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...

36 Commits

Author SHA1 Message Date
Chris Forbes
5509d0d2e9 suspecting drag instead 2010-09-20 17:55:16 +12:00
Chris Forbes
fe52e3722e more debug 2010-09-20 17:45:27 +12:00
Chris Forbes
3ddd1581f1 add debug for this desync 2010-09-20 17:28:06 +12:00
Iran
56efc3930b Pretty up HACKING and add some info 2010-09-19 23:10:33 +02:00
Iran
2f8d81a0f7 Fix OnFormClosing's MessageBox.Show under mono, unix newline and Environment.Newline didn't work, but Windows newline does work 2010-09-19 22:39:00 +02:00
Iran
46486073ab Display icon while running the Editor under mono, cant test it on windows 2010-09-19 19:31:10 +02:00
Chris Forbes
3dc11eaa05 fix crash in cnc when placing WEAP 2010-09-19 20:13:19 +12:00
Caleb Anderson
b62ee4d37c Fixed sequence crash 2010-09-19 19:13:15 +12:00
Paul Chote
532afc3ff8 Fix random logging 2010-09-19 19:03:18 +12:00
Paul Chote
9ddb2beced Apply the same to bibs and smudges 2010-09-19 18:57:42 +12:00
Matthew Bowra-Dean
1e758ec3e0 Removed website from main repository.
Moved to http://github.com/beedee/OpenRAWebsite/
2010-09-19 18:53:55 +12:00
Chris Forbes
aa1d44428d fix prev 2010-09-19 18:50:34 +12:00
Paul Chote
23da8a24bd Only render shroud/ore that is in the current viewport 2010-09-19 18:34:23 +12:00
Iran
fef291a27e don't switch production tab while selecting building not owned by you 2010-09-19 18:12:22 +12:00
Paul Chote
f49e56d660 3x faster syncreport 2010-09-19 17:13:44 +12:00
Paul Chote
927ab00f4d Use the correct number of players in the lobby team selector 2010-09-18 22:33:41 +12:00
Paul Chote
3f870e7e48 Remove yaml cruft; rename music repeat -> loop. 2010-09-18 22:19:57 +12:00
Paul Chote
f2a321186f Fix osx packaging 2010-09-18 21:53:22 +12:00
Paul Chote
410daecab6 sync SharedRandom 2010-09-18 21:53:10 +12:00
Paul Chote
966e3bb71a Remove debug spam 2010-09-18 20:47:24 +12:00
Paul Chote
652f06f604 Route the power check for support powers via the tech tree 2010-09-18 20:46:01 +12:00
Paul Chote
2a10af2007 Fix z-offset 2010-09-18 20:46:00 +12:00
Paul Chote
4cb26c0e3c Try again, with less fail. 2010-09-18 20:46:00 +12:00
Paul Chote
8455dadb3c Powerdown etc... untested 2010-09-18 20:46:00 +12:00
Paul Chote
3c19b3df73 Update power on damage 2010-09-18 20:46:00 +12:00
Paul Chote
c796e155e7 Fix UpdateTotals(); add debug info. 2010-09-18 20:46:00 +12:00
Paul Chote
ce9caec291 Begin splitting power into its own trait; incomplete and non-working. 2010-09-18 20:46:00 +12:00
Chris Forbes
0330ef2b9e blah 2010-09-18 19:57:45 +12:00
Chris Forbes
872a304714 all traits can contribute to the synchash 2010-09-18 18:34:57 +12:00
Chris Forbes
59cc50df4c hack synchash to sync the traitdict contents (just ITick impls for now) 2010-09-18 18:31:36 +12:00
Chris Forbes
a1fd84fb15 make actors collection sync order-dependent, since the actors themselves are. 2010-09-18 18:26:03 +12:00
Chris Forbes
317007f7ce temporarily disable crates (stability problem) 2010-09-18 17:23:47 +12:00
Matthew
387212d9ea Fixed RPM build script file listing 2010-09-18 16:07:10 +12:00
Matthew
c9ca5e207b Updated RPM build script to include menu, desktop and icon files. 2010-09-18 14:10:48 +12:00
Chris Forbes
ce78944a9e more editor hax 2010-09-18 13:30:12 +12:00
Chris Forbes
1fb336b7da unwtf the editor a bit 2010-09-18 13:26:45 +12:00
91 changed files with 651 additions and 2189 deletions

75
HACKING
View File

@@ -5,43 +5,82 @@ There are n main sections to OpenRA: UI, Rendering, unit behaviour, ...
All units/structures/most things in the map are Actors. Actors contain a collection of traits.
Traits consist of an info class and a class that does stuff
Actor assembly is done via the mod's yaml files. A section exists for each actor type, and within that section we list the traits the actor should have. These get looked up in the loaded mod DLLs. Each trait can contain properties, which are automatically loaded into the corresponding fields on the trait's ITraitInfo.
Actor assembly is done via the mod's yaml files. A section exists for each actor type,
and within that section we list the traits the actor should have.
These get looked up in the loaded mod DLLs. Each trait can contain properties,
which are automatically loaded into the corresponding fields on the trait's ITraitInfo.
- Traits: look at TraitInterfaces.cs
We've tried to make individual traits implement as self-contained a unit of functionality as possible - all cross-trait references should be in terms of an interface from TraitInterfaces.cs.
We've tried to make individual traits implement as self-contained a unit of functionality
as possible - all cross-trait references should be in terms of an interface from
TraitInterfaces.cs.
- Things an actor can be *doing* are represented as IActivity implementations. Actor has a queue of these. There's a standard set of activities in OpenRa.Game/Traits/Activities, and mods tend to define more as they need them. (RA defines various special-infantry actions as activities).
- Things an actor can be *doing* are represented as IActivity implementations.
Actor has a queue of these. There's a standard set of activities in
OpenRa.Game/Traits/Activities, and mods tend to define more as they need them. (RA
defines various special-infantry actions as activities).
- Units offer orders they can perform (given context) through traits that implement IIssueOrder. Every trait with this interface is given a chance to generate orders for the current context.
- Units offer orders they can perform (given context) through traits that implement IIssueOrder.
Every trait with this interface is given a chance to generate orders for the current context.
- For more complex things that require modal UI (like special abilities, RA-style sell/repair buttons, etc) we have IOrderGenerator implementations. This can completely replace the normal actors-provide-orders model temporarily. IOGs wiring is provided through OpenRa.Game/Controller.cs (ToggleInputMode<T>, CancelInputMode)
- For more complex things that require modal UI (like special abilities,
RA-style sell/repair buttons, etc) we have IOrderGenerator implementations. This can
completely replace the normal actors-provide-orders model temporarily. IOGs wiring is
provided through OpenRa.Game/Controller.cs (ToggleInputMode<T>, CancelInputMode)
- Things that don't affect gameplay, or (increasingly) are just transient are implemented as IEffect, rather than real Actors. This is similar to the temp ents mechanism in many other game engines.
- Things that don't affect gameplay, or (increasingly) are just transient are implemented as
IEffect, rather than real Actors. This is similar to the temp ents mechanism in many other
game engines.
- Most player-level or global-level game behavior is implemented as traits on special Player and World actors. These are accessible via Player.PlayerActor and World.WorldActor. This includes production queue support, ore/tiberium growth, various palette manipulation magic.
- Most player-level or global-level game behavior is implemented as traits on special Player
and World actors. These are accessible via Player.PlayerActor and World.WorldActor. This
includes production queue support, ore/tiberium growth, various palette manipulation magic.
- Many traits can be modified by adding an appropriate IFooModifier implementation to the unit. This includes rendering, where IRenderModifier allows you to define an arbitrary transform on the Renderables emitted by the actor's IRender implementation(s). Examples are things like cloaking, invisibility to certain players, flying units with shadows, etc. Other modifiers can affect movement speed, damage taken, weapon firepower, etc.
- Many traits can be modified by adding an appropriate IFooModifier implementation to the unit.
This includes rendering, where IRenderModifier allows you to define an arbitrary transform on
the Renderables emitted by the actor's IRender implementation(s). Examples are things like
cloaking, invisibility to certain players, flying units with shadows, etc. Other modifiers
can affect movement speed, damage taken, weapon firepower, etc.
Game code is collected into "Mod" units. Mods can be added prior to starting the game. Currently there is no dependancy mechanism, but provided you are doing additions or overrides you can add multiple mods without problem.
Game code is collected into "Mod" units. Mods can be added prior to starting the game.
Currently there is no dependancy mechanism, but provided you are doing additions or overrides
you can add multiple mods without problem.
Everything is a mod (including RA - which is loaded by default).
The contents of the mod is defined in a manifest file mod.yaml. This lists the packages containing art assets (typically .mix files), yaml files defining actor defintions, and ini files containing legacy information that have yet to be ported over to the (relatively new) yaml system.
The contents of the mod is defined in a manifest file mod.yaml. This lists the packages
containing art assets (typically .mix files), yaml files defining actor defintions,
and ini files containing legacy information that have yet to be ported over to
the (relatively new) yaml system.
The unit artwork itself must be defined in a Sequences file (typically Sequences.xml; check mod.yaml for a list of what the mod uses); the format is self explanatory. There is also the SequenceEditor tool to make this easy.
The unit artwork itself must be defined in a Sequences file (typically Sequences.xml;
check mod.yaml for a list of what the mod uses); the format is self explanatory. There is
also the SequenceEditor tool to make this easy.
Chrome artwork is similarly defined in Chrome.xml. Chrome is already mod dependent. Sortof ;) mod-dependent *behavior* would be nice too, not just skinning. This is a property of the traits however; once we port UI into traits this will become a non-issue.
Chrome artwork is similarly defined in Chrome.xml. Chrome is already mod dependent. Sortof ;)
mod-dependent *behavior* would be nice too, not just skinning. This is a property of the traits
however; once we port UI into traits this will become a non-issue.
Rendering
OpenRa.Game/Chrome.cs is the user interface.
Three renderers (SpriteRenderer, LineRenderer, Rgba?Renderer) render most stuff. Don't forget to flush the renderer (if you want to see anything).
Three renderers (SpriteRenderer, LineRenderer, Rgba?Renderer) render most stuff. Don't forget
to flush the renderer (if you want to see anything).
UserSettings stores the data loaded from settings.ini (or defaults). Eventually we need to be able to save values changed in game into settings.ini (not yet implemented)
UserSettings stores the data loaded from settings.ini (or defaults). Eventually we need to be
able to save values changed in game into settings.ini (not yet implemented)
Bugs: There is a list of known bugs and features at http://red-bull.ijw.co.nz:3690/OpenRA . There's also a few at http://github.com/chrisforbes/OpenRA/issues (which won't be ported over, but no more bugs should be added here).
Bugs: There is a list of known bugs and features at http://red-bull.ijw.co.nz:3690/OpenRA .
We also have a website at http://www.open-ra.org/ .
As far as using git, get your own repository on github. You probably want to set up the gitbot to spam irc when you make commits (its nice to know). Push your changes into your git repository, and it will/might :P be merged into chrisforbes/OpenRA . Alli: setup howto for this?
Our IRC channel is #openra on irc.freenode.net .
As far as using git, get your own repository on github. You probably want to set up the gitbot
to spam irc when you make commits (its nice to know). Push your changes into your git
repository, and it will/might :P be merged into chrisforbes/OpenRA .
See http://help.github.com/ for working with GitHub and see http://progit.org/ for working
with Git.
Other things we probably want to put in here:
- A guide on how to add a generic unit via yaml using existing traits
@@ -50,6 +89,6 @@ Other things we probably want to put in here:
- VFS (OpenRa.FileFormats.FileSystem, Package, Folder classes)
- Trait inheritance (and the magicness of ^ActorType)
- Removing inherited traits (prepend `-` to the trait name)
- Multiple instances of a trait (`@` and all subsequent characters are ignored for the purposes
of looking up the trait.
- Multiple instances of a trait (`@` and all subsequent characters are ignored for
the purposes of looking up the trait.

View File

@@ -11,15 +11,12 @@
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Drawing.Imaging;
using System.IO;
using System.Linq;
using System.Windows.Forms;
using OpenRA.FileFormats;
using OpenRA.GameRules;
using OpenRA.Traits;
using OpenRA.Widgets;
using OpenRA.Graphics;
using OpenRA.Traits;
namespace OpenRA.Editor
{
@@ -39,6 +36,9 @@ namespace OpenRA.Editor
Rules.LoadRules(Game.modData.Manifest, new Map());
surface1.AfterChange += MakeDirty;
string path = Directory.GetCurrentDirectory();
Icon = new Icon(path + Path.DirectorySeparatorChar + "OpenRA.Editor" + Path.DirectorySeparatorChar + "OpenRA.Editor.Icon.ico");
}
void MakeDirty() { dirty = true; }
@@ -86,6 +86,7 @@ namespace OpenRA.Editor
MakeDirty();
}
// this code is insanely stupid, and mostly my fault -- chrisf
void PrepareMapResources(Manifest manifest, Map map)
{
Rules.LoadRules(manifest, map);
@@ -102,7 +103,7 @@ namespace OpenRA.Editor
{
try
{
var bitmap = RenderTemplate(tileset, (ushort)t.Key, palette);
var bitmap = RenderUtils.RenderTemplate(tileset, (ushort)t.Key, palette);
var ibox = new PictureBox
{
Image = bitmap,
@@ -134,7 +135,7 @@ namespace OpenRA.Editor
{
var info = Rules.Info[a];
if (!info.Traits.Contains<RenderSimpleInfo>()) continue;
var template = RenderActor(info, tileset, palette);
var template = RenderUtils.RenderActor(info, tileset, palette);
var ibox = new PictureBox
{
Image = template.Bitmap,
@@ -166,7 +167,7 @@ namespace OpenRA.Editor
{
try
{
var template = RenderResourceType(a, tileset.Extensions, palette);
var template = RenderUtils.RenderResourceType(a, tileset.Extensions, palette);
var ibox = new PictureBox
{
Image = template.Bitmap,
@@ -202,153 +203,6 @@ namespace OpenRA.Editor
pmMiniMap.Image = Minimap.AddStaticResources(surface1.Map, Minimap.TerrainBitmap(surface1.Map, true));
}
static Bitmap RenderTemplate(TileSet ts, ushort n, Palette p)
{
var template = ts.Templates[n];
var tile = ts.Tiles[n];
var bitmap = new Bitmap(ts.TileSize * template.Size.X, ts.TileSize * template.Size.Y);
var data = bitmap.LockBits(new Rectangle(0, 0, bitmap.Width, bitmap.Height),
ImageLockMode.WriteOnly, PixelFormat.Format32bppArgb);
unsafe
{
int* q = (int*)data.Scan0.ToPointer();
var stride = data.Stride >> 2;
for (var u = 0; u < template.Size.X; u++)
for (var v = 0; v < template.Size.Y; v++)
if (tile.TileBitmapBytes[u + v * template.Size.X] != null)
{
var rawImage = tile.TileBitmapBytes[u + v * template.Size.X];
for (var i = 0; i < ts.TileSize; i++)
for (var j = 0; j < ts.TileSize; j++)
q[(v * ts.TileSize + j) * stride + u * ts.TileSize + i] = p.GetColor(rawImage[i + ts.TileSize * j]).ToArgb();
}
else
{
for (var i = 0; i < ts.TileSize; i++)
for (var j = 0; j < ts.TileSize; j++)
q[(v * ts.TileSize + j) * stride + u * ts.TileSize + i] = Color.Transparent.ToArgb();
}
}
bitmap.UnlockBits(data);
return bitmap;
}
static ActorTemplate RenderActor(ActorInfo info, TileSet tileset, Palette p)
{
var ri = info.Traits.Get<RenderSimpleInfo>();
string image = null;
if (ri.OverrideTheater != null)
for (int i = 0; i < ri.OverrideTheater.Length; i++)
if (ri.OverrideTheater[i] == tileset.Id)
image = ri.OverrideImage[i];
image = image ?? ri.Image ?? info.Name;
using (var s = FileSystem.OpenWithExts(image, tileset.Extensions))
{
var shp = new ShpReader(s);
var frame = shp[0];
var bitmap = new Bitmap(shp.Width, shp.Height);
var data = bitmap.LockBits(new Rectangle(0, 0, bitmap.Width, bitmap.Height),
ImageLockMode.WriteOnly, PixelFormat.Format32bppArgb);
unsafe
{
int* q = (int*)data.Scan0.ToPointer();
var stride = data.Stride >> 2;
for (var i = 0; i < shp.Width; i++)
for (var j = 0; j < shp.Height; j++)
q[j * stride + i] = p.GetColor(frame.Image[i + shp.Width * j]).ToArgb();
}
bitmap.UnlockBits(data);
try
{
using (var s2 = FileSystem.OpenWithExts(image + "2", tileset.Extensions))
{
shp = new ShpReader(s2);
frame = shp[0];
var bitmap2 = new Bitmap(shp.Width, shp.Height);
var data2 = bitmap2.LockBits(new Rectangle(0, 0, bitmap2.Width, bitmap2.Height),
ImageLockMode.WriteOnly, PixelFormat.Format32bppArgb);
unsafe
{
int* q = (int*)data2.Scan0.ToPointer();
var stride2 = data2.Stride >> 2;
for (var i = 0; i < shp.Width; i++)
for (var j = 0; j < shp.Height; j++)
q[j * stride2 + i] = p.GetColor(frame.Image[i + shp.Width * j]).ToArgb();
}
bitmap2.UnlockBits(data);
System.Drawing.Bitmap finalImage = null;
finalImage = new System.Drawing.Bitmap(bitmap2.Width, bitmap2.Height);
using (System.Drawing.Graphics g = System.Drawing.Graphics.FromImage(finalImage))
{
//set background color
g.Clear(System.Drawing.Color.Transparent);
//go through each image and draw it on the final image
int offset = 0;
g.DrawImage(bitmap,
new System.Drawing.Rectangle(offset, 0, bitmap.Width, bitmap.Height));
g.DrawImage(bitmap2,
new System.Drawing.Rectangle(offset, 0, bitmap2.Width, bitmap2.Height));
}
bitmap = finalImage;
}
}
catch (Exception ed)
{
//
}
return new ActorTemplate { Bitmap = bitmap, Info = info, Centered = !info.Traits.Contains<BuildingInfo>() };
}
}
static ResourceTemplate RenderResourceType(ResourceTypeInfo info, string[] exts, Palette p)
{
var image = info.SpriteNames[0];
using (var s = FileSystem.OpenWithExts(image, exts))
{
var shp = new ShpReader(s);
var frame = shp[shp.ImageCount - 1];
var bitmap = new Bitmap(shp.Width, shp.Height);
var data = bitmap.LockBits(new Rectangle(0, 0, bitmap.Width, bitmap.Height),
ImageLockMode.WriteOnly, PixelFormat.Format32bppArgb);
unsafe
{
int* q = (int*)data.Scan0.ToPointer();
var stride = data.Stride >> 2;
for (var i = 0; i < shp.Width; i++)
for (var j = 0; j < shp.Height; j++)
q[j * stride + i] = p.GetColor(frame.Image[i + shp.Width * j]).ToArgb();
}
bitmap.UnlockBits(data);
return new ResourceTemplate { Bitmap = bitmap, Info = info, Value = shp.ImageCount - 1 };
}
}
void ResizeClicked(object sender, EventArgs e)
{
using (var rd = new ResizeDialog())
@@ -522,7 +376,7 @@ namespace OpenRA.Editor
{
if (!dirty) return;
switch (MessageBox.Show("The map has been modified since it was last saved. Save changes now?",
switch (MessageBox.Show("The map has been modified since it was last saved. " + "\r\n" + "Save changes now?",
"Unsaved Changes", MessageBoxButtons.YesNoCancel, MessageBoxIcon.Exclamation))
{
case DialogResult.Yes: SaveClicked(null, EventArgs.Empty); break;
@@ -569,4 +423,4 @@ namespace OpenRA.Editor
catch { }
}
}
}
}

View File

@@ -125,6 +125,7 @@
<DependentUpon>Settings.settings</DependentUpon>
<DesignTimeSharedInput>True</DesignTimeSharedInput>
</Compile>
<Compile Include="RenderUtils.cs" />
<Compile Include="ResizeDialog.cs">
<SubType>Form</SubType>
</Compile>

View File

@@ -0,0 +1,136 @@
#region Copyright & License Information
/*
* Copyright 2007-2010 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see LICENSE.
*/
#endregion
using System.Drawing;
using System.Drawing.Imaging;
using OpenRA.FileFormats;
using OpenRA.Traits;
namespace OpenRA.Editor
{
static class RenderUtils
{
public static Bitmap RenderTemplate(TileSet ts, ushort n, Palette p)
{
var template = ts.Templates[n];
var tile = ts.Tiles[n];
var bitmap = new Bitmap(ts.TileSize * template.Size.X, ts.TileSize * template.Size.Y);
var data = bitmap.LockBits(new Rectangle(0, 0, bitmap.Width, bitmap.Height),
ImageLockMode.WriteOnly, PixelFormat.Format32bppArgb);
unsafe
{
int* q = (int*)data.Scan0.ToPointer();
var stride = data.Stride >> 2;
for (var u = 0; u < template.Size.X; u++)
for (var v = 0; v < template.Size.Y; v++)
if (tile.TileBitmapBytes[u + v * template.Size.X] != null)
{
var rawImage = tile.TileBitmapBytes[u + v * template.Size.X];
for (var i = 0; i < ts.TileSize; i++)
for (var j = 0; j < ts.TileSize; j++)
q[(v * ts.TileSize + j) * stride + u * ts.TileSize + i] = p.GetColor(rawImage[i + ts.TileSize * j]).ToArgb();
}
else
{
for (var i = 0; i < ts.TileSize; i++)
for (var j = 0; j < ts.TileSize; j++)
q[(v * ts.TileSize + j) * stride + u * ts.TileSize + i] = Color.Transparent.ToArgb();
}
}
bitmap.UnlockBits(data);
return bitmap;
}
static Bitmap RenderShp(ShpReader shp, Palette p)
{
var frame = shp[0];
var bitmap = new Bitmap(shp.Width, shp.Height);
var data = bitmap.LockBits(new Rectangle(0, 0, bitmap.Width, bitmap.Height),
ImageLockMode.WriteOnly, PixelFormat.Format32bppArgb);
unsafe
{
int* q = (int*)data.Scan0.ToPointer();
var stride2 = data.Stride >> 2;
for (var i = 0; i < shp.Width; i++)
for (var j = 0; j < shp.Height; j++)
q[j * stride2 + i] = p.GetColor(frame.Image[i + shp.Width * j]).ToArgb();
}
bitmap.UnlockBits(data);
return bitmap;
}
public static ActorTemplate RenderActor(ActorInfo info, TileSet tileset, Palette p)
{
var ri = info.Traits.Get<RenderSimpleInfo>();
string image = null;
if (ri.OverrideTheater != null)
for (int i = 0; i < ri.OverrideTheater.Length; i++)
if (ri.OverrideTheater[i] == tileset.Id)
image = ri.OverrideImage[i];
image = image ?? ri.Image ?? info.Name;
using (var s = FileSystem.OpenWithExts(image, tileset.Extensions))
{
var shp = new ShpReader(s);
var bitmap = RenderShp(shp, p);
try
{
using (var s2 = FileSystem.OpenWithExts(image + "2", tileset.Extensions))
{
var shp2 = new ShpReader(s2);
var roofBitmap = RenderShp(shp2, p);
using (var g = System.Drawing.Graphics.FromImage(bitmap))
g.DrawImage(roofBitmap, 0, 0);
}
}
catch { }
return new ActorTemplate { Bitmap = bitmap, Info = info, Centered = !info.Traits.Contains<BuildingInfo>() };
}
}
public static ResourceTemplate RenderResourceType(ResourceTypeInfo info, string[] exts, Palette p)
{
var image = info.SpriteNames[0];
using (var s = FileSystem.OpenWithExts(image, exts))
{
var shp = new ShpReader(s);
var frame = shp[shp.ImageCount - 1];
var bitmap = new Bitmap(shp.Width, shp.Height);
var data = bitmap.LockBits(new Rectangle(0, 0, bitmap.Width, bitmap.Height),
ImageLockMode.WriteOnly, PixelFormat.Format32bppArgb);
unsafe
{
int* q = (int*)data.Scan0.ToPointer();
var stride = data.Stride >> 2;
for (var i = 0; i < shp.Width; i++)
for (var j = 0; j < shp.Height; j++)
q[j * stride + i] = p.GetColor(frame.Image[i + shp.Width * j]).ToArgb();
}
bitmap.UnlockBits(data);
return new ResourceTemplate { Bitmap = bitmap, Info = info, Value = shp.ImageCount - 1 };
}
}
}
}

View File

@@ -18,6 +18,8 @@ namespace OpenRA.Thirdparty
{
uint[] mt = new uint[624];
int index = 0;
public int Last;
public Random() : this(Environment.TickCount) { }
@@ -39,7 +41,8 @@ namespace OpenRA.Thirdparty
y ^= y >> 18;
index = (index + 1) % 624;
return (int)(y % int.MaxValue);
Last = (int)(y % int.MaxValue);
return Last;
}
public int Next(int low, int high) { return low + Next() % (high - low); }

View File

@@ -6,17 +6,16 @@
* as published by the Free Software Foundation. For more information,
* see LICENSE.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using OpenRA.FileFormats;
using OpenRA.GameRules;
using OpenRA.Traits;
using OpenRA.Traits.Activities;
using OpenRA.Support;
#endregion
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using OpenRA.FileFormats;
using OpenRA.Support;
using OpenRA.Traits;
using OpenRA.Traits.Activities;
namespace OpenRA
{

View File

@@ -18,11 +18,9 @@ using OpenRA.GameRules;
using OpenRA.Graphics;
using OpenRA.Network;
using OpenRA.Server;
using OpenRA.Support;
using OpenRA.Traits;
using OpenRA.Widgets;
using Timer = OpenRA.Support.Timer;
using OpenRA.Support;
using OpenRA.Widgets;
using XRandom = OpenRA.Thirdparty.Random;
namespace OpenRA
@@ -294,9 +292,9 @@ namespace OpenRA
public static void Exit() { quit = true; }
public static Action<Color,string,string> AddChatLine = (c,n,s) => {};
public static void Debug(string s, params object[] args)
{
{
AddChatLine(Color.White, "Debug", String.Format(s,args));
}

View File

@@ -158,5 +158,13 @@ namespace OpenRA.Graphics
if (localPlayer.Shroud.Disabled) return null;
return localPlayer.Shroud.Bounds;
}
public Rectangle ViewBounds()
{
int2 boundary = new int2(1,1); // Add a curtain of cells around the viewport to account for rounding errors
var tl = ViewToWorld(int2.Zero).ToInt2() - boundary;
var br = ViewToWorld(new int2(Width, Height)).ToInt2() + boundary;
return Rectangle.FromLTRB(tl.X, tl.Y, br.X, br.Y);
}
}
}

View File

@@ -3,61 +3,87 @@ using System.Collections.Generic;
using System.Linq;
using System.Text;
using OpenRA.FileFormats;
using OpenRA.Support;
namespace OpenRA.Network
{
class SyncReport
{
Queue<Pair<int, string>> syncReports = new Queue<Pair<int, string>>();
const int numSyncReports = 5;
Report[] syncReports = new Report[numSyncReports];
int curIndex = 0;
public SyncReport()
{
for (var i = 0; i < numSyncReports; i++)
syncReports[i] = new SyncReport.Report();
}
internal void UpdateSyncReport()
{
if (!Game.Settings.Debug.RecordSyncReports)
return;
while (syncReports.Count >= numSyncReports) syncReports.Dequeue();
syncReports.Enqueue(Pair.New(Game.orderManager.FrameNumber, GenerateSyncReport()));
GenerateSyncReport(syncReports[curIndex]);
curIndex = ++curIndex % numSyncReports;
}
string GenerateSyncReport()
void GenerateSyncReport(Report report)
{
var sb = new StringBuilder();
sb.AppendLine("Actors:");
foreach (var a in Game.world.Actors)
sb.AppendLine("\t {0} {1} {2} ({3})".F(
a.ActorID,
a.Info.Name,
(a.Owner == null) ? "null" : a.Owner.InternalName,
Sync.CalculateSyncHash(a)));
sb.AppendLine("Tick Actors:");
report.Frame = Game.orderManager.FrameNumber;
report.SyncedRandom = Game.world.SharedRandom.Last;
report.Traits.Clear();
foreach (var a in Game.world.Queries.WithTraitMultiple<object>())
{
var sync = Sync.CalculateSyncHash(a.Trait);
if (sync != 0)
sb.AppendLine("\t {0} {1} {2} {3} ({4})".F(
a.Actor.ActorID,
a.Actor.Info.Name,
(a.Actor.Owner == null) ? "null" : a.Actor.Owner.InternalName,
a.Trait.GetType().Name,
sync));
report.Traits.Add(new TraitReport()
{
ActorID = a.Actor.ActorID,
Type = a.Actor.Info.Name,
Owner = (a.Actor.Owner == null) ? "null" : a.Actor.Owner.InternalName,
Trait = a.Trait.GetType().Name,
Hash = sync
});
}
return sb.ToString();
}
internal void DumpSyncReport(int frame)
{
var f = syncReports.FirstOrDefault(a => a.First == frame);
if (f == default(Pair<int, string>))
{
Log.Write("sync", "No sync report available!");
return;
}
Log.Write("sync", "Sync for net frame {0} -------------", f.First);
Log.Write("sync", "{0}", f.Second);
foreach (var r in syncReports)
if (r.Frame == frame)
{
Log.Write("sync", "Sync for net frame {0} -------------", r.Frame);
Log.Write("sync", "SharedRandom: "+r.SyncedRandom);
Log.Write("sync", "Synced Traits:");
foreach (var a in r.Traits)
Log.Write("sync", "\t {0} {1} {2} {3} ({4})".F(
a.ActorID,
a.Type,
a.Owner,
a.Trait,
a.Hash
));
return;
}
Log.Write("sync", "No sync report available!");
}
class Report
{
public int Frame;
public int SyncedRandom;
public List<TraitReport> Traits = new List<TraitReport>();
}
struct TraitReport
{
public uint ActorID;
public string Type;
public string Owner;
public string Trait;
public int Hash;
}
}
}

View File

@@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003" ToolsVersion="3.5">
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
@@ -227,6 +227,7 @@
<Compile Include="Graphics\CursorProvider.cs" />
<Compile Include="Traits\Player\TechTree.cs" />
<Compile Include="Traits\Player\ClassicProductionQueue.cs" />
<Compile Include="Traits\Player\PowerManager.cs" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\OpenRA.FileFormats\OpenRA.FileFormats.csproj">

View File

@@ -145,7 +145,7 @@ namespace OpenRA
}
var clipRect = Bounds.HasValue ? Rectangle.Intersect(Bounds.Value, map.Bounds) : map.Bounds;
clipRect = Rectangle.Intersect(Game.viewport.ViewBounds(), clipRect);
var miny = clipRect.Top;
var maxy = clipRect.Bottom;
var minx = clipRect.Left;

