added everything

This commit is contained in:
Metario
2017-04-17 06:17:10 -06:00
commit 9c6ff74f19
6121 changed files with 1625704 additions and 0 deletions

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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
// Global movement speed that affects all cameras.
$Camera::movementSpeed = 40;
//-----------------------------------------------------------------------------
// Define a datablock class to use for our observer camera
//-----------------------------------------------------------------------------
datablock CameraData(Observer)
{
mode = "Observer";
};

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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
// List of master servers to query, each one is tried in order
// until one responds
$Pref::Server::RegionMask = 2;
$pref::Master[0] = "2:master.garagegames.com:28002";
// Information about the server
$Pref::Server::Name = "Torque TTB Server";
$Pref::Server::Info = "This is a Torque Game Engine Test Server.";
// The connection error message is transmitted to the client immediatly
// on connection, if any further error occures during the connection
// process, such as network traffic mismatch, or missing files, this error
// message is display. This message should be replaced with information
// usefull to the client, such as the url or ftp address of where the
// latest version of the game can be obtained.
$Pref::Server::ConnectionError =
"You do not have the correct version of the Torque Game Engine or "@
"the related art needed to connect to this server, please contact "@
"the server operator to obtain the latest version of this game.";
// The network port is also defined by the client, this value
// overrides pref::net::port for dedicated servers
$Pref::Server::Port = 28000;
// If the password is set, clients must provide it in order
// to connect to the server
$Pref::Server::Password = "";
// Password for admin clients
$Pref::Server::AdminPassword = "";
// Misc server settings.
$Pref::Server::MaxPlayers = 64;
$Pref::Server::FloodProtectionEnabled = 1;
$Pref::Server::MaxChatLen = 120;

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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// This file contains shape declarations and functions used by the mission
// editor. The mission editor invokes datablock create methods when it
// wants to create an object of that type.
//-----------------------------------------------------------------------------
// Declare a static shape create method. This allows DTS objects to be loaded
// using the StaticShape simulation object.
function StaticShapeData::create(%data)
{
%obj = new StaticShape() {
dataBlock = %data;
};
return %obj;
}
//-----------------------------------------------------------------------------
// Declare two marker objects used to place waypoints
datablock MissionMarkerData(WayPointMarker)
{
category = "Misc";
shapeFile = "~/data/shapes/markers/octahedron.dts";
};
datablock MissionMarkerData(SpawnSphereMarker)
{
category = "Misc";
shapeFile = "~/data/shapes/markers/octahedron.dts";
};
function MissionMarkerData::create(%block)
{
switch$(%block)
{
case "WayPointMarker":
%obj = new WayPoint() {
dataBlock = %block;
};
return(%obj);
case "SpawnSphereMarker":
%obj = new SpawnSphere() {
datablock = %block;
};
return(%obj);
}
return(-1);
}
//-----------------------------------------------------------------------------
// Misc. server commands used for editing
//-----------------------------------------------------------------------------
function serverCmdToggleCamera(%client)
{
if ($Server::ServerType $= "SinglePlayer") {
%control = %client.getControlObject();
if (%control == %client.player) {
%control = %client.camera;
%control.mode = toggleCameraFly;
}
else {
%control = %client.player;
%control.mode = observerFly;
}
%client.setControlObject(%control);
}
}
function serverCmdDropPlayerAtCamera(%client)
{
if (!%client.player.isMounted())
%client.player.setTransform(%client.camera.getTransform());
%client.player.setVelocity("0 0 0");
%client.setControlObject(%client.player);
}
function serverCmdDropCameraAtPlayer(%client)
{
%client.camera.setTransform(%client.player.getEyeTransform());
%client.camera.setVelocity("0 0 0");
%client.setControlObject(%client.camera);
}
function dropFreakinCameraAtPlayer()
{
$dropcameracount++;
%cl = ClientGroup.getObject(0);
if (%cl.camera) dropCameraAtPlayer(1);
else if ($dropcameracount<100) schedule(100,0,dropFreakinCameraAtPlayer);
}

