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//============================================================================= // ConPlayBase //============================================================================= class ConPlayBase expands Actor; var enum EPlayModes { PM_Passive, PM_Active } playMode; var enum EDisplayMode { DM_FirstPerson, DM_ThirdPerson, DM_Bark } displayMode; // Possible Event Actions // (from ConObject.uc) enum EEventAction { EA_NextEvent, EA_JumpToLabel, EA_JumpToConversation, EA_WaitForInput, EA_WaitForSpeech, EA_WaitForText, EA_PlayAnim, EA_ConTurnActors, EA_End }; // Various and sundry Event Types enum EEventType { ET_Speech, // 0 ET_Choice, // 1 ET_SetFlag, // 2 ET_CheckFlag, // 3 ET_CheckObject, // 4 ET_TransferObject, // 5 ET_MoveCamera, // 6 ET_Animation, // 7 ET_Trade, // 8 ET_Jump, // 9 ET_Random, // 10 ET_Trigger, // 11 ET_AddGoal, // 12 ET_AddNote, // 13 ET_AddSkillPoints, // 14 ET_AddCredits, // 15 ET_CheckPersona, // 16 ET_Comment, // 17 ET_End // 18 }; enum ESpeechFonts { SF_Normal, SF_Computer }; // ---------------------------------------------------------------------- // EFlagType - Flag types enum EFlagType { FLAG_Bool, FLAG_Byte, FLAG_Int, FLAG_Float, FLAG_Name, FLAG_Vector, FLAG_Rotator, }; enum EConditions { EC_Less, EC_LessEqual, EC_Equal, EC_GreaterEqual, EC_Greater }; // Event Persona types enum EPersonaTypes { EP_Credits, EP_Health, EP_SkillPoints }; var transient DeusExRootWindow rootWindow; // Scott is that black stuff in the oven var Conversation con; // Conversation we're working with var Conversation startCon; // Conversation that was -initially- started var DeusExPlayer player; // Player Pawn var Actor invokeActor; // Actor who invoked conversation var ConEvent currentEvent; var ConEvent lastEvent; // Last event var Actor lastActor; // Last Speaking Actor var Int playingSoundId; // Currently playing speech var Int lastSpeechTextLength; var Int missionNumber; var String missionLocation; var ConHistory history; // Saved History for this convo var Actor startActor; // Actor who triggered convo var int saveRadiusDistance; var int initialRadius; var bool bConversationStarted; var bool bForcePlay; var transient ConWindowActive conWinThird; // First-Person Conversation Window // Used to keep track of Actors involved in this conversation var Actor ConActors[10]; // Used to keep track of Actors that were bound to this conversation, // in the event an actor is destroyed before the conversation is over, // we abort the conversation to prevent references to destroyed objects var Actor ConActorsBound[10]; var int conActorCount; // ---------------------------------------------------------------------- // SetStartActor() // ---------------------------------------------------------------------- function SetStartActor(Actor newStartActor) { startActor = newStartActor; } // ---------------------------------------------------------------------- // SetConversation() // // Sets the conversation to be played. // ---------------------------------------------------------------------- function bool SetConversation( Conversation newCon ) { startCon = newCon; con = newCon; saveRadiusDistance = con.radiusDistance; return True; } // ---------------------------------------------------------------------- // SetInitialRadius() // ---------------------------------------------------------------------- function SetInitialRadius(int newInitialRadius) { initialRadius = newInitialRadius; } // ---------------------------------------------------------------------- // StartConversation() // // Starts a conversation. // // 1. Initializes the Windowing system // 2. Gets a pointer to the first Event // 3. Jumps into the 'PlayEvent' state // ---------------------------------------------------------------------- function Bool StartConversation(DeusExPlayer newPlayer, optional Actor newInvokeActor, optional bool bForcePlay) { local DeusExLevelInfo aDeusExLevelInfo; // Make sure we have a conversation and a valid Player if (( con == None ) || ( newPlayer == None )) return False; // Make sure the player isn't, uhhrr, you know, DEAD! if (newPlayer.IsInState('Dying')) return False; // Keep a pointer to the player and invoking actor player = newPlayer; if (newInvokeActor != None) invokeActor = newInvokeActor; else invokeActor = startActor; // Bind the conversation events con.BindEvents(ConActorsBound, invokeActor); // Check to see if the conversation has multiple owners, in which case we // want to rebind all the events with this owner. This allows conversations // to be shared by more than one owner. if ((con.ownerRefCount > 1) && (invokeActor != None)) con.BindActorEvents(invokeActor); // Check to see if all the actors are on the level. // Don't check this for InfoLink conversations, since oftentimes // the person speaking via InfoLink *won't* be on the map. // // If a person speaking on the conversation can't be found // (say, they were ruthlessly MURDERED!) then abort. // // Hi Ken! if ((!bForcePlay) && (!con.bDataLinkCon) && (!con.CheckActors())) return False; // Now check to make sure that all the actors are a reasonable distance // from one another (excluding the player) if ((!bForcePlay) && (!con.CheckActorDistances(player))) return False; // Save the mission number and location foreach AllActors(class'DeusExLevelInfo', aDeusExLevelInfo) { if (aDeusExLevelInfo != None) { missionNumber = aDeusExLevelInfo.missionNumber; missionLocation = aDeusExLevelInfo.MissionLocation; break; } } // Save the conversation radius saveRadiusDistance = con.radiusDistance; // Initialize Windowing System rootWindow = DeusExRootWindow(player.rootWindow); bConversationStarted = True; return True; } // ---------------------------------------------------------------------- // TerminateConversation() // ---------------------------------------------------------------------- function TerminateConversation(optional bool bContinueSpeech, optional bool bNoPlayedFlag) { // Make sure there's no audio playing if (!bContinueSpeech) player.StopSound(playingSoundID); // Set the played flag if (!bNoPlayedFlag) SetPlayedFlag(); // Clear the bound event actors con.ClearBindEvents(); // Reset the conversation radious con.radiusDistance = saveRadiusDistance; // Notify the conversation participants to go about their // business. EndConActorStates(); con = None; currentEvent = None; lastEvent = None; } // ---------------------------------------------------------------------- // ConversationStarted() // ---------------------------------------------------------------------- function bool ConversationStarted() { return bConversationStarted; } // ---------------------------------------------------------------------- // SetOriginalRadius() // ---------------------------------------------------------------------- function SetOriginalRadius(int newOriginalDistance) { saveRadiusDistance = newOriginalDistance; } // ---------------------------------------------------------------------- // CanInterrupt() // ---------------------------------------------------------------------- function bool CanInterrupt() { if (con != None) return !con.bCannotBeInterrupted; else return False; } // ---------------------------------------------------------------------- // InterruptConversation() // ---------------------------------------------------------------------- function InterruptConversation() { SetInterruptedFlag(); } // ---------------------------------------------------------------------- // SetPlayedFlag() // ---------------------------------------------------------------------- function SetPlayedFlag() { local Name flagName; if (con != None) { // Make a note of when this conversation ended con.lastPlayedTime = player.Level.TimeSeconds; flagName = player.rootWindow.StringToName( con.conName $ "_Played" ); // Only set the Played flag if it doesn't already exist // (some conversations set this intentionally with a longer expiration // date so they can be relied up on in future missions) if (!player.flagBase.GetBool(flagName)) { // Add a flag noting that we've finished this conversation. player.flagBase.SetBool(flagName, True); } // If this was a third-person convo, keep track of when the conversation // ended and who it was with (this is used to prevent radius convos // from playing immediately after letterbox convos). // // If this was a first-person convo, keep track of the owner and // play time so we can prevent multiple radius-induced conversations // from playing without a pause (we don't want them to run into // each other). if (con.bFirstPerson) { player.lastFirstPersonConvoActor = invokeActor; player.lastFirstPersonConvoTime = con.lastPlayedTime; } else { player.lastThirdPersonConvoActor = invokeActor; player.lastThirdPersonConvoTime = con.lastPlayedTime; } } } // ---------------------------------------------------------------------- // SetInterruptedFlag() // ---------------------------------------------------------------------- function SetInterruptedFlag() { local Name flagName; if (con != None) { flagName = player.rootWindow.StringToName( con.conName $ "_Interrupted" ); // Add a flag noting that we've finished this conversation. player.flagBase.SetBool(flagName, True); } } // ---------------------------------------------------------------------- // StopSpeech() // ---------------------------------------------------------------------- function