#include "DebugState.hpp" #include #include #include #include #include #include #include #include #include #include "RWGame.hpp" constexpr float kDebugEntryHeight = 14.f; constexpr int kDebugFont = 2; const glm::vec2 kDebugMenuOffset = glm::vec2(10.f, 50.f); static void jumpCharacter(RWGame* game, CharacterObject* player, const glm::vec3& target, bool ground = true) { glm::vec3 newPosition = target; if (ground) { newPosition = game->getWorld()->getGroundAtPosition(newPosition) + glm::vec3(0.f, 0.f, 1.f); } if (player) { if (player->getCurrentVehicle()) { player->getCurrentVehicle()->setPosition(newPosition); } else { player->setPosition(newPosition); } } } std::shared_ptr DebugState::createDebugMenu() { CharacterObject* player = nullptr; if (game->getPlayer()) { player = game->getPlayer()->getCharacter(); } auto menu = Menu::create( {{"Jump to Debug Camera", [=] { jumpCharacter(game, player, _debugCam.position + _debugCam.rotation * glm::vec3(3.f, 0.f, 0.f), false); }}, {"-Map", [=] { this->enterMenu(createMapMenu()); }}, {"-Vehicles", [=] { this->enterMenu(createVehicleMenu()); }}, {"-AI", [=] { this->enterMenu(createAIMenu()); }}, {"-Weapons", [=] { this->enterMenu(createWeaponMenu()); }}, {"Set Super Jump", [=] { player->setJumpSpeed(20.f); }}, {"Set Normal Jump", [=] { player->setJumpSpeed(CharacterObject::DefaultJumpSpeed); }}, {"Full Health", [=] { player->getCurrentState().health = 100.f; }}, {"Full Armour", [=] { player->getCurrentState().armour = 100.f; }}, {"Cull Here", [=] { game->getRenderer().setCullOverride(true, _debugCam); }}}, kDebugFont); menu->offset = kDebugMenuOffset; // Optional block if the player is in a vehicle auto cv = player->getCurrentVehicle(); if (cv) { menu->lambda("Flip vehicle", [=] { cv->setRotation(cv->getRotation() * glm::quat(glm::vec3(0.f, glm::pi(), 0.f))); }); } return menu; } std::shared_ptr DebugState::createMapMenu() { CharacterObject* player = nullptr; if (game->getPlayer()) { player = game->getPlayer()->getCharacter(); } auto menu = Menu::create( {{"Back", [=] { enterMenu(createDebugMenu()); }}, {"Jump to Docks", [=] { jumpCharacter(game, player, glm::vec3(1390.f, -837.f, 100.f)); }}, {"Jump to Garage", [=] { jumpCharacter(game, player, glm::vec3(270.f, -605.f, 40.f)); }}, {"Jump to Airport", [=] { jumpCharacter(game, player, glm::vec3(-950.f, -980.f, 12.f)); }}, {"Jump to Hideout", [=] { jumpCharacter(game, player, glm::vec3(875.0, -309.0, 100.0)); }}, {"Jump to Luigi's", [=] { jumpCharacter(game, player, glm::vec3(902.75, -425.56, 100.0)); }}, {"Jump to Hospital", [=] { jumpCharacter(game, player, glm::vec3(1123.77, -569.15, 100.0)); }}, {"Unsolid garage doors", [=] { std::vector garageDoorModels{ "8ballsuburbandoor", "amcogaragedoor", "bankjobdoor", "bombdoor", "crushercrush", "crushertop", "door2_garage", "door3_garage", "door4_garage", "door_bombshop", "door_col_compnd_01", "door_col_compnd_02", "door_col_compnd_03", "door_col_compnd_04", "door_col_compnd_05", "door_jmsgrage", "door_sfehousegrge", "double_garage_dr", "impex_door", "impexpsubgrgdoor", "ind_plyrwoor", "ind_slidedoor", "jamesgrge_kb", "leveldoor2", "oddjgaragdoor", "plysve_gragedoor", "SalvGarage", "shedgaragedoor", "Sub_sprayshopdoor", "towergaragedoor1", "towergaragedoor2", "towergaragedoor3", "vheistlocdoor"}; auto