View File

@@ -30,7 +30,8 @@ namespace OpenRA.Traits.Activities
int ticks = 0;
public IActivity Tick( Actor self )
{
self.CenterLocation = float2.Lerp(startLocation, endLocation, (float)ticks/(length-1));
self.CenterLocation = float2.Lerp(startLocation, endLocation, (float)ticks/(length-1));
Log.Write("debug", "drag #{0} {1} {2}", self.ActorID, ticks, self.CenterLocation);
if (++ticks >= length)
return NextActivity;

View File

@@ -38,17 +38,14 @@ namespace OpenRA.Traits
public object Create(ActorInitializer init) { return new Building(init); }
}
public class Building : INotifyDamage, IResolveOrder, IRenderModifier, IOccupySpace
public class Building : INotifyDamage, IResolveOrder, IOccupySpace
{
readonly Actor self;
public readonly BuildingInfo Info;
[Sync]
readonly int2 topLeft;
public bool Disabled
{
get { return self.TraitsImplementing<IDisable>().Any(t => t.Disabled); }
}
readonly PowerManager PlayerPower;
public Building(ActorInitializer init)
{
@@ -57,27 +54,30 @@ namespace OpenRA.Traits
Info = self.Info.Traits.Get<BuildingInfo>();
self.CenterLocation = Game.CellSize
* ((float2)topLeft + .5f * (float2)Info.Dimensions);
PlayerPower = init.self.Owner.PlayerActor.Trait<PowerManager>();
}
public int GetPowerUsage()
{
var modifier = self
.TraitsImplementing<IPowerModifier>()
.Select(t => t.GetPowerModifier())
.Product();
if (Info.Power <= 0)
return Info.Power;
if (Info.Power > 0)
{
var health = self.TraitOrDefault<Health>();
var healthFraction = (health == null) ? 1f : health.HPFraction;
return (int)(modifier * healthFraction * Info.Power);
}
else
return (int)(modifier * Info.Power);
var health = self.TraitOrDefault<Health>();
var healthFraction = (health == null) ? 1f : health.HPFraction;
return (int)(healthFraction * Info.Power);
}
public void Damaged(Actor self, AttackInfo e)
{
// Power plants lose power with damage
if (Info.Power > 0)
{
var health = self.TraitOrDefault<Health>();
var healthFraction = (health == null) ? 1f : health.HPFraction;
PlayerPower.UpdateActor(self, (int)(healthFraction * Info.Power));
}
if (e.DamageState == DamageState.Dead)
{
self.World.WorldActor.Trait<ScreenShaker>().AddEffect(10, self.CenterLocation, 1);
@@ -94,16 +94,6 @@ namespace OpenRA.Traits
}
}
public IEnumerable<Renderable> ModifyRender(Actor self, IEnumerable<Renderable> r)
{
foreach (var a in r)
{
yield return a;
if (Disabled)
yield return a.WithPalette("disabled");
}
}
public int2 TopLeft
{
get { return topLeft; }

View File

@@ -61,7 +61,7 @@ namespace OpenRA.Traits
public int Facing { get; set; }
[Sync]
public int Altitude { get; set; }
[Sync]
public int ROT { get { return Info.ROT; } }
public int InitialFacing { get { return Info.InitialFacing; } }

View File

@@ -15,7 +15,7 @@ using OpenRA.FileFormats;
namespace OpenRA.Traits
{
public class ClassicProductionQueueInfo : ProductionQueueInfo, ITraitPrerequisite<TechTreeInfo>
public class ClassicProductionQueueInfo : ProductionQueueInfo, ITraitPrerequisite<TechTreeInfo>, ITraitPrerequisite<PowerManagerInfo>, ITraitPrerequisite<PlayerResourcesInfo>
{
public override object Create(ActorInitializer init) { return new ClassicProductionQueue(init.self, this); }
}

View File

@@ -45,17 +45,53 @@ namespace OpenRA.Traits
public int OreCapacity;
[Sync]
public int DisplayOre;
public float GetSiloFullness() { return (float)Ore / OreCapacity; }
public void GiveOre(int num)
{
Ore += num;
if (Ore > OreCapacity)
{
nextSiloAdviceTime = 0;
Ore = OreCapacity;
}
}
[Sync]
public int PowerProvided;
[Sync]
public int PowerDrained;
public bool TakeOre(int num)
{
if (Ore < num) return false;
Ore -= num;
return true;
}
public void GiveCash(int num)
{
Cash += num;
}
public bool TakeCash(int num)
{
if (Cash + Ore < num) return false;
// Spend ore before cash
Ore -= num;
if (Ore < 0)
{
Cash += Ore;
Ore = 0;
}
return true;
}
const float displayCashFracPerFrame = .07f;
const int displayCashDeltaPerFrame = 37;
int nextSiloAdviceTime = 0;
void TickOre(Actor self)
public void Tick(Actor self)
{
OreCapacity = self.World.Queries.OwnedBy[Owner].WithTrait<IStoreOre>()
.Sum(a => a.Trait.Capacity);
@@ -102,91 +138,5 @@ namespace OpenRA.Traits
Sound.PlayToPlayer(self.Owner, eva.CashTickDown);
}
}
int nextPowerAdviceTime = 0;
void TickPower()
{
var oldBalance = PowerProvided - PowerDrained;
PowerProvided = 0;
PowerDrained = 0;
var myBuildings = Owner.World.Queries.OwnedBy[Owner].WithTrait<Building>();
foreach (var a in myBuildings)
{
var q = a.Trait.GetPowerUsage();
if (q > 0)
PowerProvided += q;
else
PowerDrained -= q;
}
if (PowerProvided - PowerDrained < 0)
if (PowerProvided - PowerDrained != oldBalance)
nextPowerAdviceTime = 0;
if (--nextPowerAdviceTime <= 0)
{
if (PowerProvided - PowerDrained < 0)
Owner.GiveAdvice(Rules.Info["world"].Traits.Get<EvaAlertsInfo>().LowPower);
nextPowerAdviceTime = AdviceInterval;
}
}
public PowerState GetPowerState()
{
if (PowerProvided >= PowerDrained) return PowerState.Normal;
if (PowerProvided > PowerDrained / 2) return PowerState.Low;
return PowerState.Critical;
}
public float GetSiloFullness() { return (float)Ore / OreCapacity; }
public void GiveOre(int num)
{
Ore += num;
if (Ore > OreCapacity)
{
nextSiloAdviceTime = 0;
Ore = OreCapacity;
}
}
public bool TakeOre(int num)
{
if (Ore < num) return false;
Ore -= num;
return true;
}
public void GiveCash(int num)
{
Cash += num;
}
public bool TakeCash(int num)
{
if (Cash + Ore < num) return false;
// Spend ore before cash
Ore -= num;
if (Ore < 0)
{
Cash += Ore;
Ore = 0;
}
return true;
}
public void Tick(Actor self)
{
TickPower();
TickOre(self);
}
}
}

View File

@@ -0,0 +1,111 @@
#region Copyright & License Information
/*
* Copyright 2007-2010 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see LICENSE.
*/
#endregion
using System;
using System.Linq;
using System.Collections.Generic;
using OpenRA.FileFormats;
namespace OpenRA.Traits
{
public class PowerManagerInfo : ITraitInfo
{
public readonly int AdviceInterval = 250;
public object Create(ActorInitializer init) { return new PowerManager(init, this); }
}
public class PowerManager : ITick
{
PowerManagerInfo Info;
Player Player;
Dictionary<Actor, int> PowerDrain = new Dictionary<Actor, int>();
[Sync] int totalProvided;
public int PowerProvided { get { return totalProvided; } }
[Sync] int totalDrained;
public int PowerDrained { get { return totalDrained; } }
public PowerManager(ActorInitializer init, PowerManagerInfo info)
{
Info = info;
Player = init.self.Owner;
init.world.ActorAdded += ActorAdded;
init.world.ActorRemoved += ActorRemoved;
}
void ActorAdded(Actor a)
{
if (a.Owner != Player || !a.HasTrait<Building>())
return;
PowerDrain.Add(a, a.Trait<Building>().GetPowerUsage());
UpdateTotals();
}
void ActorRemoved(Actor a)
{
if (a.Owner != Player || !a.HasTrait<Building>())
return;
PowerDrain.Remove(a);
UpdateTotals();
}
void UpdateTotals()
{
totalProvided = 0;
totalDrained = 0;
foreach (var kv in PowerDrain)
{
var p = kv.Value;
if (p > 0)
totalProvided += p;
else
totalDrained -= p;
}
}
public void UpdateActor(Actor a, int newPower)
{
if (a.Owner != Player || !a.HasTrait<Building>())
return;
PowerDrain[a] = newPower;
UpdateTotals();
}
int nextPowerAdviceTime = 0;
bool wasLowPower = false;
public void Tick(Actor self)
{
var lowPower = totalProvided < totalDrained;
if (lowPower && !wasLowPower)
nextPowerAdviceTime = 0;
wasLowPower = lowPower;
if (--nextPowerAdviceTime <= 0)
{
if (lowPower)
Player.GiveAdvice(Rules.Info["world"].Traits.Get<EvaAlertsInfo>().LowPower);
nextPowerAdviceTime = Info.AdviceInterval;
}
}
public PowerState PowerState
{
get {
if (PowerProvided >= PowerDrained) return PowerState.Normal;
if (PowerProvided > PowerDrained / 2) return PowerState.Low;
return PowerState.Critical;
}
}
}
}

View File

@@ -11,7 +11,6 @@
using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.FileFormats;
namespace OpenRA.Traits
{
@@ -27,6 +26,8 @@ namespace OpenRA.Traits
{
public readonly Actor self;
public ProductionQueueInfo Info;
readonly PowerManager PlayerPower;
readonly PlayerResources PlayerResources;
// TODO: sync these
// A list of things we are currently building
@@ -39,7 +40,9 @@ namespace OpenRA.Traits
{
this.self = self;
this.Info = info;
PlayerResources = playerActor.Trait<PlayerResources>();
PlayerPower = playerActor.Trait<PowerManager>();
var ttc = playerActor.Trait<TechTree>();
foreach (var a in AllBuildables(Info.Type))
@@ -120,7 +123,7 @@ namespace OpenRA.Traits
FinishProduction();
}
if( Queue.Count > 0 )
Queue[ 0 ].Tick( self.Owner );
Queue[ 0 ].Tick( PlayerResources, PlayerPower );
}
public void ResolveOrder( Actor self, Order order )
@@ -219,8 +222,7 @@ namespace OpenRA.Traits
protected static bool IsDisabledBuilding(Actor a)
{
var building = a.TraitOrDefault<Building>();
return building != null && building.Disabled;
return a.TraitsImplementing<IDisable>().Any(d => d.Disabled);
}
protected virtual void BuildUnit( string name )
@@ -250,7 +252,6 @@ namespace OpenRA.Traits
public bool Paused = false, Done = false;
public Action OnComplete;
int slowdown = 0;
public ProductionItem(ProductionQueue queue, string item, int time, int cost, Action onComplete)
@@ -265,7 +266,7 @@ namespace OpenRA.Traits
Log.Write("debug", "new ProductionItem: {0} time={1} cost={2}", item, time, cost);
}
public void Tick(Player player)
public void Tick(PlayerResources pr, PowerManager pm)
{
if (Done)
{
@@ -275,7 +276,7 @@ namespace OpenRA.Traits
if (Paused) return;
if (player.PlayerActor.Trait<PlayerResources>().GetPowerState() != PowerState.Normal)
if (pm.PowerState != PowerState.Normal)
{
if (--slowdown <= 0)
slowdown = Queue.Info.LowPowerSlowdown;
@@ -284,7 +285,7 @@ namespace OpenRA.Traits
}
var costThisFrame = RemainingCost / RemainingTime;
if (costThisFrame != 0 && !player.PlayerActor.Trait<PlayerResources>().TakeCash(costThisFrame)) return;
if (costThisFrame != 0 && !pr.TakeCash(costThisFrame)) return;
RemainingCost -= costThisFrame;
RemainingTime -= 1;
if (RemainingTime > 0) return;

View File

@@ -11,16 +11,15 @@
using System.Collections.Generic;
using System.Linq;
using OpenRA.FileFormats;
using OpenRA.GameRules;
namespace OpenRA.Traits
{
class TechTreeInfo : ITraitInfo
public class TechTreeInfo : ITraitInfo
{
public object Create(ActorInitializer init) { return new TechTree(init);}
}
class TechTree
public class TechTree
{
readonly List<Watcher> watchers = new List<Watcher>();
readonly Player player;
@@ -43,10 +42,16 @@ namespace OpenRA.Traits
foreach(var w in watchers)
w.Update(buildings);
}
public void Add(string key, List<string> prerequisites, ITechTreeElement tte)
{
watchers.Add(new Watcher( key, prerequisites, tte ));
Add(key, prerequisites, false, tte);
}
// set requiresPowered = true to discard buildings that have an IDisabled active (eg manually powered down)
public void Add(string key, List<string> prerequisites, bool requiresPowered, ITechTreeElement tte)
{
watchers.Add(new Watcher( key, prerequisites, requiresPowered, tte ));
}
public void Remove(string key)
@@ -54,7 +59,7 @@ namespace OpenRA.Traits
watchers.RemoveAll(x => x.key == key);
}
public static Cache<string, List<Actor>> GatherBuildings( Player player )
static Cache<string, List<Actor>> GatherBuildings( Player player )
{
var ret = new Cache<string, List<Actor>>( x => new List<Actor>() );
if (player == null)
@@ -78,25 +83,28 @@ namespace OpenRA.Traits
public readonly List<string> prerequisites;
public readonly ITechTreeElement watcher;
bool hasPrerequisites;
public Watcher(string key, List<string> prerequisites, ITechTreeElement watcher)
bool requiresPowered;
public Watcher(string key, List<string> prerequisites, bool requiresPowered, ITechTreeElement watcher)
{
this.key = key;
this.prerequisites = prerequisites;
this.watcher = watcher;
this.hasPrerequisites = false;
this.requiresPowered = requiresPowered;
}
public void Update(Cache<string, List<Actor>> buildings)
{
{
var nowHasPrerequisites = true;
foreach (var p in prerequisites)
if (!buildings.Keys.Contains(p))
if (!buildings.Keys.Contains(p) ||
(requiresPowered && buildings[p].All(b => b.TraitsImplementing<IDisable>().Any(d => d.Disabled))))
{
nowHasPrerequisites = false;
break;
}
if( nowHasPrerequisites && !hasPrerequisites )
watcher.PrerequisitesAvailable(key);
@@ -108,7 +116,7 @@ namespace OpenRA.Traits
}
}
interface ITechTreeElement
public interface ITechTreeElement
{
void PrerequisitesAvailable(string key);
void PrerequisitesUnavailable(string key);

View File

@@ -62,6 +62,8 @@ namespace OpenRA.Traits
var speed = move.MovementSpeedForCell(self, exit);
var length = speed > 0 ? (int)( ( to - spawn ).Length*3 / speed ) : 0;
newUnit.QueueActivity(new Activities.Drag(spawn, to, length));
// Log.Write("debug", "length={0} facing={1} exit={2} spawn={3}", length, facing.Facing, exit, spawn);
// For the target line
var target = exit;

View File

@@ -23,8 +23,8 @@ namespace OpenRA.Traits
bool UpdateActive(Actor self)
{
// Check if powered
var b = self.Trait<Building>();
if (b.Disabled) return false;
if (self.TraitsImplementing<IDisable>().Any(d => d.Disabled))
return false;
var isJammed = self.World.Queries.WithTrait<JamsRadar>().Any(a => self.Owner != a.Actor.Owner
&& (self.Location - a.Actor.Location).Length < a.Actor.Info.Traits.Get<JamsRadarInfo>().Range);

