1 // Comment out below to skip turrets
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2 #define TTURRETS_ENABLED
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4 #ifdef TTURRETS_ENABLED
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6 #message "with tZork turrets"
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8 vector real_origin(entity ent);
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10 /// Map time control over pain inflicted
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11 .float turret_scale_damage;
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12 /// Map time control targetting range
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13 .float turret_scale_range;
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14 /// Map time control refire
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15 .float turret_scale_refire;
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16 /// Map time control ammo held and recharged
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17 .float turret_scale_ammo;
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18 /// Map time control aim speed
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19 .float turret_scale_aim;
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20 /// Map time control health
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21 .float turret_scale_health;
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22 /// Map time control respawn time
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23 .float turret_scale_respawn;
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25 /// Used for cvar reloading
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26 .string cvar_basename;
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28 /// target selection flags
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29 .float target_select_flags;
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30 .float target_validate_flags;
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31 /// Dont select a target on its own.
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32 #define TFL_TARGETSELECT_NO 2
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33 /// Need line of sight
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34 #define TFL_TARGETSELECT_LOS 4
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35 /// Players are valid targets
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36 #define TFL_TARGETSELECT_PLAYERS 8
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37 /// Missiles are valid targets
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38 #define TFL_TARGETSELECT_MISSILES 16
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39 /// Responds to turret_trigger_target events
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40 #define TFL_TARGETSELECT_TRIGGERTARGET 32
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41 /// Angular limitations of turret head limits target selection
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42 #define TFL_TARGETSELECT_ANGLELIMITS 64
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43 /// Range limits apply in targetselection
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44 #define TFL_TARGETSELECT_RANGELIMTS 128
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45 /// DOnt select targets with a .team matching its own
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46 #define TFL_TARGETSELECT_TEAMCHECK 256
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47 /// Cant select targets on its own. needs to be triggerd or slaved.
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48 #define TFL_TARGETSELECT_NOBUILTIN 512
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49 /// TFL_TARGETSELECT_TEAMCHECK is inverted (selects only mebers of own .team)
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50 #define TFL_TARGETSELECT_OWNTEAM 1024
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51 /// Turrets aren't valid targets
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52 #define TFL_TARGETSELECT_NOTURRETS 2048
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53 /// Use feild of view
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54 #define TFL_TARGETSELECT_FOV 4096
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59 #define TFL_AIM_NO 1
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60 /// Go for ground, not direct hit
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61 #define TFL_AIM_GROUND 2
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62 /// Go for ground, not direct hit, but only if target is on ground.
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63 #define TFL_AIM_GROUND2 4
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64 /// Use balistic aim. FIXME: not implemented
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65 #define TFL_AIM_BALISTIC 8
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66 /// Try to predict target movement (does not account for gravity)
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67 #define TFL_AIM_LEAD 16
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68 /// Compensate for shot traveltime when lead
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69 #define TFL_AIM_SHOTTIMECOMPENSATE 32
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70 /// Aim slightly in front of target
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71 #define TFL_AIM_INFRONT 64
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72 /// Aim slightly behind target
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73 #define TFL_AIM_BEHIND 128
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74 /// blend real and predicted z positions. (fake bounce prediction)
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75 #define TFL_AIM_ZEASE 256
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76 /// Try to do real prediction of targets z pos at impact.
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77 #define TFL_AIM_ZPREDICT 512
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78 /// Simply aim at target's current location
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79 #define TFL_AIM_SIMPLE 1024
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81 /// track (turn and pitch head) flags
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84 #define TFL_TRACK_NO 2
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86 #define TFL_TRACK_PITCH 4
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88 #define TFL_TRACK_ROT 8
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90 /// How tracking is preformed
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92 /// Hard angle increments. Ugly for fast turning, best accuracy.
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93 #define TFL_TRACKTYPE_STEPMOTOR 1
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94 /// Smoth absolute movement. Looks ok, fair accuracy.
