mirror of
https://github.com/rwengine/openrw.git
synced 2024-11-13 22:24:17 +01:00
540 lines
16 KiB
C++
540 lines
16 KiB
C++
#include "IngameState.hpp"
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#include "RWGame.hpp"
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#include "PauseState.hpp"
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#include "DebugState.hpp"
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#include "DrawUI.hpp"
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#include <ai/PlayerController.hpp>
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#include <objects/CharacterObject.hpp>
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#include <objects/VehicleObject.hpp>
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#include <objects/ItemPickup.hpp>
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#include <dynamics/CollisionInstance.hpp>
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#include <data/Model.hpp>
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#include <items/WeaponItem.hpp>
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#include <engine/GameWorld.hpp>
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#include <engine/GameState.hpp>
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#include <script/ScriptMachine.hpp>
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#include <dynamics/RaycastCallbacks.hpp>
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#include <glm/gtc/constants.hpp>
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#include <unordered_map>
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constexpr float kAutoLookTime = 2.f;
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constexpr float kAutolookMinVelocity = 0.2f;
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const float kMaxRotationRate = glm::half_pi<float>();
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const float kCameraPitchLimit = glm::quarter_pi<float>() * 0.5f;
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const float kVehicleCameraPitch = glm::half_pi<float>() - glm::quarter_pi<float>() * 0.25f;
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// Hardcoded Controls SDLK_* -> GameInputState::Control
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const std::unordered_multimap<int, GameInputState::Control> kDefaultControls = {
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/* On Foot */
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{ SDLK_LCTRL, GameInputState::FireWeapon },
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{ SDLK_KP_0, GameInputState::FireWeapon },
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{ SDLK_KP_ENTER, GameInputState::NextWeapon },
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{ SDLK_KP_PERIOD, GameInputState::LastWeapon },
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{ SDLK_w, GameInputState::GoForward },
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{ SDLK_UP, GameInputState::GoForward },
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{ SDLK_s, GameInputState::GoBackwards },
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{ SDLK_DOWN, GameInputState::GoBackwards },
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{ SDLK_a, GameInputState::GoLeft },
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{ SDLK_LEFT, GameInputState::GoLeft },
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{ SDLK_d, GameInputState::GoRight },
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{ SDLK_RIGHT, GameInputState::GoRight },
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{ SDLK_PAGEUP, GameInputState::ZoomIn },
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{ SDLK_z, GameInputState::ZoomIn },
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{ SDLK_PAGEDOWN, GameInputState::ZoomOut },
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{ SDLK_x, GameInputState::ZoomOut },
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{ SDLK_f, GameInputState::EnterExitVehicle },
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{ SDLK_RETURN, GameInputState::EnterExitVehicle },
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{ SDLK_c, GameInputState::ChangeCamera },
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{ SDLK_HOME, GameInputState::ChangeCamera },
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{ SDLK_RCTRL, GameInputState::Jump },
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{ SDLK_SPACE, GameInputState::Jump },
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{ SDLK_LSHIFT, GameInputState::Sprint },
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{ SDLK_RSHIFT, GameInputState::Sprint },
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{ SDLK_LALT, GameInputState::Walk },
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{ SDLK_DELETE, GameInputState::AimWeapon },
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{ SDLK_CAPSLOCK, GameInputState::LookBehind },
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/* In Vehicle */
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{ SDLK_LCTRL, GameInputState::VehicleFireWeapon },
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{ SDLK_a, GameInputState::VehicleLeft },
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{ SDLK_LEFT, GameInputState::VehicleLeft },
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{ SDLK_d, GameInputState::VehicleRight },
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{ SDLK_RIGHT, GameInputState::VehicleRight },
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{ SDLK_w, GameInputState::VehicleAccelerate },
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{ SDLK_UP, GameInputState::VehicleAccelerate },
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{ SDLK_d, GameInputState::VehicleBrake },
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{ SDLK_DOWN, GameInputState::VehicleBrake },
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{ SDLK_INSERT, GameInputState::ChangeRadio },
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{ SDLK_r, GameInputState::ChangeRadio },
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{ SDLK_LSHIFT, GameInputState::Horn },
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{ SDLK_RSHIFT, GameInputState::Horn },
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{ SDLK_KP_PLUS, GameInputState::Submission },
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{ SDLK_CAPSLOCK, GameInputState::Submission },
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{ SDLK_RCTRL, GameInputState::Handbrake },
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{ SDLK_SPACE, GameInputState::Handbrake },
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{ SDLK_KP_9, GameInputState::VehicleAimUp },
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{ SDLK_KP_2, GameInputState::VehicleAimDown },
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{ SDLK_KP_4, GameInputState::VehicleAimLeft },
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{ SDLK_KP_6, GameInputState::VehicleAimRight },
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{ SDLK_KP_9, GameInputState::VehicleDown },
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{ SDLK_KP_2, GameInputState::VehicleUp },
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{ SDLK_KP_1, GameInputState::LookLeft },
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{ SDLK_q, GameInputState::LookLeft },
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{ SDLK_KP_2, GameInputState::LookRight },
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{ SDLK_e, GameInputState::LookRight },
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};
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IngameState::IngameState(RWGame* game, bool newgame, const std::string& save)
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: State(game)
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, started(false)
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, save(save)
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, newgame(newgame)
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, autolookTimer(0.f)
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, camMode(IngameState::CAMERA_NORMAL)
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, m_cameraAngles { 0.f, glm::half_pi<float>() }
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, m_invertedY(game->getConfig().getInputInvertY())
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, m_vehicleFreeLook(true)
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{
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}
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void IngameState::startTest()
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{
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auto playerChar = getWorld()->createPlayer({270.f, -605.f, 40.f});
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getWorld()->state->playerObject = playerChar->getGameObjectID();
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glm::vec3 itemspawn(276.5f, -609.f, 36.5f);
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for (int i = 1; i < maxInventorySlots; ++i) {
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auto item = getWorld()->getInventoryItem(i);
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getWorld()->createPickup(itemspawn, item->getModelID(),
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PickupObject::OnStreet);
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itemspawn.x += 2.5f;
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}
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auto carPos = glm::vec3( 286.f, -591.f, 37.f );
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auto carRot = glm::angleAxis(glm::radians(90.f), glm::vec3(0.f, 0.f, 1.f));
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//auto boatPos = glm::vec3( -1000.f, -1040.f, 5.f );
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int i = 0;
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for( auto& vi : getWorld()->data->objectTypes ) {
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switch( vi.first ) {
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case 140: continue;
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case 141: continue;
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}
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if( vi.second->class_type == ObjectInformation::_class("CARS") )
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{
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if ( i++ > 20 ) break;
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auto vehicle = std::static_pointer_cast<VehicleData>(vi.second);
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auto& sp = carPos;
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auto& sr = carRot;
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auto v = getWorld()->createVehicle(vi.first, sp, sr);
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sp += sr * glm::vec3( 2.f + v->info->handling.dimensions.x, 0.f, 0.f);
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}
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}
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}
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void IngameState::startGame()
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{
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game->startScript("data/main.scm");
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game->getScript()->startThread(0);
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getWorld()->sound.playBackground( getWorld()->data->getDataPath() + "/audio/City.wav" );
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}
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void IngameState::enter()
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{
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if( ! started )
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{
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if( newgame )
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{
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if( save.empty() )
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{
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startGame();
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}
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else if( save == "test" )
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{
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startTest();
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}
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else {
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game->loadGame( save );
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}
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}
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started = true;
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}
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getWindow().hideCursor();
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}
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void IngameState::exit()
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{
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}
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void IngameState::tick(float dt)
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{
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auto world = getWorld();
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autolookTimer = std::max(autolookTimer - dt, 0.f);
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// Update displayed money value
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// @todo the game uses another algorithm which is non-linear
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{
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float moneyFrequency = 1.0f / 30.0f;
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moneyTimer += dt;
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while (moneyTimer >= moneyFrequency) {
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int32_t difference = world->state->playerInfo.money - world->state->playerInfo.displayedMoney;
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// Generates 0, 1 (difference < 100), 12 (difference < 1000), 123 (difference < 10000), .. etc.
