Did stuff.

This commit is contained in:
Robert MacGregor 2012-08-17 20:48:47 -04:00
parent 09f43122e6
commit 8c96cba3e1
132 changed files with 56515 additions and 1448 deletions

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//------------------------------------------------------------------------------
// HTTPServer.cs
// An experimental HTTP Server written in Torque!
// Copyright (c) 2012 The DarkDragonDX
//------------------------------------------------------------------------------
// --
// BoL Specific Code -- automatically load the server if enabled
if (!IsObject(HTTPServerPrefs))
new ScriptObject(HTTPServerPrefs) { class = "BasicDataParser"; };
HTTPServerPrefs.empty();
HTTPServerPrefs.load("prefs/WebServer.conf");
%generic = HTTPServerPrefs.get("Generic",0);
if(%generic.element("Enabled") $= "true")
{
new ScriptObject(WebServer) { class = "HTTPServer"; };
WebServer.listen(%generic.element("Host"),%generic.element("Port"),%generic.element("StartWorkers"));
}
// --
// Replicate Code for Servers
$HTTPServer::ServerReplicate = "function *UNIQUESOCKET*::onConnectRequest(%this, %address, %socket)\n" @
"{\n" @
"%this.Parent.connectionCreated(%address, %socket);\n" @
"return true;\n" @
"}\n";
// Replicate Code for Clients
$HTTPServer::ClientReplicate = "function *UNIQUESOCKET*::onLine(%this, %line)\n" @
"{\n" @
"%this.Parent.onLine(%this, %line);\n" @
"return true;\n" @
"}\n" @
"function *UNIQUESOCKET*::onDisconnect(%this) { %this.Parent.connectionDropped(%this); return true; }\n" @
"function *UNIQUESOCKET*::sendPacket(%this,%packet)\n" @
"{\n" @
"%this.send(%packet.statusCode);\n" @
"for (%i = 0; %i < %packet.headerCount; %i++)\n" @
"{\n" @
"echo(%packet.headers[%packet.headerName[%i]]);\n" @
"%this.send(%packet.headers[%packet.headerName[%i]]);\n" @
"}\n" @
"%this.send(\"\\n\");\n" @
"%this.send(%packet.payLoad);\n" @
"%this.disconnect();\n" @
"}\n";
function HTTPServer::listen(%this, %address, %port, %maxClients)
{
%uniqueNameLength = 6; // Adjust this if need be, but there should never be a reason to
%this.allowMultiConnect = false; // If false, when a client connects twice, its old connection is killed and replaced with a new one.
if (%this.isListening)
return false;
if (%maxClients < 1 || %maxClients == 0)
%maxClients = 8;
%oldAddr = $Host::BindAddress;
%address = strlwr(%address);
if (%address $= "local" || %address $="localhost" ) %address = "127.0.0.1";
else if (%address $= "any") %address = "0.0.0.0";
%charList = "ABCDEFGHIJKLMNOPQRSTUVWXYZ";
// Generate A name for a TCPObject (and make sure it's unique)
%uniqueStringLen = 6; // Adjust this if needed, but there shouldn't be a reason to
%uniqueString = "";
while (true)
{
%uniqueString = generateString(%uniqueNameLength, %charList);
if (!isObject(%uniqueString)) break;
else %uniqueString = "";
}
%evalCode = $HTTPServer::ServerReplicate;
%evalCode = strReplace(%evalCode, "*UNIQUESOCKET*", %uniqueString);
eval(%evalCode);
// Generate a list of unique names that this TCPServer will use (to keep down function def count)
for (%i = 0; %i < %maxClients; %i++)
while (true)
{
%uniqueName = generateString(%uniqueNameLength, %charList);
if (!isObject(%uniqueName))
{
%eval = strReplace($HTTPServer::ClientReplicate, "*UNIQUESOCKET*", %uniqueName);
eval(%eval);
%this.uniqueName[%i] = %uniqueName;
%this.uniqueNameInUse[%uniqueName] = false;
break;
}
}
// Create the Socket and we'll rock n' roll
$Host::BindAddress = %address;
%this.Server = new TCPObject(%uniqueString);
%this.Server.listen(%port);
%this.Server.Parent = %this;
%this.connectionCount = 0;
%this.maximumClients = %maxClients;
$Host::BindAddress = %oldAddr;
%this.isListening = true;
%statusCodes = HTTPServerPrefs.get("StatusCodes",0);
%this.Page[404] = %statusCodes.element("404");
%this.Page[403] = %statusCodes.element("403");
%generic = HTTPServerPrefs.get("Generic",0);
%this.Root = %generic.element("Root");
%this.Variables = Array.create();
%this.MimeTypes = HTTPServerPrefs.get("MIME");
logEcho("Server " @ %uniqueString SPC "is ready on " @ %address @ ":" @ %port);
return true;
}
function HTTPServer::disconnect(%this)
{
}
function HTTPServer::connectionDropped(%this, %socket)
{
if (!IsObject(%socket))
return false;
%socket.disconnect();
if (!%this.allowMultiConnect)
%this.connections[%socket.Address] = "";
else
%this.connections[%socket.Address, %socket.Port] = "";
%this.uniqueNameInUse[%socket.getName()] = false;
%this.connectionCount--;
%this.onClientDisconnect(%socket);
}
function HTTPServer::connectionCreated(%this, %address, %socket)
{
%isReplicate = false;
// Get the Port No. and Address respectively
%address = strReplace(%address, "IP:","");
%portPos = strStr(%address, ":");
%port = getSubStr(%address, %portPos+1, strLen(%address));
%address = getSubStr(%address, 0, %portPos);
// Pick a unique name
%uniqueName = "";
for (%i = 0; %i < %this.maximumClients; %i++)
{
%name = %this.uniqueName[%i];
if (!%this.uniqueNameInUse[%name])
{
%uniqueName = %name;
%this.uniqueNameInUse[%name] = true;
break;
}
}
// If we were unable to find a good unique name
%charList = "ABCDEFGHIJKLMNOPQRSTUVWXYZ";
%uniqueStringLen = 6; // Adjust this if needed, but there shouldn't be a reason to
if (%uniqueName $= "")
{
while (true)
{
%uniqueName = generateString(%uniqueStringLen, %charList);
if (!isObject(%uniqueName)) break;
else %uniqueName = "";
}
%eval = strReplace($HTTPServer::ClientReplicate, "*UNIQUESOCKET*", %uniqueName);
eval(%eval);
%this.uniqueName[%this.maximumClients] = %uniqueName;
%this.uniqueNameInUse[%uniqueName] = true;
%this.maximumClients++;
}
// Create The Client Socket
%connection = new TCPObject(%uniqueName,%socket) { class = ConnectionTCP; parent = %this; Address = %address; Port = %port; };
if (!%this.allowMultiConnect)
%this.connections[%address] = %connection;
else
%this.connections[%address, %port] = %connection;
%this.connectionCount++;
%this.onClientConnect(%address, %connection);
logEcho("Received client connection from " @ %address);
%this.schedule(10000,"connectionDropped",%connection);
return true;
}
// Callbacks -- make these do whatever you please!
