1 #define cvar_base "g_turrets_unit_"
\r
3 void load_unit_settings(entity ent,string unitname,float is_reload)
\r
8 // dprint("Reloading turret ",e_turret.netname,"\n");
\r
13 if (!ent.turret_scale_damage) ent.turret_scale_damage = 1;
\r
14 if (!ent.turret_scale_range) ent.turret_scale_range = 1;
\r
15 if (!ent.turret_scale_refire) ent.turret_scale_refire = 1;
\r
16 if (!ent.turret_scale_ammo) ent.turret_scale_ammo = 1;
\r
17 if (!ent.turret_scale_aim) ent.turret_scale_aim = 1;
\r
18 if (!ent.turret_scale_health) ent.turret_scale_health = 1;
\r
19 if (!ent.turret_scale_respawn) ent.turret_scale_respawn = 1;
\r
21 sbase = strcat(cvar_base,unitname);
\r
25 ent.tur_head.avelocity = '0 0 0';
\r
27 if (ent.turrcaps_flags & TFL_TURRCAPS_HEADATTACHED)
\r
28 ent.tur_head.angles = '0 0 0';
\r
30 ent.tur_head.angles = ent.angles;
\r
33 ent.health = cvar(strcat(sbase,"_health")) * ent.turret_scale_health;
\r
34 ent.respawntime = cvar(strcat(sbase,"_respawntime")) * ent.turret_scale_respawn;
\r
36 ent.shot_dmg = cvar(strcat(sbase,"_shot_dmg")) * ent.turret_scale_damage;
\r
37 ent.shot_refire = cvar(strcat(sbase,"_shot_refire")) * ent.turret_scale_refire;
\r
38 ent.shot_radius = cvar(strcat(sbase,"_shot_radius")) * ent.turret_scale_damage;
\r
39 ent.shot_speed = cvar(strcat(sbase,"_shot_speed"));
\r
40 ent.shot_spread = cvar(strcat(sbase,"_shot_spread"));
\r
41 ent.shot_force = cvar(strcat(sbase,"_shot_force")) * ent.turret_scale_damage;
\r
42 ent.shot_volly = cvar(strcat(sbase,"_shot_volly"));
\r
43 ent.shot_volly_refire = cvar(strcat(sbase,"_shot_volly_refire")) * ent.turret_scale_refire;
\r
45 ent.target_range = cvar(strcat(sbase,"_target_range")) * ent.turret_scale_range;
\r
46 ent.target_range_min = cvar(strcat(sbase,"_target_range_min")) * ent.turret_scale_range;
\r
47 ent.target_range_fire = cvar(strcat(sbase,"_target_range_fire")) * ent.turret_scale_range;
\r
48 ent.target_range_optimal = cvar(strcat(sbase,"_target_range_optimal")) * ent.turret_scale_range;
\r
50 ent.target_select_rangebias = cvar(strcat(sbase,"_target_select_rangebias"));
\r
51 ent.target_select_samebias = cvar(strcat(sbase,"_target_select_samebias"));
\r
52 ent.target_select_anglebias = cvar(strcat(sbase,"_target_select_anglebias"));
\r
53 ent.target_select_playerbias = cvar(strcat(sbase,"_target_select_playerbias"));
\r
54 //ent.target_select_fov = cvar(cvar_gets(sbase,"_target_select_fov"));
\r
56 ent.ammo_max = cvar(strcat(sbase,"_ammo_max")) * ent.turret_scale_ammo;
\r
57 ent.ammo_recharge = cvar(strcat(sbase,"_ammo_recharge")) * ent.turret_scale_ammo;
\r
59 ent.aim_firetolerance_dist = cvar(strcat(sbase,"_aim_firetolerance_dist"));
\r
60 ent.aim_speed = cvar(strcat(sbase,"_aim_speed")) * ent.turret_scale_aim;
\r
61 ent.aim_maxrot = cvar(strcat(sbase,"_aim_maxrot"));
\r
62 ent.aim_maxpitch = cvar(strcat(sbase,"_aim_maxpitch"));
\r
64 ent.track_type = cvar(strcat(sbase,"_track_type"));
\r
65 ent.track_accel_pitch = cvar(strcat(sbase,"_track_accel_pitch"));
\r
66 ent.track_accel_rot = cvar(strcat(sbase,"_track_accel_rot"));
\r
67 ent.track_blendrate = cvar(strcat(sbase,"_track_blendrate"));
\r
70 if(ent.turret_respawnhook)
\r
71 ent.turret_respawnhook();
\r
76 float turret_stdproc_true()
\r
81 float turret_stdproc_false()
\r
87 void turret_stdproc_nothing()
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94 ** updates enemy distances, predicted impact point/time
\r
95 ** and updated aim<->predict impact distance.
\r
97 void turret_do_updates(entity t_turret)
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105 enemy_pos = real_origin(self.enemy);
\r
107 turret_tag_fire_update();
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109 self.tur_shotdir_updated = v_forward;
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111 self.tur_dist_enemy = vlen(self.tur_shotorg - enemy_pos);
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112 self.tur_dist_aimpos = vlen(self.tur_shotorg - self.tur_aimpos);
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114 if(self.firecheck_flags & TFL_FIRECHECK_VERIFIED)
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117 enemy_pos = self.enemy.origin;
\r
118 setorigin(self.enemy,self.tur_aimpos);
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121 //dprint("NN: ", self.netname," THVN: ",self.tur_head.classname," frame:",ftos(self.tur_head.frame),"\n");
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122 //dprint("self.tur_shotorg: ",vtos(self.tur_shotorg),"\n");
\r
123 tracebox(self.tur_shotorg, '-1 -1 -1','1 1 1',self.tur_shotorg + (self.tur_shotdir_updated * self.tur_dist_aimpos),MOVE_NORMAL,self);
\r
125 if(self.firecheck_flags & TFL_FIRECHECK_VERIFIED)
\r
127 setorigin(self.enemy,enemy_pos);
\r
129 self.tur_impactpoint = trace_endpos;
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130 self.tur_impactent = trace_ent;
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131 self.tur_dist_impact_to_aimpos = vlen(trace_endpos - self.tur_aimpos);
\r
132 self.tur_impacttime = vlen(self.tur_shotorg - trace_endpos) / self.shot_speed;
\r
138 vector turret_fovsearch_pingpong()
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141 if(self.phase < time)
\r
143 if( self.tur_head.phase )
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144 self.tur_head.phase = 0;
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146 self.tur_head.phase = 1;
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147 self.phase = time + 5;
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150 if( self.tur_head.phase)
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151 wish_angle = self.idle_aim + '0 1 0' * (self.aim_maxrot * (self.target_select_fov / 360));
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153 wish_angle = self.idle_aim - '0 1 0' * (self.aim_maxrot * (self.target_select_fov / 360));
\r
158 vector turret_fovsearch_steprot()
\r
163 wish_angle = self.tur_head.angles;
\r
164 wish_angle_x = self.idle_aim_x;
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166 if (self.phase < time)
\r
168 //rot_add = self.aim_maxrot / self.target_select_fov;
\r
169 wish_angle_y += (self.target_select_fov * 2);
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171 if(wish_angle_y > 360)
\r
172 wish_angle_y = wish_angle_y - 360;
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174 self.phase = time + 1.5;
\r
180 vector turret_fovsearch_random()
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184 if (self.phase < time)
\r
186 wish_angle_y = random() * self.aim_maxrot;
\r
188 wish_angle_y *= -1;
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190 wish_angle_x = random() * self.aim_maxpitch;
\r
192 wish_angle_x *= -1;
\r
194 self.phase = time + 5;
\r
196 self.tur_aimpos = wish_angle;
\r
199 return self.idle_aim + self.tur_aimpos;
\r
204 ** Handles head rotation according to
\r
205 ** the units .track_type and .track_flags
\r
207 //.entity aim_mark;
\r
208 void turret_stdproc_track()
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210 vector target_angle; // This is where we want to aim
\r
211 vector move_angle; // This is where we can aim
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214 if (self.track_flags == TFL_TRACK_NO)
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217 if(!self.tur_active)
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218 target_angle = self.idle_aim - ('1 0 0' * self.aim_maxpitch);
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219 else if (self.enemy == world)
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221 if(time > self.lip)
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222 if (self.turrcaps_flags & TFL_TURRCAPS_HEADATTACHED)
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223 target_angle = self.idle_aim + self.angles;
\r
225 target_angle = self.idle_aim;
\r
227 target_angle = vectoangles(normalize(self.tur_aimpos - self.tur_shotorg));
\r
231 // Find the direction
\r
232 target_angle = normalize(self.tur_aimpos - self.tur_shotorg);
\r
233 target_angle = vectoangles(target_angle); // And make a angle
\r
236 self.tur_head.angles_x = safeangle(self.tur_head.angles_x);
\r
237 self.tur_head.angles_y = safeangle(self.tur_head.angles_y);
\r
239 // Find the diffrence between where we currently aim and where we want to aim
\r
243 if (self.turrcaps_flags & TFL_TURRCAPS_HEADATTACHED)
\r
245 move_angle = target_angle - (self.angles + self.tur_head.angles);
\r
246 move_angle = shortangle_vxy(move_angle,(self.angles + self.tur_head.angles));
