void pie_MatRotY(uint16_t y) { /* * a := angle * c := cos(a) * s := sin(a) * * curMatrix = curMatrix . rotationMatrix(a, 0, 1, 0) * * [ c 0 s 0 ] * [ 0 1 0 0 ] * curMatrix = curMatrix . [ -s 0 c 0 ] * [ 0 0 0 1 ] */ if (y != 0) { int t; int64_t cra = iCos(y), sra = iSin(y); t = (cra*psMatrix->a - sra*psMatrix->g)>>16; psMatrix->g = (sra*psMatrix->a + cra*psMatrix->g)>>16; psMatrix->a = t; t = (cra*psMatrix->b - sra*psMatrix->h)>>16; psMatrix->h = (sra*psMatrix->b + cra*psMatrix->h)>>16; psMatrix->b = t; t = (cra*psMatrix->c - sra*psMatrix->i)>>16; psMatrix->i = (sra*psMatrix->c + cra*psMatrix->i)>>16; psMatrix->c = t; glRotatef(UNDEG(y), 0.0f, 1.0f, 0.0f); }
Affine3F &Affine3F::RotX(uint16_t x) { if (x != 0) { int32_t tmp; const int64_t cra = iCos(x), sra = iSin(x); tmp = (cra * m[0][1] + sra * m[0][2]) >> 16; m[0][2] = (cra * m[0][2] - sra * m[0][1]) >> 16; m[0][1] = tmp; tmp = (cra * m[1][1] + sra * m[1][2]) >> 16; m[1][2] = (cra * m[1][2] - sra * m[1][1]) >> 16; m[1][1] = tmp; tmp = (cra * m[2][1] + sra * m[2][2]) >> 16; m[2][2] = (cra * m[2][2] - sra * m[2][1]) >> 16; m[2][1] = tmp; }
//----------------------------------------------------------------------------------- static uint16_t getAverageTrackAngle(unsigned groupNumber, bool bCheckOnScreen) { DROID *psDroid; int32_t xTotal = 0, yTotal = 0; /* Got thru' all droids */ for (psDroid = apsDroidLists[selectedPlayer]; psDroid; psDroid = psDroid->psNext) { /* Is he worth selecting? */ if (groupNumber == GROUP_SELECTED ? psDroid->selected : psDroid->group == groupNumber) { if (bCheckOnScreen ? droidOnScreen(psDroid, pie_GetVideoBufferWidth() / 6) : true) { xTotal += iSin(psDroid->rot.direction); yTotal += iCos(psDroid->rot.direction); } } } presAvAngle = iAtan2(xTotal, yTotal); return presAvAngle; }
int main() { srand(time(NULL)); for (unsigned i = 0; i != 1000000; ++i) { int32_t s = rand()%2 ? rand() + rand() + rand() + rand() : rand()%101 - 50; int32_t c = rand()%2 ? rand() + rand() + rand() + rand() : rand()%101 - 50; int a1 = uint16_t(round(32768/M_PI*atan2(s, c))), a2 = iAtan2(s, c); if (a1 + 1 < a2 || a1 > a2 + 1) { std::printf("32768/π atan2(%d, %d) = %d, iAtan2() = %d\n", s, c, a1, a2); } } for (unsigned a = 0; a < 65536; ++a) { int s1 = round(65536*sin(a*M_PI/32768)), s2 = iSin(a); int c1 = round(65536*cos(a*M_PI/32768)), c2 = iCos(a); if (s1 != s2 || c1 != c2) { std::printf("a = %d, sin = %d, %d, cos = %d, %d\n", a, s1, s2, c1, c2); } } }
/** Rotate an array of 2d vectors about a given angle, also translates them after rotating. */ static void RotateVector2D(Vector3i *Vector, Vector3i *TVector, Vector3i *Pos, int Angle, int Count) { int64_t Cos = iCos(Angle); int64_t Sin = iSin(Angle); int ox = 0; int oy = 0; int i; Vector3i *Vec = Vector; Vector3i *TVec = TVector; if (Pos) { ox = Pos->x; oy = Pos->y; } for (i = 0; i < Count; i++) { TVec->x = ((Vec->x * Cos + Vec->y * Sin) >> 16) + ox; TVec->y = ((Vec->y * Cos - Vec->x * Sin) >> 16) + oy; Vec++; TVec++; } }
int32_t iCosSR(int32_t a, int32_t s, int32_t r) { return ((int64_t)r*iCos(((int64_t)a << 16)/s))/65536; }
int32_t iCosR(uint16_t a, int32_t r) { return ((int64_t)r*iCos(a))/65536; }
