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UnrealI.CodeMaster


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//=============================================================================
// CodeMaster.
//=============================================================================
class CodeMaster extends Info;

// When a set of CodeTriggers are set up along with their corresponding
// ElevatorMovers, the CodeMaster is notified by the CodeTriggers whenever
// something encroaches upon them, and tries to match the order of trigger
// activations to a preset pattern, and if the pattern is matched, the
// main event is called, solving the "puzzle". M

var() int  OrderCode[6];
var() name MoverTags[6];
var() int  NumElements;
var() name MainEvent;

var   int  ActualOrder[6];
var   int  TriggerFlags[6];
var   int  NumTriggered;
var   bool bTriggeredAlready;

function BeginPlay()
{
    local int i;
    
    bTriggeredAlready = false;
    for( i=0; i<NumElements; i++ ) TriggerFlags[i] = 0;
    NumTriggered = 0;
}

function NotifyTriggered( int TriggerCode )
{
    // Don't continue if the main Event has already been successfully called
    if( bTriggeredAlready ) return; 

    // Don't add it to the order list if this trigger has been triggered already
    if( TriggerFlags[ TriggerCode ] == 1 ) return;

    // Set the trigger flag for this code
    //log( "TriggerCode = " $ TriggerCode );
    TriggerFlags[ TriggerCode ] = 1;
    
    // Add this code to the sequence
    if( NumTriggered == NumElements ) NumTriggered = 0;
    ActualOrder[ NumTriggered ] = TriggerCode;
    NumTriggered++;
    
    CheckOrder();
}

function CheckOrder()
{
    local int i;
    local int bR;
    local ElevatorMover EM;
    local Actor tAct;

    // Check if the order given matches what is required to cause the event
    
    bR = 1;
    // First check if all the triggers were activated
    for( i=0; i<NumElements; i++ )
        bR = bR * TriggerFlags[i];
        
    if( bR != 0 )
    {   
        //log("All triggers activated");
        // All the triggers were activated
        // Now check if the order of activation was correct
        for( i=0; i<NumElements; i++ )
        {
            if( OrderCode[i] == ActualOrder[i] )
            {
                if( i == NumElements-1 )
                {
                    //log("Successful! Calling Main Event.");
                    // successful match				
                    // Call the main Event
                    if( MainEvent != '' )
                        foreach AllActors( class 'Actor', tAct, MainEvent )
                            tAct.Trigger( Self, Self.Instigator );

                    // deactivate the CodeMaster
                    bTriggeredAlready = true;   
                    return;
                }
            }
            else break;
        }

        //log("Resetting puzzle");

        // If false then find all ElevatorMovers who have Tags which match
        // this CodeMaster's Event, and Move them to keyframe 0.
        for( i=0; i<NumElements; i++ )
        {
            if( MoverTags[i] != '' )
                foreach AllActors( class 'ElevatorMover', EM, MoverTags[i] )
                    EM.MoveKeyframe( 0, EM.MoveTime );
        }

        // Clear the TriggerFlags array, reset the puzzle
        for( i=0; i<NumElements; i++ ) TriggerFlags[i] = 0;
        NumTriggered = 0;
    }
}

defaultproperties
{
}

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Class file time: za 22-4-2006 13:27:50.000 - Creation time: za 22-4-2006 13:29:27.140 - Created with UnCodeX