//============================================================================= // InventoryManager // Base class to manage Pawn's inventory // This provides a simple interface to control and interact with the Pawn's inventory, // such as weapons, items and ammunition. // Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. //============================================================================= class InventoryManager extends Actor native; /** First inventory item in inventory linked list */ var Inventory InventoryChain; /** * Player will switch to PendingWeapon, once the current weapon has been put down. * @fixme laurent -- PendingWeapon should be made protected, because too many bugs result by setting this variable directly. * It's only safe to read it, but to change it, SetCurrentWeapon() should be used. */ var Weapon PendingWeapon; var Weapon LastAttemptedSwitchToWeapon; /** if true, don't allow player to put down weapon without switching to another one */ var bool bMustHoldWeapon; /** Holds the current "Fire" status for both firing modes */ var private Array PendingFire; // // Network replication. // replication { if ( (!bSkipActorPropertyReplication || bNetInitial) && (Role==ROLE_Authority) && bNetDirty && bNetOwner ) InventoryChain; } event PostBeginPlay() { Super.PostBeginPlay(); Instigator = Pawn(Owner); } simulated function INT GetPendingFireLength(Weapon InWeapon) { return PendingFire.Length; } simulated function SetPendingFire(Weapon InWeapon, int InFiringMode) { if( InFiringMode < PendingFire.Length ) { PendingFire[InFiringMode] = 1; } } simulated function ClearPendingFire(Weapon InWeapon, int InFiringMode) { if( InFiringMode < PendingFire.Length ) { PendingFire[InFiringMode] = 0; } } simulated final function bool IsPendingFire(Weapon InWeapon, INT InFiringMode) { return bool(PendingFire[InFiringMode]); } simulated function ClearAllPendingFire(Weapon InWeapon) { local int i; for(i=0; i BaseClass, out Inventory Inv ); /** * Setup Inventory for Pawn P. * Override this to change inventory assignment (from a pawn to another) * Network: Server only */ function SetupFor(Pawn P) { Instigator = P; SetOwner(P); } /** Event called when inventory manager is destroyed, called from Pawn.Destroyed() */ event Destroyed() { DiscardInventory(); } /** * Handle Pickup. Can Pawn pickup this item? * * @param ItemClass Class of Inventory our Owner is trying to pick up * @param Pickup the Actor containing that item (this may be a PickupFactory or it may be a DroppedPickup) * * @return whether or not the Pickup actor should give its item to Other */ function bool HandlePickupQuery(class ItemClass, Actor Pickup) { local Inventory Inv; if( InventoryChain == None ) { return TRUE; } // Give other Inventory Items a chance to deny this pickup ForEach InventoryActors(class'Inventory', Inv) { if( Inv.DenyPickupQuery(ItemClass, Pickup) ) { return FALSE; } } return TRUE; } /** * returns the inventory item of the requested class if it exists in this inventory manager. * @param DesiredClass class of inventory item we're trying to find. * @param bAllowSubclass whether subclasses of the desired class are acceptable * @return Inventory actor if found, None otherwise. */ simulated event Inventory FindInventoryType(class DesiredClass, optional bool bAllowSubclass) { local Inventory Inv; ForEach InventoryActors(DesiredClass, Inv) { if (bAllowSubclass || Inv.Class == DesiredClass) { return Inv; } } return None; } /** * Spawns a new Inventory actor of NewInventoryItemClass type, and adds it to the Inventory Manager. * @param NewInventoryItemClass Class of inventory item to spawn and add. * @return Inventory actor, None if couldn't be spawned. */ simulated function Inventory CreateInventory(class NewInventoryItemClass, optional bool bDoNotActivate) { local Inventory Inv; if( NewInventoryItemClass != None ) { inv = Spawn(NewInventoryItemClass, Owner); if( inv != None ) { if( !AddInventory(Inv, bDoNotActivate) ) { `warn("InventoryManager::CreateInventory - Couldn't Add newly created inventory" @ Inv); Inv.Destroy(); Inv = None; } } else { `warn("InventoryManager::CreateInventory - Couldn't spawn inventory" @ NewInventoryItemClass); } } return