2432 lines
64 KiB
Lua
2432 lines
64 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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PLM_NORMAL = 1
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PLM_SPECTATE = 2
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PLM_BUILD = 3
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if client then
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if not img_fsrect then
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img_fsrect = client.img_new(client.screen_get_dims())
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client.img_fill(img_fsrect, 0xFFFF0000)
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end
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mdl_player_head = model_load({
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kv6={bdir=DIR_PKG_KV6, name="playerhead.kv6", scale=10.0/256.0},
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pmf={bdir=DIR_PKG_PMF, name="player.pmf", bone=0},
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}, {"kv6","pmf"})
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mdl_player_body = model_load({
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kv6={bdir=DIR_PKG_KV6, name="playerbody.kv6", scale=7.0/256.0},
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pmf={bdir=DIR_PKG_PMF, name="player.pmf", bone=1},
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}, {"kv6","pmf"})
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mdl_player_arm = model_load({
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kv6={bdir=DIR_PKG_KV6, name="playerarm.kv6", scale=6.0/256.0},
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pmf={bdir=DIR_PKG_PMF, name="player.pmf", bone=2},
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}, {"kv6","pmf"})
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mdl_player_leg = model_load({
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kv6={bdir=DIR_PKG_KV6, name="playerleg.kv6", scale=5.0/256.0},
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pmf={bdir=DIR_PKG_PMF, name="player.pmf", bone=3},
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}, {"kv6","pmf"})
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mdl_player_head_outline = mdl_player_head {inscale=6.0}
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mdl_player_body_outline = mdl_player_body {inscale=6.0}
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mdl_player_arm_outline = mdl_player_arm {inscale=6.0}
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mdl_player_leg_outline = mdl_player_leg {inscale=6.0}
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end
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function new_player(settings)
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local this = {} this.this = this this.this.this = this this = this.this
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this.team = settings.team or math.floor(math.random()*2)
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this.squad = settings.squad or nil
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this.weapon = settings.weapon or WPN_RIFLE
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this.explosive = settings.explosive or EXPL_GRENADE
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-- TODO: move this to a function
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this.wpn_list = settings.wpn_list or nil
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if this.wpn_list == nil then
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this.wpn_list = {}
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local k,v
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for k,v in pairs(weapons_enabled) do
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if v then
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this.wpn_list[#this.wpn_list+1] = k
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end
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end
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end
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this.recoil_amt = 0
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this.pid = settings.pid or error("pid must be set when creating player!")
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this.neth = settings.neth
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this.alive = false
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this.spawned = false
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this.zooming = false
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this.inwater = false
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this.mode = settings.mode or PLM_NORMAL
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this.spectateindex = 0
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this.spectateplr = this
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function teamfilt(tr, tg, tb)
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return (function (r,g,b)
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if r == 0 and g == 0 and b == 0 then
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return tr, tg, tb
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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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end
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this.score = 0
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this.kills = 0
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this.deaths = 0
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this.dead_x = nil
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this.dead_y = nil
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this.dead_z = nil
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this.permissions = {}
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function this.has_permission(perm)
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return perm == nil or this.permissions[perm] ~= nil
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end
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function this.add_permission(perm)
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this.permissions[perm] = true
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end
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function this.remove_permission(perm)
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this.permissions[perm] = nil
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end
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function this.add_permission_group(perms)
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for k,v in pairs(perms) do
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this.add_permission(k)
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end
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end
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function this.remove_permission_group(perms)
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for k,v in pairs(perms) do
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this.remove_permission(k)
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end
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end
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function this.clear_permissions(perms)
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this.permissions = {}
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end
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local function prv_recolor_team(r,g,b)
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if not client then return end
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local mname,mdata
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local f = teamfilt(r,g,b)
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this.mdl_player_head = mdl_player_head {filt=f}
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this.mdl_player_body = mdl_player_body {filt=f}
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this.mdl_player_arm = mdl_player_arm {filt=f}
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this.mdl_player_leg = mdl_player_leg {filt=f}
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end
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function this.recolor_team()
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local c = teams[this.team].color_mdl
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local r,g,b
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r,g,b = c[1],c[2],c[3]
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prv_recolor_team(r,g,b)
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end
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do
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local c = teams[this.team].color_mdl
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local r,g,b
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r,g,b = c[1],c[2],c[3]
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prv_recolor_team(r,g,b)
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end
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function this.input_reset()
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this.ev_forward = false
