1 #define cvar_base "g_turrets_unit_"
3 float turret_send(entity to, float sf)
6 dist = vlen(self.origin - to.origin);
7 if(dist > 1024) // When far away, write angles/avelocity as short insted of angle.
10 WriteByte(MSG_ENTITY, ENT_CLIENT_TURRET);
12 WriteByte(MSG_ENTITY, sf);
15 WriteByte(MSG_ENTITY, self.turret_type);
17 WriteCoord(MSG_ENTITY, self.origin_x);
18 WriteCoord(MSG_ENTITY, self.origin_y);
19 WriteCoord(MSG_ENTITY, self.origin_z);
21 WriteAngle(MSG_ENTITY, self.angles_x);
22 WriteAngle(MSG_ENTITY, self.angles_y);
29 WriteShort(MSG_ENTITY, rint(self.tur_head.angles_x));
30 WriteShort(MSG_ENTITY, rint(self.tur_head.angles_y));
34 WriteAngle(MSG_ENTITY, self.tur_head.angles_x);
35 WriteAngle(MSG_ENTITY, self.tur_head.angles_y);
43 WriteShort(MSG_ENTITY, rint(self.tur_head.avelocity_x));
44 WriteShort(MSG_ENTITY, rint(self.tur_head.avelocity_y));
48 WriteAngle(MSG_ENTITY, self.tur_head.avelocity_x);
49 WriteAngle(MSG_ENTITY, self.tur_head.avelocity_y);
55 WriteByte(MSG_ENTITY, self.team);
56 WriteByte(MSG_ENTITY, rint((self.health / self.tur_health) * 255)); // Send health as 0-255 insted of real value, where 255 = 100%
62 void load_unit_settings(entity ent, string unitname, float is_reload)
69 if not (ent.turret_scale_damage) ent.turret_scale_damage = 1;
70 if not (ent.turret_scale_range) ent.turret_scale_range = 1;
71 if not (ent.turret_scale_refire) ent.turret_scale_refire = 1;
72 if not (ent.turret_scale_ammo) ent.turret_scale_ammo = 1;
73 if not (ent.turret_scale_aim) ent.turret_scale_aim = 1;
74 if not (ent.turret_scale_health) ent.turret_scale_health = 1;
75 if not (ent.turret_scale_respawn) ent.turret_scale_respawn = 1;
77 sbase = strcat(cvar_base,unitname);
81 ent.tur_head.avelocity = '0 0 0';
83 ent.tur_head.angles = '0 0 0';
86 ent.health = cvar(strcat(sbase,"_health")) * ent.turret_scale_health;
87 ent.respawntime = cvar(strcat(sbase,"_respawntime")) * ent.turret_scale_respawn;
89 ent.shot_dmg = cvar(strcat(sbase,"_shot_dmg")) * ent.turret_scale_damage;
90 ent.shot_refire = cvar(strcat(sbase,"_shot_refire")) * ent.turret_scale_refire;
91 ent.shot_radius = cvar(strcat(sbase,"_shot_radius")) * ent.turret_scale_damage;
92 ent.shot_speed = cvar(strcat(sbase,"_shot_speed"));
93 ent.shot_spread = cvar(strcat(sbase,"_shot_spread"));
94 ent.shot_force = cvar(strcat(sbase,"_shot_force")) * ent.turret_scale_damage;
95 ent.shot_volly = cvar(strcat(sbase,"_shot_volly"));
96 ent.shot_volly_refire = cvar(strcat(sbase,"_shot_volly_refire")) * ent.turret_scale_refire;
98 ent.target_range = cvar(strcat(sbase,"_target_range")) * ent.turret_scale_range;
99 ent.target_range_min = cvar(strcat(sbase,"_target_range_min")) * ent.turret_scale_range;
100 ent.target_range_optimal = cvar(strcat(sbase,"_target_range_optimal")) * ent.turret_scale_range;
101 //ent.target_range_fire = cvar(strcat(sbase,"_target_range_fire")) * ent.turret_scale_range;
103 ent.target_select_rangebias = cvar(strcat(sbase,"_target_select_rangebias"));
104 ent.target_select_samebias = cvar(strcat(sbase,"_target_select_samebias"));
105 ent.target_select_anglebias = cvar(strcat(sbase,"_target_select_anglebias"));
106 ent.target_select_playerbias = cvar(strcat(sbase,"_target_select_playerbias"));
107 //ent.target_select_fov = cvar(cvar_gets(sbase,"_target_select_fov"));
109 ent.ammo_max = cvar(strcat(sbase,"_ammo_max")) * ent.turret_scale_ammo;
110 ent.ammo_recharge = cvar(strcat(sbase,"_ammo_recharge")) * ent.turret_scale_ammo;
112 ent.aim_firetolerance_dist = cvar(strcat(sbase,"_aim_firetolerance_dist"));
113 ent.aim_speed = cvar(strcat(sbase,"_aim_speed")) * ent.turret_scale_aim;
114 ent.aim_maxrot = cvar(strcat(sbase,"_aim_maxrot"));
115 ent.aim_maxpitch = cvar(strcat(sbase,"_aim_maxpitch"));
117 ent.track_type = cvar(strcat(sbase,"_track_type"));
118 ent.track_accel_pitch = cvar(strcat(sbase,"_track_accel_pitch"));
119 ent.track_accel_rot = cvar(strcat(sbase,"_track_accel_rot"));
120 ent.track_blendrate = cvar(strcat(sbase,"_track_blendrate"));
123 if(ent.turret_respawnhook)
124 ent.turret_respawnhook();
129 ** updates enemy distances, predicted impact point/time
130 ** and updated aim<->predict impact distance.
