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//============================================================================= // DeusExMover. //============================================================================= class DeusExMover extends Mover; var() bool bOneWay; // this door can only be opened from one side var() bool bLocked; // this door is locked var() bool bPickable; // this lock can be picked var() float lockStrength; // "toughness" of the lock on this door - 0.0 is easy, 1.0 is hard var() float initiallockStrength; // for resetting lock, initial lock strength of door. var() bool bInitialLocked; // for resetting lock var() bool bBreakable; // this door can be destroyed var() float doorStrength; // "toughness" of this door - 0.0 is weak, 1.0 is strong var() name KeyIDNeeded; // key ID code to open the door var() bool bHighlight; // should this door highlight when focused? var() bool bFrobbable; // this door can be frobbed var bool bPicking; // a lockpick is currently being used var float pickValue; // how much this lockpick is currently picking var float pickTime; // how much time it takes to use a single lockpick var int numPicks; // how many times to reduce hack strength var float TicksSinceLastPick; //num ticks done since last pickstrength update(includes partials) var float TicksPerPick; // num ticks needed for a hackstrength update (includes partials) var float LastTickTime; // Time at which last tick occurred. var DeusExPlayer pickPlayer; // the player that is picking var Lockpick curPick; // the lockpick that is being used var() int minDamageThreshold; // damage below this amount doesn't count var bool bDestroyed; // has this mover already been destroyed? var() int NumFragments; // number of fragments to spew on destroy var() float FragmentScale; // scale of fragments var() int FragmentSpread; // distance fragments will be thrown var() class<Fragment> FragmentClass; // which fragment var() texture FragmentTexture; // what texture to use on fragments var() bool bFragmentTranslucent; // are these fragments translucent? var() bool bFragmentUnlit; // are these fragments unlit? var() sound ExplodeSound1; // small explosion sound var() sound ExplodeSound2; // large explosion sound var() bool bDrawExplosion; // should we draw an explosion? var() bool bIsDoor; // is this mover an actual door? var() float TimeSinceReset; // how long since we relocked it var() float TimeToReset; // how long between relocks var localized string msgKeyLocked; // message when key locked door var localized string msgKeyUnlocked; // message when key unlocked door var localized string msgLockpickSuccess; // message when lock is picked var localized string msgOneWayFail; // message when one-way door can't be opened var localized string msgLocked; // message when the door is locked var localized string msgPicking; // message when the door is being picked var localized string msgAlreadyUnlocked; // message when the door is already unlocked var localized string msgNoNanoKey; // message when the player doesn't have the right nanokey function PostBeginPlay() { Super.PostBeginPlay(); // keep these within limits lockStrength = FClamp(lockStrength, 0.0, 1.0); doorStrength = FClamp(doorStrength, 0.0, 1.0); if (!bPickable) lockStrength = 1.0; if (!bBreakable) doorStrength = 1.0; initiallockStrength = lockStrength; TimeSinceReset = 0.0; bInitialLocked = bLocked; } // ------------------------------------------------------------------------------- // Network Replication // ------------------------------------------------------------------------------- replication { //Variables server