mirror of
https://github.com/rwengine/openrw.git
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239 lines
6.0 KiB
C++
239 lines
6.0 KiB
C++
#include "ingamestate.hpp"
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#include "game.hpp"
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#include "pausestate.hpp"
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#include "debugstate.hpp"
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#include <objects/CharacterObject.hpp>
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#include <objects/VehicleObject.hpp>
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#include <objects/ItemPickup.hpp>
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#include <render/Model.hpp>
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#include <items/WeaponItem.hpp>
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IngameState::IngameState()
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: _player(nullptr), _playerCharacter(nullptr)
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{
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_playerCharacter = getWorld()->createPedestrian(1, {-1000.f, -990.f, 13.f});
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_player = new PlayerController(_playerCharacter);
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setPlayerCharacter( _playerCharacter );
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/*auto bat = new WeaponItem(getWorld()->gameData.weaponData["ak47"]);
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_playerCharacter->addToInventory(bat);
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_playerCharacter->setActiveItem(bat->getInventorySlot());*/
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glm::vec3 itemspawn(-1000.f, -980.f, 11.0f);
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for( auto& w : getWorld()->gameData.weaponData ) {
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if( w.first == "unarmed" ) continue;
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getWorld()->objects.insert(new ItemPickup(getWorld(), itemspawn,
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w.second));
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itemspawn.x += 2.5f;
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}
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auto carPos = glm::vec3( -1000.f, -1000.f, 12.f );
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auto boatPos = glm::vec3( -1000.f, -1040.f, 5.f );
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for( auto& vi : getWorld()->vehicleTypes ) {
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switch( vi.first ) {
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case 140: continue;
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case 141: continue;
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}
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auto sp = carPos;
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if( vi.second->type == VehicleData::BOAT ) {
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sp = boatPos;
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}
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auto v = getWorld()->createVehicle(vi.first, sp, glm::quat());
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if( vi.second->type == VehicleData::BOAT ) {
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boatPos -= glm::vec3( 2.f + v->info->handling.dimensions.x, 0.f, 0.f);
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}
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else {
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carPos -= glm::vec3( 2.f + v->info->handling.dimensions.x, 0.f, 0.f);
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}
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}
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}
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void IngameState::spawnPlayerVehicle()
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{
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if(! _player) return;
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glm::vec3 hit, normal;
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if(hitWorldRay(hit, normal)) {
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// Pick random vehicle.
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auto it = getWorld()->vehicleTypes.begin();
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std::uniform_int_distribution<int> uniform(0, 9);
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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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auto spawnpos = hit + normal;
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auto vehicle = getWorld()->createVehicle(it->first, spawnpos,
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glm::quat(glm::vec3(0.f, 0.f, -_lookAngles.x * PiOver180)));
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_playerCharacter->enterVehicle(vehicle, 0);
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}
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}
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void IngameState::enter()
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{
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}
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void IngameState::exit()
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{
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}
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void IngameState::tick(float dt)
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{
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float qpi = glm::half_pi<float>();
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sf::Vector2i screenCenter{sf::Vector2i{getWindow().getSize()} / 2};
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sf::Vector2i mousePos = sf::Mouse::getPosition(getWindow());
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sf::Vector2i deltaMouse = mousePos - screenCenter;
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sf::Mouse::setPosition(screenCenter, getWindow());
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_lookAngles.x += deltaMouse.x / 100.0;
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_lookAngles.y += deltaMouse.y / 100.0;
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if (_lookAngles.y > qpi)
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_lookAngles.y = qpi;
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else if (_lookAngles.y < -qpi)
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_lookAngles.y = -qpi;
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float localX = _lookAngles.x;
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float viewDistance = 2.f;
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if( _playerCharacter->getCurrentVehicle() ) {
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auto model = _playerCharacter->getCurrentVehicle()->model;
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for(auto& g : model->model->geometries) {
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viewDistance = std::max(
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(glm::length(g->geometryBounds.center) + g->geometryBounds.radius) * 1.5f,
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viewDistance);
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}
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auto vfwd = _playerCharacter->getCurrentVehicle()->getRotation() * glm::vec3(1.f, 0.f, 0.f);
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localX += atan2( vfwd.y, vfwd.x );
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}
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glm::quat vR = glm::normalize(glm::angleAxis(localX, glm::vec3{0.f, 0.f, 1.f}));
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_player->updateMovementDirection(vR * _movement, _movement);
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glm::vec3 localview;
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float vy = cos(_lookAngles.y);
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localview.x = -sin(-localX) * vy;
