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//============================================================================= // xDoubleDom //============================================================================= class xDoubleDom extends TeamGame config; // todo: doesn't handle the case where controllingpawn leaves the game or is killed (when it awards score, could be dangling...) var() config int TimeToScore; // duration both points must be controlled for to score a point // TODO (rjp) update this class to use new time tracking vars that were merged from Onslaught/Assault/BombingRun var() config int TimeDisabled; // duration both points are disabled for after a point is scored var xDomPoint xDomPoints[2]; // the two domination points in the level var int ScoreCountDown; // count down until a point is scored var transient int DisabledCountDown; // count down until points are re-enabled after a point is scored var() Sound ControlSounds[2]; // OBSOLETE control sounds var() Sound ScoreSounds[2]; // OBSOLETE score sounds var() Sound AvertedSounds[4]; // OBSOLETE score averted sounds var() name ControlSoundNames[2]; // control sounds var() name ScoreSoundNames[2]; // score sounds var() name AvertedSoundNames[4]; // score averted sounds var sound NewRoundSound; // OBSOLETE // mc - localized PlayInfo descriptions & extra info const DDPROPNUM = 2; var localized string DDomPropsDisplayText[DDPROPNUM]; var localized string DDomPropDescText[DDPROPNUM]; static function PrecacheGameTextures(LevelInfo myLevel) { class'xTeamGame'.static.PrecacheGameTextures(myLevel); myLevel.AddPrecacheMaterial(Material'XGameTextures.DOMpointGREY'); myLevel.AddPrecacheMaterial(Material'XGameTextures.DOMpointLINESg'); myLevel.AddPrecacheMaterial(Material'XGameTextures.DOMPointABg'); myLevel.AddPrecacheMaterial(Material'XGameTextures.DOMPointABr'); myLevel.AddPrecacheMaterial(Material'XGameTextures.DOMpointLINESr'); myLevel.AddPrecacheMaterial(Material'XGameTextures.DOMpointRED'); myLevel.AddPrecacheMaterial(Material'XGameTextures.RedScreenA'); myLevel.AddPrecacheMaterial(Material'XGameTextures.DOMPointABb'); myLevel.AddPrecacheMaterial(Material'XGameTextures.DOMpointLINESb'); myLevel.AddPrecacheMaterial(Material'XGameTextures.DOMpointBLUE'); myLevel.AddPrecacheMaterial(Material'XEffects.RedMarker_T'); myLevel.AddPrecacheMaterial(Material'XEffects.BlueMarker_T'); } static function PrecacheGameAnnouncements(AnnouncerVoice V, bool bRewardSounds) { Super.PrecacheGameAnnouncements(V,bRewardSounds); if ( !bRewardSounds ) { V.PrecacheSound(Default.ControlSoundNames[0]); V.PrecacheSound(Default.ControlSoundNames[1]); V.PrecacheSound(Default.ScoreSoundNames[0]); V.PrecacheSound(Default.ScoreSoundNames[1]); V.PrecacheSound(Default.AvertedSoundNames[1]); V.PrecacheSound(Default.AvertedSoundNames[3]); V.PrecacheSound('NewRoundIn'); } } /* OBSOLETE UpdateAnnouncements() - preload all announcer phrases used by this actor */ simulated function UpdateAnnouncements() {} // FIXME DDOM- 16 is alpha secure, 17 is bravo secure function int GetStatus(PlayerController Sender, Bot B) { local name BotOrders; BotOrders = B.GetOrders(); if ( B.Pawn == None ) { if ( (BotOrders == 'DEFEND') && (B.Squad.Size == 1) ) return 0; } else if ( (B.Enemy == None) && (B.Squad.SquadObjective != None) && (B.Squad.SquadObjective.DefenderTeamIndex == B.Squad.Team.TeamIndex) && B.LineOfSightTo(B.Squad.SquadObjective) ) { if ( DominationPoint(B.Squad.SquadObjective).PrimaryTeam == 0 ) return 16; else return 17; } else return super.GetStatus(Sender, B); } static function int OrderToIndex(int Order) { if(Order == 0) return 12; if(Order == 2) return 13; return Order; } static function PrecacheGameStaticMeshes(LevelInfo myLevel) { class'xDeathMatch'.static.PrecacheGameStaticMeshes(myLevel); myLevel.AddPrecacheStaticMesh(StaticMesh'XGame_rc.DomRing'); myLevel.AddPrecacheStaticMesh(StaticMesh'XGame_rc.DomAMesh'); myLevel.AddPrecacheStaticMesh(StaticMesh'XGame_rc.DomBMesh'); } function PostBeginPlay() { local NavigationPoint N; local int i; Super.PostBeginPlay(); // find the first two domination points in the level i = 0; for(N = Level.NavigationPointList; N != None; N = N.NextNavigationPoint) { if (N.IsA('xDomPoint')) { xDomPoints[i] = xDomPoint(N); xDomPoints[i].ResetCount = ResetCount; i++; if (i == 2) break; } } if (i != 2) { // there were not enough domination points in the level! log("xDoubleDom: Level has wrong number of Domination Points!",'Error'); } } State MatchInProgress { function Timer() { local Controller TeamMate; local int i; Super.Timer(); if (bGameEnded || xDomPoints[0] == None || xDomPoints[1] == None) return; // are both points currently disabled? if (DisabledCountDown > 0) { DisabledCountDown--; if ( DisabledCountDown == 7 ) { for ( TeamMate = Level.ControllerList; TeamMate != None; TeamMate = TeamMate.NextController ) if ( PlayerController(TeamMate) != None ) PlayerController(TeamMate).PlayStatusAnnouncement('NewRoundIn',1,true); } else if ( (DisabledCountDown > 0) && (DisabledCountDown < 6) ) BroadcastLocalizedMessage(class'TimerMessage', DisabledCountDown); if (DisabledCountDown == 0) { xDomPoints[0].ResetPoint(true); xDomPoints[1].ResetPoint(true); } } // nothing more to do unless the same team controls both points if ( (xDomPoints[0].ControllingTeam != xDomPoints[1].ControllingTeam) || (xDomPoints[0].ControllingTeam == None) ) return; if (ScoreCountDown == TimeToScore) { for (TeamMate = Level.ControllerList; TeamMate != None; TeamMate = TeamMate.NextController) { if (TeamMate.IsA('PlayerController')) PlayerController(TeamMate).PlayStatusAnnouncement(ControlSoundNames[xDomPoints[0].ControllingTeam.TeamIndex],1,true); } } if (ScoreCountDown > 0 && ScoreCountDown < 9) BroadcastLocalizedMessage(class'TimerMessage', ScoreCountDown ); if (ScoreCountDown > 0) { // decrement the time remaining until a point is scored ScoreCountDown--; return; } for (TeamMate = Level.ControllerList; TeamMate != None; TeamMate = TeamMate.NextController) { if (TeamMate.IsA('PlayerController')) { PlayerController(TeamMate).PlayStatusAnnouncement(ScoreSoundNames[xDomPoints[0].ControllingTeam.TeamIndex],1,true); PlayerController(TeamMate).ClientPlaySound(class'CTFMessage'.Default.Riffs[Rand(3)]); } } // controlling team has scored! xDomPoints[0].ControllingTeam.Score += 1.0; xDomPoints[0].ControllingTeam.NetUpdateTime = Level.TimeSeconds - 1; TeamScoreEvent(xDomPoints[0].ControllingTeam.TeamIndex,1,"dom_teamscore"); // award scoring players some Adrenaline and increase their score if ( (xDomPoints[0].ControllingPawn != None) && (xDomPoints[0].ControllingPawn.Controller != None) ) { xDomPoints[0].ControllingPawn.Controller.PlayerReplicationInfo.Score += 