00001 00002 00003 00004 00005 00006 00007 00008 00009 00010 00011 00012 00013 00014 00015 00016 00017 00018 00019 00020 00021 00022 00023 00024 00025 00026 00027 00028 00029 00030 00031 00032 00033 00034 00035 00036 00037 00038 00039 00040 00041 00042 00043 00044 00045 00046 00047 00048 00049 00050 00051 00052 00053 00054 00055 00056 00057 00058 00059 00060 00061 00062 00063 00064 00065 00066 00067 00068 00069 00070 00071 00072 00073 00074 00075 00076 00077 00078 00079 00080 00081 00082 00083 00084 00085 00086 00087 00088 00089 00090 00091 00092 00093 00094 00095 00096 00097 00098 00099 00100 00101 00102 00103 00104 00105 00106 00107 00108 00109 00110 00111 00112 00113 00114 00115 00116 00117 00118 00119 00120 00121 00122 00123 00124 00125 00126 00127 00128 00129 00130 00131 00132 00133 00134 00135 00136 00137 00138 00139 00140 00141 00142 00143 00144 00145 00146 00147 00148 00149 00150 00151 00152 00153 00154 00155 00156 00157 00158 00159 00160 00161 00162 00163 00164 00165 00166 00167 00168 00169 00170 00171 00172 00173 00174 00175 00176 00177 00178 00179 00180 00181 00182 00183 00184 00185 00186 00187 00188 00189 00190 00191 00192 00193 00194 00195 00196 00197 00198 00199 00200 00201 00202 00203 00204 00205 00206 00207 00208 00209 00210 00211 00212 00213 00214 00215 00216 00217 00218 00219 00220 00221 00222 00223 00224 00225 00226 00227 00228 00229 00230 | //============================================================================= // Spatial Fear // Name: SFCommWindow // Description: General window base class, that is used for communication // windows. e.g Captain communication. // // Author: Markus Nuebel //============================================================================= class SFCommWindow extends SFFadeWindow; var int m_nCommIconHeight; // Private: Height of comm icon window; var int m_nCommIconWidth; // Private: Width of comm icon window; var int m_nModelOffsetX; // Private: X offset of weapon model to window top/left corner var int m_nModelOffsetY; // Private: Y offset of weapon model to window top/left corner var bool m_bParserAlreadySet; // Private: Allows the contained comparser to prevent the window from setting the timer, because the comparset has already modified it. var bool m_bFirstTime; // Private: To determine, if the running text has already been enabled var bool m_bPaused; // Private: Pauses a communication. var bool m_bEOW; var String m_strRestOfLine; var SFComParser m_oParser; // Private: Reference to parser, that drives this window var Decoration m_actMesh; // Private: Mesh actor for weapon display var int m_nLastTextPos; // Private: Saves the textpos from the last run // All initialization stuff simulated function init(float fHUDScale, int X, int Y, int nWidth, int nHeight, optional Pawn Owner, optional string strText, optional SFWindow wndParent) { // Call to base class Super.init(fHUDScale, X, Y, nWidth, nHeight, Owner, strText, wndParent); // Setup the parser m_oParser = Spawn(class'SFComParser'); m_oParser.m_actOwner = m_oPawnOwner; m_nTextOffset = 8; } // Sets the current communication to play simulated function setCommunication(SFCommunication oComm) { // Clear the window m_strDisplayText=""; m_strText=""; // Set the new content m_oParser.setData(oComm, Self); } // Cleanup simulated function terminate() { // Call to base class Super.terminate(); // Release references m_oParser = None; } // Overwritten in child class, to do different backgrounds and effects simulated function renderBackground(Canvas C) { local float OldFov; local float fSpeed; local vector vectLocation; // Call to base class Super.renderBackground(C); fSpeed = SFGameInfo(Level.Game).fReadingSpeed; if(!isFading() && m_bFirstTime) { setRunningText(" ", fSpeed); m_bFirstTime = false; } } simulated function show() { // Set fading setSingleFadeReverse(1.0f); // Call to base class Super.show(); } simulated function hide() { setSingleFade(2.0f); stopRunning(); // Force window do fade out m_bUsedRunningText=false; // Because the fade out replaces the hide command if(None == m_oPawnOwner) PlaySound(m_sndClose,SLOT_Misc,m_fCloseSoundVol); else m_oPawnOwner.PlaySound(m_sndClose,SLOT_Misc,m_fCloseSoundVol); // Call to base class //Super.hide(); m_bFirstTime=true; // Clear the contents m_strDisplayText=""; } // Pauses the communication simulated function pause() { m_bPaused = true; } // Resumes the communication simulated function resume(bool bYes) { // Pass the decision to the parser m_oParser.resumeComm(bYes); m_bPaused = false; } // displays text instantly and sets the fadout timeout simulated function instantShow(float fNewInterval) { SetTimer(fNewInterval, false); m_oParser.advanceToEnd(); m_bParserAlreadySet=true; } // Called during running text display; simulated function Timer() { local string strChar; local string strMacro; if(m_bEOW) { m_oParser.m_nTextPos -= Len(m_strRestOfLine); m_oParser.executeCLS(); m_bEOW = false; } // Check if visible if(!isVisible() || PlayerPawn(m_oPawnOwner).IsInState('Dying')) { m_bRunningText=false; return; } // Check, if the communication is paused. if(m_bPaused) { SetTimer(m_fIntervall, false); return; } if(!m_oParser.process()) // returns true, to abort communication { m_strDisplayText = m_oParser.m_strDisplayText; // Do a new round of parsing if(!m_bParserAlreadySet) { SetTimer(m_fIntervall, false); // Add a dot to the current text output if((0 == (m_nTextPos%4)) && (m_nLastTextPos != m_oParser.m_nTextPos)) { // Blinking cursor // m_strDisplayText = m_strDisplayText $ "."; // Play sound if(None == m_oPawnOwner) PlaySound(m_sndTick,SLOT_Misc,2.0); else m_oPawnOwner.PlaySound(m_sndTick,SLOT_Misc,2.0); // Save last text pos m_nLastTextPos= m_oParser.m_nTextPos; } } else // Reset the flag m_bParserAlreadySet=false; } else { // Copy the display text to the text, to not show the macro tags. m_strText = m_strDisplayText; hide(); } } // Base class override, to do a CLS in // case the end of the window is reached simulated event EndOfWidowReached(optional string strRestOfLine) { // Ignor EOW if we are currently pausing for the next display. if(m_bEOW) return; m_bEOW = true; m_strRestOfLine = strRestOfLine; m_oParser.m_nTextPos -= Len(m_strRestOfLine); SetTimer(4.0f, false); } defaultproperties { m_nCommIconHeight=250 m_nCommIconWidth=200 m_nModelOffsetX=25 m_nModelOffsetY=30 m_bFirstTime=True m_nLastTextPos=-1 m_nTextOffset=180 m_nTextIndent=16 m_texBkg=Texture'SfResource1.Background.CaptainWin' m_nBorderSize=20 } |