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UPak.UPakSinglePlayer


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//=============================================================================
// UPakSinglePlayer.
// $Author: Jcrable $
// $Date: 5/05/99 4:21p $
// $Revision: 2 $
//=============================================================================

class UPakSinglePlayer expands SinglePlayer;


event playerpawn Login
(
    string Portal,
    string Options,
    out string Error,
    class<playerpawn> SpawnClass
)
{
    local NavigationPoint StartSpot;
    local PlayerPawn      NewPlayer, TestPlayer;
    local Pawn            PawnLink;
    local string          InName, InPassword, InSkin, InFace;
    local byte            InTeam;

    // Make sure there is capacity. (This might have changed since the PreLogin call).
    if( MaxPlayers>0 && NumPlayers>=MaxPlayers )
    {
        Error=MaxedOutMessage;
        return None;
    }

    // Get URL options.
    InName     = Left(ParseOption ( Options, "Name"), 20);
    InTeam     = GetIntOption( Options, "Team", 255 ); // default to "no team"
    InPassword = ParseOption ( Options, "Password" );
    InSkin     = ParseOption ( Options, "Skin"    );
    InFace     = ParseOption ( Options, "Face"    );
    log( "Login:" @ InName );
    if( InPassword != "" )
        log( "Password"@InPassword );
     
    // Find a start spot.
    StartSpot = FindPlayerStart( InTeam, 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.PlayerReplicationInfo.PlayerName~=InName && TestPlayer.Password~=InPassword) )
            {
                // Found matching unoccupied player, so use this one.
                NewPlayer = TestPlayer;
                break;
            }
        }
    }

    // In not found, spawn a new player.
    if( NewPlayer==None )
    {
        // Make sure this kind of player is allowed.
        if ( (bHumansOnly || Level.bHumansOnly) && !SpawnClass.Default.bIsHuman
            && !ClassIsChildOf(SpawnClass, class'Spectator') )
            SpawnClass = DefaultPlayerClass;
        if ( (NumSpectators >= MaxSpectators) && ClassIsChildOf(SpawnClass, class'Spectator') )
        {
            Error="Max spectators exceeded";
            return None;
        }

/*UG
        if( SpawnClass.IsA( 'SkaarjPlayer' ) )
        {
            SpawnClass = class'UPakFemaleOne';
        }
*/
        if( SpawnClass != class'UPakMaleOne'
            && SpawnClass != class'UPakMaleTwo'
            && SpawnClass != class'UPakMaleThree'
            && SpawnClass != class'UPakFemaleOne'
            && SpawnClass != class'UPakFemaleTwo' )
        {
            SpawnClass = SwitchFromUnrealPlayer( SpawnClass );
        }
        
        NewPlayer = Spawn(SpawnClass,,,StartSpot.Location,StartSpot.Rotation);
        if( NewPlayer!=None )
            NewPlayer.ViewRotation = StartSpot.Rotation;
    }

    // Handle spawn failure.
    if( NewPlayer == None )
    {
        log("Couldn't spawn player at "$StartSpot);
        Error = FailedSpawnMessage;
        return None;
    }

    if ( InSkin != "" )
        NewPlayer.static.SetMultiSkin(NewPlayer, InSkin, InFace, InTeam);

    if ( !ChangeTeam(newPlayer, InTeam) )
    {
        Error = FailedTeamMessage;
        return None;
    }

    if( NewPlayer.IsA('Spectator') && (Level.NetMode == NM_DedicatedServer) )
        NumSpectators++;

    // Init player's information.
    NewPlayer.ClientSetRotation(NewPlayer.Rotation);
    if( InName=="" )
        InName=DefaultPlayerName;
    if( Level.NetMode!=NM_Standalone || NewPlayer.PlayerReplicationInfo.PlayerName==DefaultPlayerName )
        ChangeName( NewPlayer, InName, false );

    // Init player's replication info
    NewPlayer.GameReplicationInfo = GameReplicationInfo;

