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Merge branch 'master' into terencehill/menu_tooltips_2
[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 (teams_matter)
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     if (self.health < (self.tur_health * 0.5))
641                 if(random() < 0.25)
642                         te_spark(self.origin + '0 0 40', randomvec() * 256 + '0 0 256', 16);
643                         
644     // Inactive turrets needs to run the think loop,
645     // So they can handle animation and wake up if need be.
646     if not (self.tur_active)
647     {
648         turret_stdproc_track();
649         return;
650     }
651
652     // This is typicaly used for zaping every target in range
653     // turret_fusionreactor uses this to recharge friendlys.
654     if (self.shoot_flags & TFL_SHOOT_HITALLVALID)
655     {
656         // Do a self.turret_fire for every valid target.
657         e = findradius(self.origin,self.target_range);
658         while (e)
659         {
660                         if(e.takedamage)
661                         {
662                                 if (turret_validate_target(self,e,self.target_validate_flags))
663                                 {
664                                         self.enemy = e;
665
666                                         turret_do_updates(self);
667
668                                         if (self.turret_firecheckfunc())
669                                                 turret_fire();
670                                 }
671                         }
672
673             e = e.chain;
674         }
675         self.enemy = world;
676     }
677     else if(self.shoot_flags & TFL_SHOOT_CUSTOM)
678     {
679         // This one is doing something.. oddball. assume its handles what needs to be handled.
680
681         // Predict?
682         if not(self.aim_flags & TFL_AIM_NO)
683             self.tur_aimpos = turret_stdproc_aim_generic();
684
685         // Turn & pitch?
686         if not(self.track_flags & TFL_TRACK_NO)
687             turret_stdproc_track();
688
689         turret_do_updates(self);
690
691         // Fire?
692         if (self.turret_firecheckfunc())
693             turret_fire();
694     }
695     else
696     {
697         // Special case for volly always. if it fired once it must compleate the volly.
698         if(self.shoot_flags & TFL_SHOOT_VOLLYALWAYS)
699             if(self.volly_counter != self.shot_volly)
700             {
701                 // Predict or whatnot
702                 if not(self.aim_flags & TFL_AIM_NO)
703                     self.tur_aimpos = turret_stdproc_aim_generic();
704
705                 // Turn & pitch
706                 if not(self.track_flags & TFL_TRACK_NO)
707                     turret_stdproc_track();
708
709                 turret_do_updates(self);
710
711                 // Fire!
712                 if (self.turret_firecheckfunc() != 0)
713                     turret_fire();
714
715                 if(self.turret_postthink)
716                     self.turret_postthink();
717
718                 return;
719             }
720
721         // Check if we have a vailid enemy, and try to find one if we dont.
722
723         // g_turrets_targetscan_maxdelay forces a target re-scan at least this often
724         float do_target_scan;
725         if((self.target_select_time + autocvar_g_turrets_targetscan_maxdelay) < time)
726             do_target_scan = 1;
727
728         // Old target (if any) invalid?
729         if (turret_validate_target(self, self.enemy, self.target_validate_flags) <= 0)
730         {
731                 self.enemy = world;
732                 do_target_scan = 1;
733         }
734
735         // But never more often then g_turrets_targetscan_mindelay!
736         if (self.target_select_time + autocvar_g_turrets_targetscan_mindelay > time)
737             do_target_scan = 0;
738
739         if(do_target_scan)
740         {
741             self.enemy = turret_select_target();
742             self.target_select_time = time;
743         }
744
745         // No target, just go to idle, do any custom stuff and bail.
746         if (self.enemy == world)
747         {
748             // Turn & pitch
749             if not(self.track_flags & TFL_TRACK_NO)
750                 turret_stdproc_track();
751
752             // do any per-turret stuff
753             if(self.turret_postthink)
754                 self.turret_postthink();
755
756             // And bail.
757             return;
758         }
759         else
760             self.lip = time + autocvar_g_turrets_aimidle_delay; // Keep track of the last time we had a target.
761
762         // Predict?
763         if not(self.aim_flags & TFL_AIM_NO)
764             self.tur_aimpos = turret_stdproc_aim_generic();
765
766         // Turn & pitch?
767         if not(self.track_flags & TFL_TRACK_NO)
768             turret_stdproc_track();
769
770         turret_do_updates(self);
771
772         // Fire?
