X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fcalculations.qc;h=3323d8e36a5372eb6041e2348010a735b5f6e251;hb=e30214cf338291f1709fb02ed5e84cad9321e156;hp=1a4888434cccc287d0dd4c690d062024166b64cf;hpb=47b3f2cb8ec72e825516be688bc9239443a24708;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/calculations.qc b/qcsrc/common/weapons/calculations.qc index 1a4888434..3323d8e36 100644 --- a/qcsrc/common/weapons/calculations.qc +++ b/qcsrc/common/weapons/calculations.qc @@ -1,3 +1,5 @@ +#include "calculations.qh" + // ============================= // Explosion Force Calculation // ============================= @@ -55,7 +57,7 @@ vector damage_explosion_calcpush(vector explosion_f, vector target_v, float spee v = explosion_calcpush(explosion_f * speedfactor, m, target_v, 1, 0); // the factor we then get is: // 1 - LOG_INFOF("MASS: %f\nv: %v -> %v\nENERGY BEFORE == %f + %f = %f\nENERGY AFTER >= %f\n", + LOG_INFOF("MASS: %f\nv: %v -> %v\nENERGY BEFORE == %f + %f = %f\nENERGY AFTER >= %f", m, target_v, target_v + v, target_v * target_v, m * explosion_f * speedfactor * explosion_f * speedfactor, target_v * target_v + m * explosion_f * speedfactor * explosion_f * speedfactor, @@ -88,15 +90,11 @@ vector solve_cubic_pq(float p, float q) // cos(a) // cos(a + 2pi/3) // cos(a + 4pi/3) - return - u * - ( - '1 0 0' * cos(a + 2.0/3.0*M_PI) - + - '0 1 0' * cos(a + 4.0/3.0*M_PI) - + - '0 0 1' * cos(a) - ); + return u * vec3( + cos(a + 2.0/3.0*M_PI), + cos(a + 4.0/3.0*M_PI), + cos(a) + ); } else if(D == 0) { @@ -105,17 +103,15 @@ vector solve_cubic_pq(float p, float q) return '0 0 0'; u = 3*q/p; v = -u/2; - if(u >= v) - return '1 1 0' * v + '0 0 1' * u; - else - return '0 1 1' * v + '1 0 0' * u; + return (u >= v) ? vec3(v, v, u) : vec3(u, v, v); } else { // cardano - u = cbrt(-q/2.0 + sqrt(D)); - v = cbrt(-q/2.0 - sqrt(D)); - return '1 1 1' * (u + v); + //u = cbrt(-q/2.0 + sqrt(D)); + //v = cbrt(-q/2.0 - sqrt(D)); + a = cbrt(-q/2.0 + sqrt(D)) + cbrt(-q/2.0 - sqrt(D)); + return vec3(a, a, a); } } vector solve_cubic_abcd(float a, float b, float c, float d) @@ -135,13 +131,48 @@ vector solve_cubic_abcd(float a, float b, float c, float d) vector findperpendicular(vector v) { - vector p; - p.x = v.z; - p.y = -v.x; - p.z = v.y; - return normalize(cliptoplane(p, v)); + return normalize(cliptoplane(vec3(v.z, -v.x, v.y), v)); } +#ifdef SVQC + int W_GunAlign(entity this, int preferred_align) + { + if(this.m_gunalign) + return this.m_gunalign; // no adjustment needed + + entity own = this.owner; + + if(preferred_align < 1 || preferred_align > 4) + preferred_align = 3; // default + + for(int j = 4; j > 1; --j) // > 1 as 1 is just center again + { + int taken = 0; + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + .entity weaponentity = weaponentities[slot]; + if(own.(weaponentity).m_gunalign == j) // we know it can't be ours thanks to the above check + taken |= BIT(j); + if(own.(weaponentity).m_gunalign == preferred_align) + taken |= BIT(preferred_align); + } + + if(!(taken & BIT(preferred_align))) + return preferred_align; // prefer the recommended + if(!(taken & BIT(j))) + return j; // or fall back if it's not available + } + + return preferred_align; // return it anyway + } +#else + int W_GunAlign(entity this, int preferred_align) + { + return this.m_gunalign > 0 ? this.m_gunalign : preferred_align; + } +#endif + +#if 0 int W_GetGunAlignment(entity player) { int gunalign = STAT(GUNALIGN, player); @@ -151,110 +182,113 @@ int W_GetGunAlignment(entity player) return gunalign; } +#endif vector W_CalculateSpread(vector forward, float spread, float spreadfactor, float spreadstyle) { float sigma; vector v1 = '0 0 0', v2; float dx, dy, r; - float sstyle; spread *= spreadfactor; //g_weaponspreadfactor; if(spread <= 0) return forward; - sstyle = spreadstyle; //autocvar_g_projectiles_spread_style; - if(sstyle == 0) - { - // this is the baseline for the spread value! - // standard deviation: sqrt(2/5) - // density function: sqrt(1-r^2) - return forward + randomvec() * spread; - } - else if(sstyle == 1) - { - // same thing, basically - return normalize(forward + cliptoplane(randomvec() * spread, forward)); - } - else if(sstyle == 2) - { - // circle spread... has at sigma=1 a standard deviation of sqrt(1/2) - sigma = spread * 0.89442719099991587855; // match baseline stddev - v1 = findperpendicular(forward); - v2 = cross(forward, v1); - // random point on unit circle - dx = random() * 2 * M_PI; - dy = sin(dx); - dx = cos(dx); - // radius in our dist function - r = random(); - r = sqrt(r); - return normalize(forward + (v1 * dx + v2 * dy) * r * sigma); - } - else if(sstyle == 3) // gauss 3d - { - sigma = spread * 0.44721359549996; // match baseline stddev - // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right - v1 = forward; - v1_x += gsl_ran_gaussian(sigma); - v1_y += gsl_ran_gaussian(sigma); - v1_z += gsl_ran_gaussian(sigma); - return v1; - } - else if(sstyle == 4) // gauss 2d + switch(spreadstyle) { - sigma = spread * 0.44721359549996; // match baseline stddev - // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right - v1_x = gsl_ran_gaussian(sigma); - v1_y = gsl_ran_gaussian(sigma); - v1_z = gsl_ran_gaussian(sigma); - return normalize(forward + cliptoplane(v1, forward)); + case 0: + { + // this is the baseline for the spread value! + // standard deviation: sqrt(2/5) + // density function: sqrt(1-r^2) + return forward + randomvec() * spread; + } + case 1: + { + // same thing, basically + return normalize(forward + cliptoplane(randomvec() * spread, forward)); + } + case 2: + { + // circle spread... has at sigma=1 a standard deviation of sqrt(1/2) + sigma = spread * 0.89442719099991587855; // match baseline stddev + v1 = findperpendicular(forward); + v2 = cross(forward, v1); + // random point on unit circle + dx = random() * 2 * M_PI; + dy = sin(dx); + dx = cos(dx); + // radius in our dist function + r = random(); + r = sqrt(r); + return normalize(forward + (v1 * dx + v2 * dy) * r * sigma); + } + case 3: // gauss 3d + { + sigma = spread * 0.44721359549996; // match baseline stddev + // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right + v1 = forward; + v1_x += gsl_ran_gaussian(sigma); + v1_y += gsl_ran_gaussian(sigma); + v1_z += gsl_ran_gaussian(sigma); + return v1; + } + case 4: // gauss 2d + { + sigma = spread * 0.44721359549996; // match baseline stddev + // note: 2D gaussian has sqrt(2) times the stddev of 1D, so this factor is right + v1_x = gsl_ran_gaussian(sigma); + v1_y = gsl_ran_gaussian(sigma); + v1_z = gsl_ran_gaussian(sigma); + return normalize(forward + cliptoplane(v1, forward)); + } + case 5: // 1-r + { + sigma = spread * 1.154700538379252; // match baseline stddev + v1 = findperpendicular(forward); + v2 = cross(forward, v1); + // random point on unit circle + dx = random() * 2 * M_PI; + dy = sin(dx); + dx = cos(dx); + // radius in our dist function + r = random(); + r = solve_cubic_abcd(-2, 3, 0, -r) * '0 1 0'; + return normalize(forward + (v1 * dx + v2 * dy) * r * sigma); + } + case 6: // 1-r^2 + { + sigma = spread * 1.095445115010332; // match baseline stddev + v1 = findperpendicular(forward); + v2 = cross(forward, v1); + // random point on unit circle + dx = random() * 2 * M_PI; + dy = sin(dx); + dx = cos(dx); + // radius in our dist function + r = random(); + r = sqrt(1 - r); + r = sqrt(1 - r); + return normalize(forward + (v1 * dx + v2 * dy) * r * sigma); + } + case 7: // (1-r) (2-r) + { + sigma = spread * 1.224744871391589; // match baseline stddev + v1 = findperpendicular(forward); + v2 = cross(forward, v1); + // random point on unit circle + dx = random() * 2 * M_PI; + dy = sin(dx); + dx = cos(dx); + // radius in our dist function + r = random(); + r = 1 - sqrt(r); + r = 1 - sqrt(r); + return normalize(forward + (v1 * dx + v2 * dy) * r * sigma); + } + default: + error("g_projectiles_spread_style must be 0 (sphere), 1 (flattened sphere), 2 (circle), 3 (gauss 3D), 4 (gauss plane), 5 (linear falloff), 6 (quadratic falloff), 7 (stronger falloff)!"); } - else if(sstyle == 5) // 1-r - { - sigma = spread * 1.154700538379252; // match baseline stddev - v1 = findperpendicular(forward); - v2 = cross(forward, v1); - // random point on unit circle - dx = random() * 2 * M_PI; - dy = sin(dx); - dx = cos(dx); - // radius in our dist function - r = random(); - r = solve_cubic_abcd(-2, 3, 0, -r) * '0 1 0'; - return normalize(forward + (v1 * dx + v2 * dy) * r * sigma); - } - else if(sstyle == 6) // 1-r^2 - { - sigma = spread * 1.095445115010332; // match baseline stddev - v1 = findperpendicular(forward); - v2 = cross(forward, v1); - // random point on unit circle - dx = random() * 2 * M_PI; - dy = sin(dx); - dx = cos(dx); - // radius in our dist function - r = random(); - r = sqrt(1 - r); - r = sqrt(1 - r); - return normalize(forward + (v1 * dx + v2 * dy) * r * sigma); - } - else if(sstyle == 7) // (1-r) (2-r) - { - sigma = spread * 1.224744871391589; // match baseline stddev - v1 = findperpendicular(forward); - v2 = cross(forward, v1); - // random point on unit circle - dx = random() * 2 * M_PI; - dy = sin(dx); - dx = cos(dx); - // radius in our dist function - r = random(); - r = 1 - sqrt(r); - r = 1 - sqrt(r); - return normalize(forward + (v1 * dx + v2 * dy) * r * sigma); - } - else - error("g_projectiles_spread_style must be 0 (sphere), 1 (flattened sphere), 2 (circle), 3 (gauss 3D), 4 (gauss plane), 5 (linear falloff), 6 (quadratic falloff), 7 (stronger falloff)!"); + return '0 0 0'; /* * how to derive falloff functions: