mirror of
https://github.com/rwengine/openrw.git
synced 2024-11-22 10:22:52 +01:00
649f7b144d
This entirely replaces all remaining SFML pieces with SDL2 and brings OpenRW up to OpenGL 3.3
524 lines
13 KiB
C++
524 lines
13 KiB
C++
#include "debugstate.hpp"
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#include "RWGame.hpp"
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#include <ai/PlayerController.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 <engine/GameState.hpp>
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#include <items/InventoryItem.hpp>
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#include <data/WeaponData.hpp>
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#include <sstream>
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#include <glm/gtc/quaternion.hpp>
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#include <glm/gtx/string_cast.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, const glm::vec3& target, bool ground = true)
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{
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glm::vec3 newPosition = target;
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if (ground) {
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newPosition = game->getWorld()->getGroundAtPosition(newPosition) + glm::vec3(0.f, 0.f, 1.f);
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}
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if( player )
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{
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if( player->getCurrentVehicle() )
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{
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player->getCurrentVehicle()->setPosition(newPosition);
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}
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else
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{
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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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{
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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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jumpCharacter(game, player, _debugCam.position + _debugCam.rotation * glm::vec3(3.f, 0.f, 0.f), false);
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}, kDebugEntryHeight));
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m->addEntry(Menu::lambda("-Map", [=] {
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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", [=] {
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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("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("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("Flip vehicle", [=] {
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cv->setRotation(cv->getRotation() * glm::quat(glm::vec3(0.f, glm::pi<float>(), 0.f)));
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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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{
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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("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("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("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("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("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("Jump to Hospital", [=] {
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jumpCharacter(game, player, glm::vec3(1123.77, -569.15, 100.0));
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}, kDebugEntryHeight));
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m->addEntry(Menu::lambda("Unsolid garage doors", [=] {
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std::vector<std::string> garageDoorModels {
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"8ballsuburbandoor",
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"amcogaragedoor",
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"bankjobdoor",
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"bombdoor",
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"crushercrush",
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"crushertop",
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"door2_garage",
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"door3_garage",
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"door4_garage",
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"door_bombshop",
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"door_col_compnd_01",
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"door_col_compnd_02",
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"door_col_compnd_03",
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"door_col_compnd_04",
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"door_col_compnd_05",
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"door_jmsgrage",
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"door_sfehousegrge",
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"double_garage_dr",
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"impex_door",
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"impexpsubgrgdoor",
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"ind_plyrwoor",
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"ind_slidedoor",
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"jamesgrge_kb",
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"leveldoor2",
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"oddjgaragdoor",
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"plysve_gragedoor",
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"SalvGarage",
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"shedgaragedoor",
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"Sub_sprayshopdoor",
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"towergaragedoor1",
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"towergaragedoor2",
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"towergaragedoor3",
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"vheistlocdoor"
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};
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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(), obj->model->name) != garageDoorModels.end()) {
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obj->setSolid(false);
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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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{
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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},
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{"Taxi", 110},
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{"Firetruck", 97},
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{"Police", 116},
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{"Ambulance", 106},
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{"Bobcat", 112},
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{"Banshee", 119},
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{"Rhino", 122},
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{"Barracks", 123},
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{"Rumpo", 130},
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{"Columbian", 138},
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{"Dodo", 126},
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{"Speeder", 142},
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{"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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{
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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},
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{"Cop", 1},
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{"SWAT", 2},
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{"FBI", 3},
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{"Fireman", 6},
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{"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("Kill All Peds", [=] {
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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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}, kDebugEntryHeight));
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return m;
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}
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Menu*DebugState::createWeaponMenu()
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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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for (int i = 1; i < maxInventorySlots; ++i) {
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auto item = getWorld()->getInventoryItem(i);
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auto& name = getWorld()->data->weaponData[i]->name;
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m->addEntry(Menu::lambda(name, [=] {
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giveItem(item);
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}, 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)
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, _freeLook( false )
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, _sonicMode( false )
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{
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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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{
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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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}
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void DebugState::tick(float dt)
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{
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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 != 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 = 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 += _debugCam.rotation * _movement * dt * (_sonicMode ? 1000.f : 100.f);
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}
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}
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void DebugState::draw(GameRenderer* r)
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{
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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 = 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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{
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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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default: break;
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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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}
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switch (event.key.keysym.mod) {
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case KMOD_LSHIFT:
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_sonicMode = 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 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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}
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switch (event.key.keysym.mod) {
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case KMOD_LSHIFT:
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_sonicMode = 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 SDL_MOUSEMOTION:
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if (game->hasFocus())
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{
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glm::ivec2 screenSize = getWindow().getSize();
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glm::vec2 mouseMove(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)
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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: 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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{
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std::cout << " " << _debugCam.position.x << " " << _debugCam.position.y << " " << _debugCam.position.z
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<< " " << _debugCam.rotation.x << " " << _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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{
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auto ch = game->getPlayer()->getCharacter();
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if (!ch)
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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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{
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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, 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(InventoryItem* item)
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{
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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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}
|
|
|
|
if (player) {
|
|
player->addToInventory(item);
|
|
auto& wep =
|
|
player->getCurrentState().weapons[item->getInventorySlot()];
|
|
wep.bulletsTotal = 100;
|
|
wep.bulletsClip = 0;
|
|
}
|
|
}
|
|
|
|
const ViewCamera &DebugState::getCamera()
|
|
{
|
|
return _debugCam;
|
|
}
|