StopSpeech() { player.StopSound(playingSoundID); } // ---------------------------------------------------------------------- // ConvertSpaces() // ---------------------------------------------------------------------- function String ConvertSpaces(coerce String inString) { local int index; local String outString; outString = ""; for(index=0; index<Len(inString); index++) { if (Mid(inString, index, 1) == " ") outString = outString $ "_"; else outString = outString $ Mid(inString, index, 1); } return outString; } // ---------------------------------------------------------------------- // GetNextEvent() // // Returns the next event // ---------------------------------------------------------------------- function ConEvent GetNextEvent() { return currentEvent.nextEvent; } // ---------------------------------------------------------------------- // SetupEventSetFlag() // ---------------------------------------------------------------------- function EEventAction SetupEventSetFlag( ConEventSetFlag event, out String nextLabel ) { local ConFlagRef currentRef; // Just follow the chain of flag references and set the flags to // the proper value! currentRef = event.flagRef; while( currentRef != None ) { player.flagBase.SetBool(currentRef.flagName, currentRef.value); player.flagBase.SetExpiration(currentRef.flagName, FLAG_Bool, currentRef.expiration); currentRef = currentRef.nextFlagRef; } nextLabel = ""; return EA_NextEvent; } // ---------------------------------------------------------------------- // SetupEventCheckFlag() // ---------------------------------------------------------------------- function EEventAction SetupEventCheckFlag( ConEventCheckFlag event, out String nextLabel ) { local ConFlagRef currentRef; local EEventAction action; // Default values if we actually make it all the way // through the while loop below. nextLabel = event.setLabel; action = EA_JumpToLabel; // Loop through our list of FlagRef's, checking the value of each. // If we hit a bad match, then we'll stop right away since there's // no point of continuing. currentRef = event.flagRef; while( currentRef != None ) { if ( player.flagBase.GetBool(currentRef.flagName) != currentRef.value ) { nextLabel = ""; action = EA_NextEvent; break; } currentRef = currentRef.nextFlagRef; } return action; } // ---------------------------------------------------------------------- // SetupEventTrade() // ---------------------------------------------------------------------- function EEventAction SetupEventTrade( ConEventTrade event, out String nextLabel ) { nextLabel = ""; return EA_NextEvent; } // ---------------------------------------------------------------------- // SetupEventCheckObject() // // Checks to see if the player has the given object. If so, then we'll // just fall through and continue running code. Otherwise we'll jump // to the supplied label. // ---------------------------------------------------------------------- function EEventAction SetupEventCheckObject( ConEventCheckObject event, out String nextLabel ) { local EEventAction nextAction; local Name keyName; local bool bHasObject; // Okay this is some HackyHack stuff here. We want the ability to // check if the player has a particular nanokey. Sooooooo. if ((event.checkObject == None) && (Left(event.objectName, 3) == "NK_")) { // Look for key keyName = player.rootWindow.StringToName(Right(event.ObjectName, Len(event.ObjectName) - 3)); bHasObject = ((player.KeyRing != None) && (player.KeyRing.HasKey(keyName))); } else { bHasObject = (player.FindInventoryType(event.checkObject) != None); } // Now branch appropriately if (bHasObject) { nextAction = EA_NextEvent; nextLabel = ""; } else { nextAction = EA_JumpToLabel; nextLabel = event.failLabel; } return nextAction; } // ---------------------------------------------------------------------- // SetupEventTransferObject() // // Gives a Pawn the specified object. The object will be created out of // thin air (spawned) if there's no "fromActor", otherwise it's // transfered from one pawn to another. // // We now allow this to work without the From actor, which can happen // in InfoLinks, since the FromActor may not even be on the map. // This is useful for tranferring DataVaultImages. // ---------------------------------------------------------------------- function EEventAction SetupEventTransferObject( ConEventTransferObject event, out String nextLabel ) { local EEventAction nextAction; local Inventory invItemFrom; local Inventory invItemTo; local ammo AmmoType; local bool bSpawnedItem; local bool