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authorMagnus Auvinen <magnus.auvinen@gmail.com>2008-01-17 12:56:19 +0000
committerMagnus Auvinen <magnus.auvinen@gmail.com>2008-01-17 12:56:19 +0000
commite42c493d0c294ccb0a314c8447818c8d613195df (patch)
tree27e56d9415313ddccdb1550da64ed3ef80b1dcca /docs/teewars.txt
parent037569c4e52f37196275dbafec670f54da249cf8 (diff)
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-= Teewars Documentation
-
-== Tasks
-
-=== Bigger tasks
-* Tilemap editor (Huge, non-R1).
-* Offline gui (Non-R1)
-* Fix everything so it builds under windows.
-* Chat.
-* Master server (Non-R1)
-* zlib compression on the maps.
-
-=== Medium tasks
-* Fix packetloss handling. (client.cpp/server.cpp)
-* Flipping of tiles in the tilemap should be fixed. (mapres_tilemap.cpp, tool.py)
-* Compression for snapshots. Not zlib as it's abit overkill for the small size. (client.cpp/server.cpp)
-* Splitting and combine snapshot over several packets. (server.cpp/client.cpp)
-* Some sort of settings format (think KISS) for the client. (client.cpp)
-* Score board. (game/*)
-* The gfx implementation uses 1 quad in a VBO. It should be a whole bunch. (gfx.cpp)
-* Clients should timeout. (server.cpp)
-
-=== Smaller tasks
-* The gfx API now uses BGRA for texture loading. It should be RGBA. (gfx.cpp, tool.py)
-* Commandline option for what server to connect to. ("-c host")
-
-== Running the Game
-
-=== Start a Server
------------------
-# ./teewars -s
------------------
-
-=== Connect with the client
------------------
-# ./teewars [-c IP]
------------------
-Not specifying -c will connect the client to localhost
-
-== Source Layout
-=== data_src
-Data for the game is located under data_src and is unprocessed.
-
-=== src
-Engine source. It contains the network communication, graphics and sound.
-
-==== src/game
-The game source. This is the source that acctually is teewars. You can write a
-new game using the engine by removing these files and start from scratch.
-
-=== scripts
-Scripts.
-
-
-== File Formats
-
-This sections describes the diffrent file format that Teewars uses.
-
-=== Map v2
-	int ID
-	int version
-	int size
-	int swaplen
-	
-	int num_item_types
-	int num_items
-	int num_raw_data
-	
-	int item_size
-	int data_size
-
-	types {
-		int typeid
-		int start
-		int num
-	} * (num_item_types)
-
-	item_offsets {
-		int offset
-	} * (num_items)
-	
-	raw_data_offsets {
-		int offset
-	} * (num_raw_data)
-
-	item {
-		int type_and_id
-		int size
-		datai {
-			int data
-		} * (size/4)
-	} * (num_items)
-
-	raw_data {
-		byte d
-	} * X
-
-	Notes:
-		swaplen tells how much of the data that should be swapped
-		types.start is an index into offsets
-		item.size must be a multiple of 4
-		the types must be sorted by type id
-		special typeid of 0xffff means raw data, and there fore should always come last
-
-	Could change:
-		item.size could be removed
-
-	
-==== Map Items
-	0x8010 = image
-	0x8020 = tilemap
-	0x8030 = collision
-
-	collision {
-		int width
-		int height
-		int raw_data_index
-	}
-	data {
-		byte data
-	} * (width * height)
-	
-	image {
-		int width
-		int height
-		int raw_data_index
-	}
-	pixel {
-		byte r
-		byte g
-		byte b
-		byte a
-	} * (width * height)
-	
-	tilemap {
-		int image
-		int width
-		int height
-		int x
-		int y
-		int scale
-		int raw_data_index
-	}
-	data {
-		byte data
-	} * (width * height)
-
-== Network Protocol
-
-=== CLIENT_CONNECT
-Sent by the client when it wants to connect.
-	str32 name
-	str32 clan
-	str32 password
-	str32 skin
-	
-=== SERVER_ACCEPT
-Sent by the server as a respons to CLIENT_CONNECT, when it accepts a connection.
-	str32 mapname
-
-=== CLIENT_DONE
-Sent when the client is done loading the map.
-	nothing
-	
-=== SERVER_SNAP
-Sent by the server at a steady interval to all players. Contains a snapshot of the current world.
-	int num_parts
-	int part
-	int size
-
-==== Snapshot
-
-	int num_items
-	
-	offsets {
-		int offset
-	} * num_items
-	
-	item {
-		int type_and_id
-		int data[X]
-	} * num_items
-