Enhanced block building

Much easier to build bridges, bases etc. now. Especially under fire.
This commit is contained in:
Dany0 2013-01-21 21:23:42 +01:00
parent d4f68b6f92
commit a0dd8ea25a
8 changed files with 1310 additions and 1272 deletions

View File

@ -392,6 +392,8 @@ mdl_test = client.model_load_pmf("pkg/base/pmf/test.pmf")
mdl_test_bone = client.model_bone_find(mdl_test, "test")
mdl_cube = client.model_load_pmf("pkg/base/pmf/cube.pmf")
mdl_cube_bone = client.model_bone_find(mdl_cube, "bncube")
mdl_Xcube = client.model_load_pmf("pkg/base/pmf/Xcube.pmf")
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")

View File

@ -1,434 +1,435 @@
--[[
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/>.
]]
print("base dir:",common.base_dir)
dofile("pkg/base/version.lua")
-- base dir stuff
DIR_PKG_ROOT = DIR_PKG_ROOT or "pkg/base"
DIR_PKG_LIB = DIR_PKG_LIB or DIR_PKG_ROOT
DIR_PKG_PMF = DIR_PKG_PMF or DIR_PKG_ROOT.."/pmf"
DIR_PKG_GFX = DIR_PKG_GFX or DIR_PKG_ROOT.."/gfx"
DIR_PKG_WAV = DIR_PKG_WAV or DIR_PKG_ROOT.."/wav"
DIR_PKG_MAP = DIR_PKG_MAP or "pkg/maps"
MAP_DEFAULT = MAP_DEFAULT or DIR_PKG_MAP.."/mesa.vxl"
LIB_LIST = LIB_LIST or {
DIR_PKG_LIB.."/icegui/widgets.lua",
DIR_PKG_LIB.."/lib_bits.lua",
DIR_PKG_LIB.."/lib_collect.lua",
DIR_PKG_LIB.."/lib_gui.lua",
DIR_PKG_LIB.."/lib_map.lua",
DIR_PKG_LIB.."/lib_namegen.lua",
DIR_PKG_LIB.."/lib_pmf.lua",
DIR_PKG_LIB.."/lib_sdlkey.lua",
DIR_PKG_LIB.."/lib_util.lua",
DIR_PKG_LIB.."/lib_vector.lua",
DIR_PKG_LIB.."/obj_player.lua",
DIR_PKG_LIB.."/obj_intent.lua",
DIR_PKG_LIB.."/obj_nade.lua",
}
-- load libs
local i
for i=1,#LIB_LIST do
local asdf_qwerty = i
i = nil
dofile(LIB_LIST[asdf_qwerty])
i = asdf_qwerty
end
i = nil
-- mode stuff
MODE_DEBUG_SHOWBOXES = false
MODE_CHEAT_FLY = false
MODE_AUTOCLIMB = true
MODE_AIRJUMP = false
MODE_SOFTCROUCH = true
MODE_NADE_SPEED = 30.0
MODE_NADE_STEP = 0.1
MODE_NADE_FUSE = 3.0
MODE_NADE_ADAMP = 0.5
MODE_NADE_BDAMP = 1.0
MODE_NADE_RANGE = 8.0
MODE_NADE_DAMAGE = 500.0
MODE_MINIMAP_RCIRC = false
MODE_ENABLE_MINIMAP = true
MODE_MAP_TRACERS = false -- TODO!
MODE_TILT_SLOWDOWN = false -- TODO!
MODE_TILT_DOWN_NOCLIMB = false -- TODO!
MODE_DRUNKCAM_VELOCITY = false -- keep this off unless you want to throw up
MODE_DRUNKCAM_LOCALTURN = true -- this is the one you're looking for.
MODE_DRUNKCAM_CORRECTSPEED = 10.0
MODE_DELAY_SPADE_DIG = 1.0
MODE_DELAY_SPADE_HIT = 0.25
MODE_DELAY_BLOCK_BUILD = 0.5
MODE_DELAY_TOOL_CHANGE = 0.2
MODE_DELAY_NADE_THROW = 0.5
MODE_BLOCK_HEALTH = 100
MODE_BLOCK_DAMAGE_SPADE = 34
MODE_BLOCK_DAMAGE_RIFLE = 34
MODE_BLOCK_REGEN_TIME = 15.0
MODE_RCIRC_LINGER = 60.0
MODE_RESPAWN_TIME = 8.0
MODE_CHAT_LINGER = 15.0
MODE_CHAT_MAX = 10
MODE_CHAT_STRMAX = 102
-- scoring
SCORE_INTEL = 10
SCORE_KILL = 1
SCORE_TEAMKILL = -1
SCORE_SUICIDE = -1
-- tools
TOOL_SPADE = 0
TOOL_BLOCK = 1
TOOL_GUN = 2
TOOL_NADE = 3
-- sounds
if client then
client.wav_cube_size(0.5)
wav_rifle_shot = common.wav_load(DIR_PKG_WAV.."/rifle-shot.wav")
wav_rifle_reload = common.wav_load(DIR_PKG_WAV.."/rifle-reload.wav")
wav_whoosh = common.wav_load(DIR_PKG_WAV.."/whoosh.wav")
wav_buld = common.wav_load(DIR_PKG_WAV.."/buld.wav")
wav_grif = common.wav_load(DIR_PKG_WAV.."/grif.wav")
wav_hammer = common.wav_load(DIR_PKG_WAV.."/hammer.wav")
wav_jump_up = common.wav_load(DIR_PKG_WAV.."/jump-up.wav")
wav_jump_down = common.wav_load(DIR_PKG_WAV.."/jump-down.wav")
wav_pin = common.wav_load(DIR_PKG_WAV.."/pin.wav")
wav_steps = {}
local i
for i=1,8 do
wav_steps[i] = common.wav_load(DIR_PKG_WAV.."/step"..i..".wav")
end
end
-- weapons
WPN_RIFLE = 1
weapon_models = {}
weapons = {
[WPN_RIFLE] = function (plr)
local this = {} this.this = this
this.cfg = {
dmg = {
head = 100,
body = 49,
legs = 33,
},
ammo_clip = 10,
ammo_reserve = 50,
time_fire = 1/2,
time_reload = 2.5,
recoil_x = 0.0001,
recoil_y = -0.05,
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)
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))
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)
end
end
-- TODO: fire a tracer
-- 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_RIFLE]
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
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
return this
end,
}
weapons_enabled = {}
weapons_enabled[WPN_RIFLE] = true
-- teams
teams = {
[0] = {
name = "Blue Master Race",
color_mdl = {16,32,128},
color_chat = {0,0,255},
},
[1] = {
name = "Green Master Race",
color_mdl = {16,128,32},
color_chat = {0,192,0},
},
}
cpalette_base = {
0x7F,0x7F,0x7F,
0xFF,0x00,0x00,
0xFF,0x7F,0x00,
0xFF,0xFF,0x00,
0x00,0xFF,0x00,
0x00,0xFF,0xFF,
0x00,0x00,0xFF,
0xFF,0x00,0xFF,
}
cpalette = {}
do
local i,j
for i=0,7 do
local r,g,b
r = cpalette_base[i*3+1]
g = cpalette_base[i*3+2]
b = cpalette_base[i*3+3]
for j=0,3 do
local cr = math.floor((r*j)/3)
local cg = math.floor((g*j)/3)
local cb = math.floor((b*j)/3)
cpalette[#cpalette+1] = {cr,cg,cb}
end
for j=1,4 do
local cr = r + math.floor(((255-r)*j)/4)
local cg = g + math.floor(((255-g)*j)/4)
local cb = b + math.floor(((255-b)*j)/4)
cpalette[#cpalette+1] = {cr,cg,cb}
end
end
end
damage_blk = {}
players = {max = 32, current = 1}
intent = {}
nades = {head = 1, tail = 0}
function sort_players()
players_sorted = {}
for k,v in ipairs(players) do
players_sorted[k] = v
end
table.sort(players_sorted,
function(x, y)
if x.score == y.score then
if x.kills == y.kills then
if x.deaths == y.deaths then
return x.pid < y.pid
end
return x.deaths < y.deaths
end
return x.kills > y.kills
end
return x.score > y.score
end
)
end
local players_mt = {}
function players_mt.__newindex(self, key, value)
rawset(self, key, value)
sort_players()
end
--[[
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/>.
]]
print("base dir:",common.base_dir)
dofile("pkg/base/version.lua")
-- base dir stuff
DIR_PKG_ROOT = DIR_PKG_ROOT or "pkg/base"
DIR_PKG_LIB = DIR_PKG_LIB or DIR_PKG_ROOT
DIR_PKG_PMF = DIR_PKG_PMF or DIR_PKG_ROOT.."/pmf"
DIR_PKG_GFX = DIR_PKG_GFX or DIR_PKG_ROOT.."/gfx"
DIR_PKG_WAV = DIR_PKG_WAV or DIR_PKG_ROOT.."/wav"
DIR_PKG_MAP = DIR_PKG_MAP or "pkg/maps"
MAP_DEFAULT = MAP_DEFAULT or DIR_PKG_MAP.."/mesa.vxl"
LIB_LIST = LIB_LIST or {
DIR_PKG_LIB.."/icegui/widgets.lua",
DIR_PKG_LIB.."/lib_bits.lua",
DIR_PKG_LIB.."/lib_collect.lua",
DIR_PKG_LIB.."/lib_gui.lua",
DIR_PKG_LIB.."/lib_map.lua",
DIR_PKG_LIB.."/lib_namegen.lua",
DIR_PKG_LIB.."/lib_pmf.lua",
DIR_PKG_LIB.."/lib_sdlkey.lua",
DIR_PKG_LIB.."/lib_util.lua",
DIR_PKG_LIB.."/lib_vector.lua",
DIR_PKG_LIB.."/obj_player.lua",
DIR_PKG_LIB.."/obj_intent.lua",
DIR_PKG_LIB.."/obj_nade.lua",
}
-- load libs
local i
for i=1,#LIB_LIST do
local asdf_qwerty = i
i = nil
dofile(LIB_LIST[asdf_qwerty])
i = asdf_qwerty
end
i = nil
-- mode stuff
MODE_DEBUG_SHOWBOXES = false
MODE_CHEAT_FLY = false
MODE_AUTOCLIMB = true
MODE_AIRJUMP = false
MODE_SOFTCROUCH = true
MODE_NADE_SPEED = 30.0
MODE_NADE_STEP = 0.1
MODE_NADE_FUSE = 3.0
MODE_NADE_ADAMP = 0.5
MODE_NADE_BDAMP = 1.0
MODE_NADE_RANGE = 8.0
MODE_NADE_DAMAGE = 500.0
MODE_MINIMAP_RCIRC = false
MODE_ENABLE_MINIMAP = true
MODE_MAP_TRACERS = false -- TODO!
MODE_TILT_SLOWDOWN = false -- TODO!
MODE_TILT_DOWN_NOCLIMB = false -- TODO!
MODE_DRUNKCAM_VELOCITY = false -- keep this off unless you want to throw up
MODE_DRUNKCAM_LOCALTURN = true -- this is the one you're looking for.
MODE_DRUNKCAM_CORRECTSPEED = 10.0
MODE_DELAY_SPADE_DIG = 1.0
MODE_DELAY_SPADE_HIT = 0.25
MODE_DELAY_BLOCK_BUILD = 0.5
MODE_DELAY_TOOL_CHANGE = 0.2
MODE_DELAY_NADE_THROW = 0.5
MODE_BLOCK_HEALTH = 100
MODE_BLOCK_DAMAGE_SPADE = 34
MODE_BLOCK_DAMAGE_RIFLE = 34
MODE_BLOCK_REGEN_TIME = 15.0
MODE_BLOCK_PLACE_IN_AIR = false --TODO: make this a server config variable, maybe godmode?
MODE_RCIRC_LINGER = 60.0
MODE_RESPAWN_TIME = 8.0
MODE_CHAT_LINGER = 15.0
MODE_CHAT_MAX = 10
MODE_CHAT_STRMAX = 102
-- scoring
SCORE_INTEL = 10
SCORE_KILL = 1
SCORE_TEAMKILL = -1
SCORE_SUICIDE = -1
-- tools
TOOL_SPADE = 0
TOOL_BLOCK = 1
TOOL_GUN = 2
TOOL_NADE = 3
-- sounds
if client then
client.wav_cube_size(0.5)
wav_rifle_shot = common.wav_load(DIR_PKG_WAV.."/rifle-shot.wav")
wav_rifle_reload = common.wav_load(DIR_PKG_WAV.."/rifle-reload.wav")
wav_whoosh = common.wav_load(DIR_PKG_WAV.."/whoosh.wav")
wav_buld = common.wav_load(DIR_PKG_WAV.."/buld.wav")
wav_grif = common.wav_load(DIR_PKG_WAV.."/grif.wav")
wav_hammer = common.wav_load(DIR_PKG_WAV.."/hammer.wav")
wav_jump_up = common.wav_load(DIR_PKG_WAV.."/jump-up.wav")
wav_jump_down = common.wav_load(DIR_PKG_WAV.."/jump-down.wav")
wav_pin = common.wav_load(DIR_PKG_WAV.."/pin.wav")
wav_steps = {}
local i
for i=1,8 do
wav_steps[i] = common.wav_load(DIR_PKG_WAV.."/step"..i..".wav")
end
end
-- weapons
WPN_RIFLE = 1
weapon_models = {}
weapons = {
[WPN_RIFLE] = function (plr)
local this = {} this.this = this
this.cfg = {
dmg = {
head = 100,
body = 49,
legs = 33,
},
ammo_clip = 10,
ammo_reserve = 50,
time_fire = 1/2,
time_reload = 2.5,
recoil_x = 0.0001,
recoil_y = -0.05,
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)
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))
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)
end
end
-- TODO: fire a tracer
-- 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_RIFLE]
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
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
return this
end,
}
weapons_enabled = {}
weapons_enabled[WPN_RIFLE] = true
-- teams
teams = {
[0] = {
name = "Blue Master Race",
color_mdl = {16,32,128},
color_chat = {0,0,255},
},
[1] = {
name = "Green Master Race",
color_mdl = {16,128,32},
color_chat = {0,192,0},
},
}
cpalette_base = {
0x7F,0x7F,0x7F,
0xFF,0x00,0x00,
0xFF,0x7F,0x00,
0xFF,0xFF,0x00,
0x00,0xFF,0x00,
0x00,0xFF,0xFF,
0x00,0x00,0xFF,
0xFF,0x00,0xFF,
}
cpalette = {}
do
local i,j
for i=0,7 do
local r,g,b
r = cpalette_base[i*3+1]
g = cpalette_base[i*3+2]
b = cpalette_base[i*3+3]
for j=0,3 do
local cr = math.floor((r*j)/3)
local cg = math.floor((g*j)/3)
local cb = math.floor((b*j)/3)
cpalette[#cpalette+1] = {cr,cg,cb}
end
for j=1,4 do
local cr = r + math.floor(((255-r)*j)/4)
local cg = g + math.floor(((255-g)*j)/4)
local cb = b + math.floor(((255-b)*j)/4)
cpalette[#cpalette+1] = {cr,cg,cb}
end
end
end
damage_blk = {}
players = {max = 32, current = 1}
intent = {}
nades = {head = 1, tail = 0}
function sort_players()
players_sorted = {}
for k,v in ipairs(players) do
players_sorted[k] = v
end
table.sort(players_sorted,
function(x, y)
if x.score == y.score then
if x.kills == y.kills then
if x.deaths == y.deaths then
return x.pid < y.pid
end
return x.deaths < y.deaths
end
return x.kills > y.kills
end
return x.score > y.score
end
)
end
local players_mt = {}
function players_mt.__newindex(self, key, value)
rawset(self, key, value)
sort_players()
end
setmetatable(players, players_mt)

