Brought up to date with the newest T2BoL I've located

This commit is contained in:
Robert MacGregor 2015-08-30 02:30:29 -04:00
parent 8c96cba3e1
commit accd31895e
287 changed files with 108557 additions and 107608 deletions

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//------------------------------------------------------------------------------
// AICharacter.cs
// Copyright (c) 2011 DarkDragonDX
//=============================================================================

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//------------------------------------------------------------------------------
// Scripts/RPGBrowserGUI.cs
// One of the highlights of T2Bol.
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
function RPGBrowserGui::onWake(%this)
{
if (RPGBrowserGui.pane $= "")
RPG_NewsPane.onActivate();
LaunchTabView.viewTab( "MOD BROWSER", RPGBrowserGui, 0 );
Canvas.pushDialog( LaunchToolbarDlg );
// This is essentially an "isInitialized" flag...
if ( RPG_TabView.tabCount() == 0 )
{
RPG_TabView.addSet(1, "gui/shll_horztabbuttonB", "5 5 5", "50 50 0", "5 5 5" );
RPG_TabView.addTab(1,"NEWS",1);
RPG_TabView.setSelected( 1 );
RPG_TabView.addTab(2,"ENCYCLOPEDIA");
RPG_TabView.addTab(3,"DOWNLOADS");
RPG_TabView.setTabActive(3,0);
}
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
function RPGBrowserGui::onSleep(%this)
{
%ctrl = "RPG_" @ %this.pane @ "Pane";
if ( isObject( %ctrl ) )
%ctrl.onDeactivate();
}
//------------------------------------------------------------------------------
function BrowserDoSave() //A good ol' converter for browser files. Should work on ANY browser file. Including ones that you insert yourself.
{
%file = new fileObject();
%item = RPG_ItemList.getValue();
%category = RPG_Category.getValue();
%file.openForWrite("savedDocs/" @ %item @ ".txt");
%read = new fileObject();
%read.openForRead("Data/Browser/" @ %category @ "/" @ %item @ ".txt");
%skip = false;
while (!%read.isEOF())
{
%line = %read.readLine();
%lineTest = strLwr(strReplace(%line," ","")); //strip spaces to test for tags to skip
%spush = getSubStr(%lineTest,0,7);
%just = getSubStr(%lineTest,0,6);
//Ok.. we need to cipher out some useless information before we're through
if (%just !$= "<just:")
{
if (%spush $= "<spush>")
%skip = true;
if (%skip == true) //Try to find our <spop> tag
{
%search = strStr(%lineTest,"<spop>");
if (%search != -1)
%skip = false; //We found our <spop> tag, set %skip to false for the next turn
}
else //Otherwise the data is safe -- but we still got to look for my special <a:select> tag
{
%select = strStr(%lineTest,"<a:select");
if (%select != -1) //It exists -- we must convert it
{
%line = strReplace(%line,"-","\t"); //Apparently special tags don't work when read from a file, so the negative sign represents \t
%tag = strStr(%line,"<a:select"); //Find the position of my select tag
if (%tag != -1) //Ok, it exists. We need to grab our entire tag as a string
{
%start = strStr(%line,"<");
for (%i = 0; %i < strLen(%line); %i++)
{
%testC = getSubStr(%line, %i + %start, 3);
if (%testC $= "</a")
{
%end = %i;
break;
}
}
}
}
if (%line !$= "") //If the line is totally blank, don't do shit. Otherwise, attempt to space out the file (for easier read)
{
for (%i = 0; %i < strLen(%line); %i++) //Was up a little higher in the function; figured it should be moved down here
{
%test = getSubStr(%line,%i,9);
if (%test $= "<a:select") //We found a select tag.
{
%start = %i;
%end = strLen(%line) - strStr(%line,"</a>") - 3;
%test = getSubStr(%line,%start,%end);
%str = getWord(%test,0);
%line = strReplace(%line,%str,getNameFromSelectTag(%str));
}
}
for (%i = 0; %i < strLen(%line); %i++)
{
%sub = getSubStr(%line, %i, 1);
if (%sub $= ".") //Ok, we found a period. %i is where we are in the string. So we grab everything up until this period and move on
{
%file.writeLine(getSubStr(%line, 0, %i+1));
%line = getSubStr(%line, %i+1, strLen(%line));
}
}
}
}
}
}
//Detach our file objects (scripts/fileProcessing.cs)
%file.detach();
%read.detach();
messageBoxOk("SUCCESS","The contents of item "@%item@" in category "@%category@" have been saved. Check your mod Directory's sub-dir, /savedDocs for "@%item@".txt."); //YES! After all that the file should be good.
return true;
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
function getNameFromSelectTag(%string) //Since the tag should be directly inserted, there is no start.
{
%len = strLen(%string);
%start = strStr(%string,">");
%end = strStr(%string,"</a>");
%sub = getSubStr(%string,%start,%end);
%sub = stripTrailingSpaces(stripChars(strReplace(%sub,"</a>",""),">"));
return %sub;
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
function RPGBrowserGui::setKey( %this, %key )
{
// To avoid console error
}
//------------------------------------------------------------------------------
function RPGBrowserGui::onClose( %this, %key )
{
// To avoid console error
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
// News pane:
//------------------------------------------------------------------------------
function RPG_NewsPane::onActivate(%this)
{
RPGBrowserGui.pane = "News";
}
//------------------------------------------------------------------------------
function RPG_NewsPane::onDeactivate(%this)
{
//RPGBrowserGui.pane = "News";
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
// Browser pane:
//------------------------------------------------------------------------------
function RPG_BrowserPane::onActivate(%this)
{
RPGBrowserGui.pane = "Browser";
RPG_Category.PopulateList();
//Make sure our DL button is properly placed (resolution may have changed)
RPG_DownloadButton.setPosition("5", getWord(Canvas.getExtent(), 1) - 163);
RPG_BrowserPane.refresh();
}
//------------------------------------------------------------------------------
function RPG_BrowserPane::Refresh(%this,%val)
{
//Ok, we must make the browser dynamic for convenience.
%text = RPG_Category.getText();
if (%text $= "Select Category" || %text $= "")
return RPG_Text.readFromFile("Data/Browser/Introduction.txt");
RPG_ItemList.clear();
%path = "Data/Game/" @ %text @ "/*.des";
%count = 0;
for( %file = findFirstFile( %path ); %file !$= ""; %file = findNextFile( %path ) )
{
%name = getFileNameFromString(strReplace(%file,".des","")); //Get the fileName from our string (used in the item List)
if (%name !$= "Introduction")
{
RPG_ItemList.addRow(%count, %name);
%count++;
}
}
RPG_ItemList.sortNumerical(0,0); //Sort the items from A-Z
//RPG_ItemList.setSelectedRow(RPG_ItemList.findTextIndex($Browser::SelectedText));
RPG_ItemList.setSelectedRow(RPGBrowserGUI.selectedID[%text]);
}
//------------------------------------------------------------------------------
function RPG_BrowserPane::onDeactivate(%this)
{
//RPGBrowserGui.pane = "Browser";
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
// Downloads pane:
//------------------------------------------------------------------------------
function RPG_DownloadsPane::onActivate(%this)
{
RPGBrowserGui.pane = "Downloads";
}
//------------------------------------------------------------------------------
function RPG_DownloadsPane::onDeactivate(%this)
{
//RPGBrowserGui.pane = "Downloads";
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
function RPG_TabView::onSelect( %this, %id, %text )
{
RPG_BrowserPane.setVisible( %id == 2 );
RPG_NewsPane.setVisible( %id == 1 );
%ctrl = "RPG_" @ RPGBrowserGui.pane @ "Pane";
if ( isObject( %ctrl ) )
%ctrl.onDeactivate();
switch ( %id )
{
case 1: // News
RPG_NewsPane.onActivate();
case 2: // Encyclopedia
RPG_BrowserPane.onActivate();
case 3: // Downloads
RPG_DownloadsPane.onActivate();
}
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
function RPG_Category::PopulateList() //Listing is now alphabatized
{
RPG_Category.clear();
%file = "Data/Game/encyclopediaData.txt";
%count = getBlockData(%file,"Encyclopedia",1,"categoryCount");
RPG_Category.count = %count;
for (%i = 0; %i < %count; %i++)
{
%category = getBlockData(%file,"Encyclopedia",1,"category" @ %i);
RPG_Category.add(%category,%i);
}
if (RPG_Category.selected !$= "") //Fixes the category dropdown resetting
RPG_Category.setSelected(RPG_Category.selected);
else
RPG_Category.setValue("Select Category");
//Force the browser to have an introduction.
RPG_Text.readFromFile("Data/Game/Encyclopedia_Intro.des");
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
function RPG_Category::onSelect(%this, %id, %text)
{
RPG_ItemList.clear();
RPG_Text.setValue("");
RPG_Category.selected = %id;
RPG_Text.readFromFile("Data/Game/" @ %text @ "/Introduction.des"); //Display the intro for the category we selected
RPG_BrowserPane.refresh();
if (RPG_ItemList.getSelectedID() == -1) //Does our button really need to be inactive?
RPG_DownloadButton.setActive(false); //YES!
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
function RPG_ItemList::onSelect(%this, %id, %text)
{
$Browser::SelectedText = %text;
RPG_DownloadButton.setActive(true);
%category = RPG_Category.getvalue();
RPGBrowserGUI.selectedID[%category] = %id;
RPG_Text.readFromFile("Data/Game/" @ %category @ "/" @ %text @ ".des");
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
function RPG_Text::readFromFile(%this,%file)
{
RPG_Text.setValue(""); //Clear the info, for some odd reason .clear() won't work..
if (!IsFile(%file))
return -1;
%fileobj = new FileObject();
%fileobj.openForRead(%file);
while (!%fileobj.isEOF())
{
%line = %fileobj.readLine() @ "\n";
RPG_Text.addText(%line,1);
}
%fileobj.detach();
}
//------------------------------------------------------------------------------
RPG_DownloadButton.setActive(false); //Eh.. for some reason setting isActive in the GUI file isn't working

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//------------------------------------------------------------------------------
// Scripts/DO_NOT_DELETE/clientFunctions.cs (OPEN SOURCE)
// If you see this text, you have obtained the official copy of this file from
// one of the developers. Otherwise, your decompiler is so advanced that it can
// somehow get commented lines in a script. If this is not the case, someone has
// betrayed my trust.
// -- Dark Dragon DX (as of 2011).
//------------------------------------------------------------------------------
//Different from modVersionText, is used to compare our mod to the update server
//Since TribesNext will soon allow binary transfers, this is stored here.
$ModVersion = 1.0; //Looks better as whole numbuhs
//All clientCmds are secured here (so certain funcs can't simply just be disabled)
//Although, hooks can be attached for custom actions.
function clientCmdHandleScriptedCommand(%num,%arg1,%arg2,%arg3,%arg4)
{
switch(%num)
{
case 0: //Pop Dialog
Canvas.popDialog(%arg1);
case 1: //BoxYesNo
messageBoxYesNo(%arg1,%arg2,%arg3,%arg4);
case 2: //FadeIn
ServerConnection.setBlackOut(true, %arg1);
case 3: //Fadeout
ServerConnection.setBlackOut(false, %arg1);
case 4: //Show Cursor
$cursorControlled = %arg1;
lockMouse(%arg1);
if (%arg1)
{
Canvas.cursorOn();
GlobalActionMap.bind(mouse, button0, RTS_LeftButton);
GlobalActionMap.bind(mouse, button1, RTS_RightButton);
RTS_Command.push();
$RTS::ButtonPress = false;
}
else
{
Canvas.cursorOff();
GlobalActionMap.unbind(mouse, button0);
GlobalActionMap.unbind(mouse, button1);
Canvas.setCursor(DefaultCursor);
RTS_Command.pop();
$RTS::ButtonPress = true;
}
case 5: //Verify Client
if (%arg1)
ScoreParent.settext("PDA - PERSONAL DATA ASSISTANT");
$Pref::LANAccount::GUID = stripNonNumericCharacters($Pref::LANAccount::GUID); //Make sure the GUID is pure before sending. Monkee, you won't be breaking anything here. The server does the same on its side. :)
//Let the server know we're an actual client.. and if we're offline, send my GUID
if (!$PlayingOnline)
commandToServer('VerifyClient',$Pref::LANAccount::GUID,$ModVersion);
else
commandToServer('VerifyClient',0,$ModVersion);
//Turn off the 'continue' button if it's T2Bol.
if (%arg2)
DB_ContinueBTN.setActive(0);
case 6: //Is RTS Game
hudClusterBack.opacity = 0; //Make it invisible
clientCmdHandleScriptedCommand(4,true); //Show our cursor
case 7: //Music fadeout
alxMusicFadeout($Pref::Audio::MusicVolume);
case 8: //Music Fadein
alxMusicFadein(0);
case 9: //Set client Time
clockHud.setVisible(0);
%pos = ClockHud.getPosition();
%x = getWord(%pos,0);
%y = getWord(%pos,1);
%x = %x - -14;
%y = %y - -4;
if (!IsObject(timeHud))
{
new GuiTextCtrl(timeHud)
{
profile ="ClockProfile";
position = %x SPC %y;
extent = "41 12";
text = %arg1 SPC "Hrs";
horizSizing = "left";
vertSizing = "bottom";
};
playGui.add(timeHud);
}
timeHud.setValue(%arg1);
timeHud.setVisible(1);
default: //If for some reason we got an invalid command ID, report it to console
if ($Pref::DeveloperMode) //If dev mode is on (just a value set on the clientside to tell scripts to echo shit to the console)
error("Scripted Command Handler: Received unknown command request ("@%num@") from server.");
return false;
}
return true;
}

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//------------------------------------------------------------------------------
// initialise.cs
// Client Scripts Init
// Copright (c) 2012 The DarkDragonDX
//==============================================================================
exec("scripts/modScripts/client/clientFunctions.cs");
exec("scripts/modScripts/client/serverRequestHandler.cs");
exec("scripts/modScripts/client/RPGBrowserGUI.cs");

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//------------------------------------------------------------------------------
// initialise.cs
// Client Scripts Init
// Copright (c) 2012 The DarkDragonDX
//==============================================================================
exec("scripts/modScripts/client/clientFunctions.cs");
exec("scripts/modScripts/client/serverRequestHandler.cs");