function HTTPServer::onClientConnect(%this, %address, %socket)
{
echo("Received connection from " @ %address @ ". ID:" @ %socket);
//%socket.disconnect();
return true;
}
function HTTPServer::onClientRejected(%this, %socket, %reason) // %reason is always zero as of now.
{
return true;
}
function HTTPServer::onClientDisconnect(%this, %socket)
{
logEcho("Received Disconnect (" @ %socket @ ")");
%socket.delete();
return true;
}
function HTTPServer::onLine(%this, %socket, %line)
{
logEcho(%socket SPC "says: " @ %line);
%reqType = getWord(%line, 0);
if (%reqType $= "GET")
{
%req = getWord(%line, 1);
%reqLen = strLen(%req);
%socket.request = getSubStr(%req, 1, %reqLen);
%socket.request = strReplace(%socket.request, "%20", " ");
%socket.request = %this.Root @ %socket.request;
%socket.requestType = "GET";
}
%data = "<HTML><header><title>404 - Not Found</title></header><body>Oops!<br>File not found.</body></HTML>";
%forbiddenData = "<HTML><header><title>403- Forbidden</title></header><body>Oops!<br>You're not allowed to see this.</body></HTML>";
%packet = new ScriptObject(){ class = "HTTPResponsePacket"; };
//return;
// We received the end-of-packet from a socket
if (%line $= "")
{
//Shitty
if (strStr(%socket.request,".") != -1)
{
if (!isFile(%socket.request))
%packet.setStatusCode(404);
else if (%socket.request $= "prefs/ClientPrefs.cs")
{
%packet.setStatusCode(403);
%data = %forbiddenData;
}
else
{
%packet.setStatusCode(200);
%file = new FileObject();
%file.openForRead(%socket.request);
%data = "";
while (!%file.isEOF())
{
%line = %file.readLine();
echo(%line);
if (strStr(%socket.request,".html") == -1)
{
%line = strReplace(%line,">","&#62;");
%line = strReplace(%line,"<","&#60;");
%line = strReplace(%line," ","&nbsp;");
%line = strReplace(%line,"\t","&nbsp;&nbsp;&nbsp;&nbsp;");
%data = %data @ %line @ "<br>\n";
}
else
%data = %data @ %line @ "\n";
}
%file.close();
%file.delete();
}
// Check the file type
%extension = getFileExtensionFromString(%socket.request);
if (%extension $= "html" || %extension $= "htm")
{
%script = strReplace(%socket.request,".html",".cs");
if (isFile(%script))
{
exec(%script);
%Object = new ScriptObject(){ class = "ServerApp"; };
%data = %Object.execute(%data);
%Object.delete();
}
}
}
else
{
%packet.setStatusCode(200);
%data = "<HTML>\n<header>\n<title>\nDirectory\n</title>\n</header>\n<body><h1>Directory of " @ %socket.request @ "</h1>\n";
for( %file = findFirstFile( %socket.request @ "*.*" ); %file !$= ""; %file = findNextFile( %socket.request @ "*.*" ) )
{
%file = strReplace(%file, %socket.request, "");
if (strStr(%file, "/") != -1)
{
%dir = getSubStr(%file, 0, strStr(%file, "/")) @ "/";
if (!%dirAdded[%dir])
{
%data = %data @ "<a href=\"" @ strReplace(%dir, " ","%20") @ "\">" @ %dir @ "</a><br>\n";
%dirAdded[%dir] = true;
}
}
else
%data = %data @ "<a href=\"" @ strReplace(%file, " ", "%20") @ "\">" @ %file @ "</a><br>\n";
}
%data = %data @ "</body>\n</HTML>\n";
}
%packet.setHeader("Date",formatTimeString("DD, dd MM yy hh:nn:ss ") @ "Eastern");
%packet.setHeader("Server","Tribes 2");
%packet.setHeader("Content-Type","text/html");
%packet.setPayload(%data);
%socket.sendPacket(%packet);
%packet.delete();
%this.connectionDropped(%socket);
}
if (isObject(%packet))
%packet.delete();
return true;
}
// Packet Functions (used for packet generation/reading)
function HTTPResponsePacket::setHeader(%this, %name, %value)
{
if (%this.headerCount == "")
%this.headerCount = 0;
if (%this.headers[%name] $= "")
{
%this.headerName[%this.headerCount] = %name;
%this.headerCount++;
}
%this.headers[%name] = %name @ ": " @ %value @ "\n";
return true;
}
function HTTPResponsePacket::setStatusCode(%this, %code)
{
%this.statusCode = "HTTP/1.1 " @ %code SPC "OK\n";
return true;
}
function HTTPResponsePacket::setPayload(%this, %data)
{
%this.payLoad = %data;
%this.payloadSize = strLen(%data);
%this.setHeader("Content-Length", %this.payloadSize);
return true;
}
// Lib Functions
function generateString(%length, %alpha)
{
%len = strLen(%alpha);
%result = "";
for (%i = 0; %i < %length; %i++)
%result = %result @ getSubStr(%alpha, getRandom(0, %len), 1);
return %result;
}

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//------------------------------------------------------------------------------
// Application SDK for the PDA. (to make my life easier)
// Trigger code for RPG Gamemode
// Copyright (c) 2012 The DarkDragonDX
//==============================================================================
function RPGGame::onEnterTrigger(%game, %name, %data, %obj, %colObj)
{
switch$(%obj.type)
{
case "Transport": if (%obj.targetTransform $= "") return;
