SpatialFear.SFInteractTrigger

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//=============================================================================
// Spatial Fear
// Class: SFInteractTrigger
// Description: Subclasses of SFUseKeyTrigger that only fires, if a 
// special inventory item is possesed, if NeededItem is empty the trigger is 
// always fired. Because it is a subclass of SFUseKey the property 
// IgnoreTouching can be used to use the trigger as "UseKey" trigger
//
// Author: Markus Nuebel
//=============================================================================

class SFInteractTrigger extends SFUseKeyTrigger;

var (SpatialFear) class<Actor>  NeededItem;	// Class of an item that is needed to make the trigger fire. E.g. Botpack.Enforcer, when the class is null this rule is not enforced.
var (SpatialFear) string NeededMessage; // Message that is displayed, when the check for configured "needed inventory item" fails. If empty, no message will be generated.
var (SpatialFear) name	FailureEvent;	// If this name is set, the event with name: FailureEvent is send in case the needed item is not found in the inventory.
var (SpatialFear) bool	bRememberPassedItemCheck; // This flag set to true tells the trigger, to do no further needed item checks, after the first successfull check. Default: false
var bool	m_bCheckAreadyPassed; // Private: If this variable is set, no further checking for needed items is done. Default: false

// Checks wheater the needed item type is in the current
// inventory or not
function bool checkNeededItem(actor Other)
{
	local inventory S;
	local pawn	player;
	local class	classItem;

	player = Pawn(Other);
	if(None == player)
		return true;

	if((NeededItem==None) || m_bCheckAreadyPassed)
		return true;
	else
	{
		//class'SFUtils'.Static.sfLogEx(15,"SFInteractTrigger::checkNeededItem: NeededITem:>"$ NeededItem.name $ "<");
		classItem =  NeededItem;
		S = player.FindInventoryType(ClassItem);	
		if (  S==None )
		{
			// Notify player
			if(NeededMessage != "")
				player.ClientMessage(NeededMessage, 'SFTrigger');

			return false;
		}
		else 
		{
			// Needed item found
			if(bRememberPassedItemCheck)
				m_bCheckAreadyPassed=true;

			return true;
		}
	}

}
// Called when something touches the trigger.
function Touch( actor Other )
{
	if(IgnoreTouching)
		return;

	// Fire, if needed item is in inventory
	if(checkNeededItem(Other))
		Super.Touch(Other);
}


// Called, when within a UseKey range of the SFPlayer
function FireEvent( actor Other )
{
	if(checkNeededItem(Other))
	{
		//class'SFUtils'.Static.sfLogEx(15,"SFInteractTrigger::FireEvent: Trigger fired.");
		Super.FireEvent(Other);
	}
	else
		FireCustomEvent(FailureEvent, Other);
}

// Fires a normal event from this trigger
function FireCustomEvent(name nameEvent, actor Other)
{
	local actor A;
	// Broadcast the Trigger message to all matching actors.
	if( nameEvent != '' )
		foreach AllActors( class 'Actor', A, nameEvent )
		{
			A.Trigger( Other, Other.Instigator );
		}
}

defaultproperties
{
     NeededMessage="You do not own the needed item"
}

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