Fix MLRS and Hellion (animations and logic)
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / tturrets / system / system_main.qc
1 #define cvar_base "g_turrets_unit_"
2
3 /*
4 float turret_customizeentityforclient()
5 {
6 }
7
8 float Turret_SendEntity(entity to, float sf)
9 {
10
11         WriteByte(MSG_ENTITY, ENT_CLIENT_TURRET);
12         WriteCoord(MSG_ENTITY, self.tur_head.angles_x);
13         WriteCoord(MSG_ENTITY, self.tur_head.angles_y);
14     WriteByte(MSG_ENTITY, self.tur_head.frame);
15
16         //WriteCoord(MSG_ENTITY, self.tur_head.angles_z);
17
18         return TRUE;
19 }
20 */
21
22 void load_unit_settings(entity ent, string unitname, float is_reload)
23 {
24     string sbase;
25
26     if (ent == world)
27         return;
28
29     if not (ent.turret_scale_damage)    ent.turret_scale_damage  = 1;
30     if not (ent.turret_scale_range)     ent.turret_scale_range   = 1;
31     if not (ent.turret_scale_refire)    ent.turret_scale_refire  = 1;
32     if not (ent.turret_scale_ammo)      ent.turret_scale_ammo    = 1;
33     if not (ent.turret_scale_aim)       ent.turret_scale_aim     = 1;
34     if not (ent.turret_scale_health)    ent.turret_scale_health  = 1;
35     if not (ent.turret_scale_respawn)   ent.turret_scale_respawn = 1;
36
37     sbase = strcat(cvar_base,unitname);
38     if (is_reload)
39     {
40         ent.enemy = world;
41         ent.tur_head.avelocity = '0 0 0';
42
43         ent.tur_head.angles = '0 0 0';
44     }
45
46     ent.health      = cvar(strcat(sbase,"_health")) * ent.turret_scale_health;
47     ent.respawntime = cvar(strcat(sbase,"_respawntime")) * ent.turret_scale_respawn;
48
49     ent.shot_dmg          = cvar(strcat(sbase,"_shot_dmg")) * ent.turret_scale_damage;
50     ent.shot_refire       = cvar(strcat(sbase,"_shot_refire")) * ent.turret_scale_refire;
51     ent.shot_radius       = cvar(strcat(sbase,"_shot_radius")) * ent.turret_scale_damage;
52     ent.shot_speed        = cvar(strcat(sbase,"_shot_speed"));
53     ent.shot_spread       = cvar(strcat(sbase,"_shot_spread"));
54     ent.shot_force        = cvar(strcat(sbase,"_shot_force")) * ent.turret_scale_damage;
55     ent.shot_volly        = cvar(strcat(sbase,"_shot_volly"));
56     ent.shot_volly_refire = cvar(strcat(sbase,"_shot_volly_refire")) * ent.turret_scale_refire;
57
58     ent.target_range         = cvar(strcat(sbase,"_target_range")) * ent.turret_scale_range;
59     ent.target_range_min     = cvar(strcat(sbase,"_target_range_min")) * ent.turret_scale_range;
60     ent.target_range_optimal = cvar(strcat(sbase,"_target_range_optimal")) * ent.turret_scale_range;
61     //ent.target_range_fire    = cvar(strcat(sbase,"_target_range_fire")) * ent.turret_scale_range;
62
63     ent.target_select_rangebias  = cvar(strcat(sbase,"_target_select_rangebias"));
64     ent.target_select_samebias   = cvar(strcat(sbase,"_target_select_samebias"));
65     ent.target_select_anglebias  = cvar(strcat(sbase,"_target_select_anglebias"));
66     ent.target_select_playerbias = cvar(strcat(sbase,"_target_select_playerbias"));
67     //ent.target_select_fov = cvar(cvar_gets(sbase,"_target_select_fov"));
68
69     ent.ammo_max      = cvar(strcat(sbase,"_ammo_max")) * ent.turret_scale_ammo;
70     ent.ammo_recharge = cvar(strcat(sbase,"_ammo_recharge")) * ent.turret_scale_ammo;
71
72     ent.aim_firetolerance_dist = cvar(strcat(sbase,"_aim_firetolerance_dist"));
73     ent.aim_speed    = cvar(strcat(sbase,"_aim_speed")) * ent.turret_scale_aim;
74     ent.aim_maxrot   = cvar(strcat(sbase,"_aim_maxrot"));
75     ent.aim_maxpitch = cvar(strcat(sbase,"_aim_maxpitch"));
76
77     ent.track_type        = cvar(strcat(sbase,"_track_type"));
78     ent.track_accel_pitch = cvar(strcat(sbase,"_track_accel_pitch"));
79     ent.track_accel_rot   = cvar(strcat(sbase,"_track_accel_rot"));
80     ent.track_blendrate   = cvar(strcat(sbase,"_track_blendrate"));
81
82     if(is_reload)
83         if(ent.turret_respawnhook)
84             ent.turret_respawnhook();
85 }
86
87
88 /**
89 ** updates enemy distances, predicted impact point/time
90 ** and updated aim<->predict impact distance.