bSplitItem; local int itemsTransferred; /* log("SetupEventTransferObject()------------------------------------------"); log(" event = " $ event); log(" event.giveObject = " $ event.giveObject); log(" event.fromActor = " $ event.fromActor ); log(" event.toActor = " $ event.toActor ); */ itemsTransferred = 1; if ( event.failLabel != "" ) { nextAction = EA_JumpToLabel; nextLabel = event.failLabel; } else { nextAction = EA_NextEvent; nextLabel = ""; } // First verify that the receiver exists! if (event.toActor == None) { log("SetupEventTransferObject: WARNING! toActor does not exist!"); log(" Conversation = " $ con.conName); return nextAction; } // First, check to see if the giver actually has the object. If not, then we'll // fabricate it out of thin air. (this is useful when we want to allow // repeat visits to the same NPC so the player can restock on items in some // scenarios). // // Also check to see if the item already exists in the recipient's inventory if (event.fromActor != None) invItemFrom = Pawn(event.fromActor).FindInventoryType(event.giveObject); invItemTo = Pawn(event.toActor).FindInventoryType(event.giveObject); //log(" invItemFrom = " $ invItemFrom); //log(" invItemTo = " $ invItemTo); // If the player is doing the giving, make sure we remove it from // the object belt. // If the giver doesn't have the item then we must spawn a copy of it if (invItemFrom == None) { invItemFrom = Spawn(event.giveObject); bSpawnedItem = True; } // If we're giving this item to the player and he does NOT yet have it, // then make sure there's enough room in his inventory for the // object! if ((invItemTo == None) && (DeusExPlayer(event.toActor) != None) && (DeusExPlayer(event.toActor).FindInventorySlot(invItemFrom, True) == False)) { // First destroy the object if we previously Spawned it if (bSpawnedItem) invItemFrom.Destroy(); return nextAction; } // Okay, there's enough room in the player's inventory or we're not // transferring to the player in which case it doesn't matter. // // Now check if the recipient already has the item. If so, we are just // going to give it to him, with a few special cases. Otherwise we // need to spawn a new object. if (invItemTo != None) { // Check if this item was in the player's hand, and if so, remove it RemoveItemFromPlayer(invItemFrom); // If this is ammo, then we want to just increment the ammo count // instead of adding another ammo to the inventory if (invItemTo.IsA('Ammo')) { // If this is Ammo and the player already has it, make sure the player isn't // already full of this ammo type! (UGH!) if (!Ammo(invItemTo).AddAmmo(Ammo(invItemFrom).AmmoAmount)) { invItemFrom.Destroy(); return nextAction; } // Destroy our From item invItemFrom.Destroy(); } // Pawn cannot have multiple weapons, but we do want to give the // player any ammo from the weapon else if ((invItemTo.IsA('Weapon')) && (DeusExPlayer(event.ToActor) != None)) { AmmoType = Ammo(DeusExPlayer(event.ToActor).FindInventoryType(Weapon(invItemTo).AmmoName)); if ( AmmoType != None ) { // Special case for Grenades and LAMs. Blah. if ((AmmoType.IsA('AmmoEMPGrenade')) || (AmmoType.IsA('AmmoGasGrenade')) || (AmmoType.IsA('AmmoNanoVirusGrenade')) || (AmmoType.IsA('AmmoLAM'))) { if (!AmmoType.AddAmmo(event.TransferCount)) { invItemFrom.Destroy(); return nextAction; } } else { if (!AmmoType.AddAmmo(Weapon(invItemTo).PickUpAmmoCount)) { invItemFrom.Destroy(); return nextAction; } event.TransferCount = Weapon(invItemTo).PickUpAmmoCount; itemsTransferred = event.TransferCount; } if (event.ToActor.IsA('DeusExPlayer')) DeusExPlayer(event.ToActor).UpdateAmmoBeltText(AmmoType); // Tell the player he just received some ammo! invItemTo = AmmoType; } else { // Don't want to show this as being received in a convo invItemTo = None; } // Destroy our From item invItemFrom.Destroy(); invItemFrom = None; } // Otherwise check to see if we need to transfer more than // one of the given item else { itemsTransferred = AddTransferCount(invItemFrom, invItemTo, event, Pawn(event.toActor), False); // If no items were transferred, then the player's inventory is full or // no more of these items can be stacked, so abort. if (itemsTransferred == 0) return nextAction; // Now destroy the originating object (which we either spawned // or is sitting in the giver's inventory), but check to see if this // item still has any copies left first if (((invItemFrom.IsA('DeusExPickup')) && (DeusExPickup(invItemFrom).bCanHaveMultipleCopies) && (DeusExPickup(invItemFrom).NumCopies <= 0)) || ((invItemFrom.IsA('DeusExPickup')) && (!DeusExPickup(invItemFrom).bCanHaveMultipleCopies)) || (!invItemFrom.IsA('DeusExPickup'))) { invItemFrom.Destroy(); invItemFrom = None; } } } // Okay, recipient does *NOT* have the item, so it must be give // to that pawn and the original destroyed else { // If the item being given is a stackable item and the // recipient isn't receiving *ALL* the copies, then we // need to spawn a *NEW* copy and give that to the recipient. // Otherwise just do a "SpawnCopy", which transfers ownership // of the object to the new owner. if ((invItemFrom.IsA('DeusExPickup')) && (DeusExPickup(invItemFrom).bCanHaveMultipleCopies) && (DeusExPickup(invItemFrom).NumCopies > event.transferCount)) { itemsTransferred = event.TransferCount; invItemTo = Spawn(event.giveObject); invItemTo.GiveTo(Pawn(event.toActor)); DeusExPickup(invItemFrom).NumCopies -= event.transferCount; bSplitItem = True; bSpawnedItem = True; } else { invItemTo = invItemFrom.SpawnCopy(Pawn(event.toActor)); } //log(" invItemFrom = "$ invItemFrom); //log(" invItemTo = " $ invItemTo); if (DeusExPlayer(event.toActor) != None) DeusExPlayer(event.toActor).FindInventorySlot(invItemTo); // Check if this item was in the player's hand *AND* that the player is // giving the item to someone else. if ((DeusExPlayer(event.fromActor) != None) && (!bSplitItem)) RemoveItemFromPlayer(invItemFrom); // If this was a DataVaultImage, then the image needs to be // properly added to the datavault if ((invItemTo.IsA('DataVaultImage')) && (event.toActor.IsA('DeusExPlayer'))) { DeusExPlayer(event.toActor).AddImage(DataVaultImage(invItemTo)); if (conWinThird != None) conWinThird.ShowReceivedItem(invItemTo, 1); else DeusExRootWindow(player.rootWindow).hud.receivedItems.AddItem(invItemTo, 1); invItemFrom = None; invItemTo = None; } // Special case for Credit Chits also else if ((invItemTo.IsA('Credits')) && (event.toActor.IsA('DeusExPlayer'))) { if (conWinThird != None) conWinThird.ShowReceivedItem(invItemTo, Credits(invItemTo).numCredits); else DeusExRootWindow(player.rootWindow).hud.receivedItems.AddItem(invItemTo, Credits(invItemTo).numCredits); player.Credits += Credits(invItemTo).numCredits; invItemTo.Destroy(); invItemFrom = None; invItemTo = None; } // Now check to see if the transfer event specified transferring // more than one copy of the object else { itemsTransferred = AddTransferCount(invItemFrom, invItemTo, event, Pawn(event.toActor), True); // If no items were transferred, then the player's inventory is full or // no more of these items can be stacked, so abort. if (itemsTransferred == 0) { invItemTo.Destroy(); return nextAction; } // Update the belt text if (invItemTo.IsA('Ammo')) player.UpdateAmmoBeltText(Ammo(invItemTo)); else player.UpdateBeltText(invItemTo); } } // Show the player that he/she/it just received something! if ((DeusExPlayer(event.toActor) != None) && (conWinThird != None) && (invItemTo != None)) { if (conWinThird != None) conWinThird.ShowReceivedItem(invItemTo, itemsTransferred); else DeusExRootWindow(player.rootWindow).hud.receivedItems.AddItem(invItemTo, itemsTransferred); } nextAction = EA_NextEvent; nextLabel = ""; return nextAction; } // --------------------------------------------------------------------- // AddTransferCount() // ---------------------------------------------------------------------- function int AddTransferCount( Inventory invItemFrom, Inventory invItemTo, ConEventTransferObject event, pawn transferTo, bool bSpawned) { local ammo AmmoType; local int itemsTransferred; local DeusExPickup giveItem; itemsTransferred = 1; /* log("AddTransferCount()-------------------------------"); log(" invItemFrom = " $ invItemFrom); log(" invItemTo = " $ invItemTo); log(" transferTo = " $ transferTo); log(" bSpawned = " $ bSpawned); log(" event.transferCount = " $ event.transferCount); */ if (invItemTo == None) return 0; // If this is a Weapon, then we need to just add additional // ammo. if (invItemTo.IsA('Weapon')) { if (event.transferCount > 1) { AmmoType = Ammo(transferTo.FindInventoryType(Weapon(invItemTo).AmmoName)); if ( AmmoType != None ) { itemsTransferred = Weapon(invItemTo).PickUpAmmoCount * (event.transferCount - 1); AmmoType.AddAmmo(itemsTransferred); // For count displayed itemsTransferred++; } } } // If this is a DeusExPickup and he already has it, just // increment the count else if ((invItemTo.IsA('DeusExPickup')) && (DeusExPickup(invItemTo).bCanHaveMultipleCopies)) { // If the item was spawned, then it will already have a copy count of 1, so we // only want to add to that if it was specified to transfer > 1 items. if (bSpawned) { itemsTransferred = event.transferCount; if (event.transferCount > 1) { DeusExPickup(invItemTo).NumCopies += event.transferCount - 1; if (DeusExPickup(invItemTo).NumCopies > DeusExPickup(invItemTo).maxCopies) { itemsTransferred = DeusExPickup(invItemTo).maxCopies; DeusExPickup(invItemTo).NumCopies = DeusExPickup(invItemTo).maxCopies; } } } // Wasn't spawned, so add the appropriate amount (if transferCount // isn't specified, just add one). else { if (event.transferCount > 0) itemsTransferred = event.transferCount; else itemsTransferred = 1; if ((DeusExPickup(invItemTo).NumCopies + itemsTransferred) > DeusExPickup(invItemTo).MaxCopies) itemsTransferred = DeusExPickup(invItemTo).MaxCopies - DeusExPickup(invItemTo).NumCopies; DeusExPickup(invItemTo).NumCopies += itemsTransferred; if ((DeusExPickup(invItemFrom) != None) && (invItemFrom != InvItemTo)) DeusExPickup(invItemFrom).NumCopies -= itemsTransferred; } // Update the belt text DeusExPickup(invItemTo).UpdateBeltText(); } else if ((invItemTo.IsA('DeusExPickup')) && (!bSpawned)) { giveItem = DeusExPickup(Spawn(invItemTo.Class)); giveItem.GiveTo(transferTo); // Just give the player another one of these fucking things if ((DeusExPlayer(transferTo) != None) && (DeusExPlayer(transferTo).FindInventorySlot(giveItem))) itemsTransferred = 1; else itemsTransferred = 0; } //log(" return itemsTransferred = " $ itemsTransferred); return itemsTransferred; } // ---------------------------------------------------------------------- // RemoveItemFromPlayer() // // Check if this item was in the player's hand // ---------------------------------------------------------------------- function RemoveItemFromPlayer(Inventory item) { if ((player != None) && (item != None)) player.RemoveItemDuringConversation(item); } // ---------------------------------------------------------------------- // SetupEventJump() // ---------------------------------------------------------------------- function EEventAction SetupEventJump( ConEventJump event, out String nextLabel ) { local EEventAction nextAction; // Check to see if the jump label is empty. If so, then we just want // to fall through to the next event. This can happen when jump // events get inserted during the import process. ConEdit will not // allow the user to create events like this. if ( event.jumpLabel == "" ) { nextAction = EA_NextEvent; nextLabel = ""; } else { // Jump to a specific label. We can also jump into another conversation nextLabel = event.jumpLabel; if ( event.jumpCon != None ) nextAction = EA_JumpToConversation; else nextAction = EA_JumpToLabel; } return nextAction; } // ---------------------------------------------------------------------- // SetupEventAnimation // ---------------------------------------------------------------------- function EEventAction SetupEventAnimation( ConEventAnimation event, out String nextLabel ) { nextLabel = ""; return EA_PlayAnim; } // ---------------------------------------------------------------------- // SetupEventRandomLabel() // ---------------------------------------------------------------------- function EEventAction SetupEventRandomLabel( ConEventRandomLabel event, out String nextLabel ) { // Pick a random label nextLabel = event.GetRandomLabel(); return EA_JumpToLabel; } // ---------------------------------------------------------------------- // SetupEventTrigger() // ---------------------------------------------------------------------- function EEventAction SetupEventTrigger( ConEventTrigger event, out String nextLabel ) { local Actor anActor; // Loop through all the actors, firing a trigger for each foreach AllActors(class'Actor', anActor, event.triggerTag) anActor.Trigger(lastActor, Pawn(lastActor)); return EA_NextEvent; } // ---------------------------------------------------------------------- // SetupEventAddGoal() // // TODO: Add support for goals longer than 255 characters. // ---------------------------------------------------------------------- function EEventAction SetupEventAddGoal( ConEventAddGoal event, out String nextLabel ) { local DeusExGoal goal; // First check to see if this goal exists goal = player.FindGoal( event.goalName ); if (( goal == None ) && ( !event.bGoalCompleted )) { // Add this goal to the player's goals goal = player.AddGoal(event.goalName, event.bPrimaryGoal); goal.SetText(event.goalText); } // Check if we're just marking this goal as complete else if (( goal != None ) && ( event.bGoalCompleted )) { player.GoalCompleted(event.goalName); } return EA_NextEvent; } // ---------------------------------------------------------------------- // SetupEventAddNote() // // TODO: Add support for notes longer than 255 characters. // ---------------------------------------------------------------------- function EEventAction SetupEventAddNote( ConEventAddNote event, out String nextLabel ) { // Only add the note if it hasn't been added already (in case the // PC has the same conversation more than once) if ( !event.bNoteAdded ) { // Add the note to the player's list of notes player.AddNote(event.noteText, False, True); event.bNoteAdded = True; } return EA_NextEvent; } // ---------------------------------------------------------------------- // SetupEventAddSkillPoints() // ---------------------------------------------------------------------- function EEventAction SetupEventAddSkillPoints( ConEventAddSkillPoints event, out String nextLabel ) { player.SkillPointsAdd(event.pointsToAdd); nextLabel = ""; return EA_NextEvent; } // ---------------------------------------------------------------------- // SetupEventAddCredits() // // Adds the specified number of credits to the player. If the // 'creditsToTransfer' variable is negative, this will cause // the credits to get deducted from the player's credits total. // ---------------------------------------------------------------------- function EEventAction SetupEventAddCredits( ConEventAddCredits event, out String nextLabel ) { player.credits += event.creditsToAdd; // Make sure we haven't gone into the negative player.credits = Max(player.credits, 0); nextLabel = ""; return EA_NextEvent; } // ---------------------------------------------------------------------- // SetupEventCheckPersona() // ---------------------------------------------------------------------- function EEventAction SetupEventCheckPersona( ConEventCheckPersona event, out String nextLabel ) { local EEventAction action; local int personaValue; local bool bPass; // First determine which persona item we're checking switch(event.personaType) { case EP_Credits: personaValue = player.Credits; break; case EP_Health: player.GenerateTotalHealth(); personaValue = player.Health; break; case EP_SkillPoints: personaValue = player.SkillPointsAvail; break; } // Now decide what to do baby! switch(event.condition) { case EC_Less: bPass = (personaValue < event.value); break; case EC_LessEqual: bPass = (personaValue <= event.value); break; case EC_Equal: bPass = (personaValue == event.Value); break; case EC_GreaterEqual: bPass = (personaValue >= event.Value); break; case EC_Greater: bPass = (personaValue > event.Value); break; } if (bPass) { nextLabel = event.jumpLabel; action = EA_JumpToLabel; } else { nextLabel = ""; action = EA_NextEvent; } return action; } // ---------------------------------------------------------------------- // SetupEventEnd() // ---------------------------------------------------------------------- function EEventAction SetupEventEnd( ConEventEnd event, out String nextLabel ) { nextLabel = ""; return EA_End; } // ---------------------------------------------------------------------- // SetupHistory() // ---------------------------------------------------------------------- function SetupHistory(String ownerName, optional Bool bInfoLink) { local Name flagName; local bool bBarkConvo; // If this conversation has already been played, we don't want // to record it again // // Also ignore Bark conversations. bBarkConvo = (Left(con.conName, Len(con.conOwnerName) + 5) == (con.conOwnerName $ "_Bark")); flagName = rootWindow.StringToName(con.conName $ "_Played"); if ((player.flagBase.GetBool(flagName) == False) && (!bBarkConvo)) { history = player.CreateHistoryObject(); history.conOwnerName = ownerName; history.strLocation = MissionLocation; history.strDescription = con.Description; history.bInfoLink = bInfoLink; history.firstEvent = None; history.lastEvent = None; history.next = None; } else { history = None; } } // ------------------------------------------------------------------------- // AddHistoryEvent() // ------------------------------------------------------------------------- function AddHistoryEvent( String eventSpeaker, ConSpeech eventSpeech ) { local ConHistoryEvent newEvent; if (history != None) { // First, create a new event newEvent = player.CreateHistoryEvent(); // Assign variables newEvent.conSpeaker = eventSpeaker; newEvent.speech = eventSpeech.speech; newEvent.soundID = eventSpeech.soundID; newEvent.next = None; history.AddEvent(newEvent); } } // ---------------------------------------------------------------------- // TurnSpeakingActors() // // Attempts to turn the speaking actor to the person being spoken to. // If the speaking actor is not a scriptedpawn, then abort. // ---------------------------------------------------------------------- function TurnSpeakingActors(Actor speaker, Actor speakingTo) { if (!bForcePlay) { TurnActor(speaker, speakingTo); TurnActor(speakingTo, speaker); } else { if ((speaker != None) && (speaker.IsA('ScriptedPawn'))) ScriptedPawn(speaker).EnterConversationState(con.bFirstPerson); if ((speakingTo != None) && (speakingTo.IsA('ScriptedPawn'))) ScriptedPawn(speakingTo).EnterConversationState(con.bFirstPerson); } } // ---------------------------------------------------------------------- // TurnActor() // ---------------------------------------------------------------------- function TurnActor(Actor turnActor, Actor turnTowards) { // Check to see if each Actor is already in the conversation // state. If not, they need to be in that state. Just don't // add the player if (DeusExPlayer(turnActor) == None) { AddConActor(turnActor, con.bFirstPerson); if ((turnActor != None) && (turnActor.IsA('ScriptedPawn'))) ScriptedPawn(turnActor).ConversationActor = turnTowards; } else DeusExPlayer(turnActor).ConversationActor = turnTowards; } // ---------------------------------------------------------------------- // AddConActor() // // Adds this pawn to the list of actors speaking in this conversation, // and sets the pawn's conversation state // ---------------------------------------------------------------------- function AddConActor(Actor newConActor, bool bFirstPerson) { if ((!bForcePlay) && (newConActor != None)) { // Only do if we have space and this pawn isn't already speaking if ((!IsConActorInList(newConActor)) && (conActorCount < 9)) { ConActors[conActorCount++] = newConActor; if (newConActor.IsA('ScriptedPawn')) ScriptedPawn(newConActor).EnterConversationState(bFirstPerson); else if (newConActor.IsA('DeusExDecoration')) DeusExDecoration(newConActor).EnterConversationState(bFirstPerson); } } } // ---------------------------------------------------------------------- // IsConActorInList() // ---------------------------------------------------------------------- function bool IsConActorInList(Actor conActor, optional bool bRemoveActor) { local int conActorIndex; local bool bFound; for(conActorIndex=0; conActorIndex<conActorCount; conActorIndex++) { if (ConActors[conActorIndex] == conActor) { if (bRemoveActor) ConActors[conActorIndex] = None; bFound = True; break; } } return bFound; } // ---------------------------------------------------------------------- // EndConActorStates() // // Loops through the ConActors[] array and kicks 'em out of // conversation mode // ---------------------------------------------------------------------- function EndConActorStates() { local int conActorIndex; if (!bForcePlay) { for(conActorIndex=conActorCount-1; conActorIndex>=0; conActorIndex--) { if (ConActors[conActorIndex] != None) { ConActors[conActorIndex].EndConversation(); ConActors[conActorIndex] = None; conActorCount--; } } // Make sure the invoking actor, if a DeusExDecoration or ScriptedPawn, // is not stuck in the conversation state if (ScriptedPawn(invokeActor) != None ) ScriptedPawn(invokeActor).EndConversation(); else if (DeusExDecoration(invokeActor) != None ) DeusExDecoration(invokeActor).EndConversation(); } } // ---------------------------------------------------------------------- // ActorDestroyed() // // Called when an actor gets destroyed via some external process. // Check our list of ConActors, if the destroyed actors is in this list, // then: // // 1) Remove the actor from the ConActors array // 2) Immediately abort the conversation (this is done to prevent a // crash by referencing a destroyed object) // ---------------------------------------------------------------------- function ActorDestroyed(Actor destroyedActor) { local int conActorIndex; for(conActorIndex=0; conActorIndex<ArrayCount(ConActorsBound); conActorIndex++) { if (ConActorsBound[conActorIndex] == destroyedActor) { // First check to see if it's in the ConActors list, in // which case it needs to be removed before we abort // (so it doesn't try to do anything with that variable) IsConActorInList(destroyedActor, True); // Abort the conversation!!! TerminateConversation(); break; } } } // ---------------------------------------------------------------------- // SetForcePlay() // ---------------------------------------------------------------------- function SetForcePlay(bool bNewForcePlay) { bForcePlay = bNewForcePlay; } // ---------------------------------------------------------------------- // GetForcePlay() // ---------------------------------------------------------------------- function bool GetForcePlay() { return bForcePlay; } // ---------------------------------------------------------------------- // ---------------------------------------------------------------------- defaultproperties { } |
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