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GameContext.cpp
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GameContext.cpp
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/*
This source file is part of Rigs of Rods
Copyright 2005-2012 Pierre-Michel Ricordel
Copyright 2007-2012 Thomas Fischer
Copyright 2013-2020 Petr Ohlidal
For more information, see http://www.rigsofrods.org/
Rigs of Rods is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License version 3, as
published by the Free Software Foundation.
Rigs of Rods is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Rigs of Rods. If not, see <http://www.gnu.org/licenses/>.
*/
#include "GameContext.h"
#include "AppContext.h"
#include "Actor.h"
#include "AeroEngine.h"
#include "CacheSystem.h"
#include "Collisions.h"
#include "Console.h"
#include "DashBoardManager.h"
#include "EngineSim.h"
#include "GfxScene.h"
#include "GUIManager.h"
#include "GUI_FrictionSettings.h"
#include "GUI_MainSelector.h"
#include "GUI_TopMenubar.h"
#include "InputEngine.h"
#include "OverlayWrapper.h"
#include "Replay.h"
#include "ScrewProp.h"
#include "ScriptEngine.h"
#include "SkyManager.h"
#include "SkyXManager.h"
#include "SoundScriptManager.h"
#include "Terrain.h"
#include "TuneupFileFormat.h"
#include "Utils.h"
#include "VehicleAI.h"
#include "GUI_VehicleButtons.h"
using namespace RoR;
GameContext::GameContext()
{
// Constructs `ActorPtr` - doesn't compile without `#include Actor.h` - not pretty if in header (even if auto-generated by C++).
}
GameContext::~GameContext()
{
// Destructs `ActorPtr` - doesn't compile without `#include Actor.h` - not pretty if in header (even if auto-generated by C++).
}
// --------------------------------
// Message queue
void GameContext::PushMessage(Message m)
{
std::lock_guard<std::mutex> lock(m_msg_mutex);
m_msg_queue.push(m);
m_msg_chain_end = &m_msg_queue.back();
}
void GameContext::ChainMessage(Message m)
{
std::lock_guard<std::mutex> lock(m_msg_mutex);
if (m_msg_chain_end)
{
m_msg_chain_end->chain.push_back(m);
m_msg_chain_end = &m_msg_chain_end->chain.back();
}
else
{
// Regular `PushMessage()`, just without the lock.
m_msg_queue.push(m);
m_msg_chain_end = &m_msg_queue.back();
}
}
bool GameContext::HasMessages()
{
std::lock_guard<std::mutex> lock(m_msg_mutex);
return !m_msg_queue.empty();
}
Message GameContext::PopMessage()
{
std::lock_guard<std::mutex> lock(m_msg_mutex);
ROR_ASSERT(m_msg_queue.size() > 0);
if (m_msg_chain_end == &m_msg_queue.front())
{
m_msg_chain_end = nullptr;
}
Message m = m_msg_queue.front();
m_msg_queue.pop();
return m;
}
// --------------------------------
// Terrain
bool GameContext::LoadTerrain(std::string const& filename_part)
{
m_last_spawned_actor = nullptr;
// Find terrain in modcache
CacheEntryPtr terrn_entry = App::GetCacheSystem()->FindEntryByFilename(LT_Terrain, /*partial=*/true, filename_part);
if (!terrn_entry)
{
Str<200> msg; msg << _L("Terrain not found: ") << filename_part;
RoR::Log(msg.ToCStr());
App::GetGuiManager()->ShowMessageBox(_L("Terrain loading error"), msg.ToCStr());
return false;
}
// Init resources
App::GetCacheSystem()->LoadResource(terrn_entry);
// Load the terrain def file
Terrn2Def terrn2;
std::string const& filename = terrn_entry->fname;
try
{
Ogre::DataStreamPtr stream = Ogre::ResourceGroupManager::getSingleton().openResource(filename);
LOG(" ===== LOADING TERRAIN " + filename);
Terrn2Parser parser;
if (! parser.LoadTerrn2(terrn2, stream))
{
return false; // Errors already logged to console
}
}
catch (Ogre::Exception& e)
{
App::GetGuiManager()->ShowMessageBox(_L("Terrain loading error"), e.getFullDescription().c_str());
return false;
}
for (std::string const& assetpack_filename: terrn2.assetpack_files)
{
App::GetCacheSystem()->LoadAssetPack(terrn_entry, assetpack_filename);
}
// CAUTION - the global instance must be set during init! Needed by:
// * GameScript::spawnObject()
// * ProceduralManager
// * Landusemap
// * SurveyMapTextureCreator
// * Collisions (debug visualization)
m_terrain = new RoR::Terrain(terrn_entry, terrn2);
if (!m_terrain->initialize())
{
m_terrain = nullptr; // release local reference - object will be deleted when all references are released.
return false; // Message box already displayed
}
// Initialize envmap textures by rendering center of map
Ogre::Vector3 center = m_terrain->getMaxTerrainSize() / 2;
center.y = m_terrain->GetHeightAt(center.x, center.z) + 1.0f;
App::GetGfxScene()->GetEnvMap().UpdateEnvMap(center, /*gfx_actor:*/nullptr, /*full:*/true);
// Scan groundmodels
App::GetGuiManager()->FrictionSettings.AnalyzeTerrain();
return true;
}
void GameContext::UnloadTerrain()
{
if (m_terrain != nullptr)
{
// dispose(), do not `delete` - script may still hold reference to the object.
m_terrain->dispose();
// release local reference - object will be deleted when all references are released.
m_terrain = nullptr;
}
}
// --------------------------------
// Actors (physics and netcode)
ActorPtr GameContext::SpawnActor(ActorSpawnRequest& rq)
{
if (rq.asr_origin == ActorSpawnRequest::Origin::USER)
{
m_last_cache_selection = rq.asr_cache_entry;
m_last_skin_selection = rq.asr_skin_entry;
m_last_tuneup_selection = rq.asr_tuneup_entry;
m_last_section_config = rq.asr_config;
if (rq.asr_spawnbox == nullptr)
{
if (m_player_actor != nullptr)
{
float h = m_player_actor->getMaxHeight(true);
rq.asr_rotation = Ogre::Quaternion(Ogre::Degree(270) - Ogre::Radian(m_player_actor->getRotation()), Ogre::Vector3::UNIT_Y);
rq.asr_position = m_player_actor->getRotationCenter();
rq.asr_position.y = m_terrain->GetCollisions()->getSurfaceHeightBelow(rq.asr_position.x, rq.asr_position.z, h);
rq.asr_position.y += m_player_actor->getHeightAboveGroundBelow(h, true); // retain height above ground
}
else
{
Character* player_character = this->GetPlayerCharacter();
rq.asr_rotation = Ogre::Quaternion(Ogre::Degree(180) - player_character->getRotation(), Ogre::Vector3::UNIT_Y);
rq.asr_position = player_character->getPosition();
}
}
}
LOG(" ===== LOADING VEHICLE: " + rq.asr_filename);
if (rq.asr_cache_entry)
{
rq.asr_filename = rq.asr_cache_entry->fname;
}
else
{
rq.asr_cache_entry = App::GetCacheSystem()->FindEntryByFilename(LT_AllBeam, /*partial:*/false, rq.asr_filename);
}
RigDef::DocumentPtr def = m_actor_manager.FetchActorDef(
rq.asr_filename, rq.asr_origin == ActorSpawnRequest::Origin::TERRN_DEF);
if (def == nullptr)
{
return nullptr; // Error already reported
}
if (rq.asr_skin_entry)
{
App::GetCacheSystem()->LoadResource(rq.asr_skin_entry); // Also loads associated .skin file.
if (!rq.asr_skin_entry->skin_def) // Make sure .skin was loaded OK.
{
rq.asr_skin_entry = nullptr; // Error already logged
}
}
if (App::sim_tuning_enabled->getBool() && (App::mp_state->getEnum<MpState>() != MpState::CONNECTED))
{
if (rq.asr_tuneup_entry)
{
App::GetCacheSystem()->LoadResource(rq.asr_tuneup_entry); // Also loads associated .tuneup file.
if (!rq.asr_tuneup_entry->tuneup_def)
{
rq.asr_tuneup_entry = nullptr; // Error already logged
}
}
}
else
{
rq.asr_working_tuneup = nullptr; // Make sure no tuneup is used
}
#ifdef USE_SOCKETW
if (rq.asr_origin != ActorSpawnRequest::Origin::NETWORK)
{
if (App::mp_state->getEnum<MpState>() == MpState::CONNECTED)
{
RoRnet::UserInfo info = App::GetNetwork()->GetLocalUserData();
rq.asr_net_username = tryConvertUTF(info.username);
rq.asr_net_color = info.colournum;
}
}
#endif //SOCKETW
ActorPtr fresh_actor = m_actor_manager.CreateNewActor(rq, def);
bool fresh_actor_seat_player = false;
// lock slide nodes after spawning the actor?
if (def->slide_nodes_connect_instantly)
{
fresh_actor->toggleSlideNodeLock(); // OK to invoke here - processing MSG_SIM_ACTOR_SPAWN_REQUESTED
}
if (rq.asr_origin == ActorSpawnRequest::Origin::USER)
{
m_last_spawned_actor = fresh_actor;
if (fresh_actor->ar_driveable != NOT_DRIVEABLE)
{
fresh_actor_seat_player = true;
}
if (rq.asr_spawnbox == nullptr)
{
// Try to resolve collisions with other actors
fresh_actor->resolveCollisions(50.0f, m_player_actor == nullptr);
}
}
else if (rq.asr_origin == ActorSpawnRequest::Origin::CONFIG_FILE)
{
if (fresh_actor->ar_driveable != NOT_DRIVEABLE &&
fresh_actor->ar_num_nodes > 0 &&
App::diag_preset_veh_enter->getBool())
{
fresh_actor_seat_player = true;
}
}
else if (rq.asr_origin == ActorSpawnRequest::Origin::TERRN_DEF)
{
if (rq.asr_terrn_machine)
{
fresh_actor->ar_driveable = MACHINE;
}
}
else if (rq.asr_origin == ActorSpawnRequest::Origin::AI)
{
fresh_actor->ar_driveable = AI;
fresh_actor->ar_state = ActorState::LOCAL_SIMULATED;
if (fresh_actor->ar_engine)
{
fresh_actor->ar_engine->SetAutoMode(RoR::SimGearboxMode::AUTO);
fresh_actor->ar_engine->autoShiftSet(EngineSim::DRIVE);
}
}
else if (rq.asr_origin == ActorSpawnRequest::Origin::NETWORK)
{
fresh_actor->ar_net_source_id = rq.net_source_id;
fresh_actor->ar_net_stream_id = rq.net_stream_id;
}
else if (rq.asr_origin == ActorSpawnRequest::Origin::SAVEGAME)
{
if (rq.asr_saved_state)
{
ActorModifyRequest* req = new ActorModifyRequest();
req->amr_actor = fresh_actor->ar_instance_id;
req->amr_type = ActorModifyRequest::Type::RESTORE_SAVED;
req->amr_saved_state = rq.asr_saved_state;
this->PushMessage(Message(MSG_SIM_MODIFY_ACTOR_REQUESTED, (void*)req));
}
}
else
{
if (fresh_actor->ar_driveable != NOT_DRIVEABLE &&
rq.asr_origin != ActorSpawnRequest::Origin::NETWORK &&
rq.asr_enter)
{
fresh_actor_seat_player = true;
}
}
if (fresh_actor_seat_player)
{
this->PushMessage(Message(MSG_SIM_SEAT_PLAYER_REQUESTED, new ActorPtr(fresh_actor)));
// Loading all addonparts to resolve conflicts is slow and would cause huge UI lag if not forced now. Do it right after player was seated in the actor.
this->ChainMessage(Message(MSG_GUI_REFRESH_TUNING_MENU_REQUESTED));
}
return fresh_actor;
}
void GameContext::ModifyActor(ActorModifyRequest& rq)
{
ActorPtr actor = m_actor_manager.GetActorById(rq.amr_actor);
if (rq.amr_type == ActorModifyRequest::Type::SOFT_RESET)
{
actor->SoftReset();
}
else if (rq.amr_type == ActorModifyRequest::Type::RESET_ON_SPOT)
{
actor->SyncReset(/*reset_position:*/false);
}
else if (rq.amr_type == ActorModifyRequest::Type::RESET_ON_INIT_POS)
{
actor->SyncReset(/*reset_position:*/true);
}
else if (rq.amr_type == ActorModifyRequest::Type::RESTORE_SAVED)
{
m_actor_manager.RestoreSavedState(actor, *rq.amr_saved_state.get());
}
else if (rq.amr_type == ActorModifyRequest::Type::WAKE_UP &&
actor->ar_state == ActorState::LOCAL_SLEEPING)
{
actor->ar_state = ActorState::LOCAL_SIMULATED;
actor->ar_sleep_counter = 0.0f;
}
else if (rq.amr_type == ActorModifyRequest::Type::RELOAD)
{
CacheEntryPtr entry = App::GetCacheSystem()->FindEntryByFilename(LT_AllBeam, /*partial=*/false, actor->ar_filename);
if (!entry)
{
Str<500> msg; msg <<"Cannot reload vehicle; file '" << actor->ar_filename << "' not found in ModCache.";
App::GetConsole()->putMessage(Console::CONSOLE_MSGTYPE_ACTOR, Console::CONSOLE_SYSTEM_ERROR, msg.ToCStr());
return;
}
// Create spawn request while actor still exists
ActorSpawnRequest* srq = new ActorSpawnRequest;
srq->asr_position = Ogre::Vector3(actor->getPosition().x, actor->getMinHeight(), actor->getPosition().z);
srq->asr_rotation = Ogre::Quaternion(Ogre::Degree(270) - Ogre::Radian(actor->getRotation()), Ogre::Vector3::UNIT_Y);
srq->asr_config = actor->getSectionConfig();
srq->asr_skin_entry = actor->getUsedSkinEntry();
srq->asr_working_tuneup = actor->getWorkingTuneupDef();
srq->asr_cache_entry= entry;
srq->asr_debugview = (int)actor->GetGfxActor()->GetDebugView();
srq->asr_origin = ActorSpawnRequest::Origin::USER;
// This deletes all actors using the resource bundle, including the one we're reloading.
