#include "debugstate.hpp" #include "RWGame.hpp" #include #include #include #include #include #include #include #include constexpr float kDebugEntryHeight = 14.f; 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); } } } Menu* DebugState::createDebugMenu() { CharacterObject* player = nullptr; if (game->getPlayer()) { player = game->getPlayer()->getCharacter(); } Menu* m = new Menu(2); m->offset = kDebugMenuOffset; #if 0 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", [=] { auto pc = getWorld()->state->player->getCharacter(); auto pv = pc->getCurrentVehicle(); if( pv ) { for(auto& it : pv->_hingedObjects) { pv->setHingeLocked(it.first, false); } } }, entryHeight)); m->addEntry(Menu::lambda("Spawn Pedestrians", [=] { glm::vec3 hit, normal; if(game->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)); } #endif m->addEntry(Menu::lambda("Jump to Debug Camera", [=] { jumpCharacter(game, player, _debugCam.position + _debugCam.rotation * glm::vec3(3.f, 0.f, 0.f), false); }, kDebugEntryHeight)); m->addEntry(Menu::lambda("-Map", [=] { this->enterMenu(createMapMenu()); }, kDebugEntryHeight)); m->addEntry(Menu::lambda("-Vehicles", [=] { this->enterMenu(createVehicleMenu()); }, kDebugEntryHeight)); m->addEntry(Menu::lambda("-AI", [=] { this->enterMenu(createAIMenu()); }, kDebugEntryHeight)); m->addEntry(Menu::lambda("Set Super Jump", [=] { player->setJumpSpeed(20.f); }, kDebugEntryHeight)); m->addEntry(Menu::lambda("Set Normal Jump", [=] { player->setJumpSpeed(CharacterObject::DefaultJumpSpeed); }, kDebugEntryHeight)); m->addEntry(Menu::lambda("Full Health", [=] { player->getCurrentState().health = 100.f; }, kDebugEntryHeight)); m->addEntry(Menu::lambda("Full Armour", [=] { player->getCurrentState().armour = 100.f; }, kDebugEntryHeight)); m->addEntry(Menu::lambda("Cull Here", [=] { game->getRenderer()->setCullOverride(true, _debugCam); }, kDebugEntryHeight)); // Optional block if the player is in a vehicle auto cv = player->getCurrentVehicle(); if(cv) { m->addEntry(Menu::lambda("Flip vehicle", [=] { cv->setRotation(cv->getRotation() * glm::quat(glm::vec3(0.f, glm::pi(), 0.f))); }, kDebugEntryHeight)); } return m; } Menu* DebugState::createMapMenu() { CharacterObject* player = nullptr; if (game->getPlayer()) { player = game->getPlayer()->getCharacter(); } Menu* m = new Menu(2); m->offset = kDebugMenuOffset; m->addEntry(Menu::lambda("Back", [=] { this->enterMenu(createDebugMenu()); }, kDebugEntryHeight)); m->addEntry(Menu::lambda("Jump to Docks", [=] { jumpCharacter(game, player, glm::vec3(1390.f, -837.f, 100.f)); }, kDebugEntryHeight)); m->addEntry(Menu::lambda("Jump to Garage", [=] { jumpCharacter(game, player, glm::vec3(270.f, -605.f, 40.f)); }, kDebugEntryHeight)); m->addEntry(Menu::lambda("Jump to Airport", [=] { jumpCharacter(game, player, glm::vec3(-950.f, -980.f, 12.f)); }, kDebugEntryHeight)); m->addEntry(Menu::lambda("Jump to Hideout", [=] { jumpCharacter(game, player, glm::vec3(875.0, -309.0, 100.0)); }, kDebugEntryHeight)); m->addEntry(Menu::lambda("Jump to Luigi's", [=] { jumpCharacter(game, player, glm::vec3(902.75, -425.56, 100.0)); }, kDebugEntryHeight)); m->addEntry(Menu::lambda("Jump to Hospital", [=] { jumpCharacter(game, player, glm::vec3(1123.77, -569.15, 100.0)); }, kDebugEntryHeight)); m->addEntry(Menu::lambda("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->model->name) != garageDoorModels.end()) { obj->setSolid(false); } } }, kDebugEntryHeight)); return m; } Menu* DebugState::createVehicleMenu() { CharacterObject* player = nullptr; if (game->getPlayer()) { player = game->getPlayer()->getCharacter(); } Menu* m = new Menu(2); m->offset = kDebugMenuOffset; m->addEntry(Menu::lambda("Back", [=] { this->enterMenu(createDebugMenu()); }, kDebugEntryHeight)); 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) { m->addEntry(Menu::lambda(e.first, [=] { spawnVehicle(e.second); }, kDebugEntryHeight)); } return m; } Menu* DebugState::createAIMenu() { CharacterObject* player = nullptr; if (game->getPlayer()) { player = game->getPlayer()->getCharacter(); } Menu* m = new Menu(2); m->offset = kDebugMenuOffset; m->addEntry(Menu::lambda("Back", [=] { this->enterMenu(createDebugMenu()); }, kDebugEntryHeight)); const std::map kPedTypes = { {"Triad", 12}, {"Cop", 1}, {"SWAT", 2}, {"FBI", 3}, {"Fireman", 6}, {"Construction", 74}, }; for (auto& e : kPedTypes) { m->addEntry(Menu::lambda(e.first + " Follower", [=] { spawnFollower(e.second); }, kDebugEntryHeight)); } m->addEntry(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}); } }, kDebugEntryHeight)); return m; } DebugState::DebugState(RWGame* game, const glm::vec3& vp, const glm::quat& vd) : State(game) , _freeLook( false ) , _sonicMode( false ) { this->enterMenu(createDebugMenu()); _debugCam.position = vp; _debugCam.rotation = vd; } void DebugState::enter() { } 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()); _debugLook.x -= deltaMouse.x / 100.0f; _debugLook.y += deltaMouse.y / 100.0f; if (_debugLook.y > qpi) _debugLook.y = qpi; else if (_debugLook.y < -qpi) _debugLook.y = -qpi; _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 ? 100.f : 10.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 = 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 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.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::F: _freeLook = !_freeLook; break; case sf::Keyboard::LShift: _sonicMode = true; break; case sf::Keyboard::P: printCameraDetails(); break; } break; case sf::Event::KeyReleased: switch(e.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: _sonicMode = false; break; default: break; } default: break; } State::handleEvent(e); } 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; 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; getWorld()->createVehicle(id, spawnpos, glm::quat()); } } 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); } } const ViewCamera &DebugState::getCamera() { return _debugCam; }