1 #define cvar_base "g_turrets_unit_"
3 float turret_send(entity to, float sf)
5 dprint("Sending update\n");
6 WriteByte(MSG_ENTITY, ENT_CLIENT_TURRET);
7 WriteByte(MSG_ENTITY, sf);
10 WriteByte(MSG_ENTITY, self.turret_type);
12 WriteCoord(MSG_ENTITY, self.origin_x);
13 WriteCoord(MSG_ENTITY, self.origin_y);
14 WriteCoord(MSG_ENTITY, self.origin_z);
16 WriteAngle(MSG_ENTITY, self.angles_x);
17 WriteAngle(MSG_ENTITY, self.angles_y);
22 WriteShort(MSG_ENTITY, rint(self.tur_head.angles_x));
23 WriteShort(MSG_ENTITY, rint(self.tur_head.angles_y));
28 WriteShort(MSG_ENTITY, rint(self.tur_head.avelocity_x));
29 WriteShort(MSG_ENTITY, rint(self.tur_head.avelocity_y));
34 WriteByte(MSG_ENTITY, self.team);
35 WriteByte(MSG_ENTITY, rint((self.health / self.tur_health) * 255)); // Send health as 0-255 insted of real value, where 255 = 100%
41 void load_unit_settings(entity ent, string unitname, float is_reload)
48 if not (ent.turret_scale_damage) ent.turret_scale_damage = 1;
49 if not (ent.turret_scale_range) ent.turret_scale_range = 1;
50 if not (ent.turret_scale_refire) ent.turret_scale_refire = 1;
51 if not (ent.turret_scale_ammo) ent.turret_scale_ammo = 1;
52 if not (ent.turret_scale_aim) ent.turret_scale_aim = 1;
53 if not (ent.turret_scale_health) ent.turret_scale_health = 1;
54 if not (ent.turret_scale_respawn) ent.turret_scale_respawn = 1;
56 sbase = strcat(cvar_base,unitname);
60 ent.tur_head.avelocity = '0 0 0';
62 ent.tur_head.angles = '0 0 0';
65 ent.health = cvar(strcat(sbase,"_health")) * ent.turret_scale_health;
66 ent.respawntime = cvar(strcat(sbase,"_respawntime")) * ent.turret_scale_respawn;
68 ent.shot_dmg = cvar(strcat(sbase,"_shot_dmg")) * ent.turret_scale_damage;
69 ent.shot_refire = cvar(strcat(sbase,"_shot_refire")) * ent.turret_scale_refire;
70 ent.shot_radius = cvar(strcat(sbase,"_shot_radius")) * ent.turret_scale_damage;
71 ent.shot_speed = cvar(strcat(sbase,"_shot_speed"));
72 ent.shot_spread = cvar(strcat(sbase,"_shot_spread"));
73 ent.shot_force = cvar(strcat(sbase,"_shot_force")) * ent.turret_scale_damage;
74 ent.shot_volly = cvar(strcat(sbase,"_shot_volly"));
75 ent.shot_volly_refire = cvar(strcat(sbase,"_shot_volly_refire")) * ent.turret_scale_refire;
77 ent.target_range = cvar(strcat(sbase,"_target_range")) * ent.turret_scale_range;
78 ent.target_range_min = cvar(strcat(sbase,"_target_range_min")) * ent.turret_scale_range;
79 ent.target_range_optimal = cvar(strcat(sbase,"_target_range_optimal")) * ent.turret_scale_range;
80 //ent.target_range_fire = cvar(strcat(sbase,"_target_range_fire")) * ent.turret_scale_range;
82 ent.target_select_rangebias = cvar(strcat(sbase,"_target_select_rangebias"));
83 ent.target_select_samebias = cvar(strcat(sbase,"_target_select_samebias"));
84 ent.target_select_anglebias = cvar(strcat(sbase,"_target_select_anglebias"));
85 ent.target_select_playerbias = cvar(strcat(sbase,"_target_select_playerbias"));
86 //ent.target_select_fov = cvar(cvar_gets(sbase,"_target_select_fov"));
88 ent.ammo_max = cvar(strcat(sbase,"_ammo_max")) * ent.turret_scale_ammo;
89 ent.ammo_recharge = cvar(strcat(sbase,"_ammo_recharge")) * ent.turret_scale_ammo;
91 ent.aim_firetolerance_dist = cvar(strcat(sbase,"_aim_firetolerance_dist"));
92 ent.aim_speed = cvar(strcat(sbase,"_aim_speed")) * ent.turret_scale_aim;
93 ent.aim_maxrot = cvar(strcat(sbase,"_aim_maxrot"));
94 ent.aim_maxpitch = cvar(strcat(sbase,"_aim_maxpitch"));
96 ent.track_type = cvar(strcat(sbase,"_track_type"));
97 ent.track_accel_pitch = cvar(strcat(sbase,"_track_accel_pitch"));
98 ent.track_accel_rot = cvar(strcat(sbase,"_track_accel_rot"));
99 ent.track_blendrate = cvar(strcat(sbase,"_track_blendrate"));
102 if(ent.turret_respawnhook)
103 ent.turret_respawnhook();
108 ** updates enemy distances, predicted impact point/time
109 ** and updated aim<->predict impact distance.
