mirror of
https://github.com/rwengine/openrw.git
synced 2024-11-09 12:22:34 +01:00
515 lines
18 KiB
C++
515 lines
18 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/CutsceneData.hpp>
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#include <data/Clump.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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constexpr float kAutoLookTime = 2.f;
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constexpr float kAutolookMinVelocity = 0.2f;
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const float kInGameFOV = glm::half_pi<float>();
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const float kMaxRotationRate = glm::quarter_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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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_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 (unsigned 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->getScriptVM()->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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if (player) {
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// Force all input to 0 if player input is disabled
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/// @todo verify 0ing input is the correct behaviour
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const auto inputEnabled = player->isInputEnabled();
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auto input = [&](GameInputState::Control c) {
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return inputEnabled ? world->state->input[0][c] : 0.f;
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};
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auto pressed = [&](GameInputState::Control c) {
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return inputEnabled && world->state->input[0].pressed(c) &&
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!world->state->input[1].pressed(c);
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};
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auto held = [&](GameInputState::Control c) {
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return inputEnabled && world->state->input[0].pressed(c);
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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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auto look = player->getCharacter()->getLook();
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look += cameradelta_;
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cameradelta_ = glm::vec2();
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look.y = glm::clamp(look.y, kCameraPitchLimit,
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glm::pi<float>() - kCameraPitchLimit);
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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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float velocity = vehicle->getVelocity();
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if (glm::abs(velocity) > kAutolookMinVelocity &&
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autolookTimer <= 0.f) {
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glm::vec2 ideal(glm::roll(vehicle->getRotation()),
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kVehicleCameraPitch);
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if (velocity < 0.f) {
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ideal.x = glm::mod(ideal.x - glm::pi<float>(),
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glm::pi<float>() * 2.f);
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}
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glm::vec2 current(glm::mod(look.x, glm::pi<float>() * 2),
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look.y);
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auto delta = ideal - current;
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if (glm::abs(delta.x) > glm::pi<float>()) {
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delta.x -= glm::sign(delta.x) * glm::pi<float>() * 2.f;
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}
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look += glm::clamp(delta, -kMaxRotationRate * dt,
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kMaxRotationRate * dt);
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}
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if (!m_vehicleFreeLook) {
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look.y = kVehicleCameraPitch;
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}
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}
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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 = held(GameInputState::Sprint) ? 2.f : 1.f;
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player->setRunning(!held(GameInputState::Walk));
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/// @todo find the correct behaviour for entering & exiting
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if (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(held(GameInputState::Handbrake));
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player->setMoveDirection(movement);
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} else {
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if (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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if (length > 0.1f) {
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auto move = speed * glm::normalize(movement);
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player->setMoveDirection(glm::vec3(move.x, 0.f, move.y));
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} else {
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player->setMoveDirection(glm::vec3(0.f));
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}
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}
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player->setLookDirection(look);
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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<PauseState>(game);
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break;
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case SDLK_m:
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StateManager::get().enter<DebugState>(game, _look.position,
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_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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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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}
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break;
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case SDL_MOUSEWHEEL:
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if (player->getCharacter()->getCurrentVehicle() == nullptr &&
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player->getCharacter()->isAlive()) {
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player->getCharacter()->cycleInventory(event.wheel.y > 0);
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}
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break;
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case SDL_MOUSEMOTION:
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if (game->hasFocus()) {
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glm::ivec2 screenSize = getWindow().getSize();
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glm::vec2 mouseMove(
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event.motion.xrel / static_cast<float>(screenSize.x),
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event.motion.yrel / static_cast<float>(screenSize.y));
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autolookTimer = kAutoLookTime;
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if (m_invertedY) {
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mouseMove.y = -mouseMove.y;
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}
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cameradelta_ -= mouseMove;
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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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}
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bool IngameState::shouldWorldUpdate() {
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return true;
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}
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const ViewCamera& IngameState::getCamera(float alpha) {
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auto state = game->getState();
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auto player = game->getPlayer();
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auto world = getWorld();
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if (state->currentCutscene && state->cutsceneStartTime >= 0.f) {
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auto cutscene = state->currentCutscene;
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float cutsceneTime =
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std::min(world->getGameTime() - state->cutsceneStartTime,
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cutscene->tracks.duration);
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cutsceneTime += GAME_TIMESTEP * alpha;
