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DeusEx.Skill


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//=============================================================================
// Skill.
//=============================================================================
class Skill extends Actor
    intrinsic;

var() localized string      SkillName;
var() localized string      Description;
var   Texture               SkillIcon;
var() bool                  bAutomatic;
var() bool                  bConversationBased;
var() int                   Cost[3];
var() float                 LevelValues[4];
var travel int              CurrentLevel;       // 0 is unskilled, 3 is master
var() class<SkilledTool>    itemNeeded;

// which player am I attached to?
var DeusExPlayer Player;

// Pointer to next skill
var travel Skill next;      

// Printable skill level strings
var Localized string skillLevelStrings[4];
var localized string SkillAtMaximum;

// ----------------------------------------------------------------------
// network replication
// ----------------------------------------------------------------------

replication
{
    //variables server to client
    reliable if ((Role == ROLE_Authority) && (bNetOwner))
        CurrentLevel, next;

    //functions client to server
    reliable if (Role < ROLE_Authority)
        IncLevel, Use, DecLevel;

}

// ----------------------------------------------------------------------
// PreBeginPlay()
// ----------------------------------------------------------------------
simulated function PreBeginPlay()
{
    Super.PreBeginPlay();

    // If this is a netgame, then override defaults
    if ( (Level.NetMode != NM_StandAlone ) && (Level.Game != None) && (Level.Game.IsA('DeusExMPGame')) )
    {
      CurrentLevel = DeusExMPGame(Level.Game).MPSkillStartLevel;
    }
}

// ----------------------------------------------------------------------
// Use()
// ----------------------------------------------------------------------

function bool Use()
{
    local bool bDoIt;

    bDoIt = True;

    if (itemNeeded != None)
    {
        bDoIt = False;

        if ((Player.inHand != None) && (Player.inHand.Class == itemNeeded))
        {
            SkilledTool(Player.inHand).PlayUseAnim();

            // alert NPCs that I'm messing with stuff
            if (Player.FrobTarget != None)
                if (Player.FrobTarget.bOwned)
                    Player.FrobTarget.AISendEvent('MegaFutz', EAITYPE_Visual);

            bDoIt = True;
        }
    }

    return bDoIt;
}

// ----------------------------------------------------------------------
// accessor functions
// ----------------------------------------------------------------------

// ----------------------------------------------------------------------
// GetCost()
// ----------------------------------------------------------------------

simulated function int GetCost()
{
    return Cost[CurrentLevel];
}

// ----------------------------------------------------------------------
// GetCurrentLevel()
// ----------------------------------------------------------------------

simulated function int GetCurrentLevel()
{
    return CurrentLevel;
}

// ----------------------------------------------------------------------
// GetCurrentLevelString()
//
// Returns a string representation of the current skill level.
// ----------------------------------------------------------------------

simulated function String GetCurrentLevelString()
{
    return skillLevelStrings[currentLevel];
}

// ----------------------------------------------------------------------
// IncLevel()
// ----------------------------------------------------------------------

function bool IncLevel(optional DeusExPlayer usePlayer)
{
    local DeusExPlayer localPlayer;

    // First make sure we're not maxed out
    if (CurrentLevel < 3)
    {
        // If "usePlayer" is passed in, then we want to use this 
        // as the basis for making our calculations, temporarily
        // overriding whatever this skill's player is set to.

        if (usePlayer != None)
            localPlayer = usePlayer;
        else
            localPlayer = Player;

        // Now, if a player is defined, then check to see if there enough
        // skill points available.  If no player is defined, just do it.
        if (localPlayer != None) 
        {
            if ((localPlayer.SkillPointsAvail >= Cost[CurrentLevel]))
            {
                // decrement the cost and increment the current skill level
                localPlayer.SkillPointsAvail -= GetCost();
                CurrentLevel++;
                return True;
            }
        }
        else
        {
            CurrentLevel++;
            return True;
        }
    }

    return False;
}

// ----------------------------------------------------------------------
// DecLevel()
// 
// Decrements a skill level, making sure the skill isn't already at 
// the lowest skill level.  Cost of the skill is optionally added back 
// to the player's SkilPointsAvail variable. 
// ----------------------------------------------------------------------

function bool DecLevel( 
    optional bool bGiveUserPoints,
    optional DeusExPlayer usePlayer )
{
    local DeusExPlayer localPlayer;

    // First make sure we're not already at the bottom
    if (CurrentLevel > 0)
    {
        // Decrement the skill level 
        CurrentLevel--;

        // If "usePlayer" is passed in, then we want to use this 
        // as the basis for making our calculations, temporarily
        // overriding whatever this skill's player is set to.

        if (usePlayer != None)
            localPlayer = usePlayer;
        else
            localPlayer = Player;

        // If a player exists and the 'bGiveUserPoints' flag is set, 
        // then add the points to the player
        if (( bGiveUserPoints ) && (localPlayer != None))
            localPlayer.SkillPointsAvail += GetCost();

        return True;
    }

    return False;
}

// ----------------------------------------------------------------------
// CanAffordToUpgrade()
//
// Given the points passed in, checks to see if the skill can be 
// upgraded to the next level.  Will always return False if the 
// skill is already at the maximum level.
// ----------------------------------------------------------------------

simulated function bool CanAffordToUpgrade( int skillPointsAvailable )
{
    if ( CurrentLevel == 3 ) 
        return False;
    else if ( Cost[CurrentLevel] > skillPointsAvailable )
        return False;
    else
        return True;
}

// ----------------------------------------------------------------------
// UpdateInfo()
// ----------------------------------------------------------------------

simulated function bool UpdateInfo(Object winObject)
{
    local PersonaInfoWindow winInfo;

    winInfo = PersonaInfoWindow(winObject);
    if (winInfo == None)
        return False;

    winInfo.Clear();
    winInfo.SetTitle(SkillName);
    winInfo.SetText(Description);

    return True;
}

// ----------------------------------------------------------------------
// ----------------------------------------------------------------------

defaultproperties
{
     skillLevelStrings(0)="UNTRAINED"
     skillLevelStrings(1)="TRAINED"
     skillLevelStrings(2)="ADVANCED"
     skillLevelStrings(3)="MASTER"
     SkillAtMaximum="Skill at Maximum Level"
     bHidden=True
     bTravel=True
     NetUpdateFrequency=5.000000
}

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Class file time: Mon 8/11/2021 16:22:50.000 - Creation time: Mon 8/11/2021 16:31:32.565 - Created with UnCodeX