1 #define cvar_base "g_turrets_unit_"
\r
3 //.float tur_lastscore;
\r
4 .string cvar_basename;
\r
6 string cvar_gets(string s_base,string s_add)
\r
8 return strcat(s_base,s_add);
\r
11 .float turret_scale_damage;
\r
12 .float turret_scale_range;
\r
13 .float turret_scale_refire;
\r
14 .float turret_scale_ammo;
\r
15 .float turret_scale_aim;
\r
16 .float turret_scale_health;
\r
17 .float turret_scale_respawn;
\r
19 void load_unit_settings(entity ent,string unitname,float is_reload)
\r
27 if (!ent.turret_scale_damage) ent.turret_scale_damage = 1;
\r
28 if (!ent.turret_scale_range) ent.turret_scale_range = 1;
\r
29 if (!ent.turret_scale_refire) ent.turret_scale_refire = 1;
\r
30 if (!ent.turret_scale_ammo) ent.turret_scale_ammo = 1;
\r
31 if (!ent.turret_scale_aim) ent.turret_scale_aim = 1;
\r
32 if (!ent.turret_scale_health) ent.turret_scale_health = 1;
\r
33 if (!ent.turret_scale_respawn) ent.turret_scale_respawn = 1;
\r
35 sbase = strcat(cvar_base,unitname);
\r
39 ent.tur_head.avelocity = '0 0 0';
\r
40 ent.tur_head.angles = ent.angles;
\r
42 ent.health = cvar(cvar_gets(sbase,"_health")) * ent.turret_scale_health;
\r
43 ent.respawntime = cvar(cvar_gets(sbase,"_respawntime")) * ent.turret_scale_respawn;
\r
45 ent.shot_dmg = cvar(cvar_gets(sbase,"_shot_dmg")) * ent.turret_scale_damage;
\r
46 ent.shot_refire = cvar(cvar_gets(sbase,"_shot_refire")) * ent.turret_scale_refire;
\r
47 ent.shot_radius = cvar(cvar_gets(sbase,"_shot_radius")) * ent.turret_scale_damage;
\r
48 ent.shot_speed = cvar(cvar_gets(sbase,"_shot_speed"));
\r
49 ent.shot_spread = cvar(cvar_gets(sbase,"_shot_spread"));
\r
50 ent.shot_force = cvar(cvar_gets(sbase,"_shot_force")) * ent.turret_scale_damage;
\r
51 ent.shot_volly = cvar(cvar_gets(sbase,"_shot_volly"));
\r
52 ent.shot_volly_refire = cvar(cvar_gets(sbase,"_shot_volly_refire")) * ent.turret_scale_refire;
\r
54 ent.target_range = cvar(cvar_gets(sbase,"_target_range")) * ent.turret_scale_range;
\r
55 ent.target_range_min = cvar(cvar_gets(sbase,"_target_range_min")) * ent.turret_scale_range;
\r
56 ent.target_range_fire = cvar(cvar_gets(sbase,"_target_range_fire")) * ent.turret_scale_range;
\r
57 ent.target_range_optimal = cvar(cvar_gets(sbase,"_target_range_optimal")) * ent.turret_scale_range;
\r
59 ent.target_select_rangebias = cvar(cvar_gets(sbase,"_target_select_rangebias"));
\r
60 ent.target_select_samebias = cvar(cvar_gets(sbase,"_target_select_samebias"));
\r
61 ent.target_select_anglebias = cvar(cvar_gets(sbase,"_target_select_anglebias"));
\r
62 ent.target_select_playerbias = cvar(cvar_gets(sbase,"_target_select_playerbias"));
\r
64 ent.ammo_max = cvar(cvar_gets(sbase,"_ammo_max")) * ent.turret_scale_ammo;
\r
65 //ent.ammo = cvar(cvar_gets(sbase,"_ammo"));
\r
66 ent.ammo_recharge = cvar(cvar_gets(sbase,"_ammo_recharge")) * ent.turret_scale_ammo;
\r
68 ent.aim_firetolerance_dist = cvar(cvar_gets(sbase,"_aim_firetolerance_dist"));
\r
69 // ent.aim_firetolerance_angle = cvar(cvar_gets(sbase,"_aim_firetolerance_angle"));
\r
70 ent.aim_speed = cvar(cvar_gets(sbase,"_aim_speed")) * ent.turret_scale_aim;
\r
71 ent.aim_maxrot = cvar(cvar_gets(sbase,"_aim_maxrot"));
\r
72 ent.aim_maxpitch = cvar(cvar_gets(sbase,"_aim_maxpitch"));
\r
74 ent.track_type = cvar(cvar_gets(sbase,"_track_type"));
\r
75 ent.track_accel_pitch = cvar(cvar_gets(sbase,"_track_accel_pitch"));
\r
76 ent.track_accel_rot = cvar(cvar_gets(sbase,"_track_accel_rot"));
\r
77 ent.track_blendrate = cvar(cvar_gets(sbase,"_track_blendrate"));
\r
80 float turret_stdproc_true()
\r
85 float turret_stdproc_false()
\r
90 void turret_stdproc_nothing()
\r
96 ** updates enemy distances, preicted impact point/time
\r
97 ** & aim<->predict impact distance.
