Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

UTPlusStandaloneHitSounds.UTPlusTag


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
00309
00310
00311
00312
00313
00314
00315
00316
00317
00318
00319
00320
00321
00322
00323
00324
00325
00326
00327
00328
00329
00330
00331
00332
00333
00334
00335
00336
00337
00338
00339
00340
00341
00342
00343
00344
00345
00346
00347
00348
00349
00350
00351
00352
00353
00354
00355
00356
00357
00358
00359
00360
00361
00362
00363
00364
00365
00366
00367
00368
00369
00370
00371
00372
00373
00374
00375
00376
00377
00378
00379
00380
00381
00382
00383
00384
00385
00386
00387
00388
00389
00390
00391
00392
00393
00394
00395
00396
00397
00398
00399
00400
00401
00402
00403
00404
00405
00406
00407
00408
00409
00410
00411
00412
00413
00414
00415
00416
00417
00418
00419
00420
00421
00422
00423
00424
00425
00426
00427
00428
00429
00430
00431
00432
/******************************************************************************
Abstract base class for information-holding actors that can be attached to
arbitrary other actors. Actors of the same subclass of UTPlusTag are linked as a
list and can be efficiently retrieved given the actor they are attached to.

Subclasses should expose the following public interface:

var UTPlusTagCustom nextTag
static function UTPlusTagCustom FindFor(KeeperClass Keeper)
static function UTPlusTagCustom SpawnFor(KeeperClass Keeper)

FindFor and SpawnFor can be implemented by means of calling the protected
functions InternalFindFor and InternalSpawnFor. Overwriting them in the
subclass gives it the opportunity to return a reference to a UTPlusTag instance
of that specific subclass and to restrict the class of actors it can be
attached to.

Internally, subclasses must overwrite the following protected functions
which take care of maintaining the linked list:

protected simulated function UTPlusTag InternalGetFirst()
protected simulated function       InternalSetFirst(UTPlusTag TagFirst)
protected simulated function UTPlusTag InternalGetNext()
protected simulated function       InternalSetNext(UTPlusTag TagNext)

InternalGetNext and InternalSetNext act as accessors for the nextTag
variable declared in the UTPlusTag subclass. InternalGetFirst and
InternalSetFirst access a centrally available reference to the first item
in the linked list. This may be anywhere, for instance in the globally
available instance of JBGameReplicationInfo.

Mixing UTPlusTag actors with inventory of any other kind is not advisable.

Copyright © 2002 Mychaeel <mychaeel@planetjailbreak.com>


Creation date: 2010-06-03 11:49
Last change: $Id$
This class was originally created as "Jailbreak.JBTag" by Mychaeel for JB200x,
I (Wormbo) only renamed it to fit the UTPlus naming scheme. Please direct any
questions about this code or any kind of reuse to him, not me.
******************************************************************************/

class UTPlusTag extends Inventory abstract notplaceable;


// ============================================================================
// Subclass Template
//
// Replace the following terms in the following code by existing symbols:
//
//   UTPlusTagCustom      Your custom subclass of UTPlusTag.
//   KeeperClass      Class of actors that keep items of your UTPlusTag subclass.
//   firstTagCustom   Reference to the first item in the linked list.
//
// Also introduce the firstTagCustom variable in JBGameReplicationInfo.
// ============================================================================

/*
var UTPlusTagCustom nextTag;

static function UTPlusTagCustom FindFor(KeeperClass Keeper) {
return UTPlusTagCustom(InternalFindFor(Keeper)); }
static function UTPlusTagCustom SpawnFor(KeeperClass Keeper) {
return UTPlusTagCustom(InternalSpawnFor(Keeper)); }

protected simulated function UTPlusTag InternalGetFirst() {
return class'UTPlusTagGame'.static.FindFor(Level).firstTagCustom; }
protected simulated function InternalSetFirst(UTPlusTag TagFirst) {
class'UTPlusTagGame'.static.FindFor(Level).firstTagCustom = UTPlusTagCustom(TagFirst); }
protected simulated function UTPlusTag InternalGetNext() {
return nextTag; }
protected simulated function InternalSetNext(UTPlusTag TagNext) {
nextTag = UTPlusTagCustom(TagNext); }
*/


// ============================================================================
// Replication
// ============================================================================

replication
{
	reliable if (Role == ROLE_Authority)
		Keeper, bIsRegisteredOnServer;
}


// ============================================================================
// Variables
// ============================================================================

var protected Actor Keeper;              // replicated keeper actor
var protected Actor KeeperLocal;         // local copy of keeper reference

var private bool bIsRegisteredOnServer;  // registered on the server
var private bool bIsRegisteredOnClient;  // registered on this client


// ============================================================================
// DestroyFor
//
// Finds and destroys the UTPlusTag actor of the calling subclass associated with
// the given keeper. Does nothing if none is found.
// ============================================================================

static function DestroyFor(Actor Keeper)
{
	local UTPlusTag TagDestroy;

	TagDestroy = InternalFindFor(Keeper);
	if (TagDestroy != None)
		TagDestroy.Destroy();
}


// ============================================================================
// GetGameReplicationInfo
//
// Returns a reference to the GameReplicationInfo actor.
// ============================================================================
/*
simulated function GameReplicationInfo GetGameReplicationInfo()
{
	if (Level.Game != None)
		return Level.Game.GameReplicationInfo;

	return Level.GetLocalPlayerController().GameReplicationInfo;
}
*/

// ============================================================================
// InternalFindFor
//
// Finds and returns a reference to the UTPlusTag actor of the calling subclass
// associated with the given keeper. Client-side, if no item is found in the
// keeper actor's inventory, tries to find it with DynamicActors and registers
// it locally in the keeper's inventory on success. Otherwise returns None.
// ============================================================================

protected static function UTPlusTag InternalFindFor(Actor Keeper)
{
	local UTPlusTag thisTag;
	local Inventory thisInventory;

	if (Keeper == None)
		return None;

	for (thisInventory = Keeper.Inventory; thisInventory != None; thisInventory = thisInventory.Inventory) {
		if (thisInventory.Class == Default.Class)
			return UTPlusTag(thisInventory);
	}
	if (Keeper.Role < ROLE_Authority) {
		foreach Keeper.DynamicActors(Class'UTPlusTag', thisTag) {
			if (thisTag.Class == Default.Class && thisTag.Keeper == Keeper)
				return thisTag.RegisterInInventory();
		}
	}
	return None;
}


// ============================================================================
// InternalSpawnFor
//
// If the given keeper actor doesn't already possess a UTPlusTag actor of the
// calling subclass, spawns one and returns a reference to it. Otherwise
// returns a reference to the existing item.
// ============================================================================

protected static function UTPlusTag InternalSpawnFor(Actor Keeper)
{
	local UTPlusTag TagSpawned;

	if (Keeper == None)
		return None;

	TagSpawned = InternalFindFor(Keeper);
	if (TagSpawned == None)
		TagSpawned = Keeper.Spawn(Default.Class, Keeper);

	return TagSpawned;
}


// ============================================================================
// InternalGetFirst
// InternalSetFirst
// InternalGetNext
// InternalSetNext
//
// Protected maintenance functions. Must be implemented in subclasses.
// ============================================================================

protected simulated function UTPlusTag InternalGetFirst();
protected simulated function       InternalSetFirst(UTPlusTag TagFirst);
protected simulated function UTPlusTag InternalGetNext();
protected simulated function       InternalSetNext(UTPlusTag TagNext);


// ============================================================================
// Register
//
// Registers this item both in the global linked list and in the keeper
// actor's inventory. Requires the item to be owned by its keeper actor before
// being called. Communicates the registration to all clients.
// ============================================================================

function Register()
{
	if (bIsRegisteredOnServer || Owner == None)
		return;

	Keeper = Owner;

	RegisterInList();
	RegisterInInventory();
	RegisterLocal();

	bIsRegisteredOnServer = True;  // triggers PostNetReceive on clients
}


// ============================================================================
// RegisterLocal
// UnregisterLocal
//
// Called locally on every client after this item has been registered or
// before it is unregistered.
// ============================================================================

protected simulated function RegisterLocal();
protected simulated function UnregisterLocal();


// ============================================================================
// Unregister
//
// Unregisters this item from both the global linked list and the keeper
// actor's inventory. Communicates the unregistration to all clients.
// ============================================================================

function Unregister()
{
	if (!bIsRegisteredOnServer)
		return;

