Empty Template for ticket #1

This commit is contained in:
DavidWyand-GG 2012-09-19 11:29:55 -04:00
parent 8337cad7ee
commit 40220512d3
1573 changed files with 141028 additions and 0 deletions

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
//----------------------------------------------------------------------------
// Game start / end events sent from the server
//----------------------------------------------------------------------------
function clientCmdGameEnd(%seq)
{
// Stop local activity... the game will be destroyed on the server
sfxStopAll();
}

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
if ( isObject( moveMap ) )
moveMap.delete();
new ActionMap(moveMap);
//------------------------------------------------------------------------------
// Non-remapable binds
//------------------------------------------------------------------------------
function escapeFromGame()
{
if ( $Server::ServerType $= "SinglePlayer" )
MessageBoxYesNo( "Exit", "Exit from this Mission?", "disconnect();", "");
else
MessageBoxYesNo( "Disconnect", "Disconnect from the server?", "disconnect();", "");
}
moveMap.bindCmd(keyboard, "escape", "", "handleEscape();");
//------------------------------------------------------------------------------
// Movement Keys
//------------------------------------------------------------------------------
$movementSpeed = 1; // m/s
function setSpeed(%speed)
{
if(%speed)
$movementSpeed = %speed;
}
function moveleft(%val)
{
$mvLeftAction = %val * $movementSpeed;
}
function moveright(%val)
{
$mvRightAction = %val * $movementSpeed;
}
function moveforward(%val)
{
$mvForwardAction = %val * $movementSpeed;
}
function movebackward(%val)
{
$mvBackwardAction = %val * $movementSpeed;
}
function moveup(%val)
{
%object = ServerConnection.getControlObject();
if(%object.isInNamespaceHierarchy("Camera"))
$mvUpAction = %val * $movementSpeed;
}
function movedown(%val)
{
%object = ServerConnection.getControlObject();
if(%object.isInNamespaceHierarchy("Camera"))
$mvDownAction = %val * $movementSpeed;
}
function turnLeft( %val )
{
$mvYawRightSpeed = %val ? $Pref::Input::KeyboardTurnSpeed : 0;
}
function turnRight( %val )
{
$mvYawLeftSpeed = %val ? $Pref::Input::KeyboardTurnSpeed : 0;
}
function panUp( %val )
{
$mvPitchDownSpeed = %val ? $Pref::Input::KeyboardTurnSpeed : 0;
}
function panDown( %val )
{
$mvPitchUpSpeed = %val ? $Pref::Input::KeyboardTurnSpeed : 0;
}
function getMouseAdjustAmount(%val)
{
// based on a default camera FOV of 90'
return(%val * ($cameraFov / 90) * 0.01) * $pref::Input::LinkMouseSensitivity;
}
function getGamepadAdjustAmount(%val)
{
// based on a default camera FOV of 90'
return(%val * ($cameraFov / 90) * 0.01) * 10.0;
}
function yaw(%val)
{
%yawAdj = getMouseAdjustAmount(%val);
if(ServerConnection.isControlObjectRotDampedCamera())
{
// Clamp and scale
%yawAdj = mClamp(%yawAdj, -m2Pi()+0.01, m2Pi()-0.01);
%yawAdj *= 0.5;
}
$mvYaw += %yawAdj;
}
function pitch(%val)
{
%pitchAdj = getMouseAdjustAmount(%val);
if(ServerConnection.isControlObjectRotDampedCamera())
{
// Clamp and scale
%pitchAdj = mClamp(%pitchAdj, -m2Pi()+0.01, m2Pi()-0.01);
%pitchAdj *= 0.5;
}
$mvPitch += %pitchAdj;
}
function jump(%val)
{
$mvTriggerCount2++;
}
function gamePadMoveX( %val )
{
$mvXAxis_L = %val;
}
function gamePadMoveY( %val )
{
$mvYAxis_L = %val;
}
function gamepadYaw(%val)
{
%yawAdj = getGamepadAdjustAmount(%val);
if(ServerConnection.isControlObjectRotDampedCamera())
{
// Clamp and scale
%yawAdj = mClamp(%yawAdj, -m2Pi()+0.01, m2Pi()-0.01);
%yawAdj *= 0.5;
}
if(%yawAdj > 0)
{
$mvYawLeftSpeed = %yawAdj;
$mvYawRightSpeed = 0;
}
else
{
$mvYawLeftSpeed = 0;
$mvYawRightSpeed = -%yawAdj;
}
}
function gamepadPitch(%val)
{
%pitchAdj = getGamepadAdjustAmount(%val);
if(ServerConnection.isControlObjectRotDampedCamera())
{
// Clamp and scale
%pitchAdj = mClamp(%pitchAdj, -m2Pi()+0.01, m2Pi()-0.01);
%pitchAdj *= 0.5;
}
if(%pitchAdj > 0)
{
$mvPitchDownSpeed = %pitchAdj;
$mvPitchUpSpeed = 0;
}
else
{
$mvPitchDownSpeed = 0;
$mvPitchUpSpeed = -%pitchAdj;
}
}
moveMap.bind( keyboard, a, moveleft );
moveMap.bind( keyboard, d, moveright );
moveMap.bind( keyboard, left, moveleft );
moveMap.bind( keyboard, right, moveright );
moveMap.bind( keyboard, w, moveforward );
moveMap.bind( keyboard, s, movebackward );
moveMap.bind( keyboard, up, moveforward );
moveMap.bind( keyboard, down, movebackward );
moveMap.bind( keyboard, e, moveup );
moveMap.bind( keyboard, c, movedown );
moveMap.bind( keyboard, space, jump );
moveMap.bind( mouse, xaxis, yaw );
moveMap.bind( mouse, yaxis, pitch );
moveMap.bind( gamepad, thumbrx, "D", "-0.23 0.23", gamepadYaw );
moveMap.bind( gamepad, thumbry, "D", "-0.23 0.23", gamepadPitch );
moveMap.bind( gamepad, thumblx, "D", "-0.23 0.23", gamePadMoveX );
moveMap.bind( gamepad, thumbly, "D", "-0.23 0.23", gamePadMoveY );
moveMap.bind( gamepad, btn_a, jump );
moveMap.bindCmd( gamepad, btn_back, "disconnect();", "" );
moveMap.bindCmd(gamepad, dpadl, "toggleLightColorViz();", "");
moveMap.bindCmd(gamepad, dpadu, "toggleDepthViz();", "");
moveMap.bindCmd(gamepad, dpadd, "toggleNormalsViz();", "");
moveMap.bindCmd(gamepad, dpadr, "toggleLightSpecularViz();", "");
//------------------------------------------------------------------------------
// Mouse Trigger
//------------------------------------------------------------------------------
function mouseFire(%val)
{
$mvTriggerCount0++;
}
function altTrigger(%val)
{
$mvTriggerCount1++;
}
moveMap.bind( mouse, button0, mouseFire );
moveMap.bind( mouse, button1, altTrigger );
//------------------------------------------------------------------------------
// Gamepad Trigger
//------------------------------------------------------------------------------
function gamepadFire(%val)
{
if(%val > 0.1 && !$gamepadFireTriggered)
{
$gamepadFireTriggered = true;
$mvTriggerCount0++;
}
else if(%val <= 0.1 && $gamepadFireTriggered)
{
$gamepadFireTriggered = false;
$mvTriggerCount0++;
}
}