12
OpenRA.Game/Traits/Render/RenderSimple.cs Normal file → Executable file
View File

@@ -62,16 +62,20 @@ namespace OpenRA.Traits
a.Animation.Tick();
}
protected virtual string GetPrefix(Actor self)
protected virtual string NormalizeSequence(Actor self, string baseSequence)
{
return self.GetDamageState() >= DamageState.Heavy ? "damaged-" : "";
string damageState = self.GetDamageState() >= DamageState.Heavy ? "damaged-" : "";
if (anim.HasSequence(damageState + baseSequence))
return damageState + baseSequence;
else
return baseSequence;
}
public void PlayCustomAnim(Actor self, string name)
{
if (anim.HasSequence(name))
anim.PlayThen(GetPrefix(self) + name,
() => anim.PlayRepeating(GetPrefix(self) + "idle"));
anim.PlayThen(NormalizeSequence(self, name),
() => anim.PlayRepeating(NormalizeSequence(self, "idle")));
}
public class AnimationWithOffset

View File

@@ -12,7 +12,7 @@ using System.Linq;
namespace OpenRA.Traits
{
public abstract class SupportPowerInfo : ITraitInfo, ITraitPrerequisite<TechTreeInfo>
public abstract class SupportPowerInfo : ITraitInfo, ITraitPrerequisite<TechTreeInfo>, ITraitPrerequisite<PowerManagerInfo>
{
public readonly bool RequiresPower = true;
public readonly bool OneShot = false;
@@ -47,20 +47,18 @@ namespace OpenRA.Traits
protected readonly Actor Self;
protected readonly Player Owner;
string[] effectivePrereq = {};
bool notifiedCharging;
bool notifiedReady;
readonly PowerManager PlayerPower;
public SupportPower(Actor self, SupportPowerInfo info)
{
Info = info;
RemainingTime = TotalTime;
Self = self;
Owner = self.Owner;
effectivePrereq = Info.Prerequisites
.Select(a => a.ToLowerInvariant()).ToArray();
PlayerPower = self.Trait<PowerManager>();
self.Trait<TechTree>().Add( Info.OrderName, Info.Prerequisites.Select( a => a.ToLowerInvariant() ).ToList(), this );
}
@@ -72,8 +70,8 @@ namespace OpenRA.Traits
if (Info.GivenAuto)
IsAvailable = hasPrerequisites;
if (IsAvailable && (!Info.RequiresPower || IsPowered()))
if (IsAvailable && (!Info.RequiresPower || PlayerPower.PowerState == PowerState.Normal))
{
if (Game.LobbyInfo.GlobalSettings.AllowCheats && self.Trait<DeveloperMode>().FastCharge) RemainingTime = 0;
@@ -95,17 +93,6 @@ namespace OpenRA.Traits
}
}
bool IsPowered()
{
if (effectivePrereq.Count() == 0)
return Owner.PlayerActor.Trait<PlayerResources>().GetPowerState() == PowerState.Normal;
// Takes 0.3ms on pchote's machine -- calling it every tick for every active special power is retarded
var buildings = TechTree.GatherBuildings(Owner);
return effectivePrereq.All(a => buildings[a].Any(b => !b.Trait<Building>().Disabled));
}
public void FinishActivate()
{
if (Info.OneShot)
@@ -134,7 +121,7 @@ namespace OpenRA.Traits
if (!IsAvailable || !IsReady)
return;
if (Info.RequiresPower && !IsPowered())
if (Info.RequiresPower && PlayerPower.PowerState != PowerState.Normal)
{
var eva = Owner.World.WorldActor.Info.Traits.Get<EvaAlertsInfo>();
Sound.Play(eva.AbilityInsufficientPower);

View File

@@ -99,7 +99,6 @@ namespace OpenRA.Traits
public interface IRenderModifier { IEnumerable<Renderable> ModifyRender(Actor self, IEnumerable<Renderable> r); }
public interface IDamageModifier { float GetDamageModifier( WarheadInfo warhead ); }
public interface ISpeedModifier { float GetSpeedModifier(); }
public interface IPowerModifier { float GetPowerModifier(); }
public interface IFirepowerModifier { float GetFirepowerModifier(); }
public interface IPaletteModifier { void AdjustPalette(Dictionary<string,Palette> b); }
public interface IPips { IEnumerable<PipType> GetPips(Actor self); }

View File

@@ -75,7 +75,8 @@ namespace OpenRA.Traits
{
var cliprect = Game.viewport.ShroudBounds().HasValue
? Rectangle.Intersect(Game.viewport.ShroudBounds().Value, world.Map.Bounds) : world.Map.Bounds;
cliprect = Rectangle.Intersect(Game.viewport.ViewBounds(), cliprect);
foreach (var kv in tiles)
{
if (!cliprect.Contains(kv.Key.X, kv.Key.Y))

View File

@@ -29,6 +29,8 @@ namespace OpenRA.Traits
var cliprect = Game.viewport.ShroudBounds().HasValue
? Rectangle.Intersect(Game.viewport.ShroudBounds().Value, world.Map.Bounds) : world.Map.Bounds;
cliprect = Rectangle.Intersect(Game.viewport.ViewBounds(), cliprect);
var minx = cliprect.Left;
var maxx = cliprect.Right;

View File

@@ -76,7 +76,7 @@ namespace OpenRA.Traits
{
var cliprect = Game.viewport.ShroudBounds().HasValue
? Rectangle.Intersect(Game.viewport.ShroudBounds().Value, world.Map.Bounds) : world.Map.Bounds;
cliprect = Rectangle.Intersect(Game.viewport.ViewBounds(), cliprect);
foreach (var kv in tiles)
{
if (!cliprect.Contains(kv.Key.X,kv.Key.Y))

View File

@@ -416,10 +416,9 @@ namespace OpenRA.Widgets.Delegates
bool CycleTeam(MouseInput mi)
{
var d = (mi.Button == MouseButton.Left) ? +1 : Game.world.Map.PlayerCount;
var newIndex = (Game.LocalClient.Team + d) % (Game.world.Map.PlayerCount + 1);
var d = (mi.Button == MouseButton.Left) ? +1 : Map.PlayerCount;
var newIndex = (Game.LocalClient.Team + d) % (Map.PlayerCount + 1);
Game.IssueOrder(
Order.Command("team " + newIndex));
return true;

0
OpenRA.Game/Widgets/ViewportScrollControllerWidget.cs Normal file → Executable file
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@@ -10,13 +10,11 @@
using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Collections;
using OpenRA.Effects;
using OpenRA.FileFormats;
using OpenRA.Graphics;
using OpenRA.Orders;
using OpenRA.Support;
using OpenRA.Traits;
using XRandom = OpenRA.Thirdparty.Random;
@@ -173,10 +171,20 @@ namespace OpenRA
{
//using (new PerfSample("synchash"))
{
int n = 0;
int ret = 0;
foreach (var a in Actors)
ret += (int)a.ActorID * Sync.CalculateSyncHash(a);
// hash all the actors
foreach (var a in Actors)
ret += n++ * (int)a.ActorID * Sync.CalculateSyncHash(a);
// hash all the traits that tick
foreach (var x in traitDict.ActorsWithTraitMultiple<object>(this))
ret += n++ * (int)x.Actor.ActorID * Sync.CalculateSyncHash(x.Trait);
// Hash the shared rng
ret += SharedRandom.Last;
return ret;
}
}

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@@ -11,6 +11,7 @@
using System;
using OpenRA.Mods.RA.Activities;
using OpenRA.Traits;
using System.Linq;
namespace OpenRA.Mods.RA
{
@@ -45,7 +46,7 @@ namespace OpenRA.Mods.RA
protected override void QueueAttack( Actor self, Order order )
{
if (self.HasTrait<Building>() && self.Trait<Building>().Disabled)
if (self.TraitsImplementing<IDisable>().Any(d => d.Disabled))
return;
const int RangeTolerance = 1; /* how far inside our maximum range we should try to sit */

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@@ -12,17 +12,27 @@ using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
public class CanPowerDownInfo : TraitInfo<CanPowerDown> { }
public class CanPowerDownInfo : ITraitInfo
{
public object Create(ActorInitializer init) { return new CanPowerDown(init); }
}
public class CanPowerDown : IDisable, IPowerModifier, IResolveOrder
public class CanPowerDown : IResolveOrder, IDisable
{
[Sync]
bool disabled = false;
int normalPower = 0;
readonly PowerManager PowerManager;
readonly TechTree TechTree;
public CanPowerDown(ActorInitializer init)
{
PowerManager = init.self.Owner.PlayerActor.Trait<PowerManager>();
TechTree = init.self.Owner.PlayerActor.Trait<TechTree>();
normalPower = init.self.Info.Traits.Get<BuildingInfo>().Power;
}
public bool Disabled { get { return disabled; } }
public float GetPowerModifier() { return (disabled) ? 0.0f : 1.0f; }
public void ResolveOrder(Actor self, Order order)
{
if (order.OrderString == "PowerDown")
@@ -30,6 +40,11 @@ namespace OpenRA.Mods.RA
disabled = !disabled;
var eva = self.World.WorldActor.Info.Traits.Get<EvaAlertsInfo>();
Sound.PlayToPlayer(self.Owner, disabled ? eva.EnablePower : eva.DisablePower);
PowerManager.UpdateActor(self, disabled ? 0 : normalPower);
// Rebuild the tech tree; some support powers require active buildings
TechTree.Update();
}
}
}

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@@ -31,7 +31,8 @@ namespace OpenRA.Mods.RA
bool enabled;
int ticks;
Player p;
PlayerResources playerResources;
PowerManager playerPower;
int2 baseCenter;
XRandom random = new XRandom(); //we do not use the synced random number generator.
@@ -68,8 +69,7 @@ namespace OpenRA.Mods.RA
{
this.p = p;
enabled = true;
playerResources = p.PlayerActor.Trait<PlayerResources>();
playerPower = p.PlayerActor.Trait<PowerManager>();
}
int GetPowerProvidedBy(ActorInfo building)
@@ -90,7 +90,7 @@ namespace OpenRA.Mods.RA
{
var buildableThings = queue.BuildableItems();
if (playerResources.PowerProvided <= playerResources.PowerDrained * 1.2) /* try to maintain 20% excess power */
if (playerPower.PowerProvided <= playerPower.PowerDrained * 1.2) /* try to maintain 20% excess power */
{
/* find the best thing we can build which produces power */
var best = buildableThings.Where(a => GetPowerProvidedBy(a) > 0)

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@@ -33,7 +33,8 @@ namespace OpenRA.Mods.RA
{
readonly Actor self;
readonly OreRefineryInfo Info;
readonly PlayerResources Player;
readonly PlayerResources PlayerResources;
readonly PowerManager PlayerPower;
List<Actor> LinkedHarv;
[Sync]
@@ -45,7 +46,9 @@ namespace OpenRA.Mods.RA
{
this.self = self;
Info = info;
Player = self.Owner.PlayerActor.Trait<PlayerResources> ();
PlayerResources = self.Owner.PlayerActor.Trait<PlayerResources>();
PlayerPower = self.Owner.PlayerActor.Trait<PowerManager>();
LinkedHarv = new List<Actor> ();
}
@@ -63,7 +66,7 @@ namespace OpenRA.Mods.RA
public void GiveOre (int amount)
{
if (!Info.LocalStorage)
Player.GiveOre(amount);
PlayerResources.GiveOre(amount);
else
{
Ore += amount;
@@ -80,14 +83,14 @@ namespace OpenRA.Mods.RA
if (--nextProcessTime <= 0) {
// Convert resources to cash
int amount = Math.Min (Ore, Info.ProcessAmount);
amount = Math.Min (amount, Player.OreCapacity - Player.Ore);
amount = Math.Min (amount, PlayerResources.OreCapacity - PlayerResources.Ore);
if (amount > 0)
{
Ore -= amount;
Player.GiveOre (amount);
PlayerResources.GiveOre (amount);
}
nextProcessTime = (Player.GetPowerState() == PowerState.Normal)?
nextProcessTime = (PlayerPower.PowerState == PowerState.Normal)?
Info.ProcessTick : Info.LowPowerProcessTick ;
}
}

25
OpenRA.Mods.RA/Render/RenderBuilding.cs Normal file → Executable file
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@@ -36,7 +36,14 @@ namespace OpenRA.Mods.RA.Render
public IEnumerable<Renderable> ModifyRender(Actor self, IEnumerable<Renderable> r)
{
return r.Select(a => a.WithPos(a.Pos - Origin));
var disabled = self.TraitsImplementing<IDisable>().Any(d => d.Disabled);
foreach (var a in r)
{
var ret = a.WithPos(a.Pos - Origin);
yield return ret;
if (disabled)
yield return ret.WithPalette("disabled").WithZOffset(1);
}
}
public RenderBuilding( ActorInitializer init, Func<int> baseFacing )
@@ -51,28 +58,28 @@ namespace OpenRA.Mods.RA.Render
void Complete( Actor self )
{
anim.PlayRepeating( GetPrefix(self) + "idle" );
anim.PlayRepeating( NormalizeSequence(self, "idle") );
foreach( var x in self.TraitsImplementing<INotifyBuildComplete>() )
x.BuildingComplete( self );
}
public void PlayCustomAnimThen(Actor self, string name, Action a)
{
anim.PlayThen(GetPrefix(self) + name,
() => { anim.PlayRepeating(GetPrefix(self) + "idle"); a(); });
anim.PlayThen(NormalizeSequence(self, name),
() => { anim.PlayRepeating(NormalizeSequence(self, "idle")); a(); });
}
public void PlayCustomAnimRepeating(Actor self, string name)
{
anim.PlayThen(GetPrefix(self) + name,
anim.PlayThen(NormalizeSequence(self, name),
() => { PlayCustomAnimRepeating(self, name); });
}
public void PlayCustomAnimBackwards(Actor self, string name, Action a)
{
var hasSequence = anim.HasSequence(GetPrefix(self) + name);
anim.PlayBackwardsThen(hasSequence ? GetPrefix(self) + name : name,
() => { anim.PlayRepeating(GetPrefix(self) + "idle"); a(); });
var hasSequence = anim.HasSequence(NormalizeSequence(self, name));
anim.PlayBackwardsThen(NormalizeSequence(self, name),
() => { anim.PlayRepeating(NormalizeSequence(self, "idle")); a(); });
}
public virtual void Damaged(Actor self, AttackInfo e)
@@ -95,7 +102,7 @@ namespace OpenRA.Mods.RA.Render
anim.ReplaceAnim("idle");
}
public void Selling( Actor self )
public virtual void Selling( Actor self )
{
if( self.Info.Traits.Get<RenderBuildingInfo>().HasMakeAnimation )
anim.PlayBackwardsThen( "make", null );

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@@ -16,7 +16,7 @@ namespace OpenRA.Mods.RA.Render
public override object Create(ActorInitializer init) { return new RenderBuildingCharge(init); }
}
/* used for tesla */
/* used for tesla */
public class RenderBuildingCharge : RenderBuilding
{
public RenderBuildingCharge( ActorInitializer init )
@@ -27,8 +27,8 @@ namespace OpenRA.Mods.RA.Render
public void PlayCharge(Actor self)
{
Sound.Play(self.Info.Traits.Get<RenderBuildingChargeInfo>().ChargeAudio, self.CenterLocation);
anim.PlayThen(GetPrefix(self) + "active",
() => anim.PlayRepeating(GetPrefix(self) + "idle"));
anim.PlayThen(NormalizeSequence(self, "active"),
() => anim.PlayRepeating(NormalizeSequence(self, "idle")));
}
}
}

