SpatialFear.SFHUDWindowMgr

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//=============================================================================
// Spatial Fear
// Class: SFHUDWindowMgr
// Description: Management class for all HUD windows.  Handy-Dandy :)
//
// Author: Markus Nuebel
// Modified By: Chris Rogers
//=============================================================================

class SFHUDWindowMgr extends SFObject;

// Captain Communication window
var SFCapWindow	m_winCapComm; // Private: Captain communication window
var int m_nCapWndX;     	// Private: x of upper left corner (comm window)
var int m_nCapWndY;     	// Private: y of upper left corner (comm window)
var int m_nCapWndHeight;	// Private: Height of communication window;
var int m_nCapWndWidth;     // Private: Width of communication window;
// DataNode Communication window
var SFDataNodeWindow	m_winNodeComm; // Private: data node communication window
var int m_nNodeWndX;     	// Private: x of upper left corner (comm window)
var int m_nNodeWndY;     	// Private: y of upper left corner (comm window)
var int m_nNodeWndHeight;	// Private: Height of communication window;
var int m_nNodeWndWidth;    // Private: Width of communication window;
// NPC Communication window
var SFNPCWindow	m_winNPCComm; // Private: NPC communication window
var int m_nNPCWndX;     	// Private: x of upper left corner (comm window)
var int m_nNPCWndY;     	// Private: y of upper left corner (comm window)
var int m_nNPCWndHeight;	// Private: Height of communication window;
var int m_nNPCWndWidth;     // Private: Width of communication window;
// Weapon description window
var SFWeaponDescWindow m_winWeaponDesc;	// Private: Weapon HUD window
var int m_nWeaponDescX;     	// Private: x of upper left corner (weapon description window)
var int m_nWeaponDescY;			// Private: y of upper left corner (weapon description window)
var int m_nWeaponDescHeight;	// Private: Height of weapon description window;
var int m_nWeaponDescWidth;     // Private: Width of weapon description window;
var int m_nWeaponIconOffsetX;	// Private: x offset of weapon icon in weapon desc window
var int m_nWeaponIconOffsetY;	// Private: y offset of weapon icon in weapon desc window
//  Item description window
var SFItemDescWindow	m_winItemDesc; // Private: Item HUD window
var int	m_nItemDescX;		// Private: x of upper left corner (item desc)
var int	m_nItemDescY;		// Private: y of upper left corner (item desc)
var int	m_nItemDescHeight;	// Private: height of item desc window
var int	m_nItemDescWidth;	// Private: width of item desc window
// Active item belt
var travel SFActiveItemBelt	m_winActiveItemBelt; // Private: ActiveItem belt window
var int					m_nActiveItemBeltX;
var int					m_nActiveItemBeltY;
var int					m_nActiveItemBeltHeight;
var int					m_nActiveItemBeltWidth;
// Passive item belt
var travel SFPassiveItemBelt	m_winPassiveItemBelt; // Private: PassiveItem belt window
var int					m_nPassiveItemBeltX;
var int					m_nPassiveItemBeltY;
var int					m_nPassiveItemBeltHeight;
var int					m_nPassiveItemBeltWidth;
// Weapon Selection window
var travel SFSelectWeaponBelt	m_winSelectWeaponBelt; // Private: Select weapon window
var int					m_nSelectWeaponBeltX;
var int					m_nSelectWeaponBeltY;
var int					m_nSelectWeaponHeight;
var int					m_nSelectWeaponWidth;


var SFPlayer m_oPlayer;					// Private: Reference to the SFPlayer owner
var SFTextWindow m_oActiveComWnd;		// Private: Reference to the currently active window
var SFTextWindow m_oNextActiveWindow; 	// Private: Waiting slot for next active window
var float m_fHUDScale;					// Private: HUD sclale
var SFCommunication	m_oCurrComm; 		// Private: Reference to current  communication
var bool m_bComActive;					// Private: Flag to mark an active communication
var bool m_bMarkComOnShow;				// Private Flag used for defered window activation, to keep track of comm window visibility
var bool bShowAll;