to client reliable if (Role == ROLE_Authority) bLocked, pickValue, lockStrength, doorStrength; } // // ComputeMovementArea() - Computes a bounding box for the area // in which this mover will move // function ComputeMovementArea(out vector center, out vector area) { local int i, j; local float mult; local int count; local vector box1, box2; local vector minVect; local vector maxVect; local vector newLocation; local rotator newRotation; if (NumKeys > 0) // better safe than silly { // Initialize our bounding box GetBoundingBox(box1, box2, false, KeyPos[0]+BasePos, KeyRot[0]+BaseRot); // Compute the total area of our bounding box for (i=1; i<NumKeys; i++) { if (KeyRot[i] == KeyRot[i-1]) count = 1; else count = 3; for (j=0; j<count; j++) { mult = float(j+1)/count; newLocation = BasePos + (KeyPos[i]-KeyPos[i-1])*mult + KeyPos[i-1]; newRotation = BaseRot + (KeyRot[i]-KeyRot[i-1])*mult + KeyRot[i-1]; if (GetBoundingBox(minVect, maxVect, false, newLocation, newRotation)) { // Expand the bounding box box1.X = FMin(FMin(box1.X, maxVect.X), minVect.X); box1.Y = FMin(FMin(box1.Y, maxVect.Y), minVect.Y); box1.Z = FMin(FMin(box1.Z, maxVect.Z), minVect.Z); box2.X = FMax(FMax(box2.X, maxVect.X), minVect.X); box2.Y = FMax(FMax(box2.Y, maxVect.Y), minVect.Y); box2.Z = FMax(FMax(box2.Z, maxVect.Z), minVect.Z); } } } } // Fallback else { box1 = vect(0,0,0); box2 = vect(0,0,0); } // Compute center/area of the bounding box and return center = (box1+box2)/2; area = box2 - center; } // // FinishNotify() - overridden from Mover; called when mover has finished moving // function FinishNotify() { local Pawn curPawn; local vector box1, box2; local vector center, area; local float distX, distY, distZ; local float maxX, maxY, maxZ; local float dist; local float maxDist; local vector tempVect; local bool bNotify; Super.FinishNotify(); if ((NumKeys > 0) && (MoverEncroachType == ME_IgnoreWhenEncroach)) { GetBoundingBox(box1, box2, false, KeyPos[KeyNum]+BasePos, KeyRot[KeyNum]+BaseRot); center = (box1+box2)/2; area = box2 - center; maxDist = VSize(area)+200; // XXXDEUS_EX AMSD Slow Pawn Iterator //foreach RadiusActors(Class'Pawn', curPawn, maxDist) for (CurPawn = Level.PawnList; CurPawn != None; CurPawn = CurPawn.NextPawn) { if ((CurPawn != None) && (VSize(CurPawn.Location - Location) < (MaxDist + CurPawn.CollisionRadius))) { bNotify = false; distZ = Abs(center.Z - curPawn.Location.Z); maxZ = area.Z + curPawn.CollisionHeight; if (distZ < maxZ) { distX = Abs(center.X - curPawn.Location.X); distY = Abs(center.Y - curPawn.Location.Y); maxX = area.X + curPawn.CollisionRadius; maxY = area.Y + curPawn.CollisionRadius; if ((distX < maxX) && (distY < maxY)) { if ((distX >= area.X) && (distY >= area.Y)) { tempVect.X = distX-area.X; tempVect.Y = distY-area.Y; tempVect.Z = 0; if (VSize(tempVect) < CollisionRadius) bNotify = true; } else bNotify = true; } } if (bNotify) curPawn.EncroachedByMover(self); } } } } // // DropThings() - drops everything that is based on this mover // function DropThings() { local actor A; // drop everything that is on us foreach BasedActors(class'Actor', A) A.SetPhysics(PHYS_Falling); } // // "Destroy" the mover // function BlowItUp(Pawn instigatedBy) { local int i; local Fragment frag; local Actor A; local DeusExDecal D; local Vector spawnLoc; local ExplosionLight light; // force the mover to stop if (Leader != None) Leader.MakeGroupStop(); Instigator = instigatedBy; // trigger our event if (Event != '') foreach AllActors(class'Actor', A, Event) if (A != None) A.Trigger(Self, instigatedBy); // destroy all effects that are on us foreach BasedActors(class'DeusExDecal', D) D.Destroy(); DropThings(); // get