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Engine.Teleporter


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///=============================================================================
// Teleports actors either between different teleporters within a level
// or to matching teleporters on other levels, or to general Internet URLs.
//=============================================================================
class Teleporter extends SmallNavigationPoint
    placeable
    native;

#exec Texture Import File=Textures\Teleport.pcx Name=S_Teleport Mips=Off MASKED=1

//-----------------------------------------------------------------------------
// Teleporter URL can be one of the following forms:
//
// TeleporterName
//		Teleports to a named teleporter in this level.
//		if none, acts only as a teleporter destination
//
// LevelName/TeleporterName
//     Teleports to a different level on this server.
//
// Unreal://Server.domain.com/LevelName/TeleporterName
//     Teleports to a different server on the net.
//
var() string URL;

//-----------------------------------------------------------------------------
// Product the user must have installed in order to enter the teleporter.
var() name ProductRequired;

//-----------------------------------------------------------------------------
// Teleporter destination flags.
var() bool    bChangesVelocity; // Set velocity to TargetVelocity.
var() bool    bChangesYaw;      // Sets yaw to teleporter's Rotation.Yaw
var() bool    bReversesX;       // Reverses X-component of velocity.
var() bool    bReversesY;       // Reverses Y-component of velocity.
var() bool    bReversesZ;       // Reverses Z-component of velocity.

// Teleporter flags
var() bool    bEnabled;         // Teleporter is turned on;

//-----------------------------------------------------------------------------
// Teleporter destination directions.
var() vector  TargetVelocity;   // If bChangesVelocity, set target's velocity to this.

// AI related
var Actor TriggerActor;     //used to tell AI how to trigger me
var Actor TriggerActor2;

var float LastFired;

//-----------------------------------------------------------------------------
// Teleporter destination functions.

replication
{
    reliable if( Role==ROLE_Authority )
        bEnabled, URL;
    reliable if ( bNetInitial && (Role == ROLE_Authority) )
        bChangesVelocity, bChangesYaw, bReversesX, bReversesY, bReversesZ, TargetVelocity; 
}

function PostBeginPlay()
{
    local int i;

    if (URL ~= "")
        SetCollision(false, false, false); //destination only
        
    if ( !bEnabled )
        FindTriggerActor();

    // retrofit hack for keeping bots in vehicles from trying to use teleporters
    // by making reachspecs between teleporters forced so the SpecialCost() event will be called for them
    for ( i=0; i<PathList.Length; i++ )
        if ( Teleporter(PathList[i].End) != None )
        {
            PathList[i].bForced = true;
            PathList[i].reachFlags = PathList[i].reachFlags | 256;
        }

    Super.PostBeginPlay();
}

function FindTriggerActor()
{
    local Actor A;

    TriggerActor = None;
    TriggerActor2 = None;
    ForEach DynamicActors(class 'Actor', A)
        if ( A.Event == Tag)
        {
            if (TriggerActor == None)
                TriggerActor = A;
            else
            {
                TriggerActor2 = A;
                return;
            }
        }
}

// Accept an actor that has teleported in.
simulated function bool Accept( actor Incoming, Actor Source )
{
    local rotator newRot, oldRot;
    local float mag;
    local vector oldDir;
    local Controller P;

    if ( Incoming == None )
        return false;
        
    // Move the actor here.
    Disable('Touch');
    newRot = Incoming.Rotation;
    if (bChangesYaw)
    {
        oldRot = Incoming.Rotation;
        newRot.Yaw = Rotation.Yaw;
        if ( Source != None )
            newRot.Yaw += (32768 + Incoming.Rotation.Yaw - Source.Rotation.Yaw);
    }

    if ( Pawn(Incoming) != None )
    {
        //tell enemies about teleport
        if ( Role == ROLE_Authority )
            For ( P=Level.ControllerList; P!=None; P=P.NextController )
                if ( P.Enemy == Incoming )
                    P.LineOfSightTo(Incoming); 

        if ( !Pawn(Incoming).SetLocation(Location) )
        {
            log(self$" Teleport failed for "$Incoming);
            return false;
        }
        if ( (Role == ROLE_Authority)
            || (Level.TimeSeconds - LastFired > 0.5) )
        {
            newRot.Roll = 0;
            Pawn(Incoming).SetRotation(newRot);
            Pawn(Incoming).SetViewRotation(newRot);
            Pawn(Incoming).ClientSetRotation(newRot);
            LastFired = Level.TimeSeconds;
        }
        if ( Pawn(Incoming).Controller != None )
        {
            Pawn(Incoming).Controller.MoveTimer = -1.0;
            Pawn(Incoming).Anchor = self;
            Pawn(Incoming).SetMoveTarget(self);
        }
        Incoming.PlayTeleportEffect(false, true);
    }
    else
    {
        if ( !Incoming.SetLocation(Location) )
        {
            Enable('Touch');
            return false;
        }
        if ( bChangesYaw )
            Incoming.SetRotation(newRot);
    }
    Enable('Touch');

