ddnet/docs/teewars.txt
Magnus Auvinen 9ba8e6cf38 moved docs
2007-05-22 15:06:55 +00:00

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= Teewars Documentation
== Tasks
=== Bigger tasks
* Tilemap editor (Huge, non-R1).
* Offline gui (Non-R1)
* Fix everything so it builds under windows.
* Chat.
* Master server (Non-R1)
* zlib compression on the maps.
=== Medium tasks
* Fix packetloss handling. (client.cpp/server.cpp)
* Flipping of tiles in the tilemap should be fixed. (mapres_tilemap.cpp, tool.py)
* Compression for snapshots. Not zlib as it's abit overkill for the small size. (client.cpp/server.cpp)
* Splitting and combine snapshot over several packets. (server.cpp/client.cpp)
* Some sort of settings format (think KISS) for the client. (client.cpp)
* Score board. (game/*)
* The gfx implementation uses 1 quad in a VBO. It should be a whole bunch. (gfx.cpp)
* Clients should timeout. (server.cpp)
=== Smaller tasks
* The gfx API now uses BGRA for texture loading. It should be RGBA. (gfx.cpp, tool.py)
* Commandline option for what server to connect to. ("-c host")
== Running the Game
=== Start a Server
-----------------
# ./teewars -s
-----------------
=== Connect with the client
-----------------
# ./teewars [-c IP]
-----------------
Not specifying -c will connect the client to localhost
== Source Layout
=== data_src
Data for the game is located under data_src and is unprocessed.
=== src
Engine source. It contains the network communication, graphics and sound.
==== src/game
The game source. This is the source that acctually is teewars. You can write a
new game using the engine by removing these files and start from scratch.
=== scripts
Scripts.
== File Formats
This sections describes the diffrent file format that Teewars uses.
=== Map v2
int ID
int version
int size
int swaplen
int num_item_types
int num_items
int num_raw_data
int item_size
int data_size
types {
int typeid
int start
int num
} * (num_item_types)
item_offsets {
int offset
} * (num_items)
raw_data_offsets {
int offset
} * (num_raw_data)
item {
int type_and_id
int size
datai {
int data
} * (size/4)
} * (num_items)
raw_data {
byte d
} * X
Notes:
swaplen tells how much of the data that should be swapped
types.start is an index into offsets
item.size must be a multiple of 4
the types must be sorted by type id
special typeid of 0xffff means raw data, and there fore should always come last
Could change:
item.size could be removed
==== Map Items
0x8010 = image
0x8020 = tilemap
0x8030 = collision
collision {
int width
int height
int raw_data_index
}
data {
byte data
} * (width * height)
image {
int width
int height
int raw_data_index
}
pixel {
byte r
byte g
byte b
byte a
} * (width * height)
tilemap {
int image
int width
int height
int x
int y
int scale
int raw_data_index
}
data {
byte data
} * (width * height)
== Network Protocol
=== CLIENT_CONNECT
Sent by the client when it wants to connect.
str32 name
str32 clan
str32 password
str32 skin
=== SERVER_ACCEPT
Sent by the server as a respons to CLIENT_CONNECT, when it accepts a connection.
str32 mapname
=== CLIENT_DONE
Sent when the client is done loading the map.
nothing
=== SERVER_SNAP
Sent by the server at a steady interval to all players. Contains a snapshot of the current world.
int num_parts
int part
int size
==== Snapshot
int num_items
offsets {
int offset
} * num_items
item {
int type_and_id
int data[X]
} * num_items