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# Engine.Controller

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    //=============================================================================
    // Controller, the base class of players or AI.
    //
    // Controllers are non-physical actors that can be attached to a pawn to control
    // its actions.  PlayerControllers are used by human players to control pawns, while
    // AIControFllers implement the artificial intelligence for the pawns they control.
    // Controllers take control of a pawn using their Possess() method, and relinquish
    // control of the pawn by calling UnPossess().
    //
    // Controllers receive notifications for many of the events occuring for the Pawn they
    // are controlling.  This gives the controller the opportunity to implement the behavior
    // in response to this event, intercepting the event and superceding the Pawn's default
    // behavior.
    //
    // This is a built-in Unreal class and it shouldn't be modified.
    //=============================================================================
    class Controller extends Actor
    	native
    	nativereplication
    	abstract;

    // IGA >>> AI properties used by pathfinding system
    struct native FindPathAIProperties
    {
    	// flags
    	var bool jetpack;
    	var bool Airborne;
    	var bool roadBased;

    	var name teamName;

    	var float upCostFactor; // 0 to 1, 0 implies no increased cost
    	var float downCostFactor; // 0 to 1, 0 implies no increased cost
    };

    var Pawn Pawn;

    var const int		PlayerNum;			// The player number - per-match player number.
    var		float		FovAngle;			// X field of view angle in degrees, usually 90.
    var globalconfig float	Handedness;
    var		bool        bIsPlayer;			// Pawn is a player or a player-bot.
    var		bool		bGodMode;			// cheat - when true, can't be killed or hurt
    var		bool		bUsePlayerHearing;

    // Input buttons.
    var input byte
    	bRun, bDuck, bFire, bAltFire, bJetpack, bSki, bJump;

    #if IG_TRIBES3
    var transient const Controller nextController;
    #else
    var const Controller	nextController; // chained Controller list
    #endif // IG

    #if IG_TRIBES3 // Alex: ideally this stuff would be in a controll class in Gameplay that both AI controllers
    		// and player controllers derive from however such a class does no exist
    struct native RouteCacheElement
    {
    	// ouput from pathfinding system
    	var vector location;
    	var bool jetpack;
    	var float energy;
    	var Actor obstacle; // guaranteed to be a PathfindingObstacle
    	var float height; // amount of open air above path node

    	// work data
    	var float angle;
    };

    enum FindPathResult
    {
    	FPR_NoError,
    	FPR_SearchSpaceExhausted
    };

    // initialised when getFindPathResult is called
    var array<RouteCacheElement> RouteCache;
    var bool RouteComplete;
    var FindPathResult lastFindPathResult;
    #endif

    #if IG_TRIBES3 // Alex:
    struct native TraversalLineCheck
    {
    	var vector start;
    	var vector end;
    	var color colour;
    };
    var array<TraversalLineCheck> debugTraversalLineChecks;
    #endif

    // Replication Info
    var() class<PlayerReplicationInfo> PlayerReplicationInfoClass;
    var PlayerReplicationInfo PlayerReplicationInfo;

    var class<Pawn> PawnClass;			// class of pawn to spawn (for players)
    var class<Pawn> PreviousPawnClass;	// Holds the player's previous class

    var float GroundPitchTime;
    var vector ViewX, ViewY, ViewZ;	// Viewrotation encoding for PHYS_Spider

    var Actor StartSpot;  // where player started the match

    // for monitoring the position of a pawn
    var		vector		MonitorStartLoc;	// used by latent function MonitorPawn()
    var		Pawn		MonitoredPawn;		// used by latent function MonitorPawn()
    var		float		MonitorMaxDistSq;

    #if !IG_TRIBES3	// rowan: we don't use these
    var		AvoidMarker	FearSpots[2];	// avoid these spots when moving
    #endif

    var const Actor LastFailedReach;	// cache to avoid trying failed actorreachable more than once per frame
    var const float FailedReachTime;
    var const vector FailedReachLocation;

    #if !IG_TRIBES3	// rowan: we don't use these
    var class<Weapon> LastPawnWeapon;				// used by game stats
    #endif

    const LATENT_MOVETOWARD = 503; // LatentAction number for Movetoward() latent function

    replication
    {
    	reliable if( bNetDirty && (Role==ROLE_Authority) )
    		PlayerReplicationInfo, Pawn;
    	reliable if( bNetDirty && (Role== ROLE_Authority) && bNetOwner )
    		PawnClass;