    if (bChangesVelocity)
        Incoming.Velocity = TargetVelocity;
    else
    {
        if ( bChangesYaw )
        {
            if ( Incoming.Physics == PHYS_Walking )
                OldRot.Pitch = 0;
            oldDir = vector(OldRot);
            mag = Incoming.Velocity Dot oldDir;     
            Incoming.Velocity = Incoming.Velocity - mag * oldDir + mag * vector(Incoming.Rotation);
        } 
        if ( bReversesX )
            Incoming.Velocity.X *= -1.0;
        if ( bReversesY )
            Incoming.Velocity.Y *= -1.0;
        if ( bReversesZ )
            Incoming.Velocity.Z *= -1.0;
    }   
    return true;
}

//-----------------------------------------------------------------------------
// Teleporter functions.

function Trigger( actor Other, pawn EventInstigator )
{
    local Actor A;

    bEnabled = !bEnabled;
    if ( bEnabled ) //teleport any pawns already in my radius
        ForEach TouchingActors(class'Actor', A)
            PostTouch(A);
}

event Touch(Actor Other)
{
    if ( !bEnabled || (Other == None) )
        return;

    if( Other.bCanTeleport && Other.PreTeleport(Self)==false )
    {
        PendingTouch = Other.PendingTouch;
        Other.PendingTouch = self;
    }
}

// Teleporter was touched by an actor.
simulated function PostTouch( actor Other )
{
    local Teleporter D,Dest[16];
    local int i;

    if( (InStr( URL, "/" ) >= 0) || (InStr( URL, "#" ) >= 0) )
    {
        // Teleport to a level on the net.
        if( (Role == ROLE_Authority) && (Pawn(Other) != None)
            && Pawn(Other).IsHumanControlled() )
            Level.Game.SendPlayer(PlayerController(Pawn(Other).Controller), URL);
    }
    else
    {
        // Teleport to a random teleporter in this local level, if more than one pick random.

        foreach AllActors( class 'Teleporter', D )
            if( string(D.tag)~=URL && D!=Self )
            {
                Dest[i] = D;
                i++;
                if ( i > arraycount(Dest) )
                    break;
            }

        i = rand(i);
        if( Dest[i] != None )
        {
            // Teleport the actor into the other teleporter.
            if ( Other.IsA('Pawn') )
                Other.PlayTeleportEffect(false, true);
            Dest[i].Accept( Other, self );
            if ( Pawn(Other) != None )
                TriggerEvent(Event, self, Pawn(Other));
        }
    }
}

/* SpecialHandling is called by the navigation code when the next path has been found.  
It gives that path an opportunity to modify the result based on any special considerations
*/

function Actor SpecialHandling(Pawn Other)
{
    local vector Dist2D;
    if ( bEnabled && (Teleporter(Other.Controller.RouteCache[1]) != None)
        && (string(Other.Controller.RouteCache[1].tag)~=URL) )
    {
        if ( Abs(Location.Z - Other.Location.Z) < CollisionHeight + Other.CollisionHeight )
        {
            Dist2D = Location - Other.Location;
            Dist2D.Z = 0;
            if ( VSize(Dist2D) < CollisionRadius + Other.CollisionRadius )
                PostTouch(Other);
        }   
        return self;
    }

    if (TriggerActor == None)
    {
        FindTriggerActor();
        if (TriggerActor == None)
            return None;
    }

    if ( (TriggerActor2 != None) 
        && (VSize(TriggerActor2.Location - Other.Location) < VSize(TriggerActor.Location - Other.Location)) )
        return TriggerActor2;
                    
    return TriggerActor;            
}   

event int SpecialCost(Pawn Other, ReachSpec Path)
{
    // is this a teleport path?
    if ( (Teleporter(Path.Start) == None) || ((Path.reachFlags & 32) == 0) )
        return 0;

    // vehicles can't teleport
    if ( Vehicle(Other) != None )
        return 10000000;    

    return 0;
}

defaultproperties
{
     bChangesYaw=Wahr
     bEnabled=Wahr
     bSpecialForced=Wahr
     RemoteRole=ROLE_SimulatedProxy
     Texture=Texture'Engine.S_Teleport'
     SoundVolume=128
     bCollideActors=Wahr
     bDirectional=Wahr
}

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Class file time: Fr 30.3.2007 08:43:36.000 - Creation time: Mo 16.4.2007 11:20:54.890 - Created with UnCodeX