395 lines
8.7 KiB
Lua
395 lines
8.7 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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print("base dir:",common.base_dir)
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dofile("pkg/base/version.lua")
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-- base dir stuff
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DIR_PKG_ROOT = DIR_PKG_ROOT or "pkg/base"
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DIR_PKG_LIB = DIR_PKG_LIB or DIR_PKG_ROOT
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DIR_PKG_PMF = DIR_PKG_PMF or DIR_PKG_ROOT.."/pmf"
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DIR_PKG_GFX = DIR_PKG_GFX or DIR_PKG_ROOT.."/gfx"
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DIR_PKG_WAV = DIR_PKG_WAV or DIR_PKG_ROOT.."/wav"
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DIR_PKG_MAP = DIR_PKG_MAP or "pkg/maps"
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MAP_DEFAULT = MAP_DEFAULT or DIR_PKG_MAP.."/mesa.vxl"
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LIB_LIST = LIB_LIST or {
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DIR_PKG_LIB.."/icegui/widgets.lua",
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DIR_PKG_LIB.."/lib_bits.lua",
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DIR_PKG_LIB.."/lib_collect.lua",
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DIR_PKG_LIB.."/lib_gui.lua",
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DIR_PKG_LIB.."/lib_map.lua",
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DIR_PKG_LIB.."/lib_namegen.lua",
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DIR_PKG_LIB.."/lib_pmf.lua",
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DIR_PKG_LIB.."/lib_sdlkey.lua",
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DIR_PKG_LIB.."/lib_util.lua",
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DIR_PKG_LIB.."/lib_vector.lua",
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DIR_PKG_LIB.."/obj_player.lua",
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DIR_PKG_LIB.."/obj_intent.lua",
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DIR_PKG_LIB.."/obj_nade.lua",
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}
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-- load libs
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local i
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for i=1,#LIB_LIST do
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local asdf_qwerty = i
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i = nil
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dofile(LIB_LIST[asdf_qwerty])
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i = asdf_qwerty
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end
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i = nil
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-- mode stuff
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MODE_DEBUG_SHOWBOXES = false
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MODE_CHEAT_FLY = false
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MODE_AUTOCLIMB = true
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MODE_AIRJUMP = false
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MODE_SOFTCROUCH = true
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MODE_NADE_SPEED = 30.0
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MODE_NADE_STEP = 0.1
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MODE_NADE_FUSE = 3.0
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MODE_NADE_ADAMP = 0.5
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MODE_NADE_BDAMP = 1.0
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MODE_NADE_RANGE = 8.0
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MODE_NADE_DAMAGE = 500.0
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MODE_MINIMAP_RCIRC = false
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MODE_ENABLE_MINIMAP = true
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MODE_MAP_TRACERS = false -- TODO!
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MODE_TILT_SLOWDOWN = false -- TODO!
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MODE_TILT_DOWN_NOCLIMB = false -- TODO!
