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//============================================================================= // NIU2.uc // Created By: Mike Fox // Created On: 2/5/00 // $Author: Sbrown $ // $Date: 8/15/02 21:24 $ // $Revision: 5 $ //============================================================================= class NIU2 extends U2Mutator config(NIU2); /*============================================================================= Unreal II "No Item" Mutator -- plagerized from NIUT. === Overview === Removes all weapon pickups from the game and controls the weapons that players have, including the default weapon. Everyone plays with the same weapon(s) at all times. Specified weapons can be cycled or given all at once to players. When cycling weeapons, the current weapon changes every MinTimeBetweenWeaponSwitches..MaxTimeBetweenWeaponSwitches (exact time determined randomly -- to force a specific delay, make these equal). Weapons can be selected randomly/sequentially (bRandomWeapons=true/false). Non-weapon pickups in the level are generally either removed, replaced with health or replaced with ammo for the current weapon if weapons are being cycled but it is possible to force specific pickups to remain in the game. If weapons are selected randomly can force all weapons to be used at least once before restarting the selection process (bUseAllWeapons=true). Plays a warning sound just before weapon is changed (WarningSoundStr). Server automatically increments health of all players by HealthIncrementRate units per second. When not cycling weapons, server automatically increments ammo for all weapons at a "reasonable" rate. //!!mdf-tbd: separate mutator(s): //Option to randomly give everyone jump boots, invisibility, power amplifier. Can specify max ammo that any weapon can carry. MaxHealth option for auto-incremented health (5000 with Redeemer is fun). StartHealth option to control health that pawns start with. Can specify how much ammo should be given per second (ammo is still incremented on each TimeBetweenAmmoIncrements). InitialAmmoXXX settings to specify how much ammo weapons should have when given to players (bots). Setting this to 0 means that the weapon will have no ammo (and won't be available until ammo is found/given to the player). Actually give more ammo to a weapon that it normally allows (e.g. can start out with redeemers with 99 warheads) and this becomes the new maximum for the weapon. If bCycleWeapons is false players get all weapons specified in NIU2.ini and ammo auto-increments -- pickups are health vials. If TimeBetweenAmmoIncrements is > 0.0, ammo auto-increments by 1 unit every N seconds where N is determined by settings in NIU2.ini. Pickups are health vials. === Details === Current weapon is chosen from a configurable list of weapons and should support any Weapon-derived classes, including non-U2 weapons. NIU2 generally removes all pickups in the level and replaces these with health pickups or ammo for the current weapon if weapons are being cycled (tbd: this is only really done to give the bots "something to go after when roaming -- !!mdf-tbd: change bot code to pick reasonable destinations when there is no inventory). Each time a Pawn (player / bot) joins the game or respawns, all weapons in the Pawn's inventory at that point are removed. This is also done when cycling weapons and when the current weapon changes. The KeptClassStrings list can be used to force specific pickups or weapons to remain in the game (e.g. PowerSuits, Weapon-derived accessories like translocators and grappling hooks etc.). To have some weapons used more frequently that others, just put them in