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//============================================================================= // $Author: Mfox $ // $Date: 10/11/02 5:43p $ // $Revision: 15 $ //============================================================================= //------------------------------------------------------------------------------ // Name: ElectricGenerator.uc // Author: Aaron R Leiby // Date: 21 August 2000 //------------------------------------------------------------------------------ // Description: //------------------------------------------------------------------------------ // How to use this class: //------------------------------------------------------------------------------ // Todo: // + Make AffectedTypes stuff work. // + Fix Triangle location calculation code. //------------------------------------------------------------------------------ class ElectricGenerator extends Actor placeable native; struct ElectricArc { var Actor Actor; // Use the Actor's location if this is set. var vector Offset; // Relative offset from above Actor. var vector Point; // Use this location if Actor is not set. var float LifeSpan; // How long this electric arc last for. var int iTri; // Triangle index to use. var BendiBeamGenerator Arc; }; var() Actor Source; // Use this Actor's mesh (defaults to Self). var() bool bStartAtOrigin; // Set to true if you want all the electrical arcs to come from the origin (rather than from individual polys). var() bool bResetArcOnReuse; // Try setting this to true if your electric arcs are coming out straight sometimes. var() bool bLatchGeometry; // Do we attach to geometry? var() bool bLatchAtOrigin; // CDH: Latch at origin of actors instead of collision cylinder var() float AffectedRadius; // How close an Actor (or geometry) must be in order to be latched on to. var() float MinArcLength; // Arcs shorter than this get ignored. var() Range LatchRate; // Number of seconds between latching. (A latching is when a new electrical arc is created). var() Range ArcLifeSpan; // How long an electrical arc lasts. var() name AffectedTypes[3]; // Types of Actors which can be latched on to. var() Range DamageRate; // Amount of damage to apply to attached Actors (per second). var() Range DamageStart; // CDH: Amount of damage to apply at initial latching var() string SparkType; // Name of the Package.ParticleGeneratorName to use. var() class<BendiBeamGenerator> BeamType; var() float SpreadDegrees; // CDH: Nonzero limits latch beams to a cone of this angle around the generator's rotation. Zero uses full 360 degrees. var ElectricArc ElectricArcs[32]; var float NextArcTime; var int TickDelay; // Trigger support. var( ) public bool bOn; var(TriggerSupport) public bool bInitiallyOn; var(TriggerSupport) public float TimerDuration; var private float InternalTimer; // Beam variable overrides. var(BeamOverrides) Material BeamTexture; var(BeamOverrides) Range BeamSegLength; var(BeamOverrides) color BeamColor; var(BeamOverrides) Range BeamWidth; var(BeamOverrides) Range BeamTextureWidth; var(BeamOverrides) Range NumBeams; var(BeamOverrides) Material SpriteJointTexture; var(BeamOverrides) Range SpriteJointSize; var(BeamOverrides) color SpriteJointColor; var(BeamOverrides) Range MetaBeamSegLength; var(BeamOverrides) Range MetaBeamWidth; var(BeamOverrides) Range MetaBeamRefreshTime; var(BeamOverrides) float DamageTime; var(BeamOverrides) int DamageAmount; var(BeamOverrides) vector DamageMomentum; var(BeamOverrides) class<DamageType> DamageType; var(BeamOverrides) string DamageEffect; ///////////////////// // Trigger support // ///////////////////// //------------------------------------------------------------------------------ simulated function PostRecvBInitiallyOn() { bOn = bInitiallyOn; } //------------------------------------------------------------------------------ // Toggles us on and off when triggered. //------------------------------------------------------------------------------ simulated state() TriggerToggle { simulated function Trigger( Actor Other, Pawn EventInstigator, optional name EventName ) { bOn = !bOn; } } //------------------------------------------------------------------------------ // Toggled when Triggered. // Toggled back to initial state when UnTriggered. //------------------------------------------------------------------------------ simulated state() TriggerControl { simulated function Trigger( Actor Other, Pawn EventInstigator, optional name EventName ) { bOn = !bInitiallyOn; } simulated function UnTrigger( Actor Other, Pawn EventInstigator, optional name EventName ) { bOn = bInitiallyOn; } } //------------------------------------------------------------------------------ // Toggled when triggered. // Toggled back to initial state after TimerDuration seconds. //------------------------------------------------------------------------------ simulated state() TriggerTimed { simulated function Trigger( Actor Other, Pawn EventInstigator, optional name EventName ) { bOn = !bInitiallyOn; InternalTimer = TimerDuration; // bOn will be toggled automatically internally. } } /////////// // Logic // /////////// simulated event Destroyed() { local int i; for( i=0; i<ArrayCount(ElectricArcs); i++ ) { if (ElectricArcs[i].Arc != None) { ElectricArcs[i].Arc.Destroy(); ElectricArcs[i].Arc = None; } } Super.Destroyed(); } //------------------------------------------------------------------------------ event Tick( float DeltaTime ) { local int i; // Hack: UMesh::GetFrame corrupts data (in UInput::ReadInput) if you try // calling it on the first Tick during startup. if( TickDelay-- > 0 ) return; // Update Timer as needed. if( InternalTimer > 0 ) { InternalTimer -= DeltaTime; if( InternalTimer <= 0 ) { InternalTimer = 0; bOn = bInitiallyOn; } } // Update LifeSpans of existing Arcs. for( i=0; i<ArrayCount(ElectricArcs); i++ ) { if( ElectricArcs[i].LifeSpan > 0 ) { ElectricArcs[i].LifeSpan -= DeltaTime; if( ElectricArcs[i].LifeSpan <= 0 ) { ElectricArcs[i].Arc.bHidden = true; ElectricArcs[i].Arc.DamageTime = 0.0; } } } // Add new arcs. if( bOn && Level.TimeSeconds >= NextArcTime ) { NextArcTime = Level.TimeSeconds + GetRand( LatchRate ); AddArc(); } CheckForActorBreaches(); // Update endpoints. for( i=0; i<ArrayCount(ElectricArcs); i++ ) { if( ElectricArcs[i].LifeSpan > 0 ) { ElectricArcs[i].Arc.Connections[0].Start = GetTriLocationEx( ElectricArcs[i].iTri ); if( ElectricArcs[i].Actor == None ) ElectricArcs[i].Arc.Connections[0].End = ElectricArcs[i].Point; else if( ElectricArcs[i].Offset == vect(0,0,0) ) ElectricArcs[i].Arc.Connections[0].End = ElectricArcs[i].Actor.Location; else ElectricArcs[i].Arc.Connections[0].End = ElectricArcs[i].Actor.Location + (ElectricArcs[i].Offset >> ElectricArcs[i].Actor.Rotation); } } } //------------------------------------------------------------------------------ function AddArc() { local vector End, Start; local CheckResult Hit; local Actor TraceActor; local int i; local int PolyFlags; local float Damage; i = GetUnusedArcIndex(); if( IsValidArcIndex(i) ) { TraceActor = GetSource(); if (SpreadDegrees > 0.0) End = TraceActor.Location + (RandomSpreadVector(SpreadDegrees) >> TraceActor.Rotation) * AffectedRadius; else End = TraceActor.Location + VRand() * AffectedRadius; ElectricArcs[i].iTri = GetFacingTriIndexEx( End ); Start = GetTriLocationEx( ElectricArcs[i].iTri ); if( bLatchGeometry ) PolyFlags = TRACE_AllColliding; else PolyFlags = TRACE_Pawns | TRACE_Others | TRACE_OnlyProjActor | TRACE_Blocking; if( !SingleLineCheck( Hit, TraceActor, End, Start, PolyFlags ) ) { ElectricArcs[i].Actor = None; if( VSize(Hit.Location - Start)<MinArcLength ) { // too short, do nothing... } if( bLatchGeometry && LevelInfo(Hit.Actor) != None ) { ElectricArcs[i].Actor = None; ElectricArcs[i].Offset = vect(0,0,0); ElectricArcs[i].Point = Hit.Location; ElectricArcs[i].LifeSpan @= ArcLifeSpan; InitBeam(i); SpawnSparks( Hit ); } else if( ActorBreach( Hit.Actor, Hit.Location, i ) ) { ElectricArcs[i].LifeSpan @= ArcLifeSpan; InitBeam(i); SpawnSparks( Hit ); Damage @= DamageStart; if ((Hit.Actor!=None) && (Damage > 0)) Hit.Actor.TakeDamage( Damage, Instigator, Hit.Location, DamageMomentum, DamageType ); } } } else { warn("Used up all ElectricArc slots. Array size needs to be increased."); } } //------------------------------------------------------------------------------ function ResetArcs() { local int i; for( i=0; i<ArrayCount(ElectricArcs); i++ ) { ElectricArcs[i].LifeSpan = 0.0; ElectricArcs[i].Actor = None; if( ElectricArcs[i].Arc? ) { ElectricArcs[i].Arc.bHidden = true; ElectricArcs[i].Arc.DamageTime = 0.0; } } } //------------------------------------------------------------------------------ function CheckForActorBreaches() { local CheckResult Hit; local Actor TraceActor; local int i; local int PolyFlags; TraceActor = GetSource(); for( i=0; i<ArrayCount(ElectricArcs); i++ ) { if( ElectricArcs[i].LifeSpan > 0 ) { if( bLatchGeometry ) PolyFlags = TRACE_AllColliding; else PolyFlags = TRACE_Pawns | TRACE_Others | TRACE_OnlyProjActor | TRACE_Blocking; if( !SingleLineCheck( Hit, TraceActor, ElectricArcs[i].Arc.Connections[0].End, ElectricArcs[i].Arc.Connections[0].Start, PolyFlags ) ) { if( bLatchGeometry && LevelInfo(Hit.Actor) != None && VSize(ElectricArcs[i].Arc.Connections[0].End - Hit.Location) > 10 ) { ElectricArcs[i].Actor = None; ElectricArcs[i].Offset = vect(0,0,0); ElectricArcs[i].Point = Hit.Location; ElectricArcs[i].Arc.Clean(); SpawnSparks( Hit ); } else { ActorBreach( Hit.Actor, Hit.Location, i ); } } } } } ///////////// // Natives // ///////////// //------------------------------------------------------------------------------ // Called when an affectable actor breaches an existing arc. //------------------------------------------------------------------------------ protected event bool ActorBreach( Actor A, vector HitLocation, int Index ) { if( IsAffected( A ) && A != ElectricArcs[Index].Actor ) { ElectricArcs[Index].Actor = A; if (bLatchAtOrigin) ElectricArcs[Index].Offset = vect(0,0,0); else ElectricArcs[Index].Offset = (HitLocation - A.Location) << A.Rotation; if( ElectricArcs[Index].Arc != None ) //!!ARL (mdf) accessed none? ElectricArcs[Index].Arc.Clean(); return true; } return false; } //------------------------------------------------------------------------------ public native final function int GetFacingTriIndex( vector PointToFace ); public function int GetFacingTriIndexEx( vector PointToFace ) { if( bStartAtOrigin ) return -1; else return GetFacingTriIndex( PointToFace ); } //------------------------------------------------------------------------------ public native final function vector GetTriLocation( int TriangleIndex ); public function vector GetTriLocationEx( int TriangleIndex ) { if( bStartAtOrigin || TriangleIndex == -1 ) return GetSource().Location; else return GetTriLocation( TriangleIndex ); } /////////////////////// // Public Interfaces // /////////////////////// //------------------------------------------------------------------------------ // Use this in conjunction with SingleLineCheck. //------------------------------------------------------------------------------ public function InitArcHit( CheckResult Hit ) { local int i; if( Hit.Actor == None || IsAffected( Hit.Actor ) ) { i = GetUnusedArcIndex(); if( IsValidArcIndex(i) ) { ElectricArcs[i].iTri = GetFacingTriIndexEx( Hit.Location ); ElectricArcs[i].Actor = Hit.Actor; if( (Hit.Actor != None) && (!bLatchAtOrigin) ) ElectricArcs[i].Offset = (Hit.Location - Hit.Actor.Location) << Hit.Actor.Rotation; else ElectricArcs[i].Offset = vect(0,0,0); ElectricArcs[i].Point = Hit.Location; ElectricArcs[i].LifeSpan @= ArcLifeSpan; InitBeam(i); SpawnSparks( Hit ); } else { warn("Used up all ElectricArc slots. Array size needs to be increased."); } } } //------------------------------------------------------------------------------ // Use this if you just want to attach to a specific Actor (at its center). //------------------------------------------------------------------------------ public function InitArcActor( Actor HitActor ) { local int i; if( IsAffected( HitActor ) ) { i = GetUnusedArcIndex(); if( IsValidArcIndex(i) ) { ElectricArcs[i].Actor = HitActor; ElectricArcs[i].Offset = vect(0,0,0); ElectricArcs[i].Point = HitActor.Location; ElectricArcs[i].LifeSpan @= ArcLifeSpan; ElectricArcs[i].iTri = GetFacingTriIndexEx( HitActor.Location ); InitBeam(i); } else { warn("Used up all ElectricArc slots. Array size needs to be increased."); } } } ///////////// // Helpers // ///////////// //------------------------------------------------------------------------------ public function Actor GetSource() { if( Source != None ) return Source; else return Self; } //------------------------------------------------------------------------------ protected final function int GetUnusedArcIndex() { local int i; for( i=0; i<ArrayCount(ElectricArcs); i++ ) if( ElectricArcs[i].LifeSpan <= 0.0 ) return i; return -1; } //------------------------------------------------------------------------------ protected final function bool IsValidArcIndex( int i ) { return i >=0 && i < ArrayCount(ElectricArcs); } //------------------------------------------------------------------------------ protected final function bool IsAffected( Actor A ) { local int i; if( A != None ) for( i=0; i<ArrayCount(AffectedTypes); i++ ) if( A.IsA( AffectedTypes[i] ) ) return true; return false; } //------------------------------------------------------------------------------ protected function InitBeam( int i ) { if( ElectricArcs[i].Arc == None ) { ElectricArcs[i].Arc = Spawn( BeamType, self ); // Overrides. ElectricArcs[i].Arc.BeamTexture = BeamTexture; ElectricArcs[i].Arc.BeamSegLength = BeamSegLength; ElectricArcs[i].Arc.BeamColor = BeamColor; ElectricArcs[i].Arc.BeamWidth = BeamWidth; ElectricArcs[i].Arc.BeamTextureWidth @= BeamTextureWidth; ElectricArcs[i].Arc.NumBeams = NumBeams; ElectricArcs[i].Arc.SpriteJointTexture = SpriteJointTexture; ElectricArcs[i].Arc.SpriteJointSize = SpriteJointSize; ElectricArcs[i].Arc.SpriteJointColor = SpriteJointColor; ElectricArcs[i].Arc.MetaBeamSegLength = MetaBeamSegLength; ElectricArcs[i].Arc.MetaBeamWidth = MetaBeamWidth; ElectricArcs[i].Arc.MetaBeamRefreshTime = MetaBeamRefreshTime; ElectricArcs[i].Arc.DamageTime = DamageTime; ElectricArcs[i].Arc.DamageAmount = DamageAmount; ElectricArcs[i].Arc.DamageMomentum = DamageMomentum; ElectricArcs[i].Arc.DamageType = DamageType; ElectricArcs[i].Arc.DamageEffect = DamageEffect; } else { ElectricArcs[i].Arc.bHidden = false; ElectricArcs[i].Arc.DamageTime = DamageTime; if (DamageTime > 0.0) ElectricArcs[i].Arc.Enable('Tick'); if( bResetArcOnReuse ) ElectricArcs[i].Arc.Clean(); } ElectricArcs[i].Arc.SetLocation(Location); } //------------------------------------------------------------------------------ protected function SpawnSparks( CheckResult Hit ) { local ParticleSalamander Sparks; // Fix ARL: SetBase to Hit.Actor? Sparks = ParticleSalamander(class'ParticleGenerator'.static.DynamicCreateNew( Self, class'ParticleSalamander', SparkType, Hit.Location )); Sparks.SetRotation( rotator(Hit.Normal) ); Sparks.ParticleLifeSpan = Sparks.TimerDuration + Sparks.GetMaxLifeSpan(); Sparks.Trigger( Self, Instigator ); } defaultproperties { bLatchGeometry=true AffectedRadius=1200.000000 LatchRate=(A=0.100000,B=0.300000) ArcLifeSpan=(A=0.100000,B=3.000000) AffectedTypes(0)='Pawn' AffectedTypes(1)='Decoration' AffectedTypes(2)='Projectile' DamageRate=(A=50.000000,B=100.000000) SparkType="Sparks02.ParticleSalamander0" BeamType=Class'ParticleSystems.BendiBeamGenerator' TickDelay=1 bOn=true bInitiallyOn=true RemoteRole=ROLE_None UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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