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UT2004RPG.RPGStatsInv


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//applies weapon stats to each player's weapon and manages client<->server interaction
//although attached to a player's Pawn so it can receive events from it, it is also the inventory of the
//Controller for persistence. Just before the Pawn dies the RPGStatsInv is removed from its inventory chain
//so it doesn't get destroyed, and is then reconnected to the Controller's new Pawn when it respawns.
class RPGStatsInv extends Inventory
    DependsOn(RPGPlayerDataObject);

var RPGPlayerDataObject DataObject; //object holding player's data (server side only)
var RPGPlayerDataObject.RPGPlayerData Data; //struct version of data in DataObject - replicated to clients to show on HUD and stat menu
var MutUT2004RPG RPGMut; //server side only
var array<class<RPGAbility> > AllAbilities; //all abilities available
var int StatCaps[6]; //curse the need for it
var RPGStatsMenu StatsMenu; //clients only - pointer to stats menu if it exists so we don't have to do an iterator search
var bool bGotInstigator; //netplay only - set to true first tick after Instigator has been replicated
var bool bMagicWeapons; //does the server have magic weapons enabled?
var bool bSentInitialData; //sent initial data that requires function replication (ability list, stat caps, etc)
var int ClientVersion; //sent from client to server so server knows client's version (for hacking around old version clients not having new classes)

struct OldRPGWeaponInfo
{
    var RPGWeapon Weapon;
    var class<Weapon> ModifiedClass;
};
var array<OldRPGWeaponInfo> OldRPGWeapons; //used to prevent throwing a weapon just to try for a different modifier

//bot multikill tracking (the stock code doesn't track multikills for bots)
var int BotMultiKillLevel;
var float BotLastKillTime;

enum EStatType
{
    STAT_WSpeed,
    STAT_HealthBonus,
    STAT_AdrenalineMax,
    STAT_Attack,
    STAT_Defense,
    STAT_AmmoMax
};

delegate ProcessPlayerLevel(string PlayerString);

replication
{
    reliable if (bNetInitial && Role == ROLE_Authority)
        bMagicWeapons;
    reliable if (bNetDirty && Role == ROLE_Authority)
        Data;
    reliable if (Role < ROLE_Authority)
        ServerAddPointTo, ServerAddAbility, ServerRequestPlayerLevels, ServerResetData, ServerSetVersion;
    reliable if (Role == ROLE_Authority)
        ClientUpdateStatMenu, ClientAddAbility, ClientAdjustFireRate, ClientSendPlayerLevel, ClientReInitMenu,
        ClientResetData, ClientReceiveAbilityInfo, ClientReceiveAllowedAbility, ClientReceiveStatCap,
        ClientModifyVehicle, ClientUnModifyVehicle;
    unreliable if (Role == ROLE_Authority)
        ClientAdjustMaxAmmo;
}

function GiveTo(pawn Other, optional Pickup Pickup)
{
    local Inventory Inv;
    local ShieldAltFire S;
    local int x;

    Super.GiveTo(Other, Pickup);

    //hack to make shieldgun charge to its new MaxAmmo value
    Inv = Instigator.FindInventoryType(class'ShieldGun');
    if (Inv != None)
    {
        S = ShieldAltFire(ShieldGun(Inv).GetFireMode(1));
        if (S != None)
            S.SetTimer(S.AmmoRegenTime, true);
    }

    if (!bSentInitialData)
    {
        if (Instigator.Controller != Level.GetLocalPlayerController())
            for (x = 0; x < Data.Abilities.length; x++)
                ClientReceiveAbilityInfo(x, Data.Abilities[x], Data.AbilityLevels[x]);
        for (x = 0; x < RPGMut.Abilities.length; x++)
            ClientReceiveAllowedAbility(x, RPGMut.Abilities[x]);
        for (x = 0; x < 6; x++)
            ClientReceiveStatCap(x, RPGMut.StatCaps[x]);

        bMagicWeapons = (RPGMut.WeaponModifierChance > 0);

        bSentInitialData = true;
    }

    OwnerEvent('ChangedWeapon'); //Set initial weapon's FireRate
    Timer(); //Set initial ammo's maxammo values
    SetTimer(0.2, false); // call it again in a bit in case some weapons/ammo don't get replicated immediately
}

function bool HandlePickupQuery(Pickup item)
{
    local bool bResult;

    bResult = Super.HandlePickupQuery(item);

    //we only set the timer (which updates MaxAmmo on all ammos the player owns) when the player picks up something
    //with ammo to save CPU - however, this makes it unsimulatable without function replication
    if (item != None && (item.IsA('Ammo') || item.IsA('WeaponLocker') || (!bResult && item.IsA('WeaponPickup'))))
        SetTimer(0.1, false);

    return bResult;
}

function OwnerEvent(name EventName)
{
    if (EventName == 'ChangedWeapon' && Instigator != None && Instigator.Weapon != None)
    {
        AdjustFireRate(Instigator.Weapon);
        ClientAdjustFireRate(); //OwnerEvent() is serverside-only, so need to call a client version
    }
    else if (EventName == 'RPGScoreKill')
    {
        //the stock code doesn't record multikills for bots, so do it here where we can track it and increment EXP appropriately
        //the fact that we can also add the info to the stats for the bots is a cool bonus :)
        //however, unlike the normal player multikill code, the multikill level is lost on death due to Inventory being lost on death
        if (Level.TimeSeconds - BotLastKillTime < 4)
        {
            Instigator.Controller.AwardAdrenaline(DeathMatch(Level.Game).ADR_MajorKill);
            if ( TeamPlayerReplicationInfo(Instigator.PlayerReplicationInfo) != None )
            {
                TeamPlayerReplicationInfo(Instigator.PlayerReplicationInfo).MultiKills[BotMultiKillLevel] += 1;
                if ( BotMultiKillLevel > 0 )
                    TeamPlayerReplicationInfo(Instigator.PlayerReplicationInfo).MultiKills[BotMultiKillLevel-1] -= 1;
            }
            BotMultiKillLevel++;
            UnrealMPGameInfo(Level.Game).SpecialEvent(Instigator.PlayerReplicationInfo,"multikill_"$BotMultiKillLevel);
            DataObject.Experience += int(Square(float(BotMultiKillLevel)));
            RPGMut.CheckLevelUp(DataObject, Instigator.PlayerReplicationInfo);
        }
        else
            BotMultiKillLevel=0;

        BotLastKillTime = Level.TimeSeconds;
    }

    Super.OwnerEvent(EventName);
}

simulated function AdjustFireRate(Weapon W)
{
    local int x;
    local float Modifier;
    local WeaponFire FireMode[2];