WeaponInfo more than once. CheckReplacement also only strips out known weapons (unless bForceWeaponSpawn is set internally). Logging in PreBeginPlay (number of weapons) and log info if no weapons found. Logging each time the weapon is changed, including the number of (real) players in the game. Default to just 1 weapon in slot 0 of the WeaponInfo -- rocket launcher so that you don't have to override a pile of unused slots if you have < N weapons. Default time between weapon switches is 5 secs. Might help to avoid server crashes which can occur when many objects created and destroyed before a level ends (old UT bug, not sure if this is still an issue with UW). NOTE: if 2 or more weapons use the same ammo, only one set of initial/max/rate values will be used for the ammo. Ideally, weapons should always use their own unique ammo type (e.g. just subclass the type you want to use). =============================================================================== tbd: Check zone before healing (shouldn't heal if drowning, in lava etc.). Not sure starthealth and maxhealth being used correctly. Add a timer to the HUD to show next weapon switch (when applicable)? Eliminate TimeBetweenAmmoIncrements as a config var? Users shouldn't ever need to worry about this (oops -- what if they want cycle weapons with increment ammo -- change to a bool?) =============================================================================*/ const MaxWeaponClasses = 64; const MaxKeptClasses = 32; //----------------------------------------------------------------------------- // used in .ini (can contain gaps and/or disabled weapons) struct WeaponInfoRawT { var() config string WeaponClassString; // weapon class string var() config int InitialAmmo; // initial ammo for weapon var() config int MaxAmmo; // max ammo for weapon var() config float AmmoPerSecond; // rate at which ammo added var() config bool bEnabled; // whether weapon is enabled }; // used internally (packed with enabled weapons only) struct WeaponInfoT { var class<Weapon> WeaponClass; // weapon class var int InitialAmmo; // initial ammo for weapon var int MaxAmmo; // max ammo for weapon var float AmmoPerSecond; // rate at which ammo added var float AmmoCount; // used internally to track ammo to add var bool bUsed; // weapon was used (used with bUseAllWeapons when picking weapon randomly) }; //----------------------------------------------------------------------------- // configurable properties var() config bool bRandomWeapons; // (true): true ==> weapons selected randomly, false ==> weapons cycled sequentially var() config bool bUseAllWeapons; // (true): true ==> if bWeaponsRandom is true, all weapons used once per cycle var() config bool bCycleWeapons; // (true): false ==> players get all weapons in weapons list with auto-incrementing ammo var() config WeaponInfoRawT WeaponInfo[ MaxWeaponClasses ]; // list of weapons to use with ammo info var() config string KeptClassStrings[ MaxKeptClasses ]; // list of classes to leave alone var() config float TimeBetweenWeaponSwitchesMin; // (45): min secs between weapon switches var() config float TimeBetweenWeaponSwitchesMax; // (45): max secs between weapon switches var() config float TimeBetweenAmmoIncrements; // (0.0): >0.0 ==> auto-increment ammo at this rate var() config string WarningSoundStr; // (U2CTF.CTFTaken): sound to use for "about to switch" warning var() config int WarningSoundRepeats; // (3): # times to repeat WarningSound var() config string HealthIncrementSoundStr; // (None): sound to play when incrementing player's health var() config int HealthIncrementAmount; // (0): rate at which health of players is incremented var() config