buldthensnip/pkg/base/obj_player.lua
2016-02-04 01:08:58 +00:00

2432 lines
64 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/>.
]]
PLM_NORMAL = 1
PLM_SPECTATE = 2
PLM_BUILD = 3
if client then
if not img_fsrect then
img_fsrect = client.img_new(client.screen_get_dims())
client.img_fill(img_fsrect, 0xFFFF0000)
end
mdl_player_head = model_load({
kv6={bdir=DIR_PKG_KV6, name="playerhead.kv6", scale=10.0/256.0},
pmf={bdir=DIR_PKG_PMF, name="player.pmf", bone=0},
}, {"kv6","pmf"})
mdl_player_body = model_load({
kv6={bdir=DIR_PKG_KV6, name="playerbody.kv6", scale=7.0/256.0},
pmf={bdir=DIR_PKG_PMF, name="player.pmf", bone=1},
}, {"kv6","pmf"})
mdl_player_arm = model_load({
kv6={bdir=DIR_PKG_KV6, name="playerarm.kv6", scale=6.0/256.0},
pmf={bdir=DIR_PKG_PMF, name="player.pmf", bone=2},
}, {"kv6","pmf"})
mdl_player_leg = model_load({
kv6={bdir=DIR_PKG_KV6, name="playerleg.kv6", scale=5.0/256.0},
pmf={bdir=DIR_PKG_PMF, name="player.pmf", bone=3},
}, {"kv6","pmf"})
mdl_player_head_outline = mdl_player_head {inscale=6.0}
mdl_player_body_outline = mdl_player_body {inscale=6.0}
mdl_player_arm_outline = mdl_player_arm {inscale=6.0}
mdl_player_leg_outline = mdl_player_leg {inscale=6.0}
end
function new_player(settings)
local this = {} this.this = this this.this.this = this this = this.this
this.team = settings.team or math.floor(math.random()*2)
this.squad = settings.squad or nil
this.weapon = settings.weapon or WPN_RIFLE
this.explosive = settings.explosive or EXPL_GRENADE
-- TODO: move this to a function
this.wpn_list = settings.wpn_list or nil
if this.wpn_list == nil then
this.wpn_list = {}
local k,v
for k,v in pairs(weapons_enabled) do
if v then
this.wpn_list[#this.wpn_list+1] = k
end
end
end
this.recoil_amt = 0
this.pid = settings.pid or error("pid must be set when creating player!")
this.neth = settings.neth
this.alive = false
this.spawned = false
this.zooming = false
this.inwater = false
this.mode = settings.mode or PLM_NORMAL
this.spectateindex = 0
this.spectateplr = this
function teamfilt(tr, tg, tb)
return (function (r,g,b)
if r == 0 and g == 0 and b == 0 then
return tr, tg, tb
else
return r, g, b
end
end)
end
this.score = 0
this.kills = 0
this.deaths = 0
this.dead_x = nil
this.dead_y = nil
this.dead_z = nil
this.permissions = {}
function this.has_permission(perm)
return perm == nil or this.permissions[perm] ~= nil
end
function this.add_permission(perm)
this.permissions[perm] = true
end
function this.remove_permission(perm)
this.permissions[perm] = nil
end
function this.add_permission_group(perms)
for k,v in pairs(perms) do
this.add_permission(k)
end
end
function this.remove_permission_group(perms)
for k,v in pairs(perms) do
this.remove_permission(k)
end
end
function this.clear_permissions(perms)
this.permissions = {}
end
local function prv_recolor_team(r,g,b)
if not client then return end
local mname,mdata
local f = teamfilt(r,g,b)
this.mdl_player_head = mdl_player_head {filt=f}
this.mdl_player_body = mdl_player_body {filt=f}
this.mdl_player_arm = mdl_player_arm {filt=f}
this.mdl_player_leg = mdl_player_leg {filt=f}
end
function this.recolor_team()
local c = teams[this.team].color_mdl
local r,g,b
r,g,b = c[1],c[2],c[3]
prv_recolor_team(r,g,b)
end
do
local c = teams[this.team].color_mdl
local r,g,b
r,g,b = c[1],c[2],c[3]
prv_recolor_team(r,g,b)
end
function this.input_reset()
this.ev_forward = false
this.ev_back = false
this.ev_left = false
this.ev_right = false
this.ev_jump = false
this.ev_crouch = false
this.ev_sneak = false
this.ev_lmb = false
this.ev_rmb = false
end
this.input_reset()
function this.free()
if this.mdl_player then common.model_free(this.mdl_player) end
end
this.t_rcirc = nil
function this.prespawn()
this.alive = false
this.spawned = false
this.grounded = false
this.crouching = false
this.spectateindex = 0
this.spectateplr = this
this.arm_rest_right = 0.0
this.arm_rest_left = 1.0
this.t_respawn = nil
this.t_switch = nil
this.t_newblock = nil
this.t_newspade1 = nil
this.t_newspade2 = nil
this.t_step = nil
this.t_piano = nil
this.t_piano2 = nil
this.dangx, this.dangy = 0, 0
this.angx, this.angy = 0, 0
this.vx, this.vy, this.vz = 0, 0, 0
this.blx1, this.bly1, this.blz1 = nil, nil, nil
this.blx2, this.bly2, this.blz2 = nil, nil, nil
this.sx, this.sy, this.sz = 0, -1, 0
this.drunkx, this.drunkz = 0, 0
this.drunkfx, this.drunkfz = 0, 0
this.blk_color = {0x7F,0x7F,0x7F}
this.blk_color_changed = true
this.blk_color_x = 3
this.blk_color_y = 0
this.jerkoffs = 0.0
this.zoom = 1.0
this.zooming = false
this.health = 100
this.blocks = MODE_BLOCKS_SPAWN
function this.expl_ammo_checkthrow() return false end
this.add_tools()
this.ev_forward = this.key_forward
this.ev_back = this.key_back
this.ev_left = this.key_left
this.ev_right = this.key_right
this.ev_crouch = this.key_crouch
this.ev_jump = this.key_jump
this.ev_sneak = this.key_sneak
end
function this.add_tools()
local i
if this.tools then
for i=1,#this.tools do
this.tools[i].free()
end
end
this.tools = {}
this.add_tools_list()
-- TODO: clean up scene properly
this.scene = nil
end
function this.add_tools_list()
this.tools[#(this.tools)+1] = tools[TOOL_SPADE](this)
this.tools[#(this.tools)+1] = tools[TOOL_BLOCK](this)
if MODE_ALLGUNS then
local i
for i=1,#weapons do
if weapons_enabled[i] then
this.tools[#(this.tools)+1] = weapons[i](this)
end
end
else
this.tools[#(this.tools)+1] = weapons[this.weapon](this)
end
this.tools[#(this.tools)+1] = explosives[this.explosive](this)
if this.mode == PLM_BUILD then
this.tools[#(this.tools)+1] = tools[TOOL_MARKER](this)
end
this.tool = 2
this.tool_last = 0
end
function this.block_recolor()
this.blk_color_changed = true
end
local function prv_spawn_cont1()
this.prespawn()
this.alive = true
this.spawned = true
this.t_switch = true
end
function this.spawn_at(x,y,z,ya,xa)
prv_spawn_cont1()
this.x = x
this.y = y
this.z = z
this.angy = ya
this.angx = xa
end
function this.spawn()
local xlen,ylen,zlen
xlen,ylen,zlen = common.map_get_dims()
prv_spawn_cont1()
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
this.y = (common.map_pillar_get(this.x, this.z))[1+1]
if this.y < ylen-1 then break end
end
this.y = this.y - 3.0
this.angy, this.angx = math.pi/2.0, 0.0
if this.team == 1 then this.angy = this.angy-math.pi end
end
this.name = settings.name or "Noob"
if server then
this.spawn()
else
this.prespawn()
end
function this.item_add(item)
-- override me!
end
function this.item_remove(item)
-- override me!