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//------------------------------------------------------------------------------
// serverRequestHandler.cs
// Server Request Handler
// Copyright (c) 2012 The DarkDragonDX
//==============================================================================
function InteractWithObject(%val)
{
}
function IcreaseRadioFrequency(%val)
{
}
function DecreaseRadioFrequency(%val)
{
}
//These are just here.. just in case.
function OnLANPasswordInput()
{
return 1;
}
function OnLANNameInput()
{
return 1;
}
function clientCmdSetScoreText(%text)
{
ScoreParent.settext(%text);
return 1;
}
function alxMusicFadeout(%startvol)
{
%startvol = %startvol - 0.1;
if (%startvol <= 0)
{
alxstopmusic();
alxsetmusicvolume($pref::audio::musicvolume);
return;
}
alxsetmusicvolume(%startvol);
schedule(500,0,"alxmusicfadeout",%startvol);
return 1;
}
function alxMusicFadein(%startvol)
{
%startvol = %startvol + 0.1;
if (%startvol > 1)
{
alxsetmusicvolume($pref::audio::musicvolume);
return;
}
alxsetmusicvolume(%startvol);
schedule(500,0,"alxmusicfadein",%startvol);
return 1;
}
function clientCmdAlxMusicFadeout()
{
alxmusicfadeout($pref::audio::musicvolume);
return 1;
}
function alxSetMusicVolume(%vol)
{
OP_MusicVolumeSlider.setvalue(%vol);
return %vol;
}
function reLightMission() {
if ($SceneLighting::lightingProgress == 0 || $SceneLighting::lightingProgress == 1)
lightScene("",forceAlways);
}
function clientCmdReLightMission() {
if (!$pref::disallowRelight)
reLightMission();
}
// -----------------------------------------------------
// Client Hook
// -----------------------------------------------------
package clientMod{
function DispatchLaunchMode()
{
parent::DispatchLaunchMode();
// check T2 command line arguments
for(%i = 1; %i < $Game::argc ; %i++)
{
%arg = $Game::argv[%i];
%nextArg = $Game::argv[%i+1];
%hasNextArg = $Game::argc - %i > 1;
if( !stricmp(%arg, "-CleanDSO")) //Remove DSO's on shutdown
{
$CleanDSO = true;
}
}
}
function Disconnect()
{
parent::Disconnect();
//Play the menu audio
alxplaymusic("T2BOL/Music/Menu.mp3");
alxMusicFadein(0);
//Fix the score menu
ScoreParent.settext("SCORE");
//Enable continue
DB_ContinueBTN.setActive(1);
//Show other elements
clockHud.setVisible(1);
timeHud.setVisible(0);
return 1;
}
function OptionsDLG::OnSleep(%this)
{
parent::OnSleep(%this);
if ($pref::Audio::musicEnabled && !IsObject(ServerConnection))
{
alxplaymusic("T2BOL/Music/Menu.mp3");
alxMusicFadein(0);
}
}
function GuiMLTextCtrl::onURL(%this, %url)
{
%url = strReplace(%url,"-","\t"); //Reading from files causes some funny issues..
switch$( getField(%url, 0) )
{
case "select":
%cb = getField(%url, 1);
if(%cb $= "")
return;
%i = 0;
while((%p[%i] = getField(%url, %i + 2)) !$= "")
%i++;
RPG_Category.setText(%cb); //Set the dropdown Text
RPG_BrowserPane.refresh(); //Force a refresh
for (%i = 0; %i < RPG_ItemList.rowCount(); %i++)
{
%text = RPG_ItemList.getRowText(%i);
if (%text $= %p0)
{
RPG_ItemList.setSelectedRow(%i);
break; //Tell the for loop to stop and continue executing
}
}
//Now make our category select the correct row
for (%i = 0; %i < RPG_Category.count; %i++)
{
%text = RPG_Category.getTextByID(%i);
if (%text $= %cb)
{
RPG_Category.setSelected(%i);
return;
}
}
case "call": //Dunno if anybody will use this..
%cb = getField(%url, 1);
if(%cb $= "")
return;
%i = 0;
while((%p[%i] = getField(%url, %i + 2)) !$= "")
%i++;
call(%cb, %p0, %p1, %p2, %p3, %p4);
case "input": //Should only be used on the PDA.
%cb = getField(%url, 1);
if(%cb $= "")
return;
%i = 0;
while((%p[%i] = getField(%url, %i + 2)) !$= "")
%i++;
//%cb is our data type
//%p0 is the text that shows up above the input box
//%p1 is the text for the box itself
InputText.setText(%p0);
InputTransFrame.setText(%p1);
Input.setValue("");
canvas.pushDialog(InputDLG);
$InputType = %cb;
default:
Parent::onURL(%this, %url);
}
return;
}
};
activatePackage(clientMod);

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//------------------------------------------------------------------------------ // ActivePlayers.cs // .cs code listing currently active players // Copyright (c) 2012 Robert MacGregor //------------------------------------------------------------------------------ // Function that returns raw HTML formatting for the web browser on the client end to read function ActivePlayers::contents(%this) { %data = "<head><title>T2BoL Webserver Testing | Active Players</title></head><body>" @ "<center>" @ "<font size=\x225\x22>Currently Active Players</font>" @ "<hr></br></br>" @ "<table border=\x225\x22 width=\x22500\x22>"; %data = %data @ "<tr><td><center>Name</center></td>"; %data = %data @ "<td><center>Species</center></td>"; %data = %data @ "<td><center>Gender</center></td></tr>"; for (%i = 0; %i < ClientGroup.getCount(); %i++) { %client = ClientGroup.getObject(%i); %data = %data @ "<tr><td><center>" @ %client.namebase @ "</center></td>"; %data = %data @ "<td><center>" @ %client.race @ "</center></td>"; %data = %data @ "<td><center>" @ %client.sex @ "</center></td></tr>"; } //"<tr>" @ //"<td><center><a href=\x22ActivePlayers.cs\x22>Active Players</a></center></td>" @ //"</tr>" @ %data = %data @ "</table>" @ "</body>"; return %data; }

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//------------------------------------------------------------------------------
// Index.cs
// Home page for the BoL inbuilt web server
// Copyright (c) 2012 Robert MacGregor
//------------------------------------------------------------------------------
// Function that returns raw HTML formatting for the web browser on the client end to read
function Index::contents(%this)
{
%data = "<head><title>T2BoL Webserver Testing</title></head><body>" @
"<center>" @
"<font size=\x225\x22>Welcome! This is the testing index page!</font>" @
"<hr></br></br>" @
"<table border=\x225\x22 width=\x22200\x22>" @
"<tr>" @
"<td><center><a href=\x22ActivePlayers.cs\x22>Active Players</a></center></td>" @
"</tr>" @
"</table>" @
"</body>";
return %data;
}

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//------------------------------------------------------------------------------
// HTTPServer.cs
// An experimental HTTP Server written in Torque!
// Copyright (c) 2012 Robert MacGregor
//------------------------------------------------------------------------------
// 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" @
"%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);
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)
{
%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 if (getFileExtensionFromString(%socket.request) $= "cs")
{
%packet.setStatusCode(200);
// FIXME: INSECURE and gay
exec(%socket.request);
%class = strReplace(getFileNameFromString(%socket.request), ".cs", ""); // FIXME: Crappy
%instance = new ScriptObject() { class = %class; };
%data = %instance.contents();
%instance.delete();
}
else
{
%packet.setStatusCode(403);
%data = %forbiddenData;
}
// 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;
}
// --
// 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"));
}
// --

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@ -0,0 +1,49 @@
//------------------------------------------------------------------------------
// BoLFunctions.cs
// T2BoL Specific Functions
// Copyright (c) 2012 Robert MacGregor
//------------------------------------------------------------------------------
function GameConnection::saveState(%this)
{
if ($CurrentMissionType !$= "RPG")
{
error("Not running the BoL gamemode.");
return false;
}
return true;
}
function GameConnection::loadState(%this, %file)
{
if ($CurrentMissionType !$= "RPG")
{
error("Not running the BoL gamemode.");
return false;
}
return true;
}
function AIConnection::saveState(%this)
{
if ($CurrentMissionType !$= "RPG")
{
error("Not running the BoL gamemode.");
return false;
}
return true;
}
function AIConnection::loadState(%this, %file)
{
if ($CurrentMissionType !$= "RPG")
{
error("Not running the BoL gamemode.");
return false;
}
return true;
}

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@ -0,0 +1,31 @@
//------------------------------------------------------------------------------
// GameTriggers.cs
// Trigger code for RPG Gamemode
// Copyright (c) 2012 Robert MacGregor
//==============================================================================
$BOL::Triggers::Territory = 0;
$BOL::Triggers::Damage = 1;
$BOL::Triggers::TeleportStart = 2;
$PDA::Triggers::TeleportEnd = 3;
function RPGGame::onEnterTrigger(%game, %name, %data, %obj, %colObj)
{
switch (%obj.Type)
{
case $BOL::Triggers::Territory:
echo("LOL");
return;
}
}
function RPGGame::onLeaveTrigger(%game, %name, %data, %obj, %colObj)
{
return true;
}
function RPGGame::onTickTrigger(%game, %name, %data, %obj)
{
return true;
}

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//--$BOL::PDA::Page::Interact----------------------------------------------------------------------------
// Interact.cs
// Functions for object interaction in T2BoL
// Copyright (c) 2012 Robert MacGregor
//------------------------------------------------------------------------------
$BOL::Interact::Type::General = 0; // Generic; jus makes conversation
$BOL::Interact::Range = 50; // In Meters
function serverCmdInteractWithObject(%client)
{
if (!IsObject(%client.player) || %client.player.getState() !$= "Move")
{
messageClient(%client, 'MsgClient', "\c3Sorry, you appear to be dead.");
return false;
}
%player = %client.player;
%pos = getWords(%player.getEyeTransform(), 0, 2);
%vec = %player.getMuzzleVector($WeaponSlot);
%targetpos=vectoradd(%pos,vectorscale(%vec,5000));
%object = getWord(containerRayCast(%pos,%targetpos,$TypeMasks::PlayerObjectType | $TypeMasks::VehicleObjectType,%player),0);
echo(%object);
if (!isObject(%object) || !%object.isInteractive)
return false;
%client.pdaPage = $BOL::PDA::Page::Interacted;
serverCmdShowHud(%client, 'scoreScreen');
return true;
}
function Player::interactListUpdate(%this)
{
if (!isObject(%this.interactList))
%this.interactList = Array.create();
// We don't want to run multiple threads ...
cancel(%this.interactListUpdateThread);
// We also don't need dead people or bots to be doing this either
if ((%this.getState() !$= "Move" && %this.getState() !$= "Mounted") || %this.client.isAIControlled())
return;
%found = Array.create(); // This takes up one objID per call, but objID's go up to 2^32, so this shouldn't matter as it helps make cleaner code here
%found_anything = false;
InitContainerRadiusSearch(%this.getWorldBoxCenter(), $BOL::Interact::Range, $TypeMasks::PlayerObjectType | $TypeMasks::VehicleObjectType);
while ((%target = containerSearchNext()) != 0)
{
//if (!calcExplosionCoverage(%this.getWorldBoxCenter(), %target,$TypeMasks::PlayerObjectType | $TypeMasks::VehicleObjectType))
// continue;
%found.setElement(%found.count(), %target);
if(isObject(%target) && %target !$= %this && !%this.interactList.hasElementValue(%target))
%this.interactList.setElement(%this.interactList.count(), %target);
}
// Remove any non-found elements from the interact list
for (%i = %this.interactList.count(); %i > -1; %i--)
if (!%found.hasElementValue(%this.interactList.element(%i)))
%this.interactList.removeElement(%i);
%found.delete();
%this.interactListUpdateThread = %this.schedule(100, "interactListUpdate");
}

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//------------------------------------------------------------------------------
// PDA.cs
// PDA code for T2BoL
// Copyright (c) 2012 Robert MacGregor
//==============================================================================
// 0-100
$BOL::PDA::Page::Main = 0;
$BOL::PDA::Page::Applications = 1;
$BOL::PDA::Page::Close = 2; // Not even necessarily a page but it's used to signal the client wants to close
$BOL::PDA::Page::Stats = 3;
$BOL::PDA::Page::Save = 4;
$BOL::PDA::Page::FactionManagement = 5;
$BOL::PDA::Page::Radio = 6;
$BOL::PDA::Page::Voice = 7;
$BOL::PDA::Function::Increment = 1;
$BOL::PDA::Function::Decrement = 2;
$BOL::PDA::Page::EMail = 8;
$BOL::PDA::Page::Inbox = 9;
$BOL::PDA::Page::Outbox = 10;
$BOL::PDA::Page::Compose = 11;
$BOL::PDA::Page::Wiki = 12;
// 101-201
$BOL::PDA::Page::Interact = 101;
$BOL::PDA::Page::Interacted = 102;
$BOL::PDA::Page::Hack = 103;
$BOL::PDA::Page::Information = 104;
function RPGGame::updateScoreHud(%game, %client, %tag)
{
if (%client.PDAPage == $BOL::PDA::Page::Main || %client.PDAPage == $BOL::PDA::Page::Interact)
Game.processGameLink(%client, %client.PDAPage);
}
function RPGGame::processGameLink(%game, %client, %arg1, %arg2, %arg3, %arg4, %arg5)
{
%index = 0;
if (%arg1 != $BOL::PDA::Page::Close)
%client.PDAPage = %arg1;
messageClient( %client, 'ClearHud', "", 'scoreScreen', 0 );
switch(%arg1)
{
//------------------------------------------------------------------------------
// PDA Applications
//------------------------------------------------------------------------------
case $BOL::PDA::Page::Applications:
messageClient( %client, 'SetScoreHudSubheader', "", '<just:center>Applications | Main');
messageClient( %client, 'SetScoreHudHeader', "", "<just:center>| <a:gamelink\t" @ $BOL::PDA::Page::Wiki @ "\t1>Wiki</a> | <color:FF0000>Applications<color:66EEEE> | <a:gamelink\t" @ $BOL::PDA::Page::EMail @ "\t0>E-Mail</a> | <just:right><a:gamelink\t" @ $BOL::PDA::Page::Close @ "\t1>Close</a>");
messageClient( %client, 'SetLineHud', "", 'scoreScreen', %index, "<just:center>Command List:");
%index++;
messageClient( %client, 'SetLineHud', "", 'scoreScreen', %index, "<just:center><a:gamelink\t" @ $BOL::PDA::Page::Stats @ "\t1>- Self Diagnosis</a>");
%index++;
messageClient( %client, 'SetLineHud', "", 'scoreScreen', %index, "<just:center><a:gamelink\t" @ $BOL::PDA::Page::Interact @ "\t0>- Interact with Object</a>");
%index++;
messageClient( %client, 'SetLineHud', "", 'scoreScreen', %index, "<just:center><a:gamelink\t" @ $BOL::PDA::Page::Radio @ "\t0>- Radio</a>");
%index++;
if (!$Host::GlobalChat)
{
messageClient( %client, 'SetLineHud', "", 'scoreScreen', %index, "<just:center><a:gamelink\t" @ $BOL::PDA::Page::Voice @ "\t0>- Voice Settings</a>");
%index++;
}
messageClient( %client, 'SetLineHud', "", 'scoreScreen', %index, "<just:center><a:gamelink\t" @ $BOL::PDA::Page::FactionManagement @ "\t1>- Faction Management</a>");
%index++;
messageClient( %client, 'SetLineHud', "", 'scoreScreen', %index, "<just:center><a:gamelink\t" @ $BOL::PDA::Page::Save @ "\t1>- Save State</a>");
return;
case $BOL::PDA::Page::Stats:
messageClient( %client, 'SetScoreHudHeader', "", "<just:center>Automated Self Diagnosis Systems v1.2<just:right><a:gamelink\t" @ $BOL::PDA::Page::Close @ "\t1>Close</a>");
messageClient( %client, 'SetScoreHudSubheader', "", '<just:center>Copyright (c) 3030 S.G.S. Corporation');
messageClient( %client, 'SetLineHud', "", 'scoreScreen', %index, "<just:center>Subject Name: " @ %client.namebase);
%index++;
messageClient( %client, 'SetLineHud', "", 'scoreScreen', %index, "<just:center>Subject Species: " @ %client.race);
%index++;
messageClient( %client, 'SetLineHud', "", 'scoreScreen', %index, "<just:center>Subject Condition: " @ 100 - mfloor(100*%client.player.getDamageLevel()) @ "%");
%index++;
messageClient( %client, 'SetLineHud', "", 'scoreScreen', %index, " ");
%index++;
messageClient( %client, 'SetLineHud', "", 'scoreScreen', %index, "<just:center><a:gamelink\t" @ $BOL::PDA::Page::Stats @ "\t1>REFRESH</a>");
%index++;
messageClient( %client, 'SetLineHud', "", 'scoreScreen', %index, "<just:center><a:gamelink\t" @ $BOL::PDA::Page::Applications@ "\t1>RETURN TO MAIN</a>");
return;
case $BOL::PDA::Page::Radio:
messageClient( %client, 'SetScoreHudSubheader', "", '<just:center>Applications | Radio');
if (!%client.hasRadio)
{
messageClient( %client, 'SetLineHud', "", 'scoreScreen', %index, "<just:center>-- You do not have a radio to manage --");
%index++;
messageClient( %client, 'SetLineHud', "", 'scoreScreen', %index, " ");
%index++;
messageClient( %client, 'SetLineHud', "", 'scoreScreen', %index, "<just:center><a:gamelink\t" @ $BOL::PDA::Page::Applications@ "\t1>RETURN TO MAIN</a>");
return;
}
switch (%arg2)
{
case $BOL::PDA::Function::Increment:
ServerCmdIncreaseRadioFrequency(%client, true);
case $BOL::PDA::Function::Decrement:
ServerCmdDecreaseRadioFrequency(%client, true);
}
messageClient( %client, 'SetLineHud', "", 'scoreScreen', %index, "<just:center>Radio Status: Normal");
%index++;
messageClient( %client, 'SetLineHud', "", 'scoreScreen', %index, "<just:center>Current Frequency: " @ %client.radioFrequency @ "MHz");
%index++;
messageClient( %client, 'SetLineHud', "", 'scoreScreen', %index, "<just:center><a:gamelink\t" @ $BOL::PDA::Page::Radio @ "\t" @ $BOL::PDA::Function::Increment @ ">[Increment Frequency</a> - <a:gamelink\t" @ $BOL::PDA::Page::Radio @ "\t" @ $BOL::PDA::Function::Decrement @ ">Decrement Frequency]</a>");
%index++;
messageClient( %client, 'SetLineHud', "", 'scoreScreen', %index, " ");
%index++;
messageClient( %client, 'SetLineHud', "", 'scoreScreen', %index, "<just:center><a:gamelink\t" @ $BOL::PDA::Page::Applications@ "\t1>RETURN TO MAIN</a>");
return;
case $BOL::PDA::Page::Voice:
messageClient( %client, 'SetScoreHudSubheader', "", '<just:center>Applications | Voice Settings');
switch (%arg2)
{
case $BOL::PDA::Function::Increment:
serverCmdIncreaseVoiceRange(%client, true);
case $BOL::PDA::Function::Decrement:
serverCmdDecreaseVoiceRange(%client, true);
}
%voice = %client.voiceMode;
messageClient( %client, 'SetLineHud', "", 'scoreScreen', %index, "<just:center>Voice Status: Normal");
%index++;
messageClient( %client, 'SetLineHud', "", 'scoreScreen', %index, "<just:center>Current Voice: \x22" @ $BOL::Voice::Display[%voice] @ "\x22 (" @ $BOL::Voice::Range[%voice] @ " meters)");
%index++;
messageClient( %client, 'SetLineHud', "", 'scoreScreen', %index, "<just:center><a:gamelink\t" @ $BOL::PDA::Page::Voice @ "\t" @ $BOL::PDA::Function::Increment @ ">[Increment Range</a> - <a:gamelink\t" @ $BOL::PDA::Page::Voice @ "\t" @ $BOL::PDA::Function::Decrement @ ">Decrement Range]</a>");
%index++;
messageClient( %client, 'SetLineHud', "", 'scoreScreen', %index, " ");
%index++;
messageClient( %client, 'SetLineHud', "", 'scoreScreen', %index, "<just:center><a:gamelink\t" @ $BOL::PDA::Page::Applications@ "\t1>RETURN TO MAIN</a>");
return;
case $BOL::PDA::Page::Interact:
messageClient( %client, 'SetScoreHudSubheader', "", '<just:center>Applications | Interact with Object');
messageClient( %client, 'SetLineHud', "", 'scoreScreen', %index, "<just:center>-- Objects within Range --");
%index++;
%client_team = getTargetSensorGroup(%client.target);
%object_count = %client.player.interactList.count();
if (%object_count > 0)
for (%i = 0; %i < %object_count; %i++)
{
%object = %client.player.interactList.element(%i);
if (isObject(%object))
{
%object_target = %object.target;
if (%object_target != -1)
{
%object_team = getTargetSensorGroup(%object_target);
%object_friendly = %client_team == %object_team;
%object_friend_text = %object_friendly ? "Friendly" : "Enemy";
%display = %object_friend_text SPC %object.getClassName() SPC "\x22" @ getTaggedString(getTargetName(%object_target)) @ "\x22";
}
else
%display = "Unknown" SPC %object.getClassName() SPC "(" @ %object @ ")";
messageClient( %client, 'SetLineHud', "", 'scoreScreen', %index, "<just:center>" @ %display);
%index++;
}
}
else
{
messageClient( %client, 'SetLineHud', "", 'scoreScreen', %index, "<just:center>There are no objects in range.");
%index++;
}
messageClient( %client, 'SetLineHud', "", 'scoreScreen', %index, " ");
%index++;
messageClient( %client, 'SetLineHud', "", 'scoreScreen', %index, "<just:center><a:gamelink\t" @ $BOL::PDA::Page::Applications@ "\t1>RETURN TO MAIN</a>");
return;
case $BOL::PDA::Page::FactionManagement:
messageClient( %client, 'SetScoreHudSubheader', "", '<just:center>Applications | Faction Management');
%index++;
messageClient( %client, 'SetLineHud', "", 'scoreScreen', %index, "<just:center><a:gamelink\t" @ $BOL::PDA::Page::Applications@ "\t1>RETURN TO MAIN</a>");
return;
case $BOL::PDA::Page::Save:
messageClient( %client, 'SetScoreHudHeader', "", '<just:center>Save State<just:right><a:gamelink\tCLOSE\t1>Close</a>');
messageClient( %client, 'SetLineHud', "", 'scoreScreen', %index, "<just:center>Save function is not supported as of now!");
%index++;
messageClient( %client, 'SetLineHud', "", 'scoreScreen', %index, "<just:center><a:gamelink\t" @ $BOL::PDA::Page::Applications @ "\t1>RETURN TO MAIN</a>");
return;
//------------------------------------------------------------------------------
// PDA E-Mail System
//------------------------------------------------------------------------------
case $BOL::PDA::Page::Inbox:
messageClient( %client, 'SetScoreHudSubheader', "", '<just:center>E-Mail | Your Inbox');
return;
case $BOL::PDA::Page::Outbox:
messageClient( %client, 'SetScoreHudSubheader', "", '<just:center>E-Mail | Your Outbox');
return;
case $BOL::PDA::Page::Compose:
messageClient( %client, 'SetScoreHudSubheader', "", '<just:center>E-Mail | Compose a New Mail');
return;
//------------------------------------------------------------------------------
// Interaction Commands
//------------------------------------------------------------------------------
case $BOL::PDA::Page::Interact:
return;
//------------------------------------------------------------------------------
// Handle for Normal PDA functions
//------------------------------------------------------------------------------
case $BOL::PDA::Page::Main:
messageClient( %client, 'SetScoreHudHeader', "", "<just:center>| <a:gamelink\t" @ $BOL::PDA::Page::Wiki @ "\t1>Wiki</a> | <a:gamelink\t" @ $BOL::PDA::Page::Applications @ "\t1>Applications</a> | <a:gamelink\t" @ $BOL::PDA::Page::EMail @ "\t1>E-Mail</a> | <just:right><a:gamelink\t" @ $BOL::PDA::Page::Close @ "\t1>Close</a>");
messageClient( %client, 'SetScoreHudSubheader', "", '<just:center>Welcome to the PDA');
messageClient( %client, 'SetLineHud', "", 'scoreScreen', %index, "<just:center>Welcome to the PDA, this is where you will accomplish some daily tasks.");
%index++;
messageClient( %client, 'SetLineHud', "", 'scoreScreen', %index, "<just:center>Click any of the text in the subheader to begin exploring your PDA.");
return;
case $BOL::PDA::Page::EMail:
messageClient( %client, 'SetScoreHudSubheader', "", '<just:center>E-Mail | Main');
messageClient( %client, 'SetScoreHudHeader', "", "<just:center>| <a:gamelink\t" @ $BOL::PDA::Page::Wiki @ "\t1>Wiki</a> | <a:gamelink\t" @ $BOL::PDA::Page::Applications @ "\t1>Applications</a> | <color:FF0000>E-Mail<color:66EEEE> | <just:right><a:gamelink\t" @ $BOL::PDA::Page::Close @ "\t1>Close</a>");
messageClient( %client, 'SetLineHud', "", 'scoreScreen', %index, "<just:center>E-Mail Functions:");
%index++;
messageClient( %client, 'SetLineHud', "", 'scoreScreen', %index, "<just:center> - <a:gamelink\t" @ $BOL::PDA::Page::Inbox @ "\t1>Your Inbox (?)</a>");
%index++;
messageClient( %client, 'SetLineHud', "", 'scoreScreen', %index, "<just:center> - <a:gamelink\t" @ $BOL::PDA::Page::Outbox @ "\t1>Your Outbox (?)</a>");
%index++;
messageClient( %client, 'SetLineHud', "", 'scoreScreen', %index, "<just:center> - <a:gamelink\t" @ $BOL::PDA::Page::Compose @ "\t1>Compose a New Mail</a>");
return;
case $BOL::PDA::Page::Close:
serverCmdHideHud(%client, 'scoreScreen');
commandToClient(%client, 'DisplayHuds');
return;
case $BOL::PDA::Page::Wiki:
messageClient( %client, 'SetScoreHudHeader', "", "<just:center>| <color:FF0000>Wiki<color:66EEEE> | <a:gamelink\t" @ $BOL::PDA::Page::Applications @ "\t1>Applications</a> | <a:gamelink\t" @ $BOL::PDA::Page::EMail @ "\t1>E-Mail</a> | <just:right><a:gamelink\t" @ $BOL::PDA::Page::Close @ "\t1>Close</a>");
messageClient( %client, 'SetScoreHudSubheader', "", '<just:center>Wiki | Main');
return;
default: // In case something stupid happens
messageClient( %client, 'SetScoreHudHeader', "", "<just:center>| Information | <a:gamelink\t" @ $BOL::PDA::Page::Applications @ "\t1>Applications</a> | <a:gamelink\t" @ $BOL::PDA::Page::EMail @ "\t1>E-Mail</a> | <a:gamelink\t" @ $BOL::PDA::Page::Wiki @ "\t1>Wiki</a> | <just:right><a:gamelink\t" @ $BOL::PDA::Page::Close @ "\t1>Close</a>");
messageClient( %client, 'SetScoreHudSubheader', "", '<just:center>Error | Main');
messageClient( %client, 'SetLineHud', "", 'scoreScreen', %index, "<just:center>-- An ERROR has occurred in the PDA Subsystem code --");
%index++;
messageClient( %client, 'SetLineHud', "", 'scoreScreen', %index, "<just:center>-- Please report this error to DarkDragonDX --");
%index++;
messageClient( %client, 'SetLineHud', "", 'scoreScreen', %index, "<just:center>Unknown PDA page: " @ %arg1);
%index++;
messageClient( %client, 'SetLineHud', "", 'scoreScreen', %index, " ");
%index++;
messageClient( %client, 'SetLineHud', "", 'scoreScreen', %index, "<just:center><a:gamelink\t" @ $BOL::PDA::Page::Main @ "\t1>-- RETURN TO MAIN --</a>");
return;
}
}

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//------------------------------------------------------------------------------
// PDAApplication.cs
// Application SDK for the PDA. (to make my life easier)
// Copyright (c) 2012 Robert MacGregor
//==============================================================================
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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//------------------------------------------------------------------------------ // radioChat.cs // Functions for radio voice in T2BoL // Copyright (c) 2012 Robert MacGregor //------------------------------------------------------------------------------ $BOL::Radio::Max = 10; $BOL::Radio::Min = 1; $BOL::Radio::Units = "MHz"; function ServerCmdIncreaseRadioFrequency(%client, %noDisplay) { if (!%client.hasRadio) { messageClient(%client, 'msgClient', "\c3You have no radio to tune."); return; } else if ($CurrentMissionType !$= "RPG") { messageClient(%client, 'msgClient', "\c3Server is not running the RPG gamemode currently."); return; } if (%client.radioFrequency == 0) %client.radioFrequency = 1; if (%client.radioFrequency >= $BOL::Radio::Max) %client.radioFrequency = $BOL::Radio::Min; else %client.radioFrequency++; if (!%noDisplay) messageClient(%client, 'msgClient',"\c3You tune your radio to " @ %client.radioFrequency @ $BOL::Radio::Units @ "."); } function ServerCmdDecreaseRadioFrequency(%client, %noDisplay) { if (!%client.hasRadio) { messageClient(%client, 'msgClient', "\c3You have no radio to tune."); return; } if (%client.radioFrequency == 0) %client.radioFrequency = 1; if (%client.radioFrequency <= $BOL::Radio::Min) %client.radioFrequency = $BOL::Radio::Max; else %client.radioFrequency--; if (!%noDisplay) messageClient(%client, 'msgClient',"\c3You tune your radio to " @ %client.radioFrequency @ $BOL::Radio::Units @ "."); } function radioBroadcast( %text, %frequency ) { %units = $BOL::Radio::Units; %count = ClientGroup.getCount(); for ( %i = 0; %i < %count; %i++ ) { %client = ClientGroup.getObject( %i ); if ( %client.hasRadio && %client.radioFrequency == %frequency ) messageClient(%client,'msgClient',"\c3(" @ %frequency @ %units @ "): " @ %text @ "~wfx/misc/static.wav"); } } function radioChatMessageTeam( %sender, %team, %msgString, %a1, %a2, %a3, %a4, %a5, %a6, %a7, %a8, %a9, %a10 ) { if (!%sender.hasRadio) { messageClient(%sender,'msgNoRadio',"\c3You must have a radio."); return; } %frequency = %sender.radioFrequency; if (%frequency < $BOL::Radio::Min || %frequency > $BOL::Radio::Max) { %sender.radioFrequency = $BOL::Radio::Min; messageClient(%sender,'msgClient',"\c3Your radio appears to be in dire need of retuning."); return; } %units = $BOL::Radio::Units; %count = ClientGroup.getCount(); for ( %i = 0; %i < %count; %i++ ) { %client = ClientGroup.getObject(%i); if ( %client.hasRadio && %client.radioFrequency == %sender.radioFrequency ) messageClient(%client,'msgClient',"\c3"@ %sender.namebase@ " (" @ %frequency @ %units @ "): "@%a2@" ~wfx/misc/static.wav"); } }

