Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
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 |
// ============================================================================ // JBAddonJailCard // Copyright 2007 by [GSF]JohnDoe <gsfjohndoe@hotmail.com> // Created by tarquin <tarquin@planetjailbreak.com> // $Id: JBAddonJailCard.uc,v 1.7 2011-01-03 11:53:22 wormbo Exp $ // // Implements a "Get Out of Jail Free" card // // TODO: // // bot support // remove jailcard when freed by teammates // beacon // fix annoucement colors // fix HUD // fix pickup placement // audio announcement // model jailcard pickup + weapon // respawn option y/n // (re)spawn timer // // CHANGELOG: // 14 jan 2007 - Changed friendly name to "JailCard" // 15 jan 2007 - Seperated code for finding a proper JailCard spawnpoint and // the code to spawn it // Added spawning multiple cards. // Fixed config // Stopped cards from spawning in jail/arena // 22 jan 2007 - Moved SpawnCards call to gamerules class // 10 feb 2007 - Added variable to address our GameRules class // Added RenderOverlays method (does not work correctly yet) // Added code to the auto state to register RenderOverlays // 12 feb 2007 - Changed SpawnCard to take a vector as parameter // ============================================================================ class JBAddonJailCard extends JBAddon config cacheexempt; //============================================================================= // Configuration & Defaults //============================================================================= var config bool bAutoUseCard; // card is used automatically when jailed const DEFAULT_AUTOUSE_CARD = False; var config bool bAllowDropCard; // can the GOOJF card be dropped? const DEFAULT_ALLOW_DROP = True; var config int SpawnDelay; // delay at round start before spawning card const DEFAULT_SPAWN_DELAY = 0; var config int NumCards; // number of cards to spawn const DEFAULT_NUM_CARDS = 1; var() const editconst string Build; // ============================================================================ // Variables // ============================================================================ var Array<JBPickupJailCard> SpawnedCardPickups; // list of spawned jailcards var Array<NavigationPoint> NavPoints; // list of usable navpoints var JBGameRulesJailCard myGameRules; // our gamerules class var private HUDBase.SpriteWidget JailCardIcon; // our hud icon var PlayerController PC; struct NavPointScore { var NavigationPoint NP; var float score; }; // ============================================================================ // PostBeginPlay // // Register the additional rules, count number of navigation points in map. // ============================================================================ function PostBeginPlay() { local JBGameRulesJailCard MyRules; Super.PostBeginPlay(); MyRules = Spawn(Class'JBGameRulesJailCard'); if(MyRules != None) { MyRules.SetAddon(self); myGameRules = MyRules; if(Level.Game.GameRulesModifiers == None) Level.Game.GameRulesModifiers = MyRules; else Level.Game.GameRulesModifiers.AddGameRules(MyRules); } else { LOG("!!!!!"@name$".PostBeginPlay() : Failed to register the JBGameRulesJailCard !!!!!"); Destroy(); } } //============================================================================= // MyState // // This is here to make sure the code is executed AFTER the GRI is created //============================================================================= auto state MyState { Begin: MakeNavPointList(); PC = Level.GetLocalPlayerController(); if (PC != None) JBInterfaceHud(PC.myHud).RegisterOverlay(Self); } //============================================================================= // MakeNavPointList // // Makes a list (NavPoints) of all usable navigationpoints in game. This // excludes jail and arena navigationpoints. //============================================================================= function MakeNavPointList() { local NavigationPoint NP; local Jailbreak JB; JB = Jailbreak(Level.Game); if(JB == none) log("Invalid gametype"); // nicked from UT's Relics system and adapted for (NP = Level.NavigationPointList; NP != None; NP = NP.nextNavigationPoint) { if (NP.IsA('PathNode') && !JB.ContainsActorJail(NP) && !JB.ContainsActorArena(NP) ) { NavPoints.length = (NavPoints.length + 1); NavPoints[(NavPoints.length - 1)] = NP; } } } //============================================================================= // MakeNavPointScoreList // // Makes a sorted list of NavigationPoints, based on // abs(Distance_to_red_switch - Distance_to_blue_switch), sorted from low to // high //============================================================================= //TODO //============================================================================= // FindSpawnPoint // // Finds a suitable spawnpoint for our JailCard //============================================================================= function vector FindSpawnPoint() { local int ChosenNavPoint; ChosenNavPoint = Rand(NavPoints.Length); // current 'bug': cards may appear on the same PathNode return (NavPoints[ChosenNavPoint]).Location; } //============================================================================= // SpawnCard // // Spawns the GOOJF card pickup. //============================================================================= function SpawnCard(vector loc) { local int len; len = SpawnedCardPickups.Length; SpawnedCardPickups.Length = len +1; SpawnedCardPickups[len] = Spawn(class'JBPickupJailCard', , , loc); SpawnedCardPickups[len].setMyAddon(Self); } //============================================================================= // SpawnCards // // spawn X amount of jailcards, X being the number of cards set in the // config, or the amount of NavPoints in a map; whichever is lowest. //============================================================================= function SpawnCards() { local int i; for (i = 0; i < min(NavPoints.Length, NumCards); i++) SpawnCard(FindSpawnPoint()); log("Cards: "$NumCards); log("Auto Use: "$bAutoUseCard); log("Allow Drop: "$bAllowDropCard); log("Delay: "$SpawnDelay); } //============================================================================= // ClearCards // // Removes all cards //============================================================================= function ClearCards() { local int i; if(SpawnedCardPickups.Length > 0) { for (i = 0; i < SpawnedCardPickups.Length; i++) { if (Level.NetMode != NM_DedicatedServer) SpawnedCardPickups[i].DeleteDecoration(none, none); SpawnedCardPickups[i].Destroy(); } SpawnedCardPickups.Remove(0, SpawnedCardPickups.Length); } } //============================================================================= // ResetConfiguration // // Resets the user configuration. //============================================================================= static function ResetConfiguration() { default.bAutoUseCard = DEFAULT_AUTOUSE_CARD; default.bAllowDropCard = DEFAULT_ALLOW_DROP; default.SpawnDelay = DEFAULT_SPAWN_DELAY; default.NumCards = DEFAULT_NUM_CARDS; StaticSaveConfig(); } //============================================================================= // RenderOverlays // // Draw HUD icon if a player has the jail card //============================================================================= simulated function RenderOverlays(Canvas Canvas) { local JBInterfaceHud myHUD; if(PC != none) { // This HasJailCard() call should be moved to somewhere where it is not called quite as often. // Afterall, the HUD icon only needs to change when a player gets or loses a jailcard if(myGameRules.HasJailCard(PC.PlayerReplicationInfo) > -1) { // not returning the right result because HasJailCard is only present correctly on the server ARG! myHUD = JBInterfaceHud(PC.myHUD); myHUD.DrawSpriteWidget(Canvas, JailCardIcon); //log("I have a card!"); // works fine on Instant Action } //else //log("no card =|"); } //else //log("why's my PC none? :("); // logs this when playing on a dedicated server } // ============================================================================ // Default properties // ============================================================================ defaultproperties { Build="%%%%-%%-%% %%:%%"; ConfigMenuClassName="JBAddonJailCard.JBGUIPanelConfigJailCard"; FriendlyName = "JailCard"; Description = "Pick up the Get Out of Jail Free card and use it when you are in jail to gain your freedom."; bAutoUseCard = False; bAllowDropCard = True; SpawnDelay = 0; NumCards = 1; bIsOverlay = True; RemoteRole = ROLE_SimulatedProxy; bAlwaysRelevant = True; JailCardIcon=(WidgetTexture=Texture'JBJailCard.jailcardhud',RenderStyle=STY_Alpha,TextureCoords=(X1=8,Y1=0,X2=56,Y2=63),TextureScale=2.0,DrawPivot=DP_MiddleMiddle,PosX=0.05,PosY=0.75,OffsetY=7,Tints[0]=(B=255,G=255,R=255,A=128),Tints[1]=(B=255,G=255,R=255,A=128)); } /* 1.A model of the pickup. I think it would be a good idea to make something in the same sort of general style as the release switch. Maybe we could even use the key model Rev made. 2. some code to spawn it in random places. We can do it like the Relics system in UT 3. a HUD icon to tell the player they possess this item 4. a means for them to use it (and something on screen to remind them how to use it). Do Power-ups work in jail? Perhaps we can just use one of the power-up combo moves, like Back-Back-Back-Back. 5. something that detects use, and teleports them home 6. bot support. */ |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |