1 #define cvar_base "g_turrets_unit_"
3 float turret_send(entity to, float sf)
5 WriteByte(MSG_ENTITY, ENT_CLIENT_TURRET);
7 WriteByte(MSG_ENTITY, sf);
10 WriteByte(MSG_ENTITY, self.turret_type);
12 WriteCoord(MSG_ENTITY, self.origin_x);
13 WriteCoord(MSG_ENTITY, self.origin_y);
14 WriteCoord(MSG_ENTITY, self.origin_z);
16 WriteAngle(MSG_ENTITY, self.angles_x);
17 WriteAngle(MSG_ENTITY, self.angles_y);
22 WriteShort(MSG_ENTITY, rint(self.tur_head.angles_x));
23 WriteShort(MSG_ENTITY, rint(self.tur_head.angles_y));
28 WriteShort(MSG_ENTITY, rint(self.tur_head.avelocity_x));
29 WriteShort(MSG_ENTITY, rint(self.tur_head.avelocity_y));
34 WriteByte(MSG_ENTITY, self.team);
35 WriteByte(MSG_ENTITY, rint((self.health / self.tur_health) * 255)); // Send health as 0-255 insted of real value, where 255 = 100%
41 void load_unit_settings(entity ent, string unitname, float is_reload)
48 if not (ent.turret_scale_damage) ent.turret_scale_damage = 1;
49 if not (ent.turret_scale_range) ent.turret_scale_range = 1;
50 if not (ent.turret_scale_refire) ent.turret_scale_refire = 1;
51 if not (ent.turret_scale_ammo) ent.turret_scale_ammo = 1;
52 if not (ent.turret_scale_aim) ent.turret_scale_aim = 1;
53 if not (ent.turret_scale_health) ent.turret_scale_health = 1;
54 if not (ent.turret_scale_respawn) ent.turret_scale_respawn = 1;
56 sbase = strcat(cvar_base,unitname);
60 ent.tur_head.avelocity = '0 0 0';
62 ent.tur_head.angles = '0 0 0';
65 ent.health = cvar(strcat(sbase,"_health")) * ent.turret_scale_health;
66 ent.respawntime = cvar(strcat(sbase,"_respawntime")) * ent.turret_scale_respawn;
68 ent.shot_dmg = cvar(strcat(sbase,"_shot_dmg")) * ent.turret_scale_damage;
69 ent.shot_refire = cvar(strcat(sbase,"_shot_refire")) * ent.turret_scale_refire;
70 ent.shot_radius = cvar(strcat(sbase,"_shot_radius")) * ent.turret_scale_damage;
71 ent.shot_speed = cvar(strcat(sbase,"_shot_speed"));
72 ent.shot_spread = cvar(strcat(sbase,"_shot_spread"));
73 ent.shot_force = cvar(strcat(sbase,"_shot_force")) * ent.turret_scale_damage;
74 ent.shot_volly = cvar(strcat(sbase,"_shot_volly"));
75 ent.shot_volly_refire = cvar(strcat(sbase,"_shot_volly_refire")) * ent.turret_scale_refire;
77 ent.target_range = cvar(strcat(sbase,"_target_range")) * ent.turret_scale_range;
78 ent.target_range_min = cvar(strcat(sbase,"_target_range_min")) * ent.turret_scale_range;
79 ent.target_range_optimal = cvar(strcat(sbase,"_target_range_optimal")) * ent.turret_scale_range;
80 //ent.target_range_fire = cvar(strcat(sbase,"_target_range_fire")) * ent.turret_scale_range;
82 ent.target_select_rangebias = cvar(strcat(sbase,"_target_select_rangebias"));
83 ent.target_select_samebias = cvar(strcat(sbase,"_target_select_samebias"));
84 ent.target_select_anglebias = cvar(strcat(sbase,"_target_select_anglebias"));
85 ent.target_select_playerbias = cvar(strcat(sbase,"_target_select_playerbias"));
86 //ent.target_select_fov = cvar(cvar_gets(sbase,"_target_select_fov"));
88 ent.ammo_max = cvar(strcat(sbase,"_ammo_max")) * ent.turret_scale_ammo;
89 ent.ammo_recharge = cvar(strcat(sbase,"_ammo_recharge")) * ent.turret_scale_ammo;
91 ent.aim_firetolerance_dist = cvar(strcat(sbase,"_aim_firetolerance_dist"));
92 ent.aim_speed = cvar(strcat(sbase,"_aim_speed")) * ent.turret_scale_aim;
93 ent.aim_maxrot = cvar(strcat(sbase,"_aim_maxrot"));
94 ent.aim_maxpitch = cvar(strcat(sbase,"_aim_maxpitch"));
96 ent.track_type = cvar(strcat(sbase,"_track_type"));
97 ent.track_accel_pitch = cvar(strcat(sbase,"_track_accel_pitch"));
98 ent.track_accel_rot = cvar(strcat(sbase,"_track_accel_rot"));
99 ent.track_blendrate = cvar(strcat(sbase,"_track_blendrate"));
102 if(ent.turret_respawnhook)
103 ent.turret_respawnhook();
108 ** updates enemy distances, predicted impact point/time
109 ** and updated aim<->predict impact distance.
111 void turret_do_updates(entity t_turret)
113 vector enemy_pos, oldpos;
119 enemy_pos = real_origin(self.enemy);
121 turret_tag_fire_update();
123 self.tur_shotdir_updated = v_forward;
124 self.tur_dist_enemy = vlen(self.tur_shotorg - enemy_pos);
125 self.tur_dist_aimpos = vlen(self.tur_shotorg - self.tur_aimpos);
127 if((self.firecheck_flags & TFL_FIRECHECK_VERIFIED) && (self.enemy))
129 oldpos = self.enemy.origin;
130 setorigin(self.enemy,self.tur_aimpos);
131 tracebox(self.tur_shotorg, '-1 -1 -1','1 1 1',self.tur_shotorg + (self.tur_shotdir_updated * self.tur_dist_aimpos),MOVE_NORMAL,self);
132 setorigin(self.enemy,oldpos);
134 if(trace_ent == self.enemy)
135 self.tur_dist_impact_to_aimpos = 0;
137 self.tur_dist_impact_to_aimpos = vlen(trace_endpos - self.tur_aimpos);
140 tracebox(self.tur_shotorg, '-1 -1 -1','1 1 1', self.tur_shotorg + (self.tur_shotdir_updated * self.tur_dist_aimpos),MOVE_NORMAL,self);
142 self.tur_dist_impact_to_aimpos = vlen(trace_endpos - self.tur_aimpos) - (vlen(self.enemy.maxs - self.enemy.mins) * 0.5);
143 self.tur_impactent = trace_ent;
144 self.tur_impacttime = vlen(self.tur_shotorg - trace_endpos) / self.shot_speed;
150 vector turret_fovsearch_pingpong()
153 if(self.phase < time)
155 if( self.tur_head.phase )
156 self.tur_head.phase = 0;
158 self.tur_head.phase = 1;
159 self.phase = time + 5;
162 if( self.tur_head.phase)
163 wish_angle = self.idle_aim + '0 1 0' * (self.aim_maxrot * (self.target_select_fov / 360));
165 wish_angle = self.idle_aim - '0 1 0' * (self.aim_maxrot * (self.target_select_fov / 360));
170 vector turret_fovsearch_steprot()
175 wish_angle = self.tur_head.angles;
176 wish_angle_x = self.idle_aim_x;
178 if (self.phase < time)
180 //rot_add = self.aim_maxrot / self.target_select_fov;
181 wish_angle_y += (self.target_select_fov * 2);
183 if(wish_angle_y > 360)
184 wish_angle_y = wish_angle_y - 360;
186 self.phase = time + 1.5;
192 vector turret_fovsearch_random()
196 if (self.phase < time)
198 wish_angle_y = random() * self.aim_maxrot;
202 wish_angle_x = random() * self.aim_maxpitch;
206 self.phase = time + 5;
208 self.tur_aimpos = wish_angle;
211 return self.idle_aim + self.tur_aimpos;
216 ** Handles head rotation according to
217 ** the units .track_type and .track_flags
219 .float turret_framecounter;
220 void turret_stdproc_track()
222 vector target_angle; // This is where we want to aim
223 vector move_angle; // This is where we can aim
226 v1 = self.tur_head.angles;
227 v2 = self.tur_head.avelocity;
229 if (self.track_flags == TFL_TRACK_NO)
232 if not (self.tur_active)
233 target_angle = self.idle_aim - ('1 0 0' * self.aim_maxpitch);
234 else if (self.enemy == world)
237 target_angle = self.idle_aim + self.angles;
239 target_angle = vectoangles(normalize(self.tur_aimpos - self.tur_shotorg));
243 target_angle = vectoangles(normalize(self.tur_aimpos - self.tur_shotorg));
246 self.tur_head.angles_x = anglemods(self.tur_head.angles_x);
247 self.tur_head.angles_y = anglemods(self.tur_head.angles_y);
249 // Find the diffrence between where we currently aim and where we want to aim
250 move_angle = target_angle - (self.angles + self.tur_head.angles);
251 move_angle = shortangle_vxy(move_angle,(self.angles + self.tur_head.angles));
253 switch(self.track_type)
255 case TFL_TRACKTYPE_STEPMOTOR:
256 f_tmp = self.aim_speed * self.ticrate; // dgr/sec -> dgr/tic
257 if (self.track_flags & TFL_TRACK_PITCH)
259 self.tur_head.angles_x += bound(-f_tmp,move_angle_x, f_tmp);
260 if(self.tur_head.angles_x > self.aim_maxpitch)
261 self.tur_head.angles_x = self.aim_maxpitch;
263 if(self.tur_head.angles_x < -self.aim_maxpitch)
264 self.tur_head.angles_x = self.aim_maxpitch;
267 if (self.track_flags & TFL_TRACK_ROT)
269 self.tur_head.angles_y += bound(-f_tmp, move_angle_y, f_tmp);
