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Move turrets death and gib to client (now zero network use for those events)
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / tturrets / system / system_main.qc
1 #define cvar_base "g_turrets_unit_"
2
3 float turret_send(entity to, float sf)
4 {
5         dprint("Sending update\n");
6         WriteByte(MSG_ENTITY, ENT_CLIENT_TURRET);    
7         WriteByte(MSG_ENTITY, sf);
8         if(sf & TNSF_SETUP)
9         {
10             WriteByte(MSG_ENTITY, self.turret_type);
11             
12             WriteCoord(MSG_ENTITY, self.origin_x);
13             WriteCoord(MSG_ENTITY, self.origin_y);
14             WriteCoord(MSG_ENTITY, self.origin_z);
15             
16             WriteAngle(MSG_ENTITY, self.angles_x);
17             WriteAngle(MSG_ENTITY, self.angles_y);
18     }
19     
20     if(sf & TNSF_ANG)
21     {
22         WriteShort(MSG_ENTITY, rint(self.tur_head.angles_x));
23         WriteShort(MSG_ENTITY, rint(self.tur_head.angles_y));
24     }
25     
26     if(sf & TNSF_AVEL)
27     {        
28         WriteShort(MSG_ENTITY, rint(self.tur_head.avelocity_x));
29         WriteShort(MSG_ENTITY, rint(self.tur_head.avelocity_y));
30     }
31     
32     if(sf & TNSF_STATUS)
33     {        
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%
36     }
37     
38         return TRUE;
39 }
40
41 void load_unit_settings(entity ent, string unitname, float is_reload)
42 {
43     string sbase;
44
45     if (ent == world)
46         return;
47
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;
55
56     sbase = strcat(cvar_base,unitname);
57     if (is_reload)
58     {
59         ent.enemy = world;
60         ent.tur_head.avelocity = '0 0 0';
61
62         ent.tur_head.angles = '0 0 0';
63     }
64
65     ent.health      = cvar(strcat(sbase,"_health")) * ent.turret_scale_health;
66     ent.respawntime = cvar(strcat(sbase,"_respawntime")) * ent.turret_scale_respawn;
67
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;
76
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;
81
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"));
87
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;
90
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"));
95
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"));
100
101     if(is_reload)
102         if(ent.turret_respawnhook)
103             ent.turret_respawnhook();
104 }
105
106
107 /**
108 ** updates enemy distances, predicted impact point/time
109 ** and updated aim<->predict impact distance.
110 **/
111 void turret_do_updates(entity t_turret)
112 {
113     vector enemy_pos, oldpos;
114     entity oldself;
115
116     oldself = self;
117     self = t_turret;
118
119     enemy_pos = real_origin(self.enemy);
120
121     turret_tag_fire_update();
122
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);
126
127     if((self.firecheck_flags & TFL_FIRECHECK_VERIFIED) && (self.enemy))
128     {
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);
133
134         if(trace_ent == self.enemy)
135             self.tur_dist_impact_to_aimpos = 0;
136         else
137             self.tur_dist_impact_to_aimpos = vlen(trace_endpos - self.tur_aimpos);
138     }
139     else
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);
141         
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;
145
146     self = oldself;
147 }
148
149 /*
150 vector turret_fovsearch_pingpong()
151 {
152     vector wish_angle;
153     if(self.phase < time)
154     {
155         if( self.tur_head.phase )
156             self.tur_head.phase = 0;
157         else
158             self.tur_head.phase = 1;
159         self.phase = time + 5;
160     }
161
162     if( self.tur_head.phase)
163         wish_angle = self.idle_aim + '0 1 0' * (self.aim_maxrot * (self.target_select_fov / 360));
164     else
165         wish_angle = self.idle_aim - '0 1 0' * (self.aim_maxrot * (self.target_select_fov / 360));
166
167     return wish_angle;
168 }
169
170 vector turret_fovsearch_steprot()
171 {
172     vector wish_angle;
173     //float rot_add;
174
175     wish_angle   = self.tur_head.angles;
176     wish_angle_x = self.idle_aim_x;
177
178     if (self.phase < time)
179     {
180         //rot_add = self.aim_maxrot / self.target_select_fov;
181         wish_angle_y += (self.target_select_fov * 2);
182
183         if(wish_angle_y > 360)
184             wish_angle_y = wish_angle_y - 360;
185
186          self.phase = time + 1.5;
187     }
188
189     return wish_angle;
190 }
191
192 vector turret_fovsearch_random()
193 {
194     vector wish_angle;
195
196     if (self.phase < time)
197     {
198         wish_angle_y = random() * self.aim_maxrot;
199         if(random() < 0.5)
200             wish_angle_y *= -1;
201
202         wish_angle_x = random() * self.aim_maxpitch;
203         if(random() < 0.5)
204             wish_angle_x *= -1;
205
206         self.phase = time + 5;
207
208         self.tur_aimpos = wish_angle;
209     }
210
211     return self.idle_aim + self.tur_aimpos;
212 }
213 */
214
215 /**
216 ** Handles head rotation according to
217 ** the units .track_type and .track_flags
218 **/
219 .float turret_framecounter;
220 void turret_stdproc_track()
221 {
