- added custom math routines for reliability.

This commit is contained in:
Christoph Oelckers 2016-03-11 15:45:47 +01:00
commit 161d03231a
50 changed files with 4027 additions and 122 deletions

View file

@ -50,6 +50,7 @@
#include "d_player.h"
#include "r_utility.h"
#include "p_spec.h"
#include "math/cmath.h"
// Set of spawnable things for the Thing_Spawn and Thing_Projectile specials.
FClassMap SpawnableThings;
@ -283,9 +284,9 @@ bool P_Thing_Projectile (int tid, AActor *source, int type, const char *type_nam
double dist = aim.Length();
double targspeed = tvel.Length();
double ydotx = -aim | tvel;
double a = acos (clamp (ydotx / targspeed / dist, -1.0, 1.0));
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 * sin(a) / fspeed, -1.0, 1.0);
double sinb = -clamp (targspeed*multiplier * g_sin(a) / fspeed, -1.0, 1.0);
// Use the cross product of two of the triangle's sides to get a
// rotation vector.
@ -293,7 +294,7 @@ bool P_Thing_Projectile (int tid, AActor *source, int type, const char *type_nam
// The vector must be normalized.
rv.MakeUnit();
// Now combine the rotation vector with angle b to get a rotation matrix.
DMatrix3x3 rm(rv, cos(asin(sinb)), sinb);
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;
@ -328,7 +329,7 @@ nolead:
// Set the missile's speed to reflect the speed it was spawned at.
if (mobj->flags & MF_MISSILE)
{
mobj->Speed = fixed_t (sqrt (double(mobj->velx)*mobj->velx + double(mobj->vely)*mobj->vely + double(mobj->velz)*mobj->velz));
mobj->Speed = fixed_t (g_sqrt (double(mobj->velx)*mobj->velx + double(mobj->vely)*mobj->vely + double(mobj->velz)*mobj->velz));
}
// Hugger missiles don't have any vertical velocity
if (mobj->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER))