]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/cl_weaponsystem.qc
New way of handling the jumping/impact effect, plus clean up the code a lot.
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_weaponsystem.qc
index d2c2546d2f3e091660282b3626e6b5521996011c..d91d7948ce989f94ee7e779ea48f316b80ed6b94 100644 (file)
@@ -69,6 +69,7 @@ vector W_HitPlotNormalizedUntransform(vector org, entity targ, vector screenforw
 
        // x = 0..1 relative to hitbox; y = 0..1 relative to hitbox; z = distance
 
+       mi = ma = targ.origin + 0.5 * (targ.mins + targ.maxs);
        for(i = 0; i < 2; ++i) for(j = 0; j < 2; ++j) for(k = 0; k < 2; ++k)
        {
                thisv = targ.origin;
@@ -557,7 +558,6 @@ void CL_Weaponentity_Think()
 
        self.angles = '0 0 0';
        float f;
-       f = 0;
        if (self.state == WS_RAISE && !intermission_running)
        {
                f = (self.owner.weapon_nextthink - time) * g_weaponratefactor / autocvar_g_balance_weaponswitchdelay;
@@ -1077,8 +1077,6 @@ vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity, float f
 {
        vector mdirection;
        float mspeed;
-       float outspeed;
-       float nstyle;
        vector outvelocity;
 
        mvelocity = mvelocity * g_weaponspeedfactor;
@@ -1086,61 +1084,7 @@ vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity, float f
        mdirection = normalize(mvelocity);
        mspeed = vlen(mvelocity);
 
-       nstyle = autocvar_g_projectiles_newton_style;
-       if(nstyle == 0 || forceAbsolute)
-       {
-               // absolute velocity
-               outvelocity = mvelocity;
-       }
-       else if(nstyle == 1)
-       {
-               // true Newtonian projectiles
-               outvelocity = pvelocity + mvelocity;
-       }
-       else if(nstyle == 2)
-       {
-               // true Newtonian projectiles with automatic aim adjustment
-               //
-               // solve: |outspeed * mdirection - pvelocity| = mspeed
-               // outspeed^2 - 2 * outspeed * (mdirection * pvelocity) + pvelocity^2 - mspeed^2 = 0
-               // outspeed = (mdirection * pvelocity) +- sqrt((mdirection * pvelocity)^2 - pvelocity^2 + mspeed^2)
-               // PLUS SIGN!
-               // not defined?
-               // then...
-               // pvelocity^2 - (mdirection * pvelocity)^2 > mspeed^2
-               // velocity without mdirection component > mspeed
-               // fire at smallest possible mspeed that works?
-               // |(mdirection * pvelocity) * pvelocity - pvelocity| = mspeed
-
-               vector solution;
-               solution = solve_quadratic(1, -2 * (mdirection * pvelocity), pvelocity * pvelocity - mspeed * mspeed);
-               if(solution_z)
-                       outspeed = solution_y; // the larger one
-               else
-               {
-                       //outspeed = 0; // slowest possible shot
-                       outspeed = solution_x; // the real part (that is, the average!)
-                       //dprint("impossible shot, adjusting\n");
-               }
-
-               outspeed = bound(mspeed * autocvar_g_projectiles_newton_style_2_minfactor, outspeed, mspeed * autocvar_g_projectiles_newton_style_2_maxfactor);
-               outvelocity = mdirection * outspeed;
-       }
-       else if(nstyle == 3)
-       {
-               // pseudo-Newtonian:
-               outspeed = mspeed + mdirection * pvelocity;
-               outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
-               outvelocity = mdirection * outspeed;
-       }
-       else if(nstyle == 4)
-       {
-               // tZorkian:
-               outspeed = mspeed + vlen(pvelocity);
-               outvelocity = mdirection * outspeed;
-       }
-       else
-               error("g_projectiles_newton_style must be 0 (absolute), 1 (Newtonian), 2 (Newtonian + aimfix), 3 (pseudo Newtonian) or 4 (tZorkian)!");
+       outvelocity = get_shotvelocity(pvelocity, mdirection, mspeed, (forceAbsolute ? 0 : autocvar_g_projectiles_newton_style), autocvar_g_projectiles_newton_style_2_minfactor, autocvar_g_projectiles_newton_style_2_maxfactor);
 
        return outvelocity;
 }
@@ -1177,196 +1121,6 @@ void W_AttachToShotorg(entity flash, vector offset)
        }
 }
 
-vector cliptoplane(vector v, vector p)
-{
-       return v - (v * p) * p;
-}
-
-vector solve_cubic_pq(float p, float q)
-{
-       float D, u, v, a;
-       D = q*q/4.0 + p*p*p/27.0;
-       if(D < 0)
-       {
-               // irreducibilis
-               a = 1.0/3.0 * acos(-q/2.0 * sqrt(-27.0/(p*p*p)));
-               u = sqrt(-4.0/3.0 * p);
-               // a in range 0..pi/3
-               // 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)
-                       );
-       }
-       else if(D == 0)
-       {
-               // simple
-               if(p == 0)
-                       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;
-       }
-       else
-       {
-               // cardano
-               u = cbrt(-q/2.0 + sqrt(D));
-               v = cbrt(-q/2.0 - sqrt(D));
-               return '1 1 1' * (u + v);
-       }
-}
-vector solve_cubic_abcd(float a, float b, float c, float d)
-{
-       // y = 3*a*x + b
-       // x = (y - b) / 3a
-       float p, q;
-       vector v;
-       p = (9*a*c - 3*b*b);
-       q = (27*a*a*d - 9*a*b*c + 2*b*b*b);
-       v = solve_cubic_pq(p, q);
-       v = (v -  b * '1 1 1') * (1.0 / (3.0 * a));
-       if(a < 0)
-               v += '1 0 -1' * (v_z - v_x); // swap x, z
-       return v;
-}
-
-vector findperpendicular(vector v)
-{
-       vector p;
-       p_x = v_z;
-       p_y = -v_x;
-       p_z = v_y;
-       return normalize(cliptoplane(p, v));
-}
-
-vector W_CalculateProjectileSpread(vector forward, float spread)
-{
-       float sigma;
-       vector v1, v2;
-       float dx, dy, r;
-       float sstyle;
-       spread *= g_weaponspreadfactor;
-       if(spread <= 0)
-               return forward;
-       sstyle = 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
-       {
-               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:
-        * rho(r) := (2-r) * (1-r);
-        * a : 0;
-        * b : 1;
-        * rhor(r) := r * rho(r);
-        * cr(t) := integrate(rhor(r), r, a, t);
-        * scr(t) := integrate(rhor(r) * r^2, r, a, t);
-        * variance : scr(b) / cr(b);
-        * solve(cr(r) = rand * cr(b), r), programmmode:false;
-        * sqrt(0.4 / variance), numer;
-        */
-}
-
 #if 0
 float mspercallsum;
 float mspercallsstyle;
@@ -1390,7 +1144,7 @@ void W_SetupProjectileVelocityEx(entity missile, vector dir, vector upDir, float
        }
        mspercallsum -= gettime(GETTIME_HIRES);
 #endif
-       dir = W_CalculateProjectileSpread(dir, spread);
+       dir = W_CalculateSpread(dir, spread, g_weaponspreadfactor, autocvar_g_projectiles_spread_style);
 #if 0
        mspercallsum += gettime(GETTIME_HIRES);
        mspercallcount += 1;