222     vector target_angle; // This is where we want to aim
223     vector move_angle;   // This is where we can aim
224     float f_tmp;
225     vector v1, v2;
226     v1 = self.tur_head.angles;
227     v2 = self.tur_head.avelocity;
228     
229     if (self.track_flags == TFL_TRACK_NO)
230         return;
231
232     if not (self.tur_active)
233         target_angle = self.idle_aim - ('1 0 0' * self.aim_maxpitch);
234     else if (self.enemy == world)
235     {
236         if(time > self.lip)
237             target_angle = self.idle_aim + self.angles;
238         else
239             target_angle = vectoangles(normalize(self.tur_aimpos - self.tur_shotorg));
240     }
241     else
242     {
243         target_angle = vectoangles(normalize(self.tur_aimpos - self.tur_shotorg)); 
244     }
245     
246     self.tur_head.angles_x = anglemods(self.tur_head.angles_x);
247     self.tur_head.angles_y = anglemods(self.tur_head.angles_y);
248
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));
252
253     switch(self.track_type)
254     {
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)
258             {
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;
262
263                 if(self.tur_head.angles_x  < -self.aim_maxpitch)
264                     self.tur_head.angles_x = self.aim_maxpitch;
265             }
266
267             if (self.track_flags & TFL_TRACK_ROT)
268             {
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;
272
273                 if(self.tur_head.angles_y  < -self.aim_maxrot)
274                     self.tur_head.angles_y = self.aim_maxrot;
275             }
276             
277             // CSQC
278             self.SendFlags  = TNSF_ANG;
279             
280             return;
281
282         case TFL_TRACKTYPE_FLUIDINERTIA:
283             f_tmp = self.aim_speed * self.ticrate; // dgr/sec -> dgr/tic
284             move_angle_x = bound(-self.aim_speed, move_angle_x * self.track_accel_pitch * f_tmp, self.aim_speed);
285             move_angle_y = bound(-self.aim_speed, move_angle_y * self.track_accel_rot * f_tmp, self.aim_speed);
286             move_angle = (self.tur_head.avelocity * self.track_blendrate) + (move_angle * (1 - self.track_blendrate));
287             break;
288
289         case TFL_TRACKTYPE_FLUIDPRECISE:
290
291             move_angle_y = bound(-self.aim_speed, move_angle_y, self.aim_speed);
292             move_angle_x = bound(-self.aim_speed, move_angle_x, self.aim_speed);
293
294             break;
295     }
296
297     //  pitch
298     if (self.track_flags & TFL_TRACK_PITCH)
299     {
300         self.tur_head.avelocity_x = move_angle_x;
301         if((self.tur_head.angles_x + self.tur_head.avelocity_x * self.ticrate) > self.aim_maxpitch)
302         {
303             self.tur_head.avelocity_x = 0;
304             self.tur_head.angles_x = self.aim_maxpitch;
305             
306             self.SendFlags  |= TNSF_ANG;
307         }
308         
309         if((self.tur_head.angles_x + self.tur_head.avelocity_x * self.ticrate) < -self.aim_maxpitch)
310         {
311             self.tur_head.avelocity_x = 0;
312             self.tur_head.angles_x = -self.aim_maxpitch;
313                         
314             self.SendFlags  |= TNSF_ANG;
315         }
316     }
317
318     //  rot
319     if (self.track_flags & TFL_TRACK_ROT)
320     {
321         self.tur_head.avelocity_y = move_angle_y;
322
323         if((self.tur_head.angles_y + self.tur_head.avelocity_y * self.ticrate) > self.aim_maxrot)
324         {
325             self.tur_head.avelocity_y = 0;
326             self.tur_head.angles_y = self.aim_maxrot;
327             
328             self.SendFlags  |= TNSF_ANG;
329         }
330
331         if((self.tur_head.angles_y + self.tur_head.avelocity_y * self.ticrate) < -self.aim_maxrot)
332         {
333             self.tur_head.avelocity_y = 0;
334             self.tur_head.angles_y = -self.aim_maxrot;
335             
336             self.SendFlags  |= TNSF_ANG;
337         }
338     }
339         
340     self.SendFlags  |= TNSF_AVEL;
341     
342     // Force a angle update every 10'th frame
343     self.turret_framecounter += 1;
344     if(self.turret_framecounter >= 10)
345     {        
346         self.SendFlags |= TNSF_ANG;
347         self.turret_framecounter = 0;
348     }            
349 }
350
351
352 /*
353  + = implemented
354  - = not implemented
355
356  + TFL_FIRECHECK_NO
357  + TFL_FIRECHECK_WORLD
358  + TFL_FIRECHECK_DEAD
359  + TFL_FIRECHECK_DISTANCES
360  - TFL_FIRECHECK_LOS
361  + TFL_FIRECHECK_AIMDIST
362  + TFL_FIRECHECK_REALDIST
363  - TFL_FIRECHECK_ANGLEDIST
364  - TFL_FIRECHECK_TEAMCECK
365  + TFL_FIRECHECK_AFF
366  + TFL_FIRECHECK_OWM_AMMO
367  + TFL_FIRECHECK_OTHER_AMMO
368  + TFL_FIRECHECK_REFIRE
369 */
370
371 /**
372 ** Preforms pre-fire checks based on the uints firecheck_flags
373 **/
374 float turret_stdproc_firecheck()
375 {
376     // This one just dont care =)
377     if (self.firecheck_flags & TFL_FIRECHECK_NO) return 1;
378
379     // Ready?
380     if (self.firecheck_flags & TFL_FIRECHECK_REFIRE)
381         if (self.attack_finished_single > time) return 0;
382
383     // Special case: volly fire turret that has to fire a full volly if a shot was fired.