function gamepadAltTrigger(%val)
{
if(%val > 0.1 && !$gamepadAltTriggerTriggered)
{
$gamepadAltTriggerTriggered = true;
$mvTriggerCount1++;
}
else if(%val <= 0.1 && $gamepadAltTriggerTriggered)
{
$gamepadAltTriggerTriggered = false;
$mvTriggerCount1++;
}
}
moveMap.bind(gamepad, triggerr, gamepadFire);
moveMap.bind(gamepad, triggerl, gamepadAltTrigger);
//------------------------------------------------------------------------------
// Zoom and FOV functions
//------------------------------------------------------------------------------
if($Player::CurrentFOV $= "")
$Player::CurrentFOV = $pref::Player::DefaultFOV / 2;
// toggleZoomFOV() works by dividing the CurrentFOV by 2. Each time that this
// toggle is hit it simply divides the CurrentFOV by 2 once again. If the
// FOV is reduced below a certain threshold then it resets to equal half of the
// DefaultFOV value. This gives us 4 zoom levels to cycle through.
function toggleZoomFOV()
{
$Player::CurrentFOV = $Player::CurrentFOV / 2;
if($Player::CurrentFOV < 5)
resetCurrentFOV();
if(ServerConnection.zoomed)
setFOV($Player::CurrentFOV);
else
{
setFov(ServerConnection.getControlCameraDefaultFov());
}
}
function resetCurrentFOV()
{
$Player::CurrentFOV = ServerConnection.getControlCameraDefaultFov() / 2;
}
function turnOffZoom()
{
ServerConnection.zoomed = false;
setFov(ServerConnection.getControlCameraDefaultFov());
// Rather than just disable the DOF effect, we want to set it to the level's
// preset values.
//DOFPostEffect.disable();
ppOptionsUpdateDOFSettings();
}
function setZoomFOV(%val)
{
if(%val)
toggleZoomFOV();
}
function toggleZoom(%val)
{
if (%val)
{
ServerConnection.zoomed = true;
setFov($Player::CurrentFOV);
DOFPostEffect.setAutoFocus( true );
DOFPostEffect.setFocusParams( 0.5, 0.5, 50, 500, -5, 5 );
DOFPostEffect.enable();
}
else
{
turnOffZoom();
}
}
moveMap.bind(keyboard, f, setZoomFOV);
moveMap.bind(keyboard, r, toggleZoom);
moveMap.bind( gamepad, btn_b, toggleZoom );
//------------------------------------------------------------------------------
// Camera & View functions
//------------------------------------------------------------------------------
function toggleFreeLook( %val )
{
if ( %val )
$mvFreeLook = true;
else
$mvFreeLook = false;
}
function toggleFirstPerson(%val)
{
if (%val)
{
ServerConnection.setFirstPerson(!ServerConnection.isFirstPerson());
}
}
function toggleCamera(%val)
{
if (%val)
commandToServer('ToggleCamera');
}
moveMap.bind( keyboard, z, toggleFreeLook );
moveMap.bind(keyboard, tab, toggleFirstPerson );
moveMap.bind(keyboard, "alt c", toggleCamera);
moveMap.bind( gamepad, btn_back, toggleCamera );
//------------------------------------------------------------------------------
// Demo recording functions
//------------------------------------------------------------------------------
function startRecordingDemo( %val )
{
if ( %val )
startDemoRecord();
}
function stopRecordingDemo( %val )
{
if ( %val )
stopDemoRecord();
}
moveMap.bind( keyboard, F3, startRecordingDemo );
moveMap.bind( keyboard, F4, stopRecordingDemo );
//------------------------------------------------------------------------------
// Helper Functions
//------------------------------------------------------------------------------
function dropCameraAtPlayer(%val)
{
if (%val)
commandToServer('dropCameraAtPlayer');
}
function dropPlayerAtCamera(%val)
{
if (%val)
commandToServer('DropPlayerAtCamera');
}
moveMap.bind(keyboard, "F8", dropCameraAtPlayer);
moveMap.bind(keyboard, "F7", dropPlayerAtCamera);
function bringUpOptions(%val)
{
if (%val)
Canvas.pushDialog(OptionsDlg);
}
GlobalActionMap.bind(keyboard, "ctrl o", bringUpOptions);
//------------------------------------------------------------------------------
// Debugging Functions
//------------------------------------------------------------------------------
$MFDebugRenderMode = 0;
function cycleDebugRenderMode(%val)
{
if (!%val)
return;
$MFDebugRenderMode++;
if ($MFDebugRenderMode > 16)
$MFDebugRenderMode = 0;
if ($MFDebugRenderMode == 15)
$MFDebugRenderMode = 16;
setInteriorRenderMode($MFDebugRenderMode);
if (isObject(ChatHud))
{
%message = "Setting Interior debug render mode to ";
%debugMode = "Unknown";
switch($MFDebugRenderMode)
{
case 0:
%debugMode = "NormalRender";
case 1:
%debugMode = "NormalRenderLines";
case 2:
%debugMode = "ShowDetail";
case 3:
%debugMode = "ShowAmbiguous";
case 4:
%debugMode = "ShowOrphan";
case 5:
%debugMode = "ShowLightmaps";
case 6:
%debugMode = "ShowTexturesOnly";
case 7:
%debugMode = "ShowPortalZones";
case 8:
%debugMode = "ShowOutsideVisible";
case 9:
%debugMode = "ShowCollisionFans";
case 10:
%debugMode = "ShowStrips";
case 11:
%debugMode = "ShowNullSurfaces";
case 12:
%debugMode = "ShowLargeTextures";
case 13:
%debugMode = "ShowHullSurfaces";
case 14:
%debugMode = "ShowVehicleHullSurfaces";
// Depreciated
//case 15:
// %debugMode = "ShowVertexColors";
case 16:
%debugMode = "ShowDetailLevel";
}
ChatHud.addLine(%message @ %debugMode);
}
}
GlobalActionMap.bind(keyboard, "F9", cycleDebugRenderMode);
//------------------------------------------------------------------------------
//
// Start profiler by pressing ctrl f3
// ctrl f3 - starts profile that will dump to console and file
//
function doProfile(%val)
{
if (%val)
{
// key down -- start profile
echo("Starting profile session...");
profilerReset();
profilerEnable(true);
}
else
{
// key up -- finish off profile
echo("Ending profile session...");
profilerDumpToFile("profilerDumpToFile" @ getSimTime() @ ".txt");
profilerEnable(false);
}
}
GlobalActionMap.bind(keyboard, "ctrl F3", doProfile);
//------------------------------------------------------------------------------
// Misc.
//------------------------------------------------------------------------------
GlobalActionMap.bind(keyboard, "tilde", toggleConsole);
GlobalActionMap.bindCmd(keyboard, "alt k", "cls();","");
GlobalActionMap.bindCmd(keyboard, "alt enter", "", "Canvas.attemptFullscreenToggle();");