// Initializes the HUD Window Manager
function init(SFPlayer oPlayer, float fHUDScale)
{
	// Save references
	m_oPlayer	= oPlayer;
	m_fHUDScale	= fHUDScale;

	// Setup the captain communication window
	m_winCapComm     = Spawn(class'SFCapWindow');
	if(None != m_winCapComm)
	{
		//m_winCapComm.init(m_fHUDScale, m_nCapWndX, m_nCapWndY, m_nCapWndWidth, m_nCapWndHeight, m_oPlayer);
		m_winCapComm.init(m_fHUDScale, m_nCapWndX, m_nCapWndY, 256, 512, m_oPlayer);
	}

	// Setup the data node communication window
	m_winNodeComm     = Spawn(class'SFDataNodeWindow');
	if(None != m_winNodeComm)
	{
		// Init the window
		//m_winNodeComm.init(m_fHUDScale, m_nNodeWndX, m_nNodeWndY, m_nNodeWndWidth, m_nNodeWndHeight, m_oPlayer);
		m_winNodeComm.init(m_fHUDScale, m_nNodeWndX, m_nNodeWndY, 384, 384, m_oPlayer);
	}

	// Setup the NPC communication window
	m_winNPCComm	= Spawn(class'SFNPCWindow');
	if(None != m_winNPCComm)
	{
		// Init the window
		//m_winNPCComm.init(m_fHUDScale, m_nNPCWndX, m_nNPCWndY, m_nNPCWndWidth, m_nNPCWndHeight, m_oPlayer);
		m_winNPCComm.init(m_fHUDScale, 162, 640, 1024, 256, m_oPlayer);
	}

	// Setup the weapon description window
	m_winWeaponDesc     = Spawn(class'SFWeaponDescWindow');
	if(None != m_winWeaponDesc)
	{
		//m_winWeaponDesc.init(m_fHUDScale, m_nWeaponDescX, m_nWeaponDescY, m_nWeaponDescWidth, m_nWeaponDescHeight, m_oPlayer);
		m_winWeaponDesc.init(m_fHUDScale, 302, 460, 320, 320, m_oPlayer);
		m_winWeaponDesc.m_nModelOffsetX = m_nWeaponIconOffsetX;
		m_winWeaponDesc.m_nModelOffsetY = m_nWeaponIconOffsetY;
	}
	// Setup the item description window
	m_winItemDesc     = Spawn(class'SFItemDescWindow');
	if(None != m_winItemDesc)
	{
		//m_winItemDesc.init(m_fHUDScale, m_nItemDescX, m_nItemDescY, m_nItemDescWidth, m_nItemDescHeight, m_oPlayer);
		m_winItemDesc.init(m_fHUDScale, 300, 600, 512, 256, m_oPlayer);
		m_winItemDesc.m_nModelOffsetX = 0;
		m_winItemDesc.m_nModelOffsetY = -m_winItemDesc.m_nItemIconHeight;
	}
	// Construct active item belt
	m_winActiveItemBelt = Spawn(class'SFActiveItemBelt');
	if(None != m_winActiveItemBelt )
		//m_winActiveItemBelt.init(m_fHUDScale, m_nActiveItemBeltX, m_nActiveItemBeltY, m_nActiveItemBeltWidth, m_nActiveItemBeltHeight, m_oPlayer);
		m_winActiveItemBelt.init(m_fHUDScale, 896, 930, 512, 32, m_oPlayer);

	// Construct passive item belt
	m_winPassiveItemBelt = Spawn(class'SFPassiveItemBelt');
	if(None != m_winPassiveItemBelt )
		//m_winPassiveItemBelt.init(m_fHUDScale, m_nPassiveItemBeltX, m_nPassiveItemBeltY, m_nPassiveItemBeltWidth, m_nPassiveItemBeltHeight, m_oPlayer);
		m_winPassiveItemBelt.init(m_fHUDScale, 512, 930, 512, 32, m_oPlayer);

	// Construct select weapon window
	m_winSelectWeaponBelt = Spawn(class'SFSelectWeaponBelt');
	if(None != m_winSelectWeaponBelt )
		//m_winSelectWeaponBelt.init(m_fHUDScale, m_nSelectWeaponBeltX, m_nSelectWeaponBeltY, m_nSelectWeaponWidth, m_nSelectWeaponHeight, m_oPlayer);
		m_winSelectWeaponBelt.init(m_fHUDScale, 896, 930, 512, 32, m_oPlayer);
}

// Check to see if current communication can be canceled
simulated function BOOL canCancelCurrentCom()
{
	if(None == m_oCurrComm)
		return true;
	else
		return m_oCurrComm.bCanBeCanceled;
}

// Does all the cleanup, when the manager is freed
function terminate()
{
	if(None != m_winNPCComm)
		m_winNPCComm.terminate();
	if(None != m_winNodeComm)
		m_winNodeComm.terminate();
	if(None != m_winCapComm)
		m_winCapComm.terminate();
	if(None != m_winWeaponDesc)
		m_winWeaponDesc.terminate();
	if(None != m_winItemDesc)
		m_winItemDesc.terminate();
	if(None != m_winActiveItemBelt)
		m_winActiveItemBelt.terminate();
	if(None != m_winPassiveItemBelt)
		m_winPassiveItemBelt.terminate();
	if(None != m_winSelectWeaponBelt)
		m_winSelectWeaponBelt.terminate();

	 // Release references
	m_winNPCComm			= None;
	m_winNodeComm			= None;
	m_winCapComm			= None;
	m_winWeaponDesc			= None;
	m_winItemDesc			= None;
	m_winActiveItemBelt		= None;
	m_winPassiveItemBelt	= None;
	m_winSelectWeaponBelt	= None;
}

// Brings up the weapon selection window
simulated function showWeaponSelection(SFPickup oPickup)
{
	m_winSelectWeaponBelt.m_oWeaponUpgrade = oPickup;
	m_winSelectWeaponBelt.show();
}

// Resets the active item belt
simulated function resetActiveItemBelt()
{
	m_winActiveItemBelt.reset();
}

// Resets the passive item belt
simulated function resetPassiveItemBelt()
{
	m_winPassiveItemBelt.reset();
}

// Adds an active item to the belt
simulated function insertActiveItem(SFPickup oPickup)
{
	m_winActiveItemBelt.insert(oPickup);
}

// Adds a pasive item to the belt
simulated function insertPassiveItem(SFPickup oPickup)
{
	m_winPassiveItemBelt.insert(oPickup);
}

// Removes an item from the active item belt
simulated function removeActiveItem(SFPickup oItem)
{
	m_winActiveItemBelt.removeItem(oItem);
}

// Removes an item from the passive item belt
simulated function removePassiveItem(SFPickup oItem)
{
	m_winPassiveItemBelt.removeItem(oItem);
}

// Find the state of the owned flashlight
simulated function int GetFlashlightState()
{
	return m_winActiveItemBelt.GetFlashlightState();
}

// Find the level of the owned flashlight
simulated function int GetFlashlightLevel()
{
	return m_winActiveItemBelt.GetFlashlightLevel();
}

// Advises the weapon selection window to upgrade a weapon or the item belt to activate the current item
simulated function activateItem()
{
	if(m_winSelectWeaponBelt.isVisible())
		m_winSelectWeaponBelt.upgradeWeapon();
	else
		m_winActiveItemBelt.activateItem();
}


// Select next item in active item belt
simulated function nextItem()
{
	if(m_winSelectWeaponBelt.isVisible())
		m_winSelectWeaponBelt.nextItem();
	else
		m_winActiveItemBelt.nextItem();
}