111 void turret_do_updates(entity t_turret)
113 vector enemy_pos, oldpos;
119 enemy_pos = real_origin(self.enemy);
121 turret_tag_fire_update();
123 self.tur_shotdir_updated = v_forward;
124 self.tur_dist_enemy = vlen(self.tur_shotorg - enemy_pos);
125 self.tur_dist_aimpos = vlen(self.tur_shotorg - self.tur_aimpos);
127 if((self.firecheck_flags & TFL_FIRECHECK_VERIFIED) && (self.enemy))
129 oldpos = self.enemy.origin;
130 setorigin(self.enemy,self.tur_aimpos);
131 tracebox(self.tur_shotorg, '-1 -1 -1','1 1 1',self.tur_shotorg + (self.tur_shotdir_updated * self.tur_dist_aimpos),MOVE_NORMAL,self);
132 setorigin(self.enemy,oldpos);
134 if(trace_ent == self.enemy)
135 self.tur_dist_impact_to_aimpos = 0;
137 self.tur_dist_impact_to_aimpos = vlen(trace_endpos - self.tur_aimpos);
140 tracebox(self.tur_shotorg, '-1 -1 -1','1 1 1', self.tur_shotorg + (self.tur_shotdir_updated * self.tur_dist_aimpos),MOVE_NORMAL,self);
142 self.tur_dist_impact_to_aimpos = vlen(trace_endpos - self.tur_aimpos) - (vlen(self.enemy.maxs - self.enemy.mins) * 0.5);
143 self.tur_impactent = trace_ent;
144 self.tur_impacttime = vlen(self.tur_shotorg - trace_endpos) / self.shot_speed;
150 vector turret_fovsearch_pingpong()
153 if(self.phase < time)
155 if( self.tur_head.phase )
156 self.tur_head.phase = 0;
158 self.tur_head.phase = 1;
159 self.phase = time + 5;
162 if( self.tur_head.phase)
163 wish_angle = self.idle_aim + '0 1 0' * (self.aim_maxrot * (self.target_select_fov / 360));
165 wish_angle = self.idle_aim - '0 1 0' * (self.aim_maxrot * (self.target_select_fov / 360));
170 vector turret_fovsearch_steprot()
175 wish_angle = self.tur_head.angles;
176 wish_angle_x = self.idle_aim_x;
178 if (self.phase < time)
180 //rot_add = self.aim_maxrot / self.target_select_fov;
181 wish_angle_y += (self.target_select_fov * 2);
183 if(wish_angle_y > 360)
184 wish_angle_y = wish_angle_y - 360;
186 self.phase = time + 1.5;
192 vector turret_fovsearch_random()
196 if (self.phase < time)
198 wish_angle_y = random() * self.aim_maxrot;
202 wish_angle_x = random() * self.aim_maxpitch;
206 self.phase = time + 5;
208 self.tur_aimpos = wish_angle;
211 return self.idle_aim + self.tur_aimpos;
216 ** Handles head rotation according to
217 ** the units .track_type and .track_flags
219 .float turret_framecounter;
220 void turret_stdproc_track()
222 vector target_angle; // This is where we want to aim
223 vector move_angle; // This is where we can aim
226 v1 = self.tur_head.angles;
227 v2 = self.tur_head.avelocity;
229 if (self.track_flags == TFL_TRACK_NO)
232 if not (self.tur_active)
233 target_angle = self.idle_aim - ('1 0 0' * self.aim_maxpitch);
234 else if (self.enemy == world)
237 target_angle = self.idle_aim + self.angles;
239 target_angle = vectoangles(normalize(self.tur_aimpos - self.tur_shotorg));
243 target_angle = vectoangles(normalize(self.tur_aimpos - self.tur_shotorg));
246 self.tur_head.angles_x = anglemods(self.tur_head.angles_x);
247 self.tur_head.angles_y = anglemods(self.tur_head.angles_y);