\r
98 ** Also translates shoot & aimorgs by current rotation.
\r
100 void turret_do_updates(entity e_turret)
\r
102 //vector trueaimpoint;
\r
104 if (self.turrcaps_flags & TFL_TURRCAPS_LINKED)
\r
106 e_turret.tur_head.angles_x = e_turret.tur_head.angles_x * -1;
\r
107 e_turret.angles_x = e_turret.angles_x * -1;
\r
108 makevectors(e_turret.tur_head.angles + e_turret.angles);
\r
109 e_turret.tur_head.angles_x = e_turret.tur_head.angles_x * -1;
\r
110 e_turret.angles_x = e_turret.angles_x * -1;
\r
114 e_turret.tur_head.angles_x = e_turret.tur_head.angles_x * -1;
\r
115 makevectors(e_turret.tur_head.angles);
\r
116 e_turret.tur_head.angles_x = e_turret.tur_head.angles_x * -1;
\r
119 //traceline_hitcorpse(e_turret, e_turret.origin, e_turret.origin + v_forward * MAX_SHOT_DISTANCE, MOVE_NOMONSTERS, e_turret);
\r
120 //trueaimpoint = trace_endpos;
\r
122 e_turret.tur_shotorg_updated = e_turret.origin + v_forward * e_turret.tur_shotorg_x + v_right * e_turret.tur_shotorg_y + v_up * e_turret.tur_shotorg_z;
\r
123 //e_turret.tur_shotdir_updated = normalize(trueaimpoint - e_turret.tur_shotorg_updated);
\r
124 e_turret.tur_shotdir_updated = normalize((e_turret.tur_shotorg_updated + v_forward * 512) - e_turret.tur_shotorg_updated);
\r
125 e_turret.tur_aimorg_updated = e_turret.origin + v_forward * e_turret.tur_aimorg_x + v_right * e_turret.tur_aimorg_y + v_up * e_turret.tur_aimorg_z;
\r
126 //e_turret.tur_aimorg_updated = e_turret.tur_shotorg_updated;
\r
128 e_turret.tur_dist_enemy = vlen(e_turret.tur_aimorg_updated - real_origin(e_turret.enemy));
\r
129 //e_turret.tur_dist_enemy = vlen(e_turret.tur_aimpos - e_turret.tur_shotorg_updated);
\r
131 traceline(e_turret.tur_aimorg_updated,e_turret.tur_aimorg_updated+(e_turret.tur_shotdir_updated * e_turret.tur_dist_enemy),TRUE,e_turret);
\r
133 e_turret.tur_impactpoint = trace_endpos;
\r
134 e_turret.tur_impactent = trace_ent;
\r
135 e_turret.tur_impacttime = e_turret.tur_dist_enemy / e_turret.shot_speed;
\r
136 e_turret.tur_dist_toaimpos = vlen(trace_endpos - e_turret.tur_aimpos);
\r
140 ** Handles head rotation according to
\r
141 ** the units .track_type and .track_flags
\r
143 void turret_stdproc_track()
\r
145 vector wish_angle; // This is where we'd need to be
\r
147 vector real_angle; // This is where we can go
\r
151 if (self.track_flags == TFL_TRACK_NO)
\r
154 if (self.enemy == world)
\r
156 if (self.turrcaps_flags & TFL_TURRCAPS_LINKED)
\r
157 wish_angle = self.idle_aim + self.angles;
\r
159 wish_angle = self.idle_aim;
\r
163 // Find the direction
\r
164 if (self.turrcaps_flags & TFL_TURRCAPS_LINKED)
\r
165 wish_angle = normalize(self.tur_aimpos - self.origin);
\r
167 wish_angle = normalize(self.tur_aimpos - self.tur_head.origin);
\r
169 wish_angle = vectoangles(wish_angle); // And make a angle
\r
172 // Find the diffrence between where we currently aim and where we want to aim
\r
173 if (self.turrcaps_flags & TFL_TURRCAPS_LINKED)
\r
174 real_angle = wish_angle - (self.angles + self.tur_head.angles);
\r
177 //if(vlen(wish_angle - self.tur_head.angles) > vlen(self.tur_head.angles - wish_angle))
\r
178 real_angle = wish_angle - self.tur_head.angles;
\r
180 // real_angle = self.tur_head.angles - wish_angle;
\r
183 // Constrain it within +/- 360
\r
184 if (real_angle_x <= 0) real_angle_x += 360;
\r
185 if (real_angle_x >= 180) real_angle_x -= 360;
\r
187 //if (real_angle_y <= 0) real_angle_y += 360;
\r
188 if (real_angle_y >= 180) real_angle_y -= 360;
\r
191 if (self.track_type == TFL_TRACKTYPE_STEPMOTOR)
\r
193 f_tmp = self.aim_speed * self.ticrate; // dgr/sec -> dgr/tic
\r
195 // Limit turning speed
\r
196 real_angle_x = bound((-1 * f_tmp),real_angle_x, f_tmp);
\r
197 real_angle_y = bound((-1 * f_tmp),real_angle_y, f_tmp);
\r
199 // Limit pich and rot.