this->PushMessage(Message(MSG_EDI_RELOAD_BUNDLE_REQUESTED, new CacheEntryPtr(entry)));
// Load our actor again, but only after all actors are deleted.
this->ChainMessage(Message(MSG_SIM_SPAWN_ACTOR_REQUESTED, (void*)srq));
}
}
void GameContext::DeleteActor(ActorPtr actor)
{
if (actor == m_player_actor)
{
Ogre::Vector3 center = m_player_actor->getRotationCenter();
this->ChangePlayerActor(nullptr); // Get out of the vehicle
this->GetPlayerCharacter()->setPosition(center);
// Update scene SimBuffer immediatelly to prevent having dangling pointer.
App::GetGfxScene()->GetSimDataBuffer().simbuf_player_actor = nullptr;
}
if (actor == m_prev_player_actor)
{
m_prev_player_actor = nullptr;
}
if (actor == m_last_spawned_actor)
{
m_last_spawned_actor = nullptr;
}
// Find linked actors and un-tie if tied
for (auto actorx : m_actor_manager.GetLocalActors())
{
if (actorx->isTied() && std::find(actor->ar_linked_actors.begin(), actor->ar_linked_actors.end(), actorx) != actor->ar_linked_actors.end())
{
actorx->tieToggle(); // OK to invoke here - processing MSG_SIM_DELETE_ACTOR_REQUESTED
}
if (actorx->isLocked() && std::find(actor->ar_linked_actors.begin(), actor->ar_linked_actors.end(), actorx) != actor->ar_linked_actors.end())
{
actorx->hookToggle(); // OK to invoke here - processing MSG_SIM_DELETE_ACTOR_REQUESTED
}
}
App::GetGfxScene()->RemoveGfxActor(actor->GetGfxActor());
#ifdef USE_SOCKETW
if (App::mp_state->getEnum<MpState>() == MpState::CONNECTED)
{
m_character_factory.UndoRemoteActorCoupling(actor);
}
#endif //SOCKETW
TRIGGER_EVENT_ASYNC(SE_GENERIC_DELETED_TRUCK, actor->ar_instance_id);
// Unload actor's scripts
std::vector<ScriptUnitId_t> unload_list;
for (auto& pair : App::GetScriptEngine()->getScriptUnits())
{
if (pair.second.associatedActor == actor)
unload_list.push_back(pair.first);
}
for (ScriptUnitId_t id : unload_list)
{
App::GetScriptEngine()->unloadScript(id);
}
m_actor_manager.DeleteActorInternal(actor);
}
void GameContext::ChangePlayerActor(ActorPtr actor)
{
ActorPtr prev_player_actor = m_player_actor;
m_player_actor = actor;
// hide any old dashes
if (prev_player_actor && prev_player_actor->ar_dashboard)
{
prev_player_actor->ar_dashboard->setVisible3d(false);
}
// show new
if (m_player_actor && m_player_actor->ar_dashboard)
{
m_player_actor->ar_dashboard->setVisible3d(true);
}
if (prev_player_actor)
{
App::GetOverlayWrapper()->showDashboardOverlays(false, prev_player_actor);
prev_player_actor->GetGfxActor()->SetRenderdashActive(false);
SOUND_STOP(prev_player_actor, SS_TRIG_AIR);
SOUND_STOP(prev_player_actor, SS_TRIG_PUMP);
}
if (m_player_actor == nullptr)
{
// getting outside
if (prev_player_actor)
{
if (prev_player_actor->GetGfxActor()->GetVideoCamState() == VideoCamState::VCSTATE_ENABLED_ONLINE)
{
prev_player_actor->GetGfxActor()->SetVideoCamState(VideoCamState::VCSTATE_ENABLED_OFFLINE);
}
prev_player_actor->prepareInside(false);
// get player out of the vehicle
float h = prev_player_actor->getMinCameraRadius();
float rotation = prev_player_actor->getRotation() - Ogre::Math::HALF_PI;
Ogre::Vector3 position = prev_player_actor->getPosition();
if (prev_player_actor->ar_cinecam_node[0] != NODENUM_INVALID)
{
// actor has a cinecam (find optimal exit position)
Ogre::Vector3 l = position - 2.0f * prev_player_actor->GetCameraRoll();
Ogre::Vector3 r = position + 2.0f * prev_player_actor->GetCameraRoll();
float l_h = m_terrain->GetCollisions()->getSurfaceHeightBelow(l.x, l.z, l.y + h);
float r_h = m_terrain->GetCollisions()->getSurfaceHeightBelow(r.x, r.z, r.y + h);
