buldthensnip/pkg/base/common.lua
2012-12-19 21:53:34 +13:00

395 lines
8.7 KiB
Lua

--[[
This file is part of Ice Lua Components.
Ice Lua Components is free software: you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Ice Lua Components is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License
along with Ice Lua Components. If not, see <http://www.gnu.org/licenses/>.
]]
print("base dir:",common.base_dir)
dofile("pkg/base/version.lua")
-- base dir stuff
DIR_PKG_ROOT = DIR_PKG_ROOT or "pkg/base"
DIR_PKG_LIB = DIR_PKG_LIB or DIR_PKG_ROOT
DIR_PKG_PMF = DIR_PKG_PMF or DIR_PKG_ROOT.."/pmf"
DIR_PKG_GFX = DIR_PKG_GFX or DIR_PKG_ROOT.."/gfx"
DIR_PKG_WAV = DIR_PKG_WAV or DIR_PKG_ROOT.."/wav"
DIR_PKG_MAP = DIR_PKG_MAP or "pkg/maps"
MAP_DEFAULT = MAP_DEFAULT or DIR_PKG_MAP.."/mesa.vxl"
LIB_LIST = LIB_LIST or {
DIR_PKG_LIB.."/icegui/widgets.lua",
DIR_PKG_LIB.."/lib_bits.lua",
DIR_PKG_LIB.."/lib_collect.lua",
DIR_PKG_LIB.."/lib_gui.lua",
DIR_PKG_LIB.."/lib_map.lua",
DIR_PKG_LIB.."/lib_namegen.lua",
DIR_PKG_LIB.."/lib_pmf.lua",
DIR_PKG_LIB.."/lib_sdlkey.lua",
DIR_PKG_LIB.."/lib_util.lua",
DIR_PKG_LIB.."/lib_vector.lua",
DIR_PKG_LIB.."/obj_player.lua",
DIR_PKG_LIB.."/obj_intent.lua",
DIR_PKG_LIB.."/obj_nade.lua",
}
-- load libs
local i
for i=1,#LIB_LIST do
local asdf_qwerty = i
i = nil
dofile(LIB_LIST[asdf_qwerty])
i = asdf_qwerty
end
i = nil
-- mode stuff
MODE_DEBUG_SHOWBOXES = false
MODE_CHEAT_FLY = false
MODE_AUTOCLIMB = true
MODE_AIRJUMP = false
MODE_SOFTCROUCH = true
MODE_NADE_SPEED = 30.0
MODE_NADE_STEP = 0.1
MODE_NADE_FUSE = 3.0
MODE_NADE_ADAMP = 0.5
MODE_NADE_BDAMP = 1.0
MODE_NADE_RANGE = 8.0
MODE_NADE_DAMAGE = 500.0
MODE_MINIMAP_RCIRC = false
MODE_ENABLE_MINIMAP = true
MODE_MAP_TRACERS = false -- TODO!
MODE_TILT_SLOWDOWN = false -- TODO!
MODE_TILT_DOWN_NOCLIMB = false -- TODO!
MODE_DELAY_SPADE_DIG = 1.0
MODE_DELAY_SPADE_HIT = 0.25
MODE_DELAY_BLOCK_BUILD = 0.5
MODE_DELAY_TOOL_CHANGE = 0.2
MODE_DELAY_NADE_THROW = 0.5
MODE_BLOCK_HEALTH = 100
MODE_BLOCK_DAMAGE_SPADE = 34
MODE_BLOCK_DAMAGE_RIFLE = 34
MODE_BLOCK_REGEN_TIME = 15.0
MODE_RCIRC_LINGER = 60.0
MODE_RESPAWN_TIME = 8.0
MODE_CHAT_LINGER = 15.0
MODE_CHAT_MAX = 10
MODE_CHAT_STRMAX = 102
-- scoring
SCORE_INTEL = 10
SCORE_KILL = 1
SCORE_TEAMKILL = -1
SCORE_SUICIDE = -1
-- tools
TOOL_SPADE = 0
TOOL_BLOCK = 1
TOOL_GUN = 2
TOOL_NADE = 3
-- weapons
WPN_RIFLE = 1
weapon_models = {}
weapons = {
[WPN_RIFLE] = function (plr)
local this = {} this.this = this
this.cfg = {
dmg = {
head = 100,
body = 49,
legs = 33,
},
ammo_clip = 10,
ammo_reserve = 50,
time_fire = 1/2,
time_reload = 2.5,
recoil_x = 0.0001,
recoil_y = -0.05,
name = "Rifle"
}
function this.restock()
this.ammo_clip = this.cfg.ammo_clip
this.ammo_reserve = this.cfg.ammo_reserve
end
function this.reset()
this.t_fire = nil
this.t_reload = nil
this.reloading = false
this.restock()
end
this.reset()
local function prv_fire(sec_current)
local xlen, ylen, zlen
xlen, ylen, zlen = common.map_get_dims()
if client then
tracer_add(plr.x,plr.y,plr.z,
plr.angy,plr.angx)
end
local sya = math.sin(plr.angy)
local cya = math.cos(plr.angy)
local sxa = math.sin(plr.angx)
local cxa = math.cos(plr.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(plr.x+sya*0.4,plr.y,plr.z+cya*0.4, fwx,fwy,fwz, 127.5)
d = d or 127.5
-- see if there's anyone we can kill
local hurt_idx = nil
local hurt_part = nil
local hurt_part_idx = 0
local hurt_dist = d*d
local i,j
for i=1,players.max do
local p = players[i]
if p and p ~= plr and p.alive then
local dx = p.x-plr.x
local dy = p.y-plr.y+0.1
local dz = p.z-plr.z
for j=1,3 do
local dd = dx*dx+dy*dy+dz*dz
local dotk = dx*fwx+dy*fwy+dz*fwz
local dot = math.sqrt(dd-dotk*dotk)
if dot < 0.55 and dd < hurt_dist then
hurt_idx = i
hurt_dist = dd
hurt_part_idx = j
