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https://github.com/rwengine/openrw.git
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ddb62ed3cd
Make states responsible for interpolating camera transformation Apply look direction to character orientation
377 lines
12 KiB
C++
377 lines
12 KiB
C++
#include "DebugState.hpp"
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#include <ai/PlayerController.hpp>
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#include <data/WeaponData.hpp>
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#include <engine/GameState.hpp>
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#include <glm/gtc/quaternion.hpp>
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#include <glm/gtx/string_cast.hpp>
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#include <objects/CharacterObject.hpp>
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#include <objects/InstanceObject.hpp>
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#include <objects/VehicleObject.hpp>
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#include <sstream>
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#include "RWGame.hpp"
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constexpr float kDebugEntryHeight = 14.f;
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constexpr int kDebugFont = 2;
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const glm::vec2 kDebugMenuOffset = glm::vec2(10.f, 50.f);
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static void jumpCharacter(RWGame* game, CharacterObject* player,
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const glm::vec3& target, bool ground = true) {
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glm::vec3 newPosition = target;
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if (ground) {
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newPosition = game->getWorld()->getGroundAtPosition(newPosition) +
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glm::vec3(0.f, 0.f, 1.f);
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}
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if (player) {
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if (player->getCurrentVehicle()) {
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player->getCurrentVehicle()->setPosition(newPosition);
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} else {
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player->setPosition(newPosition);
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}
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}
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}
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std::shared_ptr<Menu> DebugState::createDebugMenu() {
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CharacterObject* player = nullptr;
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if (game->getPlayer()) {
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player = game->getPlayer()->getCharacter();
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}
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auto menu = Menu::create(
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{{"Jump to Debug Camera",
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[=] {
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jumpCharacter(game, player,
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_debugCam.position +
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_debugCam.rotation * glm::vec3(3.f, 0.f, 0.f),
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false);
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}},
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{"-Map", [=] { this->enterMenu(createMapMenu()); }},
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{"-Vehicles", [=] { this->enterMenu(createVehicleMenu()); }},
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{"-AI", [=] { this->enterMenu(createAIMenu()); }},
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{"-Weapons", [=] { this->enterMenu(createWeaponMenu()); }},
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{"Set Super Jump", [=] { player->setJumpSpeed(20.f); }},
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{"Set Normal Jump",
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[=] { player->setJumpSpeed(CharacterObject::DefaultJumpSpeed); }},
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{"Full Health", [=] { player->getCurrentState().health = 100.f; }},
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{"Full Armour", [=] { player->getCurrentState().armour = 100.f; }},
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{"Cull Here",
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[=] { game->getRenderer().setCullOverride(true, _debugCam); }}},
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kDebugFont, kDebugEntryHeight);
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menu->offset = kDebugMenuOffset;
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// Optional block if the player is in a vehicle
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auto cv = player->getCurrentVehicle();
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if (cv) {
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menu->lambda("Flip vehicle", [=] {
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cv->setRotation(cv->getRotation() *
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glm::quat(glm::vec3(0.f, glm::pi<float>(), 0.f)));
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});
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}
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return menu;
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}
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std::shared_ptr<Menu> DebugState::createMapMenu() {
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CharacterObject* player = nullptr;
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if (game->getPlayer()) {
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player = game->getPlayer()->getCharacter();
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}
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auto menu = Menu::create(
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{{"Back", [=] { enterMenu(createDebugMenu()); }},
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{"Jump to Docks",
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[=] {
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jumpCharacter(game, player, glm::vec3(1390.f, -837.f, 100.f));
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}},
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{"Jump to Garage",
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[=] { jumpCharacter(game, player, glm::vec3(270.f, -605.f, 40.f)); }},
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{"Jump to Airport",
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[=] {
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jumpCharacter(game, player, glm::vec3(-950.f, -980.f, 12.f));
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}},
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{"Jump to Hideout",
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[=] {
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jumpCharacter(game, player, glm::vec3(875.0, -309.0, 100.0));
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}},
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{"Jump to Luigi's",
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[=] {
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jumpCharacter(game, player, glm::vec3(902.75, -425.56, 100.0));
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}},
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{"Jump to Hospital",
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[=] {
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jumpCharacter(game, player, glm::vec3(1123.77, -569.15, 100.0));
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}},
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{"Unsolid garage doors",
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[=] {
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std::vector<std::string> garageDoorModels{
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"8ballsuburbandoor", "amcogaragedoor",
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"bankjobdoor", "bombdoor",
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"crushercrush", "crushertop",