\r
200 if (self.track_flags & TFL_TRACK_PITCH)
\r
201 self.tur_head.angles_x = bound((-1 * self.aim_maxpitch),self.tur_head.angles_x + real_angle_x,self.aim_maxpitch);
\r
203 if (self.track_flags & TFL_TRACK_ROT)
\r
204 self.tur_head.angles_y = bound((-1 * self.aim_maxrot),self.tur_head.angles_y + real_angle_y,self.aim_maxrot);
\r
209 if (self.track_type == TFL_TRACKTYPE_FLUIDPRECISE)
\r
211 if (self.track_flags & TFL_TRACK_PITCH)
\r
212 self.tur_head.avelocity_x = real_angle_x;
\r
214 if (self.track_flags & TFL_TRACK_ROT)
\r
215 self.tur_head.avelocity_y = real_angle_y;
\r
217 else if (self.track_type == TFL_TRACKTYPE_FLUIDINERTIA)
\r
219 f_tmp = self.aim_speed * self.ticrate;
\r
221 real_angle_y = bound(self.aim_speed * -1,real_angle_y * self.track_accel_rot * f_tmp,self.aim_speed);
\r
222 real_angle_x = bound(self.aim_speed * -1,real_angle_x * self.track_accel_pitch * f_tmp,self.aim_speed);
\r
223 real_angle = (self.tur_head.avelocity * self.track_blendrate) + (real_angle * (1 - self.track_blendrate));
\r
225 if (self.track_flags & TFL_TRACK_PITCH) self.tur_head.avelocity_x = real_angle_x;
\r
226 if (self.track_flags & TFL_TRACK_ROT) self.tur_head.avelocity_y = real_angle_y;
\r
227 self.tur_head.avelocity_z = real_angle_z;
\r
231 if (self.track_flags & TFL_TRACK_PITCH)
\r
233 if (self.tur_head.angles_x > self.aim_maxpitch)
\r
235 self.tur_head.angles_x = self.aim_maxpitch;
\r
236 self.tur_head.avelocity_x = 0;
\r
238 else if (self.tur_head.angles_x < (self.aim_maxpitch * -1))
\r
240 self.tur_head.angles_x = (self.aim_maxpitch * -1);
\r
241 self.tur_head.avelocity_x = 0;
\r
246 if (self.track_flags & TFL_TRACK_ROT)
\r
248 if (self.tur_head.angles_y > self.aim_maxrot)
\r
250 self.tur_head.angles_y = self.aim_maxrot;
\r
251 self.tur_head.avelocity_y = 0;
\r
253 else if (self.tur_head.angles_y < (self.aim_maxrot * -1))
\r
255 self.tur_head.angles_y = (self.aim_maxrot * -1);
\r
256 self.tur_head.avelocity_y = 0;
\r
265 - = not implemented
\r
268 + TFL_FIRECHECK_WORLD
\r
269 + TFL_FIRECHECK_DEAD
\r
270 + TFL_FIRECHECK_DISTANCES
\r
271 - TFL_FIRECHECK_LOS
\r
272 + TFL_FIRECHECK_AIMDIST
\r
273 + TFL_FIRECHECK_REALDIST
\r
274 - TFL_FIRECHECK_ANGLEDIST
\r
275 - TFL_FIRECHECK_TEAMCECK
\r
276 + TFL_FIRECHECK_AFF
\r
277 + TFL_FIRECHECK_OWM_AMMO
\r
278 + TFL_FIRECHECK_OTHER_AMMO
\r
279 + TFL_FIRECHECK_REFIRE
\r
283 ** Preforms pre-fire checks based on the uints firecheck_flags
\r
285 float turret_stdproc_firecheck()
\r
287 // This one just dont care =)
\r
288 if (self.firecheck_flags & TFL_FIRECHECK_NO) return 1;
\r
291 if (self.firecheck_flags & TFL_FIRECHECK_REFIRE)
\r
292 if (self.attack_finished_single >= time) return 0;
\r
295 if (self.firecheck_flags & TFL_FIRECHECK_DEAD)
\r
296 if (self.enemy.deadflag != DEAD_NO) return 0;
\r
298 // Plz stop killing the world!
\r
299 if (self.firecheck_flags & TFL_FIRECHECK_WORLD)
\r
300 if (self.enemy == world) return 0;
\r
303 if (self.firecheck_flags & TFL_FIRECHECK_OWM_AMMO)
\r
304 if (self.ammo < self.shot_dmg) return 0;
\r
306 // Other's ammo? (carefull using this...)
\r
307 if (self.firecheck_flags & TFL_FIRECHECK_OTHER_AMMO)
\r
308 if (self.enemy.ammo >= self.enemy.ammo_max) return 0;
\r
310 if (self.firecheck_flags & TFL_FIRECHECK_DISTANCES)
\r
312 // Not close enougth?
