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UT2k4Assault.ASTurret


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//=============================================================================
// ASTurret
//=============================================================================
// Created by Laurent Delayen
// © 2003, Epic Games, Inc.  All Rights Reserved
//=============================================================================

class ASTurret extends ASVehicle
        abstract;

// Static base
var     class<ASTurret_Base>    TurretBaseClass;
var     ASTurret_Base           TurretBase;
var     Rotator                 OriginalRotation;

// Swivel (follows Turret's rotation Yaw only)
var     class<ASTurret_Base>    TurretSwivelClass;
var     ASTurret_Base           TurretSwivel;

// Movement
var float       YawAccel, PitchAccel;

var()   const   float   RotationInertia;
var()   const   Range   RotPitchConstraint;     // Min=0d,-90d  Max=0d,+90d  16384=0d 0=90d
var()   const   float   RotationSpeed;
var()           vector  CamAbsLocation, CamRelLocation, CamDistance;

// Camera
var     Rotator     LastCamRot;
var     float       LastTimeSeconds;
var()   float       CamRotationInertia;

// Zooming
var     bool        bZooming;
var()   float       DesiredPlayerFOV, MinPlayerFOV, OldFOV, ZoomSpeed, ZoomWeaponOffsetAdjust;
var     material    ZoomTick, ZoomTickTex;

var Texture     WeaponInfoTexture;

var() name ObjectiveTag[6];

var     array<SVehicleTrigger>  EntryTriggers;

replication
{
    reliable if ( bNetInitial && Role==ROLE_Authority)
        OriginalRotation;

    reliable if ( Role<ROLE_Authority)
        ServerSwitchTurret;
}


function bool RecommendLongRangedAttack()
{
    return true;
}

function bool StronglyRecommended(Actor S, int TeamIndex, Actor Objective)
{
    local int i;

    if ( Objective != None )
    {
        if ( ObjectiveTag[0] != '' )
        {
            for ( i=0; i<6; i++ )
            {
                if ( ObjectiveTag[i] == '' )
                    return false;
                else if ( ObjectiveTag[i] == Objective.Tag )
                    return true;
            }
        }
        else if ( (VSize(Objective.Location - Location) > 8000) || !FastTrace(Objective.Location, Location) )
                return false;
    }
    return true;
}

function float BotDesireability(Actor S, int TeamIndex, Actor Objective)
{
    if ( !StronglyRecommended(S, TeamIndex, Objective) )
        return 0;
    else if (Health <= 0 || Occupied() || (bTeamLocked && GetTeamNum() != TeamIndex))
        return 0;

    return ((MaxDesireability * 0.5) + (MaxDesireability * 0.5 * (float(Health) / HealthMax)));
}

simulated function PrevWeapon()
{
    ServerSwitchTurret( false );
}

simulated function NextWeapon()
{
    ServerSwitchTurret( true );
}

function ServerSwitchTurret( bool bNextTurret )
{
    if ( ASVehicleFactory_Turret(ParentFactory) == None )
        return;

    if ( bNextTurret )
        ASVehicleFactory_Turret(ParentFactory).NextVehicle( Self );
    else
        ASVehicleFactory_Turret(ParentFactory).PrevVehicle( Self );
}

simulated event PostBeginPlay()
{
    if ( Role == Role_Authority )
        OriginalRotation = Rotation;    // Save original Rotation to place client versions well...

    super.PostBeginPlay();
}

function PossessedBy(Controller C)
{
    local PlayerController PC;

    super.PossessedBy(C);

    PC = PlayerController(C);
    if ( PC != None )
        PC.SetFOV( PC.DefaultFOV );
}

simulated event PostNetBeginPlay()
{
    // Static (non rotating) base
    if ( TurretBaseClass != None )
        TurretBase = Spawn(TurretBaseClass, Self,, Location, OriginalRotation);

