// sounds and effects
///////////////////////
datablock EffectProfile(DeployableExplosionEffect)
{
   effectname = "explosions/explosion.xpl10";
   minDistance = 10;
   maxDistance = 50;
};

datablock AudioProfile(DeployablesExplosionSound)
{
   filename = "fx/explosions/deployables_explosion.wav";
   description = AudioExplosion3d;
   preload = true;
   effect = DeployableExplosionEffect;
};

//--------------------------------------------------------------------------
// Shockwave
//--------------------------------------------------------------------------
datablock ShockwaveData(TurretShockwave)
{
   width = 6.0;
   numSegments = 20;
   numVertSegments = 2;
   velocity = 8;
   acceleration = 20.0;
   lifetimeMS = 1500;
   height = 1.0;
   verticalCurve = 0.5;

   mapToTerrain = false;
   renderBottom = true;

   texture[0] = "special/shockwave4";
   texture[1] = "special/gradient";
   texWrap = 6.0;

   times[0] = 0.0;
   times[1] = 0.5;
   times[2] = 1.0;

   colors[0] = "0.8 0.8 0.8 1.00";
   colors[1] = "0.8 0.5 0.2 0.20";
   colors[2] = "1.0 0.5 0.5 0.0";
};

//--------------------------------------------------------------------------
// Explosion
//--------------------------------------------------------------------------
datablock ExplosionData(TurretExplosion)
{
   explosionShape = "effect_plasma_explosion.dts";
   soundProfile = ShapeExplosionSound;
   faceViewer = true;
   shockwave = TurretShockwave;
};

datablock ExplosionData(SmallTurretExplosion)
{
   soundProfile = DeployablesExplosionSound;
   faceViewer = true;

   explosionShape = "effect_plasma_explosion.dts";
   sizes[0] = "0.3 0.3 0.3";
   sizes[1] = "0.3 0.3 0.3";
   times[0] = 0;
   times[1] = 1;
};


//--------------------------------------------------------------------------
// Turret Debris
//--------------------------------------------------------------------------
datablock DebrisData( TurretDebris )
{
   explodeOnMaxBounce = false;

   elasticity = 0.20;
   friction = 0.5;

   lifetime = 17.0;
   lifetimeVariance = 0.0;

   minSpinSpeed = 60;
   maxSpinSpeed = 600;

   numBounces = 10;
   bounceVariance = 0;

   staticOnMaxBounce = true;

   useRadiusMass = true;
   baseRadius = 0.4;

   velocity = 9.0;
   velocityVariance = 4.5;
};             

datablock DebrisData( TurretDebrisSmall )
{
   explodeOnMaxBounce = false;

   elasticity = 0.20;
   friction = 0.5;

   lifetime = 17.0;
   lifetimeVariance = 0.0;

   minSpinSpeed = 60;
   maxSpinSpeed = 600;

   numBounces = 10;
   bounceVariance = 0;

   staticOnMaxBounce = true;

   useRadiusMass = true;
   baseRadius = 0.2;

   velocity = 5.0;
   velocityVariance = 2.5;
};             


//--------------------------------------------------------------------------
// Turret base class functionality.  Barrels are in scripts/weapons/*.cs
// 
// 
//--------------------------------------------------------------------------

function TurretData::create(%block)
{
   %obj = new Turret() {
      dataBlock = %block;
   };

   return %obj;
}

datablock SensorData(TurretBaseSensorObj)
{
   detects = true;
   detectsUsingLOS = true;
   detectsPassiveJammed = false;
   detectsActiveJammed = false;
   detectsCloaked = false;
   detectionPings = true;
   detectRadius = 450;
};


datablock TurretData(TurretBaseLarge) : TurretDamageProfile
{
   className      = TurretBase;
   catagory       = "Turrets";
   shapeFile      = "turret_base_large.dts";
   preload        = true;

   mass           = 1.0;  // Not really relevant

   maxDamage      = 2.25;
   destroyedLevel = 2.25;
   disabledLevel  = 1.35;
   explosion      = TurretExplosion;
	expDmgRadius = 15.0;
	expDamage = 0.66;
	expImpulse = 2000.0;
   repairRate     = 0;
   emap = true;
   
   thetaMin = 15;
   thetaMax = 140;

   isShielded           = true;
   energyPerDamagePoint = 50;
   maxEnergy = 150;
   rechargeRate = 0.31;
   humSound = SensorHumSound;
   pausePowerThread = true;

   canControl = true;
   cmdCategory = "Tactical";
   cmdIcon = CMDTurretIcon;
   cmdMiniIconName = "commander/MiniIcons/com_turretbase_grey";
   targetNameTag = 'Base';
   targetTypeTag = 'Turret';
   sensorData = TurretBaseSensorObj;
   sensorRadius = TurretBaseSensorObj.detectRadius;
   sensorColor = "0 212 45";

   firstPersonOnly = true;

   debrisShapeName = "debris_generic.dts";
   debris = TurretDebris;
};

function TurretData::onGainPowerEnabled(%data, %obj)
{
   Parent::onGainPowerEnabled(%data, %obj);
   setTargetSensorData(%obj.target, %data.sensorData);
}

function TurretData::onLosePowerDisabled(%data, %obj)
{
   // Must kick players out of turret

   Parent::onLosePowerDisabled(%data, %obj);
   %obj.clearTarget();
   setTargetSensorData(%obj.target, 0);
}

function TurretData::selectTarget(%this, %turret)
{
   %turretTarg = %turret.getTarget();

   if(%turretTarg == -1)
      return;

   // if the turret isn't on a team, don't fire at anyone
   if(getTargetSensorGroup(%turretTarg) == 0)
   {
      %turret.clearTarget();
      return;
   }