132 void turret_do_updates(entity t_turret)
134 vector enemy_pos, oldpos;
140 enemy_pos = real_origin(self.enemy);
142 turret_tag_fire_update();
144 self.tur_shotdir_updated = v_forward;
145 self.tur_dist_enemy = vlen(self.tur_shotorg - enemy_pos);
146 self.tur_dist_aimpos = vlen(self.tur_shotorg - self.tur_aimpos);
148 if((self.firecheck_flags & TFL_FIRECHECK_VERIFIED) && (self.enemy))
150 oldpos = self.enemy.origin;
151 setorigin(self.enemy,self.tur_aimpos);
152 tracebox(self.tur_shotorg, '-1 -1 -1','1 1 1',self.tur_shotorg + (self.tur_shotdir_updated * self.tur_dist_aimpos),MOVE_NORMAL,self);
153 setorigin(self.enemy,oldpos);
155 if(trace_ent == self.enemy)
156 self.tur_dist_impact_to_aimpos = 0;
158 self.tur_dist_impact_to_aimpos = vlen(trace_endpos - self.tur_aimpos);
161 tracebox(self.tur_shotorg, '-1 -1 -1','1 1 1', self.tur_shotorg + (self.tur_shotdir_updated * self.tur_dist_aimpos),MOVE_NORMAL,self);
163 self.tur_dist_impact_to_aimpos = vlen(trace_endpos - self.tur_aimpos) - (vlen(self.enemy.maxs - self.enemy.mins) * 0.5);
164 self.tur_impactent = trace_ent;
165 self.tur_impacttime = vlen(self.tur_shotorg - trace_endpos) / self.shot_speed;
171 vector turret_fovsearch_pingpong()
174 if(self.phase < time)
176 if( self.tur_head.phase )
177 self.tur_head.phase = 0;
179 self.tur_head.phase = 1;
180 self.phase = time + 5;
183 if( self.tur_head.phase)
184 wish_angle = self.idle_aim + '0 1 0' * (self.aim_maxrot * (self.target_select_fov / 360));
186 wish_angle = self.idle_aim - '0 1 0' * (self.aim_maxrot * (self.target_select_fov / 360));
191 vector turret_fovsearch_steprot()
196 wish_angle = self.tur_head.angles;
197 wish_angle_x = self.idle_aim_x;
199 if (self.phase < time)
201 //rot_add = self.aim_maxrot / self.target_select_fov;
202 wish_angle_y += (self.target_select_fov * 2);
204 if(wish_angle_y > 360)
205 wish_angle_y = wish_angle_y - 360;
207 self.phase = time + 1.5;
213 vector turret_fovsearch_random()
217 if (self.phase < time)
219 wish_angle_y = random() * self.aim_maxrot;
223 wish_angle_x = random() * self.aim_maxpitch;
227 self.phase = time + 5;
229 self.tur_aimpos = wish_angle;
232 return self.idle_aim + self.tur_aimpos;
237 ** Handles head rotation according to
238 ** the units .track_type and .track_flags
240 .float turret_framecounter;
241 void turret_stdproc_track()
243 vector target_angle; // This is where we want to aim
244 vector move_angle; // This is where we can aim
247 v1 = self.tur_head.angles;
248 v2 = self.tur_head.avelocity;
250 if (self.track_flags == TFL_TRACK_NO)
253 if not (self.tur_active)
254 target_angle = self.idle_aim - ('1 0 0' * self.aim_maxpitch);
255 else if (self.enemy == world)
258 target_angle = self.idle_aim + self.angles;
260 target_angle = vectoangles(normalize(self.tur_aimpos - self.tur_shotorg));
264 target_angle = vectoangles(normalize(self.tur_aimpos - self.tur_shotorg));
267 self.tur_head.angles_x = anglemods(self.tur_head.angles_x);
268 self.tur_head.angles_y = anglemods(self.tur_head.angles_y);
270 // Find the diffrence between where we currently aim and where we want to aim
271 move_angle = target_angle - (self.angles + self.tur_head.angles);
272 move_angle = shortangle_vxy(move_angle,(self.angles + self.tur_head.angles));
274 switch(self.track_type)
276 case TFL_TRACKTYPE_STEPMOTOR:
277 f_tmp = self.aim_speed * self.ticrate; // dgr/sec -> dgr/tic
278 if (self.track_flags & TFL_TRACK_PITCH)
280 self.tur_head.angles_x += bound(-f_tmp,move_angle_x, f_tmp);
281 if(self.tur_head.angles_x > self.aim_maxpitch)
282 self.tur_head.angles_x = self.aim_maxpitch;
