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Engine.WarpZoneInfo


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//=============================================================================
// WarpZoneInfo. For making disjoint spaces appear as if they were connected;
// supports both in-level warp zones and cross-level warp zones.
//=============================================================================
class WarpZoneInfo extends ZoneInfo
    native;

//-----------------------------------------------------------------------------
// Information set by the level designer.

var() string     OtherSideURL;
var() name       ThisTag;
var() bool       bNoTeleFrag;

//-----------------------------------------------------------------------------
// Internal.

var const int              iWarpZone;
var const coords           WarpCoords;
var transient WarpZoneInfo OtherSideActor;
var transient object       OtherSideLevel;
var() string               Destinations[8];
var int                    numDestinations;

//-----------------------------------------------------------------------------
// Network replication.

replication
{
    reliable if( Role==ROLE_Authority )
        OtherSideURL, ThisTag, OtherSideActor;
}

//-----------------------------------------------------------------------------
// Functions.

// Warp coordinate system transformations.
native(314) final function Warp  ( out vector Loc, out vector Vel, out rotator R );
native(315) final function UnWarp( out vector Loc, out vector Vel, out rotator R );

function PreBeginPlay()
{
    Super.PreBeginPlay();

    // Generate the local connection.
    Generate();

    // Setup destination list.
    numDestinations = 0;
    While( numDestinations < 8 )
        if (Destinations[numDestinations] != "")
            numDestinations++;
        else
            numDestinations = 8;

    // Generate URL if necessary.
    if( numDestinations>0 && (OtherSideURL == "") )
        OtherSideURL = Destinations[0];
}

function Trigger( actor Other, pawn EventInstigator )
{
    local int nextPick;
    if (numDestinations == 0)
        return;
    
    nextPick = 0;
    While( (nextPick < 8) && (Destinations[nextPick] != OtherSideURL )  )
        nextPick++;

    nextPick++;
    if ( (nextPick > 7) || (Destinations[nextPick] == "") )
        nextPick = 0;
    
    OtherSideURL = Destinations[nextPick];
    ForceGenerate();
}

// Set up this warp zone's destination.
simulated event Generate()
{
    if( OtherSideLevel != None )
        return;
    ForceGenerate();
}

// Set up this warp zone's destination.
simulated event ForceGenerate()
{
    if( InStr(OtherSideURL,"/") >= 0 )
    {
        // Remote level.
        //log( "Warpzone " $ Self $ " remote" );
        OtherSideLevel = None;
        OtherSideActor = None;
    }
    else
    {
        // Local level.
        OtherSideLevel = XLevel;
        foreach AllActors( class 'WarpZoneInfo', OtherSideActor )
            if( string(OtherSideActor.ThisTag)~=OtherSideURL && OtherSideActor!=Self )
                break;
        //log( "Warpzone " $ Self $ " local, connected to " $ OtherSideActor );
    }
}

// When an actor enters this warp zone.
simulated function ActorEntered( actor Other )
{
    local vector L;
    local rotator R;
    local Controller P;

    //if ( Other.Role == ROLE_AutonomousProxy )
    //	return; // don't simulate for client players
    if( !Other.bJustTeleported )
    {
        Generate();
        if( OtherSideActor != None )
        {
            // This needs to also perform a coordinate system transformation,
            // in case the portals aren't directionally aligned. This is easy to
            // do but UnrealScript doesn't provide coordinate system operators yet.
            Other.Disable('Touch');
            Other.Disable('UnTouch');

            L = Other.Location;
            if( Pawn(Other) != None )
                R = Pawn(Other).GetViewRotation();

            UnWarp( L, Other.Velocity, R );
            OtherSideActor.Warp( L, Other.Velocity, R );

            if( Other.IsA('Pawn') )
            {
                Pawn(Other).bWarping = bNoTelefrag;
                if ( Other.SetLocation(L) )
                {
                    //tell enemies about teleport
                    if ( Role == ROLE_Authority )
                        For ( P=Level.ControllerList; P!=None; P=P.NextController )
                            if (P.Enemy == Other)
                                P.LineOfSightTo(Other); 
                    R.Roll = 0;
                    Pawn(Other).SetViewRotation(R);
                    Pawn(Other).ClientSetLocation(L, R );
                    if ( Pawn(Other).Controller != None )
                        Pawn(Other).Controller.MoveTimer = -1.0;
                }
                else
                {
                    // set up to keep trying to teleport
                    GotoState('DelayedWarp');
                }
            }
            else
            {
                Other.SetLocation(L);
                Other.SetRotation( R );
            }
            Other.Enable('Touch');
            Other.Enable('UnTouch');
            // Change rotation according to portal's rotational change.
        }
    }
}

event ActorLeaving( actor Other )
{
    If ( Other.IsA('Pawn') )
        Pawn(Other).bWarping = false;
}

State DelayedWarp
{
    function Tick(float DeltaTime)
    {
        local Controller P;
        local bool bFound;

        For ( P=Level.ControllerList; P!=None; P=P.NextController )
            if ( P.Pawn.bWarping && (P.Pawn.Region.Zone == Self) )
            {
                bFound = true;
                ActorEntered(P);
            }

        If ( !bFound )
            GotoState('');
    }
}

defaultproperties
{
}

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Class file time: Mon 23/10/2006 20:25:18.000 - Creation time: Wed 7/2/2007 19:16:58.625 - Created with UnCodeX