249 // Find the diffrence between where we currently aim and where we want to aim
250 move_angle = target_angle - (self.angles + self.tur_head.angles);
251 move_angle = shortangle_vxy(move_angle,(self.angles + self.tur_head.angles));
253 switch(self.track_type)
255 case TFL_TRACKTYPE_STEPMOTOR:
256 f_tmp = self.aim_speed * self.ticrate; // dgr/sec -> dgr/tic
257 if (self.track_flags & TFL_TRACK_PITCH)
259 self.tur_head.angles_x += bound(-f_tmp,move_angle_x, f_tmp);
260 if(self.tur_head.angles_x > self.aim_maxpitch)
261 self.tur_head.angles_x = self.aim_maxpitch;
263 if(self.tur_head.angles_x < -self.aim_maxpitch)
264 self.tur_head.angles_x = self.aim_maxpitch;
267 if (self.track_flags & TFL_TRACK_ROT)
269 self.tur_head.angles_y += bound(-f_tmp, move_angle_y, f_tmp);
270 if(self.tur_head.angles_y > self.aim_maxrot)
271 self.tur_head.angles_y = self.aim_maxrot;
273 if(self.tur_head.angles_y < -self.aim_maxrot)
274 self.tur_head.angles_y = self.aim_maxrot;
278 self.SendFlags = TNSF_ANG;
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));
289 case TFL_TRACKTYPE_FLUIDPRECISE:
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);
298 if (self.track_flags & TFL_TRACK_PITCH)
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)
303 self.tur_head.avelocity_x = 0;
304 self.tur_head.angles_x = self.aim_maxpitch;
306 self.SendFlags |= TNSF_ANG;
309 if((self.tur_head.angles_x + self.tur_head.avelocity_x * self.ticrate) < -self.aim_maxpitch)
311 self.tur_head.avelocity_x = 0;
312 self.tur_head.angles_x = -self.aim_maxpitch;
314 self.SendFlags |= TNSF_ANG;
319 if (self.track_flags & TFL_TRACK_ROT)
321 self.tur_head.avelocity_y = move_angle_y;
323 if((self.tur_head.angles_y + self.tur_head.avelocity_y * self.ticrate) > self.aim_maxrot)
325 self.tur_head.avelocity_y = 0;
326 self.tur_head.angles_y = self.aim_maxrot;
328 self.SendFlags |= TNSF_ANG;
331 if((self.tur_head.angles_y + self.tur_head.avelocity_y * self.ticrate) < -self.aim_maxrot)
333 self.tur_head.avelocity_y = 0;
334 self.tur_head.angles_y = -self.aim_maxrot;
336 self.SendFlags |= TNSF_ANG;
340 self.SendFlags |= TNSF_AVEL;
342 // Force a angle update every 10'th frame
343 self.turret_framecounter += 1;
344 if(self.turret_framecounter >= 10)
346 self.SendFlags |= TNSF_ANG;
347 self.turret_framecounter = 0;
357 + TFL_FIRECHECK_WORLD
359 + TFL_FIRECHECK_DISTANCES
361 + TFL_FIRECHECK_AIMDIST
362 + TFL_FIRECHECK_REALDIST
363 - TFL_FIRECHECK_ANGLEDIST
364 - TFL_FIRECHECK_TEAMCECK
366 + TFL_FIRECHECK_OWM_AMMO
367 + TFL_FIRECHECK_OTHER_AMMO
368 + TFL_FIRECHECK_REFIRE
372 ** Preforms pre-fire checks based on the uints firecheck_flags
374 float turret_stdproc_firecheck()
376 // This one just dont care =)
377 if (self.firecheck_flags & TFL_FIRECHECK_NO) return 1;
380 if (self.firecheck_flags & TFL_FIRECHECK_REFIRE)
381 if (self.attack_finished_single > time) return 0;
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)
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)
394 // Plz stop killing the world!
395 if (self.firecheck_flags & TFL_FIRECHECK_WORLD)
396 if (self.enemy == world)
400 if (self.firecheck_flags & TFL_FIRECHECK_OWM_AMMO)
401 if (self.ammo < self.shot_dmg)
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)
409 // Target of opertunity?
410 if(turret_validate_target(self, self.tur_impactent, self.target_validate_flags) > 0)
412 self.enemy = self.tur_impactent;
416 if (self.firecheck_flags & TFL_FIRECHECK_DISTANCES)
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?
427 if (self.firecheck_flags & TFL_FIRECHECK_AFF)
428 if (self.tur_impactent.team == self.team)
431 // aim<->predicted impact
432 if (self.firecheck_flags & TFL_FIRECHECK_AIMDIST)
433 if (self.tur_dist_impact_to_aimpos > self.aim_firetolerance_dist)
437 if (self.shot_volly > 1)
438 if (self.volly_counter == self.shot_volly)
439 if (self.ammo < (self.shot_dmg * self.shot_volly))
442 if(self.firecheck_flags & TFL_FIRECHECK_VERIFIED)
443 if(self.tur_impactent != self.enemy)
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
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.
466 float turret_validate_target(entity e_turret, entity e_target, float validate_flags)
470 //if(!validate_flags & TFL_TARGETSELECT_NOBUILTIN)
473 if(e_target.owner == e_turret)
476 if not(checkpvs(e_target.origin, e_turret))
483 if (substring(e_target.classname, 0, 10) == "onslaught_") // don't attack onslaught targets, that's the player's job!
486 if (validate_flags & TFL_TARGETSELECT_NO)
489 // If only this was used more..
490 if (e_target.flags & FL_NOTARGET)
494 if (e_target.health < 0)
498 if (e_target.flags & FL_CLIENT)
500 if not (validate_flags & TFL_TARGETSELECT_PLAYERS)
503 if (e_target.deadflag != DEAD_NO)
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.
514 if (e_target.flags & FL_PROJECTILE)
515 if not (validate_flags & TFL_TARGETSELECT_MISSILES)
518 if (validate_flags & TFL_TARGETSELECT_MISSILESONLY)
519 if not (e_target.flags & FL_PROJECTILE)
523 if (validate_flags & TFL_TARGETSELECT_TEAMCHECK)
525 if (validate_flags & TFL_TARGETSELECT_OWNTEAM)
527 if (e_target.team != e_turret.team)
530 if (e_turret.team != e_target.owner.team)
535 if (e_target.team == e_turret.team)
538 if (e_turret.team == e_target.owner.team)
544 tvt_dist = vlen(e_turret.origin - real_origin(e_target));
545 if (validate_flags & TFL_TARGETSELECT_RANGELIMTS)
547 if (tvt_dist < e_turret.target_range_min)
550 if (tvt_dist > e_turret.target_range)
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);
561 if(validate_flags & TFL_TARGETSELECT_FOV)
563 if(e_turret.target_select_fov < tvt_thadf)
568 if (validate_flags & TFL_TARGETSELECT_ANGLELIMITS)
570 if (fabs(tvt_tadv_x) > e_turret.aim_maxpitch)
573 if (fabs(tvt_tadv_y) > e_turret.aim_maxrot)
578 if (validate_flags & TFL_TARGETSELECT_LOS)
580 v_tmp = real_origin(e_target) + ((e_target.mins + e_target.maxs) * 0.5);
582 traceline(e_turret.tur_shotorg, v_tmp, 0, e_turret);
584 if (e_turret.aim_firetolerance_dist < vlen(v_tmp - trace_endpos))
588 if (e_target.classname == "grapplinghook")
592 if (e_target.classname == "func_button")
596 #ifdef TURRET_DEBUG_TARGETSELECT
597 dprint("Target:",e_target.netname," is a valid target for ",e_turret.netname,"\n");
603 entity turret_select_target()
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
612 if(self.enemy.takedamage)
613 if(turret_validate_target(self,self.enemy,self.target_validate_flags) > 0)
615 e_enemy = self.enemy;
616 m_score = self.turret_score_target(self,e_enemy) * self.target_select_samebias;
621 e = findradius(self.origin, self.target_range);
623 // Nothing to aim at?