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glm::vec3 cameraPos = cutscene->tracks.getPositionAt(cutsceneTime),
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targetPos = cutscene->tracks.getTargetAt(cutsceneTime);
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float zoom = cutscene->tracks.getZoomAt(cutsceneTime);
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_look.frustum.fov = glm::radians(zoom);
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float tilt = cutscene->tracks.getRotationAt(cutsceneTime);
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auto direction = glm::normalize(targetPos - cameraPos);
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auto right =
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glm::normalize(glm::cross(glm::vec3(0.f, 0.f, 1.f), direction));
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auto up = glm::normalize(glm::cross(direction, right));
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glm::mat3 m;
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m[0][0] = direction.x;
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m[0][1] = right.x;
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m[0][2] = up.x;
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m[1][0] = direction.y;
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m[1][1] = right.y;
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m[1][2] = up.y;
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m[2][0] = direction.z;
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m[2][1] = right.z;
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m[2][2] = up.z;
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auto qtilt = glm::angleAxis(glm::radians(tilt), direction);
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cameraPos += cutscene->meta.sceneOffset;
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targetPos += cutscene->meta.sceneOffset;
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_look.position = cameraPos;
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_look.rotation = glm::inverse(glm::quat_cast(m)) * qtilt;
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return _look;
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}
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if (state->cameraFixed) {
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_look.position = state->cameraPosition;
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_look.rotation = state->cameraRotation;
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return _look;
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}
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_look.frustum.fov = kInGameFOV;
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if (!player) {
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return _look;
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}
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// Force all input to 0 if player input is disabled
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/// @todo verify 0ing input is the correct behaviour
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const auto inputEnabled = player->isInputEnabled();
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auto held = [&](GameInputState::Control c) {
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return inputEnabled && world->state->input[0].pressed(c);
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};
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float viewDistance = getViewDistance();
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auto target = getCameraTarget();
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bool lookleft = held(GameInputState::LookLeft);
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bool lookright = held(GameInputState::LookRight);
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btCollisionObject* physTarget = player->getCharacter()->physObject;
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auto targetTransform = target->getTimeAdjustedTransform(alpha);
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glm::vec3 targetPosition(targetTransform[3]);
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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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if (target->type() == GameObject::Vehicle) {
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auto vehicle = (VehicleObject*)target;
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auto model = vehicle->getModel();
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auto maxDist = model->getBoundingRadius() * 2.f;
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viewDistance = viewDistance + maxDist;
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lookTargetPosition.z += (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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}
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// Handle top-down camera
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if (camMode == CAMERA_TOPDOWN) {
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cameraPosition = targetPosition + glm::vec3(0.f, 0.f, viewDistance);
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_look.rotation =
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glm::angleAxis(glm::half_pi<float>(), glm::vec3(0.f, 1.f, 0.f));
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} else if ((lookleft || lookright) &&
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target->type() == GameObject::Vehicle) {
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auto rotation = target->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 *=
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glm::angleAxis(glm::half_pi<float>(), glm::vec3(0.f, 0.f, 1.f));
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}
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cameraPosition =
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targetPosition + rotation * glm::vec3(0.f, viewDistance, 0.f);
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} else {
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auto look = player->getCharacter()->getLook();
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// Determine the "ideal" camera position for the current view angles
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auto yaw = glm::angleAxis(look.x - glm::half_pi<float>(),
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glm::vec3(0.f, 0.f, 1.f));
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auto pitch = glm::angleAxis(look.y, glm::vec3(0.f, 1.f, 0.f));
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auto cameraOffset = yaw * pitch * glm::vec3(0.f, 0.f, viewDistance);
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cameraPosition = targetPosition + cameraOffset;
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}
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auto lookdir = glm::normalize(lookTargetPosition - cameraPosition);
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// Calculate the angles to look at the target position
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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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float angleYaw = glm::atan(lookdir.y, lookdir.x);
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glm::quat angle(glm::vec3(0.f, -anglePitch, angleYaw));
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// Ensure the target position is actually visible
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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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return _look;
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}
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GameObject* IngameState::getCameraTarget() const {
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auto target =
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getWorld()->pedestrianPool.find(game->getState()->cameraTarget);
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if (target == nullptr && game->getPlayer()) {
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target = game->getPlayer()->getCharacter();
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}
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// If the target is a character in a vehicle, make the vehicle the target
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if (target && target->type() == GameObject::Character) {
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auto vehicle = ((CharacterObject*)target)->getCurrentVehicle();
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if (vehicle) {
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target = vehicle;
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|
}
|
|
}
|
|
|
|
return target;
|
|
}
|
|
|
|
float IngameState::getViewDistance() const {
|
|
float viewDistance = 4.f;
|
|
switch (camMode) {
|
|
case IngameState::CAMERA_CLOSE:
|
|
viewDistance = 2.f;
|
|
break;
|
|
case IngameState::CAMERA_NORMAL:
|
|
viewDistance = 4.0f;
|
|
break;
|
|
case IngameState::CAMERA_FAR:
|
|
viewDistance = 6.f;
|
|
break;
|
|
case IngameState::CAMERA_TOPDOWN:
|
|
viewDistance = 15.f;
|
|
break;
|
|
default:
|
|
viewDistance = 4.f;
|
|
}
|
|
return viewDistance;
|
|
}
|