buldthensnip/pkg/base/common.lua
2016-06-23 23:01:21 +02:00

505 lines
12 KiB
Lua

--[[
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")
dofile("pkg/base/network.lua")
dofile("pkg/iceball/lib/event.lua")
events = event_manager()
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_nade.lua",
DIR_PKG_LIB.."/obj_particle.lua",
((server and GAME_MODE) or "*GAMEMODE"),
}
-- load libs
local i
for i=1,#LIB_LIST do
print(LIB_LIST[i])
local asdf_qwerty = i
i = nil
-- a quick workaround.
-- seems the anal-retentive pathname security bug wasn't QUITE fixed.
common.fetch_block("lua", LIB_LIST[asdf_qwerty])()
i = asdf_qwerty
end
i = nil
function cvar(name, default)
if mod_data and mod_data.cvars and mod_data.cvars[name] ~= nil then
_G[name] = mod_data.cvars[name]
else
_G[name] = default
end
end
-- mode stuff
cvar("MODE_DEBUG_SHOWBOXES", false)
cvar("MODE_DEBUG_VPLTEST", false)
cvar("MODE_CHEAT_FLY", false)
cvar("MODE_ALLGUNS", false)
cvar("MODE_FREEAIM", false)
cvar("MODE_BORDER_SHOW", false)
cvar("MODE_PLAYERS_MAX", 64)
cvar("MODE_MAX_FOG", 127.5)
cvar("MODE_DEFAULT_FOG", 60)
-- v This extends the fog distance a bit for gl users, to match the softgm renderer at the screen centre.
cvar("MODE_FOG_GL_EXTEND", true)
cvar("MODE_AUTOCLIMB", true)
cvar("MODE_AIRJUMP", false)
cvar("MODE_SOFTCROUCH", true)
cvar("MODE_JUMP_SPEED", 7.0)
cvar("MODE_JUMP_POGO", true)
cvar("MODE_GRAVITY", 9.81)
cvar("MODE_PSPEED_CONV_PHYSICS", true)
cvar("MODE_PSPEED_CONV_SPEEDCAP_ON", true)
cvar("MODE_PSPEED_CONV_SPEEDCAP", 7.0)
cvar("MODE_PSPEED_CONV_ACCEL", 3.6)
cvar("MODE_PSPEED_CONV_BRAKES", 0.7)
cvar("MODE_PSPEED_NORMAL", 7.0)
cvar("MODE_PSPEED_FLYMODE", 20.0)
cvar("MODE_PSPEED_CHANGE", 5.0)
cvar("MODE_PSPEED_AIRSLOW", 0.3)
cvar("MODE_PSPEED_AIRSLOW_CHANGE", 0.3)
cvar("MODE_PSPEED_WATER", 0.6)
cvar("MODE_PSPEED_CROUCH", 0.5)
cvar("MODE_PSPEED_SNEAK", 0.5)
cvar("MODE_PSPEED_SPADE", 1.25)
cvar("MODE_NADE_SPEED", 40.0)
cvar("MODE_NADE_STEP", 0.1)
cvar("MODE_NADE_FUSE", 3.0)
cvar("MODE_NADE_ADAMP", 0.5)
cvar("MODE_NADE_BDAMP", 1.0)
cvar("MODE_NADE_BOUNCE_SOUND_FADE", 2.0)
cvar("MODE_NADE_BOUNCE_SOUND_MIN", 0.375)
cvar("MODE_NADE_RANGE", 8.0)
cvar("MODE_NADE_DAMAGE", 210.0)
-- WARNING: EXPERIMENTAL - set to false if your server slows down an awful lot or locks up!
cvar("MODE_NADE_VPL_ENABLE", false) -- disabled as it's kinda impractical due to the framerate drop
cvar("MODE_NADE_VPL_MAX_COUNT", 300) -- O(n*m) stuff, n == number of players, m == THIS
cvar("MODE_NADE_VPL_MAX_TRIES", 1000)
cvar("MODE_NADE_VPL_MAX_RANGE", 30.0)
cvar("MODE_NADE_VPL_DIRECT_STRENGTH", 1.0)
cvar("MODE_NADE_VPL_DAMAGE_1", 2000.0)
cvar("MODE_NADE_VPL_BLK_DAMAGE", 30)
cvar("MODE_TEAM_GUNS", false)
cvar("MODE_MINIMAP_RCIRC", false)
cvar("MODE_ENABLE_MINIMAP", true)
cvar("MODE_MAP_TRACERS", false) -- TODO!
cvar("MODE_TILT_SLOWDOWN", false) -- TODO!
cvar("MODE_TILT_DOWN_NOCLIMB", false) -- TODO!
cvar("MODE_DRUNKCAM_VELOCITY", false) -- keep this off unless you want to throw up
cvar("MODE_DRUNKCAM_LOCALTURN", false) -- this is the one you're looking for.
