buldthensnip/pkg/base/obj_player.lua
2013-01-22 23:43:10 +00:00

1986 lines
53 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/>.
]]
function new_player(settings)
local this = {} this.this = this this.this.this = this this = this.this
this.team = settings.team or math.floor(math.random()*2)
this.squad = settings.squad or nil
this.weapon = settings.weapon or WPN_RIFLE
this.pid = settings.pid or error("pid must be set when creating player!")
this.alive = false
this.spawned = false
this.zooming = false
this.mdl_block = common.model_new(1)
this.mdl_block = common.model_bone_new(this.mdl_block)
this.mdl_player = common.model_new(4)
this.mdl_player = common.model_bone_new(this.mdl_player)
this.mdl_player = common.model_bone_new(this.mdl_player)
this.mdl_player = common.model_bone_new(this.mdl_player)
this.mdl_player = common.model_bone_new(this.mdl_player)
this.score = 0
this.kills = 0
this.deaths = 0
this.permissions = {}
function this.has_permission(perm)
return perm == nil or this.permissions[perm] ~= nil
end
function this.add_permission(perm)
this.permissions[perm] = true
end
function this.remove_permission(perm)
this.permissions[perm] = nil
end
local function prv_recolor_team(r,g,b)
if not client then return end
local mname,mdata
mname,mdata = common.model_bone_get(mdl_player, mdl_player_head)
recolor_component(r,g,b,mdata)
common.model_bone_set(this.mdl_player, mdl_player_head, mname, mdata)
mname,mdata = common.model_bone_get(mdl_player, mdl_player_body)
recolor_component(r,g,b,mdata)
common.model_bone_set(this.mdl_player, mdl_player_body, mname, mdata)
mname,mdata = common.model_bone_get(mdl_player, mdl_player_arm)
recolor_component(r,g,b,mdata)
common.model_bone_set(this.mdl_player, mdl_player_arm, mname, mdata)
mname,mdata = common.model_bone_get(mdl_player, mdl_player_leg)
recolor_component(r,g,b,mdata)
common.model_bone_set(this.mdl_player, mdl_player_leg, mname, mdata)
end
function this.recolor_team()
local c = teams[this.team].color_mdl
local r,g,b
r,g,b = c[1],c[2],c[3]
prv_recolor_team(r,g,b)
end
local function prv_recolor_block(r,g,b)
if not client then return end
local mname,mdata
mname,mdata = common.model_bone_get(mdl_block, mdl_block_bone)
recolor_component(r,g,b,mdata)
common.model_bone_set(this.mdl_block, mdl_block_bone, mname, mdata)
end
prv_recolor_block(0,0,0)
do
local c = teams[this.team].color_mdl
local r,g,b
r,g,b = c[1],c[2],c[3]
prv_recolor_team(r,g,b)
end
function this.block_recolor()
prv_recolor_block(this.blk_color[1],this.blk_color[2],this.blk_color[3])
end
function this.input_reset()
this.ev_forward = false
this.ev_back = false
this.ev_left = false
this.ev_right = false
this.ev_jump = false
this.ev_crouch = false
this.ev_sneak = false
this.ev_lmb = false
this.ev_rmb = false
end
this.input_reset()
function this.free()
if this.mdl_block then common.model_free(this.mdl_block) end
if this.mdl_player then common.model_free(this.mdl_player) end
end
this.t_rcirc = nil
function this.prespawn()
this.alive = false
this.spawned = false
this.grounded = false
this.crouching = false
this.arm_rest_right = 0.0
this.arm_rest_left = 1.0
this.t_respawn = nil
this.t_switch = nil
this.t_nadeboom = nil
this.t_newnade = nil
this.t_newblock = nil
this.t_newspade1 = nil
this.t_newspade2 = nil
this.t_step = nil
this.dangx, this.dangy = 0, 0
this.vx, this.vy, this.vz = 0, 0, 0
this.blx1, this.bly1, this.blz1 = nil, nil, nil
this.blx2, this.bly2, this.blz2 = nil, nil, nil
this.sx, this.sy, this.sz = 0, -1, 0
this.drunkx, this.drunkz = 0, 0
this.drunkfx, this.drunkfz = 0, 0
this.blk_color = {0x7F,0x7F,0x7F}
this.block_recolor()
this.blk_color_x = 3
this.blk_color_y = 0
this.jerkoffs = 0.0
this.zoom = 1.0
this.zooming = false
this.health = 100
this.blocks = 25
this.grenades = 2
this.wpn = weapons[this.weapon](this)
this.tool = 2
this.has_intel = nil
end
local function prv_spawn_cont1()
this.prespawn()
this.alive = true
this.spawned = true
this.t_switch = true
end
function this.spawn_at(x,y,z,ya,xa)
this.x = x
this.y = y
this.z = z
this.angy = ya
this.angx = xa
return prv_spawn_cont1()
end
function this.spawn()
local xlen,ylen,zlen
xlen,ylen,zlen = common.map_get_dims()
while true do
this.x = math.floor(math.random()*xlen/4.0)+0.5