// Select previous item in active item belt
simulated function prevItem()
{
	if(m_winSelectWeaponBelt.isVisible())
		m_winSelectWeaponBelt.prevItem();
	else
		m_winActiveItemBelt.prevItem();
}

// Show hide the passive item window
simulated function passiveItem()
{
	if(m_winPassiveItemBelt.isVisible())
		m_winPassiveItemBelt.hide();
	else
		m_winPassiveItemBelt.show();
}

// Main rendering call
function render(Canvas C, float fHUDScale)
{
	// Save current HUD scale
	m_fHUDScale	= fHUDScale;

if(bShowAll)
{
	m_winNPCComm.m_bVisible=true;
	m_winNodeComm.m_bVisible=true;
	m_winNodeComm.m_bNoFade=true;
	m_winCapComm.m_bVisible=true;
	m_winCapComm.m_bNoFade=true;
	m_winWeaponDesc.m_bVisible=true;
	m_winWeaponDesc.m_bNoFade=true;
	m_winItemDesc.m_bVisible=true;
	m_winItemDesc.m_bNoFade=true;
	m_winActiveItemBelt.m_bVisible=true;
	m_winSelectWeaponBelt.m_bVisible=true;
	m_winPassiveItemBelt.m_bVisible=true;
	m_winPassiveItemBelt.m_bNoFade=true;
	m_oPlayer.m_bVisorUnitUpgrade=true;
	m_oPlayer.m_bWeaponDescUpgrade=true;
}

	// Draw NPC communication window
	if(m_winNPCComm.isVisible())
		m_winNPCComm.render(C, m_fHUDScale);

	// Draw data node communication window
	if(m_winNodeComm.isVisible())
		m_winNodeComm.render(C, m_fHUDScale);

	// Draw captain communication window
	if(m_winCapComm.isVisible())
		m_winCapComm.render(C, m_fHUDScale);

	// Draw weapon description window
	if(m_winWeaponDesc.isVisible() && m_oPlayer.m_bWeaponDescUpgrade)
		m_winWeaponDesc.render(C, m_fHUDScale);

	// Draw item description window
	if(m_winItemDesc.isVisible() && m_oPlayer.m_bVisorUnitUpgrade)
		m_winItemDesc.render(C, m_fHUDScale);

	// Draw the active item belt
	 m_winActiveItemBelt.render(C, m_fHUDScale);
	 // Draw the passive item belt
	 m_winPassiveItemBelt.render(C, m_fHUDScale);
	// Draw the select weapon belt
	 m_winSelectWeaponBelt.render(C, m_fHUDScale);
	 if(m_winSelectWeaponBelt.isVisible())
		renderWeaponUgradeText(C);
}

function renderWeaponUgradeText(Canvas C)
{
	local float XL, YL;
	local int X, Y;

	// Prepare canvas
	C.Style = ERenderStyle.STY_Translucent;
	C.Font = SFHUD(m_oPlayer.myHUD).m_Fonts.GetSmallFont(C.ClipX);
	C.DrawColor.R = 220;
	C.DrawColor.G = 100;
	C.DrawColor.B = 30;

	X = C.ClipX/3;
	Y = C.ClipY/10;
	C.StrLen("Med", XL, YL);
	C.SetPos(X, Y);
	C.DrawText("Weapon Upgrade Link established ...");
	Y += YL;
	C.SetPos(X, Y);
	C.DrawText("   Status: Functional.");
	Y += YL;
	C.SetPos(X, Y);
	C.DrawText("   Instruction: Choose the weapon to upgrade.");
	Y += 1*YL;
	C.SetPos(X, Y);
	C.DrawText("              : The upgrade will be permanent.");

}

// Cancels the currently active comm window
function cancelComm()
{
	if(canCancelCurrentCom())
	{
		hideActiveComWnd();
		SFHUD(m_oPlayer.myHUD).m_bShowCommunicationTip	= false;
	}
	else
	{
		if(None != m_oCurrComm.m_oEventInstigator)
			m_oCurrComm.m_oEventInstigator.ClientMessage("Important Message ! Cannot Cancel !");
	}
}

// Add the window to the waiting position
function showActiveComWnd(SFTextWindow oWnd)
{

	if(None != oWnd)
	{
		// We are currently allowing this.
		if(None != m_oActiveComWnd)
		{
			// Check if the new window has the same type
			if(m_oActiveComWnd.isVisible() && (m_oActiveComWnd.class == oWnd.class))
				return;	// Not allowed
		}
		m_oNextActiveWindow	= oWnd;
	}
}


function Tick(float fDelta)
{
	// Check for NPC communication
	if(m_bComActive)
	{
		if(None != m_oActiveComWnd)
		{
			if(!m_oActiveComWnd.isVisible())
			{
				CommunicationEnded();
			}
		}
		else
		{
			CommunicationEnded();
		}

	}

	// There is still another window
	if(None != m_oActiveComWnd)
	{
		if(!m_oActiveComWnd.IsVisible())
		{
			m_oActiveComWnd = None;
		}
		return;
	}

	// Early out
	if(None == m_oNextActiveWindow)
		return;

	// Activate next window
	m_oActiveComWnd		= m_oNextActiveWindow;
	m_oNextActiveWindow	= None;
	m_oActiveComWnd.show();
	if(m_bMarkComOnShow)
	{
		m_bComActive		= true;
		m_bMarkComOnShow	= false;
	}


}
// Hides any currently active window
function hideActiveComWnd()
{
	local Sound sndEffect;
	if(None != m_oActiveComWnd)
	{
		if(m_oActiveComWnd.IsVisible())
		{
			m_oActiveComWnd.hide();
		}
		m_oActiveComWnd=None;
	}
	// Nothing active
}

// Sets the view location for the NPC communication and pauses
// the level action
simulated function setupNPCCommunication()
{
	local SFNPCCommunication oNPCComm;

	// Extract the NPC comm
	oNPCComm	= SFNPCCommunication(m_oCurrComm);

	// Activate the new view
	oNPCComm.startTracking();
}

// Resets a NPC communication by cleaning up the view settings
// and resuming level action
simulated function resetNPCCommunication()
{
	// Restore the viewpoint
	SFNPCCommunication(m_oCurrComm).stopTracking();

}

// Called, after a communication window has disappeared
simulated event CommunicationEnded()
{
	switch(m_oCurrComm.Type)
	{

	case CT_DataNode:
		break;
	case CT_Captain:
		break;
	case CT_Trainer:
		break;
	case CT_NPC:
		resetNPCCommunication();
		break;
	}

	// Reset the HUD visibility
	SFPlayer(m_oCurrComm.m_oEventInstigator).showHUD(true);

	// Reset the comm actor reference
	m_oCurrComm	= None;

	// Reset the mark
	m_bComActive = false;


}
simulated function playCommunication(SFCommunication oComm)
{
	local SFTextWindow	wndDest;

	// Save reference to communication actor
	m_oCurrComm	= oComm;

	// Remove any other hud pop-up
	hideActiveComWnd();

	// Check if the player hud should be disabled
	SFPlayer(m_oCurrComm.m_oEventInstigator).showHUD(!oComm.bHidePlayerHUD);

	// Check kind of communication
	switch(oComm.Type)
	{
	case CT_DataNode:
		// Prepare the window
		m_winNodeComm.m_bNoFade=true;
		m_winNodeComm.setCommunication(oComm);
		wndDest	= m_winNodeComm;
		break;
	case CT_Captain:
		// Prepare the window
		m_winCapComm.m_bNoFade=true;
		m_winCapComm.setCommunication(oComm);
		wndDest	= m_winCapComm;
		break;
	case CT_Trainer:
		// Prepare the window
		m_winCapComm.m_bNoFade=true;
		m_winCapComm.m_bIsTrainer=true;
		m_winCapComm.setCommunication(oComm);
		wndDest	= m_winCapComm;
		break;
	case CT_NPC:
		// Prepare the window
		setupNPCCommunication();
		m_winNPCComm.m_bNoFade=true;











		m_winNPCComm.m_actMesh = Decoration(oComm.m_oEventActor);
		m_winNPCComm.setCommunication(oComm);
		wndDest	= m_winNPCComm;
		break;
	}