384     if (self.shoot_flags & TFL_SHOOT_VOLLYALWAYS)
385         if (self.volly_counter != self.shot_volly)
386                         if(self.ammo >= self.shot_dmg)
387                                 return 1;               
388
389     // Lack of zombies makes shooting dead things unnecessary :P
390     if (self.firecheck_flags & TFL_FIRECHECK_DEAD)
391         if (self.enemy.deadflag != DEAD_NO)
392             return 0;
393
394     // Plz stop killing the world!
395     if (self.firecheck_flags & TFL_FIRECHECK_WORLD)
396         if (self.enemy == world)
397             return 0;
398
399     // Own ammo?
400     if (self.firecheck_flags & TFL_FIRECHECK_OWM_AMMO)
401         if (self.ammo < self.shot_dmg)
402             return 0;
403
404     // Other's ammo? (support-supply units)
405     if (self.firecheck_flags & TFL_FIRECHECK_OTHER_AMMO)
406         if (self.enemy.ammo >= self.enemy.ammo_max)
407             return 0;
408         
409         // Target of opertunity?
410         if(turret_validate_target(self, self.tur_impactent, self.target_validate_flags) > 0)
411         {
412                 self.enemy = self.tur_impactent;
413                 return 1;
414         }                               
415
416     if (self.firecheck_flags & TFL_FIRECHECK_DISTANCES)
417     {
418         // To close?
419         if (self.tur_dist_aimpos < self.target_range_min)
420                         if(turret_validate_target(self, self.tur_impactent, self.target_validate_flags) > 0)                    
421                                 return 1; // Target of opertunity?
422                         else 
423                                 return 0;                               
424     }
425
426     // Try to avoid FF?
427     if (self.firecheck_flags & TFL_FIRECHECK_AFF)
428         if (self.tur_impactent.team == self.team)
429             return 0;
430
431     // aim<->predicted impact
432     if (self.firecheck_flags & TFL_FIRECHECK_AIMDIST)
433         if (self.tur_dist_impact_to_aimpos > self.aim_firetolerance_dist)
434             return 0;
435
436     // Volly status
437     if (self.shot_volly > 1)
438         if (self.volly_counter == self.shot_volly)
439             if (self.ammo < (self.shot_dmg * self.shot_volly))
440                 return 0;
441
442     if(self.firecheck_flags & TFL_FIRECHECK_VERIFIED)
443         if(self.tur_impactent != self.enemy)
444             return 0;
445
446     return 1;
447 }
448
449 /*
450  + TFL_TARGETSELECT_NO
451  + TFL_TARGETSELECT_LOS
452  + TFL_TARGETSELECT_PLAYERS
453  + TFL_TARGETSELECT_MISSILES
454  - TFL_TARGETSELECT_TRIGGERTARGET
455  + TFL_TARGETSELECT_ANGLELIMITS
456  + TFL_TARGETSELECT_RANGELIMTS
457  + TFL_TARGETSELECT_TEAMCHECK
458  - TFL_TARGETSELECT_NOBUILTIN
459  + TFL_TARGETSELECT_OWNTEAM
460 */
461
462 /**
463 ** Evaluate a entity for target valitity based on validate_flags
464 ** NOTE: the caller must check takedamage before calling this, to inline this check.
465 **/
466 float turret_validate_target(entity e_turret, entity e_target, float validate_flags)
467 {
468     vector v_tmp;
469
470     //if(!validate_flags & TFL_TARGETSELECT_NOBUILTIN)
471     //    return -0.5;
472
473     if(e_target.owner == e_turret)
474         return -0.5;
475
476     if not(checkpvs(e_target.origin, e_turret))
477         return -1;
478
479     if not (e_target)
480         return -2;
481
482         if(g_onslaught)
483                 if (substring(e_target.classname, 0, 10) == "onslaught_") // don't attack onslaught targets, that's the player's job!
484                         return - 3;
485
486     if (validate_flags & TFL_TARGETSELECT_NO)
487         return -4;
488
489     // If only this was used more..
490     if (e_target.flags & FL_NOTARGET)
491         return -5;
492
493     // Cant touch this
494     if (e_target.health < 0)
495         return -6;
496
497     // player
498     if (e_target.flags & FL_CLIENT)
499     {
500         if not (validate_flags & TFL_TARGETSELECT_PLAYERS)
501             return -7;
502
503         if (e_target.deadflag != DEAD_NO)
504             return -8;
505     }
506
507         // enemy turrets
508         if (validate_flags & TFL_TARGETSELECT_NOTURRETS)
509         if (e_target.turret_firefunc || e_target.owner.tur_head == e_target)
510             if(e_target.team != e_turret.team) // Dont break support units.
511                 return -9;
512
513     // Missile
514     if (e_target.flags & FL_PROJECTILE)
515         if not (validate_flags & TFL_TARGETSELECT_MISSILES)
516             return -10;
517
518     if (validate_flags & TFL_TARGETSELECT_MISSILESONLY)
519         if not (e_target.flags & FL_PROJECTILE)
520             return -10.5;
521
522     // Team check
523     if (validate_flags & TFL_TARGETSELECT_TEAMCHECK)
524     {
525         if (validate_flags & TFL_TARGETSELECT_OWNTEAM)
526         {
527             if (e_target.team != e_turret.team)
528                 return -11;
529
530             if (e_turret.team != e_target.owner.team)
531                 return -12;
532         }
533         else
534         {
535             if (e_target.team == e_turret.team)
536                 return -13;
537
538             if (e_turret.team == e_target.owner.team)
539                 return -14;
540         }
541     }
542
543     // Range limits?
