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Engine.Inventory


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//=============================================================================
// Inventory
//
// Inventory is the parent class of all actors that can be carried by other actors.  
// Inventory items are placed in the holding actor's inventory chain, a linked list 
// of inventory actors.  Each inventory class knows what pickup can spawn it (its 
// PickupClass).  When tossed out (using the DropFrom() function), inventory items 
// replace themselves with an actor of their Pickup class.
//
//=============================================================================
class Inventory extends Actor
	abstract
	native
	nativereplication;

#exec Texture Import File=Textures\Inventry.pcx Name=S_Inventory Mips=Off MASKED=1

//-----------------------------------------------------------------------------

var	 byte			InventoryGroup;     // The weapon/inventory set, 0-9.
var	 byte			GroupOffset;		// position within inventory group. (used by prevweapon and nextweapon) 				
var	 bool	 		bDisplayableInv;	// Item displayed in HUD.
var	 bool			bTossedOut;			// true if weapon/inventory was tossed out (so players can't cheat w/ weaponstay)
var	 class<Pickup>  PickupClass;		// what class of pickup is associated with this inventory item
var() travel int	Charge;				// Charge (for example, armor remaining if an armor)
var	 bool			bMergesCopies;		//NEW (mdf) if true, can GiveTo multiple copies (e.g. ammo will merge ammo count)

//-----------------------------------------------------------------------------
// Rendering information.

// Player view rendering info.
var	 vector      PlayerViewOffset;   // Offset from view center.
var	 float		 BobDamping;		 // how much to damp view bob

// 3rd person mesh.
var actor 	ThirdPersonActor;
var mesh	ThirdPersonMesh;
//NEW MJL: Used for first-person animation logic while being viewed third-person
var meshinstance ThirdPersonMeshInstance;
//OLD
var staticMesh ThirdPersonStaticMesh;
var float	ThirdPersonScale;
var vector ThirdPersonRelativeLocation;
var rotator ThirdPersonRelativeRotation;
var class<InventoryAttachment> AttachmentClass;

//-----------------------------------------------------------------------------
// HUD graphics.

var	 texture Icon;
var	 texture StatusIcon;         // Icon used with ammo/charge/power count on HUD.
var	 string	 ItemName;
var  string  ItemID;             //NEW: Two character abbreviation for this item.
var  int     IconIndex;          //NEW: Icon index for hud (see U2HUD.WeaponIconTextures).

// Network replication.
/*OLD
replication
{
	// Things the server should send to the client.
	reliable if( bNetOwner && bNetDirty && (Role==ROLE_Authority) )
		Charge,ThirdPersonActor;
}
*/
event Replication()
{
	Super.Replication();
	DOREP('Owner');
	if( bNetOwner )
	{
//NEW
/*OLD
		DOREP('ThirdPersonActor');
*/
		DOREP('StatusIcon');
		DOREP('Charge');
	}
}

simulated function AttachToPawn(Pawn P)
{
	local name BoneName;

	if ( ThirdPersonActor == None )
	{
		ThirdPersonActor = Spawn(AttachmentClass,Owner);
		InventoryAttachment(ThirdPersonActor).InitFor(self);
	}
	BoneName = P.GetWeaponBoneFor(self);
	if ( BoneName == '' )
	{
		ThirdPersonActor.SetLocation(P.Location);
		ThirdPersonActor.SetBase(P);
	}
	else
		P.AttachToBone(ThirdPersonActor,BoneName);

	ThirdPersonActor.SetRelativeLocation(ThirdPersonRelativeLocation);
	ThirdPersonActor.SetRelativeRotation(ThirdPersonRelativeRotation);
}

/* UpdateRelative()
For tweaking weapon positioning.  Pass in a new relativerotation, and use the weapon editactor
properties sheet to modify the relativelocation
*/
exec function updaterelative(int pitch, int yaw, int roll)
{
	local rotator NewRot;

	NewRot.Pitch = pitch;
	NewRot.Yaw = yaw;
	NewRot.Roll = roll;
	ThirdPersonActor.SetRelativeLocation(ThirdPersonRelativeLocation);
	ThirdPersonActor.SetRelativeRotation(NewRot);
}

simulated function DetachFromPawn(Pawn P)
{
	if ( ThirdPersonActor != None )
	{
		ThirdPersonActor.Destroy();
		ThirdPersonActor = None;
	}
}

/* RenderOverlays() - Draw first person view of inventory
Most Inventory actors are never rendered.  The common exception is Weapon actors.  
Inventory actors may be rendered in the first person view of the player holding them
using the RenderOverlays() function.  
*/
simulated event RenderOverlays( canvas Canvas )
{
	if ( (Instigator == None) || (Instigator.Controller == None))
		return;
	SetLocation( Instigator.Location + Instigator.CalcDrawOffset(self) );
	SetRotation( Instigator.GetViewRotation() );
	Canvas.DrawActor(self, false);
}

//NEW MJL
//RecvOwner ensures:
//	- instigator is valid on the client in all cases
//	- the pawn's inventory linked list is kept up to date
simulated function PostRecvOwner()
{
	if( Instigator == None && Pawn(Owner) != None)
	{
		Instigator = Pawn(Owner);
		//add to inventory list
		Pawn(Owner).AddInventory(Self);
	} else
	if( Instigator != None && Pawn(Owner) == None)
	{
		//remove from inventory list
		Instigator.DeleteInventory(Self);
		Inventory = None;
		//Destroyed() also calls this code in case it is abrubtly destroyed without owner getting unset
		Instigator = None;
	}
}
//OLD

//NEW: (mwp)
// Interface to transfer properties from Pickups during the Pickup
function TransferProperties( Pickup Item );

// Interface to transfer properties to Pickups after Spawning in Landed()
function TransferPropertiesTo( Pickup Item );
//OLD

// NEW: (sbb) - changenotes: Used for transferring health from a pickup or deployedunit to an inventory item.
// Mostly used for XMP units.
function TransferSpecialProperties();

function String GetHumanReadableName()
{
	if ( ItemName == "" )
		ItemName = GetItemName(string(Class));

	return ItemName;
}

function PickupFunction(Pawn Other);

//=============================================================================
// AI inventory functions.
/* CHANGENOTE: Changes in this function related to the Weapon code updates
*/
//NEW (mdf) weapon interface cleanup
simulated function Weapon RecommendWeapon( Actor Target, out float rating, out byte bUseAltMode )
/*OLD
simulated function Weapon RecommendWeapon( out float rating )
*/
{
	if ( inventory != None )
//NEW (mdf) weapon interface cleanup
		return inventory.RecommendWeapon( Target, rating, bUseAltMode );
/*OLD
		return inventory.RecommendWeapon(rating);
*/
	else
	{
		rating = -1;
		return None;
	}
}

//=============================================================================
// Inventory travelling across servers.

//
// Called after a travelling inventory item has been accepted into a level.
//
event TravelPreAccept()
{
	Super.TravelPreAccept();
//NEW(mb) turn off weapon switching when traveling
	GiveTo( Pawn(Owner), true );
/*OLD
	GiveTo( Pawn(Owner) );
*/
}

event TravelPostAccept()
{
	Super.TravelPostAccept();
	PickupFunction(Pawn(Owner));
}

//=============================================================================
// General inventory functions.

//
// Called by engine when destroyed.
//
simulated event Destroyed()
{
	// Remove from owner's inventory.
	if( Pawn(Owner)!=None )
		Pawn(Owner).DeleteInventory( Self );
	if ( ThirdPersonActor != None )
		ThirdPersonActor.Destroy();
	Super.Destroyed();	//NEW
}

//
// Give this inventory item to a pawn.
//
//NEW(mb)
function GiveTo( pawn Other, optional bool bDontTryToSwitch )
/*OLD
function GiveTo( pawn Other )
*/
{
	Instigator = Other;
	Other.AddInventory( Self );
	TransferSpecialProperties();
	GotoState('');
}

//NEW: Called when this item is added to or removed from the given Pawn's Inventory list.
simulated function NotifyAddInventory( Pawn Other );
simulated function NotifyDeleteInventory( Pawn Other );
//OLD

//
// Function which lets existing items in a pawn's inventory
// prevent the pawn from picking something up. Return true to abort pickup
// or if item handles pickup, otherwise keep going through inventory list.
//
function bool HandlePickupQuery( pickup Item )
{
	if ( Item.InventoryType == Class )
		return true;
	if ( Inventory == None )
		return false;

	return Inventory.HandlePickupQuery(Item);
}

//NEW (mdf) 
/* 
!!MWP/!!ARL (mdf) can the Pickup HandlePickupQuery (and properties, 
replication) be moved into Inventory so we can remove the identical code
and properties in U2XMPItem and U2Inventory?
*/
// NOTE (sbb) NumCopies should be obsolete now that XMP units use ammo just like weapons
//OLD

//
// Select first activatable powerup.
//
function Powerups SelectNext()
{
	if ( Inventory != None )
		return Inventory.SelectNext();
	else
		return None;
}

//
// Toss this item out.
//
function DropFrom(vector StartLocation)
{
	local Pickup P;

	if ( Instigator != None )
	{
		DetachFromPawn(Instigator);	
		Instigator.DeleteInventory(self);
	}	
	SetDefaultDisplayProperties();
	Inventory = None;
	Instigator = None;
	StopAnimating();
	GotoState('');

	P = spawn(PickupClass,,,StartLocation);
	if ( P == None )
	{
		destroy();
		return;
	}
//NEW MJL
	TransferPropertiesTo( P );
	P.RespawnTime = 0;
//OLD
	P.InitDroppedPickupFor(self);
	P.Velocity = Velocity;
	Velocity = vect(0,0,0);
	Destroy();	//NEW (arl): Inventory no longer cached in Pickups.
}


//=============================================================================
// Using.

function Use( float Value );

//=============================================================================
// Weapon functions.

// Find a weapon in inventory that has an Inventory Group matching F.

//NEW MIB
// 
simulated function Weapon WeaponChange( byte F, Weapon CurrentChoice )
{
	if( Inventory == None)
		return CurrentChoice;
	else
		return Inventory.WeaponChange( F, CurrentChoice );
}
/*OLD
simulated function Weapon WeaponChange( byte F )
{
	if( Inventory == None)
		return None;
	else
		return Inventory.WeaponChange( F );
}
*/

// Find the previous weapon (using the Inventory group)
simulated function Weapon PrevWeapon(Weapon CurrentChoice, Weapon CurrentWeapon)
{
	if ( Inventory == None )
		return CurrentChoice;
	else
		return Inventory.PrevWeapon(CurrentChoice,CurrentWeapon);
}

// Find the next weapon (using the Inventory group)
simulated function Weapon NextWeapon(Weapon CurrentChoice, Weapon CurrentWeapon)
{
	if ( Inventory == None )
		return CurrentChoice;
	else
		return Inventory.NextWeapon(CurrentChoice,CurrentWeapon);
}

//=============================================================================
// Armor functions.

//
// Return the best armor to use.
//
function armor PrioritizeArmor( int Damage, class<DamageType> DamageType, vector HitLocation )
{
	local Armor FirstArmor, InsertAfter;

	if ( Inventory != None )
		FirstArmor = Inventory.PrioritizeArmor(Damage, DamageType, HitLocation);
	else
		FirstArmor = None;

	return FirstArmor;
}

//
// Used to inform inventory when owner event occurs (for example jumping or weapon change)
//
function OwnerEvent(name EventName)
{
	if( Inventory != None )
		Inventory.OwnerEvent(EventName);
}

// used to ask inventory if it needs to affect its owners display properties
function SetOwnerDisplay()
{
	if( Inventory != None )
		Inventory.SetOwnerDisplay();
}

//NEW (mdf)
function string GetShortName()
{
	if( ItemID != "" )
		return ItemID;
	else
		return Left( ItemName, 2 );
}
//OLD

defaultproperties
{
	BobDamping=0.960000
	ThirdPersonScale=1.000000
	AttachmentClass=Class'Engine.InventoryAttachment'
	DrawType=DT_None
	bHidden=true
	bOnlyOwnerSee=true
	bClientAnim=true
	bAcceptsProjectors=true
	bReplicateMovement=false
	RemoteRole=ROLE_SimulatedProxy
	bTravel=true
	NetPriority=1.400000
     UseReticleOnEvents(0)="UseReticleText"
     UseReticleOnEvents(1)="UseReticleCorners"
     UseReticleOnEvents(2)="UseReticleTopBars"
     ProximityReticleOnEvents(0)="ProximityReticleCorners"
     ProximityReticleOnEvents(1)="ProximityReticleTopBars"
}

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Class file time: sk 3-1-2016 10:38:40.000 - Creation time: sk 3-1-2016 10:48:39.636 - Created with UnCodeX