+#include "calculations.qh"
+
// =============================
// Explosion Force Calculation
// =============================
return normalize(cliptoplane(p, v));
}
+#ifdef SVQC
+ int W_GunAlign(entity this, int preferred_align)
+ {
+ entity own = this.owner;
+ // using wasfreed, as we don't actually clear .gunaligns yet
+ if(!own.gunaligns[preferred_align] || wasfreed(own.gunaligns[preferred_align]) || own.gunaligns[preferred_align] == this)
+ {
+ own.gunaligns[preferred_align] = this;
+ return preferred_align; // fall back if the good one is already choosable
+ }
+
+ for(int j = 4; j > 0; --j) // start from left and try the others
+ {
+ if(!own.gunaligns[j] || wasfreed(own.gunaligns[j]) || own.gunaligns[j] == this)
+ {
+ own.gunaligns[j] = this;
+ return j;
+ }
+ }
+
+ own.gunaligns[preferred_align] = this;
+ return preferred_align; // no other choice
+ }
+#else
+ int W_GunAlign(entity this, int preferred_align)
+ {
+ // using wasfreed, as we don't actually clear gunaligns yet
+ if(!gunaligns[preferred_align] || wasfreed(gunaligns[preferred_align]) || gunaligns[preferred_align] == this)
+ {
+ gunaligns[preferred_align] = this;
+ return preferred_align; // fall back if the good one is already choosable
+ }
+
+ for(int j = 4; j > 0; --j)
+ {
+ if(!gunaligns[j] || wasfreed(gunaligns[j]) || gunaligns[j] == this)
+ {
+ gunaligns[j] = this;
+ return j;
+ }
+ }
+
+ gunaligns[preferred_align] = this;
+ return preferred_align; // no other choice
+ }
+#endif
+
+#if 0
int W_GetGunAlignment(entity player)
{
int gunalign = STAT(GUNALIGN, 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)
+ switch(spreadstyle)
{
- // same thing, basically
- return normalize(forward + cliptoplane(randomvec() * spread, 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 == 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
- {
- 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));
- }
- 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: