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fly.qc
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fly.qc
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/*
=======================================
FLYMOVE
.distance = estimated total time to reach target
.delay = estimated time left to reach target
delay / distance = % of movement remaining
.speed2 = previous movement speed
.speed = destination movement speed
actual velocity is a lerp from .speed2 to .speed by (delay / distance) so that
the flying entity eases in and out of waypoints/idles
=======================================
*/
vector() fly_origin =
{
return self.origin - self.movedir;
}
// FIXME: if triggered when waiting at a path_corner in holding pattern mode,
// if current idle drift is away from the next path corner, flying object
// will make an unsightly long arc to get back on track
// sometimes this is desirable but sometimes not (big flytrains)
void() fly_go =
{
//dprint("in fly_go\n");
local vector vel, destvel;
local float frac, lspeed;
destvel = self.dest - fly_origin();
lspeed = vlen(self.velocity);
if (vlen(destvel) < (lspeed * 0.15))
{
// we'll be past it next think so this is close enough
// avoids the sprite spazzing out very near the destination
SUB_UseEntTargets(self.goalentity); // fire this path_corner's target2/3/4s
fly_newgoal( 0, 0 );
destvel = self.dest - fly_origin();
}
destvel = normalize(destvel);
// figure out where we're flitting to
frac = self.delay / self.distance;
vel = self.velocity;
vel = normalize(vel);
// proportionally mix vectors to gradually steer towards the destination
vel = vel * frac + destvel * (1 - frac);
// proportionally mix speeds to accel/decel towards destination speed
lspeed = self.speed2 * frac + self.speed * (1 - frac);
if (self.delay > 0)
self.delay = self.delay - 0.1;
// dprint( ftos(lspeed));
// dprint( "\n");
self.velocity = vel * lspeed;
}
void() fly_idle =
{
//dprint("in fly_idle," );
local vector vel, destvel;
local float frac, lspeed;
destvel = self.dest - fly_origin();
if (vlen(destvel) < 4) {
// close enough
fly_newgoal( 0, 1 );
destvel = self.dest - fly_origin();
}
destvel = normalize(destvel);
// figure out where we're flitting to
frac = self.delay / self.distance; // frac = % *remaining*
local string what;
what = ftos(frac);
//dprint("frac: ");
//dprint( what );
//dprint("\n");
vel = self.velocity;
vel = normalize(vel);
vel = vel * frac + destvel * (1 - frac);
lspeed = self.speed2 * frac + self.speed * (1 - frac);
if (self.delay > 0)
self.delay = self.delay - 0.1;
else self.delay = 0;
self.velocity = vel * lspeed;
}
void() fly_delayuse =
{
local entity oldself;
oldself = self;
self = self.enemy;
self.use();
self = oldself;
remove(self);
}
void() fly_findnextgoal =
{
self.goalentity = findunlockedtarget(self.goalentity, world);
}
void( float nowait, float idlespeed ) fly_newgoal =
{
//dprint("in fly_newgoal\n");
entity t;
if (self.goalentity.wait && !nowait)
{
if (self.think1 != fly_idle)
dprint("flytrain: waiting at pathcorner\n");
self.speed2 = vlen(self.velocity); // self.speed;
if ( self.classname == "func_flytrain" )
self.speed = 8;
else
self.speed = 32;
local vector randy;
randy_x = crandom();
randy_y = crandom();
randy_z = crandom();
if ( self.classname == "func_flytrain" )
randy = normalize(randy) * 4;
else
randy = normalize(randy) * 12;
self.think1 = fly_idle;
self.dest = self.goalentity.origin + randy;
if (self.goalentity.wait > 0) {
dprint("flytrain: waiting for a few seconds\n");
// create a temp object to fire at a later time
t = spawn();
t.classname = "DelayedUse";
t.nextthink = time + self.goalentity.wait;
t.think = fly_delayuse;
t.enemy = self;
}
self.th_stand();
}
else
{
// get new destination
if (!self.goalentity.target)
{
dprint("flytrain: no goalentity target\n");
if (self.classname != "func_flytrain")
{
self.th_die();
return;
}
SUB_CalcMove(self.goalentity.origin + self.movedir, self.speed, self.th_die); // lerp straight to the finish point, then die
}
//self.goalentity = find(world, targetname, self.goalentity.target);
t = self.goalentity;
fly_findnextgoal();
while (vlen(fly_origin() - self.goalentity.origin) < 16)
{
t = self.goalentity;
fly_findnextgoal();
}
if (!self.goalentity) {
dprint("flytrain: no goalentity\n");
self.th_die();
return;
}
dprint("flytrain: new goal\n");
self.think1 = fly_go;
// get new speed from where we are now
self.speed2 = vlen(self.velocity);//self.speed;
if (self.speed2 < 32) self.speed2 = 32;
if (idlespeed)
self.speed = 32;
else if (self.goalentity.wait != 0)
self.speed = 16; // should be 32 but this makes up for a hard jolt when arriving at a waited pathcorner
// the math here is really rough
else
{
if (self.goalentity.speed > 0)
self.speed = self.goalentity.speed;
else if (!self.speed)
self.speed = self.speed2;
}
if (t.wait == -1)
{
self.velocity += self.speed2 * normalize(self.goalentity.origin - t.origin);
self.velocity /= 2;
}
self.dest = self.goalentity.origin;
if (t.speed == -1)
{
setorigin(self, self.goalentity.origin + self.movedir);
self.distance = 0;
self.velocity = 32 * normalize(self.goalentity.origin - t.origin);
fly_go();
}
}
// ... really, really rough:
self.distance = self.delay = 4 * (vlen( fly_origin() - self.dest ) / (self.speed + self.speed2));
}