Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
00001 00002 00003 00004 00005 00006 00007 00008 00009 00010 00011 00012 00013 00014 00015 00016 00017 00018 00019 00020 00021 00022 00023 00024 00025 00026 00027 00028 00029 00030 00031 00032 00033 00034 00035 00036 00037 00038 00039 00040 00041 00042 00043 00044 00045 00046 00047 00048 00049 00050 00051 00052 00053 00054 00055 00056 00057 00058 00059 00060 00061 00062 00063 00064 00065 00066 00067 00068 00069 00070 00071 00072 00073 00074 00075 00076 00077 00078 00079 00080 00081 00082 00083 00084 00085 00086 00087 00088 00089 00090 00091 00092 00093 00094 00095 00096 00097 00098 00099 00100 00101 00102 00103 00104 00105 00106 00107 00108 00109 00110 00111 00112 00113 00114 00115 00116 00117 00118 00119 00120 00121 00122 00123 00124 00125 00126 00127 00128 00129 00130 00131 00132 00133 00134 00135 00136 00137 00138 00139 00140 00141 00142 00143 00144 00145 00146 00147 00148 00149 00150 00151 00152 00153 00154 00155 00156 00157 00158 00159 00160 00161 00162 00163 00164 00165 00166 00167 00168 00169 00170 00171 00172 00173 00174 00175 00176 00177 00178 00179 00180 00181 00182 00183 00184 00185 00186 00187 00188 00189 00190 00191 00192 00193 00194 00195 00196 00197 00198 00199 00200 00201 00202 00203 00204 00205 00206 00207 00208 00209 00210 00211 00212 00213 00214 00215 00216 00217 00218 00219 00220 00221 00222 00223 00224 00225 00226 00227 00228 00229 00230 00231 00232 00233 00234 00235 00236 00237 00238 00239 00240 00241 00242 00243 00244 00245 00246 00247 00248 00249 00250 00251 00252 00253 00254 00255 00256 00257 00258 00259 00260 00261 00262 00263 00264 00265 00266 00267 00268 00269 00270 00271 00272 00273 00274 00275 00276 00277 00278 00279 00280 00281 00282 00283 00284 00285 00286 00287 00288 00289 00290 00291 00292 00293 00294 00295 00296 00297 00298 00299 00300 00301 00302 00303 00304 00305 00306 00307 00308 00309 00310 00311 00312 00313 00314 00315 00316 00317 00318 00319 00320 00321 00322 00323 00324 00325 00326 00327 00328 00329 00330 00331 00332 00333 00334 00335 00336 00337 00338 00339 00340 00341 00342 00343 00344 00345 00346 00347 00348 00349 00350 00351 00352 00353 00354 00355 00356 00357 00358 00359 00360 00361 00362 00363 00364 00365 00366 00367 00368 00369 00370 00371 00372 00373 00374 00375 00376 00377 00378 00379 00380 00381 00382 00383 00384 00385 00386 00387 00388 00389 00390 00391 00392 00393 00394 00395 00396 00397 00398 00399 00400 00401 00402 00403 00404 00405 00406 00407 00408 00409 00410 00411 00412 00413 00414 00415 00416 00417 00418 00419 00420 00421 00422 00423 00424 00425 00426 00427 00428 00429 00430 00431 00432 00433 00434 00435 00436 00437 00438 00439 00440 00441 00442 00443 00444 00445 00446 00447 00448 00449 00450 00451 00452 00453 00454 00455 00456 00457 00458 00459 00460 00461 00462 00463 00464 00465 00466 00467 00468 00469 00470 |
//============================================================================= // Pickup items. // // Pickup is the base class of actors that when touched by an appropriate pawn, // will create and place an Inventory actor in that pawn's inventory chain. Each // pickup class has an associated inventory class (its InventoryType). Pickups are // placed by level designers. Pickups can only interact with pawns when in their // default Pickup state. Pickups verify that they can give inventory to a pawn by // calling the GameInfo's PickupQuery() function. After a pickup spawns an inventory // item for a pawn, it then queries the GameInfo by calling the GameInfo's // ShouldRespawn() function about whether it should remain active, enter its Sleep // state and later become active again, or destroy itself. // // When navigation paths are built, each pickup has an InventorySpot (a subclass // of NavigationPoint) placed on it and associated with it // (the Pickup's MyMarker== the InventorySpot, // and the InventorySpot's markedItem == the pickup). // //============================================================================= class Pickup extends Actor abstract placeable native nativereplication; //----------------------------------------------------------------------------- // AI related info. var float MaxDesireability; // Maximum desireability this item will ever have. var InventorySpot MyMarker; var