Exemple #1
0
/*
This function reflects an animated circle on a static circle.
It should first make sure that the animated circle is intersecting with the static one 

 - Parameters
	- Center0s:		The starting position of the animated circle's center 
	- Center0e:		The ending position of the animated circle's center 
	- Radius0:		The animated circle's radius
	- Center1:		The static circle's center
	- Radius1:		The static circle's radius
	- Pi:			This will be used to store the intersection point's coordinates (In case there's an intersection)
	- R:			Reflected vector R

 - Returned value: Intersection time t
	- -1.0f:		If there's no intersection
	- Intersection time:	If there's an intersection
*/
float ReflectAnimatedCircleOnStaticCircle(Vector2D *Center0s, Vector2D *Center0e, float Radius0, Vector2D *Center1, float Radius1, Vector2D *Pi, Vector2D *R)
{
	Vector2D U;  //(U is the adjusted normal) 
	Vector2D M;  //(M is from Ps to Pi)
	Vector2D Normal;

	float UScalar;
	float IntersectionTime = AnimatedCircleToStaticCircle(Center0s, Center0e, Radius0, Center1, Radius1, Pi);

	if (IntersectionTime == -1.0f)
		return -1.0f;

	// Calculating Normal
	Vector2DSub(&Normal, Pi, Center1);
	Vector2DNormalize(&Normal, &Normal);

	// Calculating Vector M (M is from Ps to Pi)
	Vector2DSub(&M, Center0s, Pi);

	//Calculating Vector U (U is the adjusted normal)
	UScalar = Vector2DDotProduct(&M, &Normal);
	Vector2DScale(&U, &Normal, UScalar);

	//Calculating R (R is the reflection Vector)
	Vector2DScale(&U, &U, 2.0f);
	Vector2DSub(R, &U, &M);
	Vector2DNormalize(R, R);

	return IntersectionTime;
}
void CHuman::Update(float fElapsedTime)
{
	CEnemy::Update( fElapsedTime );

	m_nCollisionWithStaticObjectsSphere.m_Center = tVector2D(GetPosX(), GetPosY());


	for( unsigned int i = 0; i < CGamePlayState::GetInstance()->m_StoreWalls.size(); i++)
	{
		Capsule* temp = CGamePlayState::GetInstance()->m_StoreWalls[i];
		tVector2D ClosestPoint = ClosestPointOnALine(temp->GetStartPoint(), temp->GetEndPoint(), tVector2D( GetPosX(), GetPosY()));

		// Create a circle based on clsoest point with capsule radius
		Circle testCircle;
		testCircle.m_Center = ClosestPoint;
		testCircle.m_fRadius = temp->GetRadius();

		if( GetSphere()->CheckCollision(testCircle) )
		{
			tVector2D sphere2_to_1 = GetSphere()->m_Center - testCircle.m_Center;
			sphere2_to_1 = Vector2DNormalize(sphere2_to_1);
			float dist = GetSphere()->m_fRadius + testCircle.m_fRadius;
			tVector2D scaler = (sphere2_to_1 * (dist * 0.01f));
			tVector2D newpos = GetSphere()->m_Center + scaler;

			SetPosX(newpos.fX);
			SetPosY(newpos.fY);
		}
	}
}
void CAttackState::CalculateAI(float fElapsedTime, CBase* pBase)
{
	CEnemy* pEnemy = (CEnemy*)pBase;
	pEnemy->GetWeapon()->Update(fElapsedTime);

	tVector2D distanceToTarget;

	distanceToTarget.fX = pEnemy->GetTarget()->GetPosX() - pEnemy->GetPosX();
	distanceToTarget.fY = pEnemy->GetTarget()->GetPosY() - pEnemy->GetPosY();

	if( Vector2DLength(distanceToTarget) > pEnemy->GetWeapon()->GetRange() )
	{
		pEnemy->Walk();
		distanceToTarget = Vector2DNormalize(distanceToTarget);
		distanceToTarget = distanceToTarget * pEnemy->GetSpeed();
		pEnemy->SetVelX((distanceToTarget.fX));
		pEnemy->SetVelY((distanceToTarget.fY));
	}
	else
	{
		pEnemy->Shoot();
		// Shoot at the player
		pEnemy->SetVelX(0.0f);
		pEnemy->SetVelY(0.0f);
		pEnemy->GetWeapon()->FireWeapon(pEnemy);
	}
}
float CAI_PlaneSolver::AdjustRegulationWeight( CBaseEntity *pEntity, float weight )
{
	if ( pEntity->MyNPCPointer() != NULL )
	{
		// @TODO (toml 10-03-02): How to do this with non-NPC entities. Should be using intended solve velocity...
		Vector2D velOwner = GetNpc()->GetMotor()->GetCurVel().AsVector2D();
		Vector2D velBlocker = ((CAI_BaseNPC *)pEntity)->GetMotor()->GetCurVel().AsVector2D();

		Vector2D velOwnerNorm = velOwner;
		Vector2D velBlockerNorm = velBlocker;

		float speedOwner   = Vector2DNormalize( velOwnerNorm );
		float speedBlocker = Vector2DNormalize( velBlockerNorm );

		float dot = velOwnerNorm.Dot( velBlockerNorm );

		if ( speedBlocker > 0 )
		{
			if ( dot > 0 && speedBlocker >= speedOwner * 0.9 )
			{
				if ( dot > 0.86 )
				{
					// @Note (toml 10-10-02): Even in the case of no obstacle, we generate
					// a suggestion in because we still want to continue sweeping the
					// search
					weight = 0;
				}
				else if ( dot > 0.7 )
				{
					weight *= sq( weight );
				}
				else 
					weight *= weight;
			}
		}
	}

	return weight;
}
void CGuard::Update(float fElapsedTime)
{

	if(CheckForPlayer())
	{
		ComputeMovement(fElapsedTime);
		this->addTime(fElapsedTime);
		CBase::Update(fElapsedTime);
	}
	else
		CEnemy::Update( fElapsedTime );

	m_nCollisionWithStaticObjectsSphere.m_Center = tVector2D(GetPosX(), GetPosY());


	for( unsigned int i = 0; i < CGamePlayState::GetInstance()->m_StoreWalls.size(); i++)
	{
		Capsule* temp = CGamePlayState::GetInstance()->m_StoreWalls[i];
		tVector2D ClosestPoint = ClosestPointOnALine(temp->GetStartPoint(), temp->GetEndPoint(), tVector2D( GetPosX(), GetPosY()));

		// Create a circle based on clsoest point with capsule radius
		Circle testCircle;
		testCircle.m_Center = ClosestPoint;
		testCircle.m_fRadius = temp->GetRadius();

		if( GetSphere()->CheckCollision(testCircle) )
		{
			tVector2D sphere2_to_1 = GetSphere()->m_Center - testCircle.m_Center;
			sphere2_to_1 = Vector2DNormalize(sphere2_to_1);
			float dist = GetSphere()->m_fRadius + testCircle.m_fRadius;
			tVector2D scaler = (sphere2_to_1 * (dist * 0.01f));
			tVector2D newpos = GetSphere()->m_Center + scaler;

			SetPosX(newpos.fX);
			SetPosY(newpos.fY);
		}
	}

	if( CSGD_DirectInput::GetInstance()->KeyPressed(DIK_1))
	{
		IsUndead = true;
		AnimManager::GetInstance()->SetAnimation( GetAnimID(), "Zombie Walking" );
	}
	if( CSGD_DirectInput::GetInstance()->KeyPressed(DIK_2))
	{
		IsUndead = false;
		AnimManager::GetInstance()->SetAnimation( GetAnimID(), "Person Walking" );
	}
}
void CHeavyInfantry::Update(float fElapsedTime)
{
    if( GetDead() == false )
    {
        // If the unit is either not in a squad or it has been issued the order to attack from the squad
        if( Attack() == true )
        {
            if( GetCalculate() == true )
            {
                GetState()->CalculateAI(fElapsedTime, this);
            }

            if( GetHealth() < GetMaxHealth() * 0.5f )
            {
                SetCalculate(false);
                tVector2D vectorToPlayer;
                vectorToPlayer.fX = GetTarget()->GetPosX() - GetPosX();
                vectorToPlayer.fY = GetTarget()->GetPosY() - GetPosY();
                vectorToPlayer = Vector2DNormalize(vectorToPlayer);
                SetVelX(vectorToPlayer.fX*(GetSpeed()*2));
                SetVelX(vectorToPlayer.fY*(GetSpeed()*2));
            }
        }

        // Set Facing
        if( GetVelX() > GetVelY() )
        {
            SetFacing(1.0f,0.0f);
        }
        else if( -GetVelX() < -GetVelY() )
        {
            SetFacing(-1.0f,0.0f);
        }
        else if( GetVelY() > GetVelX() )
        {
            SetFacing(0.0f,1.0f);
        }
        else if( -GetVelY() < -GetVelX() )
        {
            SetFacing(0.0f,-1.0f);
        }

        SetPosX(GetPosX()+(GetVelX()*fElapsedTime));
        SetPosY(GetPosY()+(GetVelY()*fElapsedTime));
    }

    CEnemy::Update(fElapsedTime);
}
Exemple #7
0
int CWeaponCrowbar::WeaponMeleeAttack1Condition( float flDot, float flDist )
{
	// Attempt to lead the target (needed because citizens can't hit manhacks with the crowbar!)
	CAI_BaseNPC *pNPC	= GetOwner()->MyNPCPointer();
	CBaseEntity *pEnemy = pNPC->GetEnemy();
	if (!pEnemy)
		return COND_NONE;

	Vector vecVelocity;
	vecVelocity = pEnemy->GetSmoothedVelocity( );

	// Project where the enemy will be in a little while
	float dt = sk_crowbar_lead_time.GetFloat();
	dt += random->RandomFloat( -0.3f, 0.2f );
	if ( dt < 0.0f )
		dt = 0.0f;