284 if(self.tur_head.angles_x < -self.aim_maxpitch)
285 self.tur_head.angles_x = self.aim_maxpitch;
288 if (self.track_flags & TFL_TRACK_ROT)
290 self.tur_head.angles_y += bound(-f_tmp, move_angle_y, f_tmp);
291 if(self.tur_head.angles_y > self.aim_maxrot)
292 self.tur_head.angles_y = self.aim_maxrot;
294 if(self.tur_head.angles_y < -self.aim_maxrot)
295 self.tur_head.angles_y = self.aim_maxrot;
300 self.SendFlags = TNSF_ANG;
304 case TFL_TRACKTYPE_FLUIDINERTIA:
305 f_tmp = self.aim_speed * self.ticrate; // dgr/sec -> dgr/tic
306 move_angle_x = bound(-self.aim_speed, move_angle_x * self.track_accel_pitch * f_tmp, self.aim_speed);
307 move_angle_y = bound(-self.aim_speed, move_angle_y * self.track_accel_rot * f_tmp, self.aim_speed);
308 move_angle = (self.tur_head.avelocity * self.track_blendrate) + (move_angle * (1 - self.track_blendrate));
311 case TFL_TRACKTYPE_FLUIDPRECISE:
313 move_angle_y = bound(-self.aim_speed, move_angle_y, self.aim_speed);
314 move_angle_x = bound(-self.aim_speed, move_angle_x, self.aim_speed);
320 if (self.track_flags & TFL_TRACK_PITCH)
322 self.tur_head.avelocity_x = move_angle_x;
323 if((self.tur_head.angles_x + self.tur_head.avelocity_x * self.ticrate) > self.aim_maxpitch)
325 self.tur_head.avelocity_x = 0;
326 self.tur_head.angles_x = self.aim_maxpitch;
329 self.SendFlags |= TNSF_ANG;
332 if((self.tur_head.angles_x + self.tur_head.avelocity_x * self.ticrate) < -self.aim_maxpitch)
334 self.tur_head.avelocity_x = 0;
335 self.tur_head.angles_x = -self.aim_maxpitch;
338 self.SendFlags |= TNSF_ANG;
343 if (self.track_flags & TFL_TRACK_ROT)
345 self.tur_head.avelocity_y = move_angle_y;
347 if((self.tur_head.angles_y + self.tur_head.avelocity_y * self.ticrate) > self.aim_maxrot)
349 self.tur_head.avelocity_y = 0;
350 self.tur_head.angles_y = self.aim_maxrot;
353 self.SendFlags |= TNSF_ANG;
356 if((self.tur_head.angles_y + self.tur_head.avelocity_y * self.ticrate) < -self.aim_maxrot)
358 self.tur_head.avelocity_y = 0;
359 self.tur_head.angles_y = -self.aim_maxrot;
362 self.SendFlags |= TNSF_ANG;
368 self.SendFlags |= TNSF_AVEL;
370 // Push a angle update every 10'th frame
371 self.turret_framecounter += 1;
372 if(self.turret_framecounter >= 10)
374 self.SendFlags |= TNSF_ANG;
375 self.turret_framecounter = 0;
386 + TFL_FIRECHECK_WORLD
388 + TFL_FIRECHECK_DISTANCES
390 + TFL_FIRECHECK_AIMDIST
391 + TFL_FIRECHECK_REALDIST
392 - TFL_FIRECHECK_ANGLEDIST
393 - TFL_FIRECHECK_TEAMCECK
395 + TFL_FIRECHECK_OWM_AMMO
396 + TFL_FIRECHECK_OTHER_AMMO
397 + TFL_FIRECHECK_REFIRE
401 ** Preforms pre-fire checks based on the uints firecheck_flags
403 float turret_stdproc_firecheck()
405 // This one just dont care =)
406 if (self.firecheck_flags & TFL_FIRECHECK_NO) return 1;
409 if (self.firecheck_flags & TFL_FIRECHECK_REFIRE)
410 if (self.attack_finished_single > time) return 0;
412 // Special case: volly fire turret that has to fire a full volly if a shot was fired.
413 if (self.shoot_flags & TFL_SHOOT_VOLLYALWAYS)
414 if (self.volly_counter != self.shot_volly)
415 if(self.ammo >= self.shot_dmg)
418 // Lack of zombies makes shooting dead things unnecessary :P
419 if (self.firecheck_flags & TFL_FIRECHECK_DEAD)
420 if (self.enemy.deadflag != DEAD_NO)
423 // Plz stop killing the world!
424 if (self.firecheck_flags & TFL_FIRECHECK_WORLD)
425 if (self.enemy == world)
429 if (self.firecheck_flags & TFL_FIRECHECK_OWM_AMMO)
430 if (self.ammo < self.shot_dmg)
433 // Other's ammo? (support-supply units)
434 if (self.firecheck_flags & TFL_FIRECHECK_OTHER_AMMO)
435 if (self.enemy.ammo >= self.enemy.ammo_max)
438 // Target of opertunity?
439 if(turret_validate_target(self, self.tur_impactent, self.target_validate_flags) > 0)
441 self.enemy = self.tur_impactent;
445 if (self.firecheck_flags & TFL_FIRECHECK_DISTANCES)
448 if (self.tur_dist_aimpos < self.target_range_min)
449 if(turret_validate_target(self, self.tur_impactent, self.target_validate_flags) > 0)
450 return 1; // Target of opertunity?
456 if (self.firecheck_flags & TFL_FIRECHECK_AFF)
457 if (self.tur_impactent.team == self.team)
460 // aim<->predicted impact
461 if (self.firecheck_flags & TFL_FIRECHECK_AIMDIST)
462 if (self.tur_dist_impact_to_aimpos > self.aim_firetolerance_dist)
466 if (self.shot_volly > 1)
467 if (self.volly_counter == self.shot_volly)
468 if (self.ammo < (self.shot_dmg * self.shot_volly))
471 if(self.firecheck_flags & TFL_FIRECHECK_VERIFIED)
472 if(self.tur_impactent != self.enemy)
479 + TFL_TARGETSELECT_NO
480 + TFL_TARGETSELECT_LOS
481 + TFL_TARGETSELECT_PLAYERS
482 + TFL_TARGETSELECT_MISSILES
483 - TFL_TARGETSELECT_TRIGGERTARGET
484 + TFL_TARGETSELECT_ANGLELIMITS
485 + TFL_TARGETSELECT_RANGELIMTS
486 + TFL_TARGETSELECT_TEAMCHECK
487 - TFL_TARGETSELECT_NOBUILTIN
488 + TFL_TARGETSELECT_OWNTEAM
492 ** Evaluate a entity for target valitity based on validate_flags
493 ** NOTE: the caller must check takedamage before calling this, to inline this check.
495 float turret_validate_target(entity e_turret, entity e_target, float validate_flags)
499 //if(!validate_flags & TFL_TARGETSELECT_NOBUILTIN)
502 if(e_target.owner == e_turret)
505 if not(checkpvs(e_target.origin, e_turret))
512 if (substring(e_target.classname, 0, 10) == "onslaught_") // don't attack onslaught targets, that's the player's job!
515 if (validate_flags & TFL_TARGETSELECT_NO)
518 // If only this was used more..
519 if (e_target.flags & FL_NOTARGET)
523 if (e_target.health < 0)
527 if (e_target.flags & FL_CLIENT)
529 if not (validate_flags & TFL_TARGETSELECT_PLAYERS)
532 if (e_target.deadflag != DEAD_NO)
537 if (validate_flags & TFL_TARGETSELECT_NOTURRETS)
538 if (e_target.turret_firefunc || e_target.owner.tur_head == e_target)
539 if(e_target.team != e_turret.team) // Dont break support units.
543 if (e_target.flags & FL_PROJECTILE)
544 if not (validate_flags & TFL_TARGETSELECT_MISSILES)
547 if (validate_flags & TFL_TARGETSELECT_MISSILESONLY)
548 if not (e_target.flags & FL_PROJECTILE)
552 if (validate_flags & TFL_TARGETSELECT_TEAMCHECK)
554 if (validate_flags & TFL_TARGETSELECT_OWNTEAM)
556 if (e_target.team != e_turret.team)
559 if (e_turret.team != e_target.owner.team)
564 if (e_target.team == e_turret.team)
567 if (e_turret.team == e_target.owner.team)
573 tvt_dist = vlen(e_turret.origin - real_origin(e_target));
574 if (validate_flags & TFL_TARGETSELECT_RANGELIMTS)
576 if (tvt_dist < e_turret.target_range_min)
579 if (tvt_dist > e_turret.target_range)
583 // Can we even aim this thing?
584 tvt_thadv = angleofs3(e_turret.tur_head.origin, e_turret.angles + e_turret.tur_head.angles, e_target);
585 tvt_tadv = shortangle_vxy(angleofs(e_turret, e_target), e_turret.angles);
586 tvt_thadf = vlen(tvt_thadv);
587 tvt_tadf = vlen(tvt_tadv);
590 if(validate_flags & TFL_TARGETSELECT_FOV)
592 if(e_turret.target_select_fov < tvt_thadf)
597 if (validate_flags & TFL_TARGETSELECT_ANGLELIMITS)
599 if (fabs(tvt_tadv_x) > e_turret.aim_maxpitch)
602 if (fabs(tvt_tadv_y) > e_turret.aim_maxrot)
607 if (validate_flags & TFL_TARGETSELECT_LOS)
609 v_tmp = real_origin(e_target) + ((e_target.mins + e_target.maxs) * 0.5);
611 traceline(e_turret.tur_shotorg, v_tmp, 0, e_turret);
613 if (e_turret.aim_firetolerance_dist < vlen(v_tmp - trace_endpos))
617 if (e_target.classname == "grapplinghook")
621 if (e_target.classname == "func_button")
625 #ifdef TURRET_DEBUG_TARGETSELECT
626 dprint("Target:",e_target.netname," is a valid target for ",e_turret.netname,"\n");
632 entity turret_select_target()
634 entity e; // target looper entity
635 float score; // target looper entity score
636 entity e_enemy; // currently best scoreing target
637 float m_score; // currently best scoreing target's score
641 if(self.enemy.takedamage)
642 if(turret_validate_target(self,self.enemy,self.target_validate_flags) > 0)
644 e_enemy = self.enemy;
645 m_score = self.turret_score_target(self,e_enemy) * self.target_select_samebias;
650 e = findradius(self.origin, self.target_range);
652 // Nothing to aim at?