773         if (self.turret_firecheckfunc())
774             turret_fire();
775     }
776
777     // do any custom per-turret stuff
778     if(self.turret_postthink)
779         self.turret_postthink();
780 }
781
782 void turret_fire()
783 {
784     if (autocvar_g_turrets_nofire != 0)
785         return;
786
787     self.turret_firefunc();
788
789     self.attack_finished_single = time + self.shot_refire;
790     self.ammo -= self.shot_dmg;
791     self.volly_counter = self.volly_counter - 1;
792
793     if (self.volly_counter <= 0)
794     {
795         self.volly_counter = self.shot_volly;
796
797         if (self.shoot_flags & TFL_SHOOT_CLEARTARGET)
798             self.enemy = world;
799
800         if (self.shot_volly > 1)
801             self.attack_finished_single = time + self.shot_volly_refire;
802     }
803
804 #ifdef TURRET_DEBUG
805     if (self.enemy) paint_target3(self.tur_aimpos, 64, self.tur_dbg_rvec, self.tur_impacttime + 0.25);
806 #endif
807 }
808
809 void turret_stdproc_fire()
810 {
811     dprint("^1Bang, ^3your dead^7 ",self.enemy.netname,"! ^1(turret with no real firefunc)\n");
812 }
813
814 /*
815     When .used a turret switch team to activator.team.
816     If activator is world, the turret go inactive.
817 */
818 void turret_stdproc_use()
819 {
820     dprint("Turret ",self.netname, " used by ", activator.classname, "\n");
821
822     self.team = activator.team;
823
824     if(self.team == 0)
825         self.tur_active = 0;
826     else
827         self.tur_active = 1;
828
829 }
830
831 void turret_link()
832 {
833     //Net_LinkEntity(self, FALSE, 0, Turret_SendEntity);
834     self.think      = turret_think;
835     self.nextthink  = time;
836 }
837
838 void turrets_manager_think()
839 {
840     self.nextthink = time + 1;
841
842     entity e;
843     if (autocvar_g_turrets_reloadcvars == 1)
844     {
845         e = nextent(world);
846         while (e)
847         {
848             if (e.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
849             {
850                 load_unit_settings(e,e.cvar_basename,1);
851                 if(e.turret_postthink)
852                     e.turret_postthink();
853             }
854
855             e = nextent(e);
856         }
857         cvar_set("g_turrets_reloadcvars","0");
858     }
859 }
860
861 /*
862 * Standard turret initialization. use this!
863 * (unless you have a very good reason not to)
864 * if the return value is 0, the turret should be removed.
865 */
866 float turret_stdproc_init (string cvar_base_name, float csqc_shared, string base, string head)
867 {
868         entity e, ee;
869
870     // Are turrets allowed?
871     if (autocvar_g_turrets == 0)
872         return 0;
873
874
875     e = find(world, classname, "turret_manager");
876     if not (e)
877     {
878         e = spawn();
879
880         /*
881         setorigin(e,'0 0 0');
882         setmodel(e,"models/turrets/plasma.md3");
883         vector v;
884         v = gettaginfo(e,gettagindex(e,"tag_fire"));
885         if(v == '0 0 0')
886         {
887             //objerror("^1ERROR: Engine is borken! Turrets will NOT work. force g_turrets to 0 to run maps with turrets anyway.");
888             //crash();
889         }
890         setmodel(e,"");
891         */
892
893         e.classname = "turret_manager";
894         e.think = turrets_manager_think;
895         e.nextthink = time + 2;
896     }
897
898     if(csqc_shared)
899     {
900         dprint("WARNING: turret requested csqc_shared but this is not implemented. Expect strange things to happen.\n");
901         csqc_shared = 0;
902     }
903
904     if not (self.spawnflags & TSF_SUSPENDED)
905         droptofloor_builtin();
906
907     // Terrainbase spawnflag. This puts a enlongated model
908     // under the turret, so it looks ok on uneaven surfaces.
909     if (self.spawnflags & TSF_TERRAINBASE)
910     {
911         entity tb;
912         tb = spawn();
913         setmodel(tb,"models/turrets/terrainbase.md3");
914         setorigin(tb,self.origin);
915         tb.solid = SOLID_BBOX;
916     }
917
918     self.cvar_basename = cvar_base_name;
919     load_unit_settings(self,self.cvar_basename, 0);
920
921     // Handle turret teams.
922     if (autocvar_g_assault != 0)
923     {
924         if not (self.team)
925             self.team = 14; // Assume turrets are on the defending side if not explicitly set otehrwize
926     }
927     else if not (teams_matter)
928                 self.team = MAX_SHOT_DISTANCE; // Group all turrets into the same team, so they dont kill eachother.