	Vector vecExtrapolatedPos;
	VectorMA( pEnemy->WorldSpaceCenter(), dt, vecVelocity, vecExtrapolatedPos );

	Vector vecDelta;
	VectorSubtract( vecExtrapolatedPos, pNPC->WorldSpaceCenter(), vecDelta );

	if ( fabs( vecDelta.z ) > 70 )
	{
		return COND_TOO_FAR_TO_ATTACK;
	}

	Vector vecForward = pNPC->BodyDirection2D( );
	vecDelta.z = 0.0f;
	float flExtrapolatedDist = Vector2DNormalize( vecDelta.AsVector2D() );
	if ((flDist > 64) && (flExtrapolatedDist > 64))
	{
		return COND_TOO_FAR_TO_ATTACK;
	}

	float flExtrapolatedDot = DotProduct2D( vecDelta.AsVector2D(), vecForward.AsVector2D() );
	if ((flDot < 0.7) && (flExtrapolatedDot < 0.7))
	{
		return COND_NOT_FACING_ATTACK;
	}

	return COND_CAN_MELEE_ATTACK1;
}
Exemple #8
0
//-----------------------------------------------------------------------------
// Animation event handlers
//-----------------------------------------------------------------------------
void CWeaponCrowbar::HandleAnimEventMeleeHit( animevent_t *pEvent, CBaseCombatCharacter *pOperator )
{
	// Trace up or down based on where the enemy is...
	// But only if we're basically facing that direction
	Vector vecDirection;
	AngleVectors( GetAbsAngles(), &vecDirection );

	CBaseEntity *pEnemy = pOperator->MyNPCPointer() ? pOperator->MyNPCPointer()->GetEnemy() : NULL;
	if ( pEnemy )
	{
		Vector vecDelta;
		VectorSubtract( pEnemy->WorldSpaceCenter(), pOperator->Weapon_ShootPosition(), vecDelta );
		VectorNormalize( vecDelta );
		
		Vector2D vecDelta2D = vecDelta.AsVector2D();
		Vector2DNormalize( vecDelta2D );
		if ( DotProduct2D( vecDelta2D, vecDirection.AsVector2D() ) > 0.8f )
		{
			vecDirection = vecDelta;
		}
	}

	Vector vecEnd;
	VectorMA( pOperator->Weapon_ShootPosition(), 50, vecDirection, vecEnd );
	CBaseEntity *pHurt = pOperator->CheckTraceHullAttack( pOperator->Weapon_ShootPosition(), vecEnd, 
		Vector(-16,-16,-16), Vector(36,36,36), sk_npc_dmg_crowbar.GetInt(), DMG_CLUB, 0.75 );
	
	// did I hit someone?
	if ( pHurt )
	{
		// play sound
		WeaponSound( MELEE_HIT );

		// Fake a trace impact, so the effects work out like a player's crowbaw
		trace_t traceHit;
		UTIL_TraceLine( pOperator->Weapon_ShootPosition(), pHurt->GetAbsOrigin(), MASK_SHOT_HULL, pOperator, COLLISION_GROUP_NONE, &traceHit );
		ImpactEffect( traceHit );
	}
	else
	{
		WeaponSound( MELEE_MISS );
	}
}
void CWeaponIFMSteadyCam::ComputeViewOffset()
{
	// Update 2D spring
	if ( !m_bInSpringMode )
	{
		m_vecViewOffset = m_vecActualViewOffset;
		return;
	}

	Vector2D dir;
	Vector2DSubtract( m_vecViewOffset.AsVector2D(), m_vecActualViewOffset.AsVector2D(), dir );
	float flDist = Vector2DNormalize( dir );

	Vector2D vecForce;
	Vector2DMultiply( dir, -flDist * ifm_steadycam_2dspringconstant.GetFloat(), vecForce );
	Vector2DMA( vecForce, -ifm_steadycam_2ddragconstant.GetFloat(), m_vec2DVelocity.AsVector2D(), vecForce ); 

	Vector2DMA( m_vecViewOffset.AsVector2D(), gpGlobals->frametime, m_vec2DVelocity.AsVector2D(), m_vecViewOffset.AsVector2D() ); 
	Vector2DMA( m_vec2DVelocity.AsVector2D(), gpGlobals->frametime, vecForce, m_vec2DVelocity.AsVector2D() ); 
}
void CBase::Render(void)
{
	CSGD_TextureManager* pTM = CSGD_TextureManager::GetInstance();

	pTM->Draw( GetImageID(), GetPosX() - m_nWidth/2, GetPosY() - m_nHeight/2, 
		1.0f, 1.0f, NULL, 0.0f, 0.0f, 0.0f, D3DCOLOR_ARGB(128, 255, 255, 255));

	CSGD_Direct3D* pD3D = CSGD_Direct3D::GetInstance();

	tVector2D tVisualize;
	tVisualize.fX = GetVelX();
	tVisualize.fY = GetVelY();

	tVisualize = Vector2DNormalize(tVisualize);
	tVisualize.fX *= 32.0f;
	tVisualize.fY *= 32.0f;

	pD3D->DrawLine(GetPosX(), GetPosY(), GetPosX() + tVisualize.fX, GetPosY() + tVisualize.fY,
						255, 0, 0);
}
void CHostageState::CalculateAI(float fElapsedTime, CBase* pBase)
{
	CAlly* hostage = (CAlly*)pBase;

	tVector2D vectorToPlayer;

	vectorToPlayer.fX = CPlayer::GetInstance()->GetPosX() - hostage->GetPosX();
	vectorToPlayer.fY = CPlayer::GetInstance()->GetPosY() - hostage->GetPosY();

	if( Vector2DLength(vectorToPlayer) < 100 )
	{
		Vector2DNormalize(vectorToPlayer);
		vectorToPlayer = vectorToPlayer * (float)hostage->GetSpeed();

		hostage->SetVelX(vectorToPlayer.fX);
		hostage->SetVelY(vectorToPlayer.fY);
	}
	else
	{
		hostage->SetVelX(0.0f);
		hostage->SetVelY(0.0f);
	}
}
int CWeaponStunStick::WeaponMeleeAttack1Condition( float flDot, float flDist )
{
	// Attempt to lead the target (needed because citizens can't hit manhacks with the crowbar!)
	CAI_BaseNPC *pNPC	= GetOwner()->MyNPCPointer();
	CBaseEntity *pEnemy = pNPC->GetEnemy();
	if (!pEnemy)
		return COND_NONE;

	Vector vecVelocity;
	AngularImpulse angVelocity;
	pEnemy->GetVelocity( &vecVelocity, &angVelocity );

	// Project where the enemy will be in a little while, add some randomness so he doesn't always hit
	float dt = sk_crowbar_lead_time.GetFloat();
	dt += random->RandomFloat( -0.3f, 0.2f );
	if ( dt < 0.0f )
		dt = 0.0f;

	Vector vecExtrapolatedPos;
	VectorMA( pEnemy->WorldSpaceCenter(), dt, vecVelocity, vecExtrapolatedPos );

	Vector vecDelta;
	VectorSubtract( vecExtrapolatedPos, pNPC->WorldSpaceCenter(), vecDelta );

	if ( fabs( vecDelta.z ) > 70 )
	{
		return COND_TOO_FAR_TO_ATTACK;
	}

	Vector vecForward = pNPC->BodyDirection2D( );
	vecDelta.z = 0.0f;
	float flExtrapolatedDot = DotProduct2D( vecDelta.AsVector2D(), vecForward.AsVector2D() );
	if ((flDot < 0.7) && (flExtrapolatedDot < 0.7))
	{
		return COND_NOT_FACING_ATTACK;
	}

	float flExtrapolatedDist = Vector2DNormalize( vecDelta.AsVector2D() );

	if( pEnemy->IsPlayer() )
	{
		//Vector vecDir = pEnemy->GetSmoothedVelocity();
		//float flSpeed = VectorNormalize( vecDir );

		// If player will be in front of me in one-half second, clock his arse.
		Vector vecProjectEnemy = pEnemy->GetAbsOrigin() + (pEnemy->GetAbsVelocity() * 0.35);
		Vector vecProjectMe = GetAbsOrigin();

		if( (vecProjectMe - vecProjectEnemy).Length2D() <= 48.0f )
		{
			return COND_CAN_MELEE_ATTACK1;
		}
	}
/*
	if( metropolice_move_and_melee.GetBool() )
	{
		if( pNPC->IsMoving() )
		{
			flTargetDist *= 1.5f;
		}
	}
*/
	float flTargetDist = 48.0f;
	if ((flDist > flTargetDist) && (flExtrapolatedDist > flTargetDist))
	{
		return COND_TOO_FAR_TO_ATTACK;
	}

	return COND_CAN_MELEE_ATTACK1;
}
void CWeaponStunStick::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator )
{
	switch( pEvent->event )
	{
		case EVENT_WEAPON_MELEE_HIT:
		{
			// Trace up or down based on where the enemy is...
			// But only if we're basically facing that direction
			Vector vecDirection;
			AngleVectors( GetAbsAngles(), &vecDirection );

			CBaseEntity *pEnemy = pOperator->MyNPCPointer() ? pOperator->MyNPCPointer()->GetEnemy() : NULL;
			if ( pEnemy )
			{
				Vector vecDelta;
				VectorSubtract( pEnemy->WorldSpaceCenter(), pOperator->Weapon_ShootPosition(), vecDelta );
				VectorNormalize( vecDelta );
				
				Vector2D vecDelta2D = vecDelta.AsVector2D();
				Vector2DNormalize( vecDelta2D );
				if ( DotProduct2D( vecDelta2D, vecDirection.AsVector2D() ) > 0.8f )
				{
					vecDirection = vecDelta;
				}
			}