hurt_part = ({"head","body","legs"})[j]
break
end
dy = dy + 1.0
end
end
end
if hurt_idx then
if server then
players[hurt_idx].gun_damage(
hurt_part, this.cfg.dmg[hurt_part], plr)
else
common.net_send(nil, common.net_pack("BBB"
, 0x13, hurt_idx, hurt_part_idx))
end
else
if client then
common.net_send(nil, common.net_pack("BBB"
, 0x13, 0, 0))
end
if cx2 and cy2 <= ylen-3 then
bhealth_damage(cx2,cy2,cz2,MODE_BLOCK_DAMAGE_RIFLE)
end
end
-- TODO: fire a tracer
-- apply recoil
-- attempting to emulate classic behaviour provided i have it right
plr.recoil(sec_current, this.cfg.recoil_y, this.cfg.recoil_x)
end
function this.reload()
if this.ammo_clip ~= this.cfg.ammo_clip then
if this.ammo_reserve ~= 0 then
if not this.reloading then
this.reloading = true
plr.zooming = false
this.t_reload = nil
end end end
end
function this.click(button, state)
if button == 1 then
-- LMB
if this.ammo_clip > 0 then
this.firing = state
else
this.firing = false
-- TODO: play sound
end
elseif button == 3 then
-- RMB
if state and not this.reloading then
plr.zooming = not plr.zooming
end
end
end
function this.get_model()
return weapon_models[WPN_RIFLE]
end
function this.draw(px, py, pz, ya, xa, ya2)
client.model_render_bone_global(this.get_model(), 0,
px, py, pz, ya, xa, ya2, 3)
end
function this.tick(sec_current, sec_delta)
if this.reloading then
if not this.t_reload then
this.t_reload = sec_current + this.cfg.time_reload
end
if sec_current >= this.t_reload then
local adelta = this.cfg.ammo_clip - this.ammo_clip
if adelta > this.ammo_reserve then
adelta = this.ammo_reserve
end
this.ammo_reserve = this.ammo_reserve - adelta
this.ammo_clip = this.ammo_clip + adelta
this.t_reload = nil
this.reloading = false
plr.arm_rest_right = 0
else
local tremain = this.t_reload - sec_current
local telapsed = this.cfg.time_reload - tremain
local roffs = math.min(tremain,telapsed)
roffs = math.min(roffs,0.3)/0.3
plr.arm_rest_right = roffs
end
elseif this.firing and this.ammo_clip == 0 then
this.firing = false
elseif this.firing and ((not this.t_fire) or sec_current >= this.t_fire) then
prv_fire(sec_current)
this.t_fire = this.t_fire or sec_current
this.t_fire = this.t_fire + this.cfg.time_fire
if this.t_fire < sec_current then
this.t_fire = sec_current
end
this.ammo_clip = this.ammo_clip - 1
-- TODO: poll: do we want to require a new click per shot?
end
if this.t_fire and this.t_fire < sec_current then
this.t_fire = nil
end
end
return this
end,
}
weapons_enabled = {}
weapons_enabled[WPN_RIFLE] = true
-- teams
teams = {
[0] = {
name = "Blue Master Race",
color_mdl = {16,32,128},
color_chat = {0,0,255},
},
[1] = {
name = "Green Master Race",
color_mdl = {16,128,32},
color_chat = {0,192,0},
},
}
cpalette_base = {
0x7F,0x7F,0x7F,
0xFF,0x00,0x00,
0xFF,0x7F,0x00,
0xFF,0xFF,0x00,
0x00,0xFF,0x00,
0x00,0xFF,0xFF,
0x00,0x00,0xFF,
0xFF,0x00,0xFF,
}
cpalette = {}
do
local i,j
for i=0,7 do
local r,g,b
r = cpalette_base[i*3+1]
g = cpalette_base[i*3+2]
b = cpalette_base[i*3+3]
for j=0,3 do
local cr = math.floor((r*j)/3)
local cg = math.floor((g*j)/3)
local cb = math.floor((b*j)/3)
cpalette[#cpalette+1] = {cr,cg,cb}
end
for j=1,4 do
local cr = r + math.floor(((255-r)*j)/4)
local cg = g + math.floor(((255-g)*j)/4)
local cb = b + math.floor(((255-b)*j)/4)
cpalette[#cpalette+1] = {cr,cg,cb}
end
end
end
damage_blk = {}
players = {max = 32, current = 1}
intent = {}
nades = {head = 1, tail = 0}
function sort_players()
players_sorted = {}
for k,v in ipairs(players) do
players_sorted[k] = v
end
table.sort(players_sorted,
function(x, y)
if x.score == y.score then
if x.kills == y.kills then
if x.deaths == y.deaths then
return x.pid < y.pid
end
return x.deaths < y.deaths
end
return x.kills > y.kills
end
return x.score > y.score
end
)
end