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//============================================================================= // GameInfo. // // default game info is normal single player // //============================================================================= class GameInfo extends Info native; //----------------------------------------------------------------------------- // Variables. var int ItemGoals, KillGoals, SecretGoals; // Special game goals. var byte Difficulty; // 0=easy, 1=medium, 2=hard, 3=very hard. var() config bool bNoMonsters; // Whether monsters are allowed in this play mode. var() globalconfig bool bMuteSpectators; // Whether spectators are allowed to speak. var() config bool bHumansOnly; // Whether non human player models are allowed. var() bool bRestartLevel; var() bool bPauseable; // Whether the level is pauseable. var() config bool bCoopWeaponMode; // Whether or not weapons stay when picked up. var() config bool bClassicDeathmessages; // Weapon deathmessages if false. var globalconfig bool bLowGore; // Whether or not to reduce gore. var bool bCanChangeSkin; // Allow player to change skins in game. var() bool bTeamGame; // This is a teamgame. // DEUS_EX CNN - removed globalconfig from bVeryLowGore var bool bVeryLowGore; // Greatly reduces gore. var() globalconfig bool bNoCheating; // Disallows cheating. Hehe. var() globalconfig bool bAllowFOV; // Allows FOV changes in net games var() bool bDeathMatch; // This game is some type of deathmatch (where players can respawn during gameplay) var bool bGameEnded; // set when game ends var bool bOverTime; var localized bool bAlternateMode; var bool bCanViewOthers; var() globalconfig float AutoAim; // How much autoaiming to do (1 = none, 0 = always). // (cosine of max error to correct) var() globalconfig float GameSpeed; // Scale applied to game rate. var float StartTime; var() class<playerpawn> DefaultPlayerClass; var() class<weapon> DefaultWeapon; // Default weapon given to player at start. var() globalconfig int MaxSpectators; // Maximum number of spectators. var int NumSpectators; // Current number of spectators. var() private globalconfig string AdminPassword; // Password to receive bAdmin privileges. var() private globalconfig string GamePassword; // Password to enter game. var() class<scoreboard> ScoreBoardType; // Type of scoreboard this game uses. var() class<menu> GameMenuType; // Type of oldstyle game options menu to display. var() string BotMenuType; // Type of bot menu to display. var() string RulesMenuType; // Type of rules menu to display. var() string SettingsMenuType; // Type of settings menu to display. var() string GameUMenuType; // Type of Game dropdown to display. var() string MultiplayerUMenuType; // Type of Multiplayer dropdown to display. var() string GameOptionsMenuType; // Type of options dropdown to display. var() class<hud> HUDType; // HUD class this game uses. var() class<MapList> MapListType; // Maplist this game uses. var() string MapPrefix; // Prefix characters for names of maps for this game type. var() string BeaconName; // Identifying string used for finding LAN servers. var() string SpecialDamageString; var localized string SwitchLevelMessage; var int SentText; var localized string DefaultPlayerName; var localized string LeftMessage; var localized string FailedSpawnMessage; var localized string FailedPlaceMessage; var localized string FailedTeamMessage; var localized string NameChangedMessage; var localized string EnteredMessage; var localized string GameName; var localized string MaxedOutMessage; var localized string WrongPassword; var localized string NeedPassword; var localized string IPBanned; var() globalconfig int MaxPlayers; var int NumPlayers; var int CurrentID; var() globalconfig string IPPolicies[50]; // Message classes. var class<LocalMessage> DeathMessageClass; var class<LocalMessage> DMMessageClass; // Mutator (for modifying actors as they enter the game) var class<Mutator> MutatorClass; var Mutator BaseMutator; var Mutator DamageMutator; // linked list of mutators which affect damage // Default waterzone entry and exit effects var class<ZoneInfo> WaterZoneType; // What state a player should start in for this game type var name DefaultPlayerState; // ReplicationInfo var() class<GameReplicationInfo> GameReplicationInfoClass; var GameReplicationInfo GameReplicationInfo; // Server Log var globalconfig string ServerLogName; // Statistics Logging var StatLog LocalLog; var StatLog WorldLog; var globalconfig bool bLocalLog; var globalconfig bool bWorldLog; var globalconfig bool bBatchLocal; var bool bLoggingGame; // Does this gametype log? var string LocalLogFileName; var string WorldLogFileName; var class<StatLog> StatLogClass; // Demo Information var globalconfig int DemoBuild; var globalconfig int DemoHasTuts; //------------------------------------------------------------------------------ // Admin function