1 #include "../../../common/triggers/subs.qh"
3 #define cvar_base "g_turrets_unit_"
5 void turrets_setframe(float _frame, float client_only)
7 if((client_only ? self.clientframe : self.frame ) != _frame)
9 self.SendFlags |= TNSF_ANIM;
10 self.anim_start_time = time;
14 self.clientframe = _frame;
20 float turret_send(entity to, float sf)
23 WriteByte(MSG_ENTITY, ENT_CLIENT_TURRET);
24 WriteByte(MSG_ENTITY, sf);
27 WriteByte(MSG_ENTITY, self.turret_type);
29 WriteCoord(MSG_ENTITY, self.origin.x);
30 WriteCoord(MSG_ENTITY, self.origin.y);
31 WriteCoord(MSG_ENTITY, self.origin.z);
33 WriteAngle(MSG_ENTITY, self.angles.x);
34 WriteAngle(MSG_ENTITY, self.angles.y);
39 WriteShort(MSG_ENTITY, rint(self.tur_head.angles.x));
40 WriteShort(MSG_ENTITY, rint(self.tur_head.angles.y));
45 WriteShort(MSG_ENTITY, rint(self.tur_head.avelocity.x));
46 WriteShort(MSG_ENTITY, rint(self.tur_head.avelocity.y));
51 WriteShort(MSG_ENTITY, rint(self.origin.x));
52 WriteShort(MSG_ENTITY, rint(self.origin.y));
53 WriteShort(MSG_ENTITY, rint(self.origin.z));
55 WriteShort(MSG_ENTITY, rint(self.velocity.x));
56 WriteShort(MSG_ENTITY, rint(self.velocity.y));
57 WriteShort(MSG_ENTITY, rint(self.velocity.z));
59 WriteShort(MSG_ENTITY, rint(self.angles.y));
64 WriteCoord(MSG_ENTITY, self.anim_start_time);
65 WriteByte(MSG_ENTITY, self.frame);
70 WriteByte(MSG_ENTITY, self.team);
73 WriteByte(MSG_ENTITY, 0);
75 WriteByte(MSG_ENTITY, ceil((self.health / self.tur_health) * 255));
81 void load_unit_settings(entity ent, string unitname, float is_reload)
88 if (!ent.turret_scale_damage) ent.turret_scale_damage = 1;
89 if (!ent.turret_scale_range) ent.turret_scale_range = 1;
90 if (!ent.turret_scale_refire) ent.turret_scale_refire = 1;
91 if (!ent.turret_scale_ammo) ent.turret_scale_ammo = 1;
92 if (!ent.turret_scale_aim) ent.turret_scale_aim = 1;
93 if (!ent.turret_scale_health) ent.turret_scale_health = 1;
94 if (!ent.turret_scale_respawn) ent.turret_scale_respawn = 1;
96 sbase = strcat(cvar_base,unitname);
100 ent.tur_head.avelocity = '0 0 0';
102 ent.tur_head.angles = '0 0 0';
105 ent.health = cvar(strcat(sbase,"_health")) * ent.turret_scale_health;
106 ent.respawntime = cvar(strcat(sbase,"_respawntime")) * ent.turret_scale_respawn;
108 ent.shot_dmg = cvar(strcat(sbase,"_shot_dmg")) * ent.turret_scale_damage;
109 ent.shot_refire = cvar(strcat(sbase,"_shot_refire")) * ent.turret_scale_refire;
110 ent.shot_radius = cvar(strcat(sbase,"_shot_radius")) * ent.turret_scale_damage;
111 ent.shot_speed = cvar(strcat(sbase,"_shot_speed"));
112 ent.shot_spread = cvar(strcat(sbase,"_shot_spread"));
113 ent.shot_force = cvar(strcat(sbase,"_shot_force")) * ent.turret_scale_damage;
114 ent.shot_volly = cvar(strcat(sbase,"_shot_volly"));
115 ent.shot_volly_refire = cvar(strcat(sbase,"_shot_volly_refire")) * ent.turret_scale_refire;
117 ent.target_range = cvar(strcat(sbase,"_target_range")) * ent.turret_scale_range;
118 ent.target_range_min = cvar(strcat(sbase,"_target_range_min")) * ent.turret_scale_range;
119 ent.target_range_optimal = cvar(strcat(sbase,"_target_range_optimal")) * ent.turret_scale_range;
120 //ent.target_range_fire = cvar(strcat(sbase,"_target_range_fire")) * ent.turret_scale_range;
122 ent.target_select_rangebias = cvar(strcat(sbase,"_target_select_rangebias"));
123 ent.target_select_samebias = cvar(strcat(sbase,"_target_select_samebias"));
124 ent.target_select_anglebias = cvar(strcat(sbase,"_target_select_anglebias"));
125 ent.target_select_playerbias = cvar(strcat(sbase,"_target_select_playerbias"));
126 //ent.target_select_fov = cvar(cvar_gets(sbase,"_target_select_fov"));
128 ent.ammo_max = cvar(strcat(sbase,"_ammo_max")) * ent.turret_scale_ammo;
129 ent.ammo_recharge = cvar(strcat(sbase,"_ammo_recharge")) * ent.turret_scale_ammo;
131 ent.aim_firetolerance_dist = cvar(strcat(sbase,"_aim_firetolerance_dist"));
132 ent.aim_speed = cvar(strcat(sbase,"_aim_speed")) * ent.turret_scale_aim;
133 ent.aim_maxrot = cvar(strcat(sbase,"_aim_maxrot"));
134 ent.aim_maxpitch = cvar(strcat(sbase,"_aim_maxpitch"));
136 ent.track_type = cvar(strcat(sbase,"_track_type"));
137 ent.track_accel_pitch = cvar(strcat(sbase,"_track_accel_pitch"));
138 ent.track_accel_rot = cvar(strcat(sbase,"_track_accel_rot"));
139 ent.track_blendrate = cvar(strcat(sbase,"_track_blendrate"));
142 if(ent.turret_respawnhook)
143 ent.turret_respawnhook();