    FireMode[0] = W.GetFireMode(0);
    FireMode[1] = W.GetFireMode(1);
    if (MinigunFire(FireMode[0]) != None) //minigun needs a hack because it fires differently than normal weapons
    {
        Modifier = 1.f + 0.01 * Data.WeaponSpeed;
        MinigunFire(FireMode[0]).BarrelRotationsPerSec = MinigunFire(FireMode[0]).default.BarrelRotationsPerSec * Modifier;
        MinigunFire(FireMode[0]).FireRate = 1.f / (MinigunFire(FireMode[0]).RoundsPerRotation * MinigunFire(FireMode[0]).BarrelRotationsPerSec);
        MinigunFire(FireMode[0]).MaxRollSpeed = 65536.f*MinigunFire(FireMode[0]).BarrelRotationsPerSec;
        MinigunFire(FireMode[1]).BarrelRotationsPerSec = MinigunFire(FireMode[1]).default.BarrelRotationsPerSec * Modifier;
        MinigunFire(FireMode[1]).FireRate = 1.f / (MinigunFire(FireMode[1]).RoundsPerRotation * MinigunFire(FireMode[1]).BarrelRotationsPerSec);
        MinigunFire(FireMode[1]).MaxRollSpeed = 65536.f*MinigunFire(FireMode[1]).BarrelRotationsPerSec;
    }
    else if (!FireMode[0].IsA('TransFire') && !FireMode[0].IsA('BallShoot') && !FireMode[0].IsA('MeleeSwordFire'))
    {
        Modifier = 1.f + 0.01 * Data.WeaponSpeed;
        if (FireMode[0] != None)
        {
            if (ShieldFire(FireMode[0]) != None) //shieldgun primary needs a hack to do charging speedup
                ShieldFire(FireMode[0]).FullyChargedTime = ShieldFire(FireMode[0]).default.FullyChargedTime / Modifier;
            FireMode[0].FireRate = FireMode[0].default.FireRate / Modifier;
            FireMode[0].FireAnimRate = FireMode[0].default.FireAnimRate * Modifier;
            FireMode[0].MaxHoldTime = FireMode[0].default.MaxHoldTime / Modifier;
        }
        if (FireMode[1] != None)
        {
            FireMode[1].FireRate = FireMode[1].default.FireRate / Modifier;
            FireMode[1].FireAnimRate = FireMode[1].default.FireAnimRate * Modifier;
            FireMode[1].MaxHoldTime = FireMode[1].default.MaxHoldTime / Modifier;
        }
    }
    for (x = 0; x < Data.Abilities.length; x++)
        Data.Abilities[x].static.ModifyWeapon(W, Data.AbilityLevels[x]);
}

//Call AdjustFireRate() clientside
simulated function ClientAdjustFireRate()
{
    if (Instigator != None && Instigator.Weapon != None)
    {
        AdjustFireRate(Instigator.Weapon);
    }
}

//Adjust player's maxammo values and then call ClientAdjustMaxAmmo() to do same on client
function Timer()
{
    if (Instigator != None)
    {
        AdjustMaxAmmo();
        ClientAdjustMaxAmmo();
    }
}

simulated function AdjustMaxAmmo()
{
    local Inventory Inv;
    local Ammunition Ammo;
    local int Count;
    local float Modifier;

    Modifier = 1.0 + float(Data.AmmoMax) * 0.01;
    for (Inv = Instigator.Inventory; Inv != None; Inv = Inv.Inventory)
    {
        Ammo = Ammunition(Inv);
        if (Ammo != None)
        {
            Ammo.MaxAmmo = Ammo.default.MaxAmmo * Modifier;
            if (Ammo.AmmoAmount > Ammo.MaxAmmo)
                Ammo.AmmoAmount = Ammo.MaxAmmo;
            if (!class'MutUT2004RPG'.static.IsSuperWeaponAmmo(Ammo.Class))
            {
                Ammo.InitialAmount = Ammo.default.InitialAmount * Modifier;
            }
        }
        Count++;
        if (Count > 1000)
            break;
    }
}

//Call AdjustMaxAmmo() clientside
simulated function ClientAdjustMaxAmmo()
{
    local Inventory Inv;
    local int Count;

    if (Level.NetMode == NM_Client && Instigator != None)
        AdjustMaxAmmo();
    // need ammo instances for Max Ammo stat to work without magic weapons
    // I hate this but I couldn't think of a better way
    if (!bMagicWeapons)
    {
        for (Inv = Instigator.Inventory; Inv != None; Inv = Inv.Inventory)
        {
            if (Inv.IsA('Weapon'))
            {
                Weapon(Inv).bNoAmmoInstances = false;
            }
            Count++;
            if (Count > 1000)
            {
                break;
            }
        }
    }
}

function DropFrom(vector StartLocation)
{
    if (Instigator != None && Instigator.Controller != None)
        SetOwner(Instigator.Controller);
}

//owning pawn died
function OwnerDied()
{
    local int x;
    local Controller C;

    for (x = 0; x < OldRPGWeapons.Length; x++)
        if (OldRPGWeapons[x].Weapon != None)
            OldRPGWeapons[x].Weapon.RemoveReference();
    OldRPGWeapons.length = 0;