end
function this.tool_switch(tool)
if not this.alive then return end
if this.mode == PLM_SPECTATE then return end
if tool == this.tool then return end
if not this.tools[tool+1] then return end
this.tool_last = this.tool
this.tools[this.tool+1].unfocus()
this.tools[tool+1].focus()
this.t_switch = true
if client and this == players[players.current] and this.tool ~= tool then
net_send(nil, common.net_pack("BBB"
, PKT_PLR_TOOL, 0x00, tool))
end
this.tool = tool
this.ev_lmb = false
this.ev_rmb = false
-- hud
if this.tools_align then
this.tools_align.visible = true
this.tools_align.static_alarm{name='viz',
time=3.0, on_trigger=function() this.tools_align.visible = false end}
end
end
function this.tool_switch_next()
local new_tool = (this.tool + 1) % #this.tools
this.tool_switch(new_tool)
end
function this.tool_switch_prev()
local new_tool = (this.tool - 1) % #this.tools
this.tool_switch(new_tool)
end
--[[
keys are:
0x01: up
0x02: down
0x04: left
0x08: right
0x10: sneak | scope
0x20: crouch
0x40: jump
0x80: * RESERVED *
]]
function this.get_pos()
return this.x, this.y, this.z
end
function this.get_vel()
return this.vx, this.vy, this.vz
end
function this.set_pos_recv(x, y, z)
this.x = x
this.y = y
this.z = z
end
function this.get_orient()
local keys = 0
if this.ev_forward then keys = keys + 0x01 end
if this.ev_back then keys = keys + 0x02 end
if this.ev_left then keys = keys + 0x04 end
if this.ev_right then keys = keys + 0x08 end
if this.ev_sneak or this.zooming then keys = keys + 0x10 end
if this.ev_crouch then keys = keys + 0x20 end
if this.ev_jump then keys = keys + 0x40 end
--if this.ev_aimbot then keys = keys + 0x80 end
return this.angy, this.angx, keys
end
function this.set_orient_recv(ya, xa, keys)
this.angy = ya
this.angx = xa
this.ev_forward = bit_and(keys,0x01) ~= 0
this.ev_back = bit_and(keys,0x02) ~= 0
this.ev_left = bit_and(keys,0x04) ~= 0
this.ev_right = bit_and(keys,0x08) ~= 0
this.ev_sneak = bit_and(keys,0x10) ~= 0
this.ev_crouch = bit_and(keys,0x20) ~= 0
this.ev_jump = bit_and(keys,0x40) ~= 0
--this.ev_aimbot = bit_and(keys,0x80) ~= 0
end
function this.recoil(sec_current, recoil_y, recoil_x)
local xrec = recoil_x*math.cos(sec_current*math.pi*2)*math.pi*20
local ydip = math.sin(this.angx)
local ycos = math.cos(this.angx)
local yrec = recoil_y + ydip
local ydist = math.sqrt(ycos*ycos+yrec*yrec)
this.angy = this.angy + xrec
this.angx = math.asin(yrec/ydist)
this.recoil_time = sec_current
end
function this.update_score()
net_broadcast(nil, common.net_pack("BBBBBhhhzz",
PKT_PLR_ADD, this.pid,
this.team, this.weapon, this.mode,
this.score, this.kills, this.deaths,
this.name, this.squad))
end
function this.set_blocks(blocks)
local oblocks = this.blocks
this.blocks = blocks
if not server then return end
if (blocks == 0) ~= (oblocks == 0) then
net_broadcast(nil, common.net_pack("BBH",
PKT_PLR_BLK_COUNT, this.pid, this.blocks))
else
net_send(this.neth, common.net_pack("BBH",
PKT_PLR_BLK_COUNT, this.pid, this.blocks))
end
end
function this.tent_restock()
this.health = 100
local i
for i=1,#this.tools do
this.tools[i].restock()
end
if server then
net_broadcast(nil, common.net_pack("BB", PKT_PLR_RESTOCK, this.pid))
end
end
local function blood_particles()
local i
local blood_particlecount = math.random() * 10 + 20
local pvel = 0.5
blood_part_mdl = blood_part_mdl or new_particle_model(230, 70, 70)
local mdl = blood_part_mdl
--[[
local mdl = new_particle_model(
200 + math.random() * 55,
60 + math.random() * 20,
60 + math.random() * 20)
]]
for i=1,blood_particlecount do
particles_add(new_particle{
x = this.x,
y = this.y,
z = this.z,
vx = pvel*(2*math.random()-1),
vy = pvel*(2*math.random()-1.8),
vz = pvel*(2*math.random()-1),
model = mdl,
size = 8 + math.random() * 16,
lifetime = 1
})
end
end
function this.on_disconnect()
-- override me!
end
function this.on_death(kcol, kmsg)
-- override me!
end
function this.set_health_damage(amt, kcol, kmsg, enemy)
local oldhealth = this.health
this.health = math.max(amt, 0)
local hdelta = this.health - oldhealth
if this.health <= 0 and this.alive then
this.on_death()
if server then
this.deaths = this.deaths + 1
if enemy == nil then
-- do nothing --
elseif enemy == this then
enemy.score = enemy.score + SCORE_SUICIDE
elseif enemy.team == this.team then
enemy.score = enemy.score + SCORE_TEAMKILL
else
enemy.score = enemy.score + SCORE_KILL
enemy.kills = enemy.kills + 1
end
if enemy ~= nil and enemy ~= this then
enemy.update_score()
end
this.update_score()
net_broadcast(nil, common.net_pack("BIz", PKT_CHAT_ADD_KILLFEED, kcol, kmsg))
end
--chat_add(chat_killfeed, nil, kmsg, kcol)
this.health = 0
this.alive = false
this.dead_x = this.x
this.dead_y = this.y
this.dead_z = this.z
end
if server then
net_broadcast(nil, common.net_pack("BBB", PKT_PLR_DAMAGE, this.pid, this.health))
end
if client then
if hdelta < 0 then
local arr = wav_ouches
if this.health <= 0 then arr = wav_splats end
client.wav_play_global(arr[
math.floor(math.random()*#arr)+1],
this.x, this.y, this.z,
1.0, 1.0)
end
blood_particles()
end
end
function this.damage(amt, kcol, kmsg, enemy)
if this.mode ~= PLM_NORMAL then
return nil
end
return this.set_health_damage(
this.health - amt, kcol, kmsg, enemy)
end
function this.fall_damage(amt)
--print("damage",this.name,part,amt)
local l = teams[this.team].color_chat
local r,g,b = l[1],l[2],l[3]
local c = argb_split_to_merged(r,g,b)
local kmsg = this.name.." found a high place"
this.damage(amt, c, kmsg, this)
end
function this.wpn_damage(part, amt, enemy, dmsg)
--print("damage",this.name,part,amt)
if not server then
return
end
local midmsg = " "..dmsg.." "
if this.team == enemy.team then
midmsg = " teamkilled "
if not this.has_permission("teamkill") then
return
end
end
local r,g,b
r,g,b = 0,0,0
local l = teams[enemy.team].color_chat
r,g,b = l[1],l[2],l[3]
local c = argb_split_to_merged(r,g,b)
local kmsg = enemy.name..midmsg..this.name
this.damage(amt, c, kmsg, enemy)
end
function this.explosive_damage(amt, enemy)
if enemy.mode ~= PLM_NORMAL then
return nil
end
--print("damage",this.name,part,amt)
local midmsg = " exploded "
if this.team == enemy.team and this ~= enemy then
error("THIS SHOULD NEVER HAPPEN")
end
local r,g,b
r,g,b = 0,0,0
local l = teams[enemy.team].color_chat
r,g,b = l[1],l[2],l[3]
local c = argb_split_to_merged(r,g,b)
local kmsg = enemy.name..midmsg..this.name
if enemy == this then
kmsg = this.name.." exploded"
end
this.damage(amt, c, kmsg, enemy)
end
function this.tick_listeners(sec_current, sec_delta)
if this.scene then
this.scene.pump_listeners(sec_delta, input_events)
end
end
function this.tick_respawn(sec_current, sec_delta)
if (not this.alive) and (not this.t_respawn) then
this.t_respawn = sec_current + MODE_RESPAWN_TIME
this.input_reset()
end
if this.t_respawn then
if server and this.t_respawn <= sec_current then
--print("server respawn!")
this.t_respawn = nil
this.spawn()
net_broadcast(nil, common.net_pack("BBfffbb",
PKT_PLR_SPAWN, this.pid,
this.x, this.y, this.z,
this.angy*128/math.pi, this.angx*256/math.pi))
else
-- any last requests?