int StartHealth; // (100): health that pawns start out with var() config int MaxHealth; // (100): max that health can be auto-incremented to var() config float TimeBetweenHealthIncrements; // (5): secs between health updates if HealthIncrementRate >= 1 var() string DefaultPickupString; // default replacement for pickups when not keeping ammo //----------------------------------------------------------------------------- // internal properties var int NumWeapons; // number of active weapons in internal list var WeaponInfoT FilteredWeaponInfo[ MaxWeaponClasses ]; // filtered list of weapon classes to use and ammo info var class<Weapon> CurrentWeaponClass; // current weapon class var int CurrentWeaponIndex; // index into FilteredWeaponInfo for current weapon var int NumUsedWeapons; // number of weapons used so far (used with bUseAllWeapons) var int NumWarnings; // did "about to switch" warning var float NextChooseWeaponTime; // when to switch again var float ChooseWeaponWarningTime; // secs before weapon switch to warn clients var float NextIncrementHealthTime; // when to do another pass through player health values var float NextAmmoIncrementTime; // when to increment ammo var int NumKeptClasses; // number of classes in KeptClassStrings list var class<Actor> KeptClasses[ MaxKeptClasses ]; // list of classes to keep var Sound WarningSound; // loaded warning sound var Sound HealthIncrementSound; // loaded health increment sound // utility variables var bool bDidTick; // set after first tick occurs var bool bForceWeaponSpawn; // set to force CheckReplacement to return true for weapons var string DefaultWeaponString; // fallback weapon in case of problems var class<Pickup> DefaultPickupClass; // default replacement for pickups when not keeping ammo const LOTSATIME = 99999.0; //----------------------------------------------------------------------------- function bool AddWeaponClass( string WeaponClassString, int Index ) { local class<Weapon> WeaponClass; local bool bResult; bResult = false; WeaponClass = class<Weapon>(DynamicLoadObject( WeaponClassString, class'Class' )); if( WeaponClass != None ) { FilteredWeaponInfo[ Index ].WeaponClass = WeaponClass; bResult = true; } return bResult; } //----------------------------------------------------------------------------- function AssignSounds() { if( WarningSoundStr != "" ) { WarningSound = Sound( DynamicLoadObject( WarningSoundStr, class'Sound' )); if( WarningSound == None ) warn( "(NIU2): couldn't assign warning sound" ); } if( HealthIncrementSoundStr != "" ) { HealthIncrementSound = Sound( DynamicLoadObject( HealthIncrementSoundStr, class'Sound' )); if( HealthIncrementSound == None ) warn( "(NIU2): couldn't assign health increment sound" ); } } //----------------------------------------------------------------------------- // Prepare list of weapon classes to use, initialize stuff. The first tick that // this mutator receives will select the first weapon to use and give it to // all players. event PreBeginPlay() { local int ii; local class<Actor> ActorClass; Super.PreBeginPlay(); log( "Server is running NIU2." ); // determine how many valid weapons we have NumWeapons=0; // weapons to use are specified through .ini for( ii=0; ii<MaxWeaponClasses; ii++ ) { if( WeaponInfo[ii].WeaponClassString != "" && WeaponInfo[ii].bEnabled ) { if( AddWeaponClass( WeaponInfo[ii].WeaponClassString, NumWeapons ) ) { FilteredWeaponInfo[ NumWeapons ].InitialAmmo = WeaponInfo[ii].InitialAmmo; FilteredWeaponInfo[ NumWeapons ].MaxAmmo = WeaponInfo[ii].MaxAmmo; FilteredWeaponInfo[ NumWeapons ].AmmoPerSecond = WeaponInfo[ii].AmmoPerSecond; FilteredWeaponInfo[ NumWeapons ].AmmoCount = 0.0; NumWeapons++; } else warn( "WeaponInfo["$ii$"] is invalid: " $ WeaponInfo[ii].WeaponClassString ); } } DefaultWeapon = None; DefaultWeaponName = ""; log( "NIU2: " $ NumWeapons $ " weapons" ); if( NumWeapons == 0 ) { log( "WARNING: No weapons specified -- defaulting to " $ DefaultWeaponString ); if( AddWeaponClass( DefaultWeaponString, 0 ) ) { FilteredWeaponInfo[ 0 ].InitialAmmo = 50; FilteredWeaponInfo[ 0 ].MaxAmmo = 50; FilteredWeaponInfo[ 0 ].AmmoPerSecond = 0.2; FilteredWeaponInfo[ 0 ].AmmoCount = 0.0; NumWeapons = 1; } else warn( "DefaultWeaponString is invalid: " $ DefaultWeaponString ); } else { for( ii=0; ii<NumWeapons; ii++ ) { log( ii $ " : " $ FilteredWeaponInfo[ii].WeaponClass ); } } DefaultPickupClass = class<Pickup>(DynamicLoadObject( DefaultPickupString, class'Class' )); if( DefaultPickupClass == None ) warn( "DefaultPickupString is invalid: " $ DefaultPickupString ); if( !bCycleWeapons ) { // weapons never switch WarningSoundRepeats = 0; // ammo will be auto-incremented (pickups are health vials) if( TimeBetweenAmmoIncrements == 0.0 ) { TimeBetweenAmmoIncrements = 1.0; } // call this here since ChooseWeapon will never be called TransformPickups(); } NextChooseWeaponTime = 0.0; NextIncrementHealthTime = 0.0; NumWarnings = WarningSoundRepeats; ChooseWeaponWarningTime = 0.0; if( WarningSound != None ) { ChooseWeaponWarningTime = GetSoundDuration( WarningSound ); } CurrentWeaponIndex = -1; ResetUsedWeapons(); if( MaxHealth <= 0) { MaxHealth = class'Pawn'.default.Health; } if( StartHealth <= 0) { StartHealth = class'Pawn'.default.Health; } // set up list of classes to keep (optimization -- incur overhead once up-front) NumKeptClasses = 0; for( ii=0; ii<MaxKeptClasses; ii++ ) { if( KeptClassStrings[ii] != "" ) { ActorClass = class<Actor>(DynamicLoadObject( KeptClassStrings[ii], class'Class' )); if( ActorClass != None ) { KeptClasses[ NumKeptClasses ] = ActorClass; NumKeptClasses++; } else { warn( "KeptClassStrings["$ii$"] is invalid: " $ KeptClassStrings[ii] ); } } } AssignSounds(); } //----------------------------------------------------------------------------- function WeaponTimeDemoLog() { local Controller C; for( C=Level.ControllerList; C!=None; C=C.NextController ) { if( PlayerController(C)!=None && PlayerController(C).Player!=None && PlayerController(C).Player.Console!=None ) { C.ConsoleCommand( "TimeDemo 0" ); Log( CurrentWeaponClass.Name ); C.ConsoleCommand( "TimeDemo 1" ); break; } } } //----------------------------------------------------------------------------- // Perform weapon switching etc. when the time is right. // !!mdf-tbd: use timers instead? event Tick( float DeltaTime ) { local Controller C; local Inventory Inv; Super.Tick( DeltaTime ); // setup if( !bDidTick ) { if( TimeBetweenAmmoIncrements > 0.0 ) { NextAmmoIncrementTime = Level.TimeSeconds + TimeBetweenAmmoIncrements; } bDidTick = true; } else { // weapon switch warning if( (NumWarnings < WarningSoundRepeats) && (Level.TimeSeconds >= (NextChooseWeaponTime - (WarningSoundRepeats-NumWarnings)*ChooseWeaponWarningTime )) ) { // warn that we are about to switch the weapon if( WarningSound != None ) { for( C=Level.ControllerList; C!=None; C=C.NextController ) { if( PlayerController(C)!=None ) { PlayerController(C).PlaySound( WarningSound,, 8 ); } } } NumWarnings++; } } // weapon switch if( bCycleWeapons && Level.TimeSeconds >= NextChooseWeaponTime ) { // time to change everybody's weapon ChooseWeapon(); for( C=Level.ControllerList; C!=None; C=C.NextController ) SetInventory( C.Pawn ); WeaponTimeDemoLog(); NumWarnings = 0; NextChooseWeaponTime = Level.TimeSeconds + RandRange(TimeBetweenWeaponSwitchesMin, TimeBetweenWeaponSwitchesMax); } // increment health if( (HealthIncrementAmount >= 1) && (Level.TimeSeconds >= NextIncrementHealthTime) ) { for( C=Level.ControllerList; C!