	// Set the desired font
	wndDest.FontSize	= oComm.FontSize;

	// Bring up the window
	showActiveComWnd(wndDest);

	// Mark the communication
	m_bMarkComOnShow	= true;
}

// Pauses an active communication
simulated function pauseCommunication()
{
	if(m_oActiveComWnd.IsA('SFCommWindow'))
		SFCommWindow(m_oActiveComWnd).pause();
}

// Resumes an active communication with
// a passed in answer
simulated function resumeCommunication(bool bYesNo)
{
	if(m_oActiveComWnd.IsA('SFCommWindow'))
		SFCommWindow(m_oActiveComWnd).resume(bYesNo);
}

// Brings up a weapon description window
simulated function showWeaponDesc(TournamentWeapon oWeapon, optional bool bIntroduce)

{

	// Check for valid weapon
	if(None == oWeapon)
		return;

    // Set the new weapon description
    m_winWeaponDesc.m_strWeaponText	= oWeapon.WeaponDescription;

    // Set the icon of the weapon to describe
    if( None  != oWeapon)
    {
		if(oWeapon.IsA('SFWeapon'))
			m_winWeaponDesc.setIcon(SFWeapon(oWeapon).Icon);
		else
			m_winWeaponDesc.setIcon(oWeapon.Texture);

		/*
        m_winWeaponDesc.m_actMesh.Mesh		= oWeapon.default.Mesh;
        m_winWeaponDesc.m_actMesh.Skin		= oWeapon.default.Skin;
        m_winWeaponDesc.m_actMesh.SetCollisionSize(oWeapon.CollisionRadius, oWeapon.CollisionHeight);
		m_winWeaponDesc.m_fMeshScale		= (34/oWeapon.CollisionRadius); // Tested with this one.
		*/

    }

	if(!bIntroduce)
	{

		// Remove any other hud pop-up
		if(getActiveWindowClass() != m_winWeaponDesc.class)
			hideActiveComWnd();
		else
		{
			m_winWeaponDesc.resetRunningText(m_winWeaponDesc.m_strWeaponText);
			if(m_winWeaponDesc.isFading())
				m_winWeaponDesc.Show();

		}

		// Bring up the window
		showActiveComWnd(m_winWeaponDesc);
	}
	else
	{
		m_winWeaponDesc.showInIntro();
	}
}

// Hides a shown weapon description window, after
// having introduced it before.
simulated function hideWeaponDesc()
{
	m_winWeaponDesc.hide();
}
// Returns the class of any currently active window
simulated function class getActiveWindowClass()
{
	if(None != m_oActiveComWnd)
		if(m_oActiveComWnd.IsVisible())
			return m_oActiveComWnd.class;

	return None;

}

// Insert the pickup into the desired belt
simulated function insertItemIntoBelt(SFPickup oSFPickup)
{
	// Check the active item belt
	if(oSFPickup.bIsActiveItem)
	{
		//class'SFUtils'.Static.sfLogEx(4,"SFHUDWindowMgr - insertItemIntoBelt: Adding active item.");
		m_winActiveItemBelt.insert(oSFPickup);
	}
	// Check the passive item belt
	if(oSFPickup.bIsPassiveItem)
	{
		//class'SFUtils'.Static.sfLogEx(4,"SFHUDWindowMgr - insertItemIntoBelt: Adding passive item.");
		m_winPassiveItemBelt.insert(oSFPickup);
	}
}

// Remove the pickup into the desired belt
simulated function removeItemFromBelt(SFPickup oSFPickup)
{
	// Check the active item belt
	if(oSFPickup.bIsActiveItem)
	{
		m_winActiveItemBelt.removeItem(oSFPickup);
	}
	// Check the passive item belt
	if(oSFPickup.bIsPassiveItem)
	{
		m_winPassiveItemBelt.removeItem(oSFPickup);
	}
}

// Activates the item description window
simulated function showItemDesc(Inventory oItem)
{
	local SFPickup				oSFPickup;
	local SFSmartVestUpgrade	oUpgrade;
	local SFPlayer				oOwner;
	local bool					bShow;

	// Early out, if this is not a SFPickup
	if(!oItem.IsA('SFPickup'))
		return;

	// Get the SFPickup
	oSFPickup = SFPickup(oItem);

	// Do not allow two instances of this window
//	if(getActiveWindowClass() == m_winItemDesc.class)
//		return;


	// Set the new weapon description
    m_winItemDesc.m_strName	= oItem.ItemName;
	// Display explanation window
//	m_winItemDesc.setRunningText(oSFPickup.ItemDescription, 0.03f);
//	m_winItemDesc.m_fFadeTime = oSFPickup.FadeOutTime;
	m_winItemDesc.m_strItemText = oSFPickup.ItemDescription;

	// Set the mesh of the weapon to describe
	if( None  != oItem)
	{
		m_winItemDesc.setIcon(oSFPickup.ItemIcon);
		/*
		m_winItemDesc.m_actMesh.Mesh		= oItem.default.Mesh;
		m_winItemDesc.m_actMesh.Skin		= oItem.default.Skin;
		m_winItemDesc.m_actMesh.SetCollisionSize(oItem.CollisionRadius, oItem.CollisionHeight);
		//m_winItemDesc.m_fMeshScale			= (14/oItem.CollisionHeight);
		m_winItemDesc.m_fMeshScale			= 1.0f;//(34/oWeapon.CollisionRadius); // Tested with this one.

		*/
	}

	// Remove any other hud pop-up
	if(getActiveWindowClass() != m_winItemDesc.class)
		hideActiveComWnd();
	else
	{
		m_winItemDesc.resetRunningText(m_winItemDesc.m_strItemText);
		if(m_winItemDesc.isFading())
			m_winItemDesc.Show();

	}



	// Bring up the window
	showActiveComWnd(m_winItemDesc);
}

defaultproperties
{
     m_nCapWndX=950
     m_nCapWndY=50
     m_nCapWndHeight=440
     m_nCapWndWidth=300
     m_nNodeWndX=450
     m_nNodeWndY=450
     m_nNodeWndHeight=400
     m_nNodeWndWidth=400
     m_nNPCWndX=290
     m_nNPCWndY=680
     m_nNPCWndHeight=256
     m_nNPCWndWidth=700
     m_nWeaponDescX=175
     m_nWeaponDescY=455
     m_nWeaponDescHeight=440
     m_nWeaponDescWidth=440
     m_nWeaponIconOffsetX=10
     m_nWeaponIconOffsetY=400
     m_nItemDescX=175
     m_nItemDescY=560
     m_nItemDescHeight=340
     m_nItemDescWidth=570
     m_nActiveItemBeltX=1000
     m_nActiveItemBeltY=910
     m_nActiveItemBeltHeight=40
     m_nActiveItemBeltWidth=260
     m_nPassiveItemBeltX=185
     m_nPassiveItemBeltY=910
     m_nPassiveItemBeltHeight=40
     m_nPassiveItemBeltWidth=260
     m_nSelectWeaponBeltX=1000
     m_nSelectWeaponBeltY=910
     m_nSelectWeaponHeight=32
     m_nSelectWeaponWidth=260
}

class file time: 12/7/2003 3:58:24 PM - creation time: 12/7/2003 4:03:44 PM
Created with UnCodeX