end
end
if not this.alive then
this.input_reset()
end
if client and this.respawn_msg then
if this.alive then
this.respawn_msg.visible = false
else
this.respawn_msg.visible = true
this.respawn_msg.text = "Respawning in " .. math.max(0, math.ceil(this.t_respawn - sec_current))
end
end
end
function this.tick_rotate(sec_current, sec_delta)
-- calc X delta angle
local nax = this.angx + this.dangx
if nax > math.pi*0.49 then
nax = math.pi*0.49
elseif nax < -math.pi*0.49 then
nax = -math.pi*0.49
end
this.dangx = (nax - this.angx)
-- apply delta angles
if (this.mode == PLM_SPECTATE or MODE_DRUNKCAM_LOCALTURN) and this.dangy ~= 0 then
this.angx = this.angx + this.dangx
local fx,fy,fz -- forward
local sx,sy,sz -- sky
local ax,ay,az -- horiz side
local bx,by,bz -- vert side
local sya = math.sin(this.angy)
local cya = math.cos(this.angy)
local sxa = math.sin(this.angx)
local cxa = math.cos(this.angx)
-- get vectors
fx,fy,fz = vnorm(sya*cxa, sxa, cya*cxa)
sx,sy,sz = vnorm(this.sx, this.sy, this.sz)
ax,ay,az = vnorm(vcross(fx,fy,fz,sx,sy,sz))
bx,by,bz = vnorm(vcross(fx,fy,fz,ax,ay,az))
-- rotate forward and sky
fx,fy,fz = vrotate(this.dangy,fx,fy,fz,bx,by,bz)
sx,sy,sz = vrotate(this.dangy,sx,sy,sz,bx,by,bz)
-- normalise F and S
fx,fy,fz = vnorm(fx,fy,fz)
sx,sy,sz = vnorm(sx,sy,sz)
-- stash sky arrow
this.sx = sx
this.sy = sy
this.sz = sz
-- convert forward from vector to polar
this.angx = math.asin(fy)
local langx = this.angx
if math.cos(langx) <= 0.0 then
fx = -fx
fz = -fz
end
this.angy = math.atan2(fx,fz)
--print("polar",this.angx, this.angy)
else
this.angx = this.angx + this.dangx
this.angy = this.angy + this.dangy
end
this.dangx = 0
this.dangy = 0
end
function this.calc_motion_local(sec_current, sec_delta)
-- move along
local mvx = 0.0
local mvy = 0.0
local mvz = 0.0
if this.ev_forward then
mvz = mvz + 1.0
end
if this.ev_back then
mvz = mvz - 1.0
end
if this.ev_left then
mvx = mvx + 1.0
end
if this.ev_right then
mvx = mvx - 1.0
end
if this.mode == PLM_NORMAL then
if this.ev_crouch then
if this.grounded and not this.crouching then
if MODE_SOFTCROUCH then this.jerkoffs = this.jerkoffs - 1 end
this.y = this.y + 1
end
this.crouching = true
end
if this.ev_jump and this.alive and (MODE_CHEAT_FLY or this.grounded) then
this.vy = -MODE_JUMP_SPEED
if not MODE_JUMP_POGO then
this.ev_jump = false
end
if client then
client.wav_play_global(wav_jump_up, this.x, this.y, this.z)
end
end
else
if this.ev_crouch then
mvy = mvy + 1.0
end
if this.ev_jump then
mvy = mvy - 1.0
end
end
-- normalise mvx,mvy,mvz
local mvd = math.max(0.00001,math.sqrt(mvx*mvx + mvy*mvy + mvz*mvz))
mvx = mvx / mvd
mvy = mvy / mvd
mvz = mvz / mvd
-- apply base slowdown
local mvspd = MODE_PSPEED_NORMAL
local mvchange = MODE_PSPEED_CHANGE
if this.mode ~= PLM_NORMAL then mvspd = MODE_PSPEED_FLYMODE end
mvx = mvx * mvspd
mvy = mvy * mvspd
mvz = mvz * mvspd
-- apply extra slowdowns
if this.mode == PLM_NORMAL then
if not this.grounded then
mvx = mvx * MODE_PSPEED_AIRSLOW
mvz = mvz * MODE_PSPEED_AIRSLOW
mvchange = mvchange * MODE_PSPEED_AIRSLOW_CHANGE
end
if this.inwater then
mvx = mvx * MODE_PSPEED_WATER
mvz = mvz * MODE_PSPEED_WATER
end
if this.crouching then
mvx = mvx * MODE_PSPEED_CROUCH
mvz = mvz * MODE_PSPEED_CROUCH
end
if this.zooming or this.ev_sneak then
mvx = mvx * MODE_PSPEED_SNEAK
mvz = mvz * MODE_PSPEED_SNEAK
end
end
return mvx, mvy, mvz, mvchange
end
function this.calc_motion_global(sec_current, sec_delta, mvx, mvy, mvz, mvchange)
if MODE_PSPEED_CONV_PHYSICS and this.mode == PLM_NORMAL then
local alt_a = math.exp(-sec_delta*mvchange*MODE_PSPEED_CONV_BRAKES)
local mmul = sec_delta*MODE_PSPEED_CONV_ACCEL
if not this.grounded then alt_a = 1.0 end
mvx = mvx * mmul
mvz = mvz * mmul
local md = 1.0/math.max(0.0001, math.sqrt(mvx*mvx + mvz*mvz))
local dx = mvx*md
local dz = mvz*md
local dotspd = this.vx*dx + this.vz*dz
--if client then print(dotspd, math.sqrt(this.vx*this.vx + this.vz*this.vz)) end
if (not MODE_PSPEED_CONV_SPEEDCAP_ON) or dotspd < MODE_PSPEED_CONV_SPEEDCAP then
this.vx = this.vx + mvx
this.vz = this.vz + mvz
end
this.vx = this.vx * alt_a
this.vz = this.vz * alt_a
if this.mode == PLM_NORMAL then
--this.vy = (this.vy + 2.0*MODE_GRAVITY*sec_delta) * alt_a
this.vy = (this.vy + 2.0*MODE_GRAVITY*sec_delta)
else
this.vy = (this.vy + mvy*mmul) * alt_a
end
else
this.vx = this.vx + (mvx - this.vx)*(1.0-math.exp(-sec_delta*mvchange))
this.vz = this.vz + (mvz - this.vz)*(1.0-math.exp(-sec_delta*mvchange))
if this.mode == PLM_NORMAL then
this.vy = this.vy + 2*MODE_GRAVITY*sec_delta
else
this.vy = this.vy + (mvy - this.vy)*(1.0-math.exp(-sec_delta*mvchange))
end
end
this.jerkoffs = this.jerkoffs * math.exp(-sec_delta*15.0)
end
function this.calc_motion_trace(sec_current, sec_delta, ox, oy, oz, nx, ny, nz)
local by1, by2
by1, by2 = -0.3, 2.5
if this.crouching then
if (not this.ev_crouch) and box_is_clear(
ox-0.39, oy-0.8, oz-0.39,
ox+0.39, oy-0.3, oz+0.39) then
this.crouching = false
oy = oy - 1
if this.grounded then
ny = ny - 1
if MODE_SOFTCROUCH then this.jerkoffs = this.jerkoffs + 1 end
end
end
end
if this.crouching or MODE_AUTOCLIMB then
by2 = by2 - 1
if MODE_AUTOCLIMB then
by2 = by2 - 0.01
end
end
local tx1,ty1,tz1
if this.alive then
tx1,ty1,tz1 = trace_map_box(
ox, oy, oz,
nx, ny, nz,
-0.4, by1, -0.4,
0.4, by2, 0.4,
false)
-- Inhibit movement into a wall
local cox = math.floor(ox)
local coz = math.floor(oz)
local cnxp = math.floor(tx1 + 0.39 + 0.0012)
local cnzp = math.floor(tz1 + 0.39 + 0.0012)
local cnxn = math.floor(tx1 - 0.39 - 0.0012)
local cnzn = math.floor(tz1 - 0.39 - 0.0012)
if box_is_clear(cox+0.1, ty1+by1+1.0, coz+0.1, cox+0.9, ty1+by2, coz+0.9) then
if nx > ox and not box_is_clear(cnxp+0.1, ty1+by1+1.0, coz+0.1, cnxp+0.9, ty1+by2, coz+0.9) then
tx1 = cnxp - 0.39 - 0.001
end
if nx < ox and not box_is_clear(cnxn+0.1, ty1+by1+1.0, coz+0.1, cnxn+0.9, ty1+by2, coz+0.9) then
tx1 = cnxn + 0.39 + 0.001
end
if nz > oz and not box_is_clear(cox+0.1, ty1+by1+1.0, cnzp+0.1, cox+0.9, ty1+by2, cnzp+0.9) then
tz1 = cnzp - 0.39 - 0.001
end
if nz < oz and not box_is_clear(cox+0.1, ty1+by1+1.0, cnzn+0.1, cox+0.9, ty1+by2, cnzn+0.9) then
tz1 = cnzp + 0.39 + 0.001
end
end
else
tx1,ty1,tz1 = nx,ny,nz
end
if this.alive and MODE_AUTOCLIMB and not this.crouching then
by2 = by2 + 1.01
end
if this.alive and MODE_AUTOCLIMB and not this.crouching then
local jerky = ty1
local h1a,h1b,h1c,h1d
local h2a,h2b,h2c,h2d
local h1,h2,_
_,h2 = trace_gap(tx1,ty1+1.0,tz1)
h1a,h2a = trace_gap(tx1-0.39,ty1+1.0,tz1-0.39)
h1b,h2b = trace_gap(tx1+0.39,ty1+1.0,tz1-0.39)
h1c,h2c = trace_gap(tx1-0.39,ty1+1.0,tz1+0.39)
h1d,h2d = trace_gap(tx1+0.39,ty1+1.0,tz1+0.39)
if (not h1a) or (h1b and h1a < h1b) then h1a = h1b end
if (not h1a) or (h1c and h1a < h1c) then h1a = h1c end
if (not h1a) or (h1d and h1a < h1d) then h1a = h1d end
if (not h2a) or (h2b and h2a > h2b) then h2a = h2b end
if (not h2a) or (h2c and h2a > h2c) then h2a = h2c end
if (not h2a) or (h2d and h2a > h2d) then h2a = h2d end
h1 = h1a
h2 = h2a
local dh1 = (h1 and -(h1 - ty1))
local dh2 = (h2 and (h2 - ty1))
if dh2 and dh2 < by2 and dh2 > 0 then
--print("old", ty1, dh2, by2, h1, h2)
if (dh1 and dh1 < -by1) then
-- crouch
this.crouching = true
ty1 = ty1 + 1
else
-- climb
ty1 = h2 - by2
local jdiff = jerky - ty1
if math.abs(jdiff) > 0.1 then
this.jerkoffs = this.jerkoffs + jdiff
this.vx = this.vx * 0.02
this.vz = this.vz * 0.02
end
end
--print("new", ty1, this.vy)
--if this.vy > 0 then this.vy = 0 end
end
end
if MODE_DRUNKCAM_VELOCITY then
local xdiff = tx1-ox
