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class MultiplayerGameInfo extends GameInfo config; var() editinline class<RoundInfo> roundInfoClass "The rounds to use"; var() string gameSummaryPage "The name of the game summary page to use"; var() string roundSummaryPage "The name of the round summary page to use"; var() string guiPackage "The name of the package where the specified summary pages can be found"; var() config int scoreLimit "The match will end after this number of points are scored"; var() config int minimumNumberOfPlayers "The minimum number of players needed on the server in order to play"; var() globalconfig float postGameDelay "Wait for this number of seconds after the map ends before loading the next map"; var() globalconfig bool bTournamentMode "Tournament mode requires admins to change each player's team"; var() globalconfig float tournamentCountdown "The countdown duration for starting a match in tournament mode"; var() config bool bUseMapScoreLimits "If true, if a map specifies a score limit for this game type, it will be used"; var() int numTeams "Number of teams. Only 1 and 2 are supported."; var() bool bDontAllowEnemySpectating "If true, you can spectate members of the other team"; var() class<Loadout> defaultLoadoutOverride "If provided, all multiplayer starts in this mode will use this loadout by default"; var() localized array<string> gameHints "Hints that are displayed when each map loads"; var() bool bRepairBaseDevicesBetweenRounds "If true, all base devices in the game will be fully repaired in-between rounds"; var(LocalMessage) class<TribesLocalMessage> GameAnnouncerMessageClass "The class to use for game announcement messages"; var RoundInfo roundInfo; var bool bRoundStarted; var Name playerRestartState; // if not '', the state that restarting players are set to var int numPlayersLoggedIn; var bool bPendingMatchEnd; var bool bForceStart; var float lastTournamentUpdateTime; var bool bOnGameEndCalled; var bool bServerTravelOverride; var float lastTimeLeft; var float clientTravelAtTime; var string serverTravelURL; var bool bWaitingForPlayers; var String GameSpyGameMode; // PreBeginPlay function PreBeginPlay() { local int i; Super.PreBeginPlay(); // Search for a map-specific RoundInfo override ForEach DynamicActors(class'RoundInfo', roundInfo) { // This sets roundInfo to first found instance break; } // If that doesn't exist, spawn a roundInfo according to this gameinfo's roundInfoClass if (roundInfo == None && roundInfoClass != None) { roundInfo = spawn(roundInfoClass); } // Failing that, default to a standard roundInfo if (roundInfo == None) { LOG("No RoundInfo found, spawning one"); roundInfo = spawn(class'RoundInfo'); roundInfo.rounds[0] = new(roundInfo) class'RoundData'; roundInfo.rounds[0].duration = 15; roundInfo.rounds[0].countdownDuration = 5; } else if (TimeLimit > 0) { // TimeLimit is an override for the duration of all rounds for (i=0; i<roundInfo.rounds.Length; i++) { roundInfo.rounds[i].duration = TimeLimit; } } // Make sure there's at least one PlayerStart placed for observers checkForObserverPlayerStart(); // mp debugging if (class'GameEngine'.default.EnableDevTools) CheatClass = class'TribesCheatManager'; //LOG("Using RoundInfo "$roundInfo.Label); } function PostBeginPlay() { local TeamInfo t; local int i; local MultiplayerStart mpstart; Super.PostBeginPlay(); // Assign team indices ForEach AllActors(class'Teaminfo', t) { t.TeamIndex = i++; } // Loadout override if (defaultLoadoutOverride != None) { ForEach AllActors(class'MultiplayerStart', mpstart) { mpstart.loadoutOverride = defaultLoadoutOverride; } } // Allow map to override score limit for this game type if (bUseMapScoreLimits) { for (i=0; i<Level.SupportedModes.Length; i++) { if (Level.SupportedModes[i] == Class && i < Level.SupportedModesScoreLimits.Length && Level.SupportedModesScoreLimits[i] > 0) { scoreLimit = Level.SupportedModesScoreLimits[i]; } } } } event bool SaveAllowed() { return false; } function InitGameReplicationInfo() { Super.InitGameReplicationInfo(); GameReplicationInfo.playerTeamDamagePercentage = playerTeamDamagePercentage; GameReplicationInfo.bTournamentMode = bTournamentMode; TribesGameReplicationinfo(GameReplicationInfo).numTeams = numTeams; } //////////////////////////////////////////////////////////////////////////////////////////////////////////////// // PlayerStart /////////////////////////////////////////////////////////////////////////////////////////////// function checkForObserverPlayerStart() { local PlayerStart observerStart; if (!observerStartExists()) { observerStart = spawn(class'PlayerStart'); observerStart.bObserverStart = true; } } function bool observerStartExists() { local PlayerStart N; foreach AllActors( class 'PlayerStart', N ) { if (N.bObserverStart) return true; } return false; } function float tribesRatePlayerStart(PlayerStart P, TeamInfo Team, Controller Player) { local PlayerCharacterController c; if (Player != None) c = PlayerCharacterController(Player); // Handle observer start point if (P.bObserverStart) { if (Player == None || c == None) { //Log("MJOBS: Positive observer start rating for "$P$", player = "$Player$", c = "$c); return Rand(65535); } // If Player is valid and not observing, don't spawn here return 0; } if (Player == None || c == None) return 0; if (MultiplayerStart(P) == None || P.team != Team) return 0; // spawn only within the desired base, if specified if (c.spawnBase != None) { if (P.baseInfo != None && P.baseInfo == c.spawnBase) return Rand(65535); else return 0; } return Rand(65535); } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Login, logout and player initialization //////////////////////////////////////////////////////////////////////////// function TeamInfo initialTeam() { local TeamInfo t; local TeamInfo smallestTeam; local TribesReplicationInfo r; local int teamNum; local int smallestTeamNum; smallestTeamNum = 99999; // assign the player to the team with the least players/score, but only if the // team has playerStarts associated with it ForEach AllActors(class'TeamInfo', t) { //Log("Found team "$t$" in initialTeam() with numPlayerStarts = "$t.numPlayerStarts); if (t.numPlayerStarts == 0) continue; teamNum = 0; ForEach DynamicActors(class'TribesReplicationInfo', r) { if (r.team == t) teamNum++; } if (teamNum < smallestTeamNum || (teamNum == smallestTeamNum && smallestTeam != None && t.score < smallestTeam.score)) { smallestTeamNum = teamNum; smallestTeam = t; } } return smallestTeam; } function bool enoughPlayersToStart() { return numPlayersLoggedIn >= minimumNumberOfPlayers; } function PostLogin(PlayerController NewPlayer) { local TeamInfo t; local PlayerCharacterController PC; local TribesReplicationInfo TRI; Super.PostLogin(NewPlayer); PC = PlayerCharacterController(NewPlayer); if (PC == None) { Log("Login error: joining controller was None"); return; } numPlayersLoggedIn++; NewPlayer.PlayerReplicationInfo.bWaitingPlayer = true; // Set the player's round info PC.roundInfo = roundinfo; TRI = TribesReplicationInfo(PC.PlayerReplicationInfo); // If game is in tournament mode, all connecting players are forced to be spectators and must // be team'd by an admin if (bTournamentMode) { if (TribesGameReplicationInfo(GameReplicationInfo).bAwaitingTournamentStart) { //Log("Forcing "$NewPlayer$" into awaitingGameStart due to tourney", 'postlogin'); NewPlayer.GotoState('AwaitingGameStart'); NewPlayer.ClientGotoState('AwaitingGameStart'); } else { //Log("Forcing "$NewPlayer$" into spectator mode due to tourney", 'postlogin'); NewPlayer.GotoState('TribesSpectating'); NewPlayer.ClientGotoState('TribesSpectating'); } return; } // Assign a team if(TRI.team == None) { t = initialTeam(); TRI.setTeam(t); TRI.bTeamChanged = true; } //Log("Team of "$NewPlayer$" set to "$TRI.team, 'postlogin'); if (bWaitingForPlayers) { //Log("Forcing "$NewPlayer$" into awaitingGameStart mode due to not enough players", 'postlogin'); NewPlayer.GotoState('AwaitingGameStart'); NewPlayer.ClientGotoState('AwaitingGameStart'); return; } // If a round with maxLives is in progress the player must wait until the next round if (GetStateName() == 'GamePhase' && roundInfo.currentRound().maxLives > 0) { //Log("Forcing "$NewPlayer$" to wait for next round", 'postlogin'); PC.bWaitingForRoundEnd = true; // New player has a team but make sure he's not allowed to spawn yet PC.livesLeft = 0; NewPlayer.GotoState('AwaitingNextRound'); NewPlayer.ClientGotoState('AwaitingNextRound'); return; } // Reset livesLeft. This is done between each round, but it needs to be done here as well to handle // players who join during a round countdown if (roundInfo.currentRound() != None && roundInfo.currentRound().maxLives > 0) { PC.livesLeft = roundInfo.currentRound().maxLives; } else // Otherwise ensure respawns are disabled for this player PC.livesLeft = -1; //Log("Sending "$NewPlayer$" to PlayerRespawn on PostLogin"); // In all other cases, allow the player to spawn NewPlayer.GotoState('PlayerRespawn'); NewPlayer.ClientGotoState('PlayerRespawn'); } function Logout( Controller Exiting ) { numPlayersLoggedIn--; BaseMutator.NotifyLogout(Exiting); Super.Logout(Exiting); } //////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Restarting and respawning ////////////////////////////////////////////////////////////////////////////////// function RestartPlayer( Controller aPlayer ) { local Mutator mutator; local class<Loadout> mutatedLoadoutClass; local class<CombatRole> mutatedCombatRoleClass; local PlayerCharacterController pcc; local Character c; local bool spectator; local MultiplayerStart mpstart; local Vehicle vehicle; local VehicleMountedTurret vehicleTurret; local Turret turret; //log("Restarting player "$aPlayer); // spectator controllers have a none pawn class (utserveradminspectator etc.) if (aPlayer.PawnClass==None) spectator = true; // Properly kill the pawn before the superclass has a chance to destroy it - need to handle vehicle and turret case // This forces the player to drop all equipment if ( (aPlayer.Pawn != None) && (Level.TimeSeconds - aPlayer.Pawn.LastStartTime > 1) ) { vehicle = Vehicle(aPlayer.Pawn); vehicleTurret = VehicleMountedTurret(aPlayer.Pawn); turret = Turret(aPlayer.Pawn); if (vehicle != None) { // vehicle case vehicle.positions[vehicle.driverIndex].occupant.KilledBy(aPlayer.Pawn); // ... kick out dead body immediately vehicle.driverLeave(true, vehicle.driverIndex); } else if (vehicleTurret != None) { // vehicle mounted turret case vehicleTurret.ownerVehicle.positions[vehicleTurret.positionIndex].occupant.KilledBy(aPlayer.Pawn); // ... kick out dead body immediately vehicleTurret.ownerVehicle.driverLeave(true, vehicleTurret.positionIndex); } else if (turret != None) { // turret case turret.driver.KilledBy(aPlayer.Pawn); // ... kick out dead body immediately turret.driverLeave(true); } else aPlayer.Pawn.KilledBy(aPlayer.Pawn); } Super.RestartPlayer(aPlayer); // early exit for spectators (originally dont have a pawn) if (spectator) { log("restarted spectator controller"); return; } // post respawn initialization for pawns mutator = Mutator(BaseMutator); pcc = PlayerCharacterController(aPlayer); c = Character(aPlayer.Pawn); // force MP gamers' character to get the PRI bIsFemale flag c.bIsFemale = pcc.PlayerReplicationInfo.bIsFemale; if (aPlayer.StartSpot == None) { log("Can't spawn multiplayer character: character has no start point. Did you set your start points' team fields?"); return; } if (aPlayer.Pawn == None) { log("Can't spawn multiplayer character: character was not created"); return; } if (TribesReplicationInfo(aPlayer.PlayerReplicationInfo).team == None) { log("Can't spawn multiplayer character: character has no team"); return; } mpstart = MultiplayerStart(aPlayer.StartSpot); if (mpstart != None && !mpstart.canRespawn()) { log("Can't spawn multiplayer character: disallowed by "$mpstart); return; } if (mpstart.combatRole == None) { log("NOTE: MultiplayerStart "$aPlayer.StartSpot.name$" has no combat role defined"); } else { if (mutator != None) { mutatedLoadoutClass = class<Loadout> (DynamicLoadObject(mutator.MutateSpawnLoadoutClass(c), class'Class', true)); mutatedCombatRoleClass = class<CombatRole> (DynamicLoadObject(mutator.MutateSpawnCombatRoleClass(c), class'Class', true)); } if (mutatedLoadoutClass == None) { // equip player with override loadout from spawn point, if defined if (mpstart.loadoutOverride != None) { pcc.newLoadout(new mpstart.loadoutOverride); } else if(!pcc.HasCurrentLoadout()) { // else equip player with default loadout from combat role pcc.newLoadout(new mpstart.combatRole.default.defaultLoadout); } } else { // equip with mutated loadout class pcc.newLoadout(new mutatedLoadoutClass); } if (mutatedCombatRoleClass == None) { // take initial combat role from start spot c.combatRole = mpstart.combatRole; } else { // equip with mutated combat role class c.combatRole = mutatedCombatRoleClass; } // equip player with armor from combat role mpstart.combatRole.default.armorClass.static.equip(Character(aPlayer.Pawn)); // Set the mesh of the player SetPlayerMesh(pcc); // update the new character's skin from the client's preference if (allowSkinChanges()) pcc.clientGetSkinPreference(Character(aPlayer.Pawn).Mesh); } pcc.playerReplicationInfo.bIsSpectator = false; pcc.equipCharacter(); pcc.NextWeapon(); // If the game is in countdown or waiting to start, the player must wait if (IsInState('CountdownPhase') || IsInState('StartGame')) { // Don't send client to this state since it's not needed pcc.GotoState('TribesCountdown'); } // Otherwise, start the player else startPlayer(pcc); // Notify the playerStart so it can notify its baseInfo and spawnArray. // Doing this in the parent RestartPlayer() didn't work because carryable containers // depend on this callback for giving the player a carryable when he spawns. But the above // code messes with your equipment in such a way that prevented you from accessing // your carryables. So this callback has to come after your equipment is given to you. mpstart.onPlayerSpawned(aPlayer); // invoke mutator