631 if (turret_validate_target(self, e, self.target_select_flags) > 0)
633 score = self.turret_score_target(self,e);
634 if ((score > m_score) && (score > 0))
651 self.nextthink = time + self.ticrate;
652 //self.SendFlags = TNSF_UPDATE | TNSF_STATUS | TNSF_ANG | TNSF_AVEL;
654 // ONS uses somewhat backwards linking.
660 e = find(world, targetname,self.target);
665 if (self.team != self.tur_head.team)
666 turret_stdproc_respawn();
670 if (self.tur_dbg_tmr1 < time)
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;
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);
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)
687 turret_stdproc_track();
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)
695 // Do a self.turret_fire for every valid target.
696 e = findradius(self.origin,self.target_range);
701 if (turret_validate_target(self,e,self.target_validate_flags))
705 turret_do_updates(self);
707 if (self.turret_firecheckfunc())
716 else if(self.shoot_flags & TFL_SHOOT_CUSTOM)
718 // This one is doing something.. oddball. assume its handles what needs to be handled.
721 if not(self.aim_flags & TFL_AIM_NO)
722 self.tur_aimpos = turret_stdproc_aim_generic();
725 if not(self.track_flags & TFL_TRACK_NO)
726 turret_stdproc_track();
728 turret_do_updates(self);
731 if (self.turret_firecheckfunc())
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)
740 // Predict or whatnot
741 if not(self.aim_flags & TFL_AIM_NO)
742 self.tur_aimpos = turret_stdproc_aim_generic();
745 if not(self.track_flags & TFL_TRACK_NO)
746 turret_stdproc_track();
748 turret_do_updates(self);
751 if (self.turret_firecheckfunc() != 0)
754 if(self.turret_postthink)
755 self.turret_postthink();
760 // Check if we have a vailid enemy, and try to find one if we dont.
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)
767 // Old target (if any) invalid?
768 if (turret_validate_target(self, self.enemy, self.target_validate_flags) <= 0)
774 // But never more often then g_turrets_targetscan_mindelay!
775 if (self.target_select_time + autocvar_g_turrets_targetscan_mindelay > time)
780 self.enemy = turret_select_target();
781 self.target_select_time = time;
784 // No target, just go to idle, do any custom stuff and bail.
785 if (self.enemy == world)
788 if not(self.track_flags & TFL_TRACK_NO)
789 turret_stdproc_track();
791 // do any per-turret stuff
792 if(self.turret_postthink)
793 self.turret_postthink();
799 self.lip = time + autocvar_g_turrets_aimidle_delay; // Keep track of the last time we had a target.
802 if not(self.aim_flags & TFL_AIM_NO)
803 self.tur_aimpos = turret_stdproc_aim_generic();
806 if not(self.track_flags & TFL_TRACK_NO)
807 turret_stdproc_track();
809 turret_do_updates(self);
812 if (self.turret_firecheckfunc())
816 // do any custom per-turret stuff
817 if(self.turret_postthink)
818 self.turret_postthink();
823 if (autocvar_g_turrets_nofire != 0)
826 self.turret_firefunc();
828 self.attack_finished_single = time + self.shot_refire;
829 self.ammo -= self.shot_dmg;
830 self.volly_counter = self.volly_counter - 1;
832 if (self.volly_counter <= 0)
834 self.volly_counter = self.shot_volly;
836 if (self.shoot_flags & TFL_SHOOT_CLEARTARGET)
839 if (self.shot_volly > 1)
840 self.attack_finished_single = time + self.shot_volly_refire;
844 if (self.enemy) paint_target3(self.tur_aimpos, 64, self.tur_dbg_rvec, self.tur_impacttime + 0.25);
848 void turret_stdproc_fire()
850 dprint("^1Bang, ^3your dead^7 ",self.enemy.netname,"! ^1(turret with no real firefunc)\n");
854 When .used a turret switch team to activator.team.
855 If activator is world, the turret go inactive.
857 void turret_stdproc_use()
859 dprint("Turret ",self.netname, " used by ", activator.classname, "\n");
861 self.team = activator.team;
872 Net_LinkEntity(self, TRUE, 0, turret_send);
873 self.think = turret_think;
874 self.nextthink = time;
875 self.tur_head.effects = EF_NODRAW;
878 void turrets_manager_think()
880 self.nextthink = time + 1;
883 if (autocvar_g_turrets_reloadcvars == 1)
888 if (e.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
890 load_unit_settings(e,e.cvar_basename,1);
891 if(e.turret_postthink)
892 e.turret_postthink();
897 cvar_set("g_turrets_reloadcvars","0");
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.
