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Engine.TriggerHelper


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//NEW (mdf) cleanup

//=============================================================================
// TriggerHelper.uc
// Created By: Mike Fox
// Created On: 3/04/01
// $Author: Mfox $
// $Date: 7/31/02 6:56a $
// $Revision: 4 $
//=============================================================================

class TriggerHelper extends Object
	config(User);

/*-----------------------------------------------------------------------------
Class for handling the actual dispatching of triggers.

!!mdf-tbd: 1) maintain a list of "Triggerable Actors" = any actor in the level
which has a Tag != '' and all Pawns and iterate this using foreach 
AllTriggerTargets( ... ) instead of foreach AllActors as is done below.
!!mdf-tbd: 2) move foreach loops into C++, calling [Un]DispatchTrigger from there?
-----------------------------------------------------------------------------*/

var(Trigger) globalconfig bool bDebugMode;		// log trigger info and # trigger actors etc.

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

static final function DumpTriggerInfo( 
	string HeaderString,
	Actor TriggerSrc,
	Actor TriggerDst,
	Actor Other,
	Pawn Instigator,
	name TriggerEvent )
{
	TriggerSrc.DMT( HeaderString );
	TriggerSrc.DMT( "  TriggerSrc:    " $ TriggerSrc );
	TriggerSrc.DMT( "  TriggerDst:    " $ TriggerDst );
	TriggerSrc.DMT( "  Other:         " $ Other );
	TriggerSrc.DMT( "  Instigator:    " $ Instigator );
	TriggerSrc.DMT( "  TriggerEvent:  " $ TriggerEvent );
}

//-----------------------------------------------------------------------------
// !!mdf-tbd: change Trigger to take TriggerSrc as first parameter

static final function DispatchTrigger( 
	Actor TriggerSrc,				// trigger source
	Actor TriggerDst, 				// trigger destination
	Actor Other, 					// Other
	Pawn Instigator,				// Instigator
	name TriggerEvent )				// Event (not necessarily same as TriggerSrc.Event -- e.g. see Dispatcher classes).
{
	if( default.bDebugMode )
		DumpTriggerInfo( "DispatchTrigger", TriggerSrc, TriggerDst, Other, Instigator, TriggerEvent );

	TriggerDst.Trigger( Other, Instigator, TriggerEvent );
}

//-----------------------------------------------------------------------------
// !!mdf-tbd: change Trigger to take TriggerSrc as first parameter

static final function DispatchUnTrigger( 
	Actor TriggerSrc,				// untrigger source
	Actor TriggerDst, 				// untrigger destination
	Actor Other, 					// Other
	Pawn Instigator,				// Instigator
	name TriggerEvent )				// Event (not necessarily same as UnTriggerSrc.Event -- e.g. see Dispatcher classes).
{
	if( default.bDebugMode )
		DumpTriggerInfo( "DispatchUnTrigger", TriggerSrc, TriggerDst, Other, Instigator, TriggerEvent );

	TriggerDst.UnTrigger( Other, Instigator, TriggerEvent );
}

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

static final function TriggerNPCs( 
	Actor TriggerSrc, 
	Actor Other, 
	Pawn Instigator,
	name TriggerEvent,
	optional bool bCheckTags )
{
	local Controller C;
	local int Count;

	// trigger all Pawns in the level regardless of whether they have matching tags so
	// we can set up complex scripted scenarios without having to match event/tag pairs.
	for( C=TriggerSrc.Level.ControllerList; C!=None; C=C.NextController )
	{
		// make sure wasn't already triggered (if tag matched trigger event)
		if( (PlayerController(C) == None) && (!bCheckTags || (C.Tag != TriggerEvent)) ) 
		{
			DispatchTrigger( TriggerSrc, C, Other, Instigator, TriggerEvent );
			
			if( default.bDebugMode )
			{
				TriggerSrc.DMTN( TriggerEvent $ ": triggered " $ C $ " (" $ C.Pawn $ ")" );
				Count++;
			}
		}
	}

	if( default.bDebugMode )
		TriggerSrc.DMTN( TriggerEvent $ ": triggered " $ Count $ " NPCs" );
}

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

static final function IterateTriggerActors( 
	Actor TriggerSrc,
	class<Actor> TriggerClass, 
	Actor Other, 
	Pawn Instigator, 
	name TriggerEvent,
	bool bTriggerNPCs )
{
	local Actor TriggerDst;
	local int Count;

	if( TriggerEvent != '' )
	{
		foreach TriggerSrc.AllActors( TriggerClass, TriggerDst, TriggerEvent )
		{
			DispatchTrigger( TriggerSrc, TriggerDst, Other, Instigator, TriggerEvent );
			
			if( default.bDebugMode )
			{
				TriggerSrc.DMTN( TriggerEvent $ ": triggered " $ TriggerDst );
				Count++;
			}
		}
		
		if( bTriggerNPCs )
			TriggerNPCs( TriggerSrc, Other, Instigator, TriggerEvent, true );
	}

	if( default.bDebugMode )
		TriggerSrc.DMTN( TriggerEvent $ ": triggered " $ Count $ " actors" );

	// if triggered event is actor's event, check if it should be registered as persistent game event
	if( TriggerEvent == TriggerSrc.Event && TriggerSrc.Level.Game != None )
	{
		if( TriggerSrc.bTravelGameEvent )
			TriggerSrc.Level.Game.AddTravelGameEvent( TriggerEvent );
		else if( TriggerSrc.bLocalGameEvent )		
			TriggerSrc.Level.Game.AddLocalGameEvent( TriggerEvent );
	}
}

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

static final function IterateUnTriggerActors( 
	Actor TriggerSrc,
	class<Actor> TriggerClass, 
	Actor Other, 
	Pawn Instigator, 
	name TriggerEvent,
	bool bTriggerNPCs )
{
	local Actor TriggerDst;
	local int Count;

	if( TriggerEvent != '' )
	{
		foreach TriggerSrc.AllActors( TriggerClass, TriggerDst, TriggerEvent )
		{
			DispatchUnTrigger( TriggerSrc, TriggerDst, Other, Instigator, TriggerEvent );

			if( default.bDebugMode )
			{
				TriggerSrc.DMTN( TriggerEvent $ ": untriggered " $ TriggerDst );
				Count++;
			}
		}
	}

	if( default.bDebugMode )
		TriggerSrc.DMTN( TriggerEvent $ ": untriggered " $ Count $ " actors" );
}

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

static function TriggerActors( 
	Actor TriggerSrc,
	class<Actor> TriggerClass, 
	Actor Other, 
	Pawn Instigator, 
	name TriggerEvent,
	bool bTriggerNPCs )
{
	IterateTriggerActors( TriggerSrc, TriggerClass, Other, Instigator, TriggerEvent, bTriggerNPCs );
}

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

static function UnTriggerActors( 
	Actor TriggerSrc,
	class<Actor> TriggerClass, 
	Actor Other, 
	Pawn Instigator, 
	name TriggerEvent,
	bool bTriggerNPCs )
{
	IterateUnTriggerActors( TriggerSrc, TriggerClass, Other, Instigator, TriggerEvent, bTriggerNPCs );
}

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

defaultproperties
{
}

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Class file time: sk 3-1-2016 10:38:40.000 - Creation time: sk 3-1-2016 10:48:42.414 - Created with UnCodeX