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authorStijn Buys <ingar@osirion.org>2010-09-27 20:03:50 +0000
committerStijn Buys <ingar@osirion.org>2010-09-27 20:03:50 +0000
commit178f0e4a83918df416ac8274b0e845b390772d76 (patch)
treeee3d4bf0a29cfcd32530e2c38353668a42ce509d
parenta80e501a0a8006034a7dc0cda1fc047f6c37fbd9 (diff)
documentation updates, initial chat window playerlist, trade menu ESC key
-rw-r--r--doc/STORYLINE11
-rw-r--r--doc/installation.html41
-rw-r--r--doc/models.html55
-rw-r--r--src/client/chat.cc84
-rw-r--r--src/client/chat.h12
-rw-r--r--src/client/trademenu.cc15
-rw-r--r--src/client/trademenu.h5
-rw-r--r--src/core/gameconnection.cc1
-rw-r--r--src/core/gameinterface.cc6
-rw-r--r--src/core/gameinterface.h10
-rw-r--r--src/core/gameserver.cc2
-rw-r--r--src/core/netconnection.cc2
12 files changed, 155 insertions, 89 deletions
diff --git a/doc/STORYLINE b/doc/STORYLINE
index c5c5514..22c29e8 100644
--- a/doc/STORYLINE
+++ b/doc/STORYLINE
@@ -23,7 +23,7 @@
- House Lindblade
- House Illia
- - Lance Protectorate
+ - Council Protectorate
Tsu-Khan Empire
@@ -45,9 +45,9 @@
- Dover system
- COUNCIL PROTECTORATE (protected by the Ordinators)
+ CENTRAL PROTECTORATE (protected by the Ordinators)
- - Council Protectorate
+ - Central Protectorate
planet Corona
INDEPENDENT COLONIES (protected by the Colonial Militia)
@@ -109,9 +109,8 @@
Since the war, the term 'Borderworlds' is used to indicate
systems destroyed during the war, while the term 'colonies'
is generally used as abreviation for the 'Independent Colonies'.
- The Great Houses are referred to as the 'Lance Protectorate' or,
- more informal, as 'the central planets'.
-
+ The Central Protectorate and the systems controlled by The Great Houses
+ are called to 'The Protectorate' or, more informal, 'the central planets'.
------------------------------------------------------------------
TIMELINE
diff --git a/doc/installation.html b/doc/installation.html
index a1fa0b9..c10011c 100644
--- a/doc/installation.html
+++ b/doc/installation.html
@@ -56,7 +56,8 @@
<div class="text">
<p>
Download the windows package:<br>
- <a href="http://ingar.satgnu.net/osirion/files/osirion-win32-latest.zip">osirion-win32-latest.zip</a><br>
+ <a href="http://ingar.satgnu.net/osirion/files/osirion-win32-latest.zip">osirion-win32-latest.zip</a> (32 bit)<br>
+ <a href="http://ingar.satgnu.net/osirion/files/osirion-win32-latest.zip">osirion-win64-latest.zip</a> (64 bit)<br>
This package contains the win32 version of the server and the client.
<p>
Dowload the game data package:<br>
@@ -78,14 +79,14 @@
<p>
Download the linux packages:<br>
- <a href="http://ingar.satgnu.net/osirion/files/osirion-linux-latest.zip">osirion-linux-latest.zip</a><br>
+ <a href="http://ingar.satgnu.net/osirion/files/osirion-linux-latest.zip">osirion-linux-latest.zip</a>(32 and 64 bit)<br>
This package contains the linux 32 and 64 bit versions of the client and the server.
<p>
Extract the package, a new subdirectory will be created. The actual directory name will depend on
the version number. Enter the new subdirectory.
<div class="code">
tar jxvf osirion-latest.tar.bz2<br>
-cd osirion-linux-669
+cd osirion-linux-740
</div>
<p>
Dowload the game data package:<br>
@@ -105,7 +106,6 @@ unzip ../osirion-data-latest.zip
<div class="code">
./osirion.x86_64
</div>
-
</div>
<div id="building_from_source" class="title">
@@ -173,8 +173,9 @@ svn co svn://intranifty.no-ip.org/osirion osirion
<a href="http://ingar.satgnu.net/osirion/files/osirion-src-latest.tar.bz2">osirion-src-latest.tar.bz2</a>
</p>
</div>
+<!--
<div class="subtitle">
- Bullet physics support
+ Bullet physics support (depricated)
</div>
<div class="text">
<p>
@@ -201,6 +202,7 @@ sudo install --mode=644 src/BulletDynamics/Dynamics/btActionInterface.h /usr/loc
configure script using the <i>--with-bullet=/opt/bullet</i> option.
