import copy class SoundSet: def __init__(self, name, files): self.name = name self.files = files 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 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 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: 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 # 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) self.autoupdate() 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 def FileList(format, num): return [format%x for x in xrange(1,num)] 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)), 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)), 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)), SoundSet("hook_loop", FileList("data/audio/hook_loop-%02d.wv", 2)), 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)), 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)), SoundSet("hit", FileList("data/audio/sfx_hit_weak-%02d.wv", 2)), 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"]), ] 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"), ] Pickups = [ Pickup("health"), Pickup("armor"), Pickup("weapon"), Pickup("ninja", 90, 90), ] 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)), 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)), ]), 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)), 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)), 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)), 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)), 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)), ]), 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)), ]), ] 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)) 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), ])