544     tvt_dist = vlen(e_turret.origin - real_origin(e_target));
545     if (validate_flags & TFL_TARGETSELECT_RANGELIMTS)
546     {
547         if (tvt_dist < e_turret.target_range_min)
548             return -15;
549
550         if (tvt_dist > e_turret.target_range)
551             return -16;
552     }
553
554     // Can we even aim this thing?
555     tvt_thadv = angleofs3(e_turret.tur_head.origin, e_turret.angles + e_turret.tur_head.angles, e_target);
556     tvt_tadv  = shortangle_vxy(angleofs(e_turret, e_target), e_turret.angles);
557     tvt_thadf = vlen(tvt_thadv);
558     tvt_tadf  = vlen(tvt_tadv);
559
560     /*
561     if(validate_flags & TFL_TARGETSELECT_FOV)
562     {
563         if(e_turret.target_select_fov < tvt_thadf)
564             return -21;
565     }
566     */
567
568     if (validate_flags & TFL_TARGETSELECT_ANGLELIMITS)
569     {
570         if (fabs(tvt_tadv_x) > e_turret.aim_maxpitch)
571             return -17;
572
573         if (fabs(tvt_tadv_y) > e_turret.aim_maxrot)
574             return -18;
575     }
576
577     // Line of sight?
578     if (validate_flags & TFL_TARGETSELECT_LOS)
579     {
580         v_tmp = real_origin(e_target) + ((e_target.mins + e_target.maxs) * 0.5);
581
582         traceline(e_turret.tur_shotorg, v_tmp, 0, e_turret);
583
584         if (e_turret.aim_firetolerance_dist < vlen(v_tmp - trace_endpos))
585             return -19;
586     }
587
588     if (e_target.classname == "grapplinghook")
589         return -20;
590
591     /*
592     if (e_target.classname == "func_button")
593         return -21;
594     */
595
596 #ifdef TURRET_DEBUG_TARGETSELECT
597     dprint("Target:",e_target.netname," is a valid target for ",e_turret.netname,"\n");
598 #endif
599
600     return 1;
601 }
602
603 entity turret_select_target()
604 {
605     entity e;        // target looper entity
606     float  score;    // target looper entity score
607     entity e_enemy;  // currently best scoreing target
608     float  m_score;  // currently best scoreing target's score
609
610     m_score = 0;
611     if(self.enemy)
612         if(self.enemy.takedamage)
613     if(turret_validate_target(self,self.enemy,self.target_validate_flags) > 0)
614     {
615         e_enemy = self.enemy;
616         m_score = self.turret_score_target(self,e_enemy) * self.target_select_samebias;
617     }
618     else
619         self.enemy = world;
620
621     e = findradius(self.origin, self.target_range);
622
623     // Nothing to aim at?
624     if (!e) 
625                 return world;
626
627     while (e)
628     {
629                 if(e.takedamage)
630                 {
631                         if (turret_validate_target(self, e, self.target_select_flags) > 0)
632                         {
633                                 score = self.turret_score_target(self,e);
634                                 if ((score > m_score) && (score > 0))
635                                 {
636                                         e_enemy = e;
637                                         m_score = score;
638                                 }
639                         }
640                 }
641         e = e.chain;
642     }
643
644     return e_enemy;
645 }
646
647 void turret_think()
648 {
649     entity e;
650
651     self.nextthink = time + self.ticrate;
652     //self.SendFlags = TNSF_UPDATE | TNSF_STATUS | TNSF_ANG | TNSF_AVEL;
653     
654     // ONS uses somewhat backwards linking.
655     if (teamplay)
656     {
657         if not (g_onslaught)
658             if (self.target)
659             {
660                 e = find(world, targetname,self.target);
661                 if (e != world)
662                     self.team = e.team;
663             }
664
665         if (self.team != self.tur_head.team)
666             turret_stdproc_respawn();
667     }
668
669 #ifdef TURRET_DEBUG
670     if (self.tur_dbg_tmr1 < time)
671     {
672         if (self.enemy) paint_target (self.enemy,128,self.tur_dbg_rvec,0.9);
673         paint_target(self,256,self.tur_dbg_rvec,0.9);
674         self.tur_dbg_tmr1 = time + 1;
675     }
676 #endif
677
678     // Handle ammo
679     if not (self.spawnflags & TSF_NO_AMMO_REGEN)
680     if (self.ammo < self.ammo_max)
681         self.ammo = min(self.ammo + self.ammo_recharge, self.ammo_max);
682                         
683     // Inactive turrets needs to run the think loop,
684     // So they can handle animation and wake up if need be.
685     if not (self.tur_active)
686     {
687         turret_stdproc_track();
688         return;
689     }
690
691     // This is typicaly used for zaping every target in range
692     // turret_fusionreactor uses this to recharge friendlys.
693     if (self.shoot_flags & TFL_SHOOT_HITALLVALID)
694     {
695         // Do a self.turret_fire for every valid target.
696         e = findradius(self.origin,self.target_range);
697         while (e)
698         {
699                         if(e.takedamage)
700                         {
701                                 if (turret_validate_target(self,e,self.target_validate_flags))
702                                 {
703                                         self.enemy = e;
704
705                                         turret_do_updates(self);
706
707                                         if (self.turret_firecheckfunc())
708                                                 turret_fire();
709                                 }
710                         }
711
712             e = e.chain;
713         }
714         self.enemy = world;
715     }
716     else if(self.shoot_flags & TFL_SHOOT_CUSTOM)
717     {
718         // This one is doing something.. oddball. assume its handles what needs to be handled.
