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Engine.Controller


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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
    config(user)
    native
    nativereplication
    abstract;

var Pawn Pawn;

var const int       PlayerNum;          // The player number - per-match player number.
var     float       SightCounter;       // Used to keep track of when to check player visibility
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

//AI flags
var const bool      bLOSflag;           // used for alternating LineOfSight traces
var     bool        bAdvancedTactics;   // serpentine movement between pathnodes
var     bool        bCanOpenDoors;
var     bool        bCanDoSpecial;
var     bool        bAdjusting;         // adjusting around obstacle
var     bool        bPreparingMove;     // set true while pawn sets up for a latent move
var     bool        bControlAnimations; // take control of animations from pawn (don't let pawn play animations based on notifications)
var     bool        bEnemyInfoValid;    // false when change enemy, true when LastSeenPos etc updated
var     bool        bNotifyApex;        // event NotifyJumpApex() when at apex of jump
var     bool        bUsePlayerHearing;
var     bool        bJumpOverWall;      // true when jumping to clear obstacle
var     bool        bEnemyAcquired;
var     bool        bSoaking;           // pause and focus on this bot if it encounters a problem
var     bool        bHuntPlayer;        // hunting player
var     bool        bAllowedToTranslocate;
var     bool        bAllowedToImpactJump;
var     bool        bAdrenalineEnabled;
var     bool        bNotifyFallingHitWall;
var     bool        bSlowerZAcquire;    // acquire targets above or below more slowly than at same height
var     bool        bInDodgeMove;
var     bool        bVehicleTransition;
var     bool        bForceStrafe;
var     bool        bNotifyPostLanded;

// Input buttons.
var input byte
    bRun, bDuck, bFire, bAltFire, bVoiceTalk;

var     vector      AdjustLoc;          // location to move to while adjusting around obstacle

var const   Controller      nextController; // chained Controller list

var     float       Stimulus;           // Strength of stimulus - Set when stimulus happens

// Navigation AI
var     float       MoveTimer;
var     Actor       MoveTarget;     // actor being moved toward
var     vector      Destination;    // location being moved toward
var     vector      FocalPoint;     // location being looked at
var     Actor       Focus;          // actor being looked at
var     float       FocusLead;      // how much to lead view of focus
var     Mover       PendingMover;   // mover pawn is waiting for to complete its move
var     Actor       GoalList[4];    // used by navigation AI - list of intermediate goals
var NavigationPoint home;           // set when begin play, used for retreating and attitude checks
var     float       MinHitWall;     // Minimum HitNormal dot Velocity.Normal to get a HitWall event from the physics
var     float       RespawnPredictionTime;  // how far ahead to predict respawns when looking for inventory
var     float       DodgeToGoalPct; // Frequency bot tries to dodge to reachable goal
var     int         AcquisitionYawRate;
var     float       DodgeLandZ;     // expected min landing height of dodge
var     Vehicle     LastBlockingVehicle;

// Enemy information
var     Pawn        Enemy;
var     Actor       Target;
var     vector      LastSeenPos;    // enemy position when I last saw enemy (auto updated if EnemyNotVisible() enabled)
var     vector      LastSeeingPos;  // position where I last saw enemy (auto updated if EnemyNotVisible enabled)
var     float       LastSeenTime;

var string VoiceType; // OBSOLETE
var float OldMessageTime; //to limit frequency of voice messages

// Route Cache for Navigation
var Actor       RouteCache[16];
var ReachSpec   CurrentPath;
var ReachSpec   NextRoutePath;
var vector      CurrentPathDir;
var Actor       RouteGoal; //final destination for current route
var float       RouteDist;  // total distance for current route
var float       LastRouteFind;  // time at which last route finding occured
var     vector      DirectionHint;      // used to pick which side of vehicle to get out on

// 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 NavigationPoint 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;

var     AvoidMarker FearSpots[2];   // avoid these spots when moving

var float WarningDelay;     // delay before act on firing warning
var Projectile WarningProjectile;
var Pawn ShotTarget;
var const Actor LastFailedReach;    // cache to avoid trying failed actorreachable more than once per frame
var const float FailedReachTime;
var const vector FailedReachLocation;

var float Adrenaline;
var float           AdrenalineMax;       // maximum Adrenaline (combo energy)
var class<Weapon> LastPawnWeapon;               // used by game stats

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, Adrenaline,bAdrenalineEnabled;

    // Functions the server calls on the client side.
    reliable if( RemoteRole==ROLE_AutonomousProxy )
        ClientGameEnded, ClientRoundEnded, 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;
}

// Latent Movement.
//Note that MoveTo sets the actor's Destination, and MoveToward sets the
//actor's MoveTarget.  Actor will rotate towards destination unless the optional ViewFocus is specified.

native(500) final latent function MoveTo( vector NewDestination, optional Actor ViewFocus, optional bool bShouldWalk);
native(502) final latent function MoveToward(actor NewTarget, optional Actor ViewFocus, optional float DestinationOffset, optional bool bUseStrafing, optional bool bShouldWalk);
native(508) final latent function FinishRotation();

// native AI functions
/* LineOfSightTo() returns true if any of several points of Other is visible
  (origin, top, bottom)
*/
native(514) final function bool LineOfSightTo(actor Other);

/* CanSee() similar to line of sight, but also takes into account Pawn's peripheral vision
*/
native(533) final function bool CanSee(Pawn Other);

//Navigation functions - return the next path toward the goal
native(518) final function Actor FindPathTo(vector aPoint);
native(517) final function Actor FindPathToward(actor anActor, optional bool bWeightDetours);
native final function Actor FindPathToIntercept(Pawn P, Actor RouteGoal, optional bool bWeightDetours);
native final function Actor FindPathTowardNearest(class<NavigationPoint> GoalClass, optional bool bWeightDetours);
native(525) final function NavigationPoint FindRandomDest();

native(523) final function vector EAdjustJump(float BaseZ, float XYSpeed);

//Reachable returns whether direct path from Actor to aPoint is traversable
//using the current locomotion method
native(521) final function bool pointReachable(vector aPoint);
native(520) final function bool actorReachable(actor anActor);

/* PickWallAdjust()
Check if could jump up over obstruction (only if there is a knee height obstruction)
If so, start jump, and return current destination
Else, try to step around - return a destination 90 degrees right or left depending on traces
out and floor checks
*/
native(526) final function bool PickWallAdjust(vector HitNormal);

/* WaitForLanding()
latent function returns when pawn is on ground (no longer falling)
*/
native(527) final latent function WaitForLanding();

native(540) final function actor FindBestInventoryPath(out float MinWeight);
native final function actor FindBestSuperPickup(float MaxDist); // find nearest super pickup (base has bDelayedSpawn=true)

native(529) final function AddController();
native(530) final function RemoveController();

// Pick best pawn target
native(531) final function pawn PickTarget(out float bestAim, out float bestDist, vector FireDir, vector projStart, float MaxRange);
native(534) final function actor PickAnyTarget(out float bestAim, out float bestDist, vector FireDir, vector projStart);

native final function bool InLatentExecution(int LatentActionNumber); //returns true if controller currently performing latent action specified by LatentActionNumber
// Force end to sleep
native function StopWaiting();
native function EndClimbLadder();

native final function bool CanMakePathTo(Actor A); // assumes valid CurrentPath, tries to see if CurrentPath can be combine with path to N

event MayFall(); //return true if allowed to fall - called by engine when pawn is about to fall

event MayDodgeToMoveTarget();

event MissedDodge();

function PendingStasis()
{
    bStasis = true;
    Pawn = None;
}

// ----- combos ----- //

function AwardAdrenaline(float Amount)
{
    if ( bAdrenalineEnabled )
    {
        Adrenaline += Amount;
        Adrenaline = Clamp( Adrenaline, 0, AdrenalineMax );
    }
}

function bool NeedsAdrenaline()
{
    return ( (Pawn != None) && !Pawn.InCurrentCombo() && (Adrenaline < AdrenalineMax) );
}

/* DisplayDebug()
list important controller attributes on canvas
*/
function DisplayDebug(Canvas Canvas, out float YL, out float YPos)
{
    local string DebugString;

    if ( Pawn == None )
    {
        Super.DisplayDebug(Canvas,YL,YPos);
        return;
    }

    Canvas.SetDrawColor(255,0,0);
    Canvas.DrawText("CONTROLLER "$GetItemName(string(self))$" Pawn "$GetItemName(string(Pawn))$" viewpitch "$Rotation.Pitch);
    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 ( MonitoredPawn != None )
        DebugString $= "     MonitoredPawn: "@MonitoredPawn.GetHumanReadableName();
    else
        DebugString $= "     MonitoredPawn: None";
    if ( Target != None )
        DebugString $= "     Target: "@Target.GetHumanReadableName();
    else
        DebugString $= "     Target: None";
    Canvas.DrawText(DebugString);
    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));
}

simulated function rotator GetViewRotation()
{
    return Rotation;
}

/* Reset()
reset actor to initial state
*/
function Reset()
{
    super.Reset();

    Enemy = None;
    LastSeenTime = 0;
    StartSpot = None;
    Adrenaline = 0;
    bAdjusting = false;
    bPreparingMove = false;
    bJumpOverWall = false;
    bEnemyAcquired = false;
    bHuntPlayer = false;
    bInDodgeMove = false;
    MoveTimer = -1;
    MoveTarget = None;
    PendingMover = None;
    CurrentPath = None;
    RouteGoal = None;
    MonitoredPawn = None;
    WarningProjectile = None;
}

function bool AvoidCertainDeath()
{
    return false;
}

/* 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');
    }
}

/* 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,
    int Id,
    sound S,
    vector SoundLocation,
    vector Parameters,
    bool Attenuate
);

event SoakStop(string problem);

function Possess(Pawn aPawn)
{
    aPawn.PossessedBy(self);
    Pawn = aPawn;
    if ( PlayerReplicationInfo != None )
    {
        if ( Vehicle(Pawn) != None && Vehicle(Pawn).Driver != None )
            PlayerReplicationInfo.bIsFemale = Vehicle(Pawn).Driver.bIsFemale;
        else
            PlayerReplicationInfo.bIsFemale = Pawn.bIsFemale;
    }

    // preserve Pawn's rotation initially for placed Pawns
    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);

function class<Weapon> GetLastWeapon()
{
    if ( (Pawn == None) || (Pawn.Weapon == None) )
        return LastPawnWeapon;
    return Pawn.Weapon.Class;
}

/* PawnDied()
 unpossess a pawn (because pawn was killed)
 */
function PawnDied(Pawn P)
{
    if ( Pawn != P )
        return;
    if ( Pawn != None )
    {
        if ( Pawn.InCurrentCombo() )
            Adrenaline = 0;
        SetLocation(Pawn.Location);
        Pawn.UnPossessed();
    }
    Pawn = None;
    PendingMover = None;
    if ( bIsPlayer )
    {
        if ( !IsInState('GameEnded') && !IsInState('RoundEnded') )
            GotoState('Dead'); // can respawn
    }
    else
        Destroy();
}

function Restart()
{
    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 NotifyPostLanded();
event bool NotifyHitWall(vector HitNormal, actor Wall);
event NotifyFallingHitWall(vector HitNormal, actor Wall); // only if bNotifyFallingHitWall is set
event bool NotifyBump(Actor Other);
event NotifyHitMover(vector HitNormal, mover Wall);
event NotifyJumpApex();
event NotifyMissedJump();

function SetDoubleJump();

// notifications called by pawn in script
function NotifyAddInventory(inventory NewItem);
function NotifyTakeHit(pawn InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum)
{
    if ( (instigatedBy != None) && (instigatedBy != pawn) )
        damageAttitudeTo(instigatedBy, Damage);
}

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;

    SightCounter = 0.2 * FRand();  //offset randomly
}

event PostBeginPlay()
{
    Super.PostBeginPlay();
    if ( !bDeleteMe && bIsPlayer && (Level.NetMode != NM_Client) )
    {
        PlayerReplicationInfo = Spawn(PlayerReplicationInfoClass, Self,,vect(0,0,0),rot(0,0,0));
        InitPlayerReplicationInfo();
    }
}

function InitPlayerReplicationInfo()
{
    if (PlayerReplicationInfo.PlayerName == "")
        PlayerReplicationInfo.SetPlayerName(class'GameInfo'.Default.DefaultPlayerName);

    PlayerReplicationInfo.bNoTeam = !Level.Game.bTeamGame;
}

simulated function int GetTeamNum()
{
    if ( (PlayerReplicationInfo == None) || (PlayerReplicationInfo.Team == None) )
        return 255;

    return PlayerReplicationInfo.Team.TeamIndex;
}

function bool SameTeamAs(Controller C)
{
    if ( C == None )
        return false;
    return Level.Game.IsOnTeam(C,GetTeamNum());
}

function HandlePickup(Pickup pick)
{
    if ( MoveTarget == pick )
    {
        if ( pick.MyMarker != None )
        {
            MoveTarget = pick.MyMarker;
            Pawn.Anchor = pick.MyMarker;
            MoveTimer = 0.5;
        }
        else
            MoveTimer = -1.0;
    }
}

simulated event Destroyed()
{
    if ( Role < ROLE_Authority )
    {
        Super.Destroyed();
        return;
    }

    RemoveController();

    if ( bIsPlayer && (Level.Game != None) )
        Level.Game.logout(self);
    if ( PlayerReplicationInfo != None )
    {
        if ( !PlayerReplicationInfo.bOnlySpectator && (PlayerReplicationInfo.Team != None) )
            PlayerReplicationInfo.Team.RemoveFromTeam(self);
        PlayerReplicationInfo.Destroy();
    }
    Super.Destroyed();
}

event bool AllowDetourTo(NavigationPoint N)
{
    return true;
}

/* 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');
}

function RoundHasEnded()
{
    if ( Pawn != None )
        Pawn.bNoWeaponFiring = true;
    GotoState('RoundEnded');
}

function ClientRoundEnded()
{
    GotoState('RoundEnded');
}

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

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);
}

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 ( ((Recipient == None) || (AIController(self) == None))
        && !AllowVoiceMessage(MessageType) )
        return;

    for ( P=Level.ControllerList; P!=None; P=P.NextController )
    {
        if ( PlayerController(P) != None )
        {
            if ((P.PlayerReplicationInfo == Sender) ||
                (P.PlayerReplicationInfo == Recipient &&
                 (Level.Game.BroadcastHandler == None ||
                  Level.Game.BroadcastHandler.AcceptBroadcastSpeech(PlayerController(P), Sender)))
                )
                P.ClientVoiceMessage(Sender, Recipient, messagetype, messageID);
            else if ( (Recipient == None) || (Level.NetMode == NM_Standalone) )
            {
                if ( (broadcasttype == 'GLOBAL') || !Level.Game.bTeamGame || (Sender.Team == P.PlayerReplicationInfo.Team) )
                    if ( Level.Game.BroadcastHandler == None || Level.Game.BroadcastHandler.AcceptBroadcastSpeech(PlayerController(P), Sender) )
                        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 BotVoiceMessage(name messagetype, byte MessageID, Controller Sender);

//***************************************************************
// interface used by ScriptedControllers to query pending controllers

function bool WouldReactToNoise( float Loudness, Actor NoiseMaker)
{
    return false;
}

function bool WouldReactToSeeing(Pawn Seen)
{
    return false;
}

//***************************************************************
// AI related

/* AdjustToss()
return adjustment to Z component of aiming vector to compensate for arc given the target
distance
*/
function vector AdjustToss(float TSpeed, vector Start, vector End, bool bNormalize)
{
    local vector Dest2D, Result, Vel2D;
    local float Dist2D;

    if ( Start.Z > End.Z + 64 )
    {
        Dest2D = End;
        Dest2D.Z = Start.Z;
        Dist2D = VSize(Dest2D - Start);
        TSpeed *= Dist2D/VSize(End - Start);
        Result = SuggestFallVelocity(Dest2D,Start,TSpeed,TSpeed);
        Vel2D = result;
        Vel2D.Z = 0;
        Result.Z = Result.Z + (End.Z - Start.Z) * VSize(Vel2D)/Dist2D;
    }
    else
    {
        Result = SuggestFallVelocity(End,Start,TSpeed,TSpeed);
    }
    if ( bNormalize )
        return TSpeed * Normal(Result);
    else
        return Result;
}