91 **/
92 void turret_do_updates(entity t_turret)
93 {
94     vector enemy_pos, oldpos;
95     entity oldself;
96
97     oldself = self;
98     self = t_turret;
99
100     enemy_pos = real_origin(self.enemy);
101
102     turret_tag_fire_update();
103
104     self.tur_shotdir_updated = v_forward;
105     self.tur_dist_enemy  = vlen(self.tur_shotorg - enemy_pos);
106     self.tur_dist_aimpos = vlen(self.tur_shotorg - self.tur_aimpos);
107
108     if((self.firecheck_flags & TFL_FIRECHECK_VERIFIED) && (self.enemy))
109     {
110         oldpos = self.enemy.origin;
111         setorigin(self.enemy,self.tur_aimpos);
112         tracebox(self.tur_shotorg, '-1 -1 -1','1 1 1',self.tur_shotorg + (self.tur_shotdir_updated * self.tur_dist_aimpos),MOVE_NORMAL,self);
113         setorigin(self.enemy,oldpos);
114
115         if(trace_ent == self.enemy)
116             self.tur_dist_impact_to_aimpos = 0;
117         else
118             self.tur_dist_impact_to_aimpos = vlen(trace_endpos - self.tur_aimpos);
119
120
121     }
122     else
123         tracebox(self.tur_shotorg, '-1 -1 -1','1 1 1', self.tur_shotorg + (self.tur_shotdir_updated * self.tur_dist_aimpos),MOVE_NORMAL,self);
124         
125         self.tur_dist_impact_to_aimpos = vlen(trace_endpos - self.tur_aimpos) - (vlen(self.enemy.maxs - self.enemy.mins) * 0.5);                
126         self.tur_impactent             = trace_ent;
127         self.tur_impacttime            = vlen(self.tur_shotorg - trace_endpos) / self.shot_speed;
128
129     self = oldself;
130 }
131
132 /*
133 vector turret_fovsearch_pingpong()
134 {
135     vector wish_angle;
136     if(self.phase < time)
137     {
138         if( self.tur_head.phase )
139             self.tur_head.phase = 0;
140         else
141             self.tur_head.phase = 1;
142         self.phase = time + 5;
143     }
144
145     if( self.tur_head.phase)
146         wish_angle = self.idle_aim + '0 1 0' * (self.aim_maxrot * (self.target_select_fov / 360));
147     else
148         wish_angle = self.idle_aim - '0 1 0' * (self.aim_maxrot * (self.target_select_fov / 360));
149
150     return wish_angle;
151 }
152
153 vector turret_fovsearch_steprot()
154 {
155     vector wish_angle;
156     //float rot_add;
157
158     wish_angle   = self.tur_head.angles;
159     wish_angle_x = self.idle_aim_x;
160
161     if (self.phase < time)
162     {
163         //rot_add = self.aim_maxrot / self.target_select_fov;
164         wish_angle_y += (self.target_select_fov * 2);
165
166         if(wish_angle_y > 360)
167             wish_angle_y = wish_angle_y - 360;
168
169          self.phase = time + 1.5;
170     }
171
172     return wish_angle;
173 }
174
175 vector turret_fovsearch_random()
176 {
177     vector wish_angle;
178
179     if (self.phase < time)
180     {
181         wish_angle_y = random() * self.aim_maxrot;
182         if(random() < 0.5)
183             wish_angle_y *= -1;
184
185         wish_angle_x = random() * self.aim_maxpitch;
186         if(random() < 0.5)
187             wish_angle_x *= -1;
188
189         self.phase = time + 5;
190
191         self.tur_aimpos = wish_angle;
192     }
193
194     return self.idle_aim + self.tur_aimpos;
195 }
196 */
197
198 /**
199 ** Handles head rotation according to
200 ** the units .track_type and .track_flags
201 **/
202 void turret_stdproc_track()
203 {
204     vector target_angle; // This is where we want to aim
205     vector move_angle;   // This is where we can aim
206     float f_tmp;
207
208     if (self.track_flags == TFL_TRACK_NO)
209         return;
210
211     if not (self.tur_active)
212         target_angle = self.idle_aim - ('1 0 0' * self.aim_maxpitch);
213     else if (self.enemy == world)
214     {
215         if(time > self.lip)
216             target_angle = self.idle_aim + self.angles;
217         else
218             target_angle = vectoangles(normalize(self.tur_aimpos - self.tur_shotorg));
219     }
220     else
221     {
222         target_angle = vectoangles(normalize(self.tur_aimpos - self.tur_shotorg)); 
223     }
224     
225     self.tur_head.angles_x = anglemods(self.tur_head.angles_x);
226     self.tur_head.angles_y = anglemods(self.tur_head.angles_y);
227
228     // Find the diffrence between where we currently aim and where we want to aim
229     move_angle = target_angle - (self.angles + self.tur_head.angles);
230     move_angle = shortangle_vxy(move_angle,(self.angles + self.tur_head.angles));
231
232     switch(self.track_type)
233     {
234         case TFL_TRACKTYPE_STEPMOTOR:
235             f_tmp = self.aim_speed * self.ticrate; // dgr/sec -> dgr/tic
236             if (self.track_flags & TFL_TRACK_PITCH)
237             {
238                 self.tur_head.angles_x += bound(-f_tmp,move_angle_x, f_tmp);
239                 if(self.tur_head.angles_x > self.aim_maxpitch)
240                     self.tur_head.angles_x = self.aim_maxpitch;
241
242                 if(self.tur_head.angles_x  < -self.aim_maxpitch)
243                     self.tur_head.angles_x = self.aim_maxpitch;
244             }
245
246             if (self.track_flags & TFL_TRACK_ROT)
247             {
248                 self.tur_head.angles_y += bound(-f_tmp, move_angle_y, f_tmp);
249                 if(self.tur_head.angles_y > self.aim_maxrot)
250                     self.tur_head.angles_y = self.aim_maxrot;
251
252                 if(self.tur_head.angles_y  < -self.aim_maxrot)
253                     self.tur_head.angles_y = self.aim_maxrot;
254             }
255
256             return;
257
258         case TFL_TRACKTYPE_FLUIDINERTIA:
259             f_tmp = self.aim_speed * self.ticrate; // dgr/sec -> dgr/tic
260             move_angle_x = bound(-self.aim_speed, move_angle_x * self.track_accel_pitch * f_tmp, self.aim_speed);