cvar("MODE_DRUNKCAM_CORRECTSPEED", 10.0)
cvar("MODE_DELAY_SPADE_DIG", 1.0)
cvar("MODE_DELAY_SPADE_HIT", 0.25)
cvar("MODE_DELAY_BLOCK_BUILD", 0.25)
cvar("MODE_DELAY_TOOL_CHANGE", 0.2)
cvar("MODE_DELAY_NADE_THROW", 0.5)
cvar("MODE_BLOCK_HEALTH", 100)
cvar("MODE_BLOCK_DAMAGE_SPADE", 34)
cvar("MODE_BLOCK_DAMAGE_RIFLE", 34)
cvar("MODE_BLOCK_REGEN_TIME", 30.0)
cvar("MODE_BLOCK_PLACE_IN_AIR", false) --TODO: make this a server config variable, maybe godmode?
cvar("MODE_BLOCK_NO_RED_MARKER", false)
cvar("MODE_BLOCKS_SPAWN", 100)
cvar("MODE_BLOCKS_MAX", 300)
cvar("MODE_RCIRC_LINGER", 60.0)
cvar("MODE_RESPAWN_TIME", 8.0)
cvar("MODE_CHAT_LINGER", 15.0)
cvar("MODE_CHAT_MAX", 10)
cvar("MODE_CHAT_STRMAX", 102)
-- some settings that can be moved
cvar("SHOW_NETGRAPH", false)
cvar("MODE_SPECTATE", true)
-- scoring
cvar("SCORE_INTEL", 10)
cvar("SCORE_KILL", 1)
cvar("SCORE_TEAMKILL", -1)
cvar("SCORE_SUICIDE", -1)
-- tools
TOOL_SPADE = 0
TOOL_BLOCK = 1
TOOL_GUN = 2
TOOL_EXPL = 3
TOOL_MARKER = 4
-- sounds
if client then
client.wav_cube_size(1)
wav_rifle_shot = skin_load("wav", "rifle-shot.wav", DIR_PKG_WAV)
wav_rifle_reload = skin_load("wav", "rifle-reload.wav", DIR_PKG_WAV)
wav_whoosh = skin_load("wav", "whoosh.wav", DIR_PKG_WAV)
wav_buld = skin_load("wav", "buld.wav", DIR_PKG_WAV)
wav_grif = skin_load("wav", "grif.wav", DIR_PKG_WAV)
wav_hammer = skin_load("wav", "hammer.wav", DIR_PKG_WAV)
wav_swish = skin_load("wav", "swish.wav", DIR_PKG_WAV)
wav_jump_up = skin_load("wav", "jump.wav", DIR_PKG_WAV)
wav_jump_down = skin_load("wav", "land.wav", DIR_PKG_WAV)
wav_pin = skin_load("wav", "pin.wav", DIR_PKG_WAV)
wav_kapiano = skin_load("wav", "kapiano.wav", DIR_PKG_WAV)
wav_nade_bounce = skin_load("wav", "nade-bounce.wav", DIR_PKG_WAV)
wav_nade_boom = skin_load("wav", "nade-boom.wav", DIR_PKG_WAV)
wav_pop = skin_load("wav", "pop.wav", DIR_PKG_WAV)
wav_steps = {}
wav_water_steps = {}
wav_ouches = {}
wav_splats = {}
local i
for i=1,4 do
wav_steps[i] = skin_load("wav", "step"..i..".wav", DIR_PKG_WAV)
end
for i=1,4 do
wav_water_steps[i] = skin_load("wav", "wade"..i..".wav", DIR_PKG_WAV)
end
for i=1,3 do
wav_ouches[i] = skin_load("wav", "ouch"..i..".wav", DIR_PKG_WAV)
end
for i=1,1 do
wav_splats[i] = skin_load("wav", "death"..i..".wav", DIR_PKG_WAV)
end
end
-- weapons
do
local weapon_cid = 1
function weapon_newid()
local ret = weapon_cid
weapon_cid = ret+1
return ret
end
function weapon_resetlist()
weapon_cid = 1
weapons = {}
weapons_enabled = {}
weapon_models = {}
weapon_names = {}
end
function weapon_add(path)
local id = weapon_newid()
weapons[id] = loadfile(path)(id)
return id
end
end
tpl_gun = loadfile(DIR_PKG_ROOT.."/ent/tpl_gun.lua")()
weapon_resetlist()
WPN_RIFLE = weapon_add(DIR_PKG_ROOT.."/ent/gun_rifle.lua")
tools = {
[TOOL_SPADE] = loadfile(DIR_PKG_ROOT.."/ent/tool_spade.lua")(),
[TOOL_BLOCK] = loadfile(DIR_PKG_ROOT.."/ent/tool_block.lua")(),
[TOOL_MARKER] = loadfile(DIR_PKG_ROOT.."/ent/tool_marker.lua")(),
}
weapons_enabled[WPN_RIFLE] = true
-- explosives
EXPL_GRENADE = 1
explosive_models = {}
explosives = {
[EXPL_GRENADE] = loadfile(DIR_PKG_ROOT.."/ent/expl_grenade.lua")(),
}
explosives_enabled = {}
explosives_enabled[EXPL_GRENADE] = true
-- teams
TEAM_SCORE_LIMIT_CTF = 10
TEAM_SCORE_LIMIT_TDM = 1000
TEAM_SCORE_LIMIT = 0 -- your game mode should set this variable
teams = {
max = 1,
[0] = {
name = "Blue Master Race",
color_mdl = {16,32,128},
color_chat = {0,0,255},
score = 0,
},
[1] = {
name = "Green Master Race",
color_mdl = {16,128,32},
color_chat = {0,192,0},
score = 0,
},
}
