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mirror of https://github.com/rwengine/openrw.git synced 2024-11-22 18:32:44 +01:00
openrw/rwgame/states/IngameState.cpp
Daniel Evans 5c78930c1b Remove InventoryItem and WeaponItem
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
2016-10-19 22:14:52 +01:00

515 lines
19 KiB
C++

#include "IngameState.hpp"
#include "DebugState.hpp"
#include "DrawUI.hpp"
#include "PauseState.hpp"
#include "RWGame.hpp"
#include <ai/PlayerController.hpp>
#include <data/Model.hpp>
#include <data/WeaponData.hpp>
#include <dynamics/CollisionInstance.hpp>
#include <dynamics/RaycastCallbacks.hpp>
#include <engine/GameState.hpp>
#include <engine/GameWorld.hpp>
#include <objects/CharacterObject.hpp>
#include <objects/ItemPickup.hpp>
#include <objects/VehicleObject.hpp>
#include <script/ScriptMachine.hpp>
#include <glm/gtc/constants.hpp>
#include <unordered_map>
constexpr float kAutoLookTime = 2.f;
constexpr float kAutolookMinVelocity = 0.2f;
const float kMaxRotationRate = glm::half_pi<float>();
const float kCameraPitchLimit = glm::quarter_pi<float>() * 0.5f;
const float kVehicleCameraPitch =
glm::half_pi<float>() - glm::quarter_pi<float>() * 0.25f;
// Hardcoded Controls SDLK_* -> GameInputState::Control
const std::unordered_multimap<int, GameInputState::Control> kDefaultControls = {
/* On Foot */
{SDLK_LCTRL, GameInputState::FireWeapon},
{SDLK_KP_0, GameInputState::FireWeapon},
{SDLK_KP_ENTER, GameInputState::NextWeapon},
{SDLK_KP_PERIOD, GameInputState::LastWeapon},
{SDLK_w, GameInputState::GoForward},
{SDLK_UP, GameInputState::GoForward},
{SDLK_s, GameInputState::GoBackwards},
{SDLK_DOWN, GameInputState::GoBackwards},
{SDLK_a, GameInputState::GoLeft},
{SDLK_LEFT, GameInputState::GoLeft},
{SDLK_d, GameInputState::GoRight},
{SDLK_RIGHT, GameInputState::GoRight},
{SDLK_PAGEUP, GameInputState::ZoomIn},
{SDLK_z, GameInputState::ZoomIn},
{SDLK_PAGEDOWN, GameInputState::ZoomOut},
{SDLK_x, GameInputState::ZoomOut},
{SDLK_f, GameInputState::EnterExitVehicle},
{SDLK_RETURN, GameInputState::EnterExitVehicle},
{SDLK_c, GameInputState::ChangeCamera},
{SDLK_HOME, GameInputState::ChangeCamera},
{SDLK_RCTRL, GameInputState::Jump},
{SDLK_SPACE, GameInputState::Jump},
{SDLK_LSHIFT, GameInputState::Sprint},
{SDLK_RSHIFT, GameInputState::Sprint},
{SDLK_LALT, GameInputState::Walk},
{SDLK_DELETE, GameInputState::AimWeapon},
{SDLK_CAPSLOCK, GameInputState::LookBehind},
/* In Vehicle */
{SDLK_LCTRL, GameInputState::VehicleFireWeapon},
{SDLK_a, GameInputState::VehicleLeft},
{SDLK_LEFT, GameInputState::VehicleLeft},
{SDLK_d, GameInputState::VehicleRight},
{SDLK_RIGHT, GameInputState::VehicleRight},
{SDLK_w, GameInputState::VehicleAccelerate},
{SDLK_UP, GameInputState::VehicleAccelerate},
{SDLK_d, GameInputState::VehicleBrake},
{SDLK_DOWN, GameInputState::VehicleBrake},
{SDLK_INSERT, GameInputState::ChangeRadio},