%Colobj.setTransform(%obj.targetTransform);
if (%Colobj.Usewhiteout)
%Obj.setWhiteout(0.8);
break;
case "Territory":
if (%obj.race $= "")
return;
%obj.client.isOnTerritory[%Colobj.race] = true;
setClientTeam(%Colobj.client,getRaceTeam(%Obj.race));
if (%obj.location $= "")
{
messageClient(%Colobj.client,'MsgSPCurrentObjective1',"",'Location: %1.', %obj.race SPC "Territory");
messageClient(%colObj.client,'msgEnteredRaceTerritory','\c3You have entered %1 territory.',%obj.race);
}
else
{
messageClient(%colObj.client,'msgEnteredRaceTerritory','\c3You have entered %1.',%obj.location);
messageClient(%Colobj.client,'MsgSPCurrentObjective1',"",'Location: %1.', %obj.location);
}
break;
case "Damage": //Will add lots o' vars onto it..
%obj.damage[%colobj] = true;
%colObj.isinLava = true;
break;
}
if (%Colobj.message $= "" && %Colobj.type !$= "Territory")
messageClient(%Colobj.client,'MsgTrigger',%obj.message);
return true;
}
function RPGGame::onLeaveTrigger(%game, %name, %data, %obj, %colObj)
{
switch$(%obj.type)
{
case "Territory":
if (%obj.race $= "")
return;
if (%obj.location $= "")
messageClient(%Colobj.client,'MsgExitedRaceTerritory',"\c3You have exited "@%obj.race@" territory. Your sensor data is now undetectable.");
else
messageClient(%Colobj.client,'MsgExitedRaceTerritory',"\c3You have exited "@%obj.location@".");
%Colobj.client.isOnTerritory[%obj.race] = false;
messageClient(%colObj.client,'MsgSPCurrentObjective1',"",'Location: Unknown.');
setClientTeam(%Colobj.client,0); //Not on the sensor, I think
break;
case "Damage":
%obj.damage[%obj] = false;
%colObj.isInLava = true;
break;
}
return true;
}
function RPGGame::onTickTrigger(%game, %name, %data, %obj)
{
switch(%obj.type)
{
case "Damage":
for (%i = 0; %i < MissionCleanup.getCount(); %i++)
{
%objT = MissionCleanup.getObject(%i);
if (%objt.getClassName() $= "Player" && %objt.getState() $= "move")
if (%obj.damage[%objT] && %objT.isInLava)
%objT.damage(0, %objT.getPosition(), %obj.damage, %obj,damageType);
break;
}
}
return true;
}

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//------------------------------------------------------------------------------
// PDAApplication.cs
// Application SDK for the PDA. (to make my life easier)
// Copyright (c) 2012 The DarkDragonDX
//==============================================================================
function PDAApplication::main(%this, %client)
{
}
function PDAApplication::action(%this, %client, %page)
{
}
function PDAApplication::exit(%this, %client, %page)
{
}
// API Functions
function PDAApplication::setTitle(%this, %title)
{
// Won't do anything for now because the title is a clientside thing, actually.
}
function PDAApplication::cls(%this)
{
}
// The script parses <URL=
function PDAApplication::setLine(%this, %lineNo, %columnStart, %data)
{
}

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//Component: Lootage
//Description: You can loot corpses. (w00t)
//----------------------------------------------------------------------------
// DATABLOCKS
//----------------------------------------------------------------------------
datablock ItemData(Lootbag)
{
className = Weapon;
catagory = "Misc";
shapeFile = "moneybag.dts";
mass = 1;
elasticity = 0.2;
friction = 50;
pickupRadius = 2;
pickUpPrefix = "a bag of items";
alwaysAmbient = true;
description = "lootbag_model";
computeCRC = false;
emap = true;
};
//----------------------------------------------------------------------------
// BOUND FUNCTIONS
//----------------------------------------------------------------------------
//Realized this isn't required..
//function LootBag::onAdd(%this,%obj) //Force a loot check on creation.
//{
//LootBagCheckForPickUp(%obj);
//parent::onAdd(%this,%obj);
//}
//----------------------------------------------------------------------------
// FUNCTIONS
//----------------------------------------------------------------------------
function LootBagCheckForPickUp(%this) //Not sure why, loot bags won't do a T2 system pickup..
{
cancel(%this.loop);
if (!IsObject(%this))
return;
%count = MissionCleanUp.getCount();
for(%i = 0; %i < %count; %i++)
{
%test = MissionCleanUp.getObject(%i);
if (%test.getClassName() $= "Player" && %test.getState() !$= "dead" && !%test.client.isAIControlled())
{
%dist = vectorDist(%this.getPosition(),%test.getPosition());
if (%dist < %this.getDatablock().pickUpRadius)
{
LootBagPickedUp(%this,%test.client);
return;
}
%this.loop = schedule(100,0,"LootBagCheckForPickup",%this);
}
}
}
function LootBagPickedUp(%this,%client)
{
%db = %client.player.getDatablock(); //The player's datablock
%money = %this.money; //Monies?