906 float turret_stdproc_init (string cvar_base_name, string base, string head, float _turret_type)
910 // Are turrets allowed?
911 if (autocvar_g_turrets == 0)
914 if(_turret_type < 1 || _turret_type > TID_LAST)
916 dprint("Invalid / Unkown turret type\"", ftos(_turret_type), "\", aborting!\n");
919 self.turret_type = _turret_type;
921 e = find(world, classname, "turret_manager");
927 setorigin(e,'0 0 0');
928 setmodel(e,"models/turrets/plasma.md3");
930 v = gettaginfo(e,gettagindex(e,"tag_fire"));
933 //objerror("^1ERROR: Engine is borken! Turrets will NOT work. force g_turrets to 0 to run maps with turrets anyway.");
939 e.classname = "turret_manager";
940 e.think = turrets_manager_think;
941 e.nextthink = time + 2;
947 dprint("WARNING: turret requested csqc_shared but this is not implemented. Expect strange things to happen.\n");
952 if not (self.spawnflags & TSF_SUSPENDED)
953 droptofloor_builtin();
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)
962 setmodel(tb,"models/turrets/terrainbase.md3");
963 setorigin(tb,self.origin);
964 tb.solid = SOLID_BBOX;
968 self.cvar_basename = cvar_base_name;
969 load_unit_settings(self, self.cvar_basename, 0);
971 // Handle turret teams.
972 if (autocvar_g_assault != 0)
975 self.team = 14; // Assume turrets are on the defending side if not explicitly set otehrwize
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)
981 e = find(world,target,self.targetname);
989 self.team = MAX_SHOT_DISTANCE; // Group all turrets into the same team, so they dont kill eachother.
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.
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
1001 self.ticrate = 0.1; // 10 fps for normal turrets
1003 self.ticrate = bound(sys_frametime, self.ticrate, 60); // keep it sane
1006 if (self.netname == "")
1007 self.netname = self.classname;
1009 if not (self.respawntime)
1010 self.respawntime = 60;
1011 self.respawntime = max(-1, self.respawntime);
1013 if not (self.health)
1015 self.tur_health = max(1, self.health);
1017 if not (self.turrcaps_flags)
1018 self.turrcaps_flags = TFL_TURRCAPS_RADIUSDMG | TFL_TURRCAPS_MEDPROJ | TFL_TURRCAPS_PLAYERKILL;
1020 if not (self.damage_flags)
1021 self.damage_flags = TFL_DMG_YES | TFL_DMG_RETALIATE | TFL_DMG_AIMSHAKE;
1024 if not (self.shot_refire)
1025 self.shot_refire = 1;
1026 self.shot_refire = bound(0.01, self.shot_refire, 9999);
1028 if not (self.shot_dmg)
1029 self.shot_dmg = self.shot_refire * 50;
1030 self.shot_dmg = max(1, self.shot_dmg);
1032 if not (self.shot_radius)
1033 self.shot_radius = self.shot_dmg * 0.5;
1034 self.shot_radius = max(1, self.shot_radius);
1036 if not (self.shot_speed)
1037 self.shot_speed = 2500;
1038 self.shot_speed = max(1, self.shot_speed);
1040 if not (self.shot_spread)
1041 self.shot_spread = 0.0125;
1042 self.shot_spread = bound(0.0001, self.shot_spread, 500);
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);
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));
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);
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;
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);
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);
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);
1076 if not (self.aim_maxrot)
1077 self.aim_maxrot = 90;
1078 self.aim_maxrot = bound(0, self.aim_maxrot, 360);
1080 if not (self.aim_maxpitch)
1081 self.aim_maxpitch = 20;
1082 self.aim_maxpitch = bound(0, self.aim_maxpitch, 90);
1084 if not (self.aim_speed)
1085 self.aim_speed = 36;
1086 self.aim_speed = bound(0.1, self.aim_speed, 1000);
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);
1092 if not (self.aim_flags)
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;
1099 if not (self.track_type)
1100 self.track_type = TFL_TRACKTYPE_STEPMOTOR;
1102 if (self.track_type != TFL_TRACKTYPE_STEPMOTOR)
1104 // Fluid / Ineria mode. Looks mutch nicer.