\r
252 move_angle = target_angle - self.tur_head.angles;
\r
253 move_angle = shortangle_vxy(move_angle,self.tur_head.angles);
\r
254 a_off = self.angles;
\r
257 switch(self.track_type)
\r
259 case TFL_TRACKTYPE_STEPMOTOR:
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260 f_tmp = self.aim_speed * self.ticrate; // dgr/sec -> dgr/tic
\r
261 if (self.track_flags & TFL_TRACK_PITCH)
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263 self.tur_head.angles_x += bound(-f_tmp,move_angle_x, f_tmp);
\r
264 if(self.tur_head.angles_x + a_off_x > self.aim_maxpitch)
\r
265 self.tur_head.angles_x = a_off_x + self.aim_maxpitch;
\r
267 if(self.tur_head.angles_x + a_off_x < -self.aim_maxpitch)
\r
268 self.tur_head.angles_x = a_off_x - self.aim_maxpitch;
\r
271 if (self.track_flags & TFL_TRACK_ROT)
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273 self.tur_head.angles_y += bound(-f_tmp, move_angle_y, f_tmp);
\r
274 if((self.tur_head.angles_y - a_off_y) > self.aim_maxrot)
\r
275 self.tur_head.angles_y = a_off_y + self.aim_maxrot;
\r
277 if((self.tur_head.angles_y - a_off_y) < -self.aim_maxrot)
\r
278 self.tur_head.angles_y = a_off_y - self.aim_maxrot;
\r
283 case TFL_TRACKTYPE_FLUIDINERTIA:
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284 f_tmp = self.aim_speed * self.ticrate; // dgr/sec -> dgr/tic
\r
285 move_angle_x = bound(-self.aim_speed, move_angle_x * self.track_accel_pitch * f_tmp,self.aim_speed);
\r
286 move_angle_y = bound(-self.aim_speed, move_angle_y * self.track_accel_rot * f_tmp,self.aim_speed);
\r
287 move_angle = (self.tur_head.avelocity * self.track_blendrate) + (move_angle * (1 - self.track_blendrate));
\r
290 case TFL_TRACKTYPE_FLUIDPRECISE:
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292 move_angle_y = bound(-self.aim_speed, move_angle_y, self.aim_speed);
\r
293 move_angle_x = bound(-self.aim_speed, move_angle_x, self.aim_speed);
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299 if (self.track_flags & TFL_TRACK_PITCH)
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301 self.tur_head.avelocity_x = move_angle_x;
\r
302 if((self.tur_head.angles_x + self.tur_head.avelocity_x * self.ticrate) + a_off_x > self.aim_maxpitch)
\r
304 self.tur_head.avelocity_x = 0;
\r
305 self.tur_head.angles_x = a_off_x + self.aim_maxpitch;
\r
307 if((self.tur_head.angles_x + self.tur_head.avelocity_x * self.ticrate) + a_off_x < -self.aim_maxpitch)
\r
309 self.tur_head.avelocity_x = 0;
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310 self.tur_head.angles_x = a_off_x - self.aim_maxpitch;
\r
316 if (self.track_flags & TFL_TRACK_ROT)
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318 self.tur_head.avelocity_y = move_angle_y;
\r
320 if(((self.tur_head.angles_y + self.tur_head.avelocity_y * self.ticrate)- a_off_y) > self.aim_maxrot)
\r
322 self.tur_head.avelocity_y = 0;
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323 self.tur_head.angles_y = a_off_y + self.aim_maxrot;
\r
326 if(((self.tur_head.angles_y + self.tur_head.avelocity_y * self.ticrate) - a_off_y) < -self.aim_maxrot)
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328 self.tur_head.avelocity_y = 0;
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329 self.tur_head.angles_y = a_off_y - self.aim_maxrot;
\r
339 - = not implemented
\r
342 + TFL_FIRECHECK_WORLD
\r
343 + TFL_FIRECHECK_DEAD
\r
344 + TFL_FIRECHECK_DISTANCES
\r
345 - TFL_FIRECHECK_LOS
\r
346 + TFL_FIRECHECK_AIMDIST
\r
347 + TFL_FIRECHECK_REALDIST
\r
348 - TFL_FIRECHECK_ANGLEDIST
\r
349 - TFL_FIRECHECK_TEAMCECK
\r
350 + TFL_FIRECHECK_AFF
\r
351 + TFL_FIRECHECK_OWM_AMMO
\r
352 + TFL_FIRECHECK_OTHER_AMMO
\r
353 + TFL_FIRECHECK_REFIRE
\r
357 ** Preforms pre-fire checks based on the uints firecheck_flags
\r
359 float turret_stdproc_firecheck()
\r
361 // This one just dont care =)
\r
362 if (self.firecheck_flags & TFL_FIRECHECK_NO) return 1;
\r
365 if (self.firecheck_flags & TFL_FIRECHECK_REFIRE)
\r
366 if (self.attack_finished_single >= time) return 0;
\r
368 // Special case: volly fire turret that has to fire a full volly if a shot was fired.
\r
369 if((self.shoot_flags & TFL_SHOOT_VOLLYALWAYS) && (self.volly_counter != self.shot_volly))
\r
372 // Lack of zombies makes shooting dead things unnecessary :P
\r
373 if (self.firecheck_flags & TFL_FIRECHECK_DEAD)
\r
374 if (self.enemy.deadflag != DEAD_NO) return 0;
\r
376 // Plz stop killing the world!
\r
377 if (self.firecheck_flags & TFL_FIRECHECK_WORLD)
\r
378 if (self.enemy == world) return 0;
\r
381 if (self.firecheck_flags & TFL_FIRECHECK_OWM_AMMO)
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382 if (self.ammo < self.shot_dmg) return 0;
\r
384 // Other's ammo? (support-supply units)
\r
385 if (self.firecheck_flags & TFL_FIRECHECK_OTHER_AMMO)
\r
386 if (self.enemy.ammo >= self.enemy.ammo_max) return 0;
\r
388 if (self.firecheck_flags & TFL_FIRECHECK_DISTANCES)
\r
390 // Not close enougth?
\r
391 if (self.tur_dist_aimpos > self.target_range_fire) return 0;
\r
394 if (self.tur_dist_aimpos < self.target_range_min) return 0;
\r
397 // Try to avoid FF?