%numItems = %this.numItems; //Giving out items.
%numAmmo = %this.numAmmo; //..Ammo too!
//Does the bag have money?
if (%money $= "")
%hasMoney = false;
else
%hasMoney = true;
if (%money !$= "")
%client.money = %client.money + %money; //Give some monies.
for (%i = 0; %i < %numItems; %i++)
{
if (%db.max[%this.item[%i]] != 0) //Don't want people in light armor running around with mortars, do we?
{
%client.player.setInventory(%this.item[%i],1);
%client.player.setInventory(%this.ammo[%i],%this.ammoNum[%i]);
}
}
%this.delete(); //Delete the bag.
//Let the player know.
switch (%hasMoney)
{
case 0:
if (%numItems > 1)
messageClient(%client,'MsgClient','You picked up a bag of items that contained %1 items.',%numitems);
else
messageClient(%client,'MsgClient','You picked up a bag of items that contained 1 item.');
case 1:
if (%numItems > 1)
messageClient(%client,'MsgClient','You picked up a bag of items that contained $%1 and %2 items.',%money,%numitems);
else
messageClient(%client,'MsgClient','You picked up a bag of items that contained $%1 and 1 item.',%money);
}
}

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// -----------------------------------------------------
// Datablocks
// Note: You can't actually target interiors with beams,
// so make an interior and put this box around it.
// -----------------------------------------------------
datablock StaticShapeData(MiningBox) : StaticShapeDamageProfile {
className = "MineBox";
shapeFile = "Pmiscf.dts";
maxDamage = 5000;
destroyedLevel = 0;
disabledLevel = 0;
isShielded = false;
energyPerDamagePoint = 240;
dynamicType = $TypeMasks::StaticShapeObjectType;
deployedObject = true;
cmdCategory = "DSupport";
cmdIcon = CMDSensorIcon;
cmdMiniIconName = "commander/MiniIcons/com_deploymotionsensor";
targetNameTag = 'Mining Detection Box';
deployAmbientThread = true;
debrisShapeName = "debris_generic_small.dts";
debris = DeployableDebris;
heatSignature = 0;
needsPower = false;
};
// -----------------------------------------------------
// Code
// Note: Weapon code is in weapons/miningTool.cs
// -----------------------------------------------------
function MiningBox::onAdd(%this, %obj)
{
%obj.startFade(1,0,1);
%obj.applyDamage(%obj.getDataBlock().maxDamage); //Start the rock off
}

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// --------------------------------------------------------
// A script that allows one to buy property.
// The script is in a BETA state, so it may have bugs.
//
// TODO:
// Make the script take rotation into consideration..
// Find a way to 'purchase' interiors
// --------------------------------------------------------
function InteriorInstance::buyObject(%this,%objectID,%client,%team)
{
if (%this.generatorCount $= "")
%this.generatorCount = 0;
if (%this.inventoryCount $= "")
%this.inventoryCount = 0;
if (%this.sensorCount $= "")
%this.sensorCount = 0;
if (%this.sentryCount $= "")
%this.sentryCount = 0;
if (%this.bannerCount $= "")
%this.bannerCount = 0;
if (%this.turretBaseCount $= "")
%this.turretBaseCount = 0;
switch(%objectID)
{
case 0: //Generator
if (%this.generatorCount == $Property::Max[%this.interiorFile,0])
return false;
%shape = new StaticShape()
{
DataBlock = GeneratorLarge;
Position = vectorAdd($Property::Offset[%this.interiorFile,0,%this.generatorCount],%this.getPosition());
Rotation = $Property::Rotation[%this.interiorFile,0,%this.generatorCount];
Team = %team;
};
GeneratorLarge.gainPower(%shape);
%this.generatorCount++;
case 1: //Inventory
if (%this.generatorCount == 0 || %this.inventoryCount == $Property::Max[%this.interiorFile,1]) //Don't create if there's no generators
return false;
%shape = new StaticShape()
{
DataBlock = StationInventory;
Position = vectorAdd($Property::Offset[%this.interiorFile,1,%this.inventoryCount],%this.getPosition());
Rotation = $Property::Rotation[%this.interiorFile,1,%this.inventoryCount];
Team = %team;
};
StationInventory.gainPower(%shape);
%this.inventoryCount++;
case 2: //Sensor (Medium)
if (%this.generatorCount == 0 || %this.sensorCount == $Property::Max[%this.interiorFile,2])
return false;
%shape = new StaticShape()
{
DataBlock = SensorMediumPulse;
Position = vectorAdd($Property::Offset[%this.interiorFile,2,%this.sensorCount],%this.getPosition());
Rotation = $Property::Rotation[%this.interiorFile,2,%this.sensorCount];
Team = %team;
};
SensorMediumPulse.gainPower(%shape);
%this.sensorCount++;
case 3: //Sensor (Large)
if (%this.generatorCount == 0 || %this.sensorCount == $Property::Max[%this.interiorFile,2])
return false;
%shape = new StaticShape()
{
DataBlock = SensorLargePulse;
Position = vectorAdd($Property::Offset[%this.interiorFile,3,%this.sensorCount],%this.getPosition());
Rotation = $Property::Rotation[%this.interiorFile,3,%this.sensorCount];
Team = %team;
};
SensorLargePulse.gainPower(%shape);
%this.sensorCount++;
case 4: //Sentry Turrets
if (%this.generatorCount == 0 || %this.sentryCount == $Property::Max[%this.interiorFile,4])