=None; C=C.NextController ) { if( C.Pawn != None && C.Pawn.Health > 0 && C.Pawn.Health < MaxHealth ) { C.Pawn.Health += Min( HealthIncrementAmount, MaxHealth - C.Pawn.Health ); // play sound only if we won't spam the weapons switch warning (not playing if NumWarnings is 0 if( HealthIncrementSound != None && (NumWarnings == 0) && (PlayerController(C) != None) ) { C.PlaySound( HealthIncrementSound ); } } } NextIncrementHealthTime = Level.TimeSeconds + TimeBetweenHealthIncrements; } // ammo if( (TimeBetweenAmmoIncrements > 0.0) && (Level.TimeSeconds >= NextAmmoIncrementTime) ) { IncrementAllInventoryAmmo(); NextAmmoIncrementTime = Level.TimeSeconds + TimeBetweenAmmoIncrements; } } //----------------------------------------------------------------------------- // Clear used weapon list used to make sure all weapons are used at least once // when bUseAllWeapons is set. function ResetUsedWeapons() { local int ii; for( ii=0; ii<NumWeapons; ii++ ) { FilteredWeaponInfo[ ii ].bUsed = false; } NumUsedWeapons = 0; } //----------------------------------------------------------------------------- function bool ShouldKeep( Actor Other ) { local int ii; local bool bRetVal; bRetVal = false; if( Pickup(Other) != None || Weapon(Other) != None ) { // only keep pickups and weapons which are in the KeptClasses list for( ii=0; ii<NumKeptClasses; ii++ ) { if( ClassIsChildOf( KeptClasses[ ii ], Other.Class ) ) { bRetVal = true; break; } } } else if( Inventory(Other) == None ) { // keep everything else except inventory bRetVal = true; } //DM( "ShouldKeep " $ Other $ ": " $ bRetVal ); return bRetVal; } //----------------------------------------------------------------------------- function TransformPickups() { local Pickup Pickup; foreach AllActors( class'Pickup', Pickup ) { if( Pickup.Owner == None ) { if( !ShouldKeep( Pickup ) ) { if( TimeBetweenAmmoIncrements > 0.0 ) { //DM( "TimeBetweenAmmoIncrements > 0.0 -- replacing " $ Pickup $ " with " $ DefaultPickupClass ); // replace pickups with health -- weapon ammo will be incremented if( ReplaceWithClass( Pickup, DefaultPickupClass ) ) Pickup.Destroy(); } else if( CurrentWeaponClass.default.AmmoName.default.PickupClass == None ) { //DM( "Weapon ammo not set -- replacing " $ Pickup $ " with " $ DefaultPickupClass ); // !!mdf-tbd: replace pickups with health -- keeps bot destination code happy if( ReplaceWithClass( Pickup, DefaultPickupClass ) ) Pickup.Destroy(); } else if( Pickup.Class != CurrentWeaponClass.default.AmmoName.default.PickupClass ) { //DM( "replacing with current weapon ammo -- replacing " $ Pickup $ " with " $ CurrentWeaponClass.default.AmmoName.default.PickupClass ); if( ReplaceWithClass( Pickup, CurrentWeaponClass.default.AmmoName.default.PickupClass ) ) Pickup.Destroy(); } } } } } //----------------------------------------------------------------------------- // Select the next weapon to use and replace all pickup items in the level with // ammo for this weapon, or health vials if the weapon doesn't require ammo. function ChooseWeapon() { local Inventory Inv; //DM( "ChooseWeapon" ); if( NumWeapons >= 1) { if( NumUsedWeapons == NumWeapons ) { ResetUsedWeapons(); } if( bRandomWeapons ) { CurrentWeaponIndex = Rand( NumWeapons ); if( bUseAllWeapons ) { while( FilteredWeaponInfo[CurrentWeaponIndex].bUsed ) { CurrentWeaponIndex++; if( CurrentWeaponIndex >= NumWeapons ) CurrentWeaponIndex=0; } } NumUsedWeapons++; FilteredWeaponInfo[CurrentWeaponIndex].bUsed = true; } else { // use weapons sequentially (always starts with weapon #0) CurrentWeaponIndex++; if( CurrentWeaponIndex >= NumWeapons ) CurrentWeaponIndex=0; } CurrentWeaponClass = FilteredWeaponInfo[ CurrentWeaponIndex ].WeaponClass; if( CurrentWeaponClass == None ) warn( "CurrentDefaultWeapon is None!" ); } else { warn( "ExtraWeaponsClassStrings contain no valid weapon(s)!" ); } DM( "NIU2: " $ Level.TimeSeconds $ " (" $ Level.Game.NumPlayers $ ") -- selected: " $ CurrentWeaponClass ); TransformPickups(); NextChooseWeaponTime = Level.TimeSeconds + RandRange( TimeBetweenWeaponSwitchesMin, TimeBetweenWeaponSwitchesMax ); } //----------------------------------------------------------------------------- // Give W Amount units of ammo, increasing ammo's MaxAmmo if necessary and make // sure the weapon doesn't end up with *more* than Amount units of ammo. NOTE: // Amount can be greater than Max (weapons can start out with more than the max // ammo if set up that way in the .ini) so MaxAmmo can temporarily exceed Max // when giving initial Amount below. function SetWeaponAmmo( Weapon W, Pawn Other, int Amount, int Max ) { //DM( "SetWeaponAmmo:" ); if( W.AmmoName != None ) { W.AmmoType = Ammunition(Other.FindInventoryType( W.AmmoName )); if( W.AmmoType != None ) { if( W.AmmoType.MaxAmmo < Amount ) W.AmmoType.MaxAmmo = Amount; W.AmmoType.AddAmmo( Amount ); } else { W.AmmoType = Spawn( W.AmmoName ); // Create ammo type required W.AmmoType.GiveTo( Other ); // and add to player's inventory if( W.AmmoType.MaxAmmo < Amount ) W.AmmoType.MaxAmmo = Amount; W.AmmoType.AmmoAmount = Amount; } // .ini can decide to override normal MaxAmmo if( Max > 0 ) W.AmmoType.MaxAmmo = Max; // make sure weapon doesn't have *more* than the specified amount. if( W.AmmoType.AmmoAmount > Amount ) W.AmmoType.AmmoAmount = Amount; // make sure amount in chamber is <= total amount if( U2Ammo(W.AmmoType) != None ) U2Ammo(W.AmmoType).ClipRoundsRemaining = Min( U2Ammo(W.AmmoType).ClipRoundsRemaining, W.AmmoType.AmmoAmount ); } } //----------------------------------------------------------------------------- function GiveWeaponTo( Pawn P, Class<Weapon> WeaponClass ) { local Weapon NewWeapon; local int ii, FoundIndex; bForceWeaponSpawn = true; NewWeapon = Spawn( WeaponClass ); // NOTE: WeaponClass may be replaced... if( NewWeapon != None ) { NewWeapon.GiveTo( P ); FoundIndex = -1; if( bCycleWeapons ) { // !!mdf-tbr: only Weapon should be that for current weapon (not true on startup?) //DM( "GiveWeaponTo -- WeaponClass: " $ WeaponClass $ " NewWeapon: " $ NewWeapon ); //DM( " CurrentWeaponIndex: " $ CurrentWeaponIndex $ " CurrentClass: " $ FilteredWeaponInfo[ CurrentWeaponIndex ].WeaponClass ); assert( FilteredWeaponInfo[ CurrentWeaponIndex ].WeaponClass == WeaponClass ); FoundIndex = CurrentWeaponIndex; } else { for( ii=0; ii<NumWeapons; ii++ ) { if( FilteredWeaponInfo[ ii ].WeaponClass == WeaponClass ) { FoundIndex = ii; break; } } } if( FoundIndex != -1 ) { SetWeaponAmmo( NewWeapon, P, FilteredWeaponInfo[ FoundIndex ].InitialAmmo, FilteredWeaponInfo[ FoundIndex ].MaxAmmo) ; } else { // !!mdf-tbr: specified weapon should always be found assert( false ); } NewWeapon.BringUp(); NewWeapon.bCanThrow = false; // don't allow the weapon to be thrown out } bForceWeaponSpawn = false; } //----------------------------------------------------------------------------- // Set the given Pawn's weapon to the current one. Get rid of all inventory // before doing this. function SetInventory( Pawn P ) { local Inventory Inv; local int WeaponIndex; //DM( Self$".SetInventory( "$P$" ) ***** "$ CurrentWeaponClass ); if( P != None ) { // zap any current inventory and weapons before we give the NIU2 weapon(s) below for( Inv=P.Inventory; Inv!