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
// First we execute the core default preferences.
exec( "core/scripts/client/defaults.cs" );
// Now add your own game specific client preferences as
// well as any overloaded core defaults here.
// Finally load the preferences saved from the last
// game execution if they exist.
if ( $platform !$= "xenon" )
{
if ( isFile( "./prefs.cs" ) )
exec( "./prefs.cs" );
}
else
{
echo( "Not loading client prefs.cs on Xbox360" );
}

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Variables used by client scripts & code. The ones marked with (c)
// are accessed from code. Variables preceeded by Pref:: are client
// preferences and stored automatically in the ~/client/prefs.cs file
// in between sessions.
//
// (c) Client::MissionFile Mission file name
// ( ) Client::Password Password for server join
// (?) Pref::Player::CurrentFOV
// (?) Pref::Player::DefaultFov
// ( ) Pref::Input::KeyboardTurnSpeed
// (c) pref::Master[n] List of master servers
// (c) pref::Net::RegionMask
// (c) pref::Client::ServerFavoriteCount
// (c) pref::Client::ServerFavorite[FavoriteCount]
// .. Many more prefs... need to finish this off
// Moves, not finished with this either...
// (c) firstPerson
// $mv*Action...
//-----------------------------------------------------------------------------
// These are variables used to control the shell scripts and
// can be overriden by mods:
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
function initClient()
{
echo("\n--------- Initializing " @ $appName @ ": Client Scripts ---------");
// Make sure this variable reflects the correct state.
$Server::Dedicated = false;
// Game information used to query the master server
$Client::GameTypeQuery = $appName;
$Client::MissionTypeQuery = "Any";
// The common module provides basic client functionality
initBaseClient();
// Use our prefs to configure our Canvas/Window
configureCanvas();
// Load up the Game GUI
exec("art/gui/playGui.gui");
// Load up the shell GUIs
if($platform !$= "xenon") // Use the unified shell instead
exec("art/gui/mainMenuGui.gui");
exec("art/gui/StartupGui.gui");
// Gui scripts
exec("scripts/gui/playGui.cs");
exec("scripts/gui/startupGui.cs");
// Client scripts
exec("./missionDownload.cs");
exec("./serverConnection.cs");
// Default player key bindings
exec("./default.bind.cs");
if (isFile("./config.cs"))
exec("./config.cs");
loadMaterials();
// Really shouldn't be starting the networking unless we are
// going to connect to a remote server, or host a multi-player
// game.
setNetPort(0);
// Copy saved script prefs into C++ code.
setDefaultFov( $pref::Player::defaultFov );
setZoomSpeed( $pref::Player::zoomSpeed );
if( isFile( "./audioData.cs" ) )
exec( "./audioData.cs" );
// Start up the main menu... this is separated out into a
// method for easier mod override.
if ($startWorldEditor || $startGUIEditor) {
// Editor GUI's will start up in the primary main.cs once
// engine is initialized.
return;
}
// Connect to server if requested.
if ($JoinGameAddress !$= "") {
// If we are instantly connecting to an address, load the
// loading GUI then attempt the connect.
loadLoadingGui();
connect($JoinGameAddress, "", $Pref::Player::Name);
}
else {
// Otherwise go to the splash screen.
Canvas.setCursor("DefaultCursor");
loadStartup();
}
}
//-----------------------------------------------------------------------------
function loadMainMenu()
{
// Startup the client with the Main menu...
if (isObject( MainMenuGui ))
Canvas.setContent( MainMenuGui );
else if (isObject( UnifiedMainMenuGui ))
Canvas.setContent( UnifiedMainMenuGui );
Canvas.setCursor("DefaultCursor");
// first check if we have a level file to load
if ($levelToLoad !$= "")
{
%levelFile = "levels/";
%ext = getSubStr($levelToLoad, strlen($levelToLoad) - 3, 3);
if(%ext !$= "mis")
%levelFile = %levelFile @ $levelToLoad @ ".mis";
else
%levelFile = %levelFile @ $levelToLoad;
// Clear out the $levelToLoad so we don't attempt to load the level again
// later on.
$levelToLoad = "";
// let's make sure the file exists
%file = findFirstFile(%levelFile);
if(%file !$= "")
createAndConnectToLocalServer( "SinglePlayer", %file );
}
}
function loadLoadingGui()
{
Canvas.setContent("LoadingGui");
LoadingProgress.setValue(1);
LoadingProgressTxt.setValue("WAITING FOR SERVER");
Canvas.repaint();
}

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
//----------------------------------------------------------------------------
// Mission Loading & Mission Info
// The mission loading server handshaking is handled by the
// core/scripts/client/missingLoading.cs. This portion handles the interface
// with the game GUI.
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
// Loading Phases:
// Phase 1: Download Datablocks
// Phase 2: Download Ghost Objects
// Phase 3: Scene Lighting
//----------------------------------------------------------------------------
// Phase 1
//----------------------------------------------------------------------------
function onMissionDownloadPhase1(%missionName, %musicTrack)
{
// Load the post effect presets for this mission.
%path = "levels/" @ fileBase( %missionName ) @ $PostFXManager::fileExtension;
if ( isScriptFile( %path ) )
postFXManager::loadPresetHandler( %path );
else
PostFXManager::settingsApplyDefaultPreset();
// Close and clear the message hud (in case it's open)
if ( isObject( MessageHud ) )
MessageHud.close();
// Reset the loading progress controls:
if ( !isObject( LoadingProgress ) )
return;
LoadingProgress.setValue(0);
LoadingProgressTxt.setValue("LOADING DATABLOCKS");
Canvas.repaint();
}
function onPhase1Progress(%progress)
{
if ( !isObject( LoadingProgress ) )
return;
LoadingProgress.setValue(%progress);
Canvas.repaint(33);
}
function onPhase1Complete()
{
if ( !isObject( LoadingProgress ) )
return;
LoadingProgress.setValue( 1 );
Canvas.repaint();
}
//----------------------------------------------------------------------------
// Phase 2
//----------------------------------------------------------------------------
function onMissionDownloadPhase2()
{
if ( !isObject( LoadingProgress ) )
return;
LoadingProgress.setValue(0);
LoadingProgressTxt.setValue("LOADING OBJECTS");
Canvas.repaint();
}
function onPhase2Progress(%progress)
{
if ( !isObject( LoadingProgress ) )
return;
LoadingProgress.setValue(%progress);
Canvas.repaint(33);
}
function onPhase2Complete()
{
if ( !isObject( LoadingProgress ) )
return;
LoadingProgress.setValue( 1 );
Canvas.repaint();
}
function onFileChunkReceived(%fileName, %ofs, %size)
{
if ( !isObject( LoadingProgress ) )
return;
LoadingProgress.setValue(%ofs / %size);
LoadingProgressTxt.setValue("Downloading " @ %fileName @ "...");
}
//----------------------------------------------------------------------------
// Phase 3
//----------------------------------------------------------------------------
function onMissionDownloadPhase3()
{
if ( !isObject( LoadingProgress ) )
return;
LoadingProgress.setValue(0);
LoadingProgressTxt.setValue("LIGHTING MISSION");
Canvas.repaint();
}
function onPhase3Progress(%progress)
{
if ( !isObject( LoadingProgress ) )
return;
LoadingProgress.setValue(%progress);
Canvas.repaint(33);
}
function onPhase3Complete()
{
$lightingMission = false;
if ( !isObject( LoadingProgress ) )
return;
LoadingProgressTxt.setValue("STARTING MISSION");
LoadingProgress.setValue( 1 );
Canvas.repaint();
}
//----------------------------------------------------------------------------
// Mission loading done!
//----------------------------------------------------------------------------
function onMissionDownloadComplete()
{
// Client will shortly be dropped into the game, so this is
// good place for any last minute gui cleanup.
}
//------------------------------------------------------------------------------
// Before downloading a mission, the server transmits the mission
// information through these messages.
//------------------------------------------------------------------------------
addMessageCallback( 'MsgLoadInfo', handleLoadInfoMessage );
addMessageCallback( 'MsgLoadDescripition', handleLoadDescriptionMessage );
addMessageCallback( 'MsgLoadInfoDone', handleLoadInfoDoneMessage );
addMessageCallback( 'MsgLoadFailed', handleLoadFailedMessage );
//------------------------------------------------------------------------------
function handleLoadInfoMessage( %msgType, %msgString, %mapName )
{
// Clear all of the loading info lines:
for( %line = 0; %line < LoadingGui.qLineCount; %line++ )
LoadingGui.qLine[%line] = "";
LoadingGui.qLineCount = 0;
}
//------------------------------------------------------------------------------
function handleLoadDescriptionMessage( %msgType, %msgString, %line )
{
LoadingGui.qLine[LoadingGui.qLineCount] = %line;
LoadingGui.qLineCount++;
// Gather up all the previous lines, append the current one
// and stuff it into the control
%text = "<spush><font:Arial:16>";
for( %line = 0; %line < LoadingGui.qLineCount - 1; %line++ )
%text = %text @ LoadingGui.qLine[%line] @ " ";
%text = %text @ LoadingGui.qLine[%line] @ "<spop>";
}
//------------------------------------------------------------------------------
function handleLoadInfoDoneMessage( %msgType, %msgString )
{
// This will get called after the last description line is sent.
}
//------------------------------------------------------------------------------
function handleLoadFailedMessage( %msgType, %msgString )
{
MessageBoxOK( "Mission Load Failed", %msgString NL "Press OK to return to the Main Menu", "disconnect();" );
}

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
// Functions dealing with connecting to a server
//-----------------------------------------------------------------------------
// Server connection error
//-----------------------------------------------------------------------------
addMessageCallback( 'MsgConnectionError', handleConnectionErrorMessage );
function handleConnectionErrorMessage(%msgType, %msgString, %msgError)
{
// On connect the server transmits a message to display if there
// are any problems with the connection. Most connection errors
// are game version differences, so hopefully the server message
// will tell us where to get the latest version of the game.
$ServerConnectionErrorMessage = %msgError;
}
//----------------------------------------------------------------------------
// GameConnection client callbacks
//----------------------------------------------------------------------------
function GameConnection::initialControlSet(%this)
{
echo ("*** Initial Control Object");
// The first control object has been set by the server
// and we are now ready to go.
// first check if the editor is active
if (!isToolBuild() || !Editor::checkActiveLoadDone())
{
if (Canvas.getContent() != PlayGui.getId())
Canvas.setContent(PlayGui);
}
}
function GameConnection::onControlObjectChange(%this)
{
echo ("*** Control Object Changed");
// Reset the current FOV to match the new object
// and turn off any current zoom.
resetCurrentFOV();
turnOffZoom();
}
// Called on the new connection object after connect() succeeds.
function GameConnection::onConnectionAccepted(%this)
{
// Startup the physX world on the client before any
// datablocks and objects are ghosted over.
physicsInitWorld( "client" );
}
function GameConnection::onConnectionError(%this, %msg)
{
// General connection error, usually raised by ghosted objects
// initialization problems, such as missing files. We'll display
// the server's connection error message.
disconnectedCleanup();
MessageBoxOK( "DISCONNECT", $ServerConnectionErrorMessage @ " (" @ %msg @ ")" );
}
//-----------------------------------------------------------------------------
// Disconnect
//-----------------------------------------------------------------------------
function disconnect()
{
// We need to stop the client side simulation
// else physics resources will not cleanup properly.
physicsStopSimulation( "client" );
// Delete the connection if it's still there.
if (isObject(ServerConnection))
ServerConnection.delete();
disconnectedCleanup();
// Call destroyServer in case we're hosting
destroyServer();
}
function disconnectedCleanup()
{
// End mission, if it's running.
if( $Client::missionRunning )
clientEndMission();
// Disable mission lighting if it's going, this is here
// in case we're disconnected while the mission is loading.
$lightingMission = false;
$sceneLighting::terminateLighting = true;
// Back to the launch screen
if (isObject( MainMenuGui ))
Canvas.setContent( MainMenuGui );
// We can now delete the client physics simulation.
physicsDestroyWorld( "client" );
}

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// PlayGui is the main TSControl through which the game is viewed.
// The PlayGui also contains the hud controls.
//-----------------------------------------------------------------------------
function PlayGui::onWake(%this)
{
// Turn off any shell sounds...
// sfxStop( ... );
$enableDirectInput = "1";
activateDirectInput();
// Message hud dialog
if ( isObject( MainChatHud ) )
{
Canvas.pushDialog( MainChatHud );
chatHud.attach(HudMessageVector);
}
// just update the action map here
moveMap.push();
// hack city - these controls are floating around and need to be clamped
if ( isFunction( "refreshCenterTextCtrl" ) )
schedule(0, 0, "refreshCenterTextCtrl");
if ( isFunction( "refreshBottomTextCtrl" ) )
schedule(0, 0, "refreshBottomTextCtrl");
}
function PlayGui::onSleep(%this)
{
if ( isObject( MainChatHud ) )
Canvas.popDialog( MainChatHud );
// pop the keymaps
moveMap.pop();
}
function PlayGui::clearHud( %this )
{
Canvas.popDialog( MainChatHud );
while ( %this.getCount() > 0 )
%this.getObject( 0 ).delete();
}
//-----------------------------------------------------------------------------
function refreshBottomTextCtrl()
{
BottomPrintText.position = "0 0";
}
function refreshCenterTextCtrl()
{
CenterPrintText.position = "0 0";
}