return false;
%shape = new StaticShape()
{
DataBlock = SentryTurret;
Position = vectorAdd($Property::Offset[%this.interiorFile,4,%this.sentryCount],%this.getPosition());
Rotation = $Property::Rotation[%this.interiorFile,4,%this.sentryCount];
Team = %team;
};
SentryTurret.gainPower(%shape);
%this.sentryCount++;
case 5: //Banner (Strength)
if (%this.bannerCount == $Property::Max[%this.interiorFile,5])
return false;
%shape = new StaticShape()
{
DataBlock = Banner_Strength;
Position = vectorAdd($Property::Offset[%this.interiorFile,5,%this.bannerCount],%this.getPosition());
Rotation = $Property::Rotation[%this.interiorFile,5,%this.bannerCount];
Team = %team;
};
%this.bannerCount++;
case 6: //Large Turret Base
if (%this.generatorCount == 0 || %this.turretBaseCount == $Property::Max[%this.interiorFile,6])
return false;
%shape = new StaticShape()
{
DataBlock = TurretBaseLarge;
Position = vectorAdd($Property::Offset[%this.interiorFile,6,%this.turretBaseCount],%this.getPosition());
Rotation = $Property::Rotation[%this.interiorFile,6,%this.turretBaseCount];
Team = %team;
};
%this.turretBaseCount++;
}
%this.getGroup().add(%shape);
setTargetName(%shape.target,addTaggedString(%client.namebase @ "'s"));
setTargetSensorGroup(%shape.getTarget(), %team);
%shape.setSelfPowered();
return %shape;
}
function staticShape::setPosition(%this,%pos)
{
%this.setTransform(%pos);
return %this;
}
function staticShape::getRotation(%this)
{
%trans = %this.getTransform();
return getWord(%trans, 3) SPC getWord(%trans, 4) SPC getWord(%trans,5);
}
function objectIDToDatablock(%objectID)
{
switch(%objectID)
{
case 0: return "GeneratorLarge";
case 1: return 0;
default: return -1;
}
return -1;
}
//This the array that stores all the positions and rotations for purchases of objects. I'll eventually move this to be a part of the basicFileProcessing.
//Beagle Tower (bbunk2)
//Generators
$Property::Offset["bbunk2.dif",0,0] = "0.136109 6.92569 3.80877";
$Property::Rotation["bbunk2.dif",0,0] = "1 0 0 0";
//Inventory
$Property::Offset["bbunk2.dif",1,0] = "-13.5045 6.57603 -6.49712";
$Property::Rotation["bbunk2.dif",1,0] = "0 0 -1 88.8085";
$Property::Offset["bbunk2.dif",1,1] = "13.5045 6.57603 -6.49712";
$Property::Rotation["bbunk2.dif",1,1] = "0 0 1 88.8085";
//Medium Sensors
$Property::Offset["bbunk2.dif",2,0] = "-0.0187805 3.42132 30.8251";
$Property::Rotation["bbunk2.dif",2,0] = "1 0 0 0";
//Large Sensors
$Property::Offset["bbunk2.dif",3,0] = "-0.0187805 3.42132 30.8251";
$Property::Rotation["bbunk2.dif",3,0] = "1 0 0 0";
//Sentry Turrets
$Property::Offset["bbunk2.dif",4,0] = "0.018325 -0.513021 9.99179";
$Property::Rotation["bbunk2.dif",4,0] = "0.706825 0.707389 0.000371874 179.92";
$Property::Offset["bbunk2.dif",4,1] = "-0.092863 10.5404 -0.443447";
$Property::Rotation["bbunk2.dif",4,1] = "0.577209 -0.577449 -0.577392 119.938";
//Banners (Strength)
$Property::Offset["bbunk2.dif",5,0] = "-0.150952 9.53516 9.82968";
$Property::Rotation["bbunk2.dif",5,0] = "0 0 1 179.909";
//Large Turret Base
$Property::Offset["bbunk2.dif",6,0] = "0.0332212 11.5991 27.9961";
$Property::Rotation["bbunk2.dif",6,0] = "1 0 0 0";
//Max values for each interior
$Property::Max["bbunk2.dif",0] = 1; //Max generators
$Property::Max["bbunk2.dif",1] = 2; //Max Inventories
$Property::Max["bbunk2.dif",2] = 1; //Max Medium Sensors
$Property::Max["bbunk2.dif",3] = 1; //Max Large Sensors
$Property::Max["bbunk2.dif",4] = 2; //Max Sentry Turrets
$Property::Max["bbunk2.dif",5] = 1; //Max Banners (Strength)
$Property::Max["bbunk2.dif",6] = 1; //Max Turret Bases

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@ -0,0 +1,49 @@
//------------------------------------------------------------------------------
// scripts/modScripts/server/serverNetworking.cs
//------------------------------------------------------------------------------
if (!IsObject(ServerNetwork))
new TCPObject(ServerNetwork);
function ServerNetwork::onConnect(%this)
{
}
function ServerNetwork::onConnectFailed(%this)
{
if (%this.testingServer)
{
error("Error: Unable to verify connection to server "@%this.testIP@" at port "@%this.testPort@"!");
%this.testIP = "";
%this.testPort = "";
%this.testingServer = false;
}
}
function ServerNetwork::onDisconnect(%this)
{
}
function ServerNetwork::onDisconnectFailed(%this)
{
}
function ServerNetwork::listen(%this)
{
}
function ServerNetwork::send(%this)
{
}
function ServerNetwork::onLine(%this, %line)
{
}
function ServerNetwork::testServerIP(%this, %IP, %port)
{
%this.testingServer = true;
%this.testIP = %ip;
%this.testPort = %port;
%this.connect(%ip @ ":" @ %port);
}

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@ -0,0 +1,175 @@
//------------------------------------------------------------------------------
// TCPServer.cs
// Needed this type of thing for communication between servers in the game,
// so after some googling -- this is what I put out.