AdminLogin( PlayerPawn P, string Password ) { if (AdminPassword == "") return; if (Password == AdminPassword) { P.bAdmin = True; P.PlayerReplicationInfo.bAdmin = P.bAdmin; Log("Administrator logged in."); BroadcastMessage( P.PlayerReplicationInfo.PlayerName@"became a server administrator." ); } } function AdminLogout( PlayerPawn P ) { if (AdminPassword == "") return; if (P.bAdmin) { P.bAdmin = False; P.PlayerReplicationInfo.bAdmin = P.bAdmin; Log("Administrator logged out."); BroadcastMessage( P.PlayerReplicationInfo.PlayerName@"gave up administrator abilities." ); } } //------------------------------------------------------------------------------ // Engine notifications. function PreBeginPlay() { StartTime = 0; SetGameSpeed(GameSpeed); Level.bNoCheating = bNoCheating; Level.bAllowFOV = bAllowFOV; if (GameReplicationInfoClass != None) GameReplicationInfo = Spawn(GameReplicationInfoClass); else GameReplicationInfo = Spawn(class'GameReplicationInfo'); InitGameReplicationInfo(); } function PostBeginPlay() { local ZoneInfo W; if ( bAlternateMode ) { bLowGore = true; bVeryLowGore = true; } if ( bVeryLowGore ) bLowGore = true; if ( WaterZoneType != None ) { ForEach AllActors(class'ZoneInfo', W ) if ( W.bWaterZone ) { if( W.EntryActor == None ) W.EntryActor = WaterZoneType.Default.EntryActor; if( W.ExitActor == None ) W.ExitActor = WaterZoneType.Default.ExitActor; if( W.EntrySound == None ) W.EntrySound = WaterZoneType.Default.EntrySound; if( W.ExitSound == None ) W.ExitSound = WaterZoneType.Default.ExitSound; } } // Setup local statistics logging. InitLogging(); Super.PostBeginPlay(); } function InitLogging() { local Mutator M; if (bLocalLog && bLoggingGame) { Log("Initiating local logging..."); LocalLog = spawn(StatLogClass); LocalLog.bWorld = False; LocalLog.StartLog(); LocalLog.LogStandardInfo(); LocalLog.LogServerInfo(); LocalLog.LogMapParameters(); for (M = BaseMutator; M != None; M = M.NextMutator) LocalLog.LogMutator(M); LogGameParameters(LocalLog); LocalLogFileName = LocalLog.GetLogFileName(); } // Setup world statistics logging. if ((Level.NetMode != NM_DedicatedServer) && (Level.NetMode != NM_ListenServer)) return; if (bWorldLog && bLoggingGame) { Log("Initiating world logging..."); WorldLog = spawn(StatLogClass); WorldLog.bWorld = True; WorldLog.StartLog(); WorldLog.LogStandardInfo(); WorldLog.LogServerInfo(); WorldLog.LogMapParameters(); WorldLog.InitialCheck(Self); for (M = BaseMutator; M != None; M = M.NextMutator) WorldLog.LogMutator(M); LogGameParameters(WorldLog); WorldLogFileName = WorldLog.GetLogFileName(); } } function Timer() { SentText = 0; } // Called when game shutsdown. event GameEnding() { if (LocalLog != None) { LocalLog.LogGameEnd("serverquit"); LocalLog.StopLog(); LocalLog.Destroy(); LocalLog = None; } if (WorldLog != None) { WorldLog.LogGameEnd("serverquit"); WorldLog.StopLog(); WorldLog.Destroy(); WorldLog = None; } } //------------------------------------------------------------------------------ // Replication function InitGameReplicationInfo() { GameReplicationInfo.bTeamGame = bTeamGame; GameReplicationInfo.GameName = GameName; GameReplicationInfo.GameClass = string(Class); GameReplicationInfo.bClassicDeathmessages = bClassicDeathmessages; } native function string GetNetworkNumber(); //------------------------------------------------------------------------------ // Game Querying. function string GetInfo() { local string ResultSet; if (GamePassword != "") ResultSet = "\\password\\True"; else ResultSet = "\\password\\False"; return ResultSet; } function string GetRules() { local string ResultSet; local Mutator M; local string NextMutator, NextDesc; local string EnabledMutators; local int Num, i; ResultSet = ""; EnabledMutators = ""; for (M = BaseMutator.NextMutator; M != None; M = M.NextMutator) { Num = 0; NextMutator = ""; GetNextIntDesc("Engine.Mutator", 0, NextMutator, NextDesc); while( (NextMutator != "") && (Num < 50) ) { if(NextMutator ~= string(M.Class)) { i = InStr(NextDesc, ","); if(i != -1) NextDesc = Left(NextDesc, i); if(EnabledMutators != "") EnabledMutators = EnabledMutators $ ", "; EnabledMutators = EnabledMutators $ NextDesc; break; } Num++; GetNextIntDesc("Engine.Mutator", Num, NextMutator, NextDesc); } } if(EnabledMutators != "") ResultSet = ResultSet $ "\\mutators\\"$EnabledMutators; ResultSet = ResultSet $ "\\listenserver\\"$string(Level.NetMode==NM_ListenServer); if (GamePassword != "") ResultSet = ResultSet $ "\\password\\True"; else ResultSet = ResultSet $ "\\password\\False"; return ResultSet; } // Return the server's port number. function int GetServerPort() { local string S; local int i; // Figure out the server's port. S = Level.GetAddressURL(); i = InStr( S, ":" ); assert(i>=0); return int(Mid(S,i+1)); } function bool SetPause( BOOL bPause, PlayerPawn P ) { if( bPauseable || P.bAdmin || Level.Netmode==NM_Standalone ) { if( bPause ) Level.Pauser=P.PlayerReplicationInfo.PlayerName; else