31
OpenRA.Mods.RA/Render/RenderBuildingWarFactory.cs Normal file → Executable file
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@@ -14,46 +14,43 @@ using OpenRA.Traits;
namespace OpenRA.Mods.RA.Render
{
class RenderWarFactoryInfo : ITraitInfo, ITraitPrerequisite<RenderSimpleInfo>
class RenderWarFactoryInfo : RenderBuildingInfo
{
public object Create(ActorInitializer init) { return new RenderWarFactory(init.self); }
public override object Create(ActorInitializer init) { return new RenderWarFactory(init); }
}
class RenderWarFactory : INotifyBuildComplete, INotifyDamage, ITick, INotifyProduction, INotifySold
class RenderWarFactory : RenderBuilding, INotifyBuildComplete, INotifyDamage, ITick, INotifyProduction, INotifySold
{
public Animation roof;
[Sync]
bool isOpen;
[Sync]
int2 openExit;
string GetPrefix(Actor self)
{
return self.GetDamageState() >= DamageState.Heavy ? "damaged-" : "";
}
public RenderWarFactory(Actor self)
public RenderWarFactory(ActorInitializer init)
: base(init)
{
roof = new Animation(self.Trait<RenderSimple>().GetImage(self));
roof = new Animation(GetImage(init.self));
}
public void BuildingComplete( Actor self )
{
roof.Play( GetPrefix(self) + "idle-top" );
roof.Play( NormalizeSequence(self, "idle-top") );
self.Trait<RenderSimple>().anims.Add( "roof", new RenderSimple.AnimationWithOffset( roof ) { ZOffset = 24 } );
}
public void Tick(Actor self)
public override void Tick(Actor self)
{
base.Tick(self);
if (isOpen && !self.World.WorldActor.Trait<UnitInfluence>()
.GetUnitsAt(openExit).Any())
{
isOpen = false;
roof.PlayBackwardsThen(GetPrefix(self) + "build-top", () => roof.Play(GetPrefix(self) + "idle-top"));
roof.PlayBackwardsThen(NormalizeSequence(self, "build-top"), () => roof.Play(NormalizeSequence(self, "idle-top")));
}
}
public void Damaged(Actor self, AttackInfo e)
public override void Damaged(Actor self, AttackInfo e)
{
if (!e.DamageStateChanged) return;
@@ -65,14 +62,12 @@ namespace OpenRA.Mods.RA.Render
public void UnitProduced(Actor self, Actor other, int2 exit)
{
roof.PlayThen(GetPrefix(self) + "build-top", () => {isOpen = true; openExit = exit;});
roof.PlayThen(NormalizeSequence(self, "build-top"), () => { isOpen = true; openExit = exit; });
}
public void Selling( Actor self )
public override void Selling( Actor self )
{
self.Trait<RenderSimple>().anims.Remove( "roof" );
}
public void Sold( Actor self ) { }
}
}

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@@ -19,15 +19,15 @@ namespace OpenRA.Mods.RA
class RequiresPower : IDisable
{
readonly Actor self;
readonly PowerManager power;
public RequiresPower( Actor self )
{
this.self = self;
power = self.Owner.PlayerActor.Trait<PowerManager>();
}
public bool Disabled
{
get { return (self.Owner.PlayerActor.Trait<PlayerResources>().GetPowerState() != PowerState.Normal); }
get { return power.PowerProvided < power.PowerDrained; }
}
}
}

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@@ -46,7 +46,7 @@ namespace OpenRA.Mods.RA.Widgets
public readonly string BuildPaletteOpen = "bleep13.aud";
public readonly string BuildPaletteClose = "bleep13.aud";
public readonly string TabClick = "ramenu1.aud";
public BuildPaletteWidget() : base() { }
public override void Initialize()
@@ -449,11 +449,12 @@ namespace OpenRA.Mods.RA.Widgets
p.ToInt2() + new int2(5, 5), Color.White);
var resources = pl.PlayerActor.Trait<PlayerResources>();
var power = pl.PlayerActor.Trait<PowerManager>();
DrawRightAligned("${0}".F(cost), pos + new int2(-5, 5),
(resources.DisplayCash + resources.DisplayOre >= cost ? Color.White : Color.Red ));
var lowpower = resources.GetPowerState() != PowerState.Normal;
var lowpower = power.PowerState != PowerState.Normal;
var time = CurrentQueue.GetBuildTime(info.Name)
* ((lowpower)? CurrentQueue.Info.LowPowerSlowdown : 1);
DrawRightAligned(WorldUtils.FormatTime(time), pos + new int2(-5, 35), lowpower ? Color.Red: Color.White);
@@ -461,7 +462,7 @@ namespace OpenRA.Mods.RA.Widgets
var bi = info.Traits.GetOrDefault<BuildingInfo>();
if (bi != null)
DrawRightAligned("{1}{0}".F(bi.Power, bi.Power > 0 ? "+" : ""), pos + new int2(-5, 20),
((resources.PowerProvided - resources.PowerDrained) >= -bi.Power || bi.Power > 0)? Color.White: Color.Red);
((power.PowerProvided - power.PowerDrained) >= -bi.Power || bi.Power > 0)? Color.White: Color.Red);
p += new int2(5, 35);
if (!canBuildThis)

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@@ -79,7 +79,5 @@ namespace OpenRA.Mods.RA.Widgets.Delegates
((state == WinState.Lost)? "YOU ARE DEFEATED" : "YOU ARE VICTORIOUS");
};
}
bool AreMutualAllies(Player a, Player b) { return a.Stances[b] == Stance.Ally && b.Stances[a] == Stance.Ally; }
}
}

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@@ -29,11 +29,11 @@ namespace OpenRA.Mods.RA.Widgets
{
powerCollection = "power-" + world.LocalPlayer.Country.Race;
var resources = world.LocalPlayer.PlayerActor.Trait<PlayerResources>();
var power = world.LocalPlayer.PlayerActor.Trait<PowerManager>();
// Nothing to draw
if (resources.PowerProvided == 0
&& resources.PowerDrained == 0)
if (power.PowerProvided == 0
&& power.PowerDrained == 0)
return;
// Draw bar horizontally
@@ -41,18 +41,18 @@ namespace OpenRA.Mods.RA.Widgets
var barEnd = barStart + new float2(powerSize.Width, 0);
float powerScaleBy = 100;
var maxPower = Math.Max(resources.PowerProvided, resources.PowerDrained);
var maxPower = Math.Max(power.PowerProvided, power.PowerDrained);
while (maxPower >= powerScaleBy) powerScaleBy *= 2;
// Current power supply
var powerLevelTemp = barStart.X + (barEnd.X - barStart.X) * (resources.PowerProvided / powerScaleBy);
var powerLevelTemp = barStart.X + (barEnd.X - barStart.X) * (power.PowerProvided / powerScaleBy);
lastPowerProvidedPos = float2.Lerp(lastPowerProvidedPos.GetValueOrDefault(powerLevelTemp), powerLevelTemp, .3f);
float2 powerLevel = new float2(lastPowerProvidedPos.Value, barStart.Y);
var color = Color.LimeGreen;
if (resources.GetPowerState() == PowerState.Low)
if (power.PowerState == PowerState.Low)
color = Color.Orange;
if (resources.GetPowerState() == PowerState.Critical)
if (power.PowerState == PowerState.Critical)
color = Color.Red;
var colorDark = Graphics.Util.Lerp(0.25f, color, Color.Black);
@@ -75,7 +75,7 @@ namespace OpenRA.Mods.RA.Widgets
// Power usage indicator
var indicator = ChromeProvider.GetImage( powerCollection, "power-indicator");
var powerDrainedTemp = barStart.X + (barEnd.X - barStart.X) * (resources.PowerDrained / powerScaleBy);
var powerDrainedTemp = barStart.X + (barEnd.X - barStart.X) * (power.PowerDrained / powerScaleBy);
lastPowerDrainedPos = float2.Lerp(lastPowerDrainedPos.GetValueOrDefault(powerDrainedTemp), powerDrainedTemp, .3f);
float2 powerDrainLevel = new float2(lastPowerDrainedPos.Value - indicator.size.X / 2, barStart.Y - 1);

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@@ -42,15 +42,17 @@ namespace OpenRA.Mods.RA.Widgets
}
// Queue-per-player
var types = world.Selection.Actors.Where(a => a.IsInWorld)
var types = world.Selection.Actors.Where(a => a.IsInWorld && (a.World.LocalPlayer == a.Owner))
.SelectMany(a => a.TraitsImplementing<Production>())
.SelectMany(t => t.Info.Produces)
.Distinct();
if (types.Count() == 0)
return;
Widget.RootWidget.GetWidget<BuildPaletteWidget>("INGAME_BUILD_PALETTE")
.SetCurrentTab(world.LocalPlayer.PlayerActor.TraitsImplementing<ProductionQueue>().FirstOrDefault(t => types.Contains(t.Info.Type)));
}
}

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@@ -250,4 +250,4 @@ Background@MUSIC_MENU:
Y:140
Width:100
Height:20
Text:Repeat
Text:Loop

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@@ -130,13 +130,6 @@ Background@SETTINGS_MENU:
Width:250
Height:20
Ticks:5
Checkbox@MUSICPLAYER_CHECKBOX:
Id:MUSICPLAYER_CHECKBOX
X:0
Y:70
Width:300
Height:20
Text:Show Music Player
Container@DISPLAY_PANE:
Id:DISPLAY_PANE
X:37

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@@ -260,6 +260,7 @@ WEAP:
RevealsShroud:
Range: 4
Bib:
-RenderBuilding:
RenderWarFactory:
RallyPoint:
RallyPoint: 0,3

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@@ -31,6 +31,7 @@ Player:
SelectTargetSound: select1.aud
UnitType: a10
ConquestVictoryConditions:
PowerManager:
PlayerResources:
InitialCash: 5000
ActorGroupProxy:
@@ -135,11 +136,11 @@ World:
SpatialBins:
BinSize: 4
Shroud:
CrateSpawner:
Minimum: 1
Maximum: 3
SpawnInterval: 120
WaterChance: 0
# CrateSpawner:
# Minimum: 1
# Maximum: 3
# SpawnInterval: 120
# WaterChance: 0
CRATE:
Tooltip:

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@@ -60,8 +60,6 @@ Container@INGAME_ROOT:
Height:25
Text:Diplomacy
Bold:True
WorldTooltip@INGAME_WORLD_TOOLTIP:
Id:INGAME_WORLD_TOOLTIP
Button@INGAME_DEVELOPERMODE_BUTTON:
Id:INGAME_DEVELOPERMODE_BUTTON
X:324

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@@ -250,4 +250,4 @@ Background@MUSIC_MENU:
Y:140
Width:100
Height:20
Text:Repeat
Text:Loop

3
mods/ra/rules/structures.yaml Normal file → Executable file
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@@ -529,6 +529,7 @@ WEAP:
Range: 4
Bib:
RenderWarFactory:
-RenderBuilding:
RallyPoint:
Exit@1:
SpawnOffset: 5,0
@@ -942,8 +943,8 @@ WEAF:
Range: 4
Bib:
RenderWarFactory:
RenderBuilding:
Image: WEAP
-RenderBuilding:
Fake:
IronCurtainable:
-EmitInfantryOnSell:

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@@ -92,6 +92,7 @@ Player:
SelectTargetSound: slcttgt1.aud
FlareType: flare
ConquestVictoryConditions:
PowerManager:
PlayerResources:
InitialCash: 5000
ActorGroupProxy:
@@ -111,11 +112,11 @@ World:
ChooseBuildTabOnSelect:
BridgeLayer:
Bridges: bridge1, bridge2, br1, br2, br3
CrateDrop:
Minimum: 1
Maximum: 3
SpawnInterval: 120
WaterChance: .2
# CrateDrop:
# Minimum: 1
# Maximum: 3
# SpawnInterval: 120
# WaterChance: .2
PaletteFromCurrentTheatre:
Name: terrain
PlayerColorPalette:

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@@ -42,7 +42,7 @@ do
popd
break;;
n|N)
echo "The RA packages will need to be manually extracted from http://open-ra.org/get-dependency.php?file=ra-packages \
echo "The RA packages will need to be manually extracted from http://open-ra.org/get-dependency.php?file=ra-packages \
to /usr/share/openra/mods/ra/packages before the RA mod will work."
break;;
*) echo "Please enter y or n.";;
@@ -62,7 +62,7 @@ do
popd
break;;
n|N)
echo "The C&C packages will need to be manually extracted from http://open-ra.org/get-dependency.php?file=cnc-packages \
echo "The C&C packages will need to be manually extracted from http://open-ra.org/get-dependency.php?file=cnc-packages \
to /usr/share/openra/mods/cnc/packages before the C&C mod will work."
break;;
*) echo "Please enter y or n.";;
@@ -84,3 +84,11 @@ gacutil -i $RPM_BUILD_ROOT/usr/share/openra/thirdparty/Tao/Tao.Sdl.dll
/usr/share/openra/shaders/
/usr/share/openra/mods/
/usr/share/openra/thirdparty/
/usr/share/applications/openra*
/usr/share/menu/openra*
/usr/share/pixmaps/openra.32.xpm
/usr/share/icons/hicolor/16x16/apps/openra.png
/usr/share/icons/hicolor/32x32/apps/openra.png
/usr/share/icons/hicolor/48x48/apps/openra.png
/usr/share/icons/hicolor/64x64/apps/openra.png
/usr/share/icons/hicolor/128x128/apps/openra.png

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@@ -8,7 +8,7 @@ SOURCE_PATH="$1"
BUNDLE_PATH="OpenRA.app"
TARGET_PATH="$PACKAGING_PATH/OpenRA.app/Contents/Resources"
FILES="OpenRA.Game.exe OpenRA.Gl.dll OpenRA.FileFormats.dll FreeSans.ttf FreeSansBold.ttf titles.ttf shaders mods/ra mods/cnc"
FILES="OpenRA.Game.exe OpenRA.Gl.dll OpenRA.FileFormats.dll FreeSans.ttf FreeSansBold.ttf titles.ttf shaders mods/ra mods/cnc VERSION"
EXCLUDE="*.mdb"
# Copy source files into packaging dir

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@@ -9,7 +9,7 @@ SOURCE_PATH="$PWD/."
BUNDLE_PATH="$SOURCE_PATH/packaging/osx/OpenRA.app"
TARGET_PATH="$PACKAGING_PATH/OpenRA.app/Contents/Resources"
FILES="OpenRA.Game.exe OpenRA.Gl.dll OpenRA.FileFormats.dll FreeSans.ttf FreeSansBold.ttf titles.ttf shaders mods/ra mods/cnc"
FILES="OpenRA.Game.exe OpenRA.Gl.dll OpenRA.FileFormats.dll FreeSans.ttf FreeSansBold.ttf titles.ttf shaders mods/ra mods/cnc VERSION"
EXCLUDE="*.mdb ./mods/cnc/packages/*.mix ./mods/ra/packages/*.mix ./mods/cnc/packages/*.MIX ./mods/ra/packages/*.MIX"
# Copy source files into packaging dir
@@ -27,7 +27,6 @@ for i in $EXCLUDE; do
find . -path "$i" -delete
done
git describe --tags > "VERSION"
cd $PACKAGING_PATH
zip OpenRA -r -9 OpenRA.app
echo "Done!"

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@@ -1,118 +0,0 @@
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"
"http://www.w3.org/TR/html4/loose.dtd">
<html>
<head>
<title>OpenRA - Gameplay Footage</title>
<link rel="shortcut icon" type="image/x-icon" href="favicon.ico" />
<title>OpenRA</title>
<link rel="Stylesheet" type="text/css" href="openra.css" />
<!--[if IE 7]>
<link rel="stylesheet" type="text/css" href="ie7.css">
<![endif]-->
<script src="jquery-1.4.2.min.js" type="text/javascript"></script>
<script src="http://www.google.com/uds/api?file=uds.js&v=1.0&source=uds-vbw" type="text/javascript"></script>
<style type="text/css">
@import url("http://www.google.com/uds/css/gsearch.css");
</style>
<!-- Video Bar Code and Stylesheet -->
<script type="text/javascript">
window._uds_vbw_donotrepair = true;
</script>
<script src="http://www.google.com/uds/solutions/videobar/gsvideobar.js?mode=new"
type="text/javascript"></script>
<style type="text/css">
@import url("http://www.google.com/uds/solutions/videobar/gsvideobar.css");
</style>
<style type="text/css">
.playerInnerBox_gsvb .player_gsvb
{
width: 480px;
height: 380px;
}
.playerBox_gsvb div.alldone_gsvb
{
display: none;
}
.playerBox_gsvb a.title_gsvb
{
color:White;
}
.playerBox_gsvb a.title_gsvb:hover
{
color:White;
text-decoration:underline;
}
</style>
<script type="text/javascript">
function LoadVideoBar() {
var videoBar;
var options = {
largeResultSet: !true,
horizontal: true,
autoExecuteList: {
cycleTime: GSvideoBar.CYCLE_TIME_MEDIUM,
cycleMode: GSvideoBar.CYCLE_MODE_LINEAR,
executeList: ["ytchannel:ijwchrisf"]
},
}
videoBar = new GSvideoBar(document.getElementById("videoBar-bar"),
document.getElementById("videoPlayer"),
options);
videoBar.switchToListItem(0);
}
// arrange for this function to be called during body.onload
// event processing
GSearch.setOnLoadCallback(LoadVideoBar);
</script>
</head>
<body>
<div id="header" class="bar">
<h1>
<img src="soviet-logo.png" alt="Logo" />OpenRA</h1>
</div>
<div id="main">
<div id="menu">
<span class="links"><a href="index.html">Home</a></span> <span class="links"><a href="footage.html">
Gameplay Footage</a></span>
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<span class="links"><a href="getinvolved.html">Get Involved</a></span>
<span class="links"><a href="http://www.sleipnirstuff.com/forum/viewforum.php?f=80">Forum</a></span>
<span class="links"><a href="irc://irc.freenode.net/openra">IRC</a></span>
<span class="links"><a href="http://twitter.com/openRA">Twitter</a></span>
</div>
<div style="margin-top: 20px">
<div id="videoPlayer" class="border"></div>
<div id="videoBar-bar">
<span style="color: #676767; font-size: 11px; margin: 10px; padding: 4px;">Loading...</span>
</div>
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<div id="footer" class="bar">
<p id="trademarks">
<img src="soviet-logo.png" alt="OpenRA Logo" height="70px" style="float: right; margin-right: 10px" />
Command &amp; Conquer and Command &amp; Conquer Red Alert are trademarks or registered
trademarks of Electronic Arts Inc.in the U.S. and/or other countries.<br />
Windows is a registered trademark of Microsoft Corporation in the United States
and other countries.<br />
Mac OS X is a trademark of Apple Inc., registered in the U.S. and other countries.<br />
Linux is the registered trademark of Linus Torvalds in the U.S. and other countries.<br />
Mono is a registered trademark of Novell, Inc. in the United States and other countries.<br />
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</body>
</html>

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<?php
$mirrors_file = "";
switch ($_GET["file"])
{
case "ra-packages":
$mirrors_file = "packages/ra-mirrors.txt";
break;
case "cnc-packages":
$mirrors_file = "packages/cnc-mirrors.txt";
break;
case "osx-deps-v2":
$mirrors_file = "releases/mac/osx-dependencies-mirrors.txt";
break;
case "freetype":
$mirrors_file = "releases/windows/freetype-mirrors.txt";
break;
case "cg":
$mirrors_file = "releases/windows/cg-mirrors.txt";
break;
default:
break;
}
$mirrors = file_get_contents($mirrors_file);
$mirrors_array = explode("\n", $mirrors);
$mirror = $mirrors_array[array_rand($mirrors_array, 1)];
header('Location: '. $mirror);
?>

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@@ -1,91 +0,0 @@
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"
"http://www.w3.org/TR/html4/loose.dtd">
<html>
<head>
<link rel="shortcut icon" type="image/x-icon" href="favicon.ico" />
<title>OpenRA - Get Involved</title>
<link rel="Stylesheet" type="text/css" href="openra.css" />
<!--[if IE 7]>
<link rel="stylesheet" type="text/css" href="ie7.css">
<![endif]-->
<style type="text/css">
pre { font-family: Consolas, Incosolata, Lucida Console, Monospace; margin-left: 40px; }
</style>
</head>
<body>
<div id="header" class="bar">
<h1>
<img src="soviet-logo.png" alt="Logo" />OpenRA</h1>
</div>
<div id="main">
<div id="menu">
<span class="links"><a href="index.html">Home</a></span>
<span class="links"><a href="footage.html">Gameplay Footage</a></span>
<span class="links"><a href="mods.html">Mods</a></span>
<span class="links"><a href="stats.html">Stats</a></span>
<span class="links"><a href="getinvolved.html">Get Involved</a></span>
<span class="links"><a href="http://www.sleipnirstuff.com/forum/viewforum.php?f=80">Forum</a></span>
<span class="links"><a href="irc://irc.freenode.net/openra">IRC</a></span>
<span class="links"><a href="http://twitter.com/openRA">Twitter</a></span>
</div>
<div style="width: 70%; margin: 0 auto;">
<h2>Getting Involved</h2>
<p>
As a small team developing OpenRA in our free time, your input is valuable to us. Anything from writing bug reports/feedback, to
contributing new features or fixing bugs is welcomed with open arms.
</p>
<h3>Contact Us</h3>
<p>
The developers can be found on our <a href="irc://irc.freenode.net/openra">IRC channel</a> most of the time so if you have any suggestions,
that is the best place to contact us.
</p>
<h3>Bug Tracker</h3>
<p>
If you wish to report a bug, our bug tracker can be found here: <br />
<a href="http://red-bull.ijw.co.nz:3690/OpenRA">http://red-bull.ijw.co.nz:3690/OpenRA</a>
</p>
<h3>Obtaining the Source Code</h3>
<p>
You'll need several things in order to checkout and build the source code:
</p>
<ul>
<li><a href="http://git-scm.com/">Git</a>, which can be downloaded for:
<ul>
<li><a href="http://code.google.com/p/git-osx-installer/">OS X</a></li>
<li><a href="http://msysgit.googlecode.com/files/Git-1.7.0.2-preview20100309.exe">Windows</a></li>
<li> or from your package manager on Linux.</a></li>
</ul>
</li>
<li><a href="http://www.microsoft.com/downloads/details.aspx?FamilyID=ab99342f-5d1a-413d-8319-81da479ab0d7&displaylang=en">
.NET Framework 3.5 SP1</a> or later, on Windows, or <a href="http://www.mono-project.com/">Mono 2.6.x</a> on other platforms</li>
<li>GNU Make, on non-Windows platforms</li>
<li>Visual Studio 2008 (or <a href="http://www.microsoft.com/express/downloads/#2008-Visual-CS">Visual C# Express</a>, free) if you like a nice IDE.</li>
</ul>
<p>
Grab the sources by cloning our git repository:
</p>
<pre>
$ git clone git://github.com/chrisforbes/OpenRA.git
$ cd OpenRA</pre>
<p>
On Windows, open OpenRA.sln and build it. On other platforms, use 'make':
</p>
<pre>$ make all</pre>
</div>
</div>
<div id="footer" class="bar">
<p id="trademarks">
<img src="soviet-logo.png" alt="OpenRA Logo" height="70px" style="float: right; margin-right: 10px" />
Command &amp; Conquer and Command &amp; Conquer Red Alert are trademarks or registered
trademarks of Electronic Arts Inc.in the U.S. and/or other countries.<br />
Windows is a registered trademark of Microsoft Corporation in the United States
and other countries.<br />
Mac OS X is a trademark of Apple Inc., registered in the U.S. and other countries.<br />
Linux is the registered trademark of Linus Torvalds in the U.S. and other countries.<br />
Mono is a registered trademark of Novell, Inc. in the United States and other countries.<br />
</p>
</div>
</body>
</html>

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<h3 style="text-align: center;">
GNU GENERAL PUBLIC LICENSE</h3>
<p style="text-align: center;">
Version 3, 29 June 2007</p>
<p>
Copyright &copy; 2007 Free Software Foundation, Inc. &lt;<a href="http://fsf.org/">http://fsf.org/</a>&gt;</p>
<p>
Everyone is permitted to copy and distribute verbatim copies of this license document,
but changing it is not allowed.</p>
<h3>
<a name="preamble"></a>Preamble</h3>
<p>
The GNU General Public License is a free, copyleft license for software and other
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<p>
The licenses for most software and other practical works are designed to take away
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<p>
When we speak of free software, we are referring to freedom, not price. Our General
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<p>
The precise terms and conditions for copying, distribution and modification follow.</p>
<h3>
<a name="terms"></a>TERMS AND CONDITIONS</h3>
<h4>
<a name="section0"></a>0. Definitions.</h4>
<p>
&ldquo;This License&rdquo; refers to version 3 of the GNU General Public License.</p>
<p>
&ldquo;Copyright&rdquo; also means copyright-like laws that apply to other kinds
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<p>
&ldquo;The Program&rdquo; refers to any copyrightable work licensed under this License.
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<p>
To &ldquo;modify&rdquo; a work means to copy from or adapt all or part of the work
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<p>
A &ldquo;covered work&rdquo; means either the unmodified Program or a work based
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<p>
To &ldquo;propagate&rdquo; a work means to do anything with it that, without permission,
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To &ldquo;convey&rdquo; a work means any kind of propagation that enables other
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<h4>
<a name="section1"></a>1. Source Code.</h4>
<p>
The &ldquo;source code&rdquo; for a work means the preferred form of the work for
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The Corresponding Source for a work in source code form is that same work.</p>
<h4>
<a name="section2"></a>2. Basic Permissions.</h4>
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All rights granted under this License are granted for the term of copyright on the
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<h4>
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of product, regardless of the status of the particular user or of the way in which
the particular user actually uses, or expects or is expected to use, the product.
A product is a consumer product regardless of whether the product has substantial
commercial, industrial or non-consumer uses, unless such uses represent the only
significant mode of use of the product.</p>
<p>
&ldquo;Installation Information&rdquo; for a User Product means any methods, procedures,
authorization keys, or other information required to install and execute modified
versions of a covered work in that User Product from a modified version of its Corresponding
Source. The information must suffice to ensure that the continued functioning of
the modified object code is in no case prevented or interfered with solely because
modification has been made.</p>
<p>
If you convey an object code work under this section in, or with, or specifically
for use in, a User Product, and the conveying occurs as part of a transaction in
which the right of possession and use of the User Product is transferred to the
recipient in perpetuity or for a fixed term (regardless of how the transaction is
characterized), the Corresponding Source conveyed under this section must be accompanied
by the Installation Information. But this requirement does not apply if neither
you nor any third party retains the ability to install modified object code on the
User Product (for example, the work has been installed in ROM).</p>
<p>
The requirement to provide Installation Information does not include a requirement
to continue to provide support service, warranty, or updates for a work that has
been modified or installed by the recipient, or for the User Product in which it
has been modified or installed. Access to a network may be denied when the modification
itself materially and adversely affects the operation of the network or violates
the rules and protocols for communication across the network.</p>
<p>
Corresponding Source conveyed, and Installation Information provided, in accord
with this section must be in a format that is publicly documented (and with an implementation
available to the public in source code form), and must require no special password
or key for unpacking, reading or copying.</p>
<h4>
<a name="section7"></a>7. Additional Terms.</h4>
<p>
&ldquo;Additional permissions&rdquo; are terms that supplement the terms of this
License by making exceptions from one or more of its conditions. Additional permissions
that are applicable to the entire Program shall be treated as though they were included
in this License, to the extent that they are valid under applicable law. If additional
permissions apply only to part of the Program, that part may be used separately
under those permissions, but the entire Program remains governed by this License
without regard to the additional permissions.</p>
<p>
When you convey a copy of a covered work, you may at your option remove any additional
permissions from that copy, or from any part of it. (Additional permissions may
be written to require their own removal in certain cases when you modify the work.)
You may place additional permissions on material, added by you to a covered work,
for which you have or can give appropriate copyright permission.</p>
<p>
Notwithstanding any other provision of this License, for material you add to a covered
work, you may (if authorized by the copyright holders of that material) supplement
the terms of this License with terms:</p>
<ul>
<li>a) Disclaiming warranty or limiting liability differently from the terms of sections
15 and 16 of this License; or</li>
<li>b) Requiring preservation of specified reasonable legal notices or author attributions
in that material or in the Appropriate Legal Notices displayed by works containing
it; or</li>
<li>c) Prohibiting misrepresentation of the origin of that material, or requiring that
modified versions of such material be marked in reasonable ways as different from
the original version; or</li>
<li>d) Limiting the use for publicity purposes of names of licensors or authors of the
material; or</li>
<li>e) Declining to grant rights under trademark law for use of some trade names, trademarks,
or service marks; or</li>
<li>f) Requiring indemnification of licensors and authors of that material by anyone
who conveys the material (or modified versions of it) with contractual assumptions
of liability to the recipient, for any liability that these contractual assumptions
directly impose on those licensors and authors.</li>
</ul>
<p>
All other non-permissive additional terms are considered &ldquo;further restrictions&rdquo;
within the meaning of section 10. If the Program as you received it, or any part
of it, contains a notice stating that it is governed by this License along with
a term that is a further restriction, you may remove that term. If a license document
contains a further restriction but permits relicensing or conveying under this License,
you may add to a covered work material governed by the terms of that license document,
provided that the further restriction does not survive such relicensing or conveying.</p>
<p>
If you add terms to a covered work in accord with this section, you must place,
in the relevant source files, a statement of the additional terms that apply to
those files, or a notice indicating where to find the applicable terms.</p>
<p>
Additional terms, permissive or non-permissive, may be stated in the form of a separately
written license, or stated as exceptions; the above requirements apply either way.</p>
<h4>
<a name="section8"></a>8. Termination.</h4>
<p>
You may not propagate or modify a covered work except as expressly provided under
this License. Any attempt otherwise to propagate or modify it is void, and will
automatically terminate your rights under this License (including any patent licenses
granted under the third paragraph of section 11).</p>
<p>
However, if you cease all violation of this License, then your license from a particular
copyright holder is reinstated (a) provisionally, unless and until the copyright
holder explicitly and finally terminates your license, and (b) permanently, if the
copyright holder fails to notify you of the violation by some reasonable means prior
to 60 days after the cessation.</p>
<p>
Moreover, your license from a particular copyright holder is reinstated permanently
if the copyright holder notifies you of the violation by some reasonable means,
this is the first time you have received notice of violation of this License (for
any work) from that copyright holder, and you cure the violation prior to 30 days
after your receipt of the notice.</p>
<p>
Termination of your rights under this section does not terminate the licenses of
parties who have received copies or rights from you under this License. If your
rights have been terminated and not permanently reinstated, you do not qualify to
receive new licenses for the same material under section 10.</p>
<h4>
<a name="section9"></a>9. Acceptance Not Required for Having Copies.</h4>
<p>
You are not required to accept this License in order to receive or run a copy of
the Program. Ancillary propagation of a covered work occurring solely as a consequence
of using peer-to-peer transmission to receive a copy likewise does not require acceptance.
However, nothing other than this License grants you permission to propagate or modify
any covered work. These actions infringe copyright if you do not accept this License.
Therefore, by modifying or propagating a covered work, you indicate your acceptance
of this License to do so.</p>
<h4>
<a name="section10"></a>10. Automatic Licensing of Downstream Recipients.</h4>
<p>
Each time you convey a covered work, the recipient automatically receives a license
from the original licensors, to run, modify and propagate that work, subject to
this License. You are not responsible for enforcing compliance by third parties
with this License.</p>
<p>
An &ldquo;entity transaction&rdquo; is a transaction transferring control of an
organization, or substantially all assets of one, or subdividing an organization,
or merging organizations. If propagation of a covered work results from an entity
transaction, each party to that transaction who receives a copy of the work also
receives whatever licenses to the work the party's predecessor in interest had or
could give under the previous paragraph, plus a right to possession of the Corresponding
Source of the work from the predecessor in interest, if the predecessor has it or
can get it with reasonable efforts.</p>
<p>
You may not impose any further restrictions on the exercise of the rights granted
or affirmed under this License. For example, you may not impose a license fee, royalty,
or other charge for exercise of rights granted under this License, and you may not
initiate litigation (including a cross-claim or counterclaim in a lawsuit) alleging
that any patent claim is infringed by making, using, selling, offering for sale,
or importing the Program or any portion of it.</p>
<h4>
<a name="section11"></a>11. Patents.</h4>
<p>
A &ldquo;contributor&rdquo; is a copyright holder who authorizes use under this
License of the Program or a work on which the Program is based. The work thus licensed
is called the contributor's &ldquo;contributor version&rdquo;.</p>
<p>
A contributor's &ldquo;essential patent claims&rdquo; are all patent claims owned
or controlled by the contributor, whether already acquired or hereafter acquired,
that would be infringed by some manner, permitted by this License, of making, using,
or selling its contributor version, but do not include claims that would be infringed
only as a consequence of further modification of the contributor version. For purposes
of this definition, &ldquo;control&rdquo; includes the right to grant patent sublicenses
in a manner consistent with the requirements of this License.</p>
<p>
Each contributor grants you a non-exclusive, worldwide, royalty-free patent license
under the contributor's essential patent claims, to make, use, sell, offer for sale,
import and otherwise run, modify and propagate the contents of its contributor version.</p>
<p>
In the following three paragraphs, a &ldquo;patent license&rdquo; is any express
agreement or commitment, however denominated, not to enforce a patent (such as an
express permission to practice a patent or covenant not to sue for patent infringement).
To &ldquo;grant&rdquo; such a patent license to a party means to make such an agreement
or commitment not to enforce a patent against the party.</p>
<p>
If you convey a covered work, knowingly relying on a patent license, and the Corresponding
Source of the work is not available for anyone to copy, free of charge and under
the terms of this License, through a publicly available network server or other
readily accessible means, then you must either (1) cause the Corresponding Source
to be so available, or (2) arrange to deprive yourself of the benefit of the patent
license for this particular work, or (3) arrange, in a manner consistent with the
requirements of this License, to extend the patent license to downstream recipients.
&ldquo;Knowingly relying&rdquo; means you have actual knowledge that, but for the
patent license, your conveying the covered work in a country, or your recipient's
use of the covered work in a country, would infringe one or more identifiable patents
in that country that you have reason to believe are valid.</p>
<p>
If, pursuant to or in connection with a single transaction or arrangement, you convey,
or propagate by procuring conveyance of, a covered work, and grant a patent license
to some of the parties receiving the covered work authorizing them to use, propagate,
modify or convey a specific copy of the covered work, then the patent license you
grant is automatically extended to all recipients of the covered work and works
based on it.</p>
<p>
A patent license is &ldquo;discriminatory&rdquo; if it does not include within the
scope of its coverage, prohibits the exercise of, or is conditioned on the non-exercise
of one or more of the rights that are specifically granted under this License. You
may not convey a covered work if you are a party to an arrangement with a third
party that is in the business of distributing software, under which you make payment
to the third party based on the extent of your activity of conveying the work, and
under which the third party grants, to any of the parties who would receive the
covered work from you, a discriminatory patent license (a) in connection with copies
of the covered work conveyed by you (or copies made from those copies), or (b) primarily
for and in connection with specific products or compilations that contain the covered
work, unless you entered into that arrangement, or that patent license was granted,
prior to 28 March 2007.</p>
<p>
Nothing in this License shall be construed as excluding or limiting any implied
license or other defenses to infringement that may otherwise be available to you
under applicable patent law.</p>
<h4>
<a name="section12"></a>12. No Surrender of Others' Freedom.</h4>
<p>
If conditions are imposed on you (whether by court order, agreement or otherwise)
that contradict the conditions of this License, they do not excuse you from the
conditions of this License. If you cannot convey a covered work so as to satisfy
simultaneously your obligations under this License and any other pertinent obligations,
then as a consequence you may not convey it at all. For example, if you agree to
terms that obligate you to collect a royalty for further conveying from those to
whom you convey the Program, the only way you could satisfy both those terms and
this License would be to refrain entirely from conveying the Program.</p>
<h4>
<a name="section13"></a>13. Use with the GNU Affero General Public License.</h4>
<p>
Notwithstanding any other provision of this License, you have permission to link
or combine any covered work with a work licensed under version 3 of the GNU Affero
General Public License into a single combined work, and to convey the resulting
work. The terms of this License will continue to apply to the part which is the
covered work, but the special requirements of the GNU Affero General Public License,
section 13, concerning interaction through a network will apply to the combination
as such.</p>
<h4>
<a name="section14"></a>14. Revised Versions of this License.</h4>
<p>
The Free Software Foundation may publish revised and/or new versions of the GNU
General Public License from time to time. Such new versions will be similar in spirit
to the present version, but may differ in detail to address new problems or concerns.</p>
<p>
Each version is given a distinguishing version number. If the Program specifies
that a certain numbered version of the GNU General Public License &ldquo;or any
later version&rdquo; applies to it, you have the option of following the terms and
conditions either of that numbered version or of any later version published by
the Free Software Foundation. If the Program does not specify a version number of
the GNU General Public License, you may choose any version ever published by the
Free Software Foundation.</p>
<p>
If the Program specifies that a proxy can decide which future versions of the GNU
General Public License can be used, that proxy's public statement of acceptance
of a version permanently authorizes you to choose that version for the Program.</p>
<p>
Later license versions may give you additional or different permissions. However,
no additional obligations are imposed on any author or copyright holder as a result
of your choosing to follow a later version.</p>
<h4>
<a name="section15"></a>15. Disclaimer of Warranty.</h4>
<p>
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW.
EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES
PROVIDE THE PROGRAM &ldquo;AS IS&rdquo; WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED
OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY
AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE
OF THE PROGRAM IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST
OF ALL NECESSARY SERVICING, REPAIR OR CORRECTION.</p>
<h4>
<a name="section16"></a>16. Limitation of Liability.</h4>
<p>
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING WILL ANY COPYRIGHT
HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS THE PROGRAM AS PERMITTED
ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL
OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE PROGRAM
(INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR
LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE
WITH ANY OTHER PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF
THE POSSIBILITY OF SUCH DAMAGES.</p>
<h4>
<a name="section17"></a>17. Interpretation of Sections 15 and 16.</h4>
<p>
If the disclaimer of warranty and limitation of liability provided above cannot
be given local legal effect according to their terms, reviewing courts shall apply
local law that most closely approximates an absolute waiver of all civil liability
in connection with the Program, unless a warranty or assumption of liability accompanies
a copy of the Program in return for a fee.</p>
<p>
END OF TERMS AND CONDITIONS</p>
<h3>
<a name="howto"></a>How to Apply These Terms to Your New Programs</h3>
<p>
If you develop a new program, and you want it to be of the greatest possible use
to the public, the best way to achieve this is to make it free software which everyone
can redistribute and change under these terms.</p>
<p>
To do so, attach the following notices to the program. It is safest to attach them
to the start of each source file to most effectively state the exclusion of warranty;
and each file should have at least the &ldquo;copyright&rdquo; line and a pointer
to where the full notice is found.</p>
<pre> &lt;one line to give the program's name and a brief idea of what it does.&gt;
Copyright (C) &lt;year&gt; &lt;name of author&gt;
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see &lt;http://www.gnu.org/licenses/&gt;.
</pre>
<p>
Also add information on how to contact you by electronic and paper mail.</p>
<p>
If the program does terminal interaction, make it output a short notice like this
when it starts in an interactive mode:</p>
<pre> &lt;program&gt; Copyright (C) &lt;year&gt; &lt;name of author&gt;
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
</pre>
<p>
The hypothetical commands `show w' and `show c' should show the appropriate parts
of the General Public License. Of course, your program's commands might be different;
for a GUI interface, you would use an &ldquo;about box&rdquo;.</p>
<p>
You should also get your employer (if you work as a programmer) or school, if any,
to sign a &ldquo;copyright disclaimer&rdquo; for the program, if necessary. For
more information on this, and how to apply and follow the GNU GPL, see &lt;<a href="http://www.gnu.org/licenses/">http://www.gnu.org/licenses/</a>&gt;.</p>
<p>
The GNU General Public License does not permit incorporating your program into proprietary
programs. If your program is a subroutine library, you may consider it more useful
to permit linking proprietary applications with the library. If this is what you
want to do, use the GNU Lesser General Public License instead of this License. But
first, please read &lt;<a href="http://www.gnu.org/philosophy/why-not-lgpl.html">http://www.gnu.org/philosophy/why-not-lgpl.html</a>&gt;.</p>
</div>
<div id="footer" class="bar">
<p id="trademarks">
<img src="soviet-logo.png" alt="OpenRA Logo" height="70px" style="float: right; margin-right: 10px" />
Command &amp; Conquer and Command &amp; Conquer Red Alert are trademarks or registered
trademarks of Electronic Arts Inc.in the U.S. and/or other countries.<br />
Windows is a registered trademark of Microsoft Corporation in the United States
and other countries.<br />
Mac OS X is a trademark of Apple Inc., registered in the U.S. and other countries.<br />
Linux is the registered trademark of Linus Torvalds in the U.S. and other countries.<br />
Mono is a registered trademark of Novell, Inc. in the United States and other countries.<br />
</p>
</div>
</body>
</html>

View File

@@ -1,159 +0,0 @@
<?php
/**
Diff implemented in pure php, written from scratch.
Copyright (C) 2003 Daniel Unterberger <diff.phpnet@holomind.de>
Copyright (C) 2005 Nils Knappmeier next version
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
http://www.gnu.org/licenses/gpl.html
About:
I searched a function to compare arrays and the array_diff()
was not specific enough. It ignores the order of the array-values.
So I reimplemented the diff-function which is found on unix-systems
but this you can use directly in your code and adopt for your needs.
Simply adopt the formatline-function. with the third-parameter of arr_diff()
you can hide matching lines. Hope someone has use for this.
Contact: d.u.diff@holomind.de <daniel unterberger>
**/
## PHPDiff returns the differences between $old and $new, formatted
## in the standard diff(1) output format.
function PHPDiff($old,$new)
{
# split the source text into arrays of lines
$t1 = explode("\n",$old);
$x=array_pop($t1);
if ($x>'') $t1[]="$x\n\\ No newline at end of file";
$t2 = explode("\n",$new);
$x=array_pop($t2);
if ($x>'') $t2[]="$x\n\\ No newline at end of file";
# build a reverse-index array using the line as key and line number as value
# don't store blank lines, so they won't be targets of the shortest distance
# search
foreach($t1 as $i=>$x) if ($x>'') $r1[$x][]=$i;
foreach($t2 as $i=>$x) if ($x>'') $r2[$x][]=$i;
$a1=0; $a2=0; # start at beginning of each list
$actions=array();
# walk this loop until we reach the end of one of the lists
while ($a1<count($t1) && $a2<count($t2)) {
# if we have a common element, save it and go to the next
if ($t1[$a1]==$t2[$a2]) { $actions[]=4; $a1++; $a2++; continue; }
# otherwise, find the shortest move (Manhattan-distance) from the
# current location
$best1=count($t1); $best2=count($t2);
$s1=$a1; $s2=$a2;
while(($s1+$s2-$a1-$a2) < ($best1+$best2-$a1-$a2)) {
$d=-1;
foreach((array)@$r1[$t2[$s2]] as $n)
if ($n>=$s1) { $d=$n; break; }
if ($d>=$s1 && ($d+$s2-$a1-$a2)<($best1+$best2-$a1-$a2))
{ $best1=$d; $best2=$s2; }
$d=-1;
foreach((array)@$r2[$t1[$s1]] as $n)
if ($n>=$s2) { $d=$n; break; }
if ($d>=$s2 && ($s1+$d-$a1-$a2)<($best1+$best2-$a1-$a2))
{ $best1=$s1; $best2=$d; }
$s1++; $s2++;
}
while ($a1<$best1) { $actions[]=1; $a1++; } # deleted elements
while ($a2<$best2) { $actions[]=2; $a2++; } # added elements
}
# we've reached the end of one list, now walk to the end of the other
while($a1<count($t1)) { $actions[]=1; $a1++; } # deleted elements
while($a2<count($t2)) { $actions[]=2; $a2++; } # added elements
# and this marks our ending point
$actions[]=8;
# now, let's follow the path we just took and report the added/deleted
# elements into $out.
$op = 0;
$x0=$x1=0; $y0=$y1=0;
$out = array();
foreach($actions as $act) {
if ($act==1) { $op|=$act; $x1++; continue; }
if ($act==2) { $op|=$act; $y1++; continue; }
if ($op>0) {
$xstr = ($x1==($x0+1)) ? $x1 : ($x0+1).",$x1";
$ystr = ($y1==($y0+1)) ? $y1 : ($y0+1).",$y1";
if ($op==1) $out[] = "{$xstr}d{$y1}";
elseif ($op==3) $out[] = "{$xstr}c{$ystr}";
while ($x0<$x1) { $out[] = '< '.$t1[$x0]; $x0++; } # deleted elems
if ($op==2) $out[] = "{$x1}a{$ystr}";
elseif ($op==3) $out[] = '---';
while ($y0<$y1) { $out[] = '> '.$t2[$y0]; $y0++; } # added elems
}
$x1++; $x0=$x1;
$y1++; $y0=$y1;
$op=0;
}
$out[] = '';
return join("\n",$out);
}
?>
<?php
function sdir( $path='.', $mask='*', $nocache=0 ){
static $dir = array(); // cache result in memory
if ( !isset($dir[$path]) || $nocache) {
$dir[$path] = scandir($path);
}
foreach ($dir[$path] as $i=>$entry) {
if ($entry!='.' && $entry!='..' && fnmatch($mask, $entry) ) {
$sdir[] = $entry;
}
}
return ($sdir);
}
?>
<?php
$post_file = fopen('compress.zlib://php://input', 'rb');
$game_id = $_SERVER['HTTP_GAME_ID'];
mkdir($game_id);
$client_hash = md5($_SERVER['REMOTE_ADDR']);
$post_data = '';
while (!feof($post_file))
$post_data .= fread($post_file, 8192);
if ($_SERVER['HTTP_DIFF']) {
foreach (sdir($game_id, '*.'.$_SERVER['HTTP_CHANNEL'].'.log') as $f) {
$hash = substr($f, 0, strpos($f, '.'));
$diff = PHPDiff(file_get_contents($game_id . '/' . $f), $post_data);
file_put_contents($game_id .'/'. $hash .'.'. $client_hash .'.'. $_SERVER['HTTP_CHANNEL'] . '.diff', $diff);
}
}
file_put_contents($game_id .'/'. $client_hash . '.' . $_SERVER['HTTP_CHANNEL'] . '.log',$post_data);
fclose($post_file);
?>

View File

@@ -1,19 +0,0 @@
<?php
header( 'Content-type: text/plain' );
try
{
$db = new PDO('sqlite:openra.db');
echo 'Connection to DB established.\n';
if ($db->query('DROP TABLE servers'))
echo 'Dropped table.\n';
$schema = 'CREATE TABLE servers (id INTEGER PRIMARY KEY AUTOINCREMENT, name varchar(255),
address varchar(255) UNIQUE, players integer, state integer, ts integer, map varchar(255), mods varchar(255))';
if ($db->query($schema))
echo 'Created table.';
$db = null;
}
catch (PDOException $e)
{
echo $e->getMessage();
}
?>

View File

@@ -1,28 +0,0 @@
<?php
header( 'Content-type: text/plain' );
try
{
$db = new PDO('sqlite:openra.db');
$stale = 60 * 5;
$result = $db->query('SELECT * FROM servers WHERE (' . time() . ' - ts < ' . $stale . ')');
$n = 0;
foreach ( $result as $row )
{
echo "Game@" . $n++ . ":\n";
echo "\tId: " . $row['id'] . "\n";
echo "\tName: " . $row['name'] . "\n";
echo "\tAddress: " . $row['address'] . "\n";
echo "\tState: " . $row['state'] . "\n";
echo "\tPlayers: " . $row['players'] . "\n";
echo "\tMap: " . $row['map'] . "\n";
echo "\tMods: " . $row['mods'] . "\n";
echo "\tTTL: " . ($stale - (time() - $row['ts'])) . "\n";
}
$db = null;
}
catch (PDOException $e)
{
echo $e->getMessage();
}
?>

View File

@@ -1,40 +0,0 @@
<?php
header( 'Content-type: text/plain' );
try
{
$db = new PDO('sqlite:openra.db');
$addr = $_SERVER['REMOTE_ADDR'] . ':' . $_REQUEST['port'];
$insert = $db->prepare('INSERT OR REPLACE INTO servers
(name, address, players, state, ts, map, mods)
VALUES (:name, :addr, :players, :state, :time, :map, :mods)');
$insert->bindValue(':name', $_REQUEST['name'], PDO::PARAM_STR);
$insert->bindValue(':addr', $addr, PDO::PARAM_STR);
$insert->bindValue(':players', $_REQUEST['players'], PDO::PARAM_INT);
$insert->bindValue(':state', $_REQUEST['state'], PDO::PARAM_INT);
$insert->bindValue(':time', time(), PDO::PARAM_INT);
$insert->bindValue(':map', $_REQUEST['map'], PDO::PARAM_STR);
$insert->bindValue(':mods', $_REQUEST['mods'], PDO::PARAM_STR);
$insert->execute();
if (isset( $_REQUEST['new']))
{
$select = $db->prepare('SELECT id FROM servers WHERE address = :addr');
$select->bindValue(':addr', $addr, PDO::PARAM_STR);
$select->execute();
echo (int)$select->fetchColumn();
$games = file_get_contents("../games.txt");
file_put_contents("../games.txt", $games + 1);
}
$db = null;
}
catch (PDOException $e)
{
echo $e->getMessage();
}
?>

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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"
"http://www.w3.org/TR/html4/loose.dtd">
<html>
<head>
<link rel="shortcut icon" type="image/x-icon" href="favicon.ico" />
<title>OpenRA - Mods</title>
<link rel="Stylesheet" type="text/css" href="openra.css" />
<!--[if IE 7]>
<link rel="stylesheet" type="text/css" href="ie7.css">
<![endif]-->
</head>
<body>
<div id="header" class="bar">
<h1>
<img src="soviet-logo.png" alt="Logo" />OpenRA</h1>
</div>
<div id="main">
<div id="menu">
<span class="links"><a href="index.html">Home</a></span>
<span class="links"><a href="footage.html">Gameplay Footage</a></span>
<span class="links"><a href="mods.html">Mods</a></span>
<span class="links"><a href="stats.html">Stats</a></span>
<span class="links"><a href="getinvolved.html">Get Involved</a></span>
<span class="links"><a href="http://www.sleipnirstuff.com/forum/viewforum.php?f=80">Forum</a></span>
<span class="links"><a href="irc://irc.freenode.net/openra">IRC</a></span>
<span class="links"><a href="http://twitter.com/openRA">Twitter</a></span>
</div>
<div style="width: 70%; margin: 0 auto">
<h2>Built-In Mods</h2>
<p>
OpenRA is a highly moddable RTS game engine, in fact both Red Alert and Command &amp; Conquer are implemented purely as
mods on it.
</p>
<h3 style="clear: both">Red Alert</h3>
<div style="float: left; height: 120px"><img src="mod_ra.png" alt="RA"/></div>
<p>
The RA mod for OpenRA is a reimagining of Command &amp; Conquer Red Alert. It is not just a clone of the original
but has improved and rebalanced gameplay. It has fully working multiplayer support for both internet and local play
(via direct connect).
</p>
<p>
It can be run with the provided shortcuts on Windows and OS X or the command line option "<code>Game.Mods=ra</code>".
</p>
<h3 style="clear: both">Command &amp; Conquer</h3>
<div style="float: left; height: 120px"><img src="mod_cnc.png" alt="CNC"/></div>
<p>
The CNC mod for OpenRA is a reimagining of the original Command &amp; Conquer game. It has fully working
multiplayer support for both internet and local play (via direct connect). A single player campaign is currently
being worked on.
</p>
<p>
It can be run with the provided shortcuts on Windows and OS X or the command line option "<code>Game.Mods=cnc</code>".
</p>
</div>
</div>
<div id="footer" class="bar">
<p id="trademarks">
<img src="soviet-logo.png" alt="OpenRA Logo" height="70px" style="float: right; margin-right: 10px" />
Command &amp; Conquer and Command &amp; Conquer Red Alert are trademarks or registered
trademarks of Electronic Arts Inc.in the U.S. and/or other countries.<br />
Windows is a registered trademark of Microsoft Corporation in the United States
and other countries.<br />
Mac OS X is a trademark of Apple Inc., registered in the U.S. and other countries.<br />
Linux is the registered trademark of Linus Torvalds in the U.S. and other countries.<br />
Mono is a registered trademark of Novell, Inc. in the United States and other countries.<br />
</p>
</div>
</body>
</html>

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@@ -1,185 +0,0 @@
body { background-color: black; margin: 0px; color: White; font-family: Cambria, Georgia, Times New Roman, Serif; font-size: 12pt }
h1 { font-family: Cambria, Georgia, Times New Roman, Serif }
h2, h3 { font-family: Helvetica, Arial, Sans-Serif }
a { color: White }
a:visited { color: White }
div#main
{
width: 1024px;
background-image: url("background.png");
background-repeat: no-repeat;
margin: 0 auto;
padding: 20px 0px;
}
div#header
{
margin-top: 30px;
height: 66px
}
div.bar
{
border-top: solid 3px #650b03;
border-bottom: solid 3px #650b03;
background-color: #272d2c;
width: 100%;
}
div#header h1
{
margin: 0 auto;
width:280px;
}
div#header img
{
vertical-align: middle;
margin: -30px 0px
}
div#content
{
text-align: justify;
width:50%;
padding-left:50px;
}
div#menu
{
margin-top: 10px;
margin-left: auto;
margin-right:auto;
width:90%;
text-align:center;
}
div#menu a { text-decoration: none; color: White }
div#menu a:visited { text-decoration: none; color: White }
div#menu a:hover { text-decoration: none; color: White }
/* Sidebar */
div#sidebar
{
margin-top: 19px;
float: right;
width: 450px;
text-align: center
}
div#sidebar strong
{
font-size: 2.3em;
display: block
}
div#sidebar .stats
{
display: inline-block;
margin-right: 10px;
}
div#sidebar .desc
{
font-size: 0.8em
}
div#sidebar a.desc
{
font-size: 0.7em
}
div.download
{
border: solid 3px #bd0000;
background-color: #272d2c;
margin: 20px auto;
width: 280px;
height: 40px;
padding: 12px 10px 10px 10px;
display: none;
}
div.download:hover
{
border-color: white;
background-color: #3f4544;
cursor: pointer
}
p.download
{
display: none;
font-size: 0.8em;
}
div#screenshots
{
width: 506px;
margin: 0 auto;
height: 316px;
}
div#footer
{
font-size: 0.7em;
margin-bottom: 10px;
text-align: center;
}
p#trademarks
{
margin-top: 10px; margin-bottom: 10px
}
span.links
{
border: none;
margin: 0px 10px;
font-size: 1.2em;
}
span.links:hover
{
border-bottom: solid 3px #bd0000;
}
div.rounded
{
border-radius: 10px;
-moz-border-radius: 10px;
-webkit-border-radius: 10px;
-khtml-border-radius: 10px;
}
#nav li
{
list-style-type: none;
display: block;
height: 15px;
width: 20px;
background-color: white;
margin-right: 10px;
float: left;
cursor: pointer;
}
#nav li.activeSlide
{
background-color: #650b03;
}
#videoPlayer
{
padding-top: 5px;
height:410px;
width: 500px;
margin: 20px auto;
background-color: Black;
}
.border
{
border: solid 3px #650b03
}
pre, code
{
font-family: Consolas, Incosolata, Lucida Console, Monospace;
}

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@@ -1,5 +0,0 @@
http://metahash.com/packages/cnc-packages.zip
http://openra.res0l.net/packages/cnc-packages.zip
http://mirumu.jp/pub/packages/cnc-packages.zip
http://alzeih.github.com/www/packages/cnc-packages.zip
http://www.sleipnirstuff.com/openra/cnc-packages.zip

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@@ -1,5 +0,0 @@
http://metahash.com/packages/ra-packages.zip
http://openra.res0l.net/packages/ra-packages.zip
http://mirumu.jp/pub/packages/ra-packages.zip
http://alzeih.github.com/www/packages/ra-packages.zip
http://www.sleipnirstuff.com/openra/ra-packages.zip

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@@ -1,76 +0,0 @@
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"
"http://www.w3.org/TR/html4/loose.dtd">
<html>
<head>
<link rel="shortcut icon" type="image/x-icon" href="/favicon.ico" />
<title>OpenRA - Download for Linux</title>
<link rel="Stylesheet" type="text/css" href="/openra.css" />
<!--[if IE 7]>
<link rel="stylesheet" type="text/css" href="/ie7.css">
<![endif]-->
</head>
<body>
<div id="header" class="bar">
<h1>
<img src="/soviet-logo.png" alt="Logo" />OpenRA</h1>
</div>
<div id="main">
<div id="menu">
<span class="links"><a href="/index.html">Home</a></span>
<span class="links"><a href="/footage.html">Gameplay Footage</a></span>
<span class="links"><a href="/mods.html">Mods</a></span>
<span class="links"><a href="/stats.html">Stats</a></span>
<span class="links"><a href="/getinvolved.html">Get Involved</a></span>
<span class="links"><a href="irc://irc.freenode.net/openra">IRC</a></span>
<span class="links"><a href="http://twitter.com/openRA">Twitter</a></span>
</div>
<div>
<?php
function generateDownloadButton($target, $text, $desc)
{
echo "<div class=\"rounded download\" style=\"display: block; text-align: center; width: 320px\" onclick=\"document.location='".$target."'\">\n";
echo "\t<img src=\"/arrow.png\" alt=\"Download Arrow\" style=\"float: left; margin-top: 3px\" />\n";
echo "\t". $text ."<br />\n";
echo "\t<span class=\"desc\">". $desc ."</span>\n";
echo "</div>";
}
$archTarget = file_get_contents("archlatest.txt");
list($version,$size,$target) = explode(",", $archTarget);
$desc = sprintf("version: %s size: %.2fMB", $version, $size/1048576);
generateDownloadButton(trim($target), "Download for Arch Linux", $desc);
$rpmTarget = file_get_contents("rpmlatest.txt");
list($version,$size,$target) = explode(",", $rpmTarget);
$desc = sprintf("version: %s size: %.2fMB", $version, $size/1048576);
generateDownloadButton(trim($target), "Download for RPM based systems", $desc);
$debTarget = file_get_contents("deblatest.txt");
list($version,$size,$target) = explode(",", $debTarget);
$desc = sprintf("version: %s size: %.2fMB", $version, $size/1048576);
generateDownloadButton(trim($target), "Download for deb based systems", $desc);
$version = file_get_contents("srclatest.txt");
$target = "http://github.com/chrisforbes/OpenRA/tarball/playtest-".trim($version);
generateDownloadButton($target, "Download for other systems", "(source package)");
?>
</div>
</div>
<div id="footer" class="bar">
<p id="trademarks">
<img src="/soviet-logo.png" alt="OpenRA Logo" height="70px" style="float: right; margin-right: 10px" />
Command &amp; Conquer and Command &amp; Conquer Red Alert are trademarks or registered
trademarks of Electronic Arts Inc.in the U.S. and/or other countries.<br />
Windows is a registered trademark of Microsoft Corporation in the United States
and other countries.<br />
Mac OS X is a trademark of Apple Inc., registered in the U.S. and other countries.<br />
Linux is the registered trademark of Linus Torvalds in the U.S. and other countries.<br />
Mono is a registered trademark of Novell, Inc. in the United States and other countries.<br />
</p>
</div>
</body>
</html>

View File

@@ -1,4 +0,0 @@
http://open-ra.org/releases/mac/osx-deps-v2.zip
http://openra.res0l.net/releases/mac/osx-deps-v2.zip
http://metahash.com/releases/mac/osx-deps-v2.zip
http://mirumu.jp/pub/releases/mac/osx-deps-v2.zip

View File

@@ -1,4 +0,0 @@
http://open-ra.org/releases/windows/cg-win32.zip
http://openra.res0l.net/releases/windows/cg-win32.zip
http://metahash.com/releases/windows/cg-win32.zip
http://mirumu.jp/pub/releases/windows/cg-win32.zip

View File

@@ -1,4 +0,0 @@
http://open-ra.org/releases/windows/freetype-zlib.zip
http://openra.res0l.net/releases/windows/freetype-zlib.zip
http://metahash.com/releases/windows/freetype-zlib.zip
http://mirumu.jp/pub/releases/windows/freetype-zlib.zip

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@@ -1,7 +0,0 @@
<?php
$latest = "OpenRA-20100425.exe";
header("Location: $latest");
$file = file_get_contents("../../downloads.txt");
$new_downloads = $file + 1;
file_put_contents("../../downloads.txt", $new_downloads);
?>

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@@ -1,42 +0,0 @@
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"
"http://www.w3.org/TR/html4/loose.dtd">
<html>
<head>
<link rel="shortcut icon" type="image/x-icon" href="favicon.ico" />
<title>OpenRA - Stats</title>
<link rel="Stylesheet" type="text/css" href="openra.css" />
<!--[if IE 7]>
<link rel="stylesheet" type="text/css" href="ie7.css">
<![endif]-->
</head>
<body>
<div id="header" class="bar">
<h1>
<img src="soviet-logo.png" alt="Logo" />OpenRA</h1>
</div>
<div id="main">
<div id="menu">
<span class="links"><a href="index.html">Home</a></span>
<span class="links"><a href="footage.html">Gameplay Footage</a></span>
<span class="links"><a href="mods.html">Mods</a></span>
<span class="links"><a href="stats.html">Stats</a></span>
<span class="links"><a href="getinvolved.html">Get Involved</a></span>
<span class="links"><a href="http://www.sleipnirstuff.com/forum/viewforum.php?f=80">Forum</a></span>
<span class="links"><a href="irc://irc.freenode.net/openra">IRC</a></span>
<span class="links"><a href="http://twitter.com/openRA">Twitter</a></span>
</div>
</div>
<div id="footer" class="bar">
<p id="trademarks">
<img src="soviet-logo.png" alt="OpenRA Logo" height="70px" style="float: right; margin-right: 10px" />
Command &amp; Conquer and Command &amp; Conquer Red Alert are trademarks or registered
trademarks of Electronic Arts Inc.in the U.S. and/or other countries.<br />
Windows is a registered trademark of Microsoft Corporation in the United States
and other countries.<br />
Mac OS X is a trademark of Apple Inc., registered in the U.S. and other countries.<br />
Linux is the registered trademark of Linus Torvalds in the U.S. and other countries.<br />
Mono is a registered trademark of Novell, Inc. in the United States and other countries.<br />
</p>
</div>
</body>
</html>