270 if(self.tur_head.angles_y > self.aim_maxrot)
271 self.tur_head.angles_y = self.aim_maxrot;
273 if(self.tur_head.angles_y < -self.aim_maxrot)
274 self.tur_head.angles_y = self.aim_maxrot;
279 self.SendFlags = TNSF_ANG;
283 case TFL_TRACKTYPE_FLUIDINERTIA:
284 f_tmp = self.aim_speed * self.ticrate; // dgr/sec -> dgr/tic
285 move_angle_x = bound(-self.aim_speed, move_angle_x * self.track_accel_pitch * f_tmp, self.aim_speed);
286 move_angle_y = bound(-self.aim_speed, move_angle_y * self.track_accel_rot * f_tmp, self.aim_speed);
287 move_angle = (self.tur_head.avelocity * self.track_blendrate) + (move_angle * (1 - self.track_blendrate));
290 case TFL_TRACKTYPE_FLUIDPRECISE:
292 move_angle_y = bound(-self.aim_speed, move_angle_y, self.aim_speed);
293 move_angle_x = bound(-self.aim_speed, move_angle_x, self.aim_speed);
299 if (self.track_flags & TFL_TRACK_PITCH)
301 self.tur_head.avelocity_x = move_angle_x;
302 if((self.tur_head.angles_x + self.tur_head.avelocity_x * self.ticrate) > self.aim_maxpitch)
304 self.tur_head.avelocity_x = 0;
305 self.tur_head.angles_x = self.aim_maxpitch;
308 self.SendFlags |= TNSF_ANG;
311 if((self.tur_head.angles_x + self.tur_head.avelocity_x * self.ticrate) < -self.aim_maxpitch)
313 self.tur_head.avelocity_x = 0;
314 self.tur_head.angles_x = -self.aim_maxpitch;
317 self.SendFlags |= TNSF_ANG;
322 if (self.track_flags & TFL_TRACK_ROT)
324 self.tur_head.avelocity_y = move_angle_y;
326 if((self.tur_head.angles_y + self.tur_head.avelocity_y * self.ticrate) > self.aim_maxrot)
328 self.tur_head.avelocity_y = 0;
329 self.tur_head.angles_y = self.aim_maxrot;
332 self.SendFlags |= TNSF_ANG;
335 if((self.tur_head.angles_y + self.tur_head.avelocity_y * self.ticrate) < -self.aim_maxrot)
337 self.tur_head.avelocity_y = 0;
338 self.tur_head.angles_y = -self.aim_maxrot;
341 self.SendFlags |= TNSF_ANG;
347 self.SendFlags |= TNSF_AVEL;
349 // Push a angle update every 10'th frame
350 self.turret_framecounter += 1;
351 if(self.turret_framecounter >= 10)
353 self.SendFlags |= TNSF_ANG;
354 self.turret_framecounter = 0;
365 + TFL_FIRECHECK_WORLD
367 + TFL_FIRECHECK_DISTANCES
369 + TFL_FIRECHECK_AIMDIST
370 + TFL_FIRECHECK_REALDIST
371 - TFL_FIRECHECK_ANGLEDIST
372 - TFL_FIRECHECK_TEAMCECK
374 + TFL_FIRECHECK_OWM_AMMO
375 + TFL_FIRECHECK_OTHER_AMMO
376 + TFL_FIRECHECK_REFIRE
380 ** Preforms pre-fire checks based on the uints firecheck_flags
382 float turret_stdproc_firecheck()
384 // This one just dont care =)
385 if (self.firecheck_flags & TFL_FIRECHECK_NO) return 1;
388 if (self.firecheck_flags & TFL_FIRECHECK_REFIRE)
389 if (self.attack_finished_single > time) return 0;
391 // Special case: volly fire turret that has to fire a full volly if a shot was fired.
392 if (self.shoot_flags & TFL_SHOOT_VOLLYALWAYS)
393 if (self.volly_counter != self.shot_volly)
394 if(self.ammo >= self.shot_dmg)
397 // Lack of zombies makes shooting dead things unnecessary :P
398 if (self.firecheck_flags & TFL_FIRECHECK_DEAD)
399 if (self.enemy.deadflag != DEAD_NO)
402 // Plz stop killing the world!
403 if (self.firecheck_flags & TFL_FIRECHECK_WORLD)
404 if (self.enemy == world)
408 if (self.firecheck_flags & TFL_FIRECHECK_OWM_AMMO)
409 if (self.ammo < self.shot_dmg)
412 // Other's ammo? (support-supply units)
413 if (self.firecheck_flags & TFL_FIRECHECK_OTHER_AMMO)
414 if (self.enemy.ammo >= self.enemy.ammo_max)
417 // Target of opertunity?
418 if(turret_validate_target(self, self.tur_impactent, self.target_validate_flags) > 0)
420 self.enemy = self.tur_impactent;
424 if (self.firecheck_flags & TFL_FIRECHECK_DISTANCES)
427 if (self.tur_dist_aimpos < self.target_range_min)
428 if(turret_validate_target(self, self.tur_impactent, self.target_validate_flags) > 0)
429 return 1; // Target of opertunity?
435 if (self.firecheck_flags & TFL_FIRECHECK_AFF)
436 if (self.tur_impactent.team == self.team)
439 // aim<->predicted impact
440 if (self.firecheck_flags & TFL_FIRECHECK_AIMDIST)
441 if (self.tur_dist_impact_to_aimpos > self.aim_firetolerance_dist)
445 if (self.shot_volly > 1)
446 if (self.volly_counter == self.shot_volly)
447 if (self.ammo < (self.shot_dmg * self.shot_volly))
450 if(self.firecheck_flags & TFL_FIRECHECK_VERIFIED)
451 if(self.tur_impactent != self.enemy)
458 + TFL_TARGETSELECT_NO
459 + TFL_TARGETSELECT_LOS
460 + TFL_TARGETSELECT_PLAYERS
461 + TFL_TARGETSELECT_MISSILES
462 - TFL_TARGETSELECT_TRIGGERTARGET
463 + TFL_TARGETSELECT_ANGLELIMITS
464 + TFL_TARGETSELECT_RANGELIMTS
465 + TFL_TARGETSELECT_TEAMCHECK
466 - TFL_TARGETSELECT_NOBUILTIN
467 + TFL_TARGETSELECT_OWNTEAM
471 ** Evaluate a entity for target valitity based on validate_flags
472 ** NOTE: the caller must check takedamage before calling this, to inline this check.
474 float turret_validate_target(entity e_turret, entity e_target, float validate_flags)
478 //if(!validate_flags & TFL_TARGETSELECT_NOBUILTIN)
481 if(e_target.owner == e_turret)
484 if not(checkpvs(e_target.origin, e_turret))
491 if (substring(e_target.classname, 0, 10) == "onslaught_") // don't attack onslaught targets, that's the player's job!
494 if (validate_flags & TFL_TARGETSELECT_NO)
497 // If only this was used more..
498 if (e_target.flags & FL_NOTARGET)
502 if (e_target.health < 0)
506 if (e_target.flags & FL_CLIENT)
508 if not (validate_flags & TFL_TARGETSELECT_PLAYERS)
511 if (e_target.deadflag != DEAD_NO)
516 if (validate_flags & TFL_TARGETSELECT_NOTURRETS)
517 if (e_target.turret_firefunc || e_target.owner.tur_head == e_target)
518 if(e_target.team != e_turret.team) // Dont break support units.
522 if (e_target.flags & FL_PROJECTILE)
523 if not (validate_flags & TFL_TARGETSELECT_MISSILES)
526 if (validate_flags & TFL_TARGETSELECT_MISSILESONLY)
527 if not (e_target.flags & FL_PROJECTILE)
531 if (validate_flags & TFL_TARGETSELECT_TEAMCHECK)
533 if (validate_flags & TFL_TARGETSELECT_OWNTEAM)
535 if (e_target.team != e_turret.team)
538 if (e_turret.team != e_target.owner.team)
543 if (e_target.team == e_turret.team)
546 if (e_turret.team == e_target.owner.team)
552 tvt_dist = vlen(e_turret.origin - real_origin(e_target));
553 if (validate_flags & TFL_TARGETSELECT_RANGELIMTS)
555 if (tvt_dist < e_turret.target_range_min)
558 if (tvt_dist > e_turret.target_range)
562 // Can we even aim this thing?
563 tvt_thadv = angleofs3(e_turret.tur_head.origin, e_turret.angles + e_turret.tur_head.angles, e_target);
564 tvt_tadv = shortangle_vxy(angleofs(e_turret, e_target), e_turret.angles);
565 tvt_thadf = vlen(tvt_thadv);
566 tvt_tadf = vlen(tvt_tadv);
569 if(validate_flags & TFL_TARGETSELECT_FOV)
571 if(e_turret.target_select_fov < tvt_thadf)
576 if (validate_flags & TFL_TARGETSELECT_ANGLELIMITS)
578 if (fabs(tvt_tadv_x) > e_turret.aim_maxpitch)
581 if (fabs(tvt_tadv_y) > e_turret.aim_maxrot)
586 if (validate_flags & TFL_TARGETSELECT_LOS)
588 v_tmp = real_origin(e_target) + ((e_target.mins + e_target.maxs) * 0.5);
590 traceline(e_turret.tur_shotorg, v_tmp, 0, e_turret);
592 if (e_turret.aim_firetolerance_dist < vlen(v_tmp - trace_endpos))
596 if (e_target.classname == "grapplinghook")
600 if (e_target.classname == "func_button")
604 #ifdef TURRET_DEBUG_TARGETSELECT
605 dprint("Target:",e_target.netname," is a valid target for ",e_turret.netname,"\n");
611 entity turret_select_target()
613 entity e; // target looper entity
614 float score; // target looper entity score
615 entity e_enemy; // currently best scoreing target
616 float m_score; // currently best scoreing target's score
620 if(self.enemy.takedamage)
621 if(turret_validate_target(self,self.enemy,self.target_validate_flags) > 0)
623 e_enemy = self.enemy;
624 m_score = self.turret_score_target(self,e_enemy) * self.target_select_samebias;
629 e = findradius(self.origin, self.target_range);
631 // Nothing to aim at?
