void GameRenderer::renderPickup(PickupObject *pickup)
if( ! pickup->isEnabled() ) return; if( ! pickup->isEnabled() ) return;
glm::mat4 modelMatrix = glm::translate(glm::mat4(), pickup->getPosition()); 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()); auto odata = data->findObjectType<ObjectData>(pickup->getModelID());
@ -938,7 +942,7 @@ void GameRenderer::renderAreaIndicator(const AreaIndicatorInfo* info)
{ {
glm::mat4 m(1.f); glm::mat4 m(1.f);
m = glm::translate(m, info->position); 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; Renderer::DrawParameters dp;
dp.textures = {data->findTexture("cloud1")->getName()}; 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); 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)); mt = glm::scale(mt, glm::vec3(final.x, final.y, 1.0f + i * 0.1f));
int reverse = (i % 2 ? 1 : -1); 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); renderer->drawArrays(mt, &cylinderBuffer, dp);
} }

View File

@ -149,20 +149,24 @@ void MapRenderer::draw(GameWorld* world, const MapInfo& mi)
for(auto& blip : world->state->radarBlips) for(auto& blip : world->state->radarBlips)
{ {
glm::vec2 blippos( blip.second.coord ); 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, ""); drawBlip(blippos, model, mi, "");
} }
// Draw the player blip // Draw the player blip
auto player = world->state->player; auto player = world->findObject(world->state->playerObject);
if( player ) if( player )
{ {
glm::vec2 plyblip(player->getCharacter()->getPosition()); glm::vec2 plyblip(player->getPosition());
float hdg = glm::roll(player->getCharacter()->getRotation()); float hdg = glm::roll(player->getRotation());
drawBlip(plyblip, model, mi, "radar_centre", hdg); drawBlip(plyblip, model, mi, "radar_centre", hdg);
} }

View File

@ -140,7 +140,7 @@ void WaterRenderer::render(GameRenderer* renderer, GameWorld* world)
buffers[0] = GL_COLOR_ATTACHMENT0; buffers[0] = GL_COLOR_ATTACHMENT0;
glDrawBuffers(1, buffers); 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)); r->setUniform(waterProg, "waveParams", glm::vec2(WATER_SCALE, WATER_HEIGHT));
auto ivp = glm::inverse(r->getSceneData().projection * r->getSceneData().view); auto ivp = glm::inverse(r->getSceneData().projection * r->getSceneData().view);
r->setUniform(waterProg, "inverseVP", ivp); r->setUniform(waterProg, "inverseVP", ivp);

