#include "ingamestate.hpp" #include "RWGame.hpp" #include "pausestate.hpp" #include "debugstate.hpp" #include #include #include #include #include #include #include #define AUTOLOOK_TIME 2.f IngameState::IngameState(RWGame* game, bool test) : State(game), autolookTimer(0.f) { if( test ) { startTest(); } else { getWorld()->runScript("data/main.scm"); } } void IngameState::startTest() { auto playerChar = getWorld()->createPedestrian(1, {-1000.f, -990.f, 13.f}); auto player = new PlayerController(playerChar); getWorld()->state.player = player; /*auto bat = new WeaponItem(getWorld()->gameData.weaponData["ak47"]); _playerCharacter->addToInventory(bat); _playerCharacter->setActiveItem(bat->getInventorySlot());*/ glm::vec3 itemspawn(-1000.f, -980.f, 11.0f); for( auto& w : getWorld()->gameData.weaponData ) { if( w.first == "unarmed" ) continue; getWorld()->objects.insert(new ItemPickup(getWorld(), itemspawn, w.second)); itemspawn.x += 2.5f; } auto carPos = glm::vec3( -1000.f, -1000.f, 12.f ); auto boatPos = glm::vec3( -1000.f, -1040.f, 5.f ); for( auto& vi : getWorld()->objectTypes ) { switch( vi.first ) { case 140: continue; case 141: continue; } if( vi.second->class_type == ObjectInformation::_class("CARS") ) { auto vehicle = std::static_pointer_cast(vi.second); auto sp = carPos; if( vehicle->type == VehicleData::BOAT ) { sp = boatPos; } auto v = getWorld()->createVehicle(vi.first, sp, glm::quat()); if( vehicle->type == VehicleData::BOAT ) { boatPos -= glm::vec3( 2.f + v->info->handling.dimensions.x, 0.f, 0.f); } else { carPos -= glm::vec3( 2.f + v->info->handling.dimensions.x, 0.f, 0.f); } } } } void IngameState::spawnPlayerVehicle() { #if 0 if(! getWorld()->state.player ) return; glm::vec3 hit, normal; if(game->hitWorldRay(hit, normal)) { // Pick random vehicle. auto it = getWorld()->vehicleTypes.begin(); std::uniform_int_distribution uniform(0, 9); for(size_t i = 0, n = uniform(getWorld()->randomEngine); i != n; i++) { it++; } auto spawnpos = hit + normal; auto vehicle = getWorld()->createVehicle(it->first, spawnpos, glm::quat(glm::vec3(0.f, 0.f, -_lookAngles.x * PiOver180))); getWorld()->state.player->getCharacter()->enterVehicle(vehicle, 0); } #endif } PlayerController *IngameState::getPlayer() { return getWorld()->state.player; } void IngameState::enter() { } void IngameState::exit() { } void IngameState::tick(float dt) { autolookTimer = std::max(autolookTimer - dt, 0.f); auto player = getPlayer(); if( player ) { float qpi = glm::half_pi(); sf::Vector2i screenCenter{sf::Vector2i{getWindow().getSize()} / 2}; sf::Vector2i mousePos = sf::Mouse::getPosition(getWindow()); sf::Vector2i deltaMouse = mousePos - screenCenter; sf::Mouse::setPosition(screenCenter, getWindow()); if(deltaMouse.x != 0 || deltaMouse.y != 0) { autolookTimer = AUTOLOOK_TIME; } _lookAngles.x += deltaMouse.x / 100.0; _lookAngles.y += deltaMouse.y / 100.0; if (_lookAngles.y > qpi) _lookAngles.y = qpi; else if (_lookAngles.y < -qpi) _lookAngles.y = -qpi; auto angle = glm::angleAxis(-_lookAngles.x, glm::vec3(0.f, 0.f, 1.f)); player->updateMovementDirection(angle * _movement, _movement); auto target = getWorld()->state.cameraTarget; if( target == nullptr ) { target = player->getCharacter(); } auto position = target->getPosition(); float viewDistance = 4.f; auto vehicle = ( target->type() == GameObject::Character ) ? static_cast(target)->getCurrentVehicle() : nullptr; if( vehicle ) { auto model = vehicle->model; for(auto& g : model->model->geometries) { viewDistance = std::max( (glm::length(g->geometryBounds.center) + g->geometryBounds.radius) * 4.0f, viewDistance); } position = vehicle->getPosition(); position.z += (vehicle->info->handling.dimensions.z / 2.f) * 2.5f; float speed = vehicle->physVehicle->getCurrentSpeedKmHour(); if( autolookTimer <= 0.f && std::abs(speed) > 1.f ) { float d = glm::sign(speed) > 0.f ? 