    // Swivel, rotates left/right (Yaw)
    if ( TurretSwivelClass != None )
        TurretSwivel = Spawn(TurretSwivelClass, Self,, Location, OriginalRotation);

    super.PostNetBeginPlay();
}

simulated function bool HasAmmo()
{
    return true;
}

simulated event Destroyed()
{
    if ( TurretBase != None )
        TurretBase.Destroy();

    if ( TurretSwivel != None )
        TurretSwivel.Destroy();

    super.Destroyed();
}


simulated function UpdateRocketAcceleration(float DeltaTime, float YawChange, float PitchChange)
{
    local int       Pitch;
    local rotator   NewRotation;

    if ( PlayerController(Controller) != None && PlayerController(Controller).bFreeCamera )
    {
        PlayerController(Controller).UpdateRotation( DeltaTime, 0);
        return;
    }

    // Make sure Delta is not too big...
    if ( DeltaTime > 0.3 )
        DeltaTime = 0.3;

    YawAccel    = RotationInertia*YawAccel + DeltaTime*RotationSpeed*YawChange;
    PitchAccel  = RotationInertia*PitchAccel + DeltaTime*RotationSpeed*PitchChange;

    Pitch       = Rotation.Pitch & 65535;

    // Pitch constraint
    if ( (Pitch > 16384 - RotPitchConstraint.Max) && (Pitch < 49152 + RotPitchConstraint.Min) )
    {
        if ( Pitch > 49152 - RotPitchConstraint.Min )
            PitchAccel = Max(PitchAccel,0);
        else if ( Pitch < 16384 + RotPitchConstraint.Max )
            PitchAccel = Min(PitchAccel,0);
    }

    NewRotation         = Rotation;
    NewRotation.Yaw    += YawAccel;
    NewRotation.Pitch  += PitchAccel;

    SetRotation( NewRotation );

    if ( IsLocallyControlled() )
    {
        if ( TurretBase != None && TurretBase.DrawType == DT_Mesh  )
            TurretBase.UpdateOverlay();

        if ( TurretSwivel != None )
        {
            if ( TurretSwivel.DrawType == DT_Mesh )
                TurretSwivel.UpdateOverlay();
            TurretSwivel.UpdateSwivelRotation( NewRotation );
        }
    }
}


// Special calc-view for vehicles
simulated function bool SpecialCalcView(out actor ViewActor, out vector CameraLocation, out rotator CameraRotation )
{
    local vector            CamLookAt, HitLocation, HitNormal;
    local PlayerController  PC;
    local float             DeltaTime;
    local Rotator           CamRotationRate;

    PC = PlayerController(Controller);

    // Only do this mode if we have a playercontroller viewing this vehicle
    if ( PC == None || PC.ViewTarget != self || PC.bFreeCamera )
        return false;

    ViewActor = Self;

    if ( !PC.bBehindView )  // First Person View
    {
        SpecialCalcFirstPersonView( PC, ViewActor, CameraLocation, CameraRotation);
        return true;
    }

    // 3rd person view
    DeltaTime           = Level.TimeSeconds - LastTimeSeconds;
    LastTimeSeconds     = Level.TimeSeconds;

    CamLookAt           = Location + CamAbsLocation + (CamRelLocation >> ViewActor.Rotation);

    // Camera Rotation
    CamRotationRate         = Normalize(ViewActor.Rotation - LastCamRot);
    CameraRotation.Yaw      = CalcInertia(DeltaTime, CamRotationInertia, CamRotationRate.Yaw, LastCamRot.Yaw);
    CameraRotation.Pitch    = CalcInertia(DeltaTime, CamRotationInertia, CamRotationRate.Pitch, LastCamRot.Pitch);
    CameraRotation.Roll     = 0;
    LastCamRot              = CameraRotation;

    CameraLocation  = CamLookAt + (CamDistance >> CameraRotation);

    if ( Trace( HitLocation, HitNormal, CameraLocation, CamLookAt, false, vect(10, 10, 10) ) != None )
        CameraLocation = HitLocation + HitNormal * 10;

    return true;
}

simulated function SpecialCalcFirstPersonView(PlayerController PC, out actor ViewActor, out vector CameraLocation, out rotator CameraRotation )
{
    local vector    x, y, z;
    local rotator   R;

    CameraLocation = Location;
    ViewActor   = Self;
    R           = GetViewRotation();
    GetAxes(R, x, y, z);