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this.ev_back = false
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this.ev_left = false
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this.ev_right = false
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this.ev_jump = false
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this.ev_crouch = false
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this.ev_sneak = false
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this.ev_lmb = false
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this.ev_rmb = false
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end
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this.input_reset()
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function this.free()
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if this.mdl_player then common.model_free(this.mdl_player) end
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end
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this.t_rcirc = nil
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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.grounded = false
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this.crouching = false
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this.spectateindex = 0
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this.spectateplr = this
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this.arm_rest_right = 0.0
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this.arm_rest_left = 1.0
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this.t_respawn = nil
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this.t_switch = nil
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this.t_newblock = nil
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this.t_newspade1 = nil
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this.t_newspade2 = nil
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this.t_step = nil
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this.t_piano = nil
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this.t_piano2 = nil
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this.dangx, this.dangy = 0, 0
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this.angx, this.angy = 0, 0
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this.vx, this.vy, this.vz = 0, 0, 0
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this.blx1, this.bly1, this.blz1 = nil, nil, nil
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this.blx2, this.bly2, this.blz2 = nil, nil, nil
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this.sx, this.sy, this.sz = 0, -1, 0
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this.drunkx, this.drunkz = 0, 0
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this.drunkfx, this.drunkfz = 0, 0
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this.blk_color = {0x7F,0x7F,0x7F}
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this.blk_color_changed = true
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this.blk_color_x = 3
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this.blk_color_y = 0
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this.jerkoffs = 0.0
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this.zoom = 1.0
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this.zooming = false
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this.health = 100
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this.blocks = MODE_BLOCKS_SPAWN
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function this.expl_ammo_checkthrow() return false end
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this.add_tools()
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this.ev_forward = this.key_forward
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this.ev_back = this.key_back
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this.ev_left = this.key_left
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this.ev_right = this.key_right
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this.ev_crouch = this.key_crouch
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this.ev_jump = this.key_jump
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this.ev_sneak = this.key_sneak
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end
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function this.add_tools()
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local i
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if this.tools then
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for i=1,#this.tools do
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this.tools[i].free()
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end
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end
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this.tools = {}
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this.add_tools_list()
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-- TODO: clean up scene properly
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this.scene = nil
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end
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function this.add_tools_list()
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this.tools[#(this.tools)+1] = tools[TOOL_SPADE](this)
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this.tools[#(this.tools)+1] = tools[TOOL_BLOCK](this)
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if MODE_ALLGUNS then
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local i
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for i=1,#weapons do
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if weapons_enabled[i] then
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this.tools[#(this.tools)+1] = weapons[i](this)
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end
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end
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else
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this.tools[#(this.tools)+1] = weapons[this.weapon](this)
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end
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this.tools[#(this.tools)+1] = explosives[this.explosive](this)
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if this.mode == PLM_BUILD then
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this.tools[#(this.tools)+1] = tools[TOOL_MARKER](this)
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end
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this.tool = 2
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this.tool_last = 0
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end
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function this.block_recolor()
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this.blk_color_changed = true
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end
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local function prv_spawn_cont1()
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this.prespawn()
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this.alive = true
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this.spawned = true
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this.t_switch = true
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end
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function this.spawn_at(x,y,z,ya,xa)
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prv_spawn_cont1()
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this.x = x
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this.y = y
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this.z = z
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this.angy = ya
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this.angx = xa
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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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prv_spawn_cont1()
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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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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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this.y = this.y - 3.0
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this.angy, this.angx = math.pi/2.0, 0.0
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if this.team == 1 then this.angy = this.angy-math.pi end
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end
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this.name = settings.name or "Noob"
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if server then
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this.spawn()
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else
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this.prespawn()
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end
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function this.item_add(item)
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-- override me!
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end
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function this.item_remove(item)
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-- override me!