\r
313 if (self.tur_dist_enemy > self.target_range_fire) return 0;
\r
316 if (self.tur_dist_enemy < self.target_range_min) return 0;
\r
319 // Try to avoid FF?
\r
320 if (self.firecheck_flags & TFL_FIRECHECK_AFF)
\r
321 if (self.tur_impactent.team == self.team) return 0;
\r
323 // aim<->predicted impact
\r
324 if (self.firecheck_flags & TFL_FIRECHECK_AIMDIST)
\r
325 if (self.tur_dist_toaimpos > self.aim_firetolerance_dist) return 0;
\r
328 if (self.shot_volly > 1)
\r
330 if (self.volly_counter == self.shot_volly)
\r
331 if (self.ammo < (self.shot_dmg * self.shot_volly))
\r
335 //if(self.tur_enemy_adist >= self.aim_firetolerance) return 0;
\r
342 + TFL_TARGETSELECT_NO
\r
343 + TFL_TARGETSELECT_LOS
\r
344 + TFL_TARGETSELECT_PLAYERS
\r
345 + TFL_TARGETSELECT_MISSILES
\r
346 - TFL_TARGETSELECT_TRIGGERTARGET
\r
347 + TFL_TARGETSELECT_ANGLELIMITS
\r
348 + TFL_TARGETSELECT_RANGELIMTS
\r
349 + TFL_TARGETSELECT_TEAMCHECK
\r
350 - TFL_TARGETSELECT_NOBUILTIN
\r
351 + TFL_TARGETSELECT_OWNTEAM
\r
355 ** Evaluate a entity for target valitity based on validate_flags
\r
357 float turret_validate_target(entity e_turret,entity e_target,float validate_flags)
\r
361 //if(!validate_flags & TFL_TARGETSELECT_NOBUILTIN)
\r
364 if (!e_target)// == world)
\r
367 if (e_target.classname == "grapplinghook")
\r
370 if (validate_flags & TFL_TARGETSELECT_NO)
\r
373 // If only this was used more..
\r
374 if (e_target.flags & FL_NOTARGET)
\r
378 if ((e_target.takedamage == DAMAGE_NO) || (e_target.health < 0))
\r
382 if (e_target.flags & FL_CLIENT)
\r
384 if (!(validate_flags & TFL_TARGETSELECT_PLAYERS))
\r
387 if (e_target.deadflag != DEAD_NO)
\r
392 if (e_target.flags & FL_PROJECTILE)
\r
394 if (!(validate_flags & TFL_TARGETSELECT_MISSILES))
\r
399 if (validate_flags & TFL_TARGETSELECT_TEAMCHECK)
\r
401 if (validate_flags & TFL_TARGETSELECT_OWNTEAM)
\r
403 if (e_target.team != e_turret.team)
\r
406 if (e_turret.team != e_target.owner.team)
\r
411 if (e_target.team == e_turret.team)
\r
414 if (e_turret.team == e_target.owner.team)
\r
420 if (validate_flags & TFL_TARGETSELECT_LOS)
\r
422 v_tmp = real_origin(e_target) + ((e_target.mins + e_target.maxs) * 0.5);
\r
423 //v_tmp = e_target.origin;
\r
424 traceline(e_turret.origin,v_tmp,0,e_turret);
\r
426 if (e_turret.aim_firetolerance_dist < vlen(v_tmp - trace_endpos))
\r
430 // Can we even aim this thing? (anglecheck)
\r
431 tvt_thadv = angleofs(e_turret.tur_head,e_target);
\r
432 tvt_tadv = angleofs(e_turret,e_target);
\r
433 tvt_thadf = vlen(tvt_thadv);
\r
434 tvt_tadf = vlen(tvt_tadv);
\r
436 if (validate_flags & TFL_TARGETSELECT_ANGLELIMITS)
\r
438 if (fabs(tvt_tadv_x) > e_turret.aim_maxpitch)
\r
441 if (fabs(tvt_tadv_y) > e_turret.aim_maxrot)
\r
446 tvt_dist = vlen(e_turret.origin - real_origin(e_target));
\r
447 if (validate_flags & TFL_TARGETSELECT_RANGELIMTS)
\r
449 if (tvt_dist < e_turret.target_range_min)
\r
452 if (tvt_dist > e_turret.target_range)
\r
456 #ifdef TURRET_DEBUG_TARGETSELECT
\r
457 bprint("Target:",e_target.netname," is a valid target for ",e_turret.netname,"\n");
\r
463 entity turret_select_target()
\r
465 entity e; // target looper entity
\r
466 entity e_enemy; // currently best scoreing enemy
\r
468 float score; // current target (e) score
\r
469 float m_score; // current best target (e_enemy) score
\r
472 e = findradius(self.origin,self.target_range);
\r
474 // Nothing to aim at.