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"door2_garage", "door3_garage",
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"door4_garage", "door_bombshop",
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"door_col_compnd_01", "door_col_compnd_02",
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"door_col_compnd_03", "door_col_compnd_04",
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"door_col_compnd_05", "door_jmsgrage",
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"door_sfehousegrge", "double_garage_dr",
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"impex_door", "impexpsubgrgdoor",
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"ind_plyrwoor", "ind_slidedoor",
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"jamesgrge_kb", "leveldoor2",
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"oddjgaragdoor", "plysve_gragedoor",
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"SalvGarage", "shedgaragedoor",
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"Sub_sprayshopdoor", "towergaragedoor1",
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"towergaragedoor2", "towergaragedoor3",
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"vheistlocdoor"};
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auto gw = game->getWorld();
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for (auto& i : gw->instancePool.objects) {
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auto obj = static_cast<InstanceObject*>(i.second);
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if (std::find(garageDoorModels.begin(),
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garageDoorModels.end(),
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obj->getModelInfo<BaseModelInfo>()->name) !=
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garageDoorModels.end()) {
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obj->setSolid(false);
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}
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}
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}}},
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kDebugFont, kDebugEntryHeight);
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menu->offset = kDebugMenuOffset;
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return menu;
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}
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std::shared_ptr<Menu> DebugState::createVehicleMenu() {
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auto menu = Menu::create({{"Back", [=] { enterMenu(createDebugMenu()); }}},
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kDebugFont, kDebugEntryHeight);
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const std::map<std::string, int> kVehicleTypes = {
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{"Landstalker", 90}, {"Taxi", 110}, {"Firetruck", 97},
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{"Police", 116}, {"Ambulance", 106}, {"Bobcat", 112},
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{"Banshee", 119}, {"Rhino", 122}, {"Barracks", 123},
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{"Rumpo", 130}, {"Columbian", 138}, {"Dodo", 126},
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{"Speeder", 142}, {"Yakuza", 136},
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};
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for (auto& e : kVehicleTypes) {
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menu->lambda(e.first, [=] { spawnVehicle(e.second); });
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}
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menu->offset = kDebugMenuOffset;
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return menu;
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}
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std::shared_ptr<Menu> DebugState::createAIMenu() {
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auto menu =
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Menu::create({{"Back", [=] { this->enterMenu(createDebugMenu()); }}},
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kDebugFont, kDebugEntryHeight);
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const std::map<std::string, int> kPedTypes = {
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{"Triad", 12}, {"Cop", 1}, {"SWAT", 2},
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{"FBI", 3}, {"Fireman", 6}, {"Construction", 74},
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};
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for (auto& e : kPedTypes) {
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menu->lambda(e.first + " Follower", [=] { spawnFollower(e.second); });
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}
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menu->lambda("Kill All Peds", [=] {
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for (auto& p : game->getWorld()->pedestrianPool.objects) {
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if (p.second->getLifetime() == GameObject::PlayerLifetime) {
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continue;
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}
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p.second->takeDamage({p.second->getPosition(),
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p.second->getPosition(), 100.f,
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GameObject::DamageInfo::Explosion, 0.f});
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}
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});
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menu->offset = kDebugMenuOffset;
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return menu;
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}
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std::shared_ptr<Menu> DebugState::createWeaponMenu() {
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auto menu =
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Menu::create({{"Back", [=] { this->enterMenu(createDebugMenu()); }}},
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kDebugFont, kDebugEntryHeight);
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for (int i = 1; i < kMaxInventorySlots; ++i) {
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auto& name = getWorld()->data->weaponData[i]->name;
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menu->lambda(name, [=] { giveItem(i); });
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}
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menu->offset = kDebugMenuOffset;
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return menu;
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}
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DebugState::DebugState(RWGame* game, const glm::vec3& vp, const glm::quat& vd)
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: State(game), _invertedY(game->getConfig().getInputInvertY()) {
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this->enterMenu(createDebugMenu());
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_debugCam.position = vp;
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_debugCam.rotation = vd;
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}
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void DebugState::enter() {
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getWindow().showCursor();
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}
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void DebugState::exit() {
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}
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void DebugState::tick(float dt) {
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if (_freeLook) {
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_debugCam.rotation =
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glm::angleAxis(_debugLook.x, glm::vec3(0.f, 0.f, 1.f)) *
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glm::angleAxis(_debugLook.y, glm::vec3(0.f, 1.f, 0.f));
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_debugCam.position +=
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_debugCam.rotation * _movement * dt * (_sonicMode ? 500.f : 50.f);
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}
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}
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void DebugState::draw(GameRenderer* r) {
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// Draw useful information like camera position.
