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openrw/rwgame/states/IngameState.cpp

515 lines
18 KiB
C++

#include "IngameState.hpp"
#include "DebugState.hpp"
#include "DrawUI.hpp"
#include "PauseState.hpp"
#include "RWGame.hpp"
#include <ai/PlayerController.hpp>
#include <data/CutsceneData.hpp>
#include <data/Clump.hpp>
#include <data/WeaponData.hpp>
#include <dynamics/CollisionInstance.hpp>
#include <dynamics/RaycastCallbacks.hpp>
#include <engine/GameState.hpp>
#include <engine/GameWorld.hpp>
#include <objects/CharacterObject.hpp>
#include <objects/ItemPickup.hpp>
#include <objects/VehicleObject.hpp>
#include <script/ScriptMachine.hpp>
#include <glm/gtc/constants.hpp>
constexpr float kAutoLookTime = 2.f;
constexpr float kAutolookMinVelocity = 0.2f;
const float kInGameFOV = glm::half_pi<float>();
const float kMaxRotationRate = glm::quarter_pi<float>();
const float kCameraPitchLimit = glm::quarter_pi<float>() * 0.5f;
const float kVehicleCameraPitch =
glm::half_pi<float>() - glm::quarter_pi<float>() * 0.25f;
IngameState::IngameState(RWGame* game, bool newgame, const std::string& save)
: State(game)
, started(false)
, save(save)
, newgame(newgame)
, autolookTimer(0.f)
, camMode(IngameState::CAMERA_NORMAL)
, m_invertedY(game->getConfig().getInputInvertY())
, m_vehicleFreeLook(true) {
}
void IngameState::startTest() {
auto playerChar = getWorld()->createPlayer({270.f, -605.f, 40.f});
getWorld()->state->playerObject = playerChar->getGameObjectID();
glm::vec3 itemspawn(276.5f, -609.f, 36.5f);
for (unsigned int i = 1; i < getWorld()->data->weaponData.size(); ++i) {
auto& item = getWorld()->data->weaponData[i];
getWorld()->createPickup(itemspawn, item->modelID,
PickupObject::OnStreet);
itemspawn.x += 2.5f;
}
auto carPos = glm::vec3(286.f, -591.f, 37.f);
auto carRot = glm::angleAxis(glm::radians(90.f), glm::vec3(0.f, 0.f, 1.f));
// Landstalker, Stinger, Linerunner, Trash, Bobcat
const std::vector<int> kTestVehicles = {90, 92, 93, 98, 111};
for (auto id : kTestVehicles) {
getWorld()->createVehicle(id, carPos, carRot);
carPos += carRot * glm::vec3(5.f, 0.f, 0.f);
}
}
void IngameState::startGame() {
game->startScript("data/main.scm");
game->getScriptVM()->startThread(0);
getWorld()->sound.playBackground(getWorld()->data->getDataPath() +
"/audio/City.wav");
}
void IngameState::enter() {
if (!started) {
if (newgame) {
if (save.empty()) {
startGame();
} else if (save == "test") {
startTest();
} else {
game->loadGame(save);
}
}
started = true;
}
getWindow().hideCursor();
}
void IngameState::exit() {
}
void IngameState::tick(float dt) {
auto world = getWorld();
autolookTimer = std::max(autolookTimer - dt, 0.f);
// Update displayed money value
// @todo the game uses another algorithm which is non-linear
{
float moneyFrequency = 1.0f / 30.0f;
moneyTimer += dt;
while (moneyTimer >= moneyFrequency) {
int32_t difference = world->state->playerInfo.money -
world->state->playerInfo.displayedMoney;
// Generates 0, 1 (difference < 100), 12 (difference < 1000), 123
// (difference < 10000), .. etc.