	UnregisterLocal();
	UnregisterFromList();
	UnregisterFromInventory();

	Keeper = None;
	SetOwner(None);

	bIsRegisteredOnServer = False;  // triggers PostNetReceive on clients
}


// ============================================================================
// RegisterInList
//
// Registers this item in the global linked list. Doesn't check whether the
// item is present there already and thus assumes that this isn't the case.
// Returns a reference to the item.
// ============================================================================

private /*simulated*/ function UTPlusTag RegisterInList()
{
	InternalSetNext(InternalGetFirst());
	InternalSetFirst(Self);

	return Self;
}


// ============================================================================
// RegisterInInventory
//
// Registers this item in its keeper actor's inventory. Doesn't check whether
// the item is present there already and thus assumes that this isn't the case.
// Returns a reference to the item.
// ============================================================================

private simulated function UTPlusTag RegisterInInventory()
{
	if (Keeper == None)
		return Self;

	KeeperLocal = Keeper;

	Inventory = KeeperLocal.Inventory;
	KeeperLocal.Inventory = Self;

	return Self;
}


// ============================================================================
// UnregisterFromList
//
// Removes this item from the global linked list.
// ============================================================================

private /*simulated*/ function UnregisterFromList()
{
	local UTPlusTag thisTag;

	if (InternalGetFirst() == Self)
		InternalSetFirst(InternalGetNext());
	else {
		for (thisTag = InternalGetFirst(); thisTag != None; thisTag = thisTag.InternalGetNext()) {
			if (thisTag.InternalGetNext() == Self)
				thisTag.InternalSetNext(InternalGetNext());
		}
	}
}


// ============================================================================
// UnregisterFromInventory
//
// Removes this item from its keeper actor's inventory and resets the keeper
// actor reference.
// ============================================================================

private simulated function UnregisterFromInventory()
{
	local Inventory thisInventory;

	if (KeeperLocal != None) {
		if (KeeperLocal.Inventory == Self) {
			KeeperLocal.Inventory = Inventory;
		}
		else {
			for (thisInventory = KeeperLocal.Inventory; thisInventory != None; thisInventory = thisInventory.Inventory) {
				if (thisInventory.Inventory == Self)
					thisInventory.Inventory = Inventory;
			}
		}
	}
	KeeperLocal = None;
}


// ============================================================================
// BeginPlay
//
// Registers this item server-side. Client-side registration is taken care of
// by the PostNetReceive event.
// ============================================================================

event BeginPlay()
{
	Register();
}


// ============================================================================
// PostNetReceive
//
// Called when a replication update is received. Client-side, checks whether
// a change in the server-side registration change occurred and registers or
// unregisters the item accordingly.
// ============================================================================

simulated event PostNetReceive()
{
	if (Role == ROLE_Authority || bIsRegisteredOnClient == bIsRegisteredOnServer)
		return;

	if (bIsRegisteredOnServer)
		GotoState('Registering');
	else {
		UnregisterLocal();
		UnregisterFromList();
		UnregisterFromInventory();
	}

	bIsRegisteredOnClient = bIsRegisteredOnServer;
}


// ============================================================================
// Destroyed
//
// Automatically unregisters this UTPlusTag item.
// ============================================================================

simulated event Destroyed()
{
	UnregisterLocal();
	UnregisterFromList();
	UnregisterFromInventory();
}


// ============================================================================
// state Registering
//
// Used for client-side registration of this actor. Waits until the
// GameReplicationInfo actor has been replicated and is available on the
// client, then registers itself.
// ============================================================================

simulated state Registering
{
Begin:
	while (Keeper == None)
		Sleep(0.0);  // sleep for a tick

	RegisterInList();
	RegisterInInventory();
	RegisterLocal();

} // state Registering


// ============================================================================
// Defaults
// ============================================================================

defaultproperties
{
	RemoteRole = ROLE_None;  // may be changed in subclasses

	bAlwaysRelevant = True;
	bNetNotify = True;
	bOnlyRelevantToOwner = False;
	bSkipActorPropertyReplication = True;
	NetUpdateFrequency = 10.0;
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Class file time: Mo 29.8.2011 11:58:04.000 - Creation time: Sa 23.8.2014 09:19:04.605 - Created with UnCodeX