the origin of the mover spawnLoc = Location - (PrePivot >> Rotation); // spawn some fragments and make a sound for (i=0; i<NumFragments; i++) { frag = Spawn(FragmentClass,,, spawnLoc + FragmentSpread * VRand()); if (frag != None) { frag.Instigator = instigatedBy; // make the last fragment just drop down so we have something to attach the sound to if (i == NumFragments - 1) frag.Velocity = vect(0,0,0); else frag.CalcVelocity(VRand(), FragmentSpread); frag.DrawScale = FragmentScale; if (FragmentTexture != None) frag.Skin = FragmentTexture; if (bFragmentTranslucent) frag.Style = STY_Translucent; if (bFragmentUnlit) frag.bUnlit = True; } } // should we draw explosion effects? if (bDrawExplosion) { light = Spawn(class'ExplosionLight',,, spawnLoc); if (FragmentSpread < 64) { Spawn(class'ExplosionSmall',,, spawnLoc); if (light != None) light.size = 2; } else if (FragmentSpread < 128) { Spawn(class'ExplosionMedium',,, spawnLoc); if (light != None) light.size = 4; } else { Spawn(class'ExplosionLarge',,, spawnLoc); if (light != None) light.size = 8; } } // alert NPCs that I'm breaking AISendEvent('LoudNoise', EAITYPE_Audio, 2.0, FragmentSpread * 16); MakeNoise(2.0); if (frag != None) { if (NumFragments <= 5) frag.PlaySound(ExplodeSound1, SLOT_None, 2.0,, FragmentSpread*256); else frag.PlaySound(ExplodeSound2, SLOT_None, 2.0,, FragmentSpread*256); } //DEUS_EX AMSD Mover is dead, make it a dumb proxy so location updates RemoteRole = ROLE_DumbProxy; SetLocation(Location+vect(0,0,20000)); // move it out of the way SetCollision(False, False, False); // and make it non-colliding bDestroyed = True; } // // SupportActor() // // Called when somebody lands on us (copied from DeusExDecoration) // singular function SupportActor(Actor standingActor) { local float zVelocity; local float baseMass; local float standingMass; zVelocity = standingActor.Velocity.Z; // We've been stomped! if (zVelocity < -500) { standingMass = FMax(1, standingActor.Mass); baseMass = FMax(1, Mass); TakeDamage((1 - standingMass/baseMass * zVelocity/30), standingActor.Instigator, standingActor.Location, 0.2*standingActor.Velocity, 'stomped'); } if (!bDestroyed) standingActor.SetBase(self); else standingActor.SetPhysics(PHYS_Falling); } // // Copied from Engine.Mover // function TakeDamage(int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType) { if (bDestroyed) return; if ((damageType == 'TearGas') || (damageType == 'PoisonGas') || (damageType == 'HalonGas')) return; if ((damageType == 'Stunned') || (damageType == 'Radiation')) return; if ((DamageType == 'EMP') || (DamageType == 'NanoVirus') || (DamageType == 'Shocked')) return; if (bBreakable) { // add up the damage if (Damage >= minDamageThreshold) doorStrength -= Damage * 0.01; // else // doorStrength -= Damage * 0.001; // damage below the threshold does 1/10th the damage doorStrength = FClamp(doorStrength, 0.0, 1.0); if (doorStrength ~= 0.0) BlowItUp(instigatedBy); } } // // Called every 0.1 seconds while the pick is actually picking // function Timer() { local DeusExMover M; if (bPicking) { curPick.PlayUseAnim(); TicksSinceLastPick += (Level.TimeSeconds - LastTickTime) * 10; LastTickTime = Level.TimeSeconds; //TicksSinceLastPick = TicksSinceLastPick + 1; while (TicksSinceLastPick > TicksPerPick) { numPicks--; lockStrength -= 0.01; TicksSinceLastPick = TicksSinceLastPick - TicksPerPick; lockStrength = FClamp(lockStrength, 0.0, 1.0); } // pick all like-tagged movers at once (for double doors and such) if ((Tag != '') && (Tag != 'DeusExMover')) foreach AllActors(class'DeusExMover', M, Tag) if (M != Self) M.lockStrength = lockStrength; // did we