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//============================================================================= // GameInfo. // // default game info is normal single player // //============================================================================= class GameInfo expands Info config localized intrinsic; //----------------------------------------------------------------------------- // Variables. var int ItemGoals, KillGoals, SecretGoals; var globalconfig byte Difficulty; // 0=easy, 1=medium, 2=hard, 3=very hard. var() config bool bNoMonsters; // Whether monsters are allowed in this play mode. var() config bool bMuteSpectators; //Whether spectators are allowed to speak var() config bool bHumansOnly; var() bool bRestartLevel; var() config bool bAllowRemoteAdmin; var() bool bPauseable; // Whether the level is pauseable. var() config bool bCoopWeaponMode; var globalconfig bool bLowGore; var globalconfig bool bShareware; // If running shareware version var bool bCanChangeSkin; var() config float AutoAim; //how much autoaiming to do (1 = none, 0 = always) // (cosine of max error to correct) var() globalconfig float GameSpeed; var float StartTime; var() class<playerpawn> DefaultPlayerClass; var() class<weapon> DefaultWeapon; // default weapon given to player at start var() config int MaxSpectators; //Maximum number of spectators var() private config string[32] AdminPassword; //Password to receive bAdmin privileges var Scoreboard Scores; var() class<scoreboard> ScoreBoardType; var() class<menu> GameMenuType; var() class<hud> HUDType; var() class<MapList> MapListType; var() string[16] MapPrefix; // Prefix characters for names of maps for this game type var() string[15] BeaconName; var() string[64] SpecialDamageString; var localized string[64] SwitchLevelMessage; var int SentText; var localized string[16] DefaultPlayerName; var localized string[255] LeftMessage; var localized string[255] FailedSpawnMessage; var localized string[255] FailedPlaceMessage; var localized string[255] NameChangedMessage; var localized string[255] EnteredMessage; // Default waterzone entry and exit effects var class<actor> DefaultWaterEntryActor; var class<actor> DefaultWaterExitActor; var sound DefaultWaterEntrySound; var sound DefaultWaterExitSound; //------------------------------------------------------------------------------ // Engine notifications. function PreBeginPlay() { StartTime = Level.TimeSeconds; SetTimer(1.0, true); Level.TimeDilation = GameSpeed; // don't call parent prebeginplay } function PostBeginPlay() { if( (ScoreBoardType != None) && (Scores == None) ) Scores = spawn(ScoreBoardType); Super.PostBeginPlay(); } function Timer() { SentText = 0; if( Scores != None ) { Scores.UpdateScores(); } } //------------------------------------------------------------------------------ // Game parameters. // // Set gameplay speed. // function SetGameSpeed( Float T ) { GameSpeed = FMax(T, 0.1); Level.TimeDilation = GameSpeed; } // // Called after setting low or high detail mode. // event DetailChange() { local actor A; local zoneinfo Z; local skyzoneinfo S; if( !Level.bHighDetailMode ) { foreach AllActors(class'Actor', A) { if( A.bHighDetail && !A.bAlwaysRelevant ) A.Destroy(); } } foreach AllActors(class'ZoneInfo', Z) { foreach AllActors(class'SkyZoneInfo', S) Z.SkyZone = S; foreach AllActors(class'SkyZoneInfo', S) if( S.bHighDetail == Level.bHighDetailMode ) Z.SkyZone = S; } } // // Return whether an actor should be destroyed in // this type of game. // function bool IsRelevant( actor Other ) { if ( (Difficulty==0 && !Other.bDifficulty0 ) || (Difficulty==1 && !Other.bDifficulty1 ) || (Difficulty==2 && !Other.bDifficulty2 ) || (Difficulty==3 && !Other.bDifficulty3 ) || (!Other.bSinglePlayer && (Level.NetMode==NM_Standalone) ) || (!Other.bNet && ((Level.NetMode == NM_DedicatedServer) || (Level.NetMode == NM_ListenServer)) ) || (!Other.bNetSpecial && (Level.NetMode==NM_Client)) ) return False; if( bNoMonsters && (Pawn(Other) != None) && !Pawn(Other).bIsPlayer ) return False; if( FRand() > Other.OddsOfAppearing ) return False; // Update the level info goal counts. if( Other.bIsSecretGoal ) SecretGoals++; if( Other.bIsItemGoal ) ItemGoals++; if( Other.bIsKillGoal ) KillGoals++; return True; } //------------------------------------------------------------------------------ // Player start functions // // Grab the next option from a string. // function bool GrabOption( out string[120] Options, out string[64] Result ) { if( Left(Options,1)=="?" ) { // Get result. Result = Mid(Options,1); if( InStr(Result,"?")>=0 ) Result = Left( Result, InStr(Result,"?") ); // Update options. Options = Mid(Options,1); if( InStr(Options,"?")>=0 ) Options = Mid( Options, InStr(Options,"?") ); else Options = ""; return true; } else return false; } // // Break up a key=value pair into its key and value. // function GetKeyValue( string[64] Pair, out string[64] Key, out string[64] Value ) { if( InStr(Pair,"=")>=0 ) { Key = Left(Pair,InStr(Pair,"=")); Value = Mid(Pair,InStr(Pair,"=")+1); } else { Key = Pair; Value = ""; } } // // See if an option was specified in the options string. // function bool HasOption( string[120] Options, string[32] InKey ) { local string[64] Pair, Key, Value; while( GrabOption( Options, Pair ) ) { GetKeyValue( Pair, Key, Value ); if( Key ~= InKey ) return true; } return false; } // // Find an option in the options string and return it. // function String[32] ParseOption( string[120] Options, string[32] InKey ) { local string[64] Pair, Key, Value; while( GrabOption( Options, Pair ) ) { GetKeyValue( Pair, Key, Value ); if( Key ~= InKey ) return Value; } return ""; } // // Initialize the game. //warning: this is called before actors' PreBeginPlay. // event InitGame( string[120] Options, out string[80] Error ) { local string[64] InDiff, InAllowAdmin; log( "InitGame: " $ Options ); InDiff = ParseOption( Options, "Difficulty" ); if ( InDiff != "" ) Difficulty = int(InDiff); log("Difficulty "$Difficulty); InAllowAdmin = ParseOption( Options, "AllowAdmin" ); if ( InAllowAdmin != "" ) { bAllowRemoteAdmin = bool(InAllowAdmin); if ( bAllowRemoteAdmin ) { AdminPassword = ParseOption( Options, "AdminPassword"); log ("Remote Administration with Password "$AdminPassWord); } } } // // Return beacon text for serverbeacon. // event GetBeaconText( out string[240] Result ) { Result = Level.ComputerName $ " " $ Left(Level.Title,24) $ " " $ BeaconName; } // // Optional handling of ServerTravel for network games. // function ProcessServerTravel( string[240] URL, bool bItems ) { local playerpawn P; // Notify clients we're switching level and give them time to receive. foreach AllActors( class'PlayerPawn', P ) if( P.Player!=None ) P.ClientTravel( Level.GetAddressURL(), TRAVEL_Relative, bItems ); // Switch immediately if not networking. if( Level.NetMode!=NM_DedicatedServer && Level.NetMode!