1 // Comment out below to skip turrets
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2 #define TTURRETS_ENABLED
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4 #ifdef TTURRETS_ENABLED
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6 #message "with tZork turrets"
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8 vector real_origin(entity ent);
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10 /// target selection flags
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11 .float target_select_flags;
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12 .float target_validate_flags;
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13 /// Dont select a target on its own.
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14 #define TFL_TARGETSELECT_NO 1024
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15 /// Need line of sight
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16 #define TFL_TARGETSELECT_LOS 2
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17 /// Players are valid targets
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18 #define TFL_TARGETSELECT_PLAYERS 4
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19 /// Missiles are valid targets
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20 #define TFL_TARGETSELECT_MISSILES 8
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21 /// Responds to turret_trigger_target events
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22 #define TFL_TARGETSELECT_TRIGGERTARGET 16
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23 /// Angular limitations of turret head limits target selection
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24 #define TFL_TARGETSELECT_ANGLELIMITS 32
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25 /// Range limits apply in targetselection
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26 #define TFL_TARGETSELECT_RANGELIMTS 64
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27 /// DOnt select targets with a .team matching its own
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28 #define TFL_TARGETSELECT_TEAMCHECK 4096
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29 /// Cant select targets on its own. needs to be triggerd or slaved.
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30 #define TFL_TARGETSELECT_NOBUILTIN 256
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31 /// TFL_TARGETSELECT_TEAMCHECK is inverted (selects only mebers of own .team)
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32 #define TFL_TARGETSELECT_OWNTEAM 2048
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33 /// Turrets aren't valid targets
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34 #define TFL_TARGETSELECT_NOTURRETS 128
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39 #define TFL_AIM_NO 1
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40 /// Go for ground, not direct hit
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41 #define TFL_AIM_GROUND 2
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42 /// Go for ground, not direct hit, but only if target is on ground.
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43 #define TFL_AIM_GROUND2 4
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44 /// Use balistic aim. FIXME: not implemented
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45 #define TFL_AIM_BALISTIC 8
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46 /// Try to predict target movement (does not account for gravity)
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47 #define TFL_AIM_LEAD 16
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48 /// Compensate for shot traveltime when lead
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49 #define TFL_AIM_SHOTTIMECOMPENSATE 32
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50 /// Aim slightly in front of target
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51 #define TFL_AIM_INFRONT 64
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52 /// Aim slightly behind target
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53 #define TFL_AIM_BEHIND 128
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54 /// blend real and predicted z positions. (fake bounce prediction)
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55 #define TFL_AIM_ZEASE 256
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56 // Try to do real prediction of targets z pos at impact.
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57 //#define TFL_AIM_ZPREDICT 256
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58 /// Simply aim at target's current location
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59 #define TFL_AIM_SIMPLE 512
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61 /// track (turn and pitch head) flags
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64 #define TFL_TRACK_NO 2
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66 #define TFL_TRACK_PITCH 4
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68 #define TFL_TRACK_ROT 8
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70 /// How tracking is preformed
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72 /// Hard angle increments. Ugly for fast turning, best accuracy.
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73 #define TFL_TRACKTYPE_STEPMOTOR 1
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74 /// Smoth absolute movement. Looks ok, fair accuracy.
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75 #define TFL_TRACKTYPE_FLUIDPRECISE 2
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76 /// Simulated inertia. "Wobbly mode" Looks kool, can mean really bad accuracy depending on how the feilds below are set
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77 #define TFL_TRACKTYPE_FLUIDINERTIA 3
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78 /// TFL_TRACKTYPE_FLUIDINERTIA: pitch multiplier
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79 .float track_accel_pitch;
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80 /// TFL_TRACKTYPE_FLUIDINERTIA: rotation multiplier
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81 .float track_accel_rot;
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82 /// TFL_TRACKTYPE_FLUIDINERTIA: Blendrate with old rotation (inertia simulation) 1 = only old, 0 = only new
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83 .float track_blendrate;
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85 /// How prefire check is preformed
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86 .float firecheck_flags;
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87 /// Dont do any chekcs
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88 #define TFL_FIRECHECK_NO 8192
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89 /// Dont kill the world
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90 #define TFL_FIRECHECK_WORLD 2
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91 /// Dont kill the dead
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92 #define TFL_FIRECHECK_DEAD 4
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93 /// Range limits apply
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94 #define TFL_FIRECHECK_DISTANCES 8
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95 /// Line Of Sight needs to be clear
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96 #define TFL_FIRECHECK_LOS 16
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97 /// Consider distance inpactpoint<->aimspot
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98 #define TFL_FIRECHECK_AIMDIST 32
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99 /// Consider enemy origin<->impactpoint
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100 #define TFL_FIRECHECK_REALDIST 64
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101 /// Consider angular diff head<->aimspot
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102 #define TFL_FIRECHECK_ANGLEDIST 128
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103 /// (re)consider target.team<->self.team
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104 #define TFL_FIRECHECK_TEAMCECK 256
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105 /// Try to avoid friendly fire
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106 #define TFL_FIRECHECK_AFF 512
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107 /// Own .ammo needs to be >= then own .shot_dmg
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108 #define TFL_FIRECHECK_OWM_AMMO 1024
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109 /// Others ammo need to be < others .ammo_max
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110 #define TFL_FIRECHECK_OTHER_AMMO 2048
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111 /// Check own .attack_finished_single vs time
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112 #define TFL_FIRECHECK_REFIRE 4096
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114 /// How shooting is done
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115 .float shoot_flags;
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117 #define TFL_SHOOT_NO 64
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118 /// Fire in vollys (partial implementation through .shot_volly)
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119 #define TFL_SHOOT_VOLLY 2
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120 /// Always do a full volly, even if target is lost or dead. (not implemented)
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121 #define TFL_SHOOT_VOLLYALWAYS 4
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122 /// Loop though all valid tarters, and hit them.
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123 #define TFL_SHOOT_HITALLVALID 8
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124 /// Fiering makes unit loose target (after volly is done, if in volly mode)
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125 #define TFL_SHOOT_CLEARTARGET 16
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126 ///Custom shooting;
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127 #define TFL_SHOOT_CUSTOM 32
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129 /// Information aboute the units capabilities
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130 .float turrcaps_flags;
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131 /// No kown capabilities
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132 #define TFL_TURRCAPS_NONE 0
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133 /// Capable of sniping
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134 #define TFL_TURRCAPS_SNIPER 2
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135 /// Capable of splasdamage
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136 #define TFL_TURRCAPS_RADIUSDMG 4
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137 /// Has one or more cannons with zero shot traveltime
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138 #define TFL_TURRCAPS_HITSCAN 8
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139 /// More then one (type of) gun
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140 #define TFL_TURRCAPS_MULTIGUN 16
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141 /// Carries at least one guided weapon
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142 #define TFL_TURRCAPS_GUIDED 32
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143 /// At least one gun fiers slow projectiles
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144 #define TFL_TURRCAPS_SLOWPROJ 64
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145 /// At least one gun fiers medium speed projectiles
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146 #define TFL_TURRCAPS_MEDPROJ 128
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147 /// At least one gun fiers fast projectiles
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148 #define TFL_TURRCAPS_FASTPROJ 256
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149 /// At least one gun capable of damaging players
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150 #define TFL_TURRCAPS_PLAYERKILL 512
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151 /// At least one gun that can shoot town missiles
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152 #define TFL_TURRCAPS_MISSILEKILL 1024
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153 /// Has support capabilities. powerplants and sutch.
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154 #define TFL_TURRCAPS_SUPPORT 2048
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155 /// Proveides at least one type of ammmo
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156 #define TFL_TURRCAPS_AMMOSOURCE 4096
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157 /// Can recive targets from external sources
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158 #define TFL_TURRCAPS_RECIVETARGETS 8192
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159 /// Capable of self-transport
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160 #define TFL_TURRCAPS_MOVE 16384
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161 /// Will roam arround even if not chasing anyting
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162 #define TFL_TURRCAPS_ROAM 32768
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163 #define TFL_TURRCAPS_LINKED 65536
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165 /// Ammo types needed and/or provided
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167 /// Has and needs no ammo
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168 #define TFL_AMMO_NONE 64
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170 #define TFL_AMMO_ENERGY 2
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172 #define TFL_AMMO_BULLETS 4
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173 /// Uses explosives
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174 #define TFL_AMMO_ROCKETS 8
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175 /// Regenerates ammo on its own
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176 #define TFL_AMMO_RECHARGE 16
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177 /// Can recive ammo from others
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178 #define TFL_AMMO_RECIVE 32
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180 /// How incomming damage is handeld
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181 .float damage_flags;
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183 #define TFL_DMG_NO 256
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185 #define TFL_DMG_YES 2
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186 /// Can be damaged by teammates
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187 #define TFL_DMG_TAKEFROMTEAM 4
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188 /// Traget attackers
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189 #define TFL_DMG_RETALIATE 8
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190 /// Target attackers, even is on own team
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191 #define TFL_DMG_RETALIATEONTEAM 16
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192 /// Loses target when damaged
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193 #define TFL_DMG_TARGETLOSS 32
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194 /// Reciving damage trows off aim (pointless atm, aim gets recalculated to fast). not implemented.
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195 #define TFL_DMG_AIMSHAKE 64
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196 /// Reciving damage slaps the head arround
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197 #define TFL_DMG_HEADSHAKE 128
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198 /// Die and stay dead.