local zdiff = tz1-oz
local dfac = math.sqrt(1.0-fwy*fwy) * 2.0
xdiff = xdiff * dfac
zdiff = zdiff * dfac
this.drunkfx = this.drunkfx + (xdiff - this.drunkfx)*(1.0-math.exp(-5.0*sec_delta))
this.drunkfz = this.drunkfz + (zdiff - this.drunkfz)*(1.0-math.exp(-5.0*sec_delta))
xdiff = this.drunkfx
zdiff = this.drunkfz
this.sx = this.sx - (xdiff-this.drunkx)*20.0*sec_delta
this.sz = this.sz - (zdiff-this.drunkz)*20.0*sec_delta
this.drunkx = this.drunkx + (xdiff - this.drunkx)*(1.0-math.exp(-10.0*sec_delta))
this.drunkz = this.drunkz + (zdiff - this.drunkz)*(1.0-math.exp(-10.0*sec_delta))
end
local fgrounded = not box_is_clear(
tx1-0.39, ty1+by2, tz1-0.39,
tx1+0.39, ty1+by2+0.1, tz1+0.39)
--print(fgrounded, tx1,ty1,tz1,by2)
local wasgrounded = this.grounded
this.grounded = (MODE_AIRJUMP and this.grounded) or fgrounded
if this.alive and this.vy > 0 and fgrounded then
this.vy = 0
if client and not wasgrounded then
client.wav_play_global(wav_jump_down, this.x, this.y, this.z)
end
end
-- fix sinking when no autoclimb
if this.alive then
local _,h2 = trace_gap(tx1,ty1,tz1)
if ty1+by2+0.05 > h2 and ty1+by2+0.05 < h2+0.8 then
ty1 = h2-by2-0.05
end
end
return tx1, ty1, tz1
end
function this.tick(sec_current, sec_delta)
local xlen,ylen,zlen
xlen,ylen,zlen = common.map_get_dims()
if not this.spawned then
return
end
this.tick_respawn(sec_current, sec_delta)
this.inwater = (this.y > ylen-3)
if this.t_switch == true then
this.t_switch = sec_current + MODE_DELAY_TOOL_CHANGE
end
if this.t_rcirc and sec_current >= this.t_rcirc then
this.t_rcirc = nil
end
if this.alive and this.t_switch then
if sec_current > this.t_switch then
this.t_switch = nil
this.arm_rest_right = 0
else
local delta = this.t_switch-sec_current
this.arm_rest_right = math.max(0.0,delta/0.2)
end
end
if client then
local moving = ((this.ev_left == not this.ev_right) or (this.ev_forward == not this.ev_back))
local sneaking = (this.ev_crouch or this.ev_sneak or this.zooming)
if moving and not sneaking then
if not this.t_step then
this.t_step = sec_current + 0.5
end
if this.t_step < sec_current then
local stepsound, soundselect
if this.inwater then
soundselect = math.floor(math.random()*#wav_water_steps)+1
stepsound = wav_water_steps[soundselect]
else
soundselect = math.floor(math.random()*#wav_steps)+1
stepsound = wav_steps[soundselect]
end
local tdiff = 0.01
if this.grounded then
client.wav_play_global(stepsound,
this.x, this.y, this.z,
1.0, 1.0)
tdiff = 0.5
end
this.t_step = this.t_step + tdiff
if this.t_step < sec_current then
this.t_step = sec_current + tdiff
end
end
else
this.t_step = nil
end
end
this.tick_rotate(sec_current, sec_delta)
if this.zooming then
this.zoom = 3.0
else
this.zoom = 1.0
end
-- possibly drop a piano
if this.t_piano then
if this.t_piano == true then
this.t_piano = sec_current + 0.5
end
this.t_piano_delta = this.t_piano - sec_current
if this.t_piano and this.t_piano < sec_current then
this.t_piano = nil
if server then
local l = teams[this.team].color_chat
local r,g,b
r,g,b = l[1], l[2], l[3]
local c = argb_split_to_merged(r,g,b)
this.set_health_damage(0, c, this.name.." displeased the gods", this)
end
if client then
client.wav_play_global(wav_kapiano, this.x, this.y, this.z, 3.0)
this.t_piano2 = sec_current + 5
end
end
end
if this.t_piano2 then
this.t_piano2_delta = this.t_piano2 - sec_current
if this.t_piano2 < sec_current then
this.t_piano2 = nil
end
end
-- set camera direction
local sya = math.sin(this.angy)
local cya = math.cos(this.angy)
local sxa = math.sin(this.angx)
local cxa = math.cos(this.angx)
local fwx,fwy,fwz
fwx,fwy,fwz = sya*cxa, sxa, cya*cxa
if client and this.alive and (not this.t_switch) then
if this.recoil_time then
this.recoil_amt = (sec_current - this.recoil_time) * math.pow(2, 1 - 10 * (sec_current - this.recoil_time)) * 1.5
else
this.recoil_amt = 0
end
end
-- apply local motion
local mvx, mvy, mvz, mvchange = this.calc_motion_local(sec_current, sec_delta)
-- apply rotation
mvx, mvz = mvx*cya+mvz*sya, mvz*cya-mvx*sya
-- apply global motion
this.calc_motion_global(sec_current, sec_delta, mvx, mvy, mvz, mvchange)
-- trace to next position
local ox, oy, oz
local nx, ny, nz
local tx1,ty1,tz1
ox, oy, oz = this.x, this.y, this.z
nx, ny, nz = this.x + this.vx*sec_delta, this.y + this.vy*sec_delta, this.z + this.vz*sec_delta
if this.mode == PLM_NORMAL then
-- mostly correct gravity
-- FIXME: physics is still a bit of a hack
-- FIXME: need to incorporate air friction properly
local alt_a = math.exp(-sec_delta*mvchange*MODE_PSPEED_CONV_BRAKES)
local accel_grav = 2.0*MODE_GRAVITY
ny = ny + accel_grav/2.0*sec_delta*sec_delta
end
local wasgrounded = this.grounded
tx1, ty1, tz1 = this.calc_motion_trace(sec_current, sec_delta, ox, oy, oz, nx, ny, nz)
this.x, this.y, this.z = tx1, ty1, tz1
-- trace for stuff
do
local td
local _
local camx,camy,camz
camx = this.x+0.4*math.sin(this.angy)
camy = this.y
camz = this.z+0.4*math.cos(this.angy)
td,
this.blx1, this.bly1, this.blz1,
this.blx2, this.bly2, this.blz2
= trace_map_ray_dist(camx,camy,camz, fwx,fwy,fwz, (this.mode == PLM_BUILD and 40) or 5, false)
this.bld1 = td
this.bld2 = td
_,
_, _, _,
this.blx3, this.bly3, this.blz3
= trace_map_ray_dist(camx,camy,camz, fwx,fwy,fwz, 127.5)
end
-- update items
local i
for i=1,#this.tools do
this.tools[i].tick(sec_current, sec_delta)
end
if this.wpn then this.wpn.tick(sec_current, sec_delta) end
if this.expl then this.expl.tick(sec_current, sec_delta) end
end
function this.drop_piano()
this.t_piano = true
if server then
net_broadcast(nil, common.net_pack("BB", PKT_PIANO, this.pid))
end
end
this.cam_angx = 0
this.cam_angy = 0
function this.camera_firstperson(sec_current, sec_delta)
-- set camera position
if this.alive then
client.camera_move_to(this.x, this.y + this.jerkoffs, this.z)
if MODE_FREEAIM and this.crosshair then
local function ang_dist(a, b)
return math.atan2(math.sin(a-b), math.cos(a-b))
end
if ang_dist(this.cam_angy, this.angy) > math.pi / 16 then
this.cam_angy = this.angy + math.pi / 16
end
if ang_dist(this.cam_angx, this.angx) > math.pi / 16 then
this.cam_angx = this.angx + math.pi / 16
end
if ang_dist(this.cam_angy, this.angy) < -math.pi / 16 then
this.cam_angy = this.angy - math.pi / 16
end
if ang_dist(this.cam_angx, this.angx) < -math.pi / 16 then
this.cam_angx = this.angx - math.pi / 16
end
this.crosshair.x = screen_width/2 + ang_dist(this.cam_angy, this.angy) * 400 * this.zoom
this.crosshair.y = screen_height/2 - ang_dist(this.cam_angx, this.angx) * 400 * this.zoom
this.crosshairhit.x = this.crosshair.x
this.crosshairhit.y = this.crosshair.y
end
else
if this.spectateplr.alive then
client.camera_move_to(this.spectateplr.x , this.spectateplr.y , this.spectateplr.z)
else
client.camera_move_to(this.spectateplr.dead_x , this.spectateplr.dead_y , this.spectateplr.dead_z)
end
end
local angy, angx
if MODE_FREEAIM then
angy = this.cam_angy
angx = this.cam_angx
else
angy = this.angy
angx = this.angx
end
-- calc camera forward direction
local sya = math.sin(angy)
local cya = math.cos(angy)
local sxa = math.sin(angx)
local cxa = math.cos(angx)
local fwx,fwy,fwz
fwx,fwy,fwz = sya*cxa, sxa, cya*cxa
-- drunkencam correction
this.sy = this.sy - MODE_DRUNKCAM_CORRECTSPEED*sec_delta
local ds = math.sqrt(this.sx*this.sx + this.sy*this.sy + this.sz*this.sz)
this.sx = this.sx / ds
this.sy = this.sy / ds
this.sz = this.sz / ds
-- set camera direction
client.camera_point_sky(fwx, fwy, fwz, this.zoom, this.sx, this.sy, this.sz)
-- offset by eye pos
-- slightly cheating here.