    // If we are a server, broadcast a welcome message.
    if( Level.NetMode==NM_DedicatedServer || Level.NetMode==NM_ListenServer )
        BroadcastMessage( NewPlayer.PlayerReplicationInfo.PlayerName$EnteredMessage, false );

    // Teleport-in effect.
    StartSpot.PlayTeleportEffect( NewPlayer, true );

    // Set the player's ID.
    NewPlayer.PlayerReplicationInfo.PlayerID = CurrentID++;

    // Log it.
    if ( LocalLog != None )
        LocalLog.LogPlayerConnect(NewPlayer);
    if ( WorldLog != None )
        WorldLog.LogPlayerConnect(NewPlayer);

    if ( !NewPlayer.IsA('Spectator') )
        NumPlayers++;
    return newPlayer;
}   


// *** Jess: Killed is where deaths seem to be reliably reported, so update the stat info here.

function Killed( pawn killer, pawn Other, name damageType )
{
    local string killed;
    local string KillerWeaponName;
    local string DeathMessage;
    local string message;

    if( Other.IsA( 'PlayerPawn' ) )
    {
        Other.DieCount++;
    }

    if( Killer.IsA( 'PlayerPawn' ) )
    {
        Killer.KillCount++;
        UPakReplicationInfo(Killer.PlayerReplicationInfo).TotalKills++;
    
        if( Killer.Weapon.IsA('CARifle') )
        {
            UPakPlayer( Killer ).CARKills++;
        }
        else
        if( Killer.Weapon.IsA('RocketLauncher') )
        {
            UPakPlayer( Killer ).RLKills++;
        }
        else
        if( Killer.Weapon.IsA('GrenadeLauncher') )
        {
            UPakPlayer( Killer ).GLKills++;
        }
        else
        if( Killer.Weapon.IsA( 'ASMD' ) )
        {
            UPakPlayer( Killer ).ASMDKills++;
        }
        else
        if( Killer.Weapon.IsA( 'Automag' ) )
        {
            UPakPlayer( Killer ).AutomagKills++;
        }
        else
        if( Killer.Weapon.IsA( 'Rifle' ) )
        {
            UPakPlayer( Killer ).RifleKills++;
        }
        else
        if( Killer.Weapon.IsA( 'FlakCannon' ) )
        {
            UPakPlayer( Killer ).FlakCannonKills++;
        }
        else
        if( Killer.Weapon.IsA( 'DispersionPistol' ) )
        {
            UPakPlayer( Killer ).DispersionKills++;
        }
        else
        if( Killer.Weapon.IsA( 'Eightball' ) )
        {
            UPakPlayer( Killer ).EightballKills++;
        }
        else
        if( Killer.Weapon.IsA( 'Minigun' ) )
        {
            UPakPlayer( Killer ).MinigunKills++;
        }
        else
        if( Killer.Weapon.IsA( 'Razorjack' ) )
        {
            UPakPlayer( Killer ).RazorjackKills++;
        }
        else
        if( Killer.Weapon.IsA( 'Stinger' ) )
        {
            UPakPlayer( Killer ).StingerKills++;
        }
        UPakPlayer( Killer ).TotalKills++;
        if (Other.bIsPlayer)
        {
            if (bClassicDeathmessages)
            {
                killed = Other.PlayerReplicationInfo.PlayerName;
                if( killer==None || killer==other )
                    message = KillMessage(damageType, Other);
                else 
                    message = killer.KillMessage(damageType, Other);
                if( !Other.IsA( 'SpaceMarine' ) )
                {
                    BroadcastMessage(killed$message, false, 'DeathMessage');
                }
            } 
            else
            {
                killed = Other.PlayerReplicationInfo.PlayerName;
                if( killer==None || killer==other )
                {
                    message = KillMessage(damageType, Other);
                    BroadcastMessage(killed$message, false, 'DeathMessage');
                } 
                else 
                {
                    if( Killer.Weapon != None )
                    {
                        KillerWeaponName = Killer.Weapon.ItemName;
                        DeathMessage = Killer.Weapon.DeathMessage;
                    }
                    message = ParseKillMessage( Killer.PlayerReplicationInfo.PlayerName, Other.PlayerReplicationInfo.PlayerName, KillerWeaponName, DeathMessage);
                    BroadcastMessage(message, false, 'DeathMessage');
                }
            }
        }
    }
}


function AddDefaultInventory( pawn PlayerPawn )
{
    local Weapon newWeapon;

    PlayerPawn.JumpZ = PlayerPawn.Default.JumpZ * PlayerJumpZScaling();
     
    if( PlayerPawn.IsA('Spectator') )
        return;

    // Spawn default weapon.
    if( DefaultWeapon==None || PlayerPawn.FindInventoryType(DefaultWeapon)!=None )
        return;
    newWeapon = Spawn(DefaultWeapon);
    if( newWeapon != None )
    {
        newWeapon.BecomeItem();
        PlayerPawn.AddInventory(newWeapon);
        newWeapon.BringUp();
        newWeapon.Instigator = PlayerPawn;
        newWeapon.GiveAmmo(PlayerPawn);
        newWeapon.SetSwitchPriority(PlayerPawn);
        newWeapon.WeaponSet(PlayerPawn);
    }
}


//
// Restart a player.
//
function bool RestartPlayer( pawn aPlayer ) 
{
    local NavigationPoint startSpot;
    local bool foundStart;

    if( aPlayer.IsA( 'SpaceMarine' ) )
    {
        return false;
    }
    
    if( bRestartLevel && Level.NetMode!=NM_DedicatedServer && Level.NetMode!=NM_ListenServer )
        return true;

    startSpot = FindPlayerStart(aPlayer.PlayerReplicationInfo.Team);
    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;
}

//
// Optional handling of ServerTravel for network games.
//
function ProcessServerTravel( string URL, bool bItems )
{
    local playerpawn P;

//        if (StatLog != None)
//        {
//                StatLog.LogGameEnd("mapchange");
//                StatLog.StopLog();
//                StatLog.Destroy();
//                StatLog = None;
//        }

    // Notify clients we're switching level and give them time to receive.
    log("ProcessServerTravel: "$URL);
    foreach AllActors( class'PlayerPawn', P )
        if( NetConnection(P.Player)!=None )
            P.ClientTravel( URL, TRAVEL_Relative, bItems );

    // Switch immediately if not networking.
    if( Level.NetMode!=NM_DedicatedServer && Level.NetMode!=NM_ListenServer )
    {
        Level.NextURL = "Test1";
        Level.NextSwitchCountdown = 0.0;
    }
}

function class< PlayerPawn > SwitchFromUnrealPlayer( class<PlayerPawn> SpawnClass )
{
    log( "///////////////////////////////////////////////////" );
    log( "Player class ("$SpawnClass$") is not a UPakPlayer." );
    log( "Adjusting player class." );
    log( "///////////////////////////////////////////////////" );
    
    if( ClassIsChildOf( SpawnClass, class'Male' ) )
    {
        if( ClassIsChildOf( SpawnClass, class'MaleOne' ) )
        {
            return class'UPakMaleOne';
        }
        else if( ClassIsChildOf( SpawnClass, class'MaleTwo' ) )
        {
            return class'UPakMaleTwo';
        }
        else if( ClassIsChildOf( SpawnClass, class'MaleThree' ) )
        {
            return class'UPakMaleThree';
        }
    }
    else if( ClassIsChildOf( SpawnClass, class'Female' ) || ClassIsChildOf( SpawnClass, class'Spectator' ))
    {
        if( ClassIsChildOf( SpawnClass, class'FemaleOne' ) )
        {
            return class'UPakFemaleOne';
        }
        else if( ClassIsChildOf( SpawnClass, class'FemaleTwo' ) )
        {
            return class'UPakFemaleTwo';
        }
    }
    else
    {
        return class'UPakMaleOne';
    }
}

defaultproperties
{
     bClassicDeathmessages=True
     HUDType=Class'UPak.UPakHUD'
     GameName="Unreal Mission Pack"
}

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Class file time: za 22-4-2006 13:27:50.000 - Creation time: za 22-4-2006 13:29:33.500 - Created with UnCodeX