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199 #define TFL_DMG_DEATH_NORESPAWN 256
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200 /// Supress std turret gibs on death
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201 #define RFL_DMG_DEATH_NOGIBS 512
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204 /// Spawn in teambased modes
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205 #define TFL_SPAWN_TEAM 2
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206 /// Spawn in FFA modes
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207 #define TFL_SPAWN_FFA 4
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211 * Fields commnly used by turrets
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213 /// Turrets internal ai speed
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216 /// Where to point the when no target
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219 /// Top part of turret
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222 /// Start/respawn health
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225 /// Defend this entity (or ratehr this entitys position)
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226 .entity tur_defend;
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231 /// Aim from this point,
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232 .vector tur_aimorg;
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234 /// and shoot from here. (could be non constant, think MLRS)
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235 .vector tur_shotorg;
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237 /// Aim at this spot
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238 .vector tur_aimpos;
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240 /// Predicted time the round will impact
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241 .float tur_impacttime;
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243 /// Predicted place the round will impact
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244 .vector tur_impactpoint;
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246 /// What entity the aimtrace hit, if any.
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247 .entity tur_impactent;
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249 /// Distance to enemy
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250 .float tur_dist_enemy;
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252 /// Distance to aimspot
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253 .float tur_dist_aimpos;
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255 /// Distance impact<->aim
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256 .float tur_dist_impact_to_aimpos;
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258 /// Decresment counter form .shot_volly to 0.
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259 .float volly_counter;
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262 * Projectile/missile. its up to the individual turret implementation to
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263 ** deal the damage, blow upp the missile or whatever.
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265 /// Track then refireing is possible
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266 //.float attack_finished; = attack_finished_single
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267 /// Shoot this often
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268 .float shot_refire;
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269 /// Shots travel this fast, when appliable
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272 .float shot_spread;
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273 /// Estimated (core) damage of projectiles. also reduce on ammo with this amount when fiering
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275 /// If radius dmg, this is how big that radius is.
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276 .float shot_radius;
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277 /// Max force exserted by round impact
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279 /// < 1 = shoot # times at target (if possible)
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281 /// Refire after a compleated volly.
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282 .float shot_volly_refire;
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284 /// Consider targets within this range
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285 .float target_range;
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286 /// Dont consider targets closer then
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287 .float target_range_min;
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288 /// Engage fire routine on targets within
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289 .float target_range_fire;
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290 /// Targets closer to this are prefered
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291 .float target_range_optimal;
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294 * The standard targetselection tries to select a target based on
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295 * range, angle offset, target type, "is old target"
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296 * Thise biases will allow score scaling to (dis)favor diffrent targets
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298 /// (dis)Favor best range this mutch
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299 .float target_select_rangebias;
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300 /// (dis)Favor targeting my old enemy this mutch
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301 .float target_select_samebias;
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302 /// (dis)Favor targeting the enemy closest to my guns current angle this mutch
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303 .float target_select_anglebias;
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304 /// (dis)Favor Missiles? (-1 to diable targeting compleatly)
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305 .float target_select_missilebias;
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306 /// (dis)Favot living players (-1 to diable targeting compleatly)
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307 .float target_select_playerbias;
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310 * Aim refers to real aiming, not gun pos (thats done by track)
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312 /// Maximum offset between impact and aim spot to fire
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313 .float aim_firetolerance_dist;
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314 // Maximum angular offset between head and aimspot to fire
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315 //.float aim_firetolerance_angle;
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316 /// How fast can i rotate/pitch (per second in stepmotor mode, base force in smooth modes)
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318 /// cant aim higher/lower then this
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319 .float aim_maxpitch;
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320 /// I cant rotate more then this
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323 // Ammo/power. keeping dmg and ammo on a one to one ratio is preferable (for rating)
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324 /// Staring & current ammo
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326 /// Regenerate this mutch ammo (per second)
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327 .float ammo_recharge;
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328 /// Max amount of ammo i can hold
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332 // Uncomment below to enable various debug output.
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333 //#define TURRET_DEBUG
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334 //#define TURRET_DEBUG_TARGETVALIDATE
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335 //#define TURRET_DEBUG_TARGETSELECT
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337 #ifdef TURRET_DEBUG
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338 .float tur_dbg_dmg_t_h; // Total dmg that hit something (can be more then tur_dbg_dmg_t_f since it should count radius dmg.
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339 .float tur_dbg_dmg_t_f; // Total damage spent
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340 .float tur_dbg_start; // When did i go online?
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341 .float tur_dbg_tmr1; // timer for random use
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342 .float tur_dbg_tmr2; // timer for random use
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343 .float tur_dbg_tmr3; // timer for random use
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344 .vector tur_dbg_rvec; // Random vector, mainly for coloruing stuff'
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349 void turret_think();
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350 /// Prefire checks and sutch
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351 void turret_fire();
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354 /// implements the actual fiering
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355 .void() turret_firefunc;
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356 /// prefire checks go here. return 1 to go bang, 0 not to.