// forum.blockland.us/index.php?topic=105360
// Copyright (c) 2012 The DarkDragonDX
//------------------------------------------------------------------------------
// Replicate Code for Servers
$TCPServer::ServerReplicate = "function *UNIQUESOCKET*::onConnectRequest(%this, %address, %socket)" @
"{" @
"%this.Parent.connectionCreated(%address, %socket); " @
"return true;" @
"}";
// Replicate Code for Clients
$TCPServer::ClientReplicate = "function *UNIQUESOCKET*::onLine(%this, %line)" @
"{" @
"%this.Parent.onLine(%this, %line);" @
"return true;" @
"}" @
"function *UNIQUESOCKET*::onDisconnect(%this) { %this.Parent.connectionDropped(%this); return true; }";
function TCPServer::listen(%this, %address, %port, %maxClients)
{
%uniqueNameLength = 6; // Adjust this if need be, but there should never be a reason to
%this.allowMultiConnect = false; // If false, when a client connects twice, its old connection is killed and replaced with a new one.
if (%this.isListening)
return false;
if (%maxClients < 1 || %maxClients == 0)
%maxClients = 8;
%oldAddr = $Host::BindAddress;
%address = strlwr(%address);
if (%address $= "local" || %address $="localhost" ) %address = "127.0.0.1";
else if (%address $= "any") %address = "0.0.0.0";
%charList = "ABCDEFGHIJKLMNOPQRSTUVWXYZ";
// Generate A name for a TCPObject (and make sure it's unique)
%uniqueStringLen = 6; // Adjust this if needed, but there shouldn't be a reason to
%uniqueString = "";
while (true)
{
%uniqueString = generateString(%uniqueNameLength, %charList);
if (!isObject(%uniqueString)) break;
else %uniqueString = "";
}
%evalCode = $TCPServer::ServerReplicate;
%evalCode = strReplace(%evalCode, "*UNIQUESOCKET*", %uniqueString);
eval(%evalCode);
// Generate a list of unique names that this TCPServer will use (to keep down function def count)
for (%i = 0; %i < %maxClients; %i++)
while (true)
{
%uniqueName = generateString(%uniqueNameLength, %charList);
if (!isObject(%uniqueName))
{
%eval = strReplace($TCPServer::ClientReplicate, "*UNIQUESOCKET*", %uniqueName);
eval(%eval);
%this.uniqueName[%i] = %uniqueName;
%this.uniqueNameInUse[%uniqueName] = false;
break;
}
}
// Create the Socket and we'll rock n' roll
$Host::BindAddress = %address;
%this.Server = new TCPObject(%uniqueString);
%this.Server.listen(%port);
%this.Server.Parent = %this;
%this.connectionCount = 0;
%this.maximumClients = %maxClients;
$Host::BindAddress = %oldAddr;
%this.isListening = true;
logEcho("Server " @ %uniqueString SPC "is ready on " @ %address @ ":" @ %port);
return true;
}
function TCPServer::disconnect(%this)
{
}
function TCPServer::connectionDropped(%this, %socket)
{
if (!%this.allowMultiConnect)
%this.connections[%socket.Address] = "";
else
%this.connections[%socket.Address, %socket.Port] = "";
%this.connectionCount--;
%this.onClientDisconnect(%socket);
}
function TCPServer::connectionCreated(%this, %address, %socket)
{
%isReplicate = false;
// Get the Port No. and Address respectively
%address = strReplace(%address, "IP:","");
%portPos = strStr(%address, ":");
%port = getSubStr(%address, %portPos+1, strLen(%address));
%address = getSubStr(%address, 0, %portPos);
if (!%this.allowMultiConnect && %this.connections[%address] != 0)
{
%this.connections[%address].disconnect();
%this.connections[%address].delete();
%isReplicate = true;
}
if (%this.connectionCount >= %this.maximumClients)
{
// Create the connection so we can disconnect it *lol*
%connection = new TCPObject(%uniqueName,%socket) { class = ConnectionTCP; parent = %this; Address = %address; Port = %port; };
%this.onClientRejected(%connection, 0);
logEcho("Unable to accept connection from " @ %address SPC " -- already at maximum client count! (" @ %this.maximumClients @ ")");
%connection.disconnect();
%connection.delete();
return false;
}
// Pick a unique name
%uniqueName = "";
for (%i = 0; %i < %this.maximumClients; %i++)
{
%name = %this.uniqueName[%i];
if (!%this.uniqueNameInUse[%name])
{
%uniqueName = %name;
%this.uniqueNameInUse[%name] = true;
break;
}
}
// Create The Client Socket
%connection = new TCPObject(%uniqueName,%socket) { class = ConnectionTCP; parent = %this; Address = %address; Port = %port; };
if (!%this.allowMultiConnect)
%this.connections[%address] = %connection;
else
%this.connections[%address, %port] = %connection;
%this.connectionCount++;
%this.onClientConnect(%address, %connection);
logEcho("Received client connection from " @ %address);
return true;
}
// Callbacks -- make these do whatever you please!
function TCPServer::onClientConnect(%this, %address, %socket)
{
echo("Received connection from " @ %address @ ". ID:" @ %socket);
return true;
}
function TCPServer::onClientRejected(%this, %socket, %reason) // %reason is always zero as of now.