			Vector vecEnd;
			VectorMA( pOperator->Weapon_ShootPosition(), 32, vecDirection, vecEnd );
			// Stretch the swing box down to catch low level physics objects
			CBaseEntity *pHurt = pOperator->CheckTraceHullAttack( pOperator->Weapon_ShootPosition(), vecEnd, 
				Vector(-16,-16,-40), Vector(16,16,16), GetDamageForActivity( GetActivity() ), DMG_CLUB, 0.5f, false );
			
			// did I hit someone?
			if ( pHurt )
			{
				// play sound
				WeaponSound( MELEE_HIT );

				CBasePlayer *pPlayer = ToBasePlayer( pHurt );

				CNPC_MetroPolice *pCop = dynamic_cast<CNPC_MetroPolice *>(pOperator);
				bool bFlashed = false;

				if ( pCop != NULL && pPlayer != NULL )
				{
					// See if we need to knock out this target
					if ( pCop->ShouldKnockOutTarget( pHurt ) )
					{
						float yawKick = random->RandomFloat( -48, -24 );

						//Kick the player angles
						pPlayer->ViewPunch( QAngle( -16, yawKick, 2 ) );

						color32 white = {255,255,255,255};
						UTIL_ScreenFade( pPlayer, white, 0.2f, 1.0f, FFADE_OUT|FFADE_PURGE|FFADE_STAYOUT );
						bFlashed = true;
						
						pCop->KnockOutTarget( pHurt );

						break;
					}
					else
					{
						// Notify that we've stunned a target
						pCop->StunnedTarget( pHurt );
					}
				}
				
				// Punch angles
				if ( pPlayer != NULL && !(pPlayer->GetFlags() & FL_GODMODE) )
				{
					float yawKick = random->RandomFloat( -48, -24 );

					//Kick the player angles
					pPlayer->ViewPunch( QAngle( -16, yawKick, 2 ) );

					Vector	dir = pHurt->GetAbsOrigin() - GetAbsOrigin();

					// If the player's on my head, don't knock him up
					if ( pPlayer->GetGroundEntity() == pOperator )
					{
						dir = vecDirection;
						dir.z = 0;
					}

					VectorNormalize(dir);

					dir *= 500.0f;

					//If not on ground, then don't make them fly!
					if ( !(pPlayer->GetFlags() & FL_ONGROUND ) )
						 dir.z = 0.0f;

					//Push the target back
					pHurt->ApplyAbsVelocityImpulse( dir );

					if ( !bFlashed )
					{
						color32 red = {128,0,0,128};
						UTIL_ScreenFade( pPlayer, red, 0.5f, 0.1f, FFADE_IN );
					}
					
					// Force the player to drop anyting they were holding
					pPlayer->ForceDropOfCarriedPhysObjects();
				}
				
				// do effect?
			}
			else
			{
				WeaponSound( MELEE_MISS );
			}
		}
		break;
		default:
			BaseClass::Operator_HandleAnimEvent( pEvent, pOperator );
			break;
	}
}
void CHL2MP_Player::KickAttack(void)
{
	if (!IsDead())
	{
		CBaseViewModel *vm = GetViewModel(1);

		if (vm)
		{
			int	idealSequence = vm->SelectWeightedSequence(ACT_VM_PRIMARYATTACK);

			if (idealSequence >= 0)
			{
				vm->SendViewModelMatchingSequence(idealSequence);
				m_flNextKickAttack = gpGlobals->curtime + vm->SequenceDuration(idealSequence) - 0.5f;
			}
			QAngle	recoil = QAngle(random->RandomFloat(1.0f, 2.0f), random->RandomFloat(-1.0f, 1.0f), 0);
			this->ViewPunch(recoil);

			// Trace up or down based on where the enemy is...
			// But only if we're basically facing that direction
			Vector vecDirection;
			int kick_maxrange = 120;
			AngleVectors(QAngle(clamp(EyeAngles().x, 20, kick_maxrange), EyeAngles().y, EyeAngles().z), &vecDirection);

			CBaseEntity *pEnemy = MyNPCPointer() ? MyNPCPointer()->GetEnemy() : NULL;
			if (pEnemy)
			{
				Vector vecDelta;
				VectorSubtract(pEnemy->WorldSpaceCenter(), Weapon_ShootPosition(), vecDelta);
				VectorNormalize(vecDelta);

				Vector2D vecDelta2D = vecDelta.AsVector2D();
				Vector2DNormalize(vecDelta2D);
				if (DotProduct2D(vecDelta2D, vecDirection.AsVector2D()) > 0.8f)
				{
					vecDirection = vecDelta;
				}
			}

			Vector vecEnd;
			VectorMA(Weapon_ShootPosition(), 50, vecDirection, vecEnd);
			trace_t tr;
			UTIL_TraceHull(Weapon_ShootPosition(), vecEnd, Vector(-16, -16, -16), Vector(16, 16, 16), MASK_SHOT_HULL, this, COLLISION_GROUP_NONE, &tr);