this.z = math.floor(math.random()*zlen)+0.5
if this.team == 1 then this.x = xlen - this.x end
this.y = (common.map_pillar_get(this.x, this.z))[1+1]
if this.y < ylen-1 then break end
end
this.y = this.y - 3.0
this.angy, this.angx = math.pi/2.0, 0.0
if this.team == 1 then this.angy = this.angy-math.pi end
return prv_spawn_cont1()
end
this.name = settings.name or "Noob"
if server then
this.spawn()
else
this.prespawn()
end
function this.tool_switch(tool)
if not this.alive then return end
if this.tool == TOOL_GUN then
if this.wpn then
this.wpn.firing = false
this.wpn.reloading = false
end
this.zooming = false
this.arm_rest_right = 0
end
this.t_switch = true
if client and this == players[players.current] and this.tool ~= tool then
common.net_send(nil, common.net_pack("BBB"
, 0x17, 0x00, tool))
end
this.tool = tool
this.ev_lmb = false
this.ev_rmb = false
-- hud
if this.tools_align then
this.tools_align.visible = true
this.tools_align.static_alarm{name='viz',
time=3.0, on_trigger=function() this.tools_align.visible = false end}
end
end
function this.tool_switch_next()
new_tool = (this.tool + 1) % (TOOL_NADE + 1) -- Nade is last weapon
this.tool_switch(new_tool)
end
function this.tool_switch_prev()
new_tool = (this.tool - 1) % (TOOL_NADE + 1) -- Nade is last weapon
this.tool_switch(new_tool)
end
--[[
keys are:
0x01: up
0x02: down
0x04: left
0x08: right
0x10: sneak | scope
0x20: crouch
0x40: jump
0x80: * RESERVED *
]]
function this.get_pos()
return this.x, this.y, this.z
end
function this.set_pos_recv(x, y, z)
this.x = x
this.y = y
this.z = z
end
function this.get_orient()
local keys = 0
if this.ev_forward then keys = keys + 0x01 end
if this.ev_back then keys = keys + 0x02 end
if this.ev_left then keys = keys + 0x04 end
if this.ev_right then keys = keys + 0x08 end
if this.ev_sneak or this.zooming then keys = keys + 0x10 end
if this.ev_crouch then keys = keys + 0x20 end
if this.ev_jump then keys = keys + 0x40 end
--if this.ev_aimbot then keys = keys + 0x80 end
return this.angy, this.angx, keys
end
function this.set_orient_recv(ya, xa, keys)
this.angy = ya
this.angx = xa
this.ev_forward = bit_and(keys,0x01) ~= 0
this.ev_back = bit_and(keys,0x02) ~= 0
this.ev_left = bit_and(keys,0x04) ~= 0
this.ev_right = bit_and(keys,0x08) ~= 0
this.ev_sneak = bit_and(keys,0x10) ~= 0
this.ev_crouch = bit_and(keys,0x20) ~= 0
this.ev_jump = bit_and(keys,0x40) ~= 0
--this.ev_aimbot = bit_and(keys,0x80) ~= 0
end
function this.recoil(sec_current, recoil_y, recoil_x)
local xrec = recoil_x*math.cos(sec_current*math.pi*2)*math.pi*20
local ydip = math.sin(this.angx)
local ycos = math.cos(this.angx)
local yrec = recoil_y + ydip
local ydist = math.sqrt(ycos*ycos+yrec*yrec)
this.angy = this.angy + xrec
this.angx = math.asin(yrec/ydist)
end
function this.update_score()
net_broadcast(nil, common.net_pack("BBBBhhhzz",
0x05, this.pid,
this.team, this.weapon,
this.score, this.kills, this.deaths,
this.name, this.squad))
sort_players()
end
function this.tent_restock()
this.health = 100
this.blocks = 100
this.grenades = 4
if this.wpn then
this.wpn.ammo_clip = this.wpn.cfg.ammo_clip
this.wpn.ammo_reserve = this.wpn.cfg.ammo_reserve
end
if server then
net_broadcast(nil, common.net_pack("BB", 0x15, this.pid))
end
end
function this.set_health_damage(amt, kcol, kmsg, enemy)
this.health = amt
if this.health <= 0 and this.alive then
if server then
this.intel_drop()
this.deaths = this.deaths + 1
if enemy == nil then
-- do nothing --
elseif enemy == this then
enemy.score = enemy.score + SCORE_SUICIDE
elseif enemy.team == this.team then
enemy.score = enemy.score + SCORE_TEAMKILL
else
enemy.score = enemy.score + SCORE_KILL
enemy.kills = enemy.kills + 1
end
if enemy ~= nil and enemy ~= this then
enemy.update_score()
end
this.update_score()
net_broadcast(nil, common.net_pack("BIz", 0x0F, kcol, kmsg))
end
--chat_add(chat_killfeed, nil, kmsg, kcol)
this.health = 0
this.alive = false
end
if server then
net_broadcast(nil, common.net_pack("BBB", 0x14, this.pid, this.health))
end
end
function this.damage(amt, kcol, kmsg, enemy)
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
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.gun_damage(part, amt, enemy)
--print("damage",this.name,part,amt)
if not server then
return
end
