mirror of
https://github.com/rwengine/openrw.git
synced 2024-11-13 22:24:17 +01:00
328 lines
7.4 KiB
C++
328 lines
7.4 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 <render/Model.hpp>
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#include <items/WeaponItem.hpp>
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#include <engine/GameWorld.hpp>
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#define AUTOLOOK_TIME 2.f
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IngameState::IngameState(RWGame* game, bool test)
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: State(game), started(false), test(test), autolookTimer(0.f)
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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()->createPedestrian(1, {-1000.f, -990.f, 13.f});
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auto player = new PlayerController(playerChar);
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getWorld()->state.player = player;
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/*auto bat = new WeaponItem(getWorld()->gameData.weaponData["ak47"]);
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_playerCharacter->addToInventory(bat);
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_playerCharacter->setActiveItem(bat->getInventorySlot());*/
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glm::vec3 itemspawn(-1000.f, -980.f, 11.0f);
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for( auto& w : getWorld()->gameData.weaponData ) {
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if( w.first == "unarmed" ) continue;
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getWorld()->objects.insert(new ItemPickup(getWorld(), itemspawn,
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w.second));
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itemspawn.x += 2.5f;
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}
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auto carPos = glm::vec3( -1000.f, -1000.f, 12.f );
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auto boatPos = glm::vec3( -1000.f, -1040.f, 5.f );
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for( auto& vi : getWorld()->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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auto vehicle = std::static_pointer_cast<VehicleData>(vi.second);
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auto sp = carPos;
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if( vehicle->type == VehicleData::BOAT ) {
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sp = boatPos;
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}
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auto v = getWorld()->createVehicle(vi.first, sp, glm::quat());
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if( vehicle->type == VehicleData::BOAT ) {
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boatPos -= glm::vec3( 2.f + v->info->handling.dimensions.x, 0.f, 0.f);
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}
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else {
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carPos -= 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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}
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void IngameState::startGame()
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{
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getWorld()->runScript("data/main.scm");
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getWorld()->sound.playBackground( getWorld()->gameData.getDataPath() + "/audio/City.wav" );
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}
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PlayerController *IngameState::getPlayer()
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{
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return getWorld()->state.player;
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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( test ) {
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startTest();
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}
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else {
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startGame();
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}
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started = true;
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}
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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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autolookTimer = std::max(autolookTimer - dt, 0.f);
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auto player = getPlayer();
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if( player && player->isInputEnabled() )
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{
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float qpi = glm::half_pi<float>();
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sf::Vector2i screenCenter{sf::Vector2i{getWindow().getSize()} / 2};
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sf::Vector2i mousePos = sf::Mouse::getPosition(getWindow());
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sf::Vector2i deltaMouse = mousePos - screenCenter;
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sf::Mouse::setPosition(screenCenter, getWindow());
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if(deltaMouse.x != 0 || deltaMouse.y != 0)
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{
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autolookTimer = AUTOLOOK_TIME;
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}
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_lookAngles.x += deltaMouse.x / 100.0;
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_lookAngles.y += deltaMouse.y / 100.0;
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while(_lookAngles.x > glm::pi<float>())
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{
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_lookAngles.x -= 2.f * glm::pi<float>();
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}
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while(_lookAngles.x < -glm::pi<float>())
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{
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_lookAngles.x += 2.f * glm::pi<float>();
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}
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if (_lookAngles.y > qpi)
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_lookAngles.y = qpi;
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else if (_lookAngles.y < -qpi)
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_lookAngles.y = -qpi;
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auto angle = glm::angleAxis(-_lookAngles.x, glm::vec3(0.f, 0.f, 1.f));
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angle *= glm::angleAxis(_lookAngles.y, glm::vec3(0.f, 1.f, 0.f));
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player->updateMovementDirection(angle * _movement, _movement);
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auto target = getWorld()->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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auto position = target->getPosition();
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float viewDistance = 4.f;
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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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for(auto& g : model->resource->geometries) {
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viewDistance = std::max(
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(glm::length(g->geometryBounds.center) + g->geometryBounds.radius) * 4.0f,
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viewDistance);
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}
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position = vehicle->getPosition();
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position.z += (vehicle->info->handling.dimensions.z / 2.f) * 2.5f;
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float speed = vehicle->physVehicle->getCurrentSpeedKmHour();
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if( autolookTimer <= 0.f && std::abs(speed) > 1.f )
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{
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float b = glm::roll(vehicle->getRotation()) + glm::half_pi<float>();
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while( b > glm::pi<float>() )
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{
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b -= 2.f * glm::pi<float>();
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}
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while( b < -glm::pi<float>() )
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{
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b += 2.f * glm::pi<float>();
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}
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if( speed < 0.f )
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{
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if( _lookAngles.x < 0.f )
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{
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b -= glm::pi<float>();
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}
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else
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{
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b += glm::pi<float>();
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}
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}
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float aD = b - _lookAngles.x;
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const float rotateSpeed = 1.f;
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if( std::abs(aD) <= rotateSpeed * dt )
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{
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_lookAngles.x = b;
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}
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else
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{
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_lookAngles.x += glm::sign(aD) * rotateSpeed * dt;
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}
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angle = glm::angleAxis(_lookAngles.x, glm::vec3(0.f, 0.f, 1.f));
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}
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}
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// Move back from the character
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position += angle * glm::vec3(-viewDistance, 0.f, 1.f);
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// Tilt the final look angle down a tad.
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angle *= glm::angleAxis(glm::radians(10.f), glm::vec3(0.f, 1.f, 0.f));
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_look.position = position;
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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(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 sf::Event &event)
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{
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auto player = getPlayer();
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switch(event.type) {
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case sf::Event::KeyPressed:
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switch(event.key.code) {
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case sf::Keyboard::Escape:
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StateManager::get().enter(new PauseState(game));
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break;
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case sf::Keyboard::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 sf::Keyboard::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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else if( player && player->isInputEnabled() ) {
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if( player->getCharacter()->getCurrentVehicle() ) {
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player->getCharacter()->getCurrentVehicle()->setHandbraking(true);
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}
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else
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{
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player->jump();
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}
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}
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break;
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case sf::Keyboard::W:
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_movement.x = 1.f;
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break;
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case sf::Keyboard::S:
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_movement.x =-1.f;
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break;
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case sf::Keyboard::A:
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_movement.y = 1.f;
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break;
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case sf::Keyboard::D:
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_movement.y =-1.f;
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break;
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case sf::Keyboard::LShift:
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player->setRunning(true);
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break;
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case sf::Keyboard::F:
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if( player && player->isInputEnabled() ) {
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if( player->getCharacter()->getCurrentVehicle()) {
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player->exitVehicle();
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}
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else {
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player->enterNearestVehicle();
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}
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}
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break;
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default: break;
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}
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break;
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case sf::Event::KeyReleased:
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switch(event.key.code) {
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case sf::Keyboard::W:
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case sf::Keyboard::S:
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_movement.x = 0.f;
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break;
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case sf::Keyboard::A:
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case sf::Keyboard::D:
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_movement.y = 0.f;
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break;
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case sf::Keyboard::LShift:
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player->setRunning(false);
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break;
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default: break;
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}
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break;
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case sf::Event::MouseButtonPressed:
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switch(event.mouseButton.button) {
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case sf::Mouse::Left:
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player->useItem(true, true);
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break;
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default: break;
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}
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break;
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case sf::Event::MouseButtonReleased:
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switch(event.mouseButton.button) {
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case sf::Mouse::Left:
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player->useItem(false, true);
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break;
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default: break;
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}
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break;
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case sf::Event::MouseWheelMoved:
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player->getCharacter()->cycleInventory(event.mouseWheel.delta > 0);
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break;
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default: break;
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}
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State::handleEvent(event);
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}
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bool IngameState::shouldWorldUpdate()
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{
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return true;
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}
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const ViewCamera &IngameState::getCamera()
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{
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return _look;
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}
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