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// StartupGui is the splash screen that initially shows when the game is loaded
//-----------------------------------------------------------------------------
function loadStartup()
{
// The index of the current splash screen
$StartupIdx = 0;
// A list of the splash screens and logos
// to cycle through. Note that they have to
// be in consecutive numerical order
StartupGui.bitmap0 = "art/gui/background";
StartupGui.logo0 = "art/gui/Torque-3D-logo";
StartupGui.logoPos0 = "178 251";
StartupGui.logoExtent0 = "443 139";
// Call the next() function to set our firt
// splash screen
StartupGui.next();
// Play our startup sound
//SFXPlayOnce(AudioGui, "art/sound/gui/startup");//SFXPlay(startsnd);
}
function StartupGui::click(%this)
{
%this.done = true;
%this.onDone();
}
function StartupGui::next(%this)
{
// Set us to a blank screen while we load the next one
Canvas.setContent(BlankGui);
// Set our bitmap and reset the done variable
%this.setBitmap(getVariable(%this @ ".bitmap" @ $StartupIdx));
%this.done = false;
// If we have a logo then set it
if (isObject(%this->StartupLogo))
{
if (getVariable(%this @ ".logo" @ $StartupIdx) !$= "")
{
%this->StartupLogo.setBitmap(getVariable(%this @ ".logo" @ $StartupIdx));
if (getVariable(%this @ ".logoPos" @ $StartupIdx) !$= "")
{
%logoPosX = getWord(getVariable(%this @ ".logoPos" @ $StartupIdx), 0);
%logoPosY = getWord(getVariable(%this @ ".logoPos" @ $StartupIdx), 1);
%this->StartupLogo.setPosition(%logoPosX, %logoPosY);
}
if (getVariable(%this @ ".logoExtent" @ $StartupIdx) !$= "")
%this->StartupLogo.setExtent(getVariable(%this @ ".logoExtent" @ $StartupIdx));
%this->StartupLogo.setVisible(true);
}
else
%this->StartupLogo.setVisible(false);
}
// If we have a secondary logo then set it
if (isObject(%this->StartupLogoSecondary))
{
if (getVariable(%this @ ".seclogo" @ $StartupIdx) !$= "")
{
%this->StartupLogoSecondary.setBitmap(getVariable(%this @ ".seclogo" @ $StartupIdx));
if (getVariable(%this @ ".seclogoPos" @ $StartupIdx) !$= "")
{
%logoPosX = getWord(getVariable(%this @ ".seclogoPos" @ $StartupIdx), 0);
%logoPosY = getWord(getVariable(%this @ ".seclogoPos" @ $StartupIdx), 1);
%this->StartupLogoSecondary.setPosition(%logoPosX, %logoPosY);
}
if (getVariable(%this @ ".seclogoExtent" @ $StartupIdx) !$= "")
%this->StartupLogoSecondary.setExtent(getVariable(%this @ ".seclogoExtent" @ $StartupIdx));
%this->StartupLogoSecondary.setVisible(true);
}
else
%this->StartupLogoSecondary.setVisible(false);
}
// Increment our screen index for the next screen
$StartupIdx++;
// Set the Canvas to our newly updated GuiFadeinBitmapCtrl
Canvas.setContent(%this);
}
function StartupGui::onDone(%this)
{
// If we have been tagged as done decide if we need
// to end or cycle to the next one
if (%this.done)
{
// See if we have a valid bitmap for the next screen
if (getVariable(%this @ ".bitmap" @ $StartupIdx) $= "")
{
// Clear our data and load the main menu
%this.done = true;
// NOTE: Don't ever ever delete yourself during a callback from C++.
//
// Deleting the whole gui itself seems a bit excessive, what if we want
// to return to the startup gui at a later time? Any bitmaps set on
// the controls should be unloaded automatically if the control is not
// awake, if this is not the case then that's what needs to be fixed.
//%this.delete();
//BlankGui.delete();
//flushTextureCache();
loadMainMenu();
}
else
{
// We do have a bitmap so cycle to it
%this.next();
}
}
}