5.0; xDomPoints[0].ControllingPawn.Controller.PlayerReplicationInfo.NetUpdateTime = Level.TimeSeconds - 1; xDomPoints[0].ControllingPawn.Controller.AwardAdrenaline(ADR_Goal); ScoreEvent(xDomPoints[0].ControllingPawn.Controller.PlayerReplicationInfo,5,"dom_score"); } if ( (xDomPoints[1].ControllingPawn != None) && (xDomPoints[1].ControllingPawn.Controller != None) ) { xDomPoints[1].ControllingPawn.Controller.PlayerReplicationInfo.Score += 5.0; xDomPoints[1].ControllingPawn.Controller.PlayerReplicationInfo.NetUpdateTime = Level.TimeSeconds - 1; xDomPoints[1].ControllingPawn.Controller.AwardAdrenaline(ADR_Goal); ScoreEvent(xDomPoints[1].ControllingPawn.Controller.PlayerReplicationInfo,5,"dom_score"); } // reset count ScoreCountDown = TimeToScore; // make all control points be untouchable for a short period DisabledCountDown = TimeDisabled; // reset both domination points and disable them xDomPoints[0].ResetPoint(false); xDomPoints[1].ResetPoint(false); // check if the game is over because either team has achieved the goal limit if ( GoalScore > 0 ) { for (i = 0; i < 2; i++ ) { if ( Teams[i].Score >= GoalScore ) { EndGame(None,"teamscorelimit"); } } } } } function ClearControl(Controller Other) { local Controller P; local PlayerController Player; local Pawn Pick; if ( (PlayerController(Other) == None) || (Other.PlayerReplicationInfo.Team.TeamIndex == 255) ) return; if ( (xDomPoints[0].ControllingPawn != Other) && (xDomPoints[1].ControllingPawn != Other) ) return; // find a suitable teammate for( P=Level.ControllerList; P!=None; P=P.nextController ) { Player = PlayerController(P); if ( (Player != None) && (Player != Other) && (Player.PlayerReplicationInfo.Team == Other.PlayerReplicationInfo.Team) ) { Pick = Player.Pawn; break; } } // update both control points with the new controlling pawn, since the other one is leaving (if no other suitable // teammate was found, then the point will return to neutral) if (xDomPoints[0].ControllingPawn == Other) { xDomPoints[0].ControllingPawn = Pick; xDomPoints[0].UpdateStatus(); } if (xDomPoints[1].ControllingPawn == Other) { xDomPoints[1].ControllingPawn = Pick; xDomPoints[1].UpdateStatus(); } } function Logout( Controller Exiting ) { ClearControl(Exiting); Super.Logout(Exiting); } function ResetCount() { local name Aversion; local Controller TeamMate; if ( ScoreCountDown < TimeToScore ) { Aversion = AvertedSoundNames[1]; if (TimeToScore - ScoreCountDown > (TimeToScore/2)) { if (TimeToScore - ScoreCountDown >= (TimeToScore-1)) { // within one second of a score Aversion = AvertedSoundNames[3]; } else { // halfway to a score Aversion = AvertedSoundNames[2]; } } else if ( TimeToScore - ScoreCountDown < 2 ) { for (TeamMate = Level.ControllerList; TeamMate != None; TeamMate = TeamMate.NextController) { if (TeamMate.IsA('PlayerController')) PlayerController(TeamMate).PlayAnnouncement(Sound'GameSounds.DDAverted',2,true); } ScoreCountDown = TimeToScore; return; } for (TeamMate = Level.ControllerList; TeamMate != None; TeamMate = TeamMate.NextController) { if (TeamMate.IsA('PlayerController')) PlayerController(TeamMate).PlayStatusAnnouncement(Aversion,2,true); } } ScoreCountDown = TimeToScore; } function bool CriticalPlayer(Controller Other) { // In DOM, critical players are anyone within 1024 units of the dom point // who have los to it. if ( (vsize(Other.Pawn.Location - xDomPoints[0].Location) <=1024) || (vsize(Other.Pawn.Location - xDomPoints[1].Location) <=1024) ) return true; return Super.CriticalPlayer(Other); } function Killed( Controller Killer, Controller Killed, Pawn KilledPawn, class<DamageType> damageType ) { if ( (Killer != None) && Killer.bIsPlayer && Killed.bIsPlayer && (Killer.PlayerReplicationInfo.Team != Killed.PlayerReplicationInfo.Team) && (xPawn(Killer.Pawn) != None) && (DisabledCountDown > 0)) { Killer.AwardAdrenaline(ADR_MinorBonus); } Super.Killed(Killer, Killed, KilledPawn, damageType); } function GetServerDetails(out ServerResponseLine ServerState) { Super.GetServerDetails(ServerState); AddServerDetail( ServerState, "TimeToScore", TimeToScore ); AddServerDetail( ServerState, "TimeDisabled", TimeDisabled ); } static function FillPlayInfo(PlayInfo PlayInfo) { local int i; Super.FillPlayInfo(PlayInfo); // Always begin with calling parent PlayInfo.AddSetting("Game", "TimeToScore", default.DDomPropsDisplayText[i++], 40, 1, "Text", "3;0:60",,,True); PlayInfo.AddSetting("Game", "TimeDisabled", default.DDomPropsDisplayText[i++], 40, 1, "Text", "3;0:60",,,True); } static event string GetDescriptionText(string PropName) { switch (PropName) { case "TimeToScore": return default.DDomPropDescText[0]; case "TImeDisabled": return default.DDomPropDescText[1]; } return Super.GetDescriptionText(PropName); } function actor FindSpecGoalFor(PlayerReplicationInfo PRI, int TeamIndex) { local XPlayer PC; local xDomLetter Dom[2],d; PC = XPlayer(PRI.Owner); if (PC==None) return none; foreach AllActors(class'xDomLetter',d) if (xDomA(d)!=None) Dom[0]=d; else Dom[1]=d; if ( vsize(PC.Location - Dom[0].Location) < vsize(PC.Location - Dom[1].Location) ) return Dom[1]; else return Dom[0]; return none; } event SetGrammar() { LoadSRGrammar("DOM"); } event Destroyed() { local int i; for ( i = 0; i < 2; i++ ) { if ( xDomPoints[i] != None ) xDomPoints[i].ResetCount = None; } Super.Destroyed(); } defaultproperties { HUDType="XInterface.HudCDoubleDomination" MapListType="XInterface.MapListDoubleDomination" GameName="Double Domination" GoalScore=3 ScoreCountDown=10 TimeToScore=10 TimeDisabled=10 MapPrefix="DOM" BeaconName="DOM" bScoreTeamKills=false bSpawnInTeamArea=true bTeamScoreRounds=false ADR_Kill=2.0 DefaultEnemyRosterClass="xGame.xTeamRoster" bMustHaveMultiplePlayers=false // sounds for this game type ControlSoundNames(0)=Red_Team_Dominating' ControlSoundNames(1)=Blue_Team_Dominating' ScoreSoundNames(0)=Red_Team_Scores' ScoreSoundNames(1)=Blue_Team_Scores' AvertedSoundNames(1)=Narrowly_Averted AvertedSoundNames(2)=Narrowly_Averted AvertedSoundNames(3)=Last_Second_Save DeathMessageClass=class'XGame.xDeathMessage' TeamAIType(0)=class'UnrealGame.DOMTeamAI' TeamAIType(1)=class'UnrealGame.DOMTeamAI' ScreenShotName="UT2004Thumbnails.DOMShots" DecoTextName="XGame.DoubleDom" Acronym="DOM2" OtherMesgGroup="DoubleDom" DDomPropsDisplayText(0)="Time To Score" DDomPropsDisplayText(1)="Time Disabled" DDomPropDescText(0)="Specifies how long domination points must be held to score a point." DDomPropDescText(1)="Specifies how long domination points are disabled after a point is scored." Description="Your team scores by capturing and holding both Control Points for ten seconds. Control Points are captured by touching them. After scoring, the Control Points reset to neutral." } |
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