local midmsg = " killed "
if this.team == enemy.team then
midmsg = " teamkilled "
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.spade_damage(part, amt, enemy)
--print("damage",this.name,part,amt)
if not server then
return
end
local midmsg = " spaded "
if this.team == enemy.team then
error("THIS SHOULD NEVER HAPPEN WORST PYSPADES BUG EVER")
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.grenade_damage(amt, enemy)
--print("damage",this.name,part,amt)
local midmsg = " grenaded "
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.intel_pickup(intel)
if this.has_intel or intel.team == this.team then
return false
end
if server then
local x,y,z,f
x,y,z = intel.get_pos()
intel.visible = false
f = intel.get_flags()
net_broadcast(nil, common.net_pack("BHhhhB", 0x12, intel.iid, x,y,z,f))
net_broadcast(nil, common.net_pack("BHB", 0x16, intel.iid, this.pid))
local s = "* "..this.name.." has picked up the "..teams[intel.team].name.." intel."
net_broadcast(nil, common.net_pack("BIz", 0x0E, 0xFF800000, s))
this.has_intel = intel
end
return true
end
function this.intel_drop()
if server then
local intel = this.has_intel
--print("dropped", intel)
if not intel then
return
end
intel.intel_drop()
this.has_intel = nil
local s = "* "..this.name.." has dropped the "..teams[intel.team].name.." intel."
net_broadcast(nil, common.net_pack("BIz", 0x0E, 0xFF800000, s))
end
end
function this.intel_capture(sec_current)
if server then
local intel = this.has_intel
if not intel then
return
end
intel.intel_capture(sec_current)
this.has_intel = nil
local s = "* "..this.name.." has captured the "..teams[intel.team].name.." intel."
net_broadcast(nil, common.net_pack("BIz", 0x0E, 0xFF800000, s))
net_broadcast_team(this.team, common.net_pack("B", 0x1C))
end
end
function this.throw_nade(sec_current)
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
local n = new_nade({
x = this.x,
y = this.y,
z = this.z,
vx = fwx*MODE_NADE_SPEED*MODE_NADE_STEP+this.vx*MODE_NADE_STEP,
vy = fwy*MODE_NADE_SPEED*MODE_NADE_STEP+this.vy*MODE_NADE_STEP,
vz = fwz*MODE_NADE_SPEED*MODE_NADE_STEP+this.vz*MODE_NADE_STEP,
fuse = math.max(0, this.t_nadeboom - sec_current)
})
nade_add(n)
common.net_send(nil, common.net_pack("BhhhhhhH",
0x1B,
math.floor(n.x*32+0.5),
math.floor(n.y*32+0.5),
math.floor(n.z*32+0.5),
math.floor(n.vx*256+0.5),
math.floor(n.vy*256+0.5),
math.floor(n.vz*256+0.5),
math.floor(n.fuse*100+0.5)))
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(sec_current, sec_delta)
local xlen,ylen,zlen
xlen,ylen,zlen = common.map_get_dims()
if not this.spawned then
return
end
if (not this.alive) and (not this.t_respawn) then
this.t_respawn = sec_current + MODE_RESPAWN_TIME
this.input_reset()
this.wpn.firing = false
this.wpn.reloading = false
this.zooming = false
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",
0x10, 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
local 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 this.t_newblock and sec_current >= this.t_newblock then
this.t_newblock = nil
end
if this.t_newspade1 and sec_current >= this.t_newspade1 then
this.t_newspade1 = nil
end
if this.t_newnade and sec_current >= this.t_newnade then
this.t_newnade = nil
end
if this.t_nadeboom then
if (not this.ev_lmb) or sec_current >= this.t_nadeboom then
this.throw_nade(sec_current)
this.t_newnade = sec_current + MODE_DELAY_NADE_THROW
this.t_nadeboom = nil
this.ev_lmb = false
end
end
if not this.ev_rmb then
this.t_newspade2 = nil
end
if this.t_newspade2 and sec_current >= this.t_newspade2 and this.blx2 then
if this.blx2 >= 0 and this.blx2 < xlen and this.blz2 >= 0 and this.blz2 < zlen then
if this.bly2-1 <= ylen-3 then
common.net_send(nil, common.net_pack("BHHH",
0x0A,
this.blx2, this.bly2, this.blz2))
end
end
this.t_newspade2 = nil
end
if client then
local moving = (this.ev_left or this.ev_right or this.ev_forward or 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 freq_mod = (inwater and 0.25) or 1.0
local tdiff = 0.01
if this.grounded then
client.wav_play_global(wav_steps[
math.floor(math.random()*#wav_steps)+1],
this.x, this.y, this.z,
1.0, freq_mod)
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
if this.wpn.reloading then
this.reload_msg.visible = false
end
end
