예제 #1
0
void DynamicEntityNode::DynamicMove(sf::Vector2f Disp, bool SweepBothDirections)
{
	unsigned int CollisionMask = eCollisionGroup::Monster | eCollisionGroup::Static | eCollisionGroup::Player | eCollisionGroup::Pickup;
	float SweepTmax = 1.5f;

	if (SweepBothDirections)
	{
		if (Disp.x != 0.0f)
		{
			HitInfo Hit;
			GetWorld()->GetQuadTree()->SweepShapeClosest(*GetCollisionShape(), GetWorldTransform(), sf::Vector2f(Disp.x, 0.0f), SweepTmax, CollisionMask, this, Hit);

			if (Hit.m_pObject)
			{
				Disp.x = 0.0f;
				OnTouch(Hit.m_pObject);
			}
		}

		if (Disp.y != 0.0f)
		{
			HitInfo Hit;
			GetWorld()->GetQuadTree()->SweepShapeClosest(*GetCollisionShape(), GetWorldTransform(), sf::Vector2f(0.0f, Disp.y), SweepTmax, CollisionMask, this, Hit);

			if (Hit.m_pObject)
			{
				Disp.y = 0.0f;
				OnTouch(Hit.m_pObject);
			}
		}
	}
	else
	{
		HitInfo Hit;
		GetWorld()->GetQuadTree()->SweepShapeClosest(*GetCollisionShape(), GetWorldTransform(), Disp, SweepTmax, CollisionMask, this, Hit);

		if (Hit.m_pObject)
		{
			Disp.x = 0.0f;
			Disp.y = 0.0f;
			OnTouch(Hit.m_pObject);
		}
	}

	Move(Disp);
}
예제 #2
0
//=============================================================================
//	eControl::paintEvent
//-----------------------------------------------------------------------------
bool eControl::event(QEvent* event)
{
	switch(event->type())
	{
	case QEvent::MouseButtonPress:
	case QEvent::MouseButtonRelease:
	case QEvent::MouseMove:
		{
			QMouseEvent* me = (QMouseEvent*)event;
			bool ok = event->type() == QEvent::MouseMove ? ((me->buttons() & Qt::LeftButton) != 0) : (me->button() == Qt::LeftButton);
			if(ok)
			{
				float x = float(me->x())/width();
				float y = float(me->y())/height();
				OnTouch(x, y, event->type() != QEvent::MouseButtonRelease, 0);
				return true;
			}
		}
		return true;
	case QEvent::TouchBegin:
	case QEvent::TouchUpdate:
	case QEvent::TouchEnd:
		{
			QTouchEvent* te = (QTouchEvent*)event;
			foreach(const QTouchEvent::TouchPoint& p, te->touchPoints())
			{
				float x = p.pos().x()/width();
				float y = p.pos().x()/height();
				OnTouch(x, y, p.state() != Qt::TouchPointReleased, p.id());
			}
		}
		return true;
	default:
		return QWidget::event(event);
	}
}
예제 #3
0
void CDHLProjectile::ReceiveMessage( int classID, bf_read &msg )
{
	if ( classID != GetClientClass()->m_ClassID )
	{
		// message is for subclass
		BaseClass::ReceiveMessage( classID, msg );
		return;
	}
	int iType = msg.ReadByte();

	//Server is letting us know that we're about to be deleted
	if ( iType == MSG_NOTIFY_REMOVAL )
	{
		if ( !m_bCollided )
		{
			Vector vecDir = vec3_origin;
			if ( GetAbsVelocity() != vec3_origin )
				vecDir = GetAbsVelocity();
			else
				vecDir = m_vecProjectileVelocity;
			VectorNormalize( vecDir );

			Vector vecStartPos = GetMoveType() == MOVETYPE_CUSTOM ? GetLocalOrigin() : m_vecProjectileOrigin;

			//Try to plant a decal
			trace_t decaltr;
			UTIL_TraceLine( vecStartPos, vecStartPos + (vecDir * 120.0), MASK_SHOT, this, //Pretty long distance, but seems necessary in practice
				COLLISION_GROUP_NONE, &decaltr );
			//DebugDrawLine( decaltr.startpos, decaltr.endpos, 255, 0, 0, false, 3.0f );
			if ( decaltr.DidHit() )
			{
				OnTouch( decaltr, true );
			}

			m_bCollided = true;
		}

	}
}
예제 #4
0
/*
** ===================================================================
**     Event       :  TCHS1_OnEvent (module Events)
**
**     Component   :  TCHS1 [TouchScreen]
**     Description :
**         Event called touch screen events, like touched, untouched
**         etc.
**     Parameters  :
**         NAME            - DESCRIPTION
**         event           - 
**         x               - x coordinate
**         y               - y coordinate
**     Returns     : Nothing
** ===================================================================
*/
void TCHS1_OnEvent(TCHS1_TouchScreenEvent event, TCHS1_PixelDim x, TCHS1_PixelDim y)
{
  OnTouch(event, x, y);
}
예제 #5
0
void CDHLProjectile::PhysicsSimulate( void )
{
	//-------------------------------------------------------------------------------
	//Our own movement/physics simulation!
	//-------------------------------------------------------------------------------
	#ifdef CLIENT_DLL
		if ( m_bCollided )
			return;

		if ( !m_pShooter && m_hShooter )
			m_pShooter = m_hShooter.Get();
	#else
		if ( m_flRemoveAt > 0.0f )
		{
			if ( m_flRemoveAt < gpGlobals->curtime )
			{
				m_flRemoveAt = 0.0f;
				SUB_Remove();
			}
			return;
		}
		if ( IsMarkedForDeletion() )
			return;
	#endif

	float flFrametime = gpGlobals->frametime;
	//Scale for slow motion
	if ( DHLRules() )
	{
		if ( (m_iType == DHL_PROJECTILE_TYPE_BULLET || m_iType == DHL_PROJECTILE_TYPE_PELLET) )
			flFrametime *= (dhl_bulletspeed.GetFloat() * DHLRules()->GetTimescale());
		else if ( m_iType == DHL_PROJECTILE_TYPE_COMBATKNIFE )
			flFrametime *= (dhl_knifespeed.GetFloat() * DHLRules()->GetTimescale());
		else
			flFrametime *= DHLRules()->GetTimescale();
	}

	Vector vecDir = vec3_origin;
#ifndef CLIENT_DLL
	Vector vecStartPos = m_vecCurPosition; //This is where we are
	Vector vecEndPos = m_vecCurPosition; //This is where we're going
	Vector vecVelocity = m_vecCurVelocity; //Velocity
#else
	Vector vecStartPos = GetLocalOrigin(); //This is where we are
	Vector vecEndPos = GetLocalOrigin(); //This is where we're going
	Vector vecVelocity = GetLocalVelocity(); //Velocity
#endif
	//Find out where we should move to
	if ( vecVelocity != vec3_origin )
	{
		static ConVarRef gravVar( "sv_gravity" );
		//Gravity
		float newZVelocity = vecVelocity.z - ( flFrametime * gravVar.GetFloat() * GetGravity() );
		vecVelocity.z = ( (vecVelocity.z + newZVelocity) / 2 );

		vecDir = vecVelocity;
		VectorNormalize( vecDir );

		//Gravity needs to be cumulative
		#ifndef CLIENT_DLL
			m_vecCurVelocity = vecVelocity;
		#else
			SetLocalVelocity( vecVelocity );
		#endif
		vecVelocity *= flFrametime;
		vecEndPos = vecStartPos + vecVelocity;
		if ( vecEndPos.IsValid() )
		{
			CTraceFilterSkipTwoEntities movetrfilter( this, m_pShooter, COLLISION_GROUP_NONE );
			trace_t movetr;
			UTIL_TraceLine( vecStartPos, vecEndPos, MASK_SHOT, &movetrfilter, &movetr );

			#ifndef CLIENT_DLL
				//Trace to triggers so we can hit surf glass and such
				CTakeDamageInfo	triggerInfo( this, GetOwnerEntity(), m_iDamage, DMG_BULLET );
				if ( m_iType == DHL_PROJECTILE_TYPE_COMBATKNIFE )
				{
					//CalculateMeleeDamageForce( &triggerInfo, vecDir, movetr.endpos, 0.7f );
					Vector vecForce = vecDir;
					VectorNormalize( vecForce );
					//vecForce *= 10.0f;
					triggerInfo.SetDamageForce( vecForce );
				}
				else
					CalculateBulletDamageForce( &triggerInfo, m_iAmmoType, vecDir, movetr.endpos, 1.0f );
				triggerInfo.SetDamagePosition( movetr.endpos );
				TraceAttackToTriggers( triggerInfo, movetr.startpos, movetr.endpos, vecDir );
			#else
				//Hit ragdolls on the client
				CBaseEntity* pEnt = DHL_FX_AffectRagdolls( movetr.endpos, movetr.startpos, DMG_BULLET, &m_RagdollHitList );

				//Keep track of ones we've hit
				if ( pEnt )
					m_RagdollHitList.AddToTail( pEnt );
			#endif

			if ( movetr.DidHit() )
				if ( OnTouch( movetr, false, &movetrfilter ) )
					return;
			
			MoveProjectileToPosition( vecEndPos );
			m_flDistanceTravelled += vecEndPos.DistTo( vecStartPos );

			#ifndef CLIENT_DLL
				//On rare occasions the projectile likes to fly right through the world and keep going forever, causing a memory leak
				if ( m_flDistanceTravelled > MAX_TRACE_LENGTH )
				{
					SUB_Remove();
					//SetThink( &CDHLProjectile::SUB_Remove );
					//SetNextThink( gpGlobals->curtime + 0.1 );
				}
			#endif