{
return true;
}
function TCPServer::onClientDisconnect(%this, %socket)
{
error("Received Disconnect (" @ %socket @ ")");
return true;
}
function TCPServer::onLine(%this, %socket, %line)
{
echo(%socket SPC "says: " @ %line);
return true;
}
// Lib Functions
function generateString(%length, %alpha)
{
%len = strLen(%alpha);
%result = "";
for (%i = 0; %i < %length; %i++)
%result = %result @ getSubStr(%alpha, getRandom(0, %len), 1);
return %result;
}

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@ -0,0 +1,15 @@
//------------------------------------------------------------------------------
// Server Scripts Init
//==============================================================================
exec("scripts/modScripts/server/propData.cs");
exec("scripts/modScripts/server/mining.cs");
exec("scripts/modScripts/server/propertyOwning.cs");
exec("scripts/modScripts/server/looting.cs");
exec("scripts/modScripts/server/serverFunctions.cs");
exec("scripts/modScripts/server/bloodHuman.cs");
exec("scripts/modScripts/server/bloodBioderm.cs");
exec("scripts/modScripts/server/dataImport.cs");
exec("scripts/modScripts/server/serverNetworking.cs");
exec("scripts/modScripts/server/HTTPServer.cs");
exec("scripts/modScripts/server/TorqueExServer.cs");

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@ -4,37 +4,37 @@
//----------------------------------------------------------------------------
// DATABLOCKS
//----------------------------------------------------------------------------
datablock StaticShapeData(DetructableSecurityCamera) : StaticShapeDamageProfile
{
className = "SecurityCamera";
shapeFile = "SecurityCamera.dts";
maxDamage = 2.0;
destroyedLevel = 2.0;
disabledLevel = 2.0;
mass = 1.2;
elasticity = 0.1;
friction = 0.9;
collideable = 1;
pickupRadius = 1;
sticky = false;
//datablock StaticShapeData(DetructableSecurityCamera) : StaticShapeDamageProfile
//{
// className = "SecurityCamera";
// shapeFile = "SecurityCamera.dts";
// maxDamage = 2.0;
// destroyedLevel = 2.0;
// disabledLevel = 2.0;
// mass = 1.2;
// elasticity = 0.1;
// friction = 0.9;
// collideable = 1;
// pickupRadius = 1;
// sticky = false;
explosion = CameraGrenadeExplosion;
expDmgRadius = 1.0;
expDamage = 0.1;
expImpulse = 200.0;
dynamicType = $TypeMasks::StaticShapeObjectType;
deployedObject = true;
cmdCategory = "Misc";
cmdIcon = CMDSensorIcon;
// explosion = CameraGrenadeExplosion;
// expDmgRadius = 1.0;
// expDamage = 0.1;
// expImpulse = 200.0;
// dynamicType = $TypeMasks::StaticShapeObjectType;
// deployedObject = true;
// cmdCategory = "Misc";
// cmdIcon = CMDSensorIcon;
targetNameTag = 'Security';
targetTypeTag = 'Camera';
deployAmbientThread = true;
debrisShapeName = "debris_generic_small.dts";
debris = SmallShapeDebris;
heatSignature = 0;
needsPower = true;
};
// targetNameTag = 'Security';
// targetTypeTag = 'Camera';
// deployAmbientThread = true;
// debrisShapeName = "debris_generic_small.dts";
// debris = SmallShapeDebris;
// heatSignature = 0;
// needsPower = true;
//};
datablock StaticShapeData(DeployedSpine) : StaticShapeDamageProfile {
className = "spine";

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@ -0,0 +1,222 @@
//------------------------------------------------------------------------------
// torqueExServer.cs
// Torque Extensions for Servers
// Copyright (c) 2012 The DarkDragonDX
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
// Name: setVoice
// Argument %client: The client object to change the voice of.
// Argument %voice: The name of the voice to change to
// Argument %voicepitch: The voicepitch to use
// Description: Changes the voice of the targeted client object.
//==============================================================================
function setVoice(%client, %voice, %voicepitch)
{
freeClientTarget(%client);
%client.voice = %voice;
%client.voicetag = addtaggedstring(%voice);
%client.target = allocClientTarget(%client, %client.name, %client.skin, %client.voiceTag, '_ClientConnection', 0, 0, %client.voicePitch);
if (IsObject(%client.player))
%client.player.setTarget(%client.target);
return true;
}
//------------------------------------------------------------------------------
// Name: setSkin
// Argument %client: The client object to change the voice of.
// Argument %skin: The skin to change to.
// Description: Changes the skin of the targeted client object.
//==============================================================================
function setSkin(%client, %skin)
{
freeClientTarget(%client);
%client.skin = addtaggedstring(%skin);
%client.target = allocClientTarget(%client, %client.name, %client.skin, %client.voiceTag, '_ClientConnection', 0, 0, %client.voicePitch);
// If the client has a player object
if (IsObject(%client.player))
%client.player.setTarget(%client.target);
return true;
}
//------------------------------------------------------------------------------
// Name: setName
// Argument %client: The client object to change the skin of.
// Argument %name: The name to change to.
// Description: Changes the name of the targeted client object.
//==============================================================================
function setName(%client, %name)
{
freeClientTarget(%client);
%client.namebase = %name;
%client.name = addtaggedstring(%name);
%client.target = allocClientTarget(%client, %client.name, %client.skin, %client.voiceTag, '_ClientConnection', 0, 0, %client.voicePitch);
if (IsObject(%client.player))
%client.player.setTarget(%client.target);
//Update the client in the lobby.
HideClient(%client);
ShowClient(%client);
return true;
}
//------------------------------------------------------------------------------
// Name: setTeam
// Argument %client: The client object to change the team of.
// Argument %name: The team to change to.
// Description: Changes the team of the targeted client object.
//==============================================================================
function setTeam(%client,%team)
{
%client.team = %team;
%client.setSensorGroup(%team);
setTargetSensorGroup(%client.target,%team);
return true;
}
//------------------------------------------------------------------------------
// Name: hideClientInLobby
// Argument %client: The client to hide.
// Description: Hides this client object from the lobby only.
// (Doesn't have anything to do with the server list)
//==============================================================================
function hideClientInLobby(%client)
{
messageAllExcept( %client, -1, 'MsgClientDrop', "", Game.kickClientName, %client );
return true;
}
//------------------------------------------------------------------------------
// Name: showClientInLobby
// Argument %client: The client to show.