gw = game->getWorld(); for (auto& i : gw->instancePool.objects) { auto obj = static_cast(i.second); if (std::find(garageDoorModels.begin(), garageDoorModels.end(), obj->getModelInfo()->name) != garageDoorModels.end()) { obj->setSolid(false); } } }}}, kDebugFont); menu->offset = kDebugMenuOffset; return menu; } std::shared_ptr DebugState::createVehicleMenu() { auto menu = Menu::create({{"Back", [=] { enterMenu(createDebugMenu()); }}}, kDebugFont); const std::map kVehicleTypes = { {"Landstalker", 90}, {"Taxi", 110}, {"Firetruck", 97}, {"Police", 116}, {"Ambulance", 106}, {"Bobcat", 112}, {"Banshee", 119}, {"Rhino", 122}, {"Barracks", 123}, {"Rumpo", 130}, {"Columbian", 138}, {"Dodo", 126}, {"Speeder", 142}, {"Yakuza", 136}, }; for (auto& e : kVehicleTypes) { menu->lambda(e.first, [=] { spawnVehicle(e.second); }); } menu->offset = kDebugMenuOffset; return menu; } std::shared_ptr DebugState::createAIMenu() { auto menu = Menu::create( {{"Back", [=] { this->enterMenu(createDebugMenu()); }}}, kDebugFont); const std::map kPedTypes = { {"Triad", 12}, {"Cop", 1}, {"SWAT", 2}, {"FBI", 3}, {"Fireman", 6}, {"Construction", 74}, }; for (auto& e : kPedTypes) { menu->lambda(e.first + " Follower", [=] { spawnFollower(e.second); }); } menu->lambda("Kill All Peds", [=] { for (auto& p : game->getWorld()->pedestrianPool.objects) { if (p.second->getLifetime() == GameObject::PlayerLifetime) { continue; } p.second->takeDamage({p.second->getPosition(), p.second->getPosition(), 100.f, GameObject::DamageInfo::Explosion, 0.f}); } }); menu->offset = kDebugMenuOffset; return menu; } std::shared_ptr DebugState::createWeaponMenu() { auto menu = Menu::create( {{"Back", [=] { this->enterMenu(createDebugMenu()); }}}, kDebugFont); for (int i = 1; i < kMaxInventorySlots; ++i) { auto& name = getWorld()->data->weaponData[i]->name; menu->lambda(name, [=] { giveItem(i); }); } menu->offset = kDebugMenuOffset; return menu; } DebugState::DebugState(RWGame* game, const glm::vec3& vp, const glm::quat& vd) : State(game), _invertedY(game->getConfig().getInputInvertY()) { this->enterMenu(createDebugMenu()); _debugCam.position = vp; _debugCam.rotation = vd; } void DebugState::enter() { getWindow().showCursor(); } void DebugState::exit() { } void DebugState::tick(float dt) { /*if(debugObject) { auto p = debugObject->getPosition(); ss << "Position: " << p.x << " " << p.y << " " << p.z << std::endl; ss << "Health: " << debugObject->mHealth << std::endl; if(debugObject->model) { auto m = debugObject->model; ss << "Textures: " << std::endl; for(auto it = m->geometries.begin(); it != m->geometries.end(); ++it ) { auto g = *it; for(auto itt = g->materials.begin(); itt != g->materials.end(); ++itt) { for(auto tit = itt->textures.begin(); tit != itt->textures.end(); ++tit) { ss << " " << tit->name << std::endl; } } } } if(debugObject->type() == GameObject::Vehicle) { GTAVehicle* vehicle = static_cast(debugObject); ss << "ID: " << vehicle->info->handling.ID << std::endl; } }*/ if (_freeLook) { _debugCam.rotation = glm::angleAxis(_debugLook.x, glm::vec3(0.f, 0.f, 1.f)) * glm::angleAxis(_debugLook.y, glm::vec3(0.f, 1.f, 0.f)); _debugCam.position += _debugCam.rotation * _movement * dt * (_sonicMode ? 