    //prevent RPGStatsInv from being destroyed and keep it relevant to owning player
    if (Instigator != None)
    {
        C = Instigator.Controller;
        if (C == None && Instigator.DrivenVehicle != None)
            C = Instigator.DrivenVehicle.Controller;
        Instigator.DeleteInventory(self);
        SetOwner(C);
    }
}

//returns true and sends a message to the player if the game is already restarting (servertraveling or voting for next map)
function bool GameRestarting()
{
    local PlayerController PC;

    if (Level.Game.bGameRestarted)
    {
        // we can get here if game restart was interrupted by mapvote
        // DataObject has already been cleared so we can't do anything but tell the player to try again later
        if (Instigator != None)
        {
            PC = PlayerController(Instigator.Controller);
        }
        if (PC == None)
        {
            PC = PlayerController(Owner);
        }
        if (PC != None)
        {
            //FIXME should be clientside message but can't add new server-to-client function
            //because it would break compatibility
            PC.ClientOpenMenu("GUI2K4.UT2K4GenericMessageBox",,, "Sorry, you cannot use stat points once endgame voting has begun.");
        }

        return true;
    }

    return false;
}

//Called by owning player's stat menu to add stat points to a statistic
function ServerAddPointTo(int Amount, EStatType Stat)
{
    if (GameRestarting())
    {
        return;
    }

    if (DataObject.PointsAvailable < Amount)
        return;

    switch (Stat)
    {
        case STAT_WSpeed:
            if (RPGMut.StatCaps[0] >= 0 && RPGMut.StatCaps[0] - DataObject.WeaponSpeed < Amount)
                Amount = RPGMut.StatCaps[0] - DataObject.WeaponSpeed;
            DataObject.WeaponSpeed += Amount;
            Data.WeaponSpeed = DataObject.WeaponSpeed;
            break;
        case STAT_HealthBonus:
            if (RPGMut.StatCaps[1] >= 0 && RPGMut.StatCaps[1] - DataObject.HealthBonus < Amount * 2)
                Amount = (RPGMut.StatCaps[1] - DataObject.HealthBonus) / 2;
            DataObject.HealthBonus += 2 * Amount;
            Data.HealthBonus = DataObject.HealthBonus;
            if (Instigator != None)
            {
                Instigator.HealthMax += 2 * Amount;
                Instigator.SuperHealthMax += 2 * Amount;
            }
            break;
        case STAT_AdrenalineMax:
            if (RPGMut.StatCaps[2] >= 0 && RPGMut.StatCaps[2] - DataObject.AdrenalineMax < Amount)
                Amount = RPGMut.StatCaps[2] - DataObject.AdrenalineMax;
            DataObject.AdrenalineMax += Amount;
            Data.AdrenalineMax = DataObject.AdrenalineMax;
            if (Instigator != None && Instigator.Controller != None)
                Instigator.Controller.AdrenalineMax += Amount;
            break;
        case STAT_Attack:
            if (RPGMut.StatCaps[3] >= 0 && RPGMut.StatCaps[3] - DataObject.Attack < Amount)
                Amount = RPGMut.StatCaps[3] - DataObject.Attack;
            DataObject.Attack += Amount;
            Data.Attack = DataObject.Attack;
            break;
        case STAT_Defense:
            if (RPGMut.StatCaps[4] >= 0 && RPGMut.StatCaps[4] - DataObject.Defense < Amount)
                Amount = RPGMut.StatCaps[4] - DataObject.Defense;
            DataObject.Defense += Amount;
            Data.Defense = DataObject.Defense;
            break;
        case STAT_AmmoMax:
            if (RPGMut.StatCaps[5] >= 0 && RPGMut.StatCaps[5] - DataObject.AmmoMax < Amount)
                Amount = RPGMut.StatCaps[5] - DataObject.AmmoMax;
            DataObject.AmmoMax += Amount;
            Data.AmmoMax = DataObject.AmmoMax;
            break;
    }
    DataObject.PointsAvailable -= Amount;
    Data.PointsAvailable = DataObject.PointsAvailable;