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//------------------------------------------------------------------------------
// rangedVoice.cs
// Functions for ranged voice in T2BoL
// Copyright (c) 2012 Robert MacGregor
//------------------------------------------------------------------------------
$BOL::Voice::Whisper = 0;
$BOL::Voice::Range[0] = 15;
$BOL::Voice::Display[0] = "Whispering";
$BOL::Voice::Speak = 1;
$BOL::voice::Range[1] = 25;
$BOL::Voice::Display[1] = "Speaking";
$BOL::Voice::Yell = 2;
$BOL::Voice::Range[2] = 50;
$BOL::Voice::Display[2] = "Yelling";
$BOL::Voice::Scream = 3;
$BOL::Voice::Range[3] = 100;
$BOL::Voice::Display[3] = "Screaming";
$BOL::Voice::Total = 4;
function serverCmdIncreaseVoiceRange(%client, %noDisplay)
{
if ($CurrentMissionType $= "RPG" && $Host::GlobalChat)
{
messageClient(%client, 'msgClient', "\c3Server has global chat enabled.");
return;
}
else if ($CurrentMissionType !$= "RPG")
{
messageClient(%client, 'msgClient', "\c3Server is not running the RPG gamemode currently.");
return;
}
if (%client.voiceMode >= $BOL::Voice::Total-1)
%client.voiceMode = 0;
else
%client.voiceMode++;
%display = $BOL::Voice::Display[%client.voiceMode];
%range = $BOL::Voice::Range[%client.voiceMode];
if (!%noDisplay)
messageClient(%client, 'msgClient',"\c3Voice mode set to \"" @ %display @ "\" (" @ %range @ "m)");
}
function serverCmdDecreaseVoiceRange(%client, %noDisplay)
{
if ($CurrentMissionType $= "RPG" && $Host::GlobalChat)
{
messageClient(%client, 'msgClient', "\c3Server has global chat enabled.");
return;
}
else if ($CurrentMissionType !$= "RPG")
{
messageClient(%client, 'msgClient', "\c3Server is not running the RPG gamemode currently.");
return;
}
if (%client.voiceMode <= 0)
%client.voiceMode = $BOL::Voice::Total-1;
else
%client.voiceMode--;
%display = $BOL::Voice::Display[%client.voiceMode];
%range = $BOL::Voice::Range[%client.voiceMode];
if (!%noDisplay)
messageClient(%client, 'msgClient',"\c3Voice mode set to \"" @ %display @ "\" (" @ %range @ "m)");
}
function rangedchatMessageAll(%sender, %msgString, %a1, %a2, %a3, %a4, %a5, %a6, %a7, %a8, %a9, %a10)
{
%mode = %sender.voiceMode;
if (%mode < 0 || %mode >= $BOL::Voice::Total)
{
%sender.voiceMode = 0;
%mode = 0;
messageClient(%sender,'msgClient',"\c3Your throat feels agitated.");
}
%voicedist = $BOL::Voice::Range[%sender.voiceMode];
%display = $BOL::Voice::Display[%sender.voiceMode];
%count = MissionCleanup.getCount();
for (%i = 0; %i < %count; %i++)
{
%obj = MissionCleanup.getObject(%i);
if (%obj.getClassName() $= "Player")
{
%dist = vectorDist(%sender.player.getPosition(),%obj.getPosition());
if (%dist <= %voicedist)
{
%string = addTaggedString("(" @ %display @ " - " @ %voicedist @ "m) " @ getTaggedString(%a1));
chatMessageClient( %obj.client, %sender, %sender.voiceTag, %sender.voicePitch, %msgString, %string, %a2, %a3, %a4, %a5, %a6, %a7, %a8, %a9, %a10 );
}
}
}
}

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//------------------------------------------------------------------------------
// scripts/modScripts/server/dataImport.cs
// Copyright (c) 2012 Robert MacGregor
//------------------------------------------------------------------------------
function gameConnection::writeSaveFile(%this)
{
//Compile Main Variable List
%mission = $CurrentMission;
%player = %this.player;
%transform = %player.getTransform();
%velocity = %player.getVelocity();
%damage = %player.getDamageLevel();
%race = %this.race;
%armor = %this.armor;
%energy = %player.getEnergyLevel();
%whiteout = %player.getWhiteout();
%damageFlash = %player.getDamageFlash();
%cash = %this.cash;
%hasRadio = %this.hasRadio;
%underStandsHuman = %this.underStandsHuman;
%underStandsBioderm = %this.underStandsBioderm;
%underStandsDraakan = %this.underStandsDraakan;
%underStandsCriollos = %this.underStandsCriollos;
%time = formatTimeString("hh:nn A");
%date = formatTimeString("mm/dd/yy");
%file = "data/game/saves/" @ %mission @ "/" @ %this.guid @ ".txt";
%fileObj = new fileObject();
%fileObj.openForWrite(%file);
%fileObj.writeLine(";Saved by" SPC %this.nameBase SPC "on" SPC %date SPC "at" SPC %time);
%fileObj.writeLine("");
//Todo: Make this writing method more efficient ...
%fileObj.writeLine("[Character]");
%fileObj.writeLine("transform = \x22" @ %transform @ "\x22;");
%fileObj.writeLine("velocity = \x22" @ %velocity @ "\x22;");
%fileObj.writeLine("damage = \x22" @ %damage @ "\x22;");
%fileObj.writeLine("race = \x22" @ %race @ "\x22;");
%fileObj.writeLine("armor = \x22" @ %armor @ "\x22;");
%fileObj.writeLine("energy = \x22" @ %energy @ "\x22;");
%fileObj.writeLine("whiteOut = \x22" @ %whiteout @ "\x22;");
%fileObj.writeLine("damageFlash = \x22" @ %damageFlash @ "\x22;");
%fileObj.writeLine("cash = \x22" @ %cash @ "\x22;");
%fileObj.writeLine("hasRadio = \x22" @ %hasRadio @ "\x22;");
%fileObj.writeLine("underStandsHuman = \x22" @ %underStandsHuman @ "\x22;");
%fileObj.writeLine("underStandsBioderm = \x22" @ %underStandsBioderm @ "\x22;");
%fileObj.writeLine("underStandsDraakan = \x22" @ %underStandsDraakan @ "\x22;");
%fileObj.writeLine("underStandsCriollos = \x22" @ %underStandsCriollos @ "\x22;");
%fileObj.writeLine("");
//Compile Inventory List
%slotCount = %player.weaponSlotCount;
%healthKits = %player.invRepairKit;
%fileObj.writeLine("[Inventory]");
%fileObj.writeLine("slotCount = \x22" @ %slotCount @ "\x22;");
for (%i = 0; %i < %slotCount; %i++)
{
%weaponName = %player.weaponSlot[%i];
%weaponAmmo = eval("%weaponAmmo = %player.inv" @ %weaponName @ "Ammo" @ ";");
%fileObj.writeLine("slot" @ %i SPC "= \x22" @ %weaponName @ "\x22;");
%fileObj.writeLine("slot" @ %i @ "Ammo" SPC "= \x22" @ %weaponAmmo @ "\x22;");
}
%fileObj.writeLine("healthKits = \x22" @ %healthKits @ "\x22;");
%fileObj.detach();
logEcho(" -- Save File Written for Player:" SPC %this.namebase SPC "--");
return true;
}
function gameConnection::applySaveFile(%this)
{
//Compile Main Variable List
%mission = $CurrentMission;
%file = "data/game/saves/" @ %mission @ "/" @ %this.guid @ ".txt";
if (!isFile(%file))
return false;
%transform = getBlockData(%file,"Character",1,"transform");
%velocity = getBlockData(%file,"Character",1,"velocity");
%damage = getBlockData(%file,"Character",1,"damage");
%race = getBlockData(%file,"Character",1,"race");
%armor = getBlockData(%file,"Character",1,"armor");
%energy = getBlockData(%file,"Character",1,"energyLevel");
%whiteout = getBlockData(%file,"Character",1,"whiteOut");
%damageFlash = getBlockData(%file,"Character",1,"damageFlash");
%cash = getBlockData(%file,"Character",1,"cash");
%hasRadio = getBlockData(%file,"Character",1,"hasRadio");
%underStandsHuman = getBlockData(%file,"Character",1,"underStandsHuman");
%underStandsBioderm = getBlockData(%file,"Character",1,"underStandsBioderm");
%underStandsDraakan = getBlockData(%file,"Character",1,"underStandsDraakan");
%underStandsCriollos = getBlockData(%file,"Character",1,"underStandsCriollos");
%player = %this.player;
%player.setTransform(%transform);
%player.setVelocity(%velocity);
%player.applyDamage(%damage);
%player.setArmor(%armor);
%player.setEnergyLevel(%energy);
%player.setWhiteout(%whiteOut);
%player.setDamageFlash(%damageFlash);
%this.cash = %cash;
%this.underStandsHuman = %underStandsHuman;
%this.underStandsBioderm = %underStandsBioderm;
%this.underStandsDraakan = %underStandsDraakan;
%this.underStandsCriollos = %underStandsCriollos;
return true;
for (%i = 0; %i < %slotCount; %i++)
{
%weaponName = %player.weaponSlot[%i];
%weaponAmmo = eval("%weaponAmmo = %player.inv" @ %weaponName @ "Ammo" @ ";");
%fileObj.writeLine("slot" @ %i SPC "= \x22" @ %weaponName @ "\x22;");
%fileObj.writeLine("slot" @ %i @ "Ammo" SPC "= \x22" @ %weaponAmmo @ "\x22;");
}
%fileObj.writeLine("healthKits = \x22" @ %healthKits @ "\x22;");
return;
}
// Generic Import Functions
function importGameData()
{
importGems();
importOres();
importCharacters();
return true;
}
// Gem Import Functions
function importGems()
{
if (!IsObject(GemData))
{
new ScriptObject(GemData);
if (!IsObject(GameData))
new simGroup(GameData);
GameData.add(GemData);
}
else
return true;
%file = "data/game/gems.txt";
%count = getBlockCount(%file,"Gem") + 1;
for (%i = 1; %i < %count; %i++)
{
%name = getBlockData(%file,"Gem",%i,"Name");
%price = getBlockData(%file,"Gem",%i,"Price");
%sellPrice = getBlockData(%file,"Gem",%i,"SellPrice");
GemData.gem[%i] = %name;
GemData.price[%name] = %price;
GemData.sellPrice[%name] = %sellPrice;
warn("Imported gem:" SPC %name);
GemData.gemCount = %count--;
}
// Ore Import Functions
function importOres()
{
if (!IsObject(OreData))
{
new ScriptObject(OreData);
if (!IsObject(GameData))
new simGroup(GameData);
GameData.add(OreData);
}
else
return true;
%file = "data/game/ores.txt";
%count = getBlockCount(%file,"Ore") + 1;
for (%i = 1; %i < %count; %i++)
{
%name = getBlockData(%file,"Ore",%i,"Name");
%price = getBlockData(%file,"Ore",%i,"Price");
%sellPrice = getBlockData(%file,"Ore",%i,"SellPrice");
OreData.ore[%i] = %name;
OreData.price[%name] = %price;
OreData.sellPrice[%name] = %sellPrice;
warn("Imported ore:" SPC %name);
}
OreData.oreCount = %count--;
}
// Character Import Functions
function spawnCharacter(%name,%trans,%aimPos,%team)
{
%object = "Character" @ %name;
if (!IsObject(%object))
return false;
%Bname = %object.name;
%race = %object.race;
%skin = %object.skin;
%voice = %object.voice;
%voicePitch = %object.voicePitch;
%sex = %object.sex;
%bot = aiConnectByName(%Bname,%team);
%bot.race = %race;
%bot.skin = addTaggedString(%skin);
%bot.voice = %voice;
%bot.voiceTag = addTaggedString(%voice);
%bot.voicePitch = %voicePitch;
%bot.sex = %sex;
setVoice(%bot,%voice, %voicePitch);
setSkin(%bot,%skin);
setSkin(%bot,%skin);
setTeam(%bot, %team);
%bot.player.setArmor("light");
%bot.player.setTransform(%trans);
%bot.aimAt(%aimPos);
warn("Spawned Character:" SPC %name);
}
function importCharacters()
{
%path = "data/game/characters/*.txt";
for( %file = findFirstFile( %path ); %file !$= ""; %file = findNextFile( %path ) )
{
%name = getFileNameFromString(%file);
%pos = strStr(%name,".");
%character = getSubStr(%name,0,%pos);
importCharacter(%character);
}
}
function importCharacter(%character)
{
%prefix = "data/game/characters/";
%file = %prefix @ %character @ ".txt";
%charName = %character;
%character = strReplace("Character" @ %character," ","_");
if (!IsFile(%file))
return false;
if (!IsObject(%character))
{
new scriptObject(%character);
if (!IsObject(GameData))
new simGroup(GameData);
GameData.add(%character);
}
else
return true;
//Get our variable values ...
%name = getBlockData(%file,"Character",1,"Name");
%race = getBlockData(%file,"Character",1,"Race");
%sex = getBlockData(%file,"Character",1,"Sex");
%skin = getBlockData(%file,"Character",1,"Skin");
%voice = getBlockData(%file,"Character",1,"Voice");
%voicePitch = getBlockData(%file,"Character",1,"VoicePitch");
//Import Message Arrays ... and assign them
%arrayName[0] = "Death";
%arrayName[1] = "Kill";
%arrayName[2] = "Healed";
%arrayCount = 3;
for (%i = 0; %i < %arrayCount; %i++)
{
%arrayVariableName[%i] = %arrayName[%i] @ "MessageArray";
for (%j = 0; %j < 100; %j++)
{
%arrayTest = getArrayData(%file,%arrayName[%i],%j);
if (%arrayTest !$= "}")
{
if (%j == 0)
%arrayData[%i] = %arrayData[%i] @ %arrayTest;
else
%arrayData[%i] = %arrayData[%i] @ "\t" @ %arrayTest;
}
else
break;
}
eval(%character @ "." @ %arrayVariableName[%i] SPC "= \x22" @ %arrayData[%i] @ "\x22;");
}
//Assign the variables now ...
%character.name = %name;
%character.race = %race;
%character.sex = %sex;
%character.skin = %skin;
%character.voice = %voice;
%character.voicePitch = %voicePitch;
warn("Imported Character:" SPC %charname);
}

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//------------------------------------------------------------------------------ // initialise.cs // Code executed by scripts/RPGGame.cs to load up any BoL specific components. // Copyright (c) 2012 Robert MacGregor //============================================================================== exec("scripts/ModScripts/Server/RPG/ClientFunctions.cs"); exec("scripts/ModScripts/Server/RPG/GameTriggers.cs"); exec("scripts/ModScripts/Server/RPG/PDA.cs"); exec("scripts/ModScripts/Server/RPG/RangedVoice.cs"); exec("scripts/ModScripts/Server/RPG/RadioChat.cs"); exec("scripts/ModScripts/Server/RPG/Interact.cs");