261             move_angle_y = bound(-self.aim_speed, move_angle_y * self.track_accel_rot * f_tmp, self.aim_speed);
262             move_angle = (self.tur_head.avelocity * self.track_blendrate) + (move_angle * (1 - self.track_blendrate));
263             break;
264
265         case TFL_TRACKTYPE_FLUIDPRECISE:
266
267             move_angle_y = bound(-self.aim_speed, move_angle_y, self.aim_speed);
268             move_angle_x = bound(-self.aim_speed, move_angle_x, self.aim_speed);
269
270             break;
271     }
272
273     //  pitch
274     if (self.track_flags & TFL_TRACK_PITCH)
275     {
276         self.tur_head.avelocity_x = move_angle_x;
277         if((self.tur_head.angles_x + self.tur_head.avelocity_x * self.ticrate) > self.aim_maxpitch)
278         {
279             self.tur_head.avelocity_x = 0;
280             self.tur_head.angles_x = self.aim_maxpitch;
281         }
282         
283         if((self.tur_head.angles_x + self.tur_head.avelocity_x * self.ticrate) < -self.aim_maxpitch)
284         {
285             self.tur_head.avelocity_x = 0;
286             self.tur_head.angles_x = -self.aim_maxpitch;
287         }
288     }
289
290     //  rot
291     if (self.track_flags & TFL_TRACK_ROT)
292     {
293         self.tur_head.avelocity_y = move_angle_y;
294
295         if((self.tur_head.angles_y + self.tur_head.avelocity_y * self.ticrate) > self.aim_maxrot)
296         {
297             self.tur_head.avelocity_y = 0;
298             self.tur_head.angles_y = self.aim_maxrot;
299         }
300
301         if((self.tur_head.angles_y + self.tur_head.avelocity_y * self.ticrate) < -self.aim_maxrot)
302         {
303             self.tur_head.avelocity_y = 0;
304             self.tur_head.angles_y = -self.aim_maxrot;
305         }
306     }
307 }
308
309
310 /*
311  + = implemented
312  - = not implemented
313
314  + TFL_FIRECHECK_NO
315  + TFL_FIRECHECK_WORLD
316  + TFL_FIRECHECK_DEAD
317  + TFL_FIRECHECK_DISTANCES
318  - TFL_FIRECHECK_LOS
319  + TFL_FIRECHECK_AIMDIST
320  + TFL_FIRECHECK_REALDIST
321  - TFL_FIRECHECK_ANGLEDIST
322  - TFL_FIRECHECK_TEAMCECK
323  + TFL_FIRECHECK_AFF
324  + TFL_FIRECHECK_OWM_AMMO
325  + TFL_FIRECHECK_OTHER_AMMO
326  + TFL_FIRECHECK_REFIRE
327 */
328
329 /**
330 ** Preforms pre-fire checks based on the uints firecheck_flags
331 **/
332 float turret_stdproc_firecheck()
333 {
334     // This one just dont care =)
335     if (self.firecheck_flags & TFL_FIRECHECK_NO) return 1;
336
337     // Ready?
338     if (self.firecheck_flags & TFL_FIRECHECK_REFIRE)
339         if (self.attack_finished_single > time) return 0;
340
341     // Special case: volly fire turret that has to fire a full volly if a shot was fired.
342     if (self.shoot_flags & TFL_SHOOT_VOLLYALWAYS)
343         if (self.volly_counter != self.shot_volly)
344                         if(self.ammo >= self.shot_dmg)
345                                 return 1;               
346
347     // Lack of zombies makes shooting dead things unnecessary :P
348     if (self.firecheck_flags & TFL_FIRECHECK_DEAD)
349         if (self.enemy.deadflag != DEAD_NO)
350             return 0;
351
352     // Plz stop killing the world!
353     if (self.firecheck_flags & TFL_FIRECHECK_WORLD)
354         if (self.enemy == world)
355             return 0;
356
357     // Own ammo?
358     if (self.firecheck_flags & TFL_FIRECHECK_OWM_AMMO)
359         if (self.ammo < self.shot_dmg)
360             return 0;
361
362     // Other's ammo? (support-supply units)
363     if (self.firecheck_flags & TFL_FIRECHECK_OTHER_AMMO)
364         if (self.enemy.ammo >= self.enemy.ammo_max)
365             return 0;
366         
367         // Target of opertunity?
368         if(turret_validate_target(self, self.tur_impactent, self.target_validate_flags) > 0)
369         {
370                 self.enemy = self.tur_impactent;
371                 return 1;
372         }                               
373
374     if (self.firecheck_flags & TFL_FIRECHECK_DISTANCES)
375     {
376         // To close?
377         if (self.tur_dist_aimpos < self.target_range_min)
378                         if(turret_validate_target(self, self.tur_impactent, self.target_validate_flags) > 0)                    
379                                 return 1; // Target of opertunity?
380                         else 
381                                 return 0;                               
382     }
383
384     // Try to avoid FF?
385     if (self.firecheck_flags & TFL_FIRECHECK_AFF)
386         if (self.tur_impactent.team == self.team)
387             return 0;
388
389     // aim<->predicted impact
390     if (self.firecheck_flags & TFL_FIRECHECK_AIMDIST)
391         if (self.tur_dist_impact_to_aimpos > self.aim_firetolerance_dist)
392             return 0;
393
394     // Volly status
395     if (self.shot_volly > 1)
396         if (self.volly_counter == self.shot_volly)
397             if (self.ammo < (self.shot_dmg * self.shot_volly))
398                 return 0;
399
400     if(self.firecheck_flags & TFL_FIRECHECK_VERIFIED)
401         if(self.tur_impactent != self.enemy)
402             return 0;
403
404     return 1;
405 }
406
407 /*
408  + TFL_TARGETSELECT_NO
409  + TFL_TARGETSELECT_LOS
410  + TFL_TARGETSELECT_PLAYERS
411  + TFL_TARGETSELECT_MISSILES
412  - TFL_TARGETSELECT_TRIGGERTARGET
413  + TFL_TARGETSELECT_ANGLELIMITS
414  + TFL_TARGETSELECT_RANGELIMTS
415  + TFL_TARGETSELECT_TEAMCHECK
416  - TFL_TARGETSELECT_NOBUILTIN
417  + TFL_TARGETSELECT_OWNTEAM
418 */
419
420 /**
421 ** Evaluate a entity for target valitity based on validate_flags
422 ** NOTE: the caller must check takedamage before calling this, to inline this check.
423 **/
424 float turret_validate_target(entity e_turret, entity e_target, float validate_flags)
425 {
426     vector v_tmp;
427
428     //if(!validate_flags & TFL_TARGETSELECT_NOBUILTIN)
429     //    return -0.5;
430
431     if(e_target.owner == e_turret)
432         return -0.5;
433
434     if not(checkpvs(e_target.origin, e_turret))
435         return -1;
436
437     if not (e_target)
438         return -2;
439
440         if(g_onslaught)
441                 if (substring(e_target.classname, 0, 10) == "onslaught_") // don't attack onslaught targets, that's the player's job!
442                         return - 3;
443
444     if (validate_flags & TFL_TARGETSELECT_NO)
445         return -4;
446
447     // If only this was used more..
448     if (e_target.flags & FL_NOTARGET)
449         return -5;
450
451     // Cant touch this
452     if (e_target.health < 0)
453         return -6;
454
455     // player
456     if (e_target.flags & FL_CLIENT)
457     {
458         if not (validate_flags & TFL_TARGETSELECT_PLAYERS)
459             return -7;
460
461         if (e_target.deadflag != DEAD_NO)
462             return -8;
463     }
464
465         // enemy turrets
466         if (validate_flags & TFL_TARGETSELECT_NOTURRETS)
467         if (e_target.turret_firefunc || e_target.owner.tur_head == e_target)
468             if(e_target.team != e_turret.team) // Dont break support units.
469                 return -9;
470
471     // Missile
472     if (e_target.flags & FL_PROJECTILE)
473         if not (validate_flags & TFL_TARGETSELECT_MISSILES)
474             return -10;
475
476     if (validate_flags & TFL_TARGETSELECT_MISSILESONLY)
477         if not (e_target.flags & FL_PROJECTILE)
478             return -10.5;
479
480     // Team check
481     if (validate_flags & TFL_TARGETSELECT_TEAMCHECK)
482     {
483         if (validate_flags & TFL_TARGETSELECT_OWNTEAM)
484         {
485             if (e_target.team != e_turret.team)
486                 return -11;
487
488             if (e_turret.team != e_target.owner.team)
489                 return -12;
490         }
491         else
492         {
493             if (e_target.team == e_turret.team)
494                 return -13;
495
496             if (e_turret.team == e_target.owner.team)
497                 return -14;
498         }
499     }
500
501     // Range limits?
502     tvt_dist = vlen(e_turret.origin - real_origin(e_target));
503     if (validate_flags & TFL_TARGETSELECT_RANGELIMTS)
504     {
505         if (tvt_dist < e_turret.target_range_min)
506             return -15;
507
508         if (tvt_dist > e_turret.target_range)
509             return -16;
510     }
511
512     // Can we even aim this thing?
513     tvt_thadv = angleofs3(e_turret.tur_head.origin, e_turret.angles + e_turret.tur_head.angles, e_target);
514     tvt_tadv  = shortangle_vxy(angleofs(e_turret, e_target), e_turret.angles);
515     tvt_thadf = vlen(tvt_thadv);
516     tvt_tadf  = vlen(tvt_tadv);
517
518     /*
519     if(validate_flags & TFL_TARGETSELECT_FOV)
520     {
521         if(e_turret.target_select_fov < tvt_thadf)
522             return -21;
523     }
524     */
525
526     if (validate_flags & TFL_TARGETSELECT_ANGLELIMITS)
527     {
528         if (fabs(tvt_tadv_x) > e_turret.aim_maxpitch)
529             return -17;
530
531         if (fabs(tvt_tadv_y) > e_turret.aim_maxrot)
532             return -18;
533     }
534
535     // Line of sight?
536     if (validate_flags & TFL_TARGETSELECT_LOS)
537     {
538         v_tmp = real_origin(e_target) + ((e_target.mins + e_target.maxs) * 0.5);
539
540         traceline(e_turret.tur_shotorg, v_tmp, 0, e_turret);
541
542         if (e_turret.aim_firetolerance_dist < vlen(v_tmp - trace_endpos))
543             return -19;
544     }
545
546     if (e_target.classname == "grapplinghook")
547         return -20;
548
549     /*
550     if (e_target.classname == "func_button")
551         return -21;
552     */
553
554 #ifdef TURRET_DEBUG_TARGETSELECT
555     dprint("Target:",e_target.netname," is a valid target for ",e_turret.netname,"\n");
556 #endif
557
558     return 1;
559 }
560
561 entity turret_select_target()
562 {
563     entity e;        // target looper entity
564     float  score;    // target looper entity score
565     entity e_enemy;  // currently best scoreing target
566     float  m_score;  // currently best scoreing target's score
567
568     m_score = 0;
569     if(self.enemy)
570         if(self.enemy.takedamage)
571     if(turret_validate_target(self,self.enemy,self.target_validate_flags) > 0)
572     {
573         e_enemy = self.enemy;
574         m_score = self.turret_score_target(self,e_enemy) * self.target_select_samebias;
575     }
576     else
577         self.enemy = world;
578
579     e = findradius(self.origin, self.target_range);
580
581     // Nothing to aim at?
582     if (!e) 
583                 return world;
584
585     while (e)
586     {
587                 if(e.takedamage)
588                 {
589                         if (turret_validate_target(self, e, self.target_select_flags) > 0)
590                         {
591                                 score = self.turret_score_target(self,e);
592                                 if ((score > m_score) && (score > 0))
593                                 {
594                                         e_enemy = e;
595                                         m_score = score;
596                                 }
597                         }
598                 }
599         e = e.chain;
600     }
601
602     return e_enemy;
603 }
604
605 void turret_think()
606 {
607     entity e;
608
609     self.nextthink = time + self.ticrate;
610
611     // ONS uses somewhat backwards linking.
