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XGame.xDomPoint


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//=============================================================================
// xDomPoint.
// For Double Domination (xDoubleDom) matches.
//=============================================================================
class xDomPoint extends DominationPoint;

#exec OBJ LOAD FILE=UCGeneric.utx

var() localized String PointName; // display name of this control point
var() Sound ControlSound;         // sound played when this control point changes hands
var() Name ControlEvent;          // any actors with tags matching this will be triggered when activity occurs on the control point

var(Material) Material DomCombiner[2];
var(Material) Material CRedState[2];
var(Material) Material CBlueState[2];
var(Material) Material CNeutralState[2];
var(Material) Material CDisableState[2];

var(Material) Shader   DomShader;
var(Material) Material SRedState;
var(Material) Material SBlueState;
var(Material) Material SNeutralState;
var(Material) Material SDisableState;

var(Material) float    PulseSpeed;
var xDOMLetter         DomLetter;
var xDOMRing           DOMRing;
var transient byte     NoPulseAlpha;
var           vector    EffectOffset;

delegate ResetCount();

simulated function PostBeginPlay()
{
    Super.PostBeginPlay();

    if ( (Level.NetMode != NM_Client) && !Level.Game.IsA('xDoubleDom') )
        bHidden = true;
}

function string GetHumanName()
{
    return PointName;
}

function Touch(Actor Other)
{
    if ( (Pawn(Other) == None) || !Pawn(Other).IsPlayerPawn() )
        return;

    // is this domination point controllable right now?
    if ( bControllable && (ControllingTeam != Pawn(Other).PlayerReplicationInfo.Team) )
    {
        // touching pawn is now the controlling pawn for this domination point
        ControllingPawn = Pawn(Other);

        // update the domination point's status
        UpdateStatus();
    }
}

function UnTouch(Actor Other)
{
    local Pawn NewControl;

    if ( Other == ControllingPawn )
        ForEach TouchingActors(class'Pawn', NewControl)
        {
            if ( NewControl.IsPlayerPawn() )
            {
                ControllingPawn = NewControl;
                UpdateStatus();
                break;
            }
        }
}

simulated function float Pulse( float x )
{
    if ( x < 0.5 )
        return 2.0 * ( x * x * (3.0 - 2.0 * x) );
    else
        return 2.0 * (1.0 - ( x * x * (3.0 - 2.0 * x) ));
}

simulated function Tick( float t )
{
    local float f;
    local float alpha;

    Super.Tick(t);

    if ( DomShader != None && PulseSpeed != 0.0)
    {
        if (bControllable)
        {
            f = Level.TimeSeconds * PulseSpeed;
            f = f - int(f);
            alpha = 255.0;
            ConstantColor(DomShader.SpecularityMask).Color.A = Pulse(f) * alpha;
        }
        else
        {
            ConstantColor(DomShader.SpecularityMask).Color.A = NoPulseAlpha;
        }
    }
}

simulated function PostNetReceive()
{
    local xDomMonitor M;
    local byte NewTeam;

    if( !bControllable )
    {
        SetShaderStatus(CDisableState[0],SDisableState,CDisableState[1]);
        NewTeam = 254;
    }
    else if ( ControllingTeam == None )
    {
        SetShaderStatus(CNeutralState[0],SNeutralState,CNeutralState[1]);
        NewTeam = 255;
    }
    else
    {
        if ( ControllingTeam.TeamIndex == 0 )
            SetShaderStatus(CRedState[0],SRedState,CRedState[1]);
        else
            SetShaderStatus(CBlueState[0],SBlueState,CBlueState[1]);
        NewTeam = ControllingTeam.TeamIndex;
    }