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
// Load up core script base
loadDir("core"); // Should be loaded at a higher level, but for now leave -- SRZ 11/29/07
//-----------------------------------------------------------------------------
// Package overrides to initialize the mod.
package fps {
function displayHelp() {
Parent::displayHelp();
error(
"Fps Mod options:\n"@
" -dedicated Start as dedicated server\n"@
" -connect <address> For non-dedicated: Connect to a game at <address>\n" @
" -mission <filename> For dedicated: Load the mission\n"
);
}
function parseArgs()
{
// Call the parent
Parent::parseArgs();
// Arguments, which override everything else.
for (%i = 1; %i < $Game::argc ; %i++)
{
%arg = $Game::argv[%i];
%nextArg = $Game::argv[%i+1];
%hasNextArg = $Game::argc - %i > 1;
switch$ (%arg)
{
//--------------------
case "-dedicated":
$Server::Dedicated = true;
enableWinConsole(true);
$argUsed[%i]++;
//--------------------
case "-mission":
$argUsed[%i]++;
if (%hasNextArg) {
$missionArg = %nextArg;
$argUsed[%i+1]++;
%i++;
}
else
error("Error: Missing Command Line argument. Usage: -mission <filename>");
//--------------------
case "-connect":
$argUsed[%i]++;
if (%hasNextArg) {
$JoinGameAddress = %nextArg;
$argUsed[%i+1]++;
%i++;
}
else
error("Error: Missing Command Line argument. Usage: -connect <ip_address>");
}
}
}
function onStart()
{
// The core does initialization which requires some of
// the preferences to loaded... so do that first.
exec( "./client/defaults.cs" );
exec( "./server/defaults.cs" );
Parent::onStart();
echo("\n--------- Initializing Directory: scripts ---------");
// Load the scripts that start it all...
exec("./client/init.cs");
exec("./server/init.cs");
// Init the physics plugin.
physicsInit();
// Start up the audio system.
sfxStartup();
// Server gets loaded for all sessions, since clients
// can host in-game servers.
initServer();
// Start up in either client, or dedicated server mode
if ($Server::Dedicated)
initDedicated();
else
initClient();
}
function onExit()
{
// Ensure that we are disconnected and/or the server is destroyed.
// This prevents crashes due to the SceneGraph being deleted before
// the objects it contains.
if ($Server::Dedicated)
destroyServer();
else
disconnect();
// Destroy the physics plugin.
physicsDestroy();
echo("Exporting client prefs");
export("$pref::*", "./client/prefs.cs", False);
echo("Exporting server prefs");
export("$Pref::Server::*", "./server/prefs.cs", False);
BanList::Export("./server/banlist.cs");
Parent::onExit();
}
}; // package fps
// Activate the game package.
activatePackage(fps);

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Misc. server commands avialable to clients
//-----------------------------------------------------------------------------

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
// First we execute the core default preferences.
exec( "core/scripts/server/defaults.cs" );
// Now add your own game specific server preferences as
// well as any overloaded core defaults here.
// Finally load the preferences saved from the last
// game execution if they exist.
if ( $platform !$= "xenon" )
{
if ( isFile( "./prefs.cs" ) )
exec( "./prefs.cs" );
}
else
{
echo( "Not loading server prefs.cs on Xbox360" );
}

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// What kind of "player" is spawned is either controlled directly by the
// SpawnSphere or it defaults back to the values set here. This also controls
// which SimGroups to attempt to select the spawn sphere's from by walking down
// the list of SpawnGroups till it finds a valid spawn object.
// These override the values set in core/scripts/server/spawn.cs
//-----------------------------------------------------------------------------
// Leave $Game::defaultPlayerClass and $Game::defaultPlayerDataBlock as empty strings ("")
// to spawn a the $Game::defaultCameraClass as the control object.
$Game::DefaultPlayerClass = "";
$Game::DefaultPlayerDataBlock = "";
$Game::DefaultPlayerSpawnGroups = "CameraSpawnPoints PlayerSpawnPoints PlayerDropPoints";
//-----------------------------------------------------------------------------
// What kind of "camera" is spawned is either controlled directly by the
// SpawnSphere or it defaults back to the values set here. This also controls
// which SimGroups to attempt to select the spawn sphere's from by walking down
// the list of SpawnGroups till it finds a valid spawn object.
// These override the values set in core/scripts/server/spawn.cs
//-----------------------------------------------------------------------------
$Game::DefaultCameraClass = "Camera";
$Game::DefaultCameraDataBlock = "Observer";
$Game::DefaultCameraSpawnGroups = "CameraSpawnPoints PlayerSpawnPoints PlayerDropPoints";
// Global movement speed that affects all Cameras
$Camera::MovementSpeed = 30;
//-----------------------------------------------------------------------------
// GameConnection manages the communication between the server's world and the
// client's simulation. These functions are responsible for maintaining the
// client's camera and player objects.
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// This is the main entry point for spawning a control object for the client.
// The control object is the actual game object that the client is responsible
// for controlling in the client and server simulations. We also spawn a
// convenient camera object for use as an alternate control object. We do not
// have to spawn this camera object in order to function in the simulation.
//