View File

@ -1,455 +1,473 @@
--[[
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/>.
]]
-- returns a list consisting of {t,r,g,b} tuplets
function map_pillar_raw_unpack(tpack)
local xlen,ylen,zlen
xlen,ylen,zlen = common.map_get_dims()
local t = {}
local i,j,y
i = 1
y = 0
while true do
-- fill with air
while y < tpack[i+1] do
t[y+1] = nil
y = y + 1
end
-- fill with top data
j = i + 4
while y <= tpack[i+2] do
t[y+1] = {tpack[j+3],tpack[j+2],tpack[j+1],tpack[j+0]}
y = y + 1
j = j + 4
end
-- check if end
if tpack[i] == 0 then
-- fill the rest with invisible
while y < ylen do
t[y+1] = false
y = y + 1
end
-- that's it
break
end
local ntr = tpack[i]-1-(tpack[i+2]-tpack[i+1]+1)
i = i + 4*tpack[i]
ntr = tpack[i+3] - ntr
-- fill with invisible
while y < ntr do
t[y+1] = false
y = y + 1
end
-- fill with bottom data
while y < tpack[i+3] do
t[y+1] = {tpack[j+3],tpack[j+2],tpack[j+1],tpack[j+0]}
y = y + 1
j = j + 4
end
end
return t
end
function map_pillar_raw_get(x,z)
return map_pillar_raw_unpack(common.map_pillar_get(x,z))
end
function map_pillar_raw_pack(t)
local xlen,ylen,zlen
xlen,ylen,zlen = common.map_get_dims()
local tpack = {}
local y,i
local rmode = 0
local n,s,e,a
a = 0
i = nil
y = 0
while true do
-- skip air
while t[y+1] == nil do
y = y + 1
if y >= ylen then break end
end
if y >= ylen then break end
if i then tpack[i] = n end
-- allocate slot
i = #tpack+1
tpack[i+0] = 0
tpack[i+1] = y
tpack[i+2] = 0
tpack[i+3] = a
-- copy top run
n = 1
while t[y+1] do
tpack[#tpack+1] = t[y+1][4]
tpack[#tpack+1] = t[y+1][3]
tpack[#tpack+1] = t[y+1][2]
tpack[#tpack+1] = t[y+1][1]
y = y + 1
n = n + 1
end
tpack[i+2] = y-1
-- skip dirt
while t[y+1] == false do
y = y + 1
if y >= ylen then break end
end
if y >= ylen then break end
-- build bottom run
while t[y+1] do
tpack[#tpack+1] = t[y+1][4]
tpack[#tpack+1] = t[y+1][3]
tpack[#tpack+1] = t[y+1][2]
tpack[#tpack+1] = t[y+1][1]
n = n + 1
y = y + 1
end
a = y
end
return tpack
end
function map_pillar_raw_set(x,z,t)
local tpack = map_pillar_raw_pack(t)
common.map_pillar_set(x,z,tpack)
if img_overview and tpack[5] then
-- TODO: check for wrapping
local r,g,b
b = tpack[5]
g = tpack[6]
r = tpack[7]
local c = argb_split_to_merged(r,g,b)
common.img_pixel_set(img_overview, x, z, c)
end
end
function map_block_aerate(x,y,z)
return ({
1,
64+math.sin((x+z-y)*math.pi/4)*8,
32-math.sin((x-z+y)*math.pi/4)*8,
0
})
end
function map_pillar_aerate(x,z)
local xlen,ylen,zlen
xlen,ylen,zlen = common.map_get_dims()
local t = map_pillar_raw_get(x,z)
local l = {
map_pillar_raw_get(x-1,z),
map_pillar_raw_get(x+1,z),
map_pillar_raw_get(x,z-1),
map_pillar_raw_get(x,z+1),
}
local y
for y=1,ylen do
if t[y] then
if l[1][y] ~= nil and l[2][y] ~= nil
and l[3][y] ~= nil and l[4][y] ~= nil
and t[y-1] ~= nil and (y == ylen or t[y+1] ~= nil) then
t[y] = false
end
elseif t[y] == false then
if l[1][y] == nil or l[2][y] == nil
or l[3][y] == nil or l[4][y] == nil
or t[y-1] == nil or (y ~= ylen and t[y+1] == nil) then
t[y] = map_block_aerate(x,y-1,z)
end
end
end
map_pillar_raw_set(x,z,t)
end
function map_hashcoord3(x,y,z)
local xlen,ylen,zlen
xlen,ylen,zlen = common.map_get_dims()
return
(y % ylen) + ylen*((x % xlen) + xlen*(z % zlen))
end
function map_hashcoord2(x,z)
local xlen,ylen,zlen
xlen,ylen,zlen = common.map_get_dims()
return (x % xlen)
+xlen*(z % zlen)
end
function map_chkdisbrk(x,y,z)
-- A* ftw
local loadq = {
{x-1,y,z},
{x+1,y,z},
{x,y-1,z},
{x,y+1,z},
{x,y,z-1},
{x,y,z+1},
}
local tmap = {}
local pmap = {}
local plist = {}
local ptag = {}
local ptaglist = {}
local nukeq = {}
local xlen,ylen,zlen
xlen,ylen,zlen = common.map_get_dims()
-- build chunks
local i,j
for i=1,#loadq do
local prio,tx,ty,tz
tx,ty,tz = loadq[i][1],loadq[i][2],loadq[i][3]
if not pmap[map_hashcoord2(tx,tz)] then
pmap[map_hashcoord2(tx,tz)] = map_pillar_raw_get(tx,tz)
plist[#plist+1] = {tx,tz}
end
if (not tmap[map_hashcoord3(tx,ty,tz)]) and pmap[map_hashcoord2(tx,tz)][ty+1] ~= nil then
local pq = collect_new_prioq(function(p,q)
return p[1] < q[1]
end)
tmap[map_hashcoord3(tx,ty,tz)] = {
heur = -ty,
dist = 0,
i = i,
}
pq.push({-ty,tx,ty,tz})
local nukeasm = {}
while nukeasm and not pq.empty() do
local c = pq.pop()
prio,tx,ty,tz = c[1],c[2],c[3],c[4]
--print(prio,tx,ty,tz)
local tm = tmap[map_hashcoord3(tx,ty,tz)]
if prio <= tm.heur + tm.dist then
--print(i,prio,tx,ty,tz)
nukeasm[#nukeasm+1] = {tx,ty,tz}
if not pmap[map_hashcoord2(tx,tz)] then
pmap[map_hashcoord2(tx,tz)] = map_pillar_raw_get(tx,tz)
plist[#plist+1] = {tx,tz}
end
local nb = {
{tx-1,ty,tz},
{tx+1,ty,tz},
{tx,ty-1,tz},
{tx,ty+1,tz},
{tx,ty,tz-1},
{tx,ty,tz+1},
}
local dist = tm.dist+1
for j=1,6 do
local cx,cy,cz = nb[j][1], nb[j][2], nb[j][3]
local cm = tmap[map_hashcoord3(cx,cy,cz)]
if cy == ylen or (cm and cm.i ~= i) then
--print("BAIL!")
nukeasm = nil
break
end
if not pmap[map_hashcoord2(cx,cz)] then
pmap[map_hashcoord2(cx,cz)] = map_pillar_raw_get(cx,cz)
plist[#plist+1] = {cx,cz}
end
if pmap[map_hashcoord2(cx,cz)][cy+1] ~= nil then
local heur = -cy
if not cm then
cm = {
heur = heur,
dist = dist,
i = i,
}
tmap[map_hashcoord3(cx,cy,cz)] = cm
pq.push({heur+dist,cx,cy,cz})
else
if cm.heur+cm.dist > heur+dist then
cm.heur = heur
cm.dist = dist
pq.push({heur+dist,cx,cy,cz})
end
end
end
end
end
end
if nukeasm then
nukeq[#nukeq+1] = nukeasm
--print(#nukeq,#nukeasm)
end
end
end
-- nuke it all
-- TODO: assemble falling PMFs and drop the buggers
local brokestuff = false
for i=1,#nukeq do
local tx,ty,tz
local nl = nukeq[i]
if #nl > 0 then brokestuff = true end
for j=1,#nl do
local c = nl[j]
