#define cvar_base "g_turrets_unit_" #define cvar_gets(s_base,s_add) strcat(s_base,s_add) /* string cvar_gets(string s_base,string s_add) { return strcat(s_base,s_add); } */ void load_unit_settings(entity ent,string unitname,float is_reload) { string sbase; // dprint("Reloading turret ",e_turret.netname,"\n"); if (ent == world) return; if (!ent.turret_scale_damage) ent.turret_scale_damage = 1; if (!ent.turret_scale_range) ent.turret_scale_range = 1; if (!ent.turret_scale_refire) ent.turret_scale_refire = 1; if (!ent.turret_scale_ammo) ent.turret_scale_ammo = 1; if (!ent.turret_scale_aim) ent.turret_scale_aim = 1; if (!ent.turret_scale_health) ent.turret_scale_health = 1; if (!ent.turret_scale_respawn) ent.turret_scale_respawn = 1; sbase = strcat(cvar_base,unitname); if (is_reload) { ent.enemy = world; ent.tur_head.avelocity = '0 0 0'; ent.tur_head.angles = ent.angles; } ent.health = cvar(cvar_gets(sbase,"_health")) * ent.turret_scale_health; ent.respawntime = cvar(cvar_gets(sbase,"_respawntime")) * ent.turret_scale_respawn; ent.shot_dmg = cvar(cvar_gets(sbase,"_shot_dmg")) * ent.turret_scale_damage; ent.shot_refire = cvar(cvar_gets(sbase,"_shot_refire")) * ent.turret_scale_refire; ent.shot_radius = cvar(cvar_gets(sbase,"_shot_radius")) * ent.turret_scale_damage; ent.shot_speed = cvar(cvar_gets(sbase,"_shot_speed")); ent.shot_spread = cvar(cvar_gets(sbase,"_shot_spread")); ent.shot_force = cvar(cvar_gets(sbase,"_shot_force")) * ent.turret_scale_damage; ent.shot_volly = cvar(cvar_gets(sbase,"_shot_volly")); ent.shot_volly_refire = cvar(cvar_gets(sbase,"_shot_volly_refire")) * ent.turret_scale_refire; ent.target_range = cvar(cvar_gets(sbase,"_target_range")) * ent.turret_scale_range; ent.target_range_min = cvar(cvar_gets(sbase,"_target_range_min")) * ent.turret_scale_range; ent.target_range_fire = cvar(cvar_gets(sbase,"_target_range_fire")) * ent.turret_scale_range; ent.target_range_optimal = cvar(cvar_gets(sbase,"_target_range_optimal")) * ent.turret_scale_range; ent.target_select_rangebias = cvar(cvar_gets(sbase,"_target_select_rangebias")); ent.target_select_samebias = cvar(cvar_gets(sbase,"_target_select_samebias")); ent.target_select_anglebias = cvar(cvar_gets(sbase,"_target_select_anglebias")); ent.target_select_playerbias = cvar(cvar_gets(sbase,"_target_select_playerbias")); //ent.target_select_fov = cvar(cvar_gets(sbase,"_target_select_fov")); ent.ammo_max = cvar(cvar_gets(sbase,"_ammo_max")) * ent.turret_scale_ammo; ent.ammo_recharge = cvar(cvar_gets(sbase,"_ammo_recharge")) * ent.turret_scale_ammo; ent.aim_firetolerance_dist = cvar(cvar_gets(sbase,"_aim_firetolerance_dist")); ent.aim_speed = cvar(cvar_gets(sbase,"_aim_speed")) * ent.turret_scale_aim; ent.aim_maxrot = cvar(cvar_gets(sbase,"_aim_maxrot")); ent.aim_maxpitch = cvar(cvar_gets(sbase,"_aim_maxpitch")); ent.track_type = cvar(cvar_gets(sbase,"_track_type")); ent.track_accel_pitch = cvar(cvar_gets(sbase,"_track_accel_pitch")); ent.track_accel_rot = cvar(cvar_gets(sbase,"_track_accel_rot")); ent.track_blendrate = cvar(cvar_gets(sbase,"_track_blendrate")); if(is_reload) if(ent.turret_respawnhook) ent.turret_respawnhook(); } float turret_stdproc_true() { return 1; } float turret_stdproc_false() { return 0; } void turret_stdproc_nothing() { return; } /** ** updates enemy distances, predicted impact point/time ** and updated aim<->predict impact distance. **/ void turret_do_updates(entity e_turret) { vector enemy_pos; if (e_turret.turrcaps_flags & TFL_TURRCAPS_HEADATTACHED) { e_turret.tur_head.angles_x = e_turret.tur_head.angles_x * -1; e_turret.angles_x = e_turret.angles_x * -1; makevectors(e_turret.tur_head.angles + e_turret.angles); e_turret.tur_head.angles_x = e_turret.tur_head.angles_x * -1; e_turret.angles_x = e_turret.angles_x * -1; } else { e_turret.tur_head.angles_x = e_turret.tur_head.angles_x * -1; makevectors(e_turret.tur_head.angles); e_turret.tur_head.angles_x = e_turret.tur_head.angles_x * -1; } enemy_pos = real_origin(e_turret.enemy); turret_tag_fire_update(); e_turret.tur_shotdir_updated = normalize(v_forward); e_turret.tur_dist_enemy = vlen(e_turret.tur_shotorg - enemy_pos); e_turret.tur_dist_aimpos = vlen(e_turret.tur_shotorg - e_turret.tur_aimpos); if(e_turret.firecheck_flags & TFL_FIRECHECK_VERIFIED) if(e_turret.enemy) { enemy_pos = e_turret.enemy.origin; setorigin(e_turret.enemy,e_turret.tur_aimpos); } tracebox(e_turret.tur_shotorg, '-1 -1 -1','1 1 1',e_turret.tur_shotorg + (e_turret.tur_shotdir_updated * e_turret.tur_dist_aimpos),MOVE_NORMAL,e_turret); if(e_turret.firecheck_flags & TFL_FIRECHECK_VERIFIED) if(e_turret.enemy) setorigin(e_turret.enemy,enemy_pos); e_turret.tur_impactpoint = trace_endpos; e_turret.tur_impactent = trace_ent; e_turret.tur_dist_impact_to_aimpos = vlen(trace_endpos - e_turret.tur_aimpos); e_turret.tur_impacttime = vlen(e_turret.tur_shotorg - trace_endpos) / e_turret.shot_speed; } /* vector turret_fovsearch_pingpong() { vector wish_angle; if(self.phase < time) { if( self.tur_head.phase ) self.tur_head.phase = 0; else self.tur_head.phase = 1; self.phase = time + 5; } if( self.tur_head.phase) wish_angle = self.idle_aim + '0 1 0' * (self.aim_maxrot * (self.target_select_fov / 360)); else wish_angle = self.idle_aim - '0 1 0' * (self.aim_maxrot * (self.target_select_fov / 360)); return wish_angle; } vector turret_fovsearch_steprot() { vector wish_angle; //float rot_add; wish_angle = self.tur_head.angles; wish_angle_x = self.idle_aim_x; if (self.phase < time) { //rot_add = self.aim_maxrot / self.target_select_fov; wish_angle_y += (self.target_select_fov * 2); if(wish_angle_y > 360) wish_angle_y = wish_angle_y - 360; self.phase = time + 1.5; } return wish_angle; } vector turret_fovsearch_random() { vector wish_angle; if (self.phase < time) { wish_angle_y = random() * self.aim_maxrot; if(random() < 0.5) wish_angle_y *= -1; wish_angle_x = random() * self.aim_maxpitch; if(random() < 0.5) wish_angle_x *= -1; self.phase = time + 5; self.tur_aimpos = wish_angle; } return self.idle_aim + self.tur_aimpos; } */ /** ** Handles head rotation according to ** the units .track_type and .track_flags **/ //.entity aim_mark; void turret_stdproc_track() { vector wish_angle; // This is where we want to aim vector real_angle; // This is where we can aim float f_tmp; /* if(!self.aim_mark) { self.aim_mark = mark_misc(self.tur_aimpos,0); self.aim_mark.colormod = '1 1 0'; } */ if (self.track_flags == TFL_TRACK_NO) return; /* if not(self.tur_active) { wish_angle = self.idle_aim - ('1 0 0' * self.aim_maxpitch); } else if (self.enemy == world) { if (self.turrcaps_flags & TFL_TURRCAPS_HEADATTACHED) wish_angle = self.idle_aim + self.angles; else if(time > self.lip) { if(self.target_select_flags & TFL_TARGETSELECT_FOV) wish_angle = self.idle_aim; //turret_fovsearch_steprot(); } else { //wish_angle = self.tur_head.angles; wish_angle = self.idle_aim; //wish_angle = normalize(self.tur_aimpos - self.tur_head.origin); //wish_angle = vectoangles(wish_angle); // And make a angle } } else */ if(!self.tur_active) { wish_angle = self.idle_aim - ('1 0 0' * self.aim_maxpitch); } else if (self.enemy == world) { if(time > self.lip) if (self.turrcaps_flags & TFL_TURRCAPS_HEADATTACHED) wish_angle = self.idle_aim + self.angles; else wish_angle = self.idle_aim; else wish_angle = vectoangles(self.tur_aimpos - self.tur_head.origin); } else { // Find the direction /* if (self.turrcaps_flags & TFL_TURRCAPS_HEADATTACHED) wish_angle = normalize(self.tur_aimpos - self.tur_shotorg); else */ wish_angle = normalize(self.tur_aimpos - self.tur_shotorg); wish_angle = vectoangles(wish_angle); // And make a angle } // Find the diffrence between where we currently aim and where we want to aim if (self.turrcaps_flags & TFL_TURRCAPS_HEADATTACHED) { real_angle = wish_angle - (self.angles + self.tur_head.angles); real_angle = shortangle_v(real_angle,(self.angles + self.tur_head.angles)); } else { real_angle = wish_angle - self.tur_head.angles; real_angle = shortangle_v(real_angle,self.tur_head.angles); } // Limit pitch if (self.track_flags & TFL_TRACK_PITCH) real_angle_x = bound(self.aim_maxpitch * -1,real_angle_x,self.aim_maxpitch); // Limit rot if (self.track_flags & TFL_TRACK_ROT) real_angle_y = bound(self.aim_maxrot * -1,real_angle_y,self.aim_maxrot); switch(self.track_type) { case TFL_TRACKTYPE_STEPMOTOR: /* setorigin(self.aim_mark,self.tur_aimpos); wish_angle = normalize(self.tur_aimpos - self.tur_shotorg_updated); real_angle = vectoangles(wish_angle); self.tur_head.angles = real_angle; return; */ f_tmp = self.aim_speed * self.ticrate; // dgr/sec -> dgr/tic // Limit turning speed real_angle_x = bound((-1 * f_tmp),real_angle_x, f_tmp); real_angle_y = bound((-1 * f_tmp),real_angle_y, f_tmp); // Limit pich and rot. if (self.track_flags & TFL_TRACK_PITCH) self.tur_head.angles_x = bound((-1 * self.aim_maxpitch),self.tur_head.angles_x + real_angle_x,self.aim_maxpitch); if (self.track_flags & TFL_TRACK_ROT) self.tur_head.angles_y = bound((-1 * self.aim_maxrot),self.tur_head.angles_y + real_angle_y,self.aim_maxrot); return; break; case TFL_TRACKTYPE_FLUIDPRECISE: real_angle_y = bound(self.aim_speed * -1,real_angle_y ,self.aim_speed); real_angle_x = bound(self.aim_speed * -1,real_angle_x ,self.aim_speed); break; case TFL_TRACKTYPE_FLUIDINERTIA: f_tmp = self.aim_speed * self.ticrate; real_angle_y = bound(self.aim_speed * -1,real_angle_y * self.track_accel_rot * f_tmp,self.aim_speed); real_angle_x = bound(self.aim_speed * -1,real_angle_x * self.track_accel_pitch * f_tmp,self.aim_speed); real_angle = (self.tur_head.avelocity * self.track_blendrate) + (real_angle * (1 - self.track_blendrate)); self.tur_head.avelocity_z = real_angle_z; break; } // Limit pitch if (self.track_flags & TFL_TRACK_PITCH) { self.tur_head.avelocity_x = real_angle_x; if (self.tur_head.angles_x > 360) { self.tur_head.angles_x -= floor(self.tur_head.angles_x / 360) * 360; //self.tur_head.angles_x = self.aim_maxpitch; //self.tur_head.avelocity_x = 0; } else if (self.tur_head.angles_x < -360) { self.tur_head.angles_x += floor(self.tur_head.angles_x / 360) * 360; //self.tur_head.angles_x = (self.aim_maxpitch * -1); //self.tur_head.avelocity_x = 0; } } // Limit rot if (self.track_flags & TFL_TRACK_ROT) { self.tur_head.avelocity_y = real_angle_y; if (self.tur_head.angles_y > 360) { self.tur_head.angles_y -= floor(self.tur_head.angles_y / 360) * 360; //self.tur_head.angles_y = self.aim_maxrot; //self.tur_head.avelocity_y = 0; } else if (self.tur_head.angles_y < -360) { self.tur_head.angles_y += floor(self.tur_head.angles_y / 360) * 360; //self.tur_head.angles_y = (self.aim_maxrot * -1); //self.tur_head.avelocity_y = 0; } } } /* + = implemented - = not implemented + TFL_FIRECHECK_NO + TFL_FIRECHECK_WORLD + TFL_FIRECHECK_DEAD + TFL_FIRECHECK_DISTANCES - TFL_FIRECHECK_LOS + TFL_FIRECHECK_AIMDIST + TFL_FIRECHECK_REALDIST - TFL_FIRECHECK_ANGLEDIST - TFL_FIRECHECK_TEAMCECK + TFL_FIRECHECK_AFF + TFL_FIRECHECK_OWM_AMMO + TFL_FIRECHECK_OTHER_AMMO + TFL_FIRECHECK_REFIRE */ /** ** Preforms pre-fire checks based on the uints firecheck_flags **/ float turret_stdproc_firecheck() { // This one just dont care =) if (self.firecheck_flags & TFL_FIRECHECK_NO) return 1; // Ready? if (self.firecheck_flags & TFL_FIRECHECK_REFIRE) if (self.attack_finished_single >= time) return 0; // Special case: volly fire turret that has to fire a full volly if a shot was fired. if((self.shoot_flags & TFL_SHOOT_VOLLYALWAYS) && (self.volly_counter != self.shot_volly)) return 1; // if (self.firecheck_flags & TFL_FIRECHECK_DEAD) if (self.enemy.deadflag != DEAD_NO) return 0; // Plz stop killing the world! if (self.firecheck_flags & TFL_FIRECHECK_WORLD) if (self.enemy == world) return 0; // Own ammo? if (self.firecheck_flags & TFL_FIRECHECK_OWM_AMMO) if (self.ammo < self.shot_dmg) return 0; // Other's ammo? (support-supply units) if (self.firecheck_flags & TFL_FIRECHECK_OTHER_AMMO) if (self.enemy.ammo >= self.enemy.ammo_max) return 0; if (self.firecheck_flags & TFL_FIRECHECK_DISTANCES) { // Not close enougth? if (self.tur_dist_aimpos > self.target_range_fire) return 0; // To close? if (self.tur_dist_aimpos < self.target_range_min) return 0; } // Try to avoid FF? if (self.firecheck_flags & TFL_FIRECHECK_AFF) if (self.tur_impactent.team == self.team) return 0; // aim<->predicted impact if (self.firecheck_flags & TFL_FIRECHECK_AIMDIST) if (self.tur_dist_impact_to_aimpos > self.aim_firetolerance_dist) return 0; // Volly status if (self.shot_volly > 1) if (self.volly_counter == self.shot_volly) if (self.ammo < (self.shot_dmg * self.shot_volly)) return 0; if(self.firecheck_flags & TFL_FIRECHECK_VERIFIED) if(self.tur_impactent != self.enemy) return 0; return 1; } /* + TFL_TARGETSELECT_NO + TFL_TARGETSELECT_LOS + TFL_TARGETSELECT_PLAYERS + TFL_TARGETSELECT_MISSILES - TFL_TARGETSELECT_TRIGGERTARGET + TFL_TARGETSELECT_ANGLELIMITS + TFL_TARGETSELECT_RANGELIMTS + TFL_TARGETSELECT_TEAMCHECK - TFL_TARGETSELECT_NOBUILTIN + TFL_TARGETSELECT_OWNTEAM */ /** ** Evaluate a entity for target valitity based on validate_flags **/ float turret_validate_target(entity e_turret,entity e_target,float validate_flags) { vector v_tmp; //if(!validate_flags & TFL_TARGETSELECT_NOBUILTIN) // return -0.5; if(e_target.owner == e_turret) return -0.5; if not(checkpvs(e_target.origin, e_turret)) return -1; if (!e_target)// == world) return -2; if(g_onslaught) if (substring(e_target.classname, 0, 10) == "onslaught_") // don't attack onslaught targets, that's the player's job! return - 3; if (validate_flags & TFL_TARGETSELECT_NO) return -4; // If only this was used more.. if (e_target.flags & FL_NOTARGET) return -5; // Cant touch this if ((e_target.takedamage == DAMAGE_NO) || (e_target.health < 0)) return -6; // player if (e_target.flags & FL_CLIENT) { if not (validate_flags & TFL_TARGETSELECT_PLAYERS) return -7; if (e_target.deadflag != DEAD_NO) return -8; } // enemy turrets if (validate_flags & TFL_TARGETSELECT_NOTURRETS) if (e_target.turret_firefunc || e_target.owner.tur_head == e_target) return -9; // Missile if (e_target.flags & FL_PROJECTILE) if not (validate_flags & TFL_TARGETSELECT_MISSILES) return -10; // Team check if (validate_flags & TFL_TARGETSELECT_TEAMCHECK) { if (validate_flags & TFL_TARGETSELECT_OWNTEAM) { if (e_target.team != e_turret.team) return -11; if (e_turret.team != e_target.owner.team) return -12; } else { if (e_target.team == e_turret.team) return -13; if (e_turret.team == e_target.owner.team) return -14; } } // Range limits? tvt_dist = vlen(e_turret.origin - real_origin(e_target)); if (validate_flags & TFL_TARGETSELECT_RANGELIMTS) { if (tvt_dist < e_turret.target_range_min) return -15; if (tvt_dist > e_turret.target_range) return -16; } // Can we even aim this thing? if(e_turret.turrcaps_flags & TFL_TURRCAPS_HEADATTACHED) { tvt_thadv = angleofs3(e_turret.tur_head.origin,e_turret.angles + e_turret.tur_head.angles ,e_target); } else { tvt_thadv = angleofs(e_turret.tur_head,e_target); } tvt_tadv = angleofs(e_turret,e_target); tvt_thadf = vlen(tvt_thadv); tvt_tadf = vlen(tvt_tadv); /* if(validate_flags & TFL_TARGETSELECT_FOV) { if(e_turret.target_select_fov < tvt_thadf) return -21; } */ if (validate_flags & TFL_TARGETSELECT_ANGLELIMITS) { if (fabs(tvt_tadv_x) > e_turret.aim_maxpitch) return -17; if (fabs(tvt_tadv_y) > e_turret.aim_maxrot) return -18; } // Line of sight? if (validate_flags & TFL_TARGETSELECT_LOS) { v_tmp = real_origin(e_target) + ((e_target.mins + e_target.maxs) * 0.5); traceline(e_turret.tur_shotorg,v_tmp,0,e_turret); if (e_turret.aim_firetolerance_dist < vlen(v_tmp - trace_endpos)) return -19; } if (e_target.classname == "grapplinghook") return -20; #ifdef TURRET_DEBUG_TARGETSELECT bprint("Target:",e_target.netname," is a valid target for ",e_turret.netname,"\n"); #endif return 1; } entity turret_select_target() { entity e; // target looper entity float score; // target looper entity score entity e_enemy; // currently best scoreing target float m_score; // currently best scoreing target's score float f; m_score = 0; if(self.enemy) if(turret_validate_target(self,self.enemy,self.target_validate_flags) > 0) { e_enemy = self.enemy; m_score = self.turret_score_target(self,e_enemy) * self.target_select_samebias; } e = findradius(self.origin,self.target_range); // Nothing to aim at? if (!e) return world; while (e) { f = turret_validate_target(self,e,self.target_select_flags); if (f > 0) { bprint(e.netname," = ",ftos(f),"\n"); score = self.turret_score_target(self,e); if ((score > m_score) && (score > 0)) { e_enemy = e; m_score = score; } } e = e.chain; } return e_enemy; } void turret_think() { entity e; self.nextthink = time + self.ticrate; // ONS uses somewhat backwards linking. if (teamplay) { if not (g_onslaught) if (self.target) { e = find(world,targetname,self.target); if (e != world) self.team = e.team; } if (self.team != self.tur_head.team) turret_stdproc_respawn(); } if (cvar("g_turrets_reloadcvars") == 1) { e = nextent(world); while (e) { if (e.tur_head != world) { load_unit_settings(e,e.cvar_basename,1); e.turret_postthink(); } e = nextent(e); } cvar_set("g_turrets_reloadcvars","0"); } #ifdef TURRET_DEBUG if (self.tur_dbg_tmr1 < time) { if (self.enemy) paint_target (self.enemy,128,self.tur_dbg_rvec,0.9); paint_target(self,256,self.tur_dbg_rvec,0.9); self.tur_dbg_tmr1 = time + 1; } #endif // Handle ammo if (self.ammo < self.ammo_max) self.ammo = min(self.ammo + self.ammo_recharge,self.ammo_max); // Inactive turrets needs to run the think loop, // So they can handle animation and wake up if need be. if(!self.tur_active) { turret_stdproc_track(); return; } //This is just wrong :| if(self.deadflag != DEAD_NO) { dprint("Warning:dead turret running the think function!\n"); return; } // This is typicaly used for zaping every target in range // turret_fusionreactor uses this to recharge friendlys. if (self.shoot_flags & TFL_SHOOT_HITALLVALID) { // Do a self.turret_fire for every valid target. e = findradius(self.origin,self.target_range); while (e) { if (turret_validate_target(self,e,self.target_validate_flags)) { self.enemy = e; turret_do_updates(self); if (self.turret_firecheckfunc()) turret_fire(); } e = e.chain; } self.enemy = world; } else { // Special case for volly always. if it fired once it must compleate the volly. if(self.shoot_flags & TFL_SHOOT_VOLLYALWAYS) if(self.volly_counter != self.shot_volly) { // Predict or whatnot if not((self.aim_flags & TFL_AIM_NO)) self.tur_aimpos = turret_stdproc_aim_generic(); // Turn & pitch if (!self.track_flags & TFL_TRACK_NO) turret_stdproc_track(); turret_do_updates(self); // Fire! if (self.turret_firecheckfunc() != 0) turret_fire(); self.turret_postthink(); return; } // Check if we have a vailid enemy, and try to find one if we dont. if ((turret_validate_target(self,self.enemy,self.target_validate_flags) <= 0) && (self.cnt < time)) { self.enemy = turret_select_target(); self.cnt = time + cvar("g_turrets_targetscan_mindelay"); } // No target, just go to idle, do any custom stuff and bail. if (self.enemy == world) { // Turn & pitch if (!self.track_flags & TFL_TRACK_NO) turret_stdproc_track(); // do any per-turret stuff self.turret_postthink(); // And bail. return; } else self.lip = time + cvar("g_turrets_aimidle_delay"); // Keep track of the last time