if this.alive then
client.camera_move_global(sya*0.4, 0, cya*0.4)
--client.camera_point_sky(-fwx, -fwy, -fwz, this.zoom, this.sx, this.sy, this.sz)
--client.camera_move_global(sya*4, 0, cya*4)
--client.camera_point_sky(0, 0, 1, this.zoom, this.sx, this.sy, this.sz)
--client.camera_move_global(0, 0, -4)
-- move camera back if we're in a wall
local dc = 0.5
local df = 0.101
local dt = trace_map_ray_dist(this.x + sya*(0.4-dc), this.y + this.jerkoffs, this.z + cya*(0.4-dc),
sya, 0, cya, dc+df, true)
if dt then
local offs = dt-dc - df
offs = offs * this.zoom
client.camera_move_global(sya*offs, 0, cya*offs)
end
else
-- move camera back as far as it can sanely go
local dc = 10
local df = 0.101
if this.spectateplr.alive then
local dt = trace_map_ray_dist(this.spectateplr.x , this.spectateplr.y , this.spectateplr.z ,
-fwx, -fwy, -fwz, dc, true)
else
local dt = trace_map_ray_dist(this.spectateplr.dead_x , this.spectateplr.dead_y , this.spectateplr.dead_z ,
-fwx, -fwy, -fwz, dc, true)
end
dt = dt or dc
local offs = dt - df
client.camera_move_global(-fwx*offs, -fwy*offs, -fwz*offs)
end
-- BUG WORKAROUND: adjust wav_cube_size dependent on zoom
if client.renderer == "gl" then
client.wav_cube_size(1.0*this.zoom)
else
client.wav_cube_size(1.0/this.zoom)
end
end
function this.render(sec_current, sec_delta)
if this.mode == PLM_SPECTATE then return end
if this.t_piano and this.t_piano ~= true then
local dt = this.t_piano_delta
if dt < 0 then dt = 0 end
if dt > 0.5 then dt = 0.5 end
local size = (0.5-dt)/(0.5-0.4)
if size > 1.0 then size = 1.0 end
local dist = (dt/0.5) * -20
mdl_piano_inst.render_global(this.x, this.y + dist + 2.5, this.z, 0, 0, 0, size*4)
end
if this.t_piano2 and this.t_piano2 ~= true then
local dt = this.t_piano2_delta
if dt < 0 then dt = 0 end
if dt > 0.5 then dt = 0.5 end
dt = dt/0.5
local py = this.dead_y or this.y
local h1,h2
h1,h2 = trace_gap(this.dead_x or this.x, this.dead_y or this.y, this.dead_z or this.z)
if h2 then py = h2 end
mdl_piano_inst.render_global(this.dead_x or this.x, py, this.dead_z or this.z, 0, 0, 0, dt*4)
end
local ays,ayc,axs,axc
ays = math.sin(this.angy)
ayc = math.cos(this.angy)
axs = math.sin(this.angx)
axc = math.cos(this.angx)
local mdl = nil
local hand_x1 = -ayc*0.4
local hand_y1 = 0.5
local hand_z1 = ays*0.4
local hand_x2 = ayc*0.4
local hand_y2 = 0.5
local hand_z2 = -ays*0.4
local leg_x1 = -ayc*0.2
local leg_y1 = 1.5
local leg_z1 = ays*0.2
local leg_x2 = ayc*0.2
local leg_y2 = 1.5
local leg_z2 = -ays*0.2
if this.crouching then
-- TODO make this look less crap
leg_y1 = leg_y1 - 1
leg_y2 = leg_y2 - 1
end
local swing = math.sin(rotpos/30*2)
*math.min(1.0, math.sqrt(
this.vx*this.vx
+this.vz*this.vz)/8.0)
*math.pi/4.0
local rax_right = (1-this.arm_rest_right)*(this.angx)
+ this.arm_rest_right*(-swing+math.pi/2)
local rax_left = (1-this.arm_rest_left)*(this.angx)
+ this.arm_rest_left*(swing+math.pi/2)
local mdl_x = hand_x1+math.cos(rax_right)*ays*0.8
local mdl_y = hand_y1+math.sin(rax_right)*0.8
local mdl_z = hand_z1+math.cos(rax_right)*ayc*0.8
if not this.alive then
-- do nothing --
elseif this.tools and this.tools[this.tool+1] then
this.tools[this.tool+1].render(this.x+mdl_x, this.y+this.jerkoffs+mdl_y, this.z+mdl_z,
math.pi/2, -this.angx + this.recoil_amt, this.angy)
end
this.mdl_player_arm.render_global(
this.x+hand_x1, this.y+this.jerkoffs+hand_y1, this.z+hand_z1,
0.0, rax_right-math.pi/2,
this.angy-math.pi, 2.0)
this.mdl_player_arm.render_global(
this.x+hand_x2, this.y+this.jerkoffs+hand_y2, this.z+hand_z2,
0.0, rax_left-math.pi/2,
this.angy-math.pi, 2.0)
this.mdl_player_leg.render_global(
this.x+leg_x1, this.y+this.jerkoffs+leg_y1, this.z+leg_z1,
0.0, swing, this.angy-math.pi, 2.2)
this.mdl_player_leg.render_global(
this.x+leg_x2, this.y+this.jerkoffs+leg_y2, this.z+leg_z2,
0.0, -swing, this.angy-math.pi, 2.2)
this.mdl_player_head.render_global(
this.x, this.y+this.jerkoffs, this.z,
0.0, this.angx, this.angy-math.pi, 1)
this.mdl_player_body.render_global(
this.x, this.y+this.jerkoffs+0.8, this.z,
0.0, 0.0, this.angy-math.pi, 1.5)
end
--[[create static widgets for hud.
FIXME: share 1 instance across all players? (This makes ticking trickier)
]]
function this.create_hud()
local scene = gui_create_scene(screen_width, screen_height)
this.scene = scene
local root = scene.root
local w = root.width
local h = root.height
-- tools
this.tools_align = scene.display_object{x=root.l, y=root.t, visible=false}
scene.root.add_child(this.tools_align)
local i
local xacc = 0
local tool_y = {}
local tool_scale = {}
local tool_pick_scale = {}
for i=1,#this.tools do
xacc = xacc + this.tools[i].gui_x
local va = (this.tools[i].get_va and this.tools[i].get_va())
--print(va)
this.tools_align.add_child(scene.bone{
va=va,
model=this.tools[i].get_model(), bone=0,
x=xacc*w*5/8})
tool_y[#tool_y+1] = this.tools[i].gui_y
tool_scale[#tool_scale+1] = this.tools[i].gui_scale
tool_pick_scale[#tool_pick_scale+1] = this.tools[i].gui_pick_scale
end
local bounce = 0. -- picked tool bounce
local function bone_rotate(dT)
local k, bone
for k,bone in pairs(this.tools_align.children) do
bone.rot_y = bone.rot_y + dT * 120 * 0.01
bone.y = tool_y[k]
bone.scale = tool_scale[k]
if this.tool+1 == k then
bone.y = bone.y + math.sin(bounce * 120 * 0.01) * 0.02
bone.scale = bone.scale * tool_pick_scale[k]
end
bone.y = bone.y * h/2
end
bounce = bounce + dT * 4
end
this.tools_align.add_listener(GE_DELTA_TIME, bone_rotate)
bone_rotate(0)
--TODO: use the actual yes/no key mappings
this.quit_msg = scene.textfield{wordwrap=false, color=0xFFFF3232, font=font_large,
text="Are you sure? (Y/N)", x = w/2, y = h/4, align_x = 0.5, align_y = 0.5,
visible=false}
this.reload_msg = scene.textfield{wordwrap=false, color=0xFFFF3232, font=font_large,
text="RELOAD", x = w/2, y = h/2+15, align_x = 0.5, align_y = 0,
visible=false}
this.enemy_name_msg = scene.textfield{wordwrap=false, color=0xFFFF3232, font=font_small,
text="", x = w/2, y = 3*h/4, align_x = 0.5, align_y = 0.5,
visible=false}
this.respawn_msg = scene.textfield{wordwrap=false, color=0xFFFF3232, font=font_large,
text="", x = w/2, y = h-font_large.height-10, align_x = 0.5, align_y = 0,
visible = false}
--TODO: update bluetext/greentext with the actual keys (if changed in controls.json)
this.team_change_msg_b = scene.textfield{wordwrap=false, color=0xFF0000FF, font=font_large,
text="Press 1 to join Blue", x = w/2, y = h/4, align_x = 0.5, align_y = 0.5}
this.team_change_msg_g = scene.textfield{wordwrap=false, color=0xFF00FF00, font=font_large,
text="Press 2 to join Green", x = w/2, y = h/4 + 40, align_x = 0.5, align_y = 0.5}
this.team_change = scene.display_object{visible=false}
this.wpn_change_msgs = {}
local i
for i = 1,#this.wpn_list do
this.wpn_change_msgs[i] = scene.textfield{wordwrap=false, color=0xFFFF0000, font=font_large,
text="Press "..i.." to use "..weapon_names[this.wpn_list[i]],
x = w/2, y = h/4 + 40*i, align_x = 0.5, align_y = 0.5}
end
this.wpn_change = scene.display_object{visible=false}
-- chat and killfeed
this.chat_text = scene.textfield{font=font_mini, ctab={},
align_x=0, align_y=1, x = 4, y = h - 90}
this.kill_text = scene.textfield{font=font_mini, ctab={},
align_x=1, align_y=1, x = w - 4, y = h - 90}
-- map (large_map and minimap)
this.mini_map = scene.display_object{width=128, height=128, align_x = 1, align_y = 0,
x=w, y=0, use_img = false}
this.large_map = scene.display_object{x=w/2, y=h/2 - 24, visible=false, use_img = false}
function this.large_map.update_size()
local ow, oh
ow, oh = common.img_get_dims(img_overview)
this.large_map.width = ow
this.large_map.height = oh
end
this.large_map.update_size()
function this.map_gridname(x, y)
return string.char(65+math.floor(x/64))..(1+math.floor(y/64))
end
function this.print_map_location(x, y)
local s = "Location: "..this.map_gridname(this.x, this.z)
font_mini.print(x - font_mini.width*#s/2, y, 0xFFFFFFFF, s)
end
function this.blit_overview_icons(mx, my, x1, y1, x2, y2)
local i
for i=1,#log_mspr do
--print("blit", i, log_mspr[i][1], log_mspr[i][2], log_mspr[i][3])
log_mspr[i][4].blit(
log_mspr[i][1],
log_mspr[i][2],
log_mspr[i][3],
mx, my,
x1, y1, x2, y2)
end
end
function this.update_overview_icons(dT)
if this.alive then
local i, j
log_mspr = {}
for j=1,players.max do
local plr = players[j]
if plr then
local x,y
x,y = plr.x, plr.z
local c
local drawit = true
if not plr.alive then
drawit = false
elseif plr == this then
-- TODO: work out how to draw the line!