146 void turret_projectile_explode()
149 self.takedamage = DAMAGE_NO;
150 self.event_damage = func_null;
153 d = RadiusDamage (self, self.owner, self.owner.shot_dmg, 0, self.owner.shot_radius, self, world, self.owner.shot_force, self.totalfrags, world);
154 self.owner.tur_dbg_dmg_t_h = self.owner.tur_dbg_dmg_t_h + d;
155 self.owner.tur_dbg_dmg_t_f = self.owner.tur_dbg_dmg_t_f + self.owner.shot_dmg;
157 RadiusDamage (self, self.realowner, self.owner.shot_dmg, 0, self.owner.shot_radius, self, world, self.owner.shot_force, self.totalfrags, world);
162 void turret_projectile_touch()
165 turret_projectile_explode();
168 void turret_projectile_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector vforce)
170 self.velocity += vforce;
171 self.health -= damage;
172 //self.realowner = attacker; // Dont change realowner, it does not make much sense for turrets
174 W_PrepareExplosionByDamage(self.owner, turret_projectile_explode);
177 entity turret_projectile(string _snd, float _size, float _health, float _death, float _proj_type, float _cull, float _cli_anim)
181 sound (self, CH_WEAPON_A, _snd, VOL_BASE, ATTEN_NORM);
183 setorigin(proj, self.tur_shotorg);
184 setsize(proj, '-0.5 -0.5 -0.5' * _size, '0.5 0.5 0.5' * _size);
186 proj.realowner = self;
187 proj.bot_dodge = true;
188 proj.bot_dodgerating = self.shot_dmg;
189 proj.think = turret_projectile_explode;
190 proj.touch = turret_projectile_touch;
191 proj.nextthink = time + 9;
192 proj.movetype = MOVETYPE_FLYMISSILE;
193 proj.velocity = normalize(self.tur_shotdir_updated + randomvec() * self.shot_spread) * self.shot_speed;
194 proj.flags = FL_PROJECTILE;
195 proj.enemy = self.enemy;
196 proj.totalfrags = _death;
197 PROJECTILE_MAKETRIGGER(proj);
200 proj.health = _health;
201 proj.takedamage = DAMAGE_YES;
202 proj.event_damage = turret_projectile_damage;
205 proj.flags |= FL_NOTARGET;
207 CSQCProjectile(proj, _cli_anim, _proj_type, _cull);
213 ** updates enemy distances, predicted impact point/time
214 ** and updated aim<->predict impact distance.
216 void turret_do_updates(entity t_turret)
224 enemy_pos = real_origin(self.enemy);
226 turret_tag_fire_update();
228 self.tur_shotdir_updated = v_forward;
229 self.tur_dist_enemy = vlen(self.tur_shotorg - enemy_pos);
230 self.tur_dist_aimpos = vlen(self.tur_shotorg - self.tur_aimpos);
232 /*if((self.firecheck_flags & TFL_FIRECHECK_VERIFIED) && (self.enemy))
234 oldpos = self.enemy.origin;
235 setorigin(self.enemy, self.tur_aimpos);
236 tracebox(self.tur_shotorg, '-1 -1 -1', '1 1 1', self.tur_shotorg + (self.tur_shotdir_updated * self.tur_dist_aimpos), MOVE_NORMAL,self);
237 setorigin(self.enemy, oldpos);
239 if(trace_ent == self.enemy)
240 self.tur_dist_impact_to_aimpos = 0;
242 self.tur_dist_impact_to_aimpos = vlen(trace_endpos - self.tur_aimpos);
245 tracebox(self.tur_shotorg, '-1 -1 -1','1 1 1', self.tur_shotorg + (self.tur_shotdir_updated * self.tur_dist_aimpos), MOVE_NORMAL,self);
247 self.tur_dist_impact_to_aimpos = vlen(trace_endpos - self.tur_aimpos) - (vlen(self.enemy.maxs - self.enemy.mins) * 0.5);
248 self.tur_impactent = trace_ent;
249 self.tur_impacttime = vlen(self.tur_shotorg - trace_endpos) / self.shot_speed;
255 vector turret_fovsearch_pingpong()
258 if(self.phase < time)
260 if( self.tur_head.phase )
261 self.tur_head.phase = 0;
263 self.tur_head.phase = 1;
264 self.phase = time + 5;
267 if( self.tur_head.phase)
268 wish_angle = self.idle_aim + '0 1 0' * (self.aim_maxrot * (self.target_select_fov / 360));
270 wish_angle = self.idle_aim - '0 1 0' * (self.aim_maxrot * (self.target_select_fov / 360));
275 vector turret_fovsearch_steprot()
280 wish_angle = self.tur_head.angles;
281 wish_angle_x = self.idle_aim_x;
283 if (self.phase < time)
285 //rot_add = self.aim_maxrot / self.target_select_fov;
286 wish_angle_y += (self.target_select_fov * 2);
288 if(wish_angle_y > 360)
289 wish_angle_y = wish_angle_y - 360;
291 self.phase = time + 1.5;
297 vector turret_fovsearch_random()
301 if (self.phase < time)
303 wish_angle_y = random() * self.aim_maxrot;
307 wish_angle_x = random() * self.aim_maxpitch;
311 self.phase = time + 5;
313 self.tur_aimpos = wish_angle;
316 return self.idle_aim + self.tur_aimpos;
321 ** Handles head rotation according to
322 ** the units .track_type and .track_flags
324 .float turret_framecounter;
325 void turret_stdproc_track()
327 vector target_angle; // This is where we want to aim