View File

@ -4,6 +4,7 @@
#include <engine/GameState.hpp> #include <engine/GameState.hpp>
#include <engine/GameWorld.hpp> #include <engine/GameWorld.hpp>
#include <core/Logger.hpp> #include <core/Logger.hpp>
#include <cstring>
#if SCM_DEBUG_INSTRUCTIONS #if SCM_DEBUG_INSTRUCTIONS
#include <iostream> #include <iostream>
@ -89,7 +90,7 @@ void ScriptMachine::executeThread(SCMThread &t, int msPassed)
break; break;
case TGlobal: { case TGlobal: {
auto v = _file->read<std::uint16_t>(t.programCounter); 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() ) if( v >= _file->getGlobalsSize() )
{ {
state->world->logger->error("SCM", "Global Out of bounds! "+ std::to_string(v) + " " + std::to_string(_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; break;
case TLocal: { case TLocal: {
auto v = _file->read<std::uint16_t>(t.programCounter); 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 ) if( v >= SCM_THREAD_LOCAL_SIZE )
{ {
state->world->logger->error("SCM", "Local Out of bounds!"); state->world->logger->error("SCM", "Local Out of bounds!");
@ -176,9 +177,9 @@ void ScriptMachine::executeThread(SCMThread &t, int msPassed)
} }
SCMOpcodeParameter p; SCMOpcodeParameter p;
p.globalPtr = (t.locals + 16 * sizeof ( SCMByte ) * 4); p.globalPtr = (t.locals.data() + 16 * sizeof ( SCMByte ) * 4);
*p.globalInteger += msPassed; *p.globalInteger += msPassed;
p.globalPtr = (t.locals + 17 * sizeof ( SCMByte ) * 4); p.globalPtr = (t.locals.data() + 17 * sizeof ( SCMByte ) * 4);
*p.globalInteger += msPassed; *p.globalInteger += msPassed;
if( t.wakeCounter == -1 ) { if( t.wakeCounter == -1 ) {
@ -189,12 +190,11 @@ void ScriptMachine::executeThread(SCMThread &t, int msPassed)
ScriptMachine::ScriptMachine(GameState* _state, SCMFile *file, SCMOpcodes *ops) ScriptMachine::ScriptMachine(GameState* _state, SCMFile *file, SCMOpcodes *ops)
: _file(file), _ops(ops), state(_state) : _file(file), _ops(ops), state(_state)
{ {
startThread(0);
auto globals = _file->getGlobalsSize(); auto globals = _file->getGlobalsSize();
_globals = new SCMByte[globals]; globalData.resize(globals);
for(int i = 0; i < globals; ++i) for(int i = 0; i < globals; ++i)
{ {
_globals[i] = 0; globalData[i] = 0;
} }
} }
@ -202,7 +202,6 @@ ScriptMachine::~ScriptMachine()
{ {
delete _file; delete _file;
delete _ops; delete _ops;
delete[] _globals;
} }
void ScriptMachine::startThread(SCMThread::pc_t start, bool mission) 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) { for(int i = 0; i < SCM_THREAD_LOCAL_SIZE * SCM_VARIABLE_SIZE; ++i) {
t.locals[i] = 0; t.locals[i] = 0;
} }
t.name = "THREAD"; strncpy(t.name, "THREAD", 16);
t.conditionResult = false; t.conditionResult = false;
t.conditionCount = 0; t.conditionCount = 0;
t.conditionAND = false; t.conditionAND = false;
@ -220,12 +219,13 @@ void ScriptMachine::startThread(SCMThread::pc_t start, bool mission)
t.wakeCounter = 0; t.wakeCounter = 0;
t.isMission = mission; t.isMission = mission;
t.finished = false; t.finished = false;
t.stackDepth = 0;
_activeThreads.push_back(t); _activeThreads.push_back(t);
} }
SCMByte *ScriptMachine::getGlobals() SCMByte *ScriptMachine::getGlobals()
{ {
return _file->data() + _file->getGlobalSection(); return globalData.data();
} }
void ScriptMachine::execute(float dt) void ScriptMachine::execute(float dt)