c = 0xFF00FFFF
--[[
for i=0,10-1 do
local d=i/math.sqrt(2)
local u,v
u = math.floor(x)+math.floor(d*math.sin(plr.angy))
v = math.floor(y)+math.floor(d*math.cos(plr.angy))
log_mspr[#log_mspr+1] = u
log_mspr[#log_mspr+1] = v
common.img_pixel_set(img_overview_icons, u, v, c)
end
]]
elseif plr.team == this.team then
c = 0xFFFFFFFF
else
c = 0xFFFF0000
drawit = drawit and (this.t_rcirc ~= nil and
(MODE_MINIMAP_RCIRC or this.large_map.visible))
end
if drawit then
log_mspr[1+#log_mspr] = {math.floor(x), math.floor(y), c, mspr_player}
end
end
end
for j=1,#miscents do
local obj = miscents[j]
if obj.visible then
local x,y
x,y = obj.x, obj.z
local l = obj.color_icon
local c = argb_split_to_merged(l[1],l[2],l[3])
log_mspr[1+#log_mspr] = {x, y, c, obj.mspr}
end
end
end
end
function this.large_map.draw_update()
this.large_map.update_size()
local mx, my
mx = this.large_map.l
my = this.large_map.t
client.img_blit(img_overview, mx, my)
client.img_blit(img_overview_grid, mx, my,
this.large_map.width, this.large_map.height,
0, 0, 0x80FFFFFF)
--client.img_blit(img_overview_icons, mx, my)
this.blit_overview_icons(mx, my, 0, 0, this.large_map.width, this.large_map.height)
local i
for i=1,math.floor(this.large_map.height/64+0.5) do
font_mini.print(mx - 12, my + (i-0.5)*64,
0xFFFFFFFF, ""..i)
font_mini.print(mx + this.large_map.width + 12-6,
my + (i-0.5)*64,
0xFFFFFFFF, ""..i)
end
for i=1,math.floor(this.large_map.width/64+0.5) do
font_mini.print(mx + (i-0.5)*64, my - 12,
0xFFFFFFFF, ""..string.char(64+i))
font_mini.print(mx + (i-0.5)*64,
my + this.large_map.height + 12-6,
0xFFFFFFFF, ""..string.char(64+i))
end
end
local dt_samples = {}
local dt_max = 0
if SHOW_NETGRAPH then
this.net_graph = scene.waveform{
sample_sets={},
width=200,
height=50,
x=w/4,
y=h-30
}
else
this.net_graph = nil
end
local function net_graph_update(delta_time)
this.net_graph.visible = (this.mode ~= PLM_SPECTATE)
-- the incoming dT is clamped, therefore we use delta_last instead
table.insert(dt_samples, delta_last)
dt_max = math.max(delta_last, dt_max)
if #dt_samples > this.net_graph.width then
table.remove(dt_samples, 1)
end
this.net_graph.push(
{{dt_samples,0xFF00FF00,0xFF008800,-dt_max,dt_max}})
end
function this.mini_map.draw_update()
if MODE_ENABLE_MINIMAP and this.alive then
local mw, mh
mw, mh = this.mini_map.width, this.mini_map.height
local left, top
left = math.floor(this.mini_map.l)
top = math.floor(this.mini_map.t)
local qx, qy
for qy=-1,1 do
for qx=-1,1 do
local view_left, view_top
view_left = math.floor(this.x-mw/2)+this.large_map.width*qx
view_top = math.floor(this.z-mh/2)+this.large_map.height*qy
client.img_blit(img_overview, left, top,
mw, mh,
view_left, view_top,
0xFFFFFFFF)
client.img_blit(img_overview_grid, left, top,
mw, mh,
view_left, view_top,
0x80FFFFFF)
end
end
local vx, vy = math.floor(this.x-mw/2), math.floor(this.z-mh/2)
this.blit_overview_icons(left, top, vx, vy, vx+mw, vy+mh)
this.print_map_location(this.mini_map.cx, this.mini_map.b + 2)
end
end
function this.menus_visible()
return this.quit_msg.visible or this.team_change.visible or this.wpn_change.visible
end
local function is_view_released()
return gui_focus ~= nil
end
local function teamchange_events(options)
local viz = this.team_change.visible
if options.state and not is_view_released() then
if viz then
local team
if options.key == BTSK_TOOLS[1] then viz = false; team = 0
elseif options.key == BTSK_TOOLS[2] then viz = false; team = 1
elseif (options.key == BTSK_QUIT or options.key == BTSK_TEAM)
then viz = false
end
local plr
plr = players[players.current]
if plr ~= nil and team ~= nil and team ~= plr.team then
net_send(nil, common.net_pack("Bbbz", PKT_PLR_OFFER, team, plr.weapon, plr.name or ""))
end
elseif options.key == BTSK_TEAM and not this.menus_visible() then
viz = true
end
end
this.team_change.visible = viz
end
local function wpnchange_events(options)
local viz = this.wpn_change.visible
if options.state and not is_view_released() then
if viz then
local wpn
if (options.key == BTSK_QUIT or options.key == BTSK_WPN)
then viz = false
else
local i
for i = 1,#this.wpn_list do
if options.key == BTSK_TOOLS[i] then
viz = false
wpn = this.wpn_list[i]
end
end
end
local plr
plr = players[players.current]
if plr ~= nil and wpn ~= nil and wpn ~= plr.weapon then
net_send(nil, common.net_pack("Bbbz", PKT_PLR_OFFER, plr.team, wpn, plr.name or ""))
end
elseif options.key == BTSK_WPN and not this.menus_visible() then
viz = true
end
end
this.wpn_change.visible = viz
end
local function toggle_map_state(options)
if options.state and options.key == BTSK_MAP and not is_view_released() then
this.mini_map.visible = not this.mini_map.visible
this.large_map.visible = not this.large_map.visible
end
end
local function feed_update(options)
this.kill_text.ctab = chat_killfeed.render()
this.chat_text.ctab = chat_text.render()
end
local function enemy_name_update(options)
local sya = math.sin(this.angy)
local cya = math.cos(this.angy)
local sxa = math.sin(this.angx)
local cxa = math.cos(this.angx)
local fwx,fwy,fwz
fwx,fwy,fwz = sya*cxa, sxa, cya*cxa
-- perform a trace
local d,cx1,cy1,cz1,cx2,cy2,cz2
d,cx1,cy1,cz1,cx2,cy2,cz2
= trace_map_ray_dist(this.x+sya*0.4,this.y,this.z+cya*0.4, fwx,fwy,fwz, 127.5)
d = d or 75
local target_idx = nil
local target_dist = d*d
local i,j
for i=1,players.max do
local p = players[i]
if p and p ~= this and p.alive then
local dx = p.x-this.x
local dy = p.y-this.y+0.1
local dz = p.z-this.z
for j=1,3 do
local dot, dd = isect_line_sphere_delta(dx,dy,dz,fwx,fwy,fwz)
if dot and dot < 0.55 and dd < target_dist then
target_idx = i
break
end
dy = dy + 1.0
end
end
end
this.enemy_name_msg.visible = target_idx ~= nil
if target_idx ~= nil then
this.enemy_name_msg.text = players[target_idx].name
end
end
this.crosshair = scene.image{img=img_crosshair, x=w/2, y=h/2}
this.crosshairhit = scene.image{img=img_crosshairhit, x=w/2, y=h/2, visible=false}
this.cpal = scene.image{img=img_cpal, x=0, y=h, align_x=0, align_y=1}
this.cpal_rect = scene.image{img=img_cpal_rect, align_x=0, align_y=0}
local function cpal_update(options)
this.cpal_rect.x = this.blk_color_x * 8 + this.cpal.l
this.cpal_rect.y = this.blk_color_y * 8 + this.cpal.t
end
cpal_update()
this.health_text = scene.textfield{
font=font_digits,
text="100",
color=0xFFFF0000,
align_x=0.5,
align_y=0,
x = w/2,
y = h-48}
local function health_update(options)
if this.mode == PLM_NORMAL and this.alive then
this.health_text.text = ""..this.health
else
this.health_text.text = ""
end
end
this.ammo_text = scene.textfield{
font=font_digits,
text="",
color=0xFFFFFFFF,
align_x = 1,
align_y = 0,
x = w - 16,
y = h - 48}
local function ammo_update(options)
this.ammo_text.color, this.ammo_text.text = this.tools[this.tool+1].textgen()
if this.mode == PLM_SPECTATE or not this.alive then
this.ammo_text.text = ""
end
end
this.typing_type = this.typing_type or scene.textfield{
text="",
color=0xFFFFFFFF,
align_x = 0,
align_y = 0,
x = 0,
y = 0}
this.typing_text = this.typing_text or scene.textfield{
text="",
color=0xFFFFFFFF,
align_x = 0,