328 vector move_angle; // This is where we can aim
331 v1 = self.tur_head.angles;
332 v2 = self.tur_head.avelocity;
334 if (self.track_flags == TFL_TRACK_NO)
338 target_angle = self.idle_aim - ('1 0 0' * self.aim_maxpitch);
339 else if (self.enemy == world)
342 target_angle = self.idle_aim + self.angles;
344 target_angle = vectoangles(normalize(self.tur_aimpos - self.tur_shotorg));
348 target_angle = vectoangles(normalize(self.tur_aimpos - self.tur_shotorg));
351 self.tur_head.angles_x = anglemods(self.tur_head.angles.x);
352 self.tur_head.angles_y = anglemods(self.tur_head.angles.y);
354 // Find the diffrence between where we currently aim and where we want to aim
355 //move_angle = target_angle - (self.angles + self.tur_head.angles);
356 //move_angle = shortangle_vxy(move_angle,(self.angles + self.tur_head.angles));
358 move_angle = AnglesTransform_ToAngles(AnglesTransform_LeftDivide(AnglesTransform_FromAngles(self.angles), AnglesTransform_FromAngles(target_angle))) - self.tur_head.angles;
359 move_angle = shortangle_vxy(move_angle, self.tur_head.angles);
361 switch(self.track_type)
363 case TFL_TRACKTYPE_STEPMOTOR:
364 f_tmp = self.aim_speed * self.ticrate; // dgr/sec -> dgr/tic
365 if (self.track_flags & TFL_TRACK_PITCH)
367 self.tur_head.angles_x += bound(-f_tmp,move_angle.x, f_tmp);
368 if(self.tur_head.angles.x > self.aim_maxpitch)
369 self.tur_head.angles_x = self.aim_maxpitch;
371 if(self.tur_head.angles.x < -self.aim_maxpitch)
372 self.tur_head.angles_x = self.aim_maxpitch;
375 if (self.track_flags & TFL_TRACK_ROT)
377 self.tur_head.angles_y += bound(-f_tmp, move_angle.y, f_tmp);
378 if(self.tur_head.angles.y > self.aim_maxrot)
379 self.tur_head.angles_y = self.aim_maxrot;
381 if(self.tur_head.angles.y < -self.aim_maxrot)
382 self.tur_head.angles_y = self.aim_maxrot;
386 self.SendFlags |= TNSF_ANG;
390 case TFL_TRACKTYPE_FLUIDINERTIA:
391 f_tmp = self.aim_speed * self.ticrate; // dgr/sec -> dgr/tic
392 move_angle.x = bound(-self.aim_speed, move_angle.x * self.track_accel_pitch * f_tmp, self.aim_speed);
393 move_angle.y = bound(-self.aim_speed, move_angle.y * self.track_accel_rot * f_tmp, self.aim_speed);
394 move_angle = (self.tur_head.avelocity * self.track_blendrate) + (move_angle * (1 - self.track_blendrate));
397 case TFL_TRACKTYPE_FLUIDPRECISE:
399 move_angle.y = bound(-self.aim_speed, move_angle.y, self.aim_speed);
400 move_angle.x = bound(-self.aim_speed, move_angle.x, self.aim_speed);
406 if (self.track_flags & TFL_TRACK_PITCH)
408 self.tur_head.avelocity_x = move_angle.x;
409 if((self.tur_head.angles.x + self.tur_head.avelocity.x * self.ticrate) > self.aim_maxpitch)
411 self.tur_head.avelocity_x = 0;
412 self.tur_head.angles_x = self.aim_maxpitch;
414 self.SendFlags |= TNSF_ANG;
417 if((self.tur_head.angles.x + self.tur_head.avelocity.x * self.ticrate) < -self.aim_maxpitch)
419 self.tur_head.avelocity_x = 0;
420 self.tur_head.angles_x = -self.aim_maxpitch;
422 self.SendFlags |= TNSF_ANG;
427 if (self.track_flags & TFL_TRACK_ROT)
429 self.tur_head.avelocity_y = move_angle.y;
431 if((self.tur_head.angles.y + self.tur_head.avelocity.y * self.ticrate) > self.aim_maxrot)
433 self.tur_head.avelocity_y = 0;
434 self.tur_head.angles_y = self.aim_maxrot;
436 self.SendFlags |= TNSF_ANG;
439 if((self.tur_head.angles.y + self.tur_head.avelocity.y * self.ticrate) < -self.aim_maxrot)
441 self.tur_head.avelocity_y = 0;
442 self.tur_head.angles_y = -self.aim_maxrot;
444 self.SendFlags |= TNSF_ANG;
448 self.SendFlags |= TNSF_AVEL;
450 // Force a angle update every 10'th frame
451 self.turret_framecounter += 1;
452 if(self.turret_framecounter >= 10)
454 self.SendFlags |= TNSF_ANG;
455 self.turret_framecounter = 0;
465 + TFL_FIRECHECK_WORLD
467 + TFL_FIRECHECK_DISTANCES
469 + TFL_FIRECHECK_AIMDIST
470 + TFL_FIRECHECK_REALDIST
471 - TFL_FIRECHECK_ANGLEDIST
472 - TFL_FIRECHECK_TEAMCECK
474 + TFL_FIRECHECK_OWM_AMMO
475 + TFL_FIRECHECK_OTHER_AMMO
476 + TFL_FIRECHECK_REFIRE
480 ** Preforms pre-fire checks based on the uints firecheck_flags
482 float turret_stdproc_firecheck()
484 // This one just dont care =)
485 if (self.firecheck_flags & TFL_FIRECHECK_NO)
488 if (self.enemy == world)
492 if (self.firecheck_flags & TFL_FIRECHECK_REFIRE)
493 if (self.attack_finished_single > time) return 0;
495 // Special case: volly fire turret that has to fire a full volly if a shot was fired.