NavigationPoint PickupCache; // used for dropped pickups var() class<Inventory> InventoryType; var() bool bInstantRespawn; // Can be tagged so this item respawns instantly. var bool bOnlyReplicateHidden; // only replicate changes in bHidden (optimization for level pickups) var(Display) bool bAmbientGlow; // Whether to glow or not. var bool bDropped; var bool bPredictRespawns; // high skill bots may predict respawns for this item var() float RespawnTime; // Respawn after this time, 0 for instant. var float RespawnEffectTime; var() localized string PickupMessage; // Human readable description when picked up. var() sound PickupSound; var() string PickupForce; // jdf var() xPickUpBase PickUpBase; // Pick-up base which spawned this pickup. var Controller TeamOwner[4]; // AI controller currently going after this pickup (for team coordination) native final function AddToNavigation(); // cache dropped inventory in navigation network native final function RemoveFromNavigation(); static function StaticPrecache(LevelInfo L); function Destroyed() { if (MyMarker != None ) MyMarker.markedItem = None; if (Inventory != None ) Inventory.Destroy(); } simulated function String GetHumanReadableName() { if ( InventoryType == None ) return GetItemName(string(class)); if ( InventoryType.Default.ItemName == "" ) return GetItemName(string(InventoryType)); return InventoryType.Default.ItemName; } function bool IsSuperItem() { return (PickupBase != None) && PickupBase.bDelayedSpawn; } simulated static function UpdateHUD(HUD H) { H.LastPickupTime = H.Level.TimeSeconds; } /* Reset() reset actor to initial state - used when restarting level without reloading. */ function Reset() { if ( Inventory != None ) destroy(); else { if (myMarker != None && myMarker.bSuperPickup) GotoState('Sleeping', 'DelayedSpawn'); else GotoState('Pickup'); Super.Reset(); } } function RespawnEffect(); // Turns the pickup into a different type of pickup - specificly used by the WildcardCharger function Pickup Transmogrify(class<Pickup> NewClass) // de { local Pickup NewPickup; NewPickup = Spawn(NewClass); NewPickup.PickupBase = PickupBase; NewPickup.RespawnTime = RespawnTime; if (MyMarker != None ) { MyMarker.markedItem = NewPickup; NewPickup.MyMarker = MyMarker; MyMarker = None; } Destroy(); return NewPickup; } /* DetourWeight() value of this path to take a quick detour (usually 0, used when on route to distant objective, but want to grab inventory for example) */ function float DetourWeight(Pawn Other,float PathWeight) { return 0; } /* Pickups have an AI interface to allow AIControllers, such as bots, to assess the desireability of acquiring that pickup. The BotDesireability() method returns a float typically between 0 and 1 describing how valuable the pickup is to the AIController. This method is called when an AIController uses the FindPathToBestInventory() navigation intrinsic. */ function float BotDesireability( pawn Bot ) { local Inventory AlreadyHas; local float desire; desire = MaxDesireability; if ( RespawnTime < 10 ) { AlreadyHas = Bot.FindInventoryType(InventoryType); if ( AlreadyHas != None ) { if ( Inventory != None ) { if( Inventory.Charge <= AlreadyHas.Charge ) return -1; } else if ( InventoryType.Default.Charge <= AlreadyHas.Charge ) return -1; } } return desire; } // Either give this inventory to player Other, or spawn a copy // and give it to the player Other, setting up original to be respawned. // function inventory SpawnCopy( pawn Other ) { local inventory Copy; if ( Inventory != None ) { Copy = Inventory; Inventory = None; } else Copy = spawn(InventoryType,Other,,,rot(0,0,0)); Copy.GiveTo( Other, self ); return Copy; } function StartSleeping() { if (bDropped) Destroy(); else GotoState('Sleeping'); } function AnnouncePickup( Pawn Receiver ) { Receiver.HandlePickup(self); PlaySound( PickupSound,SLOT_Interact ); } // // Set up respawn waiting if desired. // function SetRespawn() { if( Level.Game.ShouldRespawn(self) ) StartSleeping(); else Destroy(); } // HUD Messages static function string GetLocalString( optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2 ) { return Default.PickupMessage; } function InitDroppedPickupFor(Inventory Inv) { SetPhysics(PHYS_Falling); GotoState('FallingPickup'); Inventory = Inv; bAlwaysRelevant = false; bOnlyReplicateHidden = false; bUpdateSimulatedPosition = true; bDropped = true; LifeSpan = 16; bIgnoreEncroachers = false; // handles case of dropping stuff on lifts etc NetUpdateFrequency = 8; } function bool ReadyToPickup(float MaxWait) { return false; } event Landed(Vector HitNormal) { GotoState('Pickup','Begin'); } //============================================================================= // Pickup state: this inventory item is sitting on the ground. auto state Pickup { function bool ReadyToPickup(float MaxWait) { return true; } /* ValidTouch() Validate touch (if valid return true to let other pick me up and trigger event). */ function bool ValidTouch( actor Other ) { // make sure its a live player if ( (Pawn(Other) == None) || !Pawn(Other).bCanPickupInventory || (Pawn(Other).DrivenVehicle == None && Pawn(Other).Controller == None) ) return false; // make sure not touching through wall if ( !FastTrace(Other.Location, Location) ) return false; // make sure game will let player pick me up if( Level.Game.PickupQuery(Pawn(Other), self) ) { TriggerEvent(Event, self, Pawn(Other)); return true; } return false; } // When touched by an actor. function Touch( actor Other ) { local Inventory Copy; // If touched by a player pawn, let him pick this up. if( ValidTouch(Other) ) { Copy = SpawnCopy(Pawn(Other)); AnnouncePickup(Pawn(Other)); SetRespawn(); if ( Copy != None ) Copy.PickupFunction(Pawn(Other)); } } // Make sure no pawn already touching (while touch was disabled in sleep). function CheckTouching() { local Pawn P; ForEach TouchingActors(class'Pawn', P) Touch(P); } function Timer() { if ( bDropped ) GotoState('FadeOut'); } function BeginState() { UntriggerEvent(Event, self, None); if ( bDropped ) { AddToNavigation(); SetTimer(8, false); } } function EndState() { if ( bDropped ) RemoveFromNavigation(); } Begin: CheckTouching(); } state FallingPickup extends Pickup { function CheckTouching() { } function Timer() { GotoState('FadeOut'); } function BeginState() { SetTimer(8, false); } } State FadeOut extends Pickup { function Tick(float DeltaTime) { SetDrawScale(FMax(0.01, DrawScale - Default.DrawScale * DeltaTime)); } function BeginState() { RotationRate.Yaw=60000; SetPhysics(PHYS_Rotating); LifeSpan = 1.0; } function EndState() { LifeSpan = 0.0; SetDrawScale(Default.DrawScale); if ( Physics == PHYS_Rotating ) SetPhysics(PHYS_None); } } //============================================================================= // Sleeping state: Sitting hidden waiting to respawn. function float GetRespawnTime() { return RespawnTime; } State WaitingForMatch { ignores Touch; function MatchStarting() { GotoState( 'Sleeping', 'DelayedSpawn' ); } function BeginState() { NetUpdateTime = Level.TimeSeconds - 1; bHidden = true; } } State Sleeping { ignores Touch; function bool ReadyToPickup(float MaxWait) { return ( bPredictRespawns && (LatentFloat < MaxWait) ); } function StartSleeping() {} function BeginState() { local int i; NetUpdateTime = Level.TimeSeconds - 1; bHidden = true; for ( i=0; i<4; i++ ) TeamOwner[i] = None; } function EndState() { NetUpdateTime = Level.TimeSeconds - 1; bHidden = false; } DelayedSpawn: if ( Level.NetMode == NM_Standalone ) Sleep(FMin(30, Level.Game.GameDifficulty * 8)); else Sleep(30); Goto('Respawn'); Begin: Sleep( GetReSpawnTime() - RespawnEffectTime ); Respawn: RespawnEffect(); Sleep(RespawnEffectTime); if (PickUpBase != None) PickUpBase.TurnOn(); GotoState('Pickup'); } State Disabled { function bool ReadyToPickup(float MaxWait) { return false; } function Reset() {} function StartSleeping() {} simulated function BeginState() { MaxDesireability = 0; bHidden = true; ResetStaticFilterState(); SetCollision(false,false,false); } } defaultproperties { MaxDesireability=0.100000 bOnlyReplicateHidden=True RespawnEffectTime=0.500000 PickupMessage="Snagged an item." DrawType=DT_Mesh CullDistance=8000.000000 bOrientOnSlope=True bIgnoreEncroachers=True bAlwaysRelevant=True bOnlyDirtyReplication=True bIgnoreVehicles=True NetUpdateFrequency=0.100000 NetPriority=1.400000 Texture=Texture'Engine.S_Inventory' bShouldBaseAtStartup=True bCollideActors=True bCollideWorld=True bUseCylinderCollision=True bFixedRotationDir=True RotationRate=(Yaw=5000) DesiredRotation=(Yaw=30000) } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |