#include "ingamestate.hpp" #include "game.hpp" #include "pausestate.hpp" #include "debugstate.hpp" #include #include #include #include #include IngameState::IngameState() : _player(nullptr), _playerCharacter(nullptr) { _playerCharacter = getWorld()->createPedestrian(1, {-1000.f, -990.f, 13.f}); _player = new PlayerController(_playerCharacter); setPlayerCharacter( _playerCharacter ); /*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()->vehicleTypes ) { switch( vi.first ) { case 140: continue; case 141: continue; } auto sp = carPos; if( vi.second->type == VehicleData::BOAT ) { sp = boatPos; } auto v = getWorld()->createVehicle(vi.first, sp, glm::quat()); if( vi.second->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(! _player) return; glm::vec3 hit, normal; if(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))); _playerCharacter->enterVehicle(vehicle, 0); } } void IngameState::enter() { } void IngameState::exit() { } void IngameState::tick(float dt) { 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()); _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; float localX = _lookAngles.x; float viewDistance = 2.f; if( _playerCharacter->getCurrentVehicle() ) { auto model = _playerCharacter->getCurrentVehicle()->model; for(auto& g : model->model->geometries) { viewDistance = std::max( (glm::length(g->geometryBounds.center) + g->geometryBounds.radius) * 1.5f, viewDistance); } auto vfwd = _playerCharacter->getCurrentVehicle()->getRotation() * glm::vec3(1.f, 0.f, 0.f); localX += atan2( vfwd.y, vfwd.x ); } glm::quat vR = glm::normalize(glm::angleAxis(localX, glm::vec3{0.f, 0.f, 1.f})); _player->updateMovementDirection(vR * _movement, _movement); glm::vec3 localview; float vy = cos(_lookAngles.y); localview.x = -sin(-localX) * vy; localview.y = -cos(-localX) * vy; localview.z = -sin(_lookAngles.y); localview *= -viewDistance; glm::vec3 viewPos = _playerCharacter->getPosition(); if(_playerCharacter->getCurrentVehicle()) { viewPos = _playerCharacter->getCurrentVehicle()->getPosition(); } btVector3 rayFrom(viewPos.x, viewPos.y, viewPos.z); btVector3 rayTo = rayFrom + btVector3(localview.x, localview.y, localview.z); btDynamicsWorld::AllHitsRayResultCallback allrr(rayFrom, rayTo); getWorld()->dynamicsWorld->rayTest( rayFrom, rayTo, allrr ); float viewFraction = 1.f; btCollisionObject* playobj = _playerCharacter->physObject; if( _playerCharacter->getCurrentVehicle() ) { playobj = _playerCharacter->getCurrentVehicle()->physBody; } if(allrr.hasHit()) { auto& co = allrr.m_collisionObjects; for(int i = 0; i < co.size(); ++i) { if( co[i] != playobj && allrr.m_hitFractions[i] <= viewFraction ) { viewFraction = allrr.m_hitFractions[i] * 0.9f; } } } setViewParameters( viewPos + localview * viewFraction, {localX, _lookAngles.y} ); } void IngameState::handleEvent(const sf::Event &event) { switch(event.type) { case sf::Event::KeyPressed: switch(event.key.code) { case sf::Keyboard::Escape: StateManager::get().enter(new PauseState); break; case sf::Keyboard::M: StateManager::get().enter(new DebugState); break; case sf::Keyboard::Space: if(_playerCharacter) { _playerCharacter->jump(); } 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::LShift: _player->setRunning(true); break; case sf::Keyboard::F: if(_playerCharacter) { if(_playerCharacter->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.y = 0.f; break; case sf::Keyboard::A: case sf::Keyboard::D: _movement.x = 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: _playerCharacter->cycleInventory(event.mouseWheel.delta > 0); break; default: break; } State::handleEvent(event); }