</p>
</div>
+-->
<div class="subtitle">
Compiling the source code
</div>
@@ -265,7 +267,7 @@ svn checkout svn://intranifty.no-ip.org/osirion-data data
<p>
The client and the dedicated server will look for game data in the <i>data</i> subdirectory
of the current working directory. Since the binaries are build in the <i>src</i> you will
- have to copy them with the <i>src/</i> prefix.
+ have start them with the <i>src/</i> prefix.
</p>
<p>
To start the client:
@@ -274,6 +276,10 @@ svn checkout svn://intranifty.no-ip.org/osirion-data data
src/osirion
</div>
<p>
+ If the client opens a new window and immediatly close it again, it probably could not find
+ the game data and exited. Check your installation.
+</p>
+<p>
To start the dedicated server:
</p>
<div class="code">
@@ -317,17 +323,17 @@ make
</div>
<div id="gtkradiant" class="title">
- GtkRadiant 1.5.0 support files (optional)
+ NetRadiant/GtkRadiant 1.5.0 support files (optional)
</div>
<div class="text">
<p>
- You can skip this section if you do not intent to create to create models with gtkradiant 1.5.
- Note that these files probably won't work with other versions. You can find precompiled
- gtkradiant 1.5.0 binaries for linux on my gtkradiant page:<br>
+ You can skip this section if you do not intent to create to create models with netradiant or
+ gtkradiant 1.5. Note that these files probably won't work with other versions. You can find precompiled
+ netradiant packages here:<br>
<a href="http://ingar.satgnu.net/gtkradiant">http://ingar.satgnu.net/gtkradiant</a>
<p>
These instructions assume gtkradiant is installed in the directory
- <i>/usr/local/games/gtkradiant-1.5.0</i>. If it is installed in a different
+ <i>/usr/local/games/netradiant</i>. If it is installed in a different
directory on your system, edit these instructions accordingly.
<p>
Copy the support files to the gtkradiant folder:
@@ -335,10 +341,10 @@ make
<div class="code">
cd data<br>
cd gtkradiant<br>
-cp -vr * /usr/local/games/gtkradiant-1.5.0
+cp -vr * /usr/local/games/netradiant
</div>
<p>
- Open the file <i>/usr/local/games/gtkradiant-1.5.0/games/osirion.game</i> in
+ Open the file <i>/usr/local/games/netradiant/games/osirion.game</i> in
your favourite editor. Look for a line that begins with:
</p>
<div class="code">
@@ -401,18 +407,19 @@ Organization of the distribution
/math mathematical classes and functions
/sys low-level system functions
/render render library
- /ui user interface widget library
+ /ui user interface library
/data Data files
/base game data files
/bitmaps essential bitmaps
/ini game world description files
- /maps game world models
- /scripts gtkradiant shader files
+ /maps 3D models (.map format)
+ /models 3D models (ase and other formats)
+ /scripts radiant compatible shader files
/textures game world textures
- /gtkradiant gtkradiant support files
+ /gtkradiant radiant support files
</pre>
</div>
diff --git a/doc/models.html b/doc/models.html
index 68026f4..bd0565a 100644
--- a/doc/models.html
+++ b/doc/models.html
@@ -10,30 +10,29 @@
The Osirion Project - Creating models
</H1>
<p>
- The engine supports loading of Quake 3 style .map files with custom osirion
- entities. While it might look like a weird choice for a file format
- it has been a well-considered pragmatic choice.
-<p>
- First of all, creating commercial grade graphics has never been
- my goal. Polished high-quality models demand a lot of time,
- skill and effort.
-<p>
- The same goes for 3D modelling packages like Blender or 3D Studio Max.
- They are capable of producing awesome results, but the learning curve
- is quite steep and the number of available 3D artists is rather limited.
+ The engine supports two kind of models: The first one are
+ Quake 3 style .map files with custom osirion entities. The second
+ one are .ase models. Textures are supported, but no advanced features
+ like normal mapping.
+</p>
<p>
- GtkRadiant on the other hand has been my personal tool for some time
- now. An experienced mapper can create a LEGO-style model in a matter
- of hours and without having the usual technical difficulties of creating
- a map for a shoot'em'up.
+ The .map format allows for a quick and easy way to create usable
+ 3D models, while the .ase format allows importing more complex
+ models made with modelling packages. The .map format is also used
+ as a container format to place tags on models, like lights,
+ smoke trails and weapon locations.
+</p>
<p>
- Creating game content is usually a chicken-and-egg in a small game
- project. I hope to solve this by choosing a widely available and
- easy to master format.
+ .ase models can be loaded as sub-models into a .map file,
+ making modular spaceship design possible. Ship parts like engines
+ can be placed into seperate files and reused in other models.
+</p>
<p>
- The rest of this document contains information specific to creating
+ The rest of the document describes how to create models using
+ GtkRadiant and contains mostly information specific to creating
models for The Osirion Project. Even if you can handle GtkRadiant,
it is still worth a read.
+</p>
<h2>
Content
</h2>
@@ -50,6 +49,7 @@
<li><a href="#flares">Flares</a>
<li><a href="#particles">Particles</a>
<li><a href="#groups">Function groups</a>
+ <li><a href="#submodels">Submodels</a>
<li><a href="#other_entities">Other entities</a>
</ul>
@@ -110,14 +110,14 @@
</h2>
<p>
Any brush face that has the <i>common/caulk</i> texture will be ignored on load.
-
+</p>
<h2 id="clip">
Clip
</h2>
<p>
Any brush face that has the <i>common/clip</i> texture will be ignored on load.
Clip is reserved for future use.
-
+</p>
<h2 id="detail_brushes">
Detail brushes
</h2>
@@ -187,7 +187,12 @@ glass
on hidden faces. The <i>common/clip</i> material is reserved for future use
brush faces using this texture will be ignored as well.
</p>
-
+<p>
+ For .ase models, the material name inside the .ase file is interpreted as an osirion material.
+ If you'd use a material called <i>common/entity</i>, those model faces will rendered using
+ the object's primary in-game color, regardless of the actual material settings in the .ase file.
+</p>
+
<h2 id="shader_files">
Shader files
</h2>
@@ -333,6 +338,12 @@ textures/ship/stripes
is automaticly calculated as the geometrical center of the group.
The rotation axis can be set with the <i>direction</i>, <i>pitch</i> and <i>roll</i> keys. <i>angle</i> is an alias for <i>direction</i>.
</p>
+<h2 id="submodels">
+ Submodels
+</h2>
+<p>
+ <i>misc_model</i> can be used to add a submodel.
+</p>
<h2 id="other_entities">
Other entities
</h2>
diff --git a/src/client/chat.cc b/src/client/chat.cc
index c1fc78f..8191e52 100644
--- a/src/client/chat.cc
+++ b/src/client/chat.cc
@@ -29,21 +29,19 @@ Chat::Chat(ui::Widget *parent) : ui::Window(parent)
chat_scrollpane->set_border(false);
chat_scrollpane->set_label("text");
- chat_playerpane = new ui::ScrollPane(this, chat_players);
- chat_playerpane->set_border(false);
- chat_playerpane->set_label("players");
- chat_playerpane->set_alignment(ui::AlignLeft | ui::AlignTop);
+ chat_playerlist = new ui::ListView(this);
+ chat_playerlist->set_label("playerlist");
chat_input = new ui::InputBox(this);
chat_input->set_border(false);
chat_input->set_prompt("^BSay^F:^B ");
-
chat_input->set_focus();
set_background(true);
set_visible(false);
chat_small = false;
+ chat_playerlist_timestamp = 0;
}
Chat::~Chat()
@@ -53,15 +51,17 @@ Chat::~Chat()
void Chat::clear()
{
- chat_players.clear();
chat_log.clear();
chat_input->clear();
+ chat_playerlist->clear();
+ chat_playerlist_timestamp = 0;
}
void Chat::set_small_view(bool small_chat_view)
{
chat_small = small_chat_view;
+ resize();
}
void Chat::event_text(const std::string & text)
@@ -164,8 +164,11 @@ bool Chat::on_keypress(const int key, const unsigned int modifier)
return false;
}
-void Chat::event_draw()
+void Chat::draw()
{
+ /*
+ * this never worked before, event_draw is NOT virtual
+
if (ui::console()->visible())
return;