612     if (teamplay)
613     {
614         if not (g_onslaught)
615             if (self.target)
616             {
617                 e = find(world, targetname,self.target);
618                 if (e != world)
619                     self.team = e.team;
620             }
621
622         if (self.team != self.tur_head.team)
623             turret_stdproc_respawn();
624     }
625
626 #ifdef TURRET_DEBUG
627     if (self.tur_dbg_tmr1 < time)
628     {
629         if (self.enemy) paint_target (self.enemy,128,self.tur_dbg_rvec,0.9);
630         paint_target(self,256,self.tur_dbg_rvec,0.9);
631         self.tur_dbg_tmr1 = time + 1;
632     }
633 #endif
634
635     // Handle ammo
636     if not (self.spawnflags & TSF_NO_AMMO_REGEN)
637     if (self.ammo < self.ammo_max)
638         self.ammo = min(self.ammo + self.ammo_recharge, self.ammo_max);
639
640     // Inactive turrets needs to run the think loop,
641     // So they can handle animation and wake up if need be.
642     if not (self.tur_active)
643     {
644         turret_stdproc_track();
645         return;
646     }
647
648     // This is typicaly used for zaping every target in range
649     // turret_fusionreactor uses this to recharge friendlys.
650     if (self.shoot_flags & TFL_SHOOT_HITALLVALID)
651     {
652         // Do a self.turret_fire for every valid target.
653         e = findradius(self.origin,self.target_range);
654         while (e)
655         {
656                         if(e.takedamage)
657                         {
658                                 if (turret_validate_target(self,e,self.target_validate_flags))
659                                 {
660                                         self.enemy = e;
661
662                                         turret_do_updates(self);
663
664                                         if (self.turret_firecheckfunc())
665                                                 turret_fire();
666                                 }
667                         }
668
669             e = e.chain;
670         }
671         self.enemy = world;
672     }
673     else if(self.shoot_flags & TFL_SHOOT_CUSTOM)
674     {
675         // This one is doing something.. oddball. assume its handles what needs to be handled.
676
677         // Predict?
678         if not(self.aim_flags & TFL_AIM_NO)
679             self.tur_aimpos = turret_stdproc_aim_generic();
680
681         // Turn & pitch?
682         if not(self.track_flags & TFL_TRACK_NO)
683             turret_stdproc_track();
684
685         turret_do_updates(self);
686
687         // Fire?
688         if (self.turret_firecheckfunc())
689             turret_fire();
690     }
691     else
692     {
693         // Special case for volly always. if it fired once it must compleate the volly.
694         if(self.shoot_flags & TFL_SHOOT_VOLLYALWAYS)
695             if(self.volly_counter != self.shot_volly)
696             {
697                 // Predict or whatnot
698                 if not(self.aim_flags & TFL_AIM_NO)
699                     self.tur_aimpos = turret_stdproc_aim_generic();
700
701                 // Turn & pitch
702                 if not(self.track_flags & TFL_TRACK_NO)
703                     turret_stdproc_track();
704
705                 turret_do_updates(self);
706
707                 // Fire!
708                 if (self.turret_firecheckfunc() != 0)
709                     turret_fire();
710
711                 if(self.turret_postthink)
712                     self.turret_postthink();
713
714                 return;
715             }
716
717         // Check if we have a vailid enemy, and try to find one if we dont.
718
719         // g_turrets_targetscan_maxdelay forces a target re-scan at least this often
720         float do_target_scan;
721         if((self.target_select_time + cvar("g_turrets_targetscan_maxdelay")) < time)
722             do_target_scan = 1;
723
724         // Old target (if any) invalid?
725         if (turret_validate_target(self, self.enemy, self.target_validate_flags) <= 0)
726         {
727                 self.enemy = world;
728                 do_target_scan = 1;
729         }
730
731         // But never more often then g_turrets_targetscan_mindelay!
732         if (self.target_select_time + cvar("g_turrets_targetscan_mindelay") > time)
733             do_target_scan = 0;
734
735         if(do_target_scan)
736         {
737             self.enemy = turret_select_target();
738             self.target_select_time = time;
739         }
740
741         // No target, just go to idle, do any custom stuff and bail.
742         if (self.enemy == world)
743         {
744             // Turn & pitch
745             if not(self.track_flags & TFL_TRACK_NO)
746                 turret_stdproc_track();
747
748             // do any per-turret stuff
749             if(self.turret_postthink)
750                 self.turret_postthink();
751
752             // And bail.
753             return;
754         }
755         else
756             self.lip = time + cvar("g_turrets_aimidle_delay"); // Keep track of the last time we had a target.
757
758         // Predict?
759         if not(self.aim_flags & TFL_AIM_NO)
760             self.tur_aimpos = turret_stdproc_aim_generic();
761
762         // Turn & pitch?
763         if not(self.track_flags & TFL_TRACK_NO)
764             turret_stdproc_track();
765
766         turret_do_updates(self);
767
768         // Fire?
769         if (self.turret_firecheckfunc())
770             turret_fire();
771     }
772
773     // do any custom per-turret stuff
774     if(self.turret_postthink)
775         self.turret_postthink();
776 }
777
778 void turret_fire()
779 {
780     if (cvar("g_turrets_nofire") != 0)
781         return;
782
783     self.turret_firefunc();
784
785     self.attack_finished_single = time + self.shot_refire;
786     self.ammo -= self.shot_dmg;
787     self.volly_counter = self.volly_counter - 1;
788
789     if (self.volly_counter <= 0)
790     {
791         self.volly_counter = self.shot_volly;
792
793         if (self.shoot_flags & TFL_SHOOT_CLEARTARGET)
794             self.enemy = world;
795
796         if (self.shot_volly > 1)
797             self.attack_finished_single = time + self.shot_volly_refire;
798     }
799
800 #ifdef TURRET_DEBUG
801     if (self.enemy) paint_target3(self.tur_aimpos, 64, self.tur_dbg_rvec, self.tur_impacttime + 0.25);
802 #endif
803 }
804
805 void turret_stdproc_fire()
806 {
807     dprint("^1Bang, ^3your dead^7 ",self.enemy.netname,"! ^1(turret with no real firefunc)\n");
808 }
809
810 /*
811     When .used a turret switch team to activator.team.
812     If activator is world, the turret go inactive.
813 */
814 void turret_stdproc_use()
815 {
816     dprint("Turret ",self.netname, " used by ", activator.classname, "\n");
817
818     self.team = activator.team;
819
820     if(self.team == 0)
821         self.tur_active = 0;
822     else
823         self.tur_active = 1;
824
825 }
826
827 void turret_link()
828 {
829     //Net_LinkEntity(self, FALSE, 0, Turret_SendEntity);
830     self.think      = turret_think;
831     self.nextthink  = time;
832 }
833
834 void turrets_manager_think()
835 {
836     self.nextthink = time + 1;
837
838     entity e;
839     if (cvar("g_turrets_reloadcvars") == 1)
840     {
841         e = nextent(world);
842         while (e)
843         {
844             if (e.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
845             {
846                 load_unit_settings(e,e.cvar_basename,1);
847                 if(e.turret_postthink)
848                     e.turret_postthink();
849             }
850
851             e = nextent(e);
852         }
853         cvar_set("g_turrets_reloadcvars","0");
854     }
855 }
856
857 /*
858 * Standard turret initialization. use this!
859 * (unless you have a very good reason not to)
860 * if the return value is 0, the turret should be removed.
861 */
862 float turret_stdproc_init (string cvar_base_name, float csqc_shared, string base, string head)
863 {
864         entity e, ee;
865
866     // Are turrets allowed?
867     if (cvar("g_turrets") == 0)
868         return 0;
869
870
871     e = find(world, classname, "turret_manager");
872     if not (e)
873     {
874         e = spawn();
875
876         setorigin(e,'0 0 0');
877         setmodel(e,"models/turrets/plasma.md3");
878         vector v;
879         v = gettaginfo(e,gettagindex(e,"tag_fire"));
880         if(v == '0 0 0')
881         {
882             //objerror("^1ERROR: Engine is borken! Turrets will NOT work. force g_turrets to 0 to run maps with turrets anyway.");
883             //crash();
884         }
885         setmodel(e,"");
886
887         e.classname = "turret_manager";
888         e.think = turrets_manager_think;
889         e.nextthink = time + 2;
890     }
891
892     if(csqc_shared)
893     {
894         dprint("WARNING: turret requested csqc_shared but this is not implemented. Expect strange things to happen.\n");
895         csqc_shared = 0;
896     }
897
898     if not (self.spawnflags & TSF_SUSPENDED)
899         droptofloor_builtin();
900
901     // Terrainbase spawnflag. This puts a enlongated model
902     // under the turret, so it looks ok on uneaven surfaces.
903     if (self.spawnflags & TSF_TERRAINBASE)
904     {
905         entity tb;
906         tb = spawn();
907         setmodel(tb,"models/turrets/terrainbase.md3");
908         setorigin(tb,self.origin);
909         tb.solid = SOLID_BBOX;
910     }
911
912     self.cvar_basename = cvar_base_name;
913     load_unit_settings(self,self.cvar_basename, 0);
914
915     // Handle turret teams.
916     if (cvar("g_assault") != 0)
917     {
918         if not (self.team)
919             self.team = 14; // Assume turrets are on the defending side if not explicitly set otehrwize
920     }
921     else if not (teamplay)
922                 self.team = MAX_SHOT_DISTANCE; // Group all turrets into the same team, so they dont kill eachother.
923         else if(g_onslaught && self.targetname)
924         {
925                 e = find(world,target,self.targetname);
926                 if(e != world)
927                 {
928                         self.team = e.team;
929                         ee = e;
930                 }
931         }
932         else if(!self.team)
933                 self.team = MAX_SHOT_DISTANCE; // Group all turrets into the same team, so they dont kill eachother.
934
935     /*
936     * Try to guess some reasonaly defaults
937     * for missing params and do sanety checks
938     * thise checks could produce some "interesting" results
939     * if it hits a glitch in my logic :P so try to set as mutch
940     * as possible beforehand.
941     */
942     if (self.turrcaps_flags & TFL_TURRCAPS_SUPPORT)
943         self.ticrate = 0.2;     // Support units generaly dont need to have a high speed ai-loop
944     else
945         self.ticrate = 0.1;     // 10 fps for normal turrets
946
947     self.ticrate = bound(sys_frametime, self.ticrate, 60);  // keep it sane
948
949 // General stuff
950     if (self.netname == "")
951         self.netname = self.classname;
952
953     if not (self.respawntime)
954         self.respawntime = 60;
955     self.respawntime = max(-1, self.respawntime);
956
957     if not (self.health)
958         self.health = 1000;
959     self.tur_health = max(1, self.health);
960
961     if not (self.turrcaps_flags)
962         self.turrcaps_flags = TFL_TURRCAPS_RADIUSDMG | TFL_TURRCAPS_MEDPROJ | TFL_TURRCAPS_PLAYERKILL;
963
964     if not (self.damage_flags)
965         self.damage_flags = TFL_DMG_YES | TFL_DMG_RETALIATE | TFL_DMG_AIMSHAKE;
966
967 // Shot stuff.
