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mirror of https://github.com/rwengine/openrw.git synced 2024-09-19 08:52:33 +02:00
openrw/rwgame/states/DebugState.cpp
Daniel Evans ad998e8a80 Avoid allocating RWGame members where possible
These objects don't need to be dynamically allocated, they can
take on the same lifetime as RWGame itself.
2016-10-19 22:34:51 +01:00

490 lines
16 KiB
C++

#include "DebugState.hpp"
#include <ai/PlayerController.hpp>
#include <data/WeaponData.hpp>
#include <engine/GameState.hpp>
#include <glm/gtc/quaternion.hpp>
#include <glm/gtx/string_cast.hpp>
#include <objects/CharacterObject.hpp>
#include <objects/InstanceObject.hpp>
#include <objects/VehicleObject.hpp>
#include <sstream>
#include "RWGame.hpp"
constexpr float kDebugEntryHeight = 14.f;
const glm::vec2 kDebugMenuOffset = glm::vec2(10.f, 50.f);
static void jumpCharacter(RWGame* game, CharacterObject* player,
const glm::vec3& target, bool ground = true) {
glm::vec3 newPosition = target;
if (ground) {
newPosition = game->getWorld()->getGroundAtPosition(newPosition) +
glm::vec3(0.f, 0.f, 1.f);
}
if (player) {
if (player->getCurrentVehicle()) {
player->getCurrentVehicle()->setPosition(newPosition);
} else {
player->setPosition(newPosition);
}
}
}
Menu* DebugState::createDebugMenu() {
CharacterObject* player = nullptr;
if (game->getPlayer()) {
player = game->getPlayer()->getCharacter();
}
Menu* m = new Menu(2);
m->offset = kDebugMenuOffset;
#if 0
m->addEntry(Menu::lambda("Random Vehicle", [this] {
auto it = getWorld()->vehicleTypes.begin();
std::uniform_int_distribution<int> uniform(0, 3);
for(size_t i = 0, n = uniform(getWorld()->randomEngine); i != n; i++) {
it++;
}
spawnVehicle(it->first);
}, entryHeight));
m->addEntry(Menu::lambda("Open All Doors/Flaps", [=] {
auto pc = getWorld()->state->player->getCharacter();
auto pv = pc->getCurrentVehicle();
if( pv ) {
for(auto& it : pv->_hingedObjects) {
pv->setHingeLocked(it.first, false);
}
}
}, entryHeight));
m->addEntry(Menu::lambda("Spawn Pedestrians", [=] {
glm::vec3 hit, normal;
if(game->hitWorldRay(hit, normal)) {
glm::vec3 spawnPos = hit + glm::vec3(-5, 0.f, 0.0) + normal;
size_t k = 1;
// Spawn every pedestrian.
for(auto it = getWorld()->pedestrianTypes.begin();
it != getWorld()->pedestrianTypes.end(); ++it) {
getWorld()->createPedestrian(it->first, spawnPos);
spawnPos += glm::vec3(2.5, 0, 0);
if((k++ % 6) == 0) { spawnPos += glm::vec3(-15, -2.5, 0); }
}
}
}, entryHeight));
int vehiclesMax = 16, i = 0;
for( auto& v : getWorld()->vehicleTypes ) {
if( (i++) > vehiclesMax ) break;
m->addEntry(Menu::lambda(v.second->handlingID, [=] {
spawnVehicle(v.first);
}, entryHeight));
}
#endif
m->addEntry(Menu::lambda("Jump to Debug Camera",
[=] {
jumpCharacter(game, player,
_debugCam.position +
_debugCam.rotation *
glm::vec3(3.f, 0.f, 0.f),
false);
},
kDebugEntryHeight));
m->addEntry(Menu::lambda("-Map", [=] { this->enterMenu(createMapMenu()); },
kDebugEntryHeight));
m->addEntry(Menu::lambda("-Vehicles",
[=] { this->enterMenu(createVehicleMenu()); },
kDebugEntryHeight));
m->addEntry(Menu::lambda("-AI", [=] { this->enterMenu(createAIMenu()); },
kDebugEntryHeight));
m->addEntry(Menu::lambda("-Weapons",
[=] { this->enterMenu(createWeaponMenu()); },
kDebugEntryHeight));
m->addEntry(Menu::lambda("Set Super Jump",
[=] { player->setJumpSpeed(20.f); },
kDebugEntryHeight));
m->addEntry(Menu::lambda(
"Set Normal Jump",
[=] { player->setJumpSpeed(CharacterObject::DefaultJumpSpeed); },
kDebugEntryHeight));
m->addEntry(Menu::lambda("Full Health",
[=] { player->getCurrentState().health = 100.f; },
kDebugEntryHeight));
m->addEntry(Menu::lambda("Full Armour",
[=] { player->getCurrentState().armour = 100.f; },
kDebugEntryHeight));
m->addEntry(Menu::lambda(
"Cull Here",
[=] { game->getRenderer().setCullOverride(true, _debugCam); },
kDebugEntryHeight));
// Optional block if the player is in a vehicle
auto cv = player->getCurrentVehicle();
if (cv) {
m->addEntry(Menu::lambda(
"Flip vehicle",
[=] {
cv->setRotation(
cv->getRotation() *
glm::quat(glm::vec3(0.f, glm::pi<float>(), 0.f)));
},
kDebugEntryHeight));
}
return m;
}
Menu* DebugState::createMapMenu() {
CharacterObject* player = nullptr;
if (game->getPlayer()) {
player = game->getPlayer()->getCharacter();
}
Menu* m = new Menu(2);
m->offset = kDebugMenuOffset;
m->addEntry(Menu::lambda("Back",
[=] { this->enterMenu(createDebugMenu()); },
kDebugEntryHeight));
m->addEntry(Menu::lambda(
"Jump to Docks",
[=] { jumpCharacter(game, player, glm::vec3(1390.f, -837.f, 100.f)); },
kDebugEntryHeight));
m->addEntry(Menu::lambda(
"Jump to Garage",
[=] { jumpCharacter(game, player, glm::vec3(270.f, -605.f, 40.f)); },
kDebugEntryHeight));
m->addEntry(Menu::lambda(
"Jump to Airport",
[=] { jumpCharacter(game, player, glm::vec3(-950.f, -980.f, 12.f)); },
kDebugEntryHeight));
m->addEntry(Menu::lambda(
"Jump to Hideout",
[=] { jumpCharacter(game, player, glm::vec3(875.0, -309.0, 100.0)); },
kDebugEntryHeight));
m->addEntry(Menu::lambda(
"Jump to Luigi's",
[=] { jumpCharacter(game, player, glm::vec3(902.75, -425.56, 100.0)); },
kDebugEntryHeight));
m->addEntry(Menu::lambda(
"Jump to Hospital",
[=] {
jumpCharacter(game, player, glm::vec3(1123.77, -569.15, 100.0));
},
kDebugEntryHeight));
m->addEntry(Menu::lambda(
"Unsolid garage doors",
[=] {
std::vector<std::string> garageDoorModels{
"8ballsuburbandoor", "amcogaragedoor",
"bankjobdoor", "bombdoor",
"crushercrush", "crushertop",
"door2_garage", "door3_garage",
"door4_garage", "door_bombshop",
"door_col_compnd_01", "door_col_compnd_02",
"door_col_compnd_03", "door_col_compnd_04",
"door_col_compnd_05", "door_jmsgrage",
"door_sfehousegrge", "double_garage_dr",
"impex_door", "impexpsubgrgdoor",
"ind_plyrwoor", "ind_slidedoor",
"jamesgrge_kb", "leveldoor2",
"oddjgaragdoor", "plysve_gragedoor",
"SalvGarage", "shedgaragedoor",
"Sub_sprayshopdoor", "towergaragedoor1",
"towergaragedoor2", "towergaragedoor3",
"vheistlocdoor"};
auto gw = game->getWorld();
for (auto& i : gw->instancePool.objects) {
auto obj = static_cast<InstanceObject*>(i.second);
if (std::find(garageDoorModels.begin(), garageDoorModels.end(),
obj->getModelInfo<BaseModelInfo>()->name) !=
garageDoorModels.end()) {
obj->setSolid(false);
}
}
},
kDebugEntryHeight));
return m;
}
Menu* DebugState::createVehicleMenu() {
Menu* m = new Menu(2);
m->offset = kDebugMenuOffset;
m->addEntry(Menu::lambda("Back",
[=] { this->enterMenu(createDebugMenu()); },
kDebugEntryHeight));
const std::map<std::string, int> kVehicleTypes = {
{"Landstalker", 90}, {"Taxi", 110}, {"Firetruck", 97},
{"Police", 116}, {"Ambulance", 106}, {"Bobcat", 112},
{"Banshee", 119}, {"Rhino", 122}, {"Barracks", 123},
{"Rumpo", 130}, {"Columbian", 138}, {"Dodo", 126},
{"Speeder", 142}, {"Yakuza", 136},
};
for (auto& e : kVehicleTypes) {
m->addEntry(Menu::lambda(e.first, [=] { spawnVehicle(e.second); },
kDebugEntryHeight));
}
return m;
}
Menu* DebugState::createAIMenu() {
Menu* m = new Menu(2);
m->offset = kDebugMenuOffset;
m->addEntry(Menu::lambda("Back",
[=] { this->enterMenu(createDebugMenu()); },
kDebugEntryHeight));
const std::map<std::string, int> kPedTypes = {
{"Triad", 12}, {"Cop", 1}, {"SWAT", 2},
{"FBI", 3}, {"Fireman", 6}, {"Construction", 74},
};
for (auto& e : kPedTypes) {
m->addEntry(Menu::lambda(e.first + " Follower",
[=] { spawnFollower(e.second); },
kDebugEntryHeight));
}
m->addEntry(Menu::lambda(
"Kill All Peds",
[=] {
for (auto& p : game->getWorld()->pedestrianPool.objects) {
if (p.second->getLifetime() == GameObject::PlayerLifetime) {
continue;
}
p.second->takeDamage({p.second->getPosition(),
p.second->getPosition(), 100.f,
GameObject::DamageInfo::Explosion, 0.f});
}
},
kDebugEntryHeight));
return m;
}
Menu* DebugState::createWeaponMenu() {
Menu* m = new Menu(2);
m->offset = kDebugMenuOffset;
m->addEntry(Menu::lambda("Back",
[=] { this->enterMenu(createDebugMenu()); },
kDebugEntryHeight));
for (int i = 1; i < kMaxInventorySlots; ++i) {
auto& name = getWorld()->data->weaponData[i]->name;
m->addEntry(
Menu::lambda(name, [=] { giveItem(i); }, kDebugEntryHeight));
}
return m;
}
DebugState::DebugState(RWGame* game, const glm::vec3& vp, const glm::quat& vd)
: State(game), _invertedY(game->getConfig().getInputInvertY()) {
this->enterMenu(createDebugMenu());
_debugCam.position = vp;
_debugCam.rotation = vd;
}
void DebugState::enter() {
getWindow().showCursor();
}
void DebugState::exit() {
}
void DebugState::tick(float dt) {
/*if(debugObject) {
auto p = debugObject->getPosition();
ss << "Position: " << p.x << " " << p.y << " " << p.z << std::endl;
ss << "Health: " << debugObject->mHealth << std::endl;
if(debugObject->model) {
auto m = debugObject->model;
ss << "Textures: " << std::endl;
for(auto it = m->geometries.begin(); it != m->geometries.end();
++it )
{
auto g = *it;
for(auto itt = g->materials.begin(); itt != g->materials.end();
++itt)
{
for(auto tit = itt->textures.begin(); tit !=
itt->textures.end();
++tit)
{
ss << " " << tit->name << std::endl;
}
}
}
}
if(debugObject->type() == GameObject::Vehicle) {
GTAVehicle* vehicle = static_cast<GTAVehicle*>(debugObject);
ss << "ID: " << vehicle->info->handling.ID << std::endl;
}
}*/
if (_freeLook) {
_debugCam.rotation =
glm::angleAxis(_debugLook.x, glm::vec3(0.f, 0.f, 1.f)) *
glm::angleAxis(_debugLook.y, glm::vec3(0.f, 1.f, 0.f));
_debugCam.position +=
_debugCam.rotation * _movement * dt * (_sonicMode ? 500.f : 50.f);
}
}
void DebugState::draw(GameRenderer* r) {
// Draw useful information like camera position.
std::stringstream ss;
ss << "Camera Position: " << glm::to_string(_debugCam.position);
TextRenderer::TextInfo ti;
ti.text = GameStringUtil::fromString(ss.str());
ti.font = 2;
ti.screenPosition = glm::vec2(10.f, 10.f);
ti.size = 15.f;
ti.baseColour = glm::u8vec3(255);
r->text.renderText(ti);
State::draw(r);
}
void DebugState::handleEvent(const SDL_Event& event) {
switch (event.type) {
case SDL_KEYDOWN:
switch (event.key.keysym.sym) {
case SDLK_ESCAPE:
StateManager::get().exit();
break;
case SDLK_w:
_movement.x = 1.f;
break;
case SDLK_s:
_movement.x = -1.f;
break;
case SDLK_a:
_movement.y = 1.f;
break;
case SDLK_d:
_movement.y = -1.f;
break;
case SDLK_f:
_freeLook = !_freeLook;
if (_freeLook)
getWindow().hideCursor();
else
getWindow().showCursor();
break;
case SDLK_p:
printCameraDetails();
break;
case SDLK_LSHIFT:
_sonicMode = true;
break;
default:
break;
}
break;
case SDL_KEYUP:
switch (event.key.keysym.sym) {
case SDLK_w:
case SDLK_s:
_movement.x = 0.f;
break;
case SDLK_a:
case SDLK_d:
_movement.y = 0.f;
break;
case SDLK_LSHIFT:
_sonicMode = false;
break;
default:
break;
}
break;
case SDL_MOUSEMOTION:
if (game->hasFocus()) {
glm::ivec2 screenSize = getWindow().getSize();
glm::vec2 mouseMove(
event.motion.xrel / static_cast<float>(screenSize.x),
event.motion.yrel / static_cast<float>(screenSize.y));
if (!_invertedY) mouseMove.y = -mouseMove.y;
_debugLook.x -= mouseMove.x;
float qpi = glm::half_pi<float>();
_debugLook.y -= glm::clamp(mouseMove.y, -qpi, qpi);
}
break;
default:
break;
}
State::handleEvent(event);
}
void DebugState::printCameraDetails() {
std::cout << " " << _debugCam.position.x << " " << _debugCam.position.y
<< " " << _debugCam.position.z << " " << _debugCam.rotation.x
<< " " << _debugCam.rotation.y << " " << _debugCam.rotation.z
<< " " << _debugCam.rotation.w << std::endl;
}
void DebugState::spawnVehicle(unsigned int id) {
auto ch = game->getPlayer()->getCharacter();
if (!ch) return;
auto playerRot = ch->getRotation();
auto spawnPos = ch->getPosition();
spawnPos += playerRot * glm::vec3(0.f, 3.f, 0.f);
auto spawnRot = glm::quat(
glm::vec3(0.f, 0.f, glm::roll(playerRot) + glm::half_pi<float>()));
getWorld()->createVehicle(id, spawnPos, spawnRot);
}
void DebugState::spawnFollower(unsigned int id) {
auto ch = game->getPlayer()->getCharacter();
if (!ch) return;
glm::vec3 fwd = ch->rotation * glm::vec3(0.f, 1.f, 0.f);
glm::vec3 hit, normal;
if (game->hitWorldRay(ch->position + (fwd * 10.f), {0.f, 0.f, -2.f}, hit,
normal)) {
auto spawnPos = hit + normal;
auto follower = game->getWorld()->createPedestrian(id, spawnPos);
jumpCharacter(game, follower, spawnPos);
follower->controller->setGoal(CharacterController::FollowLeader);
follower->controller->setTargetCharacter(ch);
}
}
void DebugState::giveItem(int slot) {
CharacterObject* player = nullptr;
if (game->getPlayer()) {
player = game->getPlayer()->getCharacter();
}
if (player) {
player->addToInventory(slot, 100);
}
}
const ViewCamera& DebugState::getCamera() {
return _debugCam;
}