// Called for each client after it's finished downloading the mission and is
// ready to start playing.
//-----------------------------------------------------------------------------
function GameConnection::onClientEnterGame(%this)
{
// This function currently relies on some helper functions defined in
// core/scripts/spawn.cs. For custom spawn behaviors one can either
// override the properties on the SpawnSphere's or directly override the
// functions themselves.
// Find a spawn point for the camera
%cameraSpawnPoint = pickCameraSpawnPoint($Game::DefaultCameraSpawnGroups);
// Spawn a camera for this client using the found %spawnPoint
%this.spawnCamera(%cameraSpawnPoint);
// Find a spawn point for the player
%playerSpawnPoint = pickPlayerSpawnPoint($Game::DefaultPlayerSpawnGroups);
// Spawn a camera for this client using the found %spawnPoint
%this.spawnPlayer(%playerSpawnPoint);
}
//-----------------------------------------------------------------------------
// Clean up the client's control objects
//-----------------------------------------------------------------------------
function GameConnection::onClientLeaveGame(%this)
{
// Cleanup the camera
if (isObject(%this.camera))
%this.camera.delete();
// Cleanup the player
if (isObject(%this.player))
%this.player.delete();
}
//-----------------------------------------------------------------------------
// Handle a player's death
//-----------------------------------------------------------------------------
function GameConnection::onDeath(%this, %sourceObject, %sourceClient, %damageType, %damLoc)
{
// Clear out the name on the corpse
if (isObject(%this.player))
{
if (%this.player.isMethod("setShapeName"))
%this.player.setShapeName("");
}
// Switch the client over to the death cam
if (isObject(%this.camera) && isObject(%this.player))
{
%this.camera.setMode("Corpse", %this.player);
%this.setControlObject(%this.camera);
}
// Unhook the player object
%this.player = 0;
}
//-----------------------------------------------------------------------------
// Server, mission, and game management
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// The server has started up so do some game start up
//-----------------------------------------------------------------------------
function onServerCreated()
{
// Server::GameType is sent to the master server.
// This variable should uniquely identify your game and/or mod.
$Server::GameType = "Torque 3D";
// Server::MissionType sent to the master server. Clients can
// filter servers based on mission type.
$Server::MissionType = "pureLIGHT";
// GameStartTime is the sim time the game started. Used to calculated
// game elapsed time.
$Game::StartTime = 0;
// Create the server physics world.
physicsInitWorld( "server" );
// Load up any objects or datablocks saved to the editor managed scripts
%datablockFiles = new ArrayObject();
%datablockFiles.add( "art/shapes/particles/managedParticleData.cs" );
%datablockFiles.add( "art/shapes/particles/managedParticleEmitterData.cs" );
%datablockFiles.add( "art/decals/managedDecalData.cs" );
%datablockFiles.add( "art/datablocks/managedDatablocks.cs" );
%datablockFiles.add( "art/forest/managedItemData.cs" );
%datablockFiles.add( "art/datablocks/datablockExec.cs" );
loadDatablockFiles( %datablockFiles, true );
// Run the other gameplay scripts in this folder
exec("./scriptExec.cs");
// Keep track of when the game started
$Game::StartTime = $Sim::Time;
}
//-----------------------------------------------------------------------------
// This function is called as part of a server shutdown
//-----------------------------------------------------------------------------
function onServerDestroyed()
{
// Destroy the server physcis world
physicsDestroyWorld( "server" );
}
//-----------------------------------------------------------------------------
// Called by loadMission() once the mission is finished loading
//-----------------------------------------------------------------------------
function onMissionLoaded()
{
// Start the server side physics simulation
physicsStartSimulation( "server" );
// Nothing special for now, just start up the game play
startGame();
}
//-----------------------------------------------------------------------------
// Called by endMission(), right before the mission is destroyed
//-----------------------------------------------------------------------------
function onMissionEnded()
{
// Stop the server physics simulation
physicsStopSimulation( "server" );
// Normally the game should be ended first before the next
// mission is loaded, this is here in case loadMission has been
// called directly. The mission will be ended if the server
// is destroyed, so we only need to cleanup here.
$Game::Running = false;
}
//-----------------------------------------------------------------------------
// Called once the game has started
//-----------------------------------------------------------------------------
function startGame()
{
if ($Game::Running)
{
error("startGame(): End the game first!");
return;
}
$Game::Running = true;
}
//-----------------------------------------------------------------------------
// Called once the game has ended
//-----------------------------------------------------------------------------
function endGame()
{
if (!$Game::Running)
{
error("endGame(): No game running!");
return;
}
// Inform the client the game is over
for( %clientIndex = 0; %clientIndex < ClientGroup.getCount(); %clientIndex++ )
{
%cl = ClientGroup.getObject( %clientIndex );
commandToClient(%cl, 'GameEnd');
}
// Delete all the temporary mission objects
resetMission();
$Game::Running = false;
}