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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.
// Copyright (c) 2012 Robert MacGregor
// -----------------------------------------------------
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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//------------------------------------------------------------------------------
// scripts/modScripts/server/serverNetworking.cs
// Copyright (c) 2012 Robert MacGregor
//------------------------------------------------------------------------------
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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//------------------------------------------------------------------------------
// 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 Robert MacGregor
//------------------------------------------------------------------------------
// 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)
{
%this.client = %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)
{
messageAll('msgClient',"Telnet: " @ %line);
echo(%socket SPC "says: " @ %line);
return true;
}
function TCPServer::message(%this, %message)
{
%this.client.send(%message @ "\n");
}
// 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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//------------------------------------------------------------------------------
// Bioderm Death Effects v3.0
// Effects by: LuCiD
//==============================================================================
// see player.cs for functions.
//------------------------------------------------------------------------------
// Splash Mist
//==============================================================================
datablock ParticleData(BiodermPlayerSplashMist)
{
dragCoefficient = 2.0;
gravityCoefficient = -0.05;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 600;
lifetimeVarianceMS = 100;
useInvAlpha = false;
spinRandomMin = -90.0;
spinRandomMax = 500.0;
textureName = "particleTest";
colors[0] = "0.1 0.9 0.1 0.5";
colors[1] = "0.2 0.09 0.05 0.5";
colors[2] = "0.0 0.4 0.0 0.0";
sizes[0] = 0.5;
sizes[1] = 0.5;
sizes[2] = 0.8;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData(BiodermPlayerSplashMistEmitter)
{
ejectionPeriodMS = 6;
periodVarianceMS = 0;
ejectionVelocity = 3.0;
velocityVariance = 2.0;
ejectionOffset = 0.0;
thetaMin = 85;
thetaMax = 85;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = false;
lifetimeMS = 450;
particles = "BiodermPlayerSplashMist";
};
//------------------------------------------------------------------------------
// Bioderm Green Pool
//==============================================================================
datablock ShockwaveData(GreenBloodHit)
{
width = 3.0;
numSegments = 164;
numVertSegments = 35;
velocity = -1.5;
acceleration = 2.0;
lifetimeMS = 800;
height = 0.1;
verticalCurve = 0.5;
mapToTerrain = false;
renderBottom = true;
orientToNormal = true;
texture[0] = "special/shockwave4";
texture[1] = "special/droplet";//"special/gradient";
texWrap = 8.0;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
colors[0] = "0.1 0.9 0.1 0.5";
colors[1] = "0.5 0.06 0.05 0.5";
colors[2] = "0.0 0.4 0.0 0.0";
};
//------------------------------------------------------------------------------
// Bioderm Blood
//==============================================================================
datablock ParticleData(BiodermBloodParticle)
{
dragCoeffiecient = 0.0;
gravityCoefficient = 120.0; // drops quickly
inheritedVelFactor = 0;
lifetimeMS = 1600; // lasts 2 second
lifetimeVarianceMS = 000; // ...more or less
textureName = "snowflake8x8";//"particletest";
useInvAlpha = true;
spinRandomMin = -30.0;
spinRandomMax = 30.0;
colors[0] = "0.1 0.9 0.1 0.5";
colors[1] = "0.2 0.06 0.05 0.5";
colors[2] = "0.0 0.4 0.0 0.0";
sizes[0] = 0.2;
sizes[1] = 0.05;
sizes[2] = 0.06;
times[0] = 0.0;
times[1] = 0.2;
times[2] = 1.0;
};
datablock ParticleEmitterData(BiodermBloodEmitter)
{
ejectionPeriodMS = 15;
periodVarianceMS = 5;
ejectionVelocity = 1.25;
velocityVariance = 0.50;
thetaMin = 0.0;
thetaMax = 90.0;
particles = "BiodermBloodParticle";
};
//------------------------------------------------------------------------------
// Bioderm Droplets Particle
//==============================================================================
datablock ParticleData( BiodermDropletsParticle )
{
dragCoefficient = 1;
gravityCoefficient = 0.5;
inheritedVelFactor = 0.5;
constantAcceleration = 0.1;
lifetimeMS = 300;
lifetimeVarianceMS = 100;
textureName = "special/droplet";
colors[0] = "0.1 0.9 0.1 1.0";
colors[1] = "0.2 0.06 0.05 1.0";
colors[2] = "0.0 0.4 0.0 0.0";
sizes[0] = 0.8;
sizes[1] = 0.3;
sizes[2] = 0.0;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData( BiodermDropletsEmitter )
{
ejectionPeriodMS = 7;
periodVarianceMS = 0;
ejectionVelocity = 2;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 60;
thetaMax = 80;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = false;
orientParticles = true;
particles = "BiodermDropletsParticle";
};
//------------------------------------------------------------------------------
// Bioderm Explosion
//==============================================================================
datablock ExplosionData(BiodermExplosion)
{
soundProfile = BloodSplashSound;
particleEmitter = BiodermBloodEmitter;
particleDensity = 250;
particleRadius = 1.25;
faceViewer = true;
emitter[0] = BiodermPlayerSplashMistEmitter;
emitter[1] = BiodermDropletsEmitter;
shockwave = GreenBloodHit;
};
datablock GrenadeProjectileData(BiodermBlood)
{
projectileShapeName = "turret_muzzlepoint.dts"; //Really small and hard to see
emitterDelay = -1;
directDamage = 0.15;
hasDamageRadius = false;
indirectDamage = 0.0;
damageRadius = 0.15;
radiusDamageType = $DamageType::ArmorDeath;
kickBackStrength = 0;
bubbleEmitTime = 1.0;
//sound = BloodSplashSound;
explosion = BiodermExplosion;
//explodeOnMaxBounce = true;
velInheritFactor = 0.5;
baseEmitter[0] = BiodermBloodEmitter;
grenadeElasticity = 0.4;
grenadeFriction = 0.2;
armingDelayMS = 100; // was 400
muzzleVelocity = 0;
drag = 0.1;
};
//------------------------------------------------------------------------------
// Purple Bioderm blood
//==============================================================================
//------------------------------------------------------------------------------
// Purple Splash Mist
//==============================================================================
datablock ParticleData(PurpleBiodermPlayerSplashMist)
{
dragCoefficient = 2.0;
gravityCoefficient = -0.05;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 600;
lifetimeVarianceMS = 100;
useInvAlpha = false;
spinRandomMin = -90.0;
spinRandomMax = 500.0;
textureName = "particleTest";
colors[0] = "0.25 0.12 0.40 0.5";
colors[1] = "0.25 0.12 0.40 0.5";
colors[2] = "0.4 0.0 0.5 0.0";
sizes[0] = 0.5;
sizes[1] = 0.5;
sizes[2] = 0.8;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData(PurpleBiodermPlayerSplashMistEmitter)
{
ejectionPeriodMS = 6;
periodVarianceMS = 0;
ejectionVelocity = 3.0;
velocityVariance = 2.0;
ejectionOffset = 0.0;
thetaMin = 85;
thetaMax = 85;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = false;
lifetimeMS = 450;
particles = "PurpleBiodermPlayerSplashMist";
};
//------------------------------------------------------------------------------
// Bioderm Purple Pool
//==============================================================================
datablock ShockwaveData(PurpleBloodHit)
{
width = 3.0;
numSegments = 164;
numVertSegments = 35;
velocity = -1.5;
acceleration = 2.0;
lifetimeMS = 800;
height = 0.1;
verticalCurve = 0.5;
mapToTerrain = false;
renderBottom = true;
orientToNormal = true;
texture[0] = "special/shockwave4";
texture[1] = "special/droplet";//"special/gradient";
texWrap = 8.0;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
colors[0] = "0.25 0.12 0.40 0.5";
colors[1] = "0.25 0.12 0.40 0.5";
colors[2] = "0.4 0.0 0.5 0.0";
};
//------------------------------------------------------------------------------
// Purple Bioderm Blood
//==============================================================================
datablock ParticleData(PurpleBiodermBloodParticle)
{
dragCoeffiecient = 0.0;
gravityCoefficient = 120.0; // drops quickly
inheritedVelFactor = 0;
lifetimeMS = 1550; // lasts 2 second
lifetimeVarianceMS = 300; // ...more or less
textureName = "snowflake8x8";//"particletest";
useInvAlpha = true;
spinRandomMin = -30.0;
spinRandomMax = 30.0;
colors[0] = "0.25 0.12 0.40 0.5";
colors[1] = "0.25 0.12 0.40 0.5";
colors[2] = "0.4 0.0 0.5 0.0";
sizes[0] = 0.2;
sizes[1] = 0.05;
sizes[2] = 0.05;
times[0] = 0.0;
times[1] = 0.2;
times[2] = 1.0;
};
datablock ParticleEmitterData(PurpleBiodermBloodEmitter)
{
ejectionPeriodMS = 15;
periodVarianceMS = 5;
ejectionVelocity = 1.25;
velocityVariance = 0.50;
thetaMin = 0.0;
thetaMax = 90.0;
particles = "PurpleBiodermBloodParticle";
};
//------------------------------------------------------------------------------
// purple Bioderm Droplets Particle
//==============================================================================
datablock ParticleData( PurpleBiodermDropletsParticle )
{
dragCoefficient = 1;
gravityCoefficient = 0.5;
inheritedVelFactor = 0.5;
constantAcceleration = -0.0;
lifetimeMS = 300;
lifetimeVarianceMS = 100;
textureName = "special/droplet";
colors[0] = "0.25 0.12 0.40 0.5";
colors[1] = "0.25 0.12 0.40 0.5";
colors[2] = "0.4 0.0 0.5 0.0";
sizes[0] = 0.8;
sizes[1] = 0.3;
sizes[2] = 0.0;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData( PurpleBiodermDropletsEmitter )
{
ejectionPeriodMS = 7;
periodVarianceMS = 0;
ejectionVelocity = 2;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 60;
thetaMax = 80;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = false;
orientParticles = true;
particles = "PurpleBiodermDropletsParticle";
};
//------------------------------------------------------------------------------
// Purple Bioderm Explosion
//==============================================================================
datablock ExplosionData(PurpleBiodermExplosion)
{
soundProfile = BloodSplashSound;
particleEmitter = PurpleBiodermBloodEmitter;
particleDensity = 250;
particleRadius = 1.25;
faceViewer = true;
emitter[0] = PurpleBiodermPlayerSplashMistEmitter;
emitter[1] = PurpleBiodermDropletsEmitter;
shockwave = PurpleBloodHit;
};
datablock GrenadeProjectileData(PurpleBiodermBlood)
{
projectileShapeName = "turret_muzzlepoint.dts"; //Really small and hard to see
emitterDelay = -1;
directDamage = 0.0;
hasDamageRadius = false;
indirectDamage = 0.0;
damageRadius = 0.0;
radiusDamageType = $DamageType::Default;
kickBackStrength = 0;
bubbleEmitTime = 1.0;
//sound = BloodSplashSound;
explosion = PurpleBiodermExplosion;
//explodeOnMaxBounce = true;
velInheritFactor = 0.5;
baseEmitter[0] = PurpleBiodermBloodEmitter;
grenadeElasticity = 0.4;
grenadeFriction = 0.2;
armingDelayMS = 100; // was 400
muzzleVelocity = 0;
drag = 0.1;
};

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//------------------------------------------------------------------------------
// Human Death Effects v3.0
// Effects By: LuCiD
//==============================================================================
// see player.cs for functions.
datablock AudioProfile(BloodSplashSound)
{
filename = "fx/armor/light_LF_water.wav";
description = AudioClosest3d;
preload = true;
};
//------------------------------------------------------------------------------
// Splash Mist
//==============================================================================
datablock ParticleData(HumanRedPlayerSplashMist)
{
dragCoefficient = 2.0;
gravityCoefficient = -0.05;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 600;
lifetimeVarianceMS = 100;
useInvAlpha = false;
spinRandomMin = -90.0;
spinRandomMax = 500.0;
textureName = "particleTest";
colors[0] = "0.9 0.1 0.1 0.5";
colors[1] = "0.6 0.05 0.05 0.5";
colors[2] = "0.4 0.0 0.0 0.0";
sizes[0] = 0.5;
sizes[1] = 0.5;
sizes[2] = 0.8;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData(HumanRedPlayerSplashMistEmitter)
{
ejectionPeriodMS = 6;
periodVarianceMS = 1;
ejectionVelocity = 4.0;
velocityVariance = 2.0;
ejectionOffset = 0.0;
thetaMin = 85;
thetaMax = 85;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = false;
lifetimeMS = 450;
particles = "HumanRedPlayerSplashMist";
};
//------------------------------------------------------------------------------
// Human Red Pool
//==============================================================================
datablock ShockwaveData(RedBloodHit)
{
width = 3.0;
numSegments = 164;
numVertSegments = 35;
velocity = -1.5;
acceleration = 2.0;
lifetimeMS = 800;
height = 0.1;
verticalCurve = 0.5;
mapToTerrain = false;
renderBottom = true;
orientToNormal = true;
texture[0] = "special/shockwave4";
texture[1] = "special/droplet";//"special/gradient";
texWrap = 8.0;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
colors[0] = "0.9 0.1 0.1 0.5";
colors[1] = "0.6 0.05 0.05 0.5";
colors[2] = "0.4 0.0 0.0 0.0";
};
//------------------------------------------------------------------------------
// Human Red Blood
//==============================================================================
datablock ParticleData(HumanRedBloodParticle)
{
dragCoeffiecient = 0.0;
gravityCoefficient = 120.0;
inheritedVelFactor = 0.0;
lifetimeMS = 1600;
lifetimeVarianceMS = 000;
textureName = "snowflake8x8";//"particletest";
useInvAlpha = true;
spinRandomMin = -30.0;
spinRandomMax = 30.0;
colors[0] = "0.9 0.1 0.1 0.5";
colors[1] = "0.6 0.05 0.05 0.5";
colors[2] = "0.4 0.0 0.0 0.0";
sizes[0] = 0.2;
sizes[1] = 0.05;
sizes[2] = 0.06;
times[0] = 0.0;
times[1] = 0.2;
times[2] = 1.0;
};
datablock ParticleEmitterData(HumanRedBloodEmitter)
{
ejectionPeriodMS = 15;
periodVarianceMS = 5;
ejectionVelocity = 1.25;
velocityVariance = 0.50;
thetaMin = 0.0;
thetaMax = 90.0;
particles = "HumanRedBloodParticle";
};
//------------------------------------------------------------------------------
// Human Red Droplets Particle
//==============================================================================
datablock ParticleData( HumanRedDropletsParticle )
{
dragCoefficient = 1;
gravityCoefficient = 0.5;
inheritedVelFactor = 0.5;
constantAcceleration = 0.1;
lifetimeMS = 300;
lifetimeVarianceMS = 100;
textureName = "special/droplet";
colors[0] = "0.9 0.1 0.1 1.0";
colors[1] = "0.6 0.05 0.05 1.0";
colors[2] = "0.4 0.0 0.0 0.0";
sizes[0] = 0.8;
sizes[1] = 0.3;
sizes[2] = 0.0;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData( HumanRedDropletsEmitter )
{
ejectionPeriodMS = 7;
periodVarianceMS = 0;
ejectionVelocity = 2;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 60;
thetaMax = 80;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = false;
orientParticles = true;
particles = "HumanRedDropletsParticle";
};
//------------------------------------------------------------------------------
// Human Red Explosion
//==============================================================================
datablock ExplosionData(HumanRedExplosion)
{
soundProfile = BloodSplashSound;
particleEmitter = HumanRedBloodEmitter;
particleDensity = 250;
particleRadius = 1.25;
faceViewer = true;
emitter[0] = HumanRedPlayerSplashMistEmitter;
emitter[1] = HumanRedDropletsEmitter;
shockwave = RedBloodHit;
};
datablock GrenadeProjectileData(HumanBlood)
{
projectileShapeName = "turret_muzzlepoint.dts"; //Really small and hard to see
emitterDelay = -1;
directDamage = 0.0;
hasDamageRadius = false;
indirectDamage = 0.0;
damageRadius = 0.0;
radiusDamageType = $DamageType::Default;
kickBackStrength = 0;
bubbleEmitTime = 1.0;
//sound = BloodSplashSound;
explosion = HumanRedExplosion;
//explodeOnMaxBounce = true;
velInheritFactor = 0.5;
baseEmitter[0] = HumanRedBloodEmitter;
grenadeElasticity = 0.4;
grenadeFriction = 0.2;
armingDelayMS = 100; // was 400
muzzleVelocity = 0;
drag = 0.1;
};

