Fixed Thing_ProjectileAimed being broken.

- It was calling the fallback aiming in the wrong place when it should have been outside the speed check.
- Credit to _mental_ for the base code, but no gotos involved.
This commit is contained in:
Major Cooke 2019-01-06 12:27:14 -06:00 committed by Christoph Oelckers
parent 480dd347c9
commit 477a7c5aeb

View file

@ -163,16 +163,30 @@ bool P_Thing_Move (int tid, AActor *source, int mapspot, bool fog)
return false;
}
//==========================================================================
//
// VelIntercept
//
//==========================================================================
void InterceptDefaultAim(AActor *mobj, AActor *targ, DVector3 aim, double speed)
{
if (mobj == nullptr || targ == nullptr) return;
mobj->Angles.Yaw = mobj->AngleTo(targ);
mobj->Vel = aim.Resized(speed);
}
// [MC] Was part of P_Thing_Projectile, now its own function for use in ZScript.
// Aims mobj at targ based on speed and targ's velocity.
void VelIntercept(AActor *targ, AActor *mobj, double speed, bool aimpitch = false, bool oldvel = false)
static void VelIntercept(AActor *targ, AActor *mobj, double speed, bool aimpitch = false, bool oldvel = false, bool leadtarget = true)
{
if (targ == nullptr || mobj == nullptr) return;
if (speed > 0 && !targ->Vel.isZero())
DVector3 aim = mobj->Vec3To(targ);
aim.Z += targ->Height / 2;
if (leadtarget && speed > 0 && !targ->Vel.isZero())
{
DVector3 aim = mobj->Vec3To(targ);
aim.Z += targ->Height / 2;
// Aiming at the target's position some time in the future
// is basically just an application of the law of sines:
// a/sin(A) = b/sin(B)
@ -180,7 +194,6 @@ void VelIntercept(AActor *targ, AActor *mobj, double speed, bool aimpitch = fals
// with the math. I don't think I would have thought of using
// trig alone had I been left to solve it by myself.
bool nolead = false;
DVector3 tvel = targ->Vel;
if (!(targ->flags & MF_NOGRAVITY) && targ->waterlevel < 3)
{ // If the target is subject to gravity and not underwater,
@ -188,45 +201,46 @@ void VelIntercept(AActor *targ, AActor *mobj, double speed, bool aimpitch = fals
// even if we did consider the vertical component of the target's
// velocity, we would still miss more often than not.
tvel.Z = 0.0;
nolead = !!(targ->Vel.X == 0 && targ->Vel.Y == 0);
}
if (!nolead)
{
double dist = aim.Length();
double targspeed = tvel.Length();
double ydotx = -aim | tvel;
double a = g_acos(clamp(ydotx / targspeed / dist, -1.0, 1.0));
double multiplier = double(pr_leadtarget.Random2())*0.1 / 255 + 1.1;
double sinb = -clamp(targspeed*multiplier * g_sin(a) / speed, -1.0, 1.0);
DVector3 prevel = mobj->Vel;
// Use the cross product of two of the triangle's sides to get a
// rotation vector.
DVector3 rv(tvel ^ aim);
// The vector must be normalized.
rv.MakeUnit();
// Now combine the rotation vector with angle b to get a rotation matrix.
DMatrix3x3 rm(rv, g_cos(g_asin(sinb)), sinb);
// And multiply the original aim vector with the matrix to get a
// new aim vector that leads the target.
DVector3 aimvec = rm * aim;
// And make the projectile follow that vector at the desired speed.
mobj->Vel = aimvec * (speed / dist);
mobj->AngleFromVel();
if (oldvel)
if (targ->Vel.X == 0 && targ->Vel.Y == 0)
{
mobj->Vel = prevel;
}
if (aimpitch) // [MC] Ripped right out of A_FaceMovementDirection
{
const DVector2 velocity = mobj->Vel.XY();
mobj->Angles.Pitch = -VecToAngle(velocity.Length(), mobj->Vel.Z);
InterceptDefaultAim(mobj, targ, aim, speed);
return;
}
}
else
double dist = aim.Length();
double targspeed = tvel.Length();
double ydotx = -aim | tvel;
double a = g_acos(clamp(ydotx / targspeed / dist, -1.0, 1.0));
double multiplier = double(pr_leadtarget.Random2())*0.1 / 255 + 1.1;
double sinb = -clamp(targspeed*multiplier * g_sin(a) / speed, -1.0, 1.0);
DVector3 prevel = mobj->Vel;
// Use the cross product of two of the triangle's sides to get a
// rotation vector.
DVector3 rv(tvel ^ aim);
// The vector must be normalized.
rv.MakeUnit();
// Now combine the rotation vector with angle b to get a rotation matrix.
DMatrix3x3 rm(rv, g_cos(g_asin(sinb)), sinb);
// And multiply the original aim vector with the matrix to get a
// new aim vector that leads the target.
DVector3 aimvec = rm * aim;
// And make the projectile follow that vector at the desired speed.
mobj->Vel = aimvec * (speed / dist);
mobj->AngleFromVel();
if (oldvel)
{
mobj->Angles.Yaw = mobj->AngleTo(targ);
mobj->Vel = aim.Resized(speed);
mobj->Vel = prevel;
}
if (aimpitch) // [MC] Ripped right out of A_FaceMovementDirection
{
const DVector2 velocity = mobj->Vel.XY();
mobj->Angles.Pitch = -VecToAngle(velocity.Length(), mobj->Vel.Z);
}
}
else
{
InterceptDefaultAim(mobj, targ, aim, speed);
}
}
@ -325,10 +339,8 @@ bool P_Thing_Projectile (int tid, AActor *source, int type, const char *type_nam
if (targ != nullptr)
{
if (leadTarget)
{
VelIntercept(targ, mobj, speed);
}
VelIntercept(targ, mobj, speed, false, false, leadTarget);
if (mobj->flags2 & MF2_SEEKERMISSILE)
{
mobj->tracer = targ;