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//============================================================================= // Controller, the base class of players or AI. // // Controllers are non-physical actors that can be attached to a pawn to control // its actions. PlayerControllers are used by human players to control pawns, while // AIControFllers implement the artificial intelligence for the pawns they control. // Controllers take control of a pawn using their Possess() method, and relinquish // control of the pawn by calling UnPossess(). // // Controllers receive notifications for many of the events occuring for the Pawn they // are controlling. This gives the controller the opportunity to implement the behavior // in response to this event, intercepting the event and superceding the Pawn's default // behavior. // // This is a built-in Unreal class and it shouldn't be modified. //============================================================================= class Controller extends Actor native nativereplication abstract; // IGA >>> AI properties used by pathfinding system struct native FindPathAIProperties { // flags var bool jetpack; var bool Airborne; var bool roadBased; var name teamName; var float upCostFactor; // 0 to 1, 0 implies no increased cost var float downCostFactor; // 0 to 1, 0 implies no increased cost }; var Pawn Pawn; var const int PlayerNum; // The player number - per-match player number. var float FovAngle; // X field of view angle in degrees, usually 90. var globalconfig float Handedness; var bool bIsPlayer; // Pawn is a player or a player-bot. var bool bGodMode; // cheat - when true, can't be killed or hurt var bool bUsePlayerHearing; // Input buttons. var input byte bRun, bDuck, bFire, bAltFire, bJetpack, bSki, bJump; #if IG_TRIBES3 var transient const Controller nextController; #else var const Controller nextController; // chained Controller list #endif // IG #if IG_TRIBES3 // Alex: ideally this stuff would be in a controll class in Gameplay that both AI controllers // and player controllers derive from however such a class does no exist struct native RouteCacheElement { // ouput from pathfinding system var vector location; var bool jetpack; var float energy; var Actor obstacle; // guaranteed to be a PathfindingObstacle var float height; // amount of open air above path node // work data var float angle; }; enum FindPathResult { FPR_NoError, FPR_SearchSpaceExhausted }; // initialised when getFindPathResult is called var array<RouteCacheElement> RouteCache; var bool RouteComplete; var FindPathResult lastFindPathResult; #endif #if IG_TRIBES3 // Alex: struct native TraversalLineCheck { var vector start; var vector end; var color colour; }; var array<TraversalLineCheck> debugTraversalLineChecks; #endif // Replication Info var() class<PlayerReplicationInfo> PlayerReplicationInfoClass; var PlayerReplicationInfo PlayerReplicationInfo; var class<Pawn> PawnClass; // class of pawn to spawn (for players) var class<Pawn> PreviousPawnClass; // Holds the player's previous class var float GroundPitchTime; var vector ViewX, ViewY, ViewZ; // Viewrotation encoding for PHYS_Spider var Actor StartSpot; // where player started the match // for monitoring the position of a pawn var vector MonitorStartLoc; // used by latent function MonitorPawn() var Pawn MonitoredPawn; // used by latent function MonitorPawn() var float MonitorMaxDistSq; #if !IG_TRIBES3 // rowan: we don't use these var AvoidMarker FearSpots[2]; // avoid these spots when moving #endif var const Actor LastFailedReach; // cache to avoid trying failed actorreachable more than once per frame var const float FailedReachTime; var const vector FailedReachLocation; #if !IG_TRIBES3 // rowan: we don't use these var class<Weapon> LastPawnWeapon; // used by game stats #endif const LATENT_MOVETOWARD = 503; // LatentAction number for Movetoward() latent function replication { reliable if( bNetDirty && (Role==ROLE_Authority) ) PlayerReplicationInfo, Pawn; reliable if( bNetDirty && (Role== ROLE_Authority) && bNetOwner ) PawnClass; // Functions the server calls on the client side. reliable if( RemoteRole==ROLE_AutonomousProxy ) ClientGameEnded, ClientDying, ClientSetRotation, ClientSetLocation; // ClientSwitchToBestWeapon, ClientSetWeapon; /* reliable if ( (!bDemoRecording || (bClientDemoRecording && bClientDemoNetFunc)) && Role == ROLE_Authority ) ClientVoiceMessage;*/ // Functions the client calls on the server. unreliable if( Role<ROLE_Authority ) /*SendVoiceMessage, */SetPawnClass; reliable if ( Role < ROLE_Authority ) ServerReStartPlayer; } /* LineOfSightTo() returns true if any of several points of Other is visible (origin, top, bottom) */ native(514) final function bool LineOfSightTo(actor Other); // IGA >>> Alex: draw controller world space debug information, called by DefaultHUD in Gameplay, // it would be better if this function was in Gameplay however it comes back to the problem of not // having a common controller base in Gameplay function displayWorldSpaceDebug(HUD displayHUD); #if IG_TRIBES3 // Alex: pathfinding stuff native final function GetFindPathResult(); native final function DiscardFindPath(); // returns true if there is a find path in progress and it is yet to complete, otherwise returns false native final function bool IsFindPathComplete(); native final function FindPath(vector start, vector end, FindPathAIProperties AIProperties, array<Actor> ignore, bool printLogs, optional bool manualContinue); native final function ContinueFindPath(bool untilComplete); native final function DrawPathDebug(Viewport viewport, bool showQuadtree, bool showNodes, bool stepEnabled, bool showReach); native final function PathDiagnostics(); native final function DebugTraversalCheck(vector start, vector end); #endif native(529) final function AddController(); native(530) final function RemoveController(); native final function bool InLatentExecution(int LatentActionNumber); //returns true if controller currently performing latent action specified by LatentActionNumber event MayFall(); //return true if allowed to fall - called by engine when pawn is about to fall function PendingStasis() { bStasis = true; Pawn = None; } /* AIHearSound() Called when AI controlled pawn would hear a sound. Default AI implementation uses MakeNoise() interface for hearing appropriate sounds instead */ event AIHearSound ( actor Actor, sound S, vector SoundLocation, vector Parameters, bool Attenuate ); event HearNoise( float Loudness, Actor NoiseMaker); /* DisplayDebug() list important controller attributes on canvas */ function DisplayDebug(Canvas Canvas, out float YL, out float YPos) { if ( Pawn == None ) { Super.DisplayDebug(Canvas,YL,YPos); return; } Canvas.SetDrawColor(255,0,0); Canvas.DrawText("CONTROLLER "$GetItemName(string(self))$" Pawn "$GetItemName(string(Pawn))); YPos += YL; Canvas.SetPos(4,YPos); /*if ( Enemy != None ) Canvas.DrawText(" STATE: "$GetStateName()$" Timer: "$TimerCounter$" Enemy "$Enemy.GetHumanReadableName(), false); else Canvas.DrawText(" STATE: "$GetStateName()$" Timer: "$TimerCounter$" NO Enemy ", false);* YPos += YL; Canvas.SetPos(4,YPos);*/ if ( PlayerReplicationInfo == None ) Canvas.DrawText(" NO PLAYERREPLICATIONINFO", false); else PlayerReplicationInfo.DisplayDebug(Canvas,YL,YPos); YPos += YL; Canvas.SetPos(4,YPos); } simulated function String GetHumanReadableName() { if ( PlayerReplicationInfo != None ) return PlayerReplicationInfo.PlayerName; return GetItemName(String(self)); } function rotator GetViewRotation() { return Rotation; } /* Reset() reset actor to initial state */ function Reset() { Super.Reset(); // DLB Controller clean pass: removed AI logic Enemy = None; // DLB Controller clean pass: removed AI logic LastSeenTime = 0; StartSpot = None; } /* ClientSetLocation() replicated function to set location and rotation. Allows server to force new location for teleports, etc. */ function ClientSetLocation( vector NewLocation, rotator NewRotation ) { SetRotation(NewRotation); If ( (Rotation.Pitch > RotationRate.Pitch) && (Rotation.Pitch < 65536 - RotationRate.Pitch) ) { If (Rotation.Pitch < 32768) NewRotation.Pitch = RotationRate.Pitch; else NewRotation.Pitch = 65536 - RotationRate.Pitch; } if ( Pawn != None ) { NewRotation.Roll = 0; Pawn.SetRotation( NewRotation ); Pawn.SetLocation( NewLocation ); } } /* ClientSetRotation() replicated function to set rotation. Allows server to force new rotation. */ function ClientSetRotation( rotator NewRotation ) { SetRotation(NewRotation); if ( Pawn != None ) { NewRotation.Pitch = 0; NewRotation.Roll = 0; Pawn.SetRotation( NewRotation ); } } function ClientDying(class<DamageType> DamageType, vector HitLocation) { if ( Pawn != None ) { Pawn.PlayDying(DamageType, HitLocation); Pawn.GotoState('Dying'); } } event SoakStop(string problem); function Possess(Pawn