719
720         // Predict?
721         if not(self.aim_flags & TFL_AIM_NO)
722             self.tur_aimpos = turret_stdproc_aim_generic();
723
724         // Turn & pitch?
725         if not(self.track_flags & TFL_TRACK_NO)
726             turret_stdproc_track();
727
728         turret_do_updates(self);
729
730         // Fire?
731         if (self.turret_firecheckfunc())
732             turret_fire();
733     }
734     else
735     {
736         // Special case for volly always. if it fired once it must compleate the volly.
737         if(self.shoot_flags & TFL_SHOOT_VOLLYALWAYS)
738             if(self.volly_counter != self.shot_volly)
739             {
740                 // Predict or whatnot
741                 if not(self.aim_flags & TFL_AIM_NO)
742                     self.tur_aimpos = turret_stdproc_aim_generic();
743
744                 // Turn & pitch
745                 if not(self.track_flags & TFL_TRACK_NO)
746                     turret_stdproc_track();
747
748                 turret_do_updates(self);
749
750                 // Fire!
751                 if (self.turret_firecheckfunc() != 0)
752                     turret_fire();
753
754                 if(self.turret_postthink)
755                     self.turret_postthink();
756
757                 return;
758             }
759
760         // Check if we have a vailid enemy, and try to find one if we dont.
761
762         // g_turrets_targetscan_maxdelay forces a target re-scan at least this often
763         float do_target_scan;
764         if((self.target_select_time + autocvar_g_turrets_targetscan_maxdelay) < time)
765             do_target_scan = 1;
766
767         // Old target (if any) invalid?
768         if (turret_validate_target(self, self.enemy, self.target_validate_flags) <= 0)
769         {
770                 self.enemy = world;
771                 do_target_scan = 1;
772         }
773
774         // But never more often then g_turrets_targetscan_mindelay!
775         if (self.target_select_time + autocvar_g_turrets_targetscan_mindelay > time)
776             do_target_scan = 0;
777
778         if(do_target_scan)
779         {
780             self.enemy = turret_select_target();
781             self.target_select_time = time;
782         }
783
784         // No target, just go to idle, do any custom stuff and bail.
785         if (self.enemy == world)
786         {
787             // Turn & pitch
788             if not(self.track_flags & TFL_TRACK_NO)
789                 turret_stdproc_track();
790
791             // do any per-turret stuff
792             if(self.turret_postthink)
793                 self.turret_postthink();
794
795             // And bail.
796             return;
797         }
798         else
799             self.lip = time + autocvar_g_turrets_aimidle_delay; // Keep track of the last time we had a target.
800
801         // Predict?
802         if not(self.aim_flags & TFL_AIM_NO)
803             self.tur_aimpos = turret_stdproc_aim_generic();
804
805         // Turn & pitch?
806         if not(self.track_flags & TFL_TRACK_NO)
807             turret_stdproc_track();
808
809         turret_do_updates(self);
810
811         // Fire?
812         if (self.turret_firecheckfunc())
813             turret_fire();
814     }
815
816     // do any custom per-turret stuff
817     if(self.turret_postthink)
818         self.turret_postthink();
819 }
820
821 void turret_fire()
822 {
823     if (autocvar_g_turrets_nofire != 0)
824         return;
825
826     self.turret_firefunc();
827
828     self.attack_finished_single = time + self.shot_refire;
829     self.ammo -= self.shot_dmg;
830     self.volly_counter = self.volly_counter - 1;
831
832     if (self.volly_counter <= 0)
833     {
834         self.volly_counter = self.shot_volly;
835
836         if (self.shoot_flags & TFL_SHOOT_CLEARTARGET)
837             self.enemy = world;
838
839         if (self.shot_volly > 1)
840             self.attack_finished_single = time + self.shot_volly_refire;
841     }
842
843 #ifdef TURRET_DEBUG
844     if (self.enemy) paint_target3(self.tur_aimpos, 64, self.tur_dbg_rvec, self.tur_impacttime + 0.25);
845 #endif
846 }
847
848 void turret_stdproc_fire()
849 {
850     dprint("^1Bang, ^3your dead^7 ",self.enemy.netname,"! ^1(turret with no real firefunc)\n");
851 }
852
853 /*
854     When .used a turret switch team to activator.team.
855     If activator is world, the turret go inactive.
856 */
857 void turret_stdproc_use()
858 {
859     dprint("Turret ",self.netname, " used by ", activator.classname, "\n");
860
861     self.team = activator.team;
862
863     if(self.team == 0)
864         self.tur_active = 0;
865     else
866         self.tur_active = 1;
867
868 }
869
870 void turret_link()
871 {
872     Net_LinkEntity(self, TRUE, 0, turret_send);
873     self.think      = turret_think;
874     self.nextthink  = time;
875     self.tur_head.effects = EF_NODRAW;
876 }
877
878 void turrets_manager_think()
879 {
880     self.nextthink = time + 1;
881
882     entity e;
883     if (autocvar_g_turrets_reloadcvars == 1)
884     {
885         e = nextent(world);
886         while (e)
887         {
888             if (e.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
889             {
890                 load_unit_settings(e,e.cvar_basename,1);
891                 if(e.turret_postthink)
892                     e.turret_postthink();
893             }
894
895             e = nextent(e);
896         }
897         cvar_set("g_turrets_reloadcvars","0");
898     }
899 }
900
901 /*
902 * Standard turret initialization. use this!