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357 .float() turret_firecheckfunc;
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358 // Execure BEFORE main ai loop. return 0 to cancel any following proccessing.
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359 //.float() turret_prethink;
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360 /// Execure AFTER main AI loop
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361 .void() turret_postthink;
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364 .float(entity e_target,entity e_sender) turret_addtarget;
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366 //.float call_diehook;
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367 //.float call_respwnhook;
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368 .void() turret_diehook;
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369 .void() turret_respawnhook;
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372 #define TEH_THINK 2
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373 #define TEH_DAMAGE 4
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375 #define TEH_RESPAWN 16
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376 #define TEH_TRACK 32
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378 #define TEH_SELECT 128
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379 .float(float event_id) turret_eventhook;
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383 * Some turrets need other aimsystems then other.
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384 * This should return the place to aim at, not acctualy turn or
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387 * use turret_stdproc_aim* or Make your own.
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388 * Make sure you update tur_enemy_dist and tur_enemy_adist
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389 * with the apropriate info, if you do.
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393 // function used to aim, usualy turret_stdproc_aim_generic
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394 //.vector() turret_aim;
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397 * This is where the acctual turret turning should take place
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398 * Use turret_stdproc_track or make your own.
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399 wkacked to save mem.
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401 // Function used to turn and pitch the .tur_head usualy turret_stdproc_track
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402 //.void() turret_track;
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405 * Target selection, preferably but not nessesarely
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406 * return a normalized result.
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408 /// Function to use for target evaluation. usualy turret_stdproc_targetscore_generic
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409 .float(entity e_turret, entity e_target) turret_score_target;
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412 * Damage, death and respawn.
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414 //void turret_gibs_precash();
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415 // generalized so save mem (on fields)
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416 // Function to handle incomming damage. usualy turret_stdproc_damage
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417 //.void(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector vforce) turret_damagefunc;
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418 // Function to handle the event of death. usualy turret_stdproc_die
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419 //.void() turret_diefunc;
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420 // Function that handles rebirth. usualy turret_stdproc_respawn
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421 //.void() turret_spawnfunc;
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424 * Stuff to plug into requierd but unused callbacks.
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426 /// Always return 1
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427 float turret_stdproc_true();
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428 /// Always return 0
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429 float turret_stdproc_false();
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430 /// Always return nothing at all
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431 void turret_stdproc_nothing();
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436 /// "closeer is beter" selection
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437 float turret_stdproc_targetscore_close(entity e_turret, entity e_target);
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438 /// "further is beter" selection
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439 float turret_stdproc_targetscore_far(entity e_turret, entity e_target);
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440 /// only target_range_optimal
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441 float turret_stdproc_targetscore_optimal(entity e_turret, entity e_target);
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443 float turret_stdproc_targetscore_defend(entity e_turret, entity e_target);
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444 /// Generic fairly smart bias-aware target selection.
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445 float turret_stdproc_targetscore_generic(entity e_turret, entity e_target);
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446 /// Experimental supportunits targetselector
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447 float turret_stdproc_targetscore_support(entity e_turret,entity e_target);
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452 /// Generic aimer guided by self.aim_flags
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453 vector turret_stdproc_aim_generic()
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454 // Straight line, current location
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455 //vector turret_stdproc_aim_simple()
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458 * Turret turning & pitch
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460 /// Tries to line up the turret head with the aimpos
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461 void turret_stdproc_track();
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463 /// Generic damage handeling. blows up the turret when health <= 0
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464 void turret_stdproc_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector vforce);
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465 /// Spawns a explotion, does some damage & trows bits arround.
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466 void turret_stdproc_die();
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467 /// reassembles the turret.
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468 void turret_stdproc_respawn();
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470 /// Evaluate target validity
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471 float turret_validate_target(entity e_turret,entity e_target,float validate_flags);
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472 /// Turret Head Angle Diff Vector. updated by a sucsessfull call to turret_validate_target
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474 /// Turret Angle Diff Vector. updated by a sucsessfull call to turret_validate_target
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476 /// Turret Head Angle Diff Float. updated by a sucsessfull call to turret_validate_target
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478 /// Turret Angle Diff Float. updated by a sucsessfull call to turret_validate_target
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480 /// Distance. updated by a sucsessfull call to turret_validate_target
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483 /// updates aim org, shot org, shot dir and enemy org for selected turret
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484 void turret_do_updates(entity e_turret);
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485 .vector tur_aimorg_updated;
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486 .vector tur_shotorg_updated;
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487 .vector tur_shotdir_updated;
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489 void turrets_precash();
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490 #endif // TTURRETS_ENABLED
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