-- 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 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
if this.zooming then
this.zoom = 3.0
else
this.zoom = 1.0
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.ev_lmb then
if this.tool == TOOL_BLOCK and this.blx1 then
if (not this.t_newblock) and this.blocks > 0 then
if this.blx1 >= 0 and this.blx1 < xlen and this.blz1 >= 0 and this.blz1 < zlen then
if this.bly1 <= ylen-3 and map_is_buildable(this.blx1, this.bly1, this.blz1) then
common.net_send(nil, common.net_pack("BHHHBBBB",
0x08,
this.blx1, this.bly1, this.blz1,
this.blk_color[3],
this.blk_color[2],
this.blk_color[1],
1))
this.blocks = this.blocks - 1
this.t_newblock = sec_current + MODE_DELAY_BLOCK_BUILD
this.t_switch = this.t_newblock
end
end
end
elseif this.tool == TOOL_SPADE then
if (not this.t_newspade1) then
-- see if there's anyone we can kill
local d = this.bld2 or 5 -- NOTE: cannot spade through walls anymore. Sorry guys :/
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 ~= this and p.alive and p.team ~= this.team 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 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].spade_damage(
hurt_part, 1000, this)
else
common.net_send(nil, common.net_pack("BBB"
, 0x13, hurt_idx, hurt_part_idx))
end
elseif this.blx2 then
if this.blx2 >= 0 and this.blx2 < xlen and this.blz2 >= 0 and this.blz2 < zlen then
if this.bly2 <= ylen-3 then
bhealth_damage(this.blx2, this.bly2, this.blz2, MODE_BLOCK_DAMAGE_SPADE)
this.t_newspade1 = sec_current + MODE_DELAY_SPADE_HIT
end
end
end
end
elseif this.tool == TOOL_NADE then
if (not this.t_newnade) and this.grenades > 0 then
if (not this.t_nadeboom) then
this.grenades = this.grenades - 1
this.t_nadeboom = sec_current + MODE_NADE_FUSE
end
end
else
end
elseif this.ev_rmb then
if this.tool == TOOL_BLOCK and this.blx3 and this.alive then
local ct,cr,cg,cb
ct,cr,cg,cb = map_block_pick(this.blx3, this.bly3, this.blz3)
if ct ~= nil then
this.blk_color = {cr,cg,cb}
common.net_send(nil, common.net_pack("BBBBB",
0x18, 0x00,
this.blk_color[1],this.blk_color[2],this.blk_color[3]))
end
this.ev_rmb = false
elseif this.tool == TOOL_SPADE and this.blx2 and this.alive then
if (not this.t_newspade2) then
this.t_newspade2 = sec_current
+ MODE_DELAY_SPADE_DIG
end
end
end
end
-- 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.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 = -7
this.ev_jump = false
if client then
client.wav_play_global(wav_jump_up, this.x, this.y, this.z)
end
end
-- normalise mvx,mvz
local mvd = math.max(0.00001,math.sqrt(mvx*mvx + mvz*mvz))
mvx = mvx / mvd
mvz = mvz / mvd
-- apply base slowdown
local mvspd = 8.0
local mvchange = 10.0
mvx = mvx * mvspd
mvz = mvz * mvspd
-- apply extra slowdowns
if not this.grounded then
mvx = mvx * 0.6
mvz = mvz * 0.6
mvchange = mvchange * 0.3
end
if inwater then
mvx = mvx * 0.6
mvz = mvz * 0.6
end
if this.crouching then
mvx = mvx * 0.5
mvz = mvz * 0.5
end
if this.zooming or this.ev_sneak then
mvx = mvx * 0.5
mvz = mvz * 0.5
end
-- apply rotation
mvx, mvz = mvx*cya+mvz*sya, mvz*cya-mvx*sya
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))
this.vy = this.vy + 2*9.81*sec_delta
local ox, oy, oz
local nx, ny, nz
local tx1,ty1,tz1
ox, oy, oz = this.x, this.y, this.z
this.x, this.y, this.z = this.x + this.vx*sec_delta, this.y + this.vy*sec_delta, this.z + this.vz*sec_delta
nx, ny, nz = this.x, this.y, this.z
this.jerkoffs = this.jerkoffs * math.exp(-sec_delta*15.0)
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
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)
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
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
this.x, this.y, this.z = tx1, ty1, tz1
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
-- 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, 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 gun
if this.wpn then this.wpn.tick(sec_current, sec_delta) end
end
function this.camera_firstperson(sec_current, sec_delta)
-- set camera position
client.camera_move_to(this.x, this.y + this.jerkoffs, this.z)
-- calc camera forward 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
-- 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.