496 if (self.shoot_flags & TFL_SHOOT_VOLLYALWAYS)
497 if (self.volly_counter != self.shot_volly)
498 if(self.ammo >= self.shot_dmg)
501 // Lack of zombies makes shooting dead things unnecessary :P
502 if (self.firecheck_flags & TFL_FIRECHECK_DEAD)
503 if (self.enemy.deadflag != DEAD_NO)
507 if (self.firecheck_flags & TFL_FIRECHECK_OWM_AMMO)
508 if (self.ammo < self.shot_dmg)
511 // Other's ammo? (support-supply units)
512 if (self.firecheck_flags & TFL_FIRECHECK_OTHER_AMMO)
513 if (self.enemy.ammo >= self.enemy.ammo_max)
516 // Target of opertunity?
517 if(turret_validate_target(self, self.tur_impactent, self.target_validate_flags) > 0)
519 self.enemy = self.tur_impactent;
523 if (self.firecheck_flags & TFL_FIRECHECK_DISTANCES)
526 if (self.tur_dist_aimpos < self.target_range_min)
527 if(turret_validate_target(self, self.tur_impactent, self.target_validate_flags) > 0)
528 return 1; // Target of opertunity?
534 if (self.firecheck_flags & TFL_FIRECHECK_AFF)
535 if (self.tur_impactent.team == self.team)
538 // aim<->predicted impact
539 if (self.firecheck_flags & TFL_FIRECHECK_AIMDIST)
540 if (self.tur_dist_impact_to_aimpos > self.aim_firetolerance_dist)
544 if (self.shot_volly > 1)
545 if (self.volly_counter == self.shot_volly)
546 if (self.ammo < (self.shot_dmg * self.shot_volly))
549 /*if(self.firecheck_flags & TFL_FIRECHECK_VERIFIED)
550 if(self.tur_impactent != self.enemy)
557 + TFL_TARGETSELECT_NO
558 + TFL_TARGETSELECT_LOS
559 + TFL_TARGETSELECT_PLAYERS
560 + TFL_TARGETSELECT_MISSILES
561 - TFL_TARGETSELECT_TRIGGERTARGET
562 + TFL_TARGETSELECT_ANGLELIMITS
563 + TFL_TARGETSELECT_RANGELIMTS
564 + TFL_TARGETSELECT_TEAMCHECK
565 - TFL_TARGETSELECT_NOBUILTIN
566 + TFL_TARGETSELECT_OWNTEAM
570 ** Evaluate a entity for target valitity based on validate_flags
571 ** NOTE: the caller must check takedamage before calling this, to inline this check.
573 float turret_validate_target(entity e_turret, entity e_target, float validate_flags)
577 //if(!validate_flags & TFL_TARGETSELECT_NOBUILTIN)
580 if(e_target.owner == e_turret)
583 if (!checkpvs(e_target.origin, e_turret))
590 if (substring(e_target.classname, 0, 10) == "onslaught_") // don't attack onslaught targets, that's the player's job!
593 if (validate_flags & TFL_TARGETSELECT_NO)
596 // If only this was used more..
597 if (e_target.flags & FL_NOTARGET)
601 if(e_target.vehicle_flags & VHF_ISVEHICLE)
603 if (e_target.vehicle_health <= 0)
606 else if (e_target.health <= 0)
610 if (IS_CLIENT(e_target))
612 if (!(validate_flags & TFL_TARGETSELECT_PLAYERS))
615 if (e_target.deadflag != DEAD_NO)
620 if (validate_flags & TFL_TARGETSELECT_NOTURRETS)
621 if (e_target.turret_firefunc || e_target.owner.tur_head == e_target)
622 if(e_target.team != e_turret.team) // Dont break support units.
626 if (e_target.flags & FL_PROJECTILE)
627 if (!(validate_flags & TFL_TARGETSELECT_MISSILES))
630 if (validate_flags & TFL_TARGETSELECT_MISSILESONLY)
631 if (!(e_target.flags & FL_PROJECTILE))
635 if (validate_flags & TFL_TARGETSELECT_TEAMCHECK)
637 if (validate_flags & TFL_TARGETSELECT_OWNTEAM)
639 if (e_target.team != e_turret.team)
642 if (e_turret.team != e_target.owner.team)
647 if (e_target.team == e_turret.team)
650 if (e_turret.team == e_target.owner.team)
656 tvt_dist = vlen(e_turret.origin - real_origin(e_target));
657 if (validate_flags & TFL_TARGETSELECT_RANGELIMTS)
659 if (tvt_dist < e_turret.target_range_min)
662 if (tvt_dist > e_turret.target_range)
666 // Can we even aim this thing?
667 tvt_thadv = angleofs3(e_turret.tur_head.origin, e_turret.angles + e_turret.tur_head.angles, e_target);
668 tvt_tadv = shortangle_vxy(angleofs(e_turret, e_target), e_turret.angles);
669 tvt_thadf = vlen(tvt_thadv);
670 tvt_tadf = vlen(tvt_tadv);
673 if(validate_flags & TFL_TARGETSELECT_FOV)
675 if(e_turret.target_select_fov < tvt_thadf)
680 if (validate_flags & TFL_TARGETSELECT_ANGLELIMITS)
682 if (fabs(tvt_tadv.x) > e_turret.aim_maxpitch)
685 if (fabs(tvt_tadv.y) > e_turret.aim_maxrot)
690 if (validate_flags & TFL_TARGETSELECT_LOS)
692 v_tmp = real_origin(e_target) + ((e_target.mins + e_target.maxs) * 0.5);
694 traceline(e_turret.origin + '0 0 16', v_tmp, 0, e_turret);
696 if (e_turret.aim_firetolerance_dist < vlen(v_tmp - trace_endpos))
700 if (e_target.classname == "grapplinghook")
704 if (e_target.classname == "func_button")
708 #ifdef TURRET_DEBUG_TARGETSELECT
709 dprint("Target:",e_target.netname," is a valid target for ",e_turret.netname,"\n");
715 entity turret_select_target()
717 entity e; // target looper entity
718 float score; // target looper entity score
719 entity e_enemy; // currently best scoreing target
720 float m_score; // currently best scoreing target's score
723 if(self.enemy && self.enemy.takedamage && turret_validate_target(self,self.enemy,self.target_validate_flags) > 0)
725 e_enemy = self.enemy;
726 m_score = self.turret_score_target(self,e_enemy) * self.target_select_samebias;
729 e_enemy = self.enemy = world;
731 e = findradius(self.origin, self.target_range);
733 // Nothing to aim at?
741 float f = turret_validate_target(self, e, self.target_select_flags);
742 //dprint("F is: ", ftos(f), "\n");
745 score = self.turret_score_target(self,e);
746 if ((score > m_score) && (score > 0))
763 self.nextthink = time + self.ticrate;
765 // ONS uses somewhat backwards linking.
771 e = find(world, targetname,self.target);
776 if (self.team != self.tur_head.team)
777 turret_stdproc_respawn();
781 if (self.tur_dbg_tmr1 < time)
783 if (self.enemy) paint_target (self.enemy,128,self.tur_dbg_rvec,0.9);
784 paint_target(self,256,self.tur_dbg_rvec,0.9);
785 self.tur_dbg_tmr1 = time + 1;
790 if (!(self.spawnflags & TSF_NO_AMMO_REGEN))
791 if (self.ammo < self.ammo_max)
792 self.ammo = min(self.ammo + self.ammo_recharge, self.ammo_max);
794 // Inactive turrets needs to run the think loop,
795 // So they can handle animation and wake up if need be.
798 turret_stdproc_track();
802 // This is typicaly used for zaping every target in range
803 // turret_fusionreactor uses this to recharge friendlys.
804 if (self.shoot_flags & TFL_SHOOT_HITALLVALID)
806 // Do a self.turret_fire for every valid target.
807 e = findradius(self.origin,self.target_range);
812 if (turret_validate_target(self,e,self.target_validate_flags))
816 turret_do_updates(self);
818 if (self.turret_firecheckfunc())
827 else if(self.shoot_flags & TFL_SHOOT_CUSTOM)
829 // This one is doing something.. oddball. assume its handles what needs to be handled.
832 if (!(self.aim_flags & TFL_AIM_NO))
833 self.tur_aimpos = turret_stdproc_aim_generic();
836 if (!(self.track_flags & TFL_TRACK_NO))
837 turret_stdproc_track();
839 turret_do_updates(self);
842 if (self.turret_firecheckfunc())
847 // Special case for volly always. if it fired once it must compleate the volly.
848 if(self.shoot_flags & TFL_SHOOT_VOLLYALWAYS)
849 if(self.volly_counter != self.shot_volly)
851 // Predict or whatnot
852 if (!(self.aim_flags & TFL_AIM_NO))
853 self.tur_aimpos = turret_stdproc_aim_generic();
856 if (!(self.track_flags & TFL_TRACK_NO))
857 turret_stdproc_track();
859 turret_do_updates(self);
862 if (self.turret_firecheckfunc() != 0)
865 if(self.turret_postthink)
866 self.turret_postthink();
871 // Check if we have a vailid enemy, and try to find one if we dont.
873 // g_turrets_targetscan_maxdelay forces a target re-scan at least this often
874 float do_target_scan = 0;
875 if((self.target_select_time + autocvar_g_turrets_targetscan_maxdelay) < time)
878 // Old target (if any) invalid?
879 if(self.target_validate_time < time)
880 if (turret_validate_target(self, self.enemy, self.target_validate_flags) <= 0)
883 self.target_validate_time = time + 0.5;
887 // But never more often then g_turrets_targetscan_mindelay!
888 if (self.target_select_time + autocvar_g_turrets_targetscan_mindelay > time)
893 self.enemy = turret_select_target();
894 self.target_select_time = time;
897 // No target, just go to idle, do any custom stuff and bail.
898 if (self.enemy == world)
901 if (!(self.track_flags & TFL_TRACK_NO))
902 turret_stdproc_track();
904 // do any per-turret stuff
905 if(self.turret_postthink)
906 self.turret_postthink();
912 self.lip = time + autocvar_g_turrets_aimidle_delay; // Keep track of the last time we had a target.
915 if (!(self.aim_flags & TFL_AIM_NO))
916 self.tur_aimpos = turret_stdproc_aim_generic();
919 if (!(self.track_flags & TFL_TRACK_NO))
920 turret_stdproc_track();
922 turret_do_updates(self);
925 if (self.turret_firecheckfunc())
929 // do any custom per-turret stuff
930 if(self.turret_postthink)
931 self.turret_postthink();
936 if (autocvar_g_turrets_nofire != 0)
939 self.turret_firefunc();
941 self.attack_finished_single = time + self.shot_refire;
942 self.ammo -= self.shot_dmg;
943 self.volly_counter = self.volly_counter - 1;
945 if (self.volly_counter <= 0)
947 self.volly_counter = self.shot_volly;
949 if (self.shoot_flags & TFL_SHOOT_CLEARTARGET)
952 if (self.shot_volly > 1)
953 self.attack_finished_single = time + self.shot_volly_refire;
957 if (self.enemy) paint_target3(self.tur_aimpos, 64, self.tur_dbg_rvec, self.tur_impacttime + 0.25);
961 void turret_stdproc_fire()
963 dprint("^1Bang, ^3your dead^7 ",self.enemy.netname,"! ^1(turret with no real firefunc)\n");
967 When .used a turret switch team to activator.team.
968 If activator is world, the turret go inactive.
970 void turret_stdproc_use()
972 dprint("Turret ",self.netname, " used by ", activator.classname, "\n");
974 self.team = activator.team;
977 self.active = ACTIVE_NOT;
979 self.active = ACTIVE_ACTIVE;
985 Net_LinkEntity(self, true, 0, turret_send);
986 self.think = turret_think;
987 self.nextthink = time;
988 self.tur_head.effects = EF_NODRAW;
991 void turrets_manager_think()
993 self.nextthink = time + 1;
996 if (autocvar_g_turrets_reloadcvars == 1)
1001 if (e.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
1003 load_unit_settings(e,e.cvar_basename,1);
1004 if(e.turret_postthink)
1005 e.turret_postthink();
1010 cvar_set("g_turrets_reloadcvars","0");
1015 * Standard turret initialization. use this!
1016 * (unless you have a very good reason not to)
1017 * if the return value is 0, the turret should be removed.
1019 float turret_stdproc_init (string cvar_base_name, string base, string head, float _turret_type)
1021 entity e, ee = world;
1023 // Are turrets allowed?
1024 if (autocvar_g_turrets == 0)
1027 if(_turret_type < 1 || _turret_type > TID_LAST)
1029 dprint("Invalid / Unkown turret type\"", ftos(_turret_type), "\", aborting!\n");
1032 self.turret_type = _turret_type;
1034 e = find(world, classname, "turret_manager");
1038 e.classname = "turret_manager";
1039 e.think = turrets_manager_think;
1040 e.nextthink = time + 2;
1043 if (!(self.spawnflags & TSF_SUSPENDED))
1044 builtin_droptofloor(); // why can't we use regular droptofloor here?
1046 // Terrainbase spawnflag. This puts a enlongated model
1047 // under the turret, so it looks ok on uneaven surfaces.
1048 /* TODO: Handle this with CSQC
1049 if (self.spawnflags & TSF_TERRAINBASE)
1053 setmodel(tb,"models/turrets/terrainbase.md3");
1054 setorigin(tb,self.origin);
1055 tb.solid = SOLID_BBOX;
1059 self.cvar_basename = cvar_base_name;
1060 load_unit_settings(self, self.cvar_basename, 0);
1062 self.effects = EF_NODRAW;
1064 // Handle turret teams.
1066 self.team = MAX_SHOT_DISTANCE; // Group all turrets into the same team, so they dont kill eachother.
1067 else if(g_onslaught && self.targetname)
1069 e = find(world,target,self.targetname);
1077 self.team = MAX_SHOT_DISTANCE; // Group all turrets into the same team, so they dont kill eachother.
1080 * Try to guess some reasonaly defaults
1081 * for missing params and do sanety checks
1082 * thise checks could produce some "interesting" results
1083 * if it hits a glitch in my logic :P so try to set as mutch
1084 * as possible beforehand.
1088 if (self.turrcaps_flags & TFL_TURRCAPS_SUPPORT)
1089 self.ticrate = 0.2; // Support units generaly dont need to have a high speed ai-loop
1091 self.ticrate = 0.1; // 10 fps for normal turrets
1094 self.ticrate = bound(sys_frametime, self.ticrate, 60); // keep it sane
1097 if (self.netname == "")
1098 self.netname = self.classname;
1100 if (!self.respawntime)
1101 self.respawntime = 60;
1102 self.respawntime = max(-1, self.respawntime);
1106 self.tur_health = max(1, self.health);
1107 self.bot_attack = true;
1108 self.monster_attack = true;
1110 if (!self.turrcaps_flags)
1111 self.turrcaps_flags = TFL_TURRCAPS_RADIUSDMG | TFL_TURRCAPS_MEDPROJ | TFL_TURRCAPS_PLAYERKILL;
1113 if (!self.damage_flags)
1114 self.damage_flags = TFL_DMG_YES | TFL_DMG_RETALIATE | TFL_DMG_AIMSHAKE;
1117 if (!self.shot_refire)
1118 self.shot_refire = 1;
1119 self.shot_refire = bound(0.01, self.shot_refire, 9999);
1122 self.shot_dmg = self.shot_refire * 50;
1123 self.shot_dmg = max(1, self.shot_dmg);
1125 if (!self.shot_radius)
1126 self.shot_radius = self.shot_dmg * 0.5;
1127 self.shot_radius = max(1, self.shot_radius);
1129 if (!self.shot_speed)
1130 self.shot_speed = 2500;
1131 self.shot_speed = max(1, self.shot_speed);
1133 if (!self.shot_spread)
1134 self.shot_spread = 0.0125;
1135 self.shot_spread = bound(0.0001, self.shot_spread, 500);
1137 if (!self.shot_force)
1138 self.shot_force = self.shot_dmg * 0.5 + self.shot_radius * 0.5;
1139 self.shot_force = bound(0.001, self.shot_force, 5000);
1141 if (!self.shot_volly)
1142 self.shot_volly = 1;
1143 self.shot_volly = bound(1, self.shot_volly, floor(self.ammo_max / self.shot_dmg));
1145 if (!self.shot_volly_refire)
1146 self.shot_volly_refire = self.shot_refire * self.shot_volly;
1147 self.shot_volly_refire = bound(self.shot_refire, self.shot_volly_refire, 60);
1149 if (!self.firecheck_flags)
1150 self.firecheck_flags = TFL_FIRECHECK_DEAD | TFL_FIRECHECK_DISTANCES |
1151 TFL_FIRECHECK_LOS | TFL_FIRECHECK_AIMDIST | TFL_FIRECHECK_TEAMCECK |
1152 TFL_FIRECHECK_OWM_AMMO | TFL_FIRECHECK_REFIRE;
1155 if (!self.target_range)
1156 self.target_range = self.shot_speed * 0.5;
1157 self.target_range = bound(0, self.target_range, MAX_SHOT_DISTANCE);
1159 if (!self.target_range_min)
1160 self.target_range_min = self.shot_radius * 2;
1161 self.target_range_min = bound(0, self.target_range_min, MAX_SHOT_DISTANCE);
1163 if (!self.target_range_optimal)
1164 self.target_range_optimal = self.target_range * 0.5;
1165 self.target_range_optimal = bound(0, self.target_range_optimal, MAX_SHOT_DISTANCE);
1169 if (!self.aim_maxrot)
1170 self.aim_maxrot = 90;
1171 self.aim_maxrot = bound(0, self.aim_maxrot, 360);
1173 if (!self.aim_maxpitch)
1174 self.aim_maxpitch = 20;
1175 self.aim_maxpitch = bound(0, self.aim_maxpitch, 90);
1177 if (!self.aim_speed)
1178 self.aim_speed = 36;
1179 self.aim_speed = bound(0.1, self.aim_speed, 1000);
1181 if (!self.aim_firetolerance_dist)
1182 self.aim_firetolerance_dist = 5 + (self.shot_radius * 2);
1183 self.aim_firetolerance_dist = bound(0.1, self.aim_firetolerance_dist, MAX_SHOT_DISTANCE);
1185 if (!self.aim_flags)
1187 self.aim_flags = TFL_AIM_LEAD | TFL_AIM_SHOTTIMECOMPENSATE;
1188 if(self.turrcaps_flags & TFL_TURRCAPS_RADIUSDMG)
1189 self.aim_flags |= TFL_AIM_GROUNDGROUND;
1192 if (!self.track_type)
1193 self.track_type = TFL_TRACKTYPE_STEPMOTOR;
1195 if (self.track_type != TFL_TRACKTYPE_STEPMOTOR)
1197 // Fluid / Ineria mode. Looks mutch nicer.
1198 // Can reduce aim preformance alot, needs a bit diffrent aimspeed
1200 if (!self.aim_speed)
1201 self.aim_speed = 180;
1202 self.aim_speed = bound(0.1, self.aim_speed, 1000);
1204 if (!self.track_accel_pitch)
1205 self.track_accel_pitch = 0.5;
1207 if (!self.track_accel_rot)
1208 self.track_accel_rot = 0.5;
1210 if (!self.track_blendrate)
1211 self.track_blendrate = 0.35;
1214 if (!self.track_flags)
1215 self.track_flags = TFL_TRACK_PITCH | TFL_TRACK_ROT;
1218 // Target selection stuff.