639 if (turret_validate_target(self, e, self.target_select_flags) > 0)
641 score = self.turret_score_target(self,e);
642 if ((score > m_score) && (score > 0))
659 self.nextthink = time + self.ticrate;
660 //self.SendFlags = TNSF_UPDATE | TNSF_STATUS | TNSF_ANG | TNSF_AVEL;
662 // ONS uses somewhat backwards linking.
668 e = find(world, targetname,self.target);
673 if (self.team != self.tur_head.team)
674 turret_stdproc_respawn();
678 if (self.tur_dbg_tmr1 < time)
680 if (self.enemy) paint_target (self.enemy,128,self.tur_dbg_rvec,0.9);
681 paint_target(self,256,self.tur_dbg_rvec,0.9);
682 self.tur_dbg_tmr1 = time + 1;
687 if not (self.spawnflags & TSF_NO_AMMO_REGEN)
688 if (self.ammo < self.ammo_max)
689 self.ammo = min(self.ammo + self.ammo_recharge, self.ammo_max);
691 // Inactive turrets needs to run the think loop,
692 // So they can handle animation and wake up if need be.
693 if not (self.tur_active)
695 turret_stdproc_track();
699 // This is typicaly used for zaping every target in range
700 // turret_fusionreactor uses this to recharge friendlys.
701 if (self.shoot_flags & TFL_SHOOT_HITALLVALID)
703 // Do a self.turret_fire for every valid target.
704 e = findradius(self.origin,self.target_range);
709 if (turret_validate_target(self,e,self.target_validate_flags))
713 turret_do_updates(self);
715 if (self.turret_firecheckfunc())
724 else if(self.shoot_flags & TFL_SHOOT_CUSTOM)
726 // This one is doing something.. oddball. assume its handles what needs to be handled.
729 if not(self.aim_flags & TFL_AIM_NO)
730 self.tur_aimpos = turret_stdproc_aim_generic();
733 if not(self.track_flags & TFL_TRACK_NO)
734 turret_stdproc_track();
736 turret_do_updates(self);
739 if (self.turret_firecheckfunc())
744 // Special case for volly always. if it fired once it must compleate the volly.
745 if(self.shoot_flags & TFL_SHOOT_VOLLYALWAYS)
746 if(self.volly_counter != self.shot_volly)
748 // Predict or whatnot
749 if not(self.aim_flags & TFL_AIM_NO)
750 self.tur_aimpos = turret_stdproc_aim_generic();
753 if not(self.track_flags & TFL_TRACK_NO)
754 turret_stdproc_track();
756 turret_do_updates(self);
759 if (self.turret_firecheckfunc() != 0)
762 if(self.turret_postthink)
763 self.turret_postthink();
768 // Check if we have a vailid enemy, and try to find one if we dont.
770 // g_turrets_targetscan_maxdelay forces a target re-scan at least this often
771 float do_target_scan;
772 if((self.target_select_time + autocvar_g_turrets_targetscan_maxdelay) < time)
775 // Old target (if any) invalid?
776 if (turret_validate_target(self, self.enemy, self.target_validate_flags) <= 0)
782 // But never more often then g_turrets_targetscan_mindelay!
783 if (self.target_select_time + autocvar_g_turrets_targetscan_mindelay > time)
788 self.enemy = turret_select_target();
789 self.target_select_time = time;
792 // No target, just go to idle, do any custom stuff and bail.
793 if (self.enemy == world)
796 if not(self.track_flags & TFL_TRACK_NO)
797 turret_stdproc_track();
799 // do any per-turret stuff
800 if(self.turret_postthink)
801 self.turret_postthink();
807 self.lip = time + autocvar_g_turrets_aimidle_delay; // Keep track of the last time we had a target.
810 if not(self.aim_flags & TFL_AIM_NO)
811 self.tur_aimpos = turret_stdproc_aim_generic();
814 if not(self.track_flags & TFL_TRACK_NO)
815 turret_stdproc_track();
817 turret_do_updates(self);
820 if (self.turret_firecheckfunc())
824 // do any custom per-turret stuff
825 if(self.turret_postthink)
826 self.turret_postthink();
831 if (autocvar_g_turrets_nofire != 0)
834 self.turret_firefunc();
836 self.attack_finished_single = time + self.shot_refire;
837 self.ammo -= self.shot_dmg;
838 self.volly_counter = self.volly_counter - 1;
840 if (self.volly_counter <= 0)
842 self.volly_counter = self.shot_volly;
844 if (self.shoot_flags & TFL_SHOOT_CLEARTARGET)
847 if (self.shot_volly > 1)
848 self.attack_finished_single = time + self.shot_volly_refire;
852 if (self.enemy) paint_target3(self.tur_aimpos, 64, self.tur_dbg_rvec, self.tur_impacttime + 0.25);
856 void turret_stdproc_fire()
858 dprint("^1Bang, ^3your dead^7 ",self.enemy.netname,"! ^1(turret with no real firefunc)\n");
