Merge remote branches 'alzeih/master', 'pchote/walls' and 'origin/dev'

This commit is contained in:
Chris Forbes
2010-02-27 09:53:17 +13:00
36 changed files with 534 additions and 189 deletions

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@@ -0,0 +1,103 @@
#region Copyright & License Information
/*
* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
* This file is part of OpenRA.
*
* OpenRA 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.
*
* OpenRA 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 OpenRA. If not, see <http://www.gnu.org/licenses/>.
*/
#endregion
using System.Linq;
namespace OpenRa.Traits
{
class RenderBuildingWallInfo : RenderBuildingInfo
{
public readonly int DamageStates = 2;
public override object Create(Actor self) { return new RenderBuildingWall(self); }
}
class RenderBuildingWall : RenderBuilding
{
string seqName;
int damageStates;
Actor self;
public RenderBuildingWall(Actor self)
: base(self)
{
seqName = "idle";
this.self = self;
this.damageStates = self.Info.Traits.Get<RenderBuildingWallInfo>().DamageStates;
}
public override void Damaged(Actor self, AttackInfo e)
{
if (!e.DamageStateChanged) return;
switch (e.DamageState)
{
case DamageState.Normal:
seqName = "idle";
break;
case DamageState.ThreeQuarter:
if (damageStates >= 4)
seqName = "minor-damaged-idle";
break;
case DamageState.Half:
seqName = "damaged-idle";
Sound.Play("kaboom1.aud");
break;
case DamageState.Quarter:
if (damageStates >= 3)
{
seqName = "critical-idle";
Sound.Play("kaboom1.aud");
}
break;
}
}
public override void Tick(Actor self)
{
base.Tick(self);
// TODO: This only needs updating when a wall is built or destroyed
int index = NearbyWalls( self.Location );
anim.PlayFetchIndex(seqName, () => index);
}
bool IsWall( int x, int y)
{
return self.World.Queries.WithTrait<Wall>().Any(a => (a.Actor.Info.Name == self.Info.Name && a.Actor.Location.X == x && a.Actor.Location.Y == y));
}
int NearbyWalls( int2 xy )
{
int ret = 0;
if( IsWall( xy.X, xy.Y - 1 ) )
ret |= 1;
if( IsWall( xy.X + 1, xy.Y ) )
ret |= 2;
if( IsWall( xy.X, xy.Y + 1 ) )
ret |= 4;
if( IsWall( xy.X - 1, xy.Y ) )
ret |= 8;
return ret;
}
}
}

View File

@@ -48,7 +48,7 @@ namespace OpenRa.FileFormats
}
}
static object GetValue( Type fieldType, string x )
public static object GetValue( Type fieldType, string x )
{
if (x != null) x = x.Trim();
if( fieldType == typeof( int ) )

View File

@@ -21,37 +21,30 @@
using System.Collections.Generic;
using System.Drawing;
using System.IO;
using System.Linq;
namespace OpenRa.FileFormats
{
public class PlayerColorRemap : IPaletteRemap
{
int offset;
List<Color> remapColors = new List<Color>();
Dictionary<int, Color> remapColors;
public PlayerColorRemap(Stream s)
{
using (BinaryReader reader = new BinaryReader(s))
{
for (int i = 0; i < 16; i++)
{
byte r = reader.ReadByte();
byte g = reader.ReadByte();
byte b = reader.ReadByte();
remapColors.Add(Color.FromArgb(r, g, b));
}
}
offset = 80;
var yaml = MiniYaml.FromStream(s);
remapColors = yaml.ToDictionary(
y => int.Parse(y.Key),
y => ArrayToColor((int[])FieldLoader.GetValue(
typeof(int[]), y.Value.Value.Trim())));
}
static Color ArrayToColor(int[] x) { return Color.FromArgb(x[0], x[1], x[2], x[3]); }
public Color GetRemappedColor(Color original, int index)
{
if (index < offset || index >= offset + remapColors.Count)
return original;
return remapColors[index - offset];
Color c;
return remapColors.TryGetValue(index, out c)
? c : original;
}
}
}

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@@ -1,4 +1,4 @@
#region Copyright & License Information
#region Copyright & License Information
/*
* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
* This file is part of OpenRA.
@@ -144,9 +144,19 @@ namespace OpenRa
public DamageState GetDamageState()
{
if (Health <= 0) return DamageState.Dead;
var halfStrength = this.GetMaxHP() * Rules.General.ConditionYellow;
return Health < halfStrength ? DamageState.Half : DamageState.Normal;
if (Health <= 0)
return DamageState.Dead;
if (Health < this.GetMaxHP() * Rules.General.ConditionRed)
return DamageState.Quarter;
if (Health < this.GetMaxHP() * Rules.General.ConditionYellow)
return DamageState.Half;
if (Health < this.GetMaxHP() * 0.75)
return DamageState.ThreeQuarter;
return DamageState.Normal;
}
public void InflictDamage(Actor attacker, int damage, WarheadInfo warhead)

View File

@@ -685,50 +685,22 @@ namespace OpenRa
rgbaRenderer.Flush();
}
const int chromeButtonGap = 2;
void DrawButtons( World world )
{
int2 buttonOrigin = new int2(Game.viewport.Width - 320, 2);
// Repair
Rectangle repairRect = new Rectangle(buttonOrigin.X, buttonOrigin.Y, repairButton.Image.bounds.Width, repairButton.Image.bounds.Height);
var repairDrawPos = new float2(repairRect.Location);
var hasFact = world.Queries.OwnedBy[world.LocalPlayer].WithTrait<ConstructionYard>().Any();
if (Game.Settings.RepairRequiresConyard && !hasFact)
repairButton.ReplaceAnim("disabled");
else
{
repairButton.ReplaceAnim(Game.controller.orderGenerator is RepairOrderGenerator ? "pressed" : "normal");
AddButton(repairRect, isLmb => Game.controller.ToggleInputMode<RepairOrderGenerator>());
}
shpRenderer.DrawSprite(repairButton.Image, repairDrawPos, "chrome");
var origin = new int2(Game.viewport.Width - 200, 2);
// Sell
Rectangle sellRect = new Rectangle(buttonOrigin.X+40, buttonOrigin.Y,
sellButton.Image.bounds.Width, sellButton.Image.bounds.Height);
var sellDrawPos = new float2(sellRect.Location);
sellButton.ReplaceAnim(Game.controller.orderGenerator is SellOrderGenerator ? "pressed" : "normal");
AddButton(sellRect, isLmb => Game.controller.ToggleInputMode<SellOrderGenerator>());
shpRenderer.DrawSprite(sellButton.Image, sellDrawPos, "chrome");
shpRenderer.Flush();
if (Game.Settings.PowerDownBuildings)
foreach (var cb in world.WorldActor.traits.WithInterface<IChromeButton>())
{
// Power Down
Rectangle pwrdownRect = new Rectangle(buttonOrigin.X+80, buttonOrigin.Y,
pwrdownButton.Image.bounds.Width, pwrdownButton.Image.bounds.Height);
var pwrdownDrawPos = new float2(pwrdownRect.Location);
pwrdownButton.ReplaceAnim(Game.controller.orderGenerator is PowerDownOrderGenerator ? "pressed" : "normal");
AddButton(pwrdownRect, isLmb => Game.controller.ToggleInputMode<PowerDownOrderGenerator>());
shpRenderer.DrawSprite(pwrdownButton.Image, pwrdownDrawPos, "chrome");
var button = cb;
var anim = new Animation(cb.Image);
anim.Play(cb.Enabled ? cb.Pressed ? "pressed" : "normal" : "disabled");
origin.X -= (int)anim.Image.size.X + chromeButtonGap;
shpRenderer.DrawSprite(anim.Image, origin, "chrome");
AddButton(new RectangleF(origin.X, origin.Y, anim.Image.size.X, anim.Image.size.Y),
_ => { if (button.Enabled) button.OnClick(); });
}
shpRenderer.Flush();
//Options
Rectangle optionsRect = new Rectangle(0,0, optionsButton.Image.bounds.Width,

View File

@@ -81,13 +81,7 @@ namespace OpenRa.Effects
var dist = Target.CenterLocation - Pos;
if (dist.LengthSquared < MissileCloseEnough * MissileCloseEnough || Target.IsDead)
{
world.AddFrameEndTask(w => w.Remove(this));
if (t > Projectile.Arm * 40) /* don't blow up in our launcher's face! */
Combat.DoImpact(Pos.ToInt2(), Pos.ToInt2(), Weapon, Projectile, Warhead, FiredBy);
return;
}
Explode(world);
var speed = Scale * Weapon.Speed * ((targetAltitude > 0 && Weapon.TurboBoost) ? 1.5f : 1f);
@@ -99,7 +93,17 @@ namespace OpenRa.Effects
world.AddFrameEndTask(w => w.Add(
new Smoke(w, (Pos - 1.5f * move - new int2( 0, Altitude )).ToInt2(), Projectile.Trail)));
// todo: running out of fuel
if (Projectile.RangeLimit != 0 && t > Projectile.RangeLimit * 40)
Explode(world);
}
void Explode(World world)
{
world.AddFrameEndTask(w => w.Remove(this));
if (t > Projectile.Arm * 40) /* don't blow up in our launcher's face! */
Combat.DoImpact(Pos.ToInt2(), Pos.ToInt2(), Weapon, Projectile, Warhead, FiredBy);
return;
}
public IEnumerable<Renderable> Render()

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@@ -25,25 +25,21 @@ namespace OpenRa.GameRules
public readonly bool AA = false;
public readonly bool AG = true;
public readonly bool ASW = false;
public readonly string Trail = null;
public readonly bool Arcing = false;
public readonly int Arm = 0;
public readonly bool Degenerates = false;
public readonly bool Dropping = false;
public readonly int Frames = 1;
public readonly bool Gigundo = false;
public readonly bool High = false;
public readonly string Image = null;
public readonly bool Inaccurate = false;
public readonly bool Inviso = false;
public readonly bool Parachuted = false;
public readonly bool Proximity = false;
public readonly int ROT = 0;
public readonly bool Ranged = false;
public readonly bool Rotates = false;
public readonly bool Shadow = true;
public readonly bool Translucent = false;
public readonly bool UnderWater = false;
public readonly int RangeLimit = 0;
// OpenRA-specific:
public readonly string Trail = null;
}
}

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@@ -28,7 +28,7 @@ namespace OpenRa.Graphics
{
class HardwarePalette : Sheet
{
const int maxEntries = 16;
public const int MaxPalettes = 64;
int allocated = 0;
// We need to store the Palettes themselves for the remap palettes to work
@@ -36,7 +36,7 @@ namespace OpenRa.Graphics
static Dictionary<string, Palette> palettes;
static Dictionary<string, int> indices;
public HardwarePalette(Renderer renderer, Map map)
: base(renderer,new Size(256, maxEntries))
: base(renderer,new Size(256, MaxPalettes))
{
palettes = new Dictionary<string, Palette>();
indices = new Dictionary<string, int>();

View File

@@ -52,23 +52,11 @@ namespace OpenRa.Graphics
return result;
}
public static readonly int2[] directions =
new int2[] {
new int2( -1, -1 ),
new int2( -1, 0 ),
new int2( -1, 1 ),
new int2( 0, -1 ),
new int2( 0, 1 ),
new int2( 1, -1 ),
new int2( 1, 0 ),
new int2( 1, 1 ),
};
static float[] channelSelect = { 0.75f, 0.25f, -0.25f, -0.75f };
public static void FastCreateQuad(Vertex[] vertices, ushort[] indices, float2 o, Sprite r, int palette, int nv, int ni, float2 size)
{
float2 attrib = new float2(palette / 16.0f, channelSelect[(int)r.channel]);
var attrib = new float2(palette / (float)HardwarePalette.MaxPalettes, channelSelect[(int)r.channel]);
vertices[nv] = new Vertex(o,
r.FastMapTextureCoords(0), attrib);

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@@ -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>
@@ -108,6 +108,7 @@
<Compile Include="Support\PerfHistory.cs" />
<Compile Include="Sync.cs" />
<Compile Include="Traits\Attack\AttackOmni.cs" />
<Compile Include="Traits\Chrome\PowerDownButton.cs" />
<Compile Include="Traits\CustomSellValue.cs" />
<Compile Include="Traits\Player\SpawnDefaultUnits.cs" />
<Compile Include="Traits\World\BridgeLoadHook.cs" />
@@ -263,6 +264,8 @@
<Compile Include="Orders\UnitOrderGenerator.cs" />
<Compile Include="World.cs" />
<Compile Include="WorldUtils.cs" />
<Compile Include="Traits\Wall.cs" />
<Compile Include="Traits\Render\RenderBuildingWall.cs" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\OpenRa.FileFormats\OpenRa.FileFormats.csproj">