Level.Pauser=""; return True; } else return False; } //------------------------------------------------------------------------------ // Stat Logging. function LogGameParameters(StatLog StatLog) { if (StatLog == None) return; StatLog.LogEventString(StatLog.GetTimeStamp()$Chr(9)$"game"$Chr(9)$"GameName"$Chr(9)$GameName); StatLog.LogEventString(StatLog.GetTimeStamp()$Chr(9)$"game"$Chr(9)$"GameClass"$Chr(9)$Class);// <-- Move to c++ StatLog.LogEventString(StatLog.GetTimeStamp()$Chr(9)$"game"$Chr(9)$"GameVersion"$Chr(9)$Level.EngineVersion); StatLog.LogEventString(StatLog.GetTimeStamp()$Chr(9)$"game"$Chr(9)$"MinNetVersion"$Chr(9)$Level.MinNetVersion); StatLog.LogEventString(StatLog.GetTimeStamp()$Chr(9)$"game"$Chr(9)$"NoMonsters"$Chr(9)$bNoMonsters); StatLog.LogEventString(StatLog.GetTimeStamp()$Chr(9)$"game"$Chr(9)$"MuteSpectators"$Chr(9)$bMuteSpectators); StatLog.LogEventString(StatLog.GetTimeStamp()$Chr(9)$"game"$Chr(9)$"HumansOnly"$Chr(9)$bHumansOnly); StatLog.LogEventString(StatLog.GetTimeStamp()$Chr(9)$"game"$Chr(9)$"WeaponsStay"$Chr(9)$bCoopWeaponMode); StatLog.LogEventString(StatLog.GetTimeStamp()$Chr(9)$"game"$Chr(9)$"ClassicDeathmessages"$Chr(9)$bClassicDeathmessages); StatLog.LogEventString(StatLog.GetTimeStamp()$Chr(9)$"game"$Chr(9)$"LowGore"$Chr(9)$bLowGore); StatLog.LogEventString(StatLog.GetTimeStamp()$Chr(9)$"game"$Chr(9)$"VeryLowGore"$Chr(9)$bVeryLowGore); StatLog.LogEventString(StatLog.GetTimeStamp()$Chr(9)$"game"$Chr(9)$"TeamGame"$Chr(9)$bTeamGame); StatLog.LogEventString(StatLog.GetTimeStamp()$Chr(9)$"game"$Chr(9)$"GameSpeed"$Chr(9)$int(GameSpeed*100)); StatLog.LogEventString(StatLog.GetTimeStamp()$Chr(9)$"game"$Chr(9)$"MaxSpectators"$Chr(9)$MaxSpectators); StatLog.LogEventString(StatLog.GetTimeStamp()$Chr(9)$"game"$Chr(9)$"MaxPlayers"$Chr(9)$MaxPlayers); } //------------------------------------------------------------------------------ // Game parameters. // // Set gameplay speed. // function SetGameSpeed( Float T ) { GameSpeed = FMax(T, 0.1); Level.TimeDilation = GameSpeed; SetTimer(Level.TimeDilation, true); } static function ResetGame(); // // Called after setting low or high detail mode. // event DetailChange() { local actor A; local zoneinfo Z; local skyzoneinfo S; if( !Level.bHighDetailMode ) { foreach AllActors(class'Actor', A) { if( A.bHighDetail && !A.bGameRelevant ) A.Destroy(); } } foreach AllActors(class'ZoneInfo', Z) Z.LinkToSkybox(); } // // Return whether an actor should be destroyed in // this type of game. // function bool IsRelevant( actor Other ) { local byte bSuperRelevant; // let the mutators mutate the actor or choose to remove it if ( BaseMutator.AlwaysKeep(Other) ) return true; if ( BaseMutator.IsRelevant(Other, bSuperRelevant) ) { if ( bSuperRelevant == 1 ) // mutator wants to override any logic in here return true; } else return false; if ( (Difficulty==0 && !Other.bDifficulty0 ) || (Difficulty==1 && !Other.bDifficulty1 ) || (Difficulty==2 && !Other.bDifficulty2 ) || (Difficulty==3 && !Other.bDifficulty3 ) || (!Other.bSinglePlayer && (Level.NetMode==NM_Standalone) ) || (!Other.bNet && ((Level.NetMode == NM_DedicatedServer) || (Level.NetMode == NM_ListenServer)) ) || (!Other.bNetSpecial && (Level.NetMode==NM_Client)) ) return False; if( bNoMonsters && (Pawn(Other) != None) && !Pawn(Other).bIsPlayer ) return False; if( FRand() > Other.OddsOfAppearing ) return False; // Update the level info goal counts. if( Other.bIsSecretGoal ) SecretGoals++; if( Other.bIsItemGoal ) ItemGoals++; if( Other.bIsKillGoal ) KillGoals++; return True; } //------------------------------------------------------------------------------ // Player start functions // // Grab the next option from a string. // function bool GrabOption( out string Options, out string Result ) { if( Left(Options,1)=="?" ) { // Get result. Result = Mid(Options,1); if( InStr(Result,"?")>=0 ) Result = Left( Result, InStr(Result,"?") ); // Update options. Options = Mid(Options,1); if( InStr(Options,"?")>=0 ) Options = Mid( Options, InStr(Options,"?") ); else Options = ""; return true; } else return false; } // // Break up a key=value pair into its key and value. // function GetKeyValue( string Pair, out string Key, out string Value ) { if( InStr(Pair,"=")>=0 ) { Key = Left(Pair,InStr(Pair,"=")); Value = Mid(Pair,InStr(Pair,"=")+1); } else { Key = Pair; Value = ""; } } // // See if an option was specified in the options string. // function bool HasOption( string Options, string InKey ) { local string Pair, Key, Value; while( GrabOption( Options, Pair ) ) { GetKeyValue( Pair, Key, Value ); if( Key ~= InKey ) return true; } return false; } // // Find an option in the options string and return it. // function string ParseOption( string Options, string InKey ) { local string Pair, Key, Value; while( GrabOption( Options, Pair ) ) { GetKeyValue( Pair, Key, Value ); if( Key ~= InKey ) return Value; } return ""; } // // Initialize the game. //warning: this is called before actors' PreBeginPlay. // event InitGame( string Options, out string Error ) { local string InOpt, LeftOpt; local int pos; local class<Mutator> MClass; log( "InitGame:" @ Options ); MaxPlayers = Min( 32,GetIntOption( Options, "MaxPlayers", MaxPlayers )); InOpt = ParseOption( Options, "Difficulty" ); if( InOpt != "" ) Difficulty = int(InOpt); InOpt = ParseOption( Options, "AdminPassword"); if( InOpt!