Full Template for ticket #1

This commit is contained in:
DavidWyand-GG 2012-09-19 11:54:25 -04:00
parent 74f265b3b3
commit f439dc8dcd
2150 changed files with 286240 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 specific audio descriptions. Always declare SFXDescription's (the type of sound)
// before SFXProfile's (the sound itself) when creating new ones
singleton SFXDescription(BulletFireDesc : AudioEffect )
{
isLooping = false;
is3D = true;
ReferenceDistance = 10.0;
MaxDistance = 60.0;
};
singleton SFXDescription(BulletImpactDesc : AudioEffect )
{
isLooping = false;
is3D = true;
ReferenceDistance = 10.0;
MaxDistance = 30.0;
volume = 0.4;
pitch = 1.4;
};

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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.
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Message Hud
//-----------------------------------------------------------------------------
// chat hud sizes in lines
$outerChatLenY[1] = 4;
$outerChatLenY[2] = 9;
$outerChatLenY[3] = 13;
// Only play sound files that are <= 5000ms in length.
$MaxMessageWavLength = 5000;
// Helper function to play a sound file if the message indicates.
// Returns starting position of wave file indicator.
function playMessageSound(%message, %voice, %pitch)
{
// Search for wav tag marker.
%wavStart = strstr(%message, "~w");
if (%wavStart == -1)
{
return -1;
}
%wav = getSubStr(%message, %wavStart + 2, 1000);
if (%voice !$= "")
{
%wavFile = "art/sound/voice/" @ %voice @ "/" @ %wav;
}
else
%wavFile = "art/sound/" @ %wav;
if (strstr(%wavFile, ".wav") != (strlen(%wavFile) - 4))
%wavFile = %wavFile @ ".wav";
// XXX This only expands to a single filepath, of course; it
// would be nice to support checking in each mod path if we
// have multiple mods active.
%wavFile = ExpandFilename(%wavFile);
%wavSource = sfxCreateSource(AudioMessage, %wavFile);
if (isObject(%wavSource))
{
%wavLengthMS = %wavSource.getDuration() * %pitch;
if (%wavLengthMS == 0)
error("** WAV file \"" @ %wavFile @ "\" is nonexistent or sound is zero-length **");
else if (%wavLengthMS <= $MaxMessageWavLength)
{
if (isObject($ClientChatHandle[%sender]))
$ClientChatHandle[%sender].delete();
$ClientChatHandle[%sender] = %wavSource;
if (%pitch != 1.0)
$ClientChatHandle[%sender].setPitch(%pitch);
$ClientChatHandle[%sender].play();
}
else
error("** WAV file \"" @ %wavFile @ "\" is too long **");
}
else
error("** Unable to load WAV file : \"" @ %wavFile @ "\" **");
return %wavStart;
}
// All messages are stored in this HudMessageVector, the actual
// MainChatHud only displays the contents of this vector.
new MessageVector(HudMessageVector);
$LastHudTarget = 0;
//-----------------------------------------------------------------------------
function onChatMessage(%message, %voice, %pitch)
{
// XXX Client objects on the server must have voiceTag and voicePitch
// fields for values to be passed in for %voice and %pitch... in
// this example mod, they don't have those fields.
// Clients are not allowed to trigger general game sounds with their
// chat messages... a voice directory MUST be specified.
if (%voice $= "") {
%voice = "default";
}
// See if there's a sound at the end of the message, and play it.
if ((%wavStart = playMessageSound(%message, %voice, %pitch)) != -1) {
// Remove the sound marker from the end of the message.
%message = getSubStr(%message, 0, %wavStart);
}
// Chat goes to the chat HUD.
if (getWordCount(%message)) {
ChatHud.addLine(%message);
}
}
function onServerMessage(%message)
{
// See if there's a sound at the end of the message, and play it.
if ((%wavStart = playMessageSound(%message)) != -1) {
// Remove the sound marker from the end of the message.
%message = getSubStr(%message, 0, %wavStart);
}
// Server messages go to the chat HUD too.
if (getWordCount(%message)) {
ChatHud.addLine(%message);
}
}
//-----------------------------------------------------------------------------
// MainChatHud methods
//-----------------------------------------------------------------------------
function MainChatHud::onWake( %this )
{
// set the chat hud to the users pref
%this.setChatHudLength( $Pref::ChatHudLength );
}
//------------------------------------------------------------------------------
function MainChatHud::setChatHudLength( %this, %length )
{
%textHeight = ChatHud.Profile.fontSize + ChatHud.lineSpacing;
if (%textHeight <= 0)
%textHeight = 12;
%lengthInPixels = $outerChatLenY[%length] * %textHeight;
%chatMargin = getWord(OuterChatHud.extent, 1) - getWord(ChatScrollHud.Extent, 1)
+ 2 * ChatScrollHud.profile.borderThickness;
OuterChatHud.setExtent(firstWord(OuterChatHud.extent), %lengthInPixels + %chatMargin);
ChatScrollHud.scrollToBottom();
ChatPageDown.setVisible(false);
}
//------------------------------------------------------------------------------
function MainChatHud::nextChatHudLen( %this )
{
%len = $pref::ChatHudLength++;
if ($pref::ChatHudLength == 4)
$pref::ChatHudLength = 1;
%this.setChatHudLength($pref::ChatHudLength);
}
//-----------------------------------------------------------------------------
// ChatHud methods
// This is the actual message vector/text control which is part of
// the MainChatHud dialog
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
function ChatHud::addLine(%this,%text)
{
//first, see if we're "scrolled up"...
%textHeight = %this.profile.fontSize + %this.lineSpacing;
if (%textHeight <= 0)
%textHeight = 12;
%scrollBox = %this.getGroup();
%chatScrollHeight = getWord(%scrollBox.extent, 1) - 2 * %scrollBox.profile.borderThickness;
%chatPosition = getWord(%this.extent, 1) - %chatScrollHeight + getWord(%this.position, 1) - %scrollBox.profile.borderThickness;
%linesToScroll = mFloor((%chatPosition / %textHeight) + 0.5);
if (%linesToScroll > 0)
%origPosition = %this.position;
//remove old messages from the top only if scrolled down all the way
while( !chatPageDown.isVisible() && HudMessageVector.getNumLines() && (HudMessageVector.getNumLines() >= $pref::HudMessageLogSize))
{
%tag = HudMessageVector.getLineTag(0);
if(%tag != 0)
%tag.delete();
HudMessageVector.popFrontLine();
}
//add the message...
HudMessageVector.pushBackLine(%text, $LastHudTarget);
$LastHudTarget = 0;
//now that we've added the message, see if we need to reset the position
if (%linesToScroll > 0)
{
chatPageDown.setVisible(true);
%this.position = %origPosition;
}
else
chatPageDown.setVisible(false);
}
//-----------------------------------------------------------------------------
function ChatHud::pageUp(%this)
{
// Find out the text line height
%textHeight = %this.profile.fontSize + %this.lineSpacing;
if (%textHeight <= 0)
%textHeight = 12;
%scrollBox = %this.getGroup();
// Find out how many lines per page are visible
%chatScrollHeight = getWord(%scrollBox.extent, 1) - 2 * %scrollBox.profile.borderThickness;
if (%chatScrollHeight <= 0)
return;
%pageLines = mFloor(%chatScrollHeight / %textHeight) - 1; // have a 1 line overlap on pages
if (%pageLines <= 0)
%pageLines = 1;
// See how many lines we actually can scroll up:
%chatPosition = -1 * (getWord(%this.position, 1) - %scrollBox.profile.borderThickness);
%linesToScroll = mFloor((%chatPosition / %textHeight) + 0.5);
if (%linesToScroll <= 0)
return;
if (%linesToScroll > %pageLines)
%scrollLines = %pageLines;
else
%scrollLines = %linesToScroll;
// Now set the position
%this.position = firstWord(%this.position) SPC (getWord(%this.position, 1) + (%scrollLines * %textHeight));
// Display the pageup icon
chatPageDown.setVisible(true);
}
//-----------------------------------------------------------------------------
function ChatHud::pageDown(%this)
{
// Find out the text line height
%textHeight = %this.profile.fontSize + %this.lineSpacing;
if (%textHeight <= 0)
%textHeight = 12;
%scrollBox = %this.getGroup();
// Find out how many lines per page are visible
%chatScrollHeight = getWord(%scrollBox.extent, 1) - 2 * %scrollBox.profile.borderThickness;
if (%chatScrollHeight <= 0)
return;
%pageLines = mFloor(%chatScrollHeight / %textHeight) - 1;
if (%pageLines <= 0)
%pageLines = 1;
// See how many lines we actually can scroll down:
%chatPosition = getWord(%this.extent, 1) - %chatScrollHeight + getWord(%this.position, 1) - %scrollBox.profile.borderThickness;
%linesToScroll = mFloor((%chatPosition / %textHeight) + 0.5);
if (%linesToScroll <= 0)
return;
if (%linesToScroll > %pageLines)
%scrollLines = %pageLines;
else
%scrollLines = %linesToScroll;
// Now set the position
%this.position = firstWord(%this.position) SPC (getWord(%this.position, 1) - (%scrollLines * %textHeight));
// See if we have should (still) display the pagedown icon
if (%scrollLines < %linesToScroll)
chatPageDown.setVisible(true);
else
chatPageDown.setVisible(false);
}
//-----------------------------------------------------------------------------
// Support functions
//-----------------------------------------------------------------------------
function pageUpMessageHud()
{
ChatHud.pageUp();
}
function pageDownMessageHud()
{
ChatHud.pageDown();
}
function cycleMessageHudSize()
{
MainChatHud.nextChatHudLen();
}

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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.
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Server Admin Commands
//-----------------------------------------------------------------------------
function SAD(%password)
{
if (%password !$= "")
commandToServer('SAD', %password);
}
function SADSetPassword(%password)
{
commandToServer('SADSetPassword', %password);
}
//----------------------------------------------------------------------------
// Misc server commands
//----------------------------------------------------------------------------
function clientCmdSyncClock(%time)
{
// Time update from the server, this is only sent at the start of a mission
// or when a client joins a game in progress.
}
//-----------------------------------------------------------------------------
// Numerical Health Counter
//-----------------------------------------------------------------------------
function clientCmdSetNumericalHealthHUD(%curHealth)
{
// Skip if the hud is missing.
if (!isObject(numericalHealthHUD))
return;
// The server has sent us our current health, display it on the HUD
numericalHealthHUD.setValue(%curHealth);
// Ensure the HUD is set to visible while we have health / are alive
if (%curHealth)
HealthHUD.setVisible(true);
else
HealthHUD.setVisible(false);
}
//-----------------------------------------------------------------------------
// Damage Direction Indicator
//-----------------------------------------------------------------------------
function clientCmdSetDamageDirection(%direction)
{
eval("%ctrl = DamageHUD-->damage_" @ %direction @ ";");
if (isObject(%ctrl))
{
// Show the indicator, and schedule an event to hide it again
cancelAll(%ctrl);
%ctrl.setVisible(true);
%ctrl.schedule(500, setVisible, false);
}
}
//-----------------------------------------------------------------------------
// Teleporter visual effect
//-----------------------------------------------------------------------------
function clientCmdPlayTeleportEffect(%position, %effectDataBlock)
{
if (isObject(%effectDataBlock))
{
new Explosion()
{
position = %position;
dataBlock = %effectDataBlock;
};
}
}
// ----------------------------------------------------------------------------
// WeaponHUD
// ----------------------------------------------------------------------------
// Update the Ammo Counter with current ammo, if not any then hide the counter.
function clientCmdSetAmmoAmountHud(%amount, %amountInClips)
{
if (!%amount)
AmmoAmount.setVisible(false);
else
{
AmmoAmount.setVisible(true);
AmmoAmount.setText("Ammo: " @ %amount @ "/" @ %amountInClips);
}
}
// Here we update the Weapon Preview image & reticle for each weapon. We also
// update the Ammo Counter (just so we don't have to call it separately).
// Passing an empty parameter ("") hides the HUD component.
function clientCmdRefreshWeaponHUD(%amount, %preview, %ret, %zoomRet, %amountInClips)
{
if (!%amount)
AmmoAmount.setVisible(false);
else
{
AmmoAmount.setVisible(true);
AmmoAmount.setText("Ammo: " @ %amount @ "/" @ %amountInClips);
}
if (%preview $= "")
WeaponHUD.setVisible(false);//PreviewImage.setVisible(false);
else
{
WeaponHUD.setVisible(true);//PreviewImage.setVisible(true);
PreviewImage.setbitmap("art/gui/weaponHud/"@ detag(%preview));
}
if (%ret $= "")
Reticle.setVisible(false);
else
{
Reticle.setVisible(true);
Reticle.setbitmap("art/gui/weaponHud/"@ detag(%ret));
}
if (isObject(ZoomReticle))
{
if (%zoomRet $= "")
{
ZoomReticle.setBitmap("");
}
else
{
ZoomReticle.setBitmap("art/gui/weaponHud/"@ detag(%zoomRet));
}
}
}
// ----------------------------------------------------------------------------
// Vehicle Support
// ----------------------------------------------------------------------------
function clientCmdtoggleVehicleMap(%toggle)
{
if(%toggle)
{
moveMap.pop();
vehicleMap.push();
}
else
{
vehicleMap.pop();
moveMap.push();
}
}
// ----------------------------------------------------------------------------
// Turret Support
// ----------------------------------------------------------------------------
// Call by the Turret class when a player mounts or unmounts it.
// %turret = The turret that was mounted
// %player = The player doing the mounting
// %mounted = True if the turret was mounted, false if it was unmounted
function turretMountCallback(%turret, %player, %mounted)
{
//echo ( "\c4turretMountCallback -> " @ %mounted );
if (%mounted)
{
// Push the action map
turretMap.push();
}
else
{
// Pop the action map
turretMap.pop();
}
}

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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();");
function showPlayerList(%val)
{
if (%val)
PlayerListGui.toggle();
}
moveMap.bind( keyboard, F2, showPlayerList );
function showControlsHelp(%val)
{
if (%val)
ControlsHelpDlg.toggle();
}
moveMap.bind(keyboard, h, showControlsHelp);
function hideHUDs(%val)
{
if (%val)
HudlessPlayGui.toggle();
}
moveMap.bind(keyboard, "ctrl h", hideHUDs);
function doScreenShotHudless(%val)
{
if(%val)
{
canvas.setContent(HudlessPlayGui);
//doScreenshot(%val);
schedule(10, 0, "doScreenShot", %val);
}
else
canvas.setContent(PlayGui);
}
moveMap.bind(keyboard, "alt p", doScreenShotHudless);
//------------------------------------------------------------------------------
// 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 )
{
if(%val > 0)
{
$mvRightAction = %val * $movementSpeed;
$mvLeftAction = 0;
}
else
{
$mvRightAction = 0;
$mvLeftAction = -%val * $movementSpeed;
}
}
function gamePadMoveY( %val )
{
if(%val > 0)
{
$mvForwardAction = %val * $movementSpeed;
$mvBackwardAction = 0;
}
else
{
$mvForwardAction = 0;
$mvBackwardAction = -%val * $movementSpeed;
}
}
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();", "");
// ----------------------------------------------------------------------------
// Stance/pose
// ----------------------------------------------------------------------------
function doCrouch(%val)
{
$mvTriggerCount3++;
}
moveMap.bind(keyboard, lcontrol, doCrouch);
moveMap.bind(gamepad, btn_b, doCrouch);
function doSprint(%val)
{
$mvTriggerCount5++;
}
moveMap.bind(keyboard, lshift, doSprint);
//------------------------------------------------------------------------------
// 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()
{
$Player::CurrentFOV = ServerConnection.getControlCameraDefaultFov() / 2;
}
function turnOffZoom()
{
ServerConnection.zoomed = false;
setFov(ServerConnection.getControlCameraDefaultFov());
Reticle.setVisible(true);
zoomReticle.setVisible(false);
// Rather than just disable the DOF effect, we want to set it to the level's
// preset values.
//DOFPostEffect.disable();
ppOptionsUpdateDOFSettings();
}
function setZoomFOV(%val)
{
if(%val)
toggleZoomFOV();
}
function toggleZoom(%val)
{
if (%val)
{
ServerConnection.zoomed = true;
setFov($Player::CurrentFOV);
Reticle.setVisible(false);
zoomReticle.setVisible(true);
DOFPostEffect.setAutoFocus( true );
DOFPostEffect.setFocusParams( 0.5, 0.5, 50, 500, -5, 5 );
DOFPostEffect.enable();
}
else
{
turnOffZoom();
}
}
function mouseButtonZoom(%val)
{
toggleZoom(%val);
}
moveMap.bind(keyboard, f, setZoomFOV); // f for field of view
moveMap.bind(keyboard, z, toggleZoom); // z for zoom
moveMap.bind( mouse, button1, mouseButtonZoom );
//------------------------------------------------------------------------------
// 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, v, toggleFreeLook ); // v for vanity
moveMap.bind(keyboard, tab, toggleFirstPerson );
moveMap.bind(keyboard, "alt c", toggleCamera);
moveMap.bind( gamepad, btn_start, toggleCamera );
moveMap.bind( gamepad, btn_x, toggleFirstPerson );
// ----------------------------------------------------------------------------
// Misc. Player stuff
// ----------------------------------------------------------------------------
// Gideon does not have these animations, so the player does not need access to
// them. Commenting instead of removing so as to retain an example for those
// who will want to use a player model that has these animations and wishes to
// use them.