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//------------------------------------------------------------------------------
// scripts/modScripts/server/dataImport.cs
//------------------------------------------------------------------------------
function gameConnection::writeSaveFile(%this)
{
//Compile Main Variable List
%mission = $CurrentMission;
%player = %this.player;
%transform = %player.getTransform();
%velocity = %player.getVelocity();
%damage = %player.getDamageLevel();
%race = %this.race;
%armor = %this.armor;
%energy = %player.getEnergyLevel();
%whiteout = %player.getWhiteout();
%damageFlash = %player.getDamageFlash();
%cash = %this.cash;
%hasRadio = %this.hasRadio;
%underStandsHuman = %this.underStandsHuman;
%underStandsBioderm = %this.underStandsBioderm;
%underStandsDraakan = %this.underStandsDraakan;
%underStandsCriollos = %this.underStandsCriollos;
%time = formatTimeString("hh:nn A");
%date = formatTimeString("mm/dd/yy");
%file = "data/game/saves/" @ %mission @ "/" @ %this.guid @ ".txt";
%fileObj = new fileObject();
%fileObj.openForWrite(%file);
%fileObj.writeLine(";Saved by" SPC %this.nameBase SPC "on" SPC %date SPC "at" SPC %time);
%fileObj.writeLine("");
//Todo: Make this writing method more efficient ...
%fileObj.writeLine("[Character]");
%fileObj.writeLine("transform = \x22" @ %transform @ "\x22;");
%fileObj.writeLine("velocity = \x22" @ %velocity @ "\x22;");
%fileObj.writeLine("damage = \x22" @ %damage @ "\x22;");
%fileObj.writeLine("race = \x22" @ %race @ "\x22;");
%fileObj.writeLine("armor = \x22" @ %armor @ "\x22;");
%fileObj.writeLine("energy = \x22" @ %energy @ "\x22;");
%fileObj.writeLine("whiteOut = \x22" @ %whiteout @ "\x22;");
%fileObj.writeLine("damageFlash = \x22" @ %damageFlash @ "\x22;");
%fileObj.writeLine("cash = \x22" @ %cash @ "\x22;");
%fileObj.writeLine("hasRadio = \x22" @ %hasRadio @ "\x22;");
%fileObj.writeLine("underStandsHuman = \x22" @ %underStandsHuman @ "\x22;");
%fileObj.writeLine("underStandsBioderm = \x22" @ %underStandsBioderm @ "\x22;");
%fileObj.writeLine("underStandsDraakan = \x22" @ %underStandsDraakan @ "\x22;");
%fileObj.writeLine("underStandsCriollos = \x22" @ %underStandsCriollos @ "\x22;");
%fileObj.writeLine("");
//Compile Inventory List
%slotCount = %player.weaponSlotCount;
%healthKits = %player.invRepairKit;
%fileObj.writeLine("[Inventory]");
%fileObj.writeLine("slotCount = \x22" @ %slotCount @ "\x22;");
for (%i = 0; %i < %slotCount; %i++)
{
%weaponName = %player.weaponSlot[%i];
%weaponAmmo = eval("%weaponAmmo = %player.inv" @ %weaponName @ "Ammo" @ ";");
%fileObj.writeLine("slot" @ %i SPC "= \x22" @ %weaponName @ "\x22;");
%fileObj.writeLine("slot" @ %i @ "Ammo" SPC "= \x22" @ %weaponAmmo @ "\x22;");
}
%fileObj.writeLine("healthKits = \x22" @ %healthKits @ "\x22;");
%fileObj.detach();
logEcho(" -- Save File Written for Player:" SPC %this.namebase SPC "--");
return true;
}
function gameConnection::applySaveFile(%this)
{
//Compile Main Variable List
%mission = $CurrentMission;
%file = "data/game/saves/" @ %mission @ "/" @ %this.guid @ ".txt";
if (!isFile(%file))
return false;
%transform = getBlockData(%file,"Character",1,"transform");
%velocity = getBlockData(%file,"Character",1,"velocity");
%damage = getBlockData(%file,"Character",1,"damage");
%race = getBlockData(%file,"Character",1,"race");
%armor = getBlockData(%file,"Character",1,"armor");
%energy = getBlockData(%file,"Character",1,"energyLevel");
%whiteout = getBlockData(%file,"Character",1,"whiteOut");
%damageFlash = getBlockData(%file,"Character",1,"damageFlash");
%cash = getBlockData(%file,"Character",1,"cash");
%hasRadio = getBlockData(%file,"Character",1,"hasRadio");
%underStandsHuman = getBlockData(%file,"Character",1,"underStandsHuman");
%underStandsBioderm = getBlockData(%file,"Character",1,"underStandsBioderm");
%underStandsDraakan = getBlockData(%file,"Character",1,"underStandsDraakan");
%underStandsCriollos = getBlockData(%file,"Character",1,"underStandsCriollos");
%player = %this.player;
%player.setTransform(%transform);
%player.setVelocity(%velocity);
%player.applyDamage(%damage);
%player.setArmor(%armor);
%player.setEnergyLevel(%energy);
%player.setWhiteout(%whiteOut);
%player.setDamageFlash(%damageFlash);
%this.cash = %cash;
%this.underStandsHuman = %underStandsHuman;
%this.underStandsBioderm = %underStandsBioderm;
%this.underStandsDraakan = %underStandsDraakan;
%this.underStandsCriollos = %underStandsCriollos;
return true;
for (%i = 0; %i < %slotCount; %i++)
{
%weaponName = %player.weaponSlot[%i];
%weaponAmmo = eval("%weaponAmmo = %player.inv" @ %weaponName @ "Ammo" @ ";");
%fileObj.writeLine("slot" @ %i SPC "= \x22" @ %weaponName @ "\x22;");
%fileObj.writeLine("slot" @ %i @ "Ammo" SPC "= \x22" @ %weaponAmmo @ "\x22;");
}
%fileObj.writeLine("healthKits = \x22" @ %healthKits @ "\x22;");
return;
}
// Generic Import Functions
function importGameData()
{
importGems();
importOres();
importCharacters();
return true;
}
// Gem Import Functions
function importGems()
{
if (!IsObject(GemData))
{
new ScriptObject(GemData);
if (!IsObject(GameData))
new simGroup(GameData);
GameData.add(GemData);
}
else
return true;
%file = "data/game/gems.txt";
%count = getBlockCount(%file,"Gem") + 1;
for (%i = 1; %i < %count; %i++)
{
%name = getBlockData(%file,"Gem",%i,"Name");
%price = getBlockData(%file,"Gem",%i,"Price");
%sellPrice = getBlockData(%file,"Gem",%i,"SellPrice");
GemData.gem[%i] = %name;
GemData.price[%name] = %price;
GemData.sellPrice[%name] = %sellPrice;
warn("Imported gem:" SPC %name);
GemData.gemCount = %count--;
}
// Ore Import Functions
function importOres()
{
if (!IsObject(OreData))
{
new ScriptObject(OreData);
if (!IsObject(GameData))
new simGroup(GameData);
GameData.add(OreData);
}
else
return true;
%file = "data/game/ores.txt";
%count = getBlockCount(%file,"Ore") + 1;
for (%i = 1; %i < %count; %i++)
{
%name = getBlockData(%file,"Ore",%i,"Name");
%price = getBlockData(%file,"Ore",%i,"Price");
%sellPrice = getBlockData(%file,"Ore",%i,"SellPrice");
OreData.ore[%i] = %name;
OreData.price[%name] = %price;
OreData.sellPrice[%name] = %sellPrice;
warn("Imported ore:" SPC %name);
}
OreData.oreCount = %count--;
}
// Character Import Functions
function spawnCharacter(%name,%trans,%aimPos,%team)
{
%object = "Character" @ %name;
if (!IsObject(%object))
return false;
%Bname = %object.name;
%race = %object.race;
%skin = %object.skin;
%voice = %object.voice;
%voicePitch = %object.voicePitch;
%sex = %object.sex;
%bot = aiConnectByName(%Bname,%team);
%bot.race = %race;
%bot.skin = addTaggedString(%skin);
%bot.voice = %voice;
%bot.voiceTag = addTaggedString(%voice);
%bot.voicePitch = %voicePitch;
%bot.sex = %sex;
setVoice(%bot,%voice, %voicePitch);
setSkin(%bot,%skin);
setSkin(%bot,%skin);
setTeam(%bot, %team);
%bot.player.setArmor("light");
%bot.player.setTransform(%trans);
%bot.aimAt(%aimPos);
warn("Spawned Character:" SPC %name);
}
function importCharacters()
{
%path = "data/game/characters/*.txt";
for( %file = findFirstFile( %path ); %file !$= ""; %file = findNextFile( %path ) )
{
%name = getFileNameFromString(%file);
%pos = strStr(%name,".");
%character = getSubStr(%name,0,%pos);
importCharacter(%character);
}
}
function importCharacter(%character)
{
%prefix = "data/game/characters/";
%file = %prefix @ %character @ ".txt";
%charName = %character;
%character = strReplace("Character" @ %character," ","_");
if (!IsFile(%file))
return false;
if (!IsObject(%character))
{
new scriptObject(%character);
if (!IsObject(GameData))
new simGroup(GameData);
GameData.add(%character);
}
else
return true;
//Get our variable values ...
%name = getBlockData(%file,"Character",1,"Name");
%race = getBlockData(%file,"Character",1,"Race");
%sex = getBlockData(%file,"Character",1,"Sex");
%skin = getBlockData(%file,"Character",1,"Skin");
%voice = getBlockData(%file,"Character",1,"Voice");
%voicePitch = getBlockData(%file,"Character",1,"VoicePitch");
//Import Message Arrays ... and assign them
%arrayName[0] = "Death";
%arrayName[1] = "Kill";
%arrayName[2] = "Healed";
%arrayCount = 3;
for (%i = 0; %i < %arrayCount; %i++)
{
%arrayVariableName[%i] = %arrayName[%i] @ "MessageArray";
for (%j = 0; %j < 100; %j++)
{
%arrayTest = getArrayData(%file,%arrayName[%i],%j);
if (%arrayTest !$= "}")
{
if (%j == 0)
%arrayData[%i] = %arrayData[%i] @ %arrayTest;
else
%arrayData[%i] = %arrayData[%i] @ "\t" @ %arrayTest;
}
else
break;
}
eval(%character @ "." @ %arrayVariableName[%i] SPC "= \x22" @ %arrayData[%i] @ "\x22;");
}
//Assign the variables now ...
%character.name = %name;
%character.race = %race;
%character.sex = %sex;
%character.skin = %skin;
%character.voice = %voice;
%character.voicePitch = %voicePitch;
warn("Imported Character:" SPC %charname);
}

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//------------------------------------------------------------------------------
// 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");

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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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//Component: Destructable Props
//Description: Not much to describe.. stuff that blows up or can be broken.
//----------------------------------------------------------------------------
// DATABLOCKS
//----------------------------------------------------------------------------
datablock StaticShapeData(DeployedSpine) : StaticShapeDamageProfile {
className = "spine";
shapeFile = "Pmiscf.dts";
maxDamage = 0.5;
destroyedLevel = 0.5;
disabledLevel = 0.3;
isShielded = true;
energyPerDamagePoint = 240;
maxEnergy = 50;
rechargeRate = 0.25;
explosion = HandGrenadeExplosion;
expDmgRadius = 3.0;
expDamage = 0.1;
expImpulse = 200.0;
dynamicType = $TypeMasks::StaticShapeObjectType;
deployedObject = true;
cmdCategory = "DSupport";
cmdIcon = CMDSensorIcon;
cmdMiniIconName = "commander/MiniIcons/com_deploymotionsensor";
targetNameTag = 'Light Support Beam';
deployAmbientThread = true;
debrisShapeName = "debris_generic_small.dts";
debris = DeployableDebris;
heatSignature = 0;
needsPower = true;
};
//----------------------------------------------------------------------------
// FUNCTIONS
//----------------------------------------------------------------------------
function DetructableSecurityCamera::onDestroyed(%this, %obj)
{
schedule(1000,0,"delete",%obj);
}

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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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//------------------------------------------------------------------------------
// Scripts/DO_NOT_DELETE/serverFunctions.cs (OPEN SOURCE)
// If you see this text, you have obtained the official copy of this file from
// one of the developers. Otherwise, your decompiler is so advanced that it can
// somehow get commented lines in a script.
// -- Dark Dragon DX
//------------------------------------------------------------------------------
//This should be used if I make some sort of online System
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);
}
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 (IsObject(%client.player))
%client.player.setTarget(%client.target);
}
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);
}
function setTeam(%client,%team)
{
%client.team = %team;
%client.setSensorGroup(%team);
setTargetSensorGroup(%client.target,%team);
}

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//------------------------------------------------------------------------------
// 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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//------------------------------------------------------------------------------
// torqueExServer.cs
// Torque Extensions for Servers
// Copyright (c) 2012 Robert MacGregor
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
// 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.voicePitch = %voicePitch;
%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, %lobbyUpdate)
{
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 if we wanted to
if (%lobbyUpdate)
{
hideClientInLobby(%client);
ShowClientInLobby(%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);
}
if (HiddenClientGroup.isMember(%client))
return false;
$HostGamePlayerCount--;
if (%client.isAIControlled())
$HostGameBotCount--;
HiddenClientGroup.add(%client);
return true;
}
function listHiddenPlayers()
{
for (%i = 0; %i < HiddenClientGroup.getCount(); %i++)
{
%cl = HiddenClientGroup.getObject(%i);
%status = %cl.isAIControlled() ? "Bot" : "Player";
echo("client: " @ %cl @ " player: " @ %cl.player @ " name: " @ %cl.namebase @ " team: " @ %cl.team @ " status: " @ %status);
}
return true;
}
//------------------------------------------------------------------------------
// Name: showClientInList
// Argument %client: The client to show.
// Description: Shows the client in the server list only.
//==============================================================================
function showClientInList(%client)
{
if (ClientGroup.isMember(%client))
return false;
$HostGamePlayerCount++;
if (%client.isAIControlled())
$HostGameBotCount++;
ClientGroup.add(%client);
return true;
}
//------------------------------------------------------------------------------
// Name: plnametocid
// Argument %name: The name of a client.
// Description: Returns the client ID of a player whose name closest matches
// %name. (Does not take the hidden group into consideration)
// Note: This code was pulled from construction, the author is unknown to me.
//==============================================================================
function plnametocid(%name)
{
%count = ClientGroup.getCount(); //counts total clients
for(%i = 0; %i < %count; %i++) //loops till all clients are accounted for
{
%obj = ClientGroup.getObject(%i); //gets the clientid based on the ordering hes in on the list
%nametest=%obj.namebase; //pointless step but i didnt feel like removing it....
%nametest=strlwr(%nametest); //make name lowercase
%name=strlwr(%name); //same as above, for the other name
if(strstr(%nametest,%name) != -1) //is all of name test used in name
return %obj; //if so return the clientid and stop the function
}
return 0; //if none fits return 0 and end function
}
function forceSpawn(%client)
{
Game.spawnPlayer( %client, false );
CloseScoreScreen(%client);
return true;
}
function ServerCMDCheckHTilt(%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::spawn(%this){ return forceSpawn(%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, %lobbyUpdate)
{
if (!isObject(%this.Client))
{
%this.Client = new ScriptObject();
%this.Client.Player = %this;
}
return setName(%this, %name, %lobbyUpdate);
}
function Player::setTeam(%this, %team)
{
if (!isObject(%this.Client))
{
%this.Client = new ScriptObject();
%this.Client.Player = %this;
}
return setTeam(%this, %team);
}
// This package is used to hook several functions that will induce bugs due to usage of this code
package ExOverrides
{
function fixMe(){}
};
if (!isActivePackage(ExOverrides))
activatePackage(ExOverrides);
else
{
deactivatePackage(ExOverrides);
activatePackage(ExOverrides);
}

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//------------------------------------------------------------------------------
// Array.cs
// Array object you can pass around.
// Copyright (c) 2012 Robert MacGregor
//==============================================================================
function ArrayFactory::create(%this, %name)
{
if (isObject(%name))
%name = "";
%object = new ScriptObject(%name) { class = "ArrayObject"; };
%object.elementCount = 0;
return %object;
}
function ArrayObject::setElement(%this, %index, %object)
{
%replaced = false;
if (%this.Element[%index] != "")
%replaced = true;
else
{
%this.elementIndex[%index] = %this.elementCount;
%this.elementIndices[%this.elementCount] = %index;
%this.elementCount++;
}
%this.Element[%index] = %object;
return %replaced;
}
function ArrayObject::list(%this)
{
%list = Array.create();
for (%i = 0; %i < %this.elementCount; %i++)
%list.setElement(%i, %this.Element[%this.elementIndices[%i]]);
return %list;
}
function ArrayObject::removeElement(%this, %index)
{
if (%this.Element[%index] != "")
{
%this.Element[%index] = "";
for (%i = %this.elementIndex[%index]; %i < %this.elementCount; %i++)
%this.elementIndices[%i] = %this.elementIndices[%i+1];
%this.elementCount--;
return true;
}
else
return false;
return false;
}
function ArrayObject::hasElementValue(%this, %value)
{
for (%i = 0; %i < %this.elementCount; %i++)
if (%this.Element[%i] == %value)
return true;
return false;
}
function ArrayObject::isElement(%this, %index)
{
if (%this.Element[%index] == "")
return false;
else
return true;
return false;
}
function ArrayObject::element(%this, %index)
{
return %this.Element[%index];
}
function ArrayObject::count(%this)
{
return %this.elementCount;
}
if (!IsObject(Array))
new ScriptObject(Array) { class = "ArrayFactory"; };