we had a target. /* turret_do_updates(self); if (self.turret_firecheckfunc() > 0) turret_fire(); */ //turret_do_updates(self); // Predict or whatnot if not((self.aim_flags & TFL_AIM_NO)) self.tur_aimpos = turret_stdproc_aim_generic(); //turret_do_updates(self); // Turn & pitch if (!self.track_flags & TFL_TRACK_NO) turret_stdproc_track(); turret_do_updates(self); // Fire? if (self.turret_firecheckfunc()) turret_fire(); } // do any per-turret stuff self.turret_postthink(); } void turret_fire() { if (cvar("g_turrets_nofire") != 0) return; if ((!self.tur_active) || (self.deadflag != DEAD_NO)) return; self.turret_firefunc(); self.attack_finished_single = time + self.shot_refire; self.ammo = self.ammo - self.shot_dmg; self.volly_counter = self.volly_counter - 1; if (self.volly_counter <= 0) { self.volly_counter = self.shot_volly; if (self.shoot_flags & TFL_SHOOT_CLEARTARGET) self.enemy = world; if (self.shot_volly > 1) self.attack_finished_single = time + self.shot_volly_refire; } #ifdef TURRET_DEBUG if (self.enemy) paint_target3(self.tur_aimpos, 64, self.tur_dbg_rvec, self.tur_impacttime + 0.25); #endif } void turret_stdproc_fire() { dprint("^1Bang, ^3your dead^7 ",self.enemy.netname,"! ^1(turret with no real firefunc)\n"); } /* When .used a turret switched team to activator.team. If activator is world, the turrets goes inactive. */ void turret_stdproc_use() { dprint("Turret ",self.netname, " used by ",activator.classname,"\n"); self.team = activator.team; if(self.team == 0) self.tur_active = 0; else self.tur_active = 1; } /* * Standard turret initialization. use this! * (unless you have a very good reason not to) * Any special stuff like multiple cannon models should be done * after this is proc called. * if the return value is 0, the turret _must_ be removed. */ float turret_stdproc_init (string cvar_base_name) { entity e,ee; // Are turrets allowed atm? if (cvar("g_turrets") == 0) return 0; // Better more then once then never. // turret_gibs_precash(); // Terrainbase spawnflag. This puts a enlongated model // under the turret, so it looks ok on uneaven surfaces. if (self.spawnflags & 2) { entity tb; precache_model("models/turrets/terrainbase.md3"); tb = spawn(); setmodel(tb,"models/turrets/terrainbase.md3"); setorigin(tb,self.origin); tb.solid = SOLID_BBOX; makestatic(tb); } self.cvar_basename = cvar_base_name; load_unit_settings(self,self.cvar_basename,0); // Handle turret teams. if (cvar("g_assult") != 0) { if (!self.team) self.team = 14; // Assume turrets are on the defending side if not explicitly set otehrwize } else if (!teamplay) self.team = MAX_SHOT_DISTANCE; // Group all turrets into the same team iso they dont kill eachother. else if(g_onslaught && self.targetname) { e = find(world,target,self.targetname); if(e != world) { self.team = e.team; ee = e; } } else if(!self.team) self.team = MAX_SHOT_DISTANCE; // Group all turrets into the same team iso they dont kill eachother. /* * Try to guess some reasonaly defaults * for missing params and do sanety checks * thise checks could produce some "interesting" results * if it hits a glitch in my logic :P so try to set as mutch * as possible beforehand. */ if (self.turrcaps_flags & TFL_TURRCAPS_SUPPORT) if (!self.ticrate) self.ticrate = 0.2; // Support units generaly dont need to have a high speed ai-loop else if (!self.ticrate) self.ticrate = 0.1; // 10 fps for normal turrets self.ticrate = bound(sys_ticrate,self.ticrate,60); // keep it sane // General stuff if (self.netname == "") self.netname = self.classname; if (!self.respawntime) self.respawntime = 60; self.respawntime = max(-1,self.respawntime); if (!self.health) self.health = 1000; self.tur_health = max(1,self.health); if (!self.turrcaps_flags) self.turrcaps_flags = TFL_TURRCAPS_RADIUSDMG | TFL_TURRCAPS_MEDPROJ | TFL_TURRCAPS_PLAYERKILL; if (!self.damage_flags) self.damage_flags = TFL_DMG_YES | TFL_DMG_RETALIATE | TFL_DMG_AIMSHAKE; // Shot stuff. if (!self.shot_refire) self.shot_refire = 1; self.shot_refire = bound(0.01,self.shot_refire,9999); if (!self.shot_dmg) self.shot_dmg = self.shot_refire * 50; self.shot_dmg = max(1,self.shot_dmg); if (!self.shot_radius) self.shot_radius = self.shot_dmg * 0.5; self.shot_radius = max(1,self.shot_radius); if (!self.shot_speed) self.shot_speed = 2500; self.shot_speed = max(1,self.shot_speed); if (!self.shot_spread) self.shot_spread = 0.0125; self.shot_spread = bound(0.0001,self.shot_spread,500); if (!self.shot_force) self.shot_force = self.shot_dmg * 0.5 + self.shot_radius * 0.5; self.shot_force = bound(0.001,self.shot_force,MAX_SHOT_DISTANCE * 0.5); if (!self.shot_volly) self.shot_volly = 1; self.shot_volly = bound(1,self.shot_volly,floor(self.ammo_max / self.shot_dmg)); if (!self.shot_volly_refire) self.shot_volly_refire = self.shot_refire * self.shot_volly; self.shot_volly_refire = bound(self.shot_refire,self.shot_volly_refire,60); if (!self.firecheck_flags) self.firecheck_flags = TFL_FIRECHECK_WORLD | TFL_FIRECHECK_DEAD | TFL_FIRECHECK_DISTANCES | TFL_FIRECHECK_LOS | TFL_FIRECHECK_AIMDIST | TFL_FIRECHECK_TEAMCECK | TFL_FIRECHECK_OWM_AMMO | TFL_FIRECHECK_REFIRE | TFL_FIRECHECK_WORLD; // Range stuff. if (!self.target_range) self.target_range = self.shot_speed * 0.5; self.target_range = bound(0,self.target_range,MAX_SHOT_DISTANCE); if (!self.target_range_min) self.target_range_min = self.shot_radius * 2; self.target_range_min = bound(0,self.target_range_min,MAX_SHOT_DISTANCE); if (!self.target_range_fire) self.target_range_fire = self.target_range * 0.8; self.target_range_fire = bound(0,self.target_range_fire,MAX_SHOT_DISTANCE); if (!self.target_range_optimal) self.target_range_optimal = self.target_range_fire * 0.5; self.target_range_optimal = bound(0,self.target_range_optimal,MAX_SHOT_DISTANCE); // Aim stuff. if (!self.aim_maxrot) self.aim_maxrot = 90; self.aim_maxrot = bound(0,self.aim_maxrot,360); if (!self.aim_maxpitch) self.aim_maxpitch = 20; self.aim_maxpitch = bound(0,self.aim_maxpitch,90); if (!self.aim_speed) self.aim_speed = 36; self.aim_speed = bound(0.1,self.aim_speed, 1000); if (!self.aim_firetolerance_dist) self.aim_firetolerance_dist = 5 + (self.shot_radius * 2); self.aim_firetolerance_dist = bound(0.1,self.aim_firetolerance_dist,MAX_SHOT_DISTANCE); if (!self.aim_flags) { self.aim_flags = TFL_AIM_LEAD | TFL_AIM_SHOTTIMECOMPENSATE; if(self.turrcaps_flags & TFL_TURRCAPS_RADIUSDMG) self.aim_flags |= TFL_AIM_GROUND2; } // Sill the most tested (and aim-effective) if (!self.track_type) self.track_type = TFL_TRACKTYPE_STEPMOTOR; if (self.track_type != TFL_TRACKTYPE_STEPMOTOR) { // Fluid / Ineria mode. Looks mutch nicer, bit experimental & // Can inmapt aim preformance alot. // needs a bit diffrent aimspeed if (!self.aim_speed) self.aim_speed = 180; self.aim_speed = bound(0.1,self.aim_speed, 1000); if (!self.track_accel_pitch) self.track_accel_pitch = 0.5; if (!self.track_accel_rot) self.track_accel_rot = 0.5; if (!self.track_blendrate) self.track_blendrate = 0.35; } if (!self.track_flags) self.track_flags = TFL_TRACK_PITCH | TFL_TRACK_ROT; // Target selection stuff. if (!self.target_select_rangebias) self.target_select_rangebias = 1; self.target_select_rangebias = bound(-10,self.target_select_rangebias,10); if (!self.target_select_samebias) self.target_select_samebias = 1; self.target_select_samebias = bound(-10,self.target_select_samebias,10); if (!self.target_select_anglebias) self.target_select_anglebias = 1; self.target_select_anglebias = bound(-10,self.target_select_anglebias,10); if (!self.target_select_missilebias) self.target_select_missilebias = -10; self.target_select_missilebias = bound(-10,self.target_select_missilebias,10); self.target_select_playerbias = bound(-10,self.target_select_playerbias,10); if (!self.target_select_flags) { self.target_select_flags = TFL_TARGETSELECT_LOS | TFL_TARGETSELECT_TEAMCHECK | TFL_TARGETSELECT_RANGELIMTS | TFL_TARGETSELECT_ANGLELIMITS; if (self.turrcaps_flags & TFL_TURRCAPS_MISSILEKILL) self.target_select_flags |= TFL_TARGETSELECT_MISSILES; if (self.turrcaps_flags & TFL_TURRCAPS_PLAYERKILL) self.target_select_flags |= TFL_TARGETSELECT_PLAYERS; //else // self.target_select_flags = TFL_TARGETSELECT_NO; } self.target_validate_flags = self.target_select_flags; // Ammo stuff if (!self.ammo_max) self.ammo_max = self.shot_dmg * 10; self.ammo_max = max(self.shot_dmg,self.ammo_max); if (!self.ammo) self.ammo = self.shot_dmg * 5; self.ammo = bound(0,self.ammo,self.ammo_max); if (!self.ammo_recharge) self.ammo_recharge = self.shot_dmg * 0.5; self.ammo_recharge = max(0,self.ammo_recharge); // Convert the recharge from X per sec to X per ticrate self.ammo_recharge = self.ammo_recharge * self.ticrate; if (!self.ammo_flags) self.ammo_flags = TFL_AMMO_ENERGY | TFL_AMMO_RECHARGE; // Offsets & origins if (!self.tur_shotorg) self.tur_shotorg = '50 0 50'; // End of default & sanety checks, start building the turret. // Spawn extra bits self.tur_head = spawn(); self.tur_head.netname = self.tur_head.classname = "turret_head"; self.tur_head.team = self.team; self.tur_head.owner = self; // Defend mode? if(!self.tur_defend) if (self.target != "") { self.tur_defend = find(world, targetname, self.target); if (self.tur_defend == world) { self.target = ""; dprint("Turret has invalid defendpoint!\n"); } } // Put pices in place if (!(self.turrcaps_flags & TFL_TURRCAPS_HEADATTACHED)) setorigin(self.tur_head,self.origin); // In target defense mode, aim on the spot to defens when idle. if (self.tur_defend) self.idle_aim = self.tur_head.angles + angleofs(self.tur_head,self.tur_defend); else self.idle_aim = self.angles; if (!(self.turrcaps_flags & TFL_TURRCAPS_HEADATTACHED)) self.tur_head.angles = self.idle_aim; if (!self.health) self.health = 150; self.tur_health = self.health; self.tur_head.health = self.health; self.solid = SOLID_BBOX; self.tur_head.solid = SOLID_BBOX; self.takedamage = DAMAGE_AIM; self.tur_head.takedamage = DAMAGE_AIM; self.movetype = MOVETYPE_NOCLIP; self.tur_head.movetype = MOVETYPE_NOCLIP; // Team color if (self.team == COLOR_TEAM1) self.colormod = '1.4 0.8 0.8'; if (self.team == COLOR_TEAM2) self.colormod = '0.8 0.8 1.4'; // Attach stdprocs. override when and what needed if (self.turrcaps_flags & TFL_TURRCAPS_SUPPORT) { self.turret_score_target = turret_stdproc_targetscore_support; self.turret_firecheckfunc = turret_stdproc_firecheck; self.turret_firefunc = turret_stdproc_fire; self.turret_postthink = turret_stdproc_nothing; self.tur_head.event_damage = turret_stdproc_damage; } else { self.turret_score_target = turret_stdproc_targetscore_generic; self.turret_firecheckfunc = turret_stdproc_firecheck; self.turret_firefunc = turret_stdproc_fire; self.turret_postthink = turret_stdproc_nothing; self.event_damage = turret_stdproc_damage; self.tur_head.event_damage = turret_stdproc_damage; self.turret_addtarget = turret_stdproc_false; } self.use = turret_stdproc_use; self.bot_attack = TRUE; // Initiate the main AI loop self.think = turret_think; self.nextthink = time + self.ticrate; self.tur_head.team = self.team; self.view_ofs = '0 0 0'; #ifdef TURRET_DEBUG self.tur_dbg_start = self.nextthink; while (vlen(self.tur_dbg_rvec) < 2) self.tur_dbg_rvec = randomvec() * 4; self.tur_dbg_rvec_x = fabs(self.tur_dbg_rvec_x); self.tur_dbg_rvec_y = fabs(self.tur_dbg_rvec_y); self.tur_dbg_rvec_z = fabs(self.tur_dbg_rvec_z); #endif // Its all good. self.classname = "turret_main"; self.tur_active = 1; // In ONS mode, and linked to a ONS ent. need to call the use to set team. if (g_onslaught && ee) { activator = ee; self.use(); } return 1; }