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 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 | UnrealScript Documentation |
previous class next class | frames no frames |