    // First-person view.
    CameraRotation = Normalize(R + PC.ShakeRot); // amb
    CameraLocation = CameraLocation +
                     PC.ShakeOffset.X * x +
                     PC.ShakeOffset.Y * y +
                     PC.ShakeOffset.Z * z;

    // Camera position is locked to vehicle
    CameraLocation = CameraLocation + (FPCamPos >> GetViewRotation());
}

simulated function rotator GetViewRotation()
{
    return Rotation;
}

simulated function PlayFiring(optional float Rate, optional name FiringMode )
{
    if ( FiringMode == '0' )
        PlayAnim('FireR', 0.45);
    else
        PlayAnim('FireL', 0.45);
}


// Spawn Explosion FX
simulated function Explode( vector HitLocation, vector HitNormal )
{
    super.Explode( HitLocation, Vect(0,0,1) ); // Overriding Explosion direction

    if ( TurretBase != None )
        TurretBase.Destroy();

    if ( TurretSwivel != None )
        TurretSwivel.Destroy();
}


simulated function DrawHealthInfo( Canvas C, PlayerController PC )
{
    class'HUD_Assault'.static.DrawCustomHealthInfo( C, PC, true );
}

simulated function Actor PerformTrace( out vector HitLocation, out Vector HitNormal, vector End, vector Start )
{
    local Actor HitActor;

    // Disable base and swivel collision
    if ( TurretBase != None )
        TurretBase.bBlockZeroExtentTraces = false;

    if ( TurretSwivel != None )
        TurretSwivel.bBlockZeroExtentTraces = false;

    HitActor = super.PerformTrace(HitLocation, HitNormal, End, Start );

    if ( TurretBase != None )
        TurretBase.bBlockZeroExtentTraces = true;

    if ( TurretSwivel != None )
        TurretSwivel.bBlockZeroExtentTraces = true;

    return HitActor;
}

simulated function bool DrawCrosshair( Canvas C, out vector ScreenPos )
{
    local float     RatioX, RatioY;
    local float     tileX, tileY;
    local float     SizeX, SizeY;

    local float     ZoomPct;
    local playercontroller pc;

    super.DrawCrosshair( C, ScreenPos );

    PC = PlayerController(Controller);

    SizeX = ZoomTickTex.MaterialUSize();
    SizeY = ZoomTickTex.MaterialVSize();

    RatioX = C.SizeX / 640.0;
    RatioY = C.SizeY / 480.0;

    tileX = CrosshairScale * SizeX * RatioX;
    tileY = CrosshairScale * SizeY * RatioX;

    C.Style = ERenderStyle.STY_Additive;
    C.DrawColor = class'Canvas'.static.MakeColor(255, 255, 255);

    C.SetPos( ScreenPos.X - tileX, ScreenPos.Y - tileY );
    C.DrawTile( ZoomTickTex, tileX*2,tileY*2, 0.0, 0.0, SizeX, SizeY);
    ZoomPct = 1-(PC.FOVAngle-MinPlayerFOV) / (PC.DefaultFOV - MinPlayerFOV);

    C.SetPos( ScreenPos.X - tileX, ScreenPos.Y - tileY );
    TexRotator(ZoomTick).Rotation.Yaw = 32767 * ZoomPct;
    C.DrawTile( ZoomTick, tileX*2,tileY*2, 0.0, 0.0, SizeX, SizeY);

    PostZoomAdjust( ZoomPct );

    return true;
}

simulated function PostZoomAdjust( float ZoomPct )
{
    // Fudge the weapon effects so they look right
    if ( !bDrawMeshInFP && Weapon != None )
        Weapon.SmallViewOffset.X = Weapon.default.SmallViewOffset.X - (ZoomWeaponOffsetAdjust * ZoomPct);
}


simulated function RawInput(float DeltaTime,
                            float aBaseX, float aBaseY, float aBaseZ, float aMouseX, float aMouseY,
                            float aForward, float aTurn, float aStrafe, float aUp, float aLookUp)
{
    local playerController  PC;
    local float             NewFOV;

    if ( PlayerController(Controller) != None )
    {
        PC = PlayerController(Controller);
        if ( aForward!=0 )
        {
            bZooming = true;