="" ) AdminPassword = InOpt; InOpt = ParseOption( Options, "GameSpeed"); if( InOpt != "" ) { log("GameSpeed"@InOpt); SetGameSpeed(float(InOpt)); } BaseMutator = spawn(MutatorClass); log("Base Mutator is "$BaseMutator); InOpt = ParseOption( Options, "Mutator"); if ( InOpt != "" ) { log("Mutators"@InOpt); while ( InOpt != "" ) { pos = InStr(InOpt,","); if ( pos > 0 ) { LeftOpt = Left(InOpt, pos); InOpt = Right(InOpt, Len(InOpt) - pos - 1); } else { LeftOpt = InOpt; InOpt = ""; } log("Add mutator "$LeftOpt); MClass = class<Mutator>(DynamicLoadObject(LeftOpt, class'Class')); BaseMutator.AddMutator(Spawn(MClass)); } } InOpt = ParseOption( Options, "GamePassword"); if( InOpt != "" ) { GamePassWord = InOpt; log( "GamePassword" @ InOpt ); } InOpt = ParseOption( Options, "LocalLog"); if( InOpt ~= "true" ) bLocalLog = True; InOpt = ParseOption( Options, "WorldLog"); if( InOpt ~= "true" ) bWorldLog = True; } // // Return beacon text for serverbeacon. // event string GetBeaconText() { return Level.ComputerName $ " " $ Left(Level.Title,24) $ " " $ BeaconName $ " " $ NumPlayers $ "/" $ MaxPlayers; } // // Optional handling of ServerTravel for network games. // function ProcessServerTravel( string URL, bool bItems ) { local playerpawn P, LocalPlayer; if (LocalLog != None) { LocalLog.LogGameEnd("mapchange"); LocalLog.StopLog(); LocalLog.Destroy(); LocalLog = None; } if (WorldLog != None) { WorldLog.LogGameEnd("mapchange"); WorldLog.StopLog(); WorldLog.Destroy(); WorldLog = None; } // Notify clients we're switching level and give them time to receive. // We call PreClientTravel directly on any local PlayerPawns (ie listen server) log("ProcessServerTravel:"@URL); foreach AllActors( class'PlayerPawn', P ) if( NetConnection(P.Player)!=None ) P.ClientTravel( URL, TRAVEL_Relative, bItems ); else { LocalPlayer = P; P.PreClientTravel(); } if ( (Level.NetMode == NM_ListenServer) && (LocalPlayer != None) ) Level.NextURL = Level.NextURL$"?Skin="$LocalPlayer.GetDefaultURL("Skin") $"?Face="$LocalPlayer.GetDefaultURL("Face") $"?Team="$LocalPlayer.GetDefaultURL("Team") $"?Name="$LocalPlayer.GetDefaultURL("Name") $"?Class="$LocalPlayer.GetDefaultURL("Class"); // Switch immediately if not networking. if( Level.NetMode!=NM_DedicatedServer && Level.NetMode!=NM_ListenServer ) Level.NextSwitchCountdown = 0.0; } function bool AtCapacity(string Options) { return ( (MaxPlayers>0) && (NumPlayers>=MaxPlayers) ); } // // Accept or reject a player on the server. // Fails login if you set the Error to a non-empty string. // event PreLogin ( string Options, string Address, out string Error, out string FailCode ) { // Do any name or password or name validation here. local string InPassword; Error=""; InPassword = ParseOption( Options, "Password" ); if( (Level.NetMode != NM_Standalone) && AtCapacity(Options) ) { Error=MaxedOutMessage; } else if ( GamePassword!="" && caps(InPassword)!=caps(GamePassword) && (AdminPassword=="" || caps(InPassword)!=caps(AdminPassword)) ) { if( InPassword == "" ) { Error = NeedPassword; FailCode = "NEEDPW"; } else { Error = WrongPassword; FailCode = "WRONGPW"; } } if(!CheckIPPolicy(Address)) Error = IPBanned; } function bool CheckIPPolicy(string Address) { local int i, j, LastMatchingPolicy; local string Policy, Mask; local bool bAcceptAddress, bAcceptPolicy; // strip port number j = InStr(Address, ":"); if(j != -1) Address = Left(Address, j); bAcceptAddress = True; for(i=0; i<50 && IPPolicies[i] != ""; i++) { j = InStr(IPPolicies[i], ","); if(j==-1) continue; Policy = Left(IPPolicies[i], j); Mask = Mid(IPPolicies[i], j+1); if(Policy ~= "ACCEPT") bAcceptPolicy = True; else if(Policy ~= "DENY") bAcceptPolicy = False; else continue; j = InStr(Mask, "*"); if(j != -1) { if(Left(Mask, j) == Left(Address, j)) { bAcceptAddress = bAcceptPolicy; LastMatchingPolicy = i; } } else { if(Mask == Address) { bAcceptAddress = bAcceptPolicy; LastMatchingPolicy = i; } } } if(!bAcceptAddress) Log("Denied connection for "$Address$" with IP policy "$IPPolicies[LastMatchingPolicy]); return bAcceptAddress; } function int GetIntOption( string Options, string ParseString, int CurrentValue) { local string InOpt; InOpt = ParseOption( Options, ParseString ); if ( InOpt != "" ) { log(ParseString@InOpt); return int(InOpt); } return CurrentValue; } // // Log a player in. // Fails login if you set the Error string. // PreLogin is called before Login, but significant game time may pass before // Login is called, especially if content is downloaded. // event playerpawn Login ( string Portal, string