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MODE_DELAY_SPADE_DIG = 1.0
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MODE_DELAY_SPADE_HIT = 0.25
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MODE_DELAY_BLOCK_BUILD = 0.5
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MODE_DELAY_TOOL_CHANGE = 0.2
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MODE_DELAY_NADE_THROW = 0.5
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MODE_BLOCK_HEALTH = 100
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MODE_BLOCK_DAMAGE_SPADE = 34
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MODE_BLOCK_DAMAGE_RIFLE = 34
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MODE_BLOCK_REGEN_TIME = 15.0
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MODE_RCIRC_LINGER = 60.0
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MODE_RESPAWN_TIME = 8.0
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MODE_CHAT_LINGER = 15.0
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MODE_CHAT_MAX = 10
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MODE_CHAT_STRMAX = 102
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-- scoring
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SCORE_INTEL = 10
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SCORE_KILL = 1
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SCORE_TEAMKILL = -1
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SCORE_SUICIDE = -1
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-- tools
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TOOL_SPADE = 0
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TOOL_BLOCK = 1
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TOOL_GUN = 2
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TOOL_NADE = 3
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-- weapons
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WPN_RIFLE = 1
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weapon_models = {}
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weapons = {
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[WPN_RIFLE] = function (plr)
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local this = {} this.this = this
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this.cfg = {
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dmg = {
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head = 100,
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body = 49,
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legs = 33,
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},
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ammo_clip = 10,
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ammo_reserve = 50,
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time_fire = 1/2,
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time_reload = 2.5,
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recoil_x = 0.0001,
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recoil_y = -0.05,
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name = "Rifle"
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}
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function this.restock()
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this.ammo_clip = this.cfg.ammo_clip
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this.ammo_reserve = this.cfg.ammo_reserve
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end
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function this.reset()
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this.t_fire = nil
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this.t_reload = nil
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this.reloading = false
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this.restock()
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end
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this.reset()
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local function prv_fire(sec_current)
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local xlen, ylen, zlen
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xlen, ylen, zlen = common.map_get_dims()
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if client then
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tracer_add(plr.x,plr.y,plr.z,
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plr.angy,plr.angx)
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end
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local sya = math.sin(plr.angy)
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local cya = math.cos(plr.angy)
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local sxa = math.sin(plr.angx)
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local cxa = math.cos(plr.angx)
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local fwx,fwy,fwz
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fwx,fwy,fwz = sya*cxa, sxa, cya*cxa
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-- perform a trace
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local d,cx1,cy1,cz1,cx2,cy2,cz2
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d,cx1,cy1,cz1,cx2,cy2,cz2
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= trace_map_ray_dist(plr.x+sya*0.4,plr.y,plr.z+cya*0.4, fwx,fwy,fwz, 127.5)
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d = d or 127.5
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-- see if there's anyone we can kill
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local hurt_idx = nil
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local hurt_part = nil
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local hurt_part_idx = 0
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local hurt_dist = d*d
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local i,j
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for i=1,players.max do
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local p = players[i]
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if p and p ~= plr and p.alive then
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local dx = p.x-plr.x
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local dy = p.y-plr.y+0.1
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local dz = p.z-plr.z
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for j=1,3 do
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local dd = dx*dx+dy*dy+dz*dz
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local dotk = dx*fwx+dy*fwy+dz*fwz
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local dot = math.sqrt(dd-dotk*dotk)
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if dot < 0.55 and dd < hurt_dist then
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hurt_idx = i
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hurt_dist = dd
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hurt_part_idx = j
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hurt_part = ({"head","body","legs"})[j]
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break
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end
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dy = dy + 1.0
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end
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end
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end
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if hurt_idx then
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if server then
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players[hurt_idx].gun_damage(
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hurt_part, this.cfg.dmg[hurt_part], plr)
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else
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common.net_send(nil, common.net_pack("BBB"
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, 0x13, hurt_idx, hurt_part_idx))
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end
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else
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if client then
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common.net_send(nil, common.net_pack("BBB"
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, 0x13, 0, 0))
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end
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if cx2 and cy2 <= ylen-3 then
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bhealth_damage(cx2,cy2,cz2,MODE_BLOCK_DAMAGE_RIFLE)
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end
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end
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-- TODO: fire a tracer
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-- apply recoil
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-- attempting to emulate classic behaviour provided i have it right
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plr.recoil(sec_current, this.cfg.recoil_y, this.cfg.recoil_x)
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end
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function this.reload()
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if this.ammo_clip ~= this.cfg.ammo_clip then
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if this.ammo_reserve ~= 0 then
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if not this.reloading then
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this.reloading = true
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plr.zooming = false
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this.t_reload = nil
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end end end
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end
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function this.click(button, state)
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if button == 1 then
