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//============================================================================= // MissionScript. //============================================================================= class MissionScript extends Info transient abstract; // // State machine for each mission // All flags set by this mission controller script should be // prefixed with MS_ for consistency // var float checkTime; var DeusExPlayer Player; var FlagBase flags; var string localURL; var DeusExLevelInfo dxInfo; // ---------------------------------------------------------------------- // PostPostBeginPlay() // // Set the timer // ---------------------------------------------------------------------- function PostPostBeginPlay() { // start the script SetTimer(checkTime, True); } // ---------------------------------------------------------------------- // InitStateMachine() // // Get the player's flag base, get the map name, and set the player // ---------------------------------------------------------------------- function InitStateMachine() { local DeusExLevelInfo info; Player = DeusExPlayer(GetPlayerPawn()); foreach AllActors(class'DeusExLevelInfo', info) dxInfo = info; if (Player != None) { flags = Player.FlagBase; // Get the mission number by extracting it from the // DeusExLevelInfo and then delete any expired flags. // // Also set the default mission expiration so flags // expire in the next mission unless explicitly set // differently when the flag is created. if (flags != None) { // Don't delete expired flags if we just loaded // a savegame if (flags.GetBool('PlayerTraveling')) flags.DeleteExpiredFlags(dxInfo.MissionNumber); flags.SetDefaultExpiration(dxInfo.MissionNumber + 1); localURL = Caps(dxInfo.mapName); log("**** InitStateMachine() -"@player@"started mission state machine for"@localURL); } else { log("**** InitStateMachine() - flagBase not set - mission state machine NOT initialized!"); } } else { log("**** InitStateMachine() - player not set - mission state machine NOT initialized!"); } } // ---------------------------------------------------------------------- // FirstFrame() // // Stuff to check at first frame // ---------------------------------------------------------------------- function FirstFrame() { local name flagName; local ScriptedPawn P; local int i; flags.DeleteFlag('PlayerTraveling', FLAG_Bool); // Check to see which NPCs should be dead from prevous missions foreach AllActors(class'ScriptedPawn', P) { if (P.bImportant) { flagName = Player.rootWindow.StringToName(P.BindName$"_Dead"); if (flags.GetBool(flagName)) P.Destroy(); } } // print the mission startup text only once per map flagName = Player.rootWindow.StringToName("M"$Caps(dxInfo.mapName)$"_StartupText"); if (!flags.GetBool(flagName) && (dxInfo.startupMessage[0] != "")) { for (i=0; i<ArrayCount(dxInfo.startupMessage); i++) DeusExRootWindow(Player.rootWindow).hud.startDisplay.AddMessage(dxInfo.startupMessage[i]); DeusExRootWindow(Player.rootWindow).hud.startDisplay.StartMessage(); flags.SetBool(flagName, True); } flagName = Player.rootWindow.StringToName("M"$dxInfo.MissionNumber$"MissionStart"); if (!flags.GetBool(flagName)) { // Remove completed Primary goals and all Secondary goals Player.ResetGoals(); // Remove any Conversation History. Player.ResetConversationHistory(); // Set this flag so we only get in here once per mission. flags.SetBool(flagName, True); } } // ---------------------------------------------------------------------- // PreTravel() // // Set flags upon exit of a certain map // ---------------------------------------------------------------------- function PreTravel() { // turn off the timer SetTimer(0, False); // zero the flags so FirstFrame() gets executed at load flags = None; } // ---------------------------------------------------------------------- // Timer() // // Main state machine for the mission // ---------------------------------------------------------------------- function Timer() { // make sure our flags are initialized correctly if (flags == None) { InitStateMachine(); // Don't want to do this if the user just loaded a savegame if ((player != None) && (flags.GetBool('PlayerTraveling'))) FirstFrame(); } } // ---------------------------------------------------------------------- // GetPatrolPoint() // ---------------------------------------------------------------------- function PatrolPoint GetPatrolPoint(Name patrolTag, optional bool bRandom) { local PatrolPoint aPoint; aPoint = None; foreach AllActors(class'PatrolPoint', aPoint, patrolTag) { if (bRandom && (FRand() < 0.5)) break; else break; } return aPoint; } // ---------------------------------------------------------------------- // GetSpawnPoint() // ---------------------------------------------------------------------- function SpawnPoint GetSpawnPoint(Name spawnTag, optional bool bRandom) { local SpawnPoint aPoint; aPoint = None; foreach AllActors(class'SpawnPoint', aPoint, spawnTag) { if (bRandom && (FRand() < 0.5)) break; else break; } return aPoint; } defaultproperties { checkTime=1.000000 localURL="NOTHING" } |
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