			// did I hit someone?
			float KickDamageMult = 50 + (1 * ((fabs(GetAbsVelocity().x) + fabs(GetAbsVelocity().y) + fabs(GetAbsVelocity().z)) / 48));
			float KickThrowForceMult = 20 + (1 * ((fabs(GetAbsVelocity().x) + fabs(GetAbsVelocity().y) + fabs(GetAbsVelocity().z)) / 48));

			DevMsg("Kicking at %.2f of damage!\n", KickDamageMult);
			DevMsg("Kicking at %.2f of force!\n", KickThrowForceMult);

			if (tr.m_pEnt)
			{
				if (!(tr.m_pEnt))
				{
					//	return;
				}
				else
				{
					CBasePropDoor *pDoor = dynamic_cast<CBasePropDoor*>((CBaseEntity*)tr.m_pEnt);
					if (pDoor)
					{
						if (pDoor->HasSpawnFlags(SF_BREAKABLE_BY_PLAYER))
						{
							AngularImpulse angVelocity(random->RandomFloat(0, 45), 18, random->RandomFloat(-45, 45));
							pDoor->PlayBreakOpenSound();
							pDoor->BreakDoor(Weapon_ShootPosition(), angVelocity);
							return;
						}
						pDoor->PlayBreakFailSound();
						pDoor->KickFail();
						return;
					}

					CBaseEntity *Victim = this->CheckTraceHullAttack(Weapon_ShootPosition(), vecEnd, Vector(-16, -16, -16), Vector(16, 16, 16), KickDamageMult, DMG_CRUSH, KickThrowForceMult, true);
					if (Victim)
					{
						EmitSound("HL2Player.kick_body");
						return;
					}
				}
			}
			UTIL_TraceLine(Weapon_ShootPosition(), vecEnd, MASK_SHOT_HULL, this, COLLISION_GROUP_NONE, &tr);//IF we hit anything else
			if (tr.DidHit())
			{
				EmitSound("HL2Player.kick_wall");
			}
			else
			{
				EmitSound("HL2Player.kick_fire");
			}

		}
	}
}
int main()
{
	Vector2D v1, v2, v3, result;
	float scale;
	Matrix2D id, m0, m1;
	Vector2D  u;
	float d, x, y;
	long  n;
	long i, j;
	float radius;

	v1.x = v1.y = 7.0f;
	Vector2DZero(&v1);
	result.x = result.y = 0.0f;
	printf("Vector2DZero: %s\n", (CompareVector2D(&result, &v1) < EPSILON) ? "Pass" : "Fail");


	Vector2DSet(&v1, 1.0f, 2.0f);
	result.x = 1.0f;	result.y = 2.0f;
	printf("Vector2DSet: %s\n", (CompareVector2D(&result, &v1) < EPSILON) ? "Pass" : "Fail");


	v1.x = 2.0f; v1.y = -4.0f;
	Vector2DNeg(&v2, &v1);
	result.x = -2.0f;	result.y = 4.0f;
	printf("Vector2DNeg: %s\n", (CompareVector2D(&result, &v2) < EPSILON) ? "Pass" : "Fail");

	v1.x = 2.0f; v1.y = -4.0f;
	v2.x = 1.0f; v2.y = 7.0f;
	Vector2DAdd(&v3, &v1, &v2);
	result.x = result.y = 3.0f;
	printf("Vector2DAdd: %s\n", (CompareVector2D(&result, &v3) < EPSILON) ? "Pass" : "Fail");


	v1.x = 2.0f; v1.y = -4.0f;
	v2.x = 1.0f; v2.y = 7.0f;
	Vector2DSub(&v3, &v1, &v2);
	result.x = 1.0f;	result.y = -11.0f;
	printf("Vector2DSub: %s\n", (CompareVector2D(&result, &v3) < EPSILON) ? "Pass" : "Fail");


	v1.x = 3.0f; v1.y = 4.0f;
	Vector2DNormalize(&v2, &v1);
	result.x = 0.6f;	result.y = 0.8f;
	printf("Vector2DNormalize: %s\n", (CompareVector2D(&result, &v2) < EPSILON) ? "Pass" : "Fail");


	v1.x = 2.0f; v1.y = -5.0f;
	Vector2DScale(&v2, &v1, 3.0f);
	result.x = 6.0f;	result.y = -15.0f;
	printf("Vector2DScale: %s\n", (CompareVector2D(&result, &v2) < EPSILON) ? "Pass" : "Fail");

	v1.x = 2.0f; v1.y = -5.0f;
	v2.x = 6.0f; v2.y =  2.0f;
	scale = 3.0f;
	Vector2DScaleAdd(&v3, &v1, &v2, scale);
	result.x = 12.0f; result.y = -13.0f;
	printf("Vector2DScaleAdd: %s\n", (CompareVector2D(&result, &v3) < EPSILON) ? "Pass" : "Fail");