=None; Inv=Inv.Inventory ) { if( !ShouldKeep( Inv ) ) { //DM( "SetInventory Filtering Item: " $ Inv ); P.DeleteInventory( Inv ); Inv.Destroy(); } } if( !bCycleWeapons ) { for( WeaponIndex=0; WeaponIndex<NumWeapons; WeaponIndex++ ) GiveWeaponTo( P, FilteredWeaponInfo[ WeaponIndex ].WeaponClass ); } else if( CurrentWeaponClass != None ) { GiveWeaponTo( P, CurrentWeaponClass ); } } } //----------------------------------------------------------------------------- function AddAmmo( Ammunition AInv, int Amount ) { //DM( " AddAmmo: " $ AInv $ " " $ Amount ); AInv.AmmoAmount += Amount; if( AInv.AmmoAmount > AInv.MaxAmmo ) AInv.AmmoAmount = AInv.MaxAmmo; } //----------------------------------------------------------------------------- function IncrementAllInventoryAmmo() { local Inventory Inv; local Controller C; local int ii, FoundIndex; local bool bCheckInventory; //DMT( "IncrementAllInventoryAmmo:" ); // increment counters bCheckInventory = false; // track whether any counters reach an integer amount (otherwise avoid expensive inventory walk) if( bCycleWeapons ) { FilteredWeaponInfo[ CurrentWeaponIndex ].AmmoCount += FilteredWeaponInfo[ CurrentWeaponIndex ].AmmoPerSecond*TimeBetweenAmmoIncrements; if( int(FilteredWeaponInfo[ CurrentWeaponIndex ].AmmoCount) >= 1 ) bCheckInventory = true; //DM( " FilteredWeaponInfo[ CurrentWeaponIndex ].AmmoCount: " $ FilteredWeaponInfo[ CurrentWeaponIndex ].AmmoCount ); } else { for( ii=0; ii<NumWeapons; ii++ ) { FilteredWeaponInfo[ ii ].AmmoCount += FilteredWeaponInfo[ ii ].AmmoPerSecond*TimeBetweenAmmoIncrements; if( int(FilteredWeaponInfo[ ii ].AmmoCount) >= 1 ) bCheckInventory = true; } } if( bCheckInventory ) { // increment ammo amount in all matching inventory for( C=Level.ControllerList; C!=None; C=C.NextController ) { if( C.Pawn != None ) { for( Inv=C.Pawn.Inventory; Inv!=None; Inv=Inv.Inventory ) { if( Ammunition(Inv) != None ) { // find weapon in list which uses this ammo FoundIndex = -1; if( bCycleWeapons ) { // !!mdf-tbr: only Ammunition should be that for current weapon? //DM( " CurrentWeaponIndex: " $ CurrentWeaponIndex ); //DM( " FilteredWeaponInfo[ CurrentWeaponIndex ]: " $ FilteredWeaponInfo[ CurrentWeaponIndex ].WeaponClass ); //DM( " FilteredWeaponInfo[ CurrentWeaponIndex ].WeaponClass.default.AmmoName: " $ FilteredWeaponInfo[ CurrentWeaponIndex ].WeaponClass.default.AmmoName ); //DM( " Inv.Class: " $ Inv.Class ); assert( FilteredWeaponInfo[ CurrentWeaponIndex ].WeaponClass.default.AmmoName == Inv.Class ); FoundIndex = CurrentWeaponIndex; } else { for( ii=0; ii<NumWeapons; ii++ ) { if( FilteredWeaponInfo[ ii ].WeaponClass.default.AmmoName == Inv.Class ) { FoundIndex = ii; break; } } } if( FoundIndex != -1 ) { // !!mdf-tbr: should always find Ammunition? if( int(FilteredWeaponInfo[ FoundIndex ].AmmoCount) >= 1 ) AddAmmo( Ammunition(Inv), int(FilteredWeaponInfo[ FoundIndex ].AmmoCount) ); } else assert( false); } } } } } // re-baseline counters (only keep non-integer remainder, if any) if( bCycleWeapons ) { if( FilteredWeaponInfo[ CurrentWeaponIndex ].AmmoCount >= 1.0 ) FilteredWeaponInfo[ CurrentWeaponIndex ].AmmoCount -= int(FilteredWeaponInfo[ CurrentWeaponIndex ].AmmoCount); } else { for( ii=0; ii<NumWeapons; ii++ ) { if( FilteredWeaponInfo[ ii ].AmmoCount >= 1.0 ) FilteredWeaponInfo[ ii ].AmmoCount -= int(FilteredWeaponInfo[ ii ].AmmoCount); } } } //----------------------------------------------------------------------------- // Make sure everyone is using the correct weapon, ammo no matter when they // join the game or respawn. function ModifyPlayer( Pawn Other ) { //DMN( "ModifyPlayer( "$ Other $ " )" ); if ( NextMutator != None ) { NextMutator.ModifyPlayer(Other); } SetInventory( Other ); if( StartHealth != 0 ) { Other.Health = StartHealth; } } //----------------------------------------------------------------------------- // Return true for any Actor which is in the KeptClasses list. function bool AlwaysKeep( Actor Other ) { local bool bRetVal; //DM( "AlwaysKeep" ); bRetVal = false; if( ShouldKeep( Other ) ) { bRetVal = true; } if( NextMutator != None ) { bRetVal = NextMutator.AlwaysKeep(Other); } return bRetVal; } //----------------------------------------------------------------------------- function bool CheckReplacement( Actor Other, out byte bSuperRelevant ) { local bool bRetVal; //DM( "CheckReplacement begin : " $ Other ); bRetVal = true; if( bForceWeaponSpawn ) { //DM( "Setting bSuperRelevant" ); bSuperRelevant = 1; } else if( Weapon(Other) != None && !ShouldKeep( Weapon(Other) ) ) { // Filter weapons by replacing them with the current weapon (if set) or by // removing them since some games (e.g. Last Man Standing) try to give // players weapons sometime after players join the game. if( CurrentWeaponIndex != -1 && FilteredWeaponInfo[ CurrentWeaponIndex ].WeaponClass != None ) ReplaceWithClass( Other, FilteredWeaponInfo[ CurrentWeaponIndex ].WeaponClass ); bRetVal = false; } //DM( "CheckReplacement returning " $ bRetVal $ " for " $ Other ); return bRetVal; } //----------------------------------------------------------------------------- // No weapon by default -- this mutator hands out all weapons. function class<Weapon> MyDefaultWeapon() { return None; } //----------------------------------------------------------------------------- defaultproperties { bUseAllWeapons=true bCycleWeapons=true WeaponInfo(0)=(WeaponClassString="U2Weapons.weaponInvAssaultRifle",InitialAmmo=50,MaxAmmo=100,AmmoPerSecond=1.000000) WeaponInfo(1)=(WeaponClassString="U2Weapons.weaponInvEnergyRifle",InitialAmmo=50,MaxAmmo=200,AmmoPerSecond=1.000000) WeaponInfo(2)=(WeaponClassString="U2Weapons.weaponInvFlameThrower",InitialAmmo=50,MaxAmmo=200,AmmoPerSecond=1.000000,bEnabled=true) WeaponInfo(3)=(WeaponClassString="U2Weapons.weaponInvGrenadeLauncher",InitialAmmo=10,MaxAmmo=50,AmmoPerSecond=0.200000,bEnabled=true) WeaponInfo(4)=(WeaponClassString="U2Weapons.weaponInvLaserRifle",InitialAmmo=10,MaxAmmo=100,AmmoPerSecond=0.200000,bEnabled=true) WeaponInfo(5)=(WeaponClassString="U2Weapons.weaponInvLeechGun",InitialAmmo=25,MaxAmmo=100,AmmoPerSecond=0.500000) WeaponInfo(6)=(WeaponClassString="U2Weapons.weaponInvPistol",InitialAmmo=25,MaxAmmo=50,AmmoPerSecond=0.500000,bEnabled=true) WeaponInfo(7)=(WeaponClassString="U2Weapons.weaponInvRocketLauncher",InitialAmmo=10,MaxAmmo=50,AmmoPerSecond=0.200000,bEnabled=true) WeaponInfo(8)=(WeaponClassString="U2Weapons.weaponInvShotgun",InitialAmmo=25,MaxAmmo=50,AmmoPerSecond=0.200000) WeaponInfo(9)=(WeaponClassString="U2Weapons.weaponInvSingularityCannon",InitialAmmo=10,MaxAmmo=50,AmmoPerSecond=0.200000) WeaponInfo(10)=(WeaponClassString="U2Weapons.weaponInvSniperRifle",InitialAmmo=20,MaxAmmo=50,AmmoPerSecond=0.200000,bEnabled=true) WeaponInfo(11)=(WeaponClassString="U2Weapons.weaponInvTakkra",InitialAmmo=5,MaxAmmo=5,AmmoPerSecond=0.200000) KeptClassStrings(0)="U2.PowerSuit" KeptClassStrings(1)="U2.PowerSuitPickup" KeptClassStrings(2)="U2.HumanEnergyPickup" TimeBetweenWeaponSwitchesMin=30.000000 TimeBetweenWeaponSwitchesMax=30.000000 TimeBetweenAmmoIncrements=1.000000 WarningSoundStr="U2CTF.CTFTaken" WarningSoundRepeats=3 StartHealth=100 MaxHealth=100 TimeBetweenHealthIncrements=5.000000 DefaultPickupString="U2.HumanHealthPickup" DefaultWeaponString="U2Weapons.WeaponInvRocketLauncher" UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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