// Description: Shows this client object in the lobby only.
// (Doesn't have anything to do with the server list)
//==============================================================================
function showClientInLobby(%client)
{
messageAllExcept(%client, -1, 'MsgClientJoin', "", %client.name, %client, %client.target, %client.isAIControlled(), %client.isAdmin, %client.isSuperAdmin, %client.isSmurf, %client.Guid);
return true;
}
//------------------------------------------------------------------------------
// Name: hideClientInList
// Argument %client: The client to hide.
// Description: Hides the client in the server list only.
// WARNING!!! Running this on actual GameConnections is destructive. The game
// will refuse to update the client anymore until they are reshown. This is
// only known to work on AI's without a problem.
//==============================================================================
function hideClientInList(%client)
{
if (!IsObject(HiddenClientGroup))
{
new SimGroup(HiddenClientGroup);
ServerGroup.add(HiddenClientGroup);
}
HiddenClientGroup.add(%client);
return true;
}
//------------------------------------------------------------------------------
// Name: showClientInList
// Argument %client: The client to show.
// Description: Shows the client in the server list only.
//==============================================================================
function showClientInList(%client)
{
ClientGroup.add(%client);
return true;
}
function ServerCMDCheckHTilt(%client){ return %client; } // CCM-based clients spam fix, for some reason they spam this to the server whenever they strafe.
// TypeMasks
$TypeMasks::AllObjectType = -1; //Same thing as everything, thanks to Krash123 for telling me this. :)
$TypeMasks::InteractiveObjectType = $TypeMasks::PlayerObjectType | $TypeMasks::VehicleObjectType | $TypeMasks::WaterObjectType | $TypeMasks::ProjectileObjectType | $TypeMasks::ItemObjectType | $TypeMasks::CorpseObjectType;
$TypeMasks::UnInteractiveObjectType = $TypeMasks::StaticObjectType | $TypeMasks::TerrainObjectType | $TypeMasks::InteriorObjectType | $TypeMasks::StaticTSObjectType | $TypeMasks::StaticRenderedObjectType;
$TypeMasks::BaseAssetObjectType = $TypeMasks::ForceFieldObjectType | $TypeMasks::TurretObjectType | $TypeMasks::SensorObjectType | $TypeMasks::StationObjectType | $TypeMasks::GeneratorObjectType;
$TypeMasks::GameSupportObjectType = $TypeMasks::TriggerObjectType | $TypeMasks::MarkerObjectType | $TypeMasks::CameraObjectType | $TypeMasks::VehicleBlockerObjectType | $TypeMasks::PhysicalZoneObjectType;
$TypeMasks::GameContentObjectType = $TypeMasks::ExplosionObjectType | $TypeMasks::CorpseObjectType | $TypeMasks::DebrisObjectType;
$TypeMasks::DefaultLOSObjectType = $TypeMasks::TerrainObjectType | $TypeMasks::InteriorObjectType | $TypeMasks::StaticObjectType;
// --- Binding Functions
function GameConnection::setVoice(%this, %voice, %voicepitch) { return setVoice(%this, %voice, %voicepitch); }
function GameConnection::setSkin(%this, %skin) { return setSkin(%this, %skin); }
function GameConnection::setName(%this, %name){ return setName(%this, %name); }
function GameConnection::setTeam(%this, %team){ return setTeam(%this, %team); }
function GameConnection::hideInLobby(%this){ return hideClientInLobby(%this); }
function GameConnection::showInLobby(%this){ return showClientInLobby(%this); }
// function GameConnection::hideClientInList(%this){ return hideClientInList(%this); }
// function GameConnection::showClientInList(%this){ return showClientInList(%this); }
function AIConnection::setVoice(%this, %voice, %voicepitch) { return setVoice(%this, %voice, %voicepitch); }
function AIConnection::setSkin(%this, %skin) { return setSkin(%this, %skin); }
function AIConnection::setName(%this, %name){ return setName(%this, %name); }
function AIConnection::setTeam(%this, %team){ return setTeam(%this, %team); }
function AIConnection::hide(%this){ return hideClientInLobby(%this); }
function AIConnection::show(%this){ return showClientInLobby(%this); }
function AIConnection::hideClientInList(%this){ return hideClientInList(%this); }
function AIConnection::showClientInList(%this){ return showClientInList(%this); }
function AIConnection::disengageTasks(%this)
{
// Don't quite remember exactly what the minimal
// requirements here to get the same effect is,
// but this works fine as it is it seems.
AIUnassignClient(%this); // Have no idea what this does!
%this.stop();
%this.clearTasks(); // Clear the Behavior Tree
%this.clearStep();
%this.lastDamageClient = -1;
%this.lastDamageTurret = -1;
%this.shouldEngage = -1;
%this.setEngageTarget(-1);
%this.setTargetObject(-1);
%this.pilotVehicle = false;
%this.defaultTasksAdded = false;
return true;
}
function Player::setVoice(%this, %voice, %voicepitch)
{
if (!isObject(%this.Client))
{
%this.Client = new ScriptObject(); // Glue!
%this.Client.Player = %this;
}
return setVoice(%this.Client, %voice, %voicepitch);
}
function Player::setSkin(%this, %skin)
{
if (!isObject(%this.Client))
{
%this.Client = new ScriptObject();
%this.Client.Player = %this;
}
return setSkin(%this, %skin);
}
function Player::setName(%this, %name)
{
if (!isObject(%this.Client))
{
%this.Client = new ScriptObject();
%this.Client.Player = %this;
}
return setName(%this, %name);
}
function Player::setTeam(%this, %team)
{
if (!isObject(%this.Client))
{
%this.Client = new ScriptObject();
%this.Client.Player = %this;
}
return setTeam(%this, %team);
}