aPawn) { aPawn.PossessedBy(self); Pawn = aPawn; if ( PlayerReplicationInfo != None ) PlayerReplicationInfo.bIsFemale = Pawn.bIsFemale; // preserve Pawn's rotation initially for placed Pawns // DLB Controller clean pass: removed AI logic FocalPoint = Pawn.Location + 512*vector(Pawn.Rotation); Restart(); } // unpossessed a pawn (not because pawn was killed) function UnPossess() { if ( Pawn != None ) Pawn.UnPossessed(); Pawn = None; } function WasKilledBy(Controller Other); #if !IG_TRIBES3 // rowan: we don't use this function class<Weapon> GetLastWeapon() { if ( (Pawn == None) || (Pawn.Weapon == None) ) return LastPawnWeapon; return Pawn.Weapon.Class; } #endif /* PawnDied() unpossess a pawn (because pawn was killed) */ function PawnDied(Pawn P) { if ( Pawn != P ) return; if ( Pawn != None ) { SetLocation(Pawn.Location); Pawn.UnPossessed(); } Pawn = None; // DLB Controller clean pass: removed AI logic PendingMover = None; if ( bIsPlayer ) { if ( !IsInState('GameEnded') ) GotoState('Dead'); // can respawn } else Destroy(); } function Restart() { // DLB Controller clean pass: removed AI logic Enemy = None; } event LongFall(); // called when latent function WaitForLanding() doesn't return after 4 seconds // notifications of pawn events (from C++) // if return true, then pawn won't get notified event bool NotifyPhysicsVolumeChange(PhysicsVolume NewVolume); event bool NotifyHeadVolumeChange(PhysicsVolume NewVolume); event bool NotifyLanded(vector HitNormal); event bool NotifyHitWall(vector HitNormal, actor Wall); event bool NotifyBump(Actor Other); event NotifyHitMover(vector HitNormal, mover Wall); event NotifyJumpApex(); event NotifyMissedJump(); // notifications called by pawn in script //function NotifyAddInventory(inventory NewItem); function NotifyTakeHit(pawn InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum) { } function SetFall(); //about to fall function PawnIsInPain(PhysicsVolume PainVolume); // called when pawn is taking pain volume damage event PreBeginPlay() { AddController(); Super.PreBeginPlay(); if ( bDeleteMe ) return; // DLB Controller clean pass: removed AI logic SightCounter = 0.2 * FRand(); //offset randomly } #if IG_TRIBES3 event PostLoadGame() { AddController(); } #endif // IG event PostBeginPlay() { Super.PostBeginPlay(); if ( !bDeleteMe && bIsPlayer && (Role == ROLE_Authority) ) { PlayerReplicationInfo = Spawn(PlayerReplicationInfoClass, Self,,vect(0,0,0),rot(0,0,0)); InitPlayerReplicationInfo(); } } function InitPlayerReplicationInfo() { if (PlayerReplicationInfo.PlayerName == "") PlayerReplicationInfo.SetPlayerName(class'GameInfo'.Default.DefaultPlayerName); } function bool SameTeamAs(Controller C) { #if !IG_TRIBES3 // david: not using Unreal team object if ( (PlayerReplicationInfo == None) || (C == None) || (C.PlayerReplicationInfo == None) || (PlayerReplicationInfo.Team == None) ) return false; Log("KARL: New logic required"); #endif return false; // return Level.Game.IsOnTeam(C,PlayerReplicationInfo.Team.TeamIndex); } simulated event Destroyed() { if ( Role < ROLE_Authority ) { Super.Destroyed(); return; } RemoveController(); if ( bIsPlayer && (Level.Game != None) ) Level.Game.Logout(self); if ( PlayerReplicationInfo != None ) { #if !IG_TRIBES3 // david: not using Unreal team object if ( !PlayerReplicationInfo.bOnlySpectator && (PlayerReplicationInfo.Team != None) ) PlayerReplicationInfo.Team.RemoveFromTeam(self); #endif PlayerReplicationInfo.Destroy(); } Super.Destroyed(); } /* AdjustView() by default, check and see if pawn still needs to update eye height (only if some playercontroller still has pawn as its viewtarget) Overridden in playercontroller */ function AdjustView( float DeltaTime ) { local Controller C; for ( C=Level.ControllerList; C!=None; C=C.NextController ) if ( C.IsA('PlayerController') && (PlayerController(C).ViewTarget == Pawn) ) return; Pawn.bUpdateEyeHeight =false; Pawn.EyeHeight = Pawn.BaseEyeHeight; } function bool WantsSmoothedView() { return ( (Pawn != None) && ((Pawn.Physics==PHYS_Walking) || (Pawn.Physics==PHYS_Spider)) && !Pawn.bJustLanded ); } function GameHasEnded() { if ( Pawn != None ) Pawn.bNoWeaponFiring = true; GotoState('GameEnded'); } function ClientGameEnded() { GotoState('GameEnded'); } simulated event RenderOverlays( canvas Canvas ); /* GetFacingDirection() returns direction faced relative to movement dir 0 = forward 16384 = right 32768 = back 49152 = left */ function int GetFacingDirection() { return 0; } //------------------------------------------------------------------------------ // Speech related // DLB Voice messages - perhaps reinstate this later /*function byte GetMessageIndex(name PhraseName) { return 0; }*/ /*function SendMessage(PlayerReplicationInfo Recipient, name MessageType, byte MessageID, float Wait, name BroadcastType) { SendVoiceMessage(PlayerReplicationInfo, Recipient, MessageType, MessageID, BroadcastType); }*/ // DLB Controller clean pass: removed AI logic /*function bool AllowVoiceMessage(name MessageType) { if ( Level.TimeSeconds - OldMessageTime < 10 ) return false; else OldMessageTime = Level.TimeSeconds; return true; }*/ /*function SendVoiceMessage(PlayerReplicationInfo Sender, PlayerReplicationInfo Recipient, name messagetype, byte messageID, name broadcasttype) { local Controller P; if ( !AllowVoiceMessage(MessageType) ) return; for ( P=Level.ControllerList; P!=None; P=P.NextController ) { if ( PlayerController(P) != None ) { if ( (broadcasttype == 'GLOBAL') || !Level.Game.bTeamGame ) P.ClientVoiceMessage(Sender, Recipient, messagetype, messageID); else if ( Sender.Team == P.PlayerReplicationInfo.Team ) P.ClientVoiceMessage(Sender, Recipient, messagetype, messageID); } else if ( (messagetype == 'ORDER') && ((Recipient == None) || (Recipient == P.PlayerReplicationInfo)) ) P.BotVoiceMessage(messagetype, messageID, self); } }*/ //function ClientVoiceMessage(PlayerReplicationInfo Sender, PlayerReplicationInfo Recipient, name messagetype, byte messageID); function ShakeView( float shaketime, float RollMag, vector OffsetMag, float RollRate, vector OffsetRate, float OffsetTime); function NotifyKilled(Controller Killer, Controller Killed, pawn Other) { } /* // server calls this to force client to switch function ClientSwitchToBestWeapon() { SwitchToBestWeapon(); } */ /* function ClientSetWeapon( class<Weapon> WeaponClass ) { local Inventory Inv; local int Count; for( Inv = Pawn.Inventory; Inv != None; Inv = Inv.Inventory ) { Count++; if ( Count > 1000 ) return; if( !ClassIsChildOf( Inv.Class, WeaponClass ) ) continue; if( Pawn.Weapon == None ) { Pawn.PendingWeapon = Weapon(Inv); Pawn.ChangedWeapon(); } else if ( Pawn.Weapon != Weapon(Inv) ) { Pawn.PendingWeapon = Weapon(Inv); Pawn.Weapon.PutDown(); } return; } } */ function SetPawnClass(string inClass, string inCharacter) { local class<Pawn> pClass; pClass = class<Pawn>(DynamicLoadObject(inClass, class'Class')); if ( pClass != None ) PawnClass = pClass; } function bool CheckFutureSight(float DeltaTime) { return true; } function ChangedWeapon() { #if !IG_TRIBES3 // rowan: we don't use this if ( Pawn.Weapon != None ) LastPawnWeapon = Pawn.Weapon.Class; #endif } function ServerReStartPlayer() { if ( Level.NetMode == NM_Client ) return; if ( Pawn != None ) ServerGivePawn(); } function ServerGivePawn(); function bool AutoTaunt() { return false; } function bool DontReuseTaunt(int T) { return false; } // ********************************************** // Controller States State Dead { ignores SeePlayer, HearNoise, KilledBy; function PawnDied(Pawn P) { #if !IG_TRIBES3 // marc: Controller is in DEAD state when waiting for player to respawn if ( Level.NetMode != NM_Client ) Warn(self$" Pawndied while dead"); #endif } function ServerReStartPlayer() { if ( Level.NetMode == NM_Client ) return; Level.Game.RestartPlayer(self); } } state GameEnded { #if IG_SHARED //tcohen: hooked TakeDamage(), used by effects system and reactive world objects ignores SeePlayer, HearNoise, KilledBy, NotifyBump, HitWall, NotifyPhysicsVolumeChange, NotifyHeadVolumeChange, Falling, PostTakeDamage; #else ignores SeePlayer, HearNoise, KilledBy, NotifyBump, HitWall, NotifyPhysicsVolumeChange, NotifyHeadVolumeChange, Falling, TakeDamage; #endif function BeginState() { if ( Pawn != None ) { #if !IG_TRIBES3 // rowan: we don't use this if ( Pawn.Weapon != None ) Pawn.Weapon.HolderDied(); #endif Pawn.bPhysicsAnimUpdate = false; Pawn.StopAnimating(); Pawn.SimAnim.AnimRate = 0; Pawn.SetCollision(true,false,false); Pawn.Velocity = vect(0,0,0); Pawn.SetPhysics(PHYS_None); Pawn.UnPossessed(); Pawn.bIgnoreForces = true; } if ( !bIsPlayer ) Destroy(); } } defaultproperties { RotationRate=(Pitch=3072,Yaw=30000,Roll=2048) FovAngle=+00090.000000 bHidden=true bHiddenEd=true PlayerReplicationInfoClass=Class'Engine.PlayerReplicationInfo' } |
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