660 if (turret_validate_target(self, e, self.target_select_flags) > 0)
662 score = self.turret_score_target(self,e);
663 if ((score > m_score) && (score > 0))
680 self.nextthink = time + self.ticrate;
681 //self.SendFlags = TNSF_UPDATE | TNSF_STATUS | TNSF_ANG | TNSF_AVEL;
683 // ONS uses somewhat backwards linking.
689 e = find(world, targetname,self.target);
694 if (self.team != self.tur_head.team)
695 turret_stdproc_respawn();
699 if (self.tur_dbg_tmr1 < time)
701 if (self.enemy) paint_target (self.enemy,128,self.tur_dbg_rvec,0.9);
702 paint_target(self,256,self.tur_dbg_rvec,0.9);
703 self.tur_dbg_tmr1 = time + 1;
708 if not (self.spawnflags & TSF_NO_AMMO_REGEN)
709 if (self.ammo < self.ammo_max)
710 self.ammo = min(self.ammo + self.ammo_recharge, self.ammo_max);
712 // Inactive turrets needs to run the think loop,
713 // So they can handle animation and wake up if need be.
714 if not (self.tur_active)
716 turret_stdproc_track();
720 // This is typicaly used for zaping every target in range
721 // turret_fusionreactor uses this to recharge friendlys.
722 if (self.shoot_flags & TFL_SHOOT_HITALLVALID)
724 // Do a self.turret_fire for every valid target.
725 e = findradius(self.origin,self.target_range);
730 if (turret_validate_target(self,e,self.target_validate_flags))
734 turret_do_updates(self);
736 if (self.turret_firecheckfunc())
745 else if(self.shoot_flags & TFL_SHOOT_CUSTOM)
747 // This one is doing something.. oddball. assume its handles what needs to be handled.
750 if not(self.aim_flags & TFL_AIM_NO)
751 self.tur_aimpos = turret_stdproc_aim_generic();
754 if not(self.track_flags & TFL_TRACK_NO)
755 turret_stdproc_track();
757 turret_do_updates(self);
760 if (self.turret_firecheckfunc())
765 // Special case for volly always. if it fired once it must compleate the volly.
766 if(self.shoot_flags & TFL_SHOOT_VOLLYALWAYS)
767 if(self.volly_counter != self.shot_volly)
769 // Predict or whatnot
770 if not(self.aim_flags & TFL_AIM_NO)
771 self.tur_aimpos = turret_stdproc_aim_generic();
774 if not(self.track_flags & TFL_TRACK_NO)
775 turret_stdproc_track();
777 turret_do_updates(self);
780 if (self.turret_firecheckfunc() != 0)
783 if(self.turret_postthink)
784 self.turret_postthink();
789 // Check if we have a vailid enemy, and try to find one if we dont.
791 // g_turrets_targetscan_maxdelay forces a target re-scan at least this often
792 float do_target_scan;
793 if((self.target_select_time + autocvar_g_turrets_targetscan_maxdelay) < time)
796 // Old target (if any) invalid?
797 if (turret_validate_target(self, self.enemy, self.target_validate_flags) <= 0)
803 // But never more often then g_turrets_targetscan_mindelay!
804 if (self.target_select_time + autocvar_g_turrets_targetscan_mindelay > time)
809 self.enemy = turret_select_target();
810 self.target_select_time = time;
813 // No target, just go to idle, do any custom stuff and bail.
814 if (self.enemy == world)
817 if not(self.track_flags & TFL_TRACK_NO)
818 turret_stdproc_track();
820 // do any per-turret stuff
821 if(self.turret_postthink)
822 self.turret_postthink();
828 self.lip = time + autocvar_g_turrets_aimidle_delay; // Keep track of the last time we had a target.
831 if not(self.aim_flags & TFL_AIM_NO)
832 self.tur_aimpos = turret_stdproc_aim_generic();
835 if not(self.track_flags & TFL_TRACK_NO)
836 turret_stdproc_track();
838 turret_do_updates(self);
841 if (self.turret_firecheckfunc())
845 // do any custom per-turret stuff
846 if(self.turret_postthink)
847 self.turret_postthink();
852 if (autocvar_g_turrets_nofire != 0)
855 self.turret_firefunc();
857 self.attack_finished_single = time + self.shot_refire;
858 self.ammo -= self.shot_dmg;
859 self.volly_counter = self.volly_counter - 1;
861 if (self.volly_counter <= 0)
863 self.volly_counter = self.shot_volly;
865 if (self.shoot_flags & TFL_SHOOT_CLEARTARGET)
868 if (self.shot_volly > 1)
869 self.attack_finished_single = time + self.shot_volly_refire;
873 if (self.enemy) paint_target3(self.tur_aimpos, 64, self.tur_dbg_rvec, self.tur_impacttime + 0.25);
877 void turret_stdproc_fire()
879 dprint("^1Bang, ^3your dead^7 ",self.enemy.netname,"! ^1(turret with no real firefunc)\n");
883 When .used a turret switch team to activator.team.
884 If activator is world, the turret go inactive.
886 void turret_stdproc_use()
888 dprint("Turret ",self.netname, " used by ", activator.classname, "\n");
890 self.team = activator.team;
901 Net_LinkEntity(self, TRUE, 0, turret_send);
902 self.think = turret_think;
903 self.nextthink = time;
906 void turrets_manager_think()
908 self.nextthink = time + 1;
911 if (autocvar_g_turrets_reloadcvars == 1)
916 if (e.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
918 load_unit_settings(e,e.cvar_basename,1);
919 if(e.turret_postthink)
920 e.turret_postthink();
925 cvar_set("g_turrets_reloadcvars","0");
930 * Standard turret initialization. use this!
931 * (unless you have a very good reason not to)
932 * if the return value is 0, the turret should be removed.
934 float turret_stdproc_init (string cvar_base_name, float csqc_shared, string base, string head, float _turret_type)
938 // Are turrets allowed?
939 if (autocvar_g_turrets == 0)
942 if(_turret_type < 1 || _turret_type > TID_LAST)
944 dprint("Invalid / Unkown turret type\"", ftos(_turret_type), "\", aborting!\n");
947 self.turret_type = _turret_type;
949 e = find(world, classname, "turret_manager");
955 setorigin(e,'0 0 0');
956 setmodel(e,"models/turrets/plasma.md3");
958 v = gettaginfo(e,gettagindex(e,"tag_fire"));
961 //objerror("^1ERROR: Engine is borken! Turrets will NOT work. force g_turrets to 0 to run maps with turrets anyway.");
967 e.classname = "turret_manager";
968 e.think = turrets_manager_think;
969 e.nextthink = time + 2;
971 #ifndef TTURRETS_CSQC
977 dprint("WARNING: turret requested csqc_shared but this is not implemented. Expect strange things to happen.\n");
982 if not (self.spawnflags & TSF_SUSPENDED)
983 droptofloor_builtin();
985 // Terrainbase spawnflag. This puts a enlongated model
986 // under the turret, so it looks ok on uneaven surfaces.
987 /* TODO: Handle this with CSQC
988 if (self.spawnflags & TSF_TERRAINBASE)
992 setmodel(tb,"models/turrets/terrainbase.md3");
993 setorigin(tb,self.origin);
994 tb.solid = SOLID_BBOX;
998 self.cvar_basename = cvar_base_name;
999 load_unit_settings(self, self.cvar_basename, 0);
1001 // Handle turret teams.
1002 if (autocvar_g_assault != 0)
1005 self.team = 14; // Assume turrets are on the defending side if not explicitly set otehrwize
1007 else if not (teams_matter)
1008 self.team = MAX_SHOT_DISTANCE; // Group all turrets into the same team, so they dont kill eachother.
1009 else if(g_onslaught && self.targetname)
1011 e = find(world,target,self.targetname);
1019 self.team = MAX_SHOT_DISTANCE; // Group all turrets into the same team, so they dont kill eachother.
1022 * Try to guess some reasonaly defaults
1023 * for missing params and do sanety checks
1024 * thise checks could produce some "interesting" results
1025 * if it hits a glitch in my logic :P so try to set as mutch
1026 * as possible beforehand.
1028 if (self.turrcaps_flags & TFL_TURRCAPS_SUPPORT)
1029 self.ticrate = 0.2; // Support units generaly dont need to have a high speed ai-loop
1031 self.ticrate = 0.1; // 10 fps for normal turrets
1033 self.ticrate = bound(sys_frametime, self.ticrate, 60); // keep it sane
1036 if (self.netname == "")
1037 self.netname = self.classname;
1039 if not (self.respawntime)
1040 self.respawntime = 60;
1041 self.respawntime = max(-1, self.respawntime);
1043 if not (self.health)
1045 self.tur_health = max(1, self.health);
1047 if not (self.turrcaps_flags)