position = std::abs(r.y - r_h) * 1.2f < std::abs(l.y - l_h) ? r : l;
}
position.y = m_terrain->GetCollisions()->getSurfaceHeightBelow(position.x, position.z, position.y + h);
Character* player_character = this->GetPlayerCharacter();
if (player_character)
{
player_character->SetActorCoupling(false, nullptr);
player_character->setRotation(Ogre::Radian(rotation));
player_character->setPosition(position);
}
}
App::GetAppContext()->GetForceFeedback().SetEnabled(false);
TRIGGER_EVENT_ASYNC(SE_TRUCK_EXIT, prev_player_actor?prev_player_actor->ar_instance_id:-1);
}
else
{
// getting inside
App::GetOverlayWrapper()->showDashboardOverlays(
!App::GetGuiManager()->IsGuiHidden(), m_player_actor);
if (m_player_actor->GetGfxActor()->GetVideoCamState() == VideoCamState::VCSTATE_ENABLED_OFFLINE)
{
m_player_actor->GetGfxActor()->SetVideoCamState(VideoCamState::VCSTATE_ENABLED_ONLINE);
}
m_player_actor->GetGfxActor()->SetRenderdashActive(true);
// force feedback
App::GetAppContext()->GetForceFeedback().SetEnabled(m_player_actor->ar_driveable == TRUCK); //only for trucks so far
// attach player to vehicle
Character* player_character = this->GetPlayerCharacter();
if (player_character)
{
player_character->SetActorCoupling(true, m_player_actor);
}
App::GetGuiManager()->FlexbodyDebug.AnalyzeFlexbodies();
TRIGGER_EVENT_ASYNC(SE_TRUCK_ENTER, m_player_actor?m_player_actor->ar_instance_id:-1);
}
if (prev_player_actor != nullptr || m_player_actor != nullptr)
{
App::GetCameraManager()->NotifyVehicleChanged(m_player_actor);
}
m_actor_manager.UpdateSleepingState(m_player_actor, 0.f);
}
const ActorPtr& GameContext::FetchPrevVehicleOnList()
{
return m_actor_manager.FetchPreviousVehicleOnList(m_player_actor, m_prev_player_actor);
}
const ActorPtr& GameContext::FetchNextVehicleOnList()
{
return m_actor_manager.FetchNextVehicleOnList(m_player_actor, m_prev_player_actor);
}
void GameContext::UpdateActors()
{
m_actor_manager.UpdateActors(m_player_actor);
}
ActorPtr GameContext::FindActorByCollisionBox(std::string const & ev_src_instance_name, std::string const & box_name)
{
return m_actor_manager.FindActorInsideBox(m_terrain->GetCollisions(),
ev_src_instance_name, box_name);
}
void GameContext::RespawnLastActor()
{
if (m_last_cache_selection != nullptr)
{
ActorSpawnRequest* rq = new ActorSpawnRequest;
rq->asr_cache_entry = m_last_cache_selection;
rq->asr_config = m_last_section_config;
rq->asr_skin_entry = m_last_skin_selection;
rq->asr_origin = ActorSpawnRequest::Origin::USER;
this->PushMessage(Message(MSG_SIM_SPAWN_ACTOR_REQUESTED, (void*)rq));
}
}
void GameContext::SpawnPreselectedActor(std::string const& preset_vehicle, std::string const& preset_veh_config)
{
CacheEntryPtr entry = App::GetCacheSystem()->FindEntryByFilename(
LT_AllBeam, /*partial=*/true, preset_vehicle);
if (!entry)
return;
ActorSpawnRequest* rq = new ActorSpawnRequest;
rq->asr_cache_entry = entry;
rq->asr_position = this->GetPlayerCharacter()->getPosition();
rq->asr_rotation = Ogre::Quaternion(Ogre::Degree(180) - this->GetPlayerCharacter()->getRotation(), Ogre::Vector3::UNIT_Y);
rq->asr_origin = ActorSpawnRequest::Origin::CONFIG_FILE;
RoR::LogFormat("[RoR|Diag] Preselected Truck: %s (%s)", entry->dname.c_str(), entry->fname.c_str());
// Section config lookup
if (!entry->sectionconfigs.empty())
{
if (std::find(entry->sectionconfigs.begin(), entry->sectionconfigs.end(),
preset_veh_config)
== entry->sectionconfigs.end())
{
// Preselected config doesn't exist -> use first available one
rq->asr_config = entry->sectionconfigs[0];
