large commit with loads of clean up. more is comming

This commit is contained in:
Magnus Auvinen 2008-06-12 10:51:48 +00:00
parent 0d3b988c1a
commit f6c67c29cd
38 changed files with 1386 additions and 1940 deletions

View file

@ -1,83 +0,0 @@
struct image {
int id = 0
string filename = filename@1
}
struct spriteset {
ptr:image img = @1
int gridx = @2
int gridy = @3
}
struct sprite {
ptr:spriteset set = parent
int x = @1
int y = @2
int w = @3
int h = @4
}
struct sound {
int id = 0
string filename = @0
}
struct soundset {
int last = 0
array:sound sounds = *
}
struct spriteptr {
ptr:sprite psprite = @0
}
struct weapon {
ptr:sprite sprite_body = sprite_body@1
ptr:sprite sprite_cursor = sprite_cursor@1
ptr:sprite sprite_proj = sprite_proj@1
array:spriteptr sprite_muzzle = sprite_muzzles.*
int nummuzzlesprites = nummuzzlesprites@1
int recoil = recoil@1
int visual_size = visual_size@1
int muzzleduration = muzzleduration@1
float offsetx = offsetx@1
float offsety = offsety@1
float muzzleoffsetx = muzzleoffsetx@1
float muzzleoffsety = muzzleoffsety@1
}
struct keyframe {
float time = @0
float x = @1
float y = @2
float angle = @3
}
struct sequence {
array:keyframe frames = *
}
struct animation {
instance:sequence body = body
instance:sequence back_foot = back_foot
instance:sequence front_foot = front_foot
instance:sequence attach = attach
}
struct data_container {
array:image images = images.*
array:spriteset spritesets = sprites.*
array:sprite sprites = sprites.*.*
array:weapon weapons = weapons.*
array:soundset sounds = sounds.*
array:animation animations = animations.*
}
const array:int weapon = weapons.*
const array:int sound = sounds.*
const array:int image = images.*
const array:int sprite = sprites.*.*
const array:int anim = animations.*
const array:int powerup = powerups.*

View file

@ -1,9 +1,8 @@
import os, imp, sys
import datatypes
from datatypes import *
import content
import network
def create_enum_table(names, num):
lines = []
lines += ["enum", "{"]
@ -13,180 +12,114 @@ def create_enum_table(names, num):
lines += ["\t%s" % num, "};"]
return lines
gen_content_header = False
gen_content_source = True
# collect sprites
sprites = []
for set in content.Sprites:
sprites += set.sprites
if gen_content_header:
print """
struct SOUND
{
int id;
const char *filename;
};
struct SOUNDSET
{
int num_sounds;
SOUND *sound;
};
struct IMAGE
{
int id;
const char *filename;
};
struct SPRITESET
{
IMAGE *image;
int gridx;
int gridy;
};
struct SPRITE
{
SPRITESET *set;
int x, y, w, h;
};
"""
def generate_struct(this, name, parent_name):
print "struct %s" % name
print "{"
if parent_name:
print "\t%s base;" % parent_name
for var in this.fields[this.baselen:]:
for l in var.emit_declaration(): print "\t"+l
print "};"
generate_struct(content.WeaponBase, "WEAPONSPEC", None)
for weapon in content.Weapons:
generate_struct(weapon, "WEAPONSPEC_%s"%weapon.name.upper(), "WEAPONSPEC")
# generate enums
for l in create_enum_table(["SOUND_"+o.name.upper() for o in content.Sounds], "NUM_SOUNDS"): print l
for l in create_enum_table(["IMAGE_"+o.name.upper() for o in content.Images], "NUM_IMAGES"): print l
for l in create_enum_table(["SPRITE_"+o.name.upper() for o in sprites], "NUM_SPRITES"): print l
for l in create_enum_table(["WEAPONTYPE_"+o.name.upper() for o in content.Weapons], "NUM_WEAPONTYPES"): print l
if gen_content_source:
# generate data
for s in content.Sounds:
print "static SOUND sounds_%s[%d] = {" % (s.name, len(s.files))
for filename in s.files:
print '\t{%d, "%s"},' % (-1, filename)
print "};"
print "static SOUNDSET soundsets[%d] = {" % len(content.Sounds)
for s in content.Sounds:
print "\t{%d, sounds_%s}," % (len(s.files), s.name)
#for filename in s.files:
# print "\t{%d, '%s'}," % (-1, filename)
print "};"
print "static IMAGE images[%d] = {" % len(content.Images)
for i in content.Images:
print '\t{%d, "%s"},' % (-1, i.filename)
print "};"
print "static SPRITESET spritesets[%d] = {" % len(content.Sprites)
for set in content.Sprites:
if set.image:
print '\t{&images[IMAGE_%s], %d, %d},' % (set.image.upper(), set.grid[0], set.grid[1])
else:
print '\t{0, %d, %d},' % (set.grid[0], set.grid[1])
print "};"
print "static SPRITE sprites[%d] = {" % len(sprites)
spritesetid = 0
for set in content.Sprites:
for sprite in set.sprites:
print '\t{&spritesets[%d], %d, %d, %d, %d},' % (spritesetid, sprite.pos[0], sprite.pos[1], sprite.pos[2], sprite.pos[3])
spritesetid += 1
print "};"
for weapon in content.Weapons:
print "static WEAPONSPEC_%s weapon_%s = {" % (weapon.name.upper(), weapon.name)
for var in weapon.fields:
for l in var.emit_definition(): print "\t"+l,
print ","
print "};"
print "struct WEAPONS"
def EmitEnum(names, num):
print "enum"
print "{"
print "\tWEAPONSPEC *id[%d];" % len(content.Weapons)
for w in content.Weapons:
print "\tWEAPONSPEC_%s &weapon_%s;" % (w.name.upper(), w.name)
print ""
print "\t%s=0,"%names[0]
for name in names[1:]:
print "\t%s,"%name
print "\t%s" % num
print "};"
print "static WEAPONS weapons = {{%s}," % (",".join(["&weapon_%s.base"%w.name for w in content.Weapons]))
for w in content.Weapons:
print "\tweapon_%s," % w.name
print "};"
gen_network_header = False
gen_network_source = False
gen_client_content_header = False
gen_client_content_source = False
gen_server_content_header = False
gen_server_content_source = False
if "network_header" in sys.argv: gen_network_header = True
if "network_source" in sys.argv: gen_network_source = True
if "client_content_header" in sys.argv: gen_client_content_header = True
if "client_content_source" in sys.argv: gen_client_content_source = True
if "server_content_header" in sys.argv: gen_server_content_header = True
if "server_content_source" in sys.argv: gen_server_content_source = True
if gen_client_content_header or gen_server_content_header:
# emit the type declarations
contentlines = file("datasrc/content.py").readlines()
order = []
for line in contentlines:
line = line.strip()
if line[:6] == "class " and '(Struct)' in line:
order += [line.split()[1].split("(")[0]]
for name in order:
EmitTypeDeclaration(content.__dict__[name])
# the container pointer
print 'extern DATACONTAINER *data;';
print """
struct DATACONTAINER
{
int num_sounds;
SOUNDSET *sounds;
# enums
EmitEnum(["IMAGE_%s"%i.name.value.upper() for i in content.container.images.items], "NUM_IMAGES")
EmitEnum(["ANIM_%s"%i.name.value.upper() for i in content.container.animations.items], "NUM_ANIMS")
EmitEnum(["SPRITE_%s"%i.name.value.upper() for i in content.container.sprites.items], "NUM_SPRITES")
int num_images;
IMAGE *images;
int num_sprites;
SPRITE *sprites;
if gen_client_content_source or gen_server_content_source:
if gen_client_content_source:
print '#include "gc_data.h"'
if gen_server_content_source:
print '#include "gs_data.h"'
EmitDefinition(content.container, "datacontainer")
print 'DATACONTAINER *data = &datacontainer;';
WEAPONS &weapons;
};"""
print "DATACONTAINER data = {"
print "\t%d, soundsets," % len(content.Sounds)
print "\t%d, images," % len(content.Images)
print "\t%d, sprites," % len(content.Sprites)
print "\tweapons,"
print "};"
# NETWORK
if 0:
if gen_network_header:
print network.RawHeader
for e in network.Enums:
for l in create_enum_table(["%s_%s"%(e.name, v) for v in e.values], "NUM_%sS"%e.name): print l
print ""
for l in create_enum_table([o.enum_name for o in network.Objects], "NUM_NETOBJTYPES"): print l
for l in create_enum_table(["NETOBJ_INVALID"]+[o.enum_name for o in network.Objects], "NUM_NETOBJTYPES"): print l
print ""
for l in create_enum_table([o.enum_name for o in network.Messages], "NUM_NETMSGTYPES"): print l
for l in create_enum_table(["NETMSG_INVALID"]+[o.enum_name for o in network.Messages], "NUM_NETMSGTYPES"): print l
print ""
for item in network.Objects + network.Messages:
for line in item.emit_declaration():
print line
print ""
EmitEnum(["SOUND_%s"%i.name.value.upper() for i in content.container.sounds.items], "NUM_SOUNDS")
EmitEnum(["WEAPON_%s"%i.name.value.upper() for i in content.container.weapons.id.items], "NUM_WEAPONS")
print "int netobj_validate(int type, void *data, int size);"
print "const char *netobj_get_name(int type);"
print "void *netmsg_secure_unpack(int type);"
print "const char *netmsg_get_name(int type);"
print "const char *netmsg_failed_on();"
print "int netobj_num_corrections();"
print "const char *netobj_corrected_on();"
if 0:
if gen_network_source:
# create names
lines = []
lines += ['#include <engine/e_common_interface.h>']
lines += ['#include "g_protocol.h"']
lines += ['const char *msg_failed_on = "";']
lines += ['const char *obj_corrected_on = "";']
lines += ['static int num_corrections = 0;']
lines += ['int netobj_num_corrections() { return num_corrections; }']
lines += ['const char *netobj_corrected_on() { return obj_corrected_on; }']
lines += ['const char *netmsg_failed_on() { return msg_failed_on; }']
lines += ['const int max_int = 0x7fffffff;']
lines += ['static int netobj_clamp_int(const char *error_msg, int v, int min, int max)']
lines += ['{']
lines += ['\tif(v<min) { obj_corrected_on = error_msg; num_corrections++; return min; }']
lines += ['\tif(v>max) { obj_corrected_on = error_msg; num_corrections++; return max; }']
lines += ['\treturn v;']
lines += ['}']
lines += ["static const char *netobj_names[] = {"]
lines += ['\t"%s",' % o.name for o in network.Objects]
lines += ['\t""', "};", ""]
for l in lines:
print l
@ -197,8 +130,10 @@ if 0:
# create validate tables
lines = []
lines += ['static int validate_invalid(void *data, int size) { return -1; }']
lines += ["typedef int(*VALIDATEFUNC)(void *data, int size);"]
lines += ["static VALIDATEFUNC validate_funcs[] = {"]
lines += ['\tvalidate_invalid,']
lines += ['\tvalidate_%s,' % o.name for o in network.Objects]
lines += ["\t0x0", "};", ""]
@ -208,6 +143,54 @@ if 0:
lines += ["\treturn validate_funcs[type](data, size);"]
lines += ["};", ""]
lines += ['const char *netobj_get_name(int type)']
lines += ['{']
lines += ['\tif(type < 0 || type >= NUM_NETOBJTYPES) return "(out of range)";']
lines += ['\treturn netobj_names[type];']
lines += ['};']
lines += ['']
for item in network.Messages:
for line in item.emit_unpack():
print line
print ""
lines += ['static void *secure_unpack_invalid() { return 0; }']
lines += ['typedef void *(*SECUREUNPACKFUNC)();']
lines += ['static SECUREUNPACKFUNC secure_unpack_funcs[] = {']
lines += ['\tsecure_unpack_invalid,']
for msg in network.Messages:
lines += ['\tsecure_unpack_%s,' % msg.name]
lines += ['\t0x0']
lines += ['};']
#
lines += ['void *netmsg_secure_unpack(int type)']
lines += ['{']
lines += ['\tvoid *msg;']
lines += ['\tmsg_failed_on = "";']
lines += ['\tif(type < 0 || type >= NUM_NETMSGTYPES) return 0;']
lines += ['\tmsg = secure_unpack_funcs[type]();']
lines += ['\tif(msg_unpack_error()) return 0;']
lines += ['\treturn msg;']
lines += ['};']
lines += ['']
lines += ['static const char *message_names[] = {']
lines += ['\t"invalid",']
for msg in network.Messages:
lines += ['\t"%s",' % msg.name]
lines += ['\t""']
lines += ['};']
lines += ['']
lines += ['const char *netmsg_get_name(int type)']
lines += ['{']
lines += ['\tif(type < 0 || type >= NUM_NETMSGTYPES) return "(out of range)";']
lines += ['\treturn message_names[type];']
lines += ['};']
lines += ['']
for l in lines:
print l

View file

@ -1,350 +1,476 @@
import copy
from datatypes import *
class SoundSet:
def __init__(self, name, files):
self.name = name
self.files = files
class Sound(Struct):
def __init__(self, filename=""):
Struct.__init__(self, "SOUND")
self.id = Int(0)
self.filename = String(filename)
class Image:
def __init__(self, name, filename):
self.name = name
self.filename = filename
class Pickup:
def __init__(self, name, respawntime=15, spawndelay=0):
self.name = name
self.respawntime = respawntime
self.spawndelay = spawndelay
class SoundSet(Struct):
def __init__(self, name="", files=[]):
Struct.__init__(self, "SOUNDSET")
self.name = String(name)
self.sounds = Array(Sound())
self.last = Int(-1)
for name in files:
self.sounds.Add(Sound(name))
class Variable:
def __init__(self, name, value):
self.name = name
self.value = value
class Int(Variable):
def emit_declaration(self):
return ["int %s;"%self.name]
def emit_definition(self):
return ["%d"%self.value]
class Float(Variable):
def emit_declaration(self):
return ["float %s;"%self.name]
def emit_definition(self):
return ["%ff"%self.value]
class Image(Struct):
def __init__(self, name="", filename=""):
Struct.__init__(self, "IMAGE")
self.name = String(name)
self.filename = String(filename)
self.id = Int(-1)
class String(Variable):
def emit_declaration(self):
return ["const char *%s;"%self.name]
def emit_definition(self):
return ['"%s"'%self.value]
class SpriteRef(Variable):
def emit_declaration(self):
return ["SPRITE *%s;"%self.name]
def emit_definition(self):
return ['&sprites[SPRITE_%s]'%self.value.upper()]
class SpriteSet(Struct):
def __init__(self, name="", image=None, gridx=0, gridy=0):
Struct.__init__(self, "SPRITESET")
self.image = Pointer(Image, image) # TODO
self.gridx = Int(gridx)
self.gridy = Int(gridy)
class SpriteSet:
def __init__(self, image, grid, sprites):
self.image = image
self.grid = grid
self.sprites = sprites
class Sprite:
def __init__(self, name, pos):
self.name = name
self.pos = pos
class Sprite(Struct):
def __init__(self, name="", Set=None, x=0, y=0, w=0, h=0):
Struct.__init__(self, "SPRITE")
self.name = String(name)
self.set = Pointer(SpriteSet, Set) # TODO
self.x = Int(x)
self.y = Int(y)
self.w = Int(w)
self.h = Int(h)
# TODO: rename this
class FieldStorage:
def __init__(self, name, base, fields):
self.name = name
self.fields = []
if base:
self.fields = copy.deepcopy(base.fields)
self.base = base
self.baselen = len(self.fields)
class Pickup(Struct):
def __init__(self, name="", respawntime=20, spawndelay=0):
Struct.__init__(self, "PICKUPSPEC")
self.name = String(name)
self.respawntime = Int(respawntime)
self.spawndelay = Int(spawndelay)
class AnimKeyframe(Struct):
def __init__(self, time=0, x=0, y=0, angle=0):
Struct.__init__(self, "ANIM_KEYFRAME")
self.time = Float(time)
self.x = Float(x)
self.y = Float(y)
self.angle = Float(angle)
class AnimSequence(Struct):
def __init__(self):
Struct.__init__(self, "ANIM_SEQUENCE")
self.frames = Array(AnimKeyframe())
class Animation(Struct):
def __init__(self, name=""):
Struct.__init__(self, "ANIMATION")
self.name = String(name)
self.body = AnimSequence()
self.back_foot = AnimSequence()
self.front_foot = AnimSequence()
self.attach = AnimSequence()
class WeaponSpec(Struct):
def __init__(self, container=None, name=""):
Struct.__init__(self, "WEAPONSPEC")
self.name = String(name)
self.sprite_body = Pointer(Sprite, Sprite())
self.sprite_cursor = Pointer(Sprite, Sprite())
self.sprite_proj = Pointer(Sprite, Sprite())
self.sprite_muzzles = Array(Pointer(Sprite, Sprite()))
self.visual_size = Int(96)
self.autoupdate()
self.firedelay = Int(500)
self.maxammo = Int(10)
self.ammoregentime = Int(0)
self.damage = Int(1)
self.offsetx = Float(0)
self.offsety = Float(0)
self.muzzleoffsetx = Float(0)
self.muzzleoffsety = Float(0)
self.muzzleduration = Float(5)
# dig out sprites if we have a container
if container:
for sprite in container.sprites.items:
if sprite.name.value == "weapon_"+name+"_body": self.sprite_body.Set(sprite)
elif sprite.name.value == "weapon_"+name+"_cursor": self.sprite_cursor.Set(sprite)
elif sprite.name.value == "weapon_"+name+"_proj": self.sprite_proj.Set(sprite)
elif "weapon_"+name+"_muzzle" in sprite.name.value:
self.sprite_muzzles.Add(Pointer(Sprite, sprite))
class Weapon_Hammer(Struct):
def __init__(self):
Struct.__init__(self, "WEAPONSPEC_HAMMER")
self.base = Pointer(WeaponSpec, WeaponSpec())
class Weapon_Gun(Struct):
def __init__(self):
Struct.__init__(self, "WEAPONSPEC_GUN")
self.base = Pointer(WeaponSpec, WeaponSpec())
self.curvature = Float(1.25)
self.speed = Float(2200)
self.lifetime = Float(2.0)
self.update_all(fields)
def update_all(self, fields):
for v in fields:
if not self.update(v):
self.fields += [v]
def update(self, value):
for i in xrange(0, len(self.fields)):
if self.fields[i].name == value.name:
self.fields[i] = value
return True
return False
def autoupdate(self):
pass
class Weapon_Shotgun(Struct):
def __init__(self):
Struct.__init__(self, "WEAPONSPEC_SHOTGUN")
self.base = Pointer(WeaponSpec, WeaponSpec())
self.curvature = Float(1.25)
self.speed = Float(2200)
self.speeddiff = Float(0.8)
self.lifetime = Float(0.25)
class Weapon_Grenade(Struct):
def __init__(self):
Struct.__init__(self, "WEAPONSPEC_GRENADE")
self.base = Pointer(WeaponSpec, WeaponSpec())
self.curvature = Float(7.0)
self.speed = Float(1000)
self.lifetime = Float(2.0)
class Weapon_Rifle(Struct):
def __init__(self):
Struct.__init__(self, "WEAPONSPEC_RIFLE")
self.base = Pointer(WeaponSpec, WeaponSpec())
self.reach = Float(800.0)
self.bounce_delay = Int(150)
self.bounce_num = Int(1)
self.bounce_cost = Float(0)
class Weapon_Ninja(Struct):
def __init__(self):
Struct.__init__(self, "WEAPONSPEC_NINJA")
self.base = Pointer(WeaponSpec, WeaponSpec())
self.duration = Int(15000)
self.movetime = Int(200)
self.velocity = Int(50)
class Weapons(Struct):
def __init__(self):
Struct.__init__(self, "WEAPONSPECS")
self.hammer = Weapon_Hammer()
self.gun = Weapon_Hammer()
self.shotgun = Weapon_Shotgun()
self.grenade = Weapon_Grenade()
self.rifle = Weapon_Rifle()
self.ninja = Weapon_Ninja()
self.id = Array(WeaponSpec())
class DataContainer(Struct):
def __init__(self):
Struct.__init__(self, "DATACONTAINER")
self.sounds = Array(SoundSet())
self.images = Array(Image())
self.pickups = Array(Pickup())
self.spritesets = Array(SpriteSet())
self.sprites = Array(Sprite())
self.animations = Array(Animation())
self.weapons = Weapons()
def FileList(format, num):
return [format%x for x in xrange(1,num)]
return [format%(x+1) for x in xrange(0,num)]
container = DataContainer()
container.sounds.Add(SoundSet("gun_fire", FileList("data/audio/wp_gun_fire-%02d.wv", 3)))
container.sounds.Add(SoundSet("shotgun_fire", FileList("data/audio/wp_shotty_fire-%02d.wv", 3)))
container.sounds.Add(SoundSet("grenade_fire", FileList("data/audio/wp_flump_launch-%02d.wv", 3)))
container.sounds.Add(SoundSet("hammer_fire", FileList("data/audio/wp_hammer_swing-%02d.wv", 3)))
container.sounds.Add(SoundSet("hammer_hit", FileList("data/audio/wp_hammer_hit-%02d.wv", 3)))
container.sounds.Add(SoundSet("ninja_fire", FileList("data/audio/wp_ninja_attack-%02d.wv", 3)))
container.sounds.Add(SoundSet("grenade_explode", FileList("data/audio/wp_flump_explo-%02d.wv", 3)))
container.sounds.Add(SoundSet("ninja_hit", FileList("data/audio/wp_ninja_hit-%02d.wv", 3)))
container.sounds.Add(SoundSet("rifle_fire", FileList("data/audio/wp_rifle_fire-%02d.wv", 3)))
container.sounds.Add(SoundSet("rifle_bounce", FileList("data/audio/wp_rifle_bnce-%02d.wv", 3)))
container.sounds.Add(SoundSet("weapon_switch", FileList("data/audio/wp_switch-%02d.wv", 3)))
container.sounds.Add(SoundSet("player_pain_short", FileList("data/audio/vo_teefault_pain_short-%02d.wv", 12)))
container.sounds.Add(SoundSet("player_pain_long", FileList("data/audio/vo_teefault_pain_long-%02d.wv", 2)))
container.sounds.Add(SoundSet("body_land", FileList("data/audio/foley_land-%02d.wv", 4)))
container.sounds.Add(SoundSet("player_airjump", FileList("data/audio/foley_dbljump-%02d.wv", 3)))
container.sounds.Add(SoundSet("player_jump", FileList("data/audio/foley_foot_left-%02d.wv", 4) + FileList("data/audio/foley_foot_right-%02d.wv", 4)))
container.sounds.Add(SoundSet("player_die", FileList("data/audio/foley_body_splat-%02d.wv", 3)))
container.sounds.Add(SoundSet("player_spawn", FileList("data/audio/vo_teefault_spawn-%02d.wv", 7)))
container.sounds.Add(SoundSet("player_skid", FileList("data/audio/sfx_skid-%02d.wv", 4)))
container.sounds.Add(SoundSet("tee_cry", FileList("data/audio/vo_teefault_cry-%02d.wv", 2)))
container.sounds.Add(SoundSet("hook_loop", FileList("data/audio/hook_loop-%02d.wv", 2)))
container.sounds.Add(SoundSet("hook_attach_ground", FileList("data/audio/hook_attach-%02d.wv", 3)))
container.sounds.Add(SoundSet("hook_attach_player", FileList("data/audio/foley_body_impact-%02d.wv", 3)))
container.sounds.Add(SoundSet("pickup_health", FileList("data/audio/sfx_pickup_hrt-%02d.wv", 2)))
container.sounds.Add(SoundSet("pickup_armor", FileList("data/audio/sfx_pickup_arm-%02d.wv", 4)))
container.sounds.Add(SoundSet("pickup_grenade", FileList("data/audio/sfx_pickup_arm-%02d.wv", 1)))
container.sounds.Add(SoundSet("pickup_shotgun", FileList("data/audio/sfx_pickup_arm-%02d.wv", 1)))
container.sounds.Add(SoundSet("pickup_ninja", FileList("data/audio/sfx_pickup_arm-%02d.wv", 1)))
container.sounds.Add(SoundSet("weapon_spawn", FileList("data/audio/sfx_spawn_wpn-%02d.wv", 3)))
container.sounds.Add(SoundSet("weapon_noammo", FileList("data/audio/wp_noammo-%02d.wv", 5)))
container.sounds.Add(SoundSet("hit", FileList("data/audio/sfx_hit_weak-%02d.wv", 2)))
container.sounds.Add(SoundSet("chat_server", ["data/audio/sfx_msg-server.wv"]))
container.sounds.Add(SoundSet("chat_client", ["data/audio/sfx_msg-client.wv"]))
container.sounds.Add(SoundSet("ctf_drop", ["data/audio/sfx_ctf_drop.wv"]))
container.sounds.Add(SoundSet("ctf_return", ["data/audio/sfx_ctf_rtn.wv"]))
container.sounds.Add(SoundSet("ctf_grab_pl", ["data/audio/sfx_ctf_grab_pl.wv"]))
container.sounds.Add(SoundSet("ctf_grab_en", ["data/audio/sfx_ctf_grab_en.wv"]))
container.sounds.Add(SoundSet("ctf_capture", ["data/audio/sfx_ctf_cap_pl.wv"]))
image_null = Image("null", "")
image_particles = Image("particles", "data/particles.png")
image_game = Image("game", "data/game.png")
image_browseicons = Image("browseicons", "data/browse_icons.png")
image_emoticons = Image("emoticons", "data/emoticons.png")
container.images.Add(image_null)
container.images.Add(image_game)
container.images.Add(image_particles)
container.images.Add(Image("cursor", "data/gui_cursor.png"))
container.images.Add(Image("banner", "data/gui_logo.png"))
container.images.Add(image_emoticons)
container.images.Add(image_browseicons)
container.images.Add(Image("console_bg", "data/console.png"))
container.images.Add(Image("console_bar", "data/console_bar.png"))
container.pickups.Add(Pickup("health"))
container.pickups.Add(Pickup("armor"))
container.pickups.Add(Pickup("weapon"))
container.pickups.Add(Pickup("ninja", 90, 90))
set_particles = SpriteSet("particles", image_particles, 8, 8)
set_game = SpriteSet("game", image_game, 32, 16)
set_tee = SpriteSet("tee", image_null, 8, 4)
set_browseicons = SpriteSet("browseicons", image_browseicons, 4, 1)
set_emoticons = SpriteSet("emoticons", image_emoticons, 4, 4)
container.spritesets.Add(set_particles)
container.spritesets.Add(set_game)
container.spritesets.Add(set_tee)
container.spritesets.Add(set_browseicons)
container.spritesets.Add(set_emoticons)
container.sprites.Add(Sprite("part_slice", set_particles, 0,0,1,1))
container.sprites.Add(Sprite("part_ball", set_particles, 1,0,1,1))
container.sprites.Add(Sprite("part_splat01", set_particles, 2,0,1,1))
container.sprites.Add(Sprite("part_splat02", set_particles, 3,0,1,1))
container.sprites.Add(Sprite("part_splat03", set_particles, 4,0,1,1))
container.sprites.Add(Sprite("part_smoke", set_particles, 0,1,1,1))
container.sprites.Add(Sprite("part_shell", set_particles, 0,2,2,2))
container.sprites.Add(Sprite("part_expl01", set_particles, 0,4,4,4))
container.sprites.Add(Sprite("part_airjump", set_particles, 2,2,2,2))
container.sprites.Add(Sprite("health_full", set_game, 21,0,2,2))
container.sprites.Add(Sprite("health_empty", set_game, 23,0,2,2))
container.sprites.Add(Sprite("armor_full", set_game, 21,2,2,2))
container.sprites.Add(Sprite("armor_empty", set_game, 23,2,2,2))
container.sprites.Add(Sprite("star1", set_game, 15,0,2,2))
container.sprites.Add(Sprite("star2", set_game, 17,0,2,2))
container.sprites.Add(Sprite("star3", set_game, 19,0,2,2))
container.sprites.Add(Sprite("part1", set_game, 6,0,1,1))
container.sprites.Add(Sprite("part2", set_game, 6,1,1,1))
container.sprites.Add(Sprite("part3", set_game, 7,0,1,1))
container.sprites.Add(Sprite("part4", set_game, 7,1,1,1))
container.sprites.Add(Sprite("part5", set_game, 8,0,1,1))
container.sprites.Add(Sprite("part6", set_game, 8,1,1,1))
container.sprites.Add(Sprite("part7", set_game, 9,0,2,2))
container.sprites.Add(Sprite("part8", set_game, 11,0,2,2))
container.sprites.Add(Sprite("part9", set_game, 13,0,2,2))
Sounds = [
SoundSet("gun_fire", FileList("data/audio/wp_gun_fire-%02d.wv", 3)),
SoundSet("shotgun_fire", FileList("data/audio/wp_shotty_fire-%02d.wv", 3)),
SoundSet("grenade_fire", FileList("data/audio/wp_flump_launch-%02d.wv", 3)),
SoundSet("hammer_fire", FileList("data/audio/wp_hammer_swing-%02d.wv", 3)),
SoundSet("hammer_hit", FileList("data/audio/wp_hammer_hit-%02d.wv", 3)),
SoundSet("ninja_fire", FileList("data/audio/wp_ninja_attack-%02d.wv", 3)),
SoundSet("grenade_explode", FileList("data/audio/wp_flump_explo-%02d.wv", 3)),
SoundSet("ninja_hit", FileList("data/audio/wp_ninja_hit-%02d.wv", 3)),
SoundSet("rifle_fire", FileList("data/audio/wp_rifle_fire-%02d.wv", 3)),
SoundSet("rifle_bounce", FileList("data/audio/wp_rifle_bnce-%02d.wv", 3)),
SoundSet("weapon_switch", FileList("data/audio/wp_switch-%02d.wv", 3)),
container.sprites.Add(Sprite("weapon_gun_body", set_game, 2,4,4,2))
container.sprites.Add(Sprite("weapon_gun_cursor", set_game, 0,4,2,2))
container.sprites.Add(Sprite("weapon_gun_proj", set_game, 6,4,2,2))
container.sprites.Add(Sprite("weapon_gun_muzzle1", set_game, 8,4,3,2))
container.sprites.Add(Sprite("weapon_gun_muzzle2", set_game, 12,4,3,2))
container.sprites.Add(Sprite("weapon_gun_muzzle3", set_game, 16,4,3,2))
SoundSet("player_pain_short", FileList("data/audio/vo_teefault_pain_short-%02d.wv", 12)),
SoundSet("player_pain_long", FileList("data/audio/vo_teefault_pain_long-%02d.wv", 2)),
container.sprites.Add(Sprite("weapon_shotgun_body", set_game, 2,6,8,2))
container.sprites.Add(Sprite("weapon_shotgun_cursor", set_game, 0,6,2,2))
container.sprites.Add(Sprite("weapon_shotgun_proj", set_game, 10,6,2,2))
container.sprites.Add(Sprite("weapon_shotgun_muzzle1", set_game, 12,6,3,2))
container.sprites.Add(Sprite("weapon_shotgun_muzzle2", set_game, 16,6,3,2))
container.sprites.Add(Sprite("weapon_shotgun_muzzle3", set_game, 20,6,3,2))
SoundSet("body_land", FileList("data/audio/foley_land-%02d.wv", 4)),
SoundSet("player_airjump", FileList("data/audio/foley_dbljump-%02d.wv", 3)),
SoundSet("player_jump", FileList("data/audio/foley_foot_left-%02d.wv", 4) + FileList("data/audio/foley_foot_right-%02d.wv", 4)),
SoundSet("player_die", FileList("data/audio/foley_body_splat-%02d.wv", 3)),
SoundSet("player_spawn", FileList("data/audio/vo_teefault_spawn-%02d.wv", 7)),
SoundSet("player_skid", FileList("data/audio/sfx_skid-%02d.wv", 4)),
SoundSet("tee_cry", FileList("data/audio/vo_teefault_cry-%02d.wv", 2)),
container.sprites.Add(Sprite("weapon_grenade_body", set_game, 2,8,7,2))
container.sprites.Add(Sprite("weapon_grenade_cursor", set_game, 0,8,2,2))
container.sprites.Add(Sprite("weapon_grenade_proj", set_game, 10,8,2,2))
SoundSet("hook_loop", FileList("data/audio/hook_loop-%02d.wv", 2)),
container.sprites.Add(Sprite("weapon_hammer_body", set_game, 2,1,4,3))
container.sprites.Add(Sprite("weapon_hammer_cursor", set_game, 0,0,2,2))
container.sprites.Add(Sprite("weapon_hammer_proj", set_game, 0,0,0,0))
SoundSet("hook_attach_ground", FileList("data/audio/hook_attach-%02d.wv", 3)),
SoundSet("hook_attach_player", FileList("data/audio/foley_body_impact-%02d.wv", 3)),
SoundSet("pickup_health", FileList("data/audio/sfx_pickup_hrt-%02d.wv", 2)),
SoundSet("pickup_armor", FileList("data/audio/sfx_pickup_arm-%02d.wv", 4)),
container.sprites.Add(Sprite("weapon_ninja_body", set_game, 2,10,7,2))
container.sprites.Add(Sprite("weapon_ninja_cursor", set_game, 0,10,2,2))
container.sprites.Add(Sprite("weapon_ninja_proj", set_game, 0,0,0,0))
SoundSet("pickup_grenade", FileList("data/audio/sfx_pickup_arm-%02d.wv", 1)),
SoundSet("pickup_shotgun", FileList("data/audio/sfx_pickup_arm-%02d.wv", 1)),
SoundSet("pickup_ninja", FileList("data/audio/sfx_pickup_arm-%02d.wv", 1)),
SoundSet("weapon_spawn", FileList("data/audio/sfx_spawn_wpn-%02d.wv", 3)),
SoundSet("weapon_noammo", FileList("data/audio/wp_noammo-%02d.wv", 5)),
container.sprites.Add(Sprite("weapon_rifle_body", set_game, 2,12,7,3))
container.sprites.Add(Sprite("weapon_rifle_cursor", set_game, 0,12,2,2))
container.sprites.Add(Sprite("weapon_rifle_proj", set_game, 10,12,2,2))
SoundSet("hit", FileList("data/audio/sfx_hit_weak-%02d.wv", 2)),
container.sprites.Add(Sprite("hook_chain", set_game, 2,0,1,1))
container.sprites.Add(Sprite("hook_head", set_game, 3,0,2,1))
SoundSet("chat_server", ["data/audio/sfx_msg-server.wv"]),
SoundSet("chat_client", ["data/audio/sfx_msg-client.wv"]),
SoundSet("ctf_drop", ["data/audio/sfx_ctf_drop.wv"]),
SoundSet("ctf_return", ["data/audio/sfx_ctf_rtn.wv"]),
SoundSet("ctf_grab_pl", ["data/audio/sfx_ctf_grab_pl.wv"]),
SoundSet("ctf_grab_en", ["data/audio/sfx_ctf_grab_en.wv"]),
SoundSet("ctf_capture", ["data/audio/sfx_ctf_cap_pl.wv"]),
]
container.sprites.Add(Sprite("hadoken1", set_game, 25,0,7,4))
container.sprites.Add(Sprite("hadoken2", set_game, 25,4,7,4))
container.sprites.Add(Sprite("hadoken3", set_game, 25,8,7,4))
Images = [
Image("null", ""),
Image("game", "data/game.png"),
Image("particles", "data/particles.png"),
Image("cursor", "data/gui_cursor.png"),
Image("banner", "data/gui_logo.png"),
Image("emoticons", "data/emoticons.png"),
Image("browseicons", "data/browse_icons.png"),
Image("console_bg", "data/console.png"),
Image("console_bar", "data/console_bar.png"),
]
container.sprites.Add(Sprite("pickup_health", set_game, 10,2,2,2))
container.sprites.Add(Sprite("pickup_armor", set_game, 12,2,2,2))
container.sprites.Add(Sprite("pickup_weapon", set_game, 3,0,6,2))
container.sprites.Add(Sprite("pickup_ninja", set_game, 3,10,7,2))
Pickups = [
Pickup("health"),
Pickup("armor"),
Pickup("weapon"),
Pickup("ninja", 90, 90),
]
container.sprites.Add(Sprite("flag_blue", set_game, 12,8,4,8))
container.sprites.Add(Sprite("flag_red", set_game, 16,8,4,8))
Sprites = [
SpriteSet("particles", (8,8), [
Sprite("part_slice", (0,0,1,1)),
Sprite("part_ball", (1,0,1,1)),
Sprite("part_splat01", (2,0,1,1)),
Sprite("part_splat02", (3,0,1,1)),
Sprite("part_splat03", (4,0,1,1)),
container.sprites.Add(Sprite("tee_body", set_tee, 0,0,3,3))
container.sprites.Add(Sprite("tee_body_outline", set_tee, 3,0,3,3))
container.sprites.Add(Sprite("tee_foot", set_tee, 6,1,2,1))
container.sprites.Add(Sprite("tee_foot_outline", set_tee, 6,2,2,1))
container.sprites.Add(Sprite("tee_hand", set_tee, 6,0,1,1))
container.sprites.Add(Sprite("tee_hand_outline", set_tee, 7,0,1,1))
container.sprites.Add(Sprite("tee_eye_normal", set_tee, 2,3,1,1))
container.sprites.Add(Sprite("tee_eye_angry", set_tee, 3,3,1,1))
container.sprites.Add(Sprite("tee_eye_pain", set_tee, 4,3,1,1))
container.sprites.Add(Sprite("tee_eye_happy", set_tee, 5,3,1,1))
container.sprites.Add(Sprite("tee_eye_dead", set_tee, 6,3,1,1))
container.sprites.Add(Sprite("tee_eye_surprise", set_tee, 7,3,1,1))
Sprite("part_smoke", (0,1,1,1)),
Sprite("part_shell", (0,2,2,2)),
Sprite("part_expl01", (0,4,4,4)),
Sprite("part_airjump", (2,2,2,2)),
]),
container.sprites.Add(Sprite("oop", set_emoticons, 0, 0, 1, 1))
container.sprites.Add(Sprite("exclamation", set_emoticons, 1, 0, 1, 1))
container.sprites.Add(Sprite("hearts", set_emoticons, 2, 0, 1, 1))
container.sprites.Add(Sprite("drop", set_emoticons, 3, 0, 1, 1))
container.sprites.Add(Sprite("dotdot", set_emoticons, 0, 1, 1, 1))
container.sprites.Add(Sprite("music1", set_emoticons, 1, 1, 1, 1))
container.sprites.Add(Sprite("music2", set_emoticons, 2, 1, 1, 1))
container.sprites.Add(Sprite("ghost", set_emoticons, 3, 1, 1, 1))
container.sprites.Add(Sprite("sushi", set_emoticons, 0, 2, 1, 1))
container.sprites.Add(Sprite("splattee", set_emoticons, 1, 2, 1, 1))
container.sprites.Add(Sprite("deviltee", set_emoticons, 2, 2, 1, 1))
container.sprites.Add(Sprite("zomg", set_emoticons, 3, 2, 1, 1))
container.sprites.Add(Sprite("zzz", set_emoticons, 0, 3, 1, 1))
container.sprites.Add(Sprite("blank1", set_emoticons, 1, 3, 1, 1))
container.sprites.Add(Sprite("deadtee", set_emoticons, 2, 3, 1, 1))
container.sprites.Add(Sprite("blank2", set_emoticons, 3, 3, 1, 1))
SpriteSet("game", (8,8), [
Sprite("health_full", (21,0,2,2)),
Sprite("health_empty", (23,0,2,2)),
Sprite("armor_full", (21,2,2,2)),
Sprite("armor_empty", (23,2,2,2)),
Sprite("star1", (15,0,2,2)),
Sprite("star2", (17,0,2,2)),
Sprite("star3", (19,0,2,2)),
container.sprites.Add(Sprite("browse_lock", set_browseicons, 0,0,1,1))
container.sprites.Add(Sprite("browse_progress1", set_browseicons, 1,0,1,1))
container.sprites.Add(Sprite("browse_progress2", set_browseicons, 2,0,1,1))
container.sprites.Add(Sprite("browse_progress3", set_browseicons, 3,0,1,1))
anim = Animation("base")
anim.body.frames.Add(AnimKeyframe(0, 0, -4, 0))
anim.back_foot.frames.Add(AnimKeyframe(0, 0, 10, 0))
anim.front_foot.frames.Add(AnimKeyframe(0, 0, 10, 0))
container.animations.Add(anim)
anim = Animation("idle")
anim.back_foot.frames.Add(AnimKeyframe(0, -7, 0, 0))
anim.front_foot.frames.Add(AnimKeyframe(0, 7, 0, 0))
container.animations.Add(anim)
anim = Animation("inair")
anim.back_foot.frames.Add(AnimKeyframe(0, -3, 0, -0.1))
anim.front_foot.frames.Add(AnimKeyframe(0, 3, 0, -0.1))
container.animations.Add(anim)
anim = Animation("walk")
anim.body.frames.Add(AnimKeyframe(0.0, 0, 0, 0))
anim.body.frames.Add(AnimKeyframe(0.2, 0,-1, 0))
anim.body.frames.Add(AnimKeyframe(0.4, 0, 0, 0))
anim.body.frames.Add(AnimKeyframe(0.6, 0, 0, 0))
anim.body.frames.Add(AnimKeyframe(0.8, 0,-1, 0))
anim.body.frames.Add(AnimKeyframe(1.0, 0, 0, 0))
anim.back_foot.frames.Add(AnimKeyframe(0.0, 8, 0, 0))
anim.back_foot.frames.Add(AnimKeyframe(0.2, -8, 0, 0))
anim.back_foot.frames.Add(AnimKeyframe(0.4,-10,-4, 0.2))
anim.back_foot.frames.Add(AnimKeyframe(0.6, -8,-8, 0.3))
anim.back_foot.frames.Add(AnimKeyframe(0.8, 4,-4,-0.2))
anim.back_foot.frames.Add(AnimKeyframe(1.0, 8, 0, 0))
anim.front_foot.frames.Add(AnimKeyframe(0.0,-10,-4, 0.2))
anim.front_foot.frames.Add(AnimKeyframe(0.2, -8,-8, 0.3))
anim.front_foot.frames.Add(AnimKeyframe(0.4, 4,-4,-0.2))
anim.front_foot.frames.Add(AnimKeyframe(0.6, 8, 0, 0))
anim.front_foot.frames.Add(AnimKeyframe(0.8, 8, 0, 0))
anim.front_foot.frames.Add(AnimKeyframe(1.0,-10, 0, 0.2))
container.animations.Add(anim)
anim = Animation("hammer_swing")
anim.attach.frames.Add(AnimKeyframe(0.0, 0, 0, -0.10))
anim.attach.frames.Add(AnimKeyframe(0.3, 0, 0, 0.25))
anim.attach.frames.Add(AnimKeyframe(0.4, 0, 0, 0.30))
anim.attach.frames.Add(AnimKeyframe(0.5, 0, 0, 0.25))
anim.attach.frames.Add(AnimKeyframe(1.0, 0, 0, -0.10))
container.animations.Add(anim)
Sprite("part1", (6,0,1,1)),
Sprite("part2", (6,1,1,1)),
Sprite("part3", (7,0,1,1)),
Sprite("part4", (7,1,1,1)),
Sprite("part5", (8,0,1,1)),
Sprite("part6", (8,1,1,1)),
Sprite("part7", (9,0,2,2)),
Sprite("part8", (11,0,2,2)),
Sprite("part9", (13,0,2,2)),
Sprite("weapon_gun_body", (2,4,4,2)),
Sprite("weapon_gun_cursor", (0,4,2,2)),
Sprite("weapon_gun_proj", (6,4,2,2)),
Sprite("weapon_gun_muzzle1", (8,4,3,2)),
Sprite("weapon_gun_muzzle2", (12,4,3,2)),
Sprite("weapon_gun_muzzle3", (16,4,3,2)),
Sprite("weapon_shotgun_body", (2,6,8,2)),
Sprite("weapon_shotgun_cursor", (0,6,2,2)),
Sprite("weapon_shotgun_proj", (10,6,2,2)),
Sprite("weapon_shotgun_muzzle1", (12,6,3,2)),
Sprite("weapon_shotgun_muzzle2", (16,6,3,2)),
Sprite("weapon_shotgun_muzzle3", (20,6,3,2)),
Sprite("weapon_grenade_body", (2,8,7,2)),
Sprite("weapon_grenade_cursor", (0,8,2,2)),
Sprite("weapon_grenade_proj", (10,8,2,2)),
anim = Animation("ninja_swing")
anim.attach.frames.Add(AnimKeyframe(0.00, 0, 0, -0.25))
anim.attach.frames.Add(AnimKeyframe(0.10, 0, 0, -0.05))
anim.attach.frames.Add(AnimKeyframe(0.15, 0, 0, 0.35))
anim.attach.frames.Add(AnimKeyframe(0.42, 0, 0, 0.40))
anim.attach.frames.Add(AnimKeyframe(0.50, 0, 0, 0.35))
anim.attach.frames.Add(AnimKeyframe(1.00, 0, 0, -0.25))
container.animations.Add(anim)
Sprite("weapon_hammer_body", (2,1,4,3)),
Sprite("weapon_hammer_cursor", (0,0,2,2)),
Sprite("weapon_hammer_proj", (0,0,0,0)),
Sprite("weapon_ninja_body", (2,10,7,2)),
Sprite("weapon_ninja_cursor", (0,10,2,2)),
Sprite("weapon_ninja_proj", (0,0,0,0)),
weapon = WeaponSpec(container, "hammer")
weapon.firedelay.Set(100)
weapon.damage.Set(3)
weapon.visual_size.Set(96)
weapon.offsetx.Set(4)
weapon.offsety.Set(-20)
container.weapons.hammer.base.Set(weapon)
container.weapons.id.Add(weapon)
Sprite("weapon_rifle_body", (2,12,7,3)),
Sprite("weapon_rifle_cursor", (0,12,2,2)),
Sprite("weapon_rifle_proj", (10,12,2,2)),
Sprite("hook_chain", (2,0,1,1)),
Sprite("hook_head", (3,0,2,1)),
Sprite("hadoken1", (25,0,7,4)),
Sprite("hadoken2", (25,4,7,4)),
Sprite("hadoken3", (25,8,7,4)),
Sprite("pickup_health", (10,2,2,2)),
Sprite("pickup_armor", (12,2,2,2)),
Sprite("pickup_weapon", (3,0,6,2)),
Sprite("pickup_ninja", (3,10,7,2)),
weapon = WeaponSpec(container, "gun")
weapon.firedelay.Set(100)
weapon.ammoregentime.Set(500)
weapon.visual_size.Set(64)
weapon.offsetx.Set(32)
weapon.offsety.Set(-4)
weapon.muzzleoffsetx.Set(50)
weapon.muzzleoffsety.Set(6)
container.weapons.gun.base.Set(weapon)
container.weapons.id.Add(weapon)
Sprite("flag_blue", (12,8,4,8)),
Sprite("flag_red", (16,8,4,8)),
]),
SpriteSet(None, (8,4), [
Sprite("tee_body", (0,0,3,3)),
Sprite("tee_body_outline", (3,0,3,3)),
Sprite("tee_foot", (6,1,2,1)),
Sprite("tee_foot_outline", (6,2,2,1)),
Sprite("tee_hand", (6,0,1,1)),
Sprite("tee_hand_outline", (7,0,1,1)),
Sprite("tee_eye_normal", (2,3,1,1)),
Sprite("tee_eye_angry", (3,3,1,1)),
Sprite("tee_eye_pain", (4,3,1,1)),
Sprite("tee_eye_happy", (5,3,1,1)),
Sprite("tee_eye_dead", (6,3,1,1)),
Sprite("tee_eye_surprise", (7,3,1,1)),
]),
weapon = WeaponSpec(container, "shotgun")
weapon.firedelay.Set(500)
weapon.visual_size.Set(96)
weapon.offsetx.Set(24)
weapon.offsety.Set(-2)
weapon.muzzleoffsetx.Set(70)
weapon.muzzleoffsety.Set(6)
container.weapons.shotgun.base.Set(weapon)
container.weapons.id.Add(weapon)
SpriteSet("browseicons", (4,1), [
Sprite("browse_lock", (0,0,1,1)),
Sprite("browse_progress1", (1,0,1,1)),
Sprite("browse_progress2", (2,0,1,1)),
Sprite("browse_progress3", (3,0,1,1)),
]),
]
weapon = WeaponSpec(container, "grenade")
weapon.firedelay.Set(500) # TODO: fix this
weapon.visual_size.Set(96)
weapon.offsetx.Set(24)
weapon.offsety.Set(-2)
container.weapons.grenade.base.Set(weapon)
container.weapons.id.Add(weapon)
class Weapon(FieldStorage):
def autoupdate(self):
self.update(String("name", self.name))
self.update(SpriteRef("sprite_body", "weapon_%s_body"%self.name))
self.update(SpriteRef("sprite_cursor", "weapon_%s_cursor"%self.name))
self.update(SpriteRef("sprite_proj", "weapon_%s_proj"%self.name))
weapon = WeaponSpec(container, "rifle")
weapon.firedelay.Set(800)
weapon.visual_size.Set(92)
weapon.damage.Set(5)
weapon.offsetx.Set(24)
weapon.offsety.Set(-2)
container.weapons.rifle.base.Set(weapon)
container.weapons.id.Add(weapon)
WeaponBase = Weapon("weapon", None, [
String("name", "base"),
SpriteRef("sprite_body", None),
SpriteRef("sprite_cursor", None),
SpriteRef("sprite_proj", None),
Int("damage", 1),
Int("firedelay", 500),
Int("visual_size", 96),
])
Weapons = [
Weapon("hammer", WeaponBase, [
Int("firedelay", 100),
Int("damage", 3),
]),
Weapon("gun", WeaponBase, [
Int("firedelay", 100),
Int("damage", 1),
Float("curvature", 1.25),
Float("speed", 2200.0),
Float("lifetime", 2.0),
]),
Weapon("shotgun", WeaponBase, [
Int("firedelay", 500),
Int("damage", 1),
Float("curvature", 1.25),
Float("speed", 2200.0),
Float("speeddiff", 0.8),
Float("lifetime", 0.25),
]),
Weapon("grenade", WeaponBase, [
Int("firedelay", 100),
Int("damage", 6),
Float("curvature", 7.0),
Float("speed", 1000.0),
Float("lifetime", 2.0),
]),
Weapon("rifle", WeaponBase, [
Int("firedelay", 800),
Int("visual_size", 92),
Int("damage", 5),
Float("reach", 800.0),
Float("bounce_delay", 150),
Float("bounce_num", 1),
Float("bounce_cost", 0),
]),
Weapon("ninja", WeaponBase, [
Int("firedelay", 800),
Int("damage", 9),
]),
]
ticks_per_second = 50.0
Physics = FieldStorage("physics", None, [
Float("ground_control_speed", 10.0),
Float("ground_control_accel", 100.0 / ticks_per_second),
Float("ground_friction", 0.5),
Float("ground_jump_impulse", 12.6),
Float("air_jump_impulse", 11.5),
Float("air_control_speed", 250.0 / ticks_per_second),
Float("air_control_accel", 1.5),
Float("air_friction", 0.95),
Float("hook_length", 380.0),
Float("hook_fire_speed", 80.0),
Float("hook_drag_accel", 3.0),
Float("hook_drag_speed", 15.0),
Float("gravity", 0.5),
Float("velramp_start", 550),
Float("velramp_range", 2000),
Float("velramp_curvature", 1.4),
])
weapon = WeaponSpec(container, "ninja")
weapon.firedelay.Set(800)
weapon.damage.Set(9)
weapon.visual_size.Set(96)
weapon.offsetx.Set(0)
weapon.offsety.Set(0)
container.weapons.ninja.base.Set(weapon)
container.weapons.id.Add(weapon)

View file

@ -1,699 +0,0 @@
sounds {
gun_fire {
"data/audio/wp_gun_fire-01.wv"
"data/audio/wp_gun_fire-02.wv"
"data/audio/wp_gun_fire-03.wv"
}
shotgun_fire {
"data/audio/wp_shotty_fire-01.wv"
"data/audio/wp_shotty_fire-02.wv"
"data/audio/wp_shotty_fire-03.wv"
}
grenade_fire {
"data/audio/wp_flump_launch-01.wv"
"data/audio/wp_flump_launch-02.wv"
"data/audio/wp_flump_launch-03.wv"
}
hammer_fire {
"data/audio/wp_hammer_swing-01.wv"
"data/audio/wp_hammer_swing-02.wv"
"data/audio/wp_hammer_swing-03.wv"
}
hammer_hit {
"data/audio/wp_hammer_hit-01.wv"
"data/audio/wp_hammer_hit-02.wv"
"data/audio/wp_hammer_hit-03.wv"
}
ninja_fire {
"data/audio/wp_ninja_attack-01.wv"
"data/audio/wp_ninja_attack-02.wv"
"data/audio/wp_ninja_attack-03.wv"
}
grenade_explode {
"data/audio/wp_flump_explo-01.wv"
"data/audio/wp_flump_explo-02.wv"
"data/audio/wp_flump_explo-03.wv"
}
ninja_hit {
"data/audio/wp_ninja_hit-01.wv"
"data/audio/wp_ninja_hit-02.wv"
"data/audio/wp_ninja_hit-03.wv"
}
rifle_fire {
"data/audio/wp_rifle_fire-01.wv"
"data/audio/wp_rifle_fire-02.wv"
"data/audio/wp_rifle_fire-03.wv"
}
rifle_bounce {
"data/audio/wp_rifle_bnce-01.wv"
"data/audio/wp_rifle_bnce-02.wv"
"data/audio/wp_rifle_bnce-03.wv"
}
weapon_switch {
"data/audio/wp_switch-01.wv"
"data/audio/wp_switch-02.wv"
"data/audio/wp_switch-03.wv"
}
player_pain_short {
"data/audio/vo_teefault_pain_short-01.wv"
"data/audio/vo_teefault_pain_short-02.wv"
"data/audio/vo_teefault_pain_short-03.wv"
"data/audio/vo_teefault_pain_short-04.wv"
"data/audio/vo_teefault_pain_short-05.wv"
"data/audio/vo_teefault_pain_short-06.wv"
"data/audio/vo_teefault_pain_short-07.wv"
"data/audio/vo_teefault_pain_short-08.wv"
"data/audio/vo_teefault_pain_short-09.wv"
"data/audio/vo_teefault_pain_short-10.wv"
"data/audio/vo_teefault_pain_short-11.wv"
"data/audio/vo_teefault_pain_short-12.wv"
}
player_pain_long {
"data/audio/vo_teefault_pain_long-01.wv"
"data/audio/vo_teefault_pain_long-02.wv"
}
body_land {
"data/audio/foley_land-01.wv"
"data/audio/foley_land-02.wv"
"data/audio/foley_land-03.wv"
"data/audio/foley_land-04.wv"
}
player_airjump {
"data/audio/foley_dbljump-01.wv"
"data/audio/foley_dbljump-02.wv"
"data/audio/foley_dbljump-03.wv"
}
player_jump {
"data/audio/foley_foot_left-01.wv"
"data/audio/foley_foot_left-02.wv"
"data/audio/foley_foot_left-03.wv"
"data/audio/foley_foot_left-04.wv"
"data/audio/foley_foot_right-01.wv"
"data/audio/foley_foot_right-02.wv"
"data/audio/foley_foot_right-03.wv"
"data/audio/foley_foot_right-04.wv"
}
player_die {
"data/audio/foley_body_splat-02.wv"
"data/audio/foley_body_splat-03.wv"
"data/audio/foley_body_splat-04.wv"
}
player_spawn {
"data/audio/vo_teefault_spawn-01.wv"
"data/audio/vo_teefault_spawn-02.wv"
"data/audio/vo_teefault_spawn-03.wv"
"data/audio/vo_teefault_spawn-04.wv"
"data/audio/vo_teefault_spawn-05.wv"
"data/audio/vo_teefault_spawn-06.wv"
"data/audio/vo_teefault_spawn-07.wv"
}
player_skid {
"data/audio/sfx_skid-01.wv"
"data/audio/sfx_skid-02.wv"
"data/audio/sfx_skid-03.wv"
"data/audio/sfx_skid-04.wv"
}
tee_cry {
"data/audio/vo_teefault_cry-01.wv"
"data/audio/vo_teefault_cry-02.wv"
}
hook_loop {
"data/audio/hook_loop-01.wv"
"data/audio/hook_loop-02.wv"
}
hook_attach_ground {
"data/audio/hook_attach-01.wv"
"data/audio/hook_attach-02.wv"
"data/audio/hook_attach-03.wv"
}
hook_attach_player {
"data/audio/foley_body_impact-01.wv"
"data/audio/foley_body_impact-02.wv"
"data/audio/foley_body_impact-03.wv"
}
pickup_health {
"data/audio/sfx_pickup_hrt-01.wv"
"data/audio/sfx_pickup_hrt-02.wv"
}
pickup_armor {
"data/audio/sfx_pickup_arm-01.wv"
"data/audio/sfx_pickup_arm-02.wv"
"data/audio/sfx_pickup_arm-03.wv"
"data/audio/sfx_pickup_arm-04.wv"
}
pickup_grenade {
"data/audio/sfx_pickup_launcher.wv"
}
pickup_shotgun {
"data/audio/sfx_pickup_sg.wv"
}
pickup_ninja {
"data/audio/sfx_pickup_ninja.wv"
}
weapon_spawn {
"data/audio/sfx_spawn_wpn-01.wv"
"data/audio/sfx_spawn_wpn-02.wv"
"data/audio/sfx_spawn_wpn-03.wv"
}
weapon_noammo {
"data/audio/wp_noammo-01.wv"
"data/audio/wp_noammo-02.wv"
"data/audio/wp_noammo-03.wv"
"data/audio/wp_noammo-04.wv"
"data/audio/wp_noammo-05.wv"
}
hit {
"data/audio/sfx_hit_weak-01.wv"
"data/audio/sfx_hit_weak-02.wv"
}
chat_server {
"data/audio/sfx_msg-server.wv"
}
chat_client {
"data/audio/sfx_msg-client.wv"
}
ctf_drop {
"data/audio/sfx_ctf_drop.wv"
}
ctf_return {
"data/audio/sfx_ctf_rtn.wv"
}
ctf_grab_pl {
"data/audio/sfx_ctf_grab_pl.wv"
}
ctf_grab_en {
"data/audio/sfx_ctf_grab_en.wv"
}
ctf_capture {
"data/audio/sfx_ctf_cap_pl.wv"
}
}
images {
null {
filename ""
}
game {
filename "data/game.png"
}
particles {
filename "data/particles.png"
}
cursor {
filename "data/gui_cursor.png"
}
banner {
filename "data/gui_logo.png"
}
emoticons {
filename "data/emoticons.png"
}
browseicons {
filename "data/browse_icons.png"
}
console_bg {
filename "data/console.png"
}
console_bar {
filename "data/console_bar.png"
}
}
powerups {
health {
amount 1
respawntime 15
startspawntime 0
}
armor {
amount 1
respawntime 15
startspawntime 0
}
weapon {
amount 10
respawntime 15
startspawntime 0
}
ninja {
amount 1
respawntime 90
startspawntime 90
}
}
weapons {
hammer {
sprite_body sprites.game.weapon_hammer_body
sprite_cursor sprites.game.weapon_hammer_cursor
sprite_proj sprites.game.weapon_hammer_proj
sprite_muzzles {
}
nummuzzlesprites 0
muzzleoffsetx 0.0
muzzleoffsety 0.0
maxammo 10
recoil 10
firedelay 150
muzzleduration 0
visual_size 96
offsetx 4.0
offsety -20.0
meleedamage 4
meleereach 40
ammoregentime 0
duration -1
movetime 0
velocity 0
}
gun {
sprite_body sprites.game.weapon_gun_body
sprite_cursor sprites.game.weapon_gun_cursor
sprite_proj sprites.game.weapon_gun_proj
sprite_muzzles {
sprites.game.weapon_gun_muzzle1
sprites.game.weapon_gun_muzzle2
sprites.game.weapon_gun_muzzle3
}
nummuzzlesprites 3
muzzleoffsetx 50.0
muzzleoffsety 6.0
maxammo 10
recoil 10
firedelay 100
muzzleduration 5
visual_size 64
offsetx 32.0
offsety 4.0
meleedamage 0
meleereach 0
ammoregentime 500
duration -1
movetime 0
velocity 0
}
shotgun {
sprite_body sprites.game.weapon_shotgun_body
sprite_cursor sprites.game.weapon_shotgun_cursor
sprite_proj sprites.game.weapon_shotgun_proj
sprite_muzzles {
sprites.game.weapon_shotgun_muzzle1
sprites.game.weapon_shotgun_muzzle2
sprites.game.weapon_shotgun_muzzle3
}
nummuzzlesprites 3
muzzleoffsetx 70.0
muzzleoffsety 6.0
maxammo 10
recoil 10
firedelay 500
muzzleduration 5
visual_size 96
offsetx 24.0
offsety -2.0
meleedamage 0
meleereach 0
ammoregentime 0
duration -1
movetime 0
velocity 0
}
grenade {
sprite_body sprites.game.weapon_grenade_body
sprite_cursor sprites.game.weapon_grenade_cursor
sprite_proj sprites.game.weapon_grenade_proj
sprite_muzzles {
}
nummuzzlesprites 0
muzzleoffsetx 0.0
muzzleoffsety 0.0
maxammo 10
recoil 10
firedelay 600
muzzleduration 0
visual_size 96
offsetx 24.0
offsety -2.0
meleedamage 0
meleereach 0
ammoregentime 0
duration -1
movetime 0
velocity 0
}
rifle {
sprite_body sprites.game.weapon_rifle_body
sprite_cursor sprites.game.weapon_rifle_cursor
sprite_proj sprites.game.weapon_rifle_proj
sprite_muzzles {
}
nummuzzlesprites 3
muzzleoffsetx 0.0
muzzleoffsety 0.0
maxammo 10
recoil 10
firedelay 800
muzzleduration 0
visual_size 92
offsetx 24.0
offsety -2.0
meleedamage 0
meleereach 0
ammoregentime 0
duration -1
movetime 0
velocity 0
}
ninja {
sprite_body sprites.game.weapon_ninja_body
sprite_cursor sprites.game.weapon_ninja_cursor
sprite_proj sprites.game.weapon_ninja_proj
sprite_muzzles {
sprites.game.hadoken1
sprites.game.hadoken2
sprites.game.hadoken3
}
nummuzzlesprites 3
muzzleoffsetx 40.0
muzzleoffsety -4.0
maxammo 0
recoil 0
firedelay 800
muzzleduration 0
visual_size 96
offsetx 0.0
offsety 0.0
meleedamage 9
meleereach 0
ammoregentime 0
duration 15000
movetime 200
velocity 50
}
}
sprites {
particles images.particles 8 8 {
part_slice 0 0 1 1
part_ball 1 0 1 1
part_splat01 2 0 1 1
part_splat02 3 0 1 1
part_splat03 4 0 1 1
part_smoke 0 1 1 1
part_shell 0 2 2 2
part_expl01 0 4 4 4
part_airjump 2 2 2 2
}
game images.game 32 16 {
health_full 21 0 2 2
health_empty 23 0 2 2
armor_full 21 2 2 2
armor_empty 23 2 2 2
star1 15 0 2 2
star2 17 0 2 2
star3 19 0 2 2
part1 6 0 1 1
part2 6 1 1 1
part3 7 0 1 1
part4 7 1 1 1
part5 8 0 1 1
part6 8 1 1 1
part7 9 0 2 2
part8 11 0 2 2
part9 13 0 2 2
weapon_gun_body 2 4 4 2
weapon_gun_cursor 0 4 2 2
weapon_gun_proj 6 4 2 2
weapon_gun_muzzle1 8 4 3 2
weapon_gun_muzzle2 12 4 3 2
weapon_gun_muzzle3 16 4 3 2
weapon_shotgun_body 2 6 8 2
weapon_shotgun_cursor 0 6 2 2
weapon_shotgun_proj 10 6 2 2
weapon_shotgun_muzzle1 12 6 3 2
weapon_shotgun_muzzle2 16 6 3 2
weapon_shotgun_muzzle3 20 6 3 2
weapon_grenade_body 2 8 7 2
weapon_grenade_cursor 0 8 2 2
weapon_grenade_proj 10 8 2 2
weapon_hammer_body 2 1 4 3
weapon_hammer_cursor 0 0 2 2
weapon_hammer_proj 0 0 0 0
weapon_ninja_body 2 10 7 2
weapon_ninja_cursor 0 10 2 2
weapon_ninja_proj 0 0 0 0
weapon_rifle_body 2 12 7 3
weapon_rifle_cursor 0 12 2 2
weapon_rifle_proj 10 12 2 2
hook_chain 2 0 1 1
hook_head 3 0 2 1
hadoken1 25 0 7 4
hadoken2 25 4 7 4
hadoken3 25 8 7 4
powerup_health 10 2 2 2
powerup_armor 12 2 2 2
powerup_weapon 3 0 6 2
powerup_ninja 3 10 7 2
powerup_timefield 3 0 6 2
flag_blue 12 8 4 8
flag_red 16 8 4 8
}
tees images.null 8 4 {
tee_body 0 0 3 3
tee_body_outline 3 0 3 3
tee_foot 6 1 2 1
tee_foot_outline 6 2 2 1
tee_hand 6 0 1 1
tee_hand_outline 7 0 1 1
tee_eye_normal 2 3 1 1
tee_eye_angry 3 3 1 1
tee_eye_pain 4 3 1 1
tee_eye_happy 5 3 1 1
tee_eye_dead 6 3 1 1
tee_eye_surprise 7 3 1 1
}
emoticons images.emoticons 4 4 {
oop 0 0 1 1
exclamation 1 0 1 1
hearts 2 0 1 1
drop 3 0 1 1
dotdot 0 1 1 1
music1 1 1 1 1
music2 2 1 1 1
ghost 3 1 1 1
sushi 0 2 1 1
splattee 1 2 1 1
deviltee 2 2 1 1
zomg 3 2 1 1
zzz 0 3 1 1
blank1 1 3 1 1
deadtee 2 3 1 1
blank2 3 3 1 1
}
browseicons images.browseicons 4 1 {
browse_lock 0 0 1 1
browse_progress1 1 0 1 1
browse_progress2 2 0 1 1
browse_progress3 3 0 1 1
}
}
animations {
base {
body {
0.0 0 -4 0
}
back_foot {
0.0 0 10 0
}
front_foot {
0.0 0 10 0
}
attach {
}
}
idle {
body {
}
back_foot {
0.0 -7 0 0
}
front_foot {
0.0 7 0 0
}
attach {
0.0 0 0 0
}
}
inair {
body {
}
back_foot {
0.0 -3 0 -0.1
}
front_foot {
0.0 3 0 -0.1
}
attach {
}
}
walk {
body {
0.0 0 0 0
0.2 0 -1 0
0.4 0 0 0
0.6 0 0 0
0.8 0 -1 0
1.0 0 0 0
}
front_foot {
0.0 8 0 0
0.2 -8 0 0
0.4 -10 -4 0.2
0.6 -8 -8 0.3
0.8 4 -4 -0.2
1.0 8 0 0
}
back_foot {
0.0 -10 -4 0.2
0.2 -8 -8 0.3
0.4 -4 -4 -0.2
0.6 0 0 0
0.8 -8 0 0
1.0 -10 -4 0.2
}
attach {
}
}
hammer_swing {
body {
}
front_foot {
}
back_foot {
}
attach {
0.0 0 0 -0.10
0.3 0 0 0.25
0.4 0 0 0.30
0.5 0 0 0.25
1.0 0 0 -0.10
}
}
ninja_swing {
body {
}
front_foot {
}
back_foot {
}
attach {
0.0 0 0 -0.25
0.1 0 0 -0.05
0.15 0 0 0.35
0.42 0 0 0.4
0.5 0 0 0.35
1.0 0 0 -0.25
}
}
}

View file

@ -1,4 +1,164 @@
GlobalIdCounter = 0
def GetID():
global GlobalIdCounter
GlobalIdCounter += 1
return GlobalIdCounter
def GetUID():
return "x%d"%GetID()
class BaseType:
def __init__(self, type_name):
self._type_name = type_name
self._target_name = "INVALID"
self._id = GetID() # this is used to remeber what order the members have in structures etc
def Identifyer(self): return "x"+str(self._id)
def TargetName(self): return self._target_name
def TypeName(self): return self._type_name
def ID(self): return self._id;
def EmitDeclaration(self, name):
return ["%s %s;"%(self.TypeName(), name)]
def EmitPreDefinition(self, target_name):
self._target_name = target_name
return []
def EmitDefinition(self, name):
return []
class MemberType:
def __init__(self, name, var):
self.name = name
self.var = var
class Struct(BaseType):
def __init__(self, type_name):
BaseType.__init__(self, type_name)
def Members(self):
def sorter(a,b):
return a.var.ID()-b.var.ID()
m = []
for name in self.__dict__:
if name[0] == "_":
continue
m += [MemberType(name, self.__dict__[name])]
try:
m.sort(sorter)
except:
for v in m:
print v.name, v.var
sys.exit(-1)
return m
def EmitTypeDeclaration(self, name):
lines = []
lines += ["struct " + self.TypeName()]
lines += ["{"]
for member in self.Members():
lines += ["\t"+l for l in member.var.EmitDeclaration(member.name)]
lines += ["};"]
return lines
def EmitPreDefinition(self, target_name):
BaseType.EmitPreDefinition(self, target_name)
lines = []
for member in self.Members():
lines += member.var.EmitPreDefinition(target_name+"."+member.name)
return lines
def EmitDefinition(self, name):
lines = ["/* %s */ {" % self.TargetName()]
for member in self.Members():
lines += ["\t" + " ".join(member.var.EmitDefinition("")) + ","]
lines += ["}"]
return lines
class Array(BaseType):
def __init__(self, type):
BaseType.__init__(self, type.TypeName())
self.type = type
self.items = []
def Add(self, instance):
if instance.TypeName() != self.type.TypeName():
error("bah")
self.items += [instance]
def EmitDeclaration(self, name):
return ["int num_%s;"%(name),
"%s *%s;"%(self.TypeName(), name)]
def EmitPreDefinition(self, target_name):
BaseType.EmitPreDefinition(self, target_name)
lines = []
i = 0
for item in self.items:
lines += item.EmitPreDefinition("%s[%d]"%(self.Identifyer(), i))
i += 1
lines += ["static %s %s[] = {"%(self.TypeName(), self.Identifyer())]
for item in self.items:
itemlines = item.EmitDefinition("")
lines += ["\t" + " ".join(itemlines).replace("\t", " ") + ","]
lines += ["};"]
return lines
def EmitDefinition(self, name):
return [str(len(self.items))+","+self.Identifyer()]
# Basic Types
class Int(BaseType):
def __init__(self, value):
BaseType.__init__(self, "int")
self.value = value
def Set(self, value):
self.value = value
def EmitDefinition(self, name):
return ["%d"%self.value]
#return ["%d /* %s */"%(self.value, self._target_name)]
class Float(BaseType):
def __init__(self, value):
BaseType.__init__(self, "float")
self.value = value
def Set(self, value):
self.value = value
def EmitDefinition(self, name):
return ["%f"%self.value]
#return ["%d /* %s */"%(self.value, self._target_name)]
class String(BaseType):
def __init__(self, value):
BaseType.__init__(self, "const char*")
self.value = value
def Set(self, value):
self.value = value
def EmitDefinition(self, name):
return ['"'+self.value+'"']
class Pointer(BaseType):
def __init__(self, type, target):
BaseType.__init__(self, "%s*"%type().TypeName())
self.target = target
def Set(self, target):
self.target = target
def EmitDefinition(self, name):
return ["&"+self.target.TargetName()]
# helper functions
def EmitTypeDeclaration(root):
for l in root().EmitTypeDeclaration(""):
print l
def EmitDefinition(root, name):
for l in root.EmitPreDefinition(name):
print l
print "%s %s = " % (root.TypeName(), name)
for l in root.EmitDefinition(name):
print l
print ";"
# Network stuff after this
class Object:
pass
@ -52,6 +212,33 @@ class NetMessage(NetObject):
self.base_struct_name = "NETMSG_%s" % self.base.upper()
self.struct_name = "NETMSG_%s" % self.name.upper()
self.enum_name = "NETMSGTYPE_%s" % self.name.upper()
def emit_unpack(self):
lines = []
lines += ["static void *secure_unpack_%s()" % self.name]
lines += ["{"]
lines += ["\tstatic %s msg;" % self.struct_name]
for v in self.variables:
lines += ["\t"+line for line in v.emit_unpack()]
for v in self.variables:
lines += ["\t"+line for line in v.emit_unpack_check()]
lines += ["\treturn &msg;"]
lines += ["}"]
return lines
def emit_declaration(self):
extra = []
extra += ["\tvoid pack(int flags)"]
extra += ["\t{"]
extra += ["\t\tmsg_pack_start(%s, flags);"%self.enum_name]
for v in self.variables:
extra += ["\t\t"+line for line in v.emit_pack()]
extra += ["\t\tmsg_pack_end();"]
extra += ["\t}"]
lines = NetObject.emit_declaration(self)
lines = lines[:-1] + extra + lines[-1:]
return lines
class NetVariable:
def __init__(self, name):
@ -60,14 +247,28 @@ class NetVariable:
return []
def emit_validate(self):
return []
def emit_pack(self):
return []
def emit_unpack(self):
return []
def emit_unpack_check(self):
return []
class NetString(NetVariable):
def emit_declaration(self):
return ["const char *%s;"%self.name]
def emit_unpack(self):
return ["msg.%s = msg_unpack_string();" % self.name]
def emit_pack(self):
return ["msg_pack_string(%s, -1);" % self.name]
class NetIntAny(NetVariable):
def emit_declaration(self):
return ["int %s;"%self.name]
def emit_unpack(self):
return ["msg.%s = msg_unpack_int();" % self.name]
def emit_pack(self):
return ["msg_pack_int(%s);" % self.name]
class NetIntRange(NetIntAny):
def __init__(self, name, min, max):
@ -75,7 +276,9 @@ class NetIntRange(NetIntAny):
self.min = str(min)
self.max = str(max)
def emit_validate(self):
return ["netobj_clamp_int(obj->%s, %s %s)"%(self.name, self.min, self.max)]
return ["netobj_clamp_int(\"%s\", obj->%s, %s, %s);"%(self.name,self.name, self.min, self.max)]
def emit_unpack_check(self):
return ["if(msg.%s < %s || msg.%s > %s) { msg_failed_on = \"%s\"; return 0; }" % (self.name, self.min, self.name, self.max, self.name)]
class NetBool(NetIntRange):
def __init__(self, name):

View file

@ -1,2 +0,0 @@
const array:int sound = sounds.*
const array:int weapon = weapons.*

View file

@ -4,11 +4,33 @@ Emotes = ["NORMAL", "PAIN", "HAPPY", "SURPRISE", "ANGRY", "BLINK"]
PlayerStates = ["UNKNOWN", "PLAYING", "IN_MENU", "CHATTING"]
GameTypes = ["DM", "TDM", "CTF"]
Enums = [Enum("GAMETYPE", GameTypes), Enum("PLAYERSTATE", PlayerStates), Enum("EMOTE", Emotes)]
Emoticons = [str(x) for x in xrange(1,16)]
Powerups = ["ARMOR", "HEALTH", "WEAPON", "NINJA"]
RawHeader = '''
enum
{
INPUT_STATE_MASK=0x2f,
};
'''
RawSource = '''
#include <engine/e_common_interface.h>
#include "g_protocol.h"
'''
Enums = [
Enum("GAMETYPE", GameTypes),
Enum("PLAYERSTATE", PlayerStates),
Enum("EMOTE", Emotes),
Enum("POWERUP", Powerups),
Enum("EMOTICON", Emoticons)
]
Objects = [
NetObject("PlayerInput", [
NetObject("Player_Input", [
NetIntAny("direction"),
NetIntAny("target_x"),
NetIntAny("target_y"),
@ -77,7 +99,7 @@ Objects = [
NetIntAny("teamscore_blue"),
]),
NetObject("PlayerCore", [
NetObject("Player_Core", [
NetIntAny("x"),
NetIntAny("y"),
NetIntAny("vx"),
@ -96,7 +118,18 @@ Objects = [
NetIntAny("hook_dy"),
]),
NetObject("PlayerCharacter:PlayerCore", [
NetObject("Player_Character:Player_Core", [
NetIntRange("player_state", 0, 'NUM_PLAYERSTATES-1'),
NetIntRange("wanted_direction", -1, 1),
NetIntRange("health", 0, 10),
NetIntRange("armor", 0, 10),
NetIntRange("ammocount", 0, 10),
NetIntRange("weapon", 0, 'NUM_WEAPONS-1'),
NetIntRange("emote", 0, len(Emotes)),
NetIntRange("attacktick", 0, 'max_int'),
]),
NetObject("Player_Info", [
NetIntRange("local", 0, 1),
NetIntRange("cid", 0, 'MAX_CLIENTS-1'),
NetIntRange("team", -1, 1),
@ -108,26 +141,30 @@ Objects = [
## Events
NetEvent("CommonEvent", [
NetEvent("Common", [
NetIntAny("x"),
NetIntAny("y"),
]),
NetEvent("Explosion:CommonEvent", []),
NetEvent("Spawn:CommonEvent", []),
NetEvent("Death:CommonEvent", []),
NetEvent("AirJump:CommonEvent", []),
NetEvent("Explosion:Common", []),
NetEvent("Spawn:Common", []),
NetEvent("Death:Common", [
NetIntRange("cid", 0, 'MAX_CLIENTS-1'),
]),
NetEvent("AirJump:Common", []),
NetEvent("SoundGlobal:CommonEvent", [
NetEvent("SoundGlobal:Common", [
NetIntRange("soundid", 0, 'NUM_SOUNDS-1'),
]),
NetEvent("SoundWorld:CommonEvent", [
NetEvent("SoundWorld:Common", [
NetIntRange("soundid", 0, 'NUM_SOUNDS-1'),
]),
NetEvent("DamageInd:CommonEvent", [
NetEvent("DamageInd:Common", [
NetIntAny("angle"),
]),
]

View file

@ -1,25 +0,0 @@
const array:int sound = sounds.*
const array:int weapon = weapons.*
const array:int powerup = powerups.*
struct weapon {
int firedelay = firedelay@1
int meleedamage = meleedamage@1
int meleereach = meleereach@1
int ammoregentime = ammoregentime@1
int maxammo = maxammo@1
int duration = duration@1
int movetime = movetime@1
int velocity = velocity@1
}
struct powerupinf {
int amount = amount@1
int respawntime = respawntime@1
int startspawntime = startspawntime@1
}
struct data_container {
array:weapon weapons = weapons.*
array:powerupinf powerupinfo = powerups.*
}