862 When .used a turret switch team to activator.team.
863 If activator is world, the turret go inactive.
865 void turret_stdproc_use()
867 dprint("Turret ",self.netname, " used by ", activator.classname, "\n");
869 self.team = activator.team;
880 Net_LinkEntity(self, TRUE, 0, turret_send);
881 self.think = turret_think;
882 self.nextthink = time;
883 self.tur_head.effects = EF_NODRAW;
886 void turrets_manager_think()
888 self.nextthink = time + 1;
891 if (autocvar_g_turrets_reloadcvars == 1)
896 if (e.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
898 load_unit_settings(e,e.cvar_basename,1);
899 if(e.turret_postthink)
900 e.turret_postthink();
905 cvar_set("g_turrets_reloadcvars","0");
910 * Standard turret initialization. use this!
911 * (unless you have a very good reason not to)
912 * if the return value is 0, the turret should be removed.
914 float turret_stdproc_init (string cvar_base_name, float csqc_shared, string base, string head, float _turret_type)
918 // Are turrets allowed?
919 if (autocvar_g_turrets == 0)
922 if(_turret_type < 1 || _turret_type > TID_LAST)
924 dprint("Invalid / Unkown turret type\"", ftos(_turret_type), "\", aborting!\n");
927 self.turret_type = _turret_type;
929 e = find(world, classname, "turret_manager");
935 setorigin(e,'0 0 0');
936 setmodel(e,"models/turrets/plasma.md3");
938 v = gettaginfo(e,gettagindex(e,"tag_fire"));
941 //objerror("^1ERROR: Engine is borken! Turrets will NOT work. force g_turrets to 0 to run maps with turrets anyway.");
947 e.classname = "turret_manager";
948 e.think = turrets_manager_think;
949 e.nextthink = time + 2;
951 #ifndef TTURRETS_CSQC
957 dprint("WARNING: turret requested csqc_shared but this is not implemented. Expect strange things to happen.\n");
962 if not (self.spawnflags & TSF_SUSPENDED)
963 droptofloor_builtin();
965 // Terrainbase spawnflag. This puts a enlongated model
966 // under the turret, so it looks ok on uneaven surfaces.
967 /* TODO: Handle this with CSQC
968 if (self.spawnflags & TSF_TERRAINBASE)
972 setmodel(tb,"models/turrets/terrainbase.md3");
973 setorigin(tb,self.origin);
974 tb.solid = SOLID_BBOX;
978 self.cvar_basename = cvar_base_name;
979 load_unit_settings(self, self.cvar_basename, 0);
981 // Handle turret teams.
982 if (autocvar_g_assault != 0)
985 self.team = 14; // Assume turrets are on the defending side if not explicitly set otehrwize
987 else if not (teamplay)
988 self.team = MAX_SHOT_DISTANCE; // Group all turrets into the same team, so they dont kill eachother.
989 else if(g_onslaught && self.targetname)
991 e = find(world,target,self.targetname);
999 self.team = MAX_SHOT_DISTANCE; // Group all turrets into the same team, so they dont kill eachother.
1002 * Try to guess some reasonaly defaults
1003 * for missing params and do sanety checks
1004 * thise checks could produce some "interesting" results
1005 * if it hits a glitch in my logic :P so try to set as mutch
1006 * as possible beforehand.
1008 if (self.turrcaps_flags & TFL_TURRCAPS_SUPPORT)
1009 self.ticrate = 0.2; // Support units generaly dont need to have a high speed ai-loop
1011 self.ticrate = 0.1; // 10 fps for normal turrets
1013 self.ticrate = bound(sys_frametime, self.ticrate, 60); // keep it sane
1016 if (self.netname == "")
1017 self.netname = self.classname;
1019 if not (self.respawntime)
1020 self.respawntime = 60;
1021 self.respawntime = max(-1, self.respawntime);
1023 if not (self.health)
1025 self.tur_health = max(1, self.health);
1027 if not (self.turrcaps_flags)
1028 self.turrcaps_flags = TFL_TURRCAPS_RADIUSDMG | TFL_TURRCAPS_MEDPROJ | TFL_TURRCAPS_PLAYERKILL;
1030 if not (self.damage_flags)
1031 self.damage_flags = TFL_DMG_YES | TFL_DMG_RETALIATE | TFL_DMG_AIMSHAKE;
1034 if not (self.shot_refire)
1035 self.shot_refire = 1;
1036 self.shot_refire = bound(0.01, self.shot_refire, 9999);
1038 if not (self.shot_dmg)
1039 self.shot_dmg = self.shot_refire * 50;
1040 self.shot_dmg = max(1, self.shot_dmg);
1042 if not (self.shot_radius)
1043 self.shot_radius = self.shot_dmg * 0.5;
1044 self.shot_radius = max(1, self.shot_radius);
1046 if not (self.shot_speed)
1047 self.shot_speed = 2500;
1048 self.shot_speed = max(1, self.shot_speed);
1050 if not (self.shot_spread)
1051 self.shot_spread = 0.0125;
1052 self.shot_spread = bound(0.0001, self.shot_spread, 500);
1054 if not (self.shot_force)
1055 self.shot_force = self.shot_dmg * 0.5 + self.shot_radius * 0.5;
1056 self.shot_force = bound(0.001, self.shot_force, 5000);
1058 if not (self.shot_volly)
1059 self.shot_volly = 1;
1060 self.shot_volly = bound(1, self.shot_volly, floor(self.ammo_max / self.shot_dmg));
1062 if not (self.shot_volly_refire)
1063 self.shot_volly_refire = self.shot_refire * self.shot_volly;
1064 self.shot_volly_refire = bound(self.shot_refire, self.shot_volly_refire, 60);
1066 if not (self.firecheck_flags)
1067 self.firecheck_flags = TFL_FIRECHECK_WORLD | TFL_FIRECHECK_DEAD | TFL_FIRECHECK_DISTANCES |
1068 TFL_FIRECHECK_LOS | TFL_FIRECHECK_AIMDIST | TFL_FIRECHECK_TEAMCECK |
1069 TFL_FIRECHECK_OWM_AMMO | TFL_FIRECHECK_REFIRE | TFL_FIRECHECK_WORLD;
1072 if not (self.target_range)
1073 self.target_range = self.shot_speed * 0.5;
1074 self.target_range = bound(0, self.target_range, MAX_SHOT_DISTANCE);
1076 if not (self.target_range_min)
1077 self.target_range_min = self.shot_radius * 2;
1078 self.target_range_min = bound(0, self.target_range_min, MAX_SHOT_DISTANCE);
1080 if not (self.target_range_optimal)
1081 self.target_range_optimal = self.target_range * 0.5;
1082 self.target_range_optimal = bound(0, self.target_range_optimal, MAX_SHOT_DISTANCE);
1086 if not (self.aim_maxrot)
1087 self.aim_maxrot = 90;
1088 self.aim_maxrot = bound(0, self.aim_maxrot, 360);
1090 if not (self.aim_maxpitch)
1091 self.aim_maxpitch = 20;
1092 self.aim_maxpitch = bound(0, self.aim_maxpitch, 90);
1094 if not (self.aim_speed)
1095 self.aim_speed = 36;
1096 self.aim_speed = bound(0.1, self.aim_speed, 1000);
1098 if not (self.aim_firetolerance_dist)
1099 self.aim_firetolerance_dist = 5 + (self.shot_radius * 2);
1100 self.aim_firetolerance_dist = bound(0.1, self.aim_firetolerance_dist, MAX_SHOT_DISTANCE);
1102 if not (self.aim_flags)
1104 self.aim_flags = TFL_AIM_LEAD | TFL_AIM_SHOTTIMECOMPENSATE;
1105 if(self.turrcaps_flags & TFL_TURRCAPS_RADIUSDMG)
1106 self.aim_flags |= TFL_AIM_GROUND2;
1109 if not (self.track_type)
1110 self.track_type = TFL_TRACKTYPE_STEPMOTOR;
1112 if (self.track_type != TFL_TRACKTYPE_STEPMOTOR)
1114 // Fluid / Ineria mode. Looks mutch nicer.
1115 // Can reduce aim preformance alot, needs a bit diffrent aimspeed
1117 if not (self.aim_speed)
1118 self.aim_speed = 180;
1119 self.aim_speed = bound(0.1, self.aim_speed, 1000);
1121 if not (self.track_accel_pitch)
1122 self.track_accel_pitch = 0.5;
1124 if not (self.track_accel_rot)
1125 self.track_accel_rot = 0.5;
1127 if not (self.track_blendrate)
1128 self.track_blendrate = 0.35;
1131 if (!self.track_flags)
1132 self.track_flags = TFL_TRACK_PITCH | TFL_TRACK_ROT;
1135 // Target selection stuff.
1136 if not (self.target_select_rangebias)
1137 self.target_select_rangebias = 1;
1138 self.target_select_rangebias = bound(-10, self.target_select_rangebias, 10);
1140 if not (self.target_select_samebias)
1141 self.target_select_samebias = 1;
1142 self.target_select_samebias = bound(-10, self.target_select_samebias, 10);
1144 if not (self.target_select_anglebias)
1145 self.target_select_anglebias = 1;
1146 self.target_select_anglebias = bound(-10, self.target_select_anglebias, 10);
1148 if not (self.target_select_missilebias)
1149 self.target_select_missilebias = -10;
1151 self.target_select_missilebias = bound(-10, self.target_select_missilebias, 10);
1152 self.target_select_playerbias = bound(-10, self.target_select_playerbias, 10);
1154 if not (self.target_select_flags)
1156 self.target_select_flags = TFL_TARGETSELECT_LOS | TFL_TARGETSELECT_TEAMCHECK
1157 | TFL_TARGETSELECT_RANGELIMTS | TFL_TARGETSELECT_ANGLELIMITS;
1159 if (self.turrcaps_flags & TFL_TURRCAPS_MISSILEKILL)
1160 self.target_select_flags |= TFL_TARGETSELECT_MISSILES;
1162 if (self.turrcaps_flags & TFL_TURRCAPS_PLAYERKILL)
1163 self.target_select_flags |= TFL_TARGETSELECT_PLAYERS;
1165 // self.target_select_flags = TFL_TARGETSELECT_NO;
1168 self.target_validate_flags = self.target_select_flags;
1172 if not (self.ammo_max)
1173 self.ammo_max = self.shot_dmg * 10;
1174 self.ammo_max = max(self.shot_dmg, self.ammo_max);
1177 self.ammo = self.shot_dmg * 5;
1178 self.ammo = bound(0,self.ammo, self.ammo_max);
1180 if not (self.ammo_recharge)
1181 self.ammo_recharge = self.shot_dmg * 0.5;
1182 self.ammo_recharge = max(0 ,self.ammo_recharge);
1184 // Convert the recharge from X per sec to X per ticrate
1185 self.ammo_recharge = self.ammo_recharge * self.ticrate;
1187 if not (self.ammo_flags)
1188 self.ammo_flags = TFL_AMMO_ENERGY | TFL_AMMO_RECHARGE;
1191 if(self.spawnflags & TSL_NO_RESPAWN)
1192 if not (self.damage_flags & TFL_DMG_DEATH_NORESPAWN)
1193 self.damage_flags |= TFL_DMG_DEATH_NORESPAWN;
1195 // Offsets & origins
1196 if (!self.tur_shotorg) self.tur_shotorg = '50 0 50';
1199 if(MUTATOR_CALLHOOK(TurretSpawn))
1202 // End of default & sanety checks, start building the turret.
1205 self.tur_head = spawn();
1206 self.tur_head.netname = self.tur_head.classname = "turret_head";
1207 self.tur_head.team = self.team;
1208 self.tur_head.owner = self;
1210 setmodel(self, base);
1211 setmodel(self.tur_head, head);
1213 setsize(self, '-32 -32 0', '32 32 64');
1214 setsize(self.tur_head, '0 0 0', '0 0 0');
1216 setorigin(self.tur_head, '0 0 0');
1217 setattachment(self.tur_head, self, "tag_head");
1222 self.tur_health = self.health;
1223 self.solid = SOLID_BBOX;
1224 self.tur_head.solid = SOLID_NOT;
1225 self.takedamage = DAMAGE_AIM;
1226 self.tur_head.takedamage = DAMAGE_NO;
1227 self.movetype = MOVETYPE_NOCLIP;
1228 self.tur_head.movetype = MOVETYPE_NOCLIP;
1231 if not (self.tur_defend)
1232 if (self.target != "")
1234 self.tur_defend = find(world, targetname, self.target);
1235 if (self.tur_defend == world)
1238 dprint("Turret has invalid defendpoint!\n");
1242 // In target defend mode, aim on the spot to defend when idle.
1243 if (self.tur_defend)
1244 self.idle_aim = self.tur_head.angles + angleofs(self.tur_head, self.tur_defend);
1246 self.idle_aim = '0 0 0';
1249 if (self.team == COLOR_TEAM1) self.colormod = '1.4 0.8 0.8';
1250 if (self.team == COLOR_TEAM2) self.colormod = '0.8 0.8 1.4';
1252 // Attach stdprocs. override when and what needed
1253 if (self.turrcaps_flags & TFL_TURRCAPS_SUPPORT)
1255 self.turret_score_target = turret_stdproc_targetscore_support;
1256 self.turret_firecheckfunc = turret_stdproc_firecheck;
1257 self.turret_firefunc = turret_stdproc_fire;
1258 self.event_damage = turret_stdproc_damage;
1262 self.turret_score_target = turret_stdproc_targetscore_generic;
1263 self.turret_firecheckfunc = turret_stdproc_firecheck;
1264 self.turret_firefunc = turret_stdproc_fire;
1265 self.event_damage = turret_stdproc_damage;
1268 self.use = turret_stdproc_use;
1269 self.bot_attack = TRUE;
1272 self.nextthink = time + 1;
1273 self.nextthink += turret_count * sys_frametime;
1275 self.tur_head.team = self.team;
1276 self.view_ofs = '0 0 0';
1279 self.tur_dbg_start = self.nextthink;
1280 while (vlen(self.tur_dbg_rvec) < 2)
1281 self.tur_dbg_rvec = randomvec() * 4;
1283 self.tur_dbg_rvec_x = fabs(self.tur_dbg_rvec_x);
1284 self.tur_dbg_rvec_y = fabs(self.tur_dbg_rvec_y);
1285 self.tur_dbg_rvec_z = fabs(self.tur_dbg_rvec_z);
1289 self.turrcaps_flags |= TFL_TURRCAPS_ISTURRET;
1291 self.classname = "turret_main";
1293 self.tur_active = 1;
1295 // In ONS mode, and linked to a ONS ent. need to call the use to set team.
1296 if (g_onslaught && ee)
1302 Net_LinkEntity(self, TRUE, 0, turret_send);
1303 turret_stdproc_respawn();
1305 // Initiate the main AI loop
1306 /*self.nextthink = time;
1308 self.think = turret_link;
1310 self.think = turret_think;