929         else if(g_onslaught && self.targetname)
930         {
931                 e = find(world,target,self.targetname);
932                 if(e != world)
933                 {
934                         self.team = e.team;
935                         ee = e;
936                 }
937         }
938         else if(!self.team)
939                 self.team = MAX_SHOT_DISTANCE; // Group all turrets into the same team, so they dont kill eachother.
940
941     /*
942     * Try to guess some reasonaly defaults
943     * for missing params and do sanety checks
944     * thise checks could produce some "interesting" results
945     * if it hits a glitch in my logic :P so try to set as mutch
946     * as possible beforehand.
947     */
948     if (self.turrcaps_flags & TFL_TURRCAPS_SUPPORT)
949         self.ticrate = 0.2;     // Support units generaly dont need to have a high speed ai-loop
950     else
951         self.ticrate = 0.1;     // 10 fps for normal turrets
952
953     self.ticrate = bound(sys_frametime, self.ticrate, 60);  // keep it sane
954
955 // General stuff
956     if (self.netname == "")
957         self.netname = self.classname;
958
959     if not (self.respawntime)
960         self.respawntime = 60;
961     self.respawntime = max(-1, self.respawntime);
962
963     if not (self.health)
964         self.health = 1000;
965     self.tur_health = max(1, self.health);
966
967     if not (self.turrcaps_flags)
968         self.turrcaps_flags = TFL_TURRCAPS_RADIUSDMG | TFL_TURRCAPS_MEDPROJ | TFL_TURRCAPS_PLAYERKILL;
969
970     if not (self.damage_flags)
971         self.damage_flags = TFL_DMG_YES | TFL_DMG_RETALIATE | TFL_DMG_AIMSHAKE;
972
973 // Shot stuff.
974     if not (self.shot_refire)
975         self.shot_refire = 1;
976     self.shot_refire = bound(0.01, self.shot_refire, 9999);
977
978     if not (self.shot_dmg)
979         self.shot_dmg  = self.shot_refire * 50;
980     self.shot_dmg = max(1, self.shot_dmg);
981
982     if not (self.shot_radius)
983         self.shot_radius = self.shot_dmg * 0.5;
984     self.shot_radius = max(1, self.shot_radius);
985
986     if not (self.shot_speed)
987         self.shot_speed = 2500;
988     self.shot_speed = max(1, self.shot_speed);
989
990     if not (self.shot_spread)
991         self.shot_spread = 0.0125;
992     self.shot_spread = bound(0.0001, self.shot_spread, 500);
993
994     if not (self.shot_force)
995         self.shot_force = self.shot_dmg * 0.5 + self.shot_radius * 0.5;
996     self.shot_force = bound(0.001, self.shot_force, 5000);
997
998     if not (self.shot_volly)
999         self.shot_volly = 1;
1000     self.shot_volly = bound(1, self.shot_volly, floor(self.ammo_max / self.shot_dmg));
1001
1002     if not (self.shot_volly_refire)
1003         self.shot_volly_refire = self.shot_refire * self.shot_volly;
1004     self.shot_volly_refire = bound(self.shot_refire, self.shot_volly_refire, 60);
1005
1006     if not (self.firecheck_flags)
1007         self.firecheck_flags = TFL_FIRECHECK_WORLD | TFL_FIRECHECK_DEAD | TFL_FIRECHECK_DISTANCES |
1008                                TFL_FIRECHECK_LOS | TFL_FIRECHECK_AIMDIST | TFL_FIRECHECK_TEAMCECK |
1009                                TFL_FIRECHECK_OWM_AMMO | TFL_FIRECHECK_REFIRE | TFL_FIRECHECK_WORLD;
1010
1011 // Range stuff.
1012     if not (self.target_range)
1013         self.target_range = self.shot_speed * 0.5;
1014     self.target_range = bound(0, self.target_range, MAX_SHOT_DISTANCE);
1015
1016     if not (self.target_range_min)
1017         self.target_range_min = self.shot_radius * 2;
1018     self.target_range_min = bound(0, self.target_range_min, MAX_SHOT_DISTANCE);
1019
1020     if not (self.target_range_optimal)
1021         self.target_range_optimal = self.target_range * 0.5;
1022     self.target_range_optimal = bound(0, self.target_range_optimal, MAX_SHOT_DISTANCE);
1023
1024
1025 // Aim stuff.