}
else
{
rq->asr_config = preset_veh_config;
}
RoR::LogFormat("[RoR|Diag] Preselected Truck Config: %s", rq->asr_config.c_str());
}
this->PushMessage(Message(MSG_SIM_SPAWN_ACTOR_REQUESTED, (void*)rq));
}
void GameContext::ShowLoaderGUI(int type, const Ogre::String& instance, const Ogre::String& box)
{
// first, test if the place if clear, BUT NOT IN MULTIPLAYER
if (!(App::mp_state->getEnum<MpState>() == MpState::CONNECTED))
{
collision_box_t* spawnbox = m_terrain->GetCollisions()->getBox(instance, box);
for (ActorPtr& actor : this->GetActorManager()->GetActors())
{
for (int i = 0; i < actor->ar_num_nodes; i++)
{
if (m_terrain->GetCollisions()->isInside(actor->ar_nodes[i].AbsPosition, spawnbox))
{
App::GetConsole()->putMessage(Console::CONSOLE_MSGTYPE_INFO, Console::CONSOLE_SYSTEM_NOTICE, _L("Please clear the place first"), "error.png");
return;
}
}
}
}
m_current_selection.asr_position = m_terrain->GetCollisions()->getPosition(instance, box);
m_current_selection.asr_rotation = m_terrain->GetCollisions()->getDirection(instance, box);
m_current_selection.asr_spawnbox = m_terrain->GetCollisions()->getBox(instance, box);
RoR::Message m(MSG_GUI_OPEN_SELECTOR_REQUESTED);
m.payload = reinterpret_cast<void*>(new LoaderType(LoaderType(type)));
App::GetGameContext()->PushMessage(m);
}
void GameContext::OnLoaderGuiCancel()
{
m_current_selection = ActorSpawnRequest(); // Reset
if (App::GetGuiManager()->TopMenubar.ai_select)
{
App::GetGuiManager()->TopMenubar.ai_select = false;
App::GetGuiManager()->TopMenubar.ai_menu = true;
}
if (App::GetGuiManager()->TopMenubar.ai_select2)
{
App::GetGuiManager()->TopMenubar.ai_select2 = false;
App::GetGuiManager()->TopMenubar.ai_menu = true;
}
}
void GameContext::OnLoaderGuiApply(LoaderType type, CacheEntryPtr entry, std::string sectionconfig)
{
bool spawn_now = false;
switch (type)
{
case LT_AddonPart:
if (m_player_actor)
{
ModifyProjectRequest* req = new ModifyProjectRequest();
req->mpr_type = ModifyProjectRequestType::TUNEUP_USE_ADDONPART_SET;
req->mpr_subject = entry->fname;
req->mpr_target_actor = m_player_actor;
App::GetGameContext()->PushMessage(Message(MSG_EDI_MODIFY_PROJECT_REQUESTED, req));
}
break;
case LT_Skin:
if (entry != m_dummy_cache_selection)
{
m_current_selection.asr_skin_entry = entry;
if (App::GetGuiManager()->TopMenubar.ai_select)
{
App::GetGuiManager()->TopMenubar.ai_skin = entry->dname;
}
if (App::GetGuiManager()->TopMenubar.ai_select2)
{
App::GetGuiManager()->TopMenubar.ai_skin2 = entry->dname;
}
}
spawn_now = true;
break;
case LT_Vehicle:
case LT_Truck:
case LT_Car:
case LT_Boat:
case LT_Airplane:
case LT_Trailer:
case LT_Train:
case LT_Load:
case LT_Extension:
case LT_AllBeam:
m_current_selection.asr_cache_entry = entry;
m_current_selection.asr_config = sectionconfig;
if (App::GetGuiManager()->TopMenubar.ai_select)
{
App::GetGuiManager()->TopMenubar.ai_sectionconfig = sectionconfig;
}
if (App::GetGuiManager()->TopMenubar.ai_select2)
{
App::GetGuiManager()->TopMenubar.ai_sectionconfig2 = sectionconfig;
}
m_current_selection.asr_origin = ActorSpawnRequest::Origin::USER;
// Look for extra skins
if (!entry->guid.empty())
{
CacheQuery skin_query;
skin_query.cqy_filter_guid = entry->guid;
skin_query.cqy_filter_type = LT_Skin;
size_t num_skins = App::GetCacheSystem()->Query(skin_query);
// Determine default skin
CacheEntryPtr default_skin_entry = nullptr;
if (entry->default_skin != "")
{
for (CacheQueryResult& res : skin_query.cqy_results)
{
if (res.cqr_entry->dname == entry->default_skin)