Options, out string Error, class<playerpawn> SpawnClass ) { local NavigationPoint StartSpot; local PlayerPawn NewPlayer, TestPlayer; local Pawn PawnLink; local string InName, InPassword, InSkin, InFace, InChecksum; local byte InTeam; // Make sure there is capacity. (This might have changed since the PreLogin call). if ( Level.NetMode != NM_Standalone ) { if ( ClassIsChildOf(SpawnClass, class'Spectator') ) { if ( (NumSpectators >= MaxSpectators) && ((Level.NetMode != NM_ListenServer) || (NumPlayers > 0)) ) { Error=MaxedOutMessage; return None; } } else if ( (MaxPlayers>0) && (NumPlayers>=MaxPlayers) ) { Error=MaxedOutMessage; return None; } } // Get URL options. InName = Left(ParseOption ( Options, "Name"), 20); InTeam = GetIntOption( Options, "Team", 0 ); // default to "no team" InPassword = ParseOption ( Options, "Password" ); InSkin = ParseOption ( Options, "Skin" ); InFace = ParseOption ( Options, "Face" ); InChecksum = ParseOption ( Options, "Checksum" ); log( "Login:" @ InName ); if( InPassword != "" ) log( "Password"@InPassword ); // Find a start spot. StartSpot = FindPlayerStart( None, InTeam, Portal ); if( StartSpot == None ) { Error = FailedPlaceMessage; return None; } // Try to match up to existing unoccupied player in level, // for savegames and coop level switching. for( PawnLink=Level.PawnList; PawnLink!=None; PawnLink=PawnLink.NextPawn ) { TestPlayer = PlayerPawn(PawnLink); if ( TestPlayer!=None && TestPlayer.Player==None && TestPlayer.PlayerReplicationInfo != None && TestPlayer.bIsPlayer && TestPlayer.PlayerReplicationInfo.PlayerName != class'PlayerReplicationInfo'.default.PlayerName ) { if ( (Level.NetMode==NM_Standalone) || (TestPlayer.PlayerReplicationInfo.PlayerName~=InName && TestPlayer.Password~=InPassword) ) { // Found matching unoccupied player, so use this one. NewPlayer = TestPlayer; break; } } } // In not found, spawn a new player. if( NewPlayer==None ) { // Make sure this kind of player is allowed. if ( (bHumansOnly || Level.bHumansOnly) && !SpawnClass.Default.bIsHuman && !ClassIsChildOf(SpawnClass, class'Spectator') ) SpawnClass = DefaultPlayerClass; NewPlayer = Spawn(SpawnClass,,,StartSpot.Location,StartSpot.Rotation); if( NewPlayer!=None ) NewPlayer.ViewRotation = StartSpot.Rotation; } // Handle spawn failure. if( NewPlayer == None ) { log("Couldn't spawn player at "$StartSpot); Error = FailedSpawnMessage; return None; } NewPlayer.static.SetMultiSkin(NewPlayer, InSkin, InFace, InTeam); // Set the player's ID. NewPlayer.PlayerReplicationInfo.PlayerID = CurrentID++; // Init player's information. NewPlayer.ClientSetRotation(NewPlayer.Rotation); if( InName=="" ) InName=DefaultPlayerName; if( Level.NetMode!=NM_Standalone || NewPlayer.PlayerReplicationInfo.PlayerName==DefaultPlayerName ) ChangeName( NewPlayer, InName, false ); // Change player's team. if ( !ChangeTeam(newPlayer, InTeam) ) { Error = FailedTeamMessage; return None; } if( NewPlayer.IsA('Spectator') && (Level.NetMode == NM_DedicatedServer) ) NumSpectators++; // Init player's administrative privileges NewPlayer.Password = InPassword; NewPlayer.bAdmin = AdminPassword!="" && caps(InPassword)==caps(AdminPassword); if( NewPlayer.bAdmin ) log( "Administrator logged in!" ); // Init player's replication info NewPlayer.GameReplicationInfo = GameReplicationInfo; // If we are a server, broadcast a welcome message. if( Level.NetMode==NM_DedicatedServer || Level.NetMode==NM_ListenServer ) BroadcastMessage( NewPlayer.PlayerReplicationInfo.PlayerName$EnteredMessage, false ); // Teleport-in effect. StartSpot.PlayTeleportEffect( NewPlayer, true ); // Log it. if ( LocalLog != None ) LocalLog.LogPlayerConnect(NewPlayer); if ( WorldLog != None ) WorldLog.LogPlayerConnect(NewPlayer, InChecksum); if ( !NewPlayer.IsA('Spectator') ) NumPlayers++; return newPlayer; } // // Called after a successful login. This is the first place // it is safe to call replicated functions on the PlayerPawn. // event PostLogin( playerpawn NewPlayer ) { local Pawn P; // Start player's music. NewPlayer.ClientSetMusic( Level.Song, Level.SongSection, Level.CdTrack, MTRAN_Fade ); if ( Level.NetMode != NM_Standalone ) { // replicate skins for ( P=Level.PawnList; P!=None; P=P.NextPawn ) if ( P.bIsPlayer && (P != NewPlayer) ) { if ( P.bIsMultiSkinned ) NewPlayer.ClientReplicateSkins(P.MultiSkins[0], P.MultiSkins[1], P.MultiSkins[2], P.MultiSkins[3]); else NewPlayer.ClientReplicateSkins(P.Skin); if ( (P.PlayerReplicationInfo != None) && P.PlayerReplicationInfo.bWaitingPlayer && P.IsA('PlayerPawn') ) { if ( NewPlayer.bIsMultiSkinned ) PlayerPawn(P).ClientReplicateSkins(NewPlayer.MultiSkins[0], NewPlayer.MultiSkins[1], NewPlayer.MultiSkins[2], NewPlayer.MultiSkins[3]); else PlayerPawn(P).ClientReplicateSkins(NewPlayer.Skin); } } } } // // Add bot to game. // function bool AddBot(); function bool ForceAddBot(); // // Pawn exits. // function Logout( pawn Exiting ) { local bool bMessage; bMessage = true; if ( Exiting.IsA('PlayerPawn') ) { if ( Exiting.IsA('Spectator') ) { bMessage = false; if ( Level.NetMode == NM_DedicatedServer ) NumSpectators--; } else NumPlayers--; } if( bMessage && (Level.NetMode==NM_DedicatedServer || Level.NetMode==NM_ListenServer) ) BroadcastMessage( Exiting.PlayerReplicationInfo.PlayerName$LeftMessage, false ); if ( LocalLog != None ) LocalLog.LogPlayerDisconnect(Exiting); if ( WorldLog != None ) WorldLog.LogPlayerDisconnect(Exiting); } // // Examine the passed player's inventory, and accept or discard each item. // AcceptInventory needs to gracefully handle the case of some inventory // being accepted but other inventory not being accepted (such as the default // weapon). There are several things that can go wrong: A weapon's // AmmoType not being accepted but the weapon being accepted -- the weapon // should be killed off. Or the player's selected inventory item, active // weapon, etc. not being accepted, leaving the player weaponless or leaving // the HUD inventory rendering messed up (AcceptInventory should pick another // applicable weapon/item as current). // event AcceptInventory(pawn PlayerPawn) { //default accept all inventory except default weapon (spawned explicitly) local inventory inv; // Initialize the inventory. AddDefaultInventory( PlayerPawn ); log( "All inventory from" @ PlayerPawn.PlayerReplicationInfo.PlayerName @ "is accepted" ); } // // Spawn any default inventory for the player. // function AddDefaultInventory( pawn PlayerPawn ) { local Weapon newWeapon; local class<Weapon> WeapClass; PlayerPawn.JumpZ = PlayerPawn.Default.JumpZ * PlayerJumpZScaling(); if( PlayerPawn.IsA('Spectator') ) return; // Spawn default weapon. WeapClass = BaseMutator.MutatedDefaultWeapon(); if( (WeapClass!=None) && (PlayerPawn.FindInventoryType(WeapClass)==None) ) { newWeapon = Spawn(WeapClass); if( newWeapon != None ) { newWeapon.Instigator = PlayerPawn; newWeapon.BecomeItem(); newWeapon.GiveAmmo(PlayerPawn); PlayerPawn.AddInventory(newWeapon); newWeapon.BringUp(); newWeapon.SetSwitchPriority(PlayerPawn); newWeapon.WeaponSet(PlayerPawn); } } BaseMutator.ModifyPlayer(PlayerPawn); } // // Return the 'best' player start for this player to start from. // Re-implement for each game type. // function NavigationPoint FindPlayerStart( Pawn Player, optional byte InTeam, optional string incomingName ) { local PlayerStart Dest; local Teleporter Tel; if( incomingName!="" ) foreach AllActors( class 'Teleporter', Tel ) if( string(Tel.Tag)~=incomingName ) return Tel; foreach AllActors( class 'PlayerStart', Dest ) if( Dest.bSinglePlayerStart && Dest.bEnabled ) return Dest; // if none, check for any that aren't enabled log("WARNING: All single player starts were disabled - picking one anyway!"); foreach AllActors( class 'PlayerStart', Dest ) if( Dest.bSinglePlayerStart ) return Dest; log( "No single player start found" ); return None; } // // Restart a player. // function bool RestartPlayer( pawn aPlayer ) { local NavigationPoint startSpot; local bool foundStart; if( bRestartLevel && Level.NetMode!=NM_DedicatedServer && Level.NetMode!=NM_ListenServer ) return true; startSpot = FindPlayerStart(aPlayer, 255); if( startSpot == None ) { log(" Player start not found!!!"); return false; } foundStart = aPlayer.SetLocation(startSpot.Location); if( foundStart ) { startSpot.PlayTeleportEffect(aPlayer, true); aPlayer.SetRotation(startSpot.Rotation); aPlayer.ViewRotation = aPlayer.Rotation; aPlayer.Acceleration = vect(0,0,0); aPlayer.Velocity = vect(0,0,0); aPlayer.Health = aPlayer.Default.Health; aPlayer.SetCollision( true, true, true ); aPlayer.ClientSetLocation( startSpot.Location, startSpot.Rotation ); aPlayer.bHidden = false; aPlayer.DamageScaling = aPlayer.Default.DamageScaling; aPlayer.SoundDampening = aPlayer.Default.SoundDampening; AddDefaultInventory(aPlayer); } else log(startspot$" Player start not useable!!!"); return foundStart; } // // Start a player. // function StartPlayer(PlayerPawn Other) { if( Level.NetMode==NM_DedicatedServer || Level.NetMode==NM_ListenServer || !bRestartLevel ) Other.GotoState(Other.PlayerRestartState); else Other.ClientTravel( "?restart", TRAVEL_Relative, false ); } //------------------------------------------------------------------------------ // Level death message functions. function Killed( pawn Killer, pawn Other, name damageType ) { local String Message, KillerWeapon, OtherWeapon; local bool bSpecialDamage; if (Other.bIsPlayer) { if ( (Killer != None) && (!Killer.bIsPlayer) ) { if ( Level.NetMode != NM_Standalone ) { Message = Other.PlayerReplicationInfo.PlayerName$Killer.KillMessage(damageType, Other); BroadcastMessage( Message, false, 'DeathMessage'); } if ( LocalLog != None ) LocalLog.LogSuicide(Other, DamageType, None); if ( WorldLog != None ) WorldLog.LogSuicide(Other, DamageType, None); return; } if ( (DamageType == 'SpecialDamage') && (SpecialDamageString != "") ) { if ( Level.NetMode != NM_Standalone ) { BroadcastMessage( ParseKillMessage( Killer.PlayerReplicationInfo.PlayerName, Other.PlayerReplicationInfo.PlayerName, Killer.Weapon.ItemName, SpecialDamageString ), false, 'DeathMessage'); } bSpecialDamage = True; } if ( (Killer == Other) || (Killer == None) ) { // Suicide if (damageType == '') { if ( LocalLog != None ) LocalLog.LogSuicide(Other, 'Unknown', Killer); if ( WorldLog != None ) WorldLog.LogSuicide(Other, 'Unknown', Killer); } else { if ( LocalLog != None ) LocalLog.LogSuicide(Other, damageType, Killer); if ( WorldLog != None ) WorldLog.LogSuicide(Other, damageType, Killer); } if (!bSpecialDamage) { if ( damageType == 'Fell' ) BroadcastLocalizedMessage(DeathMessageClass, 2, Other.PlayerReplicationInfo, None); else if ( damageType == 'Eradicated' ) BroadcastLocalizedMessage(DeathMessageClass, 3, Other.PlayerReplicationInfo, None); else if ( damageType == 'Drowned' ) BroadcastLocalizedMessage(DeathMessageClass, 4, Other.PlayerReplicationInfo, None); else if ( damageType == 'Burned' ) BroadcastLocalizedMessage(DeathMessageClass, 5, Other.PlayerReplicationInfo, None); else if ( damageType == 'Corroded' ) BroadcastLocalizedMessage(DeathMessageClass, 6, Other.PlayerReplicationInfo, None); else if ( damageType == 'Mortared' ) BroadcastLocalizedMessage(DeathMessageClass, 7, Other.PlayerReplicationInfo, None); else BroadcastLocalizedMessage(DeathMessageClass, 1, Other.PlayerReplicationInfo, None); } } else { // Increment deaths if you were killed by another player. (But not for suicides.) Other.PlayerReplicationInfo.Deaths += 1; if ( Killer.bIsPlayer ) { KillerWeapon = "None"; if (Killer.Weapon != None) KillerWeapon = Killer.Weapon.ItemName; OtherWeapon = "None"; if (Other.Weapon != None) OtherWeapon = Other.Weapon.ItemName; if ( Killer.PlayerReplicationInfo.Team == Other.PlayerReplicationInfo.Team ) { if ( LocalLog != None ) LocalLog.LogTeamKill( Killer.PlayerReplicationInfo.PlayerID, Other.PlayerReplicationInfo.PlayerID, KillerWeapon, OtherWeapon, damageType ); if ( WorldLog != None ) WorldLog.LogTeamKill( Killer.PlayerReplicationInfo.PlayerID, Other.PlayerReplicationInfo.PlayerID, KillerWeapon, OtherWeapon, damageType ); } else { if ( LocalLog != None ) LocalLog.LogKill( Killer.PlayerReplicationInfo.PlayerID, Other.PlayerReplicationInfo.PlayerID, KillerWeapon, OtherWeapon, damageType ); if ( WorldLog != None ) WorldLog.LogKill( Killer.PlayerReplicationInfo.PlayerID, Other.PlayerReplicationInfo.PlayerID, KillerWeapon, OtherWeapon, damageType ); } if (!bSpecialDamage && (Other != None)) { BroadcastRegularDeathMessage(Killer, Other, damageType); } } } } ScoreKill(Killer, Other); } function BroadcastRegularDeathMessage(pawn Killer, pawn Other, name damageType) { BroadcastLocalizedMessage(DeathMessageClass, 0, Killer.PlayerReplicationInfo, Other.PlayerReplicationInfo, Killer.Weapon.Class); } // %k = Owner's PlayerName (Killer) // %o = Other's PlayerName (Victim) // %w = Owner's Weapon ItemName static native function string ParseKillMessage( string KillerName, string VictimName, string WeaponName, string DeathMessage ); function ScoreKill(pawn Killer, pawn Other) { Other.DieCount++; if( (killer == Other) || (killer == None) ) Other.PlayerReplicationInfo.Score -= 1; else if ( killer != None ) { killer.killCount++; if ( killer.PlayerReplicationInfo != None ) killer.PlayerReplicationInfo.Score += 1; } BaseMutator.ScoreKill(Killer, Other); } // // Default death message. // static function string KillMessage( name damageType, pawn Other ) { return " died."; } //------------------------------------------------------------------------------------- // Level gameplay modification. // // Return whether Viewer is allowed to spectate from the // point of view of ViewTarget. // function bool CanSpectate( pawn Viewer, actor ViewTarget ) { return true; } function RegisterDamageMutator(Mutator M) { M.NextDamageMutator = DamageMutator; DamageMutator = M; } // // Use reduce damage for teamplay modifications, etc. // function int ReduceDamage( int Damage, name DamageType, pawn injured, pawn instigatedBy ) { if( injured.Region.Zone.bNeutralZone ) return 0; return Damage; } // // Award a score to an actor. // function ScoreEvent( name EventName, actor EventActor, pawn InstigatedBy ) { } // // Return whether an item should respawn. // function bool ShouldRespawn( actor Other ) { if( Level.NetMode == NM_StandAlone ) return false; return Inventory(Other)!=None && Inventory(Other).ReSpawnTime!