#include "../../_.qh" #include "../../g_damage.qh" #include "../../bot/bot.qh" #define cvar_base "g_turrets_unit_" .float clientframe; void turrets_setframe(float _frame, float client_only) { if((client_only ? self.clientframe : self.frame ) != _frame) { self.SendFlags |= TNSF_ANIM; self.anim_start_time = time; } if(client_only) self.clientframe = _frame; else self.frame = _frame; } float turret_send(entity to, int sf) { WriteByte(MSG_ENTITY, ENT_CLIENT_TURRET); WriteByte(MSG_ENTITY, sf); if(sf & TNSF_SETUP) { WriteByte(MSG_ENTITY, self.turret_type); WriteCoord(MSG_ENTITY, self.origin.x); WriteCoord(MSG_ENTITY, self.origin.y); WriteCoord(MSG_ENTITY, self.origin.z); WriteAngle(MSG_ENTITY, self.angles.x); WriteAngle(MSG_ENTITY, self.angles.y); } if(sf & TNSF_ANG) { WriteShort(MSG_ENTITY, rint(self.tur_head.angles.x)); WriteShort(MSG_ENTITY, rint(self.tur_head.angles.y)); } if(sf & TNSF_AVEL) { WriteShort(MSG_ENTITY, rint(self.tur_head.avelocity.x)); WriteShort(MSG_ENTITY, rint(self.tur_head.avelocity.y)); } if(sf & TNSF_MOVE) { WriteShort(MSG_ENTITY, rint(self.origin.x)); WriteShort(MSG_ENTITY, rint(self.origin.y)); WriteShort(MSG_ENTITY, rint(self.origin.z)); WriteShort(MSG_ENTITY, rint(self.velocity.x)); WriteShort(MSG_ENTITY, rint(self.velocity.y)); WriteShort(MSG_ENTITY, rint(self.velocity.z)); WriteShort(MSG_ENTITY, rint(self.angles.y)); } if(sf & TNSF_ANIM) { WriteCoord(MSG_ENTITY, self.anim_start_time); WriteByte(MSG_ENTITY, self.frame); } if(sf & TNSF_STATUS) { WriteByte(MSG_ENTITY, self.team); if(self.health <= 0) WriteByte(MSG_ENTITY, 0); else WriteByte(MSG_ENTITY, ceil((self.health / self.tur_health) * 255)); } return true; } void load_unit_settings(entity ent, string unitname, float is_reload) { string sbase; if (ent == world) return; if (!ent.turret_scale_damage) ent.turret_scale_damage = 1; if (!ent.turret_scale_range) ent.turret_scale_range = 1; if (!ent.turret_scale_refire) ent.turret_scale_refire = 1; if (!ent.turret_scale_ammo) ent.turret_scale_ammo = 1; if (!ent.turret_scale_aim) ent.turret_scale_aim = 1; if (!ent.turret_scale_health) ent.turret_scale_health = 1; if (!ent.turret_scale_respawn) ent.turret_scale_respawn = 1; sbase = strcat(cvar_base,unitname); if (is_reload) { ent.enemy = world; ent.tur_head.avelocity = '0 0 0'; ent.tur_head.angles = '0 0 0'; } ent.health = cvar(strcat(sbase,"_health")) * ent.turret_scale_health; ent.respawntime = cvar(strcat(sbase,"_respawntime")) * ent.turret_scale_respawn; ent.shot_dmg = cvar(strcat(sbase,"_shot_dmg")) * ent.turret_scale_damage; ent.shot_refire = cvar(strcat(sbase,"_shot_refire")) * ent.turret_scale_refire; ent.shot_radius = cvar(strcat(sbase,"_shot_radius")) * ent.turret_scale_damage; ent.shot_speed = cvar(strcat(sbase,"_shot_speed")); ent.shot_spread = cvar(strcat(sbase,"_shot_spread")); ent.shot_force = cvar(strcat(sbase,"_shot_force")) * ent.turret_scale_damage; ent.shot_volly = cvar(strcat(sbase,"_shot_volly")); ent.shot_volly_refire = cvar(strcat(sbase,"_shot_volly_refire")) * ent.turret_scale_refire; ent.target_range = cvar(strcat(sbase,"_target_range")) * ent.turret_scale_range; ent.target_range_min = cvar(strcat(sbase,"_target_range_min")) * ent.turret_scale_range; ent.target_range_optimal = cvar(strcat(sbase,"_target_range_optimal")) * ent.turret_scale_range; //ent.target_range_fire = cvar(strcat(sbase,"_target_range_fire")) * ent.turret_scale_range; ent.target_select_rangebias = cvar(strcat(sbase,"_target_select_rangebias")); ent.target_select_samebias = cvar(strcat(sbase,"_target_select_samebias")); ent.target_select_anglebias = cvar(strcat(sbase,"_target_select_anglebias")); ent.target_select_playerbias = cvar(strcat(sbase,"_target_select_playerbias")); //ent.target_select_fov = cvar(cvar_gets(sbase,"_target_select_fov")); ent.ammo_max = cvar(strcat(sbase,"_ammo_max")) * ent.turret_scale_ammo; ent.ammo_recharge = cvar(strcat(sbase,"_ammo_recharge")) * ent.turret_scale_ammo; ent.aim_firetolerance_dist = cvar(strcat(sbase,"_aim_firetolerance_dist")); ent.aim_speed = cvar(strcat(sbase,"_aim_speed")) * ent.turret_scale_aim; ent.aim_maxrot = cvar(strcat(sbase,"_aim_maxrot")); ent.aim_maxpitch = cvar(strcat(sbase,"_aim_maxpitch")); ent.track_type = cvar(strcat(sbase,"_track_type")); ent.track_accel_pitch = cvar(strcat(sbase,"_track_accel_pitch")); ent.track_accel_rot = cvar(strcat(sbase,"_track_accel_rot")); ent.track_blendrate = cvar(strcat(sbase,"_track_blendrate")); if(is_reload) if(ent.turret_respawnhook) ent.turret_respawnhook(); } void turret_projectile_explode() { self.takedamage = DAMAGE_NO; self.event_damage = func_null; #ifdef TURRET_DEBUG float d; d = RadiusDamage (self, self.owner, self.owner.shot_dmg, 0, self.owner.shot_radius, self, world, self.owner.shot_force, self.totalfrags, world); self.owner.tur_dbg_dmg_t_h = self.owner.tur_dbg_dmg_t_h + d; self.owner.tur_dbg_dmg_t_f = self.owner.tur_dbg_dmg_t_f + self.owner.shot_dmg; #else RadiusDamage (self, self.realowner, self.owner.shot_dmg, 0, self.owner.shot_radius, self, world, self.owner.shot_force, self.totalfrags, world); #endif remove(self); } void turret_projectile_touch() { PROJECTILE_TOUCH; turret_projectile_explode(); } void turret_projectile_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector vforce) { self.velocity += vforce; self.health -= damage; //self.realowner = attacker; // Dont change realowner, it does not make much sense for turrets if(self.health <= 0) W_PrepareExplosionByDamage(self.owner, turret_projectile_explode); } entity turret_projectile(string _snd, float _size, float _health, float _death, float _proj_type, float _cull, float _cli_anim) { entity proj; sound (self, CH_WEAPON_A, _snd, VOL_BASE, ATTEN_NORM); proj = spawn (); setorigin(proj, self.tur_shotorg); setsize(proj, '-0.5 -0.5 -0.5' * _size, '0.5 0.5 0.5' * _size); proj.owner = self; proj.realowner = self; proj.bot_dodge = true; proj.bot_dodgerating = self.shot_dmg; proj.think = turret_projectile_explode; proj.touch = turret_projectile_touch; proj.nextthink = time + 9; proj.movetype = MOVETYPE_FLYMISSILE; proj.velocity = normalize(self.tur_shotdir_updated + randomvec() * self.shot_spread) * self.shot_speed; proj.flags = FL_PROJECTILE; proj.enemy = self.enemy; proj.totalfrags = _death; PROJECTILE_MAKETRIGGER(proj); if(_health) { proj.health = _health; proj.takedamage = DAMAGE_YES; proj.event_damage = turret_projectile_damage; } else proj.flags |= FL_NOTARGET; CSQCProjectile(proj, _cli_anim, _proj_type, _cull); return proj; } /** ** updates enemy distances, predicted impact point/time ** and updated aim<->predict impact distance. **/ void turret_do_updates(entity t_turret) { vector enemy_pos; entity oldself; oldself = self; self = t_turret; enemy_pos = real_origin(self.enemy); turret_tag_fire_update(); self.tur_shotdir_updated = v_forward; self.tur_dist_enemy = vlen(self.tur_shotorg - enemy_pos); self.tur_dist_aimpos = vlen(self.tur_shotorg - self.tur_aimpos); /*if((self.firecheck_flags & TFL_FIRECHECK_VERIFIED) && (self.enemy)) { oldpos = self.enemy.origin; setorigin(self.enemy, self.tur_aimpos); tracebox(self.tur_shotorg, '-1 -1 -1', '1 1 1', self.tur_shotorg + (self.tur_shotdir_updated * self.tur_dist_aimpos), MOVE_NORMAL,self); setorigin(self.enemy, oldpos); if(trace_ent == self.enemy) self.tur_dist_impact_to_aimpos = 0; else self.tur_dist_impact_to_aimpos = vlen(trace_endpos - self.tur_aimpos); } else*/ tracebox(self.tur_shotorg, '-1 -1 -1','1 1 1', self.tur_shotorg + (self.tur_shotdir_updated * self.tur_dist_aimpos), MOVE_NORMAL,self); self.tur_dist_impact_to_aimpos = vlen(trace_endpos - self.tur_aimpos) - (vlen(self.enemy.maxs - self.enemy.mins) * 0.5); self.tur_impactent = trace_ent; self.tur_impacttime = vlen(self.tur_shotorg - trace_endpos) / self.shot_speed; self = oldself; } /* vector turret_fovsearch_pingpong() { vector wish_angle; if(self.phase < time) { if( self.tur_head.phase ) self.tur_head.phase = 0; else self.tur_head.phase = 1; self.phase = time + 5; } if( self.tur_head.phase) wish_angle = self.idle_aim + '0 1 0' * (self.aim_maxrot * (self.target_select_fov / 360)); else wish_angle = self.idle_aim - '0 1 0' * (self.aim_maxrot * (self.target_select_fov / 360)); return wish_angle; } vector turret_fovsearch_steprot() { vector wish_angle; //float rot_add; wish_angle = self.tur_head.angles; wish_angle_x = self.idle_aim_x; if (self.phase < time) { //rot_add = self.aim_maxrot / self.target_select_fov; wish_angle_y += (self.target_select_fov * 2); if(wish_angle_y > 360) wish_angle_y = wish_angle_y - 360; self.phase = time + 1.5; } return wish_angle; } vector turret_fovsearch_random() { vector wish_angle; if (self.phase < time) { wish_angle_y = random() * self.aim_maxrot; if(random() < 0.5) wish_angle_y *= -1; wish_angle_x = random() * self.aim_maxpitch; if(random() < 0.5) wish_angle_x *= -1; self.phase = time + 5; self.tur_aimpos = wish_angle; } return self.idle_aim + self.tur_aimpos; } */ /** ** Handles head rotation according to ** the units .track_type and .track_flags **/ .float turret_framecounter; void turret_stdproc_track() { vector target_angle; // This is where we want to aim vector move_angle; // This is where we can aim float f_tmp; vector v1, v2; v1 = self.tur_head.angles; v2 = self.tur_head.avelocity; if (self.track_flags == TFL_TRACK_NO) return; if (!self.active) target_angle = self.idle_aim - ('1 0 0' * self.aim_maxpitch); else if (self.enemy == world) { if(time > self.lip) target_angle = self.idle_aim + self.angles; else target_angle = vectoangles(normalize(self.tur_aimpos - self.tur_shotorg)); } else { target_angle = vectoangles(normalize(self.tur_aimpos - self.tur_shotorg)); } self.tur_head.angles_x = anglemods(self.tur_head.angles.x); self.tur_head.angles_y = anglemods(self.tur_head.angles.y); // Find the diffrence between where we currently aim and where we want to aim //move_angle = target_angle - (self.angles + self.tur_head.angles); //move_angle = shortangle_vxy(move_angle,(self.angles + self.tur_head.angles)); move_angle = AnglesTransform_ToAngles(AnglesTransform_LeftDivide(AnglesTransform_FromAngles(self.angles), AnglesTransform_FromAngles(target_angle))) - self.tur_head.angles; move_angle = shortangle_vxy(move_angle, self.tur_head.angles); switch(self.track_type) { case TFL_TRACKTYPE_STEPMOTOR: f_tmp = self.aim_speed * self.ticrate; // dgr/sec -> dgr/tic if (self.track_flags & TFL_TRACK_PITCH) { self.tur_head.angles_x += bound(-f_tmp,move_angle.x, f_tmp); if(self.tur_head.angles.x > self.aim_maxpitch) self.tur_head.angles_x = self.aim_maxpitch; if(self.tur_head.angles.x < -self.aim_maxpitch) self.tur_head.angles_x = self.aim_maxpitch; } if (self.track_flags & TFL_TRACK_ROT) { self.tur_head.angles_y += bound(-f_tmp, move_angle.y, f_tmp); if(self.tur_head.angles.y > self.aim_maxrot) self.tur_head.angles_y = self.aim_maxrot; if(self.tur_head.angles.y < -self.aim_maxrot) self.tur_head.angles_y = self.aim_maxrot; } // CSQC self.SendFlags |= TNSF_ANG; return; case TFL_TRACKTYPE_FLUIDINERTIA: f_tmp = self.aim_speed * self.ticrate; // dgr/sec -> dgr/tic move_angle.x = bound(-self.aim_speed, move_angle.x * self.track_accel_pitch * f_tmp, self.aim_speed); move_angle.y = bound(-self.aim_speed, move_angle.y * self.track_accel_rot * f_tmp, self.aim_speed); move_angle = (self.tur_head.avelocity * self.track_blendrate) + (move_angle * (1 - self.track_blendrate)); break; case TFL_TRACKTYPE_FLUIDPRECISE: move_angle.y = bound(-self.aim_speed, move_angle.y, self.aim_speed); move_angle.x = bound(-self.aim_speed, move_angle.x, self.aim_speed); break; } // pitch if (self.track_flags & TFL_TRACK_PITCH) { self.tur_head.avelocity_x = move_angle.x; if((self.tur_head.angles.x + self.tur_head.avelocity.x * self.ticrate) > self.aim_maxpitch) { self.tur_head.avelocity_x = 0; self.tur_head.angles_x = self.aim_maxpitch; self.SendFlags |= TNSF_ANG; } if((self.tur_head.angles.x + self.tur_head.avelocity.x * self.ticrate) < -self.aim_maxpitch) { self.tur_head.avelocity_x = 0; self.tur_head.angles_x = -self.aim_maxpitch; self.SendFlags |= TNSF_ANG; } } // rot if (self.track_flags & TFL_TRACK_ROT) { self.tur_head.avelocity_y = move_angle.y; if((self.tur_head.angles.y + self.tur_head.avelocity.y * self.ticrate) > self.aim_maxrot) { self.tur_head.avelocity_y = 0; self.tur_head.angles_y = self.aim_maxrot; self.SendFlags |= TNSF_ANG; } if((self.tur_head.angles.y + self.tur_head.avelocity.y * self.ticrate) < -self.aim_maxrot) { self.tur_head.avelocity_y = 0; self.tur_head.angles_y = -self.aim_maxrot; self.SendFlags |= TNSF_ANG; } } self.SendFlags |= TNSF_AVEL; // Force a angle update every 10'th frame self.turret_framecounter += 1; if(self.turret_framecounter >= 10) { self.SendFlags |= TNSF_ANG; self.turret_framecounter = 0; } } /* + = implemented - = not implemented + TFL_FIRECHECK_NO + TFL_FIRECHECK_WORLD + TFL_FIRECHECK_DEAD + TFL_FIRECHECK_DISTANCES - TFL_FIRECHECK_LOS + TFL_FIRECHECK_AIMDIST + TFL_FIRECHECK_REALDIST - TFL_FIRECHECK_ANGLEDIST - TFL_FIRECHECK_TEAMCECK + TFL_FIRECHECK_AFF + TFL_FIRECHECK_OWM_AMMO + TFL_FIRECHECK_OTHER_AMMO + TFL_FIRECHECK_REFIRE */ /** ** Preforms pre-fire checks based on the uints firecheck_flags **/ float turret_stdproc_firecheck() { // This one just dont care =) if (self.firecheck_flags & TFL_FIRECHECK_NO) return 1; if (self.enemy == world) return 0; // Ready? if (self.firecheck_flags & TFL_FIRECHECK_REFIRE) if (self.attack_finished_single > time) return 0; // Special case: volly fire turret that has to fire a full volly if a shot was fired. if (self.shoot_flags & TFL_SHOOT_VOLLYALWAYS) if (self.volly_counter != self.shot_volly) if(self.ammo >= self.shot_dmg) return 1; // Lack of zombies makes shooting dead things unnecessary :P if (self.firecheck_flags & TFL_FIRECHECK_DEAD) if (self.enemy.deadflag != DEAD_NO) return 0; // Own ammo? if (self.firecheck_flags & TFL_FIRECHECK_OWM_AMMO) if (self.ammo < self.shot_dmg) return 0; // Other's ammo? (support-supply units) if (self.firecheck_flags & TFL_FIRECHECK_OTHER_AMMO) if (self.enemy.ammo >= self.enemy.ammo_max) return 0; // Target of opertunity? if(turret_validate_target(self, self.tur_impactent, self.target_validate_flags) > 0) { self.enemy = self.tur_impactent; return 1; } if (self.firecheck_flags & TFL_FIRECHECK_DISTANCES) { // To close? if (self.tur_dist_aimpos < self.target_range_min) if(turret_validate_target(self, self.tur_impactent, self.target_validate_flags) > 0) return 1; // Target of opertunity? else return 0; } // Try to avoid FF? if (self.firecheck_flags & TFL_FIRECHECK_AFF) if (self.tur_impactent.team == self.team) return 0; // aim<->predicted impact if (self.firecheck_flags & TFL_FIRECHECK_AIMDIST) if (self.tur_dist_impact_to_aimpos > self.aim_firetolerance_dist) return 0; // Volly status if (self.shot_volly > 1) if (self.volly_counter == self.shot_volly) if (self.ammo < (self.shot_dmg * self.shot_volly)) return 0; /*if(self.firecheck_flags & TFL_FIRECHECK_VERIFIED) if(self.tur_impactent != self.enemy) return 0;*/ return 1; } /* + TFL_TARGETSELECT_NO + TFL_TARGETSELECT_LOS + TFL_TARGETSELECT_PLAYERS + TFL_TARGETSELECT_MISSILES - TFL_TARGETSELECT_TRIGGERTARGET + TFL_TARGETSELECT_ANGLELIMITS + TFL_TARGETSELECT_RANGELIMTS + TFL_TARGETSELECT_TEAMCHECK - TFL_TARGETSELECT_NOBUILTIN + TFL_TARGETSELECT_OWNTEAM */ /** ** Evaluate a entity for target valitity based on validate_flags ** NOTE: the caller must check takedamage before calling this, to inline this check. **/ float turret_validate_target(entity e_turret, entity e_target, float validate_flags) { vector v_tmp; //if(!validate_flags & TFL_TARGETSELECT_NOBUILTIN) // return -0.5; if(e_target.owner == e_turret) return -0.5; if (!checkpvs(e_target.origin, e_turret)) return -1; if (!e_target) return -2; if(g_onslaught) if (substring(e_target.classname, 0, 10) == "onslaught_") // don't attack onslaught targets, that's the player's job! return - 3; if (validate_flags & TFL_TARGETSELECT_NO) return -4; // If only this was used more.. if (e_target.flags & FL_NOTARGET) return -5; // Cant touch this if(e_target.vehicle_flags & VHF_ISVEHICLE) { if (e_target.vehicle_health <= 0) return -6; } else if (e_target.health <= 0) return -6; // player if (IS_CLIENT(e_target)) { if (!(validate_flags & TFL_TARGETSELECT_PLAYERS)) return -7; if (e_target.deadflag != DEAD_NO) return -8; } // enemy turrets if (validate_flags & TFL_TARGETSELECT_NOTURRETS) if (e_target.turret_firefunc || e_target.owner.tur_head == e_target) if(e_target.team != e_turret.team) // Dont break support units. return -9; // Missile if (e_target.flags & FL_PROJECTILE) if (!(validate_flags & TFL_TARGETSELECT_MISSILES)) return -10; if (validate_flags & TFL_TARGETSELECT_MISSILESONLY) if (!