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mirror of https://github.com/rwengine/openrw.git synced 2024-11-25 20:02:40 +01:00
openrw/rwgame/debugstate.cpp
Christoph Heiss 649f7b144d Replace SFML with SDL2
This entirely replaces all remaining SFML pieces with SDL2 and
brings OpenRW up to OpenGL 3.3
2016-06-22 12:29:39 +02:00

524 lines
13 KiB
C++

#include "debugstate.hpp"
#include "RWGame.hpp"
#include <ai/PlayerController.hpp>
#include <objects/CharacterObject.hpp>
#include <objects/InstanceObject.hpp>
#include <objects/VehicleObject.hpp>
#include <engine/GameState.hpp>
#include <items/InventoryItem.hpp>
#include <data/WeaponData.hpp>
#include <sstream>
#include <glm/gtc/quaternion.hpp>
#include <glm/gtx/string_cast.hpp>
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<int> 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("-Weapons", [=] {
this->enterMenu(createWeaponMenu());
}, 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<float>(), 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<std::string> 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<InstanceObject*>(i.second);
if (std::find(garageDoorModels.begin(), garageDoorModels.end(), obj->model->name) != garageDoorModels.end()) {
obj->setSolid(false);
}
}
}, kDebugEntryHeight));
return m;
}
Menu* DebugState::createVehicleMenu()
{
Menu* m = new Menu(2);
m->offset = kDebugMenuOffset;
m->addEntry(Menu::lambda("Back", [=] {
this->enterMenu(createDebugMenu());
}, kDebugEntryHeight));
const std::map<std::string, int> 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()
{
Menu* m = new Menu(2);
m->offset = kDebugMenuOffset;
m->addEntry(Menu::lambda("Back", [=] {
this->enterMenu(createDebugMenu());
}, kDebugEntryHeight));
const std::map<std::string, int> 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;
}
Menu*DebugState::createWeaponMenu()
{
Menu* m = new Menu(2);
m->offset = kDebugMenuOffset;
m->addEntry(Menu::lambda("Back", [=] {
this->enterMenu(createDebugMenu());
}, kDebugEntryHeight));
for (int i = 1; i < maxInventorySlots; ++i) {
auto item = getWorld()->getInventoryItem(i);
auto& name = getWorld()->data->weaponData[i]->name;
m->addEntry(Menu::lambda(name, [=] {
giveItem(item);
}, 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()
{
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<GTAVehicle*>(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 ? 1000.f : 100.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 SDL_Event& event)
{
switch(event.type) {
case SDL_KEYDOWN:
switch(event.key.keysym.sym) {
default: break;
case SDLK_ESCAPE:
StateManager::get().exit();
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;
}
switch (event.key.keysym.mod) {
case KMOD_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;
}
switch (event.key.keysym.mod) {
case KMOD_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<float>(screenSize.x),
event.motion.yrel / static_cast<float>(screenSize.y));
if (!_invertedY)
mouseMove.y = -mouseMove.y;
_debugLook.x -= mouseMove.x;
float qpi = glm::half_pi<float>();
_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<float>()));
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(InventoryItem* item)
{
CharacterObject* player = nullptr;
if (game->getPlayer()) {
player = game->getPlayer()->getCharacter();
}
if (player) {
player->addToInventory(item);
auto& wep =
player->getCurrentState().weapons[item->getInventorySlot()];
wep.bulletsTotal = 100;
wep.bulletsClip = 0;
}
}
const ViewCamera &DebugState::getCamera()
{
return _debugCam;
}