function team_players(team)
local result = {}
local k
for k=1,players.max do
if k then
local v = players[k]
if v and v.team == team then
table.insert(result, v)
end
end
end
return result
end
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
if server then
local fog_r, fog_g, fog_b = 192, 238, 255
function fog_set(r, g, b)
fog_r = math.floor(math.max(0, math.min(255, r)))
fog_g = math.floor(math.max(0, math.min(255, g)))
fog_b = math.floor(math.max(0, math.min(255, b)))
net_broadcast(nil, common.net_pack("BBBB", PKT_FOG_COLOR, fog_r, fog_g, fog_b))
end
function fog_get()
return fog_r, fog_g, fog_b
end
function fog_send_to(neth)
net_send(neth, common.net_pack("BBBB", PKT_FOG_COLOR, fog_r, fog_g, fog_b))
end
end
damage_blk = {}
players = {max = MODE_PLAYERS_MAX, current = 1}
miscents = {}
nades = {head = 1, tail = 0}
function player_ranking(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
bhealth = {head = 1, tail = 0, time = 0, map = {}}
function bhealth_clear(x,y,z,repaint)
local map = bhealth.map
local bh = map[x] and map[x][y] and map[x][y][z]
if bh then
if repaint then
map_block_paint(bh.x,bh.y,bh.z,
bh.c[1],bh.c[2],bh.c[3],bh.c[4])
end
map[x][y][z] = nil
end
end
function bhealth_damage(x,y,z,amt,plr)
local c = map_block_get(x,y,z)
if c == false then
map_pillar_aerate(x,z)
c = map_block_get(x,y,z)
end
if not c then return end
local map = bhealth.map
map[x] = map[x] or {}
map[x][y] = map[x][y] or {}
map[x][y][z] = map[x][y][z] or {
c = c,
damage = 0,
time = nil,
qidx = nil,
x = x, y = y, z = z,
}
local blk = map[x][y][z]
blk.time = bhealth.time + MODE_BLOCK_REGEN_TIME
blk.damage = blk.damage + amt
if server and blk.damage >= MODE_BLOCK_HEALTH then
if map_block_break(x,y,z) then
net_broadcast(nil, common.net_pack("BHHH",
PKT_BLK_RM1, x, y, z))
if plr and plr.tool == TOOL_SPADE then
local oblocks = plr.blocks
oblocks = oblocks + 1
if oblocks > MODE_BLOCKS_MAX then
oblocks = MODE_BLOCKS_MAX
end
plr.set_blocks(oblocks)
end
end
end
local c = blk.c
local darkfac = 0.8*MODE_BLOCK_HEALTH
local light = darkfac/(darkfac + blk.damage)
map_block_paint(x,y,z,c[1],
math.floor(c[2]*light+0.5),
math.floor(c[3]*light+0.5),
math.floor(c[4]*light+0.5))
bhealth.tail = bhealth.tail + 1
bhealth[bhealth.tail] = {x=x,y=y,z=z,time=blk.time}
blk.qidx = bhealth.tail
if client then
local block_particlecount = (math.random() * 20 + 10)*1 -- disabling particles to help fix rot
--[[
local mdl = new_particle_model(
math.floor(c[2]*light+0.5),
math.floor(c[3]*light+0.5),
math.floor(c[4]*light+0.5))
]]
block_part_mdl = block_part_mdl or new_particle_model(148, 148, 148)
for i=1,block_particlecount do
particles_add(new_particle{
x = x + 0.5,
y = y + 0.5,
z = z + 0.5,
vx = math.random() * 2 - 1,
vy = math.random(),
vz = math.random() * 2 - 1,
lifetime = 0.5 + math.random() * 0.25,
size = 32,
model = block_part_mdl,
})
end
end
end
function bhealth_prune(time)
--print("prune", bhealth.head, bhealth.tail)
map_cache_start()
while bhealth.head <= bhealth.tail do
local bhi = bhealth[bhealth.head]
if time >= bhi.time then
bhealth[bhealth.head] = nil
--print("bhi", bhi.x,bhi.y,bhi.z,bhi.time,time)
local map = bhealth.map
local bh = map[bhi.x] and map[bhi.x][bhi.y] and map[bhi.x][bhi.y][bhi.z]
if bh and bh.qidx == bhealth.head then
map_block_paint(bh.x,bh.y,bh.z,
bh.c[1],bh.c[2],bh.c[3],bh.c[4])
bhealth.map[bh.x][bh.y][bh.z] = nil
end
bhealth.head = bhealth.head + 1
else
break
end
end
map_cache_end()
if bhealth.head > bhealth.tail then
bhealth.head = 1
bhealth.tail = 0
end
bhealth.time = time
end