tx,ty,tz = c[1],c[2],c[3]
if not ptag[map_hashcoord2(tx,tz)] then
ptag[map_hashcoord2(tx,tz)] = true
ptaglist[#ptaglist+1] = {tx,tz}
end
pmap[map_hashcoord2(tx,tz)][ty+1] = nil
end
end
if brokestuff and client then
client.wav_play_global(wav_grif,x+0.5,y+0.5,z+0.5)
end
-- apply nukings
local nptag = {}
local nptaglist = {}
for i=1,#ptaglist do
local tx,tz
local c = ptaglist[i]
tx,tz = c[1], c[2]
map_pillar_raw_set(tx,tz,pmap[map_hashcoord2(tx,tz)])
if not nptag[map_hashcoord2(tx,tz)] then
nptag[map_hashcoord2(tx,tz)] = true
nptaglist[#nptaglist+1] = {tx,tz}
end
end
-- aerate
for i=1,#nptaglist do
local tx,tz
local c = nptaglist[i]
tx,tz = c[1], c[2]
map_pillar_aerate(tx,tz)
end
end
function map_block_get(x,y,z)
local xlen,ylen,zlen
xlen,ylen,zlen = common.map_get_dims()
if y < 0 or y >= ylen then return end
local t = map_pillar_raw_get(x,z)
return t[y+1]
end
function map_block_set(x,y,z,typ,r,g,b)
local xlen,ylen,zlen
xlen,ylen,zlen = common.map_get_dims()
if y < 0 or y >= ylen then return end
local t = map_pillar_raw_get(x,z)
t[y+1] = {typ, r, g, b}
map_pillar_raw_set(x,z,t)
map_pillar_aerate(x,z)
map_pillar_aerate(x-1,z)
map_pillar_aerate(x+1,z)
map_pillar_aerate(x,z-1)
map_pillar_aerate(x,z+1)
end
function map_block_paint(x,y,z,typ,r,g,b)
local xlen,ylen,zlen
xlen,ylen,zlen = common.map_get_dims()
if y < 0 or y >= ylen then return end
local t = map_pillar_raw_get(x,z)
if t[y+1] then
t[y+1] = {typ, r, g, b}
map_pillar_raw_set(x,z,t)
end
end
function map_block_break(x,y,z)
local xlen,ylen,zlen
xlen,ylen,zlen = common.map_get_dims()
if y < 0 or y >= ylen-1 then return false end
local t = map_pillar_raw_get(x,z)
if t[y+1] == nil then return false end
t[y+1] = nil
map_pillar_raw_set(x,z,t)
map_pillar_aerate(x,z)
map_pillar_aerate(x-1,z)
map_pillar_aerate(x+1,z)
map_pillar_aerate(x,z-1)
map_pillar_aerate(x,z+1)
map_chkdisbrk(x,y,z)
return true
end
function map_block_delete(x,y,z)
local xlen,ylen,zlen
xlen,ylen,zlen = common.map_get_dims()
if y < 0 or y >= ylen-1 then return end
local t = map_pillar_raw_get(x,z)
t[y+1] = nil
map_pillar_raw_set(x,z,t)
map_pillar_aerate(x,z)
map_pillar_aerate(x-1,z)
map_pillar_aerate(x+1,z)
map_pillar_aerate(x,z-1)
map_pillar_aerate(x,z+1)
end
function map_block_pick(x,y,z)
local xlen,ylen,zlen
xlen,ylen,zlen = common.map_get_dims()
if x < 0 or x >= xlen then return end
if y < 0 or y >= ylen then return end
if z < 0 or z >= zlen then return end
local t = map_pillar_raw_get(x,z)
local c = t[y+1]
return c[1],c[2],c[3],c[4]
end
--[[
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/>.
]]
-- returns a list consisting of {t,r,g,b} tuplets
function map_pillar_raw_unpack(tpack)
local xlen,ylen,zlen
xlen,ylen,zlen = common.map_get_dims()
local t = {}
local i,j,y
i = 1
y = 0
while true do
-- fill with air
while y < tpack[i+1] do
t[y+1] = nil
y = y + 1
end
-- fill with top data
j = i + 4
while y <= tpack[i+2] do
t[y+1] = {tpack[j+3],tpack[j+2],tpack[j+1],tpack[j+0]}
y = y + 1
j = j + 4
end
-- check if end
if tpack[i] == 0 then
-- fill the rest with invisible
while y < ylen do
t[y+1] = false
y = y + 1
end
-- that's it
break
end
local ntr = tpack[i]-1-(tpack[i+2]-tpack[i+1]+1)
i = i + 4*tpack[i]
ntr = tpack[i+3] - ntr
-- fill with invisible
while y < ntr do
t[y+1] = false
y = y + 1
end
-- fill with bottom data
while y < tpack[i+3] do
t[y+1] = {tpack[j+3],tpack[j+2],tpack[j+1],tpack[j+0]}
y = y + 1
j = j + 4
end
end
return t
end
function map_pillar_raw_get(x,z)
return map_pillar_raw_unpack(common.map_pillar_get(x,z))
end
function map_pillar_raw_pack(t)
local xlen,ylen,zlen
xlen,ylen,zlen = common.map_get_dims()
local tpack = {}
local y,i
local rmode = 0
local n,s,e,a
a = 0
i = nil
y = 0
while true do
-- skip air
while t[y+1] == nil do
y = y + 1
if y >= ylen then break end
end
if y >= ylen then break end
if i then tpack[i] = n end
-- allocate slot
i = #tpack+1
tpack[i+0] = 0
tpack[i+1] = y
tpack[i+2] = 0
tpack[i+3] = a
-- copy top run
n = 1
while t[y+1] do
tpack[#tpack+1] = t[y+1][4]
tpack[#tpack+1] = t[y+1][3]
tpack[#tpack+1] = t[y+1][2]
tpack[#tpack+1] = t[y+1][1]
y = y + 1
n = n + 1
end
tpack[i+2] = y-1
-- skip dirt
while t[y+1] == false do
y = y + 1
if y >= ylen then break end
end
if y >= ylen then break end
-- build bottom run
while t[y+1] do
tpack[#tpack+1] = t[y+1][4]
tpack[#tpack+1] = t[y+1][3]
tpack[#tpack+1] = t[y+1][2]
tpack[#tpack+1] = t[y+1][1]
n = n + 1
y = y + 1
end
a = y
end
return tpack
end
function map_pillar_raw_set(x,z,t)
local tpack = map_pillar_raw_pack(t)
common.map_pillar_set(x,z,tpack)
if img_overview and tpack[5] then
-- TODO: check for wrapping
local r,g,b
b = tpack[5]
g = tpack[6]
r = tpack[7]
local c = argb_split_to_merged(r,g,b)
common.img_pixel_set(img_overview, x, z, c)
end
end
function map_block_aerate(x,y,z)
return ({
1,
64+math.sin((x+z-y)*math.pi/4)*8,
32-math.sin((x-z+y)*math.pi/4)*8,
0
})
end
function map_pillar_aerate(x,z)
local xlen,ylen,zlen
xlen,ylen,zlen = common.map_get_dims()
local t = map_pillar_raw_get(x,z)
local l = {
map_pillar_raw_get(x-1,z),
map_pillar_raw_get(x+1,z),
map_pillar_raw_get(x,z-1),
map_pillar_raw_get(x,z+1),
}
local y
for y=1,ylen do
if t[y] then
if l[1][y] ~= nil and l[2][y] ~= nil
and l[3][y] ~= nil and l[4][y] ~= nil
and t[y-1] ~= nil and (y == ylen or t[y+1] ~= nil) then
t[y] = false
end
elseif t[y] == false then
if l[1][y] == nil or l[2][y] == nil
or l[3][y] == nil or l[4][y] == nil
or t[y-1] == nil or (y ~= ylen and t[y+1] == nil) then
t[y] = map_block_aerate(x,y-1,z)
end
end
end
map_pillar_raw_set(x,z,t)
end
function map_hashcoord3(x,y,z)
local xlen,ylen,zlen
xlen,ylen,zlen = common.map_get_dims()
return
(y % ylen) + ylen*((x % xlen) + xlen*(z % zlen))
end
function map_hashcoord2(x,z)
local xlen,ylen,zlen
xlen,ylen,zlen = common.map_get_dims()
return (x % xlen)
+xlen*(z % zlen)
end
function map_chkdisbrk(x,y,z)
-- A* ftw
local loadq = {
{x-1,y,z},
{x+1,y,z},
{x,y-1,z},
{x,y+1,z},
{x,y,z-1},
{x,y,z+1},
}
local tmap = {}
local pmap = {}
local plist = {}
local ptag = {}
local ptaglist = {}
local nukeq = {}
local xlen,ylen,zlen
xlen,ylen,zlen = common.map_get_dims()
-- build chunks
local i,j
for i=1,#loadq do
local prio,tx,ty,tz
tx,ty,tz = loadq[i][1],loadq[i][2],loadq[i][3]
if not pmap[map_hashcoord2(tx,tz)] then
pmap[map_hashcoord2(tx,tz)] = map_pillar_raw_get(tx,tz)
plist[#plist+1] = {tx,tz}
end
if (not tmap[map_hashcoord3(tx,ty,tz)]) and pmap[map_hashcoord2(tx,tz)][ty+1] ~= nil then
local pq = collect_new_prioq(function(p,q)
return p[1] < q[1]
end)
tmap[map_hashcoord3(tx,ty,tz)] = {
heur = -ty,
dist = 0,
i = i,
}
pq.push({-ty,tx,ty,tz})
local nukeasm = {}
while nukeasm and not pq.empty() do
local c = pq.pop()
prio,tx,ty,tz = c[1],c[2],c[3],c[4]
--print(prio,tx,ty,tz)
local tm = tmap[map_hashcoord3(tx,ty,tz)]
if prio <= tm.heur + tm.dist then
--print(i,prio,tx,ty,tz)
nukeasm[#nukeasm+1] = {tx,ty,tz}
if not pmap[map_hashcoord2(tx,tz)] then
pmap[map_hashcoord2(tx,tz)] = map_pillar_raw_get(tx,tz)
plist[#plist+1] = {tx,tz}
end
local nb = {
{tx-1,ty,tz},
{tx+1,ty,tz},
{tx,ty-1,tz},
{tx,ty+1,tz},
{tx,ty,tz-1},
{tx,ty,tz+1},
}
local dist = tm.dist+1
for j=1,6 do
local cx,cy,cz = nb[j][1], nb[j][2], nb[j][3]
local cm = tmap[map_hashcoord3(cx,cy,cz)]
if cy == ylen or (cm and cm.i ~= i) then
--print("BAIL!")
nukeasm = nil
break
end
if not pmap[map_hashcoord2(cx,cz)] then
pmap[map_hashcoord2(cx,cz)] = map_pillar_raw_get(cx,cz)
plist[#plist+1] = {cx,cz}
end
if pmap[map_hashcoord2(cx,cz)][cy+1] ~= nil then
local heur = -cy
if not cm then
cm = {
heur = heur,
dist = dist,
i = i,
}
tmap[map_hashcoord3(cx,cy,cz)] = cm
pq.push({heur+dist,cx,cy,cz})
else
if cm.heur+cm.dist > heur+dist then
cm.heur = heur
cm.dist = dist
pq.push({heur+dist,cx,cy,cz})
end
end
end
end
end
end
if nukeasm then
nukeq[#nukeq+1] = nukeasm
--print(#nukeq,#nukeasm)
end
end
end
-- nuke it all
-- TODO: assemble falling PMFs and drop the buggers
local brokestuff = false
for i=1,#nukeq do
local tx,ty,tz
local nl = nukeq[i]
if #nl > 0 then brokestuff = true end
for j=1,#nl do
local c = nl[j]
tx,ty,tz = c[1],c[2],c[3]
if not ptag[map_hashcoord2(tx,tz)] then
ptag[map_hashcoord2(tx,tz)] = true
ptaglist[#ptaglist+1] = {tx,tz}
end
pmap[map_hashcoord2(tx,tz)][ty+1] = nil
end
end
if brokestuff and client then
client.wav_play_global(wav_grif,x+0.5,y+0.5,z+0.5)
end
-- apply nukings
local nptag = {}
local nptaglist = {}
for i=1,#ptaglist do
local tx,tz
local c = ptaglist[i]
tx,tz = c[1], c[2]
map_pillar_raw_set(tx,tz,pmap[map_hashcoord2(tx,tz)])
if not nptag[map_hashcoord2(tx,tz)] then
nptag[map_hashcoord2(tx,tz)] = true
nptaglist[#nptaglist+1] = {tx,tz}
end
end
-- aerate
for i=1,#nptaglist do
local tx,tz
local c = nptaglist[i]
tx,tz = c[1], c[2]
map_pillar_aerate(tx,tz)
end
end
function map_block_get(x,y,z)
local xlen,ylen,zlen
xlen,ylen,zlen = common.map_get_dims()
if y < 0 or y >= ylen then return end
local t = map_pillar_raw_get(x,z)
return t[y+1]
end
function map_block_set(x,y,z,typ,r,g,b)
local xlen,ylen,zlen
xlen,ylen,zlen = common.map_get_dims()
if y < 0 or y >= ylen then return end
local t = map_pillar_raw_get(x,z)
t[y+1] = {typ, r, g, b}
map_pillar_raw_set(x,z,t)
map_pillar_aerate(x,z)
map_pillar_aerate(x-1,z)
map_pillar_aerate(x+1,z)
map_pillar_aerate(x,z-1)
map_pillar_aerate(x,z+1)
end
function map_block_paint(x,y,z,typ,r,g,b)
local xlen,ylen,zlen
xlen,ylen,zlen = common.map_get_dims()
if y < 0 or y >= ylen then return end
local t = map_pillar_raw_get(x,z)
if t[y+1] then
t[y+1] = {typ, r, g, b}
map_pillar_raw_set(x,z,t)
end
end
function map_block_break(x,y,z)
local xlen,ylen,zlen
xlen,ylen,zlen = common.map_get_dims()
if y < 0 or y >= ylen-1 then return false end
local t = map_pillar_raw_get(x,z)
if t[y+1] == nil then return false end
t[y+1] = nil
map_pillar_raw_set(x,z,t)
map_pillar_aerate(x,z)
map_pillar_aerate(x-1,z)
map_pillar_aerate(x+1,z)
map_pillar_aerate(x,z-1)
map_pillar_aerate(x,z+1)
map_chkdisbrk(x,y,z)
return true
end
function map_block_delete(x,y,z)
local xlen,ylen,zlen
xlen,ylen,zlen = common.map_get_dims()
if y < 0 or y >= ylen-1 then return end
local t = map_pillar_raw_get(x,z)
t[y+1] = nil
map_pillar_raw_set(x,z,t)
map_pillar_aerate(x,z)
map_pillar_aerate(x-1,z)
map_pillar_aerate(x+1,z)
map_pillar_aerate(x,z-1)
map_pillar_aerate(x,z+1)
end
function map_block_pick(x,y,z)
local xlen,ylen,zlen
xlen,ylen,zlen = common.map_get_dims()
if x < 0 or x >= xlen then return end
if y < 0 or y >= ylen then return end
if z < 0 or z >= zlen then return end
local t = map_pillar_raw_get(x,z)
local c = t[y+1]
if c==nil then error(x..","..y..","..z) end
return c[1],c[2],c[3],c[4]
end
--checks for neighbors
function map_is_buildable(x, y, z)
local xlen,ylen,zlen
xlen,ylen,zlen = common.map_get_dims()
--warning! a long condition
if map_block_get(x,y,z) == nil then
if map_block_get(x + 1,y,z) ~= nil or map_block_get(x - 1,y,z) ~= nil or map_block_get(x,y + 1,z) ~= nil or map_block_get(x,y - 1,z) ~= nil or map_block_get(x,y,z - 1) ~= nil or map_block_get(x,y,z + 1) ~= nil then
if x >=0 and x < xlen and y >= 0 and y < ylen - 2 and z >= 0 and z < zlen then
return true;
end
end
else
return false;
end
end