0.f : glm::radians(180.f); auto atrophy = std::min(1.f * glm::sign(_lookAngles.x - d) * dt, _lookAngles.x - d); _lookAngles.x -= atrophy; } angle *= glm::angleAxis(glm::roll(vehicle->getRotation()) + glm::radians(90.f), glm::vec3(0.f, 0.f, 1.f)); } // Move back from the character position += angle * glm::vec3(-viewDistance, 0.f, 1.f); // Tilt the final look angle down a tad. angle *= glm::angleAxis(glm::radians(10.f), glm::vec3(0.f, 1.f, 0.f)); _look.position = position; _look.rotation = angle; } } void IngameState::draw(sf::RenderWindow& w) { if( !(getWorld()->state.isCinematic || !getWorld()->isCutsceneDone()) ) { drawHUD(w); } State::draw(w); } void IngameState::handleEvent(const sf::Event &event) { auto player = getPlayer(); switch(event.type) { case sf::Event::KeyPressed: switch(event.key.code) { case sf::Keyboard::Escape: StateManager::get().enter(new PauseState(game)); break; case sf::Keyboard::M: StateManager::get().enter(new DebugState(game, _look.position, _look.rotation)); break; case sf::Keyboard::Space: if( getWorld()->state.currentCutscene ) { getWorld()->state.skipCutscene = true; } else if( player ) { if( player->getCharacter()->getCurrentVehicle() ) { player->getCharacter()->getCurrentVehicle()->setHandbraking(true); } else { player->jump(); } } break; case sf::Keyboard::W: _movement.x = 1.f; break; case sf::Keyboard::S: _movement.x =-1.f; break; case sf::Keyboard::A: _movement.y = 1.f; break; case sf::Keyboard::D: _movement.y =-1.f; break; case sf::Keyboard::LShift: player->setRunning(true); break; case sf::Keyboard::F: if( player ) { if( player->getCharacter()->getCurrentVehicle()) { player->exitVehicle(); } else { player->enterNearestVehicle(); } } break; default: break; } break; case sf::Event::KeyReleased: switch(event.key.code) { case sf::Keyboard::W: case sf::Keyboard::S: _movement.x = 0.f; break; case sf::Keyboard::A: case sf::Keyboard::D: _movement.y = 0.f; break; case sf::Keyboard::LShift: player->setRunning(false); break; default: break; } break; case sf::Event::MouseButtonPressed: switch(event.mouseButton.button) { case sf::Mouse::Left: player->useItem(true, true); break; default: break; } break; case sf::Event::MouseButtonReleased: switch(event.mouseButton.button) { case sf::Mouse::Left: player->useItem(false, true); break; default: break; } break; case sf::Event::MouseWheelMoved: player->getCharacter()->cycleInventory(event.mouseWheel.delta > 0); break; default: break; } State::handleEvent(event); } const ViewCamera &IngameState::getCamera() { return _look; } void IngameState::drawHUD(const sf::RenderWindow& w) { MapRenderer::MapInfo map; map.scale = 0.5f; map.viewport = glm::vec2(w.getSize().x, w.getSize().y); map.mapPos = glm::vec2(map.viewport.x * 0.2f, map.viewport.y * 0.2f); float aspect = map.viewport.x / map.viewport.y; map.mapSize = map.viewport * 0.3f; map.mapPos.x /= aspect; map.mapSize.x /= aspect; if( getWorld()->state.player ) { map.center = glm::vec2(getWorld()->state.player->getCharacter()->getPosition()); } getWorld()->renderer.map.draw(map); }