mirror of
https://github.com/rwengine/openrw.git
synced 2024-11-09 12:22:34 +01:00
5c78930c1b
They served no purpose other than to awkwardly implement weapon firing This is now handled in the Weapon::fire* functions, and everything else has been changed to reference weapon data or inventory indices directly
490 lines
16 KiB
C++
490 lines
16 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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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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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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Menu* m = new Menu(2);
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m->offset = kDebugMenuOffset;
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#if 0
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m->addEntry(Menu::lambda("Random Vehicle", [this] {
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auto it = getWorld()->vehicleTypes.begin();
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std::uniform_int_distribution<int> uniform(0, 3);
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for(size_t i = 0, n = uniform(getWorld()->randomEngine); i != n; i++) {
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it++;
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}
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spawnVehicle(it->first);
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}, entryHeight));
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m->addEntry(Menu::lambda("Open All Doors/Flaps", [=] {
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auto pc = getWorld()->state->player->getCharacter();
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auto pv = pc->getCurrentVehicle();
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if( pv ) {
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for(auto& it : pv->_hingedObjects) {
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pv->setHingeLocked(it.first, false);
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}
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}
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}, entryHeight));
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m->addEntry(Menu::lambda("Spawn Pedestrians", [=] {
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glm::vec3 hit, normal;
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if(game->hitWorldRay(hit, normal)) {
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glm::vec3 spawnPos = hit + glm::vec3(-5, 0.f, 0.0) + normal;
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size_t k = 1;
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// Spawn every pedestrian.
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for(auto it = getWorld()->pedestrianTypes.begin();
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it != getWorld()->pedestrianTypes.end(); ++it) {
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getWorld()->createPedestrian(it->first, spawnPos);
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spawnPos += glm::vec3(2.5, 0, 0);
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if((k++ % 6) == 0) { spawnPos += glm::vec3(-15, -2.5, 0); }
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}
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}
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}, entryHeight));
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int vehiclesMax = 16, i = 0;
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for( auto& v : getWorld()->vehicleTypes ) {
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if( (i++) > vehiclesMax ) break;
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m->addEntry(Menu::lambda(v.second->handlingID, [=] {
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spawnVehicle(v.first);
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}, entryHeight));
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}
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#endif
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m->addEntry(Menu::lambda("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 *
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glm::vec3(3.f, 0.f, 0.f),
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false);
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},
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kDebugEntryHeight));
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m->addEntry(Menu::lambda("-Map", [=] { this->enterMenu(createMapMenu()); },
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kDebugEntryHeight));
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m->addEntry(Menu::lambda("-Vehicles",
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[=] { this->enterMenu(createVehicleMenu()); },
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kDebugEntryHeight));
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m->addEntry(Menu::lambda("-AI", [=] { this->enterMenu(createAIMenu()); },
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kDebugEntryHeight));
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m->addEntry(Menu::lambda("-Weapons",
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[=] { this->enterMenu(createWeaponMenu()); },
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kDebugEntryHeight));
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m->addEntry(Menu::lambda("Set Super Jump",
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[=] { player->setJumpSpeed(20.f); },
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kDebugEntryHeight));
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m->addEntry(Menu::lambda(
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"Set Normal Jump",
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[=] { player->setJumpSpeed(CharacterObject::DefaultJumpSpeed); },
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kDebugEntryHeight));
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m->addEntry(Menu::lambda("Full Health",
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[=] { player->getCurrentState().health = 100.f; },
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kDebugEntryHeight));
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m->addEntry(Menu::lambda("Full Armour",
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[=] { player->getCurrentState().armour = 100.f; },
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kDebugEntryHeight));
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m->addEntry(Menu::lambda(
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"Cull Here",
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[=] { game->getRenderer()->setCullOverride(true, _debugCam); },
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kDebugEntryHeight));
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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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m->addEntry(Menu::lambda(
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"Flip vehicle",
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[=] {
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cv->setRotation(
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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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kDebugEntryHeight));
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}
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return m;
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}
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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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Menu* m = new Menu(2);
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m->offset = kDebugMenuOffset;
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m->addEntry(Menu::lambda("Back",
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[=] { this->enterMenu(createDebugMenu()); },
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kDebugEntryHeight));
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m->addEntry(Menu::lambda(
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"Jump to Docks",
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[=] { jumpCharacter(game, player, glm::vec3(1390.f, -837.f, 100.f)); },
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kDebugEntryHeight));
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m->addEntry(Menu::lambda(
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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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kDebugEntryHeight));
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m->addEntry(Menu::lambda(
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"Jump to Airport",
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[=] { jumpCharacter(game, player, glm::vec3(-950.f, -980.f, 12.f)); },
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kDebugEntryHeight));
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m->addEntry(Menu::lambda(
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"Jump to Hideout",
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[=] { jumpCharacter(game, player, glm::vec3(875.0, -309.0, 100.0)); },
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kDebugEntryHeight));
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m->addEntry(Menu::lambda(
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"Jump to Luigi's",
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[=] { jumpCharacter(game, player, glm::vec3(902.75, -425.56, 100.0)); },
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kDebugEntryHeight));
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m->addEntry(Menu::lambda(
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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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kDebugEntryHeight));
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m->addEntry(Menu::lambda(
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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(), 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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kDebugEntryHeight));
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return m;
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}
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Menu* DebugState::createVehicleMenu() {
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Menu* m = new Menu(2);
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m->offset = kDebugMenuOffset;
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m->addEntry(Menu::lambda("Back",
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[=] { this->enterMenu(createDebugMenu()); },
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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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m->addEntry(Menu::lambda(e.first, [=] { spawnVehicle(e.second); },
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kDebugEntryHeight));
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}
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return m;
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}
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Menu* DebugState::createAIMenu() {
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Menu* m = new Menu(2);
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m->offset = kDebugMenuOffset;
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m->addEntry(Menu::lambda("Back",
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[=] { this->enterMenu(createDebugMenu()); },
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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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m->addEntry(Menu::lambda(e.first + " Follower",
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[=] { spawnFollower(e.second); },
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kDebugEntryHeight));
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}
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m->addEntry(Menu::lambda(
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"Kill All Peds",
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[=] {
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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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kDebugEntryHeight));
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return m;
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}
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Menu* DebugState::createWeaponMenu() {
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Menu* m = new Menu(2);
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m->offset = kDebugMenuOffset;
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m->addEntry(Menu::lambda("Back",
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[=] { this->enterMenu(createDebugMenu()); },
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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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m->addEntry(
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Menu::lambda(name, [=] { giveItem(i); }, kDebugEntryHeight));
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}
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return m;
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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(debugObject) {
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auto p = debugObject->getPosition();
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ss << "Position: " << p.x << " " << p.y << " " << p.z << std::endl;
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ss << "Health: " << debugObject->mHealth << std::endl;
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if(debugObject->model) {
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auto m = debugObject->model;
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ss << "Textures: " << std::endl;
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for(auto it = m->geometries.begin(); it != m->geometries.end();
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++it )
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{
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auto g = *it;
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for(auto itt = g->materials.begin(); itt != g->materials.end();
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++itt)
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{
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for(auto tit = itt->textures.begin(); tit !=
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itt->textures.end();
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++tit)
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{
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ss << " " << tit->name << std::endl;
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}
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}
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}
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}
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if(debugObject->type() == GameObject::Vehicle) {
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GTAVehicle* vehicle = static_cast<GTAVehicle*>(debugObject);
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ss << "ID: " << vehicle->info->handling.ID << std::endl;
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}
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}*/
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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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StateManager::get().exit();
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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() {
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return _debugCam;
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}
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