buldthensnip/pkg/base/common.lua
2013-02-10 14:32:36 +13:00

240 lines
5.7 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",
DIR_PKG_LIB.."/obj_particle.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_TEAM_GUNS = false
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_DRUNKCAM_VELOCITY = false -- keep this off unless you want to throw up
MODE_DRUNKCAM_LOCALTURN = true -- this is the one you're looking for.
MODE_DRUNKCAM_CORRECTSPEED = 10.0
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_BLOCK_PLACE_IN_AIR = false --TODO: make this a server config variable, maybe godmode?
MODE_BLOCK_NO_RED_MARKER = false
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
-- sounds
if client then
client.wav_cube_size(0.5)
wav_rifle_shot = common.wav_load(DIR_PKG_WAV.."/rifle-shot.wav")
wav_rifle_reload = common.wav_load(DIR_PKG_WAV.."/rifle-reload.wav")
wav_whoosh = common.wav_load(DIR_PKG_WAV.."/whoosh.wav")
wav_buld = common.wav_load(DIR_PKG_WAV.."/buld.wav")
wav_grif = common.wav_load(DIR_PKG_WAV.."/grif.wav")
wav_hammer = common.wav_load(DIR_PKG_WAV.."/hammer.wav")
wav_jump_up = common.wav_load(DIR_PKG_WAV.."/jump-up.wav")
wav_jump_down = common.wav_load(DIR_PKG_WAV.."/jump-down.wav")
wav_pin = common.wav_load(DIR_PKG_WAV.."/pin.wav")
wav_steps = {}
local i
for i=1,8 do
wav_steps[i] = common.wav_load(DIR_PKG_WAV.."/step"..i..".wav")
end
end
-- weapons
WPN_RIFLE = 1
WPN_LEERIFLE = 2
weapon_models = {}
weapons = {
[WPN_RIFLE] = loadfile(DIR_PKG_ROOT.."/ent/gun_rifle.lua")(),
[WPN_LEERIFLE] = loadfile(DIR_PKG_ROOT.."/ent/gun_leerifle.lua")(),
}
weapons_enabled = {}
weapons_enabled[WPN_RIFLE] = true
weapons_enabled[WPN_LEERIFLE] = true
-- teams
TEAM_INTEL_LIMIT = 10
teams = {
max = 1,
[0] = {
name = "Blue Master Race",
color_mdl = {16,32,128},
color_chat = {0,0,255},
score = 0,
},
[1] = {
name = "Green Master Race",
color_mdl = {16,128,32},
color_chat = {0,192,0},
score = 0,
},
}
function team_players(team)
local result = {}
local k
for k=1,players.max do
if k then
local v = players[k]
if v and v.team == team then
table.insert(result, v)
end
end
end
return result
end
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 player_ranking(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