903 * (unless you have a very good reason not to)
904 * if the return value is 0, the turret should be removed.
905 */
906 float turret_stdproc_init (string cvar_base_name, string base, string head, float _turret_type)
907 {
908         entity e, ee;
909
910     // Are turrets allowed?
911     if (autocvar_g_turrets == 0)
912         return 0;
913     
914     if(_turret_type < 1 || _turret_type > TID_LAST)
915     {
916         dprint("Invalid / Unkown turret type\"", ftos(_turret_type), "\", aborting!\n");
917         return 0;
918     }    
919     self.turret_type = _turret_type;
920     
921     e = find(world, classname, "turret_manager");
922     if not (e)
923     {
924         e = spawn();
925
926         /*
927         setorigin(e,'0 0 0');
928         setmodel(e,"models/turrets/plasma.md3");
929         vector v;
930         v = gettaginfo(e,gettagindex(e,"tag_fire"));
931         if(v == '0 0 0')
932         {
933             //objerror("^1ERROR: Engine is borken! Turrets will NOT work. force g_turrets to 0 to run maps with turrets anyway.");
934             //crash();
935         }
936         setmodel(e,"");
937         */
938
939         e.classname = "turret_manager";
940         e.think = turrets_manager_think;
941         e.nextthink = time + 2;
942     }
943
944     /*
945     if(csqc_shared)
946     {
947         dprint("WARNING: turret requested csqc_shared but this is not implemented. Expect strange things to happen.\n");
948         csqc_shared = 0;
949     }
950     */
951     
952     if not (self.spawnflags & TSF_SUSPENDED)
953         droptofloor_builtin();
954
955     // Terrainbase spawnflag. This puts a enlongated model
956     // under the turret, so it looks ok on uneaven surfaces.
957     /*  TODO: Handle this with CSQC
958     if (self.spawnflags & TSF_TERRAINBASE)
959     {
960         entity tb;
961         tb = spawn();
962         setmodel(tb,"models/turrets/terrainbase.md3");
963         setorigin(tb,self.origin);
964         tb.solid = SOLID_BBOX;
965     }
966     */
967
968     self.cvar_basename = cvar_base_name;
969     load_unit_settings(self, self.cvar_basename, 0);
970
971     // Handle turret teams.
972     if (autocvar_g_assault != 0)
973     {
974         if not (self.team)
975             self.team = 14; // Assume turrets are on the defending side if not explicitly set otehrwize
976     }
977     else if not (teamplay)
978                 self.team = MAX_SHOT_DISTANCE; // Group all turrets into the same team, so they dont kill eachother.
979         else if(g_onslaught && self.targetname)
980         {
981                 e = find(world,target,self.targetname);
982                 if(e != world)
983                 {
984                         self.team = e.team;
985                         ee = e;
986                 }
987         }
988         else if(!self.team)
989                 self.team = MAX_SHOT_DISTANCE; // Group all turrets into the same team, so they dont kill eachother.
990
991     /*
992     * Try to guess some reasonaly defaults
993     * for missing params and do sanety checks
994     * thise checks could produce some "interesting" results
995     * if it hits a glitch in my logic :P so try to set as mutch
996     * as possible beforehand.
997     */
998     if (self.turrcaps_flags & TFL_TURRCAPS_SUPPORT)
999         self.ticrate = 0.2;     // Support units generaly dont need to have a high speed ai-loop
1000     else
1001         self.ticrate = 0.1;     // 10 fps for normal turrets
1002
1003     self.ticrate = bound(sys_frametime, self.ticrate, 60);  // keep it sane
1004
1005 // General stuff
1006     if (self.netname == "")
1007         self.netname = self.classname;
1008
1009     if not (self.respawntime)
1010         self.respawntime = 60;
1011     self.respawntime = max(-1, self.respawntime);
1012
1013     if not (self.health)
1014         self.health = 1000;
1015     self.tur_health = max(1, self.health);
1016
1017     if not (self.turrcaps_flags)
1018         self.turrcaps_flags = TFL_TURRCAPS_RADIUSDMG | TFL_TURRCAPS_MEDPROJ | TFL_TURRCAPS_PLAYERKILL;
1019
1020     if not (self.damage_flags)
1021         self.damage_flags = TFL_DMG_YES | TFL_DMG_RETALIATE | TFL_DMG_AIMSHAKE;
1022
1023 // Shot stuff.