=NM_ListenServer ) Level.NextSwitchCountdown = 0.0; } // // Accept or reject a player on the server. // Fails login if you set the Error to a non-empty string. // event playerpawn PreLogin ( string[120] Options, out string[80] Error ) { // Do any name or password or name validation here. Error=""; } // // Log a player in. // Fails login if you set the Error string. // event playerpawn Login ( string[32] Portal, string[120] Options, out string[80] Error, class<playerpawn> SpawnClass ) { local NavigationPoint StartSpot; local PlayerPawn NewPlayer, TestPlayer; local Pawn PawnLink; local string[64] InName, InTeam, InPassword, InSkin; // Get URL options. InName = ParseOption( Options, "Name" ); InTeam = ParseOption( Options, "Team" ); InPassword = ParseOption( Options, "Password" ); InSkin = ParseOption( Options, "Skin" ); log( "Login: " $ InName ); // Find a start spot. StartSpot = FindPlayerStart( 0, Portal ); if( StartSpot == None ) { Error = FailedPlaceMessage; return None; } // Try to match up to existing unoccupied player in level, // for savegames and coop level switching. for( PawnLink=Level.PawnList; PawnLink!=None; PawnLink=PawnLink.NextPawn ) { TestPlayer = PlayerPawn(PawnLink); if ( TestPlayer!=None && TestPlayer.Player==None ) { if ( (Level.NetMode==NM_Standalone) || (TestPlayer.PlayerName~=InName && TestPlayer.Password~=InPassword) ) { // Found matching unoccupied player, so use this one. NewPlayer = TestPlayer; break; } } } if( NewPlayer==None ) { // Not found, so spawn a new player. NewPlayer = Spawn(SpawnClass,,,StartSpot.Location,StartSpot.Rotation); if( NewPlayer!=None ) NewPlayer.ViewRotation = StartSpot.Rotation; } // Make sure this kind of player is allowed. if( bHumansOnly && NewPlayer!=None && !NewPlayer.IsA('Human') ) { NewPlayer.Destroy(); NewPlayer = None; } else if( Spectator(NewPlayer) != None ) { if( MaxSpectators <= 0 ) { NewPlayer.Destroy(); Error="Max spectators exceeded"; return None; } if ( Level.NetMode == NM_DedicatedServer ) MaxSpectators--; } // If player class not allowed, use default class. if( NewPlayer==None && DefaultPlayerClass!=None ) { NewPlayer = Spawn(DefaultPlayerClass,,,StartSpot.Location,StartSpot.Rotation); if( NewPlayer!=None ) NewPlayer.ViewRotation = StartSpot.Rotation; } // Handle spawn failure. if( NewPlayer == None ) { Error = FailedSpawnMessage; return None; } // Init player's administrative privileges NewPlayer.Password = InPassword; NewPlayer.bAdmin = bAllowRemoteAdmin && InPassword~=AdminPassword; if ( NewPlayer.bAdmin ) log("Administrator logged in"); // Init player's information. NewPlayer.ClientSetRotation(NewPlayer.Rotation); if( InName=="" ) InName=DefaultPlayerName; if( Level.NetMode!=NM_Standalone || NewPlayer.PlayerName=="" ) ChangeName( NewPlayer, InName, false ); // Start player's music. NewPlayer.ClientSetMusic( Level.Song, Level.SongSection, Level.CdTrack, MTRAN_Fade ); // If we are a server, broadcast a welcome message. if( Level.NetMode==NM_DedicatedServer || Level.NetMode==NM_ListenServer ) BroadcastMessage( NewPlayer.PlayerName$EnteredMessage, true ); // Teleport-in effect. StartSpot.PlayTeleportEffect( NewPlayer, true ); if ( InSkin != "" ) newPlayer.ServerChangeSkin(InSkin); return newPlayer; } // // Add bot to game. // function bool AddBot(); // // Pawn exits. // function Logout( pawn Exiting ) { if( (Spectator(Exiting) != None) && (Level.NetMode == NM_DedicatedServer) ) MaxSpectators++; if( Level.NetMode==NM_DedicatedServer || Level.NetMode==NM_ListenServer ) BroadcastMessage( Exiting.PlayerName$LeftMessage, false ); } // // Examine the passed player's inventory, and accept or discard each item. // AcceptInventory needs to gracefully handle the case of some inventory // being accepted but other inventory not being accepted (such as the default // weapon). There are several things that can go wrong: A weapon's // AmmoType not being accepted but the weapon being accepted -- the weapon // should be killed off. Or the player's selected inventory item, active // weapon, etc. not being accepted, leaving the player weaponless or leaving // the HUD inventory rendering messed up (AcceptInventory should pick another // applicable weapon/item as current). // event AcceptInventory(pawn PlayerPawn) { //default accept all inventory except default weapon (spawned explicitly) //FIXME - fix powerups ,order of respawning default weapon local inventory inv; // Initialize the inventory. AddDefaultInventory( PlayerPawn ); log( "All inventory from " $ PlayerPawn.PlayerName $ " is accepted" ); } // // Spawn any default inventory for the player. // function AddDefaultInventory( pawn PlayerPawn ) { local Weapon newWeapon; if( PlayerPawn.IsA('Spectator') ) return; // Spawn default weapon. if( DefaultWeapon==None || PlayerPawn.FindInventoryType(DefaultWeapon)!=None ) return; newWeapon = Spawn(DefaultWeapon,,, Location); if( newWeapon != None ) { newWeapon.BecomeItem(); PlayerPawn.AddInventory(newWeapon); newWeapon.BringUp(); newWeapon.Instigator = PlayerPawn; newWeapon.GiveAmmo(PlayerPawn); newWeapon.SetSwitchPriority(PlayerPawn); newWeapon.WeaponSet(PlayerPawn); PlayerPawn.SwitchToBestWeapon(); } } // // Return the 'best' player start for this player to start from. // Re-implement for each game type. // function NavigationPoint FindPlayerStart( optional byte Team, optional string[32] incomingName ) { local PlayerStart Dest; local Teleporter Tel; if( incomingName!="" ) foreach AllActors( class 'Teleporter', Tel ) if( string(Tel.Tag)~=incomingName ) return Tel; foreach AllActors( class 'PlayerStart', Dest ) if( Dest.bSinglePlayerStart ) return Dest; log( "No single player start found" ); return None; } // // Restart a player. // function bool RestartPlayer( pawn aPlayer ) { local NavigationPoint startSpot; local bool foundStart; if( bRestartLevel && Level.NetMode!=NM_DedicatedServer && Level.NetMode!=NM_ListenServer ) return true; startSpot = FindPlayerStart(); if( startSpot == None ) return false; foundStart = aPlayer.SetLocation(startSpot.Location); if( foundStart ) { startSpot.PlayTeleportEffect(aPlayer, true); aPlayer.SetRotation(startSpot.Rotation); aPlayer.ViewRotation = aPlayer.Rotation; aPlayer.Acceleration = vect(0,0,0); aPlayer.Velocity = vect(0,0,0); aPlayer.Health = aPlayer.Default.Health; aPlayer.SetCollision( true, true, true ); aPlayer.ClientSetRotation( startSpot.Rotation ); aPlayer.bHidden = false; aPlayer.SoundDampening = aPlayer.Default.SoundDampening; AddDefaultInventory(aPlayer); } return foundStart; } // // Start a player. // function StartPlayer(PlayerPawn Other) { if( Level.NetMode==NM_DedicatedServer || Level.NetMode==NM_ListenServer || !bRestartLevel ) Other.GotoState('PlayerWalking'); else Other.ClientTravel( "?restart", TRAVEL_Relative, false ); } //------------------------------------------------------------------------------ // Level death message functions. // // Display a death message. // function Killed( pawn killer, pawn Other, name damageType ) { local string[32] killed; local string[64] message; Other.DieCount++; if (Other.bIsPlayer) { killed = Other.PlayerName; if( killer==None || killer==other ) message = KillMessage(damageType, Other); else message = killer.KillMessage(damageType, Other); BroadcastMessage(killed$message, false); } if( killer == Other ) { Other.Score -= 1; } else if( killer != None ) { killer.killCount++; killer.Score += 1; } } // // Default death message. // function string[64] KillMessage( name damageType, pawn Other ) { return "died"; } //------------------------------------------------------------------------------------- // Level gameplay modification. // // Return whether Viewer is allowed to spectate from the // point of view of ViewTarget. // function bool CanSpectate( pawn Viewer, actor ViewTarget ) { return true; } // // Use reduce damage for teamplay modifications, etc. // function int ReduceDamage( int Damage, name DamageType, pawn injured, pawn instigatedBy ) { if( injured.Region.Zone.bNeutralZone ) return 0; return Damage; } // // Award a score to an actor. // function ScoreEvent( name EventName, actor EventActor, pawn InstigatedBy ) { } // // Return whether an item should respawn. // function bool ShouldRespawn( actor Other ) { if( Level.NetMode == NM_StandAlone ) return false; return Inventory(Other)!=None && Inventory(Other).ReSpawnTime!=0.0; } // // Called when pawn has a chance to pick Item up (i.e. when // the pawn touches a weapon pickup). Should return true if // he wants to pick it up, false if he does not want it. // function bool PickupQuery( Pawn Other, Inventory item ) { if ( Other.Inventory == None ) return true; if ( bCoopWeaponMode && item.IsA('Weapon') && !Weapon(item).bHeldItem && (Other.FindInventoryType(item.class) != None) ) return false; else return !Other.Inventory.HandlePickupQuery(Item); } // // Discard a player's inventory after he dies. // function DiscardInventory( Pawn Other ) { local actor dropped; local inventory Inv; local weapon weap; local float speed; if( Other.DropWhenKilled != None ) { dropped = Spawn(Other.DropWhenKilled,,,Other.Location); Inv = Inventory(dropped); if ( Inv != None ) { Inv.RespawnTime = 0.0; //don't respawn Inv.BecomePickup(); } if ( dropped != None ) { dropped.RemoteRole = ROLE_DumbProxy; dropped.SetPhysics(PHYS_Falling); dropped.bCollideWorld = true; dropped.Velocity = Other.Velocity + VRand() * 280; } if ( Inv != None ) Inv.GotoState('PickUp', 'Dropped'); } if( Other.Weapon!=None && Other.Weapon.Class!=DefaultWeapon ) { speed = VSize(Other.Velocity); weap = Other.Weapon; weap.Velocity = Normal(Other.Velocity/speed + 0.5 * VRand()) * (speed + 280); Other.TossWeapon(); if ( weap.PickupAmmoCount == 0 ) weap.PickupAmmoCount = 1; Other.Weapon = None; } Other.SelectedItem = None; for( Inv=Other.Inventory; Inv!=None; Inv=Inv.Inventory ) Inv.Destroy(); } // // Try to change a player's name. // function ChangeName( Pawn Other, coerce string[20] S, bool bNameChange ) { if( S == "" ) return; Other.PlayerName = S; if( bNameChange ) Other.ClientMessage( NameChangedMessage $ Other.PlayerName ); } // // Return whether a team change is allowed. // function bool ChangeTeam(Pawn Other, coerce string[20] S) { return true; } // // Play an inventory respawn effect. // function PlaySpawnEffect( inventory Inv ); // // Generate a player killled message. // function string[64] PlayerKillMessage(name damageType, pawn Other) { local string[64] message; message = " was killed by "; return message; } // // Generate a killed by creature message. // function string[64] CreatureKillMessage(name damageType, pawn Other) { return " was killed by a "; } // // Send a player to a URL. // function SendPlayer(PlayerPawn aPlayer, string[64] URL) { aPlayer.ClientTravel( URL, TRAVEL_Relative, true ); } // // Play a teleporting special effect. // function PlayTeleportEffect( actor Incoming, bool bOut, bool bSound); // // Restart the game. // function RestartGame() { Level.ServerTravel( "?Restart", false ); } // // Whether players are allowed to broadcast messages now. // function bool AllowsBroadcast( actor broadcaster, int Len ) { SentText += Len; return (SentText < 260); } // // End of game. // function EndGame() { local actor A; local pawn aPawn; foreach AllActors(class'Actor', A, 'EndGame') A.trigger(self, none); aPawn = Level.PawnList; while( aPawn != None ) { if ( aPawn.bIsPlayer ) { aPawn.GotoState('GameEnded'); aPawn.ClientGameEnded(); } aPawn = aPawn.NextPawn; } } |
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