968     if not (self.shot_refire)
969         self.shot_refire = 1;
970     self.shot_refire = bound(0.01, self.shot_refire, 9999);
971
972     if not (self.shot_dmg)
973         self.shot_dmg  = self.shot_refire * 50;
974     self.shot_dmg = max(1, self.shot_dmg);
975
976     if not (self.shot_radius)
977         self.shot_radius = self.shot_dmg * 0.5;
978     self.shot_radius = max(1, self.shot_radius);
979
980     if not (self.shot_speed)
981         self.shot_speed = 2500;
982     self.shot_speed = max(1, self.shot_speed);
983
984     if not (self.shot_spread)
985         self.shot_spread = 0.0125;
986     self.shot_spread = bound(0.0001, self.shot_spread, 500);
987
988     if not (self.shot_force)
989         self.shot_force = self.shot_dmg * 0.5 + self.shot_radius * 0.5;
990     self.shot_force = bound(0.001, self.shot_force, 5000);
991
992     if not (self.shot_volly)
993         self.shot_volly = 1;
994     self.shot_volly = bound(1, self.shot_volly, floor(self.ammo_max / self.shot_dmg));
995
996     if not (self.shot_volly_refire)
997         self.shot_volly_refire = self.shot_refire * self.shot_volly;
998     self.shot_volly_refire = bound(self.shot_refire, self.shot_volly_refire, 60);
999
1000     if not (self.firecheck_flags)
1001         self.firecheck_flags = TFL_FIRECHECK_WORLD | TFL_FIRECHECK_DEAD | TFL_FIRECHECK_DISTANCES |
1002                                TFL_FIRECHECK_LOS | TFL_FIRECHECK_AIMDIST | TFL_FIRECHECK_TEAMCECK |
1003                                TFL_FIRECHECK_OWM_AMMO | TFL_FIRECHECK_REFIRE | TFL_FIRECHECK_WORLD;
1004
1005 // Range stuff.
1006     if not (self.target_range)
1007         self.target_range = self.shot_speed * 0.5;
1008     self.target_range = bound(0, self.target_range, MAX_SHOT_DISTANCE);
1009
1010     if not (self.target_range_min)
1011         self.target_range_min = self.shot_radius * 2;
1012     self.target_range_min = bound(0, self.target_range_min, MAX_SHOT_DISTANCE);
1013
1014     if not (self.target_range_optimal)
1015         self.target_range_optimal = self.target_range * 0.5;
1016     self.target_range_optimal = bound(0, self.target_range_optimal, MAX_SHOT_DISTANCE);
1017
1018
1019 // Aim stuff.
1020     if not (self.aim_maxrot)
1021         self.aim_maxrot = 90;
1022     self.aim_maxrot = bound(0, self.aim_maxrot, 360);
1023
1024     if not (self.aim_maxpitch)
1025         self.aim_maxpitch = 20;
1026     self.aim_maxpitch = bound(0, self.aim_maxpitch, 90);
1027
1028     if not (self.aim_speed)
1029         self.aim_speed = 36;
1030     self.aim_speed  = bound(0.1, self.aim_speed, 1000);
1031
1032     if not (self.aim_firetolerance_dist)
1033         self.aim_firetolerance_dist  = 5 + (self.shot_radius * 2);
1034     self.aim_firetolerance_dist = bound(0.1, self.aim_firetolerance_dist, MAX_SHOT_DISTANCE);
1035
1036     if not (self.aim_flags)
1037     {
1038         self.aim_flags = TFL_AIM_LEAD | TFL_AIM_SHOTTIMECOMPENSATE;
1039         if(self.turrcaps_flags & TFL_TURRCAPS_RADIUSDMG)
1040             self.aim_flags |= TFL_AIM_GROUND2;
1041     }
1042
1043     if not (self.track_type)
1044         self.track_type = TFL_TRACKTYPE_STEPMOTOR;
1045
1046     if (self.track_type != TFL_TRACKTYPE_STEPMOTOR)
1047     {
1048         // Fluid / Ineria mode. Looks mutch nicer.
1049         // Can reduce aim preformance alot, needs a bit diffrent aimspeed
1050
1051         if not (self.aim_speed)
1052             self.aim_speed = 180;
1053         self.aim_speed = bound(0.1, self.aim_speed, 1000);
1054
1055         if not (self.track_accel_pitch)
1056             self.track_accel_pitch = 0.5;
1057
1058         if not (self.track_accel_rot)
1059             self.track_accel_rot   = 0.5;
1060
1061         if not (self.track_blendrate)
1062             self.track_blendrate   = 0.35;
1063     }
1064
1065     if (!self.track_flags)
1066         self.track_flags = TFL_TRACK_PITCH | TFL_TRACK_ROT;
1067
1068
1069 // Target selection stuff.
1070     if not (self.target_select_rangebias)
1071         self.target_select_rangebias = 1;
1072     self.target_select_rangebias = bound(-10, self.target_select_rangebias, 10);
1073
1074     if not (self.target_select_samebias)
1075         self.target_select_samebias = 1;
1076     self.target_select_samebias = bound(-10, self.target_select_samebias, 10);
1077
1078     if not (self.target_select_anglebias)
1079         self.target_select_anglebias = 1;
1080     self.target_select_anglebias = bound(-10, self.target_select_anglebias, 10);
1081
1082     if not (self.target_select_missilebias)
1083         self.target_select_missilebias = -10;
1084
1085     self.target_select_missilebias = bound(-10, self.target_select_missilebias, 10);
1086     self.target_select_playerbias = bound(-10, self.target_select_playerbias, 10);
1087
1088     if not (self.target_select_flags)
1089     {
1090             self.target_select_flags = TFL_TARGETSELECT_LOS | TFL_TARGETSELECT_TEAMCHECK
1091                                      | TFL_TARGETSELECT_RANGELIMTS | TFL_TARGETSELECT_ANGLELIMITS;
1092
1093         if (self.turrcaps_flags & TFL_TURRCAPS_MISSILEKILL)
1094             self.target_select_flags |= TFL_TARGETSELECT_MISSILES;
1095
1096         if (self.turrcaps_flags & TFL_TURRCAPS_PLAYERKILL)
1097             self.target_select_flags |= TFL_TARGETSELECT_PLAYERS;
1098         //else
1099         //    self.target_select_flags = TFL_TARGETSELECT_NO;
1100     }
1101
1102     self.target_validate_flags = self.target_select_flags;
1103
1104
1105 // Ammo stuff
1106     if not (self.ammo_max)
1107         self.ammo_max = self.shot_dmg * 10;
1108     self.ammo_max = max(self.shot_dmg, self.ammo_max);
1109
1110     if not (self.ammo)
1111         self.ammo = self.shot_dmg * 5;
1112     self.ammo = bound(0,self.ammo, self.ammo_max);
1113
1114     if not (self.ammo_recharge)
1115         self.ammo_recharge = self.shot_dmg * 0.5;
1116     self.ammo_recharge = max(0 ,self.ammo_recharge);
1117
1118     // Convert the recharge from X per sec to X per ticrate
1119     self.ammo_recharge = self.ammo_recharge * self.ticrate;
1120
1121     if not (self.ammo_flags)
1122         self.ammo_flags = TFL_AMMO_ENERGY | TFL_AMMO_RECHARGE;
1123
1124 // Damage stuff
1125     if(self.spawnflags & TSL_NO_RESPAWN)
1126         if not (self.damage_flags & TFL_DMG_DEATH_NORESPAWN)
1127             self.damage_flags |= TFL_DMG_DEATH_NORESPAWN;
1128
1129 // Offsets & origins
1130     if (!self.tur_shotorg)   self.tur_shotorg = '50 0 50';
1131
1132 // End of default & sanety checks, start building the turret.
1133
1134 // Spawn extra bits
1135     self.tur_head         = spawn();
1136     self.tur_head.netname = self.tur_head.classname = "turret_head";
1137     self.tur_head.team    = self.team;
1138     self.tur_head.owner   = self;
1139
1140     setmodel(self, base);
1141     setmodel(self.tur_head, head);
1142
1143     setsize(self, '-32 -32 0', '32 32 64');
1144     setsize(self.tur_head, '0 0 0', '0 0 0');
1145
1146     setorigin(self.tur_head, '0 0 0');
1147     setattachment(self.tur_head, self, "tag_head");
1148
1149     if (!self.health)
1150         self.health = 150;
1151
1152     self.tur_health          = self.health;
1153     self.solid               = SOLID_BBOX;
1154     self.tur_head.solid      = SOLID_NOT;
1155     self.takedamage          = DAMAGE_AIM;
1156     self.tur_head.takedamage = DAMAGE_NO;
1157     self.movetype            = MOVETYPE_NOCLIP;
1158     self.tur_head.movetype   = MOVETYPE_NOCLIP;
1159
1160     // Defend mode?
1161     if not (self.tur_defend)
1162     if (self.target != "")
1163     {
1164         self.tur_defend = find(world, targetname, self.target);
1165         if (self.tur_defend == world)
1166         {
1167             self.target = "";
1168             dprint("Turret has invalid defendpoint!\n");
1169         }
1170     }
1171
1172     // In target defend mode, aim on the spot to defend when idle.
1173     if (self.tur_defend)
1174         self.idle_aim  = self.tur_head.angles + angleofs(self.tur_head, self.tur_defend);
1175     else
1176         self.idle_aim  = '0 0 0';
1177
1178     // Team color
1179     if (self.team == COLOR_TEAM1) self.colormod = '1.4 0.8 0.8';
1180     if (self.team == COLOR_TEAM2) self.colormod = '0.8 0.8 1.4';
1181
1182     // Attach stdprocs. override when and what needed
1183     if (self.turrcaps_flags & TFL_TURRCAPS_SUPPORT)
1184     {
1185         self.turret_score_target    = turret_stdproc_targetscore_support;
1186         self.turret_firecheckfunc   = turret_stdproc_firecheck;
1187         self.turret_firefunc        = turret_stdproc_fire;
1188         self.event_damage           = turret_stdproc_damage;
1189     }
1190     else
1191     {
1192         self.turret_score_target    = turret_stdproc_targetscore_generic;
1193         self.turret_firecheckfunc   = turret_stdproc_firecheck;
1194         self.turret_firefunc        = turret_stdproc_fire;
1195         self.event_damage           = turret_stdproc_damage;
1196     }
1197
1198     self.use = turret_stdproc_use;
1199     self.bot_attack = TRUE;
1200
1201     // Initiate the main AI loop
1202     if(csqc_shared)
1203         self.think     = turret_link;
1204     else
1205         self.think     = turret_think;
1206
1207     ++turret_count;
1208     self.nextthink = time + 1;
1209     self.nextthink +=  turret_count * sys_frametime;
1210
1211     self.tur_head.team = self.team;
1212     self.view_ofs = '0 0 0';
1213
1214 #ifdef TURRET_DEBUG
1215     self.tur_dbg_start = self.nextthink;
1216     while (vlen(self.tur_dbg_rvec) < 2)
1217         self.tur_dbg_rvec  = randomvec() * 4;
1218
1219     self.tur_dbg_rvec_x = fabs(self.tur_dbg_rvec_x);
1220     self.tur_dbg_rvec_y = fabs(self.tur_dbg_rvec_y);
1221     self.tur_dbg_rvec_z = fabs(self.tur_dbg_rvec_z);
1222 #endif
1223
1224     // Its all good.
1225     self.turrcaps_flags |= TFL_TURRCAPS_ISTURRET;
1226
1227     self.classname = "turret_main";
1228
1229     self.tur_active = 1;
1230
1231     // In ONS mode, and linked to a ONS ent. need to call the use to set team.
1232     if (g_onslaught && ee)
1233     {
1234         activator = ee;
1235         self.use();
1236     }
1237
1238         turret_stdproc_respawn();
1239     return 1;
1240 }
1241
1242