341 lines
8.8 KiB
Lua
341 lines
8.8 KiB
Lua
--[[
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This file is part of Ice Lua Components.
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Ice Lua Components is free software: you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Ice Lua Components is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License
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along with Ice Lua Components. If not, see <http://www.gnu.org/licenses/>.
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]]
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-- Default values used by anything that doesn't explicitly set them
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local default_cfg = {
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range = 127.5,
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block_damage = MODE_BLOCK_DAMAGE_RIFLE,
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spread = 0,
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pellet_count = 1,
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shot_sound = wav_rifle_shot,
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reload_sound = wav_rifle_reload,
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}
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return function (plr, cfg)
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local this = {} this.this = this
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this.cfg = cfg
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-- Default cfg values
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for k, v in pairs(default_cfg) do
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if this.cfg[k] == nil then
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this.cfg[k] = v
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end
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end
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this.gui_x = 0.15
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this.gui_y = 0.25
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this.gui_scale = 0.2
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this.gui_pick_scale = 2.0
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function this.free()
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--
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end
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function this.get_damage(styp, tplr)
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local dmg = this.cfg.dmg[({"head","body","legs"})[styp]]
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local dtype = "killed"
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if styp == 1 then dtype = "headshot" end
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return dmg, dtype
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end
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function this.restock()
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this.ammo_clip = this.cfg.ammo_clip
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this.ammo_reserve = this.cfg.ammo_reserve
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end
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function this.reset()
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this.t_fire = nil
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this.t_reload = nil
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this.reloading = false
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this.sway = this.cfg.sway or 0
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this.restock()
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end
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this.reset()
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function this.prv_fire(sec_current)
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local xlen, ylen, zlen
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xlen, ylen, zlen = common.map_get_dims()
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if client then
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client.wav_play_global(this.cfg.shot_sound, plr.x, plr.y, plr.z)
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bcase_part_mdl = bcase_part_mdl or new_particle_model(250, 215, 0)
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particles_add(new_particle{
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x = plr.x,
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y = plr.y,
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z = plr.z,
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vx = math.sin(plr.angy - math.pi / 4) / 2 + math.random() * 0.25,
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vy = 0.1 + math.random() * 0.25,
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vz = math.cos(plr.angy - math.pi / 4) / 2 + math.random() * 0.25,
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model = bcase_part_mdl,
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size = 8,
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lifetime = 2
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})
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end
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net_send(nil, common.net_pack("BBB", PKT_PLR_GUN_SHOT, 0, 1))
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for i=1,(this.cfg.pellet_count) do
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-- TODO: Better spread
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-- spread
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local angy = plr.angy + (this.cfg.spread * (math.random() - 0.5))
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local angx = plr.angx + (this.cfg.spread * (math.random() - 0.5))
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local sya = math.sin(angy)
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local cya = math.cos(angy)
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local sxa = math.sin(angx)
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local cxa = math.cos(angx)
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local fwx,fwy,fwz
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fwx,fwy,fwz = sya*cxa, sxa, cya*cxa
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-- tracer
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if client then
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tracer_add(plr.x, plr.y, plr.z, angy, angx)
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end
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-- perform a trace
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local d,cx1,cy1,cz1,cx2,cy2,cz2
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d,cx1,cy1,cz1,cx2,cy2,cz2
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= trace_map_ray_dist(plr.x+sya*0.4,plr.y,plr.z+cya*0.4, fwx,fwy,fwz, this.cfg.range)
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d = d or this.cfg.range
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-- see if there's anyone we can kill
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local hurt_idx = nil
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local hurt_part = nil
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local hurt_part_idx = 0
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local hurt_dist = d*d
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local i,j
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for i=1,players.max do
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local p = players[i]
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if p and p ~= plr and p.alive then
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local dx = p.x-plr.x
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local dy = p.y-plr.y+0.1
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local dz = p.z-plr.z
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for j=1,3 do
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local dot, dd = isect_line_sphere_delta(dx,dy,dz,fwx,fwy,fwz)
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if dot and dot < 0.55 and dd < hurt_dist then
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hurt_idx = i
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hurt_dist = dd
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hurt_part_idx = j
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hurt_part = ({"head","body","legs"})[j]
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break
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end
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dy = dy + 1.0
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end
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end
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end
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if hurt_idx then
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if server then
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players[hurt_idx].gun_damage(
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hurt_part, this.cfg.dmg[hurt_part], plr)
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else
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net_send(nil, common.net_pack("BBB"
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, PKT_PLR_GUN_HIT, hurt_idx, hurt_part_idx))
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plr.show_hit()
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end
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else
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if client then
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net_send(nil, common.net_pack("BBB"
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, PKT_PLR_GUN_HIT, 0, 0))
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end
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if cx2 and cy2 <= ylen-3 and cx2 >= 0 and cx2 < xlen and cz2 >= 0 and cz2 < zlen then
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net_send(nil, common.net_pack("BHHHH", PKT_BLK_DAMAGE, cx2, cy2, cz2, this.cfg.block_damage))
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end
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end -- if hurt_idx
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end -- for pellet_count
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-- apply recoil
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-- attempting to emulate classic behaviour provided i have it right
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plr.recoil(sec_current, this.cfg.recoil_y, this.cfg.recoil_x)
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end
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function this.reload()
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if this.ammo_clip ~= this.cfg.ammo_clip then
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if this.ammo_reserve ~= 0 then
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if not this.reloading then
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this.reloading = true
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client.wav_play_global(this.cfg.reload_sound, plr.x, plr.y, plr.z)
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net_send(nil, common.net_pack("BB", PKT_PLR_GUN_RELOAD, 0))
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plr.zooming = false
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this.t_reload = nil
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end end end
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end
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function this.focus()
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--
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end
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function this.unfocus()
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this.firing = false
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this.reloading = false
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plr.zooming = false
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plr.arm_rest_right = 0
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end
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function this.need_restock()
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return this.ammo_reserve ~= this.cfg.ammo_reserve
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end
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function this.key(key, state, modif)
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if plr.alive and state and key == BTSK_RELOAD then
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if plr.mode ~= PLM_SPECTATE and plr.alive then
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this.reload()
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end
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end
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end
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function this.click(button, state)
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if button == 1 then
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-- LMB
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if this.ammo_clip > 0 then
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this.firing = state
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else
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this.firing = false
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client.wav_play_global(wav_pin, plr.x, plr.y, plr.z)
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plr.reload_msg.visible = true
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plr.reload_msg.static_alarm{name='reloadviz',
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time=0.5, on_trigger=function() plr.reload_msg.visible = false end}
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end
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elseif button == 3 then
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-- RMB
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if hold_to_zoom then
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plr.zooming = state and not this.reloading
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else
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if state and not this.reloading then
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plr.zooming = not plr.zooming
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end
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end
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end
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end
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function this.get_model()
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return this.cfg.model
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end
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function this.textgen()
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local col
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if this.ammo_clip == 0 then
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col = 0xFFFF3232
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else
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col = 0xFFC0C0C0
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end
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return col, ""..this.ammo_clip.."-"..this.ammo_reserve
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end
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function this.render(px, py, pz, ya, xa, ya2)
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this.get_model().render_global(px, py, pz, ya, xa, ya2, 3)
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end
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function this.tick(sec_current, sec_delta)
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if not plr.alive then
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this.firing = false
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this.reloading = false
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plr.zooming = false
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elseif this.reloading then
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if not this.t_reload then
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this.t_reload = sec_current + this.cfg.time_reload
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end
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plr.reload_msg.visible = false
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if sec_current >= this.t_reload then
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local adelta = this.cfg.ammo_clip - this.ammo_clip
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if adelta > this.ammo_reserve then
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adelta = this.ammo_reserve
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end
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this.ammo_reserve = this.ammo_reserve - adelta
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this.ammo_clip = this.ammo_clip + adelta
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this.t_reload = nil
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this.reloading = false
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plr.arm_rest_right = 0
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else
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local tremain = this.t_reload - sec_current
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local telapsed = this.cfg.time_reload - tremain
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local roffs = math.min(tremain,telapsed)
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roffs = math.min(roffs,0.3)/0.3
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plr.arm_rest_right = roffs
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end
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elseif this.firing and this.ammo_clip == 0 then
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this.firing = false
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elseif this.firing and ((not this.t_fire) or sec_current >= this.t_fire) then
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this.prv_fire(sec_current)
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this.t_fire = this.t_fire or sec_current
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this.t_fire = this.t_fire + this.cfg.time_fire
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if this.t_fire < sec_current then
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this.t_fire = sec_current
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end
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this.ammo_clip = this.ammo_clip - 1
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-- TODO: poll: do we want to require a new click per shot?
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-- nope - rakiru
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end
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if this.t_fire and this.t_fire < sec_current then
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this.t_fire = nil
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end
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if plr.alive and plr.tool == TOOL_GUN then
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local swayamt = this.sway
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if plr.crouching then swayamt = swayamt * 0.5 end
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if plr.zooming then swayamt = swayamt * 0.25 end
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plr.angx = plr.angx + math.sin(sec_current * 2) * swayamt
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plr.angy = plr.angy + math.sin(sec_current * 2.5) * swayamt
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end
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end
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function this.remote_client_fire(fire_type)
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if client then
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client.wav_play_global(this.cfg.shot_sound, plr.x, plr.y, plr.z)
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-- TODO: See network.lua comment in PKT_PLR_GUN_SHOT handler for future tracer code
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for i=1,(this.cfg.pellet_count) do
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local angy = plr.angy + (this.cfg.spread * (math.random() - 0.5))
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local angx = plr.angx + (this.cfg.spread * (math.random() - 0.5))
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tracer_add(plr.x, plr.y, plr.z, angy, angx)
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end
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end
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this.ammo_clip = this.ammo_clip - 1
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end
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function this.remote_client_reload()
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if client then
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client.wav_play_global(this.cfg.reload_sound, plr.x, plr.y, plr.z)
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end
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local adelta = this.cfg.ammo_clip - this.ammo_clip
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if adelta > this.ammo_reserve then
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adelta = this.ammo_reserve
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end
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this.ammo_reserve = this.ammo_reserve - adelta
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this.ammo_clip = this.ammo_clip + adelta
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end
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return this
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end
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