\r
475 if (!e) return world;
\r
481 f = turret_validate_target(self,e,self.target_select_flags);
\r
483 //bprint(e.netname, " = ",s,"\n");
\r
487 score = self.turret_score_target(self,e);
\r
489 if ((score > m_score) && (score > 0))
\r
499 // self.tur_lastscore = m_score;
\r
501 //if (self.enemy != e_enemy)
\r
502 //self.volly_counter = 0;
\r
507 void turret_think()
\r
511 self.nextthink = (time + self.ticrate);
\r
513 if (cvar("g_turrets_reloadcvars") == 1)
\r
515 e = nextent(world);
\r
518 if (e.tur_head != world)
\r
521 load_unit_settings(e,e.cvar_basename,1);
\r
522 e.turret_postthink();
\r
528 cvar_set("g_turrets_reloadcvars","0");
\r
531 #ifdef TURRET_DEBUG
\r
532 if (self.tur_dbg_tmr1 < time)
\r
534 if (self.enemy) paint_target (self.enemy,128,self.tur_dbg_rvec,0.9);
\r
535 paint_target(self,256,self.tur_dbg_rvec,0.9);
\r
536 self.tur_dbg_tmr1 = time + 1;
\r
540 //Do custom prethink, and bail if it fails.
\r
541 if (!self.turret_prethink()) return;
\r
544 if (self.ammo < self.ammo_max)
\r
545 self.ammo = min(self.ammo + self.ammo_recharge,self.ammo_max);
\r
548 if ((!self.tur_active) || (self.deadflag != DEAD_NO))
\r
550 dprint("Warning: Inactive or dead turret running the think function!\n");
\r
551 self.enemy = world;
\r
552 //self.turret_track();
\r
553 turret_stdproc_track();
\r
557 if (self.shoot_flags & TFL_SHOOT_HITALLVALID)
\r
560 // Do a self.turret_fire for every valid target.
\r
561 e = findradius(self.origin,self.target_range);
\r
565 if (turret_validate_target(self,e,self.target_validate_flags))
\r
569 turret_do_updates(self);
\r
571 if ( self.turret_firecheckfunc() ) turret_fire();
\r
576 self.enemy = world;
\r
581 // Check if we have a vailid enemy, and get one if we dont.
\r
582 // turret_do_updates(self);
\r
583 if ((turret_validate_target(self,self.enemy,self.target_validate_flags) <= 0) || (self.cnt < time))
\r
585 self.enemy = turret_select_target();
\r
586 self.cnt = time + self.ticrate * 3;
\r
590 // No target, just go to idle, do any custom stuff and bail.
\r
591 if (self.enemy == world)
\r
594 if (!self.track_flags & TFL_TRACK_NO)
\r
595 turret_stdproc_track();
\r
597 // do any per-turret stuff
\r
598 self.turret_postthink();
\r
603 // te_lightning1(world,self.origin,self.enemy.origin);
\r
605 turret_do_updates(self);
\r
607 // Predict or whatnot
\r
608 if (!self.aim_flags & TFL_AIM_NO)
\r
609 self.tur_aimpos = turret_stdproc_aim_generic();
\r
610 //self.tur_aimpos = self.turret_aim();
\r
613 if (!self.track_flags & TFL_TRACK_NO)
\r
614 turret_stdproc_track();
\r
615 //self.turret_track();
\r
618 turret_do_updates(self);
\r
621 if (self.turret_firecheckfunc() != 0)
\r
625 // do any per-turret stuff
\r
626 self.turret_postthink();
\r
631 if (cvar("g_turrets_nofire") != 0) return;
\r
632 if ((!self.tur_active) || (self.deadflag != DEAD_NO)) return;
\r
634 self.turret_firefunc();
\r
636 self.attack_finished_single = time + self.shot_refire;
\r
637 self.ammo = self.ammo - self.shot_dmg;
\r
638 self.volly_counter = self.volly_counter - 1;
\r
641 if (self.volly_counter <= 0)
\r
643 self.volly_counter = self.shot_volly;
\r
644 if (self.shoot_flags & TFL_SHOOT_CLEARTARGET) self.enemy = world;
\r
646 if (self.shot_volly > 1)
\r
647 self.attack_finished_single = time + self.shot_volly_refire;
\r
651 #ifdef TURRET_DEBUG
\r
652 if (self.enemy) paint_target3(self.tur_aimpos ,64,self.tur_dbg_rvec,self.tur_impacttime+0.25);
\r
656 void turret_stdproc_fire()
\r
658 dprint("^1Bang, ^3your dead^7 ",self.enemy.netname,"! ^1(turret with no real firefunc)\n");
\r
661 void turret_stdproc_use()
\r
663 // bprint("Used:",self.netname,"\n");
\r
664 if (self.tur_active)
\r
665 self.tur_active = 0;
\r
667 self.tur_active = 1;
\r
672 * Standard turret initialization. use this!
\r
673 * (unless you have a very good reason not to.)
\r
674 * Any special stuff like multiple cannon models should be done
\r
675 * after this is proc called.
\r
676 * if the return value is 0, the turret should be removed.
\r
678 float turret_stdproc_init (string cvar_base_name)
\r
680 // Are turrets allowed atm?
\r
681 if (cvar("g_turrets") == 0) return 0;
\r
683 // Better more then once then never.
\r
684 turret_gibs_precash();
\r
686 if (self.spawnflags & 2)
\r
689 precache_model("models/turrets/terrainbase.md3");
\r
691 setmodel(tb,"models/turrets/terrainbase.md3");
\r
692 setorigin(tb,self.origin);
\r
693 tb.solid = SOLID_BBOX;
\r
697 self.cvar_basename = cvar_base_name;
\r
698 load_unit_settings(self,self.cvar_basename,0);
\r
700 // Group all turrets into the same team if in non teamplaymode, so they dont try to kill eachother.
\r
701 if (cvar("g_assult") != 0)
\r
704 self.team = 14; // Assume turrets are on the defending side if not explicitly set otehrwize
\r
707 if ((!teamplay) || (!self.team))
\r
708 self.team = MAX_SHOT_DISTANCE;
\r
712 * Try to guess some reasonaly defaults
\r
713 * for missing params and do sanety checks
\r
714 * thise checks could produce some "interesting" results
\r
715 * if it hits a glitch in my logic :P so try to set as mutch
\r
716 * as possible beforehand.
\r
718 if (self.turrcaps_flags & TFL_TURRCAPS_SUPPORT)
\r
720 // Support units generaly dont need to have a high speed ai-loop
\r
721 if (!self.ticrate) self.ticrate = 0.25; // Speed of this turrets AI loop
\r
725 if (!self.ticrate) self.ticrate = 0.1; // Speed of this turrets AI loop
\r
728 self.ticrate = bound(0.01,self.ticrate,60); // keep it sane plz
\r
731 if (self.netname == "") self.netname = "turret";
\r
733 if (!self.respawntime) self.respawntime = 60;
\r
734 self.respawntime = max(-1,self.respawntime);
\r
736 if (!self.health) self.health = 1000;
\r
737 self.tur_health = max(1,self.health);
\r
739 if (!self.turrcaps_flags) self.turrcaps_flags = TFL_TURRCAPS_RADIUSDMG | TFL_TURRCAPS_MEDPROJ | TFL_TURRCAPS_PLAYERKILL;
\r
741 if (!self.damage_flags) self.damage_flags = TFL_DMG_YES | TFL_DMG_RETALIATE | TFL_DMG_AIMSHAKE;
\r
744 if (!self.shot_refire) self.shot_refire = 1;
\r
745 self.shot_refire = bound(0.01,self.shot_refire,9999);
\r
747 if (!self.shot_dmg) self.shot_dmg = self.shot_refire * 50;
\r
748 self.shot_dmg = max(1,self.shot_dmg);
\r
750 if (!self.shot_radius) self.shot_radius = self.shot_dmg * 0.5;
\r
751 self.shot_radius = max(1,self.shot_radius);
\r
753 if (!self.shot_speed) self.shot_speed = 2500;
\r
754 self.shot_speed = max(1,self.shot_speed);
\r
756 if (!self.shot_spread) self.shot_spread = 0.0125;
\r
757 self.shot_spread = bound(0.0001,self.shot_spread,500);
\r
759 if (!self.shot_force) self.shot_force = self.shot_dmg * 0.5 + self.shot_radius * 0.5;
\r
760 self.shot_force = bound(0.001,self.shot_force,MAX_SHOT_DISTANCE * 0.5);
\r
762 if (!self.shot_volly) self.shot_volly = 1;
\r
763 self.shot_volly = bound(1,self.shot_volly,floor(self.ammo_max / self.shot_dmg));
\r
765 if (!self.shot_volly_refire) self.shot_volly_refire = self.shot_refire * self.shot_volly;
\r
766 self.shot_volly_refire = bound(self.shot_refire,self.shot_volly_refire,60);
\r
768 if (!self.firecheck_flags)
\r
769 self.firecheck_flags = TFL_FIRECHECK_WORLD | TFL_FIRECHECK_DEAD | TFL_FIRECHECK_DISTANCES |
\r
770 TFL_FIRECHECK_LOS | TFL_FIRECHECK_AIMDIST | TFL_FIRECHECK_TEAMCECK |
\r
771 TFL_FIRECHECK_OWM_AMMO | TFL_FIRECHECK_REFIRE | TFL_FIRECHECK_WORLD;
\r
774 if (!self.target_range) self.target_range = self.shot_speed * 0.5;
\r
775 self.target_range = bound(0,self.target_range,MAX_SHOT_DISTANCE);
\r
777 if (!self.target_range_min) self.target_range_min = self.shot_radius * 2;
\r
778 self.target_range_min = bound(0,self.target_range_min,MAX_SHOT_DISTANCE);
\r
780 if (!self.target_range_fire) self.target_range_fire = self.target_range * 0.8;
\r
781 self.target_range_fire = bound(0,self.target_range_fire,MAX_SHOT_DISTANCE);
\r
783 if (!self.target_range_optimal) self.target_range_optimal = self.target_range_fire * 0.5;
\r
784 self.target_range_optimal = bound(0,self.target_range_optimal,MAX_SHOT_DISTANCE);
\r
788 if (!self.aim_maxrot) self.aim_maxrot = 45;
\r
789 self.aim_maxrot = bound(0,self.aim_maxrot,361);
\r
791 if (!self.aim_maxpitch) self.aim_maxpitch = 20;
\r
792 self.aim_maxpitch = bound(0,self.aim_maxpitch,90);
\r
794 if (!self.aim_speed) self.aim_speed = 36;
\r
795 self.aim_speed = bound(0.1,self.aim_speed, 1000);
\r
797 if (!self.aim_firetolerance_dist) self.aim_firetolerance_dist = 5 + (self.shot_radius * 2);
\r
798 self.aim_firetolerance_dist = bound(0.1,self.aim_firetolerance_dist,MAX_SHOT_DISTANCE);
\r
800 // if (!self.aim_firetolerance_angle) self.aim_firetolerance_angle = 10;
\r
801 // self.aim_firetolerance_angle = bound(0.1,self.aim_firetolerance_angle,360);
\r
803 if (!self.aim_flags) self.aim_flags = TFL_AIM_LEAD | TFL_AIM_SHOTTIMECOMPENSATE | TFL_AIM_ZEASE;
\r
805 // Sill the most tested (and aim-effective)
\r
806 if (!self.track_type) self.track_type = TFL_TRACKTYPE_STEPMOTOR;
\r
808 if (self.track_type != TFL_TRACKTYPE_STEPMOTOR)
\r
810 // Fluid / Ineria mode. Looks mutch nicer, bit experimental &
\r
811 // Can inmapt aim preformance alot.
\r
812 // needs a bit diffrent aimspeed
\r
813 if (!self.aim_speed) self.aim_speed = 180;
\r
814 self.aim_speed = bound(0.1,self.aim_speed, 1000);
\r
816 if (!self.track_accel_pitch) self.track_accel_pitch = 0.75;
\r
817 if (!self.track_accel_rot) self.track_accel_rot = 0.75;
\r
818 if (!self.track_blendrate) self.track_blendrate = 0.35;
\r
821 if (!self.track_flags) self.track_flags = TFL_TRACK_PITCH | TFL_TRACK_ROT;
\r
824 // Target selection stuff.
\r
825 if (!self.target_select_rangebias) self.target_select_rangebias = 1;
\r
826 self.target_select_rangebias = bound(-10,self.target_select_rangebias,10);
\r
828 if (!self.target_select_samebias) self.target_select_samebias = 1;
\r
829 self.target_select_samebias = bound(-10,self.target_select_samebias,10);
\r
831 if (!self.target_select_anglebias) self.target_select_anglebias = 1;
\r
832 self.target_select_anglebias = bound(-10,self.target_select_anglebias,10);
\r
834 if (!self.target_select_missilebias) self.target_select_missilebias = -10;
\r
835 self.target_select_missilebias = bound(-10,self.target_select_missilebias,10);
\r
836 self.target_select_playerbias = bound(-10,self.target_select_playerbias,10);
\r
838 if (!self.target_select_flags)
\r
839 if (self.turrcaps_flags & TFL_TURRCAPS_MISSILEKILL)
\r
840 self.target_select_flags = TFL_TARGETSELECT_LOS | TFL_TARGETSELECT_MISSILES |
\r
841 TFL_TARGETSELECT_TEAMCHECK | TFL_TARGETSELECT_RANGELIMTS | TFL_TARGETSELECT_ANGLELIMITS;
\r
843 self.target_select_flags = TFL_TARGETSELECT_LOS | TFL_TARGETSELECT_PLAYERS |
\r
844 TFL_TARGETSELECT_TEAMCHECK | TFL_TARGETSELECT_RANGELIMTS | TFL_TARGETSELECT_ANGLELIMITS;
\r
846 //if(!self.target_validate_flags)
\r
847 self.target_validate_flags = self.target_select_flags;
\r
851 if (!self.ammo_max) self.ammo_max = self.shot_dmg * 10;
\r
852 self.ammo_max = max(self.shot_dmg,self.ammo_max);
\r
854 if (!self.ammo) self.ammo = self.shot_dmg * 5;
\r
855 self.ammo = bound(0,self.ammo,self.ammo_max);
\r
857 if (!self.ammo_recharge) self.ammo_recharge = self.shot_dmg / 2;
\r
858 self.ammo_recharge = max(0,self.ammo_recharge);
\r
860 // Convert the recharge from X per sec to X per ticrate
\r
861 self.ammo_recharge = self.ammo_recharge * self.ticrate;
\r
863 if (!self.ammo_flags) self.ammo_flags = TFL_AMMO_ENERGY | TFL_AMMO_RECHARGE;
\r
865 // Offsets & origins
\r
866 if (!self.tur_aimorg) self.tur_aimorg = '0 0 50';
\r
867 if (!self.tur_shotorg) self.tur_shotorg = '50 0 50';
\r
869 // End of default & sanety checks, start building the turret.
\r
871 // Spawn extra bits
\r
872 self.tur_head = spawn();
\r
874 self.tur_head.netname = self.tur_head.classname = "turret_head";
\r
875 self.tur_head.team = self.team;
\r
878 if (self.target != "")
\r
880 self.tur_defend = find(world, targetname, self.target);
\r
881 if (self.tur_defend == world)
\r
884 dprint("Turret has invalid defendpoint!\n");
\r
889 self.tur_head.owner = self;
\r
891 // Put pices in place
\r
893 if (!(self.turrcaps_flags & TFL_TURRCAPS_LINKED))
\r
894 setorigin(self.tur_head,self.origin);
\r
896 // In target defense mode, aim on the spot to defens when idle.
\r
897 if (self.tur_defend)
\r
898 self.idle_aim = self.tur_head.angles + angleofs(self.tur_head,self.tur_defend);
\r
900 self.idle_aim = self.angles;
\r
902 if (!(self.turrcaps_flags & TFL_TURRCAPS_LINKED))
\r
903 self.tur_head.angles = self.idle_aim;
\r
905 if (!self.health) self.health = 150;
\r
906 self.tur_health = self.health;
\r
908 //Solid bbox for preformance reasons
\r
909 self.solid = SOLID_BBOX;
\r
910 self.tur_head.solid = SOLID_BBOX;
\r
912 self.takedamage = DAMAGE_AIM;
\r
913 self.tur_head.takedamage = DAMAGE_AIM;
\r
915 self.movetype = MOVETYPE_NOCLIP;
\r
916 self.tur_head.movetype = MOVETYPE_NOCLIP;
\r
918 // Team colouring?track
\r
919 if (self.team == COLOR_TEAM1) self.colormod = '1.4 0.8 0.8';
\r
920 if (self.team == COLOR_TEAM2) self.colormod = '0.8 0.8 1.4';
\r
922 // Attach stdprocs. override when and what needed
\r
923 if (self.turrcaps_flags & TFL_TURRCAPS_SUPPORT)
\r
925 self.turret_prethink = turret_stdproc_true;
\r
926 self.turret_score_target = turret_stdproc_targetscore_support;
\r
927 //self.turret_aim = turret_stdproc_aim_generic;
\r
928 //self.turret_track = turret_stdproc_track;
\r
929 self.turret_firecheckfunc = turret_stdproc_firecheck;
\r
930 self.turret_firefunc = turret_stdproc_fire;
\r
931 self.turret_postthink = turret_stdproc_nothing;
\r
933 //self.turret_damagefunc = turret_stdproc_damage;
\r
934 self.event_damage = turret_stdproc_damage;
\r
935 self.tur_head.event_damage = turret_stdproc_damage;
\r
937 //self.turret_diefunc = turret_stdproc_die;
\r
938 //self.turret_spawnfunc = turret_stdproc_respawn;
\r
944 self.turret_prethink = turret_stdproc_true;
\r
945 self.turret_score_target = turret_stdproc_targetscore_generic;
\r
947 //if (self.aim_flags & TFL_AIM_SIMPLE)
\r
948 // self.turret_aim = turret_stdproc_aim_simple;
\r
950 // self.turret_aim = turret_stdproc_aim_generic;
\r
952 //self.turret_track = turret_stdproc_track;
\r
953 self.turret_firecheckfunc = turret_stdproc_firecheck;
\r
954 self.turret_firefunc = turret_stdproc_fire;
\r
955 self.turret_postthink = turret_stdproc_nothing;
\r
957 //self.turret_damagefunc = turret_stdproc_damage;
\r
958 self.event_damage = turret_stdproc_damage;
\r
959 self.tur_head.event_damage = turret_stdproc_damage;
\r
961 //self.turret_diefunc = turret_stdproc_die;
\r
962 //self.turret_spawnfunc = turret_stdproc_respawn;
\r
963 self.turret_addtarget = turret_stdproc_false;
\r
966 self.use = turret_stdproc_use;
\r
968 // Initiate the main AI loop
\r
969 self.think = turret_think;
\r
970 self.nextthink = time + self.ticrate;
\r
972 self.tur_head.team = self.team;
\r
973 self.view_ofs = '0 0 0';
\r
975 #ifdef TURRET_DEBUG
\r
976 self.tur_dbg_start = self.nextthink;
\r
977 while (vlen(self.tur_dbg_rvec) < 2)
\r
978 self.tur_dbg_rvec = randomvec() * 4;
\r
980 self.tur_dbg_rvec_x = fabs(self.tur_dbg_rvec_x);
\r
981 self.tur_dbg_rvec_y = fabs(self.tur_dbg_rvec_y);
\r
982 self.tur_dbg_rvec_z = fabs(self.tur_dbg_rvec_z);
\r
986 self.classname = "turret_main";
\r
988 self.tur_active = 1;
\r