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95 #define TFL_TRACKTYPE_FLUIDPRECISE 2
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96 /// Simulated inertia. "Wobbly mode" Looks kool, can mean really bad accuracy depending on how the feilds below are set
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97 #define TFL_TRACKTYPE_FLUIDINERTIA 3
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98 /// TFL_TRACKTYPE_FLUIDINERTIA: pitch multiplier
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99 .float track_accel_pitch;
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100 /// TFL_TRACKTYPE_FLUIDINERTIA: rotation multiplier
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101 .float track_accel_rot;
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102 /// TFL_TRACKTYPE_FLUIDINERTIA: Blendrate with old rotation (inertia simulation) 1 = only old, 0 = only new
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103 .float track_blendrate;
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105 /// How prefire check is preformed
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106 .float firecheck_flags;
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107 /// Dont kill the world
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108 #define TFL_FIRECHECK_WORLD 2
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109 /// Dont kill the dead
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110 #define TFL_FIRECHECK_DEAD 4
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111 /// Range limits apply
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112 #define TFL_FIRECHECK_DISTANCES 8
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113 /// Line Of Sight needs to be clear
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114 #define TFL_FIRECHECK_LOS 16
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115 /// Consider distance inpactpoint<->aimspot
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116 #define TFL_FIRECHECK_AIMDIST 32
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117 /// Consider enemy origin<->impactpoint
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118 #define TFL_FIRECHECK_REALDIST 64
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119 /// Consider angular diff head<->aimspot
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120 #define TFL_FIRECHECK_ANGLEDIST 128
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121 /// (re)consider target.team<->self.team
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122 #define TFL_FIRECHECK_TEAMCECK 256
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123 /// Try to avoid friendly fire
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124 #define TFL_FIRECHECK_AFF 512
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125 /// Own .ammo needs to be >= then own .shot_dmg
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126 #define TFL_FIRECHECK_OWM_AMMO 1024
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127 /// Others ammo need to be < others .ammo_max
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128 #define TFL_FIRECHECK_OTHER_AMMO 2048
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129 /// Check own .attack_finished_single vs time
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130 #define TFL_FIRECHECK_REFIRE 4096
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131 /// Move the acctual target to aimspot before tracing impact (and back after)
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132 #define TFL_FIRECHECK_VERIFIED 8192
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133 /// Dont do any chekcs
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134 #define TFL_FIRECHECK_NO 16384
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136 /// How shooting is done
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137 .float shoot_flags;
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139 #define TFL_SHOOT_NO 64
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140 /// Fire in vollys (partial implementation through .shot_volly)
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141 #define TFL_SHOOT_VOLLY 2
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142 /// Always do a full volly, even if target is lost or dead. (not implemented)
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143 #define TFL_SHOOT_VOLLYALWAYS 4
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144 /// Loop though all valid tarters, and hit them.
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145 #define TFL_SHOOT_HITALLVALID 8
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146 /// Fiering makes unit loose target (after volly is done, if in volly mode)
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147 #define TFL_SHOOT_CLEARTARGET 16
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148 ///Custom shooting;
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149 #define TFL_SHOOT_CUSTOM 32
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151 /// Information aboute the units capabilities
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152 .float turrcaps_flags;
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153 /// No kown capabilities
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154 #define TFL_TURRCAPS_NONE 0
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155 /// Capable of sniping
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156 #define TFL_TURRCAPS_SNIPER 2
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157 /// Capable of splasdamage
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158 #define TFL_TURRCAPS_RADIUSDMG 4
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159 /// Has one or more cannons with zero shot traveltime
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160 #define TFL_TURRCAPS_HITSCAN 8
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161 /// More then one (type of) gun
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162 #define TFL_TURRCAPS_MULTIGUN 16
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163 /// Carries at least one guided weapon
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164 #define TFL_TURRCAPS_GUIDED 32
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165 /// At least one gun fiers slow projectiles
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166 #define TFL_TURRCAPS_SLOWPROJ 64
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167 /// At least one gun fiers medium speed projectiles
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168 #define TFL_TURRCAPS_MEDPROJ 128
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169 /// At least one gun fiers fast projectiles
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170 #define TFL_TURRCAPS_FASTPROJ 256
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171 /// At least one gun capable of damaging players
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172 #define TFL_TURRCAPS_PLAYERKILL 512
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173 /// At least one gun that can shoot town missiles
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174 #define TFL_TURRCAPS_MISSILEKILL 1024
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175 /// Has support capabilities. powerplants and sutch.
