mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-23 06:04:44 +00:00
234 lines
9.6 KiB
C#
234 lines
9.6 KiB
C#
//-----------------------------------------------------------------------------
|
|
// 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;
|
|
}
|