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mirror of https://github.com/rwengine/openrw.git synced 2024-11-22 10:22:52 +01:00

Refactor: moved getPlayer to World class

This commit is contained in:
husho 2018-05-26 19:13:32 +03:00
parent 4a9444fdee
commit ca576ac3cf
8 changed files with 32 additions and 35 deletions

View File

@ -1023,3 +1023,12 @@ void GameWorld::clearObjectsWithinArea(const glm::vec3 center,
// @todo Remove all temp objects, extinguish all fires, remove all
// explosions, remove all projectiles
}
PlayerController* GameWorld::getPlayer() {
auto object = pedestrianPool.find(state->playerObject);
if (object) {
auto controller = static_cast<CharacterObject*>(object)->controller;
return static_cast<PlayerController*>(controller);
}
return nullptr;
}

View File

@ -363,6 +363,8 @@ public:
void clearObjectsWithinArea(const glm::vec3 center, const float radius,
const bool clearParticles);
PlayerController* getPlayer();
private:
/**
* @brief Used by objects to delete themselves during updates.

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@ -12,11 +12,9 @@
#include "script/ScriptModule.hpp"
void ScriptMachine::executeThread(SCMThread& t, int msPassed) {
auto& players = getState()->world->players;
auto player = state->world->getPlayer();
if (!players.empty()) {
// @todo Add support for multiple players
PlayerController* player = players.at(0);
if (player) {
if (t.isMission && t.deathOrArrestCheck &&
(player->isWasted() || player->isBusted())) {
t.wastedOrBusted = true;

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@ -6743,8 +6743,7 @@ void opcode_0254(const ScriptArguments& args) {
void opcode_0255(const ScriptArguments& args, ScriptVec3 coord, const ScriptFloat heading) {
coord = script::getGround(args, coord);
args.getState()->overrideRestart(glm::vec4(coord, heading));
// @todo Add support for multiple players
PlayerController* player = args.getState()->world->players.at(0);
auto player = args.getWorld()->getPlayer();
player->requestMissionRestart();
}
@ -8180,6 +8179,7 @@ void opcode_02fa(const ScriptArguments& args, const ScriptGarage garage0, const
*/
void opcode_02fb(const ScriptArguments& args, const ScriptFloat arg1, const ScriptFloat arg2, const ScriptFloat arg3, const ScriptFloat arg4, const ScriptFloat arg5, const ScriptFloat arg6, const ScriptFloat arg7, const ScriptFloat arg8, const ScriptFloat arg9, const ScriptFloat arg10) {
RW_UNIMPLEMENTED_OPCODE(0x02fb);
RW_UNUSED(args);
RW_UNUSED(arg1);
RW_UNUSED(arg2);
RW_UNUSED(arg3);

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@ -160,15 +160,6 @@ void RWGame::startScript(const std::string& name) {
}
}
PlayerController* RWGame::getPlayer() {
auto object = world->pedestrianPool.find(state.playerObject);
if (object) {
auto controller = static_cast<CharacterObject*>(object)->controller;
return static_cast<PlayerController*>(controller);
}
return nullptr;
}
// Modifiers for GTA3 we try to recreate
#define RW_GAME_VERSION 1100
#define RW_GAME_GTA3_GERMAN 0
@ -192,7 +183,7 @@ void RWGame::handleCheatInput(char symbol) {
// Player related cheats
{
auto player = getPlayer()->getCharacter();
auto player = getWorld()->getPlayer()->getCharacter();
#ifdef RW_GAME_GTA3_GERMAN // Germans got their own cheat
std::string health_cheat = "GESUNDHEIT";
@ -893,7 +884,7 @@ void RWGame::globalKeyEvent(const SDL_Event& event) {
}
std::string keyName = SDL_GetKeyName(event.key.keysym.sym);
if (getPlayer() && keyName.length() == 1) {
if (getWorld()->getPlayer() && keyName.length() == 1) {
char symbol = keyName[0];
handleCheatInput(symbol);
}

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@ -120,9 +120,6 @@ public:
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);

