buldthensnip/pkg/base/mode/obj_tent.lua
2015-03-20 11:39:08 +13:00

216 lines
5.0 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_tent = model_load({
kv6 = {
bdir = DIR_PKG_KV6,
name = "flagpole.kv6",
scale = 1.0/16.0,
},
pmf = {
bdir = DIR_PKG_PMF,
name = "tent.pmf",
},
}, {"kv6", "pmf"})
end
function new_tent(settings)
local this = {} this.this = this
this.type = "tent"
this.team = settings.team or -1
this.iid = settings.iid
this.mspr = mspr_tent
function this.tick(sec_current, sec_delta)
local i
if not server then return end
if not this.spawned 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
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 is restocking
for i=1,players.max do
local plr = players[i]
if plr then
local dx = plr.x-this.x
local dy = (plr.y+2.4)-this.y
local dz = plr.z-this.z
local dd = dx*dx+dy*dy+dz*dz
if dd > 2*2 then
plr = nil
end
end
if plr then
this.player_in_range(plr, sec_current)
end
end
end
function this.player_in_range(plr, sec_current)
local restock = false
local i
for i=1,#plr.tools do
restock = restock or plr.tools[i].need_restock()
end
restock = restock or plr.health ~= 100
restock = restock or plr.blocks ~= 100
restock = restock and plr.alive
restock = restock and plr.team == this.team
if restock then
plr.tent_restock()
end
end
function this.should_glow()
return (players[players.current].team == this.team
and players[players.current].has_intel)
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_tent_outline.render_global(
this.x, this.y, 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_tent.render_global(
this.x, this.y, 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
this.mdl_tent.render_global(
this.x, this.y, this.z,
0, 0, 0, 3)
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()*0.5+0.25)*zlen)+0.5
if this.team == 1 then this.x = xlen - this.x 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_tent = mdl_tent({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_tent_outline = mdl_tent({inscale=6.0})
end
this.prespawn()
return this
end