(e_target.flags & FL_PROJECTILE)) return -10.5; // Team check if (validate_flags & TFL_TARGETSELECT_TEAMCHECK) { if (validate_flags & TFL_TARGETSELECT_OWNTEAM) { if (e_target.team != e_turret.team) return -11; if (e_turret.team != e_target.owner.team) return -12; } else { if (e_target.team == e_turret.team) return -13; if (e_turret.team == e_target.owner.team) return -14; } } // Range limits? tvt_dist = vlen(e_turret.origin - real_origin(e_target)); if (validate_flags & TFL_TARGETSELECT_RANGELIMTS) { if (tvt_dist < e_turret.target_range_min) return -15; if (tvt_dist > e_turret.target_range) return -16; } // Can we even aim this thing? tvt_thadv = angleofs3(e_turret.tur_head.origin, e_turret.angles + e_turret.tur_head.angles, e_target); tvt_tadv = shortangle_vxy(angleofs(e_turret, e_target), e_turret.angles); tvt_thadf = vlen(tvt_thadv); tvt_tadf = vlen(tvt_tadv); /* if(validate_flags & TFL_TARGETSELECT_FOV) { if(e_turret.target_select_fov < tvt_thadf) return -21; } */ if (validate_flags & TFL_TARGETSELECT_ANGLELIMITS) { if (fabs(tvt_tadv.x) > e_turret.aim_maxpitch) return -17; if (fabs(tvt_tadv.y) > e_turret.aim_maxrot) return -18; } // Line of sight? if (validate_flags & TFL_TARGETSELECT_LOS) { v_tmp = real_origin(e_target) + ((e_target.mins + e_target.maxs) * 0.5); traceline(e_turret.origin + '0 0 16', v_tmp, 0, e_turret); if (e_turret.aim_firetolerance_dist < vlen(v_tmp - trace_endpos)) return -19; } if (e_target.classname == "grapplinghook") return -20; /* if (e_target.classname == "func_button") return -21; */ #ifdef TURRET_DEBUG_TARGETSELECT dprint("Target:",e_target.netname," is a valid target for ",e_turret.netname,"\n"); #endif return 1; } entity turret_select_target() { entity e; // target looper entity float score; // target looper entity score entity e_enemy; // currently best scoreing target float m_score; // currently best scoreing target's score m_score = 0; if(self.enemy && self.enemy.takedamage && turret_validate_target(self,self.enemy,self.target_validate_flags) > 0) { e_enemy = self.enemy; m_score = self.turret_score_target(self,e_enemy) * self.target_select_samebias; } else e_enemy = self.enemy = world; e = findradius(self.origin, self.target_range); // Nothing to aim at? if (!e) return world; while (e) { if(e.takedamage) { float f = turret_validate_target(self, e, self.target_select_flags); //dprint("F is: ", ftos(f), "\n"); if ( f > 0) { score = self.turret_score_target(self,e); if ((score > m_score) && (score > 0)) { e_enemy = e; m_score = score; } } } e = e.chain; } return e_enemy; } void turret_think() { entity e; self.nextthink = time + self.ticrate; // ONS uses somewhat backwards linking. if (teamplay) { if (g_onslaught) if (self.target) { e = find(world, targetname,self.target); if (e != world) self.team = e.team; } if (self.team != self.tur_head.team) turret_stdproc_respawn(); } #ifdef TURRET_DEBUG if (self.tur_dbg_tmr1 < time) { if (self.enemy) paint_target (self.enemy,128,self.tur_dbg_rvec,0.9); paint_target(self,256,self.tur_dbg_rvec,0.9); self.tur_dbg_tmr1 = time + 1; } #endif // Handle ammo if (!(self.spawnflags & TSF_NO_AMMO_REGEN)) if (self.ammo < self.ammo_max) self.ammo = min(self.ammo + self.ammo_recharge, self.ammo_max); // Inactive turrets needs to run the think loop, // So they can handle animation and wake up if need be. if (!self.active) { turret_stdproc_track(); return; } // This is typicaly used for zaping every target in range // turret_fusionreactor uses this to recharge friendlys. if (self.shoot_flags & TFL_SHOOT_HITALLVALID) { // Do a self.turret_fire for every valid target. e = findradius(self.origin,self.target_range); while (e) { if(e.takedamage) { if (turret_validate_target(self,e,self.target_validate_flags)) { self.enemy = e; turret_do_updates(self); if (self.turret_firecheckfunc()) turret_fire(); } } e = e.chain; } self.enemy = world; } else if(self.shoot_flags & TFL_SHOOT_CUSTOM) { // This one is doing something.. oddball. assume its handles what needs to be handled. // Predict? if (!(self.aim_flags & TFL_AIM_NO)) self.tur_aimpos = turret_stdproc_aim_generic(); // Turn & pitch? if (!(self.track_flags & TFL_TRACK_NO)) turret_stdproc_track(); turret_do_updates(self); // Fire? if (self.turret_firecheckfunc()) turret_fire(); } else { // Special case for volly always. if it fired once it must compleate the volly. if(self.shoot_flags & TFL_SHOOT_VOLLYALWAYS) if(self.volly_counter != self.shot_volly) { // Predict or whatnot if (!