View File

@ -1,365 +1,372 @@
--[[
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/>.
]]
function vcross(x1,y1,z1,x2,y2,z2)
return y1*z2 - z1*y2
, z1*x2 - x1*z2
, x1*y2 - y1*x2
end
function vdot(x1,y1,z1,x2,y2,z2)
return x1*x2 + y1*y2 + z1*z2
end
function vlen2(x,y,z)
return x*x + y*y + z*z
end
function vlen(x,y,z)
return math.sqrt(vlen2(x,y,z))
end
function vnorm(x,y,z)
local d = math.max(0.0000001,vlen(x,y,z))
return x/d, y/d, z/d
end
function vrotate(theta,x,y,z,bx,by,bz)
-- glRotate as specified by SGI :D
bx,by,bz = vnorm(bx,by,bz)
-- S = [ 0 -z y ]
-- [ z 0 -x ]
-- [ -y x 0 ]
-- R = uuT + cosO (I - uuT) + sinO S
-- alternatively
-- R = uuT * (1 - cosO) + IcosO + sinO S
local ct = math.cos(theta)
local st = math.sin(theta)
return
x*(bx*bx*(1-ct)+ct) + y*(bx*by*(1-ct) + st*-bz) + z*(bx*bz*(1-ct) + st*by),
x*(by*bx*(1-ct) + st*bz) + y*(by*by*(1-ct)*(1-ct)+ct) + z*(by*bz*(1-ct) + st*-bx),
x*(bz*bx*(1-ct) + st*-by) + y*(bz*by*(1-ct) + st*bx) + z*(bz*bz*(1-ct)+ct)
end
function trace_gap(x,y,z)
local xlen,ylen,zlen
xlen,ylen,zlen = common.map_get_dims()
local l = common.map_pillar_get(math.floor(x), math.floor(z))
i = 1
local h1,h2
h1 = nil
while true do
h2 = l[i+1]
if h2 == ylen-1 then h2 = ylen end
if y < l[i+1] or l[i] == 0 then return h1, h2 end
i = i + l[i]*4
if y < l[i+3] then return h1, h2 end
h1 = l[i+3]
h2 = l[i+1]
end
end
function box_is_clear(x1,y1,z1,x2,y2,z2,canwrap)
local x,z,i
x1 = math.floor(x1)
y1 = math.floor(y1)
z1 = math.floor(z1)
x2 = math.floor(x2)
y2 = math.floor(y2)
z2 = math.floor(z2)
local xlen,ylen,zlen
xlen,ylen,zlen = common.map_get_dims()
if not canwrap then
if x1 < 0 or z1 < 0 then
return false
elseif x2 >= xlen or z2 >= zlen then
return false
end
end
for z=z1,z2 do
for x=x1,x2 do
local l = common.map_pillar_get(x, z)
i = 1
while true do
if l[i+1] == ylen-1 and y2 < ylen then break end
if y2 < l[i+1] then break end
if l[i] == 0 then return false end
i = i + l[i]*4
if y1 < l[i+3] then return false end
end
end
end
return true
end
function trace_map_ray_dist(x1,y1,z1, vx,vy,vz, maxdist)
local function depsilon(d)
if d < 0.0000001 then
return 0.0000001
else
return d
end
end
local xlen,ylen,zlen
xlen,ylen,zlen = common.map_get_dims()
-- offsets
local fx,fy,fz
if vx < 0 then fx = bx1 else fx = bx2 end
if vy < 0 then fy = by1 else fy = by2 end
if vz < 0 then fz = bz1 else fz = bz2 end
-- direction
local gx,gy,gz
if vx < 0 then gx = -1 else gx = 1 end
if vy < 0 then gy = -1 else gy = 1 end
if vz < 0 then gz = -1 else gz = 1 end
vx = vx * gx
vy = vy * gy
vz = vz * gz
-- cell
local cx,cy,cz
cx = math.floor(x1)
cy = math.floor(y1)
cz = math.floor(z1)
-- subpos
local sx,sy,sz
sx = x1-cx
sy = y1-cy
sz = z1-cz
if gx >= 0 then sx = 1-sx end
if gy >= 0 then sy = 1-sy end
if gz >= 0 then sz = 1-sz end
local dist = 0
local pillar, npillar
npillar = common.map_pillar_get(cx,cz)
pillar = npillar
while true do
local tx = sx/depsilon(vx)
local ty = sy/depsilon(vy)
local tz = sz/depsilon(vz)
local t,d
local ncx,ncy,ncz
ncx,ncy,ncz = cx,cy,cz
if tx < ty and tx < tz then
t = tx
d = 0
ncx = cx + gx
npillar = common.map_pillar_get(ncx,ncz)
elseif ty < tx and ty < tz then
t = ty
d = 1
ncy = cy + gy
else
t = tz
d = 2
ncz = cz + gz
npillar = common.map_pillar_get(ncx,ncz)
end
dist = dist + t
if dist > maxdist then return nil, nil, nil, nil, nil, nil, nil end
local i=1
while true do
if ncy < npillar[i+1] then break end
if npillar[i] == 0 then return dist, cx, cy, cz, ncx, ncy, ncz end
i = i + npillar[i]*4
if ncy < npillar[i+3] then return dist, cx, cy, cz, ncx, ncy, ncz end
end
sx = sx - vx*t
sy = sy - vy*t
sz = sz - vz*t
cx,cy,cz = ncx,ncy,ncz
if d == 0 then sx = 1
elseif d == 1 then sy = 1
else sz = 1 end
pillar = npillar
end
end
function trace_map_box(x1,y1,z1, x2,y2,z2, bx1,by1,bz1, bx2,by2,bz2, canwrap)
local function depsilon(d)
if d < 0.0000001 then
return 0.0000001
else
return d
end
end
-- delta
local dx,dy,dz
dx = x2-x1
dy = y2-y1
dz = z2-z1
-- offsets
local fx,fy,fz
if dx < 0 then fx = bx1 else fx = bx2 end
if dy < 0 then fy = by1 else fy = by2 end
if dz < 0 then fz = bz1 else fz = bz2 end
-- direction
local gx,gy,gz
if dx < 0 then gx = -1 else gx = 1 end
if dy < 0 then gy = -1 else gy = 1 end
if dz < 0 then gz = -1 else gz = 1 end
dx = dx * gx
dy = dy * gy
dz = dz * gz
-- combined box size
local bcx,bcy,bcz
bcx = (bx2-bx1)
bcy = (by2-by1)
bcz = (bz2-bz1)
-- top left offset (note, incorrect name!)
local tlx,tly,tlz
if gx >= 0 then tlx = 0.999 else tlx = 0.001 end
if gy >= 0 then tly = 0.999 else tly = 0.001 end
if gz >= 0 then tlz = 0.999 else tlz = 0.001 end
-- apply offset
x1 = x1 + fx
y1 = y1 + fy
z1 = z1 + fz
bx1 = bx1 - fx
by1 = by1 - fy
bz1 = bz1 - fz
bx2 = bx2 - fx
by2 = by2 - fy
bz2 = bz2 - fz
-- cell
local cx,cy,cz
cx = math.floor(x1)
cy = math.floor(y1)
cz = math.floor(z1)
-- target cell
local tcx,tcy,tcz
tcx = math.floor(x2+fx+gx*0.002)
tcy = math.floor(y2+fy+gy*0.002)
tcz = math.floor(z2+fz+gz*0.002)
-- sub deltas
local sx, sy, sz
sx = (x1 % 1.0) - 0.001
sy = (y1 % 1.0) - 0.001
sz = (z1 % 1.0) - 0.001
if gx >= 0 then sx = 1-sx end
if gy >= 0 then sy = 1-sy end
if gz >= 0 then sz = 1-sz end
-- restricted x/y/z
local rx,ry,rz
rx = nil
ry = nil
rz = nil
-- TODO: unset these when another boundary is crossed
local i
local iend = (
math.abs(tcx-cx)
+ math.abs(tcy-cy)
+ math.abs(tcz-cz)
)
for i=1,iend do
-- get the time it takes to hit the boundary
local tx = sx/depsilon(dx)
local ty = sy/depsilon(dy)
local tz = sz/depsilon(dz)
local t, d, ck
if tx < ty and tx < tz then
-- X first
d = 0
t = tx
elseif ty < tx and ty < tz then
-- Y first
d = 1
t = ty
else
-- Z first
d = 2
t = tz
end
sx = sx - t*dx
sy = sy - t*dy
sz = sz - t*dz
x1 = rx or x1 + t*dx*gx
y1 = ry or y1 + t*dy*gy
z1 = rz or z1 + t*dz*gz
if d == 0 then
-- X first
sx = 1.0
ck = rx or box_is_clear(cx+gx,y1+by1,z1+bz1,cx+gx,y1+by2,z1+bz2,canwrap)
if not ck then rx = cx + tlx end
if not rx then cx = cx + gx end
elseif d == 1 then
-- Y first
sy = 1.0
ck = ry or box_is_clear(x1+bx1,cy+gy,z1+bz1,x1+bx2,cy+gy,z1+bz2,canwrap)
if not ck then ry = cy + tly end
if not ry then cy = cy + gy end
else
-- Z first
sz = 1.0
ck = rz or box_is_clear(x1+bx1,y1+by1,cz+gz,x1+bx2,y1+by2,cz+gz,canwrap)
if not ck then rz = cz + tlz end
if not rz then cz = cz + gz end
end
--if not ck then return x1-bx1, y1-by1, z1-bz1 end
end
--
if rx then rx = rx - fx end
if ry then ry = ry - fy end
if rz then rz = rz - fz end
return rx or x2, ry or y2, rz or z2
end
function isect_line_sphere(x1,y1,z1,fx,fy,fz,x2,y2,z2)
end
--[[
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/>.
]]