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@@ -67,7 +67,7 @@ namespace OpenRa
if (thisCost == float.PositiveInfinity)
return p.Location;
foreach( int2 d in Graphics.Util.directions )
foreach( int2 d in directions )
{
int2 newHere = p.Location + d;
@@ -113,6 +113,18 @@ namespace OpenRa
return p.Location;
}
static readonly int2[] directions =
{
new int2( -1, -1 ),
new int2( -1, 0 ),
new int2( -1, 1 ),
new int2( 0, -1 ),
new int2( 0, 1 ),
new int2( 1, -1 ),
new int2( 1, 0 ),
new int2( 1, 1 ),
};
public void AddInitialCell( World world, int2 location )
{
if (!world.Map.IsInMap(location.X, location.Y))

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@@ -1,4 +1,4 @@
#region Copyright & License Information
#region Copyright & License Information
/*
* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
* This file is part of OpenRA.
@@ -48,7 +48,7 @@ namespace OpenRa.Traits.Activities
{
if( !started )
{
framesRemaining = self.traits.Get<RenderSimple>().anim.GetSequence( "make" ).Length;
framesRemaining = (self.Info.Traits.Get<RenderBuildingInfo>().HasMakeAnimation) ? self.traits.Get<RenderSimple>().anim.GetSequence( "make" ).Length : 0;
foreach( var ns in self.traits.WithInterface<INotifySold>() )
ns.Selling( self );

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@@ -0,0 +1,47 @@
using System;
using System.Linq;
using OpenRa.Orders;
namespace OpenRa.Traits
{
class PowerDownButtonInfo : StatelessTraitInfo<PowerDownButton> { }
class PowerDownButton : IChromeButton
{
public string Image { get { return "repair"; } } // todo: art
public bool Enabled { get { return true; } }
public bool Pressed { get { return Game.controller.orderGenerator is PowerDownOrderGenerator; } }
public void OnClick() { Game.controller.ToggleInputMode<PowerDownOrderGenerator>(); }
}
class SellButtonInfo : StatelessTraitInfo<SellButton> { }
class SellButton : IChromeButton
{
public string Image { get { return "sell"; } }
public bool Enabled { get { return true; } }
public bool Pressed { get { return Game.controller.orderGenerator is SellOrderGenerator; } }
public void OnClick() { Game.controller.ToggleInputMode<SellOrderGenerator>(); }
}
class RepairButtonInfo : StatelessTraitInfo<RepairButton> { }
class RepairButton : IChromeButton
{
public string Image { get { return "repair"; } } // todo: art
public bool Enabled
{
get
{
if (!Game.Settings.RepairRequiresConyard)
return true;
return Game.world.Queries.OwnedBy[Game.world.LocalPlayer]
.WithTrait<ConstructionYard>().Any();
}
}
public bool Pressed { get { return Game.controller.orderGenerator is RepairOrderGenerator; } }
public void OnClick() { Game.controller.ToggleInputMode<RepairOrderGenerator>(); }
}
}

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@@ -1,4 +1,4 @@
#region Copyright & License Information
#region Copyright & License Information
/*
* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
* This file is part of OpenRA.
@@ -25,6 +25,7 @@ namespace OpenRa.Traits
{
public class RenderBuildingInfo : RenderSimpleInfo
{
public readonly bool HasMakeAnimation = true;
public override object Create(Actor self) { return new RenderBuilding(self);}
}
@@ -39,8 +40,8 @@ namespace OpenRa.Traits
public RenderBuilding(Actor self, Func<int> baseFacing)
: base(self, baseFacing)
{
if( Game.skipMakeAnims )
{
if( Game.skipMakeAnims || !self.Info.Traits.Get<RenderBuildingInfo>().HasMakeAnimation )
Complete( self );
else
anim.PlayThen( "make", () => self.World.AddFrameEndTask( _ => Complete( self ) ) );
@@ -124,7 +125,9 @@ namespace OpenRa.Traits
public void Selling( Actor self )
{
anim.PlayBackwardsThen( "make", null );
if( !Game.skipMakeAnims && self.Info.Traits.Get<RenderBuildingInfo>().HasMakeAnimation )
anim.PlayBackwardsThen( "make", null );
Sound.PlayToPlayer(self.Owner, "cashturn.aud");
}