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localview.y = -cos(-localX) * vy;
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localview.z = -sin(_lookAngles.y);
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localview *= -viewDistance;
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glm::vec3 viewPos = _playerCharacter->getPosition();
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if(_playerCharacter->getCurrentVehicle()) {
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viewPos = _playerCharacter->getCurrentVehicle()->getPosition();
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}
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btVector3 rayFrom(viewPos.x, viewPos.y, viewPos.z);
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btVector3 rayTo = rayFrom + btVector3(localview.x, localview.y, localview.z);
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btDynamicsWorld::AllHitsRayResultCallback allrr(rayFrom, rayTo);
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getWorld()->dynamicsWorld->rayTest( rayFrom, rayTo, allrr );
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float viewFraction = 1.f;
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btCollisionObject* playobj = _playerCharacter->physObject;
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if( _playerCharacter->getCurrentVehicle() ) {
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playobj = _playerCharacter->getCurrentVehicle()->physBody;
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}
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if(allrr.hasHit()) {
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auto& co = allrr.m_collisionObjects;
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for(int i = 0; i < co.size(); ++i) {
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if( co[i] != playobj && allrr.m_hitFractions[i] <= viewFraction ) {
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viewFraction = allrr.m_hitFractions[i] * 0.9f;
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}
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}
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}
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setViewParameters( viewPos + localview * viewFraction, {localX, _lookAngles.y} );
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}
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void IngameState::handleEvent(const sf::Event &event)
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{
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switch(event.type) {
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case sf::Event::KeyPressed:
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switch(event.key.code) {
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case sf::Keyboard::Escape:
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StateManager::get().enter(new PauseState);
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break;
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case sf::Keyboard::M:
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StateManager::get().enter(new DebugState);
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break;
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case sf::Keyboard::Space:
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if(_playerCharacter) {
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_playerCharacter->jump();
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}
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break;
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case sf::Keyboard::W:
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_movement.y =-1.f;
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break;
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case sf::Keyboard::S:
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_movement.y = 1.f;
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break;
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case sf::Keyboard::A:
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_movement.x = 1.f;
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break;
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case sf::Keyboard::D:
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_movement.x =-1.f;
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break;
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case sf::Keyboard::LShift:
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_player->setRunning(true);
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break;
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case sf::Keyboard::F:
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if(_playerCharacter) {
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if(_playerCharacter->getCurrentVehicle()) {
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_player->exitVehicle();
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}
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else {
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_player->enterNearestVehicle();
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}
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}
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break;
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default: break;
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}
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break;
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case sf::Event::KeyReleased:
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switch(event.key.code) {
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case sf::Keyboard::W:
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case sf::Keyboard::S:
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_movement.y = 0.f;
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break;
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case sf::Keyboard::A:
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case sf::Keyboard::D:
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_movement.x = 0.f;
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break;
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case sf::Keyboard::LShift:
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_player->setRunning(false);
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break;
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default: break;
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}
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break;
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case sf::Event::MouseButtonPressed:
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switch(event.mouseButton.button) {
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case sf::Mouse::Left:
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_player->useItem(true, true);
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break;
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default: break;
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}
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break;
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case sf::Event::MouseButtonReleased:
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switch(event.mouseButton.button) {
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case sf::Mouse::Left:
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_player->useItem(false, true);
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break;
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default: break;
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}
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break;
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case sf::Event::MouseWheelMoved:
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_playerCharacter->cycleInventory(event.mouseWheel.delta > 0);
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break;
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default: break;
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}
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State::handleEvent(event);
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}
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