client.camera_move_global(sya*0.4, 0, cya*0.4)
end
function this.render()
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.tool == TOOL_SPADE then
client.model_render_bone_global(mdl_spade, mdl_spade_bone,
this.x+mdl_x, this.y+this.jerkoffs+mdl_y, this.z+mdl_z,
--0.0, -this.angx-math.pi/2*0.90, this.angy, 1)
0.0, -this.angx, this.angy, 1)
elseif this.tool == TOOL_BLOCK then
if this.blocks > 0 then
client.model_render_bone_global(this.mdl_block, mdl_block_bone,
this.x+mdl_x, this.y+this.jerkoffs+mdl_y, this.z+mdl_z,
0.0, -this.angx, this.angy, 1)
end
elseif this.tool == TOOL_GUN then
this.wpn.draw(this.x+mdl_x, this.y+this.jerkoffs+mdl_y, this.z+mdl_z,
math.pi/2, -this.angx, this.angy)
elseif this.tool == TOOL_NADE then
client.model_render_bone_global(mdl_nade, mdl_nade_bone,
this.x+mdl_x, this.y+this.jerkoffs+mdl_y, this.z+mdl_z,
0.0, -this.angx, this.angy, 1.0)
end
client.model_render_bone_global(this.mdl_player, mdl_player_arm,
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)
client.model_render_bone_global(this.mdl_player, mdl_player_arm,
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)
client.model_render_bone_global(this.mdl_player, mdl_player_leg,
this.x+leg_x1, this.y+this.jerkoffs+leg_y1, this.z+leg_z1,
0.0, swing, this.angy-math.pi, 2.2)
client.model_render_bone_global(this.mdl_player, mdl_player_leg,
this.x+leg_x2, this.y+this.jerkoffs+leg_y2, this.z+leg_z2,
0.0, -swing, this.angy-math.pi, 2.2)
client.model_render_bone_global(this.mdl_player, mdl_player_head,
this.x, this.y+this.jerkoffs, this.z,
0.0, this.angx, this.angy-math.pi, 1)
client.model_render_bone_global(this.mdl_player, mdl_player_body,
this.x, this.y+this.jerkoffs+0.8, this.z,
0.0, 0.0, this.angy-math.pi, 1.5)
if this.has_intel then
this.has_intel.render_backpack()
end
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(client.screen_get_dims())
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}
local bone_wslot1 = scene.bone{model=mdl_spade, bone=mdl_spade_bone,
x=0.1*w*5/8}
local bone_wslot2 = scene.bone{model=this.mdl_block, bone=this.mdl_block_bone,
x=0.25*w*5/8}
local bone_wslot3 = scene.bone{model=this.wpn.get_model(), bone=0,
x=0.4*w*5/8}
local bone_wslot4 = scene.bone{model=mdl_nade, bone=mdl_nade_bone,
x=0.55*w*5/8}
scene.root.add_child(this.tools_align)
this.tools_align.add_child(bone_wslot1)
this.tools_align.add_child(bone_wslot2)
this.tools_align.add_child(bone_wslot3)
this.tools_align.add_child(bone_wslot4)
local tool_mappings = {TOOL_SPADE,TOOL_BLOCK,TOOL_GUN,TOOL_NADE}
local tool_y = {0.3,0.25,0.25,0.25}
local tool_scale = {0.2,0.1,0.2,0.1}
local tool_pick_scale = {1.3,2.0,2.0,2.0}
local tool_textcolor = {
function() return 0xFFC0C0C0 end,
function()
local cr,cg,cb
cr,cg,cb = this.blk_color[1],this.blk_color[2],this.blk_color[3]
return (cr*256+cg)*256+cb+0xFF000000
end,
function()
if this.wpn.ammo_clip == 0 then
return 0xFFFF3232
else
return 0xFFC0C0C0
end
end,
function() return 0xFFC0C0C0 end
}
local tool_textgen = {
function() return ""..this.blocks end,
function() return ""..this.blocks end,
function() return ""..this.wpn.ammo_clip.."-"..this.wpn.ammo_reserve end,
function() return ""..this.grenades end
}
local bounce = 0. -- picked tool bounce
local bone_intel = scene.bone{model=mdl_intel, bone=mdl_intel_bone,
x=w*0.1,y=h*0.5,scale=0.18,visible=false}
scene.root.add_child(bone_intel)
local function bone_rotate(dT)
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 == tool_mappings[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
for k,bone in pairs({bone_intel}) do
bone.rot_y = bone.rot_y + dT * 120 * 0.01
end
bounce = bounce + dT * 4
bone_intel.visible = (this.has_intel ~= nil)