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Variables used by server scripts & code. The ones marked with (c)
// are accessed from code. Variables preceeded by Pref:: are server
// preferences and stored automatically in the ServerPrefs.cs file
// in between server sessions.
//
// (c) Server::ServerType {SinglePlayer, MultiPlayer}
// (c) Server::GameType Unique game name
// (c) Server::Dedicated Bool
// ( ) Server::MissionFile Mission .mis file name
// (c) Server::MissionName DisplayName from .mis file
// (c) Server::MissionType Not used
// (c) Server::PlayerCount Current player count
// (c) Server::GuidList Player GUID (record list?)
// (c) Server::Status Current server status
//
// (c) Pref::Server::Name Server Name
// (c) Pref::Server::Password Password for client connections
// ( ) Pref::Server::AdminPassword Password for client admins
// (c) Pref::Server::Info Server description
// (c) Pref::Server::MaxPlayers Max allowed players
// (c) Pref::Server::RegionMask Registers this mask with master server
// ( ) Pref::Server::BanTime Duration of a player ban
// ( ) Pref::Server::KickBanTime Duration of a player kick & ban
// ( ) Pref::Server::MaxChatLen Max chat message len
// ( ) Pref::Server::FloodProtectionEnabled Bool
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
function initServer()
{
echo("\n--------- Initializing " @ $appName @ ": Server Scripts ---------");
// Server::Status is returned in the Game Info Query and represents the
// current status of the server. This string sould be very short.
$Server::Status = "Unknown";
// Turn on testing/debug script functions
$Server::TestCheats = false;
// Specify where the mission files are.
$Server::MissionFileSpec = "levels/*.mis";
// The common module provides the basic server functionality
initBaseServer();
// Load up game server support scripts
exec("./commands.cs");
exec("./game.cs");
}
//-----------------------------------------------------------------------------
function initDedicated()
{
enableWinConsole(true);
echo("\n--------- Starting Dedicated Server ---------");
// Make sure this variable reflects the correct state.
$Server::Dedicated = true;
// The server isn't started unless a mission has been specified.
if ($missionArg !$= "") {
createServer("MultiPlayer", $missionArg);
}
else
echo("No mission specified (use -mission filename)");
}

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@ -0,0 +1,24 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
// Load up all scripts. This function is called when
// a server is constructed.