View File

@ -33,7 +33,7 @@ void game_print_big(const ScriptArguments& args)
args.getWorld()->state->text.push_back({ args.getWorld()->state->text.push_back({
id, id,
str, str,
args.getWorld()->gameTime, args.getWorld()->getGameTime(),
args[1].integer / 1000.f, args[1].integer / 1000.f,
style style
}); });
@ -47,7 +47,7 @@ void game_print_now(const ScriptArguments& args)
args.getWorld()->state->text.push_back({ args.getWorld()->state->text.push_back({
id, id,
str, str,
args.getWorld()->gameTime, args.getWorld()->getGameTime(),
args[1].integer / 1000.f, args[1].integer / 1000.f,
0 0
}); });
@ -225,7 +225,7 @@ void game_fade_screen(const ScriptArguments& args)
{ {
args.getWorld()->state->fadeTime = args[0].integer / 1000.f; args.getWorld()->state->fadeTime = args[0].integer / 1000.f;
args.getWorld()->state->fadeOut = !!args[1].integer; 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) bool game_screen_fading(const ScriptArguments& args)
{ {
@ -233,7 +233,7 @@ bool game_screen_fading(const ScriptArguments& args)
{ {
return false; return false;
} }
return args.getWorld()->gameTime < return args.getWorld()->getGameTime() <
args.getWorld()->state->fadeStart + args.getWorld()->state->fadeTime; 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) void game_add_vehicle_blip(const ScriptArguments& args)
{ {
BlipData data; BlipData data;
data.target = args.getGameObject(0); data.target = args.getGameObject(0)->getGameObjectID();
data.texture = ""; data.texture = "";
*args[1].globalInteger = args.getWorld()->state->addRadarBlip(data); *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) void game_add_character_blip(const ScriptArguments& args)
{ {
BlipData data; BlipData data;
data.target = args.getGameObject(0); data.target = args.getGameObject(0)->getGameObjectID();
data.texture = ""; data.texture = "";
*args[1].globalInteger = args.getWorld()->state->addRadarBlip(data); *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) void game_add_pickup_blip(const ScriptArguments& args)
{ {
BlipData data; BlipData data;
data.target = args.getGameObject(0); data.target = args.getGameObject(0)->getGameObjectID();
data.texture = ""; data.texture = "";
*args[1].globalInteger = args.getWorld()->state->addRadarBlip(data); *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) void game_add_location_blip(const ScriptArguments& args)
{ {
BlipData data; BlipData data;
data.target = nullptr; data.target = 0;
data.coord = glm::vec3(args[0].real, args[1].real, args[2].real); data.coord = glm::vec3(args[0].real, args[1].real, args[2].real);
data.texture = ""; data.texture = "";
*args[3].globalInteger = args.getWorld()->state->addRadarBlip(data); *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) 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) 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({ args.getWorld()->state->text.push_back({
id, id,
str, str,
args.getWorld()->gameTime, args.getWorld()->getGameTime(),
args[2].integer / 1000.f, args[2].integer / 1000.f,
style style
}); });
@ -442,20 +442,21 @@ void game_restart_critical_mission(const ScriptArguments& args)
// Reset player state. // Reset player state.
glm::vec3 position(args[0].real, args[1].real, args[2].real + 1.f); 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 ); 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. /// @todo find a nicer way to implement warping out of vehicles.
auto cv = controller->getCharacter()->getCurrentVehicle(); auto cv = player->getCurrentVehicle();
if ( cv != nullptr ) if ( cv != nullptr )
{ {
cv->setOccupant( controller->getCharacter()->getCurrentSeat(), nullptr ); cv->setOccupant( player->getCurrentSeat(), nullptr );
controller->getCharacter()->setCurrentVehicle(nullptr, 0); player->setCurrentVehicle(nullptr, 0);
} }
} }
@ -514,7 +515,7 @@ void game_add_contact_blip(const ScriptArguments& args)
BlipData bd; BlipData bd;
bd.coord = c; bd.coord = c;
bd.target = nullptr; bd.target = 0;
bd.texture = spriteName; bd.texture = spriteName;
*args[4].globalInteger = args.getWorld()->state->addRadarBlip(bd); *args[4].globalInteger = args.getWorld()->state->addRadarBlip(bd);
@ -534,7 +535,7 @@ void game_add_sprite_blip(const ScriptArguments& args)
BlipData bd; BlipData bd;
bd.coord = c; bd.coord = c;
bd.target = nullptr; bd.target = 0;
bd.texture = spriteName; bd.texture = spriteName;
*args[4].globalInteger = args.getWorld()->state->addRadarBlip(bd); *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) 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 ) if( args.getWorld()->state->skipCutscene )
{ {
*args[0].globalInteger = args.getWorld()->state->currentCutscene->tracks.duration * 1000; *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) bool game_cutscene_finished(const ScriptArguments& args)
{ {
if( args.getWorld()->state->currentCutscene ) { 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 ) { if( args.getWorld()->state->skipCutscene ) {
return true; return true;
} }
@ -803,7 +804,7 @@ void game_display_help(const ScriptArguments& args)
args.getWorld()->state->text.push_back({ args.getWorld()->state->text.push_back({
id, id,
str, str,
args.getWorld()->gameTime, args.getWorld()->getGameTime(),
2.5f, 2.5f,
style style
}); });
@ -818,6 +819,10 @@ void game_clear_help(const ScriptArguments& args)
{ {
texts.erase(texts.begin() + i); texts.erase(texts.begin() + i);
} }
else
{
i++;
}
} }
} }

View File

@ -38,8 +38,7 @@ void game_create_player(const ScriptArguments& args)
position = args.getWorld()->getGroundAtPosition(position); position = args.getWorld()->getGroundAtPosition(position);
} }
auto pc = args.getWorld()->createPedestrian(1, position + spawnMagic); auto pc = args.getWorld()->createPlayer(position + spawnMagic);
args.getState()->player = new PlayerController(pc);
args.getState()->playerObject = pc->getGameObjectID(); args.getState()->playerObject = pc->getGameObjectID();
*args[4].globalInteger = 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) bool game_rotate_object(const ScriptArguments& args)
{ {
auto object = args.getGameObject(0); auto object = args.getGameObject(0);
float start = args[1].real; if( object )
float finish = args[2].real; {
float start = args[1].real;
// @todo INTERPOLATE instead of just setting the heading. float finish = args[2].real;
object->setHeading(finish);
// @todo INTERPOLATE instead of just setting the heading.
object->setHeading(finish);
}
return true; return true;
} }

View File

@ -3,6 +3,7 @@
#include <script/SCMFile.hpp> #include <script/SCMFile.hpp>
#include <engine/GameWorld.hpp> #include <engine/GameWorld.hpp>
#include <engine/GameState.hpp> #include <engine/GameState.hpp>
#include <cstring>
SCMThread::pc_t localizeLabel(SCMThread* t, int label) 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) 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); args.getThread()->programCounter = localizeLabel(args.getThread(), args[0].integer);
} }
void vm_return(const ScriptArguments& args) void vm_return(const ScriptArguments& args)
{ {
args.getThread()->programCounter = args.getThread()->calls.top(); args.getThread()->programCounter = args.getThread()->calls[--args.getThread()->stackDepth];
args.getThread()->calls.pop();
} }
void vm_dec_global_int_by_global(const ScriptArguments& args) 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 ) for( auto oid : args.getState()->missionObjects )
{ {
auto obj = args.getWorld()->objects[oid]; auto obj = args.getWorld()->findObject(oid);
args.getWorld()->destroyObjectQueued(obj); if( obj )
{
args.getWorld()->destroyObjectQueued(obj);
}
} }
args.getState()->missionObjects.clear(); args.getState()->missionObjects.clear();
@ -172,7 +175,7 @@ void vm_mission_over(const ScriptArguments& args)
void vm_name_thread(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) void vm_start_mission(const ScriptArguments& args)

View 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()

View File

@ -7,6 +7,7 @@
#include <objects/GameObject.hpp> #include <objects/GameObject.hpp>
#include <engine/GameState.hpp> #include <engine/GameState.hpp>
#include <engine/SaveGame.hpp>
#include <engine/GameWorld.hpp> #include <engine/GameWorld.hpp>
#include <render/GameRenderer.hpp> #include <render/GameRenderer.hpp>
#include <render/DebugDraw.hpp> #include <render/DebugDraw.hpp>
@ -124,12 +125,10 @@ RWGame::RWGame(const std::string& gamepath, int argc, char* argv[])
data->loadTXD(name + ".txd"); data->loadTXD(name + ".txd");
} }
newGame();
auto loading = new LoadingState(this); auto loading = new LoadingState(this);
if( newgame ) if( newgame )
{ {
loading->setNextState(new IngameState(this,test)); loading->setNextState(new IngameState(this,true,test));
} }
else else
{ {
@ -164,13 +163,60 @@ void RWGame::newGame()
// Associate the new world with the new state and vice versa // Associate the new world with the new state and vice versa
state->world = world; state->world = world;
world->state = state; 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) void RWGame::startScript(const std::string& name)
{ {
SCMFile* f = world->data->loadSCM(name); SCMFile* f = world->data->loadSCM(name);
if( f ) { if( f ) {
if( script ) delete script; if( script )
{
delete script;
}
SCMOpcodes* opcodes = new SCMOpcodes; SCMOpcodes* opcodes = new SCMOpcodes;
opcodes->modules.push_back(new VMModule); 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() int RWGame::run()
{ {
clock.restart(); clock.restart();
@ -283,7 +340,7 @@ void RWGame::tick(float dt)
static float clockAccumulator = 0.f; static float clockAccumulator = 0.f;
if (inFocus && currState->shouldWorldUpdate() ) { if (inFocus && currState->shouldWorldUpdate() ) {
world->gameTime += dt; state->gameTime += dt;
clockAccumulator += dt; clockAccumulator += dt;
while( clockAccumulator >= 1.f ) { while( clockAccumulator >= 1.f ) {
@ -306,7 +363,7 @@ void RWGame::tick(float dt)
{ {
auto& part = effect->particle; auto& part = effect->particle;
if( part.lifetime < 0.f ) continue; if( part.lifetime < 0.f ) continue;
if( world->gameTime >= part.starttime + part.lifetime ) if( world->getGameTime() >= part.starttime + part.lifetime )
{ {
world->destroyEffect( effect ); world->destroyEffect( effect );
--i; --i;
@ -326,7 +383,7 @@ void RWGame::tick(float dt)
for( int i = 0; i < state->text.size(); ) for( int i = 0; i < state->text.size(); )
{ {
auto& text = state->text[i]; 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); 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. // Use the current camera position to spawn pedestrians.
auto p = nextCam.position; auto p = nextCam.position;
@ -377,7 +434,7 @@ void RWGame::render(float alpha, float time)
if( state->currentCutscene != nullptr && state->cutsceneStartTime >= 0.f ) if( state->currentCutscene != nullptr && state->cutsceneStartTime >= 0.f )
{ {
auto cutscene = state->currentCutscene; auto cutscene = state->currentCutscene;
float cutsceneTime = std::min(world->gameTime - state->cutsceneStartTime, float cutsceneTime = std::min(world->getGameTime() - state->cutsceneStartTime,
cutscene->tracks.duration); cutscene->tracks.duration);
cutsceneTime += GAME_TIMESTEP * alpha; cutsceneTime += GAME_TIMESTEP * alpha;
glm::vec3 cameraPos = cutscene->tracks.getPositionAt(cutsceneTime), 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"; 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: "; ss << "Player Activity: ";
if( state->player->getCurrentActivity() ) { if( player->getCurrentActivity() ) {
ss << state->player->getCurrentActivity()->name(); ss << player->getCurrentActivity()->name();
} }
else { else {
ss << "Idle"; ss << "Idle";

View File

@ -10,6 +10,7 @@
#include <SFML/Graphics.hpp> #include <SFML/Graphics.hpp>
class PlayerController;
class RWGame class RWGame
{ {
Logger log; Logger log;
@ -53,7 +54,12 @@ public:
{ {
return world; return world;
} }
GameData* getGameData() const
{
return data;
}
GameRenderer* getRenderer() const GameRenderer* getRenderer() const
{ {
return renderer; return renderer;
@ -101,6 +107,12 @@ public:
void startScript(const std::string& name); 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: private:
void tick(float dt); void tick(float dt);
void render(float alpha, float dt); void render(float alpha, float dt);

View File

@ -7,19 +7,18 @@
#include <sstream> #include <sstream>
#include <glm/gtx/string_cast.hpp> #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); glm::vec3 ground = game->getWorld()->getGroundAtPosition(target);
if( controller ) if( player )
{ {
auto pl = controller->getCharacter(); if( player->getCurrentVehicle() )
if( pl->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 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)); }, entryHeight));
} }
#endif #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", [=] { 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)); }, entryHeight));
m->addEntry(Menu::lambda("Jump to Airport", [=] { 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)); }, entryHeight));
m->addEntry(Menu::lambda("Jump to Hideout", [=] { 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)); }, entryHeight));
m->addEntry(Menu::lambda("Jump to Luigi's", [=] { 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)); }, entryHeight));
m->addEntry(Menu::lambda("Jump to Hospital", [=] { 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)); }, entryHeight));
m->addEntry(Menu::lambda("Add Follower", [=] { m->addEntry(Menu::lambda("Add Follower", [=] {
auto spawnPos = game->getWorld()->state->player->getCharacter()->getPosition(); auto spawnPos = game->getPlayer()->getCharacter()->getPosition();
spawnPos += game->getWorld()->state->player->getCharacter()->getRotation() * glm::vec3(-1.f, 0.f, 0.f); spawnPos += game->getPlayer()->getCharacter()->getRotation() * glm::vec3(-1.f, 0.f, 0.f);
auto follower = game->getWorld()->createPedestrian(12, spawnPos); auto follower = game->getWorld()->createPedestrian(12, spawnPos);
jumpCharacter(game, follower->controller, spawnPos); jumpCharacter(game, follower, spawnPos);
follower->controller->setGoal(CharacterController::FollowLeader); follower->controller->setGoal(CharacterController::FollowLeader);
follower->controller->setTargetCharacter(game->getWorld()->state->player->getCharacter()); follower->controller->setTargetCharacter(game->getPlayer()->getCharacter());
}, entryHeight)); }, entryHeight));
m->addEntry(Menu::lambda("Set Super Jump", [=] { m->addEntry(Menu::lambda("Set Super Jump", [=] {
game->getWorld()->state->player->getCharacter()->setJumpSpeed(20.f); game->getPlayer()->getCharacter()->setJumpSpeed(20.f);
}, entryHeight)); }, entryHeight));
m->addEntry(Menu::lambda("Set Normal Jump", [=] { m->addEntry(Menu::lambda("Set Normal Jump", [=] {
game->getWorld()->state->player->getCharacter()->setJumpSpeed(CharacterObject::DefaultJumpSpeed); game->getPlayer()->getCharacter()->setJumpSpeed(CharacterObject::DefaultJumpSpeed);
}, entryHeight)); }, entryHeight));
this->enterMenu(m); this->enterMenu(m);
@ -237,7 +242,7 @@ void DebugState::handleEvent(const sf::Event &e)
void DebugState::spawnVehicle(unsigned int id) void DebugState::spawnVehicle(unsigned int id)
{ {
auto ch = getWorld()->state->player->getCharacter(); auto ch = game->getPlayer()->getCharacter();
if(! ch) return; if(! ch) return;
glm::vec3 fwd = ch->rotation * glm::vec3(0.f, 1.f, 0.f); glm::vec3 fwd = ch->rotation * glm::vec3(0.f, 1.f, 0.f);

View File

@ -17,17 +17,17 @@
#define AUTOLOOK_TIME 2.f #define AUTOLOOK_TIME 2.f
IngameState::IngameState(RWGame* game, bool test) IngameState::IngameState(RWGame* game, bool newgame, bool test)
: State(game), started(false), test(test), autolookTimer(0.f) : State(game), started(false), newgame(newgame), test(test), autolookTimer(0.f)
{ {
} }
void IngameState::startTest() 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); auto player = new PlayerController(playerChar);
getWorld()->state->player = player; getWorld()->state->playerObject = playerChar->getGameObjectID();
/*auto bat = new WeaponItem(getWorld()->data.weaponData["ak47"]); /*auto bat = new WeaponItem(getWorld()->data.weaponData["ak47"]);
_playerCharacter->addToInventory(bat); _playerCharacter->addToInventory(bat);
@ -67,23 +67,22 @@ void IngameState::startTest()
void IngameState::startGame() void IngameState::startGame()
{ {
game->startScript("data/main.scm"); game->startScript("data/main.scm");
game->getScript()->startThread(0);
getWorld()->sound.playBackground( getWorld()->data->getDataPath() + "/audio/City.wav" ); getWorld()->sound.playBackground( getWorld()->data->getDataPath() + "/audio/City.wav" );
} }
PlayerController *IngameState::getPlayer()
{
return getWorld()->state->player;
}
void IngameState::enter() void IngameState::enter()
{ {
if( ! started ) if( ! started )
{ {
if( test ) { if( newgame )
startTest(); {
} if( test ) {
else { startTest();
startGame(); }
else {
startGame();
}
} }
started = true; started = true;
} }
@ -98,7 +97,7 @@ void IngameState::tick(float dt)
{ {
autolookTimer = std::max(autolookTimer - dt, 0.f); autolookTimer = std::max(autolookTimer - dt, 0.f);
auto player = getPlayer(); auto player = game->getPlayer();
if( player && player->isInputEnabled() ) if( player && player->isInputEnabled() )
{ {
float qpi = glm::half_pi<float>(); float qpi = glm::half_pi<float>();
@ -230,7 +229,7 @@ void IngameState::draw(GameRenderer* r)
{ {
if( !getWorld()->state->isCinematic && getWorld()->isCutsceneDone() ) if( !getWorld()->state->isCinematic && getWorld()->isCutsceneDone() )
{ {
drawHUD(getPlayer(), getWorld(), r); drawHUD(game->getPlayer(), getWorld(), r);
} }
State::draw(r); State::draw(r);
@ -238,7 +237,7 @@ void IngameState::draw(GameRenderer* r)
void IngameState::handleEvent(const sf::Event &event) void IngameState::handleEvent(const sf::Event &event)
{ {
auto player = getPlayer(); auto player = game->getPlayer();
switch(event.type) { switch(event.type) {
case sf::Event::KeyPressed: case sf::Event::KeyPressed:

View File

@ -9,6 +9,7 @@ class IngameState : public State
{ {
bool started; bool started;
bool test; bool test;
bool newgame;
ViewCamera _look; ViewCamera _look;
/** Player input */ /** Player input */
glm::vec2 _lookAngles; glm::vec2 _lookAngles;
@ -16,14 +17,11 @@ class IngameState : public State
/** Timer to reset _lookAngles to forward in vehicles */ /** Timer to reset _lookAngles to forward in vehicles */
float autolookTimer; float autolookTimer;
public: public:
IngameState(RWGame* game, bool test = false); IngameState(RWGame* game, bool newgame = true, bool test = false);
void startTest(); void startTest();
void startGame(); void startGame();
/** shortcut for getWorld()->state.player->getCharacter() */
PlayerController* getPlayer();
virtual void enter(); virtual void enter();
virtual void exit(); virtual void exit();

View File

@ -9,23 +9,13 @@ LoadingState::LoadingState(RWGame* game)
void LoadingState::enter() void LoadingState::enter()
{ {
// Load all of the files waiting to be loaded. // Load Item definitions
auto world = getWorld(); for( auto& def : game->getGameData()->ideLocations )
{
// Loade all of the IDEs. game->getGameData()->loadObjects(def.second);
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 IPLs game->newGame();
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 LoadingState::exit() void LoadingState::exit()

View File

@ -10,7 +10,11 @@ MenuState::MenuState(RWGame* game)
Menu *m = new Menu(2); Menu *m = new Menu(2);
m->offset = glm::vec2(200.f, 200.f); m->offset = glm::vec2(200.f, 200.f);
m->addEntry(Menu::lambda("Start", [=] { StateManager::get().enter(new IngameState(game)); })); 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("Options", [] { std::cout << "Options" << std::endl; }));
m->addEntry(Menu::lambda("Exit", [=] { getWindow().close(); })); m->addEntry(Menu::lambda("Exit", [=] { getWindow().close(); }));
this->enterMenu(m); this->enterMenu(m);