//moveMap.bindCmd(keyboard, "ctrl w", "commandToServer('playCel',\"wave\");", "");
//moveMap.bindCmd(keyboard, "ctrl s", "commandToServer('playCel',\"salute\");", "");
moveMap.bindCmd(keyboard, "ctrl k", "commandToServer('suicide');", "");
//------------------------------------------------------------------------------
// Item manipulation
//------------------------------------------------------------------------------
moveMap.bindCmd(keyboard, "1", "commandToServer('use',\"Ryder\");", "");
moveMap.bindCmd(keyboard, "2", "commandToServer('use',\"Lurker\");", "");
moveMap.bindCmd(keyboard, "3", "commandToServer('use',\"LurkerGrenadeLauncher\");", "");
moveMap.bindCmd(keyboard, "4", "commandToServer('use',\"ProxMine\");", "");
moveMap.bindCmd(keyboard, "5", "commandToServer('use',\"DeployableTurret\");", "");
moveMap.bindCmd(keyboard, "r", "commandToServer('reloadWeapon');", "");
function unmountWeapon(%val)
{
if (%val)
commandToServer('unmountWeapon');
}
moveMap.bind(keyboard, 0, unmountWeapon);
function throwWeapon(%val)
{
if (%val)
commandToServer('Throw', "Weapon");
}
function tossAmmo(%val)
{
if (%val)
commandToServer('Throw', "Ammo");
}
moveMap.bind(keyboard, "alt w", throwWeapon);
moveMap.bind(keyboard, "alt a", tossAmmo);
function nextWeapon(%val)
{
if (%val)
commandToServer('cycleWeapon', "next");
}
function prevWeapon(%val)
{
if (%val)
commandToServer('cycleWeapon', "prev");
}
function mouseWheelWeaponCycle(%val)
{
if (%val < 0)
commandToServer('cycleWeapon', "next");
else if (%val > 0)
commandToServer('cycleWeapon', "prev");
}
moveMap.bind(keyboard, q, nextWeapon);
moveMap.bind(keyboard, "ctrl q", prevWeapon);
moveMap.bind(mouse, "zaxis", mouseWheelWeaponCycle);
//------------------------------------------------------------------------------
// Message HUD functions
//------------------------------------------------------------------------------
function pageMessageHudUp( %val )
{
if ( %val )
pageUpMessageHud();
}
function pageMessageHudDown( %val )
{
if ( %val )
pageDownMessageHud();
}
function resizeMessageHud( %val )
{
if ( %val )
cycleMessageHudSize();
}
moveMap.bind(keyboard, u, toggleMessageHud );
//moveMap.bind(keyboard, y, teamMessageHud );
moveMap.bind(keyboard, "pageUp", pageMessageHudUp );
moveMap.bind(keyboard, "pageDown", pageMessageHudDown );
moveMap.bind(keyboard, "p", resizeMessageHud );
//------------------------------------------------------------------------------
// 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();");
GlobalActionMap.bindCmd(keyboard, "F1", "", "contextHelp();");
moveMap.bindCmd(keyboard, "n", "toggleNetGraph();", "");
// ----------------------------------------------------------------------------
// Useful vehicle stuff
// ----------------------------------------------------------------------------
// Trace a line along the direction the crosshair is pointing
// If you find a car with a player in it...eject them
function carjack()
{
%player = LocalClientConnection.getControlObject();
if (%player.getClassName() $= "Player")
{
%eyeVec = %player.getEyeVector();
%startPos = %player.getEyePoint();
%endPos = VectorAdd(%startPos, VectorScale(%eyeVec, 1000));
%target = ContainerRayCast(%startPos, %endPos, $TypeMasks::VehicleObjectType);
if (%target)
{
// See if anyone is mounted in the car's driver seat
%mount = %target.getMountNodeObject(0);
// Can only carjack bots
// remove '&& %mount.getClassName() $= "AIPlayer"' to allow you
// to carjack anyone/anything
if (%mount && %mount.getClassName() $= "AIPlayer")
{
commandToServer('carUnmountObj', %mount);
}
}
}
}
// Bind the keys to the carjack command
moveMap.bindCmd(keyboard, "ctrl z", "carjack();", "");
// Starting vehicle action map code
if ( isObject( vehicleMap ) )
vehicleMap.delete();
new ActionMap(vehicleMap);
// The key command for flipping the car
vehicleMap.bindCmd(keyboard, "ctrl x", "commandToServer(\'flipCar\');", "");
function getOut()
{
vehicleMap.pop();
moveMap.push();
commandToServer('dismountVehicle');
}
function brakeLights()
{
// Turn on/off the Cheetah's head lights.