            if ( aForward>0 )
            {
                if ( PC.FOVAngle > MinPlayerFOV )
                    NewFOV = PC.FOVAngle - ((PC.DefaultFOV - MinPlayerFOV)*DeltaTime*ZoomSpeed);
                else
                    NewFOV = MinPlayerFOV;
            }
            else
            {
                if ( PC.FOVAngle < PC.DefaultFOV )
                    NewFOV = PC.FOVAngle + ((PC.DefaultFOV - MinPlayerFOV)*DeltaTime*ZoomSpeed);
                else
                    NewFOV = PC.DefaultFOV;
            }
        }
        else
            bZooming = false;

        if ( bZooming )
            PC.SetFOV( FClamp(NewFOV, MinPlayerFOV, PC.DefaultFOV)  );

        if ( OldFOV == 0 )
            OldFOV = PC.FOVAngle;

        if ( OldFOV != PC.FOVAngle )
            PlaySound(Sound'WeaponSounds.LightningGun.LightningZoomIn', SLOT_Misc,,,,,false);

        OldFOV = PC.FOVAngle;
    }

    super.RawInput(DeltaTime, aBaseX, aBaseY, aBaseZ, aMouseX, aMouseY, aForward, aTurn, aStrafe, aUp, aLookUp);
}

simulated function ClientKDriverEnter( PlayerController PC )
{
    OldFOV = PC.FOVAngle;
    super.ClientKDriverEnter( PC );
}

static function StaticPrecache(LevelInfo L)
{
    super.StaticPrecache( L );

    L.AddPrecacheMaterial( default.ZoomTick );
    L.AddPrecacheMaterial( default.ZoomTickTex );
}

simulated function UpdatePrecacheMaterials()
{
    Level.AddPrecacheMaterial( default.ZoomTick );
    Level.AddPrecacheMaterial( default.ZoomTickTex );

    super.UpdatePrecacheMaterials();
}

//=============================================================================
// defaultproperties
//=============================================================================

defaultproperties
{
     RotationInertia=0.200000
     RotPitchConstraint=(Min=12288.000000,Max=4096.000000)
     RotationSpeed=16.000000
     CamAbsLocation=(Z=100.000000)
     CamRelLocation=(X=200.000000,Z=100.000000)
     CamDistance=(X=-800.000000,Z=100.000000)
     CamRotationInertia=0.000010
     MinPlayerFOV=20.000000
     ZoomSpeed=1.500000
     ZoomWeaponOffsetAdjust=80.000000
     ZoomTick=TexRotator'Turrets.Huds.LinkZoomTickRot'
     ZoomTickTex=Texture'Turrets.Huds.LinkZoomTickBar'
     VehicleProjSpawnOffset=(X=138.000000,Y=-65.000000,Z=16.000000)
     DefaultCrosshair=Texture'Crosshairs.HUD.Crosshair_Circle1'
     CrosshairScale=0.500000
     bCHZeroYOffset=True
     bDefensive=True
     bAutoTurret=True
     bRemoteControlled=True
     AutoTurretControllerClass=Class'UnrealGame.TurretController'
     FPCamPos=(Z=40.000000)
     VehiclePositionString="manning a turret"
     VehicleNameString="Energy Turret"
     bSimulateGravity=False
     bIgnoreForces=True
     bStationary=True
     bSpecialHUD=True
     bSpecialCalcView=True
     SightRadius=25000.000000
     WaterSpeed=0.000000
     AirSpeed=0.000000
     AccelRate=0.000000
     JumpZ=0.000000
     MaxFallSpeed=0.000000
     HealthMax=650.000000
     Health=650
     LandMovementState="PlayerTurreting"
     bIgnoreEncroachers=True
     Physics=PHYS_Rotating
     DrawScale=5.000000
     AmbientGlow=64
     bShouldBaseAtStartup=False
     CollisionRadius=80.000000
     CollisionHeight=80.000000
     bCollideWorld=False
     bPathColliding=True
}

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Class file time: Tue 24/10/2006 17:00:14.000 - Creation time: Wed 7/2/2007 19:16:34.140 - Created with UnCodeX