1024     if not (self.shot_refire)
1025         self.shot_refire = 1;
1026     self.shot_refire = bound(0.01, self.shot_refire, 9999);
1027
1028     if not (self.shot_dmg)
1029         self.shot_dmg  = self.shot_refire * 50;
1030     self.shot_dmg = max(1, self.shot_dmg);
1031
1032     if not (self.shot_radius)
1033         self.shot_radius = self.shot_dmg * 0.5;
1034     self.shot_radius = max(1, self.shot_radius);
1035
1036     if not (self.shot_speed)
1037         self.shot_speed = 2500;
1038     self.shot_speed = max(1, self.shot_speed);
1039
1040     if not (self.shot_spread)
1041         self.shot_spread = 0.0125;
1042     self.shot_spread = bound(0.0001, self.shot_spread, 500);
1043
1044     if not (self.shot_force)
1045         self.shot_force = self.shot_dmg * 0.5 + self.shot_radius * 0.5;
1046     self.shot_force = bound(0.001, self.shot_force, 5000);
1047
1048     if not (self.shot_volly)
1049         self.shot_volly = 1;
1050     self.shot_volly = bound(1, self.shot_volly, floor(self.ammo_max / self.shot_dmg));
1051
1052     if not (self.shot_volly_refire)
1053         self.shot_volly_refire = self.shot_refire * self.shot_volly;
1054     self.shot_volly_refire = bound(self.shot_refire, self.shot_volly_refire, 60);
1055
1056     if not (self.firecheck_flags)
1057         self.firecheck_flags = TFL_FIRECHECK_WORLD | TFL_FIRECHECK_DEAD | TFL_FIRECHECK_DISTANCES |
1058                                TFL_FIRECHECK_LOS | TFL_FIRECHECK_AIMDIST | TFL_FIRECHECK_TEAMCECK |
1059                                TFL_FIRECHECK_OWM_AMMO | TFL_FIRECHECK_REFIRE | TFL_FIRECHECK_WORLD;
1060
1061 // Range stuff.
1062     if not (self.target_range)
1063         self.target_range = self.shot_speed * 0.5;
1064     self.target_range = bound(0, self.target_range, MAX_SHOT_DISTANCE);
1065
1066     if not (self.target_range_min)
1067         self.target_range_min = self.shot_radius * 2;
1068     self.target_range_min = bound(0, self.target_range_min, MAX_SHOT_DISTANCE);
1069
1070     if not (self.target_range_optimal)
1071         self.target_range_optimal = self.target_range * 0.5;
1072     self.target_range_optimal = bound(0, self.target_range_optimal, MAX_SHOT_DISTANCE);
1073
1074
1075 // Aim stuff.
1076     if not (self.aim_maxrot)
1077         self.aim_maxrot = 90;
1078     self.aim_maxrot = bound(0, self.aim_maxrot, 360);
1079
1080     if not (self.aim_maxpitch)
1081         self.aim_maxpitch = 20;
1082     self.aim_maxpitch = bound(0, self.aim_maxpitch, 90);
1083
1084     if not (self.aim_speed)
1085         self.aim_speed = 36;
1086     self.aim_speed  = bound(0.1, self.aim_speed, 1000);
1087
1088     if not (self.aim_firetolerance_dist)
1089         self.aim_firetolerance_dist  = 5 + (self.shot_radius * 2);
1090     self.aim_firetolerance_dist = bound(0.1, self.aim_firetolerance_dist, MAX_SHOT_DISTANCE);
1091
1092     if not (self.aim_flags)
1093     {
1094         self.aim_flags = TFL_AIM_LEAD | TFL_AIM_SHOTTIMECOMPENSATE;
1095         if(self.turrcaps_flags & TFL_TURRCAPS_RADIUSDMG)
1096             self.aim_flags |= TFL_AIM_GROUND2;
1097     }
1098
1099     if not (self.track_type)
1100         self.track_type = TFL_TRACKTYPE_STEPMOTOR;
1101
1102     if (self.track_type != TFL_TRACKTYPE_STEPMOTOR)
1103     {
1104         // Fluid / Ineria mode. Looks mutch nicer.
1105         // Can reduce aim preformance alot, needs a bit diffrent aimspeed
1106
1107         if not (self.aim_speed)
1108             self.aim_speed = 180;
1109         self.aim_speed = bound(0.1, self.aim_speed, 1000);
1110
1111         if not (self.track_accel_pitch)
1112             self.track_accel_pitch = 0.5;
1113
1114         if not (self.track_accel_rot)
1115             self.track_accel_rot   = 0.5;
1116
1117         if not (self.track_blendrate)
1118             self.track_blendrate   = 0.35;
1119     }
1120
1121     if (!self.track_flags)
1122         self.track_flags = TFL_TRACK_PITCH | TFL_TRACK_ROT;
1123
1124
1125 // Target selection stuff.