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end
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function this.tool_switch(tool)
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if not this.alive then return end
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if this.mode == PLM_SPECTATE then return end
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if tool == this.tool then return end
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if not this.tools[tool+1] then return end
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this.tool_last = this.tool
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this.tools[this.tool+1].unfocus()
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this.tools[tool+1].focus()
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this.t_switch = true
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if client and this == players[players.current] and this.tool ~= tool then
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net_send(nil, common.net_pack("BBB"
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, PKT_PLR_TOOL, 0x00, tool))
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end
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this.tool = tool
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this.ev_lmb = false
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this.ev_rmb = false
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-- hud
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if this.tools_align then
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this.tools_align.visible = true
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this.tools_align.static_alarm{name='viz',
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time=3.0, on_trigger=function() this.tools_align.visible = false end}
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end
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end
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function this.tool_switch_next()
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local new_tool = (this.tool + 1) % #this.tools
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this.tool_switch(new_tool)
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end
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function this.tool_switch_prev()
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local new_tool = (this.tool - 1) % #this.tools
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this.tool_switch(new_tool)
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end
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--[[
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keys are:
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0x01: up
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0x02: down
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0x04: left
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0x08: right
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0x10: sneak | scope
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0x20: crouch
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0x40: jump
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0x80: * RESERVED *
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]]
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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.get_vel()
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return this.vx, this.vy, this.vz
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end
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function this.set_pos_recv(x, y, z)
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this.x = x
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this.y = y
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this.z = z
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end
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function this.get_orient()
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local keys = 0
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if this.ev_forward then keys = keys + 0x01 end
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if this.ev_back then keys = keys + 0x02 end
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if this.ev_left then keys = keys + 0x04 end
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if this.ev_right then keys = keys + 0x08 end
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if this.ev_sneak or this.zooming then keys = keys + 0x10 end
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if this.ev_crouch then keys = keys + 0x20 end
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if this.ev_jump then keys = keys + 0x40 end
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--if this.ev_aimbot then keys = keys + 0x80 end
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return this.angy, this.angx, keys
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end
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function this.set_orient_recv(ya, xa, keys)
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this.angy = ya
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this.angx = xa
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this.ev_forward = bit_and(keys,0x01) ~= 0
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this.ev_back = bit_and(keys,0x02) ~= 0
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this.ev_left = bit_and(keys,0x04) ~= 0
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this.ev_right = bit_and(keys,0x08) ~= 0
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this.ev_sneak = bit_and(keys,0x10) ~= 0
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this.ev_crouch = bit_and(keys,0x20) ~= 0
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this.ev_jump = bit_and(keys,0x40) ~= 0
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--this.ev_aimbot = bit_and(keys,0x80) ~= 0
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end
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function this.recoil(sec_current, recoil_y, recoil_x)
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local xrec = recoil_x*math.cos(sec_current*math.pi*2)*math.pi*20
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local ydip = math.sin(this.angx)
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local ycos = math.cos(this.angx)
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local yrec = recoil_y + ydip
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local ydist = math.sqrt(ycos*ycos+yrec*yrec)
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this.angy = this.angy + xrec
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this.angx = math.asin(yrec/ydist)
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this.recoil_time = sec_current
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end
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function this.update_score()
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net_broadcast(nil, common.net_pack("BBBBBhhhzz",
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PKT_PLR_ADD, this.pid,
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this.team, this.weapon, this.mode,
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this.score, this.kills, this.deaths,
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this.name, this.squad))
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end
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function this.set_blocks(blocks)
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local oblocks = this.blocks
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this.blocks = blocks
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if not server then return end
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if (blocks == 0) ~= (oblocks == 0) then
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net_broadcast(nil, common.net_pack("BBH",
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PKT_PLR_BLK_COUNT, this.pid, this.blocks))
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else
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net_send(this.neth, common.net_pack("BBH",
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PKT_PLR_BLK_COUNT, this.pid, this.blocks))
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end
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end
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function this.tent_restock()
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this.health = 100
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local i
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for i=1,#this.tools do
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this.tools[i].restock()
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end
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if server then
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net_broadcast(nil, common.net_pack("BB", PKT_PLR_RESTOCK, this.pid))
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end
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end
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local function blood_particles()
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local i
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local blood_particlecount = math.random() * 10 + 20
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local pvel = 0.5
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blood_part_mdl = blood_part_mdl or new_particle_model(230, 70, 70)
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local mdl = blood_part_mdl
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--[[
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local mdl = new_particle_model(
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200 + math.random() * 55,
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60 + math.random() * 20,
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60 + math.random() * 20)
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]]
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for i=1,blood_particlecount do
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particles_add(new_particle{
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x = this.x,
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y = this.y,
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z = this.z,
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vx = pvel*(2*math.random()-1),
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vy = pvel*(2*math.random()-1.8),
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vz = pvel*(2*math.random()-1),
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model = mdl,
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size = 8 + math.random() * 16,
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lifetime = 1
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})
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end
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end
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function this.on_disconnect()
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-- override me!
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end
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function this.on_death(kcol, kmsg)
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-- override me!
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end
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function this.set_health_damage(amt, kcol, kmsg, enemy)
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local oldhealth = this.health
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this.health = math.max(amt, 0)
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local hdelta = this.health - oldhealth
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if this.health <= 0 and this.alive then
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this.on_death()
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if server then
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this.deaths = this.deaths + 1
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if enemy == nil then
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-- do nothing --
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elseif enemy == this then
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enemy.score = enemy.score + SCORE_SUICIDE
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elseif enemy.team == this.team then
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enemy.score = enemy.score + SCORE_TEAMKILL
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else
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enemy.score = enemy.score + SCORE_KILL
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enemy.kills = enemy.kills + 1
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end
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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
|
|
|