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//============================================================================= // UnrealMPGameInfo. // // //============================================================================= class UnrealMPGameInfo extends GameInfo HideDropDown CacheExempt config; // Sort of a hack here to keep single player and multiplayer bot options seperate without having two properties // 0: SP - Use MinPlayers 1: SP - Use Map defaults 2: SP - Use Roster // 4: MP - UseMinPlayers 8: MP: Use Roster 16: players vs bots var globalconfig byte BotMode; var globalconfig int MinPlayers; // bots fill in to guarantee this level in net game var globalconfig float EndTimeDelay; var globalconfig float BotRatio; // only used when bPlayersVsBots is true var bool bPreloadAllSkins; // OBSOLETE var string DefaultVoiceChannel; // default active channel for incoming players var config bool bAllowPrivateChat; // Allow private chat channels on this server var bool bTeamScoreRounds; var bool bSoaking; var bool bPlayersVsBots; var float EndTime; var TranslocatorBeacon BeaconList; var SpecialVehicleObjective SpecialVehicleObjectives; var class<Scoreboard> LocalStatsScreenClass; var() string VoiceReplicationInfoType; // mc - localized PlayInfo descriptions & extra info const MPPROPNUM = 4; var localized string MPGIPropsDisplayText[MPPROPNUM]; var localized string MPGIPropDescText[MPPROPNUM]; var localized string BotModeText; // <hack> var localized string SPBotText, MPBotText, SPBotDesc, MPBotDesc, BotOptions[4]; // </hack> var MasterServerUplink MSUplink; var bool bMSUplinkSet; event PreLogin ( string Options, string Address, string PlayerID, out string Error, out string FailCode ) { local MasterServerUplink MSU; super.PreLogin(Options,Address,PlayerID, Error, FailCode); if (Error=="" && FailCode == "") { if (!bMSUplinkSet) { foreach AllActors(class'MasterServerUplink',MSU) { MSUplink = MSU; } bMSUplinkSet = true; } if (bMSUplinkSet && MSUplink!=None) { MSUplink.ForceGameStateRefresh(5); } } } event PlayerController Login ( string Portal, string Options, out string Error ) { local PlayerController PC; PC = Super.Login( Portal, Options, Error ); if ( PC != None ) { if ( Level.NetMode == NM_DedicatedServer || Level.NetMode == NM_ListenServer ) { PC.VoiceReplicationInfo = VoiceReplicationInfo; if ( Level.NetMode == NM_ListenServer && Level.GetLocalPlayerController() == PC ) PC.InitializeVoiceChat(); } } return PC; } // rjp -- function InitVoiceReplicationInfo() { local class<VoiceChatReplicationInfo> VRIClass; local int i; if (Level.NetMode == NM_StandAlone || Level.NetMode == NM_Client) return; if ( VoiceReplicationInfoType != "" ) { VRIClass = class<VoiceChatReplicationInfo>(DynamicLoadObject(VoiceReplicationInfoType,class'Class')); if ( VRIClass != None ) VoiceReplicationInfoClass = VRIClass; } if (VoiceReplicationInfoClass != None && VoiceReplicationInfo == None) VoiceReplicationInfo = Spawn(VoiceReplicationInfoClass); Super.InitVoiceReplicationInfo(); VoiceReplicationInfo.bPrivateChat = bAllowPrivateChat; i = VoiceReplicationInfo.GetChannelIndex(DefaultVoiceChannel); if ( i != -1 && i != VoiceReplicationInfo.DefaultChannel ) VoiceReplicationInfo.DefaultChannel = i; } function InitMaplistHandler() { local class<MaplistManagerBase> MaplistManagerClass; if ( MaplistHandler != None ) return; if ( MaplistHandlerType !="" ) MaplistManagerClass = class<MaplistManagerBase>(DynamicLoadObject(MaplistHandlerType, class'Class')); if ( MaplistManagerClass == None ) MaplistManagerClass = MaplistHandlerClass; if ( MaplistManagerClass != None ) MaplistHandler = Spawn(MaplistManagerClass); } function ChangeVoiceChannel( PlayerReplicationInfo PRI, int NewChannelIndex, int OldChannelIndex ) { local VoiceChatRoom NewChannel, OldChannel; if ( PRI == None ) { log("ChangeVoiceChannel - no PRI!",'VoiceChat'); return; } if ( VoiceReplicationInfo == None ) { log("ChangeVoiceChannel - no VoiceReplicationInfo!",'VoiceChat'); return; } if ( NewChannelIndex >= 0 ) { NewChannel = VoiceReplicationInfo.GetChannelAt(NewChannelIndex); if ( NewChannel == None ) { log("ChangeVoiceChannel - invalid channel index requested! ("$PRI@NewChannelIndex$")",'VoiceChat'); return; } NewChannel.AddMember(PRI); } OldChannel = VoiceReplicationInfo.GetChannelAt(OldChannelIndex); if ( OldChannel != None ) OldChannel.RemoveMember(PRI); } // -- rjp function SpecialEvent(PlayerReplicationInfo Who, string Desc) { if ( GameStats != None ) GameStats.SpecialEvent(Who,Desc); } function KillEvent(string Killtype, PlayerReplicationInfo Killer, PlayerReplicationInfo Victim, class<DamageType> Damage) { local TeamPlayerReplicationInfo TPRI; TPRI = TeamPlayerReplicationInfo(Victim); if ( TPRI != None ) { if ( Killer == None || Killer == Victim ) TPRI.Suicides++; TPRI.AddWeaponDeath(Damage); } TPRI = TeamPlayerReplicationInfo(Killer); if ( TPRI != None ) if ( TPRI != Victim ) TPRI.AddWeaponKill(Damage); if ( GameStats != None ) GameStats.KillEvent(KillType, Killer, Victim, Damage); } function GameEvent(string GEvent, string Desc, PlayerReplicationInfo Who) { local TeamPlayerReplicationInfo TPRI; if ( GameStats != None ) GameStats.GameEvent(GEvent, Desc, Who); TPRI = TeamPlayerReplicationInfo(Who); if ( TPRI == None ) return; if ( (GEvent ~= "flag_taken") || (GEvent ~= "flag_pickup") || (GEvent ~= "bomb_taken") || (GEvent ~= "Bomb_pickup") ) { TPRI.FlagTouches++; return; } if ( GEvent ~= "flag_returned" ) { TPRI.FlagReturns++; return; } } function ScoreEvent(PlayerReplicationInfo Who, float Points, string Desc) { if ( GameStats != None ) GameStats.ScoreEvent(Who,Points,Desc); } function TeamScoreEvent(int Team, float Points, string Desc) { if ( GameStats != None ) GameStats.TeamScoreEvent(Team,Points,Desc); } function int GetNumPlayers() { if ( NumPlayers > 0 ) return Max(NumPlayers, Min(NumPlayers+NumBots, MaxPlayers-1)); return NumPlayers; } function bool ShouldRespawn(Pickup Other) { return false; } function float SpawnWait(AIController B) { if ( B.PlayerReplicationInfo.bOutOfLives ) return 999; if ( Level.NetMode == NM_Standalone ) { if ( NumBots < 4 ) return 0; return ( 0.5 * FMax(2,NumBots-4) * FRand() ); } if ( bPlayersVsBots ) return 0; return FRand(); } function bool TooManyBots(Controller botToRemove) { return ( (Level.NetMode != NM_Standalone) && (NumBots + NumPlayers > MinPlayers) ); } function RestartGame() { if ( bGameRestarted ) return; if ( CurrentGameProfile != None ) { CurrentGameProfile.ContinueSinglePlayerGame(Level); return; } if ( EndTime > Level.TimeSeconds ) // still showing end screen return; Super.RestartGame(); } static function Texture GetRandomTeamSymbol(int base) { local string SymbolName; local int SymbolIndex, RawIndex; local array<string> TeamSymbols; local texture Result; class'CacheManager'.static.GetTeamSymbolList( TeamSymbols, True ); RawIndex = Rand(TeamSymbols.Length - base); SymbolIndex = base + RawIndex; if ( SymbolIndex >= TeamSymbols.Length ) SymbolIndex = RawIndex; SymbolName = TeamSymbols[SymbolIndex]; result = Texture(DynamicLoadObject(SymbolName, class'Texture')); if ( result == None ) result = Texture(DynamicLoadObject(TeamSymbols[0], class'Texture')); if ( result == None ) warn("No Team Symbol! (TeamSymbols[0] is invalid)"); return result; } // Stubs function ObjectiveDisabled( GameObjective DisabledObjective ); function FindNewObjectives( GameObjective DisabledObjective ); function GameObject GetGameObject( Name GameObjectName ); function ScoreGameObject( Controller C, GameObject GO ); function ChangeLoadOut(PlayerController P, string LoadoutName); function ForceAddBot(); function bool CanShowPathTo(PlayerController P, int TeamNum); function ShowPathTo(PlayerController P, int TeamNum); function int AdjustDestroyObjectiveDamage( int Damage, Controller InstigatedBy, GameObjective GO ) { return Damage; } function bool CanDisableObjective( GameObjective GO ) { return true; } /* only allow pickups if they are in the pawns loadout */ function bool PickupQuery(Pawn Other, Pickup item) { local byte bAllowPickup; if ( (GameRulesModifiers != None) && GameRulesModifiers.OverridePickupQuery(Other, item, bAllowPickup) ) return (bAllowPickup == 1); if ( (UnrealPawn(Other) != None) && !UnrealPawn(Other).IsInLoadout(item.inventorytype) ) return false; if ( Other.Inventory == None ) return true; else return !Other.Inventory.HandlePickupQuery(Item); } function InitPlacedBot(Controller C, RosterEntry R); function GetServerDetails(out ServerResponseLine ServerState) { Super.GetServerDetails(ServerState); AddServerDetail( ServerState, "MinPlayers", MinPlayers ); AddServerDetail( ServerState, "EndTimeDelay", EndTimeDelay ); } // <hack> static function AdjustBotInterface(bool bSinglePlayer) { if ( bSinglePlayer ) { default.MPGIPropsDisplayText[0] = default.SPBotText; default.MPGIPropDescText[0] = default.SPBotDesc; default.BotModeText = GenerateBotOptions( True ); } else { default.MPGIPropsDisplayText[0] = default.MPBotText; default.MPGIPropDescText[0] = default.MPBotDesc; default.BotModeText = GenerateBotOptions( False ); } } static function string GenerateBotOptions(bool bSinglePlayer) { local string option; local byte value; if ( bSinglePlayer ) { // Get the value of MP botmode value = default.BotMode & 12; // Give three options - 0, 1, 2 option = value $ ";" $ default.BotOptions[0]; option $= ";" $ value | 1 $ ";" $ default.BotOptions[1]; option $= ";" $ value | 2 $ ";" $ default.BotOptions[2]; } else { // get the value of SP botmode value = default.BotMode & 3; // Give three options - 4, 8, 16 option = value | 4 $ ";" $ default.BotOptions[0]; option $= ";" $ value | 8 $ ";" $ default.BotOptions[2]; if ( Default.bTeamGame ) option $= ";" $ value | 16 $ ";" $ default.BotOptions[3]; } return option; } // </hack> static function FillPlayInfo(PlayInfo PlayInfo) { local int i; Super.FillPlayInfo(PlayInfo); // Always begin with calling parent PlayInfo.AddSetting(default.BotsGroup, "MinPlayers", default.MPGIPropsDisplayText[i++], 0, 0, "Text", "3;0:32"); PlayInfo.AddSetting(default.GameGroup, "EndTimeDelay", default.MPGIPropsDisplayText[i++], 1, 1, "Text", , , , True); PlayInfo.AddSetting(default.BotsGroup, "BotMode", default.MPGIPropsDisplayText[i++], 30, 1, "Select", default.BotModeText); PlayInfo.AddSetting(default.RulesGroup, "bAllowPrivateChat", default.MPGIPropsDisplayText[i++], 254, 1, "Check", , "Xv", True, True); } static event string GetDescriptionText(string PropName) { switch (PropName) { case "MinPlayers": return default.MPGIPropDescText[0]; case "EndTimeDelay": return default.MPGIPropDescText[1]; case "BotMode": return default.MPGIPropDescText[2]; case "bAllowPrivateChat": return default.MPGIPropDescText[3]; } return Super.GetDescriptionText(PropName); } function int MultiMinPlayers() { return MinPlayers; } defaultproperties { PlayerControllerClassName="UnrealGame.UnrealPlayer" bTeamScoreRounds=false bAllowPrivateChat=True BotRatio=+1.0 MPGIPropsDisplayText(0)="Min Players" MPGIPropsDisplayText(1)="Delay at End of Game" MPGIPropsDisplayText(2)="Bot Mode" MPGIPropsDisplayText(3)="Allow Private Chat" MPGIPropDescText(0)="Bots fill server if necessary to make sure at least this many participant in the match." MPGIPropDescText(1)="How long to wait after the match ends before switching to the next map." MPGIPropDescText(2)="Specify how the number of bots in the match is determined." MPGIPropDescText(3)="Controls whether clients are allowed to create and join individual private chat rooms on this server" VoiceReplicationInfoClass=class'UnrealGame.UnrealVoiceReplicationInfo' LocalStatsScreenClass=class'DMStatsScreen' EndTimeDelay=4.0 BotMode=5 // Default value of 5 means Use Map Defaults in SP, Specify Number in MP BotModeText="0;Specify Number;1;Use Map Defaults;2;Use Bot Roster" // <hack> SPBotText="Number Of Bots" MPBotText="Min Players" BotOptions(0)="Specify Number" BotOptions(1)="Use Map Defaults" BotOptions(2)="Use Bot Roster" BotOptions(3)="Players vs Bots" SPBotDesc="Specify the number of bots that should join your match." MPBotDesc="Bots fill server if necessary to make sure at least this many participants in the match." // </hack> } |
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