1026     if not (self.aim_maxrot)
1027         self.aim_maxrot = 90;
1028     self.aim_maxrot = bound(0, self.aim_maxrot, 360);
1029
1030     if not (self.aim_maxpitch)
1031         self.aim_maxpitch = 20;
1032     self.aim_maxpitch = bound(0, self.aim_maxpitch, 90);
1033
1034     if not (self.aim_speed)
1035         self.aim_speed = 36;
1036     self.aim_speed  = bound(0.1, self.aim_speed, 1000);
1037
1038     if not (self.aim_firetolerance_dist)
1039         self.aim_firetolerance_dist  = 5 + (self.shot_radius * 2);
1040     self.aim_firetolerance_dist = bound(0.1, self.aim_firetolerance_dist, MAX_SHOT_DISTANCE);
1041
1042     if not (self.aim_flags)
1043     {
1044         self.aim_flags = TFL_AIM_LEAD | TFL_AIM_SHOTTIMECOMPENSATE;
1045         if(self.turrcaps_flags & TFL_TURRCAPS_RADIUSDMG)
1046             self.aim_flags |= TFL_AIM_GROUND2;
1047     }
1048
1049     if not (self.track_type)
1050         self.track_type = TFL_TRACKTYPE_STEPMOTOR;
1051
1052     if (self.track_type != TFL_TRACKTYPE_STEPMOTOR)
1053     {
1054         // Fluid / Ineria mode. Looks mutch nicer.
1055         // Can reduce aim preformance alot, needs a bit diffrent aimspeed
1056
1057         if not (self.aim_speed)
1058             self.aim_speed = 180;
1059         self.aim_speed = bound(0.1, self.aim_speed, 1000);
1060
1061         if not (self.track_accel_pitch)
1062             self.track_accel_pitch = 0.5;
1063
1064         if not (self.track_accel_rot)
1065             self.track_accel_rot   = 0.5;
1066
1067         if not (self.track_blendrate)
1068             self.track_blendrate   = 0.35;
1069     }
1070
1071     if (!self.track_flags)
1072         self.track_flags = TFL_TRACK_PITCH | TFL_TRACK_ROT;
1073
1074
1075 // Target selection stuff.
1076     if not (self.target_select_rangebias)
1077         self.target_select_rangebias = 1;
1078     self.target_select_rangebias = bound(-10, self.target_select_rangebias, 10);
1079
1080     if not (self.target_select_samebias)
1081         self.target_select_samebias = 1;
1082     self.target_select_samebias = bound(-10, self.target_select_samebias, 10);
1083
1084     if not (self.target_select_anglebias)
1085         self.target_select_anglebias = 1;
1086     self.target_select_anglebias = bound(-10, self.target_select_anglebias, 10);
1087
1088     if not (self.target_select_missilebias)
1089         self.target_select_missilebias = -10;
1090
1091     self.target_select_missilebias = bound(-10, self.target_select_missilebias, 10);
1092     self.target_select_playerbias = bound(-10, self.target_select_playerbias, 10);
1093
1094     if not (self.target_select_flags)
1095     {
1096             self.target_select_flags = TFL_TARGETSELECT_LOS | TFL_TARGETSELECT_TEAMCHECK
1097                                      | TFL_TARGETSELECT_RANGELIMTS | TFL_TARGETSELECT_ANGLELIMITS;
1098
1099         if (self.turrcaps_flags & TFL_TURRCAPS_MISSILEKILL)
1100             self.target_select_flags |= TFL_TARGETSELECT_MISSILES;
1101
1102         if (self.turrcaps_flags & TFL_TURRCAPS_PLAYERKILL)
1103             self.target_select_flags |= TFL_TARGETSELECT_PLAYERS;
1104         //else
1105         //    self.target_select_flags = TFL_TARGETSELECT_NO;
1106     }
1107
1108     self.target_validate_flags = self.target_select_flags;
1109
1110
1111 // Ammo stuff
1112     if not (self.ammo_max)
1113         self.ammo_max = self.shot_dmg * 10;
1114     self.ammo_max = max(self.shot_dmg, self.ammo_max);
1115
1116     if not (self.ammo)
1117         self.ammo = self.shot_dmg * 5;
1118     self.ammo = bound(0,self.ammo, self.ammo_max);
1119
1120     if not (self.ammo_recharge)
1121         self.ammo_recharge = self.shot_dmg * 0.5;
1122     self.ammo_recharge = max(0 ,self.ammo_recharge);
1123
1124     // Convert the recharge from X per sec to X per ticrate
1125     self.ammo_recharge = self.ammo_recharge * self.ticrate;
1126
1127     if not (self.ammo_flags)
1128         self.ammo_flags = TFL_AMMO_ENERGY | TFL_AMMO_RECHARGE;
1129
1130 // Damage stuff
1131     if(self.spawnflags & TSL_NO_RESPAWN)
1132         if not (self.damage_flags & TFL_DMG_DEATH_NORESPAWN)
1133             self.damage_flags |= TFL_DMG_DEATH_NORESPAWN;
1134
1135 // Offsets & origins
1136     if (!self.tur_shotorg)   self.tur_shotorg = '50 0 50';
1137
1138 // Gane hooks
1139         if(MUTATOR_CALLHOOK(TurretSpawn))
1140                 return 0;
1141
1142 // End of default & sanety checks, start building the turret.
