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