moved common gun crap into ent/tpl_gun.lua

This commit is contained in:
Ben Russell (300178622) 2013-07-03 11:54:59 +12:00
parent 8ec8bce16c
commit 3ee920d521
5 changed files with 246 additions and 399 deletions

View File

@ -182,6 +182,7 @@ WPN_LEERIFLE = 2
weapon_models = {}
tpl_gun = loadfile(DIR_PKG_ROOT.."/ent/tpl_gun.lua")()
weapons = {
[WPN_RIFLE] = loadfile(DIR_PKG_ROOT.."/ent/gun_rifle.lua")(),
[WPN_LEERIFLE] = loadfile(DIR_PKG_ROOT.."/ent/gun_leerifle.lua")(),

View File

@ -20,9 +20,7 @@ if client then
end
return function (plr)
local this = {} this.this = this
this.cfg = {
local this = tpl_gun(plr, {
dmg = {
head = 100,
body = 100,
@ -36,199 +34,31 @@ return function (plr)
recoil_x = 0.001,
recoil_y = -0.2,
model = weapon_models[WPN_LEERIFLE],
name = "Lee-Enfield Rifle"
}
function this.restock()
this.ammo_clip = this.cfg.ammo_clip
this.ammo_reserve = this.cfg.ammo_reserve
end
function this.reset()
this.t_fire = nil
this.t_reload = nil
this.reloading = false
this.restock()
end
name = "Lee-Enfield Rifle",
})
this.reset()
local function prv_fire(sec_current)
local xlen, ylen, zlen
xlen, ylen, zlen = common.map_get_dims()
if client then
tracer_add(plr.x,plr.y,plr.z,
plr.angy,plr.angx)
client.wav_play_global(wav_rifle_shot, plr.x, plr.y, plr.z)
particles_add(new_particle{
x = plr.x,
y = plr.y,
z = plr.z,
vx = math.sin(plr.angy - math.pi / 4) / 2 + math.random() * 0.25,
vy = 0.1 + math.random() * 0.25,
vz = math.cos(plr.angy - math.pi / 4) / 2 + math.random() * 0.25,
r = 250,
g = 215,
b = 0,
size = 8,
lifetime = 5
})
end
local sya = math.sin(plr.angy)
local cya = math.cos(plr.angy)
local sxa = math.sin(plr.angx)
local cxa = math.cos(plr.angx)
local fwx,fwy,fwz
fwx,fwy,fwz = sya*cxa, sxa, cya*cxa
-- perform a trace
local d,cx1,cy1,cz1,cx2,cy2,cz2
d,cx1,cy1,cz1,cx2,cy2,cz2
= trace_map_ray_dist(plr.x+sya*0.4,plr.y,plr.z+cya*0.4, fwx,fwy,fwz, 127.5)
d = d or 127.5
-- see if there's anyone we can kill
local hurt_idx = nil
local hurt_part = nil
local hurt_part_idx = 0
local hurt_dist = d*d
local i,j
for i=1,players.max do
local p = players[i]
if p and p ~= plr and p.alive then
local dx = p.x-plr.x
local dy = p.y-plr.y+0.1
local dz = p.z-plr.z
for j=1,3 do
local dot, dd = isect_line_sphere_delta(dx,dy,dz,fwx,fwy,fwz)
if dot and dot < 0.55 and dd < hurt_dist then
hurt_idx = i
hurt_dist = dd
hurt_part_idx = j
hurt_part = ({"head","body","legs"})[j]
break
end
dy = dy + 1.0
end
end
end
if hurt_idx then
if server then
players[hurt_idx].gun_damage(
hurt_part, this.cfg.dmg[hurt_part], plr)
else
net_send(nil, common.net_pack("BBB"
, PKT_PLR_GUN_HIT, hurt_idx, hurt_part_idx))
plr.show_hit()
end
else
if client then
net_send(nil, common.net_pack("BBB"
, PKT_PLR_GUN_HIT, 0, 0))
end
if cx2 and cy2 <= ylen-3 and cx2 >= 0 and cx2 < xlen and cz2 >= 0 and cz2 < zlen then
net_send(nil, common.net_pack("BHHHH", PKT_BLK_DAMAGE, cx2, cy2, cz2, MODE_BLOCK_DAMAGE_RIFLE * 10))
end
end
-- apply recoil
-- attempting to emulate classic behaviour provided i have it right
plr.recoil(sec_current, this.cfg.recoil_y, this.cfg.recoil_x)
local s_prv_fire = this.prv_fire
function this.prv_fire(...)
local ret = s_prv_fire(...)
plr.zooming = false
return ret
end
function this.reload()
if this.ammo_clip ~= this.cfg.ammo_clip then
if this.ammo_reserve ~= 0 then
if not this.reloading then
this.reloading = true
client.wav_play_global(wav_rifle_reload, plr.x, plr.y, plr.z)
net_send(nil, common.net_pack("BB", PKT_PLR_GUN_RELOAD, 0))
plr.zooming = false
this.t_reload = nil
end end end
end
function this.click(button, state)
if button == 1 then
-- LMB
if this.ammo_clip > 0 then
this.firing = state
else
this.firing = false
client.wav_play_global(wav_pin, plr.x, plr.y, plr.z)
plr.reload_msg.visible = true
plr.reload_msg.static_alarm{name='reloadviz',
time=0.5, on_trigger=function() plr.reload_msg.visible = false end}
end
elseif button == 3 then
-- RMB
if hold_to_zoom then
plr.zooming = state
else
if state and not this.reloading then
plr.zooming = not plr.zooming
end
end
end
end
function this.get_model()
return weapon_models[WPN_LEERIFLE]
end
function this.render(px, py, pz, ya, xa, ya2)
client.model_render_bone_global(this.get_model(), 0,
px, py, pz, ya, xa, ya2, 3)
end
function this.tick(sec_current, sec_delta)
if this.reloading then
if not this.t_reload then
this.t_reload = sec_current + this.cfg.time_reload
end
if sec_current >= this.t_reload then
local adelta = this.cfg.ammo_clip - this.ammo_clip
if adelta > this.ammo_reserve then
adelta = this.ammo_reserve
end
this.ammo_reserve = this.ammo_reserve - adelta
this.ammo_clip = this.ammo_clip + adelta
this.t_reload = nil
this.reloading = false
plr.arm_rest_right = 0
end
elseif this.firing and this.ammo_clip == 0 then
this.firing = false
elseif this.firing and ((not this.t_fire) or sec_current >= this.t_fire) then
prv_fire(sec_current)
this.t_fire = this.t_fire or sec_current
this.t_fire = this.t_fire + this.cfg.time_fire
if this.t_fire < sec_current then
this.t_fire = sec_current
end
this.ammo_clip = this.ammo_clip - 1
-- TODO: poll: do we want to require a new click per shot?
-- nope - rakiru
end
if this.t_fire and this.t_fire < sec_current then
this.t_fire = nil
local s_tick = this.tick
function this.tick(sec_current, sec_delta, ...)
local ret = s_tick(sec_current, sec_delta, ...)
if plr.tool == TOOL_GUN then
local swayamt = 0.0002
if plr.crouching then swayamt = swayamt * 0.5 end
plr.angx = plr.angx + math.sin(sec_current * 2) * swayamt
plr.angy = plr.angy + math.sin(sec_current * 2.5) * swayamt
end
return ret
end
return this

View File

@ -20,9 +20,7 @@ if client then
end
return function (plr)
local this = {} this.this = this
this.cfg = {
local this = tpl_gun(plr, {
dmg = {
head = 100,
body = 49,
@ -36,206 +34,11 @@ return function (plr)
recoil_x = 0.0001,
recoil_y = -0.05,
model = weapon_models[WPN_RIFLE],
name = "Rifle"
}
function this.restock()
this.ammo_clip = this.cfg.ammo_clip
this.ammo_reserve = this.cfg.ammo_reserve
end
function this.reset()
this.t_fire = nil
this.t_reload = nil
this.reloading = false
this.restock()
end
this.reset()
local function prv_fire(sec_current)
local xlen, ylen, zlen
xlen, ylen, zlen = common.map_get_dims()
if client then
tracer_add(plr.x,plr.y,plr.z,
plr.angy,plr.angx)
client.wav_play_global(wav_rifle_shot, plr.x, plr.y, plr.z)
particles_add(new_particle{
x = plr.x,
y = plr.y,
z = plr.z,
vx = math.sin(plr.angy - math.pi / 4) / 2 + math.random() * 0.25,
vy = 0.1 + math.random() * 0.25,
vz = math.cos(plr.angy - math.pi / 4) / 2 + math.random() * 0.25,
r = 250,
g = 215,
b = 0,
size = 8,
lifetime = 5
})
end
local sya = math.sin(plr.angy)
local cya = math.cos(plr.angy)
local sxa = math.sin(plr.angx)
local cxa = math.cos(plr.angx)
local fwx,fwy,fwz
fwx,fwy,fwz = sya*cxa, sxa, cya*cxa
-- perform a trace
local d,cx1,cy1,cz1,cx2,cy2,cz2
d,cx1,cy1,cz1,cx2,cy2,cz2
= trace_map_ray_dist(plr.x+sya*0.4,plr.y,plr.z+cya*0.4, fwx,fwy,fwz, 127.5)
d = d or 127.5
-- see if there's anyone we can kill
local hurt_idx = nil
local hurt_part = nil
local hurt_part_idx = 0
local hurt_dist = d*d
local i,j
for i=1,players.max do
local p = players[i]
if p and p ~= plr and p.alive then
local dx = p.x-plr.x
local dy = p.y-plr.y+0.1
local dz = p.z-plr.z
for j=1,3 do
local dot, dd = isect_line_sphere_delta(dx,dy,dz,fwx,fwy,fwz)
if dot and dot < 0.55 and dd < hurt_dist then
hurt_idx = i
hurt_dist = dd
hurt_part_idx = j
hurt_part = ({"head","body","legs"})[j]
break
end
dy = dy + 1.0
end
end
end
if hurt_idx then
if server then
players[hurt_idx].gun_damage(
hurt_part, this.cfg.dmg[hurt_part], plr)
else
net_send(nil, common.net_pack("BBB"
, PKT_PLR_GUN_HIT, hurt_idx, hurt_part_idx))
plr.show_hit()
end
else
if client then
net_send(nil, common.net_pack("BBB"
, PKT_PLR_GUN_HIT, 0, 0))
end
if cx2 and cy2 <= ylen-3 and cx2 >= 0 and cx2 < xlen and cz2 >= 0 and cz2 < zlen then
net_send(nil, common.net_pack("BHHHH", PKT_BLK_DAMAGE, cx2, cy2, cz2, MODE_BLOCK_DAMAGE_RIFLE))
end
end
-- apply recoil
-- attempting to emulate classic behaviour provided i have it right
plr.recoil(sec_current, this.cfg.recoil_y, this.cfg.recoil_x)
end
function this.reload()
if this.ammo_clip ~= this.cfg.ammo_clip then
if this.ammo_reserve ~= 0 then
if not this.reloading then
this.reloading = true
client.wav_play_global(wav_rifle_reload, plr.x, plr.y, plr.z)
net_send(nil, common.net_pack("BB", PKT_PLR_GUN_RELOAD, 0))
plr.zooming = false
this.t_reload = nil
end end end
end
function this.click(button, state)
if button == 1 then
-- LMB
if this.ammo_clip > 0 then
this.firing = state
else
this.firing = false
client.wav_play_global(wav_pin, plr.x, plr.y, plr.z)
plr.reload_msg.visible = true
plr.reload_msg.static_alarm{name='reloadviz',
time=0.5, on_trigger=function() plr.reload_msg.visible = false end}
end
elseif button == 3 then
-- RMB
if hold_to_zoom then
plr.zooming = state and not this.reloading
else
if state and not this.reloading then
plr.zooming = not plr.zooming
end
end
end
end
function this.get_model()
return weapon_models[WPN_RIFLE]
end
function this.render(px, py, pz, ya, xa, ya2)
client.model_render_bone_global(this.get_model(), 0,
px, py, pz, ya, xa, ya2, 3)
end
function this.tick(sec_current, sec_delta)
if this.reloading then
if not this.t_reload then
this.t_reload = sec_current + this.cfg.time_reload
end
if sec_current >= this.t_reload then
local adelta = this.cfg.ammo_clip - this.ammo_clip
if adelta > this.ammo_reserve then
adelta = this.ammo_reserve
end
this.ammo_reserve = this.ammo_reserve - adelta
this.ammo_clip = this.ammo_clip + adelta
this.t_reload = nil
this.reloading = false
plr.arm_rest_right = 0
else
local tremain = this.t_reload - sec_current
local telapsed = this.cfg.time_reload - tremain
local roffs = math.min(tremain,telapsed)
roffs = math.min(roffs,0.3)/0.3
plr.arm_rest_right = roffs
end
elseif this.firing and this.ammo_clip == 0 then
this.firing = false
elseif this.firing and ((not this.t_fire) or sec_current >= this.t_fire) then
prv_fire(sec_current)
this.t_fire = this.t_fire or sec_current
this.t_fire = this.t_fire + this.cfg.time_fire
if this.t_fire < sec_current then
this.t_fire = sec_current
end
this.ammo_clip = this.ammo_clip - 1
-- TODO: poll: do we want to require a new click per shot?
-- nope - rakiru
end
if this.t_fire and this.t_fire < sec_current then
this.t_fire = nil
end
end
name = "Rifle",
})
return this
end

222
pkg/base/ent/tpl_gun.lua Normal file
View File

@ -0,0 +1,222 @@
--[[
This file is part of Ice Lua Components.
Ice Lua Components is free software: you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Ice Lua Components is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License
along with Ice Lua Components. If not, see <http://www.gnu.org/licenses/>.
]]
return function (plr, cfg)
local this = {} this.this = this
this.cfg = cfg
function this.restock()
this.ammo_clip = this.cfg.ammo_clip
this.ammo_reserve = this.cfg.ammo_reserve
end
function this.reset()
this.t_fire = nil
this.t_reload = nil
this.reloading = false
this.restock()
end
this.reset()
function this.prv_fire(sec_current)
local xlen, ylen, zlen
xlen, ylen, zlen = common.map_get_dims()
if client then
tracer_add(plr.x,plr.y,plr.z,
plr.angy,plr.angx)
client.wav_play_global(wav_rifle_shot, plr.x, plr.y, plr.z)
particles_add(new_particle{
x = plr.x,
y = plr.y,
z = plr.z,
vx = math.sin(plr.angy - math.pi / 4) / 2 + math.random() * 0.25,
vy = 0.1 + math.random() * 0.25,
vz = math.cos(plr.angy - math.pi / 4) / 2 + math.random() * 0.25,
r = 250,
g = 215,
b = 0,
size = 8,
lifetime = 5
})
end
local sya = math.sin(plr.angy)
local cya = math.cos(plr.angy)
local sxa = math.sin(plr.angx)
local cxa = math.cos(plr.angx)
local fwx,fwy,fwz
fwx,fwy,fwz = sya*cxa, sxa, cya*cxa
-- perform a trace
local d,cx1,cy1,cz1,cx2,cy2,cz2
d,cx1,cy1,cz1,cx2,cy2,cz2
= trace_map_ray_dist(plr.x+sya*0.4,plr.y,plr.z+cya*0.4, fwx,fwy,fwz, 127.5)
d = d or 127.5
-- see if there's anyone we can kill
local hurt_idx = nil
local hurt_part = nil
local hurt_part_idx = 0
local hurt_dist = d*d
local i,j
for i=1,players.max do
local p = players[i]
if p and p ~= plr and p.alive then
local dx = p.x-plr.x
local dy = p.y-plr.y+0.1
local dz = p.z-plr.z
for j=1,3 do
local dot, dd = isect_line_sphere_delta(dx,dy,dz,fwx,fwy,fwz)
if dot and dot < 0.55 and dd < hurt_dist then
hurt_idx = i
hurt_dist = dd
hurt_part_idx = j
hurt_part = ({"head","body","legs"})[j]
break
end
dy = dy + 1.0
end
end
end
if hurt_idx then
if server then
players[hurt_idx].gun_damage(
hurt_part, this.cfg.dmg[hurt_part], plr)
else
net_send(nil, common.net_pack("BBB"
, PKT_PLR_GUN_HIT, hurt_idx, hurt_part_idx))
plr.show_hit()
end
else
if client then
net_send(nil, common.net_pack("BBB"
, PKT_PLR_GUN_HIT, 0, 0))
end
if cx2 and cy2 <= ylen-3 and cx2 >= 0 and cx2 < xlen and cz2 >= 0 and cz2 < zlen then
net_send(nil, common.net_pack("BHHHH", PKT_BLK_DAMAGE, cx2, cy2, cz2, MODE_BLOCK_DAMAGE_RIFLE))
end
end
-- apply recoil
-- attempting to emulate classic behaviour provided i have it right
plr.recoil(sec_current, this.cfg.recoil_y, this.cfg.recoil_x)
end
function this.reload()
if this.ammo_clip ~= this.cfg.ammo_clip then
if this.ammo_reserve ~= 0 then
if not this.reloading then
this.reloading = true
client.wav_play_global(wav_rifle_reload, plr.x, plr.y, plr.z)
net_send(nil, common.net_pack("BB", PKT_PLR_GUN_RELOAD, 0))
plr.zooming = false
this.t_reload = nil
end end end
end
function this.click(button, state)
if button == 1 then
-- LMB
if this.ammo_clip > 0 then
this.firing = state
else
this.firing = false
client.wav_play_global(wav_pin, plr.x, plr.y, plr.z)
plr.reload_msg.visible = true
plr.reload_msg.static_alarm{name='reloadviz',
time=0.5, on_trigger=function() plr.reload_msg.visible = false end}
end
elseif button == 3 then
-- RMB
if hold_to_zoom then
plr.zooming = state and not this.reloading
else
if state and not this.reloading then
plr.zooming = not plr.zooming
end
end
end
end
function this.get_model()
return this.cfg.model
end
function this.render(px, py, pz, ya, xa, ya2)
client.model_render_bone_global(this.get_model(), 0,
px, py, pz, ya, xa, ya2, 3)
end
function this.tick(sec_current, sec_delta)
if this.reloading then
if not this.t_reload then
this.t_reload = sec_current + this.cfg.time_reload
end
if sec_current >= this.t_reload then
local adelta = this.cfg.ammo_clip - this.ammo_clip
if adelta > this.ammo_reserve then
adelta = this.ammo_reserve
end
this.ammo_reserve = this.ammo_reserve - adelta
this.ammo_clip = this.ammo_clip + adelta
this.t_reload = nil
this.reloading = false
plr.arm_rest_right = 0
else
local tremain = this.t_reload - sec_current
local telapsed = this.cfg.time_reload - tremain
local roffs = math.min(tremain,telapsed)
roffs = math.min(roffs,0.3)/0.3
plr.arm_rest_right = roffs
end
elseif this.firing and this.ammo_clip == 0 then
this.firing = false
elseif this.firing and ((not this.t_fire) or sec_current >= this.t_fire) then
this.prv_fire(sec_current)
this.t_fire = this.t_fire or sec_current
this.t_fire = this.t_fire + this.cfg.time_fire
if this.t_fire < sec_current then
this.t_fire = sec_current
end
this.ammo_clip = this.ammo_clip - 1
-- TODO: poll: do we want to require a new click per shot?
-- nope - rakiru
end
if this.t_fire and this.t_fire < sec_current then
this.t_fire = nil
end
end
return this
end

View File

@ -688,15 +688,6 @@ function new_player(settings)
if this.wpn.reloading then
this.reload_msg.visible = false
end
if this.zooming and this.weapon == WPN_LEERIFLE then
if this.crouching then
this.angx = this.angx + math.sin(sec_current * 2) * 0.0001
this.angy = this.angy + math.sin(sec_current * 2.5) * 0.0001
else
this.angx = this.angx + math.sin(sec_current * 2) * 0.0002
this.angy = this.angy + math.sin(sec_current * 2.5) * 0.0002
end
end
end
-- calc X delta angle