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// Negative input will result in negative output
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auto GetIncrement = [](int32_t difference) -> int32_t {
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// @todo is this correct for difference >= 1000000000 ?
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int32_t r = 1;
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int32_t i = 2;
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if (difference == 0) { return 0; }
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while (std::abs(difference) >= 100) {
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difference /= 10;
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r = r * 10 + i;
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i++;
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}
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return (difference < 0) ? -r : r;
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};
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world->state->playerInfo.displayedMoney += GetIncrement(difference);
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moneyTimer -= moneyFrequency;
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}
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}
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auto player = game->getPlayer();
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const auto& input = world->state->input;
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if( player && player->isInputEnabled() )
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{
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float viewDistance = 4.f;
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switch( camMode )
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{
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case IngameState::CAMERA_CLOSE:
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viewDistance = 2.f;
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break;
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case IngameState::CAMERA_NORMAL:
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viewDistance = 4.0f;
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break;
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case IngameState::CAMERA_FAR:
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viewDistance = 6.f;
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break;
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case IngameState::CAMERA_TOPDOWN:
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viewDistance = 15.f;
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break;
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default:
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viewDistance = 4.f;
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}
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auto target = world->pedestrianPool.find(world->state->cameraTarget);
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if( target == nullptr )
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{
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target = player->getCharacter();
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}
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glm::vec3 targetPosition = target->getPosition();
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glm::vec3 lookTargetPosition = targetPosition;
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targetPosition += glm::vec3(0.f, 0.f, 1.f);
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lookTargetPosition += glm::vec3(0.f, 0.f, 0.5f);
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btCollisionObject* physTarget = player->getCharacter()->physObject;
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auto vehicle = ( target->type() == GameObject::Character ) ? static_cast<CharacterObject*>(target)->getCurrentVehicle() : nullptr;
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if( vehicle ) {
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auto model = vehicle->model;
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float maxDist = 0.f;
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for(auto& g : model->resource->geometries) {
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float partSize = glm::length(g->geometryBounds.center) + g->geometryBounds.radius;
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maxDist = std::max(partSize, maxDist);
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}
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viewDistance = viewDistance + maxDist;
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targetPosition = vehicle->getPosition();
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lookTargetPosition = targetPosition;
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lookTargetPosition.z += (vehicle->info->handling.dimensions.z * 0.5f);
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targetPosition.z += (vehicle->info->handling.dimensions.z * 0.5f);
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physTarget = vehicle->collision->getBulletBody();
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if (!m_vehicleFreeLook)
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{
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m_cameraAngles.y = kVehicleCameraPitch;
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}
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// Rotate the camera to the ideal angle if the player isn't moving it
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float velocity = vehicle->getVelocity();
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if (autolookTimer <= 0.f && glm::abs(velocity) > kAutolookMinVelocity)
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{
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auto idealYaw = -glm::roll(vehicle->getRotation()) + glm::half_pi<float>();
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const auto idealPitch = kVehicleCameraPitch;
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if (velocity < 0.f) {
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idealYaw = glm::mod(idealYaw - glm::pi<float>(), glm::pi<float>() * 2.f);
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}
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float currentYaw = glm::mod(m_cameraAngles.x, glm::pi<float>()*2);
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float currentPitch = m_cameraAngles.y;
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float deltaYaw = idealYaw - currentYaw;
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float deltaPitch = idealPitch - currentPitch;
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if (glm::abs(deltaYaw) > glm::pi<float>()) {
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deltaYaw -= glm::sign(deltaYaw) * glm::pi<float>()*2.f;
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}
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m_cameraAngles.x += glm::sign(deltaYaw) * std::min(kMaxRotationRate * dt, glm::abs(deltaYaw));
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m_cameraAngles.y += glm::sign(deltaPitch) * std::min(kMaxRotationRate * dt, glm::abs(deltaPitch));
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}
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}
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// Non-topdown camera can orbit