commandToServer('toggleBrakeLights');
}
function brake(%val)
{
commandToServer('toggleBrakeLights');
$mvTriggerCount2++;
}
vehicleMap.bind( keyboard, w, moveforward );
vehicleMap.bind( keyboard, s, movebackward );
vehicleMap.bind( keyboard, up, moveforward );
vehicleMap.bind( keyboard, down, movebackward );
vehicleMap.bind( mouse, xaxis, yaw );
vehicleMap.bind( mouse, yaxis, pitch );
vehicleMap.bind( mouse, button0, mouseFire );
vehicleMap.bind( mouse, button1, altTrigger );
vehicleMap.bindCmd(keyboard, "ctrl f","getout();","");
vehicleMap.bind(keyboard, space, brake);
vehicleMap.bindCmd(keyboard, "l", "brakeLights();", "");
vehicleMap.bindCmd(keyboard, "escape", "", "handleEscape();");
vehicleMap.bind(keyboard, h, showControlsHelp);
vehicleMap.bind( keyboard, v, toggleFreeLook ); // v for vanity
//vehicleMap.bind(keyboard, tab, toggleFirstPerson );
vehicleMap.bind(keyboard, "alt c", toggleCamera);

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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.
$PhysXLogWarnings = false;
// 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.
//-----------------------------------------------------------------------------
//----------------------------------------------------------------------------
// Game start / end events sent from the server
//----------------------------------------------------------------------------
function clientCmdGameStart(%seq)
{
PlayerListGui.zeroScores();
ControlsHelpDlg.toggle();
}
function clientCmdGameEnd(%seq)
{
// Stop local activity... the game will be destroyed on the server
sfxStopAll();
if ((!EditorIsActive() && !GuiEditorIsActive()))
{
// Copy the current scores from the player list into the
// end game gui (bit of a hack for now).
EndGameGuiList.clear();
for (%i = 0; %i < PlayerListGuiList.rowCount(); %i++)
{
%text = PlayerListGuiList.getRowText(%i);
%id = PlayerListGuiList.getRowId(%i);
EndGameGuiList.addRow(%id, %text);
}
EndGameGuiList.sortNumerical(1, false);
// Display the end-game screen
Canvas.setContent(EndGameGui);
}
}

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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;
$Client::MissionTypeQuery = "Any";
exec("art/gui/customProfiles.cs"); // override the base profiles if necessary
// The common module provides basic client functionality
initBaseClient();
// Use our prefs to configure our Canvas/Window
configureCanvas();
// Load up the Game GUIs
exec("art/gui/defaultGameProfiles.cs");
exec("art/gui/PlayGui.gui");
exec("art/gui/ChatHud.gui");
exec("art/gui/playerList.gui");
exec("art/gui/hudlessGui.gui");
exec("art/gui/controlsHelpDlg.gui");
// Load up the shell GUIs
if($platform !$= "xenon") // Use the unified shell instead
exec("art/gui/mainMenuGui.gui");
exec("art/gui/joinServerDlg.gui");
exec("art/gui/endGameGui.gui");
exec("art/gui/StartupGui.gui");
// Gui scripts
exec("./playerList.cs");
exec("./chatHud.cs");
exec("./messageHud.cs");
exec("scripts/gui/playGui.cs");
exec("scripts/gui/startupGui.cs");
// Client scripts
exec("./client.cs");
exec("./game.cs");
exec("./missionDownload.cs");
exec("./serverConnection.cs");
// Load useful Materials
exec("./shaders.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(%displayText)
{
Canvas.setContent("LoadingGui");
LoadingProgress.setValue(1);
if (%displayText !$= "")
{
LoadingProgressTxt.setValue(%displayText);
}
else
{
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.