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@@ -1,4 +1,4 @@
#region Copyright & License Information
#region Copyright & License Information
/*
* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
* This file is part of OpenRA.
@@ -27,7 +27,7 @@ using OpenRa.Traits.Activities;
namespace OpenRa.Traits
{
public enum DamageState { Normal, Half, Dead };
public enum DamageState { Normal, ThreeQuarter, Half, Quarter, Dead };
// depends on the order of pips in WorldRenderer.cs!
public enum PipType { Transparent, Green, Yellow, Red, Gray };
@@ -132,4 +132,12 @@ namespace OpenRa.Traits
IActivity Tick(Actor self);
void Cancel(Actor self);
}
public interface IChromeButton
{
string Image { get; }
bool Enabled { get; }
bool Pressed { get; }
void OnClick();
}
}

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@@ -0,0 +1,32 @@
#region Copyright & License Information
/*
* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
* This file is part of OpenRA.
*
* OpenRA 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.
*
* OpenRA 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 OpenRA. If not, see <http://www.gnu.org/licenses/>.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Linq;
using OpenRa.Effects;
using OpenRa.GameRules;
using OpenRa.Traits.Activities;
namespace OpenRa.Traits
{
public class WallInfo : StatelessTraitInfo<Wall> {}
public class Wall {}
}

16
mods/cnc/blue.rem Normal file
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@@ -0,0 +1,16 @@
176: 255,216,252,252
177: 255,220,220,228
178: 255,192,192,208
179: 255,164,164,188
180: 255,100,100,124
181: 255,72,72,92
182: 255,44,44,60
183: 255,0,0,0
184: 255,192,192,208
185: 255,164,164,188
186: 255,132,132,156
187: 255,100,100,124
188: 255,72,72,92
189: 255,56,72,76
190: 255,52,52,52
191: 255,36,44,52

16
mods/cnc/orange.rem Normal file
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@@ -0,0 +1,16 @@
176: 255,236,172,72
177: 255,228,148,48
178: 255,212,120,16
179: 255,196,96,0
180: 255,164,56,0
181: 255,136,24,0
182: 255,96,8,0
183: 255,16,0,0
184: 255,212,120,16
185: 255,196,96,0
186: 255,180,72,0
187: 255,164,56,0
188: 255,152,40,0
189: 255,136,24,0
190: 255,112,8,0
191: 255,16,0,0

16
mods/cnc/red.rem Normal file
View File

@@ -0,0 +1,16 @@
176: 255,244,0,0
177: 255,220,20,8
178: 255,196,40,20
179: 255,172,52,28
180: 255,120,48,36
181: 255,96,8,0
182: 255,56,32,20
183: 255,16,0,0
184: 255,196,40,20
185: 255,172,52,28
186: 255,152,48,36
187: 255,120,48,36
188: 255,112,24,0
189: 255,88,44,28
190: 255,56,32,20
191: 255,56,32,20

View File

@@ -41,44 +41,26 @@ World:
Name: player1
DisplayName: Blue
BasePalette: player
# Remap: blue.rem
Remap: blue.rem
DisplayColor: 56, 72, 125
PlayerColorPalette@player2:
Name: player2
DisplayName: Red
BasePalette: player
# Remap: red.rem
Remap: red.rem
DisplayColor: 238, 0, 0
PlayerColorPalette@player3:
Name: player3
DisplayName: Orange
BasePalette: player
# Remap: orange.rem
Remap: orange.rem
DisplayColor: 198,97,0
PlayerColorPalette@player4:
Name: player4
DisplayName: Teal
BasePalette: player
# Remap: teal.rem
Remap: teal.rem
DisplayColor: 28,109,97
PlayerColorPalette@player5:
Name: player5
DisplayName: Salmon
BasePalette: player
# Remap: salmon.rem
DisplayColor: 153,76,53
PlayerColorPalette@player6:
Name: player6
DisplayName: Green
BasePalette: player
# Remap: green.rem
DisplayColor: 76,101,60
# PlayerColorPalette@player7:
# Name: player7
# DisplayName: Gray
# BasePalette: player
# Remap: gray.rem
# DisplayColor: 133,113,101
PaletteFromFile@chrome:
Name: chrome
Filename: temperat.pal
@@ -117,4 +99,6 @@ World:
Race: gdi
Country@nod:
Name: Nod
Race: nod
Race: nod
SellButton:
RepairButton:

16
mods/cnc/teal.rem Normal file
View File

@@ -0,0 +1,16 @@
176: 255,0,168,168
177: 255,116,148,156
178: 255,100,128,136
179: 255,0,112,112
180: 255,4,92,100
181: 255,20,52,72
182: 255,4,4,8
183: 255,0,0,0
184: 255,100,128,136
185: 255,0,112,112
186: 255,4,92,100
187: 255,8,76,92
188: 255,16,60,80
189: 255,20,52,72
190: 255,36,44,52
191: 255,4,4,8

View File

@@ -74,8 +74,6 @@ HeatSeeker
Cannon
[Invisible]
Inviso=yes
Image=none
[HeatSeeker]
Arm=2
@@ -83,13 +81,12 @@ High=yes
Shadow=no
Proximity=yes
Trail=smokey
Ranged=yes
Inaccurate=yes
AA=yes
Image=DRAGON
ROT=5
Rotates=yes
Translucent=yes
RangeLimit=6
[Cannon]
Image=120MM

View File

@@ -1 +1,16 @@
<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>궾ޡ<EFBFBD>ʍ<EFBFBD><EFBFBD>}<7D><>iu<69>Yi<59>DU<44>8H}0@u(8m ,a,U D4
80: 255,226,230,246
81: 255,206,210,234
82: 255,182,190,222
83: 255,161,170,202
84: 255,141,149,186
85: 255,125,133,174
86: 255,105,117,161
87: 255,89,105,149
88: 255,68,85,137
89: 255,56,72,125
90: 255,48,64,117
91: 255,40,56,109
92: 255,32,44,97
93: 255,24,44,85
94: 255,12,32,68
95: 255,8,20,52

View File

@@ -45,3 +45,19 @@
Footprint: x
RenderBuilding:
^Wall:
Category: Building
Building:
Dimensions: 1,1
Footprint: x
Capturable: false
Bib: no
Crewed: no
Sight: 0
Wall:
Selectable:
RenderBuildingWall:
HasMakeAnimation: false
Palette: terrain
DamageStates: 2

View File

@@ -1 +1,16 @@
<EFBFBD><EFBFBD>y<EFBFBD><EFBFBD>q־iƲa<EFBFBD><EFBFBD>Y<EFBFBD><EFBFBD>U<EFBFBD><EFBFBD>L<EFBFBD>u@<40>q8me8YU,UL$HD 844,( 
80: 255,246,214,121
81: 255,230,202,113
82: 255,214,190,105
83: 255,198,178,97
84: 255,182,165,89
85: 255,170,153,85
86: 255,145,137,76
87: 255,145,117,64
88: 255,133,113,56
89: 255,109,101,56
90: 255,89,85,44
91: 255,85,76,36
92: 255,72,68,32
93: 255,56,52,28
94: 255,52,44,20
95: 255,40,32,8

View File

@@ -1 +1,16 @@
<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>κ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>}q<>qeqYP]H@P<4P<4<,(<,(,,
80: 255,238,238,238
81: 255,238,226,218
82: 255,222,206,198
83: 255,206,186,178
84: 255,186,165,153
85: 255,165,145,133
86: 255,149,125,113
87: 255,133,113,101
88: 255,113,89,80
89: 255,93,72,64
90: 255,80,60,52
91: 255,80,60,52
92: 255,60,44,40
93: 255,60,44,40
94: 255,44,28,24
95: 255,44,28,24

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@@ -1 +1,16 @@
<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>}<7D><>u<EFBFBD><75>my<6D>ei<65>]YuLLe<<U00D$$4$4$
80: 255,255,230,149
81: 255,255,230,149
82: 255,198,230,133
83: 255,178,210,125
84: 255,157,190,117
85: 255,137,174,109
86: 255,121,153,101
87: 255,105,137,93
88: 255,89,117,76
89: 255,76,101,60
90: 255,60,85,48
91: 255,48,68,36
92: 255,36,52,24
93: 255,36,52,24
94: 255,24,36,16
95: 255,20,20,20