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-- LMB
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if this.ammo_clip > 0 then
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this.firing = state
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else
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this.firing = false
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-- TODO: play sound
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end
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elseif button == 3 then
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-- RMB
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if state and not this.reloading then
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plr.zooming = not plr.zooming
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end
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end
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end
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function this.get_model()
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return weapon_models[WPN_RIFLE]
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end
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function this.draw(px, py, pz, ya, xa, ya2)
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client.model_render_bone_global(this.get_model(), 0,
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px, py, pz, ya, xa, ya2, 3)
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end
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function this.tick(sec_current, sec_delta)
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if this.reloading then
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if not this.t_reload then
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this.t_reload = sec_current + this.cfg.time_reload
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end
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if sec_current >= this.t_reload then
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local adelta = this.cfg.ammo_clip - this.ammo_clip
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if adelta > this.ammo_reserve then
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adelta = this.ammo_reserve
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end
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this.ammo_reserve = this.ammo_reserve - adelta
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this.ammo_clip = this.ammo_clip + adelta
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this.t_reload = nil
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this.reloading = false
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plr.arm_rest_right = 0
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else
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local tremain = this.t_reload - sec_current
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local telapsed = this.cfg.time_reload - tremain
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local roffs = math.min(tremain,telapsed)
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roffs = math.min(roffs,0.3)/0.3
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plr.arm_rest_right = roffs
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end
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elseif this.firing and this.ammo_clip == 0 then
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this.firing = false
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elseif this.firing and ((not this.t_fire) or sec_current >= this.t_fire) then
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prv_fire(sec_current)
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this.t_fire = this.t_fire or sec_current
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this.t_fire = this.t_fire + this.cfg.time_fire
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if this.t_fire < sec_current then
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this.t_fire = sec_current
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end
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this.ammo_clip = this.ammo_clip - 1
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-- TODO: poll: do we want to require a new click per shot?
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end
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if this.t_fire and this.t_fire < sec_current then
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this.t_fire = nil
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end
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end
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return this
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end,
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}
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weapons_enabled = {}
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weapons_enabled[WPN_RIFLE] = true
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-- teams
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teams = {
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[0] = {
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name = "Blue Master Race",
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color_mdl = {16,32,128},
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color_chat = {0,0,255},
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},
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[1] = {
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name = "Green Master Race",
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color_mdl = {16,128,32},
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color_chat = {0,192,0},
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},
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}
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cpalette_base = {
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0x7F,0x7F,0x7F,
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0xFF,0x00,0x00,
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0xFF,0x7F,0x00,
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0xFF,0xFF,0x00,
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0x00,0xFF,0x00,
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0x00,0xFF,0xFF,
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0x00,0x00,0xFF,
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0xFF,0x00,0xFF,
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}
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cpalette = {}
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do
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local i,j
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for i=0,7 do
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local r,g,b
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r = cpalette_base[i*3+1]
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g = cpalette_base[i*3+2]
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b = cpalette_base[i*3+3]
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for j=0,3 do
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local cr = math.floor((r*j)/3)
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local cg = math.floor((g*j)/3)
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local cb = math.floor((b*j)/3)
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cpalette[#cpalette+1] = {cr,cg,cb}
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end
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for j=1,4 do
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local cr = r + math.floor(((255-r)*j)/4)
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local cg = g + math.floor(((255-g)*j)/4)
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local cb = b + math.floor(((255-b)*j)/4)
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cpalette[#cpalette+1] = {cr,cg,cb}
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end
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end
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end
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damage_blk = {}
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players = {max = 32, current = 1}
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intent = {}
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nades = {head = 1, tail = 0}
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function sort_players()
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players_sorted = {}
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for k,v in ipairs(players) do
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players_sorted[k] = v
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end
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table.sort(players_sorted,
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function(x, y)
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if x.score == y.score then
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if x.kills == y.kills then
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if x.deaths == y.deaths then
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return x.pid < y.pid
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end
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return x.deaths < y.deaths
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end
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return x.kills > y.kills
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end
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return x.score > y.score
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end
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)
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end |