// Negative input will result in negative output
auto GetIncrement = [](int32_t difference) -> int32_t {
// @todo is this correct for difference >= 1000000000 ?
int32_t r = 1;
int32_t i = 2;
if (difference == 0) {
return 0;
}
while (std::abs(difference) >= 100) {
difference /= 10;
r = r * 10 + i;
i++;
}
return (difference < 0) ? -r : r;
};
world->state->playerInfo.displayedMoney += GetIncrement(difference);
moneyTimer -= moneyFrequency;
}
}
auto player = game->getPlayer();
if (player) {
// Force all input to 0 if player input is disabled
/// @todo verify 0ing input is the correct behaviour
const auto inputEnabled = player->isInputEnabled();
auto input = [&](GameInputState::Control c) {
return inputEnabled ? world->state->input[0][c] : 0.f;
};
auto pressed = [&](GameInputState::Control c) {
return inputEnabled && world->state->input[0].pressed(c) &&
!world->state->input[1].pressed(c);
};
auto held = [&](GameInputState::Control c) {
return inputEnabled && world->state->input[0].pressed(c);
};
auto target = world->pedestrianPool.find(world->state->cameraTarget);
if (target == nullptr) {
target = player->getCharacter();
}
glm::vec3 targetPosition = target->getPosition();
glm::vec3 lookTargetPosition = targetPosition;
targetPosition += glm::vec3(0.f, 0.f, 1.f);
lookTargetPosition += glm::vec3(0.f, 0.f, 0.5f);
auto look = player->getCharacter()->getLook();
look += cameradelta_;
cameradelta_ = glm::vec2();
look.y = glm::clamp(look.y, kCameraPitchLimit,
glm::pi<float>() - kCameraPitchLimit);
auto vehicle =
(target->type() == GameObject::Character)
? static_cast<CharacterObject*>(target)->getCurrentVehicle()
: nullptr;
if (vehicle) {
float velocity = vehicle->getVelocity();
if (glm::abs(velocity) > kAutolookMinVelocity &&
autolookTimer <= 0.f) {
glm::vec2 ideal(glm::roll(vehicle->getRotation()),
kVehicleCameraPitch);
if (velocity < 0.f) {
ideal.x = glm::mod(ideal.x - glm::pi<float>(),
glm::pi<float>() * 2.f);
}
glm::vec2 current(glm::mod(look.x, glm::pi<float>() * 2),
look.y);
auto delta = ideal - current;
if (glm::abs(delta.x) > glm::pi<float>()) {
delta.x -= glm::sign(delta.x) * glm::pi<float>() * 2.f;
}
look += glm::clamp(delta, -kMaxRotationRate * dt,
kMaxRotationRate * dt);
}
if (!m_vehicleFreeLook) {
look.y = kVehicleCameraPitch;
}
}
glm::vec3 movement;
movement.x = input(GameInputState::GoForward) -
input(GameInputState::GoBackwards),
movement.y =
input(GameInputState::GoLeft) - input(GameInputState::GoRight);
/// @todo replace with correct sprint behaviour
float speed = held(GameInputState::Sprint) ? 2.f : 1.f;
player->setRunning(!held(GameInputState::Walk));
/// @todo find the correct behaviour for entering & exiting
if (pressed(GameInputState::EnterExitVehicle)) {
/// @todo move me
if (player->getCharacter()->getCurrentVehicle()) {
player->exitVehicle();
} else if (!player->isCurrentActivity(
Activities::EnterVehicle::ActivityName)) {
player->enterNearestVehicle();
}
} else if (glm::length2(movement) > 0.001f) {
if (player->isCurrentActivity(
Activities::EnterVehicle::ActivityName)) {
// Give up entering a vehicle if we're alreadying doing so
player->skipActivity();
}
}
if (player->getCharacter()->getCurrentVehicle()) {
auto vehicle = player->getCharacter()->getCurrentVehicle();
vehicle->setHandbraking(held(GameInputState::Handbrake));
player->setMoveDirection(movement);
} else {
if (pressed(GameInputState::Jump)) {
player->jump();
}
float length = glm::length(movement);
if (length > 0.1f) {
auto move = speed * glm::normalize(movement);
player->setMoveDirection(glm::vec3(move.x, 0.f, move.y));