=0.0; } // // Called when pawn has a chance to pick Item up (i.e. when // the pawn touches a weapon pickup). Should return true if // he wants to pick it up, false if he does not want it. // function bool PickupQuery( Pawn Other, Inventory item ) { if ( Other.Inventory == None ) return true; else return !Other.Inventory.HandlePickupQuery(Item); } // // Discard a player's inventory after he dies. // function DiscardInventory( Pawn Other ) { local actor dropped; local inventory Inv; local weapon weap; local float speed; if( Other.DropWhenKilled != None ) { dropped = Spawn(Other.DropWhenKilled,,,Other.Location); Inv = Inventory(dropped); if ( Inv != None ) { Inv.RespawnTime = 0.0; //don't respawn Inv.BecomePickup(); } if ( dropped != None ) { dropped.RemoteRole = ROLE_DumbProxy; dropped.SetPhysics(PHYS_Falling); dropped.bCollideWorld = true; dropped.Velocity = Other.Velocity + VRand() * 280; } if ( Inv != None ) Inv.GotoState('PickUp', 'Dropped'); } if( (Other.Weapon!=None) && (Other.Weapon.Class!=Level.Game.BaseMutator.MutatedDefaultWeapon()) && Other.Weapon.bCanThrow ) { speed = VSize(Other.Velocity); weap = Other.Weapon; if (speed != 0) weap.Velocity = Normal(Other.Velocity/speed + 0.5 * VRand()) * (speed + 280); else { weap.Velocity.X = 0; weap.Velocity.Y = 0; weap.Velocity.Z = 0; } Other.TossWeapon(); if ( weap.PickupAmmoCount == 0 ) weap.PickupAmmoCount = 1; } Other.Weapon = None; Other.SelectedItem = None; for( Inv=Other.Inventory; Inv!=None; Inv=Inv.Inventory ) Inv.Destroy(); } // Return the player jumpZ scaling for this gametype function float PlayerJumpZScaling() { return 1.0; } // // Try to change a player's name. // function ChangeName( Pawn Other, coerce string S, bool bNameChange ) { if( S == "" ) return; if (LocalLog != None) LocalLog.LogNameChange(Other); if (WorldLog != None) WorldLog.LogNameChange(Other); Other.PlayerReplicationInfo.PlayerName = S; if( bNameChange ) Other.ClientMessage( NameChangedMessage $ Other.PlayerReplicationInfo.PlayerName ); } // // Return whether a team change is allowed. // function bool ChangeTeam(Pawn Other, int N) { Other.PlayerReplicationInfo.Team = N; if (LocalLog != None) LocalLog.LogTeamChange(Other); if (WorldLog != None) WorldLog.LogTeamChange(Other); return true; } // // Play an inventory respawn effect. // function float PlaySpawnEffect( inventory Inv ) { return 0.3; } // // Generate a player killled message. // static function string PlayerKillMessage( name damageType, PlayerReplicationInfo Other ) { local string message; message = " was killed by "; return message; } // // Generate a killed by creature message. // static function string CreatureKillMessage( name damageType, pawn Other ) { return " was killed by a "; } // // Send a player to a URL. // function SendPlayer( PlayerPawn aPlayer, string URL ) { aPlayer.ClientTravel( URL, TRAVEL_Relative, true ); } // // Play a teleporting special effect. // function PlayTeleportEffect( actor Incoming, bool bOut, bool bSound); // // Restart the game. // function RestartGame() { Level.ServerTravel( "?Restart", false ); } // // Whether players are allowed to broadcast messages now. // function bool AllowsBroadcast( actor broadcaster, int Len ) { SentText += Len; return (SentText < 260); } // // End of game. // function EndGame( string Reason ) { local actor A; // don't end game if not really ready if ( !SetEndCams(Reason) ) { bOverTime = true; return; } bGameEnded = true; foreach AllActors(class'Actor', A, 'EndGame') A.trigger(self, none); if (LocalLog != None) { LocalLog.LogGameEnd(Reason); LocalLog.StopLog(); if (bBatchLocal) LocalLog.ExecuteSilentLogBatcher(); LocalLog.Destroy(); LocalLog = None; } if (WorldLog != None) { WorldLog.LogGameEnd(Reason); WorldLog.StopLog(); WorldLog.ExecuteWorldLogBatcher(); WorldLog.Destroy(); WorldLog = None; } } function bool SetEndCams(string Reason) { local pawn aPawn; for ( aPawn=Level.PawnList; aPawn!=None; aPawn=aPawn.NextPawn ) if ( aPawn.bIsPlayer ) { aPawn.GotoState('GameEnded'); aPawn.ClientGameEnded(); } return true; } defaultproperties { Difficulty=1 bMuteSpectators=True bRestartLevel=True bPauseable=True bCanChangeSkin=True bNoCheating=True bCanViewOthers=True AutoAim=1.000000 GameSpeed=1.000000 MaxSpectators=2 BotMenuType="UMenu.UMenuBotConfigSClient" RulesMenuType="UMenu.UMenuGameRulesSClient" SettingsMenuType="UMenu.UMenuGameSettingsSClient" GameUMenuType="UMenu.UMenuGameMenu" MultiplayerUMenuType="UMenu.UMenuMultiplayerMenu" GameOptionsMenuType="UMenu.UMenuOptionsMenu" SwitchLevelMessage="Switching Levels" DefaultPlayerName="Player" LeftMessage=" left the game." FailedSpawnMessage="Failed to spawn player actor" FailedPlaceMessage="Could not find starting spot (level might need a 'PlayerStart' actor)" FailedTeamMessage="Could not find team for player" NameChangedMessage="Name changed to " EnteredMessage=" entered the game." GameName="Game" MaxedOutMessage="Server is already at capacity." WrongPassword="The password you entered is incorrect." NeedPassword="You need to enter a password to join this game." IPBanned="Your IP address has been banned on this server." MaxPlayers=16 IPPolicies(0)="ACCEPT,*" DeathMessageClass=Class'Engine.LocalMessage' MutatorClass=Class'Engine.Mutator' DefaultPlayerState=PlayerWalking ServerLogName="server.log" bLocalLog=True bWorldLog=True StatLogClass=Class'Engine.StatLogFile' } |
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