/* Fire a weapon at something */ bool combFire(WEAPON *psWeap, BASE_OBJECT *psAttacker, BASE_OBJECT *psTarget, int weapon_slot) { WEAPON_STATS *psStats; UDWORD damLevel; UDWORD firePause; SDWORD longRange; DROID *psDroid = NULL; int compIndex; CHECK_OBJECT(psAttacker); CHECK_OBJECT(psTarget); ASSERT(psWeap != NULL, "Invalid weapon pointer"); /* Watermelon:dont shoot if the weapon_slot of a vtol is empty */ if (psAttacker->type == OBJ_DROID && isVtolDroid(((DROID *)psAttacker))) { if (((DROID *)psAttacker)->sMove.iAttackRuns[weapon_slot] >= getNumAttackRuns(((DROID *)psAttacker), weapon_slot)) { objTrace(psAttacker->id, "VTOL slot %d is empty", weapon_slot); return false; } } /* Get the stats for the weapon */ compIndex = psWeap->nStat; ASSERT_OR_RETURN( false , compIndex < numWeaponStats, "Invalid range referenced for numWeaponStats, %d > %d", compIndex, numWeaponStats); psStats = asWeaponStats + compIndex; // check valid weapon/prop combination if (!validTarget(psAttacker, psTarget, weapon_slot)) { return false; } /*see if reload-able weapon and out of ammo*/ if (psStats->reloadTime && !psWeap->ammo) { if (gameTime - psWeap->lastFired < weaponReloadTime(psStats, psAttacker->player)) { return false; } //reset the ammo level psWeap->ammo = psStats->numRounds; } /* See when the weapon last fired to control it's rate of fire */ firePause = weaponFirePause(psStats, psAttacker->player); // increase the pause if heavily damaged switch (psAttacker->type) { case OBJ_DROID: psDroid = (DROID *)psAttacker; damLevel = PERCENT(psDroid->body, psDroid->originalBody); break; case OBJ_STRUCTURE: damLevel = PERCENT(((STRUCTURE *)psAttacker)->body, structureBody((STRUCTURE *)psAttacker)); break; default: damLevel = 100; break; } if (damLevel < HEAVY_DAMAGE_LEVEL) { firePause += firePause; } if (gameTime - psWeap->lastFired <= firePause) { /* Too soon to fire again */ return false; } // add a random delay to the fire // With logical updates, a good graphics gard no longer gives a better ROF. // TODO Should still replace this with something saner, such as a ±1% random deviation in reload time. int fireChance = gameTime - (psWeap->lastFired + firePause); if (gameRand(RANDOM_PAUSE) > fireChance) { return false; } if (psTarget->visible[psAttacker->player] != UBYTE_MAX) { // Can't see it - can't hit it objTrace(psAttacker->id, "combFire(%u[%s]->%u): Object has no indirect sight of target", psAttacker->id, psStats->pName, psTarget->id); return false; } /* Check we can see the target */ if (psAttacker->type == OBJ_DROID && !isVtolDroid((DROID *)psAttacker) && (proj_Direct(psStats) || actionInsideMinRange(psDroid, psTarget, psStats))) { if(!lineOfFire(psAttacker, psTarget, weapon_slot, true)) { // Can't see the target - can't hit it with direct fire objTrace(psAttacker->id, "combFire(%u[%s]->%u): Droid has no direct line of sight to target", psAttacker->id, ((DROID *)psAttacker)->aName, psTarget->id); return false; } } else if ((psAttacker->type == OBJ_STRUCTURE) && (((STRUCTURE *)psAttacker)->pStructureType->height == 1) && proj_Direct(psStats)) { // a bunker can't shoot through walls if (!lineOfFire(psAttacker, psTarget, weapon_slot, true)) { // Can't see the target - can't hit it with direct fire objTrace(psAttacker->id, "combFire(%u[%s]->%u): Structure has no direct line of sight to target", psAttacker->id, ((STRUCTURE *)psAttacker)->pStructureType->pName, psTarget->id); return false; } } else if ( proj_Direct(psStats) ) { // VTOL or tall building if (!lineOfFire(psAttacker, psTarget, weapon_slot, false)) { // Can't see the target - can't hit it with direct fire objTrace(psAttacker->id, "combFire(%u[%s]->%u): Tall object has no direct line of sight to target", psAttacker->id, psStats->pName, psTarget->id); return false; } } Vector3i deltaPos = psTarget->pos - psAttacker->pos; // if the turret doesn't turn, check if the attacker is in alignment with the target if (psAttacker->type == OBJ_DROID && !psStats->rotate) { uint16_t targetDir = iAtan2(removeZ(deltaPos)); int dirDiff = abs(angleDelta(targetDir - psAttacker->rot.direction)); if (dirDiff > FIXED_TURRET_DIR) { return false; } } /* Now see if the target is in range - also check not too near */ int dist = iHypot(removeZ(deltaPos)); longRange = proj_GetLongRange(psStats); /* modification by CorvusCorax - calculate shooting angle */ int min_angle = 0; // only calculate for indirect shots if (!proj_Direct(psStats) && dist > 0) { min_angle = arcOfFire(psAttacker,psTarget,weapon_slot,true); // prevent extremely steep shots min_angle = std::min(min_angle, DEG(PROJ_ULTIMATE_PITCH)); // adjust maximum range of unit if forced to shoot very steep if (min_angle > DEG(PROJ_MAX_PITCH)) { //do not allow increase of max range though if (iSin(2*min_angle) < iSin(2*DEG(PROJ_MAX_PITCH))) // If PROJ_MAX_PITCH == 45, then always iSin(2*min_angle) <= iSin(2*DEG(PROJ_MAX_PITCH)), and the test is redundant. { longRange = longRange * iSin(2*min_angle) / iSin(2*DEG(PROJ_MAX_PITCH)); } } } int baseHitChance = 0; if ((dist <= psStats->shortRange) && (dist >= psStats->minRange)) { // get weapon chance to hit in the short range baseHitChance = weaponShortHit(psStats,psAttacker->player); } else if ((dist <= longRange && dist >= psStats->minRange) || (psAttacker->type == OBJ_DROID && !proj_Direct(psStats) && actionInsideMinRange(psDroid, psTarget, psStats))) { // get weapon chance to hit in the long range baseHitChance = weaponLongHit(psStats,psAttacker->player); // adapt for height adjusted artillery shots if (min_angle > DEG(PROJ_MAX_PITCH)) { baseHitChance = baseHitChance * iCos(min_angle) / iCos(DEG(PROJ_MAX_PITCH)); } } else { /* Out of range */ objTrace(psAttacker->id, "combFire(%u[%s]->%u): Out of range", psAttacker->id, psStats->pName, psTarget->id); return false; } // apply experience accuracy modifiers to the base //hit chance, not to the final hit chance int resultHitChance = baseHitChance; // add the attacker's experience if (psAttacker->type == OBJ_DROID) { SDWORD level = getDroidEffectiveLevel((DROID *) psAttacker); // increase total accuracy by EXP_ACCURACY_BONUS % for each experience level resultHitChance += EXP_ACCURACY_BONUS * level * baseHitChance / 100; } // subtract the defender's experience if (psTarget->type == OBJ_DROID) { SDWORD level = getDroidEffectiveLevel((DROID *) psTarget); // decrease weapon accuracy by EXP_ACCURACY_BONUS % for each experience level resultHitChance -= EXP_ACCURACY_BONUS * level * baseHitChance / 100; } // fire while moving modifiers if (psAttacker->type == OBJ_DROID && ((DROID *)psAttacker)->sMove.Status != MOVEINACTIVE) { switch (psStats->fireOnMove) { case FOM_NO: // Can't fire while moving return false; break; case FOM_PARTIAL: resultHitChance = FOM_PARTIAL_ACCURACY_PENALTY * resultHitChance / 100; break; case FOM_YES: // can fire while moving break; } } /* -------!!! From that point we are sure that we are firing !!!------- */ /* note when the weapon fired */ psWeap->lastFired = gameTime; /* reduce ammo if salvo */ if (psStats->reloadTime) { psWeap->ammo--; } // increment the shots counter psWeap->shotsFired++; // predicted X,Y offset per sec Vector3i predict = psTarget->pos; //Watermelon:Target prediction if (isDroid(psTarget)) { DROID *psDroid = castDroid(psTarget); int32_t flightTime; if (proj_Direct(psStats) || dist <= psStats->minRange) { flightTime = dist / psStats->flightSpeed; } else { int32_t vXY, vZ; // Unused, we just want the flight time. flightTime = projCalcIndirectVelocities(dist, deltaPos.z, psStats->flightSpeed, &vXY, &vZ, min_angle); } if (psTarget->lastHitWeapon == WSC_EMP) { int empTime = EMP_DISABLE_TIME - (gameTime - psTarget->timeLastHit); CLIP(empTime, 0, EMP_DISABLE_TIME); if (empTime >= EMP_DISABLE_TIME * 9/10) { flightTime = 0; /* Just hit. Assume they'll get hit again */ } else { flightTime = MAX(0, flightTime - empTime); } } predict += Vector3i(iSinCosR(psDroid->sMove.moveDir, psDroid->sMove.speed*flightTime / GAME_TICKS_PER_SEC), 0); } /* Fire off the bullet to the miss location. The miss is only visible if the player owns the target. (Why? - Per) */ // What bVisible really does is to make the projectile audible even if it misses you. Since the target is NULL, proj_SendProjectile can't check if it was fired at you. bool bVisibleAnyway = psTarget->player == selectedPlayer; // see if we were lucky to hit the target bool isHit = gameRand(100) <= resultHitChance; if (isHit) { /* Kerrrbaaang !!!!! a hit */ objTrace(psAttacker->id, "combFire: [%s]->%u: resultHitChance=%d, visibility=%hhu : ", psStats->pName, psTarget->id, resultHitChance, psTarget->visible[psAttacker->player]); syncDebug("hit=(%d,%d,%d)", predict.x, predict.y, predict.z); } else /* Deal with a missed shot */ { const int minOffset = 5; int missDist = 2 * (100 - resultHitChance) + minOffset; Vector3i miss = Vector3i(iSinCosR(gameRand(DEG(360)), missDist), 0); predict += miss; psTarget = NULL; // Missed the target, so don't expect to hit it. objTrace(psAttacker->id, "combFire: Missed shot by (%4d,%4d)", miss.x, miss.y); syncDebug("miss=(%d,%d,%d)", predict.x, predict.y, predict.z); } // Make sure we don't pass any negative or out of bounds numbers to proj_SendProjectile CLIP(predict.x, 0, world_coord(mapWidth - 1)); CLIP(predict.y, 0, world_coord(mapHeight - 1)); proj_SendProjectileAngled(psWeap, psAttacker, psAttacker->player, predict, psTarget, bVisibleAnyway, weapon_slot, min_angle); return true; }
/* Fire a weapon at something */ bool combFire(WEAPON *psWeap, BASE_OBJECT *psAttacker, BASE_OBJECT *psTarget, int weapon_slot) { WEAPON_STATS *psStats; UDWORD firePause; SDWORD longRange; int compIndex; CHECK_OBJECT(psAttacker); CHECK_OBJECT(psTarget); ASSERT(psWeap != NULL, "Invalid weapon pointer"); /* Watermelon:dont shoot if the weapon_slot of a vtol is empty */ if (psAttacker->type == OBJ_DROID && isVtolDroid(((DROID *)psAttacker))) { if (psWeap->usedAmmo >= getNumAttackRuns(((DROID *)psAttacker), weapon_slot)) { objTrace(psAttacker->id, "VTOL slot %d is empty", weapon_slot); return false; } } /* Get the stats for the weapon */ compIndex = psWeap->nStat; ASSERT_OR_RETURN( false , compIndex < numWeaponStats, "Invalid range referenced for numWeaponStats, %d > %d", compIndex, numWeaponStats); psStats = asWeaponStats + compIndex; // check valid weapon/prop combination if (!validTarget(psAttacker, psTarget, weapon_slot)) { return false; } unsigned fireTime = gameTime - deltaGameTime + 1; // Can fire earliest at the start of the tick. // See if reloadable weapon. if (psStats->reloadTime) { unsigned reloadTime = psWeap->lastFired + weaponReloadTime(psStats, psAttacker->player); if (psWeap->ammo == 0) // Out of ammo? { fireTime = std::max(fireTime, reloadTime); // Have to wait for weapon to reload before firing. if (gameTime < fireTime) { return false; } } if (reloadTime <= fireTime) { //reset the ammo level psWeap->ammo = psStats->numRounds; } } /* See