    ClientUpdateStatMenu(Amount, Stat);
}

//After server adds points to a statistic, it calls this to update the local player's stat menu
simulated function ClientUpdateStatMenu(int Amount, EStatType Stat)
{
    if (Level.NetMode == NM_Client) //already did this on listen/standalone servers
    {
        switch (Stat)
        {
            case STAT_WSpeed:
                Data.WeaponSpeed += Amount;
                break;
            case STAT_HealthBonus:
                Data.HealthBonus += 2 * Amount;
                break;
            case STAT_AdrenalineMax:
                Data.AdrenalineMax += Amount;
                if (Instigator != None && Instigator.Controller != None)
                    Instigator.Controller.AdrenalineMax += Amount;
                break;
            case STAT_Attack:
                Data.Attack += Amount;
                break;
            case STAT_Defense:
                Data.Defense += Amount;
                break;
            case STAT_AmmoMax:
                Data.AmmoMax += Amount;
                break;
        }
        Data.PointsAvailable -= Amount;
    }

    if (StatsMenu != None)
        StatsMenu.InitFor(self);
}

//Called by owning player's stat menu to buy an ability
function ServerAddAbility(class<RPGAbility> Ability)
{
    local int x, Index, Cost;
    local bool bAllowed;

    if (GameRestarting())
    {
        return;
    }

    bAllowed = false;
    for (x = 0; x < RPGMut.Abilities.length; x++)
        if (RPGMut.Abilities[x] == Ability)
        {
            bAllowed = true;
            break;
        }
    if (!bAllowed)
        return;

    Index = -1;
    for (x = 0; x < DataObject.Abilities.length; x++)
        if (DataObject.Abilities[x] == Ability)
        {
            Cost = Ability.static.Cost(DataObject, DataObject.AbilityLevels[x]);
            if (Cost <= 0 || Cost > DataObject.PointsAvailable)
                return;
            Index = x;
            break;
        }
    if (Index == -1)
    {
        Cost = Ability.static.Cost(DataObject, 0);
        if (Cost <= 0 || Cost > DataObject.PointsAvailable)
            return;
        Index = DataObject.Abilities.length;
        DataObject.AbilityLevels[Index] = 0;
        Data.AbilityLevels[Index] = 0;
    }

    DataObject.Abilities[Index] = Ability;
    DataObject.AbilityLevels[Index]++;
    DataObject.PointsAvailable -= Cost;
    Data.Abilities[Index] = Ability;
    Data.AbilityLevels[Index]++;
    Data.PointsAvailable = DataObject.PointsAvailable;

    //Activate ability immediately
    if (Instigator != None)
    {
        Ability.static.ModifyPawn(Instigator, DataObject.AbilityLevels[Index]);
        if (Instigator.Weapon != None)
            Ability.static.ModifyWeapon(Instigator.Weapon, DataObject.AbilityLevels[Index]);
        if (Instigator.Controller != None && Vehicle(Instigator.Controller.Pawn) != None)
            ModifyVehicle(Vehicle(Instigator.Controller.Pawn));
    }

    //Send to client
    ClientAddAbility(Ability, Cost);
}

//After server adds an ability, it calls this to do the same on the client
simulated function ClientAddAbility(class<RPGAbility> Ability, int Cost)
{
    local int x, Index;

    if (Level.NetMode == NM_Client) //already did this on listen/standalone servers
    {
        Index = -1;
        for (x = 0; x < Data.Abilities.length; x++)
            if (Data.Abilities[x] == Ability)
            {
                Index = x;
                break;
            }
        if (Index == -1)
        {
            Index = Data.Abilities.length;
            Data.AbilityLevels[Index] = 0;
        }

        Data.Abilities[Index] = Ability;
        Data.AbilityLevels[Index]++;
        Data.PointsAvailable -= Cost;