unlock it? if (lockStrength ~= 0.0) { lockStrength = 0.0; bLocked = False; TimeSinceReset = 0.0; // unlock all like-tagged movers at once (for double doors and such) if ((Tag != '') && (Tag != 'DeusExMover')) foreach AllActors(class'DeusExMover', M, Tag) if (M != Self) { M.bLocked = False; M.TimeSinceReset = 0; M.lockStrength = 0.0; } pickPlayer.ClientMessage(msgLockpickSuccess); StopPicking(); } // are we done with this pick? else if (numPicks <= 0) StopPicking(); // check to see if we've moved too far away from the door to continue else if (pickPlayer.frobTarget != Self) StopPicking(); // check to see if we've put the lockpick away else if (pickPlayer.inHand != curPick) StopPicking(); } } // // Called to deal with resetting the device // function Tick(float deltaTime) { TimeSinceReset = TimeSinceReset + deltaTime; //only reset in multiplayer, if we aren't picking it, and if it has been completely unlocked if ((!bPicking) && (Level.NetMode != NM_Standalone) && (lockStrength == 0.0) && !(bLocked)) { if (TimeSinceReset > TimeToReset) { lockStrength = initiallockStrength; TimeSinceReset = 0.0; if (lockStrength > 0) { //Force door closed and locked appropriately. DoClose(); bLocked = bInitialLocked; } } } // In multi, force it closed if locked. Keep trying until it closes. if ((Level.NetMode != NM_Standalone) && (bLocked) && (KeyNum != 0)) DoClose(); Super.Tick(deltaTime); } // // Stops the current pick-in-progress // function StopPicking() { // alert NPCs that I'm not messing with stuff anymore AIEndEvent('MegaFutz', EAITYPE_Visual); bPicking = False; if (curPick != None) { curPick.StopUseAnim(); curPick.bBeingUsed = False; curPick.UseOnce(); } curPick = None; SetTimer(0.1, False); } // // The main logic function for doors // function Frob(Actor Frobber, Inventory frobWith) { local Pawn P; local DeusExPlayer Player; local bool bOpenIt, bDone; local string msg; local Vector X, Y, Z; local float dotp; local DeusExMover M; // if we shouldn't be frobbed, get out if (!bFrobbable) return; // if we are destroyed, don't do anything if (bDestroyed) return; // make sure we frob our leader if we are a slave if (bSlave) if (Leader != None) Leader.Frob(Frobber, frobWith); P = Pawn(Frobber); Player = DeusExPlayer(P); bOpenIt = False; bDone = False; msg = msgLocked; // make sure someone is trying to open the door if (P == None) return; // ugly hack, so animals can't open doors if (P.IsA('Animal')) return; // Let any non-player pawn open any door for now if (Player == None) { bOpenIt = True; msg = ""; bDone = True; } // If we are already trying to pick it, print a message if (bPicking) { msg = msgPicking; bDone = True; } // If the door is not closed, it can always be closed no matter what if ((KeyNum != 0) || (PrevKeyNum != 0)) { bOpenIt = True; msg = ""; bDone = True; } // check to see if this is a one-way door if (!bDone && bOneWay) { GetAxes(Rotation, X, Y, Z); dotp = (Location - Frobber.Location) dot X; // if we're on the wrong side of the door, then don't open if (dotp > 0.0) { bOpenIt = False; msg = msgOneWayFail; bDone = True; } } // // If the door is locked, the player must do one of the following to open it // without triggers or explosions: // 1. Use the KeyIDNeeded // 2. Use the Lockpick and SkillLockpicking // if (!bDone) { // Get what's in the player's hand if (frobWith != None) { // check for the use of lockpicks if (bPickable && frobWith.IsA('Lockpick') && (Player.SkillSystem != None)) { if (bLocked) { // alert NPCs that I'm messing with stuff AIStartEvent('MegaFutz', EAITYPE_Visual); pickValue = Player.SkillSystem.GetSkillLevelValue(class'SkillLockpicking'); pickPlayer = Player; curPick = LockPick(frobWith); curPick.bBeingUsed = True; curPick.PlayUseAnim(); bPicking = True; //DEUS_EX AMSD In multiplayer, slow it down further at low skill levels numPicks = PickValue * 100; if (Level.Netmode != NM_Standalone) pickTime = default.pickTime / (pickValue * pickValue); TicksPerPick = (PickTime * 10.0) / numPicks; LastTickTime = Level.TimeSeconds; TicksSinceLastPick = 0; SetTimer(0.1, True); msg = msgPicking; } else { msg = msgAlreadyUnlocked; } } else if ((KeyIDNeeded != '') && frobWith.IsA('NanoKeyRing') && (lockStrength > 0.0)) { // check for the correct key use NanoKeyRing(frobWith).PlayUseAnim(); if (NanoKeyRing(frobWith).HasKey(KeyIDNeeded)) { bLocked = !bLocked; // toggle the lock state TimeSinceReset = 0; // toggle the lock state for all like-tagged movers at once (for double doors and such) if ((Tag != '') && (Tag != 'DeusExMover')) foreach AllActors(class'DeusExMover', M, Tag) if (M != Self) { M.bLocked = !M.bLocked; M.TimeSinceReset = 0; } bOpenIt = False; if (bLocked) msg = msgKeyLocked; else msg = msgKeyUnlocked; } else if (bLocked) { bOpenIt = False; msg = msgNoNanoKey; } else { msg = msgAlreadyUnlocked; } } else if (!bLocked) { bOpenIt = True; msg = ""; } } else if (!bLocked) { bOpenIt = True; msg = ""; } } // give the player a message if ((Player != None) && (msg != "")) Player.ClientMessage(msg); // open it! if (bOpenIt) { Super.Frob(Frobber, frobWith); Trigger(Frobber, P); // trigger all like-tagged movers at once (for double doors and such) if ((Tag != '') && (Tag != 'DeusExMover')) foreach AllActors(class'DeusExMover', M, Tag) if (M != Self) M.Trigger(Frobber, P); } } function DoOpen() { local DeusExMover M; if (Level.NetMode != NM_Standalone) { // In multiplayer, unlock doors that get opened. // toggle the lock state for all like-tagged movers at once (for double doors and such) bLocked = false; TimeSinceReset = 0; lockStrength = 0.0; if ((Tag != '') && (Tag != 'DeusExMover')) foreach AllActors(class'DeusExMover', M, Tag) if (M != Self) { M.bLocked = false; M.TimeSinceReset = 0; M.lockStrength = 0; } } Super.DoOpen(); } // // make sure we can't be triggered after we've been destroyed // state() TriggerOpenTimed { function Trigger( actor Other, pawn EventInstigator ) { if (!bDestroyed) Super.Trigger(Other, EventInstigator); } } state() TriggerToggle { function Trigger( actor Other, pawn EventInstigator ) { if (!bDestroyed) Super.Trigger(Other, EventInstigator); } } state() TriggerControl { function Trigger( actor Other, pawn EventInstigator ) { if (!bDestroyed) Super.Trigger(Other, EventInstigator); } } state() TriggerPound { function Trigger( actor Other, pawn EventInstigator ) { if (!bDestroyed) Super.Trigger(Other, EventInstigator); } } defaultproperties { bPickable=True lockStrength=0.200000 doorStrength=0.250000 bHighlight=True bFrobbable=True pickTime=4.000000 minDamageThreshold=10 NumFragments=16 FragmentScale=2.000000 FragmentSpread=32 FragmentClass=Class'DeusEx.WoodFragment' ExplodeSound1=Sound'DeusExSounds.Generic.WoodBreakSmall' ExplodeSound2=Sound'DeusExSounds.Generic.WoodBreakLarge' TimeToReset=28.000000 msgKeyLocked="Your NanoKey Ring locked it" msgKeyUnlocked="Your NanoKey Ring unlocked it" msgLockpickSuccess="You picked the lock" msgOneWayFail="It won't open from this side" msgLocked="It's locked" msgPicking="Picking the lock..." msgAlreadyUnlocked="It's already unlocked" msgNoNanoKey="Your NanoKey Ring doesn't have the right code" MoverEncroachType=ME_StopWhenEncroach BumpType=BT_PawnBump bBlockSight=True InitialState=TriggerToggle bDirectional=True } |
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