1143
1144 // Spawn extra bits
1145     self.tur_head         = spawn();
1146     self.tur_head.netname = self.tur_head.classname = "turret_head";
1147     self.tur_head.team    = self.team;
1148     self.tur_head.owner   = self;
1149
1150     setmodel(self, base);
1151     setmodel(self.tur_head, head);
1152
1153     setsize(self, '-32 -32 0', '32 32 64');
1154     setsize(self.tur_head, '0 0 0', '0 0 0');
1155
1156     setorigin(self.tur_head, '0 0 0');
1157     setattachment(self.tur_head, self, "tag_head");
1158
1159     if (!self.health)
1160         self.health = 150;
1161
1162     self.tur_health          = self.health;
1163     self.solid               = SOLID_BBOX;
1164     self.tur_head.solid      = SOLID_NOT;
1165     self.takedamage          = DAMAGE_AIM;
1166     self.tur_head.takedamage = DAMAGE_NO;
1167     self.movetype            = MOVETYPE_NOCLIP;
1168     self.tur_head.movetype   = MOVETYPE_NOCLIP;
1169
1170     // Defend mode?
1171     if not (self.tur_defend)
1172     if (self.target != "")
1173     {
1174         self.tur_defend = find(world, targetname, self.target);
1175         if (self.tur_defend == world)
1176         {
1177             self.target = "";
1178             dprint("Turret has invalid defendpoint!\n");
1179         }
1180     }
1181
1182     // In target defend mode, aim on the spot to defend when idle.
1183     if (self.tur_defend)
1184         self.idle_aim  = self.tur_head.angles + angleofs(self.tur_head, self.tur_defend);
1185     else
1186         self.idle_aim  = '0 0 0';
1187
1188     // Team color
1189     if (self.team == COLOR_TEAM1) self.colormod = '1.4 0.8 0.8';
1190     if (self.team == COLOR_TEAM2) self.colormod = '0.8 0.8 1.4';
1191
1192     // Attach stdprocs. override when and what needed
1193     if (self.turrcaps_flags & TFL_TURRCAPS_SUPPORT)
1194     {
1195         self.turret_score_target    = turret_stdproc_targetscore_support;
1196         self.turret_firecheckfunc   = turret_stdproc_firecheck;
1197         self.turret_firefunc        = turret_stdproc_fire;
1198         self.event_damage           = turret_stdproc_damage;
1199     }
1200     else
1201     {
1202         self.turret_score_target    = turret_stdproc_targetscore_generic;
1203         self.turret_firecheckfunc   = turret_stdproc_firecheck;
1204         self.turret_firefunc        = turret_stdproc_fire;
1205         self.event_damage           = turret_stdproc_damage;
1206     }
1207
1208     self.use = turret_stdproc_use;
1209     self.bot_attack = TRUE;
1210
1211     // Initiate the main AI loop
1212     if(csqc_shared)
1213         self.think     = turret_link;
1214     else
1215         self.think     = turret_think;
1216
1217     ++turret_count;
1218     self.nextthink = time + 1;
1219     self.nextthink +=  turret_count * sys_frametime;
1220
1221     self.tur_head.team = self.team;
1222     self.view_ofs = '0 0 0';
1223
1224 #ifdef TURRET_DEBUG
1225     self.tur_dbg_start = self.nextthink;
1226     while (vlen(self.tur_dbg_rvec) < 2)
1227         self.tur_dbg_rvec  = randomvec() * 4;
1228
1229     self.tur_dbg_rvec_x = fabs(self.tur_dbg_rvec_x);
1230     self.tur_dbg_rvec_y = fabs(self.tur_dbg_rvec_y);
1231     self.tur_dbg_rvec_z = fabs(self.tur_dbg_rvec_z);
1232 #endif
1233
1234     // Its all good.
1235     self.turrcaps_flags |= TFL_TURRCAPS_ISTURRET;
1236
1237     self.classname = "turret_main";
1238
1239     self.tur_active = 1;
1240
1241     // In ONS mode, and linked to a ONS ent. need to call the use to set team.
1242     if (g_onslaught && ee)
1243     {
1244         activator = ee;
1245         self.use();
1246     }
1247         
1248         turret_stdproc_respawn();
1249     return 1;
1250 }
1251
1252