    // send the event to trigger related actors
    ForEach DynamicActors(class'xDomMonitor', M, ControlEvent)
    {
        M.NewTeam = NewTeam;
        M.UpdateForTeam();
    }
}

simulated function SetShaderStatus( Material mat1, Material mat2, Material mat3 )
{
    if( DomCombiner[0] != None )
        Combiner(DomCombiner[0]).Material1 = mat1;
    if( DomCombiner[1] != None )
        Combiner(DomCombiner[1]).Material1 = mat3;
    if( DomShader != None )
    {
        if (PulseSpeed != 0.0)
            DomShader.Specular = mat2;
        else
            DomShader.Diffuse = mat2;
    }
}

function UpdateStatus()
{
    local Actor A;
    local TeamInfo NewTeam;
    local int OldIndex;

    if ( bControllable && ((ControllingPawn == None) || !ControllingPawn.IsPlayerPawn()) )
    {
        ControllingPawn = None;

        // check if any pawn currently touching
        ForEach TouchingActors(class'Pawn', ControllingPawn)
        {
            if ( ControllingPawn.IsPlayerPawn() )
                break;
            else
                ControllingPawn = None;
        }
    }

    // nothing to do if there is already a controlling team but no controlling pawn
    if (ControllingTeam != None && ControllingPawn == None)
        return;

    // who is the current controlling team of this domination point?
    if (ControllingPawn == None)
        NewTeam = None;
    else
        NewTeam = ControllingPawn.Controller.PlayerReplicationInfo.Team;

    // do nothing if there is no change in the controlling team (and there is a controlling team)
    if ((NewTeam == ControllingTeam) && (NewTeam != None))
        return;

    // for AI, update DefenderTeamIndex
    NetUpdateTime = Level.TimeSeconds - 1;
    OldIndex = DefenderTeamIndex;
    if ( NewTeam == None )
        DefenderTeamIndex = 255; // ie. "no team" since 0 is a valid team
    else
        DefenderTeamIndex = NewTeam.TeamIndex;

    if ( bControllable && (OldIndex != DefenderTeamIndex) )
        UnrealMPGameInfo(Level.Game).FindNewObjectives(self);

    // otherwise we have a new controlling team, or the domination point is being re-enabled
    ControllingTeam = NewTeam;

    if (ControllingTeam != None)
    {
        PlayAlarm();
    }

    ResetCount();

    if (ControllingTeam == None)
    {
        // goes dark while untouchable (disabled) after a score
        if (!bControllable)
        {
            LightType = LT_None;
            SetShaderStatus(CDisableState[0],SDisableState,CDisableState[1]);
            if (DomLetter != None)
                DomLetter.bHidden = true;
            if (DomRing != None)
                DomRing.bHidden = true;
        }
        // goes back to white when neutral again
        else if (bControllable)
        {
            // change light emission properties
            LightHue = 255;
            LightBrightness = 128;
            LightSaturation = 255;
            LightType = LT_SubtlePulse;
            SetShaderStatus(CNeutralState[0],SNeutralState,CNeutralState[1]);
            if (DomLetter != None)
            {
                DomLetter.bHidden = false;
                DomLetter.Skins[0] = class'xDomLetter'.Default.NeutralShader;
                DomLetter.RepSkin = class'xDomLetter'.Default.NeutralShader;
            }
            if (DomRing != None)
            {
                DomRing.bHidden = false;
                DomRing.Skins[0] = class'xDomRing'.Default.NeutralShader;
                DomRing.RepSkin = class'xDomRing'.Default.NeutralShader;
            }
        }
    }
    else if (ControllingPawn.Controller.PlayerReplicationInfo.Team.TeamIndex == 0)
    {
        // red team controls it now
        LightType = LT_SubtlePulse;
        LightHue = 0;
        LightBrightness = 255;
        LightSaturation = 128;
        SetShaderStatus(CRedState[0],SRedState,CRedState[1]);
        if (DomLetter != None)
        {
            DomLetter.bHidden = false;
            DomLetter.Skins[0] = class'xDomLetter'.Default.RedTeamShader;
            DomLetter.RepSkin = class'xDomLetter'.Default.RedTeamShader;
        }
        if (DomRing != None)
        {
            DomRing.bHidden = false;
            DomRing.Skins[0] = class'xDomRing'.Default.RedTeamShader;
            DomRing.RepSkin = class'xDomRing'.Default.RedTeamShader;
        }
    }
    else
    {
        // blue team controls it now
        LightType = LT_SubtlePulse;
        LightHue = 170;
        LightBrightness = 255;
        LightSaturation = 128;
        SetShaderStatus(CBlueState[0],SBlueState,CBlueState[1]);
        if (DomLetter != None)
        {
            DomLetter.bHidden = false;
            DomLetter.Skins[0] = class'xDomLetter'.Default.BlueTeamShader;
            DomLetter.RepSkin = class'xDomLetter'.Default.BlueTeamShader;
        }
        if (DomRing != None)
        {
            DomRing.bHidden = false;
            DomRing.Skins[0] = class'xDomRing'.Default.BlueTeamShader;
            DomRing.RepSkin = class'xDomRing'.Default.BlueTeamShader;
        }
    }