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@@ -456,35 +456,27 @@ Report=MISSILE1
; AA = Can this weapon fire upon flying aircraft (def=no)?
; AG = Can this weapon fire upon ground objects (def=yes)?
; ASW = Is this an Anti-Submarine-Warfare projectile (def=no)?
; Animates = Does it animate [this means smoke puffs] (def=no)?
; Arcing = Does it have a ballistic trajectory (def=no)?
; Arm = arming delay (def=0)
; Degenerates = Does the bullet strength weaken as it travels (def=no)?
; Dropping = Does it fall from a starting height (def=no)?
; Frames = number of image frames for animation purposes (def=1)
; Gigundo = Is the projectile larger than normal (def=no)?
; High = Can it fly over walls (def=no)?
; Image = image to use during flight
; Inaccurate = Is it inherently inaccurate (def=no)?
; Inviso = Is the projectile invisible as it travels (def=no)?
; Parachuted = Equipped with a parachute for dropping from plane (def=no)?
; Proximity = Does it blow up when near its target (def=no)?
; ROT = Rate Of Turn [non zero implies homing] (def=0)
; Ranged = Can it run out of fuel (def=no)?
; Rotates = Does the projectile have rotation specific imagery (def=no)?
; Shadow = If High, does this bullet need to have a shadow drawn? (def = yes)
; Translucent = Are translucent colors used in artwork (def=no)?
; UnderWater = Does the projectile travel under water?
; Trail = image to use for smoke puffs etc (def=null)
; RangeLimit = maximum flight time (def=0=unlimited)
; invisible flight to target
[Invisible]
Inviso=yes
Image=none
; special case for dog
[LeapDog]
Image=DOGBULLT
Translucent=yes
Rotates=yes
Proximity=yes
ROT=20
@@ -495,8 +487,6 @@ Image=120MM
; anti aircraft artillery projectile
[Ack]
Image=none
Inviso=yes
AA=true
AG=false
@@ -514,7 +504,6 @@ High=yes
Shadow=no
Proximity=yes
Trail=smokey
Ranged=yes
Inaccurate=yes
Image=V2
Rotates=yes
@@ -526,13 +515,12 @@ High=yes
Shadow=no
Proximity=yes
Trail=smokey
Ranged=yes
Inaccurate=yes
AA=yes
Image=DRAGON
ROT=5
Rotates=yes
Translucent=yes
RangeLimit=5
; small missile with deadly accuracy
[LaserGuided]
@@ -541,12 +529,11 @@ High=yes
Shadow=no
Proximity=yes
Trail=smokey
Ranged=yes
AA=yes
Image=DRAGON
ROT=20
Rotates=yes
Translucent=yes
RangeLimit=5
; anti aircraft missile
[AAMissile]
@@ -555,13 +542,12 @@ High=yes
Shadow=no
Proximity=yes
Trail=smokey
Ranged=yes
AA=yes
AG=no
Image=MISSILE
ROT=20
Rotates=yes
Translucent=yes
RangeLimit=5
; lobbed tumbling grenade
[Lobbed]
@@ -569,8 +555,6 @@ High=yes
Arcing=yes
Inaccurate=yes
Image=BOMB
Frames=8
Translucent=yes
; Depth charge catapult
[Catapult]
@@ -578,20 +562,15 @@ High=yes
Arcing=yes
Inaccurate=yes
Image=BOMB
Frames=8
ASW=yes
AG=no
Translucent=yes
; dropped from plane tumbling object
[Bomblet]
Arm=24
RangeLimit=24
High=yes
Dropping=yes
Image=BOMBLET
Frames=6
Translucent=yes
; arcing ballistic projectile
[Ballistic]
@@ -605,37 +584,27 @@ Image=120MM
Arm=24
RangeLimit=24
High=yes
Dropping=yes
Parachuted=yes
;Image=PARABOMB
; Allied free radar (GPS satellite)
[GPSSatellite]
Gigundo=yes
High=yes
Image=SPUTNIK
Frames=4
; Nuclear missile, flying up
[NukeUp]
Gigundo=yes
High=yes
Image=ATOMICUP
Frames=4
; Nuclear missile, flying down
[NukeDown]
Gigundo=yes
High=yes
Image=ATOMICDN
Frames=4
; wizard's fireball
[Fireball]
Trail=fb2
Image=FB1
Frames=8
; ******* Warhead Characteristics *******
; This is what gives the "rock, paper, scissors" character to the game.