//-----------------------------------------------------------------------------
//----------------------------------------------------------------------------
// Enter Chat Message Hud
//----------------------------------------------------------------------------
//------------------------------------------------------------------------------
function MessageHud::open(%this)
{
%offset = 6;
if(%this.isVisible())
return;
if(%this.isTeamMsg)
%text = "TEAM:";
else
%text = "GLOBAL:";
MessageHud_Text.setValue(%text);
%windowPos = "0 " @ ( getWord( outerChatHud.position, 1 ) + getWord( outerChatHud.extent, 1 ) + 1 );
%windowExt = getWord( OuterChatHud.extent, 0 ) @ " " @ getWord( MessageHud_Frame.extent, 1 );
%textExtent = getWord(MessageHud_Text.extent, 0) + 14;
%ctrlExtent = getWord(MessageHud_Frame.extent, 0);
Canvas.pushDialog(%this);
messageHud_Frame.position = %windowPos;
messageHud_Frame.extent = %windowExt;
MessageHud_Edit.position = setWord(MessageHud_Edit.position, 0, %textExtent + %offset);
MessageHud_Edit.extent = setWord(MessageHud_Edit.extent, 0, %ctrlExtent - %textExtent - (2 * %offset));
%this.setVisible(true);
deactivateKeyboard();
MessageHud_Edit.makeFirstResponder(true);
}
//------------------------------------------------------------------------------
function MessageHud::close(%this)
{
if(!%this.isVisible())
return;
Canvas.popDialog(%this);
%this.setVisible(false);
if ( $enableDirectInput )
activateKeyboard();
MessageHud_Edit.setValue("");
}
//------------------------------------------------------------------------------
function MessageHud::toggleState(%this)
{
if(%this.isVisible())
%this.close();
else
%this.open();
}
//------------------------------------------------------------------------------
function MessageHud_Edit::onEscape(%this)
{
MessageHud.close();
}
//------------------------------------------------------------------------------
function MessageHud_Edit::eval(%this)
{
%text = collapseEscape(trim(%this.getValue()));
if(%text !$= "")
{
if(MessageHud.isTeamMsg)
commandToServer('teamMessageSent', %text);
else
commandToServer('messageSent', %text);
}
MessageHud.close();
}
//----------------------------------------------------------------------------
// MessageHud key handlers
function toggleMessageHud(%make)
{
if(%make)
{
MessageHud.isTeamMsg = false;
MessageHud.toggleState();
}
}
function teamMessageHud(%make)
{
if(%make)
{
MessageHud.isTeamMsg = true;
MessageHud.toggleState();
}
}

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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 )
{
// Make sure the LoadingGUI is displayed
if (Canvas.getContent() != LoadingGui.getId())
{
loadLoadingGui("LOADING MISSION FILE");
}
// 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.
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Hook into the client update messages to maintain our player list and scores.
//-----------------------------------------------------------------------------
addMessageCallback('MsgClientJoin', handleClientJoin);
addMessageCallback('MsgClientDrop', handleClientDrop);
addMessageCallback('MsgClientScoreChanged', handleClientScoreChanged);
function handleClientJoin(%msgType, %msgString, %clientName, %clientId, %guid,
%score, %kills, %deaths, %isAI, %isAdmin, %isSuperAdmin)
{
PlayerListGui.update(%clientId, detag(%clientName), %isSuperAdmin, %isAdmin,
%isAI, %score, %kills, %deaths);
}
function handleClientDrop(%msgType, %msgString, %clientName, %clientId)
{
PlayerListGui.remove(%clientId);
}
function handleClientScoreChanged(%msgType, %msgString, %score, %kills, %deaths, %clientId)
{
PlayerListGui.updateScore(%clientId, %score, %kills, %deaths);
echo(" score:"@%score@" kills:"@%kills@" deaths:"@%deaths);
}
// ----------------------------------------------------------------------------
// GUI methods
// ----------------------------------------------------------------------------
function PlayerListGui::update(%this, %clientId, %name, %isSuperAdmin, %isAdmin, %isAI, %score, %kills, %deaths)
{
// Build the row to display. The name can have ML control tags, including
// color and font. Since we're not using an ML control here, we need to
// strip them off.
%tag = %isSuperAdmin ? "[Super]" :
(%isAdmin ? "[Admin]" :
(%isAI ? "[Bot]" :
""));
%text = StripMLControlChars(%name) SPC %tag TAB %score TAB %kills TAB %deaths;
// Update or add the player to the control
if (PlayerListGuiList.getRowNumById(%clientId) == -1)
PlayerListGuiList.addRow(%clientId, %text);
else
PlayerListGuiList.setRowById(%clientId, %text);
// Sorts by score
PlayerListGuiList.sortNumerical(1, false);
PlayerListGuiList.clearSelection();
}
function PlayerListGui::updateScore(%this, %clientId, %score, %kills, %deaths)
{
%text = PlayerListGuiList.getRowTextById(%clientId);
%text = setField(%text, 1, %score);
%text = setField(%text, 2, %kills);
%text = setField(%text, 3, %deaths);
PlayerListGuiList.setRowById(%clientId, %text);
PlayerListGuiList.sortNumerical(1, false);
PlayerListGuiList.clearSelection();
}
function PlayerListGui::remove(%this, %clientId)
{
PlayerListGuiList.removeRowById(%clientId);
}
function PlayerListGui::toggle(%this)
{
if (%this.isAwake())
Canvas.popDialog(%this);
else
Canvas.pushDialog(%this);
}
function PlayerListGui::clear(%this)
{
// Override to clear the list.
