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// ============================================================================ // JBScreenMap // Copyright 2003 by Mychaeel <mychaeel@planetjailbreak.com> // $Id: JBScreenMap.uc,v 1.3 2004/06/01 14:55:43 mychaeel Exp $ // // Base class for client actors for a ScriptedTexture drawing player locations // on a minimap. // ============================================================================ class JBScreenMap extends JBScreen abstract notplaceable; // ============================================================================ // Imports // ============================================================================ #exec texture import file=Textures\ScreenIconPlayer.tga mips=off alpha=on UClampMode=TC_Clamp VClampMode=TC_Clamp // ============================================================================ // Replication // ============================================================================ replication { reliable if (Role == ROLE_Authority) IconMaterial, IconPulseRate, bShowTeamRed, bShowTeamBlue, bShowInFreedom, bShowInArena, bShowInJail; } // ============================================================================ // Properties // ============================================================================ var() Material IconMaterial[2]; // icon materials by team index var() float IconPulseRate; // icon pulse rate, zero if off var() bool bShowTeamRed; // show players of red team var() bool bShowTeamBlue; // show players of blue team var() bool bShowInFreedom; // show free players var() bool bShowInArena; // show players in arena var() bool bShowInJail; // show players in jail // ============================================================================ // Localization // ============================================================================ var localized string TextError; // error in coordinate system setup // ============================================================================ // Variables // ============================================================================ var protected vector SizeIconMaterial[2]; // size of icon materials var private bool bInitializationSuccessful; // everything ready to render // ============================================================================ // UpdatePrecacheMaterials // // Precaches the icon materials. // ============================================================================ simulated function UpdatePrecacheMaterials() { local int iIcon; for (iIcon = 0; iIcon < ArrayCount(IconMaterial); iIcon++) Level.AddPrecacheMaterial(IconMaterial[iIcon]); Super.UpdatePrecacheMaterials(); } // ============================================================================ // PostNetBeginPlay // // Prepares the coordinate translations. // ============================================================================ simulated event PostNetBeginPlay() { Super.PostNetBeginPlay(); bInitializationSuccessful = PrepareCoords(); } // ============================================================================ // RenderTexture // // Draws player icons on the texture. // ============================================================================ simulated event RenderTexture(ScriptedTexture ScriptedTexture) { local int HeightTextError; local int WidthTextError; local JBTagPlayer firstTagPlayer; local JBTagPlayer thisTagPlayer; if (bInitializationSuccessful) { Super.RenderTexture(ScriptedTexture); if (bEnabled) { firstTagPlayer = JBGameReplicationInfo(Level.GetLocalPlayerController().GameReplicationInfo).firstTagPlayer; for (thisTagPlayer = firstTagPlayer; thisTagPlayer != None; thisTagPlayer = thisTagPlayer.nextTag) if (IsIconDisplayed(thisTagPlayer)) DrawIcon(ScriptedTexture, thisTagPlayer, CalcLocation(thisTagPlayer.GetLocationPawn())); } } else { ScriptedTexture.TextSize(TextError, Font'DefaultFont', WidthTextError, HeightTextError); ScriptedTexture.DrawText( (SizeScriptedTexture.X - WidthTextError) / 2, (SizeScriptedTexture.Y - HeightTextError) / 2, TextError, Font'DefaultFont', ColorWhite); SetTimer(0.0, False); // no further updates } } // ============================================================================ // PrepareMaterial // // Caches information about the icon materials. // ============================================================================ simulated protected function PrepareMaterial() { local int iIcon; Super.PrepareMaterial(); for (iIcon = 0; iIcon < ArrayCount(IconMaterial); iIcon++) if (IconMaterial[iIcon] != None) { SizeIconMaterial[iIcon].X = IconMaterial[iIcon].MaterialUSize(); SizeIconMaterial[iIcon].Y = IconMaterial[iIcon].MaterialVSize(); } } // ============================================================================ // PrepareCoords // // Performs whatever preparation should be done for the calculations that // translate world coordinates into texture coordinates. Returns whether the // coordinates could be successfully prepared. Implemented in subclasses. // ============================================================================ simulated protected function bool PrepareCoords() { return True; } // ============================================================================ // CalcLocation // // Calculates and returns the texture pixel coordinates corresponding to the // given world coordinates. Called only after PrepareCoords was called. // Implemented in subclasses. // ============================================================================ simulated function vector CalcLocation(vector LocationWorld); // ============================================================================ // IsIconDisplayed // // Checks and returns whether the icon for the given player should be shown on // the minimap texture. // ============================================================================ simulated function bool IsIconDisplayed(JBTagPlayer TagPlayer) { local int iTeam; local TeamInfo Team; if (TagPlayer.GetHealth(True) <= 0) return False; Team = TagPlayer.GetTeam(); if (Team == None) return False; iTeam = Team.TeamIndex; if (iTeam == 0 && !bShowTeamRed) return False; if (iTeam == 1 && !bShowTeamBlue) return False; if (TagPlayer.IsFree() && !bShowInFreedom) return False; if (TagPlayer.IsInJail() && !bShowInJail) return False; if (TagPlayer.IsInArena() && !bShowInArena) return False; return True; } // ============================================================================ // DrawIcon // // Draws the icon for the given player on the given ScriptedTexture at the // specified pixel location. // ============================================================================ simulated function DrawIcon(ScriptedTexture ScriptedTexture, JBTagPlayer TagPlayer, vector LocationIcon) { local int iIcon; local Color ColorIcon; iIcon = TagPlayer.GetTeam().TeamIndex; if (IconMaterial[iIcon] == None) return; LocationIcon.X -= SizeIconMaterial[iIcon].X / 2; LocationIcon.Y -= SizeIconMaterial[iIcon].Y / 2; ColorIcon = ColorWhite; if (IconPulseRate > 0.0) ColorIcon.A = Clamp(ColorIcon.A * (1.0 - (Level.TimeSeconds * IconPulseRate / 2.0) % 0.5), 0, 255); ScriptedTexture.DrawTile( LocationIcon.X, LocationIcon.Y, SizeIconMaterial[iIcon].X, SizeIconMaterial[iIcon].Y, 0, 0, SizeIconMaterial[iIcon].X, SizeIconMaterial[iIcon].Y, IconMaterial[iIcon], ColorIcon); } // ============================================================================ // Defaults // ============================================================================ defaultproperties { TextError = "Error in coordinate system setup."; Begin Object Class=ColorModifier Name=ScreenIconPlayerRed Material = Texture'ScreenIconPlayer'; Color = (R=255,G=0,B=0); End Object Begin Object Class=ColorModifier Name=ScreenIconPlayerBlue Material = Texture'ScreenIconPlayer'; Color = (R=0,G=0,B=255); End Object IconMaterial[0] = Material'ScreenIconPlayerRed'; IconMaterial[1] = Material'ScreenIconPlayerBlue'; IconPulseRate = 1.0; bShowTeamRed = True; bShowTeamBlue = True; bShowInFreedom = True; bShowInArena = False; bShowInJail = False; } |
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