@@ -178,48 +181,51 @@ void Chat::event_draw()
hide();
return;
}
+ */
+
+ if (!chat_small && (chat_playerlist_timestamp != core::game()->playerlist_timestamp())) {
+ update_player_list();
+ }
+
+ ui::Window::draw();
+}
- if (chat_small) {
- chat_playerpane->hide();
- chat_scrollpane->hide();
- } else {
- chat_playerpane->show();
- chat_scrollpane->show();
-
- chat_players.clear();
- std::ostringstream ostr;
-
- ostr << "^B" << core::game()->players().size() << " " << aux::plural("player", core::game()->players().size());
- chat_players.push_back(ostr.str());
-
- for (core::GameInterface::Players::iterator it = core::game()->players().begin(); it != core::game()->players().end(); it++) {
- core::Player *player = (*it);
- chat_players.push_back(player->name() + "^N");
- }
+void Chat::update_player_list()
+{
+ chat_playerlist->clear();
+
+ for (core::GameInterface::Players::const_iterator it = core::game()->players().begin(); it != core::game()->players().end(); it++) {
+ ui::ListItem *listitem = new ui::ListItem(chat_playerlist, (*it)->name().c_str());
+ listitem->set_height(listitem->font()->height() * 1.5f);
}
- Widget::event_draw();
+ chat_playerlist_timestamp = core::game()->playerlist_timestamp();
}
void Chat::resize()
{
- const float margin = 8.0f;
- math::Vector2f s(size());
-
- s[0] -= margin * 2;
- s[1] -= margin * 2;
-
- // player names
- chat_playerpane->set_size(ui::UI::elementsize.width() , s.height() - font()->height() * 2.5f);
- chat_playerpane->set_location(s.width() - chat_playerpane->width() + 2.0f * margin, margin + font()->height());
+ const float fontmargin = ui::root()->font_large()->height();
+
+ if (chat_small) {
+ chat_playerlist->hide();
+ chat_scrollpane->hide();
+
+ } else {
+ chat_playerlist->show();
+ chat_scrollpane->show();
+
+ // player names
+ chat_playerlist->set_size(ui::UI::elementsize.width(), height() - fontmargin * 3.0f);
+ chat_playerlist->set_location(width() - ui::UI::elementsize.width() - fontmargin, fontmargin);
- // chat text
- chat_scrollpane->set_size(s.width() - chat_playerpane->width() - margin, s.height() - font()->height() * 1.5f);
- chat_scrollpane->set_location(margin, margin);
+ // chat text
+ chat_scrollpane->set_size(width() - ui::UI::elementsize.width() - fontmargin * 3.0f, height() - fontmargin * 3.0f);
+ chat_scrollpane->set_location(fontmargin, fontmargin);
+ }
// input bar
- chat_input->set_location(margin, height() - font()->height() - margin);
- chat_input->set_size(s.width(), font()->height());
+ chat_input->set_location(fontmargin, height() - fontmargin);
+ chat_input->set_size(width() - 2.0f * fontmargin , fontmargin);
}
diff --git a/src/client/chat.h b/src/client/chat.h
index 61f5bd1..0972400 100644
--- a/src/client/chat.h
+++ b/src/client/chat.h
@@ -13,6 +13,7 @@
#include "ui/inputbox.h"
#include "ui/scrollpane.h"
#include "ui/window.h"
+#include "ui/listview.h"
namespace client
{
@@ -37,22 +38,23 @@ public:
void clear();
protected:
- virtual void event_draw();
+ virtual void draw();
+
virtual void resize();
virtual bool on_keypress(const int key, const unsigned int modifier);
private:
+ void update_player_list();
bool chat_small;
ui::Text chat_log;
ui::ScrollPane *chat_scrollpane;
-
- ui::Text chat_players;
- ui::ScrollPane *chat_playerpane;
-
ui::InputBox *chat_input;
+ ui::ListView *chat_playerlist;
+
+ unsigned long chat_playerlist_timestamp;
typedef std::deque<std::string> History;
diff --git a/src/client/trademenu.cc b/src/client/trademenu.cc
index 8aa9a52..c0d1f03 100644
--- a/src/client/trademenu.cc
+++ b/src/client/trademenu.cc
@@ -364,4 +364,19 @@ void TradeMenu::draw()
Window::draw();
}
+bool TradeMenu::on_keypress(const int key, const unsigned int modifier)
+{
+ switch (key) {
+
+ case SDLK_ESCAPE:
+ this->hide();
+ return true;
+ break;
+ default:
+ break;
+ }
+
+ return Window::on_keypress(key, modifier);