PlayerListGuiList.clear();
}
function PlayerListGui::zeroScores(%this)
{
for (%i = 0; %i < PlayerListGuiList.rowCount(); %i++)
{
%text = PlayerListGuiList.getRowText(%i);
%text = setField(%text, 1, "0");
%text = setField(%text, 2, "0");
%text = setField(%text, 3, "0");
PlayerListGuiList.setRowById(PlayerListGuiList.getRowId(%i), %text);
}
PlayerListGuiList.clearSelection();
}

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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);
ControlsHelpDlg.toggle();
}
}
}
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();
}
function GameConnection::setLagIcon(%this, %state)
{
if (%this.getAddress() $= "local")
return;
LagIcon.setVisible(%state $= "true");
}
function GameConnection::onFlash(%this, %state)
{
if (isObject(FlashFx))
{
if (%state)
{
FlashFx.enable();
}
else
{
FlashFx.disable();
}
}
}
// Called on the new connection object after connect() succeeds.
function GameConnection::onConnectionAccepted(%this)
{
// Called on the new connection object after connect() succeeds.
LagIcon.setVisible(false);
// Startup the physics world on the client before any
// datablocks and objects are ghosted over.
physicsInitWorld( "client" );
}
function GameConnection::onConnectionTimedOut(%this)
{
// Called when an established connection times out
disconnectedCleanup();
MessageBoxOK( "TIMED OUT", "The server connection has timed out.");
}
function GameConnection::onConnectionDropped(%this, %msg)
{
// Established connection was dropped by the server
disconnectedCleanup();
MessageBoxOK( "DISCONNECT", "The server has dropped the connection: " @ %msg);
}
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", $ServerConnectionErrorMessage @ " (" @ %msg @ ")" );
}
//----------------------------------------------------------------------------
// Connection Failed Events
//----------------------------------------------------------------------------
function GameConnection::onConnectRequestRejected( %this, %msg )
{
switch$(%msg)
{
case "CR_INVALID_PROTOCOL_VERSION":
%error = "Incompatible protocol version: Your game version is not compatible with this server.";
case "CR_INVALID_CONNECT_PACKET":
%error = "Internal Error: badly formed network packet";
case "CR_YOUAREBANNED":
%error = "You are not allowed to play on this server.";
case "CR_SERVERFULL":
%error = "This server is full.";
case "CHR_PASSWORD":
// XXX Should put up a password-entry dialog.
if ($Client::Password $= "")
MessageBoxOK( "REJECTED", "That server requires a password.");
else {
$Client::Password = "";
MessageBoxOK( "REJECTED", "That password is incorrect.");
}
return;
case "CHR_PROTOCOL":
%error = "Incompatible protocol version: Your game version is not compatible with this server.";
case "CHR_CLASSCRC":
%error = "Incompatible game classes: Your game version is not compatible with this server.";
case "CHR_INVALID_CHALLENGE_PACKET":
%error = "Internal Error: Invalid server response packet";
default:
%error = "Connection error. Please try another server. Error code: (" @ %msg @ ")";
}
disconnectedCleanup();
MessageBoxOK( "REJECTED", %error);
}
function GameConnection::onConnectRequestTimedOut(%this)
{
disconnectedCleanup();
MessageBoxOK( "TIMED OUT", "Your connection to the server timed out." );
}
//-----------------------------------------------------------------------------
// 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;
// Clear misc script stuff
HudMessageVector.clear();
//
LagIcon.setVisible(false);
PlayerListGui.clear();
// Clear all print messages
clientCmdclearBottomPrint();
clientCmdClearCenterPrint();
// Back to the launch screen
if (isObject( MainMenuGui ))
Canvas.setContent( MainMenuGui );
else if (isObject( UnifiedMainMenuGui ))
Canvas.setContent( UnifiedMainMenuGui );
// 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.
//-----------------------------------------------------------------------------
//*****************************************************************************
// Shaders ( For Custom Materials )
//*****************************************************************************