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if( camMode != IngameState::CAMERA_TOPDOWN )
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{
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bool lookleft = input.pressed(GameInputState::LookLeft);
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bool lookright = input.pressed(GameInputState::LookRight);
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if ((lookleft || lookright) && vehicle != nullptr) {
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auto rotation = vehicle->getRotation();
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if (! lookright) {
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rotation *= glm::angleAxis(glm::half_pi<float>(), glm::vec3(0.f, 0.f,-1.f));
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}
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else if (! lookleft) {
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rotation *= glm::angleAxis(glm::half_pi<float>(), glm::vec3(0.f, 0.f, 1.f));
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}
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cameraPosition = targetPosition + rotation * glm::vec3(0.f, viewDistance, 0.f);
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}
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else {
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// Determine the "ideal" camera position for the current view
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// angles
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auto yaw =
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glm::angleAxis(m_cameraAngles.x, glm::vec3(0.f, 0.f, -1.f));
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auto pitch =
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glm::angleAxis(m_cameraAngles.y, glm::vec3(0.f, 1.f, 0.f));
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auto cameraOffset =
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yaw * pitch * glm::vec3(0.f, 0.f, viewDistance);
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cameraPosition = targetPosition + cameraOffset;
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}
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}
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else
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{
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cameraPosition = targetPosition + glm::vec3(0.f, 0.f, viewDistance);
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}
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glm::quat angle;
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auto camtotarget = targetPosition - cameraPosition;
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auto dir = glm::normalize(camtotarget);
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float correction = glm::length(camtotarget) - viewDistance;
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if( correction < 0.f )
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{
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float innerDist = viewDistance * 0.1f;
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correction = glm::min(0.f, correction + innerDist);
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}
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cameraPosition += dir * 10.f * correction * dt;
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auto lookdir = glm::normalize(lookTargetPosition - cameraPosition);
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// Calculate the yaw to look at the target.
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float angleYaw = glm::atan(lookdir.y, lookdir.x);
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angle = glm::quat( glm::vec3(0.f, 0.f, angleYaw) );
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glm::vec3 movement;
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movement.x = input[GameInputState::GoForward] - input[GameInputState::GoBackwards];
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movement.y = input[GameInputState::GoLeft] - input[GameInputState::GoRight];
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/// @todo replace with correct sprint behaviour
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float speed = input.pressed(GameInputState::Sprint) ? 2.f : 1.f;
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if( player->isInputEnabled() )
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{
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player->setRunning(!input.pressed(GameInputState::Walk));
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/// @todo find the correct behaviour for entering & exiting
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if (input.pressed(GameInputState::EnterExitVehicle)) {
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/// @todo move me
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if (player->getCharacter()->getCurrentVehicle()) {
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player->exitVehicle();
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}
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else if (!player->isCurrentActivity(
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Activities::EnterVehicle::ActivityName)) {
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player->enterNearestVehicle();
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}
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}
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else if (glm::length2(movement) > 0.001f) {
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if (player->isCurrentActivity(
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Activities::EnterVehicle::ActivityName)) {
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// Give up entering a vehicle if we're alreadying doing so
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player->skipActivity();
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}
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}
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if (player->getCharacter()->getCurrentVehicle())
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{
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auto vehicle = player->getCharacter()->getCurrentVehicle();
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vehicle->setHandbraking(input.pressed(GameInputState::Handbrake));
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player->setMoveDirection(movement);
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}
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else
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{
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if (input.pressed(GameInputState::Jump)) {
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player->jump();
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}
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float length = glm::length(movement);
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float movementAngle = angleYaw - glm::half_pi<float>();
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if (length > 0.1f)
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{
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glm::vec3 direction = glm::normalize(movement);
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movementAngle += atan2(direction.y, direction.x);