View file

@ -1,24 +0,0 @@
tag:images {
ident:name * {
tag:filename string:filename
}
}
tag:sounds {
ident:name * {
tag:filename string:path
}
}
tag:weapons {
ident:name * {
tag:sprite_gun ptr:sprite
tag:sprite_cursor ptr:sprite
}
}
tag:sprites {
ident:name ptr:image int:gridx int:gridy * {
ident:name int:x int:y int:w int:h *
}
}

View file

@ -22,90 +22,18 @@ if not config:load("config.bam") then
end
-- data compiler
dc_compiler = "python scripts/compiler.py"
if family == "windows" then
dc_compiler = "scripts\\compiler.py"
end
netobj_compiler = "python scripts/netobj.py"
if family == "windows" then
netobj_compiler = "scripts\\netobj.py"
end
dat2c_compiler = "python scripts/dat2c.py"
if family == "windows" then
dat2c_compiler = "scripts\\dat2c.py"
end
cmd5_tool = "python scripts/cmd5.py"
if family == "windows" then
cmd5_tool = "scripts\\cmd5.py"
end
function rc(output, input)
print("rc " .. PathFilename(input))
return os.execute("rc /fo " .. output .. " " .. input)
end
function cmd5(output, inputs)
cmd = cmd5_tool .. " "
for i,v in inputs do
cmd = cmd .. v .. " "
function Script(name)
if family == "windows" then
return str_replace(name, "/", "\\")
end
cmd = cmd .. " > " .. output
return {"cmd5 " .. PathFilename(output), cmd}
end
function dat2c(output, data, name)
return {
"dat2c " .. PathFilename(output) .. " = " .. PathFilename(data),
dat2c_compiler .. " " .. data .. " " .. name .. " > " .. output,
}
end
function dc_header(output, data, script)
return {
"dc_header " .. PathFilename(output) .. " = " .. PathFilename(data) .. " ~ " .. PathFilename(script),
dc_compiler .. " " .. data .. " " .. script .. " -h " .. output
}
end
function dc_source(output, data, script, headerfile)
cmd = dc_compiler .. " " .. data .. " " .. script .. " -s " .. output .. " " .. headerfile
return {
"dc_source " .. PathFilename(output) .. "+" .. PathFilename(headerfile) .. " = " .. PathFilename(data) .. " ~ " .. PathFilename(script),
cmd
}
end
function dc_data(output, data, script)
return {
"dc_data " .. PathFilename(output) .. " = " .. PathFilename(data) .. " ~ " .. PathFilename(script),
dc_compiler .. " " .. data .. " " .. script .. " -d " .. output
}
end
function dc_cdata(output, data, script)
return {
"dc_cdata " .. PathFilename(output) .. " = " .. PathFilename(data) .. " ~ " .. PathFilename(script),
dc_compiler .. " " .. data .. " " .. script .. " -c " .. output
}
end
function netobj_source(output, proto)
return {
"netobj source " .. PathFilename(output) .. " = " .. PathFilename(proto),
netobj_compiler .. " source " .. proto .. " " .. output
}
end
function netobj_header(output, proto)
return {
"netobj header " .. PathFilename(output) .. " = " .. PathFilename(proto),
netobj_compiler .. " header " .. proto .. " " .. output
}
return "python " .. name
end
--dc_compiler = Script("scripts/compiler.py")
--netobj_compiler = Script("scripts/netobj.py")
dat2c_compiler = Script("scripts/dat2c.py")
cmd5_tool = Script("scripts/cmd5.py")
content_compiler = Script("datasrc/compile.py")
function CHash(output, ...)
local inputs = {}
@ -114,11 +42,14 @@ function CHash(output, ...)
output = Path(output)
-- compile all the files
local cmd = cmd5_tool .. " "
for index, inname in ih do
table.insert(inputs, Path(inname))
cmd = cmd .. Path(inname) .. " "
end
bam_add_job("cmd5", output, inputs)
cmd = cmd .. " > " .. output
bam_add_job(output, "cmd5 " .. output, cmd)
for index, inname in inputs do
bam_add_dependency(output, inname)
end
@ -128,7 +59,7 @@ end
function ResCompile(scriptfile)
scriptfile = Path(scriptfile)
output = PathBase(scriptfile) .. ".res"
bam_add_job("rc", output, scriptfile)
bam_add_job(output, "rc " .. scriptfile, "rc /fo " .. output .. " " .. scriptfile)
bam_add_dependency(output, scriptfile)
return output
end
@ -136,81 +67,48 @@ end
function Dat2c(datafile, sourcefile, arrayname)
datafile = Path(datafile)
sourcefile = Path(sourcefile)
bam_add_job("dat2c", sourcefile, datafile, arrayname)
bam_add_job(
sourcefile,
"dat2c " .. PathFilename(sourcefile) .. " = " .. PathFilename(datafile),
dat2c_compiler .. " " .. datafile .. " " .. arrayname .. " > " .. sourcefile
)
bam_add_dependency(sourcefile, datafile)
return sourcefile
end
function NetObjCompile(protofile, sourcefile, headerfile)
protofile = Path(protofile)
sourcefile = Path(sourcefile)
headerfile = Path(headerfile)
bam_add_job("netobj_source", sourcefile, protofile)
bam_add_job("netobj_header", headerfile, protofile)
bam_add_dependency(sourcefile, protofile)
bam_add_dependency(headerfile, protofile)
bam_dependency_cpp(sourcefile, {"src"})
return {source = sourcefile, header=headerfile}
function ContentCompile(action, output)
output = Path(output)
bam_add_job(
output,
action .. " > " .. output,
Script("datasrc/compile.py") .. " " .. action .. " > " .. Path(output)
)
bam_add_dependency(output, Path("datasrc/content.py")) -- do this more proper
bam_add_dependency(output, Path("datasrc/network.py"))
bam_add_dependency(output, Path("datasrc/compile.py"))
bam_add_dependency(output, Path("datasrc/datatypes.py"))
return output
end
function DataCompile(datafile, scriptfile, headerfile, sourcefile, outputdatafile)
datafile = Path(datafile)
scriptfile = Path(scriptfile)
headerfile = Path(headerfile)
-- Content Compile
network_source = ContentCompile("network_source", "src/game/generated/g_protocol.cpp")
network_header = ContentCompile("network_header", "src/game/generated/g_protocol.h")
client_content_source = ContentCompile("client_content_source", "src/game/generated/gc_data.cpp")
client_content_header = ContentCompile("client_content_header", "src/game/generated/gc_data.h")
server_content_source = ContentCompile("server_content_source", "src/game/generated/gs_data.cpp")
server_content_header = ContentCompile("server_content_header", "src/game/generated/gs_data.h")
bam_add_job("dc_header", headerfile, datafile, scriptfile)
bam_add_dependency(headerfile, datafile)
bam_add_dependency(headerfile, scriptfile)
if sourcefile then
sourcefile = Path(sourcefile)
bam_add_job("dc_source", sourcefile, datafile, scriptfile, headerfile)
bam_add_dependency(sourcefile, datafile)
bam_add_dependency(sourcefile, scriptfile)
bam_add_dependency(sourcefile, headerfile)
end
if outputdatafile then
outputdatafile = Path(outputdatafile)
bam_add_job("dc_cdata", outputdatafile, datafile, scriptfile)
bam_add_dependency(outputdatafile, datafile)
bam_add_dependency(outputdatafile, scriptfile)
end
return {cdata = outputdatafile, header=headerfile, source=sourcefile}
end
serverdata = DataCompile(
"datasrc/data.ds",
"datasrc/server.dts",
"src/game/generated/gs_data.h",
"src/game/generated/gs_data.cpp",
"src/game/generated/gs_internaldata.cpp")
clientdata = DataCompile(
"datasrc/data.ds",
"datasrc/client.dts",
"src/game/generated/gc_data.h",
"src/game/generated/gc_data.cpp",
"src/game/generated/gc_internaldata.cpp")
networkdata = DataCompile(
"datasrc/data.ds",
"datasrc/network.dts",
"src/game/generated/g_protocol_ids.h",
"src/game/generated/g_protocol_ids.cpp")
netobj = NetObjCompile(
"src/game/g_protocol.def",
"src/game/generated/g_protocol.cpp",
"src/game/generated/g_protocol.h")
bam_add_dependency(network_source, network_header)
bam_add_dependency(client_content_source, client_content_header)
bam_add_dependency(server_content_source, server_content_header)
nethash = CHash(
"src/game/generated/nethash.c",
"src/engine/e_protocol.h",
"src/game/generated/g_protocol.h",
"src/game/g_tuning.h",
"src/game/g_game.cpp", networkdata.header)
"src/game/g_game.cpp", network_header)
client_link_other = {}
if config.compiler.value == "cl" then
@ -402,9 +300,9 @@ function build(settings)
server = Compile(server_settings, Collect("src/engine/server/*.c"))
masterserver = Compile(settings, Collect("src/mastersrv/*.cpp"))
game_shared = Compile(settings, Collect("src/game/*.cpp"), nethash, netobj.source)
game_client = Compile(settings, Collect("src/game/client/*.cpp"), clientdata.source, clientdata.cdata)
game_server = Compile(settings, Collect("src/game/server/*.cpp"), serverdata.source, serverdata.cdata)
game_shared = Compile(settings, Collect("src/game/*.cpp"), nethash, network_source)
game_client = Compile(settings, Collect("src/game/client/*.cpp"), client_content_source)
game_server = Compile(settings, Collect("src/game/server/*.cpp"), server_content_source)
game_editor = Compile(settings, Collect("src/game/editor/*.cpp"))
-- build tools (TODO: fix this so we don't get double _d_d stuff)

View file

@ -84,15 +84,17 @@ def get_all_servers():
addr = "master%d.teeworlds.com"%i
list = get_servers(addr)
if list:
print addr, "had", len(list), "servers"
servers += list
return servers
servers = get_all_servers()
total_players = 0
for server in servers:
print "checking server", server[0], server[1]
info = get_server_info(server[0], server[1])
if info:
total_players += len(info["players"])
if 1:
for server in servers:
print "checking server", server[0], server[1]
info = get_server_info(server[0], server[1])
if info:
total_players += len(info["players"])
print total_players, "on", len(servers), 'servers'

View file

@ -770,7 +770,7 @@ static void client_process_packet(NETCHUNK *packet)
{
int sys;
int msg = msg_unpack_start(packet->data, packet->data_size, &sys);
if(sys)
{
/* system message */

View file

@ -19,7 +19,6 @@ CURRENT:
unsigned char flags_size; // 2bit flags, 6 bit size
unsigned char size_seq; // 4bit size, 4bit seq
(unsigned char seq;) // 8bit seq, if vital flag is set
*/
enum
@ -216,6 +215,25 @@ struct NETCLIENT_t
static IOHANDLE datalog = 0;
static HUFFSTATE huffmanstate;
#define COMPRESSION 0
typedef struct pcap_hdr_s {
unsigned magic_number; /* magic number */
short version_major; /* major version number */
short version_minor; /* minor version number */
int thiszone; /* GMT to local correction */
unsigned sigfigs; /* accuracy of timestamps */
unsigned snaplen; /* max length of captured packets, in octets */
unsigned network; /* data link type */
} pcap_hdr_t;
typedef struct pcaprec_hdr_s {
unsigned ts_sec; /* timestamp seconds */
unsigned ts_usec; /* timestamp microseconds */
unsigned incl_len; /* number of octets of packet saved in file */
unsigned orig_len; /* actual length of packet */
} pcaprec_hdr_t;
/* packs the data tight and sends it */
static void send_packet(NETSOCKET socket, NETADDR4 *addr, NETPACKETCONSTRUCT *packet)
{
@ -229,14 +247,14 @@ static void send_packet(NETSOCKET socket, NETADDR4 *addr, NETPACKETCONSTRUCT *pa
io_write(datalog, &packet->chunk_data, packet->data_size);
}
if(1)
if(COMPRESSION)
{
int compressed_size = (huffman_compress(&huffmanstate, packet->chunk_data, packet->data_size, &buffer[4], NET_MAX_PACKETSIZE-4)+7)/8;
net_udp4_send(socket, addr, buffer, NET_PACKETHEADERSIZE+compressed_size);
}
else
{
mem_copy(&buffer[4], packet->chunk_data, packet->data_size);
mem_copy(&buffer[3], packet->chunk_data, packet->data_size);
net_udp4_send(socket, addr, buffer, NET_PACKETHEADERSIZE+packet->data_size);
}
}
@ -246,7 +264,10 @@ static int unpack_packet(unsigned char *buffer, int size, NETPACKETCONSTRUCT *pa
{
/* check the size */
if(size < NET_PACKETHEADERSIZE || size > NET_MAX_PACKETSIZE)
{
dbg_msg("", "packet too small");
return -1;
}
/* read the packet */
packet->flags = buffer[0]>>4;
@ -254,12 +275,12 @@ static int unpack_packet(unsigned char *buffer, int size, NETPACKETCONSTRUCT *pa
packet->num_chunks = buffer[2];
packet->data_size = size - NET_PACKETHEADERSIZE;
if(1)
if(COMPRESSION)
{
huffman_decompress(&huffmanstate, &buffer[4], packet->data_size, packet->chunk_data, sizeof(packet->chunk_data));
huffman_decompress(&huffmanstate, &buffer[3], packet->data_size, packet->chunk_data, sizeof(packet->chunk_data));
}
else
mem_copy(packet->chunk_data, &buffer[4], packet->data_size);
mem_copy(packet->chunk_data, &buffer[3], packet->data_size);
/* return success */
return 0;
@ -435,6 +456,7 @@ static void conn_send_control(NETCONNECTION *conn, int controlmsg, const void *e
static void conn_resend(NETCONNECTION *conn)
{
int resend_count = 0;
int max = 10;
RINGBUFFER_ITEM *item = conn->buffer.first;
while(item)
@ -443,9 +465,12 @@ static void conn_resend(NETCONNECTION *conn)
conn_queue_chunk(conn, resend->flags|NET_CHUNKFLAG_RESEND, resend->data_size, resend->data);
item = item->next;
max--;
resend_count++;
if(!max)
break;
}
dbg_msg("conn", "resent %d packets", resend_count);
}
static int conn_connect(NETCONNECTION *conn, NETADDR4 *addr)

View file

@ -226,6 +226,9 @@ void server_setclientname(int client_id, const char *name)
if(client_id < 0 || client_id > MAX_CLIENTS || clients[client_id].state < SRVCLIENT_STATE_READY)
return;
if(!name)
return;
str_copy(nametry, name, MAX_NAME_LENGTH);
if(server_try_setclientname(client_id, nametry))
{

View file

@ -1,14 +1,14 @@
struct animstate
struct ANIM_STATE
{
keyframe body;
keyframe back_foot;
keyframe front_foot;
keyframe attach;
ANIM_KEYFRAME body;
ANIM_KEYFRAME back_foot;
ANIM_KEYFRAME front_foot;
ANIM_KEYFRAME attach;
};
void anim_seq_eval(sequence *seq, float time, keyframe *frame);
void anim_eval(animation *anim, float time, animstate *state);
void anim_add_keyframe(keyframe *seq, keyframe *added, float amount);
void anim_add(animstate *state, animstate *added, float amount);
void anim_eval_add(animstate *state, animation *anim, float time, float amount);
void anim_seq_eval(ANIM_SEQUENCE *seq, float time, ANIM_KEYFRAME *frame);
void anim_eval(ANIMATION *anim, float time, ANIM_STATE *state);
void anim_add_keyframe(ANIM_KEYFRAME *seq, ANIM_KEYFRAME *added, float amount);
void anim_add(ANIM_STATE *state, ANIM_STATE *added, float amount);
void anim_eval_add(ANIM_STATE *state, ANIMATION *anim, float time, float amount);

View file

@ -24,7 +24,7 @@ extern "C" {
#include "gc_anim.h"
#include "gc_console.h"
struct data_container *data = 0;
//struct data_container *data = 0;
int64 debug_firedelay = 0;
NETOBJ_PLAYER_INPUT input_data = {0};
@ -39,7 +39,7 @@ int emoticon_selector_active = 0;
int scoreboard_active = 0;
static int emoticon_selected_emote = -1;
tuning_params tuning;
TUNING_PARAMS tuning;
vec2 mouse_pos;
vec2 local_character_pos;
@ -53,12 +53,12 @@ const NETOBJ_FLAG *flags[2] = {0,0};
const NETOBJ_GAME *gameobj = 0;
*/
snapstate netobjects;
SNAPSTATE netobjects;
int picked_up_weapon = -1;
client_data client_datas[MAX_CLIENTS];
void client_data::update_render_info()
CLIENT_DATA client_datas[MAX_CLIENTS];
void CLIENT_DATA::update_render_info()
{
render_info = skin_info;
@ -82,7 +82,7 @@ int64 broadcast_time = 0;
void snd_play_random(int chn, int setid, float vol, vec2 pos)
{
soundset *set = &data->sounds[setid];
SOUNDSET *set = &data->sounds[setid];
if(!set->num_sounds)
return;
@ -280,7 +280,7 @@ void chat_add_line(int client_id, int team, const char *line)
}
killmsg killmsgs[killmsg_max];
KILLMSG killmsgs[killmsg_max];
int killmsg_current = 0;
//bool add_trail = false;
@ -347,18 +347,18 @@ void line_input::process_input(INPUT_EVENT e)
}
}
input_stack_handler::input_stack_handler()
INPUT_STACK_HANDLER::INPUT_STACK_HANDLER()
{
num_handlers = 0;
}
void input_stack_handler::add_handler(callback cb, void *user)
void INPUT_STACK_HANDLER::add_handler(CALLBACK cb, void *user)
{
user_data[num_handlers] = user;
handlers[num_handlers++] = cb;
}
void input_stack_handler::dispatch_input()
void INPUT_STACK_HANDLER::dispatch_input()
{
for(int i = 0; i < inp_num_events(); i++)
{
@ -378,7 +378,7 @@ void input_stack_handler::dispatch_input()
}
input_stack_handler input_stack;
INPUT_STACK_HANDLER input_stack;
extern int render_popup(const char *caption, const char *text, const char *button_text);
@ -395,7 +395,7 @@ void process_events(int snaptype)
NETEVENT_DAMAGEIND *ev = (NETEVENT_DAMAGEIND *)data;
effect_damage_indicator(vec2(ev->x, ev->y), get_direction(ev->angle));
}
else if(item.type == NETEVENTTYPE_AIR_JUMP)
else if(item.type == NETEVENTTYPE_AIRJUMP)
{
NETEVENT_COMMON *ev = (NETEVENT_COMMON *)data;
effect_air_jump(vec2(ev->x, ev->y));
@ -420,9 +420,9 @@ void process_events(int snaptype)
NETEVENT_DEATH *ev = (NETEVENT_DEATH *)data;
effect_playerdeath(vec2(ev->x, ev->y), ev->cid);
}
else if(item.type == NETEVENTTYPE_SOUND_WORLD)
else if(item.type == NETEVENTTYPE_SOUNDWORLD)
{
NETEVENT_SOUND_WORLD *ev = (NETEVENT_SOUND_WORLD *)data;
NETEVENT_SOUNDWORLD *ev = (NETEVENT_SOUNDWORLD *)data;
snd_play_random(CHN_WORLD, ev->soundid, 1.0f, vec2(ev->x, ev->y));
}
}
@ -474,7 +474,7 @@ void send_kill(int client_id)
client_send_msg();
}
void anim_seq_eval(sequence *seq, float time, keyframe *frame)
void anim_seq_eval(ANIM_SEQUENCE *seq, float time, ANIM_KEYFRAME *frame)
{
if(seq->num_frames == 0)
{
@ -490,8 +490,8 @@ void anim_seq_eval(sequence *seq, float time, keyframe *frame)
else
{
//time = max(0.0f, min(1.0f, time / duration)); // TODO: use clamp
keyframe *frame1 = 0;
keyframe *frame2 = 0;
ANIM_KEYFRAME *frame1 = 0;
ANIM_KEYFRAME *frame2 = 0;
float blend = 0.0f;
// TODO: make this smarter.. binary search
@ -516,7 +516,7 @@ void anim_seq_eval(sequence *seq, float time, keyframe *frame)
}
}
void anim_eval(animation *anim, float time, animstate *state)
void anim_eval(ANIMATION *anim, float time, ANIM_STATE *state)
{
anim_seq_eval(&anim->body, time, &state->body);
anim_seq_eval(&anim->back_foot, time, &state->back_foot);
@ -524,14 +524,14 @@ void anim_eval(animation *anim, float time, animstate *state)
anim_seq_eval(&anim->attach, time, &state->attach);
}
void anim_add_keyframe(keyframe *seq, keyframe *added, float amount)
void anim_add_keyframe(ANIM_KEYFRAME *seq, ANIM_KEYFRAME *added, float amount)
{
seq->x += added->x*amount;
seq->y += added->y*amount;
seq->angle += added->angle*amount;
}
void anim_add(animstate *state, animstate *added, float amount)
void anim_add(ANIM_STATE *state, ANIM_STATE *added, float amount)
{
anim_add_keyframe(&state->body, &added->body, amount);
anim_add_keyframe(&state->back_foot, &added->back_foot, amount);
@ -539,9 +539,9 @@ void anim_add(animstate *state, animstate *added, float amount)
anim_add_keyframe(&state->attach, &added->attach, amount);
}
void anim_eval_add(animstate *state, animation *anim, float time, float amount)
void anim_eval_add(ANIM_STATE *state, ANIMATION *anim, float time, float amount)
{
animstate add;
ANIM_STATE add;
anim_eval(anim, time, &add);
anim_add(state, &add, amount);
}
@ -694,7 +694,7 @@ void render_spectators(float x, float y, float w)
void render_scoreboard(float x, float y, float w, int team, const char *title)
{
animstate idlestate;
ANIM_STATE idlestate;
anim_eval(&data->animations[ANIM_BASE], 0, &idlestate);
anim_eval_add(&idlestate, &data->animations[ANIM_IDLE], 0, 1.0f);
@ -892,7 +892,7 @@ void render_game()
if(netobjects.local_info && netobjects.local_info->team == -1)
spectate = true;
animstate idlestate;
ANIM_STATE idlestate;
anim_eval(&data->animations[ANIM_BASE], 0, &idlestate);
anim_eval_add(&idlestate, &data->animations[ANIM_IDLE], 0, 1.0f);
@ -1117,7 +1117,7 @@ void render_game()
// render cursor
if (!menu_active && !emoticon_selector_active)
{
select_sprite(data->weapons[netobjects.local_character->weapon%data->num_weapons].sprite_cursor);
select_sprite(data->weapons.id[netobjects.local_character->weapon%NUM_WEAPONS].sprite_cursor);
float cursorsize = 64;
draw_sprite(local_target_pos.x, local_target_pos.y, cursorsize);
}
@ -1132,7 +1132,7 @@ void render_game()
gfx_mapscreen(0,0,300*gfx_screenaspect(),300);
// if weaponstage is active, put a "glow" around the stage ammo
select_sprite(data->weapons[netobjects.local_character->weapon%data->num_weapons].sprite_proj);
select_sprite(data->weapons.id[netobjects.local_character->weapon%NUM_WEAPONS].sprite_proj);
for (int i = 0; i < min(netobjects.local_character->ammocount, 10); i++)
gfx_quads_drawTL(x+i*12,y+24,10,10);
@ -1215,7 +1215,7 @@ void render_game()
{
gfx_texture_set(data->images[IMAGE_GAME].id);
gfx_quads_begin();
select_sprite(data->weapons[killmsgs[r].weapon].sprite_body);
select_sprite(data->weapons.id[killmsgs[r].weapon].sprite_body);
draw_sprite(x, y+28, 96);
gfx_quads_end();
}
@ -1410,7 +1410,7 @@ void render_game()
const char *name = client_datas[id].name;
float w = gfx_text_width(0, 10, name, -1);
gfx_text(0, whole-40-5-w, 300-40-15+t*20+2, 10, name, -1);
tee_render_info info = client_datas[id].render_info;
TEE_RENDER_INFO info = client_datas[id].render_info;
info.size = 18.0f;
render_tee(&idlestate, &info, EMOTE_NORMAL, vec2(1,0),
@ -1588,11 +1588,11 @@ void render_game()
gfx_text(0, 150*gfx_screenaspect()-w/2, 35, 14, broadcast_text, -1);
}
tuning_params standard_tuning;
TUNING_PARAMS standard_tuning;
// render warning about non standard tuning
bool flash = time_get()/(time_freq()/2)%2 == 0;
if(config.cl_warning_tuning && memcmp(&standard_tuning, &tuning, sizeof(tuning_params)) != 0)
if(config.cl_warning_tuning && memcmp(&standard_tuning, &tuning, sizeof(TUNING_PARAMS)) != 0)
{
const char *text = "Warning! Server is running non-standard tuning.";
if(flash)

View file

@ -13,14 +13,14 @@ enum
CHN_GLOBAL,
};
extern struct data_container *data;
//extern struct data_container *data;
extern vec2 mouse_pos;
extern vec2 local_character_pos;
extern vec2 local_target_pos;
// snap pointers
struct snapstate
struct SNAPSTATE
{
const NETOBJ_PLAYER_CHARACTER *local_character;
const NETOBJ_PLAYER_CHARACTER *local_prev_character;
@ -33,7 +33,7 @@ struct snapstate
int num_players;
};
extern snapstate netobjects;
extern SNAPSTATE netobjects;
/*
extern const NETOBJ_PLAYER_CHARACTER *local_character;
@ -43,11 +43,11 @@ extern const NETOBJ_FLAG *flags[2];
extern const NETOBJ_GAME *gameobj;
* */
extern tuning_params tuning;
extern TUNING_PARAMS tuning;
// predicted players
extern player_core predicted_prev_player;
extern player_core predicted_player;
extern PLAYER_CORE predicted_prev_player;
extern PLAYER_CORE predicted_player;
// input
extern NETOBJ_PLAYER_INPUT input_data;
@ -112,13 +112,13 @@ public:
unsigned cursor_offset() const { return cursor_pos; }
};
class input_stack_handler
class INPUT_STACK_HANDLER
{
public:
typedef bool (*callback)(INPUT_EVENT e, void *user);
typedef bool (*CALLBACK)(INPUT_EVENT e, void *user);
input_stack_handler();
void add_handler(callback cb, void *user_data);
INPUT_STACK_HANDLER();
void add_handler(CALLBACK cb, void *user_data);
void dispatch_input();
private:
@ -127,19 +127,19 @@ private:
MAX_HANDLERS=16
};
callback handlers[MAX_HANDLERS];
CALLBACK handlers[MAX_HANDLERS];
void *user_data[MAX_HANDLERS];
int num_handlers;
};
extern input_stack_handler input_stack;
extern INPUT_STACK_HANDLER input_stack;
extern int emoticon_selector_active; // TODO: ugly
extern int scoreboard_active; // TODO: ugly
// client data
struct client_data
struct CLIENT_DATA
{
char name[64];
char skin_name[64];
@ -148,20 +148,20 @@ struct client_data
int team;
int emoticon;
int emoticon_start;
player_core predicted;
PLAYER_CORE predicted;
tee_render_info skin_info; // this is what the server reports
tee_render_info render_info; // this is what we use
TEE_RENDER_INFO skin_info; // this is what the server reports
TEE_RENDER_INFO render_info; // this is what we use
float angle;
void update_render_info();
};
extern client_data client_datas[MAX_CLIENTS];
extern CLIENT_DATA client_datas[MAX_CLIENTS];
// kill messages
struct killmsg
struct KILLMSG
{
int weapon;
int victim;
@ -171,7 +171,7 @@ struct killmsg
};
const int killmsg_max = 5;
extern killmsg killmsgs[killmsg_max];
extern KILLMSG killmsgs[killmsg_max];
extern int killmsg_current;
//
@ -205,7 +205,7 @@ void effect_playerdeath(vec2 pos, int cid);
void effect_powerupshine(vec2 pos, vec2 size);
// particles
struct particle
struct PARTICLE
{
void set_default()
{
@ -255,7 +255,7 @@ enum
NUM_PARTGROUPS
};
void particle_add(int group, particle *part);
void particle_add(int group, PARTICLE *part);
void particle_render(int group);
void particle_update(float time_passed);
void particle_reset();

View file

@ -8,7 +8,7 @@ static bool add_100hz = false;
void effect_air_jump(vec2 pos)
{
particle p;
PARTICLE p;
p.set_default();
p.spr = SPRITE_PART_AIRJUMP;
p.pos = pos + vec2(-6.0f, 16.0f);
@ -32,7 +32,7 @@ void effect_powerupshine(vec2 pos, vec2 size)
if(!add_50hz)
return;
particle p;
PARTICLE p;
p.set_default();
p.spr = SPRITE_PART_SLICE;
p.pos = pos + vec2((frandom()-0.5f)*size.x, (frandom()-0.5f)*size.y);
@ -53,7 +53,7 @@ void effect_smoketrail(vec2 pos, vec2 vel)
if(!add_50hz)
return;
particle p;
PARTICLE p;
p.set_default();
p.spr = SPRITE_PART_SMOKE;
p.pos = pos;
@ -72,7 +72,7 @@ void effect_skidtrail(vec2 pos, vec2 vel)
if(!add_100hz)
return;
particle p;
PARTICLE p;
p.set_default();
p.spr = SPRITE_PART_SMOKE;
p.pos = pos;
@ -91,7 +91,7 @@ void effect_bullettrail(vec2 pos)
if(!add_100hz)
return;
particle p;
PARTICLE p;
p.set_default();
p.spr = SPRITE_PART_BALL;
p.pos = pos;
@ -106,7 +106,7 @@ void effect_playerspawn(vec2 pos)
{
for(int i = 0; i < 32; i++)
{
particle p;
PARTICLE p;
p.set_default();
p.spr = SPRITE_PART_SHELL;
p.pos = pos;
@ -137,7 +137,7 @@ void effect_playerdeath(vec2 pos, int cid)
for(int i = 0; i < 64; i++)
{
particle p;
PARTICLE p;
p.set_default();
p.spr = SPRITE_PART_SPLAT01 + (rand()%3);
p.pos = pos;
@ -170,7 +170,7 @@ void effect_explosion(vec2 pos)
}
// add the explosion
particle p;
PARTICLE p;
p.set_default();
p.spr = SPRITE_PART_EXPL01;
p.pos = pos;
@ -183,7 +183,7 @@ void effect_explosion(vec2 pos)
// add the smoke
for(int i = 0; i < 24; i++)
{
particle p;
PARTICLE p;
p.set_default();
p.spr = SPRITE_PART_SMOKE;
p.pos = pos;

View file

@ -83,7 +83,7 @@ extern "C" void modc_init()
snd_set_channel(CHN_GLOBAL, 1.0f, 0.0f);
// load the data container
data = load_data_from_memory(internal_data);
//data = load_data_from_memory(internal_data);
// TODO: should be removed
snd_set_listener_pos(0.0f, 0.0f);
@ -128,18 +128,18 @@ extern "C" void modc_shutdown()
}
player_core predicted_prev_player;
player_core predicted_player;
PLAYER_CORE predicted_prev_player;
PLAYER_CORE predicted_player;
static int predicted_tick = 0;
static int last_new_predicted_tick = -1;
extern "C" void modc_predict()
{
player_core before_prev_player = predicted_prev_player;
player_core before_player = predicted_player;
PLAYER_CORE before_prev_player = predicted_prev_player;
PLAYER_CORE before_player = predicted_player;
// repredict player
world_core world;
WORLD_CORE world;
world.tuning = tuning;
int local_cid = -1;
@ -271,10 +271,10 @@ extern "C" void modc_newsnapshot()
{
SNAP_ITEM item;
void *data = snap_get_item(SNAP_CURRENT, index, &item);
if(netobj_secure(item.type, data, item.datasize) != 0)
if(netobj_validate(item.type, data, item.datasize) != 0)
{
if(config.debug)
dbg_msg("game", "invalidated %d %d (%s) %d", index, item.type, netobj_get_name(item.type), item.id);
dbg_msg("game", "invalidated index=%d type=%d (%s) size=%d id=%d", index, item.type, netobj_get_name(item.type), item.datasize, item.id);
snap_invalidate_item(SNAP_CURRENT, index);
}
}
@ -477,7 +477,7 @@ int64 server_motd_time = 0;
extern "C" void modc_message(int msgtype)
{
// special messages
if(msgtype == NETMSGTYPE_SV_EXTRA_PROJECTILE)
if(msgtype == NETMSGTYPE_SV_EXTRAPROJECTILE)
{
int num = msg_unpack_int();
@ -499,12 +499,12 @@ extern "C" void modc_message(int msgtype)
return;
}
else if(msgtype == NETMSGTYPE_SV_TUNE_PARAMS)
else if(msgtype == NETMSGTYPE_SV_TUNEPARAMS)
{
// unpack the new tuning
tuning_params new_tuning;
TUNING_PARAMS new_tuning;
int *params = (int *)&new_tuning;
for(unsigned i = 0; i < sizeof(tuning_params)/sizeof(int); i++)
for(unsigned i = 0; i < sizeof(TUNING_PARAMS)/sizeof(int); i++)
params[i] = msg_unpack_int();
// check for unpacking errors
@ -595,13 +595,13 @@ extern "C" void modc_message(int msgtype)
client_datas[msg->cid].update_render_info();
}
else if(msgtype == NETMSGTYPE_SV_WEAPON_PICKUP)
else if(msgtype == NETMSGTYPE_SV_WEAPONPICKUP)
{
NETMSG_SV_WEAPON_PICKUP *msg = (NETMSG_SV_WEAPON_PICKUP *)rawmsg;
NETMSG_SV_WEAPONPICKUP *msg = (NETMSG_SV_WEAPONPICKUP *)rawmsg;
if(config.cl_autoswitch_weapons)
input_data.wanted_weapon = msg->weapon+1;
}
else if(msgtype == NETMSGTYPE_SV_READY_TO_ENTER)
else if(msgtype == NETMSGTYPE_SV_READYTOENTER)
{
client_entergame();
}
@ -610,7 +610,7 @@ extern "C" void modc_message(int msgtype)
NETMSG_SV_KILLMSG *msg = (NETMSG_SV_KILLMSG *)rawmsg;
// unpack messages
killmsg kill;
KILLMSG kill;
kill.killer = msg->killer;
kill.victim = msg->victim;
kill.weapon = msg->weapon;
@ -629,9 +629,9 @@ extern "C" void modc_message(int msgtype)
client_datas[msg->cid].emoticon = msg->emoticon;
client_datas[msg->cid].emoticon_start = client_tick();
}
else if(msgtype == NETMSGTYPE_SV_SOUND_GLOBAL)
else if(msgtype == NETMSGTYPE_SV_SOUNDGLOBAL)
{
NETMSG_SV_SOUND_GLOBAL *msg = (NETMSG_SV_SOUND_GLOBAL *)rawmsg;
NETMSG_SV_SOUNDGLOBAL *msg = (NETMSG_SV_SOUNDGLOBAL *)rawmsg;
snd_play_random(CHN_GLOBAL, msg->soundid, 1.0f, vec2(0,0));
}
}

View file

@ -25,7 +25,7 @@ extern "C" {
#include "gc_client.h"
#include <mastersrv/mastersrv.h>
extern data_container *data;
//extern data_container *data;
extern bool menu_active;
//extern bool menu_game_active;
@ -959,7 +959,7 @@ static void menu2_render_serverbrowser(RECT main_view)
if (selected_server)
{
RECT row;
static char *labels[] = { "Version:", "Game Type:", "Progression:", "Ping:" };
static const char *labels[] = { "Version:", "Game Type:", "Progression:", "Ping:" };
RECT left_column;
RECT right_column;
@ -977,7 +977,7 @@ static void menu2_render_serverbrowser(RECT main_view)
ui_do_label(&row, selected_server->version, font_size, -1);
ui_hsplit_t(&right_column, 15.0f, &row, &right_column);
static char *game_types[] = { "DM", "TDM", "CTF" };
static const char *game_types[] = { "DM", "TDM", "CTF" };
if (selected_server->game_type >= 0 && selected_server->game_type < (int)(sizeof(game_types)/sizeof(*game_types)))
ui_do_label(&row, game_types[selected_server->game_type], font_size, -1);
@ -1285,7 +1285,7 @@ static void menu2_render_settings_player(RECT main_view)
if(start < 0)
start = 0;
animstate state;
ANIM_STATE state;
anim_eval(&data->animations[ANIM_BASE], 0, &state);
anim_eval_add(&state, &data->animations[ANIM_IDLE], 0, 1.0f);
//anim_eval_add(&state, &data->animations[ANIM_WALK], fmod(client_localtime(), 1.0f), 1.0f);
@ -1307,7 +1307,7 @@ static void menu2_render_settings_player(RECT main_view)
if(strcmp(s->name, config.player_skin) == 0)
selected = 1;
tee_render_info info;
TEE_RENDER_INFO info;
info.texture = s->org_texture;
info.color_body = vec4(1,1,1,1);
info.color_feet = vec4(1,1,1,1);
@ -1831,7 +1831,7 @@ int menu2_render()
gfx_mapscreen(0,0,10*4/3.0f,10);
gfx_clear(gui_color.r, gui_color.g, gui_color.b);
animstate state;
ANIM_STATE state;
anim_eval(&data->animations[ANIM_BASE], 0, &state);
anim_eval_add(&state, &data->animations[ANIM_IDLE], 0, 1.0f);
//anim_eval_add(&state, &data->animations[ANIM_WALK], fmod(client_localtime(), 1.0f), 1.0f);
@ -1846,7 +1846,7 @@ int menu2_render()
//int colors[2] = {65432, 9895832}; // NEW
int colors[2] = {65387, 10223467}; // NEW
tee_render_info info;
TEE_RENDER_INFO info;
info.texture = skin_get(i)->color_texture;
info.color_feet = info.color_body = skin_get_color(colors[c]);
//info.color_feet = info.color_body = vec4(1,1,1,1);

View file

@ -9,7 +9,7 @@ enum
MAX_PARTICLES=1024*8,
};
static particle particles[MAX_PARTICLES];
static PARTICLE particles[MAX_PARTICLES];
static int first_free = -1;
static int first_part[NUM_PARTGROUPS] = {-1};
@ -31,7 +31,7 @@ void particle_reset()
}
void particle_add(int group, particle *part)
void particle_add(int group, PARTICLE *part)
{
if (first_free == -1)
return;

View file

@ -14,7 +14,7 @@
static float sprite_w_scale;
static float sprite_h_scale;
void select_sprite(sprite *spr, int flags, int sx, int sy)
void select_sprite(SPRITE *spr, int flags, int sx, int sy)
{
int x = spr->x+sx;
int y = spr->y+sy;
@ -134,7 +134,7 @@ void ui_draw_rect(const RECT *r, vec4 color, int corners, float rounding)
gfx_quads_end();
}
void render_tee(animstate *anim, tee_render_info *info, int emote, vec2 dir, vec2 pos)
void render_tee(ANIM_STATE *anim, TEE_RENDER_INFO *info, int emote, vec2 dir, vec2 pos)
{
vec2 direction = dir;
vec2 position = pos;
@ -196,7 +196,7 @@ void render_tee(animstate *anim, tee_render_info *info, int emote, vec2 dir, vec
}
// draw feet
keyframe *foot = f ? &anim->front_foot : &anim->back_foot;
ANIM_KEYFRAME *foot = f ? &anim->front_foot : &anim->back_foot;
float w = basesize;
float h = basesize/2;
@ -433,11 +433,11 @@ static void render_items()
{
render_projectile((const NETOBJ_PROJECTILE *)data, item.id);
}
else if(item.type == NETOBJTYPE_POWERUP)
else if(item.type == NETOBJTYPE_PICKUP)
{
const void *prev = snap_find_item(SNAP_PREV, item.type, item.id);
if(prev)
render_powerup((const NETOBJ_POWERUP *)prev, (const NETOBJ_POWERUP *)data);
render_pickup((const NETOBJ_PICKUP *)prev, (const NETOBJ_PICKUP *)data);
}
else if(item.type == NETOBJTYPE_LASER)
{

View file

@ -6,9 +6,9 @@
#include "../g_mapitems.h"
#include "gc_ui.h"
struct tee_render_info
struct TEE_RENDER_INFO
{
tee_render_info()
TEE_RENDER_INFO()
{
texture = -1;
color_body = vec4(1,1,1,1);
@ -36,9 +36,9 @@ enum
TILERENDERFLAG_EXTEND=4,
};
typedef struct sprite;
typedef struct SPRITE;
void select_sprite(sprite *spr, int flags=0, int sx=0, int sy=0);
void select_sprite(SPRITE *spr, int flags=0, int sx=0, int sy=0);
void select_sprite(int id, int flags=0, int sx=0, int sy=0);
void draw_sprite(float x, float y, float size);
@ -60,9 +60,9 @@ void render_particles();
void render_tilemap_generate_skip();
// object render methods (gc_render_obj.cpp)
void render_tee(class animstate *anim, tee_render_info *info, int emote, vec2 dir, vec2 pos);
void render_tee(class ANIM_STATE *anim, TEE_RENDER_INFO *info, int emote, vec2 dir, vec2 pos);
void render_flag(const struct NETOBJ_FLAG *prev, const struct NETOBJ_FLAG *current);
void render_powerup(const struct NETOBJ_POWERUP *prev, const struct NETOBJ_POWERUP *current);
void render_pickup(const struct NETOBJ_PICKUP *prev, const struct NETOBJ_PICKUP *current);
void render_projectile(const struct NETOBJ_PROJECTILE *current, int itemid);
void render_laser(const struct NETOBJ_LASER *current);
void render_player(

View file

@ -49,7 +49,7 @@ void render_projectile(const NETOBJ_PROJECTILE *current, int itemid)
vec2 pos = calc_pos(startpos, startvel, curvature, speed, ct);
vec2 prevpos = calc_pos(startpos, startvel, curvature, speed, ct-0.001f);
select_sprite(data->weapons[clamp(current->type, 0, NUM_WEAPONS-1)].sprite_proj);
select_sprite(data->weapons.id[clamp(current->type, 0, NUM_WEAPONS-1)].sprite_proj);
vec2 vel = pos-prevpos;
//vec2 pos = mix(vec2(prev->x, prev->y), vec2(current->x, current->y), client_intratick());
@ -78,7 +78,7 @@ void render_projectile(const NETOBJ_PROJECTILE *current, int itemid)
gfx_quads_end();
}
void render_powerup(const NETOBJ_POWERUP *prev, const NETOBJ_POWERUP *current)
void render_pickup(const NETOBJ_PICKUP *prev, const NETOBJ_PICKUP *current)
{
gfx_texture_set(data->images[IMAGE_GAME].id);
gfx_quads_begin();
@ -88,21 +88,20 @@ void render_powerup(const NETOBJ_POWERUP *prev, const NETOBJ_POWERUP *current)
if (current->type == POWERUP_WEAPON)
{
angle = 0; //-pi/6;//-0.25f * pi * 2.0f;
select_sprite(data->weapons[clamp(current->subtype, 0, NUM_WEAPONS-1)].sprite_body);
size = data->weapons[clamp(current->subtype, 0, NUM_WEAPONS-1)].visual_size;
select_sprite(data->weapons.id[clamp(current->subtype, 0, NUM_WEAPONS-1)].sprite_body);
size = data->weapons.id[clamp(current->subtype, 0, NUM_WEAPONS-1)].visual_size;
}
else
{
const int c[] = {
SPRITE_POWERUP_HEALTH,
SPRITE_POWERUP_ARMOR,
SPRITE_POWERUP_WEAPON,
SPRITE_POWERUP_NINJA,
SPRITE_POWERUP_TIMEFIELD
SPRITE_PICKUP_HEALTH,
SPRITE_PICKUP_ARMOR,
SPRITE_PICKUP_WEAPON,
SPRITE_PICKUP_NINJA
};
select_sprite(c[current->type]);
if(c[current->type] == SPRITE_POWERUP_NINJA)
if(c[current->type] == SPRITE_PICKUP_NINJA)
{
effect_powerupshine(pos, vec2(96,18));
size *= 2.0f;
@ -157,7 +156,7 @@ void render_laser(const struct NETOBJ_LASER *current)
vec2 from = vec2(current->from_x, current->from_y);
vec2 dir = normalize(pos-from);
float ticks = client_tick() + client_intratick() - current->eval_tick;
float ticks = client_tick() + client_intratick() - current->start_tick;
float ms = (ticks/50.0f) * 1000.0f;
float a = ms / tuning.laser_bounce_delay;
a = clamp(a, 0.0f, 1.0f);
@ -222,7 +221,7 @@ void render_laser(const struct NETOBJ_LASER *current)
static void render_hand(tee_render_info *info, vec2 center_pos, vec2 dir, float angle_offset, vec2 post_rot_offset)
static void render_hand(TEE_RENDER_INFO *info, vec2 center_pos, vec2 dir, float angle_offset, vec2 post_rot_offset)
{
// for drawing hand
//const skin *s = skin_get(skin_id);
@ -278,7 +277,7 @@ void render_player(
player = *player_char;
NETOBJ_PLAYER_INFO info = *player_info;
tee_render_info render_info = client_datas[info.cid].render_info;
TEE_RENDER_INFO render_info = client_datas[info.cid].render_info;
// check for teamplay modes
bool is_teamplay = false;
@ -353,7 +352,7 @@ void render_player(
// evaluate animation
float walk_time = fmod(position.x, 100.0f)/100.0f;
animstate state;
ANIM_STATE state;
anim_eval(&data->animations[ANIM_BASE], 0, &state);
if(inair)
@ -445,7 +444,7 @@ void render_player(
// normal weapons
int iw = clamp(player.weapon, 0, NUM_WEAPONS-1);
select_sprite(data->weapons[iw].sprite_body, direction.x < 0 ? SPRITE_FLAG_FLIP_Y : 0);
select_sprite(data->weapons.id[iw].sprite_body, direction.x < 0 ? SPRITE_FLAG_FLIP_Y : 0);
vec2 dir = direction;
float recoil = 0.0f;
@ -454,28 +453,28 @@ void render_player(
{
// Static position for hammer
p = position + vec2(state.attach.x, state.attach.y);
p.y += data->weapons[iw].offsety;
p.y += data->weapons.id[iw].offsety;
// if attack is under way, bash stuffs
if(direction.x < 0)
{
gfx_quads_setrotation(-pi/2-state.attach.angle*pi*2);
p.x -= data->weapons[iw].offsetx;
p.x -= data->weapons.id[iw].offsetx;
}
else
{
gfx_quads_setrotation(-pi/2+state.attach.angle*pi*2);
}
draw_sprite(p.x, p.y, data->weapons[iw].visual_size);
draw_sprite(p.x, p.y, data->weapons.id[iw].visual_size);
}
else if (player.weapon == WEAPON_NINJA)
{
p = position;
p.y += data->weapons[iw].offsety;
p.y += data->weapons.id[iw].offsety;
if(direction.x < 0)
{
gfx_quads_setrotation(-pi/2-state.attach.angle*pi*2);
p.x -= data->weapons[iw].offsetx;
p.x -= data->weapons.id[iw].offsetx;
effect_powerupshine(p+vec2(32,0), vec2(32,12));
}
else
@ -483,24 +482,24 @@ void render_player(
gfx_quads_setrotation(-pi/2+state.attach.angle*pi*2);
effect_powerupshine(p-vec2(32,0), vec2(32,12));
}
draw_sprite(p.x, p.y, data->weapons[iw].visual_size);
draw_sprite(p.x, p.y, data->weapons.id[iw].visual_size);
// HADOKEN
if ((client_tick()-player.attacktick) <= (SERVER_TICK_SPEED / 6) && data->weapons[iw].nummuzzlesprites)
if ((client_tick()-player.attacktick) <= (SERVER_TICK_SPEED / 6) && data->weapons.id[iw].num_sprite_muzzles)
{
int itex = rand() % data->weapons[iw].nummuzzlesprites;
int itex = rand() % data->weapons.id[iw].num_sprite_muzzles;
float alpha = 1.0f;
if (alpha > 0.0f && data->weapons[iw].sprite_muzzle[itex].psprite)
if (alpha > 0.0f && data->weapons.id[iw].sprite_muzzles[itex])
{
vec2 dir = vec2(player_char->x,player_char->y) - vec2(prev_char->x, prev_char->y);
dir = normalize(dir);
float hadokenangle = get_angle(dir);
gfx_quads_setrotation(hadokenangle);
//float offsety = -data->weapons[iw].muzzleoffsety;
select_sprite(data->weapons[iw].sprite_muzzle[itex].psprite, 0);
select_sprite(data->weapons.id[iw].sprite_muzzles[itex], 0);
vec2 diry(-dir.y,dir.x);
p = position;
float offsetx = data->weapons[iw].muzzleoffsetx;
float offsetx = data->weapons.id[iw].muzzleoffsetx;
p -= dir * offsetx;
draw_sprite(p.x, p.y, 160.0f);
}
@ -513,36 +512,37 @@ void render_player(
float a = (client_tick()-player.attacktick+intratick)/5.0f;
if(a < 1)
recoil = sinf(a*pi);
p = position + dir * data->weapons[iw].offsetx - dir*recoil*10.0f;
p.y += data->weapons[iw].offsety;
draw_sprite(p.x, p.y, data->weapons[iw].visual_size);
p = position + dir * data->weapons.id[iw].offsetx - dir*recoil*10.0f;
p.y += data->weapons.id[iw].offsety;
draw_sprite(p.x, p.y, data->weapons.id[iw].visual_size);
}
if (player.weapon == WEAPON_GUN || player.weapon == WEAPON_SHOTGUN)
{
// check if we're firing stuff
if (true)//prev.attackticks)
if(data->weapons.id[iw].num_sprite_muzzles)//prev.attackticks)
{
float alpha = 0.0f;
int phase1tick = (client_tick() - player.attacktick);
if (phase1tick < (data->weapons[iw].muzzleduration + 3))
if (phase1tick < (data->weapons.id[iw].muzzleduration + 3))
{
float t = ((((float)phase1tick) + intratick)/(float)data->weapons[iw].muzzleduration);
float t = ((((float)phase1tick) + intratick)/(float)data->weapons.id[iw].muzzleduration);
alpha = LERP(2.0, 0.0f, min(1.0f,max(0.0f,t)));
}
int itex = rand() % data->weapons[iw].nummuzzlesprites;
if (alpha > 0.0f && data->weapons[iw].sprite_muzzle[itex].psprite)
int itex = rand() % data->weapons.id[iw].num_sprite_muzzles;
if (alpha > 0.0f && data->weapons.id[iw].sprite_muzzles[itex])
{
float offsety = -data->weapons[iw].muzzleoffsety;
select_sprite(data->weapons[iw].sprite_muzzle[itex].psprite, direction.x < 0 ? SPRITE_FLAG_FLIP_Y : 0);
float offsety = -data->weapons.id[iw].muzzleoffsety;
select_sprite(data->weapons.id[iw].sprite_muzzles[itex], direction.x < 0 ? SPRITE_FLAG_FLIP_Y : 0);
if(direction.x < 0)
offsety = -offsety;
vec2 diry(-dir.y,dir.x);
vec2 muzzlepos = p + dir * data->weapons[iw].muzzleoffsetx + diry * offsety;
vec2 muzzlepos = p + dir * data->weapons.id[iw].muzzleoffsetx + diry * offsety;
draw_sprite(muzzlepos.x, muzzlepos.y, data->weapons[iw].visual_size);
dbg_msg("", "%d", data->weapons.id[iw].num_sprite_muzzles);
draw_sprite(muzzlepos.x, muzzlepos.y, data->weapons.id[iw].visual_size);
}
}
}
@ -561,7 +561,7 @@ void render_player(
if(info.local && config.debug)
{
vec2 ghost_position = mix(vec2(prev_char->x, prev_char->y), vec2(player_char->x, player_char->y), client_intratick());
tee_render_info ghost = render_info;
TEE_RENDER_INFO ghost = render_info;
ghost.color_body.a = 0.5f;
ghost.color_feet.a = 0.5f;
render_tee(&state, &ghost, player.emote, direction, ghost_position); // render ghost

View file

@ -139,7 +139,7 @@ int LAYERGROUP::swap_layers(int index0, int index1)
return index1;
}
void IMAGE::analyse_tileflags()
void EDITOR_IMAGE::analyse_tileflags()
{
mem_zero(tileflags, sizeof(tileflags));
@ -1470,11 +1470,11 @@ static void extract_name(const char *filename, char *name)
static void replace_image(const char *filename)
{
IMAGE imginfo;
EDITOR_IMAGE imginfo;
if(!gfx_load_png(&imginfo, filename))
return;
IMAGE *img = editor.map.images[editor.selected_image];
EDITOR_IMAGE *img = editor.map.images[editor.selected_image];
gfx_unload_texture(img->tex_id);
*img = imginfo;
extract_name(filename, img->name);
@ -1483,11 +1483,11 @@ static void replace_image(const char *filename)
static void add_image(const char *filename)
{
IMAGE imginfo;
EDITOR_IMAGE imginfo;
if(!gfx_load_png(&imginfo, filename))
return;
IMAGE *img = new IMAGE;
EDITOR_IMAGE *img = new EDITOR_IMAGE;
*img = imginfo;
img->tex_id = gfx_load_texture_raw(imginfo.width, imginfo.height, imginfo.format, imginfo.data, IMG_AUTO, 0);
img->external = 1; // external by default
@ -1513,7 +1513,7 @@ static int popup_image(RECT view)
RECT slot;
ui_hsplit_t(&view, 2.0f, &slot, &view);
ui_hsplit_t(&view, 12.0f, &slot, &view);
IMAGE *img = editor.map.images[editor.selected_image];
EDITOR_IMAGE *img = editor.map.images[editor.selected_image];
static int external_button = 0;
if(img->external)

View file

@ -217,10 +217,10 @@ public:
}
};
class IMAGE : public IMAGE_INFO
class EDITOR_IMAGE : public IMAGE_INFO
{
public:
IMAGE()
EDITOR_IMAGE()
{
tex_id = -1;
name[0] = 0;
@ -231,7 +231,7 @@ public:
format = 0;
}
~IMAGE()
~EDITOR_IMAGE()
{
gfx_unload_texture(tex_id);
}
@ -255,7 +255,7 @@ public:
}
array<LAYERGROUP*> groups;
array<IMAGE*> images;
array<EDITOR_IMAGE*> images;
array<ENVELOPE*> envelopes;
class LAYER_GAME *game_layer;

View file

@ -133,7 +133,7 @@ void editor_load_old(DATAFILE *df, MAP *map)
mapres_image *imgres = (mapres_image *)datafile_get_item(df, start+i, 0, 0);
void *data = datafile_get_data(df, imgres->image_data);
IMAGE *img = new IMAGE;
EDITOR_IMAGE *img = new EDITOR_IMAGE;
img->width = imgres->width;
img->height = imgres->height;
img->format = IMG_RGBA;
@ -213,7 +213,7 @@ int MAP::save(const char *filename)
// save images
for(int i = 0; i < images.len(); i++)
{
IMAGE *img = images[i];
EDITOR_IMAGE *img = images[i];
// analyse the image for when saving (should be done when we load the image)
// TODO!
@ -392,7 +392,7 @@ int MAP::load(const char *filename)
char *name = (char *)datafile_get_data(df, item->image_name);
// copy base info
IMAGE *img = new IMAGE;
EDITOR_IMAGE *img = new EDITOR_IMAGE;
img->external = item->external;
if(item->external)
@ -401,7 +401,7 @@ int MAP::load(const char *filename)
sprintf(buf, "data/mapres/%s.png", name);
// load external
IMAGE imginfo;
EDITOR_IMAGE imginfo;
if(gfx_load_png(&imginfo, buf))
{
*img = imginfo;

View file

@ -2,7 +2,7 @@
#include <string.h>
#include "g_game.h"
const char *tuning_params::names[] =
const char *TUNING_PARAMS::names[] =
{
#define MACRO_TUNING_PARAM(name,value) #name,
#include "g_tuning.h"
@ -10,7 +10,7 @@ const char *tuning_params::names[] =
};
bool tuning_params::set(int index, float value)
bool TUNING_PARAMS::set(int index, float value)
{
if(index < 0 || index >= num())
return false;
@ -18,7 +18,7 @@ bool tuning_params::set(int index, float value)
return true;
}
bool tuning_params::get(int index, float *value)
bool TUNING_PARAMS::get(int index, float *value)
{
if(index < 0 || index >= num())
return false;
@ -26,7 +26,7 @@ bool tuning_params::get(int index, float *value)
return true;
}
bool tuning_params::set(const char *name, float value)
bool TUNING_PARAMS::set(const char *name, float value)
{
for(int i = 0; i < num(); i++)
if(strcmp(name, names[i]) == 0)
@ -34,7 +34,7 @@ bool tuning_params::set(const char *name, float value)
return false;
}
bool tuning_params::get(const char *name, float *value)
bool TUNING_PARAMS::get(const char *name, float *value)
{
for(int i = 0; i < num(); i++)
if(strcmp(name, names[i]) == 0)
@ -166,7 +166,7 @@ float velocity_ramp(float value, float start, float range, float curvature)
return 1.0f/pow(curvature, (value-start)/range);
}
void player_core::reset()
void PLAYER_CORE::reset()
{
pos = vec2(0,0);
vel = vec2(0,0);
@ -179,7 +179,7 @@ void player_core::reset()
triggered_events = 0;
}
void player_core::tick()
void PLAYER_CORE::tick()
{
float phys_size = 28.0f;
triggered_events = 0;
@ -273,7 +273,7 @@ void player_core::tick()
// Check against other players first
for(int i = 0; i < MAX_CLIENTS; i++)
{
player_core *p = world->players[i];
PLAYER_CORE *p = world->players[i];
if(!p || p == this)
continue;
@ -312,7 +312,7 @@ void player_core::tick()
{
if(hooked_player != -1)
{
player_core *p = world->players[hooked_player];
PLAYER_CORE *p = world->players[hooked_player];
if(p)
hook_pos = p->pos;
else
@ -366,7 +366,7 @@ void player_core::tick()
{
for(int i = 0; i < MAX_CLIENTS; i++)
{
player_core *p = world->players[i];
PLAYER_CORE *p = world->players[i];
if(!p)
continue;
@ -414,7 +414,7 @@ void player_core::tick()
vel = normalize(vel) * 6000;
}
void player_core::move()
void PLAYER_CORE::move()
{
float rampvalue = velocity_ramp(length(vel)*50, world->tuning.velramp_start, world->tuning.velramp_range, world->tuning.velramp_curvature);
@ -423,7 +423,7 @@ void player_core::move()
vel.x = vel.x*(1.0f/rampvalue);
}
void player_core::write(NETOBJ_PLAYER_CORE *obj_core)
void PLAYER_CORE::write(NETOBJ_PLAYER_CORE *obj_core)
{
obj_core->x = (int)pos.x;
obj_core->y = (int)pos.y;
@ -450,7 +450,7 @@ void player_core::write(NETOBJ_PLAYER_CORE *obj_core)
obj_core->angle = (int)(a*256.0f);
}
void player_core::read(const NETOBJ_PLAYER_CORE *obj_core)
void PLAYER_CORE::read(const NETOBJ_PLAYER_CORE *obj_core)
{
pos.x = obj_core->x;
pos.y = obj_core->y;
@ -466,7 +466,7 @@ void player_core::read(const NETOBJ_PLAYER_CORE *obj_core)
jumped = obj_core->jumped;
}
void player_core::quantize()
void PLAYER_CORE::quantize()
{
NETOBJ_PLAYER_CORE c;
write(&c);

View file

@ -9,9 +9,9 @@
#include "g_collision.h"
#include "g_protocol.h"
struct tuning_params
struct TUNING_PARAMS
{
tuning_params()
TUNING_PARAMS()
{
const float ticks_per_second = 50.0f;
#define MACRO_TUNING_PARAM(name,value) name.set((int)(value*100.0f));
@ -25,7 +25,7 @@ struct tuning_params
#include "g_tuning.h"
#undef MACRO_TUNING_PARAM
static int num() { return sizeof(tuning_params)/sizeof(int); }
static int num() { return sizeof(TUNING_PARAMS)/sizeof(int); }
bool set(int index, float value);
bool set(const char *name, float value);
bool get(int index, float *value);
@ -109,22 +109,22 @@ enum
COREEVENT_HOOK_RETRACT=0x20,
};
class world_core
class WORLD_CORE
{
public:
world_core()
WORLD_CORE()
{
mem_zero(players, sizeof(players));
}
tuning_params tuning;
class player_core *players[MAX_CLIENTS];
TUNING_PARAMS tuning;
class PLAYER_CORE *players[MAX_CLIENTS];
};
class player_core
class PLAYER_CORE
{
public:
world_core *world;
WORLD_CORE *world;
vec2 pos;
vec2 vel;

View file

@ -3,7 +3,7 @@
#include "../generated/gs_data.h"
extern tuning_params tuning;
extern TUNING_PARAMS tuning;
void create_sound_global(int sound, int target=-1);
@ -13,7 +13,7 @@ inline int cmask_all_except_one(int cid) { return 0x7fffffff^cmask_one(cid); }
inline bool cmask_is_set(int mask, int cid) { return (mask&cmask_one(cid)) != 0; }
//
class event_handler
class EVENT_HANDLER
{
static const int MAX_EVENTS = 128;
static const int MAX_DATASIZE = 128*64;
@ -27,25 +27,25 @@ class event_handler
int current_offset;
int num_events;
public:
event_handler();
EVENT_HANDLER();
void *create(int type, int size, int mask = -1);
void clear();
void snap(int snapping_client);
};
extern event_handler events;
extern EVENT_HANDLER events;
// a basic entity
class entity
class ENTITY
{
private:
friend class game_world;
friend class player;
entity *prev_entity;
entity *next_entity;
friend class GAMEWORLD; // thy these?
friend class PLAYER;
ENTITY *prev_entity;
ENTITY *next_entity;
entity *prev_type_entity;
entity *next_type_entity;
ENTITY *prev_type_entity;
ENTITY *next_type_entity;
protected:
int id;
public:
@ -60,8 +60,8 @@ public:
FLAG_PHYSICS=0x00000002,
};
entity(int objtype);
virtual ~entity();
ENTITY(int objtype);
virtual ~ENTITY();
virtual void reset() {}
virtual void post_reset() {}
@ -79,7 +79,7 @@ public:
};
class game_world
class GAMEWORLD
{
void reset();
void remove_entities();
@ -90,32 +90,32 @@ public:
};
// TODO: two lists seams kinda not good, shouldn't be needed
entity *first_entity;
entity *first_entity_types[NUM_ENT_TYPES];
ENTITY *first_entity;
ENTITY *first_entity_types[NUM_ENT_TYPES];
bool paused;
bool reset_requested;
world_core core;
WORLD_CORE core;
game_world();
~game_world();
int find_entities(vec2 pos, float radius, entity **ents, int max);
int find_entities(vec2 pos, float radius, entity **ents, int max, const int* types, int maxtypes);
GAMEWORLD();
~GAMEWORLD();
int find_entities(vec2 pos, float radius, ENTITY **ents, int max);
int find_entities(vec2 pos, float radius, ENTITY **ents, int max, const int* types, int maxtypes);
void insert_entity(entity *ent);
void destroy_entity(entity *ent);
void remove_entity(entity *ent);
void insert_entity(ENTITY *ent);
void destroy_entity(ENTITY *ent);
void remove_entity(ENTITY *ent);
//
void snap(int snapping_client);
void tick();
};
extern game_world *world;
extern GAMEWORLD *world;
// game object
// TODO: should change name of this one
class gameobject : public entity
class GAMECONTROLLER : public ENTITY
{
protected:
void cyclemap();
@ -134,7 +134,7 @@ protected:
public:
int gametype;
gameobject();
GAMECONTROLLER();
void do_team_score_wincheck();
void do_player_score_wincheck();
@ -151,10 +151,10 @@ public:
virtual void post_reset();
virtual void tick();
virtual void on_player_spawn(class player *p) {}
virtual int on_player_death(class player *victim, class player *killer, int weapon);
virtual void on_player_spawn(class PLAYER *p) {}
virtual int on_player_death(class PLAYER *victim, class PLAYER *killer, int weapon);
virtual void on_player_info_change(class player *p);
virtual void on_player_info_change(class PLAYER *p);
virtual void snap(int snapping_client);
virtual int get_auto_team(int notthisid);
@ -162,11 +162,11 @@ public:
int clampteam(int team);
};
extern gameobject *gameobj;
extern GAMECONTROLLER *gamecontroller;
// TODO: move to seperate file
class powerup : public entity
class PICKUP : public ENTITY
{
public:
static const int phys_size = 14;
@ -174,7 +174,7 @@ public:
int type;
int subtype; // weapon type for instance?
int spawntick;
powerup(int _type, int _subtype = 0);
PICKUP(int _type, int _subtype = 0);
virtual void reset();
virtual void tick();
@ -182,7 +182,7 @@ public:
};
// projectile entity
class projectile : public entity
class PROJECTILE : public ENTITY
{
public:
enum
@ -191,7 +191,7 @@ public:
};
vec2 direction;
entity *powner; // this is nasty, could be removed when client quits
ENTITY *powner; // this is nasty, could be removed when client quits
int lifespan;
int owner;
int type;
@ -203,7 +203,7 @@ public:
float force;
int start_tick;
projectile(int type, int owner, vec2 pos, vec2 vel, int span, entity* powner,
PROJECTILE(int type, int owner, vec2 pos, vec2 vel, int span, ENTITY* powner,
int damage, int flags, float force, int sound_impact, int weapon);
vec2 get_pos(float time);
@ -214,21 +214,21 @@ public:
virtual void snap(int snapping_client);
};
class laser : public entity
class LASER : public ENTITY
{
vec2 from;
vec2 dir;
float energy;
int bounces;
int eval_tick;
player *owner;
PLAYER *owner;
bool hit_player(vec2 from, vec2 to);
void do_bounce();
public:
laser(vec2 pos, vec2 direction, float start_energy, player *owner);
LASER(vec2 pos, vec2 direction, float start_energy, PLAYER *owner);
virtual void reset();
virtual void tick();
@ -236,15 +236,15 @@ public:
};
// player entity
class player : public entity
class PLAYER : public ENTITY
{
public:
static const int phys_size = 28;
// weapon info
entity *hitobjects[10];
ENTITY *hitobjects[10];
int numobjectshit;
struct weaponstat
struct WEAPONSTAT
{
int ammoregenstart;
int ammo;
@ -316,13 +316,13 @@ public:
int latency_max;
// the player core for the physics
player_core core;
PLAYER_CORE core;
//
int64 last_chat;
//
player();
PLAYER();
void init();
virtual void reset();
virtual void destroy();
@ -354,4 +354,4 @@ public:
virtual void snap(int snaping_client);
};
extern player *players;
extern PLAYER *players;

View file

@ -5,8 +5,8 @@
#include <game/g_mapitems.h>
#include "gs_common.h"
gameobject::gameobject()
: entity(NETOBJTYPE_GAME)
GAMECONTROLLER::GAMECONTROLLER()
: ENTITY(NETOBJTYPE_GAME)
{
// select gametype
if(strcmp(config.sv_gametype, "ctf") == 0)
@ -40,7 +40,7 @@ gameobject::gameobject()
extern vec2 spawn_points[3][64];
extern int num_spawn_points[3];
bool gameobject::on_entity(int index, vec2 pos)
bool GAMECONTROLLER::on_entity(int index, vec2 pos)
{
int type = -1;
int subtype = 0;
@ -78,15 +78,15 @@ bool gameobject::on_entity(int index, vec2 pos)
if(type != -1)
{
powerup *ppower = new powerup(type, subtype);
ppower->pos = pos;
PICKUP *pickup = new PICKUP(type, subtype);
pickup->pos = pos;
return true;
}
return false;
}
void gameobject::endround()
void GAMECONTROLLER::endround()
{
if(warmup) // game can't end when we are running warmup
return;
@ -96,14 +96,14 @@ void gameobject::endround()
sudden_death = 0;
}
void gameobject::resetgame()
void GAMECONTROLLER::resetgame()
{
world->reset_requested = true;
}
static bool is_separator(char c) { return c == ';' || c == ' ' || c == ',' || c == '\t'; }
void gameobject::startround()
void GAMECONTROLLER::startround()
{
resetgame();
@ -116,7 +116,7 @@ void gameobject::startround()
round_count++;
}
void gameobject::cyclemap()
void GAMECONTROLLER::cyclemap()
{
if(!strlen(config.sv_maprotation))
return;
@ -174,7 +174,7 @@ void gameobject::cyclemap()
str_copy(config.sv_map, &buf[i], sizeof(config.sv_map));
}
void gameobject::post_reset()
void GAMECONTROLLER::post_reset()
{
for(int i = 0; i < MAX_CLIENTS; i++)
{
@ -183,7 +183,7 @@ void gameobject::post_reset()
}
}
void gameobject::on_player_info_change(class player *p)
void GAMECONTROLLER::on_player_info_change(class PLAYER *p)
{
const int team_colors[2] = {65387, 10223467};
if(is_teamplay)
@ -198,7 +198,7 @@ void gameobject::on_player_info_change(class player *p)
}
int gameobject::on_player_death(class player *victim, class player *killer, int weapon)
int GAMECONTROLLER::on_player_death(class PLAYER *victim, class PLAYER *killer, int weapon)
{
// do scoreing
if(!killer)
@ -215,12 +215,12 @@ int gameobject::on_player_death(class player *victim, class player *killer, int
return 0;
}
void gameobject::do_warmup(int seconds)
void GAMECONTROLLER::do_warmup(int seconds)
{
warmup = seconds*server_tickspeed();
}
bool gameobject::is_friendly_fire(int cid1, int cid2)
bool GAMECONTROLLER::is_friendly_fire(int cid1, int cid2)
{
if(cid1 == cid2)
return false;
@ -234,7 +234,7 @@ bool gameobject::is_friendly_fire(int cid1, int cid2)
return false;
}
void gameobject::tick()
void GAMECONTROLLER::tick()
{
// do warmup
if(warmup)
@ -283,7 +283,7 @@ void gameobject::tick()
server_setbrowseinfo(gametype, prog);
}
void gameobject::snap(int snapping_client)
void GAMECONTROLLER::snap(int snapping_client)
{
NETOBJ_GAME *game = (NETOBJ_GAME *)snap_new_item(NETOBJTYPE_GAME, 0, sizeof(NETOBJ_GAME));
game->paused = world->paused;
@ -301,7 +301,7 @@ void gameobject::snap(int snapping_client)
game->teamscore_blue = teamscore[1];
}
int gameobject::get_auto_team(int notthisid)
int GAMECONTROLLER::get_auto_team(int notthisid)
{
int numplayers[2] = {0,0};
for(int i = 0; i < MAX_CLIENTS; i++)
@ -322,7 +322,7 @@ int gameobject::get_auto_team(int notthisid)
return -1;
}
bool gameobject::can_join_team(int team, int notthisid)
bool GAMECONTROLLER::can_join_team(int team, int notthisid)
{
(void)team;
int numplayers[2] = {0,0};
@ -338,7 +338,7 @@ bool gameobject::can_join_team(int team, int notthisid)
return (numplayers[0] + numplayers[1]) < config.sv_max_clients-config.sv_spectator_slots;
}
void gameobject::do_player_score_wincheck()
void GAMECONTROLLER::do_player_score_wincheck()
{
if(game_over_tick == -1 && !warmup)
{
@ -371,7 +371,7 @@ void gameobject::do_player_score_wincheck()
}
}
void gameobject::do_team_score_wincheck()
void GAMECONTROLLER::do_team_score_wincheck()
{
if(game_over_tick == -1 && !warmup)
{
@ -387,7 +387,7 @@ void gameobject::do_team_score_wincheck()
}
}
int gameobject::clampteam(int team)
int GAMECONTROLLER::clampteam(int team)
{
if(team < 0) // spectator
return -1;
@ -396,4 +396,4 @@ int gameobject::clampteam(int team)
return 0;
}
gameobject *gameobj = 0;
GAMECONTROLLER *gamecontroller = 0;

View file

@ -4,16 +4,16 @@
#include "gs_common.h"
#include "gs_game_ctf.h"
gameobject_ctf::gameobject_ctf()
GAMECONTROLLER_CTF::GAMECONTROLLER_CTF()
{
flags[0] = 0;
flags[1] = 0;
is_teamplay = true;
}
bool gameobject_ctf::on_entity(int index, vec2 pos)
bool GAMECONTROLLER_CTF::on_entity(int index, vec2 pos)
{
if(gameobject::on_entity(index, pos))
if(GAMECONTROLLER::on_entity(index, pos))
return true;
int team = -1;
@ -22,26 +22,26 @@ bool gameobject_ctf::on_entity(int index, vec2 pos)
if(team == -1)
return false;
flag *f = new flag(team);
FLAG *f = new FLAG(team);
f->stand_pos = pos;
f->pos = pos;
flags[team] = f;
return true;
}
void gameobject_ctf::on_player_spawn(class player *p)
void GAMECONTROLLER_CTF::on_player_spawn(class PLAYER *p)
{
}
int gameobject_ctf::on_player_death(class player *victim, class player *killer, int weaponid)
int GAMECONTROLLER_CTF::on_player_death(class PLAYER *victim, class PLAYER *killer, int weaponid)
{
gameobject::on_player_death(victim, killer, weaponid);
GAMECONTROLLER::on_player_death(victim, killer, weaponid);
int had_flag = 0;
// drop flags
for(int fi = 0; fi < 2; fi++)
{
flag *f = flags[fi];
FLAG *f = flags[fi];
if(f && f->carrying_player == killer)
had_flag |= 2;
if(f && f->carrying_player == victim)
@ -61,15 +61,15 @@ int gameobject_ctf::on_player_death(class player *victim, class player *killer,
return had_flag;
}
void gameobject_ctf::tick()
void GAMECONTROLLER_CTF::tick()
{
gameobject::tick();
GAMECONTROLLER::tick();
do_team_score_wincheck();
for(int fi = 0; fi < 2; fi++)
{
flag *f = flags[fi];
FLAG *f = flags[fi];
if(!f)
continue;
@ -99,9 +99,9 @@ void gameobject_ctf::tick()
}
else
{
player *close_players[MAX_CLIENTS];
PLAYER *close_players[MAX_CLIENTS];
int types[] = {NETOBJTYPE_PLAYER_CHARACTER};
int num = world->find_entities(f->pos, 32.0f, (entity**)close_players, MAX_CLIENTS, types, 1);
int num = world->find_entities(f->pos, 32.0f, (ENTITY**)close_players, MAX_CLIENTS, types, 1);
for(int i = 0; i < num; i++)
{
if(close_players[i]->team == f->team)
@ -109,7 +109,7 @@ void gameobject_ctf::tick()
// return the flag
if(!f->at_stand)
{
player *p = close_players[i];
PLAYER *p = close_players[i];
p->score += 1;
dbg_msg("game", "flag_return player='%d:%s'", p->client_id, server_clientname(p->client_id));
@ -161,8 +161,8 @@ void gameobject_ctf::tick()
}
// Flag
flag::flag(int _team)
: entity(NETOBJTYPE_FLAG)
FLAG::FLAG(int _team)
: ENTITY(NETOBJTYPE_FLAG)
{
team = _team;
proximity_radius = phys_size;
@ -174,7 +174,7 @@ flag::flag(int _team)
world->insert_entity(this);
}
void flag::reset()
void FLAG::reset()
{
carrying_player = 0;
at_stand = 1;
@ -182,7 +182,7 @@ void flag::reset()
vel = vec2(0,0);
}
void flag::snap(int snapping_client)
void FLAG::snap(int snapping_client)
{
NETOBJ_FLAG *flag = (NETOBJ_FLAG *)snap_new_item(NETOBJTYPE_FLAG, team, sizeof(NETOBJ_FLAG));
flag->x = (int)pos.x;

View file

@ -1,26 +1,26 @@
/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */
// game object
class gameobject_ctf : public gameobject
class GAMECONTROLLER_CTF : public GAMECONTROLLER
{
public:
class flag *flags[2];
class FLAG *flags[2];
gameobject_ctf();
GAMECONTROLLER_CTF();
virtual void tick();
virtual bool on_entity(int index, vec2 pos);
virtual void on_player_spawn(class player *p);
virtual int on_player_death(class player *victim, class player *killer, int weapon);
virtual void on_player_spawn(class PLAYER *p);
virtual int on_player_death(class PLAYER *victim, class PLAYER *killer, int weapon);
};
// TODO: move to seperate file
class flag : public entity
class FLAG : public ENTITY
{
public:
static const int phys_size = 14;
player *carrying_player;
PLAYER *carrying_player;
vec2 vel;
vec2 stand_pos;
@ -28,7 +28,7 @@ public:
int at_stand;
int drop_tick;
flag(int _team);
FLAG(int _team);
virtual void reset();
virtual void snap(int snapping_client);

View file

@ -3,8 +3,8 @@
#include "gs_common.h"
#include "gs_game_dm.h"
void gameobject_dm::tick()
void GAMECONTROLLER_DM::tick()
{
do_player_score_wincheck();
gameobject::tick();
GAMECONTROLLER::tick();
}

View file

@ -1,6 +1,6 @@
/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */
// game object
class gameobject_dm : public gameobject
class GAMECONTROLLER_DM : public GAMECONTROLLER
{
public:
virtual void tick();

View file

@ -3,14 +3,14 @@
#include "gs_common.h"
#include "gs_game_tdm.h"
gameobject_tdm::gameobject_tdm()
GAMECONTROLLER_TDM::GAMECONTROLLER_TDM()
{
is_teamplay = true;
}
int gameobject_tdm::on_player_death(class player *victim, class player *killer, int weapon)
int GAMECONTROLLER_TDM::on_player_death(class PLAYER *victim, class PLAYER *killer, int weapon)
{
gameobject::on_player_death(victim, killer, weapon);
GAMECONTROLLER::on_player_death(victim, killer, weapon);
if(weapon >= 0)
{
@ -23,8 +23,8 @@ int gameobject_tdm::on_player_death(class player *victim, class player *killer,
return 0;
}
void gameobject_tdm::tick()
void GAMECONTROLLER_TDM::tick()
{
do_team_score_wincheck();
gameobject::tick();
GAMECONTROLLER::tick();
}

View file

@ -1,10 +1,10 @@
/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */
// game object
class gameobject_tdm : public gameobject
class GAMECONTROLLER_TDM : public GAMECONTROLLER
{
public:
gameobject_tdm();
GAMECONTROLLER_TDM();
int on_player_death(class player *victim, class player *killer, int weapon);
int on_player_death(class PLAYER *victim, class PLAYER *killer, int weapon);
virtual void tick();
};

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