Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

Engine.Pickup


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
//=============================================================================
// 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;

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

const StopFallingTimer = 'StopFalling';	// NEW

//-----------------------------------------------------------------------------
// AI related info.

var() float		  MaxDesireability;	  // Maximum desireability this item will ever have.
var	  InventorySpot MyMarker;
var() class<Inventory> InventoryType;
//NEW (mdf) (OLD - not used) 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() float     RespawnTime;          // Respawn after this time, 0 for instant.

var() localized string PickupMessage; // Human readable description when picked up.
var() sound PickupSound;

//NEW: Pathing (player-only inventory)
var()  bool		bPlayerOnly;		// player-only pickups -- not picked up by NPCs, not in reachspecs
//OLD

var float FallingTimeoutDelay;		// NEW(mib) check for pickups stuck in PHYS_Falling

event Replication()
{
	if ( bOnlyReplicateHidden )
	{
		DOREP('bHidden');
//NEW MJL
		if( bNetInitial )
		{
			DOREP('Rotation');
			if( Physics == PHYS_Falling )
				FORCEREP('Velocity');
		}
//OLD
	}
	else
		Super.Replication();
}

//NEW MJL
simulated function PostRecvVelocity()
{
	SetPhysics( PHYS_Falling );
}
//OLD

//NEW: player-only pickups
event PostBeginPlay()
{
	Super.PostBeginPlay();

	if( bPlayerOnly )
		MaxDesireability = -999;

	if( bEditorPlaced )
		FallingTimeoutDelay = 5.0;
	else
		FallingTimeoutDelay = 15.0;

	AddTimer( StopFallingTimer, FallingTimeoutDelay );
}
//OLD

event Destroyed()
{
	if (MyMarker != None )
		MyMarker.markedItem = None;	
	if (Inventory != None )
		Inventory.Destroy();

	RemoveAllTimers(); //NEW(mib) falling timer cleanup
	Super.Destroyed();
}

/* Reset() 
reset actor to initial state - used when restarting level without reloading.
*/
function Reset()
{
	if ( Inventory != None )
		destroy();
	else
	{
		GotoState('Pickup');
		Super.Reset();
	}
}

/* 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 
//NEW (mdf)
 FindBestInventory() navigation intrinsic (via the Controller's Desireability event).
//OLD 
 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));

	if (Weapon(Copy)?) MaybeAddMoreAmmo(Weapon(Copy),Other);	//NEW
	Copy.GiveTo( Other );

//NEW
	Copy.TransferProperties( self );
//OLD
//NEW MJL code that is done by SetRespawn ... useless here
/*OLD
	if( Level.Game.ShouldRespawn(self) )
		StartSleeping();
	else
		Destroy();
*/
	return Copy;
}

function bool MaybeAddMoreAmmo( Weapon W, Pawn Other ){ return false; }	//NEW

function StartSleeping()
{
	GotoState('Sleeping');
}

function AnnouncePickup( Pawn Receiver )
{
	Receiver.HandlePickup(self);
	PlaySound( PickupSound,,2.0 );
	TriggerEvent( Event, Receiver, Receiver );	//NEW (mw)
	if ( Level.Game.StatLog != None )
		Level.Game.StatLog.LogPickup(self, Receiver);
	SetRespawn();
}

//
// Set up respawn waiting if desired.
//
function SetRespawn()
{
	if( Level.Game.ShouldRespawn(self) )
		GotoState('Sleeping');
	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('');
/*OLD: Don't store old Inventory -- this causes lots of problems
	Inventory = Inv;
*/
//NEW MJL: optimized code, not relying on these
/*OLD
	bAlwaysRelevant = false;
	bOnlyReplicateHidden = false;
*/
}

function bool ReadyToPickup(float MaxWait)
{
	return false;
}

event Landed(Vector HitNormal)
{
	RemoveTimer( StopFallingTimer ); //NEW
	GotoState('Pickup');
}

//NEW (mib) falling timer prevents pickups from stay in PHYS_Falling (performance)
function StopFalling()
{
	SetPhysics( PHYS_None );
	GotoState('Pickup');
}
//OLD

//=============================================================================
// Pickup state: this inventory item is sitting on the ground.

auto state Pickup
{
//NEW (mdf) Pathing -- player-only inventory 
	function float BotDesireability( pawn Bot )
	{
		if( bPlayerOnly )
		{
			return -999;
		}
		else
		{
			return Global.BotDesireability( Bot );
		}
	}
//OLD

	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
//NEW (mdf) PlayerOnlyPickups
		if ( (Pawn(Other) == None) || !Pawn(Other).bCanPickupInventory || (Pawn(Other).Health <= 0) || (bPlayerOnly && PlayerController(Pawn(Other).Controller) == None) )
/*OLD
		if ( (Pawn(Other) == None) || !Pawn(Other).bCanPickupInventory || (Pawn(Other).Health <= 0) )
*/
			return false;

		//!!ARL (mdf) is this why you can now pick things up through walls (e.g. inside 
		// lockers)? The test should probably just be made more robust -- e.g. if 
		// !FastTrace then call CanSeeActor etc. with a flag to control this.
		/*OLD (arl): We don't really need this, and it actually makes pickups harder to pickup in places that you should be able to.
		// 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.
	event 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));
			Copy.PickupFunction(Pawn(Other));
		}
/*OLD MJL: DO allow it to pile up, or you can accidentally lose weapons/inventory, which sucks
		// don't allow inventory to pile up (frame rate hit)
		else if ( (Inventory != None) && Other.IsA('Pickup')
				&& (Pickup(Other).Inventory != None) )
				Destroy();
*/
	}

	// Make sure no pawn already touching (while touch was disabled in sleep).
	function CheckTouching()
	{
		local Pawn P;

		ForEach TouchingActors(class'Pawn', P)
			Touch(P);
	}

	event Timer()
	{
		if ( Inventory != None )
		{
			if (  (FRand() < 0.1) || !PlayerCanSeeMe() )
				Destroy();
			else
				SetTimer(3.0, true);
		}
	}

	event BeginState()
	{
/*OLD (arl) we don't want pickups to disappear in singleplayer.
		if ( Inventory != None )
			SetTimer(20, false);
*/
	}

Begin:
	CheckTouching();
}


//=============================================================================
// Sleeping state: Sitting hidden waiting to respawn.

State Sleeping
{
	ignores Touch;

	function bool ReadyToPickup(float MaxWait)
	{
		return (LatentFloat < MaxWait);
	}

	function StartSleeping() {}

	event BeginState()
	{
		bHidden = true;
	}
	event EndState()
	{
		bHidden = false;
	}			
Begin:
	//NEW (mdf) 
	/*
	Note that FindBestInventory pathing code assumes that LatentFloat 
	represents time left to respawn! If any pickup state calls a latent 
	function for any other reason than to sleep while pickup is hidden
	this could bork pathing code. It would pbly be best to have a
	separate property (RespawnTime) to track this.
	*/
	//OLD
	Sleep( ReSpawnTime );
	Sleep( Level.Game.PlaySpawnEffect(self) );
	GoToState( 'Pickup' );
}

defaultproperties
{
	MaxDesireability=0.005000
	bOnlyReplicateHidden=true
	PickupMessage="Snagged an item."
	Physics=PHYS_Falling
	DrawType=DT_Mesh
	bOrientOnSlope=true
	bIgnoreSingularityDamage=false
	bIgnoreSingularityForces=false
	bAlwaysRelevant=true
	RemoteRole=ROLE_SimulatedProxy
	Texture=Texture'Engine.S_Inventory'
	bCollideActors=true
	bCollideWorld=true
	bFixedRotationDir=true
	DesiredRotation=(Yaw=30000)
	NetPriority=1.400000
	NetUpdateFrequency=8.000000
     UseReticleOnEvents(0)="UseReticleText"
     UseReticleOnEvents(1)="UseReticleCorners"
     UseReticleOnEvents(2)="UseReticleTopBars"
     ProximityReticleOnEvents(0)="ProximityReticleCorners"
     ProximityReticleOnEvents(1)="ProximityReticleTopBars"
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Class file time: sk 3-1-2016 10:38:40.000 - Creation time: sk 3-1-2016 10:48:40.885 - Created with UnCodeX