(self.aim_flags & TFL_AIM_NO)) self.tur_aimpos = turret_stdproc_aim_generic(); // Turn & pitch if (!(self.track_flags & TFL_TRACK_NO)) turret_stdproc_track(); turret_do_updates(self); // Fire! if (self.turret_firecheckfunc() != 0) turret_fire(); if(self.turret_postthink) self.turret_postthink(); return; } // Check if we have a vailid enemy, and try to find one if we dont. // g_turrets_targetscan_maxdelay forces a target re-scan at least this often float do_target_scan = 0; if((self.target_select_time + autocvar_g_turrets_targetscan_maxdelay) < time) do_target_scan = 1; // Old target (if any) invalid? if(self.target_validate_time < time) if (turret_validate_target(self, self.enemy, self.target_validate_flags) <= 0) { self.enemy = world; self.target_validate_time = time + 0.5; do_target_scan = 1; } // But never more often then g_turrets_targetscan_mindelay! if (self.target_select_time + autocvar_g_turrets_targetscan_mindelay > time) do_target_scan = 0; if(do_target_scan) { self.enemy = turret_select_target(); self.target_select_time = time; } // No target, just go to idle, do any custom stuff and bail. if (self.enemy == world) { // Turn & pitch if (!(self.track_flags & TFL_TRACK_NO)) turret_stdproc_track(); // do any per-turret stuff if(self.turret_postthink) self.turret_postthink(); // And bail. return; } else self.lip = time + autocvar_g_turrets_aimidle_delay; // Keep track of the last time we had a target. // Predict? if (!(self.aim_flags & TFL_AIM_NO)) self.tur_aimpos = turret_stdproc_aim_generic(); // Turn & pitch? if (!(self.track_flags & TFL_TRACK_NO)) turret_stdproc_track(); turret_do_updates(self); // Fire? if (self.turret_firecheckfunc()) turret_fire(); } // do any custom per-turret stuff if(self.turret_postthink) self.turret_postthink(); } void turret_fire() { if (autocvar_g_turrets_nofire) return; self.turret_firefunc(); self.attack_finished_single = time + self.shot_refire; self.ammo -= self.shot_dmg; self.volly_counter = self.volly_counter - 1; if (self.volly_counter <= 0) { self.volly_counter = self.shot_volly; if (self.shoot_flags & TFL_SHOOT_CLEARTARGET) self.enemy = world; if (self.shot_volly > 1) self.attack_finished_single = time + self.shot_volly_refire; } #ifdef TURRET_DEBUG if (self.enemy) paint_target3(self.tur_aimpos, 64, self.tur_dbg_rvec, self.tur_impacttime + 0.25); #endif } void turret_stdproc_fire() { dprint("^1Bang, ^3your dead^7 ",self.enemy.netname,"! ^1(turret with no real firefunc)\n"); } /* When .used a turret switch team to activator.team. If activator is world, the turret go inactive. */ void turret_stdproc_use() { dprint("Turret ",self.netname, " used by ", activator.classname, "\n"); self.team = activator.team; if(self.team == 0) self.active = ACTIVE_NOT; else self.active = ACTIVE_ACTIVE; } void turret_link() { Net_LinkEntity(self, true, 0, turret_send); self.think = turret_think; self.nextthink = time; self.tur_head.effects = EF_NODRAW; } void turrets_manager_think() { self.nextthink = time + 1; entity e; if (autocvar_g_turrets_reloadcvars) { e = nextent(world); while (e) { if (e.turrcaps_flags & TFL_TURRCAPS_ISTURRET) { load_unit_settings(e,e.cvar_basename,1); if(e.turret_postthink) e.turret_postthink(); } e = nextent(e); } cvar_set("g_turrets_reloadcvars","0"); } } /* * Standard turret initialization. use this! * (unless you have a very good reason not to) * if the return value is 0, the turret should be removed. */ float turret_stdproc_init (string cvar_base_name, string base, string head, float _turret_type) { entity e, ee = world; // Are turrets allowed? if (autocvar_g_turrets == 0) return 0; if(_turret_type < 1 || _turret_type > TID_LAST) { dprint("Invalid / Unkown turret type\"", ftos(_turret_type), "\", aborting!\n"); return 0; } self.turret_type = _turret_type; e = find(world, classname, "turret_manager"); if (!e) { e = spawn(); e.classname = "turret_manager"; e.think = turrets_manager_think; e.nextthink = time + 2; } if (!