when the weapon last fired to control it's rate of fire */ firePause = weaponFirePause(psStats, psAttacker->player); firePause = std::max(firePause, 1u); // Don't shoot infinitely many shots at once. fireTime = std::max(fireTime, psWeap->lastFired + firePause); if (gameTime < fireTime) { /* Too soon to fire again */ return false; } if (psTarget->visible[psAttacker->player] != UBYTE_MAX) { // Can't see it - can't hit it objTrace(psAttacker->id, "combFire(%u[%s]->%u): Object has no indirect sight of target", psAttacker->id, psStats->pName, psTarget->id); return false; } /* Check we can hit the target */ bool tall = (psAttacker->type == OBJ_DROID && isVtolDroid((DROID *)psAttacker)) || (psAttacker->type == OBJ_STRUCTURE && ((STRUCTURE *)psAttacker)->pStructureType->height > 1); if (proj_Direct(psStats) && !lineOfFire(psAttacker, psTarget, weapon_slot, tall)) { // Can't see the target - can't hit it with direct fire objTrace(psAttacker->id, "combFire(%u[%s]->%u): No direct line of sight to target", psAttacker->id, objInfo(psAttacker), psTarget->id); return false; } Vector3i deltaPos = psTarget->pos - psAttacker->pos; // if the turret doesn't turn, check if the attacker is in alignment with the target if (psAttacker->type == OBJ_DROID && !psStats->rotate) { uint16_t targetDir = iAtan2(removeZ(deltaPos)); int dirDiff = abs(angleDelta(targetDir - psAttacker->rot.direction)); if (dirDiff > FIXED_TURRET_DIR) { return false; } } /* Now see if the target is in range - also check not too near */ int dist = iHypot(removeZ(deltaPos)); longRange = proj_GetLongRange(psStats); int min_angle = 0; // Calculate angle for indirect shots if (!proj_Direct(psStats) && dist > 0) { min_angle = arcOfFire(psAttacker,psTarget,weapon_slot,true); // prevent extremely steep shots min_angle = std::min(min_angle, DEG(PROJ_ULTIMATE_PITCH)); // adjust maximum range of unit if forced to shoot very steep if (min_angle > DEG(PROJ_MAX_PITCH)) { //do not allow increase of max range though if (iSin(2*min_angle) < iSin(2*DEG(PROJ_MAX_PITCH))) // If PROJ_MAX_PITCH == 45, then always iSin(2*min_angle) <= iSin(2*DEG(PROJ_MAX_PITCH)), and the test is redundant. { longRange = longRange * iSin(2*min_angle) / iSin(2*DEG(PROJ_MAX_PITCH)); } } } int baseHitChance = 0; if (dist <= longRange && dist >= psStats->minRange) { // get weapon chance to hit in the long range baseHitChance = weaponLongHit(psStats,psAttacker->player); // adapt for height adjusted artillery shots if (min_angle > DEG(PROJ_MAX_PITCH)) { baseHitChance = baseHitChance * iCos(min_angle) / iCos(DEG(PROJ_MAX_PITCH)); } } else { /* Out of range */ objTrace(psAttacker->id, "combFire(%u[%s]->%u): Out of range", psAttacker->id, psStats->pName, psTarget->id); return false; } // apply experience accuracy modifiers to the base //hit chance, not to the final hit chance int resultHitChance = baseHitChance; // add the attacker's experience if (psAttacker->type == OBJ_DROID) { SDWORD level = getDroidEffectiveLevel((DROID *) psAttacker); // increase total accuracy by EXP_ACCURACY_BONUS % for each experience level resultHitChance += EXP_ACCURACY_BONUS * level * baseHitChance / 100; } // subtract the defender's experience if (psTarget->type == OBJ_DROID) { SDWORD level = getDroidEffectiveLevel((DROID *) psTarget); // decrease weapon accuracy by EXP_ACCURACY_BONUS % for each experience level resultHitChance -= EXP_ACCURACY_BONUS * level * baseHitChance / 100; } // fire while moving modifiers if (psAttacker->type == OBJ_DROID && ((DROID *)psAttacker)->sMove.Status != MOVEINACTIVE) { switch (psStats->fireOnMove) { case FOM_NO: // Can't fire while moving return false; break; case FOM_PARTIAL: resultHitChance = FOM_PARTIAL_ACCURACY_PENALTY * resultHitChance / 100; break; case FOM_YES: // can fire while moving break; } } /* -------!!! From that point we are sure that we are firing !!!------- */ // Add a random delay to the next shot. // TODO Add deltaFireTime to the time it takes to fire next. If just adding to psWeap->lastFired, it might put it in the future, causing assertions. And if not sometimes putting it in the future, the fire rate would be lower than advertised. //int fireJitter = firePause/100; // ±1% variation in fire rate. //int deltaFireTime = gameRand(fireJitter*2 + 1) - fireJitter; /* note when the weapon fired */ psWeap->lastFired = fireTime; /* reduce ammo if salvo */ if (psStats->reloadTime) { psWeap->ammo--; } // increment the shots counter psWeap->shotsFired++; // predicted X,Y offset per sec Vector3i predict = psTarget->pos; //Watermelon:Target prediction if (isDroid(psTarget) && castDroid(psTarget)->sMove.bumpTime == 0) { DROID *psDroid = castDroid(psTarget); int32_t flightTime; if (proj_Direct(psStats) || dist <= psStats->minRange) { flightTime = dist * GAME_TICKS_PER_SEC / psStats->flightSpeed; } else { int32_t vXY, vZ; // Unused, we just want the flight time. flightTime = projCalcIndirectVelocities(dist, deltaPos.z, psStats->flightSpeed, &vXY, &vZ, min_angle); } if (psTarget->lastHitWeapon == WSC_EMP) { int playerEmpTime = getEmpDisableTime(psTarget->player); int empTime = playerEmpTime - (gameTime - psTarget->timeLastHit); CLIP(empTime, 0, playerEmpTime); if (empTime >= playerEmpTime * 9/10) { flightTime = 0; /* Just hit. Assume they'll get hit again */ } else { flightTime = MAX(0, flightTime - empTime); } } predict += Vector3i(iSinCosR(psDroid->sMove.moveDir, psDroid->sMove.speed*flightTime / GAME_TICKS_PER_SEC), 0); if (!isFlying(psDroid)) { predict.z = map_Height(removeZ(predict)); // Predict that the object will be on the ground. } } /* Fire off the bullet to the miss location. The miss is only visible if the player owns the target. (Why? - Per) */ // What bVisible really does is to make the projectile audible even if it misses you. Since the target is NULL, proj_SendProjectile can't check if it was fired at you. bool bVisibleAnyway = psTarget->player == selectedPlayer; // see if we were lucky to hit the target bool isHit = gameRand(100) <= resultHitChance; if (isHit) { /* Kerrrbaaang !!!!! a hit */ objTrace(psAttacker->id, "combFire: [%s]->%u: resultHitChance=%d, visibility=%d", psStats->pName, psTarget->id, resultHitChance, (int)psTarget->visible[psAttacker->player]); syncDebug("hit=(%d,%d,%d)", predict.x, predict.y, predict.z); } else /* Deal with a missed shot */ { const int minOffset = 5; int missDist = 2 * (100 - resultHitChance) + minOffset; Vector3i miss = Vector3i(iSinCosR(gameRand(DEG(360)), missDist), 0); predict += miss; psTarget = NULL; // Missed the target, so don't expect to hit it. objTrace(psAttacker->id, "combFire: Missed shot by (%4d,%4d)", miss.x, miss.y); syncDebug("miss=(%d,%d,%d)", predict.x, predict.y, predict.z); } // Make sure we don't pass any negative or out of bounds numbers to proj_SendProjectile CLIP(predict.x, 0, world_coord(mapWidth - 1)); CLIP(predict.y, 0, world_coord(mapHeight - 1)); proj_SendProjectileAngled(psWeap, psAttacker, psAttacker->player, predict, psTarget, bVisibleAnyway, weapon_slot, min_angle, fireTime); return true; }