} else {
player->setMoveDirection(glm::vec3(0.f));
}
}
player->setLookDirection(look);
}
}
void IngameState::draw(GameRenderer* r) {
if (!getWorld()->state->isCinematic && getWorld()->isCutsceneDone()) {
drawHUD(_look, game->getPlayer(), getWorld(), r);
}
State::draw(r);
}
void IngameState::handleEvent(const SDL_Event& event) {
auto player = game->getPlayer();
switch (event.type) {
case SDL_KEYDOWN:
switch (event.key.keysym.sym) {
case SDLK_ESCAPE:
StateManager::get().enter<PauseState>(game);
break;
case SDLK_m:
StateManager::get().enter<DebugState>(game, _look.position,
_look.rotation);
break;
case SDLK_SPACE:
if (getWorld()->state->currentCutscene) {
getWorld()->state->skipCutscene = true;
}
break;
case SDLK_c:
camMode =
CameraMode((camMode + (CameraMode)1) % CAMERA_MAX);
break;
default:
break;
}
break;
default:
break;
}
if (player && player->isInputEnabled()) {
handlePlayerInput(event);
}
State::handleEvent(event);
}
void IngameState::handlePlayerInput(const SDL_Event& event) {
auto player = game->getPlayer();
switch (event.type) {
case SDL_MOUSEBUTTONDOWN:
switch (event.button.button) {
case SDL_BUTTON_LEFT:
player->getCharacter()->useItem(true, true);
break;
default:
break;
}
break;
case SDL_MOUSEBUTTONUP:
switch (event.button.button) {
case SDL_BUTTON_LEFT:
player->getCharacter()->useItem(false, true);
break;
default:
break;
}
break;
case SDL_MOUSEWHEEL:
if (player->getCharacter()->getCurrentVehicle() == nullptr &&
player->getCharacter()->isAlive()) {
player->getCharacter()->cycleInventory(event.wheel.y > 0);
}
break;
case SDL_MOUSEMOTION:
if (game->hasFocus()) {
glm::ivec2 screenSize = getWindow().getSize();
glm::vec2 mouseMove(
event.motion.xrel / static_cast<float>(screenSize.x),
event.motion.yrel / static_cast<float>(screenSize.y));
autolookTimer = kAutoLookTime;
if (m_invertedY) {
mouseMove.y = -mouseMove.y;
}
cameradelta_ -= mouseMove;
}
break;
default:
break;
}
}
bool IngameState::shouldWorldUpdate() {
return true;
}
const ViewCamera& IngameState::getCamera(float alpha) {
auto state = game->getState();
auto player = game->getPlayer();
auto world = getWorld();
if (state->currentCutscene && state->cutsceneStartTime >= 0.f) {
auto cutscene = state->currentCutscene;
float cutsceneTime =
std::min(world->getGameTime() - state->cutsceneStartTime,
cutscene->tracks.duration);
cutsceneTime += GAME_TIMESTEP * alpha;
glm::vec3 cameraPos = cutscene->tracks.getPositionAt(cutsceneTime),
targetPos = cutscene->tracks.getTargetAt(cutsceneTime);
float zoom = cutscene->tracks.getZoomAt(cutsceneTime);
_look.frustum.fov = glm::radians(zoom);
float tilt = cutscene->tracks.getRotationAt(cutsceneTime);
auto direction = glm::normalize(targetPos - cameraPos);
auto right =
glm::normalize(glm::cross(glm::vec3(0.f, 0.f, 1.f), direction));
auto up = glm::normalize(glm::cross(direction, right));
glm::mat3 m;
m[0][0] = direction.x;
m[0][1] = right.x;
m[0][2] = up.x;
m[1][0] = direction.y;
m[1][1] = right.y;
m[1][2] = up.y;
m[2][0] = direction.z;
m[2][1] = right.z;
m[2][2] = up.z;
auto qtilt = glm::angleAxis(glm::radians(tilt), direction);
cameraPos += cutscene->meta.sceneOffset;
targetPos += cutscene->meta.sceneOffset;
_look.position = cameraPos;
_look.rotation = glm::inverse(glm::quat_cast(m)) * qtilt;
return _look;
}
if (state->cameraFixed) {
_look.position = state->cameraPosition;
_look.rotation = state->cameraRotation;
return _look;
}
_look.frustum.fov = kInGameFOV;
if (!player) {
return _look;
}
// Force all input to 0 if player input is disabled
/// @todo verify 0ing input is the correct behaviour
const auto inputEnabled = player->isInputEnabled();
auto held = [&](GameInputState::Control c) {
return inputEnabled && world->state->input[0].pressed(c);
};
float viewDistance = getViewDistance();
auto target = getCameraTarget();
bool lookleft = held(GameInputState::LookLeft);
bool lookright = held(GameInputState::LookRight);
btCollisionObject* physTarget = player->getCharacter()->physObject;
auto targetTransform = target->getTimeAdjustedTransform(alpha);
glm::vec3 targetPosition(targetTransform[3]);
glm::vec3 lookTargetPosition(targetPosition);
targetPosition += glm::vec3(0.f, 0.f, 1.f);
lookTargetPosition += glm::vec3(0.f, 0.f, 0.5f);
if (target->type() == GameObject::Vehicle) {
auto vehicle = (VehicleObject*)target;
auto model = vehicle->getModel();
auto maxDist = model->getBoundingRadius() * 2.f;
viewDistance = viewDistance + maxDist;
lookTargetPosition.z += (vehicle->info->handling.dimensions.z * 0.5f);
targetPosition.z += (vehicle->info->handling.dimensions.z * 0.5f);
physTarget = vehicle->collision->getBulletBody();
}
// Handle top-down camera
if (camMode == CAMERA_TOPDOWN) {
cameraPosition = targetPosition + glm::vec3(0.f, 0.f, viewDistance);
_look.rotation =
glm::angleAxis(glm::half_pi<float>(), glm::vec3(0.f, 1.f, 0.f));
} else if ((lookleft || lookright) &&
target->type() == GameObject::Vehicle) {
auto rotation = target->getRotation();
if (!lookright) {
rotation *= glm::angleAxis(glm::half_pi<float>(),
glm::vec3(0.f, 0.f, -1.f));
} else if (!lookleft) {
rotation *=
glm::angleAxis(glm::half_pi<float>(), glm::vec3(0.f, 0.f, 1.f));
}
cameraPosition =
targetPosition + rotation * glm::vec3(0.f, viewDistance, 0.f);
} else {
auto look = player->getCharacter()->getLook();
// Determine the "ideal" camera position for the current view angles
auto yaw = glm::angleAxis(look.x - glm::half_pi<float>(),
glm::vec3(0.f, 0.f, 1.f));
auto pitch = glm::angleAxis(look.y, glm::vec3(0.f, 1.f, 0.f));
auto cameraOffset = yaw * pitch * glm::vec3(0.f, 0.f, viewDistance);
cameraPosition = targetPosition + cameraOffset;
}
auto lookdir = glm::normalize(lookTargetPosition - cameraPosition);
// Calculate the angles to look at the target position
float len2d = glm::length(glm::vec2(lookdir));
float anglePitch = glm::atan(lookdir.z, len2d);
float angleYaw = glm::atan(lookdir.y, lookdir.x);
glm::quat angle(glm::vec3(0.f, -anglePitch, angleYaw));
// Ensure the target position is actually visible
auto rayEnd = cameraPosition;
auto rayStart = targetPosition;
auto to = btVector3(rayEnd.x, rayEnd.y, rayEnd.z);
auto from = btVector3(rayStart.x, rayStart.y, rayStart.z);
ClosestNotMeRayResultCallback ray(physTarget, from, to);
world->dynamicsWorld->rayTest(from, to, ray);
if (ray.hasHit() && ray.m_closestHitFraction < 1.f) {
cameraPosition =
glm::vec3(ray.m_hitPointWorld.x(), ray.m_hitPointWorld.y(),
ray.m_hitPointWorld.z());
cameraPosition +=
glm::vec3(ray.m_hitNormalWorld.x(), ray.m_hitNormalWorld.y(),
ray.m_hitNormalWorld.z()) *
0.1f;
}
_look.position = cameraPosition;
_look.rotation = angle;
return _look;
}
GameObject* IngameState::getCameraTarget() const {
auto target =
getWorld()->pedestrianPool.find(game->getState()->cameraTarget);
if (target == nullptr && game->getPlayer()) {
target = game->getPlayer()->getCharacter();
}
// If the target is a character in a vehicle, make the vehicle the target
if (target && target->type() == GameObject::Character) {
auto vehicle = ((CharacterObject*)target)->getCurrentVehicle();
if (vehicle) {
target = vehicle;
}
}
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;
}