if this.has_intel then
bone_intel.model = this.has_intel.mdl_intel
end
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}
--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}
-- 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.update_overview_icons(dT)
for i=1,#log_mspr,2 do
local u,v
u = log_mspr[i ]
v = log_mspr[i+1]
common.img_pixel_set(img_overview_icons, u, v, 0x00000000)
end
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
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 large_map))
end
if drawit then
for i=1,#mspr_player,2 do
local u,v
u = math.floor(x)+mspr_player[i ]
v = math.floor(y)+mspr_player[i+1]
log_mspr[#log_mspr+1] = u
log_mspr[#log_mspr+1] = v
common.img_pixel_set(img_overview_icons, u, v, c)
end
end
end
end
for j=1,#intent do
local obj = intent[j]
if obj.visible then
local x,y
x,y = obj.x, obj.z
local l = teams[obj.team].color_chat
local c = argb_split_to_merged(l[1],l[2],l[3])
for i=1,#(obj.mspr),2 do
local u,v
u = math.floor(x)+obj.mspr[i ]
v = math.floor(y)+obj.mspr[i+1]
log_mspr[#log_mspr+1] = u
log_mspr[#log_mspr+1] = v
common.img_pixel_set(img_overview_icons, u, v, c)
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)
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
this.net_graph = scene.waveform{
sample_sets={},
width=200,
height=50,
x=w/4,
y=h-30
}
local function net_graph_update(delta_time)
-- 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 then
local mw, mh
mw, mh = this.mini_map.width, this.mini_map.height
local left, top
left = this.mini_map.l
top = this.mini_map.t
local qx, qy
for qy=-1,1 do
for qx=-1,1 do
local view_left, view_top
view_left = this.x-mw/2+this.large_map.width*qx
view_top = 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)
client.img_blit(img_overview_icons, left, top,
mw, mh,
view_left, view_top,
0xFFFFFFFF)
end
end
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
end
local function is_view_released()
return gui_focus ~= nil
end
local function quit_events(options)
if options.state then
if this.quit_msg.visible then
if options.key == BTSK_YES then
-- TODO: clean up
client.hook_tick = nil
elseif options.key == BTSK_NO then
this.quit_msg.visible = false
end
elseif options.key == BTSK_QUIT and
not this.menus_visible() and
not is_view_released() then
this.quit_msg.visible = true
end
end
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_TOOL1 then viz = false; team = 0
elseif options.key == BTSK_TOOL2 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
common.net_send(nil, common.net_pack("Bbbz", 0x11, team, WPN_RIFLE, 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 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.chat_text.ctab = chat_text.render()
this.kill_text.ctab = chat_killfeed.render()
end
this.crosshair = scene.image{img=img_crosshair, x=w/2, y=h/2}
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=0xFFA1FFA1,
align_x=0.5,
align_y=0,
x = w/2,
y = h-48}
local function health_update(options)
this.health_text.text = ""..this.health
end
this.ammo_text = scene.textfield{font=font_digits,
text="",
color=0xFFC0C0C0,
align_x = 1,
align_y = 0,
x = w - 16,
y = h - 48}
local function ammo_update(options)
local tool = this.tool + 1
this.ammo_text.color = tool_textcolor[tool]()
this.ammo_text.text = tool_textgen[tool]()
end
this.typing_type = scene.textfield{
text="",
color=0xFFFFFFFF,
align_x = 0,
align_y = 0,
x = 0,
y = 0}
this.typing_text = scene.textfield{
text="",
color=0xFFFFFFFF,
align_x = 0,
align_y = 0,
x = 0,
y = 0,
take_input = true}
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
function this.typing_text.done_typing(options)
this.typing_layout.visible = false
discard_typing_state()
end
function this.typing_text.on_return(options)
if this.typing_text.text ~= "" then
if string.sub(this.typing_text.text,1,1) == "~" then
loadstring(string.sub(this.typing_text.text,2))() --nasty, but handy
else
if this.typing_type.text == "Chat: " then
common.net_send(nil, common.net_pack("Bz", 0x0C, this.typing_text.text))
elseif this.typing_type.text == "Team: " then
common.net_send(nil, common.net_pack("Bz", 0x0D, this.typing_text.text))
elseif this.typing_type.text == "Squad: " then
common.net_send(nil, common.net_pack("Bz", 0x1E, this.typing_text.text))
end
end
end
this.typing_text.done_typing()
end
-- 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.quit_msg.add_listener(GE_BUTTON, quit_events)
this.team_change.add_listener(GE_BUTTON, teamchange_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)
this.net_graph.add_listener(GE_DELTA_TIME, net_graph_update)
scene.root.add_child(this.crosshair)
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)
scene.root.add_child(this.net_graph)
this.team_change.add_child(this.team_change_msg_b)
this.team_change.add_child(this.team_change_msg_g)
scene.root.add_child(this.team_change)
scene.root.add_child(this.quit_msg)
scene.root.add_child(this.reload_msg);
this.scene = scene
end
function this.on_mouse_button(button, state)
if this.tool == TOOL_GUN and this.alive then
this.wpn.click(button, state)
end
if button == 1 then
-- LMB
if state and not this.ev_lmb and this.tool == TOOL_GUN and this.alive and this.wpn.ammo_clip == 0 then
client.wav_play_global(wav_pin, this.x, this.y, this.z)
this.reload_msg.visible = true
this.reload_msg.static_alarm{name='reloadviz',
time=0.5, on_trigger=function() this.reload_msg.visible = false end}
end
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)
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
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
elseif key == BTSK_BACK then
this.ev_back = state
elseif key == BTSK_LEFT then
this.ev_left = state
elseif key == BTSK_RIGHT then
this.ev_right = state
elseif key == BTSK_CROUCH then
this.ev_crouch = state
elseif key == BTSK_JUMP then
this.ev_jump = state
elseif key == BTSK_SNEAK then
this.ev_sneak = state
elseif key == BTSK_SCORES then
show_scores = state
elseif 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"
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 not this.menus_visible() then
if key == BTSK_RELOAD then
if this.alive and this.wpn and this.tool == TOOL_GUN then
this.wpn.reload()
end
elseif key == BTSK_TOOL1 then
this.tool_switch(TOOL_SPADE)
elseif key == BTSK_TOOL2 then
this.tool_switch(TOOL_BLOCK)
elseif key == BTSK_TOOL3 then
this.tool_switch(TOOL_GUN)
elseif key == BTSK_TOOL4 then
this.tool_switch(TOOL_NADE)
elseif key == BTSK_TOOL5 then
-- TODO
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 this.alive and key == BTSK_COLORLEFT then
this.blk_color_x = this.blk_color_x - 1
if this.blk_color_x < 0 then
this.blk_color_x = 7
end
this.blk_color = cpalette[this.blk_color_x+this.blk_color_y*8+1]
common.net_send(nil, common.net_pack("BBBBB",
0x18, 0x00,
this.blk_color[1],this.blk_color[2],this.blk_color[3]))
elseif this.alive and key == BTSK_COLORRIGHT then
this.blk_color_x = this.blk_color_x + 1
if this.blk_color_x > 7 then
this.blk_color_x = 0
end
this.blk_color = cpalette[this.blk_color_x+this.blk_color_y*8+1]
common.net_send(nil, common.net_pack("BBBBB",
0x18, 0x00,
this.blk_color[1],this.blk_color[2],this.blk_color[3]))
elseif this.alive and key == BTSK_COLORUP then
this.blk_color_y = this.blk_color_y - 1
if this.blk_color_y < 0 then
this.blk_color_y = 7
end
this.blk_color = cpalette[this.blk_color_x+this.blk_color_y*8+1]