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176 #define TFL_TURRCAPS_SUPPORT 2048
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177 /// Proveides at least one type of ammmo
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178 #define TFL_TURRCAPS_AMMOSOURCE 4096
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179 /// Can recive targets from external sources
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180 #define TFL_TURRCAPS_RECIVETARGETS 8192
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181 /// Capable of self-transport
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182 #define TFL_TURRCAPS_MOVE 16384
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183 /// Will roam arround even if not chasing anyting
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184 #define TFL_TURRCAPS_ROAM 32768
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185 #define TFL_TURRCAPS_HEADATTACHED 65536
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187 /// Ammo types needed and/or provided
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189 /// Has and needs no ammo
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190 #define TFL_AMMO_NONE 64
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192 #define TFL_AMMO_ENERGY 2
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194 #define TFL_AMMO_BULLETS 4
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195 /// Uses explosives
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196 #define TFL_AMMO_ROCKETS 8
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197 /// Regenerates ammo on its own
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198 #define TFL_AMMO_RECHARGE 16
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199 /// Can recive ammo from others
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200 #define TFL_AMMO_RECIVE 32
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202 /// How incomming damage is handeld
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203 .float damage_flags;
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205 #define TFL_DMG_NO 256
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207 #define TFL_DMG_YES 2
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208 /// Can be damaged by teammates
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209 #define TFL_DMG_TAKEFROMTEAM 4
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210 /// Traget attackers
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211 #define TFL_DMG_RETALIATE 8
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212 /// Target attackers, even is on own team
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213 #define TFL_DMG_RETALIATEONTEAM 16
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214 /// Loses target when damaged
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215 #define TFL_DMG_TARGETLOSS 32
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216 /// Reciving damage trows off aim (pointless atm, aim gets recalculated to fast). not implemented.
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217 #define TFL_DMG_AIMSHAKE 64
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218 /// Reciving damage slaps the head arround
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219 #define TFL_DMG_HEADSHAKE 128
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220 /// Die and stay dead.
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221 #define TFL_DMG_DEATH_NORESPAWN 256
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222 /// Supress std turret gibs on death
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223 #define TFL_DMG_DEATH_NOGIBS 512
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226 /// Spawn in teambased modes
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227 #define TFL_SPAWN_TEAM 2
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228 /// Spawn in FFA modes
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229 #define TFL_SPAWN_FFA 4
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233 * Fields used by turrets
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235 /// Turrets internal ai speed
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238 /// Where to point the when no target
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241 /// Top part of turret
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244 /// Start/respawn health
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247 /// Defend this entity (or ratehr this entitys position)
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248 .entity tur_defend;
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253 // Aim from this point,
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254 //.vector tur_aimorg;
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256 /// and shoot from here. (could be non constant, think MLRS)
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257 .vector tur_shotorg;
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259 /// Aim at this spot
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260 .vector tur_aimpos;
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262 /// Predicted time the round will impact
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263 .float tur_impacttime;
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265 /// Predicted place the round will impact
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266 .vector tur_impactpoint;
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268 /// What entity the aimtrace hit, if any.
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269 .entity tur_impactent;
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271 /// Distance to enemy
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272 .float tur_dist_enemy;
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274 /// Distance to aimspot
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275 .float tur_dist_aimpos;
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277 /// Distance impact<->aim
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278 .float tur_dist_impact_to_aimpos;
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280 /// Decresment counter form .shot_volly to 0.
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281 .float volly_counter;
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284 * Projectile/missile. its up to the individual turret implementation to
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285 ** deal the damage, blow upp the missile or whatever.