		}

		//Simulate Angles
		//QAngle angles;
		#ifdef CLIENT_DLL
			QAngle angles = GetLocalAngles();
			//VectorAngles( vecDir, angles );
			//angles.z = GetLocalAngles().z; //Vector conversion loses z
			QAngle angVel = GetLocalAngularVelocity();
			angles += angVel * flFrametime;
			SetLocalAngles( angles );
			SetNetworkAngles( angles );
		#endif
	}
}
예제 #6
0
	LRESULT WindowImplBase::HandleMessage(UINT uMsg, WPARAM wParam, LPARAM lParam)
	{
		LRESULT lRes = 0;
		BOOL bHandled = TRUE;
		CPoint pt;
		switch (uMsg)
		{
		case WM_CREATE:			lRes = OnCreate(uMsg, wParam, lParam, bHandled); break;
		case WM_CLOSE:			lRes = OnClose(uMsg, wParam, lParam, bHandled); break;
		case WM_DESTROY:		lRes = OnDestroy(uMsg, wParam, lParam, bHandled); break;
#if defined(WIN32) && !defined(UNDER_CE)
		case WM_NCACTIVATE:		lRes = OnNcActivate(uMsg, wParam, lParam, bHandled); break;
		case WM_NCCALCSIZE:		lRes = OnNcCalcSize(uMsg, wParam, lParam, bHandled); break;
		case WM_NCPAINT:		lRes = OnNcPaint(uMsg, wParam, lParam, bHandled); break;
		case WM_NCHITTEST:		lRes = OnNcHitTest(uMsg, wParam, lParam, bHandled); break;
		case WM_GETMINMAXINFO:	lRes = OnGetMinMaxInfo(uMsg, wParam, lParam, bHandled); break;
		case WM_MOUSEWHEEL:	
			{
				pt.x = GET_X_LPARAM( lParam );
				pt.y = GET_Y_LPARAM( lParam );
				lRes = OnMouseWheel(uMsg,GET_KEYSTATE_WPARAM(wParam),GET_WHEEL_DELTA_WPARAM(wParam),pt,bHandled);
				break;
			}
#endif
		case WM_SIZE:			lRes = OnSize(uMsg, wParam, lParam, bHandled); break;
		case WM_CHAR:		    lRes = OnChar(uMsg, wParam, lParam, bHandled); break;
		case WM_SYSCOMMAND:		lRes = OnSysCommand(uMsg, wParam, lParam, bHandled); break;
		case WM_KEYDOWN:
			{
				lRes = OnKeyDown( uMsg,wParam, lParam&0xff, lParam>>16 ,bHandled);
				break;
			}
		case WM_KEYUP:
			{
				lRes = OnKeyUp(uMsg, wParam, lParam&0xff, lParam>>16,bHandled );
				break;	
			}
		case WM_SYSKEYDOWN:
			{
				lRes=OnSysKeyDown(uMsg,wParam,lParam&0xff,lParam>>16,bHandled);
				break;
			}
		case WM_SYSKEYUP:
			{
				lRes=OnSysKeyUp(uMsg,wParam,lParam&0xff,lParam>>16,bHandled);
				break;
			}
		case WM_KILLFOCUS:		lRes = OnKillFocus(uMsg, wParam, lParam, bHandled); break;
		case WM_SETFOCUS:		lRes = OnSetFocus(uMsg, wParam, lParam, bHandled); break;
		case WM_LBUTTONUP:		lRes = OnLButtonUp(uMsg, wParam, lParam, bHandled); break;
		case WM_LBUTTONDOWN:	lRes = OnLButtonDown(uMsg, wParam, lParam, bHandled); break;
		case WM_RBUTTONDOWN:
			{
				lRes = OnRButtonDown(uMsg,wParam,lParam,bHandled);
				break;
			}
		case WM_RBUTTONUP:
			{
				lRes = OnRButtonUp(uMsg,wParam,lParam,bHandled);
				break;
			}
		case WM_MOUSEMOVE:	
			{
				pt.x = GET_X_LPARAM( lParam );
				pt.y = GET_Y_LPARAM( lParam );
				lRes = OnMouseMove(uMsg, wParam, pt, bHandled);
				break;
			}
		case WM_MOUSEHOVER:
			{
				lRes = OnMouseHover(uMsg, wParam, lParam, bHandled);
				break;
			}
#if(WINVER >= 0x0601)
		case WM_TOUCH:
			{
				UINT cInputs = LOWORD(wParam);
				HTOUCHINPUT hTouchInput=(HTOUCHINPUT)lParam;
				lRes = OnTouch(uMsg, cInputs, hTouchInput, bHandled);
				//If the application does not process the message, it must call DefWindowProc
				if (lRes==FALSE)
				{
					::DefWindowProc(*this,uMsg,wParam,lParam);
				}
				break;
			}
#endif
#if(WINVER >= 0x0602)
        case WM_POINTERUP:
            {
                lRes = OnPointerUp(uMsg,wParam,lParam,bHandled);
                break;

            }
		case WM_POINTERDOWN:
			{
                lRes = OnPointerDown(uMsg,wParam,lParam,bHandled);
                break;
			}
#endif
		default:
			{
				bHandled = FALSE; break;
			}
		}
		if (bHandled)
		{
			return lRes;
		}
		lRes = HandleCustomMessage(uMsg, wParam, lParam, bHandled);

		if(bHandled)
		{
			return lRes;
		}
		if (m_PaintManager.MessageHandler(uMsg, wParam, lParam, lRes))
		{
			return lRes;
		}

		return CWindowWnd::HandleMessage(uMsg, wParam, lParam);
	}