1105 // Can reduce aim preformance alot, needs a bit diffrent aimspeed
1107 if not (self.aim_speed)
1108 self.aim_speed = 180;
1109 self.aim_speed = bound(0.1, self.aim_speed, 1000);
1111 if not (self.track_accel_pitch)
1112 self.track_accel_pitch = 0.5;
1114 if not (self.track_accel_rot)
1115 self.track_accel_rot = 0.5;
1117 if not (self.track_blendrate)
1118 self.track_blendrate = 0.35;
1121 if (!self.track_flags)
1122 self.track_flags = TFL_TRACK_PITCH | TFL_TRACK_ROT;
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);
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);
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);
1138 if not (self.target_select_missilebias)
1139 self.target_select_missilebias = -10;
1141 self.target_select_missilebias = bound(-10, self.target_select_missilebias, 10);
1142 self.target_select_playerbias = bound(-10, self.target_select_playerbias, 10);
1144 if not (self.target_select_flags)
1146 self.target_select_flags = TFL_TARGETSELECT_LOS | TFL_TARGETSELECT_TEAMCHECK
1147 | TFL_TARGETSELECT_RANGELIMTS | TFL_TARGETSELECT_ANGLELIMITS;
1149 if (self.turrcaps_flags & TFL_TURRCAPS_MISSILEKILL)
1150 self.target_select_flags |= TFL_TARGETSELECT_MISSILES;
1152 if (self.turrcaps_flags & TFL_TURRCAPS_PLAYERKILL)
1153 self.target_select_flags |= TFL_TARGETSELECT_PLAYERS;
1155 // self.target_select_flags = TFL_TARGETSELECT_NO;
1158 self.target_validate_flags = self.target_select_flags;
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);
1166 self.ammo = self.shot_dmg * 5;
1167 self.ammo = bound(0,self.ammo, self.ammo_max);
1169 if not (self.ammo_recharge)
1170 self.ammo_recharge = self.shot_dmg * 0.5;
1171 self.ammo_recharge = max(0 ,self.ammo_recharge);
1173 // Convert the recharge from X per sec to X per ticrate
1174 self.ammo_recharge = self.ammo_recharge * self.ticrate;
1176 if not (self.ammo_flags)
1177 self.ammo_flags = TFL_AMMO_ENERGY | TFL_AMMO_RECHARGE;
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;
1184 // Offsets & origins
1185 if (!self.tur_shotorg) self.tur_shotorg = '50 0 50';
1191 if(MUTATOR_CALLHOOK(TurretSpawn))
1194 // End of default & sanety checks, start building the turret.
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;
1202 setmodel(self, base);
1203 setmodel(self.tur_head, head);
1205 setsize(self, '-32 -32 0', '32 32 64');
1206 setsize(self.tur_head, '0 0 0', '0 0 0');
1208 setorigin(self.tur_head, '0 0 0');
1209 setattachment(self.tur_head, self, "tag_head");
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;
1220 if not (self.tur_defend)
1221 if (self.target != "")
1223 self.tur_defend = find(world, targetname, self.target);
1224 if (self.tur_defend == world)
1227 dprint("Turret has invalid defendpoint!\n");
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);
1235 self.idle_aim = '0 0 0';
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;
1242 if (self.turrcaps_flags & TFL_TURRCAPS_SUPPORT)
1243 self.turret_score_target = turret_stdproc_targetscore_support;
1245 self.turret_score_target = turret_stdproc_targetscore_generic;
1247 self.use = turret_stdproc_use;
1248 self.bot_attack = TRUE;
1251 self.nextthink = time + 1;
1252 self.nextthink += turret_count * sys_frametime;
1254 self.tur_head.team = self.team;
1255 self.view_ofs = '0 0 0';
1258 self.tur_dbg_start = self.nextthink;
1259 while (vlen(self.tur_dbg_rvec) < 2)
1260 self.tur_dbg_rvec = randomvec() * 4;
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);
1268 self.turrcaps_flags |= TFL_TURRCAPS_ISTURRET;
1270 self.classname = "turret_main";
1272 self.tur_active = 1;
1274 // In ONS mode, and linked to a ONS ent. need to call the use to set team.
1275 if (g_onslaught && ee)
1281 turret_stdproc_respawn();
1283 if (!turret_tag_fire_update())
1284 dprint("Warning: Turret ",self.classname, " faild to initialize md3 tags\n");