    // send the event to trigger related actors
    foreach DynamicActors(class'Actor', A, ControlEvent)
        A.Trigger(self, ControllingPawn);
}

function ResetPoint(bool enabled)
{
    if ( !bControllable && enabled )
        UnrealMPGameInfo(Level.Game).FindNewObjectives(self);

    NetUpdateTime = Level.TimeSeconds - 1;
    bControllable = enabled;
    ControllingPawn = None;
    ControllingTeam = None;
    UpdateStatus();
}

function PlayAlarm()
{
    SetTimer(5.0, false);
    AmbientSound = ControlSound;
}

function Timer()
{
    AmbientSound = None;

    // don't call super here since we don't want it incrementing score!
}

function bool BetterObjectiveThan(GameObjective Best, byte DesiredTeamNum, byte RequesterTeamNum)
{
    if ( (Best == None) || (DefenderTeamIndex == DesiredTeamNum) )
        return true;
    return false;
}

defaultproperties
{
     ControlSound=Sound'GameSounds.DDAlarm'
     DomCombiner(0)=Combiner'XGameShaders.DomShaders.DomACombiner'
     CRedState(0)=Texture'UCGeneric.SolidColours.Red'
     CBlueState(0)=Texture'UCGeneric.SolidColours.Blue'
     CNeutralState(0)=Texture'UCGeneric.SolidColours.White'
     CDisableState(0)=Texture'UCGeneric.SolidColours.Black'
     DomShader=Shader'XGameShaders.DomShaders.PulseAShader'
     SRedState=Texture'XGameShaders.DomShaders.redgrid'
     SBlueState=Texture'XGameShaders.DomShaders.bluegrid'
     SNeutralState=Texture'XGameShaders.DomShaders.greygrid'
     SDisableState=Texture'XGameShaders.DomShaders.greygrid'
     PulseSpeed=1.000000
     EffectOffset=(Z=60.000000)
     bControllable=True
     bTeamControlled=True
     DefenderTeamIndex=255
     DestructionMessage=
     LightType=LT_SubtlePulse
     LightEffect=LE_QuadraticNonIncidence
     LightHue=255
     LightSaturation=255
     LightBrightness=128.000000
     LightRadius=6.000000
     DrawType=DT_StaticMesh
     StaticMesh=StaticMesh'XGame_rc.DominationPointMesh'
     bStatic=False
     bHidden=False
     bDynamicLight=True
     bAlwaysRelevant=True
     RemoteRole=ROLE_SimulatedProxy
     DrawScale=0.600000
     PrePivot=(Z=70.000000)
     Skins(0)=Texture'XGameTextures.DominationPointTex'
     Skins(1)=Combiner'XGameShaders.DomShaders.DomPointACombiner'
     SoundRadius=255.000000
     CollisionRadius=60.000000
     CollisionHeight=40.000000
     bCollideActors=True
     bUseCylinderCollision=True
     bNetNotify=True
}

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Class file time: Mon 23/10/2006 20:35:08.000 - Creation time: Wed 7/2/2007 19:16:59.296 - Created with UnCodeX