View File

@ -35,8 +35,8 @@ static void jumpCharacter(RWGame* game, CharacterObject* player,
std::shared_ptr<Menu> DebugState::createDebugMenu() {
CharacterObject* player = nullptr;
if (game->getPlayer()) {
player = game->getPlayer()->getCharacter();
if (game->getWorld()->getPlayer()) {
player = game->getWorld()->getPlayer()->getCharacter();
}
auto menu = Menu::create(
@ -78,8 +78,8 @@ std::shared_ptr<Menu> DebugState::createDebugMenu() {
std::shared_ptr<Menu> DebugState::createMapMenu() {
CharacterObject* player = nullptr;
if (game->getPlayer()) {
player = game->getPlayer()->getCharacter();
if (game->getWorld()->getPlayer()) {
player = game->getWorld()->getPlayer()->getCharacter();
}
auto menu = Menu::create(
@ -468,7 +468,7 @@ void DebugState::printCameraDetails() {
}
void DebugState::spawnVehicle(unsigned int id) {
auto ch = game->getPlayer()->getCharacter();
auto ch = game->getWorld()->getPlayer()->getCharacter();
if (!ch) return;
auto playerRot = ch->getRotation();
@ -480,7 +480,7 @@ void DebugState::spawnVehicle(unsigned int id) {
}
void DebugState::spawnFollower(unsigned int id) {
auto ch = game->getPlayer()->getCharacter();
auto ch = game->getWorld()->getPlayer()->getCharacter();
if (!ch) return;
glm::vec3 fwd = ch->rotation * glm::vec3(0.f, 1.f, 0.f);
@ -498,8 +498,8 @@ void DebugState::spawnFollower(unsigned int id) {
void DebugState::giveItem(int slot) {
CharacterObject* player = nullptr;
if (game->getPlayer()) {
player = game->getPlayer()->getCharacter();
if (game->getWorld()->getPlayer()) {
player = game->getWorld()->getPlayer()->getCharacter();
}
if (player) {

View File

@ -166,7 +166,7 @@ void IngameState::tick(float dt) {
}
}
auto player = game->getPlayer();
auto player = game->getWorld()->getPlayer();
if (player) {
// Force all input to 0 if player input is disabled
@ -280,14 +280,14 @@ void IngameState::tick(float dt) {
void IngameState::draw(GameRenderer* r) {
if (!getWorld()->state->isCinematic && getWorld()->isCutsceneDone()) {
drawHUD(_look, game->getPlayer(), getWorld(), r);
drawHUD(_look, game->getWorld()->getPlayer(), getWorld(), r);
}
State::draw(r);
}
void IngameState::handleEvent(const SDL_Event& event) {
auto player = game->getPlayer();
auto player = game->getWorld()->getPlayer();
switch (event.type) {
case SDL_KEYDOWN:
@ -323,7 +323,7 @@ void IngameState::handleEvent(const SDL_Event& event) {
}
void IngameState::handlePlayerInput(const SDL_Event& event) {
auto player = game->getPlayer();
auto player = game->getWorld()->getPlayer();
switch (event.type) {
case SDL_MOUSEBUTTONDOWN:
switch (event.button.button) {
@ -373,7 +373,7 @@ bool IngameState::shouldWorldUpdate() {
const ViewCamera& IngameState::getCamera(float alpha) {
auto state = game->getState();
auto player = game->getPlayer();
auto player = game->getWorld()->getPlayer();
auto world = getWorld();
if (state->currentCutscene && state->cutsceneStartTime >= 0.f) {
@ -508,8 +508,8 @@ GameObject* IngameState::getCameraTarget() const {
auto target =
getWorld()->pedestrianPool.find(game->getState()->cameraTarget);
if (target == nullptr && game->getPlayer()) {
target = game->getPlayer()->getCharacter();
if (target == nullptr && game->getWorld()->getPlayer()) {
target = game->getWorld()->getPlayer()->getCharacter();
}
// If the target is a character in a vehicle, make the vehicle the target