default_skin_entry = res.cqr_entry;
}
if (!default_skin_entry)
{
App::GetConsole()->putMessage(Console::CONSOLE_MSGTYPE_ACTOR, Console::CONSOLE_SYSTEM_WARNING,
fmt::format(_L("Default skin '{}' for actor '{}' not found!"), entry->default_skin, entry->dname));
}
if (default_skin_entry && num_skins == 1)
{
m_current_selection.asr_skin_entry = default_skin_entry;
}
}
else
{
default_skin_entry = m_dummy_cache_selection;
default_skin_entry->dname = "Default skin";
default_skin_entry->description = "Original, unmodified skin";
}
if (!m_current_selection.asr_skin_entry && num_skins > 0)
{
App::GetGuiManager()->MainSelector.Show(LT_Skin, entry->guid, default_skin_entry); // Intentionally not using MSG_
}
else
{
spawn_now = true;
}
}
else
{
spawn_now = true;
}
break;
default:;
}
if (spawn_now)
{
if (App::GetGuiManager()->TopMenubar.ai_select)
{
App::GetGuiManager()->TopMenubar.ai_fname = m_current_selection.asr_cache_entry->fname;
App::GetGuiManager()->TopMenubar.ai_dname = m_current_selection.asr_cache_entry->dname;
App::GetGuiManager()->TopMenubar.ai_select = false;
App::GetGuiManager()->TopMenubar.ai_menu = true;
}
else if (App::GetGuiManager()->TopMenubar.ai_select2)
{
App::GetGuiManager()->TopMenubar.ai_fname2 = m_current_selection.asr_cache_entry->fname;
App::GetGuiManager()->TopMenubar.ai_dname2 = m_current_selection.asr_cache_entry->dname;
App::GetGuiManager()->TopMenubar.ai_select2 = false;
App::GetGuiManager()->TopMenubar.ai_menu = true;
}
else
{
ActorSpawnRequest* rq = new ActorSpawnRequest;
*rq = m_current_selection;
this->PushMessage(Message(MSG_SIM_SPAWN_ACTOR_REQUESTED, (void*)rq));
}
m_current_selection = ActorSpawnRequest(); // Reset
}
}
void GameContext::SetPrevPlayerActor(ActorPtr actor) { m_prev_player_actor = actor; }
// --------------------------------
// Characters
void GameContext::CreatePlayerCharacter()
{
m_character_factory.CreateLocalCharacter();
// Adjust character position
Ogre::Vector3 spawn_pos = m_terrain->getSpawnPos();
float spawn_rot = 0.0f;
// Classic behavior, retained for compatibility.
// Required for maps like N-Labs or F1 Track.
if (!m_terrain->HasPredefinedActors())
{
spawn_rot = 180.0f;
}
// Preset position - commandline has precedence
if (App::cli_preset_spawn_pos->getStr() != "")
{
spawn_pos = Ogre::StringConverter::parseVector3(App::cli_preset_spawn_pos->getStr(), spawn_pos);
App::cli_preset_spawn_pos->setStr("");
}
else if (App::diag_preset_spawn_pos->getStr() != "")
{
spawn_pos = Ogre::StringConverter::parseVector3(App::diag_preset_spawn_pos->getStr(), spawn_pos);
App::diag_preset_spawn_pos->setStr("");
}
// Preset rotation - commandline has precedence
if (App::cli_preset_spawn_rot->getStr() != "")
{
spawn_rot = Ogre::StringConverter::parseReal(App::cli_preset_spawn_rot->getStr(), spawn_rot);
App::cli_preset_spawn_rot->setStr("");
}
else if (App::diag_preset_spawn_rot->getStr() != "")
{
spawn_rot = Ogre::StringConverter::parseReal(App::diag_preset_spawn_rot->getStr(), spawn_rot);
App::diag_preset_spawn_rot->setStr("");
}
spawn_pos.y = m_terrain->GetCollisions()->getSurfaceHeightBelow(spawn_pos.x, spawn_pos.z, spawn_pos.y + 1.8f);
this->GetPlayerCharacter()->setPosition(spawn_pos);
this->GetPlayerCharacter()->setRotation(Ogre::Degree(spawn_rot));
App::GetCameraManager()->GetCameraNode()->setPosition(this->GetPlayerCharacter()->getPosition());
// Small hack to improve the spawn experience
for (int i = 0; i < 100; i++)
{
App::GetCameraManager()->UpdateInputEvents(0.02f);
}
}
Character* GameContext::GetPlayerCharacter() // Convenience ~ counterpart of `GetPlayerActor()`
{
return m_character_factory.GetLocalCharacter();
}
// --------------------------------
// Gameplay feats
void GameContext::TeleportPlayer(float x, float z)
{
float y = m_terrain->GetCollisions()->getSurfaceHeight(x, z);
if (!this->GetPlayerActor())
{
this->GetPlayerCharacter()->setPosition(Ogre::Vector3(x, y, z));
return;
}
TRIGGER_EVENT_ASYNC(SE_TRUCK_TELEPORT, this->GetPlayerActor()->ar_instance_id);
Ogre::Vector3 translation = Ogre::Vector3(x, y, z) - this->GetPlayerActor()->ar_nodes[0].AbsPosition;
std::vector<ActorPtr> actorsToBeamUp;
actorsToBeamUp.assign(this->GetPlayerActor()->ar_linked_actors.begin(), this->GetPlayerActor()->ar_linked_actors.end());
actorsToBeamUp.push_back(this->GetPlayerActor());
float src_agl = std::numeric_limits<float>::max();
float dst_agl = std::numeric_limits<float>::max();
for (ActorPtr& actor : actorsToBeamUp)
{
for (int i = 0; i < actor->ar_num_nodes; i++)
{
Ogre::Vector3 pos = actor->ar_nodes[i].AbsPosition;
src_agl = std::min(pos.y - m_terrain->GetCollisions()->getSurfaceHeight(pos.x, pos.z), src_agl);
pos += translation;
dst_agl = std::min(pos.y - m_terrain->GetCollisions()->getSurfaceHeight(pos.x, pos.z), dst_agl);
}
}
translation += Ogre::Vector3::UNIT_Y * (std::max(0.0f, src_agl) - dst_agl);
for (ActorPtr& actor : actorsToBeamUp)
{
actor->resetPosition(actor->ar_nodes[0].AbsPosition + translation, false);
}
}
void GameContext::UpdateGlobalInputEvents()
{
// Generic escape key event
if (App::GetInputEngine()->getEventBoolValueBounce(EV_COMMON_QUIT_GAME))
{
if (App::app_state->getEnum<AppState>() == AppState::MAIN_MENU)
{
if (App::GetGuiManager()->GameAbout.IsVisible())
{
App::GetGuiManager()->GameAbout.SetVisible(false);
}
else if (App::GetGuiManager()->MainSelector.IsVisible())
{
App::GetGuiManager()->MainSelector.Close();
}
else if (App::GetGuiManager()->GameSettings.IsVisible())
{
App::GetGuiManager()->GameSettings.SetVisible(false);
}
else if (App::GetGuiManager()->GameControls.IsVisible())
{
App::GetGuiManager()->GameControls.SetVisible(false);
}
else if (App::GetGuiManager()->MultiplayerSelector.IsVisible())
{
App::GetGuiManager()->MultiplayerSelector.SetVisible(false);
}
else if (App::GetGuiManager()->RepositorySelector.IsVisible())
{
App::GetGuiManager()->RepositorySelector.SetVisible(false);
}
else
{
this->PushMessage(Message(MSG_APP_SHUTDOWN_REQUESTED));
}
}
else if (App::app_state->getEnum<AppState>() == AppState::SIMULATION)
{
if (App::GetGuiManager()->MainSelector.IsVisible())
{
App::GetGuiManager()->MainSelector.Close();
}
else if (App::GetGuiManager()->GameControls.IsVisible())
{
App::GetGuiManager()->GameControls.SetVisible(false);
}
else if (App::sim_state->getEnum<SimState>() == SimState::RUNNING)
{
this->PushMessage(Message(MSG_GUI_OPEN_MENU_REQUESTED));
if (App::mp_state->getEnum<MpState>() != MpState::CONNECTED)
{
this->PushMessage(Message(MSG_SIM_PAUSE_REQUESTED));
}
}
else if (App::sim_state->getEnum<SimState>() == SimState::PAUSED)
{
this->PushMessage(Message(MSG_SIM_UNPAUSE_REQUESTED));
this->PushMessage(Message(MSG_GUI_CLOSE_MENU_REQUESTED));
}
}
}
// screenshot
if (App::GetInputEngine()->getEventBoolValueBounce(EV_COMMON_SCREENSHOT, 0.25f))
{
this->PushMessage(Message(MSG_APP_SCREENSHOT_REQUESTED));
}
// fullscreen toggle
if (App::GetInputEngine()->getEventBoolValueBounce(EV_COMMON_FULLSCREEN_TOGGLE, 2.0f))
{
if (App::GetAppContext()->GetRenderWindow()->isFullScreen())
this->PushMessage(Message(MSG_APP_DISPLAY_WINDOWED_REQUESTED));
else