committing for Dany0, added team-based guns

This commit is contained in:
BR 2013-01-27 14:22:20 -08:00
parent 1e13444f40
commit 7f166d5eae
3 changed files with 210 additions and 1 deletions

View File

@ -408,6 +408,7 @@ mdl_Xcube_bone = client.model_bone_find(mdl_cube, "bnXcube")
mdl_spade, mdl_spade_bone = client.model_load_pmf("pkg/base/pmf/spade.pmf"), 0
mdl_block, mdl_block_bone = client.model_load_pmf("pkg/base/pmf/block.pmf"), 0
weapon_models[WPN_RIFLE] = client.model_load_pmf("pkg/base/pmf/rifle.pmf")
weapon_models[WPN_LEERIFLE] = client.model_load_pmf("pkg/base/pmf/leerifle.pmf")
mdl_nade, mdl_nade_bone = client.model_load_pmf("pkg/base/pmf/nade.pmf"), 0
mdl_tent, mdl_tent_bone = client.model_load_pmf("pkg/base/pmf/tent.pmf"), 0

View File

@ -74,6 +74,8 @@ MODE_NADE_BDAMP = 1.0
MODE_NADE_RANGE = 8.0
MODE_NADE_DAMAGE = 500.0
MODE_TEAM_GUNS = true
MODE_MINIMAP_RCIRC = false
MODE_ENABLE_MINIMAP = true
MODE_MAP_TRACERS = false -- TODO!
@ -138,6 +140,7 @@ end
-- weapons
WPN_RIFLE = 1
WPN_LEERIFLE = 2
weapon_models = {}
@ -346,12 +349,212 @@ weapons = {
end
end
return this
end,
[WPN_LEERIFLE] = function (plr)
local this = {} this.this = this
this.cfg = {
dmg = {
head = 100,
body = 67,
legs = 49,
},
ammo_clip = 1,
ammo_reserve = 25,
time_fire = 1,
time_reload = 2.5,
recoil_x = 0.00001,
recoil_y = -0.5,
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
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)
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 dd = dx*dx+dy*dy+dz*dz
local dotk = dx*fwx+dy*fwy+dz*fwz
local dot = math.sqrt(dd-dotk*dotk)
if 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
common.net_send(nil, common.net_pack("BBB"
, 0x13, hurt_idx, hurt_part_idx))
plr.show_hit()
end
else
if client then
common.net_send(nil, common.net_pack("BBB"
, 0x13, 0, 0))
end
if cx2 and cy2 <= ylen-3 then
bhealth_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)
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)
common.net_send(nil, common.net_pack("BB", 0x1D, 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
-- TODO: play sound
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.draw(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
end
end
return this
end,
}
weapons_enabled = {}
weapons_enabled[WPN_RIFLE] = true
weapons_enabled[WPN_LEERIFLE] = true
-- teams
TEAM_INTEL_LIMIT = 10

View File

@ -38,13 +38,18 @@ function slot_add(sockfd, tidx, wpn, name)
-- TODO: actually balance this properly!
tidx = (i-1) % 2
end
if MODE_TEAM_GUNS then
_wpn = tidx + 1
else
_wpn = WPN_RIFLE
end
players[i] = new_player({
name = name,
--[[squad = squads[(i-1) % 2][
(math.floor((i-1)/2) % 4)+1],]]
squad = nil,
team = tidx, -- 0 == blue, 1 == green
weapon = WPN_RIFLE,
weapon = _wpn,
pid = i,
})
return i