Inv; } /** * Adds an existing inventory item to the list. * Returns true to indicate it was added, false if it was already in the list. * * @param NewItem Item to add to inventory manager. * @return true if item was added, false otherwise. */ simulated function bool AddInventory(Inventory NewItem, optional bool bDoNotActivate) { local Inventory Item, LastItem; // The item should not have been destroyed if we get here. if( (NewItem != None) && !NewItem.bDeleteMe ) { // if we don't have an inventory list, start here if( InventoryChain == None ) { InventoryChain = newItem; } else { // Skip if already in the inventory. for (Item = InventoryChain; Item != None; Item = Item.Inventory) { if( Item == NewItem ) { return FALSE; } LastItem = Item; } LastItem.Inventory = NewItem; } `LogInv("adding" @ NewItem @ "bDoNotActivate:" @ bDoNotActivate); NewItem.SetOwner( Instigator ); NewItem.Instigator = Instigator; NewItem.InvManager = Self; NewItem.GivenTo( Instigator, bDoNotActivate); // Trigger inventory event Instigator.TriggerEventClass(class'SeqEvent_GetInventory', NewItem); return TRUE; } return FALSE; } /** * Attempts to remove an item from the inventory list if it exists. * * @param Item Item to remove from inventory */ simulated function RemoveFromInventory(Inventory ItemToRemove) { local Inventory Item; local bool bFound; if( ItemToRemove != None ) { if( InventoryChain == ItemToRemove ) { bFound = TRUE; InventoryChain = ItemToRemove.Inventory; } else { // If this item is in our inventory chain, unlink it. for(Item = InventoryChain; Item != None; Item = Item.Inventory) { if( Item.Inventory == ItemToRemove ) { bFound = TRUE; Item.Inventory = ItemToRemove.Inventory; break; } } } if( bFound ) { ItemToRemove.ItemRemovedFromInvManager(); ItemToRemove.SetOwner(None); ItemToRemove.Inventory = None; } // make sure we don't have other references to the item if( ItemToRemove == Instigator.Weapon ) { Instigator.Weapon = None; } if (Instigator.Health > 0 && Instigator.Weapon == None) { if (PendingWeapon != None && PendingWeapon != ItemToRemove) { `LogInv("Removed current weapon while changing weapons, call ChangedWeapon"); ChangedWeapon(); } else if(Instigator.Controller != None) { `LogInv("Calling ClientSwitchToBestWeapon to make sure a weapon is brought up"); Instigator.Controller.ClientSwitchToBestWeapon(TRUE); } } } } /** * Discard full inventory, generally because the owner died */ simulated event DiscardInventory() { local Inventory Inv; local vector TossVelocity; local bool bBelowKillZ; `LogInv(""); // don't drop any inventory if below KillZ or out of world bBelowKillZ = (Instigator == None) || (Instigator.Location.Z < WorldInfo.KillZ); ForEach InventoryActors(class'Inventory', Inv) { if( Inv.bDropOnDeath && !bBelowKillZ ) { TossVelocity = vector(Instigator.GetViewRotation()); TossVelocity = TossVelocity * ((Instigator.Velocity dot TossVelocity) + 500.f) + 250.f * VRand() + vect(0,0,250); Inv.DropFrom(Instigator.Location, TossVelocity); } else { Inv.Destroy(); } } // Clear reference to Weapon Instigator.Weapon = None; // Clear reference to PendingWeapon PendingWeapon = None; } /** called when our owner is killed */ function OwnerDied() { Destroy(); if (Instigator.InvManager == self) { Instigator.InvManager = None; } } /** * Hook called from HUD actor. Gives access to HUD and Canvas * * @param H HUD */ simulated function DrawHud( HUD H ); /** * Returns a weight reflecting the desire to use the * given weapon, used for AI and player best weapon * selection. * * @param Weapon W * @return Weapon rating (range -1.f to 1.f) */ simulated function float GetWeaponRatingFor( Weapon W ) { local float Rating; if ( !W.HasAnyAmmo() ) return -1; if (!Instigator.IsHumanControlled()) { Rating = W.GetAIRating(); // tend to stick with same weapon if (W == Instigator.Weapon && Instigator.Controller != None && Instigator.Controller.Enemy != None) { Rating += 0.21; } } else { Rating = 1; } return Rating; } /** * returns the best weapon for this Pawn in loadout */ simulated function Weapon GetBestWeapon( optional bool bForceADifferentWeapon ) { local Weapon W, BestWeapon; local float Rating, BestRating; ForEach InventoryActors( class'Weapon', W ) { if( w.HasAnyAmmo() ) { if( bForceADifferentWeapon && W == Instigator.Weapon ) { continue; } Rating = W.GetWeaponRating(); if( BestWeapon == None || Rating > BestRating ) { BestWeapon = W; BestRating = Rating; } } } return BestWeapon; } /** * Switch to best weapon available in loadout * Network: LocalPlayer */ simulated function SwitchToBestWeapon( optional bool bForceADifferentWeapon ) { local Weapon BestWeapon; `LogInv("bForceADifferentWeapon:" @ bForceADifferentWeapon); // if we don't already have a pending weapon, if( bForceADifferentWeapon || PendingWeapon == None || (AIController(Instigator.Controller) != None) ) { // figure out the new weapon to bring up BestWeapon = GetBestWeapon( bForceADifferentWeapon ); if( BestWeapon == None ) { return; } // if it matches our current weapon then don't bother switching if( BestWeapon == Instigator.Weapon ) { BestWeapon = None; PendingWeapon = None; Instigator.Weapon.Activate(); } } // stop any current weapon fire Instigator.Controller.StopFiring(); // and activate the new pending weapon SetCurrentWeapon(BestWeapon); } /** * Switches to Previous weapon * Network: Client */ simulated function PrevWeapon() { local Weapon CandidateWeapon, StartWeapon, W; StartWeapon = Instigator.Weapon; if ( PendingWeapon != None ) { StartWeapon = PendingWeapon; } // Get previous ForEach InventoryActors( class'Weapon', W ) { if ( W == StartWeapon ) { break; } CandidateWeapon = W; } // if none found, get last if ( CandidateWeapon == None ) { ForEach InventoryActors( class'Weapon', W ) { CandidateWeapon = W; } } // If same weapon, do not change if ( CandidateWeapon == Instigator.Weapon ) { return; } SetCurrentWeapon(CandidateWeapon); } /** * Switches to Next weapon * Network: Client */ simulated function NextWeapon() { local Weapon StartWeapon, CandidateWeapon, W; local bool bBreakNext; StartWeapon = Instigator.Weapon; if( PendingWeapon != None ) { StartWeapon = PendingWeapon; } ForEach InventoryActors( class'Weapon', W ) { if( bBreakNext || (StartWeapon == None) ) { CandidateWeapon = W; break; } if( W == StartWeapon ) { bBreakNext = true; } } if( CandidateWeapon == None ) { ForEach InventoryActors( class'Weapon', W ) { CandidateWeapon = W; break; } } // If same weapon, do not change if( CandidateWeapon == Instigator.Weapon ) { return; } SetCurrentWeapon(CandidateWeapon); } /** * Set DesiredWeapon as Current (Active) Weapon. * Network: LocalPlayer * * @param DesiredWeapon, Desired weapon to assign to player */ reliable client function SetCurrentWeapon(Weapon DesiredWeapon) { // Switch to this weapon InternalSetCurrentWeapon(DesiredWeapon); // Tell the server we have changed the pending weapon if( Role < Role_Authority ) { ServerSetCurrentWeapon(DesiredWeapon); } } /** * ServerSetCurrentWeapon begins the Putdown sequence on the server. This function makes * the assumption that if TryPutDown succeeded on the client, it will succeed on the server. * This function shouldn't be called from anywhere except SetCurrentWeapon * * Network: Dedicated Server */ reliable server function ServerSetCurrentWeapon(Weapon DesiredWeapon) { InternalSetCurrentWeapon(DesiredWeapon); } simulated private function InternalSetCurrentWeapon(Weapon DesiredWeapon) { local Weapon PrevWeapon; PrevWeapon = Instigator.Weapon; `LogInv("PrevWeapon:" @ PrevWeapon @ "DesiredWeapon:" @ DesiredWeapon); // Make sure we are switching to a new weapon // Handle the case where we're selecting again a weapon we've just deselected if( PrevWeapon != None && DesiredWeapon == PrevWeapon && !PrevWeapon.IsInState('WeaponPuttingDown') ) { if(!DesiredWeapon.IsInState('Inactive') && !DesiredWeapon.IsInState('PendingClientWeaponSet')) { `LogInv("DesiredWeapon == PrevWeapon - abort"@DesiredWeapon.GetStateName()); return; } } // Set the new weapon as pending SetPendingWeapon(DesiredWeapon); // if there is an old weapon handle it first. if( PrevWeapon != None && PrevWeapon != DesiredWeapon && !PrevWeapon.bDeleteMe && !PrevWeapon.IsInState('Inactive') ) { // Try to put the weapon down. `LogInv("Try to put down previous weapon first."); PrevWeapon.TryPutdown(); } else { // We don't have a weapon, force the call to ChangedWeapon ChangedWeapon(); } } /** * Set the pending weapon for switching. * This shouldn't be called outside of SetCurrentWeapon() */ simulated function SetPendingWeapon(Weapon DesiredWeapon) { `LogInv("SetPendingWeapon to" @ DesiredWeapon); // set the new weapon as pending PendingWeapon = DesiredWeapon; } /** Prevents player from being without a weapon. */ simulated function bool CancelWeaponChange() { `LogInv(`showvar(PendingWeapon)); // if PendingWeapon is None, prevent instigator from having no weapon, // so re-activate current weapon. if( PendingWeapon == None && bMustHoldWeapon ) { PendingWeapon = Instigator.Weapon; } return FALSE; } /** Clear pending weapon, put it in a good state. */ simulated function ClearPendingWeapon() { `LogInv(`showvar(PendingWeapon)); if (PendingWeapon != None) { PendingWeapon.GotoState('Inactive'); PendingWeapon = None; } } /** * ChangedWeapon is called when the current weapon is finished being deactivated */ simulated function ChangedWeapon() { local Weapon OldWeapon; // Save current weapon as old weapon OldWeapon = Instigator.Weapon; // Make sure we can switch to a null weapon, otherwise, reactivate the current weapon `LogInv(`showvar(PendingWeapon)@`showvar(bMustHoldWeapon)); if( PendingWeapon == None && bMustHoldWeapon ) { if( OldWeapon != None ) { OldWeapon.Activate(); PendingWeapon = OldWeapon; } } `LogInv("switch from" @ OldWeapon @ "to" @ PendingWeapon); // switch to Pending Weapon Instigator.Weapon = PendingWeapon; // Play any Weapon Switch Animations Instigator.PlayWeaponSwitch(OldWeapon, PendingWeapon); // If we are going to an actual weapon, activate it. if( PendingWeapon != None ) { // Setup the Weapon PendingWeapon.Instigator = Instigator; // Make some noise if( WorldInfo.Game != None ) { Instigator.MakeNoise( 0.1, 'ChangedWeapon' ); } // Activate the Weapon PendingWeapon.Activate(); PendingWeapon = None; } // Notify of a weapon change if( Instigator.Controller != None ) { Instigator.Controller.NotifyChangedWeapon(OldWeapon, Instigator.Weapon); } } /** * Weapon just given to a player, check if player should switch to this weapon * Network: LocalPlayer * Called from Weapon.ClientWeaponSet() */ simulated function ClientWeaponSet(Weapon NewWeapon, bool bOptionalSet, optional bool bDoNotActivate) { local Weapon OldWeapon; `LogInv("NewWeapon:" @ NewWeapon @ "bOptionalSet:" @ bOptionalSet @ "bDoNotActivate:" @ bDoNotActivate); if( !bDoNotActivate ) { OldWeapon = Instigator.Weapon; // If no current weapon, then set this one if( OldWeapon == None || OldWeapon.bDeleteMe || OldWeapon.IsInState('Inactive') ) { `LogInv("OldWeapon == None or Inactive - Set new weapon right away" @ NewWeapon); SetCurrentWeapon(NewWeapon); return; } if( OldWeapon == NewWeapon ) { if( NewWeapon.IsInState('PendingClientWeaponSet') ) { `LogInv("OldWeapon == NewWeapon - but in PendingClientWeaponSet, so reset." @ NewWeapon); SetCurrentWeapon(NewWeapon); } else { `LogInv("OldWeapon == NewWeapon - abort" @ NewWeapon); } return; } if( bOptionalSet ) { if( OldWeapon.DenyClientWeaponSet() || (Instigator.IsHumanControlled() && PlayerController(Instigator.Controller).bNeverSwitchOnPickup) ) { `LogInv("bOptionalSet && (DenyClientWeaponSet() || bNeverSwitchOnPickup) - abort" @ NewWeapon); LastAttemptedSwitchToWeapon = NewWeapon; return; } } if( PendingWeapon == None || !PendingWeapon.HasAnyAmmo() || PendingWeapon.GetWeaponRating() < NewWeapon.GetWeaponRating() ) { // Compare switch priority and decide if we should switch to new weapon if( !Instigator.Weapon.HasAnyAmmo() || Instigator.Weapon.GetWeaponRating() < NewWeapon.GetWeaponRating() ) { `LogInv("Switch to new weapon:" @ NewWeapon); SetCurrentWeapon(NewWeapon); return; } } } `LogInv("Send to inactive state" @ NewWeapon); NewWeapon.GotoState('Inactive'); } simulated function UpdateController() { local Inventory Item; local Weapon Weap; for (Item = InventoryChain; Item != None; Item = Item.Inventory) { Weap = Weapon(Item); if ( Weap != None ) { Weap.CacheAIController(); } } } defaultproperties { TickGroup=TG_DuringAsyncWork bReplicateInstigator=TRUE RemoteRole=ROLE_SimulatedProxy bOnlyDirtyReplication=TRUE bOnlyRelevantToOwner=TRUE NetPriority=1.4 bHidden=TRUE Physics=PHYS_None bReplicateMovement=FALSE bStatic=FALSE bNoDelete=FALSE }