source: golgotha/src/test/lisp/object.scm @ 80

Last change on this file since 80 was 80, checked in by Sam Hocevar, 11 years ago
  • Adding the Golgotha source code. Not sure what's going to be interesting in there, but since it's all public domain, there's certainly stuff to pick up.
File size: 1.8 KB
Line 
1
2/*
3(def_container object_settings   nil      # not derived from anything
4
5 (speed           (type float)    (default 0.12)      (range 0.01 0.5))
6 (accel           (type float)    (default 0.045)     (range 0.01 0.5))
7 (turn_speed      (type degree)   (default 0.2)       (range 1 360))
8 (cost            (type int)      (default 200))
9 (health          (type int)      (default 20)        (range 1 maxint))
10 (damage          (type int)      (default 3)         (range 0 maxint))
11 (fire_delay      (type int)      (default 10)        (range 0 maxint))
12 (build_image     (type image))
13 (build_time      (type int)      (default 20)        (range 0 maxint))
14 
15(set obj_model_dir "x:/jc/gdata/build/%s.gmod")
16
17(def_object
18 
19
20(def_container
21
22
23
24
25(varibles
26
27
28 (global_id       (type int)       (default 0) (range 0..100))
29 (construct_type  (type g1_object) (default "peon_tank")
30                  (range "peon_tank" "missle_tank" "eletric_car"))
31 (path            (type g1_path))
32
33)
34
35
36(int global_id 0)
37(float x)
38(float y)
39
40
41  w32 global_id;             // unique to the object, used to reference via networking
42
43  g1_object_type id;         // this is the object's 'type', i.e. all peon tanks have the same id
44
45  i4_float x,y;              // location in game map in game coordinates
46  i4_float lx,ly;            // last tick position (use to interpolate frames)
47
48  i4_float h;                // height above (or below ground)
49  i4_float lh;               // last tick height
50
51  i4_float theta;            // facing direction in the x-y game plane
52  i4_float ltheta;           // last tick theta (yaw)
53
54  i4_float pitch;            // pitch (y-z)
55  i4_float lpitch;           // last tick pitch
56
57  i4_float roll;             // roll (x-z)
58  i4_float lroll;            // last tick roll
59*/
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