1048 self.turrcaps_flags = TFL_TURRCAPS_RADIUSDMG | TFL_TURRCAPS_MEDPROJ | TFL_TURRCAPS_PLAYERKILL;
1050 if not (self.damage_flags)
1051 self.damage_flags = TFL_DMG_YES | TFL_DMG_RETALIATE | TFL_DMG_AIMSHAKE;
1054 if not (self.shot_refire)
1055 self.shot_refire = 1;
1056 self.shot_refire = bound(0.01, self.shot_refire, 9999);
1058 if not (self.shot_dmg)
1059 self.shot_dmg = self.shot_refire * 50;
1060 self.shot_dmg = max(1, self.shot_dmg);
1062 if not (self.shot_radius)
1063 self.shot_radius = self.shot_dmg * 0.5;
1064 self.shot_radius = max(1, self.shot_radius);
1066 if not (self.shot_speed)
1067 self.shot_speed = 2500;
1068 self.shot_speed = max(1, self.shot_speed);
1070 if not (self.shot_spread)
1071 self.shot_spread = 0.0125;
1072 self.shot_spread = bound(0.0001, self.shot_spread, 500);
1074 if not (self.shot_force)
1075 self.shot_force = self.shot_dmg * 0.5 + self.shot_radius * 0.5;
1076 self.shot_force = bound(0.001, self.shot_force, 5000);
1078 if not (self.shot_volly)
1079 self.shot_volly = 1;
1080 self.shot_volly = bound(1, self.shot_volly, floor(self.ammo_max / self.shot_dmg));
1082 if not (self.shot_volly_refire)
1083 self.shot_volly_refire = self.shot_refire * self.shot_volly;
1084 self.shot_volly_refire = bound(self.shot_refire, self.shot_volly_refire, 60);
1086 if not (self.firecheck_flags)
1087 self.firecheck_flags = TFL_FIRECHECK_WORLD | TFL_FIRECHECK_DEAD | TFL_FIRECHECK_DISTANCES |
1088 TFL_FIRECHECK_LOS | TFL_FIRECHECK_AIMDIST | TFL_FIRECHECK_TEAMCECK |
1089 TFL_FIRECHECK_OWM_AMMO | TFL_FIRECHECK_REFIRE | TFL_FIRECHECK_WORLD;
1092 if not (self.target_range)
1093 self.target_range = self.shot_speed * 0.5;
1094 self.target_range = bound(0, self.target_range, MAX_SHOT_DISTANCE);
1096 if not (self.target_range_min)
1097 self.target_range_min = self.shot_radius * 2;
1098 self.target_range_min = bound(0, self.target_range_min, MAX_SHOT_DISTANCE);
1100 if not (self.target_range_optimal)
1101 self.target_range_optimal = self.target_range * 0.5;
1102 self.target_range_optimal = bound(0, self.target_range_optimal, MAX_SHOT_DISTANCE);
1106 if not (self.aim_maxrot)
1107 self.aim_maxrot = 90;
1108 self.aim_maxrot = bound(0, self.aim_maxrot, 360);
1110 if not (self.aim_maxpitch)
1111 self.aim_maxpitch = 20;
1112 self.aim_maxpitch = bound(0, self.aim_maxpitch, 90);
1114 if not (self.aim_speed)
1115 self.aim_speed = 36;
1116 self.aim_speed = bound(0.1, self.aim_speed, 1000);
1118 if not (self.aim_firetolerance_dist)
1119 self.aim_firetolerance_dist = 5 + (self.shot_radius * 2);
1120 self.aim_firetolerance_dist = bound(0.1, self.aim_firetolerance_dist, MAX_SHOT_DISTANCE);
1122 if not (self.aim_flags)
1124 self.aim_flags = TFL_AIM_LEAD | TFL_AIM_SHOTTIMECOMPENSATE;
1125 if(self.turrcaps_flags & TFL_TURRCAPS_RADIUSDMG)
1126 self.aim_flags |= TFL_AIM_GROUND2;
1129 if not (self.track_type)
1130 self.track_type = TFL_TRACKTYPE_STEPMOTOR;
1132 if (self.track_type != TFL_TRACKTYPE_STEPMOTOR)
1134 // Fluid / Ineria mode. Looks mutch nicer.
1135 // Can reduce aim preformance alot, needs a bit diffrent aimspeed
1137 if not (self.aim_speed)
1138 self.aim_speed = 180;
1139 self.aim_speed = bound(0.1, self.aim_speed, 1000);
1141 if not (self.track_accel_pitch)
1142 self.track_accel_pitch = 0.5;
1144 if not (self.track_accel_rot)
1145 self.track_accel_rot = 0.5;
1147 if not (self.track_blendrate)
1148 self.track_blendrate = 0.35;
1151 if (!self.track_flags)
1152 self.track_flags = TFL_TRACK_PITCH | TFL_TRACK_ROT;
1155 // Target selection stuff.