	Vector2DScaleSub(&v3, &v1, &v2, scale);
	result.x = 0.f; result.y = -17.f;
	printf("Vector2DScaleSub: %s\n", (CompareVector2D(&result, &v3) < EPSILON) ? "Pass" : "Fail");

	v1.x = 3.0f; v1.y = -4.0f;
	printf("Vector2DLength: %s\n", (fabs(Vector2DLength(&v1) - 5.0f)  < EPSILON) ? "Pass" : "Fail");


	v1.x = 3.0f; v1.y = -4.0f;
	printf("Vector2DSquareLength: %s\n", (fabs(Vector2DSquareLength(&v1) - 25.0f)  < EPSILON) ? "Pass" : "Fail");


	v1.x = 2.0f;	v1.y = 3.0f;
	v2.x = 4.0f;	v2.y = -1.0f;
	printf("Vector2DDistance: %s\n", (fabs(Vector2DDistance(&v1, &v2) - 4.472136)  < EPSILON) ? "Pass" : "Fail");


	v1.x = 2.0f;	v1.y = 3.0f;
	v2.x = 4.0f;	v2.y = -1.0f;
	printf("Vector2DSquareDistance: %s\n", (fabs(Vector2DSquareDistance(&v1, &v2) - 20.0f)  < EPSILON) ? "Pass" : "Fail");


	v1.x = 3.0f;	v1.y = 2.0f;
	v2.x = 4.0f;	v2.y = -6.0f;
	printf("Vector2DDotProduct: %s\n", (fabs(Vector2DDotProduct(&v1, &v2)) < EPSILON) ? "Pass" : "Fail");


	printf("\n------Testing StaticPointToStaticCircle------\n\n");
	v1.x = 10.f; v1.y = 10.f;
	v2.x = 11.4f; v2.y = 11.4f;
	radius = 2.f;
	printf("StaticPointToStaticCircle Collision: %s\n", (StaticPointToStaticCircle(&v2, &v1, radius)) ? "Pass" : "Fail" );

	v2.x = 12.f; v2.y = 12.f;
	printf("StaticPointToStaticCircle Non Collision: %s\n", (!StaticPointToStaticCircle(&v2, &v1, radius)) ? "Pass" : "Fail" );



	printf("\n------Running Matrix Tests------\n\n");



	// create an id matrix for reference
	for (i = 0; i < 3; i++)
		for (j = 0; j < 3; j++)
			id.m[j][i] = (i == j) ? 1.0f : 0.0f;

	// ====================
	// test Matrix2DIdentity
	// ====================

	Matrix2DIdentity(&m0);
	d = CompareMatrix2D(&id, &m0);
	printf("Matrix2DIdentity : %s\n", (CompareMatrix2D(&id, &m0) < EPSILON) ? "Pass" : "Fail");

	// ====================
	// test Matrix2DTrans
	// ====================

	// generate 2 random numbers
	x = 2.0f * rand() / (float)(RAND_MAX) - 1.0f;
	y = 2.0f * rand() / (float)(RAND_MAX) - 1.0f;

	Matrix2DTranslate(&m0, x, y);
	m0.m[0][2] -= x;
	m0.m[1][2] -= y;
	printf("Matrix2DTranslate: %s\n", (CompareMatrix2D(&id, &m0) < EPSILON) ? "Pass" : "Fail");

	// ====================
	// test Matrix2DScale
	// ====================

	// generate 2 random numbers
	x = 2.0f * rand() / (float)(RAND_MAX) - 1.0f;
	y = 2.0f * rand() / (float)(RAND_MAX) - 1.0f;

	Matrix2DScale(&m0, x, y);
	m0.m[0][0] /= x;
	m0.m[1][1] /= y;

	printf("Matrix2DScale    : %s\n", (CompareMatrix2D(&id, &m0) < EPSILON) ? "Pass" : "Fail");

	// ====================
	// test Matrix2DConcat
	// ====================

	// generate 2 random numbers
	x = 2.0f * rand() / (float)(RAND_MAX) - 1.0f;
	y = 2.0f * rand() / (float)(RAND_MAX) - 1.0f;

	Matrix2DTranslate (&m0, x, y);
	Matrix2DScale (&m1, x, y);
	Matrix2DConcat(&m0, &m0, &m1);
	m0.m[0][2] -= x;
	m0.m[1][2] -= y;
	m0.m[0][0] /= x;
	m0.m[1][1] /= y;

	printf("Matrix2DConcat 1 : %s\n", (CompareMatrix2D(&id, &m0) < EPSILON) ? "Pass" : "Fail");

	// generate 2 random numbers
	x = 2.0f * rand() / (float)(RAND_MAX) - 1.0f;
	y = 2.0f * rand() / (float)(RAND_MAX) - 1.0f;

	Matrix2DTranslate (&m0, x, y);
	Matrix2DScale (&m1, x, y);
	Matrix2DConcat(&m0, &m1, &m0);
	m0.m[0][2] -= x * x;
	m0.m[1][2] -= y * y;
	m0.m[0][0] /= x;
	m0.m[1][1] /= y;

	printf("Matrix2DConcat 2 : %s\n", (CompareMatrix2D(&id, &m0) < EPSILON) ? "Pass" : "Fail");