BaseMutator.ModifyPlayer(aPlayer.Pawn); } function SetPlayerMesh( Controller aPlayer ) { local Mesh mesh; local Jetpack jetpack; local class<Jetpack> mutatedJetpack; local Mesh armsMesh; local Character c; local MultiplayerStart mpstart; if (Mutator(BaseMutator) != None) Mutator(BaseMutator).MutatePlayerMeshes(mesh, mutatedJetpack, armsMesh); c = Character(aPlayer.Pawn); mpstart = MultiplayerStart(aPlayer.StartSpot); // set mesh from TeamInfo if (mesh == None) mesh = c.team().getMeshForRole(mpstart.combatRole, aPlayer.PlayerReplicationInfo.bIsFemale); if (mesh != None) { aPlayer.Pawn.LinkMesh(mesh); } else { log("MultiplayerGameInfo: No mesh defined for combat role "$mpstart.combatRole$ ", team "$c.team()$", bIsFemale "$aPlayer.PlayerReplicationInfo.bIsFemale); } // set jetpack mesh for TeamInfo if (mutatedJetpack == None) jetpack = c.team().getJetpackForRole(aPlayer.Pawn, mpstart.combatRole, aPlayer.PlayerReplicationInfo.bIsFemale); else jetpack = new mutatedJetpack; if (jetpack != None) { c.setJetpack(jetpack); } if (armsMesh == None) armsMesh = c.team().getArmsMeshForRole(mpstart.combatRole); if (armsMesh != None) { c.setArmsMesh(armsMesh); } } // Set the state of all players who aren't spectating function setAllActivePlayerStates(Name newState, optional Name stateTag, optional bool bForceSpectators) { local PlayerCharacterController C; //Log("Setting state for all players to "$newState); ForEach Level.AllControllers(class'PlayerCharacterController', C) { // Don't set spectator states if (!bForceSpectators && C.PlayerReplicationInfo.bIsSpectator) continue; if (C.IsInState(newState)) { //Log("Player "$C$" is already in state "$newState); continue; } C.GotoState(newState, stateTag); C.ClientGotoState(newState, stateTag); } } // Set all players who aren't spectating to their movement state // Players who haven't yet spawned in the world will not be started by calling this function function startAllActivePlayers() { local PlayerCharacterController C; //Log("Starting all active players"); ForEach Level.AllControllers(class'PlayerCharacterController', C) { startPlayer(C); } } // Set this player to his movement state. // If the player has not yet spawned in the world, this function will try to spawn // the player (and then be called again from RestartPlayer()) function startPlayer(PlayerCharacterController C) { // Don't start spectators if (C.PlayerReplicationInfo.bIsSpectator) return; // If the player doesn't have a pawn, try to spawn one // MJ TODO: If the player gets forced out of inventory selection by this restart, they should // get whatever equipment they had selected at the time of being forced out if (C.Pawn == None) { RestartPlayer(C); // Return because this function will get called again from RestartPlayer() return; } if (C.Pawn != None) { // Put player in their expected movement state, i.e. let them start playing C.GotoState(Rook(C.Pawn).playerControllerState); C.ClientGotoState(Rook(C.Pawn).playerControllerState); C.Restart(); } else { // This should never happen Log("Not starting active player "$C$" due to no Pawn"); } } function killAllPlayers() { local PlayerCharacterController C; //Log("Killing all active players"); ForEach Level.AllControllers(class'PlayerCharacterController', C) { if (C.Pawn != None) C.Pawn.KilledBy(C.Pawn); } } // playerPawnDestroyedState // The state that the playercontroller is put into when the pawn dies function Name playerPawnDestroyedState() { return 'PlayerRespawn'; } // The state that the player is put into if he has no lives left function Name playerPawnNoRespawnState() { return 'AwaitingNextRound'; } // This function is called BEFORE the player actually respawns; if it returns // before calling super.tryRespawn() then the player will NOT spawn function bool tryRespawn(PlayerCharacterController c) { //local TeamInfo t; //local TribesReplicationInfo TRI; //Log("Global tryRespawn() called on "$c); // Don't allow respawn if respawnDelay has not yet elapsed if (c.respawnDelay > 0 && ! c.bForcedRespawn) { //Log(c$" can't respawn due to respawnDelay = "$c.respawnDelay); return false; // can't respawn, waiting for delay } // Don't allow respawn if the player has run out of lives if (c.livesLeft == 0 && roundInfo.currentRound().maxLives != -1) { //Log(c$" can't respawn due to respawnsLeft"); return false; // can't respawn, none left } c.bWaitingForRoundEnd = false; // set the team if there is none //TRI = TribesReplicationInfo(c.PlayerReplicationInfo); //if(TRI.team == None) //{ // t = initialTeam(); // c.dispatchMessage(new class'MessageClientChangedTeam'(c, t, TRI.team)); // TRI.team = t; //} // Show an inventory screen if applicable if(roundInfo.currentRound().bAllowEquipOnRespawn) { // Log("Allowing