buldthensnip/pkg/base/mode/obj_intel.lua
2016-07-02 16:26:38 +02:00

295 lines
7.0 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/>.
]]
if client then
mdl_intel = model_load({
kv6 = {
bdir = DIR_PKG_KV6,
name = "intel.kv6",
scale = 1.0/24.0,
},
pmf = {
bdir = DIR_PKG_PMF,
name = "intel.pmf",
},
}, {"kv6", "pmf"})
wav_intelup = skin_load("wav", "intelup.wav", DIR_PKG_WAV)
wav_inteldown = skin_load("wav", "inteldown.wav", DIR_PKG_WAV)
end
function new_intel(settings)
local this = {} this.this = this
this.type = "intel"
this.team = settings.team
this.iid = settings.iid
this.mspr = mspr_intel
this.player = nil
this.rotpos = 0
function this.get_name()
if this.team then
return teams[this.team].name .. " intel"
else
return "intel"
end
end
function this.tick(sec_current, sec_delta)
local i
this.rotpos = sec_current*2
if not this.spawned then return end
if this.player then
-- anything to do here?
else
if not server then return end
-- set position
local l = common.map_pillar_get(
math.floor(this.x),
math.floor(this.z))
local ty = l[1+(1)]
if this.y ~= ty and this.visible then
--print("grav", this.y, ty)
this.y = ty
net_broadcast(nil, common.net_pack("BHhhhB", PKT_ITEM_POS, this.iid,
this.x, this.y, this.z,
this.get_flags()))
end
-- see if anyone has picked us up
local mplr = nil
local mdd = 2*2
for i=1,players.max do
local plr = players[i]
if plr and plr.alive then
local dx = plr.x-this.x
local dy = (plr.y+2.8)-this.y
local dz = plr.z-this.z
local dd = dx*dx+dy*dy+dz*dz
if dd < mdd then
mplr = plr
end
end
end
if mplr then
if mplr.intel_pickup(this) then
this.player = mplr
this.visible = false
end
end
end
end
function this.should_glow()
return players[players.current].team ~= this.team
end
function this.render()
if client.gfx_stencil_test and this.should_glow() then
client.gfx_stencil_test(true)
-- PASS 1: set to 1 for enlarged model
if shader_white then shader_white.push() end
client.gfx_depth_mask(false)
client.gfx_stencil_func("0", 1, 255)
client.gfx_stencil_op("===")
this.mdl_intel_outline.render_global(
this.x, this.y-0.9, this.z,
this.rotpos, 0, 0, 3)
client.gfx_depth_mask(true)
if shader_white then shader_white.pop() end
-- PASS 2: set to 0 for regular model
if shader_world then shader_world.push() end
client.gfx_stencil_func("1", 0, 255)
client.gfx_stencil_op(";==")
this.mdl_intel.render_global(
this.x, this.y-0.9, this.z,
this.rotpos, 0, 0, 3)
if shader_world then shader_world.pop() end
-- PASS 3: draw red for stencil == 1; clear stencil
client.gfx_stencil_func("==", 1, 255)
client.gfx_stencil_op("000")
local iw, ih = common.img_get_dims(img_fsrect)
client.img_blit(img_fsrect, 0, 0, iw, ih, 0, 0, 0x7FFFFFFF)
client.gfx_stencil_test(false)
else
return this.mdl_intel.render_global(
this.x, this.y-0.9, this.z,
this.rotpos, 0, 0, 3)
end
end
function this.render_backpack()
local rpx = this.player.x
local rpy = this.player.y+0.5+this.player.jerkoffs
local rpz = this.player.z
local sya = math.sin(this.player.angy)
local cya = math.cos(this.player.angy)
rpx = rpx - sya*0.4
rpz = rpz - cya*0.4
return this.mdl_intel.render_global(
rpx, rpy, rpz,
0*math.pi/2, 0*math.pi/2, this.player.angy-math.pi/2, 1)
end
function this.intel_drop()
if not this.player then return end
this.visible = true
this.x = math.floor(this.player.x+0.5)+0.5
this.y = math.floor(this.player.y+0.5)
this.z = math.floor(this.player.z+0.5)+0.5
this.player = nil
if server then
local x,y,z,f
x,y,z = this.get_pos()
f = this.get_flags()
--print("bc pos")
net_broadcast(nil, common.net_pack("BHhhhB",
PKT_ITEM_POS, this.iid, x,y,z, f))
net_broadcast(nil, common.net_pack("BHB", PKT_ITEM_CARRIER, this.iid, 0))
end
end
function this.intel_capture(sec_current)
teams[this.player.team].score = teams[this.player.team].score + 1
net_broadcast(nil, common.net_pack("Bbh", PKT_TEAM_SCORE, this.player.team, teams[this.player.team].score))
local cplr = this.player
this.player = nil
this.spawn()
if server then
local x,y,z,f
x,y,z = this.get_pos()
f = this.get_flags()
net_broadcast(nil, common.net_pack("BHhhhB",
PKT_ITEM_POS, this.iid, x,y,z, f))
net_broadcast(nil, common.net_pack("BHB", PKT_ITEM_CARRIER, this.iid, 0))
if cplr then
cplr.score = cplr.score + SCORE_INTEL
cplr.update_score()
end
end
if teams[cplr.team].score >= TEAM_SCORE_LIMIT then
mode_reset()
else
local i
for i=1,players.max do
local plr = players[i]
if plr and plr.team == cplr.team then
plr.t_rcirc = sec_current + MODE_RCIRC_LINGER
end
end
end
end
function this.prespawn()
this.alive = false
this.spawned = false
this.visible = false
end
local function prv_spawn_cont1()
this.alive = true
this.spawned = true
this.visible = true
end
function this.spawn()
local xlen,ylen,zlen
xlen,ylen,zlen = common.map_get_dims()
while true do
this.x = math.floor(math.random()*xlen/4.0)+0.5
this.z = math.floor((math.random()/2.0+0.25)*zlen)+0.5
if this.team == 1 then this.x = xlen - this.x end
--if this.team == 0 then this.x = xlen - this.x end -- quick test
if this.team == nil then this.x = this.x + (xlen - (xlen/4.0))/2 end
this.y = (common.map_pillar_get(this.x, this.z))[1+1]
if this.y < ylen-1 then break end
end
prv_spawn_cont1()
end
function this.spawn_at(x,y,z)
this.x = x + 0.5
this.y = y
this.z = z + 0.5
prv_spawn_cont1()
end
function this.get_pos()
return this.x, this.y, this.z
end
function this.set_pos_recv(x,y,z)
this.x = x + 0.5
this.y = y
this.z = z + 0.5
end
function this.get_flags()
local v = 0
if this.visible then v = v + 0x01 end
return v
end
function this.set_flags_recv(v)
this.visible = (bit_and(v, 0x01) ~= 0)
end
local _
local l = (this.team and teams[this.team].color_mdl) or {170,170,170}
this.color = l
this.color_icon = (this.team and teams[this.team].color_chat) or {255,255,255}
if client then
this.mdl_intel = mdl_intel({filt=function (r,g,b)
if r == 0 and g == 0 and b == 0 then
return this.color[1], this.color[2], this.color[3]
else
return r,g,b
end
end})
this.mdl_intel_outline = mdl_intel({inscale=6.0})
end
this.prespawn()
return this
end