        //Activate ability immediately
        if (Instigator != None)
        {
            Ability.static.ModifyPawn(Instigator, Data.AbilityLevels[Index]);
            if (Instigator.Weapon != None)
                Ability.static.ModifyWeapon(Instigator.Weapon, Data.AbilityLevels[Index]);
            if (Instigator.Controller != None && Vehicle(Instigator.Controller.Pawn) != None)
                ModifyVehicle(Vehicle(Instigator.Controller.Pawn));
        }
    }

    if (StatsMenu != None)
        StatsMenu.InitFor(self);
}

simulated function Tick(float deltaTime)
{
    local bool bLevelUp;
    local int x;
    local float RealNextFireTime;
    local WeaponFire FireMode[2];

    //Set initial values clientside (e.g. ModifyPawn() changes that don't get replicated for whatever reason)
    //We don't use PostNetBeginPlay() because it doesn't seem to be guaranteed that the values have all been replicated
    //at the time that function is called
    if (Level.NetMode == NM_Client)
    {
        if (Instigator != None && Instigator.Controller != None)
        {
            CheckPlayerViewShake();
            if (!bGotInstigator)
            {
                Instigator.Controller.AdrenalineMax = Data.AdrenalineMax;
                for (x = 0; x < Data.Abilities.length; x++)
                    Data.Abilities[x].static.ModifyPawn(Instigator, Data.AbilityLevels[x]);
                bGotInstigator = true;
            }
        }
        else
            bGotInstigator = false;

        return;
    }

    if (Instigator != None)
    {
        CheckPlayerViewShake();

        //Awful hack to get around WeaponFire capping FireRate to tick delta
        if (Instigator.Weapon != None)
        {
            FireMode[0] = Instigator.Weapon.GetFireMode(0);
            FireMode[1] = Instigator.Weapon.GetFireMode(1);
            if (FireMode[0] != None && FireMode[0].bIsFiring && !FireMode[0].bFireOnRelease && !FireMode[0].bNowWaiting)
            {
                x = 0;
                while (FireMode[0].NextFireTime + FireMode[0].FireRate < Level.TimeSeconds && x < 10000)
                {
                    RealNextFireTime = FireMode[0].NextFireTime + FireMode[0].FireRate;
                    FireMode[0].ModeDoFire();
                    FireMode[0].NextFireTime = RealNextFireTime;
                    x++;
                }
            }
            if (FireMode[1] != None && FireMode[1].bIsFiring && !FireMode[1].bFireOnRelease && !FireMode[1].bNowWaiting)
            {
                x = 0;
                while (FireMode[1].NextFireTime + FireMode[1].FireRate < Level.TimeSeconds && x < 10000)
                {
                    RealNextFireTime = FireMode[1].NextFireTime + FireMode[1].FireRate;
                    FireMode[1].ModeDoFire();
                    FireMode[1].NextFireTime = RealNextFireTime;
                    x++;
                }
            }
        }
    }

    //update data with 'official' data from mutator if necessary
    if (DataObject.Experience != Data.Experience || DataObject.Level != Data.Level)
    {
        if (DataObject.Level > Data.Level)
            bLevelUp = true;
        DataObject.CreateDataStruct(Data, true);
        if (bLevelUp)
            ClientReInitMenu();
    }
}

//High level players can potentially take a lot of damage in one hit, which screws up PlayerController
//viewshaking functions because they're scaled to damage but not capped so if a player survives
//a high damage hit it'll totally screw up his screen.
simulated function CheckPlayerViewShake()
{
    local PlayerController PC;
    local float ShakeScaling;

    PC = PlayerController(Instigator.Controller);
    if (PC == None)
        return;

    ShakeScaling = VSize(PC.ShakeRotMax) / 7500;
    if (ShakeScaling <= 1)
        return;

    PC.ShakeRotMax /= ShakeScaling;
    PC.ShakeRotTime /= ShakeScaling;
    PC.ShakeOffsetMax /= ShakeScaling;
}