+}
+
} // namespace client
diff --git a/src/client/trademenu.h b/src/client/trademenu.h
index 5ea34aa..ecc41b9 100644
--- a/src/client/trademenu.h
+++ b/src/client/trademenu.h
@@ -36,11 +36,16 @@ protected:
/// resize event handler
virtual void resize();
+ /// draw event handler
virtual void draw();
/// emit event handler
virtual bool on_emit(Widget *sender, const Event event, void *data);
+ /// keypress event handler
+ virtual bool on_keypress(const int key, const unsigned int modifier);
+
+
private:
void set_item(ui::ListItem *item);
diff --git a/src/core/gameconnection.cc b/src/core/gameconnection.cc
index f64c8fb..ba18bd5 100644
--- a/src/core/gameconnection.cc
+++ b/src/core/gameconnection.cc
@@ -61,6 +61,7 @@ GameConnection::GameConnection(std::string const &connectionstr)
}
game_players.push_back(localplayer());
+ set_playerlist_timestamp(timestamp());
connection_running = true;
}
diff --git a/src/core/gameinterface.cc b/src/core/gameinterface.cc
index 5caa270..23018d3 100644
--- a/src/core/gameinterface.cc
+++ b/src/core/gameinterface.cc
@@ -122,6 +122,7 @@ void GameInterface::clear()
}
}
game_players.clear();
+ game_playerlist_timestamp = 0;
// remove all game functions
for (Func::Registry::iterator it = Func::registry().begin(); it != Func::registry().end();) {
@@ -193,4 +194,9 @@ void GameInterface::list_players()
con_print << count << " connected " << aux::plural("player", count) << std::endl;
}
+void GameInterface::set_playerlist_timestamp(const unsigned long timestamp)
+{
+ game_playerlist_timestamp = ( timestamp > 0 ? timestamp : 1);
+}
+
}
diff --git a/src/core/gameinterface.h b/src/core/gameinterface.h
index bdce1d3..98894e7 100644
--- a/src/core/gameinterface.h
+++ b/src/core/gameinterface.h
@@ -38,6 +38,10 @@ public:
inline Players & players() {
return game_players;
}
+
+ inline const unsigned long playerlist_timestamp() const {
+ return game_playerlist_timestamp;
+ }
inline model::VertexArray *vertexarray() {
return game_vertexarray;
@@ -68,6 +72,9 @@ public:
/// request inventory for entity with id
virtual Inventory *request_inventory(Entity *entity) = 0;
+
+ void set_playerlist_timestamp(const unsigned long timestamp);
+
/*----- mutators ------------------------------------------------- */
@@ -89,6 +96,9 @@ protected:
Players game_players;
model::VertexArray *game_vertexarray;
+
+ /// timestamp of the time the playerlist was last changed
+ unsigned long game_playerlist_timestamp;
};
/// global local player instance
diff --git a/src/core/gameserver.cc b/src/core/gameserver.cc
index 963db6d..31c6d42 100644
--- a/src/core/gameserver.cc
+++ b/src/core/gameserver.cc
@@ -441,6 +441,7 @@ void GameServer::player_connect(Player *player)
// manage player list
game_players.push_back(player);
+ set_playerlist_timestamp(timestamp());
}
void GameServer::player_disconnect(Player *player)
@@ -464,6 +465,7 @@ void GameServer::player_disconnect(Player *player)
if (it != game_players.end()) {
game_players.erase(it);
}
+ set_playerlist_timestamp(timestamp());
}
void GameServer::frame(unsigned long timestamp)
diff --git a/src/core/netconnection.cc b/src/core/netconnection.cc
index 3318c1e..15e57e2 100644
--- a/src/core/netconnection.cc
+++ b/src/core/netconnection.cc
@@ -755,6 +755,7 @@ void NetConnection::parse_incoming_message(const std::string & message)
if (!player) {
player = new Player();
game()->players().push_back(player);
+ game()->set_playerlist_timestamp(game()->timestamp());
}
player->receive_short_server_update(msgstream);
@@ -781,6 +782,7 @@ void NetConnection::parse_incoming_message(const std::string & message)
for (GameInterface::Players::iterator it = game()->players().begin(); it != game()->players().end() && !player; it++) {
if ((*it)->id() == player_id) {
game()->players().erase(it);
+ game()->set_playerlist_timestamp(game()->timestamp());
return;
}
}