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// ============================================================================ // JBGameReplicationInfo // Copyright 2002 by Mychaeel <mychaeel@planetjailbreak.com> // $Id: JBGameReplicationInfo.uc,v 1.16 2006-08-15 16:35:49 jrubzjeknf Exp $ // // Replicated information for the entire game. // ============================================================================ class JBGameReplicationInfo extends GameReplicationInfo notplaceable; // ============================================================================ // Replication // ============================================================================ replication { reliable if (Role == ROLE_Authority && bNetInitial) OrderNameTactics, // updated during initialization bPlayersMustBeReady; // updated during initialization reliable if (Role == ROLE_Authority) bIsExecuting, // updated at beginning and end of execution sequence TimeMatchStarted, // updated when the match has started TimeMatchStopped, // updated when the match ends or is interrupted TimeMatchCorrection, // updated once a minute and after interruptions ListInfoCapture, // updated on capture iInfoCaptureFirst, // updated on capture when list full nInfoCaptures; // updated on capture when list not full } // ============================================================================ // Types // ============================================================================ struct TOrderName { var name OrderName; // name of order passed to SetOrders var int iOrderName; // index into OrderName array in class Bot }; struct TInfoCapture { var int Time; // elapsed game time on capture var byte iTeam; // captured team index or 255 on tie }; // ============================================================================ // Variables // ============================================================================ var bool bIsExecuting; // set during an execution sequence var JBInfoArena firstArena; // first arena in chain var JBInfoJail firstJail; // first jail in chain var JBTagObjective firstTagObjective; // first objective tag in chain var JBTagPlayer firstTagPlayer; // first player tag in chain var TOrderName OrderNameTactics[6]; // registered tactics order names var private float TimeMatchStarted; // server time of match start var private float TimeMatchStopped; // server time of end or interruption var private float TimeMatchCorrection; // correction for match interruptions var private TInfoCapture ListInfoCapture[32]; // round-robin list of captures var private int iInfoCaptureFirst; // index of first used list entry var private int nInfoCaptures; // number of used list entries var private JBTagClient TagClientLocal; // used for synchronized server time var bool bPlayersMustBeReady; // used for scoreboard // ============================================================================ // PostBeginPlay // // Registers order names for the custom team tactics menu in the speech menu. // ============================================================================ simulated event PostBeginPlay() { if (Role == ROLE_Authority) { RegisterOrderNames(); bPlayersMustBeReady = DeathMatch(Level.Game).bPlayersMustBeReady; } Super.PostBeginPlay(); } // ============================================================================ // PostNetBeginPlay // // On both server and client creates the linked lists for jails and arenas. // ============================================================================ simulated event PostNetBeginPlay() { local JBInfoArena thisArena; local JBInfoJail thisJail; foreach DynamicActors(Class'JBInfoArena', thisArena) { thisArena.nextArena = firstArena; firstArena = thisArena; } foreach DynamicActors(Class'JBInfoJail', thisJail) { thisJail.nextJail = firstJail; firstJail = thisJail; } Super.PostNetBeginPlay(); } // ============================================================================ // Timer // // Updates the client-side match timers. // ============================================================================ simulated event Timer() { if (TagClientLocal == None) TagClientLocal = Class'JBTagClient'.Static.FindFor(Level.GetLocalPlayerController()); UpdateMatchTimer(); if (Level.NetMode == NM_Client && !bTeamSymbolsUpdated) TeamSymbolNotify(); } // ============================================================================ // RegisterOrderNames // // Registers the order names specified in the OrderNameTactics array. Finds // empty slots in the OrderNames array in class Bot and initializes the order // name indices in the OrderNameTactics array. // ============================================================================ function RegisterOrderNames() { local int iOrderNameBot; local int iOrderNameTactics; local Class<Bot> ClassBot; ClassBot = Class'xBot'; for (iOrderNameBot = 0; iOrderNameBot < ArrayCount(ClassBot.Default.OrderNames); iOrderNameBot++) if (ClassBot.Default.OrderNames[iOrderNameBot] == '') { OrderNameTactics[iOrderNameTactics++].iOrderName = iOrderNameBot; if (iOrderNameTactics == ArrayCount(OrderNameTactics)) break; } } // ============================================================================ // StartMatchTimer // // Starts or restarts the client-side match timer for all clients. // ============================================================================ function StartMatchTimer() { if (TimeMatchStarted == 0.0) TimeMatchStarted = Level.TimeSeconds; TimeMatchStopped = 0.0; // unstop timer } // ============================================================================ // SynchronizeMatchTimer // // Resynchronized the client-side match timer with the actual game time for // all clients. // ============================================================================ function SynchronizeMatchTimer(float TimeMatchElapsed) { TimeMatchElapsed *= Level.TimeDilation; if (TimeMatchStopped == 0.0) TimeMatchCorrection = TimeMatchElapsed - (Level.TimeSeconds - TimeMatchStarted); else TimeMatchCorrection = TimeMatchElapsed - (TimeMatchStopped - TimeMatchStarted); } // ============================================================================ // StopMatchTimer // // Stops the client-side match timer for all clients. You can resume it later // by calling StartMatchTimer again. // ============================================================================ function StopMatchTimer() { TimeMatchStopped = Level.TimeSeconds; } // ============================================================================ // UpdateMatchTimer // // Updates ElapsedTime and RemainingTime client-side. Calculates the times on // the fly using the synchronized server time in JBTagClient as a reference. // Sets the timer to hit the next second boundary as precisely as possible. // // * If TimeMatchStarted is non-zero and TimeMatchStopped is zero, the match // is running and both ElapsedTime and RemainingTime are updated. // // * If TimeMatchStopped is non-zero, the match has ended or has been // temporarily interrupted and both ElapsedTime and RemainingTime remain // at a fixed value. // // TimeMatchCorrection accounts for time spent while the match was interrupted // like during execution sequences. // ============================================================================ private simulated function UpdateMatchTimer() { local float TimeMatchElapsed; if (TagClientLocal == None) return; if (TimeMatchStarted != 0.0) { if (TimeMatchStopped != 0.0) TimeMatchElapsed = TimeMatchStopped - TimeMatchStarted; else TimeMatchElapsed = TagClientLocal.GetServerTime() - TimeMatchStarted; TimeMatchElapsed += TimeMatchCorrection; TimeMatchElapsed /= Level.TimeDilation; ElapsedTime = TimeMatchElapsed; if (TimeLimit > 0) RemainingTime = Max(0, TimeLimit * 60 - ElapsedTime); } if (TimeMatchStarted != 0.0 && TimeMatchStopped == 0.0) SetTimer((1.0 - TimeMatchElapsed % 1.0) * Level.TimeDilation, False); else SetTimer( 0.3, False); } // ============================================================================ // AddCapture // // Records a capture in the list and replicates it to clients. // ============================================================================ function AddCapture(int TimeCapture, TeamInfo TeamCaptured) { local int iInfoCapture; if (nInfoCaptures < ArrayCount(ListInfoCapture)) nInfoCaptures += 1; else iInfoCaptureFirst += 1; // overwrite oldest entry iInfoCapture = (iInfoCaptureFirst + nInfoCaptures - 1) % ArrayCount(ListInfoCapture); ListInfoCapture[iInfoCapture].Time = TimeCapture; if (TeamCaptured != None) ListInfoCapture[iInfoCapture].iTeam = TeamCaptured.TeamIndex; else ListInfoCapture[iInfoCapture].iTeam = 255; } // ============================================================================ // CountCaptures // // Returns the number of recorded captures that are present in the list. // ============================================================================ simulated function int CountCaptures() { return nInfoCaptures; } // ============================================================================ // GetCaptureTime // // Returns the capture time of the given recorded capture. // ============================================================================ simulated function int GetCaptureTime(int iCapture) { local int iInfoCapture; if (iCapture < 0 || iCapture >= nInfoCaptures) return -1; iInfoCapture = (iInfoCaptureFirst + iCapture) % ArrayCount(ListInfoCapture); return ListInfoCapture[iInfoCapture].Time; } // ============================================================================ // GetCaptureTeam // // Returns the captured team of the given recorded capture. // ============================================================================ simulated function TeamInfo GetCaptureTeam(int iCapture) { local int iInfoCapture; if (iCapture < 0 || iCapture >= nInfoCaptures) return None; iInfoCapture = (iInfoCaptureFirst + iCapture) % ArrayCount(ListInfoCapture); if (ListInfoCapture[iInfoCapture].iTeam < 255) return Teams[ListInfoCapture[iInfoCapture].iTeam]; else return None; } // ============================================================================ // Defaults // ============================================================================ defaultproperties { OrderNameTactics[0] = (OrderName=TacticsAuto); OrderNameTactics[1] = (OrderName=TacticsSuicidal); OrderNameTactics[2] = (OrderName=TacticsAggressive); OrderNameTactics[3] = (OrderName=TacticsNormal); OrderNameTactics[4] = (OrderName=TacticsDefensive); OrderNameTactics[5] = (OrderName=TacticsEvasive); } |
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