\r
398 if (self.firecheck_flags & TFL_FIRECHECK_AFF)
\r
399 if (self.tur_impactent.team == self.team) return 0;
\r
401 // aim<->predicted impact
\r
402 if (self.firecheck_flags & TFL_FIRECHECK_AIMDIST)
\r
403 if (self.tur_dist_impact_to_aimpos > self.aim_firetolerance_dist) return 0;
\r
406 if (self.shot_volly > 1)
\r
407 if (self.volly_counter == self.shot_volly)
\r
408 if (self.ammo < (self.shot_dmg * self.shot_volly))
\r
411 if(self.firecheck_flags & TFL_FIRECHECK_VERIFIED)
\r
412 if(self.tur_impactent != self.enemy)
\r
419 + TFL_TARGETSELECT_NO
\r
420 + TFL_TARGETSELECT_LOS
\r
421 + TFL_TARGETSELECT_PLAYERS
\r
422 + TFL_TARGETSELECT_MISSILES
\r
423 - TFL_TARGETSELECT_TRIGGERTARGET
\r
424 + TFL_TARGETSELECT_ANGLELIMITS
\r
425 + TFL_TARGETSELECT_RANGELIMTS
\r
426 + TFL_TARGETSELECT_TEAMCHECK
\r
427 - TFL_TARGETSELECT_NOBUILTIN
\r
428 + TFL_TARGETSELECT_OWNTEAM
\r
432 ** Evaluate a entity for target valitity based on validate_flags
\r
434 float turret_validate_target(entity e_turret,entity e_target,float validate_flags)
\r
438 //if(!validate_flags & TFL_TARGETSELECT_NOBUILTIN)
\r
441 if(e_target.owner == e_turret)
\r
444 if not(checkpvs(e_target.origin, e_turret))
\r
447 if (!e_target)// == world)
\r
451 if (substring(e_target.classname, 0, 10) == "onslaught_") // don't attack onslaught targets, that's the player's job!
\r
454 if (validate_flags & TFL_TARGETSELECT_NO)
\r
457 // If only this was used more..
\r
458 if (e_target.flags & FL_NOTARGET)
\r
462 if ((e_target.takedamage == DAMAGE_NO) || (e_target.health < 0))
\r
466 if (e_target.flags & FL_CLIENT)
\r
468 if not (validate_flags & TFL_TARGETSELECT_PLAYERS)
\r
471 if (e_target.deadflag != DEAD_NO)
\r
476 if (validate_flags & TFL_TARGETSELECT_NOTURRETS)
\r
477 if (e_target.turret_firefunc || e_target.owner.tur_head == e_target)
\r
478 if(e_target.team != e_turret.team) // Dont break support units.
\r
482 if (e_target.flags & FL_PROJECTILE)
\r
483 if not (validate_flags & TFL_TARGETSELECT_MISSILES)
\r
487 if (validate_flags & TFL_TARGETSELECT_TEAMCHECK)
\r
489 if (validate_flags & TFL_TARGETSELECT_OWNTEAM)
\r
491 if (e_target.team != e_turret.team)
\r
494 if (e_turret.team != e_target.owner.team)
\r
499 if (e_target.team == e_turret.team)
\r
502 if (e_turret.team == e_target.owner.team)
\r
508 tvt_dist = vlen(e_turret.origin - real_origin(e_target));
\r
509 if (validate_flags & TFL_TARGETSELECT_RANGELIMTS)
\r
511 if (tvt_dist < e_turret.target_range_min)
\r
514 if (tvt_dist > e_turret.target_range)
\r
518 // Can we even aim this thing?
\r
519 if(e_turret.turrcaps_flags & TFL_TURRCAPS_HEADATTACHED)
\r
521 tvt_thadv = angleofs3(e_turret.tur_head.origin,e_turret.angles + e_turret.tur_head.angles ,e_target);
\r
522 //tvt_thadv = angleofs(e_turret.angles,e_target);
\r
526 tvt_thadv = angleofs(e_turret.tur_head,e_target);
\r
529 tvt_tadv = shortangle_vxy(angleofs(e_turret,e_target),e_turret.angles);
\r
530 tvt_thadf = vlen(tvt_thadv);
\r
531 tvt_tadf = vlen(tvt_tadv);
\r
534 if(validate_flags & TFL_TARGETSELECT_FOV)
\r
536 if(e_turret.target_select_fov < tvt_thadf)
\r
541 if (validate_flags & TFL_TARGETSELECT_ANGLELIMITS)
\r
543 if (fabs(tvt_tadv_x) > e_turret.aim_maxpitch)
\r
546 if (fabs(tvt_tadv_y) > e_turret.aim_maxrot)
\r
551 if (validate_flags & TFL_TARGETSELECT_LOS)
\r
553 v_tmp = real_origin(e_target) + ((e_target.mins + e_target.maxs) * 0.5);
\r
554 traceline(e_turret.tur_shotorg,v_tmp,0,e_turret);
\r
556 if (e_turret.aim_firetolerance_dist < vlen(v_tmp - trace_endpos))
\r
560 if (e_target.classname == "grapplinghook")
\r
563 #ifdef TURRET_DEBUG_TARGETSELECT
\r
564 dprint("Target:",e_target.netname," is a valid target for ",e_turret.netname,"\n");
\r
570 entity turret_select_target()
\r
572 entity e; // target looper entity
\r
573 float score; // target looper entity score
\r
574 entity e_enemy; // currently best scoreing target
\r
575 float m_score; // currently best scoreing target's score
\r
580 if(turret_validate_target(self,self.enemy,self.target_validate_flags) > 0)
\r
582 e_enemy = self.enemy;
\r
583 m_score = self.turret_score_target(self,e_enemy) * self.target_select_samebias;
\r
586 e = findradius(self.origin,self.target_range);
\r
588 // Nothing to aim at?
\r
589 if (!e) return world;
\r
593 f = turret_validate_target(self,e,self.target_select_flags);
\r
596 score = self.turret_score_target(self,e);
\r
597 if ((score > m_score) && (score > 0))
\r
609 void turret_think()
\r
613 self.nextthink = time + self.ticrate;
\r
615 // ONS uses somewhat backwards linking.
