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class MonsterPointsInv extends Inventory config(UT2004RPG); //this class is the summoning nexus for all monsters in DruidsRPG var array<Monster> SummonedMonsters; var array<int> SummonedMonsterPoints; var int TotalMonsterPoints; var int UsedMonsterPoints; var config int MaxMonsters; var localized string NotEnoughAdrenalineMessage; var localized string NotEnoughMonsterPointsMessage; var localized string UnableToSpawnMonsterMessage; var localized string TooManyMonstersMessage; //client side only var PlayerController PC; var Player Player; var MonsterMasterInteraction Interaction; replication { reliable if (bNetOwner && bNetDirty && Role == ROLE_Authority) TotalMonsterPoints, UsedMonsterPoints; reliable if (Role == ROLE_Authority) RemoveInteraction; } function PostBeginPlay() { if(Level.NetMode == NM_DedicatedServer || Level.NetMode == NM_ListenServer || Level.NetMode == NM_Standalone) setTimer(5, true); super.postBeginPlay(); } simulated function PostNetBeginPlay() { if(Level.NetMode != NM_DedicatedServer) enable('Tick'); super.PostNetBeginPlay(); } simulated function Tick(float deltaTime) { local int x; if (Level.NetMode == NM_DedicatedServer || Interaction != None) { disable('Tick'); } else { PC = Level.GetLocalPlayerController(); if (PC != None) { Player = PC.Player; if(Player != None) { //first, find out if they have the interaction already. for(x = 0; x < Player.LocalInteractions.length; x++) { if(MonsterMasterInteraction(Player.LocalInteractions[x]) != None) { Interaction = MonsterMasterInteraction(Player.LocalInteractions[x]); Interaction.MInv = self; } } if(Interaction == None) //they dont have one AddInteraction(); } if(Interaction != None) disable('Tick'); } } } //not done through the interaction master, because that requires a string with a package name. simulated function AddInteraction() { Interaction = new class'MonsterMasterInteraction'; if (Interaction != None) { Player.LocalInteractions.Length = Player.LocalInteractions.Length + 1; Player.LocalInteractions[Player.LocalInteractions.Length-1] = Interaction; Interaction.ViewportOwner = Player; // Initialize the Interaction Interaction.Initialize(); Interaction.Master = Player.InteractionMaster; Interaction.MInv = self; } else Log("Could not create MonsterMasterInteraction"); } // AddInteraction function Monster SummonMonster(class<Monster> ChosenMonster, int Adrenaline, int MonsterPoints) { Local Monster m; Local Vector SpawnLocation; local rotator SpawnRotation; local Inventory Inv; local RPGStatsInv StatsInv; local int x; local FriendlyMonsterController C; Local FriendlyMonsterInv FriendlyInv; if(Instigator.Controller.Adrenaline < Adrenaline) { Instigator.ReceiveLocalizedMessage(MessageClass, 1, None, None, Class); return None; } if(TotalMonsterPoints - UsedMonsterPoints < MonsterPoints) { Instigator.ReceiveLocalizedMessage(MessageClass, 2, None, None, Class); return None; } if(SummonedMonsters.length >= MaxMonsters) { Instigator.ReceiveLocalizedMessage(MessageClass, 4, None, None, Class); return None; } SpawnLocation = getSpawnLocation(ChosenMonster); SpawnRotation = getSpawnRotator(SpawnLocation); M = spawn(ChosenMonster,,, SpawnLocation, SpawnRotation); if(M == None) { Instigator.ReceiveLocalizedMessage(MessageClass, 3, None, None, Class); return None; } else { if (M.Controller != None) M.Controller.Destroy(); FriendlyInv = M.spawn(class'FriendlyMonsterInv'); if(FriendlyInv == None) { Instigator.ReceiveLocalizedMessage(MessageClass, 3, None, None, Class); M.Died(None, class'DamageType', vect(0,0,0)); //whatever. //M.Destroy(); return None; } FriendlyInv.MasterPRI = Instigator.Controller.PlayerReplicationInfo; FriendlyInv.giveTO(M); FriendlyInv.MonsterPointsInv = self; C = spawn(class'FriendlyMonsterController',,, SpawnLocation, SpawnRotation); if(C == None) { Instigator.ReceiveLocalizedMessage(MessageClass, 3, None, None, Class); M.Died(None, class'DamageType', vect(0,0,0)); //whatever. FriendlyInv.Destroy(); M.Destroy(); return None; } C.Possess(M); //do not call InitializeSkill before this line. C.SetMaster(Instigator.Controller); Instigator.Controller.Adrenaline -= Adrenaline; UsedMonsterPoints += MonsterPoints; SummonedMonsters[SummonedMonsters.length] = M; SummonedMonsterPoints[SummonedMonsterPoints.length] = MonsterPoints; //allow Instigator's abilities to affect the monster for (Inv = Instigator.Controller.Inventory; Inv != None; Inv = Inv.Inventory) { StatsInv = RPGStatsInv(Inv); if (StatsInv != None) break; } if (StatsInv == None) //fallback, should never happen StatsInv = RPGStatsInv(Instigator.FindInventoryType(class'RPGStatsInv')); if (StatsInv != None) //this should always be the case { for (x = 0; x < StatsInv.Data.Abilities.length; x++) { if(ClassIsChildOf(StatsInv.Data.Abilities[x], class'MonsterAbility')) class<MonsterAbility>(StatsInv.Data.Abilities[x]).static.ModifyMonster(M, StatsInv.Data.AbilityLevels[x]); else StatsInv.Data.Abilities[x].static.ModifyPawn(M, StatsInv.Data.AbilityLevels[x]); } if (C.Inventory == None) //should never be the case. C.Inventory = StatsInv; else { for (Inv = C.Inventory; Inv.Inventory != None; Inv = Inv.Inventory) {} Inv.Inventory = StatsInv; } } } return M; } function KillAllMonsters() { local int i; for(i = 0; i < 1000 && SummonedMonsters.length > 0; i++) KillFirstMonster(); } function KillFirstMonster() { if(SummonedMonsters.length == 0) return; //nothing to kill if(SummonedMonsters[0] != None) { SummonedMonsters[0].Health = 0; SummonedMonsters[0].LifeSpan = 0.1 * SummonedMonsters.length; //so the server will do it in it's own time and not all at once... //SummonedMonsters[0].Died(None, class'DamageType', vect(0,0,0)); } UsedMonsterPoints -= SummonedMonsterPoints[0]; if(UsedMonsterPoints < 0) { Warn("Monster Points less than zero!"); UsedMonsterPoints = 0; //just an emergency checkertrap in case something interesting happens } SummonedMonsters.remove(0, 1); SummonedMonsterPoints.remove(0, 1); } //timer checks for dead minions. function Timer() { local int i; for(i = 0; i < SummonedMonsters.length; i++) { if(SummonedMonsters[i] == None || SummonedMonsters[i].health <= 0) { UsedMonsterPoints -= SummonedMonsterPoints[i]; if(UsedMonsterPoints < 0) { Warn("Monster Points less than zero!"); UsedMonsterPoints = 0; //just an emergency checkertrap in case something interesting happens } SummonedMonsters.remove(i, 1); SummonedMonsterPoints.remove(i, 1); i--; } } } function vector getSpawnLocation(Class<Monster> ChosenMonster) { local float Dist, BestDist; local vector SpawnLocation; local NavigationPoint N, BestDest; BestDist = 50000.f; for (N = Level.NavigationPointList; N != None; N = N.NextNavigationPoint) { Dist = VSize(N.Location - Instigator.Location); if (Dist < BestDist && Dist > ChosenMonster.default.CollisionRadius * 2) { BestDest = N; BestDist = VSize(N.Location - Instigator.Location); } } if (BestDest != None) SpawnLocation = BestDest.Location + (ChosenMonster.default.CollisionHeight - BestDest.CollisionHeight) * vect(0,0,1); else SpawnLocation = Instigator.Location + ChosenMonster.default.CollisionHeight * vect(0,0,1.5); //is this why monsters spawn on heads? return SpawnLocation; } function rotator getSpawnRotator(Vector SpawnLocation) { local rotator SpawnRotation; SpawnRotation.Yaw = rotator(SpawnLocation - Instigator.Location).Yaw; return SpawnRotation; } simulated function Destroyed() { if(Level.NetMode == NM_DedicatedServer || Level.NetMode == NM_ListenServer || Level.NetMode == NM_Standalone) { KillAllMonsters(); setTimer(0, false); } if(Interaction != None) { Interaction.MInv = None; //clear the reference. RemoveInteraction(); } super.Destroyed(); } simulated function RemoveInteraction() { if(Player != None && Player.InteractionMaster != None && Interaction != None) Player.InteractionMaster.RemoveInteraction(Interaction); if(Interaction != None) Interaction.Minv = None; Interaction = None; } static function string GetLocalString(optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2) { if (Switch == 1) return Default.NotEnoughAdrenalineMessage; if (Switch == 2) return Default.NotEnoughMonsterPointsMessage; if (Switch == 3) return Default.UnableToSpawnMonsterMessage; if (Switch == 4) return Default.TooManyMonstersMessage; return Super.GetLocalString(Switch, RelatedPRI_1, RelatedPRI_2); } DefaultProperties { RemoteRole=ROLE_SimulatedProxy NotEnoughAdrenalineMessage="You do not have enough adrenaline to summon this monster." NotEnoughMonsterPointsMessage="Insufficent monster points available to summon this monster." TooManyMonstersMessage="You have summoned too many monsters. You must kill one before you can summon another one." UnableToSpawnMonsterMessage="Unable to spawn monster." bOnlyRelevantToOwner=True MessageClass=Class'UnrealGame.StringMessagePlus' MaxMonsters=3 } |
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