common.net_send(nil, common.net_pack("BBBBB",
0x18, 0x00,
this.blk_color[1],this.blk_color[2],this.blk_color[3]))
elseif this.alive and key == BTSK_COLORDOWN then
this.blk_color_y = this.blk_color_y + 1
if this.blk_color_y > 7 then
this.blk_color_y = 0
end
this.blk_color = cpalette[this.blk_color_x+this.blk_color_y*8+1]
common.net_send(nil, common.net_pack("BBBBB",
0x18, 0x00,
this.blk_color[1],this.blk_color[2],this.blk_color[3]))
end
end
end
end
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 w, h
local i, j
w, h = client.screen_get_dims()
-- TODO: palettise this more nicely
prv_recolor_block(this.blk_color[1],this.blk_color[2],this.blk_color[3])
-- TODO: wireframe cube
if this.tool == TOOL_BLOCK and this.blx1 and (this.alive or this.respawning) then
if map_is_buildable(this.blx1, this.bly1, this.blz1) or MODE_BLOCK_PLACE_IN_AIR then
bname, mdl_data = client.model_bone_get(mdl_cube, mdl_cube_bone)
mdl_data_backup = mdl_data
for i=1,#mdl_data do
if mdl_data[i].r > 4 then
mdl_data[i].r = math.max(this.blk_color[1], 5) --going all the way down to
mdl_data[i].g = math.max(this.blk_color[2], 5) --to 4 breaks it and you'd
mdl_data[i].b = math.max(this.blk_color[3], 5) --have to reload the model
end
end
client.model_bone_set(mdl_cube, mdl_cube_bone, bname, mdl_data)
client.model_render_bone_global(mdl_cube, mdl_cube_bone,
this.blx1+0.5, this.bly1+0.5, this.blz1+0.5,
0.0, 0.0, 0.0, 24.0) --no rotation, 24 roughly equals the cube size
elseif not MODE_BLOCK_NO_RED_MARKER then
client.model_render_bone_global(mdl_Xcube, mdl_Xcube_bone,
this.blx1+0.5, this.bly1+0.5, this.blz1+0.5,
0.0, 0.0, 0.0, 24.0)
print(this.blx1.." "..this.bly1.." "..this.blz1)
end
elseif this.tool == TOOL_SPADE and this.blx1 and (this.alive or this.respawning) and map_block_get(this.blx2, this.bly2, this.blz2) then
client.model_render_bone_global(mdl_test, mdl_test_bone,
this.blx1+0.5, this.bly1+0.5, this.blz1+0.5,
rotpos*0.01, rotpos*0.004, 0.0, 0.1+0.01*math.sin(rotpos*0.071))
client.model_render_bone_global(mdl_test, mdl_test_bone,
(this.blx1*2+this.blx2)/3+0.5,
(this.bly1*2+this.bly2)/3+0.5,
(this.blz1*2+this.blz2)/3+0.5,
-rotpos*0.01, -rotpos*0.004, 0.0, 0.1+0.01*math.sin(-rotpos*0.071))
end
--[[
client.model_render_bone_local(mdl_test, mdl_test_bone,
1-0.2, 600/800-0.2, 1.0,
rotpos*0.01, rotpos*0.004, 0.0, 0.1)
]]
if not this.scene then
this.create_hud()
end
this.render()
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
plr.render()
if plr.alive and plr.team == this.team then
local px,py
local dx,dy,dzNULL
dx,dy,dz = plr.x-this.x,
plr.y+plr.jerkoffs-this.y-this.jerkoffs-0.5,
plr.z-this.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 = w/2-w/2*dx*this.zoom/dz
py = h/2+w/2*dy*this.zoom/dz
local c
if plr.squad and plr.squad == this.squad then
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,#intent do
local obj = intent[i]
if obj.visible then
obj.render()
end
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("x: %f y: %f z: %f j: %f c: %i"
, camx, camy, camz, this.jerkoffs, (this.crouching and 1) or 0)
font_mini.print(4, 4, 0x80FFFFFF, cam_pos_str)
end
if show_scores then
local bi, gi
bi = 1
gi = 1
for i=1,players.max do
local plr = players_sorted[i]
if plr ~= nil then
local sn = plr.name
if plr.squad then
sn = sn.." ["..plr.squad.."]"
end
local s = sn.." #"..i..": "
..plr.score.." ("..plr.kills.."/"..plr.deaths..")"
if plr.team == 1 then
font_mini.print(w / 2 + 50, gi * 15 + 150
, argb_split_to_merged(150, 255, 150, 255)
, s)
gi = gi + 1
else
font_mini.print(w / 2 - 50 - (6 * #s), bi * 15 + 150
, argb_split_to_merged(150, 150, 255, 255)
, s)
bi = bi + 1
end
end
end
end
end
return this
end