{SDLK_r, GameInputState::ChangeRadio},
{SDLK_LSHIFT, GameInputState::Horn},
{SDLK_RSHIFT, GameInputState::Horn},
{SDLK_KP_PLUS, GameInputState::Submission},
{SDLK_CAPSLOCK, GameInputState::Submission},
{SDLK_RCTRL, GameInputState::Handbrake},
{SDLK_SPACE, GameInputState::Handbrake},
{SDLK_KP_9, GameInputState::VehicleAimUp},
{SDLK_KP_2, GameInputState::VehicleAimDown},
{SDLK_KP_4, GameInputState::VehicleAimLeft},
{SDLK_KP_6, GameInputState::VehicleAimRight},
{SDLK_KP_9, GameInputState::VehicleDown},
{SDLK_KP_2, GameInputState::VehicleUp},
{SDLK_KP_1, GameInputState::LookLeft},
{SDLK_q, GameInputState::LookLeft},
{SDLK_KP_2, GameInputState::LookRight},
{SDLK_e, GameInputState::LookRight},
};
IngameState::IngameState(RWGame* game, bool newgame, const std::string& save)
: State(game)
, started(false)
, save(save)
, newgame(newgame)
, autolookTimer(0.f)
, camMode(IngameState::CAMERA_NORMAL)
, m_cameraAngles{0.f, glm::half_pi<float>()}
, m_invertedY(game->getConfig().getInputInvertY())
, m_vehicleFreeLook(true) {
}
void IngameState::startTest() {
auto playerChar = getWorld()->createPlayer({270.f, -605.f, 40.f});
getWorld()->state->playerObject = playerChar->getGameObjectID();
glm::vec3 itemspawn(276.5f, -609.f, 36.5f);
for (int i = 1; i < getWorld()->data->weaponData.size(); ++i) {
auto& item = getWorld()->data->weaponData[i];
getWorld()->createPickup(itemspawn, item->modelID,
PickupObject::OnStreet);
itemspawn.x += 2.5f;
}
auto carPos = glm::vec3(286.f, -591.f, 37.f);
auto carRot = glm::angleAxis(glm::radians(90.f), glm::vec3(0.f, 0.f, 1.f));
// Landstalker, Stinger, Linerunner, Trash, Bobcat
const std::vector<int> kTestVehicles = {90, 92, 93, 98, 111};
for (auto id : kTestVehicles) {
getWorld()->createVehicle(id, carPos, carRot);
carPos += carRot * glm::vec3(5.f, 0.f, 0.f);
}
}
void IngameState::startGame() {
game->startScript("data/main.scm");
game->getScript()->startThread(0);
getWorld()->sound.playBackground(getWorld()->data->getDataPath() +
"/audio/City.wav");
}
void IngameState::enter() {
if (!started) {
if (newgame) {
if (save.empty()) {
startGame();
} else if (save == "test") {
startTest();
} else {
game->loadGame(save);
}
}
started = true;
}
getWindow().hideCursor();
}
void IngameState::exit() {
}
void IngameState::tick(float dt) {
auto world = getWorld();
autolookTimer = std::max(autolookTimer - dt, 0.f);
// Update displayed money value
// @todo the game uses another algorithm which is non-linear
{
float moneyFrequency = 1.0f / 30.0f;
moneyTimer += dt;
while (moneyTimer >= moneyFrequency) {
int32_t difference = world->state->playerInfo.money -
world->state->playerInfo.displayedMoney;
// Generates 0, 1 (difference < 100), 12 (difference < 1000), 123
// (difference < 10000), .. etc.
// Negative input will result in negative output
auto GetIncrement = [](int32_t difference) -> int32_t {
// @todo is this correct for difference >= 1000000000 ?