function vcross(x1,y1,z1,x2,y2,z2)
return y1*z2 - z1*y2
, z1*x2 - x1*z2
, x1*y2 - y1*x2
end
function vdot(x1,y1,z1,x2,y2,z2)
return x1*x2 + y1*y2 + z1*z2
end
function vlen2(x,y,z)
return x*x + y*y + z*z
end
function vlen(x,y,z)
return math.sqrt(vlen2(x,y,z))
end
function vnorm(x,y,z)
local d = math.max(0.0000001,vlen(x,y,z))
return x/d, y/d, z/d
end
function vrotate(theta,x,y,z,bx,by,bz)
-- glRotate as specified by SGI :D
bx,by,bz = vnorm(bx,by,bz)
-- S = [ 0 -z y ]
-- [ z 0 -x ]
-- [ -y x 0 ]
-- R = uuT + cosO (I - uuT) + sinO S
-- alternatively
-- R = uuT * (1 - cosO) + IcosO + sinO S
local ct = math.cos(theta)
local st = math.sin(theta)
return
x*(bx*bx*(1-ct)+ct) + y*(bx*by*(1-ct) + st*-bz) + z*(bx*bz*(1-ct) + st*by),
x*(by*bx*(1-ct) + st*bz) + y*(by*by*(1-ct)*(1-ct)+ct) + z*(by*bz*(1-ct) + st*-bx),
x*(bz*bx*(1-ct) + st*-by) + y*(bz*by*(1-ct) + st*bx) + z*(bz*bz*(1-ct)+ct)
end
function trace_gap(x,y,z)
local xlen,ylen,zlen
xlen,ylen,zlen = common.map_get_dims()
local l = common.map_pillar_get(math.floor(x), math.floor(z))
i = 1
local h1,h2
h1 = nil
while true do
h2 = l[i+1]
if h2 == ylen-1 then h2 = ylen end
if y < l[i+1] or l[i] == 0 then return h1, h2 end
i = i + l[i]*4
if y < l[i+3] then return h1, h2 end
h1 = l[i+3]
h2 = l[i+1]
end
end
function box_is_clear(x1,y1,z1,x2,y2,z2,canwrap)
local x,z,i
x1 = math.floor(x1)
y1 = math.floor(y1)
z1 = math.floor(z1)
x2 = math.floor(x2)
y2 = math.floor(y2)
z2 = math.floor(z2)
local xlen,ylen,zlen
xlen,ylen,zlen = common.map_get_dims()
if not canwrap then
if x1 < 0 or z1 < 0 then
return false
elseif x2 >= xlen or z2 >= zlen then
return false
end
end
for z=z1,z2 do
for x=x1,x2 do
local l = common.map_pillar_get(x, z)
i = 1
while true do
if l[i+1] == ylen-1 and y2 < ylen then break end
if y2 < l[i+1] then break end
if l[i] == 0 then return false end
i = i + l[i]*4
if y1 < l[i+3] then return false end
end
end
end
return true
end
function trace_map_ray_dist(x1,y1,z1, vx,vy,vz, maxdist, nil_on_maxdist)
if nil_on_maxdist == nil then nil_on_maxdist = true end
local function depsilon(d)
if d < 0.0000001 then
return 0.0000001
else
return d
end
end
local xlen,ylen,zlen
xlen,ylen,zlen = common.map_get_dims()
-- offsets
local fx,fy,fz
if vx < 0 then fx = bx1 else fx = bx2 end
if vy < 0 then fy = by1 else fy = by2 end
if vz < 0 then fz = bz1 else fz = bz2 end
-- direction
local gx,gy,gz
if vx < 0 then gx = -1 else gx = 1 end
if vy < 0 then gy = -1 else gy = 1 end
if vz < 0 then gz = -1 else gz = 1 end
vx = vx * gx
vy = vy * gy
vz = vz * gz
-- cell
local cx,cy,cz
cx = math.floor(x1)
cy = math.floor(y1)
cz = math.floor(z1)
-- subpos
local sx,sy,sz
sx = x1-cx
sy = y1-cy
sz = z1-cz
if gx >= 0 then sx = 1-sx end
if gy >= 0 then sy = 1-sy end
if gz >= 0 then sz = 1-sz end
local dist = 0
local pillar, npillar
npillar = common.map_pillar_get(cx,cz)
pillar = npillar
while true do
local tx = sx/depsilon(vx)
local ty = sy/depsilon(vy)
local tz = sz/depsilon(vz)
local t,d
local ncx,ncy,ncz
ncx,ncy,ncz = cx,cy,cz
if tx < ty and tx < tz then
t = tx
d = 0
ncx = cx + gx
npillar = common.map_pillar_get(ncx,ncz)
elseif ty < tx and ty < tz then
t = ty
d = 1
ncy = cy + gy
else
t = tz
d = 2
ncz = cz + gz
npillar = common.map_pillar_get(ncx,ncz)
end
dist = dist + t
if dist > maxdist and nil_on_maxdist then
return nil, nil, nil, nil, nil, nil, nil
elseif dist > maxdist and not nil_on_maxdist then
return dist, cx, cy, cz, ncx, ncy, ncz
end
local i=1
while true do
if ncy < npillar[i+1] then break end
if npillar[i] == 0 then return dist, cx, cy, cz, ncx, ncy, ncz end
i = i + npillar[i]*4
if ncy < npillar[i+3] then return dist, cx, cy, cz, ncx, ncy, ncz end
end
sx = sx - vx*t
sy = sy - vy*t
sz = sz - vz*t
cx,cy,cz = ncx,ncy,ncz
if d == 0 then sx = 1
elseif d == 1 then sy = 1
else sz = 1 end
pillar = npillar
end
end
function trace_map_box(x1,y1,z1, x2,y2,z2, bx1,by1,bz1, bx2,by2,bz2, canwrap)
local function depsilon(d)
if d < 0.0000001 then
return 0.0000001
else
return d
end
end
-- delta
local dx,dy,dz
dx = x2-x1
dy = y2-y1
dz = z2-z1
-- offsets
local fx,fy,fz
if dx < 0 then fx = bx1 else fx = bx2 end
if dy < 0 then fy = by1 else fy = by2 end
if dz < 0 then fz = bz1 else fz = bz2 end
-- direction
local gx,gy,gz
if dx < 0 then gx = -1 else gx = 1 end
if dy < 0 then gy = -1 else gy = 1 end
if dz < 0 then gz = -1 else gz = 1 end
dx = dx * gx
dy = dy * gy
dz = dz * gz
-- combined box size
local bcx,bcy,bcz
bcx = (bx2-bx1)
bcy = (by2-by1)
bcz = (bz2-bz1)
-- top left offset (note, incorrect name!)
local tlx,tly,tlz
if gx >= 0 then tlx = 0.999 else tlx = 0.001 end
if gy >= 0 then tly = 0.999 else tly = 0.001 end
if gz >= 0 then tlz = 0.999 else tlz = 0.001 end
-- apply offset
x1 = x1 + fx
y1 = y1 + fy
z1 = z1 + fz
bx1 = bx1 - fx
by1 = by1 - fy
bz1 = bz1 - fz
bx2 = bx2 - fx
by2 = by2 - fy
bz2 = bz2 - fz
-- cell
local cx,cy,cz
cx = math.floor(x1)
cy = math.floor(y1)
cz = math.floor(z1)
-- target cell
local tcx,tcy,tcz
tcx = math.floor(x2+fx+gx*0.002)
tcy = math.floor(y2+fy+gy*0.002)
tcz = math.floor(z2+fz+gz*0.002)
-- sub deltas
local sx, sy, sz
sx = (x1 % 1.0) - 0.001
sy = (y1 % 1.0) - 0.001
sz = (z1 % 1.0) - 0.001
if gx >= 0 then sx = 1-sx end
if gy >= 0 then sy = 1-sy end
if gz >= 0 then sz = 1-sz end
-- restricted x/y/z
local rx,ry,rz
rx = nil
ry = nil
rz = nil
-- TODO: unset these when another boundary is crossed
local i
local iend = (
math.abs(tcx-cx)
+ math.abs(tcy-cy)
+ math.abs(tcz-cz)
)
for i=1,iend do
-- get the time it takes to hit the boundary
local tx = sx/depsilon(dx)
local ty = sy/depsilon(dy)
local tz = sz/depsilon(dz)
local t, d, ck
if tx < ty and tx < tz then
-- X first
d = 0
t = tx
elseif ty < tx and ty < tz then
-- Y first
d = 1
t = ty
else
-- Z first
d = 2
t = tz
end
sx = sx - t*dx
sy = sy - t*dy
sz = sz - t*dz
x1 = rx or x1 + t*dx*gx
y1 = ry or y1 + t*dy*gy
z1 = rz or z1 + t*dz*gz
if d == 0 then
-- X first
sx = 1.0
ck = rx or box_is_clear(cx+gx,y1+by1,z1+bz1,cx+gx,y1+by2,z1+bz2,canwrap)
if not ck then rx = cx + tlx end
if not rx then cx = cx + gx end
elseif d == 1 then
-- Y first
sy = 1.0
ck = ry or box_is_clear(x1+bx1,cy+gy,z1+bz1,x1+bx2,cy+gy,z1+bz2,canwrap)
if not ck then ry = cy + tly end
if not ry then cy = cy + gy end
else
-- Z first
sz = 1.0
ck = rz or box_is_clear(x1+bx1,y1+by1,cz+gz,x1+bx2,y1+by2,cz+gz,canwrap)
if not ck then rz = cz + tlz end
if not rz then cz = cz + gz end
end
--if not ck then return x1-bx1, y1-by1, z1-bz1 end
end
--
if rx then rx = rx - fx end
if ry then ry = ry - fy end
if rz then rz = rz - fz end
return rx or x2, ry or y2, rz or z2
end
function isect_line_sphere(x1,y1,z1,fx,fy,fz,x2,y2,z2)
end

View File

@ -733,7 +733,7 @@ function new_player(settings)
if this.tool == TOOL_BLOCK and this.blx1 then
if (not this.t_newblock) and this.blocks > 0 then
if this.blx1 >= 0 and this.blx1 < xlen and this.blz1 >= 0 and this.blz1 < zlen then
if this.bly1 <= ylen-3 then
if this.bly1 <= ylen-3 and map_is_buildable(this.blx1, this.bly1, this.blz1) then
common.net_send(nil, common.net_pack("BHHHBBBB",
0x08,
this.blx1, this.bly1, this.blz1,
@ -1037,8 +1037,9 @@ function new_player(settings)
td,
this.blx1, this.bly1, this.blz1,
this.blx2, this.bly2, this.blz2
= trace_map_ray_dist(camx,camy,camz, fwx,fwy,fwz, 5)
= trace_map_ray_dist(camx,camy,camz, fwx,fwy,fwz, 5, false)
this.bld1 = td
this.bld2 = td
@ -1814,24 +1815,32 @@ function new_player(settings)
-- TODO: wireframe cube
if this.tool == TOOL_BLOCK and this.blx1 and (this.alive or this.respawning) then
bname, mdl_data = client.model_bone_get(mdl_cube, mdl_cube_bone)
mdl_data_backup = mdl_data
for i=1,#mdl_data do
if mdl_data[i].r > 4 then
mdl_data[i].r = math.max(this.blk_color[1], 5) --going all the way down to
mdl_data[i].g = math.max(this.blk_color[2], 5) --to 4 breaks it and you'd
mdl_data[i].b = math.max(this.blk_color[3], 5) --have to reload the model
if map_is_buildable(this.blx1, this.bly1, this.blz1) or MODE_BLOCK_PLACE_IN_AIR then
bname, mdl_data = client.model_bone_get(mdl_cube, mdl_cube_bone)
mdl_data_backup = mdl_data
for i=1,#mdl_data do
if mdl_data[i].r > 4 then
mdl_data[i].r = math.max(this.blk_color[1], 5) --going all the way down to
mdl_data[i].g = math.max(this.blk_color[2], 5) --to 4 breaks it and you'd
mdl_data[i].b = math.max(this.blk_color[3], 5) --have to reload the model
end
end
client.model_bone_set(mdl_cube, mdl_cube_bone, bname, mdl_data)
client.model_render_bone_global(mdl_cube, mdl_cube_bone,
this.blx1+0.5, this.bly1+0.5, this.blz1+0.5,
0.0, 0.0, 0.0, 24.0) --no rotation, 24 roughly equals the cube size
else
client.model_render_bone_global(mdl_Xcube, mdl_Xcube_bone,
this.blx1+0.5, this.bly1+0.5, this.blz1+0.5,
0.0, 0.0, 0.0, 24.0)
print(this.blx1.." "..this.bly1.." "..this.blz1)
end
client.model_bone_set(mdl_cube, mdl_cube_bone, bname, mdl_data)
client.model_render_bone_global(mdl_cube, mdl_cube_bone,
this.blx1+0.5, this.bly1+0.5, this.blz1+0.5,
0.0, 0.0, 0.0, 24.0) --no rotation, 24 roughly equals the cube size
elseif this.tool == TOOL_SPADE and this.blx1 and (this.alive or this.respawning) then
elseif this.tool == TOOL_SPADE and this.blx1 and (this.alive or this.respawning) and map_block_get(this.blx2, this.bly2, this.blz2) then
client.model_render_bone_global(mdl_test, mdl_test_bone,
this.blx1+0.5, this.bly1+0.5, this.blz1+0.5,
rotpos*0.01, rotpos*0.004, 0.0, 0.1+0.01*math.sin(rotpos*0.071))

BIN
pkg/base/pmf/Xcube.pmf Normal file

Binary file not shown.

BIN
tools/Xcube.kv6 Normal file

Binary file not shown.

View File

@ -0,0 +1 @@
kv62pmf.py Xcube.kv6 Xcube.pmf 1 1 bnXcube