buldthensnip/pkg/base/ent/tool_spade.lua
Dany0 d45f8971d5 Loading image, spade, gui, look in description
- scene.image supports image scaling
- scale loading images properly (might need more work later)
- spade now shows what block will be spaded using the cube marker
- removed run.sh
2015-02-09 20:56:16 +01:00

217 lines
5.3 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/>.
]]
return function (plr)
local this = {} this.this = this
this.plr = plr
this.mdl = mdl_spade_inst
this.gui_x = 0.1
this.gui_y = 0.3
this.gui_scale = 0.2
this.gui_pick_scale = 1.3
this.mspeed_mul = MODE_PSPEED_SPADE
if not this.mdl_cube_marker and mdl_cube then
this.mdl_cube_marker = mdl_cube({filt=function(br,bg,bb)
return 233,16,16
end})
end
function this.get_damage(styp, tplr)
if tplr.team == plr.team then return 0, "ERROR" end
local dmg = 1000
return dmg, "spaded"
end
function this.get_model()
return this.mdl
end
function this.reset()
this.t_newspade1 = nil
this.t_newspade2 = nil
end
this.reset()
function this.free()
--
end
function this.restock()
--
end
function this.focus()
--
end
function this.unfocus()
--
end
function this.need_restock()
return false
end
function this.key(key, state, modif)
--
end
function this.click(button, state)
if button == 1 then
if state then
this.t_newspade2 = nil
end
elseif button == 3 then
if state then
this.t_newspade2 = true
else
this.t_newspade2 = nil
end
end
end
function this.tick(sec_current, sec_delta)
local xlen,ylen,zlen
xlen,ylen,zlen = common.map_get_dims()
if plr.tools[plr.tool+1] ~= this then return 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
if this.t_newspade2 == true then
this.t_newspade2 = sec_current + 1.0
end
if this.t_newspade1 and sec_current >= this.t_newspade1 then
this.t_newspade1 = nil
end
if this.t_newspade2 and sec_current >= this.t_newspade2 and plr.blx2 then
if plr.blx2 >= 0 and plr.blx2 < xlen and plr.blz2 >= 0 and plr.blz2 < zlen then
if plr.bly2-1 <= ylen-3 then
net_send(nil, common.net_pack("BHHH",
PKT_BLK_RM3,
plr.blx2, plr.bly2, plr.blz2))
end
end
this.t_newspade2 = this.t_newspade2 + 1
if this.t_newspade2 < sec_current then
this.t_newspade2 = sec_current + 1
end
end
if plr.ev_lmb then
if (not this.t_newspade1) then
-- see if there's anyone we can kill
local d = plr.bld2 or 4 -- 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 ~= plr and p.alive and p.team ~= plr.team 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 dot, dd = isect_line_sphere_delta(dx,dy,dz,fwx,fwy,fwz)
if dot and 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
net_send(nil, common.net_pack("BBB"
, PKT_PLR_GUN_HIT, hurt_idx, hurt_part_idx))
end
elseif plr.blx2 then
if plr.blx2 >= 0 and plr.blx2 < xlen and plr.blz2 >= 0 and plr.blz2 < zlen then
if plr.bly2 <= ylen-3 then
net_send(nil, common.net_pack("BHHHH", PKT_BLK_DAMAGE, plr.blx2, plr.bly2, plr.blz2,
(plr.mode == PLM_BUILD and 1000) or MODE_BLOCK_DAMAGE_SPADE))
this.t_newspade1 = sec_current + MODE_DELAY_SPADE_HIT
end
end
end
elseif plr.ev_rmb and plr.blx2 and plr.alive then
if (not this.t_newspade2) then
this.t_newspade2 = sec_current
+ MODE_DELAY_SPADE_DIG
print("dig")
end
end
end
end
function this.textgen()
local col
if this.plr.blocks == 0 then
col = 0xFFFF3232
else
col = 0xFFC0C0C0
end
return col, ""..this.plr.blocks
end
function this.render(px,py,pz,ya,xa,ya2)
ya = ya - math.pi/2
if plr.blx1 and (plr.alive or plr.respawning) and map_block_get(plr.blx2, plr.bly2, plr.blz2) then
this.mdl_cube_marker.render_global(
plr.blx2+0.55, plr.bly2+0.55, plr.blz2+0.55,
0.0, 0.0, 0.0, 24.0+math.abs(2*math.sin(rotpos*0.071)))
-- mdl_test_inst.render_global(
-- plr.blx1+0.5, plr.bly1+0.5, plr.blz1+0.5,
-- rotpos*0.01, rotpos*0.004, 0.0, 0.1+0.01*math.sin(rotpos*0.071))
-- mdl_test_inst.render_global(
-- (plr.blx1*2+plr.blx2)/3+0.5,
-- (plr.bly1*2+plr.bly2)/3+0.5,
-- (plr.blz1*2+plr.blz2)/3+0.5,
-- -rotpos*0.01, -rotpos*0.004, 0.0, 0.1+0.01*math.sin(-rotpos*0.071))
end
this.mdl.render_global(
px, py, pz, ya, xa, ya2, 1)
end
return this
end