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//============================================================================= // ROObjective //============================================================================= // Defines an objective //============================================================================= // Red Orchestra Source // Copyright (C) 2003-2004 Erik Christensen //============================================================================= class ROObjective extends GameObjective placeable; //#exec OBJ LOAD FILE=..\Textures\ROInterfaceArt.utx //============================================================================= // Variables //============================================================================= // Defines an objective state enum EObjectiveState { OBJ_Axis, OBJ_Allies, OBJ_Neutral, }; var EObjectiveState ObjState; // Manages the state of the objective var() EObjectiveState InitialObjState; // Mappers sets the original state of an objective here var() int ObjNum; // Number on objectives list var() bool bRequired; // Is this objective required for victory? var() localized string ObjName; // Text stuff needed. Make sure it's localized so it's translateable. var() localized string AttackerDescription; var() localized string DefenderDescription; //var bool bObjActive; //var() bool bObjInitiallyActive; var() int Radius; // Radius to use if not using a volume var() name VolumeTag; // Tag of the volume to use if you want to use a volume var Volume AttachedVolume; // Stores the attached volume. var() name AlliesEvent; var() name AxisEvent; var() int MapX; // x position of objective on player map var() int MapY; // y position of objective on player map // Values for bot AI var() int AxisObjectivePriority; // How important this objective is to the Axis var() int AlliesObjectivePriority;// How important this objective is to the Allies // Used in ROObjTerritory -- put here so that it can be accessed from ROHud var byte CompressedCapProgress; // Used for replication var byte CurrentCapTeam; // Stores the current team that is capping // Used in ROHud to calculate objective label offsets var FloatBox LabelCoords; // Used to tell ROHud not to display text under this objective var() bool bDoNotDisplayTitleOnSituationMap; var() bool bDoNotUseLabelShiftingOnSituationMap; //============================================================================= // replication //============================================================================= replication { reliable if (bNetDirty && Role == ROLE_Authority) ObjState;//, bObjActive; reliable if (bNetInitial && Role == ROLE_Authority) bRequired; // Used in ROObjTerritory -- declared here so that CompressedCapProgress can be accessed from ROHud reliable if (bNetDirty && Role == ROLE_Authority) CompressedCapProgress, CurrentCapTeam; } //============================================================================= // Functions //============================================================================= //----------------------------------------------------------------------------- // PostBeginPlay - Handles setup //----------------------------------------------------------------------------- function PostBeginPlay() { local ROGameReplicationInfo GRI; super.PostBeginPlay(); // Find the volume to use if the mapper set one if (VolumeTag != '') { foreach AllActors(class'Volume', AttachedVolume, VolumeTag) { AttachedVolume.AssociatedActor = self; break; } } ObjState = InitialObjState; // bObjActive = bObjInitiallyActive; if (ROTeamGame(Level.Game) != None) ROTeamGame(Level.Game).Objectives[ObjNum] = self; GRI = ROGameReplicationInfo(Level.Game.GameReplicationInfo); if (GRI != None) GRI.Objectives[ObjNum] = self; } // Overridden to match our objective names simulated function string GetHumanReadableName() { if ( ObjName != "" ) return ObjName; if ( Default.ObjName != "" ) return Default.ObjName; return ""; } //----------------------------------------------------------------------------- // Determines if an objective passed in is better than this one. Overriden // to support RO Objective functionality //----------------------------------------------------------------------------- function bool BetterObjectiveThan(GameObjective Best, byte DesiredTeamNum, byte RequesterTeamNum) { if ( !IsActive() ) return false; if ( Best == none ) return true; if( DesiredTeamNum == AXIS_TEAM_INDEX && ROObjective(Best).AxisObjectivePriority > AxisObjectivePriority ) return true; if( DesiredTeamNum == ALLIES_TEAM_INDEX && ROObjective(Best).AlliesObjectivePriority > AlliesObjectivePriority ) return true; return false; } //--------------------------------------------------------------------------------- // Determines if an objective passed in is higher priority than this one. Overriden // to support RO Objective functionality //--------------------------------------------------------------------------------- function bool IsHigherPriority( GameObjective Test, int TestTeamNum) { if( TestTeamNum == AXIS_TEAM_INDEX && ROObjective(Test).AxisObjectivePriority > AxisObjectivePriority ) return true; else if( TestTeamNum == ALLIES_TEAM_INDEX && ROObjective(Test).AlliesObjectivePriority > AlliesObjectivePriority ) return true; else return false; } //--------------------------------------------------------------------------------- // Determines if an objective passed in is equal priority to this one. //--------------------------------------------------------------------------------- function bool IsEqualPriority( GameObjective Test, int TestTeamNum) { if( TestTeamNum == AXIS_TEAM_INDEX && ROObjective(Test).AxisObjectivePriority == AxisObjectivePriority ) return true; else if( TestTeamNum == ALLIES_TEAM_INDEX && ROObjective(Test).AlliesObjectivePriority == AlliesObjectivePriority ) return true; else return false; } //------------------------------------------------------------------------------ // Returns true if the team of the bot passed in owns this objective //------------------------------------------------------------------------------ function bool TeamOwns(Bot B) { if ( B.Squad.Team.TeamIndex == AXIS_TEAM_INDEX && ObjState == OBJ_Axis) { return true; } else if( B.Squad.Team.TeamIndex == ALLIES_TEAM_INDEX && ObjState == OBJ_Allies) { return true; } return false; } //----------------------------------------------------------------------------- // Lets the bots know what to do with this objective. Overriden // to support RO Objective functionality //----------------------------------------------------------------------------- function bool TellBotHowToDisable(Bot B) { if ( !IsActive() || TeamOwns(B)) { return false; } if ( B.Pawn == None ) return false; if ( B.Pawn.ReachedDestination(self) ) { if ( B.Enemy != None ) { if ( B.EnemyVisible() ) { if(Vehicle(B.Pawn) != none) B.GotoState('RangedAttack','Begin'); else B.GotoState('ShieldSelf','Begin'); } else B.DoStakeOut(); } else B.GotoState('RestFormation','Pausing'); return true; } return Super.TellBotHowToDisable(B); } //----------------------------------------------------------------------------- // WithinArea - Function to identify Actors within the area, if any //----------------------------------------------------------------------------- function bool WithinArea(Actor A) { if (AttachedVolume != None) { if (AttachedVolume.Encompasses(A)) return true; } else if (VSize(A.Location - Location) < Radius) { return true; } return false; } //----------------------------------------------------------------------------- // Reset - Goes back to the initial state //----------------------------------------------------------------------------- function Reset() { super.Reset(); ObjState = InitialObjState; // bObjActive = bObjInitiallyActive; } //----------------------------------------------------------------------------- // Trigger - Allows some other Actor to complete this objective //----------------------------------------------------------------------------- function Trigger(Actor Other, Pawn EventInstigator) { if (/*!bObjActive*/ !bActive || ROTeamGame(Level.Game) == None || !ROTeamGame(Level.Game).IsInState('RoundInPlay')) return; if (ObjState == OBJ_Axis) ObjectiveCompleted(EventInstigator.PlayerReplicationInfo, ALLIES_TEAM_INDEX); else if (ObjState == OBJ_Allies) ObjectiveCompleted(EventInstigator.PlayerReplicationInfo, AXIS_TEAM_INDEX); } //----------------------------------------------------------------------------- // ObjectiveCompleted - Called when this objective has been completed //----------------------------------------------------------------------------- function ObjectiveCompleted(PlayerReplicationInfo CompletePRI, int Team) { if (Team == AXIS_TEAM_INDEX) { ObjState = OBJ_Axis; if (AxisEvent != '') TriggerEvent(AxisEvent, self, None); } else { ObjState = OBJ_Allies; if (AlliesEvent != '') TriggerEvent(AlliesEvent, self, None); } HandleCompletion(CompletePRI, Team); ROTeamGame(Level.Game).NotifyObjStateChanged(); ROTeamGame(Level.Game).RemoveHelpRequestsForObj(ObjNum); // lets see if this tells the bots the objectives is done for UnrealMPGameInfo(Level.Game).FindNewObjectives(self); } //----------------------------------------------------------------------------- // HandleCompletion - Anything special to do after the objective has been completed // This function doesn't seem quite right, investigate - Ramm //----------------------------------------------------------------------------- function HandleCompletion(PlayerReplicationInfo CompletePRI, int Team) { local Controller C; local ROPawn P; // Give players points for helping with the capture for (C = Level.ControllerList; C != None; C = C.NextController) { P = ROPawn(C.Pawn); if (!C.bIsPlayer || P == None || C.PlayerReplicationInfo.Team == None || C.PlayerReplicationInfo.Team.TeamIndex != Team) continue; Level.Game.ScoreObjective(C.PlayerReplicationInfo, 10); } BroadcastLocalizedMessage(class'ROObjectiveMsg', Team + 2, None, None, self); } function bool isNeutral() { return (ObjState == OBJ_Neutral); } function bool isAxis() { return (ObjState == OBJ_Axis); } function bool isAllies() { return (ObjState == OBJ_Allies); } // Called when bActive state changes function NotifyStateChanged() {} //============================================================================= // defaultproperties //============================================================================= defaultproperties { InitialObjState=OBJ_Neutral bRequired=True objName="Unnamed" Radius=1024 LabelCoords=(X1=-10000.000000,Y1=-10000.000000,X2=-10000.000000,Y2=-10000.000000) bReplicateObjective=True bStatic=False bAlwaysRelevant=True Texture=Texture'InterfaceArt_tex.OverheadMap.ROObjectiveIcon' } |
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