mirror of
https://github.com/rwengine/openrw.git
synced 2024-11-22 18:32:44 +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
515 lines
19 KiB
C++
515 lines
19 KiB
C++
#include "IngameState.hpp"
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#include "DebugState.hpp"
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#include "DrawUI.hpp"
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#include "PauseState.hpp"
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#include "RWGame.hpp"
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#include <ai/PlayerController.hpp>
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#include <data/Model.hpp>
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#include <data/WeaponData.hpp>
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#include <dynamics/CollisionInstance.hpp>
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#include <dynamics/RaycastCallbacks.hpp>
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#include <engine/GameState.hpp>
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#include <engine/GameWorld.hpp>
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#include <objects/CharacterObject.hpp>
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#include <objects/ItemPickup.hpp>
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#include <objects/VehicleObject.hpp>
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#include <script/ScriptMachine.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 =
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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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void IngameState::startTest() {
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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 < getWorld()->data->weaponData.size(); ++i) {
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auto& item = getWorld()->data->weaponData[i];
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getWorld()->createPickup(itemspawn, item->modelID,
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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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// Landstalker, Stinger, Linerunner, Trash, Bobcat
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const std::vector<int> kTestVehicles = {90, 92, 93, 98, 111};
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for (auto id : kTestVehicles) {
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getWorld()->createVehicle(id, carPos, carRot);
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carPos += carRot * glm::vec3(5.f, 0.f, 0.f);
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}
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}
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void IngameState::startGame() {
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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() +
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"/audio/City.wav");
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}
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void IngameState::enter() {
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if (!started) {
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if (newgame) {
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if (save.empty()) {
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startGame();
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} else if (save == "test") {
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startTest();
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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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void IngameState::tick(float dt) {
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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 -
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world->state->playerInfo.displayedMoney;
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// Generates 0, 1 (difference < 100), 12 (difference < 1000), 123
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// (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) {
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return 0;
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}
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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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float viewDistance = 4.f;
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switch (camMode) {
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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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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 =
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(target->type() == GameObject::Character)
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? static_cast<CharacterObject*>(target)->getCurrentVehicle()
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: nullptr;
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if (vehicle) {
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auto model = vehicle->getModel();
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float maxDist = 0.f;
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for (auto& g : model->geometries) {
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float partSize = glm::length(g->geometryBounds.center) +
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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 +=
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(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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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
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// it
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float velocity = vehicle->getVelocity();
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if (autolookTimer <= 0.f &&
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glm::abs(velocity) > kAutolookMinVelocity) {
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auto idealYaw =
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-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>(),
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glm::pi<float>() * 2.f);
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}
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float currentYaw =
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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 +=
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glm::sign(deltaYaw) *
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std::min(kMaxRotationRate * dt, glm::abs(deltaYaw));
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m_cameraAngles.y +=
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glm::sign(deltaPitch) *
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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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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>(),
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glm::vec3(0.f, 0.f, -1.f));
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} else if (!lookleft) {
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rotation *= glm::angleAxis(glm::half_pi<float>(),
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glm::vec3(0.f, 0.f, 1.f));
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}
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cameraPosition = targetPosition +
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rotation * glm::vec3(0.f, viewDistance, 0.f);
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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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} else {
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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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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] -
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input[GameInputState::GoBackwards];
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movement.y =
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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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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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} 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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} 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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auto vehicle = player->getCharacter()->getCurrentVehicle();
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vehicle->setHandbraking(
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input.pressed(GameInputState::Handbrake));
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player->setMoveDirection(movement);
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} else {
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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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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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} else {
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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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} else {
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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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cameraPosition =
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glm::vec3(ray.m_hitPointWorld.x(), ray.m_hitPointWorld.y(),
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ray.m_hitPointWorld.z());
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cameraPosition +=
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glm::vec3(ray.m_hitNormalWorld.x(), ray.m_hitNormalWorld.y(),
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ray.m_hitNormalWorld.z()) *
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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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if (!getWorld()->state->isCinematic && getWorld()->isCutsceneDone()) {
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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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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(
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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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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 =
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CameraMode((camMode + (CameraMode)1) % CAMERA_MAX);
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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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default:
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break;
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}
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updateInputState(event);
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if (player && player->isInputEnabled()) {
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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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auto player = game->getPlayer();
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switch (event.type) {
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case SDL_MOUSEBUTTONDOWN:
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switch (event.button.button) {
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case SDL_BUTTON_LEFT:
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player->getCharacter()->useItem(true, 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_MOUSEBUTTONUP:
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switch (event.button.button) {
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case SDL_BUTTON_LEFT:
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player->getCharacter()->useItem(false, true);
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break;
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default:
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break;
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}
|
|
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;
|
|
}
|