event PrepareForMove(NavigationPoint Goal, ReachSpec Path);
function WaitForMover(Mover M);
function MoverFinished();
function UnderLift(Mover M);

function FearThisSpot(AvoidMarker aSpot)
{
    local int i;

    if ( Pawn == None )
        return;
    if ( !LineOfSightTo(aSpot) )
        return;
    for ( i=0; i<2; i++ )
        if ( FearSpots[i] == None )
        {
            FearSpots[i] = aSpot;
            return;
        }
    for ( i=0; i<2; i++ )
        if ( VSize(Pawn.Location - FearSpots[i].Location) > VSize(Pawn.Location - aSpot.Location) )
        {
            FearSpots[i] = aSpot;
            return;
        }
}

event float Desireability(Pickup P)
{
    return P.BotDesireability(Pawn);
}

event float SuperDesireability(Pickup P)
{
    return P.BotDesireability(Pawn);
}

/* called before start of navigation network traversal to allow setup of transient navigation flags
*/
event SetupSpecialPathAbilities();

event HearNoise( float Loudness, Actor NoiseMaker);
event SeePlayer( Pawn Seen );   // called when a player (bIsPlayer==true) pawn is seen
event SeeMonster( Pawn Seen );  // called when a non-player (bIsPlayer==false) pawn is seen
event EnemyNotVisible();

function DamageShake(int damage);
function ShakeView(vector shRotMag,    vector shRotRate,    float shRotTime,
                   vector shOffsetMag, vector shOffsetRate, float shOffsetTime);

function NotifyKilled(Controller Killer, Controller Killed, pawn Other)
{
    if ( Enemy == Other )
        Enemy = None;
}

function damageAttitudeTo(pawn Other, float Damage);
function float AdjustDesireFor(Pickup P);
function bool FireWeaponAt(Actor A);

function StopFiring()
{
    if ( Pawn != None )
        Pawn.StopWeaponFiring();
    bFire = 0;
    bAltFire = 0;
}

simulated function float RateWeapon(Weapon w)
{
    return w.Default.Priority;
}

function float WeaponPreference(Weapon W)
{
    return 0.0;
}

/* AdjustAim()
AIController version does adjustment for non-controlled pawns.
PlayerController version does the adjustment for player aiming help.
Only adjusts aiming at pawns
allows more error in Z direction (full as defined by AutoAim - only half that difference for XY)
*/
function rotator AdjustAim(FireProperties FiredAmmunition, vector projStart, int aimerror)
{
    return Rotation;
}

function InstantWarnTarget(Actor Target, FireProperties FiredAmmunition, vector FireDir)
{
    local float Dist;

    if ( FiredAmmunition.bInstantHit && (Pawn(Target) != None) && (Pawn(Target).Controller != None)  )
    {
        Dist = VSize(Pawn.Location - Target.Location);
        if ( VSize(FireDir * Dist - Target.Location) < Target.CollisionRadius )
            return;
        if ( FRand() < FiredAmmunition.WarnTargetPct )
            Pawn(Target).Controller.ReceiveWarning(Pawn, -1, FireDir);
        return;
    }
}
/* ReceiveWarning()
 AI controlled creatures may duck
 if not falling, and projectile time is long enough
 often pick opposite to current direction (relative to shooter axis)
*/
event ReceiveWarning(Pawn shooter, float projSpeed, vector FireDir);

function ReceiveProjectileWarning(Projectile proj)
{
    if ( WarningProjectile == None )
        ReceiveWarning(Proj.Instigator, Proj.speed, Normal(Proj.Velocity));
}

/* If ReceiveWarning caused WarningDelay to be set, this will be called when it times out
*/
event DelayedWarning();

exec function SwitchToBestWeapon()
{
    local float rating;

    if ( Pawn == None || Pawn.Inventory == None )
        return;

    if ( (Pawn.PendingWeapon == None) || (AIController(self) != None) )
    {
        Pawn.PendingWeapon = Pawn.Inventory.RecommendWeapon(rating);
        if ( Pawn.PendingWeapon == Pawn.Weapon )
            Pawn.PendingWeapon = None;
        if ( Pawn.PendingWeapon == None )
            return;
    }

    StopFiring();

    if ( Pawn.Weapon == None )
        Pawn.ChangedWeapon();
    else if ( Pawn.Weapon != Pawn.PendingWeapon )
    {
        Pawn.Weapon.PutDown();
    }
}

// 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;

    if ( inClass == "" )
        return;
    pClass = class<Pawn>(DynamicLoadObject(inClass, class'Class'));
    if ( pClass != None )
        PawnClass = pClass;
}

function SetPawnFemale();

function bool CheckFutureSight(float DeltaTime)
{
    return true;
}

function ChangedWeapon()
{
    if ( Pawn.Weapon != None )
        LastPawnWeapon = Pawn.Weapon.Class;
}

function ServerReStartPlayer()
{
    if ( Level.NetMode == NM_Client )
        return;
    if ( Pawn != None )
        ServerGivePawn();
}

function ServerGivePawn();

event MonitoredPawnAlert();

function StartMonitoring(Pawn P, float MaxDist)
{
    MonitoredPawn = P;
    MonitorStartLoc = P.Location;
    MonitorMaxDistSq = MaxDist * MaxDist;
}

function bool AutoTaunt()
{
    return false;
}

function bool DontReuseTaunt(int T)
{
    return false;
}

// - ParseChatPercVar should be subclassed if a controller needs more of them
function string ParseChatPercVar(string Cmd)
{
    if (cmd~="%A")  // Adrenaline
        return int(Adrenaline)@"Adrenaline";

    if ( (Pawn != None) && (cmd~="%S") ) // Shield
        return int(Pawn.ShieldStrength)@"Shield";

    return Cmd;
}

// **********************************************
// Controller States

State Dead
{
ignores SeePlayer, HearNoise, KilledBy;

    function PawnDied(Pawn P)
    {
        if ( Level.NetMode != NM_Client )
            warn(self$" Pawndied while dead");
    }

    function ServerReStartPlayer()
    {
        if ( Level.NetMode == NM_Client )
            return;
        Level.Game.RestartPlayer(self);
    }
}

state GameEnded
{
ignores SeePlayer, HearNoise, KilledBy, NotifyBump, HitWall, NotifyPhysicsVolumeChange, NotifyHeadVolumeChange, Falling, TakeDamage, ReceiveWarning;

    function BeginState()
    {
        if ( Pawn != None )
        {
            if ( Pawn.Weapon != None )
                Pawn.Weapon.HolderDied();
            Pawn.SimAnim.AnimRate = 0;
            Pawn.TurnOff();
            Pawn.UnPossessed();
            Pawn = None;
        }
        if ( !bIsPlayer )
            Destroy();
    }
}

state RoundEnded
{
ignores SeePlayer, HearNoise, KilledBy, NotifyBump, HitWall, NotifyPhysicsVolumeChange, NotifyHeadVolumeChange, Falling, TakeDamage, ReceiveWarning;

    function BeginState()
    {
        if ( Pawn != None )
        {
            if ( Pawn.Weapon != None )
                Pawn.Weapon.HolderDied();
            Pawn.SimAnim.AnimRate = 0;
            Pawn.TurnOff();
            Pawn.UnPossessed();
            Pawn = None;
        }
        if ( !bIsPlayer )
            Destroy();
    }
}

defaultproperties
{
     FovAngle=90.000000
     Handedness=1.000000
     bAdrenalineEnabled=Wahr
     bSlowerZAcquire=Wahr
     MinHitWall=-1.000000
     AcquisitionYawRate=20000
     PlayerReplicationInfoClass=Class'Engine.PlayerReplicationInfo'
     AdrenalineMax=100.000000
     bHidden=Wahr
     bOnlyRelevantToOwner=Wahr
     RemoteRole=ROLE_None
     RotationRate=(Pitch=3072,Yaw=30000,Roll=2048)
     bHiddenEd=Wahr
}

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Class file time: Fr 30.3.2007 08:43:36.000 - Creation time: Mo 16.4.2007 11:20:45.859 - Created with UnCodeX