1126     if not (self.target_select_rangebias)
1127         self.target_select_rangebias = 1;
1128     self.target_select_rangebias = bound(-10, self.target_select_rangebias, 10);
1129
1130     if not (self.target_select_samebias)
1131         self.target_select_samebias = 1;
1132     self.target_select_samebias = bound(-10, self.target_select_samebias, 10);
1133
1134     if not (self.target_select_anglebias)
1135         self.target_select_anglebias = 1;
1136     self.target_select_anglebias = bound(-10, self.target_select_anglebias, 10);
1137
1138     if not (self.target_select_missilebias)
1139         self.target_select_missilebias = -10;
1140
1141     self.target_select_missilebias = bound(-10, self.target_select_missilebias, 10);
1142     self.target_select_playerbias = bound(-10, self.target_select_playerbias, 10);
1143
1144     if not (self.target_select_flags)
1145     {
1146             self.target_select_flags = TFL_TARGETSELECT_LOS | TFL_TARGETSELECT_TEAMCHECK
1147                                      | TFL_TARGETSELECT_RANGELIMTS | TFL_TARGETSELECT_ANGLELIMITS;
1148
1149         if (self.turrcaps_flags & TFL_TURRCAPS_MISSILEKILL)
1150             self.target_select_flags |= TFL_TARGETSELECT_MISSILES;
1151
1152         if (self.turrcaps_flags & TFL_TURRCAPS_PLAYERKILL)
1153             self.target_select_flags |= TFL_TARGETSELECT_PLAYERS;
1154         //else
1155         //    self.target_select_flags = TFL_TARGETSELECT_NO;
1156     }
1157
1158     self.target_validate_flags = self.target_select_flags;
1159
1160 // Ammo stuff
1161     if not (self.ammo_max)
1162         self.ammo_max = self.shot_dmg * 10;
1163     self.ammo_max = max(self.shot_dmg, self.ammo_max);
1164
1165     if not (self.ammo)
1166         self.ammo = self.shot_dmg * 5;
1167     self.ammo = bound(0,self.ammo, self.ammo_max);
1168
1169     if not (self.ammo_recharge)
1170         self.ammo_recharge = self.shot_dmg * 0.5;
1171     self.ammo_recharge = max(0 ,self.ammo_recharge);
1172
1173     // Convert the recharge from X per sec to X per ticrate
1174     self.ammo_recharge = self.ammo_recharge * self.ticrate;
1175
1176     if not (self.ammo_flags)
1177         self.ammo_flags = TFL_AMMO_ENERGY | TFL_AMMO_RECHARGE;
1178
1179 // Damage stuff
1180     if(self.spawnflags & TSL_NO_RESPAWN)
1181         if not (self.damage_flags & TFL_DMG_DEATH_NORESPAWN)
1182             self.damage_flags |= TFL_DMG_DEATH_NORESPAWN;
1183
1184 // Offsets & origins
1185     if (!self.tur_shotorg)   self.tur_shotorg = '50 0 50';
1186     
1187     if (!self.health)
1188         self.health = 150;
1189
1190 // Game hooks
1191         if(MUTATOR_CALLHOOK(TurretSpawn))
1192                 return 0;
1193
1194 // End of default & sanety checks, start building the turret.
1195
1196 // Spawn extra bits
1197     self.tur_head         = spawn();
1198     self.tur_head.netname = self.tur_head.classname = "turret_head";
1199     self.tur_head.team    = self.team;
1200     self.tur_head.owner   = self;
1201
1202     setmodel(self, base);
1203     setmodel(self.tur_head, head);
1204
1205     setsize(self, '-32 -32 0', '32 32 64');
1206     setsize(self.tur_head, '0 0 0', '0 0 0');
1207
1208     setorigin(self.tur_head, '0 0 0');
1209     setattachment(self.tur_head, self, "tag_head");
1210
1211     self.tur_health          = self.health;
1212     self.solid               = SOLID_BBOX;
1213     self.tur_head.solid      = SOLID_NOT;
1214     self.takedamage          = DAMAGE_AIM;
1215     self.tur_head.takedamage = DAMAGE_NO;
1216     self.movetype            = MOVETYPE_NOCLIP;
1217     self.tur_head.movetype   = MOVETYPE_NOCLIP;
1218
1219     // Defend mode?
1220     if not (self.tur_defend)
1221     if (self.target != "")
1222     {
1223         self.tur_defend = find(world, targetname, self.target);
1224         if (self.tur_defend == world)
1225         {
1226             self.target = "";
1227             dprint("Turret has invalid defendpoint!\n");
1228         }
1229     }
1230
1231     // In target defend mode, aim on the spot to defend when idle.
1232     if (self.tur_defend)
1233         self.idle_aim  = self.tur_head.angles + angleofs(self.tur_head, self.tur_defend);
1234     else
1235         self.idle_aim  = '0 0 0';
1236
1237     // Attach stdprocs. override when and what needed
1238     self.turret_firecheckfunc   = turret_stdproc_firecheck;
1239     self.turret_firefunc        = turret_stdproc_fire;
1240     self.event_damage           = turret_stdproc_damage;
1241     
1242     if (self.turrcaps_flags & TFL_TURRCAPS_SUPPORT)
1243         self.turret_score_target    = turret_stdproc_targetscore_support;
1244     else
1245         self.turret_score_target    = turret_stdproc_targetscore_generic;
1246
1247     self.use = turret_stdproc_use;
1248     self.bot_attack = TRUE;
1249
1250     ++turret_count;
1251     self.nextthink = time + 1;
1252     self.nextthink +=  turret_count * sys_frametime;
1253
1254     self.tur_head.team = self.team;
1255     self.view_ofs = '0 0 0';
1256
1257 #ifdef TURRET_DEBUG
1258     self.tur_dbg_start = self.nextthink;
1259     while (vlen(self.tur_dbg_rvec) < 2)
1260         self.tur_dbg_rvec  = randomvec() * 4;
1261
1262     self.tur_dbg_rvec_x = fabs(self.tur_dbg_rvec_x);
1263     self.tur_dbg_rvec_y = fabs(self.tur_dbg_rvec_y);
1264     self.tur_dbg_rvec_z = fabs(self.tur_dbg_rvec_z);
1265 #endif
1266
1267     // Its all good.
1268     self.turrcaps_flags |= TFL_TURRCAPS_ISTURRET;
1269
1270     self.classname = "turret_main";
1271
1272     self.tur_active = 1;
1273
1274     // In ONS mode, and linked to a ONS ent. need to call the use to set team.
1275     if (g_onslaught && ee)
1276     {
1277         activator = ee;
1278         self.use();
1279     }
1280     
1281         turret_stdproc_respawn();
1282             
1283     if (!turret_tag_fire_update())
1284         dprint("Warning: Turret ",self.classname, " faild to initialize md3 tags\n");
1285     
1286     return 1;
1287 }
1288
1289