int32_t r = 1;
int32_t i = 2;
if (difference == 0) {
return 0;
}
while (std::abs(difference) >= 100) {
difference /= 10;
r = r * 10 + i;
i++;
}
return (difference < 0) ? -r : r;
};
world->state->playerInfo.displayedMoney += GetIncrement(difference);
moneyTimer -= moneyFrequency;
}
}
auto player = game->getPlayer();
const auto& input = world->state->input;
if (player && player->isInputEnabled()) {
float viewDistance = 4.f;
switch (camMode) {
case IngameState::CAMERA_CLOSE:
viewDistance = 2.f;
break;
case IngameState::CAMERA_NORMAL:
viewDistance = 4.0f;
break;
case IngameState::CAMERA_FAR:
viewDistance = 6.f;
break;
case IngameState::CAMERA_TOPDOWN:
viewDistance = 15.f;
break;
default:
viewDistance = 4.f;
}
auto target = world->pedestrianPool.find(world->state->cameraTarget);
if (target == nullptr) {
target = player->getCharacter();
}
glm::vec3 targetPosition = target->getPosition();
glm::vec3 lookTargetPosition = targetPosition;
targetPosition += glm::vec3(0.f, 0.f, 1.f);
lookTargetPosition += glm::vec3(0.f, 0.f, 0.5f);
btCollisionObject* physTarget = player->getCharacter()->physObject;
auto vehicle =
(target->type() == GameObject::Character)
? static_cast<CharacterObject*>(target)->getCurrentVehicle()
: nullptr;
if (vehicle) {
auto model = vehicle->getModel();
float maxDist = 0.f;
for (auto& g : model->geometries) {
float partSize = glm::length(g->geometryBounds.center) +
g->geometryBounds.radius;
maxDist = std::max(partSize, maxDist);
}
viewDistance = viewDistance + maxDist;
targetPosition = vehicle->getPosition();
lookTargetPosition = targetPosition;
lookTargetPosition.z +=
(vehicle->info->handling.dimensions.z * 0.5f);
targetPosition.z += (vehicle->info->handling.dimensions.z * 0.5f);
physTarget = vehicle->collision->getBulletBody();
if (!m_vehicleFreeLook) {
m_cameraAngles.y = kVehicleCameraPitch;
}
// Rotate the camera to the ideal angle if the player isn't moving
// it
float velocity = vehicle->getVelocity();
if (autolookTimer <= 0.f &&
glm::abs(velocity) > kAutolookMinVelocity) {
auto idealYaw =
-glm::roll(vehicle->getRotation()) + glm::half_pi<float>();
const auto idealPitch = kVehicleCameraPitch;
if (velocity < 0.f) {
idealYaw = glm::mod(idealYaw - glm::pi<float>(),
glm::pi<float>() * 2.f);
}
float currentYaw =
glm::mod(m_cameraAngles.x, glm::pi<float>() * 2);
float currentPitch = m_cameraAngles.y;
float deltaYaw = idealYaw - currentYaw;
float deltaPitch = idealPitch - currentPitch;
if (glm::abs(deltaYaw) > glm::pi<float>()) {
deltaYaw -= glm::sign(deltaYaw) * glm::pi<float>() * 2.f;
}
m_cameraAngles.x +=
glm::sign(deltaYaw) *
std::min(kMaxRotationRate * dt, glm::abs(deltaYaw));
m_cameraAngles.y +=
glm::sign(deltaPitch) *
std::min(kMaxRotationRate * dt, glm::abs(deltaPitch));
}
}
// Non-topdown camera can orbit
if (camMode != IngameState::CAMERA_TOPDOWN) {
bool lookleft = input.pressed(GameInputState::LookLeft);
bool lookright = input.pressed(GameInputState::LookRight);
if ((lookleft || lookright) && vehicle != nullptr) {
auto rotation = vehicle->getRotation();
if (!lookright) {
rotation *= glm::angleAxis(glm::half_pi<float>(),
glm::vec3(0.f, 0.f, -1.f));
} else if (!lookleft) {
rotation *= glm::angleAxis(glm::half_pi<float>(),
glm::vec3(0.f, 0.f, 1.f));
}
cameraPosition = targetPosition +
rotation * glm::vec3(0.f, viewDistance, 0.f);
} else {
// Determine the "ideal" camera position for the current view
// angles
auto yaw =
glm::angleAxis(m_cameraAngles.x, glm::vec3(0.f, 0.f, -1.f));
auto pitch =
glm::angleAxis(m_cameraAngles.y, glm::vec3(0.f, 1.f, 0.f));
auto cameraOffset =
yaw * pitch * glm::vec3(0.f, 0.f, viewDistance);
cameraPosition = targetPosition + cameraOffset;
}
} else {
cameraPosition = targetPosition + glm::vec3(0.f, 0.f, viewDistance);
}
glm::quat angle;
auto camtotarget = targetPosition - cameraPosition;
auto dir = glm::normalize(camtotarget);
float correction = glm::length(camtotarget) - viewDistance;
if (correction < 0.f) {
float innerDist = viewDistance * 0.1f;
correction = glm::min(0.f, correction + innerDist);
}
cameraPosition += dir * 10.f * correction * dt;
auto lookdir = glm::normalize(lookTargetPosition - cameraPosition);
// Calculate the yaw to look at the target.
float angleYaw = glm::atan(lookdir.y, lookdir.x);
angle = glm::quat(glm::vec3(0.f, 0.f, angleYaw));
glm::vec3 movement;
movement.x = input[GameInputState::GoForward] -
input[GameInputState::GoBackwards];
movement.y =
input[GameInputState::GoLeft] - input[GameInputState::GoRight];
/// @todo replace with correct sprint behaviour
float speed = input.pressed(GameInputState::Sprint) ? 2.f : 1.f;
if (player->isInputEnabled()) {
player->setRunning(!input.pressed(GameInputState::Walk));
/// @todo find the correct behaviour for entering & exiting
if (input.pressed(GameInputState::EnterExitVehicle)) {
/// @todo move me
if (player->getCharacter()->getCurrentVehicle()) {
player->exitVehicle();
} else if (!player->isCurrentActivity(
Activities::EnterVehicle::ActivityName)) {
player->enterNearestVehicle();
}
} else if (glm::length2(movement) > 0.001f) {
if (player->isCurrentActivity(
Activities::EnterVehicle::ActivityName)) {
// Give up entering a vehicle if we're alreadying doing so
player->skipActivity();
}
}
if (player->getCharacter()->getCurrentVehicle()) {
auto vehicle = player->getCharacter()->getCurrentVehicle();
vehicle->setHandbraking(
input.pressed(GameInputState::Handbrake));
player->setMoveDirection(movement);
} else {
if (input.pressed(GameInputState::Jump)) {
player->jump();
}
float length = glm::length(movement);
float movementAngle = angleYaw - glm::half_pi<float>();
if (length > 0.1f) {
glm::vec3 direction = glm::normalize(movement);
movementAngle += atan2(direction.y, direction.x);
player->setMoveDirection(glm::vec3(speed, 0.f, 0.f));
} else {
player->setMoveDirection(glm::vec3(0.f));
}
player->setLookDirection({movementAngle, 0.f});
}
} else {
player->setMoveDirection(glm::vec3(0.f));
}
float len2d = glm::length(glm::vec2(lookdir));
float anglePitch = glm::atan(lookdir.z, len2d);
angle *= glm::quat(glm::vec3(0.f, -anglePitch, 0.f));
// Use rays to ensure target is visible from cameraPosition
auto rayEnd = cameraPosition;
auto rayStart = targetPosition;
auto to = btVector3(rayEnd.x, rayEnd.y, rayEnd.z);
auto from = btVector3(rayStart.x, rayStart.y, rayStart.z);
ClosestNotMeRayResultCallback ray(physTarget, from, to);
world->dynamicsWorld->rayTest(from, to, ray);
if (ray.hasHit() && ray.m_closestHitFraction < 1.f) {
cameraPosition =
glm::vec3(ray.m_hitPointWorld.x(), ray.m_hitPointWorld.y(),
ray.m_hitPointWorld.z());
cameraPosition +=
glm::vec3(ray.m_hitNormalWorld.x(), ray.m_hitNormalWorld.y(),
ray.m_hitNormalWorld.z()) *
0.1f;
}
_look.position = cameraPosition;
_look.rotation = angle;
}
}
void IngameState::draw(GameRenderer* r) {
if (!getWorld()->state->isCinematic && getWorld()->isCutsceneDone()) {
drawHUD(_look, game->getPlayer(), getWorld(), r);
}
State::draw(r);
}
void IngameState::handleEvent(const SDL_Event& event) {
auto player = game->getPlayer();
switch (event.type) {
case SDL_KEYDOWN:
switch (event.key.keysym.sym) {
case SDLK_ESCAPE:
StateManager::get().enter(new PauseState(game));
break;
case SDLK_m:
StateManager::get().enter(
new DebugState(game, _look.position, _look.rotation));
break;
case SDLK_SPACE:
if (getWorld()->state->currentCutscene) {
getWorld()->state->skipCutscene = true;
}
break;
case SDLK_c:
camMode =
CameraMode((camMode + (CameraMode)1) % CAMERA_MAX);
break;
default:
break;
}
break;
default:
break;
}
updateInputState(event);
if (player && player->isInputEnabled()) {
handlePlayerInput(event);
}
State::handleEvent(event);
}
void IngameState::handlePlayerInput(const SDL_Event& event) {
auto player = game->getPlayer();
switch (event.type) {
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;
}