(self.spawnflags & TSF_SUSPENDED)) builtin_droptofloor(); // why can't we use regular droptofloor here? self.cvar_basename = cvar_base_name; load_unit_settings(self, self.cvar_basename, 0); self.effects = EF_NODRAW; // Handle turret teams. if (!teamplay) self.team = MAX_SHOT_DISTANCE; // Group all turrets into the same team, so they dont kill eachother. else if(g_onslaught && self.targetname) { e = find(world,target,self.targetname); if(e != world) { self.team = e.team; ee = e; } } else if(!self.team) self.team = MAX_SHOT_DISTANCE; // Group all turrets into the same team, so they dont kill eachother. /* * Try to guess some reasonaly defaults * for missing params and do sanety checks * thise checks could produce some "interesting" results * if it hits a glitch in my logic :P so try to set as mutch * as possible beforehand. */ if (!self.ticrate) { if (self.turrcaps_flags & TFL_TURRCAPS_SUPPORT) self.ticrate = 0.2; // Support units generaly dont need to have a high speed ai-loop else self.ticrate = 0.1; // 10 fps for normal turrets } self.ticrate = bound(sys_frametime, self.ticrate, 60); // keep it sane // General stuff if (self.netname == "") self.netname = self.classname; if (!self.respawntime) self.respawntime = 60; self.respawntime = max(-1, self.respawntime); if (!self.health) self.health = 1000; self.tur_health = max(1, self.health); self.bot_attack = true; self.monster_attack = true; if (!self.turrcaps_flags) self.turrcaps_flags = TFL_TURRCAPS_RADIUSDMG | TFL_TURRCAPS_MEDPROJ | TFL_TURRCAPS_PLAYERKILL; if (!self.damage_flags) self.damage_flags = TFL_DMG_YES | TFL_DMG_RETALIATE | TFL_DMG_AIMSHAKE; // Shot stuff. if (!self.shot_refire) self.shot_refire = 1; self.shot_refire = bound(0.01, self.shot_refire, 9999); if (!self.shot_dmg) self.shot_dmg = self.shot_refire * 50; self.shot_dmg = max(1, self.shot_dmg); if (!self.shot_radius) self.shot_radius = self.shot_dmg * 0.5; self.shot_radius = max(1, self.shot_radius); if (!self.shot_speed) self.shot_speed = 2500; self.shot_speed = max(1, self.shot_speed); if (!self.shot_spread) self.shot_spread = 0.0125; self.shot_spread = bound(0.0001, self.shot_spread, 500); if (!self.shot_force) self.shot_force = self.shot_dmg * 0.5 + self.shot_radius * 0.5; self.shot_force = bound(0.001, self.shot_force, 5000); if (!self.shot_volly) self.shot_volly = 1; self.shot_volly = bound(1, self.shot_volly, floor(self.ammo_max / self.shot_dmg)); if (!self.shot_volly_refire) self.shot_volly_refire = self.shot_refire * self.shot_volly; self.shot_volly_refire = bound(self.shot_refire, self.shot_volly_refire, 60); if (!self.firecheck_flags) self.firecheck_flags = TFL_FIRECHECK_DEAD | TFL_FIRECHECK_DISTANCES | TFL_FIRECHECK_LOS | TFL_FIRECHECK_AIMDIST | TFL_FIRECHECK_TEAMCECK | TFL_FIRECHECK_OWM_AMMO | TFL_FIRECHECK_REFIRE; // Range stuff. if (!self.target_range) self.target_range = self.shot_speed * 0.5; self.target_range = bound(0, self.target_range, MAX_SHOT_DISTANCE); if (!self.target_range_min) self.target_range_min = self.shot_radius * 2; self.target_range_min = bound(0, self.target_range_min, MAX_SHOT_DISTANCE); if (!self.target_range_optimal) self.target_range_optimal = self.target_range * 0.5; self.target_range_optimal = bound(0, self.target_range_optimal, MAX_SHOT_DISTANCE); // Aim stuff. if (!self.aim_maxrot) self.aim_maxrot = 90; self.aim_maxrot = bound(0, self.aim_maxrot, 360); if (!self.aim_maxpitch) self.aim_maxpitch = 20; self.aim_maxpitch = bound(0, self.aim_maxpitch, 90); if (!self.aim_speed) self.aim_speed = 36; self.aim_speed = bound(0.1, self.aim_speed, 1000); if (!self.aim_firetolerance_dist) self.aim_firetolerance_dist = 5 + (self.shot_radius * 2); self.aim_firetolerance_dist = bound(0.1, self.aim_firetolerance_dist, MAX_SHOT_DISTANCE); if (!self.aim_flags) { self.aim_flags = TFL_AIM_LEAD | TFL_AIM_SHOTTIMECOMPENSATE; if(self.turrcaps_flags & TFL_TURRCAPS_RADIUSDMG) self.aim_flags |= TFL_AIM_GROUNDGROUND; } if (!self.track_type) self.track_type = TFL_TRACKTYPE_STEPMOTOR; if (self.track_type != TFL_TRACKTYPE_STEPMOTOR) { // Fluid / Ineria mode. Looks mutch nicer. // Can reduce aim preformance alot, needs a bit diffrent aimspeed if (!self.aim_speed) self.aim_speed = 180; self.aim_speed = bound(0.1, self.aim_speed, 1000); if (!self.track_accel_pitch) self.track_accel_pitch = 0.5; if (!self.track_accel_rot) self.track_accel_rot = 0.5; if (!self.track_blendrate) self.track_blendrate = 0.35; } if (!self.track_flags) self.track_flags = TFL_TRACK_PITCH | TFL_TRACK_ROT; // Target selection stuff. if (!self.target_select_rangebias) self.target_select_rangebias = 1; self.target_select_rangebias = bound(-10, self.target_select_rangebias, 10); if (!self.target_select_samebias) self.target_select_samebias = 1; self.target_select_samebias = bound(-10, self.target_select_samebias, 10); if (!self.target_select_anglebias) self.target_select_anglebias = 1; self.target_select_anglebias = bound(-10, self.target_select_anglebias, 10); if (!self.target_select_missilebias) self.target_select_missilebias = -10; self.target_select_missilebias = bound(-10, self.target_select_missilebias, 10); self.target_select_playerbias = bound(-10, self.target_select_playerbias, 10); if (!self.target_select_flags) { self.target_select_flags = TFL_TARGETSELECT_LOS | TFL_TARGETSELECT_TEAMCHECK | TFL_TARGETSELECT_RANGELIMTS | TFL_TARGETSELECT_ANGLELIMITS; if (self.turrcaps_flags & TFL_TURRCAPS_MISSILEKILL) self.target_select_flags |= TFL_TARGETSELECT_MISSILES; if (self.turrcaps_flags & TFL_TURRCAPS_PLAYERKILL) self.target_select_flags |= TFL_TARGETSELECT_PLAYERS; //else // self.target_select_flags = TFL_TARGETSELECT_NO; } self.target_validate_flags = self.target_select_flags; // Ammo stuff if (!self.ammo_max) self.ammo_max = self.shot_dmg * 10; self.ammo_max = max(self.shot_dmg, self.ammo_max); if (!self.ammo) self.ammo = self.shot_dmg * 5; self.ammo = bound(0,self.ammo, self.ammo_max); if (!self.ammo_recharge) self.ammo_recharge = self.shot_dmg * 0.5; self.ammo_recharge = max(0 ,self.ammo_recharge); // Convert the recharge from X per sec to X per ticrate self.ammo_recharge = self.ammo_recharge * self.ticrate; if (!self.ammo_flags) self.ammo_flags = TFL_AMMO_ENERGY | TFL_AMMO_RECHARGE; // Damage stuff if(self.spawnflags & TSL_NO_RESPAWN) if (!(self.damage_flags & TFL_DMG_DEATH_NORESPAWN)) self.damage_flags |= TFL_DMG_DEATH_NORESPAWN; // Offsets & origins if (!self.tur_shotorg) self.tur_shotorg = '50 0 50'; if (!self.health) self.health = 150; // Game hooks if(MUTATOR_CALLHOOK(TurretSpawn)) return 0; // End of default & sanety checks, start building the turret. // Spawn extra bits self.tur_head = spawn(); self.tur_head.netname = self.tur_head.classname = "turret_head"; self.tur_head.team = self.team; self.tur_head.owner = self; setmodel(self, base); setmodel(self.tur_head, head); setsize(self, '-32 -32 0', '32 32 64'); setsize(self.tur_head, '0 0 0', '0 0 0'); setorigin(self.tur_head, '0 0 0'); setattachment(self.tur_head, self, "tag_head"); self.tur_health = self.health; self.solid = SOLID_BBOX; self.tur_head.solid = SOLID_NOT; self.takedamage = DAMAGE_AIM; self.tur_head.takedamage = DAMAGE_NO; self.movetype = MOVETYPE_NOCLIP; self.tur_head.movetype = MOVETYPE_NOCLIP; // Defend mode? if (!self.tur_defend) if (self.target != "") { self.tur_defend = find(world, targetname, self.target); if (self.tur_defend == world) { self.target = ""; dprint("Turret has invalid defendpoint!\n"); } } // In target defend mode, aim on the spot to defend when idle. if (self.tur_defend) self.idle_aim = self.tur_head.angles + angleofs(self.tur_head, self.tur_defend); else self.idle_aim = '0 0 0'; // Attach stdprocs. override when and what needed self.turret_firecheckfunc = turret_stdproc_firecheck; self.turret_firefunc = turret_stdproc_fire; self.event_damage = turret_stdproc_damage; if (self.turrcaps_flags & TFL_TURRCAPS_SUPPORT) self.turret_score_target = turret_stdproc_targetscore_support; else self.turret_score_target = turret_stdproc_targetscore_generic; self.use = turret_stdproc_use; ++turret_count; self.nextthink = time + 1; self.nextthink += turret_count * sys_frametime; self.tur_head.team = self.team; self.view_ofs = '0 0 0'; #ifdef TURRET_DEBUG self.tur_dbg_start = self.nextthink; while (vlen(self.tur_dbg_rvec) < 2) self.tur_dbg_rvec = randomvec() * 4; self.tur_dbg_rvec_x = fabs(self.tur_dbg_rvec.x); self.tur_dbg_rvec_y = fabs(self.tur_dbg_rvec.y); self.tur_dbg_rvec_z = fabs(self.tur_dbg_rvec.z); #endif // Its all good. self.turrcaps_flags |= TFL_TURRCAPS_ISTURRET; self.classname = "turret_main"; self.active = ACTIVE_ACTIVE; // In ONS mode, and linked to a ONS ent. need to call the use to set team. if (g_onslaught && ee) { activator = ee; self.use(); } turret_link(); turret_stdproc_respawn(); turret_tag_fire_update(); return 1; }