align_y = 0,
x = 0,
y = 0,
take_input = true}
if not this.typing_layout then
this.typing_layout = scene.hspacer{x=4, y=h - 80, spread = 0, align_x=0, align_y=0}
this.typing_layout.add_child(this.typing_type)
this.typing_layout.add_child(this.typing_text)
this.typing_layout.visible = false
end
function this.typing_text.done_typing(options)
this.typing_layout.visible = false
discard_typing_state(this.typing_text)
end
function this.typing_text.on_return(options)
if this.typing_text.text ~= "" then
if this.typing_type.text == "Chat: " then
net_send(nil, common.net_pack("Bz", PKT_CHAT_SEND, this.typing_text.text))
elseif this.typing_type.text == "Team: " then
net_send(nil, common.net_pack("Bz", PKT_CHAT_SEND_TEAM, this.typing_text.text))
elseif this.typing_type.text == "Squad: " then
net_send(nil, common.net_pack("Bz", PKT_CHAT_SEND_SQUAD, this.typing_text.text))
end
end
this.typing_text.done_typing()
end
local box_spacer = scene.hspacer{x=w/2,y=h/2,spread=8}
scene.root.add_child(box_spacer)
local scoreboard_frames = {}
local scoreboard_headers = {}
local scoreboard_team_points = {}
local scoreboard_individuals = {}
local scoreboard_vspacers = {}
local i
for i=0, teams.max do
local team_color = argb_split_to_merged(
teams[i].color_chat[1],
teams[i].color_chat[2],
teams[i].color_chat[3]
)
local box = scene.tile9{
width=20,
height=20,
tiles=img_tiles_roundrect
}
local header_text = scene.textfield{
text=teams[i].name,
color=team_color
}
local team_point_text = scene.textfield{
text="0-10",
font=font_digits,
color=team_color
}
local individual_text = scene.textfield{
text="moo",
color=team_color
}
scoreboard_frames[i] = box
scoreboard_headers[i] = header_text
scoreboard_individuals[i] = individual_text
scoreboard_team_points[i] = team_point_text
box_spacer.add_child(box)
local vspacer = scene.vspacer{x=0, y=0, spread = 8}
box.add_child(vspacer)
vspacer.add_child(team_point_text)
vspacer.add_child(header_text)
vspacer.add_child(individual_text)
scoreboard_vspacers[i] = vspacer
box_spacer.visible = false;
end
box_spacer.reflow()
scoreboard_frames[1].add_listener(GE_DELTA_TIME, function(dT)
box_spacer.visible = show_scores
if box_spacer.visible then
local tables = {}
for i=0, teams.max do
tables[i] = team_players(i)
table.sort(tables[i], player_ranking)
end
-- we format each column by exploiting the fixed-width text.
for k,v in pairs(tables) do
local table_concat = {}
if #v == 0 then
table_concat = {{msg="NO PLAYERS",color=0xFFFFFFFF}}
else
-- find the max width of each column
local strtable = {}
table.insert(strtable, {
"Name",
"Squad",
"#",
"Score",
"K",
"D",
"?"})
for row=1, #v do
local squad = ""
local plr = v[row]
if plr.squad ~= nil then
squad = "["..tostring(plr.squad).."]"
end
table.insert(strtable, {
tostring(plr.name),
squad,
tostring(plr.pid),
tostring(plr.score),
tostring(plr.kills),
tostring(plr.deaths),
plr})
end
local widths = {}
for row=1, #strtable do
for col=1, #strtable[row] do
widths[col] = math.max(#strtable[row][col], widths[col] or 0)
end
end
-- pad the strings to the target width.asdf
for row_idx,row in pairs(strtable) do
if row[7] ~= nil then
local concat = {msg="", color=0xAAAAAAFF}
if row_idx == 1 then -- this is the header
concat.color = 0xFF888888
elseif row[7] == this then -- highlight the client's name
concat.color = 0xFFFFFFFF
elseif this.squad == row[7].squad and this.team == row[7].team and this.squad ~= "" and this.squad ~= nil then
if row[7].alive then
concat.color = 0xFF00FFFF
else
concat.color = 0xDD00DDDD
end
elseif not row[7].alive then
concat.color = 0x88888888
end
for col_idx, val in pairs(row) do
if col_idx ~= 7 then
local msg = val
while #msg < widths[col_idx] do
msg = msg .. " "
end
concat.msg = concat.msg .. msg .. " "
end
end
table.insert(table_concat, concat)
end
end
end
scoreboard_individuals[k].ctab = table_concat
scoreboard_team_points[k].text = teams[k].score .. "-" .. TEAM_SCORE_LIMIT
local box = scoreboard_frames[k]
local vspacer = scoreboard_vspacers[k]
local dim = vspacer.full_dimensions
box.width = dim.r - dim.l + 32
box.height = dim.b - dim.t + 64
end
box_spacer.reflow()
end
end)
-- Almost there.
-- Table is not generated properly.
-- Empty team case is not handled properly.
-- spacer test
--[[local spacer = scene.hspacer{x=w/2,y=h/2,spread=8}
scene.root.add_child(spacer)
local boxes = {}
local i
for i=1, 10 do
local box = scene.tile9{
width=20+math.random(50),
height=20+math.random(50),
tiles=img_tiles_roundrect
}
table.insert(boxes, box)
spacer.add_child(box)
end
spacer.reflow()
boxes[1].add_listener(GE_DELTA_TIME, function(dT)
for i=1, 10 do
boxes[i].width=20+math.random(50)
boxes[i].height=20+math.random(50)
end
spacer.reflow()
end)]]
this.team_change.add_listener(GE_BUTTON, teamchange_events)
this.wpn_change.add_listener(GE_BUTTON, wpnchange_events)
this.large_map.add_listener(GE_DELTA_TIME, this.update_overview_icons)
this.mini_map.add_listener(GE_BUTTON, toggle_map_state)
this.cpal_rect.add_listener(GE_DELTA_TIME, cpal_update)
this.chat_text.add_listener(GE_DELTA_TIME, feed_update)
this.health_text.add_listener(GE_DELTA_TIME, health_update)
this.ammo_text.add_listener(GE_DELTA_TIME, ammo_update)
if this.net_graph then
this.net_graph.add_listener(GE_DELTA_TIME, net_graph_update)
end
this.enemy_name_msg.add_listener(GE_DELTA_TIME, enemy_name_update)
scene.root.add_child(this.crosshair)
scene.root.add_child(this.crosshairhit)
scene.root.add_child(this.cpal)
scene.root.add_child(this.cpal_rect)
scene.root.add_child(this.mini_map)
scene.root.add_child(this.large_map)
scene.root.add_child(this.health_text)
scene.root.add_child(this.ammo_text)
scene.root.add_child(this.chat_text)
scene.root.add_child(this.kill_text)
scene.root.add_child(this.typing_layout)
if this.net_graph then
scene.root.add_child(this.net_graph)
end
this.team_change.add_child(this.team_change_msg_b)
this.team_change.add_child(this.team_change_msg_g)
local i
for i=1,#this.wpn_change_msgs do
this.wpn_change.add_child(this.wpn_change_msgs[i])
end
scene.root.add_child(this.team_change)
scene.root.add_child(this.wpn_change)
scene.root.add_child(this.quit_msg)
scene.root.add_child(this.reload_msg)
scene.root.add_child(this.enemy_name_msg)
scene.root.add_child(this.respawn_msg)
this.scene = scene
end
function this.show_hit()
this.crosshair.visible = false
this.crosshairhit.visible = true
this.crosshairhit.static_alarm{name='hitviz', time=0.25, on_trigger=function()
this.crosshair.visible = true
this.crosshairhit.visible = false
end}
end
function this.on_mouse_button(button, state)
if this.mode == PLM_SPECTATE then
return
end
if this.alive then
this.tools[this.tool+1].click(button, state)
elseif not state and (button == 1 or button == 3) and MODE_SPECTATE then
local teamplayers = {}
for i, v in ipairs(team_players(this.team)) do
if v ~= this then
table.insert(teamplayers, v)
end
end
if button == 1 then
this.spectateindex = this.spectateindex + 1
if this.spectateindex > #teamplayers then
this.spectateindex = 0
end
elseif button == 3 then
this.spectateindex = this.spectateindex - 1