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std::stringstream ss;
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ss << "Camera Position: " << glm::to_string(_debugCam.position);
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TextRenderer::TextInfo ti;
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ti.text = GameStringUtil::fromString(ss.str());
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ti.font = 2;
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ti.screenPosition = glm::vec2(10.f, 10.f);
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ti.size = 15.f;
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ti.baseColour = glm::u8vec3(255);
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r->text.renderText(ti);
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State::draw(r);
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}
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void DebugState::handleEvent(const SDL_Event& event) {
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switch (event.type) {
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case SDL_KEYDOWN:
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switch (event.key.keysym.sym) {
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case SDLK_ESCAPE:
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done();
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break;
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case SDLK_w:
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_movement.x = 1.f;
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break;
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case SDLK_s:
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_movement.x = -1.f;
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break;
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case SDLK_a:
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_movement.y = 1.f;
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break;
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case SDLK_d:
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_movement.y = -1.f;
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break;
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case SDLK_f:
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_freeLook = !_freeLook;
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if (_freeLook)
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getWindow().hideCursor();
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else
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getWindow().showCursor();
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break;
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case SDLK_p:
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printCameraDetails();
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break;
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case SDLK_LSHIFT:
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_sonicMode = true;
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break;
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default:
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break;
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}
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break;
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case SDL_KEYUP:
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switch (event.key.keysym.sym) {
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case SDLK_w:
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case SDLK_s:
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_movement.x = 0.f;
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break;
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case SDLK_a:
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case SDLK_d:
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_movement.y = 0.f;
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break;
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case SDLK_LSHIFT:
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_sonicMode = false;
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break;
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default:
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break;
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}
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break;
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case SDL_MOUSEMOTION:
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if (game->hasFocus()) {
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glm::ivec2 screenSize = getWindow().getSize();
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glm::vec2 mouseMove(
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event.motion.xrel / static_cast<float>(screenSize.x),
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event.motion.yrel / static_cast<float>(screenSize.y));
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if (!_invertedY) mouseMove.y = -mouseMove.y;
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_debugLook.x -= mouseMove.x;
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float qpi = glm::half_pi<float>();
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_debugLook.y -= glm::clamp(mouseMove.y, -qpi, qpi);
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}
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break;
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default:
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break;
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}
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State::handleEvent(event);
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}
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void DebugState::printCameraDetails() {
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std::cout << " " << _debugCam.position.x << " " << _debugCam.position.y
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<< " " << _debugCam.position.z << " " << _debugCam.rotation.x
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<< " " << _debugCam.rotation.y << " " << _debugCam.rotation.z
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<< " " << _debugCam.rotation.w << std::endl;
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}
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void DebugState::spawnVehicle(unsigned int id) {
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auto ch = game->getPlayer()->getCharacter();
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if (!ch) return;
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auto playerRot = ch->getRotation();
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auto spawnPos = ch->getPosition();
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spawnPos += playerRot * glm::vec3(0.f, 3.f, 0.f);
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auto spawnRot = glm::quat(
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glm::vec3(0.f, 0.f, glm::roll(playerRot) + glm::half_pi<float>()));
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getWorld()->createVehicle(id, spawnPos, spawnRot);
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}
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void DebugState::spawnFollower(unsigned int id) {
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auto ch = game->getPlayer()->getCharacter();
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if (!ch) return;
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glm::vec3 fwd = ch->rotation * glm::vec3(0.f, 1.f, 0.f);
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glm::vec3 hit, normal;
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if (game->hitWorldRay(ch->position + (fwd * 10.f), {0.f, 0.f, -2.f}, hit,
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normal)) {
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auto spawnPos = hit + normal;
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auto follower = game->getWorld()->createPedestrian(id, spawnPos);
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jumpCharacter(game, follower, spawnPos);
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follower->controller->setGoal(CharacterController::FollowLeader);
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follower->controller->setTargetCharacter(ch);
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}
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}
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void DebugState::giveItem(int slot) {
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CharacterObject* player = nullptr;
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if (game->getPlayer()) {
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player = game->getPlayer()->getCharacter();
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}
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if (player) {
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player->addToInventory(slot, 100);
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}
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}
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const ViewCamera& DebugState::getCamera(float alpha) {
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return _debugCam;
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}
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