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287 /// Track then refireing is possible
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288 //.float attack_finished; = attack_finished_single
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289 /// Shoot this often
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290 .float shot_refire;
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291 /// Shots travel this fast, when appliable
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294 .float shot_spread;
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295 /// Estimated (core) damage of projectiles. also reduce on ammo with this amount when fiering
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297 /// If radius dmg, this is how big that radius is.
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298 .float shot_radius;
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299 /// Max force exserted by round impact
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301 /// < 1 = shoot # times at target (if possible)
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303 /// Refire after a compleated volly.
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304 .float shot_volly_refire;
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306 /// Consider targets within this range
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307 .float target_range;
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308 /// Dont consider targets closer then
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309 .float target_range_min;
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310 /// Engage fire routine on targets within
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311 .float target_range_fire;
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312 /// Targets closer to this are prefered
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313 .float target_range_optimal;
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316 * The standard targetselection tries to select a target based on
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317 * range, angle offset, target type, "is old target"
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318 * Thise biases will allow score scaling to (dis)favor diffrent targets
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320 /// (dis)Favor best range this mutch
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321 .float target_select_rangebias;
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322 /// (dis)Favor targeting my old enemy this mutch
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323 .float target_select_samebias;
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324 /// (dis)Favor targeting the enemy closest to my guns current angle this mutch
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325 .float target_select_anglebias;
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326 /// (dis)Favor Missiles? (-1 to diable targeting compleatly)
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327 .float target_select_missilebias;
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328 /// (dis)Favot living players (-1 to diable targeting compleatly)
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329 .float target_select_playerbias;
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331 //.float target_select_fov;
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334 * Aim refers to real aiming, not gun pos (thats done by track)
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336 /// Maximum offset between impact and aim spot to fire
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337 .float aim_firetolerance_dist;
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338 // Maximum angular offset between head and aimspot to fire
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339 //.float aim_firetolerance_angle;
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340 /// How fast can i rotate/pitch (per second in stepmotor mode, base force in smooth modes)
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342 /// cant aim higher/lower then this
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343 .float aim_maxpitch;
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344 /// I cant rotate more then this
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347 // Ammo/power. keeping dmg and ammo on a one to one ratio is preferable (for rating)
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348 /// Staring & current ammo
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350 /// Regenerate this mutch ammo (per second)
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351 .float ammo_recharge;
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352 /// Max amount of ammo i can hold
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356 // Uncomment below to enable various debug output.
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357 //#define TURRET_DEBUG
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358 //#define TURRET_DEBUG_TARGETVALIDATE
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359 //#define TURRET_DEBUG_TARGETSELECT
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361 #ifdef TURRET_DEBUG
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362 .float tur_dbg_dmg_t_h; // Total dmg that hit something (can be more then tur_dbg_dmg_t_f since it should count radius dmg.
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363 .float tur_dbg_dmg_t_f; // Total damage spent
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364 .float tur_dbg_start; // When did i go online?
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365 .float tur_dbg_tmr1; // timer for random use
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366 .float tur_dbg_tmr2; // timer for random use
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367 .float tur_dbg_tmr3; // timer for random use
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368 .vector tur_dbg_rvec; // Random vector, mainly for coloruing stuff'
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373 void turret_think();
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374 /// Prefire checks and sutch
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375 void turret_fire();
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378 /// implements the actual fiering
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379 .void() turret_firefunc;
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380 /// prefire checks go here. return 1 to go bang, 0 not to.
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381 .float() turret_firecheckfunc;
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382 // Execure BEFORE main ai loop. return 0 to cancel any following proccessing.
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383 //.float() turret_prethink;
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384 /// Execure AFTER main AI loop
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385 .void() turret_postthink;
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388 .float(entity e_target,entity e_sender) turret_addtarget;
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390 //.float call_diehook;
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391 //.float call_respwnhook;
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392 .void() turret_diehook;
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393 .void() turret_respawnhook;
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396 #define TEH_THINK 2
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397 #define TEH_DAMAGE 4
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399 #define TEH_RESPAWN 16
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400 #define TEH_TRACK 32
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402 #define TEH_SELECT 128
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403 .float(float event_id) turret_eventhook;
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407 * Some turrets need other aimsystems then other.