500.f : 50.f); } } void DebugState::draw(GameRenderer* r) { // Draw useful information like camera position. std::stringstream ss; ss << "Camera Position: " << glm::to_string(_debugCam.position); TextRenderer::TextInfo ti; ti.text = GameStringUtil::fromString(ss.str()); ti.font = 2; ti.screenPosition = glm::vec2(10.f, 10.f); ti.size = 15.f; ti.baseColour = glm::u8vec3(255); r->text.renderText(ti); State::draw(r); } void DebugState::handleEvent(const SDL_Event& event) { switch (event.type) { case SDL_KEYDOWN: switch (event.key.keysym.sym) { case SDLK_ESCAPE: done(); break; case SDLK_w: _movement.x = 1.f; break; case SDLK_s: _movement.x = -1.f; break; case SDLK_a: _movement.y = 1.f; break; case SDLK_d: _movement.y = -1.f; break; case SDLK_f: _freeLook = !_freeLook; if (_freeLook) getWindow().hideCursor(); else getWindow().showCursor(); break; case SDLK_p: printCameraDetails(); break; case SDLK_LSHIFT: _sonicMode = true; break; default: break; } break; case SDL_KEYUP: switch (event.key.keysym.sym) { case SDLK_w: case SDLK_s: _movement.x = 0.f; break; case SDLK_a: case SDLK_d: _movement.y = 0.f; break; case SDLK_LSHIFT: _sonicMode = false; break; default: break; } break; case SDL_MOUSEMOTION: if (game->hasFocus()) { glm::ivec2 screenSize = getWindow().getSize(); glm::vec2 mouseMove( event.motion.xrel / static_cast(screenSize.x), event.motion.yrel / static_cast(screenSize.y)); if (!_invertedY) mouseMove.y = -mouseMove.y; _debugLook.x -= mouseMove.x; float qpi = glm::half_pi(); _debugLook.y -= glm::clamp(mouseMove.y, -qpi, qpi); } break; default: break; } State::handleEvent(event); } void DebugState::printCameraDetails() { std::cout << " " << _debugCam.position.x << " " << _debugCam.position.y << " " << _debugCam.position.z << " " << _debugCam.rotation.x << " " << _debugCam.rotation.y << " " << _debugCam.rotation.z << " " << _debugCam.rotation.w << std::endl; } void DebugState::spawnVehicle(unsigned int id) { auto ch = game->getPlayer()->getCharacter(); if (!ch) return; auto playerRot = ch->getRotation(); auto spawnPos = ch->getPosition(); spawnPos += playerRot * glm::vec3(0.f, 3.f, 0.f); auto spawnRot = glm::quat( glm::vec3(0.f, 0.f, glm::roll(playerRot) + glm::half_pi())); getWorld()->createVehicle(id, spawnPos, spawnRot); } void DebugState::spawnFollower(unsigned int id) { auto ch = game->getPlayer()->getCharacter(); if (!ch) return; glm::vec3 fwd = ch->rotation * glm::vec3(0.f, 1.f, 0.f); glm::vec3 hit, normal; if (game->hitWorldRay(ch->position + (fwd * 10.f), {0.f, 0.f, -2.f}, hit, normal)) { auto spawnPos = hit + normal; auto follower = game->getWorld()->createPedestrian(id, spawnPos); jumpCharacter(game, follower, spawnPos); follower->controller->setGoal(CharacterController::FollowLeader); follower->controller->setTargetCharacter(ch); } } void DebugState::giveItem(int slot) { CharacterObject* player = nullptr; if (game->getPlayer()) { player = game->getPlayer()->getCharacter(); } if (player) { player->addToInventory(slot, 100); } } const ViewCamera& DebugState::getCamera() { return _debugCam; }