1156 if not (self.target_select_rangebias)
1157 self.target_select_rangebias = 1;
1158 self.target_select_rangebias = bound(-10, self.target_select_rangebias, 10);
1160 if not (self.target_select_samebias)
1161 self.target_select_samebias = 1;
1162 self.target_select_samebias = bound(-10, self.target_select_samebias, 10);
1164 if not (self.target_select_anglebias)
1165 self.target_select_anglebias = 1;
1166 self.target_select_anglebias = bound(-10, self.target_select_anglebias, 10);
1168 if not (self.target_select_missilebias)
1169 self.target_select_missilebias = -10;
1171 self.target_select_missilebias = bound(-10, self.target_select_missilebias, 10);
1172 self.target_select_playerbias = bound(-10, self.target_select_playerbias, 10);
1174 if not (self.target_select_flags)
1176 self.target_select_flags = TFL_TARGETSELECT_LOS | TFL_TARGETSELECT_TEAMCHECK
1177 | TFL_TARGETSELECT_RANGELIMTS | TFL_TARGETSELECT_ANGLELIMITS;
1179 if (self.turrcaps_flags & TFL_TURRCAPS_MISSILEKILL)
1180 self.target_select_flags |= TFL_TARGETSELECT_MISSILES;
1182 if (self.turrcaps_flags & TFL_TURRCAPS_PLAYERKILL)
1183 self.target_select_flags |= TFL_TARGETSELECT_PLAYERS;
1185 // self.target_select_flags = TFL_TARGETSELECT_NO;
1188 self.target_validate_flags = self.target_select_flags;
1192 if not (self.ammo_max)
1193 self.ammo_max = self.shot_dmg * 10;
1194 self.ammo_max = max(self.shot_dmg, self.ammo_max);
1197 self.ammo = self.shot_dmg * 5;
1198 self.ammo = bound(0,self.ammo, self.ammo_max);
1200 if not (self.ammo_recharge)
1201 self.ammo_recharge = self.shot_dmg * 0.5;
1202 self.ammo_recharge = max(0 ,self.ammo_recharge);
1204 // Convert the recharge from X per sec to X per ticrate
1205 self.ammo_recharge = self.ammo_recharge * self.ticrate;
1207 if not (self.ammo_flags)
1208 self.ammo_flags = TFL_AMMO_ENERGY | TFL_AMMO_RECHARGE;
1211 if(self.spawnflags & TSL_NO_RESPAWN)
1212 if not (self.damage_flags & TFL_DMG_DEATH_NORESPAWN)
1213 self.damage_flags |= TFL_DMG_DEATH_NORESPAWN;
1215 // Offsets & origins
1216 if (!self.tur_shotorg) self.tur_shotorg = '50 0 50';
1219 if(MUTATOR_CALLHOOK(TurretSpawn))
1222 // End of default & sanety checks, start building the turret.
1225 self.tur_head = spawn();
1226 self.tur_head.netname = self.tur_head.classname = "turret_head";
1227 self.tur_head.team = self.team;
1228 self.tur_head.owner = self;
1230 setmodel(self, base);
1231 setmodel(self.tur_head, head);
1233 setsize(self, '-32 -32 0', '32 32 64');
1234 setsize(self.tur_head, '0 0 0', '0 0 0');
1236 setorigin(self.tur_head, '0 0 0');
1237 setattachment(self.tur_head, self, "tag_head");
1242 self.tur_health = self.health;
1243 self.solid = SOLID_BBOX;
1244 self.tur_head.solid = SOLID_NOT;
1245 self.takedamage = DAMAGE_AIM;
1246 self.tur_head.takedamage = DAMAGE_NO;
1247 self.movetype = MOVETYPE_NOCLIP;
1248 self.tur_head.movetype = MOVETYPE_NOCLIP;
1251 if not (self.tur_defend)
1252 if (self.target != "")
1254 self.tur_defend = find(world, targetname, self.target);
1255 if (self.tur_defend == world)
1258 dprint("Turret has invalid defendpoint!\n");
1262 // In target defend mode, aim on the spot to defend when idle.
1263 if (self.tur_defend)
1264 self.idle_aim = self.tur_head.angles + angleofs(self.tur_head, self.tur_defend);
1266 self.idle_aim = '0 0 0';
1269 if (self.team == COLOR_TEAM1) self.colormod = '1.4 0.8 0.8';
1270 if (self.team == COLOR_TEAM2) self.colormod = '0.8 0.8 1.4';
1272 // Attach stdprocs. override when and what needed
1273 if (self.turrcaps_flags & TFL_TURRCAPS_SUPPORT)
1275 self.turret_score_target = turret_stdproc_targetscore_support;
1276 self.turret_firecheckfunc = turret_stdproc_firecheck;
1277 self.turret_firefunc = turret_stdproc_fire;
1278 self.event_damage = turret_stdproc_damage;
1282 self.turret_score_target = turret_stdproc_targetscore_generic;
1283 self.turret_firecheckfunc = turret_stdproc_firecheck;
1284 self.turret_firefunc = turret_stdproc_fire;
1285 self.event_damage = turret_stdproc_damage;
1288 self.use = turret_stdproc_use;
1289 self.bot_attack = TRUE;
1292 self.nextthink = time + 1;
1293 self.nextthink += turret_count * sys_frametime;
1295 self.tur_head.team = self.team;
1296 self.view_ofs = '0 0 0';
1299 self.tur_dbg_start = self.nextthink;
1300 while (vlen(self.tur_dbg_rvec) < 2)
1301 self.tur_dbg_rvec = randomvec() * 4;
1303 self.tur_dbg_rvec_x = fabs(self.tur_dbg_rvec_x);
1304 self.tur_dbg_rvec_y = fabs(self.tur_dbg_rvec_y);
1305 self.tur_dbg_rvec_z = fabs(self.tur_dbg_rvec_z);
1309 self.turrcaps_flags |= TFL_TURRCAPS_ISTURRET;
1311 self.classname = "turret_main";
1313 self.tur_active = 1;
1315 // In ONS mode, and linked to a ONS ent. need to call the use to set team.
1316 if (g_onslaught && ee)
1322 Net_LinkEntity(self, TRUE, 0, turret_send);
1323 turret_stdproc_respawn();
1325 // Initiate the main AI loop
1326 /*self.nextthink = time;
1328 self.think = turret_link;
1330 self.think = turret_think;