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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Server and mission initialization
//-----------------------------------------------------------------------------
function onServerCreated()
{
// This function is called when a server is constructed.
// Master server information for multiplayer games
$Server::GameType = "Torque TTB";
$Server::MissionType = "None";
// Load up all datablocks, objects etc.
exec("./camera.cs");
exec("./editor.cs");
exec("./player.cs");
exec("./logoitem.cs");
exec("common/server/lightingSystem.cs");
}
function onServerDestroyed()
{
// This function is called as part of a server shutdown.
}
//-----------------------------------------------------------------------------
function onMissionLoaded()
{
// Called by loadMission() once the mission is finished loading.
}
function onMissionEnded()
{
// Called by endMission(), right before the mission is destroyed
}
//-----------------------------------------------------------------------------
// Dealing with client connections
// These methods are extensions to the GameConnection class. Extending
// GameConnection make is easier to deal with some of this functionality,
// but these could also be implemented as stand-alone functions.
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
function GameConnection::onClientEnterGame(%this)
{
// Every client get's a camera object.
%this.camera = new Camera() {
dataBlock = Observer;
};
MissionCleanup.add( %this.camera );
%this.camera.scopeToClient(%this);
// Create a player object.
%spawnPoint = pickSpawnPoint();
%this.createPlayer(%spawnPoint);
}
function GameConnection::onClientLeaveGame(%this)
{
if (isObject(%this.camera))
%this.camera.delete();
if (isObject(%this.player))
%this.player.delete();
}
//-----------------------------------------------------------------------------
function GameConnection::createPlayer(%this, %spawnPoint)
{
if (%this.player > 0) {
// The client should not have a player currently
// assigned. Assigning a new one could result in
// a player ghost.
error( "Attempting to create an angus ghost!" );
}
// Create the player object
%player = new Player() {
dataBlock = PlayerBody;
client = %this;
};
MissionCleanup.add(%player);
// Player setup...
%player.setTransform(%spawnPoint);
%player.setShapeName(%this.name);
// Update the camera to start with the player
%this.camera.setTransform(%player.getEyeTransform());
// Give the client control of the player
%this.player = %player;
%this.setControlObject(%player);
}
//-----------------------------------------------------------------------------
function pickSpawnPoint()
{
// Pick the first object in drop point group and use it's
// location as a spawn point.
%group = nameToID("MissionGroup/PlayerDropPoints");
if (%group != -1 && %group.getCount() != 0)
return %group.getObject(0).getTransform();
// If no object was found, return a point near the center of the world
error("Missing spawn point object and/or mission group " @ %groupName);
return "0 0 300 1 0 0 0";
}

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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
datablock StaticShapeData(TorqueLogoItem)
{
category = "Items";
shapeFile = "~/data/shapes/3dtorquelogo/torque_logo.dts";
};

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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
// Load dts shapes and merge animations
datablock TSShapeConstructor(PlayerDts)
{
baseShape = "~/data/shapes/player/player.dts";
sequence0 = "~/data/shapes/player/player_root.dsq root";
sequence1 = "~/data/shapes/player/player_forward.dsq run";
sequence2 = "~/data/shapes/player/player_back.dsq back";
sequence3 = "~/data/shapes/player/player_side.dsq side";
sequence4 = "~/data/shapes/player/player_fall.dsq fall";
sequence5 = "~/data/shapes/player/player_land.dsq land";
sequence6 = "~/data/shapes/player/player_jump.dsq jump";
sequence7 = "~/data/shapes/player/player_standjump.dsq standjump";
sequence8 = "~/data/shapes/player/player_lookde.dsq look";
sequence9 = "~/data/shapes/player/player_head.dsq head";
sequence10 = "~/data/shapes/player/player_headside.dsq headside";
sequence11 = "~/data/shapes/player/player_celwave.dsq celwave";
};
datablock PlayerData(PlayerBody)
{
renderFirstPerson = false;
shapeFile = "~/data/shapes/player/player.dts";
};
//----------------------------------------------------------------------------
// PlayerBody Datablock methods
//----------------------------------------------------------------------------
function PlayerBody::onAdd(%this,%obj)
{
// Called when the PlayerData datablock is first 'read' by the engine (executable)
}
function PlayerBody::onRemove(%this, %obj)
{
if (%obj.client.player == %obj)
%obj.client.player = 0;
}
function PlayerBody::onNewDataBlock(%this,%obj)
{
// Called when this PlayerData datablock is assigned to an object
}