	// ====================
	// test Matrix2DRotRad
	// ====================

	n = (rand() % 16) + 15;
	Matrix2DIdentity(&m0);
	Matrix2DRotRad  (&m1, 2.0f * PI / n);

	for (i = 0; i < n; i++)
		Matrix2DConcat(&m0, &m1, &m0);

	printf("Matrix2DRotRad   : %s (%d)\n", (CompareMatrix2D(&id, &m0) < EPSILON) ? "Pass" : "Fail", n);

	// ====================
	// test Matrix2DRotDeg
	// ====================

	n = (rand() % 16) + 15;
	Matrix2DIdentity(&m0);
	Matrix2DRotDeg  (&m1, 360.0f / n);

	for (i = 0; i < n; i++)
		Matrix2DConcat(&m0, &m1, &m0);

	printf("Matrix2DRotDeg   : %s (%d)\n", (CompareMatrix2D(&id, &m0) < EPSILON) ? "Pass" : "Fail", n);

	// ====================
	// test Matrix2DTranspose
	// ====================

	Matrix2DRotRad   (&m0, rand() / (float)(RAND_MAX) * 2.0f * PI);
	Matrix2DTranspose(&m1, &m0);
	Matrix2DConcat   (&m0, &m1, &m0);

	printf("Matrix2DTranspose: %s\n", (CompareMatrix2D(&id, &m0) < EPSILON) ? "Pass" : "Fail");

	// ====================
	// test Matrix2DMultVec
	// ====================

	// generate 2 random numbers
	x = 2.0f * rand() / (float)(RAND_MAX) - 1.0f;
	y = 2.0f * rand() / (float)(RAND_MAX) - 1.0f;

	n = (rand() % 16) + 15;
	Vector2DSet		(&u, x, y);
	Matrix2DRotRad	(&m0, 2.0f * PI / n);

	for (i = 0; i < n; i++)
		Matrix2DMultVec(&u, &m0, &u);

	printf("Matrix2DMultVec  : %s\n", ((fabs(u.x - x) + fabs(u.y - y)) < EPSILON) ? "Pass" : "Fail");

	// generate 2 random numbers
	x = 2.0f * rand() / (float)(RAND_MAX) - 1.0f;
	y = 2.0f * rand() / (float)(RAND_MAX) - 1.0f;

	n = (rand() % 16) + 15;
	Vector2DSet		(&u, x, y);
	Matrix2DTranslate	(&m0, x, y);

	for (i = 1; i < n; i++)
		Matrix2DMultVec(&u, &m0, &u);

	printf("Matrix2DMultVec  : %s\n", ((fabs(u.x - x * n) + fabs(u.y - y * n)) < EPSILON) ? "Pass" : "Fail");

	printf("\n------Testing New Collision Functions------\n\n");

	//StaticPointToStaticRect
	Vector2DSet(&v1, 1.f, 1.f); //point
	Vector2DSet(&v2, 0.f, 0.f); //rect
	printf("StaticPointToStaticRect Collision: %s\n", (StaticPointToStaticRect(&v1, &v2, 2.f, 2.f) ? "Pass" : "Fail"));
	printf("StaticPointToStaticRect Non Collision: %s\n\n", (!StaticPointToStaticRect(&v1, &v2, 1.f, 1.f) ? "Pass" : "Fail"));

	//StaticCircleToStaticCircle
	Vector2DSet(&v1, 2.f, 0.f);
	printf("StaticCircleToStaticCircle Collision Touch: %s\n", (StaticCircleToStaticCircle(&v1, 1.f, &v2, 1.f) ? "Pass" : "Fail"));
	printf("StaticCircleToStaticCircle Collision: %s\n", (StaticCircleToStaticCircle(&v1, 2.f, &v2, 1.f) ? "Pass" : "Fail"));
	printf("StaticCircleToStaticCircle Non Collision: %s\n\n", (!StaticCircleToStaticCircle(&v1, 0.5f, &v2, 1.f) ? "Pass" : "Fail"));

	//StaticRectToStaticRect
	Vector2DSet(&v1, 2.f, 2.f);
	printf("StaticRectToStaticRect Non Collision: %s\n", (!StaticRectToStaticRect(&v1, 1.f, 1.f, &v2, 1.f, 1.f) ? "Pass" : "Fail"));
	printf("StaticRectToStaticRect Collision Touch: %s\n", (StaticRectToStaticRect(&v1, 2.f, 2.f, &v2, 2.f, 2.f) ? "Pass" : "Fail"));
	printf("StaticRectToStaticRect Collision Intersect: %s\n", (StaticRectToStaticRect(&v1, 3.f, 3.f, &v2, 3.f, 3.f) ? "Pass" : "Fail"));

	return 1;
}
Exemple #16
0
vec_t Vector2D::NormalizeInPlace()
{
	return Vector2DNormalize(*this);
}