//Just update the menu. Used when a levelup occurs while the menu is open (rare, but possible)
simulated function ClientReInitMenu()
{
    if (StatsMenu != None)
        StatsMenu.InitFor(self);
}

simulated function Destroyed()
{
    local int x;
    local PlayerController PC;

    if (Role == ROLE_Authority)
    {
        for (x = 0; x < OldRPGWeapons.Length; x++)
            if (OldRPGWeapons[x].Weapon != None)
                OldRPGWeapons[x].Weapon.RemoveReference();
        OldRPGWeapons.length = 0;
    }

    if (StatsMenu != None)
        StatsMenu.StatsInv = None;
    StatsMenu = None;

    DataObject = None;

    //Log("DESTROYED"@self);
    //if (Instigator != None)
    //	Log(self@"BELONGED TO"@Instigator);

    //since various gametypes enjoy destroying pawns (and thus their inventory) without giving notification,
    //it's possible for RPGStatsInv to get destroyed while the player owning it is still playing. Since there's
    //no way to prevent the destruction, the only choice is to reset everything and wait for a new one.
    if (Level.NetMode != NM_DedicatedServer)
    {
        PC = Level.GetLocalPlayerController();
        if (PC.Player != None)
        {
            for (x = 0; x < PC.Player.LocalInteractions.length; x++)
            {
                if (RPGInteraction(PC.Player.LocalInteractions[x]) != None && RPGInteraction(PC.Player.LocalInteractions[x]).StatsInv == self)
                {
                    RPGInteraction(PC.Player.LocalInteractions[x]).StatsInv = None;
                    //this is a horrible memory leak, not to mention potential stats loss, so print a big warning
                    Log("RPGStatsInv destroyed prematurely!", 'Warning');
                }
            }
        }
    }

    Super.Destroyed();
}

function ServerRequestPlayerLevels()
{
    local Controller C;
    local Inventory Inv;
    local RPGStatsInv StatsInv;

    if (RPGMut == None || Level.Game.bGameRestarted)
        return;

    for (C = Level.ControllerList; C != None; C = C.NextController)
    {
        if (C.bIsPlayer)
        {
            for (Inv = C.Inventory; Inv != None; Inv = Inv.Inventory)
            {
                StatsInv = RPGStatsInv(Inv);
                if (StatsInv != None)
                    ClientSendPlayerLevel(StatsInv.DataObject.Name$": "$StatsInv.DataObject.Level);
            }
        }
    }
}

simulated function ClientSendPlayerLevel(string PlayerString)
{
    ProcessPlayerLevel(PlayerString);
}

//Reset the player's data. Called by the client from the stats menu, after clicking the obscenely small button and confirming it
function ServerResetData(PlayerReplicationInfo PRI)
{
    local int x;
    local string OwnerID;

    if (RPGMut != None && !Level.Game.bGameRestarted && DataObject.Level > RPGMut.StartingLevel)
    {
        OwnerID = DataObject.OwnerID;

        // hmmm... ClearConfig() doesn't reset the actual object instance
        // and ResetConfig() just plain crashes.
        DataObject.ClearConfig();
        DataObject = new(None, string(DataObject.Name)) class'RPGPlayerDataObject';

        DataObject.OwnerID = OwnerID;
        DataObject.Level = RPGMut.StartingLevel;
        DataObject.PointsAvailable = RPGMut.PointsPerLevel * (RPGMut.StartingLevel - 1);
        DataObject.AdrenalineMax = 100;
        if (RPGMut.Levels.length > RPGMut.StartingLevel)
            DataObject.NeededExp = RPGMut.Levels[RPGMut.StartingLevel];
        else if (RPGMut.InfiniteReqEXPValue != 0)
        {
            if (RPGMut.InfiniteReqEXPOp == 0)
                DataObject.NeededExp = RPGMut.Levels[RPGMut.Levels.length - 1] + RPGMut.InfiniteReqEXPValue * (DataObject.Level - (RPGMut.Levels.length - 1));
            else
            {
                DataObject.NeededExp = RPGMut.Levels[RPGMut.Levels.length - 1];
                for (x = RPGMut.Levels.length - 1; x < RPGMut.StartingLevel; x++)
                    DataObject.NeededExp += int(float(DataObject.NeededEXP) * float(RPGMut.InfiniteReqEXPValue) / 100.f);
            }
        }
        else
            DataObject.NeededExp = RPGMut.Levels[RPGMut.Levels.length - 1];
        DataObject.CreateDataStruct(data, false);
        if (Instigator != None && Instigator.Health > 0)
        {
            Level.Game.SetPlayerDefaults(Instigator);
            OwnerEvent('ChangedWeapon');
            Timer();
        }
        Level.Game.BroadCastLocalized(self, class'GainLevelMessage', Data.Level, PRI);
        if (RPGMut.HighestLevelPlayerName ~= string(DataObject.Name))
        {
            //FIXME highest level player will be incorrect until the next time the real highest level
            //player logs on. Fixable, but it would be really slow, so not going to bother unless
            //someone really cares.
            RPGMut.HighestLevelPlayerLevel = 0;
            RPGMut.SaveConfig();
        }
        ClientResetData();
    }
}

simulated function ClientResetData()
{
    Data.Abilities.length = 0;
    Data.AbilityLevels.length = 0;
}

simulated function ClientReceiveAbilityInfo(int Index, class<RPGAbility> Ability, int Level)
{
    Data.Abilities[Index] = Ability;
    Data.AbilityLevels[Index] = Level;
}

simulated function ClientReceiveAllowedAbility(int Index, class<RPGAbility> Ability)
{
    AllAbilities[Index] = Ability;
}

//Even though it's a static length array, StatCaps doesn't seem to replicate the normal way...
simulated function ClientReceiveStatCap(int Index, int Cap)
{
    StatCaps[Index] = Cap;

    //FIXME compatibility hack to send version - should have server call a function to ask, but that breaks
    //old versions that don't have the function
    if (Index == ArrayCount(StatCaps) - 1)
    {
        ServerSetVersion(class'MutUT2004RPG'.static.GetVersion());
    }
}

function ServerSetVersion(int Version)
{
    ClientVersion = Version;
}

simulated function ModifyVehicle(Vehicle V)
{
    local int i;
    local ONSVehicle OV;
    local ONSWeaponPawn WP;

    //for some reason we need this to continue sending data updates to the client
    if (Owner == Instigator)
        SetOwner(V);

    OV = ONSVehicle(V);
    if (OV != None)
    {
        for (i = 0; i < OV.Weapons.length; i++)
            OV.Weapons[i].SetFireRateModifier(1.f + 0.01 * Data.WeaponSpeed);
    }
    else
    {
        WP = ONSWeaponPawn(V);
        if (WP != None)
            WP.Gun.SetFireRateModifier(1.f + 0.01 * Data.WeaponSpeed);
        else if (V.Weapon != None) //some other type of vehicle using standard weapon system
            AdjustFireRate(V.Weapon);
    }

    for (i = 0; i < Data.Abilities.length; i++)
        Data.Abilities[i].static.ModifyVehicle(V, Data.AbilityLevels[i]);
}

simulated function ClientModifyVehicle(Vehicle V)
{
    if (V != None)
        ModifyVehicle(V);
}

simulated function UnModifyVehicle(Vehicle V)
{
    local int i;

    if (Owner == V)
        SetOwner(Instigator);

    for (i = 0; i < Data.Abilities.length; i++)
        Data.Abilities[i].static.UnModifyVehicle(V, Data.AbilityLevels[i]);
}

simulated function ClientUnModifyVehicle(Vehicle V)
{
    if (V != None)
        UnModifyVehicle(V);
}

defaultproperties
{
     bReplicateInstigator=True
}

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Class file time: Sat 15/7/2006 17:15:14.000 - Creation time: Wed 7/2/2007 19:16:50.359 - Created with UnCodeX