1219 if (!self.target_select_rangebias)
1220 self.target_select_rangebias = 1;
1221 self.target_select_rangebias = bound(-10, self.target_select_rangebias, 10);
1223 if (!self.target_select_samebias)
1224 self.target_select_samebias = 1;
1225 self.target_select_samebias = bound(-10, self.target_select_samebias, 10);
1227 if (!self.target_select_anglebias)
1228 self.target_select_anglebias = 1;
1229 self.target_select_anglebias = bound(-10, self.target_select_anglebias, 10);
1231 if (!self.target_select_missilebias)
1232 self.target_select_missilebias = -10;
1234 self.target_select_missilebias = bound(-10, self.target_select_missilebias, 10);
1235 self.target_select_playerbias = bound(-10, self.target_select_playerbias, 10);
1237 if (!self.target_select_flags)
1239 self.target_select_flags = TFL_TARGETSELECT_LOS | TFL_TARGETSELECT_TEAMCHECK
1240 | TFL_TARGETSELECT_RANGELIMTS | TFL_TARGETSELECT_ANGLELIMITS;
1242 if (self.turrcaps_flags & TFL_TURRCAPS_MISSILEKILL)
1243 self.target_select_flags |= TFL_TARGETSELECT_MISSILES;
1245 if (self.turrcaps_flags & TFL_TURRCAPS_PLAYERKILL)
1246 self.target_select_flags |= TFL_TARGETSELECT_PLAYERS;
1248 // self.target_select_flags = TFL_TARGETSELECT_NO;
1251 self.target_validate_flags = self.target_select_flags;
1255 self.ammo_max = self.shot_dmg * 10;
1256 self.ammo_max = max(self.shot_dmg, self.ammo_max);
1259 self.ammo = self.shot_dmg * 5;
1260 self.ammo = bound(0,self.ammo, self.ammo_max);
1262 if (!self.ammo_recharge)
1263 self.ammo_recharge = self.shot_dmg * 0.5;
1264 self.ammo_recharge = max(0 ,self.ammo_recharge);
1266 // Convert the recharge from X per sec to X per ticrate
1267 self.ammo_recharge = self.ammo_recharge * self.ticrate;
1269 if (!self.ammo_flags)
1270 self.ammo_flags = TFL_AMMO_ENERGY | TFL_AMMO_RECHARGE;
1273 if(self.spawnflags & TSL_NO_RESPAWN)
1274 if (!(self.damage_flags & TFL_DMG_DEATH_NORESPAWN))
1275 self.damage_flags |= TFL_DMG_DEATH_NORESPAWN;
1277 // Offsets & origins
1278 if (!self.tur_shotorg) self.tur_shotorg = '50 0 50';
1284 if(MUTATOR_CALLHOOK(TurretSpawn))
1287 // End of default & sanety checks, start building the turret.
1290 self.tur_head = spawn();
1291 self.tur_head.netname = self.tur_head.classname = "turret_head";
1292 self.tur_head.team = self.team;
1293 self.tur_head.owner = self;
1295 setmodel(self, base);
1296 setmodel(self.tur_head, head);
1298 setsize(self, '-32 -32 0', '32 32 64');
1299 setsize(self.tur_head, '0 0 0', '0 0 0');
1301 setorigin(self.tur_head, '0 0 0');
1302 setattachment(self.tur_head, self, "tag_head");
1304 self.tur_health = self.health;
1305 self.solid = SOLID_BBOX;
1306 self.tur_head.solid = SOLID_NOT;
1307 self.takedamage = DAMAGE_AIM;
1308 self.tur_head.takedamage = DAMAGE_NO;
1309 self.movetype = MOVETYPE_NOCLIP;
1310 self.tur_head.movetype = MOVETYPE_NOCLIP;
1313 if (!self.tur_defend)
1314 if (self.target != "")
1316 self.tur_defend = find(world, targetname, self.target);
1317 if (self.tur_defend == world)
1320 dprint("Turret has invalid defendpoint!\n");
1324 // In target defend mode, aim on the spot to defend when idle.
1325 if (self.tur_defend)
1326 self.idle_aim = self.tur_head.angles + angleofs(self.tur_head, self.tur_defend);
1328 self.idle_aim = '0 0 0';
1330 // Attach stdprocs. override when and what needed
1331 self.turret_firecheckfunc = turret_stdproc_firecheck;
1332 self.turret_firefunc = turret_stdproc_fire;
1333 self.event_damage = turret_stdproc_damage;
1335 if (self.turrcaps_flags & TFL_TURRCAPS_SUPPORT)
1336 self.turret_score_target = turret_stdproc_targetscore_support;
1338 self.turret_score_target = turret_stdproc_targetscore_generic;
1340 self.use = turret_stdproc_use;
1343 self.nextthink = time + 1;
1344 self.nextthink += turret_count * sys_frametime;
1346 self.tur_head.team = self.team;
1347 self.view_ofs = '0 0 0';
1350 self.tur_dbg_start = self.nextthink;
1351 while (vlen(self.tur_dbg_rvec) < 2)
1352 self.tur_dbg_rvec = randomvec() * 4;
1354 self.tur_dbg_rvec_x = fabs(self.tur_dbg_rvec.x);
1355 self.tur_dbg_rvec_y = fabs(self.tur_dbg_rvec.y);
1356 self.tur_dbg_rvec_z = fabs(self.tur_dbg_rvec.z);
1360 self.turrcaps_flags |= TFL_TURRCAPS_ISTURRET;
1362 self.classname = "turret_main";
1364 self.active = ACTIVE_ACTIVE;
1366 // In ONS mode, and linked to a ONS ent. need to call the use to set team.
1367 if (g_onslaught && ee)
1374 turret_stdproc_respawn();
1375 turret_tag_fire_update();