if this.spectateindex < 0 then
this.spectateindex = #teamplayers
end
end
if this.spectateindex == 0 then
this.spectateplr = this
else
this.spectateplr = teamplayers[this.spectateindex]
end
end
if button == 1 then
-- LMB
this.ev_lmb = state
if this.ev_lmb then
this.ev_rmb = false
end
elseif button == 3 then
-- RMB
this.ev_rmb = state
if this.ev_rmb then
this.ev_lmb = false
end
elseif button == 4 then
-- mousewheelup
if state then
this.tool_switch_prev()
end
elseif button == 5 then
-- mousewheeldown
if state then
this.tool_switch_next()
end
elseif button == 2 then
-- middleclick
end
end
function this.on_mouse_motion(x, y, dx, dy)
if user_config.invert_y then
dy = -dy
end
this.dangy = this.dangy - dx*math.pi*sensitivity/this.zoom
this.dangx = this.dangx + dy*math.pi*sensitivity/this.zoom
end
function this.focus_typing(typing_type, default_text)
this.typing_type.text = typing_type
gui_focus = this.typing_text
this.typing_text.text = default_text
this.typing_text.cursor_to_text_end()
enter_typing_state()
this.typing_layout.reflow()
this.typing_layout.visible = true
end
function this.on_key(key, state, modif)
if key == BTSK_FORWARD then
this.ev_forward = state
this.key_forward = state
elseif key == BTSK_BACK then
this.ev_back = state
this.key_back = state
elseif key == BTSK_LEFT then
this.ev_left = state
this.key_left = state
elseif key == BTSK_RIGHT then
this.ev_right = state
this.key_right = state
elseif key == BTSK_CROUCH then
this.ev_crouch = state
this.key_crouch = state
elseif key == BTSK_JUMP then
this.ev_jump = state
this.key_jump = state
elseif key == BTSK_SNEAK then
this.ev_sneak = state
this.key_sneak = state
elseif key == BTSK_SCORES then
show_scores = state
elseif state and not this.menus_visible() then
this.tools[this.tool+1].key(key, state, modif)
if state then
if key == BTSK_DEBUG then
debug_enabled = not debug_enabled
elseif key == SDLK_F10 then
--local s = "clsave/"..common.base_dir.."/vol/lastsav.icemap"
local s = "clsave/vol/lastsav.icemap"
print(s)
--client.map_load(s)
client.map_save(map_loaded, s, "icemap")
chat_add(chat_text, sec_last, "Map saved to "..s, 0xFFC00000)
elseif key == BTSK_TOOLLAST then
this.tool_switch(this.tool_last)
elseif key == BTSK_CHAT then
this.focus_typing("Chat: ", "")
elseif key == BTSK_COMMAND then
this.focus_typing("Chat: ", "/")
elseif key == BTSK_TEAMCHAT then
this.focus_typing("Team: ", "")
elseif key == BTSK_SQUADCHAT then
this.focus_typing("Squad: ", "")
elseif key == BTSK_QUIT then
if gui_focus == nil then
this.quit_msg.visible = true
end
else
local i
for i=1,#BTSK_TOOLS do
if key == BTSK_TOOLS[i] then
this.tool_switch(i-1)
end
end
end
end
elseif state and key == BTSK_YES then
if this.quit_msg.visible then
-- TODO: clean up
client.hook_tick = nil
end
elseif state and key == BTSK_NO then
if this.quit_msg.visible then
this.quit_msg.visible = false
end
end
end
local mdl_vpl, mdl_vpl_bone, mdl_vpl_done
mdl_vpl_done = false
function this.show_hud()
local fogr,fogg,fogb,fogd = client.map_fog_get()
local ays,ayc,axs,axc
ays = math.sin(this.angy)
ayc = math.cos(this.angy)
axs = math.sin(this.angx)
axc = math.cos(this.angx)
--font_mini.print(64,8,0xFFFFFFFF,mouse_prettyprint())
local i, j
if not this.scene then
this.create_hud()
end
if this.mode ~= PLM_SPECTATE then
this.render()
end
if MODE_DEBUG_SHOWBOXES then
client.model_render_bone_global(mdl_bbox,
(this.crouching and mdl_bbox_bone2) or mdl_bbox_bone1,
this.x, this.y, this.z, 0, 0, 0.0, 1)
end
for i=1,players.max do
local plr = players[i]
if plr and plr ~= this then
-- FIXME PORTAL GUN IS FUCKED WHEN THIS IS ENABLED
if false and client.gfx_stencil_test and plr.team == this.team then
client.gfx_stencil_test(true)
-- PASS 1: set to 1 for enlarged model
client.gfx_depth_mask(false)
client.gfx_stencil_func("0", 1, 255)
client.gfx_stencil_op("===")
local s_va_render_global = client.va_render_global
function client.va_render_global(va, px, py, pz, ry, rx, ry2, scale, ...)
scale = scale or 1.0
scale = scale * 1.4
return s_va_render_global(va, px, py, pz, ry, rx, ry2, scale, ...)
end
plr.render("stencil")
client.va_render_global = s_va_render_global
client.gfx_depth_mask(true)
-- PASS 2: set to 0 for regular model
client.gfx_stencil_func("1", 0, 255)
client.gfx_stencil_op("===")
plr.render()
-- 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
plr.render()
end
if plr.alive and plr.team == this.team then
local px,py
local dx,dy,dz
local x,y,z = client.camera_get_pos()
dx,dy,dz = plr.x-x,
plr.y+plr.jerkoffs-y-this.jerkoffs-0.5,
plr.z-z
local d = dx*dx+dy*dy+dz*dz
d = math.sqrt(d)
dx,dy,dz = dx/d,dy/d,dz/d
dx,dy,dz =
(dx*ayc-dz*ays),
dy,
(dx*ays+dz*ayc)
dx,dy,dz =
dx,
(dy*axc-dz*axs),
(dy*axs+dz*axc)
if dz > 0.001 then
local fatt = ((fogd*fogd
-((d*d < 0.001 and 0.001) or d*d))
/(fogd*fogd));
if fatt > 1.0 then fatt = 1.0 end
if fatt < 0.25 then fatt = 0.25 end
px = screen_width/2-screen_width/2*dx*this.zoom/dz
py = screen_height/2+screen_width/2*dy*this.zoom/dz
local c
if plr.squad and plr.squad == this.squad then
client.img_blit(img_chevron, px - 4, py - 20)
c = {255,255,255}
else
c = teams[this.team].color_chat
end
local s_name = plr.name
if plr.squad then
s_name = s_name.." ["..plr.squad.."]"
end
font_mini.print(px-(6*#s_name)/2,py-7
,argb_split_to_merged(c[1],c[2],c[3]
,math.floor(fatt*255))
,s_name)
end
end
end
end
for i=1,#miscents do
local obj = miscents[i]
if obj.visible then
obj.render()
end
end
if this.mode == PLM_SPECTATE or not this.alive then
this.cpal.visible = false
this.cpal_rect.visible = false
else
this.cpal.visible = true
this.cpal_rect.visible = true
end
if client.gfx_clear_depth then
client.gfx_clear_depth()
end
this.scene.draw()
if debug_enabled then
local camx,camy,camz
camx,camy,camz = client.camera_get_pos()
local cam_pos_str = string.format("s2: %f x: %f y: %f z: %f j: %f c: %i"
, math.sqrt(this.vx*this.vx + this.vz*this.vz)
, camx, camy, camz, this.jerkoffs, (this.crouching and 1) or 0)
font_mini.print(4, 4, 0x80FFFFFF, cam_pos_str)
end
-- VPL TEST
if MODE_DEBUG_VPLTEST then
if not mdl_vpl_done then
if not mdl_vpl then
mdl_vpl = common.model_new(1)
mdl_vpl, mdl_vpl_bone = common.model_bone_new(mdl_vpl, 10)
end
local x,y,z
x,y,z = this.x, this.y, this.z
if VPLPOINT then
x,y,z = VPLPOINT.x, VPLPOINT.y, VPLPOINT.z
end
local vpls = vpl_gen_from_sphere(x, y, z, MODE_NADE_VPL_MAX_COUNT, MODE_NADE_VPL_MAX_RANGE, MODE_NADE_VPL_MAX_TRIES)
local i
local l = {{x = x*8, y = y*8, z = z*8, r=255, g=255, b=255, radius = 2}}
for i=1,#vpls do
local v = vpls[i]
local rad = MODE_NADE_VPL_MAX_RANGE - v.d
l[#l+1] = {
x = v.x*8, y = v.y*8, z = v.z*8,
r=math.min(255, math.max(1, rad*255/MODE_NADE_VPL_MAX_RANGE)), g =16, b = 16,
radius=1,
}
end
common.model_bone_set(mdl_vpl, mdl_vpl_bone, "vplvpl", l)
mdl_vpl_done = true
end
client.model_render_bone_global(mdl_vpl, mdl_vpl_bone, 0, 0, 0, 0, 0, 0, 256.0/8.0)
end
end
function this.vpl()
mdl_vpl_done = false
end
return this
end
function v(noreset)
MODE_DEBUG_VPLTEST = true
if not noreset then
VPLPOINT = nil
end
players[players.current].vpl()
end