#include "debugstate.hpp" #include "game.hpp" #include #include DebugState::DebugState() : _freeLook( false ), _sonicMode( false ) { Menu *m = new Menu(getFont()); m->offset = glm::vec2(50.f, 100.f); float entryHeight = 24.f; m->addEntry(Menu::lambda("Random Vehicle", [this] { auto it = getWorld()->vehicleTypes.begin(); std::uniform_int_distribution uniform(0, 3); for(size_t i = 0, n = uniform(getWorld()->randomEngine); i != n; i++) { it++; } spawnVehicle(it->first); }, entryHeight)); m->addEntry(Menu::lambda("Open All Doors/Flaps", [this] { auto pc = getPlayerCharacter(); auto pv = pc->getCurrentVehicle(); if( pv ) { for(auto& it : pv->_hingedObjects) { pv->setHingeLocked(it.first, false); } } }, entryHeight)); m->addEntry(Menu::lambda("Spawn Pedestrians", [this] { glm::vec3 hit, normal; if(hitWorldRay(hit, normal)) { glm::vec3 spawnPos = hit + glm::vec3(-5, 0.f, 0.0) + normal; size_t k = 1; // Spawn every pedestrian. for(auto it = getWorld()->pedestrianTypes.begin(); it != getWorld()->pedestrianTypes.end(); ++it) { getWorld()->createPedestrian(it->first, spawnPos); spawnPos += glm::vec3(2.5, 0, 0); if((k++ % 6) == 0) { spawnPos += glm::vec3(-15, -2.5, 0); } } } }, entryHeight)); int vehiclesMax = 16, i = 0; for( auto& v : getWorld()->vehicleTypes ) { if( (i++) > vehiclesMax ) break; m->addEntry(Menu::lambda(v.second->handlingID, [=] { spawnVehicle(v.first); }, entryHeight)); } this->enterMenu(m); } void DebugState::enter() { _debugPos = getViewPosition(); _debugAngles = getViewAngles(); } 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 ) { 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()); _debugAngles.x += deltaMouse.x / 100.0; _debugAngles.y += deltaMouse.y / 100.0; if (_debugAngles.y > qpi) _debugAngles.y = qpi; else if (_debugAngles.y < -qpi) _debugAngles.y = -qpi; glm::quat vR = glm::normalize(glm::angleAxis(_debugAngles.x, glm::vec3{0.f, 0.f, 1.f})); vR = vR * glm::angleAxis(_debugAngles.y, glm::vec3(1.f, 0.f, 0.f)); _debugPos += vR * _movement * dt * (_sonicMode ? 100.f : 10.f); } setViewParameters( _debugPos, _debugAngles ); } void DebugState::handleEvent(const sf::Event &e) { switch(e.type) { case sf::Event::KeyPressed: switch(e.key.code) { default: break; case sf::Keyboard::Escape: StateManager::get().exit(); break; case sf::Keyboard::W: _movement.y =-1.f; break; case sf::Keyboard::S: _movement.y = 1.f; break; case sf::Keyboard::A: _movement.x = 1.f; break; case sf::Keyboard::D: _movement.x =-1.f; break; case sf::Keyboard::F: _freeLook = !_freeLook; break; case sf::Keyboard::LShift: _sonicMode = true; break; } break; case sf::Event::KeyReleased: switch(e.key.code) { case sf::Keyboard::W: case sf::Keyboard::S: _movement.y = 0.f; break; case sf::Keyboard::A: case sf::Keyboard::D: _movement.x = 0.f; break; case sf::Keyboard::LShift: _sonicMode = false; break; default: break; } default: break; } State::handleEvent(e); } void DebugState::spawnVehicle(unsigned int id) { auto ch = getPlayerCharacter(); if(! ch) return; glm::vec3 fwd = ch->rotation * glm::vec3(0.f, 1.f, 0.f); glm::vec3 hit, normal; if(hitWorldRay(ch->position + (fwd * 5.f), {0.f, 0.f, -2.f}, hit, normal)) { auto spawnpos = hit + normal; getWorld()->createVehicle(id, spawnpos, glm::quat()); } }