View File

@@ -113,18 +113,18 @@ World:
BasePalette: terrain
Remap: salmon.rem
DisplayColor: 153,76,53
# PlayerColorPalette@player6:
# Name: player6
# DisplayName: Green
# BasePalette: terrain
# Remap: green.rem
# DisplayColor: 76,101,60
# PlayerColorPalette@player7:
# Name: player7
# DisplayName: Gray
# BasePalette: terrain
# Remap: gray.rem
# DisplayColor: 133,113,101
PlayerColorPalette@player6:
Name: player6
DisplayName: Green
BasePalette: terrain
Remap: green.rem
DisplayColor: 76,101,60
PlayerColorPalette@player7:
Name: player7
DisplayName: Gray
BasePalette: terrain
Remap: gray.rem
DisplayColor: 133,113,101
PaletteFromFile@chrome:
Name: chrome
Filename: temperat.pal
@@ -188,7 +188,9 @@ World:
Country@7:
Name: Spain
Race: allies
SellButton:
RepairButton:
PowerDownButton:
MGG:
GeneratesGap:
@@ -2494,3 +2496,62 @@ MEDI:
TakeCover:
-AutoTarget:
SBAG:
Inherits: ^Wall
Buildable:
TechLevel: 2
Prerequisites: fact
Owner: allies
Cost: 25
Description: Sandbag Wall
LongDesc: Stops infantry and blocks enemy fire.\n Can be crushed by tanks.
Building:
HP: 100
Armor: none
FENC:
Inherits: ^Wall
Buildable:
TechLevel: 2
Prerequisites: fact
Owner: soviet
Cost: 25
Description: Wire Fence
LongDesc: Stops infantry and blocks enemy fire.\n Can be crushed by tanks.
Building:
HP: 100
Armor: none
BRIK:
Inherits: ^Wall
Buildable:
TechLevel: 8
Prerequisites: fact
Owner: allies,soviet
Cost: 100
Description: Concrete Wall
LongDesc: Stop units from passing and block enemy fire.
Building:
HP: 100
Armor: none
RenderBuildingWall:
DamageStates: 4
CYCL:
Inherits: ^Wall
Building:
HP: 100
Armor: none
RenderBuildingWall:
DamageStates: 3
BARB:
Inherits: ^Wall
Building:
HP: 100
Armor: none
WOOD:
Inherits: ^Wall
Building:
HP: 100
Armor: none

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@@ -859,4 +859,31 @@
<unit name="badr">
<sequence name="idle" start="0" facings="16" />
</unit>
<unit name="brik">
<sequence name="idle" start="0" length="16" />
<sequence name="minor-damaged-idle" start="16" length="16" />
<sequence name="damaged-idle" start="32" length="16" />
<sequence name="critical-idle" start="48" length="16" />
</unit>
<unit name="sbag">
<sequence name="idle" start="0" length="16" />
<sequence name="damaged-idle" start="16" length="16" />
</unit>
<unit name="fenc">
<sequence name="idle" start="0" length="16" />
<sequence name="damaged-idle" start="16" length="16" />
</unit>
<unit name="cycl">
<sequence name="idle" start="0" length="16" />
<sequence name="damaged-idle" start="16" length="16" />
<sequence name="critical-idle" start="32" length="16" />
</unit>
<unit name="barb">
<sequence name="idle" start="0" length="16" />
<sequence name="damaged-idle" start="16" length="16" />
</unit>
<unit name="wood">
<sequence name="idle" start="0" length="16" />
<sequence name="damaged-idle" start="16" length="16" />
</unit>
</sequences>

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@@ -47,12 +47,10 @@ VertexOut Simple_vp(VertexIn v) {
return o;
}
const float2 texelOffset = float2( 0, 1.0f/32.0f );
float4 Palette_fp(VertexOut f) : COLOR0 {
float4 x = tex2D(DiffuseTexture, f.Tex0.xy);
float2 p = float2( dot(x, f.ChannelMask), f.Tex0.z );
return tex2D(Palette, p + texelOffset);
return tex2D(Palette, p);
}
technique low_quality {

View File

@@ -47,12 +47,10 @@ VertexOut Simple_vp(VertexIn v) {
return o;
}
const float2 texelOffset = float2( 0, 1.0f/32.0f );
float4 Palette_fp(VertexOut f) : COLOR0 {
float4 x = tex2D(DiffuseTexture, f.Tex0.xy);
float2 p = float2( dot(x, f.ChannelMask), f.Tex0.z );
return tex2D(Palette, p + texelOffset);
return tex2D(Palette, p);
}
technique low_quality {