678689eb58
* Upload rifle_crosshair.png Image used for rifle crosshair. Created by PiMonkey. * sniper_rifles: Add crosshair for rifles via HUD HUD-driven crosshair for sniper rifles. NOTE: scale_const is set to 4, this may be changed by preference. * Increase size slightly Co-authored-by: LoneWolfHT <lonewolf04361@gmail.com>
149 lines
3.8 KiB
Lua
149 lines
3.8 KiB
Lua
------------------
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-- Private data --
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------------------
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-- Locally cache rifle defs for fast and easy access
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local rifles = {}
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-- Keep track of players who are scoping in, and their wielded item
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local scoped = {}
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-- Timer for scope-check globalstep
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local timer = 0.2
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-- List of IDs for players scoped, for use in hide_scope(). NOTE: for HUD overlay
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local scoped_hud_id = {}
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-- Scale constant, for crosshair. This is to ensure the crosshair will be centered.
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local scale_const = 6
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local default_physics_overrides = {
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speed = 0.1,
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jump = 0
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}
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-------------
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-- Helpers --
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-------------
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local function show_scope(name, item_name, fov_mult)
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local player = minetest.get_player_by_name(name)
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if not player then
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return
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end
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scoped[name] = item_name
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scoped_hud_id[name] = player:hud_add({
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hud_elem_type = "image",
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position = {x = 0.5, y = 0.5},
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offset = {x = (-65*scale_const)/2, y = (-65*scale_const)/2},
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text = "rifle_crosshair.png",
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scale = {x = scale_const, y = scale_const},
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alignment = {x = 1, y = 1},
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})
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-- e.g. if fov_mult == 8, then FOV = 1/8 * current_FOV, a.k.a 8x zoom
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player:set_fov(1 / fov_mult, true)
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physics.set(name, "sniper_rifles:scoping", rifles[item_name].physics_overrides)
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player:hud_set_flags({ wielditem = false })
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end
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local function hide_scope(name)
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local player = minetest.get_player_by_name(name)
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if not player then
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return
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end
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scoped[name] = nil
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player:hud_remove(scoped_hud_id[name])
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scoped_hud_id[name] = nil
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player:set_fov(0)
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physics.remove(name, "sniper_rifles:scoping")
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player:hud_set_flags({ wielditem = true })
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end
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local function on_use(stack, user, pointed)
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if scoped[user:get_player_name()] then
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-- shooter checks for the return value of def.on_use, and executes
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-- the rest of the code only if this function returns non-nil
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return stack
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end
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end
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local function on_rclick(item, placer, pointed_thing)
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local name = placer:get_player_name()
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-- Prioritize on "un-scoping", if player is using the scope
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if not scoped[name] and pointed_thing.type == "node" then
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return minetest.item_place(item, placer, pointed_thing)
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end
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if scoped[name] then
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hide_scope(name)
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else
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-- Remove _loaded suffix added to item name by shooter
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local item_name = item:get_name():gsub("_loaded", "")
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local fov_mult = shooter.registered_weapons[item_name].fov_mult
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show_scope(name, item_name, fov_mult)
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end
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end
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------------------
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-- Sccope-check --
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------------------
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-- Hide scope if currently wielded item is not the same item
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-- player wielded when scoping
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local time = 0
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minetest.register_globalstep(function(dtime)
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time = time + dtime
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if time < timer then
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return
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end
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time = 0
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for name, original_item in pairs(scoped) do
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local player = minetest.get_player_by_name(name)
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if not player then
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scoped[name] = nil
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else
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local wielded_item = player:get_wielded_item():get_name():gsub("_loaded", "")
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if wielded_item ~= original_item then
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hide_scope(name)
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end
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end
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end
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end)
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----------------------------
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-- Rifle registration API --
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----------------------------
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sniper_rifles = {}
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function sniper_rifles.register_rifle(name, def)
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assert(def.fov_mult, "Rifle definition must contain FOV multiplier (fov_mult)!")
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-- Override on_use to allow firing weapon only when using the scope
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def.on_use = on_use
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shooter.register_weapon(name, def)
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-- Manually add extra fields to itemdef that shooter doesn't allow
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-- Also modify the _loaded variant
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local overrides = {
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on_place = on_rclick,
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on_secondary_use = on_rclick,
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wield_scale = vector.new(2, 2, 1.5)
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}
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minetest.override_item(name, overrides)
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minetest.override_item(name .. "_loaded", overrides)
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def.physics_overrides = def.physics_overrides or default_physics_overrides
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rifles[name] = table.copy(def)
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end
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dofile(minetest.get_modpath(minetest.get_current_modname()) .. "/rifles.lua")
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