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player->setMoveDirection(glm::vec3(speed, 0.f, 0.f));
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}
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else
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{
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player->setMoveDirection(glm::vec3(0.f));
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}
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player->setLookDirection({movementAngle, 0.f});
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}
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}
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else
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{
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player->setMoveDirection(glm::vec3(0.f));
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}
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float len2d = glm::length(glm::vec2(lookdir));
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float anglePitch = glm::atan(lookdir.z, len2d);
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angle *= glm::quat( glm::vec3(0.f, -anglePitch, 0.f) );
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// Use rays to ensure target is visible from cameraPosition
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auto rayEnd = cameraPosition;
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auto rayStart = targetPosition;
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auto to = btVector3(rayEnd.x, rayEnd.y, rayEnd.z);
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auto from = btVector3(rayStart.x, rayStart.y, rayStart.z);
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ClosestNotMeRayResultCallback ray(physTarget, from, to);
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world->dynamicsWorld->rayTest(from, to, ray);
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if( ray.hasHit() && ray.m_closestHitFraction < 1.f )
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{
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cameraPosition = glm::vec3(ray.m_hitPointWorld.x(), ray.m_hitPointWorld.y(),
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ray.m_hitPointWorld.z());
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cameraPosition += glm::vec3(ray.m_hitNormalWorld.x(), ray.m_hitNormalWorld.y(),
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ray.m_hitNormalWorld.z()) * 0.1f;
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}
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_look.position = cameraPosition;
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_look.rotation = angle;
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}
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}
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void IngameState::draw(GameRenderer* r)
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{
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if( !getWorld()->state->isCinematic && getWorld()->isCutsceneDone() )
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{
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drawHUD(_look, game->getPlayer(), getWorld(), r);
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}
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State::draw(r);
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}
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void IngameState::handleEvent(const SDL_Event& event)
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{
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auto player = game->getPlayer();
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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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StateManager::get().enter(new PauseState(game));
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break;
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case SDLK_m:
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StateManager::get().enter(new DebugState(game, _look.position, _look.rotation));
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break;
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case SDLK_SPACE:
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if( getWorld()->state->currentCutscene )
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{
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getWorld()->state->skipCutscene = true;
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}
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break;
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case SDLK_c:
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camMode = CameraMode((camMode+(CameraMode)1)%CAMERA_MAX);
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break;
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default: break;
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}
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break;
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default: break;
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}
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updateInputState(event);
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if( player && player->isInputEnabled() )
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{
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handlePlayerInput(event);
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}
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State::handleEvent(event);
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}
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void IngameState::handlePlayerInput(const SDL_Event& event)
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{
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auto player = game->getPlayer();
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switch(event.type) {
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case SDL_MOUSEBUTTONDOWN:
|
|
switch(event.button.button) {
|
|
case SDL_BUTTON_LEFT:
|
|
player->getCharacter()->useItem(true, true);
|
|
break;
|
|
default: break;
|
|
}
|
|
break;
|
|
case SDL_MOUSEBUTTONUP:
|
|
switch(event.button.button) {
|
|
case SDL_BUTTON_LEFT:
|
|
player->getCharacter()->useItem(false, true);
|
|
break;
|
|
default: break;
|
|
}
|
|
break;
|
|
case SDL_MOUSEWHEEL:
|
|
player->getCharacter()->cycleInventory(event.wheel.y > 0);
|
|
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));
|
|
|
|
autolookTimer = kAutoLookTime;
|
|
if (!m_invertedY) {
|
|
mouseMove.y = -mouseMove.y;
|
|
}
|
|
m_cameraAngles += glm::vec2(mouseMove.x, mouseMove.y);
|
|
m_cameraAngles.y = glm::clamp(m_cameraAngles.y, kCameraPitchLimit, glm::pi<float>() - kCameraPitchLimit);
|
|
}
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
void IngameState::updateInputState(const SDL_Event& event)
|
|
{
|
|
switch (event.type) {
|
|
case SDL_KEYDOWN:
|
|
case SDL_KEYUP: {
|
|
auto sym = event.key.keysym.sym;
|
|
auto level = event.type == SDL_KEYDOWN ? 1.f : 0.f;
|
|
auto& levels = getWorld()->state->input.currentLevels;
|
|
|
|
auto range = kDefaultControls.equal_range(sym);
|
|
for (auto it = range.first; it != range.second; ++it) {
|
|
levels[it->second] = level;
|
|
}
|
|
} break;
|
|
}
|
|
}
|
|
|
|
|
|
bool IngameState::shouldWorldUpdate()
|
|
{
|
|
return true;
|
|
}
|
|
|
|
const ViewCamera &IngameState::getCamera()
|
|
{
|
|
return _look;
|
|
}
|
|
|
|
|