\r
618 if not (g_onslaught)
\r
621 e = find(world,targetname,self.target);
\r
623 self.team = e.team;
\r
626 if (self.team != self.tur_head.team)
\r
627 turret_stdproc_respawn();
\r
631 if (cvar("g_turrets_reloadcvars") == 1)
\r
633 e = nextent(world);
\r
636 if (e.tur_head != world)
\r
639 load_unit_settings(e,e.cvar_basename,1);
\r
640 if(e.turret_postthink)
\r
641 e.turret_postthink();
\r
647 cvar_set("g_turrets_reloadcvars","0");
\r
650 #ifdef TURRET_DEBUG
\r
651 if (self.tur_dbg_tmr1 < time)
\r
653 if (self.enemy) paint_target (self.enemy,128,self.tur_dbg_rvec,0.9);
\r
654 paint_target(self,256,self.tur_dbg_rvec,0.9);
\r
655 self.tur_dbg_tmr1 = time + 1;
\r
660 if not (self.spawnflags & TSF_NO_AMMO_REGEN)
\r
661 if (self.ammo < self.ammo_max)
\r
662 self.ammo = min(self.ammo + self.ammo_recharge,self.ammo_max);
\r
665 // Inactive turrets needs to run the think loop,
\r
666 // So they can handle animation and wake up if need be.
\r
667 if not (self.tur_active)
\r
669 turret_stdproc_track();
\r
673 //This is just wrong :|
\r
674 if(self.deadflag != DEAD_NO)
\r
676 dprint("WARNING: dead turret running the think function!\n");
\r
680 // This is typicaly used for zaping every target in range
\r
681 // turret_fusionreactor uses this to recharge friendlys.
\r
682 if (self.shoot_flags & TFL_SHOOT_HITALLVALID)
\r
685 // Do a self.turret_fire for every valid target.
\r
686 e = findradius(self.origin,self.target_range);
\r
689 if (turret_validate_target(self,e,self.target_validate_flags))
\r
693 turret_do_updates(self);
\r
695 if (self.turret_firecheckfunc())
\r
701 self.enemy = world;
\r
703 else if(self.shoot_flags & TFL_SHOOT_CUSTOM)
\r
705 // This one is doing something oddball. assume its handles what needs to be handled.
\r
708 if not((self.aim_flags & TFL_AIM_NO))
\r
709 self.tur_aimpos = turret_stdproc_aim_generic();
\r
712 if (!self.track_flags & TFL_TRACK_NO)
\r
713 turret_stdproc_track();
\r
715 turret_do_updates(self);
\r
718 if (self.turret_firecheckfunc())
\r
723 // Special case for volly always. if it fired once it must compleate the volly.
\r
724 if(self.shoot_flags & TFL_SHOOT_VOLLYALWAYS)
\r
725 if(self.volly_counter != self.shot_volly)
\r
727 // Predict or whatnot
\r
728 if not((self.aim_flags & TFL_AIM_NO))
\r
729 self.tur_aimpos = turret_stdproc_aim_generic();
\r
732 if (!self.track_flags & TFL_TRACK_NO)
\r
733 turret_stdproc_track();
\r
735 turret_do_updates(self);
\r
738 if (self.turret_firecheckfunc() != 0)
\r
741 if(self.turret_postthink)
\r
742 self.turret_postthink();
\r
747 // Check if we have a vailid enemy, and try to find one if we dont.
\r
748 if ((turret_validate_target(self,self.enemy,self.target_validate_flags) <= 0) && (self.cnt < time))
\r
750 self.enemy = turret_select_target();
\r
751 self.cnt = time + cvar("g_turrets_targetscan_mindelay");
\r
755 // No target, just go to idle, do any custom stuff and bail.
\r
756 if (self.enemy == world)
\r
759 if (!self.track_flags & TFL_TRACK_NO)
\r
760 turret_stdproc_track();
\r
762 // do any per-turret stuff
\r
763 if(self.turret_postthink)
\r
764 self.turret_postthink();
\r
770 self.lip = time + cvar("g_turrets_aimidle_delay"); // Keep track of the last time we had a target.
\r
773 if not((self.aim_flags & TFL_AIM_NO))
\r
774 self.tur_aimpos = turret_stdproc_aim_generic();
\r
777 if (!self.track_flags & TFL_TRACK_NO)
\r
778 turret_stdproc_track();
\r
780 turret_do_updates(self);
\r
782 if (self.turret_firecheckfunc())
\r
786 // do any per-turret stuff
\r
787 if(self.turret_postthink)
\r
788 self.turret_postthink();
\r
793 if (cvar("g_turrets_nofire") != 0)
\r
796 if ((!self.tur_active) || (self.deadflag != DEAD_NO))
\r
799 self.turret_firefunc();
\r
801 self.attack_finished_single = time + self.shot_refire;
\r
802 self.ammo = self.ammo - self.shot_dmg;
\r
803 self.volly_counter = self.volly_counter - 1;
\r
804 if (self.volly_counter <= 0)
\r
806 self.volly_counter = self.shot_volly;
\r
808 if (self.shoot_flags & TFL_SHOOT_CLEARTARGET)
\r
809 self.enemy = world;
\r
811 if (self.shot_volly > 1)
\r
812 self.attack_finished_single = time + self.shot_volly_refire;
\r
816 #ifdef TURRET_DEBUG
\r
817 if (self.enemy) paint_target3(self.tur_aimpos, 64, self.tur_dbg_rvec, self.tur_impacttime + 0.25);
\r
821 void turret_stdproc_fire()
\r
823 dprint("^1Bang, ^3your dead^7 ",self.enemy.netname,"! ^1(turret with no real firefunc)\n");
\r
827 When .used a turret switched team to activator.team.
\r
828 If activator is world, the turrets goes inactive.
\r
830 void turret_stdproc_use()
\r
832 dprint("Turret ",self.netname, " used by ",activator.classname,"\n");
\r
834 self.team = activator.team;
\r
837 self.tur_active = 0;
\r
839 self.tur_active = 1;
\r
844 * Standard turret initialization. use this!
\r
845 * (unless you have a very good reason not to)
\r
846 * Any special stuff like multiple cannon models should be done
\r
847 * after this is proc called.
\r
848 * if the return value is 0, the turret _must_ be removed.
\r
850 float turret_stdproc_init (string cvar_base_name)
\r
854 // Are turrets allowed atm?
\r
855 if (cvar("g_turrets") == 0)
\r
858 // Better more then once then never.
\r
859 // turret_gibs_precash();
\r
861 // Terrainbase spawnflag. This puts a enlongated model
\r
862 // under the turret, so it looks ok on uneaven surfaces.
\r
863 if (self.spawnflags & TSF_TERRAINBASE)
\r
866 precache_model("models/turrets/terrainbase.md3");
\r
868 setmodel(tb,"models/turrets/terrainbase.md3");
\r
869 setorigin(tb,self.origin);
\r
870 tb.solid = SOLID_BBOX;
\r
874 self.cvar_basename = cvar_base_name;
\r
875 load_unit_settings(self,self.cvar_basename,0);
\r
877 // Handle turret teams.
\r
878 if (cvar("g_assult") != 0)
\r
881 self.team = 14; // Assume turrets are on the defending side if not explicitly set otehrwize
\r
883 else if (!teamplay)
\r
884 self.team = MAX_SHOT_DISTANCE; // Group all turrets into the same team iso they dont kill eachother.
\r
885 else if(g_onslaught && self.targetname)
\r
887 e = find(world,target,self.targetname);
\r
890 self.team = e.team;
\r
894 else if(!self.team)
\r
895 self.team = MAX_SHOT_DISTANCE; // Group all turrets into the same team iso they dont kill eachother.
\r
900 * Try to guess some reasonaly defaults
\r
901 * for missing params and do sanety checks
\r
902 * thise checks could produce some "interesting" results
\r
903 * if it hits a glitch in my logic :P so try to set as mutch
\r
904 * as possible beforehand.
\r
906 if (self.turrcaps_flags & TFL_TURRCAPS_SUPPORT)
\r
907 if (!self.ticrate) self.ticrate = 0.2; // Support units generaly dont need to have a high speed ai-loop
\r
909 if (!self.ticrate) self.ticrate = 0.1; // 10 fps for normal turrets
\r
911 self.ticrate = bound(sys_ticrate,self.ticrate,60); // keep it sane
\r
914 if (self.netname == "")
\r
915 self.netname = self.classname;
\r
917 if (!self.respawntime)
\r
918 self.respawntime = 60;
\r
919 self.respawntime = max(-1,self.respawntime);
\r
922 self.health = 1000;
\r
923 self.tur_health = max(1,self.health);
\r
925 if (!self.turrcaps_flags)
\r
926 self.turrcaps_flags = TFL_TURRCAPS_RADIUSDMG | TFL_TURRCAPS_MEDPROJ | TFL_TURRCAPS_PLAYERKILL;
\r
928 if (!self.damage_flags)
\r
929 self.damage_flags = TFL_DMG_YES | TFL_DMG_RETALIATE | TFL_DMG_AIMSHAKE;
\r
932 if (!self.shot_refire)
\r
933 self.shot_refire = 1;
\r
934 self.shot_refire = bound(0.01,self.shot_refire,9999);
\r
936 if (!self.shot_dmg)
\r
937 self.shot_dmg = self.shot_refire * 50;
\r
938 self.shot_dmg = max(1,self.shot_dmg);
\r
940 if (!self.shot_radius)
\r
941 self.shot_radius = self.shot_dmg * 0.5;
\r
942 self.shot_radius = max(1,self.shot_radius);
\r
944 if (!self.shot_speed)
\r
945 self.shot_speed = 2500;
\r
946 self.shot_speed = max(1,self.shot_speed);
\r
948 if (!self.shot_spread)
\r
949 self.shot_spread = 0.0125;
\r
950 self.shot_spread = bound(0.0001,self.shot_spread,500);
\r
952 if (!self.shot_force)
\r
953 self.shot_force = self.shot_dmg * 0.5 + self.shot_radius * 0.5;
\r
954 self.shot_force = bound(0.001,self.shot_force,MAX_SHOT_DISTANCE * 0.5);
\r
956 if (!self.shot_volly)
\r
957 self.shot_volly = 1;
\r
958 self.shot_volly = bound(1,self.shot_volly,floor(self.ammo_max / self.shot_dmg));
\r
960 if (!self.shot_volly_refire)
\r
961 self.shot_volly_refire = self.shot_refire * self.shot_volly;
\r
962 self.shot_volly_refire = bound(self.shot_refire,self.shot_volly_refire,60);
\r
964 if (!self.firecheck_flags)
\r
965 self.firecheck_flags = TFL_FIRECHECK_WORLD | TFL_FIRECHECK_DEAD | TFL_FIRECHECK_DISTANCES |
\r
966 TFL_FIRECHECK_LOS | TFL_FIRECHECK_AIMDIST | TFL_FIRECHECK_TEAMCECK |
\r
967 TFL_FIRECHECK_OWM_AMMO | TFL_FIRECHECK_REFIRE | TFL_FIRECHECK_WORLD;
\r
970 if (!self.target_range)
\r
971 self.target_range = self.shot_speed * 0.5;
\r
972 self.target_range = bound(0,self.target_range,MAX_SHOT_DISTANCE);
\r
974 if (!self.target_range_min)
\r
