Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
00001 00002 00003 00004 00005 00006 00007 00008 00009 00010 00011 00012 00013 00014 00015 00016 00017 00018 00019 00020 00021 00022 00023 00024 00025 00026 00027 00028 00029 00030 00031 00032 00033 00034 00035 00036 00037 00038 00039 00040 00041 00042 00043 00044 00045 00046 00047 00048 00049 00050 00051 00052 00053 00054 00055 00056 00057 00058 00059 00060 00061 00062 00063 00064 00065 00066 00067 00068 00069 00070 00071 00072 00073 00074 00075 00076 00077 00078 00079 00080 00081 00082 00083 00084 00085 00086 00087 00088 00089 00090 00091 00092 00093 00094 00095 00096 00097 00098 00099 00100 00101 00102 00103 00104 00105 00106 00107 00108 00109 00110 00111 00112 00113 00114 00115 00116 00117 00118 00119 00120 00121 00122 00123 00124 00125 00126 00127 00128 00129 00130 00131 00132 00133 00134 00135 00136 00137 00138 00139 00140 00141 00142 00143 00144 00145 00146 00147 00148 00149 00150 00151 00152 00153 00154 00155 00156 00157 00158 00159 00160 00161 00162 00163 00164 00165 00166 00167 00168 00169 00170 00171 00172 00173 00174 00175 00176 00177 00178 |
class EffectsSubsystem extends Engine.Actor native abstract; var EffectsSystem EffectsSystem; //note: assigned after Spawn() returns, so not available in *BeginPlay() var private config array<Name> EventResponse; //named in the singular for clarity of configuration file var class EffectSpecificationSubClass; var private bool debugSlow; //if true, does some error checking that takes extra time //native noexport variables (must come last) var private native noexport const int EventResponses[5]; //Declared as a TMultiMap<FName, UEventResponse*> in AEffectsSystem.h var private native noexport const int EffectSpecifications[5]; //Declared as a TMap<FName, UEffectSpecification*> in AEffectsSystem.h simulated function PreBeginPlay() { local EventResponse newEventResponse; local int i; Super.PreBeginPlay(); for (i=0; i<EventResponse.length; ++i) { //instantiate event responses newEventResponse = new(self, string(EventResponse[i]), 0) class'EventResponse'; //the special EventReseponse SourceClassName 'Level' means that all // specifications referenced by the Response should automatically // be instantiated for the Level specified by Event. if (newEventResponse.SourceClassName == 'Level') { if (Level.Label == newEventResponse.Event) InitializeResponseSpecifications(newEventResponse); //note that newEventResponse is not added to the EventResponses hash, since // the EventResponse is not meant to ever match an EffectEvent. } else { //hook-up source & target classes. // //they're specified by names in the config files so that they will not be loaded // just because they're the subject of events. Thus we do a DynamicFindObject() // and hook-up the classes only if they're already loaded for another purpose. newEventResponse.SourceClass = class<Actor>( DynamicFindObject( String(newEventResponse.SourceClassName), class'Class')); //if the SourceClass is in this map, then this event could happen, // so add it to the collection of EventResponses. if (newEventResponse.SourceClass != None) { //the hash key for EventResponses is ClassName+EventName, since these are the mandatory data members AddEventResponse( name(String(newEventResponse.SourceClassName)$String(newEventResponse.Event)), newEventResponse); newEventResponse.Init(); InitializeResponseSpecifications(newEventResponse); } } } if (debugSlow) { log(name$" Initialized. Statistics:"); // log(name$" EventResponses -"); EventResponses.Profile(); // log(name$" EffectSpecifications -"); EffectSpecifications.Profile(); } } native function AddEventResponse(name EventResponseName, EventResponse EventResponse); function InitializeResponseSpecifications(EventResponse EventResponse) { local EffectSpecification newEffectSpecification; local int i; //instantiate the specifications referenced by this response, // and add them to the collection of specifications. //(if the specification has already been instantiated, then just // reference that instance.) for (i=0; i<EventResponse.Specification.length; ++i) { //a 'None' specification is valid, ie. there's a chance of doing nothing in response to the event if (EventResponse.Specification[i].SpecificationType != 'None') { //lookup to see if the specification has already been instantiated newEffectSpecification = FindEffectSpecification(EventResponse.Specification[i].SpecificationType); if (newEffectSpecification == None) //not yet instantiated, so instantiate it { #if IG_TRIBES3 //tcohen: Tribes prefers error messages in the log. // validate the class... warfare crashes out big time if its not valid if (class<EffectSpecification>(EventResponse.Specification[i].SpecificationClass) == None) { Log("ERROR! EventResponse ["$EventResponse.Event$"] hooked up to invalid specification ["$EventResponse.Specification[i].SpecificationType$"]"); continue; } #else // TMC I prefer AssertWithDescription()s. AssertWithDescription(class<EffectSpecification>(EventResponse.Specification[i].SpecificationClass) != None, "[tcohen] EffectsSubsystem::InitializeResponseSpecifications() The EventResponse "$EventResponse.name $" lists specification #"$i $" (base zero) as "$EventResponse.Specification[i].SpecificationType $", but that's not a valid class of EffectSpecification."); #endif newEffectSpecification = EffectSpecification( new(self, string(EventResponse.Specification[i].SpecificationType), 0) EventResponse.Specification[i].SpecificationClass); assert(newEffectSpecification!=None); newEffectSpecification.Init(self); //the hash key for EffectSpecifications is the EffectSpecification's name AddEffectSpecification(newEffectSpecification.name, newEffectSpecification); } EventResponse.SpecificationReference[i] = newEffectSpecification; } } } native function EffectSpecification FindEffectSpecification(name EffectSpecificationName); native function AddEffectSpecification(name EffectSpecificationName, EffectSpecification EffectSpecification); // See parameter documentation in Actor.uc TriggerEffectEvent() native function bool EffectEventTriggered( Actor Source, name EffectEvent, optional Actor Target, optional Material TargetMaterial, optional vector overrideWorldLocation, optional rotator overrideWorldRotation, optional bool unTriggered, //only one EffectSpecification should be specified for EffectEvents that may be UnTriggered optional bool PlayOnTarget, optional bool QueryOnly, optional IEffectObserver Observer, optional name Tag); simulated function EffectSpecification GetSpecificationByString(string Specification) { return FindEffectSpecification(name(Specification)); } // Should print the current state of the subsystem to the log (via Log()) in a // human-readable form that is suitable for debugging. simulated function LogState() { Log("LogState not implemented for subsystem: "$self); } simulated event Actor PlayEffectSpecification( EffectSpecification EffectSpec, Actor Source, optional Actor Target, optional Material TargetMaterial, optional vector overrideWorldLocation, optional rotator overrideWorldRotation, optional IEffectObserver Observer) { assert(false); return None; } // must implement in subclass!!! simulated event StopEffectSpecification( EffectSpecification EffectSpec, Actor Source); simulated event OnEffectSpawned(Actor SpawnedEffect); defaultproperties { debugSlow=true bHidden=true } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |