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Added VelIntercept.
- Uses the same code as Thing_ProjectileIntercept to aim and move the projectile. - targ: The actor the caller will aim at. - speed: Used for calculating the new angle/pitch and adjusts the speed accordingly. Default is -1 (current speed). - aimpitch: If true, aims the pitch in the travelling direction. Default is true. - oldvel: If true, does not replace the velocity with the specified speed. Default is false. - Split the code from Thing_ProjectileIntercept and have that function call VelIntercept.
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2 changed files with 83 additions and 50 deletions
132
src/p_things.cpp
132
src/p_things.cpp
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@ -163,6 +163,85 @@ bool P_Thing_Move (int tid, AActor *source, int mapspot, bool fog)
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return false;
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}
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// [MC] Was part of P_Thing_Projectile, now its own function for use in ZScript.
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// Aims mobj at targ based on speed and targ's velocity.
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void VelIntercept(AActor *targ, AActor *mobj, double speed, bool aimpitch = false, bool oldvel = false)
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{
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if (targ == nullptr || mobj == nullptr) return;
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if (speed > 0 && !targ->Vel.isZero())
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{
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DVector3 aim = mobj->Vec3To(targ);
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aim.Z += targ->Height / 2;
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// Aiming at the target's position some time in the future
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// is basically just an application of the law of sines:
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// a/sin(A) = b/sin(B)
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// Thanks to all those on the notgod phorum for helping me
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// with the math. I don't think I would have thought of using
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// trig alone had I been left to solve it by myself.
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bool nolead = false;
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DVector3 tvel = targ->Vel;
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if (!(targ->flags & MF_NOGRAVITY) && targ->waterlevel < 3)
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{ // If the target is subject to gravity and not underwater,
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// assume that it isn't moving vertically. Thanks to gravity,
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// even if we did consider the vertical component of the target's
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// velocity, we would still miss more often than not.
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tvel.Z = 0.0;
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nolead = !!(targ->Vel.X == 0 && targ->Vel.Y == 0);
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}
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if (!nolead)
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{
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double dist = aim.Length();
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double targspeed = tvel.Length();
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double ydotx = -aim | tvel;
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double a = g_acos(clamp(ydotx / targspeed / dist, -1.0, 1.0));
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double multiplier = double(pr_leadtarget.Random2())*0.1 / 255 + 1.1;
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double sinb = -clamp(targspeed*multiplier * g_sin(a) / speed, -1.0, 1.0);
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DVector3 prevel = mobj->Vel;
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// Use the cross product of two of the triangle's sides to get a
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// rotation vector.
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DVector3 rv(tvel ^ aim);
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// The vector must be normalized.
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rv.MakeUnit();
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// Now combine the rotation vector with angle b to get a rotation matrix.
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DMatrix3x3 rm(rv, g_cos(g_asin(sinb)), sinb);
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// And multiply the original aim vector with the matrix to get a
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// new aim vector that leads the target.
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DVector3 aimvec = rm * aim;
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// And make the projectile follow that vector at the desired speed.
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mobj->Vel = aimvec * (speed / dist);
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mobj->AngleFromVel();
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if (oldvel)
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{
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mobj->Vel = prevel;
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}
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if (aimpitch) // [MC] Ripped right out of A_FaceMovementDirection
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{
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const DVector2 velocity = mobj->Vel.XY();
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mobj->Angles.Pitch = -VecToAngle(velocity.Length(), mobj->Vel.Z);
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}
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}
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else
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{
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mobj->Angles.Yaw = mobj->AngleTo(targ);
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mobj->Vel = aim.Resized(speed);
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}
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}
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}
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DEFINE_ACTION_FUNCTION(AActor, VelIntercept)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_OBJECT_NOT_NULL(targ, AActor);
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PARAM_FLOAT_DEF(speed);
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PARAM_BOOL_DEF(aimpitch);
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PARAM_BOOL_DEF(oldvel);
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if (speed < 0) speed = self->Speed;
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VelIntercept(targ, self, speed, aimpitch, oldvel);
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return 0;
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}
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bool P_Thing_Projectile (int tid, AActor *source, int type, const char *type_name, DAngle angle,
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double speed, double vspeed, int dest, AActor *forcedest, int gravity, int newtid,
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bool leadTarget)
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@ -244,58 +323,11 @@ bool P_Thing_Projectile (int tid, AActor *source, int type, const char *type_nam
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}
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mobj->target = spot;
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if (targ != NULL)
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if (targ != nullptr)
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{
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DVector3 aim = mobj->Vec3To(targ);
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aim.Z += targ->Height / 2;
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if (leadTarget && speed > 0 && !targ->Vel.isZero())
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if (leadTarget)
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{
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// Aiming at the target's position some time in the future
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// is basically just an application of the law of sines:
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// a/sin(A) = b/sin(B)
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// Thanks to all those on the notgod phorum for helping me
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// with the math. I don't think I would have thought of using
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// trig alone had I been left to solve it by myself.
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DVector3 tvel = targ->Vel;
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if (!(targ->flags & MF_NOGRAVITY) && targ->waterlevel < 3)
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{ // If the target is subject to gravity and not underwater,
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// assume that it isn't moving vertically. Thanks to gravity,
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// even if we did consider the vertical component of the target's
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// velocity, we would still miss more often than not.
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tvel.Z = 0.0;
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if (targ->Vel.X == 0 && targ->Vel.Y == 0)
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{
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goto nolead;
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}
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}
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double dist = aim.Length();
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double targspeed = tvel.Length();
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double ydotx = -aim | tvel;
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double a = g_acos (clamp (ydotx / targspeed / dist, -1.0, 1.0));
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double multiplier = double(pr_leadtarget.Random2())*0.1/255+1.1;
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double sinb = -clamp (targspeed*multiplier * g_sin(a) / speed, -1.0, 1.0);
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// Use the cross product of two of the triangle's sides to get a
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// rotation vector.
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DVector3 rv(tvel ^ aim);
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// The vector must be normalized.
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rv.MakeUnit();
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// Now combine the rotation vector with angle b to get a rotation matrix.
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DMatrix3x3 rm(rv, g_cos(g_asin(sinb)), sinb);
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// And multiply the original aim vector with the matrix to get a
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// new aim vector that leads the target.
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DVector3 aimvec = rm * aim;
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// And make the projectile follow that vector at the desired speed.
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mobj->Vel = aimvec * (speed / dist);
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mobj->AngleFromVel();
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}
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else
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{
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nolead:
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mobj->Angles.Yaw = mobj->AngleTo(targ);
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mobj->Vel = aim.Resized (speed);
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VelIntercept(targ, mobj, speed);
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}
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if (mobj->flags2 & MF2_SEEKERMISSILE)
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{
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@ -685,6 +685,7 @@ class Actor : Thinker native
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native clearscope vector2 Vec2Angle(double length, double angle, bool absolute = false) const;
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native clearscope vector2 Vec2Offset(double x, double y, bool absolute = false) const;
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native clearscope vector3 Vec2OffsetZ(double x, double y, double atz, bool absolute = false) const;
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native void VelIntercept(Actor targ, double speed = -1, bool aimpitch = true, bool oldvel = false);
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native void VelFromAngle(double speed = 0, double angle = 0);
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native void Vel3DFromAngle(double speed, double angle, double pitch);
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native void Thrust(double speed = 0, double angle = 0);
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