   // stop firing if turret is disabled or if it needs power and isn't powered
   if((!%turret.isPowered()) && (!%turret.needsNoPower))
   {
      %turret.clearTarget();
      return;
   }

   %TargetSearchMask = $TypeMasks::PlayerObjectType | $TypeMasks::VehicleObjectType;

   InitContainerRadiusSearch(%turret.getMuzzlePoint(0),
                             %turret.getMountedImage(0).attackRadius,
                             %TargetSearchMask);

   while ((%potentialTarget = ContainerSearchNext()) != 0)
   {
      %potTargTarg = %potentialTarget.getTarget();
      if (%turret.isValidTarget(%potentialTarget) && (getTargetSensorGroup(%turretTarg) != getTargetSensorGroup(%potTargTarg)))
      {
         %turret.setTargetObject(%potentialTarget);
         return;
      }
   }
}

function TurretData::replaceCallback(%this, %turret, %engineer)
{
   // This is a valid replacement.  First, let's see if the engineer
   //  still has the correct pack in place...
   if (%engineer.getMountedImage($BackPackSlot) != 0)
   {
      %barrel = %engineer.getMountedImage($BackPackSlot).turretBarrel;
      if (%barrel !$= "")
      {
         // if there was a barrel there before, get rid of it
         %turret.unmountImage(0);
         // remove the turret barrel pack
         %engineer.setInventory(%engineer.getMountedImage($BackPackSlot).item, 0);
         // mount new barrel on base
         %turret.mountImage(%barrel, 0, false);
         
         // ------------------------------------------
         // z0dd - ZOD, 4/20/02. modular MPB turret
         %turname = %turret.getDatablock().getName();
         if(%turname $= "MobileTurretBase")
         {
            %turret.getObjectMount().barrel = %barrel;
         }
         // ------------------------------------------

         // ------------------------------------------
         // Cantspel modular deployed turret
         %turname = %turret.getDatablock().getName();
         if(%turname $= "TurretDeployedBase")
         {
            %turret.getObjectMount().barrel = %barrel;
         }
         // ------------------------------------------
      }
      else
      {
         // Player doesn't have the correct pack on...
      }
   }
   else
   {
      // Player doesn't have any pack on...
   }
}

function TurretData::onDestroyed(%this, %turret, %prevState)
{
   if( isObject( %turret.lastProjectile ) )
      %turret.lastProjectile.delete();
         
   Parent::onDestroyed(%this, %turret, %prevState);
}

function checkTurretMount(%data, %obj, %slot)
{
   // search for a turret base in player's LOS
   %eyeVec = VectorNormalize(%obj.getEyeVector());
   %srchRange = VectorScale(%eyeVec, 5.0); // look 5m for a turret base
   %plTm = %obj.getEyeTransform();
   %plyrLoc = firstWord(%plTm) @ " " @ getWord(%plTm, 1) @ " " @ getWord(%plTm, 2);
   %srchEnd = VectorAdd(%plyrLoc, %srchRange);
   %potTurret = ContainerRayCast(%obj.getEyeTransform(), %srchEnd, $TypeMasks::TurretObjectType);
   if(%potTurret != 0)
   {
      %otherMountObj = "foo";

      %name = %potTurret.getDatablock().getName(); // z0dd - ZOD, 4/20/02. modular MPB turret
      if(%name $= "TurretBaseLarge" || %name $= "MobileTurretBase" || %name $= "TurretDeployedBase" || %name $= %otherMountObj) // z0dd - ZOD, 4/20/02. modular MPB turret
      {
         // found a turret base, what team is it on?
         if(%potTurret.team == %obj.client.team)
         {
            if(%potTurret.getDamageState() !$= "Enabled")
	    {
               // the base is destroyed
               messageClient(%obj.client, 'MsgBaseDestroyed', "\c2Turret is disabled, cannot mount barrel."); // z0dd - ZOD, 4/20/02. modular MPB turret
               %obj.setImageTrigger($BackpackSlot, false);
            }
            else
            {
               // it's a functional turret base on our team! stick the barrel on it
               messageClient(%obj.client, 'MsgTurretMount', "\c2Mounting barrel pack on turret."); // z0dd - ZOD, 4/20/02. modular MPB turret
               serverPlay3D(TurretPackActivateSound, %potTurret.getTransform());
               %potTurret.initiateBarrelSwap(%obj);
            }
         }
         else
         {
            // whoops, wrong team
            messageClient(%obj.client, 'MsgTryEnemyTurretMount', "\c2Cannot mount a barrel on an enemy turret base!");
            %obj.setImageTrigger($BackpackSlot, false);
         }
      }
      else
      {
         // tried to mount barrel on some other turret type
         messageClient(%obj.client, 'MsgNotTurretBase', "\c2Can only mount a barrel on a turret base.");
         %obj.setImageTrigger($BackpackSlot, false);
      }
   }
   else
   {
      // I don't see any turret
      messageClient(%obj.client, 'MsgNoTurretBase', "\c2No turret within range.");
      %obj.setImageTrigger($BackpackSlot, false);
   }
}

//-------------------------------------- Load Barrel Images
//
exec("scripts/turrets/mortarBarrelLarge.cs");
exec("scripts/turrets/aaBarrelLarge.cs");
exec("scripts/turrets/missileBarrelLarge.cs");
exec("scripts/turrets/plasmaBarrelLarge.cs");
exec("scripts/turrets/ELFBarrelLarge.cs");
exec("scripts/turrets/outdoorDeployableBarrel.cs");
exec("scripts/turrets/indoorDeployableBarrel.cs");
exec("scripts/turrets/sentryTurret.cs");
