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