Browse Source

reduce gamecode to a single file

master
Daniel Kolesa 2 years ago
parent
commit
cc5164a6e5
  1. 1
      src/client/meson.build
  2. 81
      src/game/entities.cc
  3. 103
      src/game/game.cc
  4. 55
      src/game/game.hh

1
src/client/meson.build

@ -36,7 +36,6 @@ client_src = [ @@ -36,7 +36,6 @@ client_src = [
'../engine/water.cc',
'../engine/world.cc',
'../engine/worldio.cc',
'../game/entities.cc',
'../game/game.cc',
]

81
src/game/entities.cc

@ -1,81 +0,0 @@ @@ -1,81 +0,0 @@
#include "game.hh"
namespace entities
{
using namespace game;
int extraentinfosize() { return 0; } // size in bytes of what the 2 methods below read/write... so it can be skipped by other games
void writeent(entity &e, char *buf) // write any additional data to disk (except for ET_ ents)
{
}
void readent(entity &e, char *buf, int ver) // read from disk, and init
{
}
vector<extentity *> ents;
vector<extentity *> &getents() { return ents; }
bool mayattach(extentity &e) { return false; }
bool attachent(extentity &e, extentity &a) { return false; }
const char *entmodel(const entity &e)
{
return NULL;
}
void preloadentities()
{
}
void renderentities()
{
}
extentity *newentity() { return new extentity(); }
void deleteentity(extentity *e) { delete e; }
void clearents()
{
while(ents.length()) deleteentity(ents.pop());
}
void animatemapmodel(const extentity &e, int &anim, int &basetime)
{
}
void fixentity(extentity &e)
{
}
void entradius(extentity &e, bool color)
{
}
bool printent(extentity &e, char *buf, int len)
{
return false;
}
const char *entnameinfo(entity &e) { return ""; }
const char *entname(int i)
{
static const char * const entnames[MAXENTTYPES] =
{
"none?", "light", "mapmodel", "playerstart", "envmap", "particles", "sound", "spotlight", "decal",
};
return i>=0 && size_t(i)<sizeof(entnames)/sizeof(entnames[0]) ? entnames[i] : "";
}
void editent(int i, bool local)
{
}
float dropheight(entity &e)
{
return 4.0f;
}
}

103
src/game/game.cc

@ -1,27 +1,17 @@ @@ -1,27 +1,17 @@
#include "game.hh"
#include "cube.hh"
extern void clearmainmenu();
namespace game
{
dynent *player1 = NULL; // our client
string clientmap = "";
bool connected = false;
const char *getclientmap() { return clientmap; }
const char *gameident() { return "OctaForge"; }
void saveragdoll(dynent *d)
{
}
void clearragdolls()
{
}
void moveragdolls()
{
}
void rendergame()
{
}
@ -40,7 +30,6 @@ namespace game @@ -40,7 +30,6 @@ namespace game
void preload()
{
entities::preloadentities();
}
void resetgamestate()
@ -77,7 +66,6 @@ namespace game @@ -77,7 +66,6 @@ namespace game
if(!curtime) { return; }
physicsframe();
moveragdolls();
if(connected)
{
crouchplayer(player1, 10, true);
@ -224,8 +212,6 @@ namespace game @@ -224,8 +212,6 @@ namespace game
{
}
bool connected = false;
void writeclientinfo(stream *f)
{
}
@ -240,8 +226,6 @@ namespace game @@ -240,8 +226,6 @@ namespace game
disablezoom();
}
string clientmap = "";
void changemap(const char *name)
{
if(editmode) toggleedit();
@ -303,7 +287,86 @@ namespace game @@ -303,7 +287,86 @@ namespace game
}
}
void toserver(char *text) { conoutf(CON_CHAT, "%s", text); }
void toserver(char *text) { }
}
namespace entities
{
using namespace game;
int extraentinfosize() { return 0; } // size in bytes of what the 2 methods below read/write... so it can be skipped by other games
void writeent(entity &e, char *buf) // write any additional data to disk (except for ET_ ents)
{
}
void readent(entity &e, char *buf, int ver) // read from disk, and init
{
}
vector<extentity *> ents;
vector<extentity *> &getents() { return ents; }
bool mayattach(extentity &e) { return false; }
bool attachent(extentity &e, extentity &a) { return false; }
const char *entmodel(const entity &e)
{
return NULL;
}
void preloadentities()
{
}
void renderentities()
{
}
extentity *newentity() { return new extentity(); }
void deleteentity(extentity *e) { delete e; }
void clearents()
{
while(ents.length()) deleteentity(ents.pop());
}
void animatemapmodel(const extentity &e, int &anim, int &basetime)
{
}
void fixentity(extentity &e)
{
}
void entradius(extentity &e, bool color)
{
}
bool printent(extentity &e, char *buf, int len)
{
return false;
}
const char *entnameinfo(entity &e) { return ""; }
const char *entname(int i)
{
static const char * const entnames[ET_GAMESPECIFIC] =
{
"none?", "light", "mapmodel", "playerstart", "envmap", "particles", "sound", "spotlight", "decal",
};
return i>=0 && size_t(i)<sizeof(entnames)/sizeof(entnames[0]) ? entnames[i] : "";
}
void editent(int i, bool local)
{
}
float dropheight(entity &e)
{
return 4.0f;
}
}
bool haslocalclients() { return game::connected; }

55
src/game/game.hh

@ -1,55 +0,0 @@ @@ -1,55 +0,0 @@
#ifndef __GAME_H__
#define __GAME_H__
#include "cube.hh"
// console message types
enum
{
CON_CHAT = 1<<8
};
enum // static entity types
{
NOTUSED = ET_EMPTY, // entity slot not in use in map
LIGHT = ET_LIGHT, // lightsource, attr1 = radius, attr2 = intensity
MAPMODEL = ET_MAPMODEL, // attr1 = idx, attr2 = yaw, attr3 = pitch, attr4 = roll, attr5 = scale
PLAYERSTART, // attr1 = angle, attr2 = team
ENVMAP = ET_ENVMAP, // attr1 = radius
PARTICLES = ET_PARTICLES,
MAPSOUND = ET_SOUND,
SPOTLIGHT = ET_SPOTLIGHT,
DECAL = ET_DECAL,
MAXENTTYPES,
I_FIRST = 0,
I_LAST = -1
};
#define MAXNAMELEN 15
namespace entities
{
extern vector<extentity *> ents;
extern void preloadentities();
}
namespace game
{
// game
extern string clientmap;
extern dynent *player1;
// client
extern bool connected;
// render
extern void saveragdoll(dynent *d);
extern void clearragdolls();
extern void moveragdolls();
}
#endif
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