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408 * This should return the place to aim at, not acctualy turn or
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411 * use turret_stdproc_aim* or Make your own.
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412 * Make sure you update tur_enemy_dist and tur_enemy_adist
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413 * with the apropriate info, if you do.
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417 // function used to aim, usualy turret_stdproc_aim_generic
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418 //.vector() turret_aim;
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421 * This is where the acctual turret turning should take place
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422 * Use turret_stdproc_track or make your own.
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423 wkacked to save mem.
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425 // Function used to turn and pitch the .tur_head usualy turret_stdproc_track
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426 //.void() turret_track;
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429 * Target selection, preferably but not nessesarely
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430 * return a normalized result.
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432 /// Function to use for target evaluation. usualy turret_stdproc_targetscore_generic
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433 .float(entity e_turret, entity e_target) turret_score_target;
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436 * Damage, death and respawn.
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438 //void turret_gibs_precash();
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439 // generalized so save mem (on fields)
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440 // Function to handle incomming damage. usualy turret_stdproc_damage
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441 //.void(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector vforce) turret_damagefunc;
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442 // Function to handle the event of death. usualy turret_stdproc_die
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443 //.void() turret_diefunc;
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444 // Function that handles rebirth. usualy turret_stdproc_respawn
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445 //.void() turret_spawnfunc;
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448 * Stuff to plug into requierd but unused callbacks.
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450 /// Always return 1
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451 float turret_stdproc_true();
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452 /// Always return 0
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453 float turret_stdproc_false();
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454 /// Always return nothing at all
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455 void turret_stdproc_nothing();
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460 // noting uses the following atm.
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461 // "closeer is beter" selection
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462 //float turret_stdproc_targetscore_close(entity e_turret, entity e_target);
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463 // "further is beter" selection
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464 //float turret_stdproc_targetscore_far(entity e_turret, entity e_target);
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465 // only target_range_optimal
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466 //float turret_stdproc_targetscore_optimal(entity e_turret, entity e_target);
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468 //float turret_stdproc_targetscore_defend(entity e_turret, entity e_target);
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469 /// Generic fairly smart bias-aware target selection.
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470 float turret_stdproc_targetscore_generic(entity e_turret, entity e_target);
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471 /// Experimental supportunits targetselector
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472 float turret_stdproc_targetscore_support(entity e_turret,entity e_target);
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477 /// Generic aimer guided by self.aim_flags
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478 vector turret_stdproc_aim_generic()
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479 // Straight line, current location
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480 //vector turret_stdproc_aim_simple()
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483 * Turret turning & pitch
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485 /// Tries to line up the turret head with the aimpos
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486 void turret_stdproc_track();
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488 /// Generic damage handeling. blows up the turret when health <= 0
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489 void turret_stdproc_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector vforce);
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490 /// Spawns a explotion, does some damage & trows bits arround.
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491 void turret_stdproc_die();
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492 /// reassembles the turret.
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493 void turret_stdproc_respawn();
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495 /// Evaluate target validity
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496 float turret_validate_target(entity e_turret,entity e_target,float validate_flags);
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497 /// Turret Head Angle Diff Vector. updated by a sucsessfull call to turret_validate_target
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499 /// Turret Angle Diff Vector. updated by a sucsessfull call to turret_validate_target
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501 /// Turret Head Angle Diff Float. updated by a sucsessfull call to turret_validate_target
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503 /// Turret Angle Diff Float. updated by a sucsessfull call to turret_validate_target
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505 /// Distance. updated by a sucsessfull call to turret_validate_target
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508 /// updates aim org, shot org, shot dir and enemy org for selected turret
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509 void turret_do_updates(entity e_turret);
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510 //.vector tur_aimorg_updated; // creates to much aim issues. using tur_shotorg_updated insted.
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511 //.vector tur_shotorg_updated; // DP8815 fixes gettaginfo, no longer needed.
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512 .vector tur_shotdir_updated;
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514 void turrets_precash();
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518 #endif // TTURRETS_ENABLED
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