975 self.target_range_min = self.shot_radius * 2;
\r
976 self.target_range_min = bound(0,self.target_range_min,MAX_SHOT_DISTANCE);
\r
978 if (!self.target_range_fire)
\r
979 self.target_range_fire = self.target_range * 0.8;
\r
980 self.target_range_fire = bound(0,self.target_range_fire,MAX_SHOT_DISTANCE);
\r
982 if (!self.target_range_optimal)
\r
983 self.target_range_optimal = self.target_range_fire * 0.5;
\r
984 self.target_range_optimal = bound(0,self.target_range_optimal,MAX_SHOT_DISTANCE);
\r
988 if (!self.aim_maxrot)
\r
989 self.aim_maxrot = 90;
\r
990 self.aim_maxrot = bound(0,self.aim_maxrot,360);
\r
992 if (!self.aim_maxpitch)
\r
993 self.aim_maxpitch = 20;
\r
994 self.aim_maxpitch = bound(0,self.aim_maxpitch,90);
\r
996 if (!self.aim_speed)
\r
997 self.aim_speed = 36;
\r
998 self.aim_speed = bound(0.1,self.aim_speed, 1000);
\r
1000 if (!self.aim_firetolerance_dist)
\r
1001 self.aim_firetolerance_dist = 5 + (self.shot_radius * 2);
\r
1002 self.aim_firetolerance_dist = bound(0.1,self.aim_firetolerance_dist,MAX_SHOT_DISTANCE);
\r
1004 if (!self.aim_flags)
\r
1006 self.aim_flags = TFL_AIM_LEAD | TFL_AIM_SHOTTIMECOMPENSATE;
\r
1007 if(self.turrcaps_flags & TFL_TURRCAPS_RADIUSDMG)
\r
1008 self.aim_flags |= TFL_AIM_GROUND2;
\r
1011 // Sill the most tested (and aim-effective)
\r
1012 if (!self.track_type) self.track_type = TFL_TRACKTYPE_STEPMOTOR;
\r
1014 if (self.track_type != TFL_TRACKTYPE_STEPMOTOR)
\r
1016 // Fluid / Ineria mode. Looks mutch nicer, bit experimental &
\r
1017 // Can inmapt aim preformance alot.
\r
1018 // needs a bit diffrent aimspeed
\r
1020 if (!self.aim_speed)
\r
1021 self.aim_speed = 180;
\r
1022 self.aim_speed = bound(0.1,self.aim_speed, 1000);
\r
1024 if (!self.track_accel_pitch)
\r
1025 self.track_accel_pitch = 0.5;
\r
1027 if (!self.track_accel_rot)
\r
1028 self.track_accel_rot = 0.5;
\r
1030 if (!self.track_blendrate)
\r
1031 self.track_blendrate = 0.35;
\r
1034 if (!self.track_flags)
\r
1035 self.track_flags = TFL_TRACK_PITCH | TFL_TRACK_ROT;
\r
1038 // Target selection stuff.
\r
1039 if (!self.target_select_rangebias)
\r
1040 self.target_select_rangebias = 1;
\r
1041 self.target_select_rangebias = bound(-10,self.target_select_rangebias,10);
\r
1043 if (!self.target_select_samebias)
\r
1044 self.target_select_samebias = 1;
\r
1045 self.target_select_samebias = bound(-10,self.target_select_samebias,10);
\r
1047 if (!self.target_select_anglebias)
\r
1048 self.target_select_anglebias = 1;
\r
1049 self.target_select_anglebias = bound(-10,self.target_select_anglebias,10);
\r
1051 if (!self.target_select_missilebias)
\r
1052 self.target_select_missilebias = -10;
\r
1054 self.target_select_missilebias = bound(-10,self.target_select_missilebias,10);
\r
1055 self.target_select_playerbias = bound(-10,self.target_select_playerbias,10);
\r
1057 if (!self.target_select_flags)
\r
1059 self.target_select_flags = TFL_TARGETSELECT_LOS | TFL_TARGETSELECT_TEAMCHECK
\r
1060 | TFL_TARGETSELECT_RANGELIMTS | TFL_TARGETSELECT_ANGLELIMITS;
\r
1062 if (self.turrcaps_flags & TFL_TURRCAPS_MISSILEKILL)
\r
1063 self.target_select_flags |= TFL_TARGETSELECT_MISSILES;
\r
1065 if (self.turrcaps_flags & TFL_TURRCAPS_PLAYERKILL)
\r
1066 self.target_select_flags |= TFL_TARGETSELECT_PLAYERS;
\r
1068 // self.target_select_flags = TFL_TARGETSELECT_NO;
\r
1071 self.target_validate_flags = self.target_select_flags;
\r
1075 if (!self.ammo_max)
\r
1076 self.ammo_max = self.shot_dmg * 10;
\r
1077 self.ammo_max = max(self.shot_dmg,self.ammo_max);
\r
1080 self.ammo = self.shot_dmg * 5;
\r
1081 self.ammo = bound(0,self.ammo,self.ammo_max);
\r
1083 if (!self.ammo_recharge)
\r
1084 self.ammo_recharge = self.shot_dmg * 0.5;
\r
1085 self.ammo_recharge = max(0,self.ammo_recharge);
\r
1087 // Convert the recharge from X per sec to X per ticrate
\r
1088 self.ammo_recharge = self.ammo_recharge * self.ticrate;
\r
1090 if (!self.ammo_flags)
\r
1091 self.ammo_flags = TFL_AMMO_ENERGY | TFL_AMMO_RECHARGE;
\r
1093 // Offsets & origins
\r
1094 if (!self.tur_shotorg) self.tur_shotorg = '50 0 50';
\r
1096 // End of default & sanety checks, start building the turret.
\r
1098 // Spawn extra bits
\r
1099 self.tur_head = spawn();
\r
1100 self.tur_head.netname = self.tur_head.classname = "turret_head";
\r
1101 self.tur_head.team = self.team;
\r
1102 self.tur_head.owner = self;
\r
1105 if(!self.tur_defend)
\r
1106 if (self.target != "")
\r
1108 self.tur_defend = find(world, targetname, self.target);
\r
1109 if (self.tur_defend == world)
\r
1112 dprint("Turret has invalid defendpoint!\n");
\r
1116 // Put pices in place
\r
1117 if not (self.turrcaps_flags & TFL_TURRCAPS_HEADATTACHED)
\r
1118 setorigin(self.tur_head,self.origin);
\r
1120 // In target defend mode, aim on the spot to defend when idle.
\r
1121 if(self.turrcaps_flags & TFL_TURRCAPS_HEADATTACHED)
\r
1123 if (self.tur_defend)
\r
1124 self.idle_aim = self.tur_head.angles + angleofs(self.tur_head,self.tur_defend);
\r
1126 self.idle_aim = '0 0 0';
\r
1130 if (self.tur_defend)
\r
1131 self.idle_aim = self.tur_head.angles + angleofs(self.tur_head,self.tur_defend);
\r
1133 self.idle_aim = self.angles;
\r
1136 if not (self.turrcaps_flags & TFL_TURRCAPS_HEADATTACHED)
\r
1137 self.tur_head.angles = self.idle_aim;
\r
1140 self.health = 150;
\r
1142 self.tur_health = self.health;
\r
1143 self.tur_head.health = self.health;
\r
1145 self.solid = SOLID_BBOX;
\r
1146 self.tur_head.solid = SOLID_BBOX;
\r
1148 self.takedamage = DAMAGE_AIM;
\r
1149 self.tur_head.takedamage = DAMAGE_AIM;
\r
1151 self.movetype = MOVETYPE_NOCLIP;
\r
1152 self.tur_head.movetype = MOVETYPE_NOCLIP;
\r
1155 if (self.team == COLOR_TEAM1) self.colormod = '1.4 0.8 0.8';
\r
1156 if (self.team == COLOR_TEAM2) self.colormod = '0.8 0.8 1.4';
\r
1158 // Attach stdprocs. override when and what needed
\r
1159 if (self.turrcaps_flags & TFL_TURRCAPS_SUPPORT)
\r
1161 self.turret_score_target = turret_stdproc_targetscore_support;
\r
1162 self.turret_firecheckfunc = turret_stdproc_firecheck;
\r
1163 self.turret_firefunc = turret_stdproc_fire;
\r
1164 //self.turret_postthink = turret_stdproc_nothing;
\r
1165 self.event_damage = turret_stdproc_damage;
\r
1166 self.tur_head.event_damage = turret_stdproc_damage;
\r
1170 self.turret_score_target = turret_stdproc_targetscore_generic;
\r
1171 self.turret_firecheckfunc = turret_stdproc_firecheck;
\r
1172 self.turret_firefunc = turret_stdproc_fire;
\r
1173 //self.turret_postthink = turret_stdproc_nothing;
\r
1174 self.event_damage = turret_stdproc_damage;
\r
1175 self.tur_head.event_damage = turret_stdproc_damage;
\r
1176 //self.turret_addtarget = turret_stdproc_false;
\r
1179 self.use = turret_stdproc_use;
\r
1180 self.bot_attack = TRUE;
\r
1182 // Initiate the main AI loop
\r
1183 self.think = turret_think;
\r
1184 self.nextthink = time + self.ticrate;
\r
1186 self.tur_head.team = self.team;
\r
1187 self.view_ofs = '0 0 0';
\r
1189 #ifdef TURRET_DEBUG
\r
1190 self.tur_dbg_start = self.nextthink;
\r
1191 while (vlen(self.tur_dbg_rvec) < 2)
\r
1192 self.tur_dbg_rvec = randomvec() * 4;
\r
1194 self.tur_dbg_rvec_x = fabs(self.tur_dbg_rvec_x);
\r
1195 self.tur_dbg_rvec_y = fabs(self.tur_dbg_rvec_y);
\r
1196 self.tur_dbg_rvec_z = fabs(self.tur_dbg_rvec_z);
\r
1200 self.classname = "turret_main";
\r
1202 self.tur_active = 1;
\r
1204 // In ONS mode, and linked to a ONS ent. need to call the use to set team.
\r
1205 if (g_onslaught && ee)
\r