equipment for controller "$c); c.GotoState('PlayerEquippingPreRestart'); c.ClientGotoState('PlayerEquippingPreRestart'); // Return now so the player doesn't respawn just yet return false; } // Superclass calls RestartPlayer() return Super.tryRespawn(c); } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // State StartGame // Gives a chance for players to connect, then starts the game if there are // enough players. If there aren't enough players, wait for them. auto state StartGame { function bool allowMapVote() { return false; } function bool playersReady() { local PlayerController PC; local PlayerReplicationInfo PRINotReady[3]; local int numControllersNotReady; local bool bOneActivePlayer; // Find out which players aren't ready ForEach DynamicActors(class'PlayerController', PC) { if (PC.IsInState('TribesCountdown')) { bOneActivePlayer = true; if (!TribesReplicationInfo(PC.PlayerReplicationInfo).bReady) { if (numControllersNotReady < 3) PRINotReady[numControllersNotReady] = PC.PlayerReplicationInfo; numControllersNotReady++; } } } // If only a few players are holding things up, broadcast a message with those player names if (numControllersNotReady > 0 && numControllersNotReady <= 3 && Level.TimeSeconds - 10 > lastTournamentUpdateTime) { lastTournamentUpdateTime = Level.TimeSeconds; BroadcastLocalized(self, GameMessageClass, 22, PRINotReady[0], PRINotReady[1], PRINotReady[2]); } return bOneActivePlayer && numControllersNotReady == 0; } // Always allow team changes function bool ChangeTeam(Controller Other, int N, bool bNewTeam) { return true; } function EndState() { // Log("Ending state StartGame"); } Begin: // Log("Entered state StartGame..."); // If in tourney mode, wait for all players to be ready or an admin forced start, whichever comes first if (bTournamentMode) { GameSpyStateChange("openwaiting"); // Wait until all players are ready or an admin forces the match to start TribesGameReplicationInfo(GameReplicationInfo).bAwaitingTournamentStart = true; while (!playersReady() && !bForceStart) { Sleep(1); } TribesGameReplicationInfo(GameReplicationInfo).bAwaitingTournamentStart = false; bForceStart = false; // If still in tourney mode, set countdown duration of first round to a special tourney value if (bTournamentMode) roundInfo.rounds[0].countdownDuration = tournamentCountdown; } GameSpyStateChange("openplaying"); // Goto the state that decides how to proceed to the next round GotoState('InBetweenRounds'); } //////////////////////////////////////////////////////////////////////////////////////////////////////////////// // State InBetweenRound // This state handles transitions between rounds, including the transition from start of game to the first round state InBetweenRounds { function bool CanSpectate( PlayerController Viewer, bool bOnlySpectator, actor ViewTarget ) { // Don't allow switching to spectator mode in this state return false; } function bool ChangeTeam(Controller Other, int N, bool bNewTeam) { // Don't allow changing teams in this state return false; } function showRoundSummary() { local PlayerCharacterController c; // Cause everyone to see a round summary ForEach Level.AllControllers(class'PlayerCharacterController', c) { // Inform of winning team c.clientOpenMenu(guiPackage $ "." $ roundSummaryPage, roundSummaryPage); } } function closeRoundSummary() { local PlayerCharacterController c; // Close everyone's round summaries ForEach Level.AllControllers(class'PlayerCharacterController', c) { c.clientCloseMenu(); } } Begin: //Log("Server entered state InBetweenRounds"); // Check for a pending match end. It's possible that this state was entered in the same tick that the // match should've ended, thus overriding the GameEnd state. This works but a better solution would // be preferable. if (bPendingMatchEnd) { //Log("Pending match end detected...forcing to GameEnd"); GotoState('GameEnd'); } // If this isn't the first or last round, show a round summary if (roundInfo.currentRoundIdx >= 0 && roundInfo.currentRoundIdx < roundInfo.rounds.Length - 1) { //setAllActivePlayerStates('AwaitingNextRound'); // Wait a second before showing the summary // This is a hacky way to help ensure the team scoring information gets replicated before // the summary page is shown...consider a better solution Sleep(1); showRoundSummary(); Sleep(3); closeRoundSummary(); } // Go to the next round if applicable; otherwise, end the game if (roundInfo.moreRoundsToPlay()) { // Check that the minimum number of players is satisfied; if not, wait until it is if (!enoughPlayersToStart()) { bWaitingForPlayers = true; // Make sure everyone is waiting setAllActivePlayerStates('AwaitingGameStart'); // Check the first round for minimumNumberOfPlayers and wait until there are enough // players to satisfy this restriction while (!enoughPlayersToStart()) { //Log("Not enough players. Waiting..."); Sleep(5); } bWaitingForPlayers = false; setAllActivePlayerStates('PlayerRespawn', 'Forced', true); } // If the upcoming round isn't the first round, force all active players to spawn (make sure everyone's dead first) if (roundInfo.currentRoundIdx + 1 > 0) { killAllPlayers(); setAllActivePlayerStates('PlayerRespawn', 'Forced'); } // Repair everything if applicable if (bRepairBaseDevicesBetweenRounds) repairAllBaseDevices(); // Start the next round roundInfo.startNextRound(); // Goto countdown phase if required; otherwise start the game immediately if (roundInfo.needsCountdown()) { GotoState('CountdownPhase'); } else { GotoState('GamePhase'); } } else { GotoState('GameEnd'); } } ////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // State CountdownPhase // Players already spawned, but are locked. Newly connected players will be able to spawn, but will also be locked state CountdownPhase { function bool allowMapVote() { return false; } Begin: //Log("Entering CountdownPhase"); dispatchMessage(new class'MessageRoundWarmup'); // Loop until the countdown is finished while (roundInfo.isCountdown()) Sleep(0.5); // Set the countdown to an invalid number to indicate that it's over, then start the game roundInfo.replicatedRemainingCountdown = -1; GotoState('GamePhase'); } // State GamePhase // Actual gameplay state GamePhase { function onDeath(PlayerCharacterController c) { if (roundInfo.currentRound() != None) { // Decrement the dead controller's number of lives, if applicable if (roundInfo.currentRound().maxLives > 0) { c.livesLeft--; //Log("maxLives decremented, "$c$" now has "$c.livesLeft$" lives left"); } // For each character death, check to see if the round should end as a result // of that death if (roundInfo.currentRound().shouldEndAfterDeathOf(Level, c)) { //Log("Forcing selection of next round as a result of "$c$"'s death"); Level.Game.Broadcast(self, "Round ended due to one team being defeated!"); GotoState('InBetweenRounds'); } // Assign the dying character a respawnDelay c.respawnDelay = roundInfo.currentRound().getRespawnDelay(); } //Log(c$" died, livesLeft = "$c.livesLeft); } // Called by MPActors whenever team points are scored // This is used to prematurely end matches based on total number of points scored function postTeamScored(TeamInfo t, int numPoints, optional Actor EndGameFocus) { local PlayerController player; local Controller P; if (scoreLimit > 0 && t.score >= scoreLimit) { //Log("Ending match due to scoreLimit reached"); //Level.Game.Broadcast(self, "Score limit for this match was reached!"); // Set a flag to mark match end since game state might change before next tick bPendingMatchEnd = true; // If FocusRookOnWin provided, force everyone to view it if (EndGameFocus != None) { for ( P=Level.ControllerList; P!=None; P=P.nextController ) { player = PlayerController(P); if ( Player != None ) { Player.ClientSetBehindView(true); Player.CameraDist = 11; Player.ClientSetViewTarget(EndGameFocus); Player.SetViewTarget(EndGameFocus); } } GotoState('GameEnd', 'Delayed'); return; } GotoState('GameEnd'); return; } // Check the current round's scoreLimit if (roundInfo.currentRound() != None && roundInfo.currentRound().shouldEndAfterTeamScored(Level, t)) { //Log("Ending round due to scoreLimit reached"); //Level.Game.Broadcast(self, "Score limit for this round was reached!"); GotoState('InBetweenRounds'); } } function evaluateTimeLeft() { local float timeLeft; // Play 1-minute and 10-second warnings timeLeft = roundInfo.currentRound().timeLeft(Level); if (lastTimeLeft >= 61 && timeLeft < 61) { BroadcastLocalized(self, GameAnnouncerMessageClass, 3); } else if (lastTimeLeft >= 11 && timeLeft < 11) { BroadcastLocalized(self, GameAnnouncerMessageClass, 4); } lastTimeLeft = timeLeft; } Begin: //Log("Entering GamePhase"); if (!roundInfo.isFinished()) { // Start all players who were waiting for this round startAllActivePlayers(); dispatchMessage(new class'MessageRoundStart'); BroadcastLocalized(self, GameAnnouncerMessageClass, 5); // Loop until the round is finished while (!roundInfo.isFinished()) { Sleep(0.5); roundInfo.currentRound().advanceWaveTime(0.5); evaluateTimeLeft(); } } //Log("Round "$roundInfo.currentRound()$" ended"); // If more than 1 round exists, announce round winner here // Assume no round ends in a tie if (roundInfo.rounds.Length > 1) { if (roundInfo.currentRound().winningTeam != None) Level.Game.BroadcastLocalized(self, GameAnnouncerMessageClass, 1, roundInfo.currentRound().winningTeam); } // Go to the next round dispatchMessage(new class'MessageRoundEnd'); GotoState('InBetweenRounds'); } ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // State GameEnd // The game has ended, time to load a new map state GameEnd { function SendMPActorsToGameOver() { local MPActor a; // Put all MPActors in GameOver state ForEach Level.AllActors(class'MPActor', a) { a.GotoState('GameOver'); } } function bool tryRespawn(PlayerCharacterController c) { // MJ: Should figure out why this function gets spammed at the end of a map return false; } function showGameSummary() { local PlayerCharacterController c; // Force everyone to see a GUIPage ForEach Level.AllControllers(class'PlayerCharacterController', c) { c.clientOpenMenu(guiPackage $ "." $ gameSummaryPage, gameSummaryPage); } } function closeGameSummary() { local PlayerCharacterController c; // Force everyone to close it ForEach Level.AllControllers(class'PlayerCharacterController', c) { c.clientCloseMenu(); } } // Don't allow team changes function bool ChangeTeam(Controller Other, int N, bool bNewTeam) { return false; } Delayed: Sleep(6); Begin: GameSpyGameMode = "closedwaiting"; //Log("Entering GameEnd"); OnGameEnd(); SendMPActorsToGameOver(); // Notify that the game has ended EndGame(None, ""); // Play announcement here if (numTeams > 1) { if (getWinningTeam() != getLosingTeam()) Level.Game.BroadcastLocalized(self, GameAnnouncerMessageClass, 0, getWinningTeam()); else Level.Game.BroadcastLocalized(self, GameAnnouncerMessageClass, 2); } Sleep(2); showGameSummary(); Sleep(postGameDelay); //closeGameSummary(); if (!bServerTravelOverride) { RestartGame(); // base class, loads next map } else { Level.ServerTravel(serverTravelURL, false); } } function OnGameEnd() { bOnGameEndCalled = true; // Cleanup winningTeam in roundInfos to satisfy garbage collection roundInfo.cleanup(); } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Miscellaneous function PostTeamScored(TeamInfo t, int numPoints, optional Actor EndGameFocus) { } function onSpectate(PlayerCharacterController c) { //Log("Sending "$c$" to TribesSpectating"); if (c.Pawn != None) c.Pawn.KilledBy(c.Pawn); c.unpossess(); c.GotoState('TribesSpectating'); c.ClientGotoState('TribesSpectating'); } function onUnspectate(PlayerCharacterController c) { local tribesReplicationInfo TRI; local TeamInfo t; TRI = TribesReplicationInfo(c.playerReplicationInfo); // Only allow unSpectating if you would normally be allowed to change teams if (ChangeTeam(c, 0, false)) { if(TRI.team == None) { t = initialTeam(); TRI.setTeam(t); TRI.bTeamChanged = true; } c.GotoState('PlayerRespawn'); c.ClientGotoState('PlayerRespawn'); } // MJ temp message c.ClientMessage("Can't unspectate now"); } // Returns team with highest score function TeamInfo getWinningTeam() { local TeamInfo team, winningTeam; ForEach Level.AllActors(class'TeamInfo', team) { if (winningTeam == None) winningTeam = team; else if (team.Score > winningTeam.Score) winningTeam = team; } return winningTeam; } // Returns team with lowest score function TeamInfo getLosingTeam() { local TeamInfo team, losingTeam; ForEach Level.AllActors(class'TeamInfo', team) { if (losingTeam == None) losingTeam = team; else if (team.Score < losingTeam.Score) losingTeam = team; } return losingTeam; } function bool ChangeTeam(Controller Other, int N, bool bNewTeam) { local PlayerCharacterController pcc; local bool allowChangeTeam; local TeamInfo t; local bool bTournamentActive; pcc = PlayerCharacterController(Other); t = pcc.getTeamInfo(N); // Don't allow team changes while the player is respawning, if the round has limited lives, if // a team has run out of carryables, or if the server has started a tournament bTournamentActive = bTournamentMode && !TribesGameReplicationInfo(GameReplicationInfo).bAwaitingTournamentStart; allowChangeTeam = (pcc.respawnDelay <= 0 || pcc.respawnDelay == roundInfo.currentRound().respawnDelay) && !t.bNoMoreCarryables && !bTournamentActive; // Don't allow changing teams if maxLives is set and the game is in progress, but do allow changing // teams if the game is in between rounds //if (roundInfo.currentRound().maxLives >= 0) // allowChangeTeam = !IsInState('GamePhase'); //Log("Change team returning "$allowChangeTeam$" trying to change "$Other$" to "$t); //Log("respawnDelay = "$pcc.respawnDelay$", maxLives = "$roundInfo.currentRound().maxLives$", noCarry = "$t.bNoMoreCarryables$", tourney = "$bTournamentActive); return allowChangeTeam; } function enableTournamentMode() { bTournamentMode = true; default.bTournamentMode = true; GameReplicationInfo.bTournamentMode = true; bChangeLevels = false; Class.static.StaticSaveConfig(); RestartGame(); } function disableTournamentMode() { bTournamentMode = false; default.bTournamentMode = false; GameReplicationInfo.bTournamentMode = false; bForceStart = true; bChangeLevels = true; Class.static.StaticSaveConfig(); } function setPlayerTeamDamagePercentage(float percentage) { if (percentage < 0) percentage = 0; else if (percentage > 1) percentage = 1; default.playerTeamDamagePercentage = percentage; playerTeamDamagePercentage = percentage; GameReplicationInfo.playerTeamDamagePercentage = percentage; Class.static.StaticSaveConfig(); } // returns the number of player controllers that have active pawns function int numActivePlayers() { local PlayerCharacterController pc; local int i; ForEach Level.AllControllers(class'PlayerCharacterController', pc) { if (pc.Pawn != None) i++; } return i; } function bool CanSpectate( PlayerController Viewer, bool bOnlySpectator, actor ViewTarget ) { local Controller C; local bool bAllow; if (MPActor(ViewTarget) != None) return true; C = Controller(ViewTarget); // can only spectate characters, occupied vehicles, occupied vehicle turrets bAllow = Viewer == ViewTarget || (C != None && (Character(C.Pawn) != None || Vehicle(C.Pawn) != None || VehicleMountedTurret(C.Pawn) != None) && !C.IsInState('TribesSpectating')); if (bAllow && Rook(ViewTarget) != None && Viewer.Pawn != None && bDontAllowEnemySpectating) { bAllow = (Rook(ViewTarget).team() == Rook(Viewer.Pawn).team()); } return bAllow; } function bool allowMapVote() { return true; } function repairAllBaseDevices() { local BaseDevice bd; ForEach AllActors(class'BaseDevice', bd) { if (bd.bCanBeDamaged) bd.Health = bd.default.Health; } } /* ProcessServerTravel() Optional handling of ServerTravel for network games. */ function ProcessServerTravel( string URL, bool bItems ) { if (!bOnGameEndCalled) { bServerTravelOverride = true; serverTravelURL = URL; Level.bLevelChange = false; Level.NextURL = ""; Log("ProcessServerTravel called, sending to GameEnd"); GotoState('GameEnd'); } else { Log("Calling super.ProcessServerTravel"); super.ProcessServerTravel(URL, bItems); } } // Hints static function string GetLoadingHint( PlayerController Ref, color HintColor, color BindColor ) { local string Hint; local int Attempt; if ( Ref == None ) return ""; while ( Hint == "" && ++Attempt < 10 ) Hint = ParseLoadingHint(GetNextLoadHint(), Ref, HintColor, BindColor); return Hint; } static function string ParseLoadingHint(string Hint, PlayerController Ref, color HintColor, color BindColor) { local string CurrentHint, Cmd, Result; local int pos; pos = InStr(Hint, "%"); if ( pos == -1 ) return Hint; do { Cmd = ""; Result = ""; CurrentHint $= Left(Hint,pos); Hint = Mid(Hint, pos+1); pos = InStr(Hint, "%"); if ( pos == -1 ) break; Cmd = Left(Hint,pos); Hint = Mid(Hint,pos+1); Result = Ref.Player.InteractionMaster.GetKeyFromBinding(Cmd, true); if ( Result == Cmd || Result == "" ) break; CurrentHint $= MakeColorCode(BindColor) $ Result $ MakeColorCode(HintColor); pos = InStr(Hint, "%"); } until ( Hint == "" || pos == -1 ); if ( Result != "" && Result != Cmd ) return CurrentHint $ Hint; return ""; } static function string GetNextLoadHint() { local array<string> Hints; // Higher chance that we'll pull a loading hint from our own gametype if ( Rand(100) < 75 ) Hints = GetAllLoadHints(true); else Hints = GetAllLoadHints(); if ( Hints.Length > 0 ) return Hints[Rand(Hints.Length)]; return ""; } static function array<string> GetAllLoadHints(optional bool bThisClassOnly) { return default.gameHints; } static function string MakeColorCode(color NewColor) { // Text colours use 1 as 0. if(NewColor.R == 0) NewColor.R = 1; if(NewColor.G == 0) NewColor.G = 1; if(NewColor.B == 0) NewColor.B = 1; return Chr(0x1B)$Chr(NewColor.R)$Chr(NewColor.G)$Chr(NewColor.B); } function String GetGameSpyGameMode() { return GameSpyGameMode; } function GameSpyStateChange(String newGameMode) { GameSpyGameMode = newGameMode; Level.GetGameSpyManager().SendGameSpyGameModeChange(); } defaultproperties { Label = "GAMEINFO" PlayerControllerClassName = "Gameplay.PlayerCharacterController" DefaultPlayerClassName = "Gameplay.MultiplayerCharacter" bDelayedStart = true MapListType = "Gameplay.MapList" CheatClass = class'ConsoleCommandManager' gameSummaryPage = "TribesMPGameSummaryMenu" roundSummaryPage = "TribesMPRoundSummaryMenu" guiPackage = "TribesGui" equipmentLifeTime = 15.0 DeathMessageClass = class'Gameplay.MPDeathMessages' GameMessageClass = class'Gameplay.TribesGameMessage' postGameDelay = 8.0 GameAnnouncerMessageClass = class'Gameplay.MPGameAnnouncerMessages' tournamentCountdown = 30.0 minimumNumberOfPlayers = 0 numTeams = 2 bPauseable = false GameSpyGameMode = "closedwaiting" } |
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