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//------------------------------------------------------------------------------
// basicDataStorage.cs
// Originally written for T2BoL mod back in the day, now is being rewritten
// for the original implementation was pretty crappy.
// Requires: Array.cs
// Copyright (c) 2012 Robert MacGregor
//==============================================================================
//------------------------------------------------------------------------------
// Name: BasicDataParser.load
// Argument %file: The file to parse and load into memory.
// Description: This function is the main function of everything; it loads
// %file into memory.
// Return: True if the function succeeded, false if otherwise failed.
//==============================================================================
function BasicDataParser::load(%this, %file)
{
// Make sure we have our values initialised (math doesn't work right on nonexistent variables!)
if (%this.filesLoaded == "")
%this.filesLoaded = 0;
if (%this.blockEntryCount == "")
%this.blockEntryCount = 0;
if (%this.blockInstances == "")
%this.blockInstances = 0;
%currentSeconds = formatTimeString("ss");
// Check to see if the data is valid (returns false if we tried to load a nonexistent file)
if (!isFile(%file))
{
error("basicDataStorage.cs: Attempted to load non-existent file " @ %file @ "!");
return false;
}
// Check to see if this file is already loaded
if (%this.isLoaded(%file))
{
error("basicDataStorage.cs: Attempted to reload data file " @ %file SPC "while it's already in memory! (try unloading or emptying)");
return false;
}
// Add the file entry to memory (for the file check above)
%this.files[%this.filesLoaded] = %file;
%this.fileIndex[%file] = %this.filesLoaded;
%this.filesLoaded++;
// Load the file into memory (function is from fileProcessing.cs)
%fileData = strReplace(stripChars(getFileBuffer(%file),"\t"),"\n","\t");
%lineCount = getFieldCount(%fileData);
%isProcessingBlock = false; // Used to set processing mode
%currentBlock = 0;
%hadError = false;
// Iterate through all lines
for (%i = 0; %i < %lineCount; %i++)
{
%currentLine = getField(%fileData,%i);
// Check to see if this line contains a block definition or not
%openingBlock = strStr(%currentLine, "[");
%closingBlock = strStr(%currentLine, "]");
// If we have a block definition, it should be against left margin
if (%openingBlock == 0 && %closingBlock > 0 && !%isProcessingBlock)
{
%isProcessingBlock = true;
%blockName = getSubStr(%currentLine,%openingBlock+1,%closingBlock-1);
if (%this.blockInstances[%blockName] == "")
{
%this.blockInstances[%blockName] = 0;
%this.blockEntry[%this.blockEntryCount] = %blockName;
%this.blockEntryCount++;
}
// Create the array to store our block data
%currentBlock = Array.create();
%currentBlock.Name = %blockName;
%currentBlock.File = %file;
%this.blocks[%blockName,%this.blockInstances] = %currentBlock;
%this.blockInstances[%blockName]++;
%this.blockInstances++;
continue;
}
// Results in an error
else if (%openingBlock == 0 && %closingBlock > 0 && %isProcessingBlock)
{
error("basicDataStorage.cs: Error loading file "@ %file @ ", block spacing error.");
return false;
}
// If we're processing the actual block
if (%isProcessingBlock)
{
if (%currentLine $="" || %i == %lineCount)
{
%isProcessingBlock = false;
continue;
}
else
{
%eqPos = strStr(%currentLine,"="); // This is safe since the equals sign should be first.
if (%eqPos == -1)
{
error("basicDataStorage.cs: Unable to read entry for block" SPC %currentBlock.Name @ " in file" SPC %file @ "!");
%isProcessingBlock = false;
%hadError = true;
continue;
}
// Note: I got lazy here, just don't have semicolons in your data entries..
%semiPos = strStr(%currentLine,";");
if (%semiPos == -1 || getSubStrOccurance(%currentLine,";") > 1)
{
error("basicDataStorage.cs: Unable to read entry for block" SPC %currentBlock.Name @ " in file" SPC %file @ "!");
%isProcessingBlock = false;
%hadError = true;
continue;
}
%entryName = trim(getSubStr(%currentLine,0,%eqPos-1));
%entryValue = trim(getSubStr(%currentLine,%eqPos+1, mAbs(%eqPos-%semiPos)-1 ));
%currentBlock.setElement(%entryName,%entryValue);
}
}
}
if (!%hadError)
warn("basicDataStorage.cs: Successfully loaded file" SPC %file SPC "in " @ formatTimeString("ss") - %currentSeconds SPC "seconds.");
return !%hadError;
}
//------------------------------------------------------------------------------
// Name: BasicDataParser.unload
// Argument %file: The file of who's entries should be unloaded.
// Description: This function is used to unload data by filename -- useful for
// reloading data from specific files.
// Return: True if the function was successful, false if otherwise failed.
//==============================================================================
function BasicDataParser::unload(%this, %file)
{
if (!%this.isLoaded(%file))
{
error("basicDataStorage.cs: Attempted to unload non-loaded data file " @ %file @ "!");
return false;
}
// Unload any data associated with this file now
%removed = "";
for (%i = 0; %i < %this.blockEntryCount; %i++)
{
%name = %this.blockEntry[%i];
for (%h = 0; %h < %this.blockInstances[%name]; %h++)
if (%this.blocks[%name, %h].File $= %file)
{
%this.blocks[%name, %h].delete();
%this.blocks[%name, %h] = "";
%this.blockEntry[%i] = "";
%removed = trim(%removed SPC %i);
if (%this.blockInstances[%name] == 1)
%this.blockInstances[%name] = "";
else
%this.blockInstances[%name]--;
}
}
// Iterate through our block entries and correct the imbalance
for (%i = 0; %i < getWordCount(%removed); %i++)
{
for (%h = i; %h < %this.blockEntryCount; %h++)
%this.blockEntry[%h-%i] = %this.blockEntry[%h+1];
%this.blockEntryCount--;
}
// Now remove the file entry
for (%i = %this.fileIndex[%file]; %i < %this.filesLoaded; %i++)
if (%i != %this.filesLoaded-1)
{
%this.files[%i] = %this.files[%i+1];
%this.fileIndex[%this.files[%i+1]] = %i;
}
else
{
%this.fileIndex[%file] = "";
%this.files[%i] = "";
}
// Decrement the files loaded count and return true
%this.filesLoaded--;
return true;
}
//------------------------------------------------------------------------------
// Name: BasicDataParser.count
// Argument %block: The bloick entry to count the occurances of
// Return: The occurances of %block in this parser object. If there is no
// such entry of %block anywhere, false (0) is returned.
//==============================================================================
function BasicDataParser::count(%this, %block)
{
// Return zero if the block has no entries even registered
if (%this.blockInstances[%block] == "")
return false;
else
// Return the block Instances otherwise
return %this.blockInstances[%block];
return false; // Shouldn't happen
}
//------------------------------------------------------------------------------
// Name: BasicDataParser.empty
// Description: Empties the entire object of any information it may have
// loaded anytime.
// Return: True is always returned from this function.
//==============================================================================
function BasicDataParser::empty(%this)
{
// Iterate through our block entries and destroy them
for (%i = 0; %i < %this.blockEntryCount; %i++)
{
%name = %this.blockEntry[%i];
for (%h = 0; %h < %this.blockInstances[%name]; %h++)
{
%this.blocks[%name, %h].delete();
%this.blocks[%name, %h] = "";
}
%this.blockInstances[%name] = "";
%this.blockEntry[%i] = "";
}
// Remove the files loaded entries now
for (%i = 0; %i < %this.filesLoaded; %i++)
{
%this.fileIndex[%this.files[%i]] = "";
%this.files[%i] = "";
}
// Reset some variables to 0 and return true
%this.filesLoaded = 0;
%this.blockInstances = 0;
%this.blockEntryCount = 0;
return true;
}
//------------------------------------------------------------------------------
// Name: BasicDataParser.isLoaded
// Argument %file: The file to check the loaded status of.
// Description: Returns if %file is loaded into memory of this object or not.
// Return: A boolean representing the loaded status.
//==============================================================================
function BasicDataParser::isLoaded(%this, %file)
{
// Check to see if this file is already loaded
for (%i = 0; %i < %this.filesLoaded; %i++)
if (%this.files[%i] $= %file)
return true;
return false;
}
//------------------------------------------------------------------------------
// Name: BasicDataParser.get
// Argument %block: The name of the block to return.
// Argument %occurance: The block index we need to return -- if there's
// multiple entries of %block.
// Description: This function is used to retrieve block entries loaded from
// within any of the files this object has parsed.
// Return: An Array (array.cs) containing relevent information to the requested
// block. If there is no such entry of %block, false is returned.
//==============================================================================
function BasicDataParser::get(%this, %block, %occurance)
{
// Check ti see uf thus block has only once entry -- in which case %occurance is ignored
if (%this.count(%block) == 1) return %this.blocks[%block, 0];
// Otherwise we use %occurance to return the specific index
else if (%occurance >= 0 && %occurance <= %this.count(%block)) return %this.blocks[%block, %occurance];
return false;
}

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// -----------------------------------------------------
// FileFunctions.cs
// Basic file functions
// Copyright (c) 2012 Robert MacGregor
// -----------------------------------------------------
function getFileBuffer(%file)
{
if (!IsFile(%file))
return -1;
new FileObject(FileBuffer);
FileBuffer.openForRead(%file);
while (!FileBuffer.isEOF())
%buffer = %buffer @ FileBuffer.readLine() @ "\n";
FileBuffer.detach();
return %buffer; //Long string. >.>
}
function getLine(%file, %line)
{
if (!IsFile(%file))
return -1;
new FileObject(FileLine);
FileLine.openForRead(%file);
for (%i = 0; %i < %line; %i++)
%line = FileLine.readLine();
FileLine.detach();
return %line;
}
function getLine(%file, %line)
{
if (!IsFile(%file))
return -1;
new FileObject(FileLine);
FileLine.openForRead(%file);
for (%i = 0; %i < %line; %i++)
%line = FileLine.readLine();
FileLine.detach();
return %line;
}
// Returns an unsorted list of the contents of %dir (including folders)
function getDirectory(%dir)
{
%array = Array.create();
%fileCount = 0;
for( %file = findFirstFile( %dir @ "*.*" ); %file !$= ""; %file = findNextFile( %dir @ "*.*" ) )
{
%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";
}
return %array;
}
// -----------------------------------------------------
// Bound Functions
// -----------------------------------------------------
function fileObject::Detach(%this) //Detaches fileObject from file & deletes
{
%this.close();
%this.delete();
return %this;
}

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//------------------------------------------------------------------------------
// StringFunctions.cs
// String functions
// Copyright (c) 2012 Robert MacGregor
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
function textToHash(%text)
{
new fileObject(TextToHash);
TextToHash.openForWrite("Hash.txt");
TextToHash.writeLine(%text);
TextToHash.detach();
%hash = getFileCRC("Hash.txt");
deleteFile("Hash.txt");
return %hash;
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
function strReverse(%string)
{
%len = StrLen(%string);
%rstring = "";
for (%i = 0; %i < %len; %i++)
%rstring = getSubStr(%string,%i,1) @ %rstring;
return %rstring;
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
function subStrInsert(%string,%insert,%slot)
{
%seg = getSubStr(%string,0,%slot);
%seg = %seg @ %insert;
%string = %seg @ getSubStr(%string,%slot,strLen(%string));
return %string;
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
function subStrRemove(%string,%slot)//Minimum: 1
{
%half2 = getSubStr(%string,%slot,strLen(%string));
%half1 = getSubStr(%string,0,%slot-1);
return %half1 @ %half2;
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
function strMove(%string,%factor)
{
%len = GetWordCount(%string);
for (%i = 0; %i < %len; %i++)
{
%sub = getWord(%string,%i);
%move = subStrInsert(%move,%sub,%i);
}
return %move;
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
function subStrMove(%string,%factor)
{
%len = strLen(%string);
for (%i = 0; %i < %len; %i++)
{
%sub = getSubStr(%string,%i,1);
%move = subStrInsert(%move,%sub,%factor);
}
return %move;
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
function subStrScramble(%string)
{
%len = strLen(%string);
for (%i = 0; %i < %len; %i++)
{
%sub = getSubStr(%string,%i,1);
%scramble = subStrInsert(%scramble,%sub,getRandom(0,%len));
}
return %scramble;
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
function strSplit(%string)
{
%count = strLen(%string);
%div = %count / 2;
return getSubStr(%string,0,%div) @ " | " @ getSubStr(%string,%div,%count);
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
function stripSpaces(%string)
{
return strReplace(%string," ","");
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
function stripNonNumericCharacters(%string)
{
%string = strLwr(%string);
return stripChars(%string,"abcdefghijklmnopqrstuvwxyz`~!@#$%^&*()-_=+\|}]{[/?.>,<;:");
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
function getSubStrOccurances(%string,%search)
{
%len = strLen(%string);
%srLen = strLen(%search);
%count = 0;
for (%i = 0; %i < %len; %i++)
{
%strSearch = strStr(%string,%search);
if (%strSearch != -1) //It exists somewhere in the string
{
%count++;
%string = getSubStr(%string,%strSearch+%srLen,%len);
}
else
return %count;
}
return %count;
}
function getSubStrPos(%string,%str,%num)
{
%len = strLen(%string);
%subC = 0;
for (%i = 0; %i < %len; %i++)
{
%curPos = %i;
%sub = getSubStr(%string,%i,1);
if (%sub $= %str)
{
if (%subC == %num)
return %i;
%subC++;
}
}
return false;
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
function strWhite(%string, %whiteList, %char)
{
%charLen = strLen(%char);
for (%i = 0; %i < strLen(%whiteList); %i++)
for (%h = 0; %h < %charLen; %h++)
{
%whiteSeg = getSubStr(%whiteList, %i, %charLen);
}
return false;
}
//------------------------------------------------------------------------------
function getFileNameFromString(%string)
{
if (strStr(%string, "/") == -1)
return %string;
else
return getSubStr(%string,getSubStrPos(%string, "/", getSubStrOccurances(%string, "/")-1)+1,strLen(%string));
}
//-------------------------------------------------------------------------------
function getFileExtensionFromString(%string)
{
%file = getFileNameFromString(%string);
%period = strStr(%file,".");
if (%period == -1)
return false;
else
return getSubStr(%file,strStr(%file,".")+1, strLen(%file));
}
//------------------------------------------------------------------------------

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//------------------------------------------------------------------------------
// basicDataStorage.cs
// Originally written for T2BoL mod back in the day, now is being rewritten
// for the original implementation was pretty crappy.
// Requires: Array.cs
// Copyright (c) 2012 The DarkDragonDX
//==============================================================================
//------------------------------------------------------------------------------
// Name: BasicDataParser.load
// Argument %file: The file to parse and load into memory.
// Description: This function is the main function of everything; it loads
// %file into memory.
// Return: True if the function succeeded, false if otherwise failed.
//==============================================================================
function BasicDataParser::load(%this, %file)
{
// Make sure we have our values initialised (math doesn't work right on nonexistent variables!)
if (%this.filesLoaded == "")
%this.filesLoaded = 0;
if (%this.blockEntryCount == "")
%this.blockEntryCount = 0;
if (%this.blockInstances == "")
%this.blockInstances = 0;
%currentSeconds = formatTimeString("ss");
// Check to see if the data is valid (returns false if we tried to load a nonexistent file)
if (!isFile(%file))
{
error("basicDataStorage.cs: Attempted to load non-existent file " @ %file @ "!");
return false;
}
// Check to see if this file is already loaded
if (%this.isLoaded(%file))
{
error("basicDataStorage.cs: Attempted to reload data file " @ %file SPC "while it's already in memory! (try unloading or emptying)");
return false;
}
// Add the file entry to memory (for the file check above)
%this.files[%this.filesLoaded] = %file;
%this.fileIndex[%file] = %this.filesLoaded;
%this.filesLoaded++;
// Load the file into memory (function is from fileProcessing.cs)
%fileData = strReplace(stripChars(getFileBuffer(%file),"\t"),"\n","\t");
%lineCount = getFieldCount(%fileData);
%isProcessingBlock = false; // Used to set processing mode
%currentBlock = 0;
%hadError = false;
// Iterate through all lines
for (%i = 0; %i < %lineCount; %i++)
{
%currentLine = getField(%fileData,%i);
// Check to see if this line contains a block definition or not
%openingBlock = strStr(%currentLine, "[");
%closingBlock = strStr(%currentLine, "]");
// If we have a block definition, it should be against left margin
if (%openingBlock == 0 && %closingBlock > 0 && !%isProcessingBlock)
{
%isProcessingBlock = true;
%blockName = getSubStr(%currentLine,%openingBlock+1,%closingBlock-1);
if (%this.blockInstances[%blockName] == "")
{
%this.blockInstances[%blockName] = 0;
%this.blockEntry[%this.blockEntryCount] = %blockName;
%this.blockEntryCount++;
}
// Create the array to store our block data
%currentBlock = Array.create();
%currentBlock.Name = %blockName;
%currentBlock.File = %file;
%this.blocks[%blockName,%this.blockInstances] = %currentBlock;
%this.blockInstances[%blockName]++;
%this.blockInstances++;
continue;
}
// Results in an error
else if (%openingBlock == 0 && %closingBlock > 0 && %isProcessingBlock)
{
error("basicDataStorage.cs: Error loading file "@ %file @ ", block spacing error.");
return false;
}
// If we're processing the actual block
if (%isProcessingBlock)
{
if (%currentLine $="" || %i == %lineCount)
{
%isProcessingBlock = false;
continue;
}
else
{
%eqPos = strStr(%currentLine,"="); // This is safe since the equals sign should be first.
if (%eqPos == -1)
{
error("basicDataStorage.cs: Unable to read entry for block" SPC %currentBlock.Name @ " in file" SPC %file @ "!");
%isProcessingBlock = false;
%hadError = true;
continue;
}
// Note: I got lazy here, just don't have semicolons in your data entries..
%semiPos = strStr(%currentLine,";");
if (%semiPos == -1 || getSubStrOccurance(%currentLine,";") > 1)
{
error("basicDataStorage.cs: Unable to read entry for block" SPC %currentBlock.Name @ " in file" SPC %file @ "!");
%isProcessingBlock = false;
%hadError = true;
continue;
}
%entryName = trim(getSubStr(%currentLine,0,%eqPos-1));
%entryValue = trim(getSubStr(%currentLine,%eqPos+1, mAbs(%eqPos-%semiPos)-1 ));
%currentBlock.setElement(%entryName,%entryValue);
}
}
}
if (!%hadError)
warn("basicDataStorage.cs: Successfully loaded file" SPC %file SPC "in " @ formatTimeString("ss") - %currentSeconds SPC "seconds.");
return !%hadError;
}
//------------------------------------------------------------------------------
// Name: BasicDataParser.unload
// Argument %file: The file of who's entries should be unloaded.
// Description: This function is used to unload data by filename -- useful for
// reloading data from specific files.
// Return: True if the function was successful, false if otherwise failed.
//==============================================================================
function BasicDataParser::unload(%this, %file)
{
if (!%this.isLoaded(%file))
{
error("basicDataStorage.cs: Attempted to unload non-loaded data file " @ %file @ "!");
return false;
}
// Unload any data associated with this file now
%removed = "";
for (%i = 0; %i < %this.blockEntryCount; %i++)
{
%name = %this.blockEntry[%i];
for (%h = 0; %h < %this.blockInstances[%name]; %h++)
if (%this.blocks[%name, %h].File $= %file)
{
%this.blocks[%name, %h].delete();
%this.blocks[%name, %h] = "";
%this.blockEntry[%i] = "";
%removed = trim(%removed SPC %i);
if (%this.blockInstances[%name] == 1)
%this.blockInstances[%name] = "";
else
%this.blockInstances[%name]--;
}
}
// Iterate through our block entries and correct the imbalance
for (%i = 0; %i < getWordCount(%removed); %i++)
{
for (%h = i; %h < %this.blockEntryCount; %h++)
%this.blockEntry[%h-%i] = %this.blockEntry[%h+1];
%this.blockEntryCount--;
}
// Now remove the file entry
for (%i = %this.fileIndex[%file]; %i < %this.filesLoaded; %i++)
if (%i != %this.filesLoaded-1)
{
%this.files[%i] = %this.files[%i+1];
%this.fileIndex[%this.files[%i+1]] = %i;
}
else
{
%this.fileIndex[%file] = "";
%this.files[%i] = "";
}
// Decrement the files loaded count and return true
%this.filesLoaded--;
return true;
}
//------------------------------------------------------------------------------
// Name: BasicDataParser.count
// Argument %block: The bloick entry to count the occurances of
// Return: The occurances of %block in this parser object. If there is no
// such entry of %block anywhere, false (0) is returned.
//==============================================================================
function BasicDataParser::count(%this, %block)
{
// Return zero if the block has no entries even registered
if (%this.blockInstances[%block] == "")
return false;
else
// Return the block Instances otherwise
return %this.blockInstances[%block];
return false; // Shouldn't happen
}
//------------------------------------------------------------------------------
// Name: BasicDataParser.empty
// Description: Empties the entire object of any information it may have
// loaded anytime.
// Return: True is always returned from this function.
//==============================================================================
function BasicDataParser::empty(%this)
{
// Iterate through our block entries and destroy them
for (%i = 0; %i < %this.blockEntryCount; %i++)
{
%name = %this.blockEntry[%i];
for (%h = 0; %h < %this.blockInstances[%name]; %h++)
{
%this.blocks[%name, %h].delete();
%this.blocks[%name, %h] = "";
}
%this.blockInstances[%name] = "";
%this.blockEntry[%i] = "";
}
// Remove the files loaded entries now
for (%i = 0; %i < %this.filesLoaded; %i++)
{
%this.fileIndex[%this.files[%i]] = "";
%this.files[%i] = "";
}
// Reset some variables to 0 and return true
%this.filesLoaded = 0;
%this.blockInstances = 0;
%this.blockEntryCount = 0;
return true;
}
//------------------------------------------------------------------------------
// Name: BasicDataParser.isLoaded
// Argument %file: The file to check the loaded status of.
// Description: Returns if %file is loaded into memory of this object or not.
// Return: A boolean representing the loaded status.
//==============================================================================
function BasicDataParser::isLoaded(%this, %file)
{
// Check to see if this file is already loaded
for (%i = 0; %i < %this.filesLoaded; %i++)
if (%this.files[%i] $= %file)
return true;
return false;
}
//------------------------------------------------------------------------------
// Name: BasicDataParser.get
// Argument %block: The name of the block to return.
// Argument %occurance: The block index we need to return -- if there's
// multiple entries of %block.
// Description: This function is used to retrieve block entries loaded from
// within any of the files this object has parsed.
// Return: An Array (array.cs) containing relevent information to the requested
// block. If there is no such entry of %block, false is returned.
//==============================================================================
function BasicDataParser::get(%this, %block, %occurance)
{
// Check ti see uf thus block has only once entry -- in which case %occurance is ignored
if (%this.count(%block) == 1) return %this.blocks[%block, 0];
// Otherwise we use %occurance to return the specific index
else if (%occurance >= 0 && %occurance <= %this.count(%block)) return %this.blocks[%block, %occurance];
return false;
}

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// -----------------------------------------------------
// fileProcessing.cs
// Basic file functions
// Copyright (c) 2012 The DarkDragonDX
// -----------------------------------------------------
function getFileBuffer(%file)
{
if (!IsFile(%file))
return -1;
new FileObject(FileBuffer);
FileBuffer.openForRead(%file);
while (!FileBuffer.isEOF())
%buffer = %buffer @ FileBuffer.readLine() @ "\n";
FileBuffer.detach();
return %buffer; //Long string. >.>
}
function getLine(%file, %line)
{
if (!IsFile(%file))
return -1;
new FileObject(FileLine);
FileLine.openForRead(%file);
for (%i = 0; %i < %line; %i++)
%line = FileLine.readLine();
FileLine.detach();
return %line;
}
function getLine(%file, %line)
{
if (!IsFile(%file))
return -1;
new FileObject(FileLine);
FileLine.openForRead(%file);
for (%i = 0; %i < %line; %i++)
%line = FileLine.readLine();
FileLine.detach();
return %line;
}
// Returns an unsorted list of the contents of %dir (including folders)
function getDirectory(%dir)
{
%array = Array.create();
%fileCount = 0;
for( %file = findFirstFile( %dir @ "*.*" ); %file !$= ""; %file = findNextFile( %dir @ "*.*" ) )
{
%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";
}
return %array;
}
// -----------------------------------------------------
// Bound Functions
// -----------------------------------------------------
function fileObject::Detach(%this) //Detaches fileObject from file & deletes
{
%this.close();
%this.delete();
return %this;
}

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//------------------------------------------------------------------------------
// initialise.cs
// Shared Functions for T2Bol
// Copyright (c) 2012 The DarkDragonDX
//==============================================================================
exec("scripts/modScripts/shared/StringFunctions.cs");
exec("scripts/modScripts/shared/fileProcessing.cs");
exec("scripts/modScripts/shared/basicDataStorage.cs");

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// -----------------------------------------------------
// Block Processing
// -----------------------------------------------------
function getBlockCount(%file,%blockName) //Searches a data file for all occurances of 'blockName'
{
if (!IsFile(%file))
return false;
%blockSearch = strLwr("[" @ %blockName @ "]");
%fileP = new FileObject();
%fileP.openForRead(%file);
%count = 0;
while (!%fileP.isEOF())
{
%line = %fileP.readLine();
%lineTest = strLwr(%line);
%Search = strStr(%lineTest,%blockSearch);
if (%search != -1)
%count++;
}
%fileP.detach();
return %count;
}
function getBlockData(%file,%blockName,%num,%data) //Gets values out of a block. Note that 1 is the first block in a file for %num
{
if (!IsFile(%file))
return false;
%blockCount = getBlockCount(%file,%blockName);
if (!%blockCount || %num > %blockCount) //None of 'typeName' exist here
return -1;
%blockSearch = strLwr("[" @ %blockName @ "]");
%fileP = new FileObject();
%fileP.openForRead(%file);
%count = 0;
%lineCount = 0;
while (!%fileP.isEOF())
{
%line = %fileP.readLine();
%lineCount++;
if (getSubStr(stripSpaces(%line),0,1) !$= ";") //If the beginning of the line is "commented", skip it.
{
%lineTest = strLwr(%line);
%Search = strStr(%lineTest,%blockSearch);
if (%Search != -1 && %Count != %num)
%count++;
else if (%count == %num) //We found it, stop incrementing the count and find our data.
{
%Search = strStr(strLwr(%line),strLwr(%data));
%lineTest = strLwr(strReplace(%line," ","")); //See if we exited our block
if (GetSubStr(%lineTest, 0, 1) $= "[") //The beginning of a new block
return -1;
if (%search != -1) //We found it,
{
%fileP.detach();
//Since our line might have some sort of commenting after it, we better return to just the "end" symbol..
%semiS =strStr(%line, ";");
if (%semiS == -1)
return -1;
%line = getSubStr(%line, 0, %semiS);
//Now find where "equals" is..
%equalS = strStr(%line, "=");
if (%equalS == -1)
return -1;
%line = getSubStr(%line, %equalS+1, strLen(%line));
//Is our data in single quotations? If so, convert it to a tagged string.
if (strStr(%line,"\x27") != -1) //It is.
%line = addTaggedString(stripChars(%line,"\x27"));
//Now return our string without quotations.
%line = stripChars(stripTrailingSpaces(strReplace(%line,%data,"")),"\x22");
return getSubStr(%line,1,strLen(%line));
}
}
}
}
%fileP.detach();
return false;
}
//function getBlockLength(%file,%blockName,%num) Won't work until I figure out a way to signal the end of a block without adding any extra characters,
//{
//if (!IsFile(%file))
//return "Not existant.";
//%blockSearch = "[" @ %blockName @ "]";
//%blockSearch = strLwr(%blockSearch); //Convert to lowerCase
//new FileObject(GetBlockCount);
//GetBlockCount.openForRead(%file);
//%count = 0;
//%len = 0;
// while (!GetBlockCount.isEOF())
// {
// %line = GetBlockCount.readLine();
// %lineTest = strLwr(%line);
// %Search = strStr(%lineTest,%blockSearch);
//if (%search != -1)
// %count++;
// else if (%search != -1 && %count == %num) //We found our wanted block, count it.
//{
// if (strStr(%lineTest,%blockSearch) == -1)
// %len++;
// else
// break;
// }
//}
//GetBlockCount.detach();
//return %len;
//}
// -----------------------------------------------------
// Array Processing
// -----------------------------------------------------
function getArrayCount(%file,%array)
{
if (!IsFile(%file))
return false;
%arraySearch = strLwr("\x22" @ %array @ "\x22");
%fileP = new FileObject();
%fileP.openForRead(%file);
%count = 0;
while (!%fileP.isEOF())
{
%line = %fileP.readLine();
%lineTest = strLwr(%line);
%Search = strStr(%lineTest,%typeSearch);
if (%search != -1)
%count++;
}
%fileP.detach();
return %count;
}
function getArrayData(%file,%arrayName,%num)
{
if (!IsFile(%file))
return false;
%arrayCount = getArrayCount(%file,%arrayName);
if (!%arrayCount)
return false;
%arraySearch = strLwr("\x22" @ %arrayName @ "\x22");
%fileP = new FileObject();
%fileP.openForRead(%file);
%lineCount = 0;
while (!%fileP.isEOF())
{
%line = stripSpaces(%fileP.readline());
%lineCount++;
if (getSubStr(%line,0,1) !$= ";") //Is this line a comment?
{
%search = strStr(strLwr(%line),%arraySearch);
if (%search !$= -1) //Found it.
break; //Break the loop, we know the array exists
if (%fileP.IsEOF() && %search == -1) //Didn't find it, return the error.
return false;
}
}
//Check where the array actually starts..
%line = %fileP.readLine();
if (%line $= "{") //Data starts on next line..
{
%line = %fileP.readLine(); //Drop it down one
for (%i = 0; %i < %num; %i++) //Keep going untill we hit the wanted data
%line = %fileP.readLine();
}
else //The line we just grabbed is part of the data
{
if (%num == 0) //The wanted data was on line zero..
return %line;
for (%i = 0; %i < %num; %i++) //Keep going untill we hit the wanted data
%line = %fileP.readLine();
}
%fileP.detach();
return %line;
}