    	// Functions the server calls on the client side.
    	reliable if( RemoteRole==ROLE_AutonomousProxy )
    		ClientGameEnded, ClientDying, ClientSetRotation, ClientSetLocation;
    //		ClientSwitchToBestWeapon, ClientSetWeapon;
    /*	reliable if ( (!bDemoRecording || (bClientDemoRecording && bClientDemoNetFunc)) && Role == ROLE_Authority )
    		ClientVoiceMessage;*/

    	// Functions the client calls on the server.
    	unreliable if( Role<ROLE_Authority )
    		/*SendVoiceMessage, */SetPawnClass;
    	reliable if ( Role < ROLE_Authority )
    		ServerReStartPlayer;
    }

    /* LineOfSightTo() returns true if any of several points of Other is visible
      (origin, top, bottom)
    */
    native(514) final function bool LineOfSightTo(actor Other);

    // IGA >>> Alex: draw controller world space debug information, called by DefaultHUD in Gameplay,
    // it would be better if this function was in Gameplay however it comes back to the problem of not
    // having a common controller base in Gameplay
    function displayWorldSpaceDebug(HUD displayHUD);

    #if IG_TRIBES3 // Alex: pathfinding stuff

    native final function GetFindPathResult();

    native final function DiscardFindPath();

    // returns true if there is a find path in progress and it is yet to complete, otherwise returns false
    native final function bool IsFindPathComplete();

    native final function FindPath(vector start, vector end, FindPathAIProperties AIProperties, array<Actor> ignore, bool printLogs,
    		optional bool manualContinue);

    native final function ContinueFindPath(bool untilComplete);

    native final function DrawPathDebug(Viewport viewport, bool showQuadtree, bool showNodes, bool stepEnabled,
    		bool showReach);

    native final function PathDiagnostics();

    native final function DebugTraversalCheck(vector start, vector end);

    #endif

    native(529) final function AddController();
    native(530) final function RemoveController();

    native final function bool InLatentExecution(int LatentActionNumber); //returns true if controller currently performing latent action specified by LatentActionNumber
    event MayFall(); //return true if allowed to fall - called by engine when pawn is about to fall

    function PendingStasis()
    {
    	bStasis = true;
    	Pawn = None;
    }

    /* AIHearSound()
    Called when AI controlled pawn would hear a sound.  Default AI implementation uses MakeNoise()
    interface for hearing appropriate sounds instead
    */
    event AIHearSound (
    	actor Actor,
    	sound S,
    	vector SoundLocation,
    	vector Parameters,
    	bool Attenuate
    );

    event HearNoise( float Loudness, Actor NoiseMaker);

    /* DisplayDebug()
    list important controller attributes on canvas
    */
    function DisplayDebug(Canvas Canvas, out float YL, out float YPos)
    {
    	if ( Pawn == None )
    	{
    		Super.DisplayDebug(Canvas,YL,YPos);
    		return;
    	}

    	Canvas.SetDrawColor(255,0,0);
    	Canvas.DrawText("CONTROLLER "$GetItemName(string(self))$" Pawn "$GetItemName(string(Pawn)));
    	YPos += YL;
    	Canvas.SetPos(4,YPos);

    	/*if ( Enemy != None )
    		Canvas.DrawText("     STATE: "$GetStateName()$" Timer: "$TimerCounter$" Enemy "$Enemy.GetHumanReadableName(), false);
    	else
    		Canvas.DrawText("     STATE: "$GetStateName()$" Timer: "$TimerCounter$" NO Enemy ", false);*
    	YPos += YL;
    	Canvas.SetPos(4,YPos);*/

    	if ( PlayerReplicationInfo == None )
    		Canvas.DrawText("     NO PLAYERREPLICATIONINFO", false);
    	else
    		PlayerReplicationInfo.DisplayDebug(Canvas,YL,YPos);

    	YPos += YL;
    	Canvas.SetPos(4,YPos);
    }

    simulated function String GetHumanReadableName()
    {
    	if ( PlayerReplicationInfo != None )
    		return PlayerReplicationInfo.PlayerName;
    	return GetItemName(String(self));
    }

    function rotator GetViewRotation()
    {
    	return Rotation;
    }

    /* Reset()
    reset actor to initial state
    */
    function Reset()
    {
    	Super.Reset();
    	// DLB Controller clean pass: removed AI logic Enemy = None;
    	// DLB Controller clean pass: removed AI logic LastSeenTime = 0;
    	StartSpot = None;
    }

    /* ClientSetLocation()
    replicated function to set location and rotation.  Allows server to force new location for
    teleports, etc.
    */
    function ClientSetLocation( vector NewLocation, rotator NewRotation )
    {
    	SetRotation(NewRotation);
    	If ( (Rotation.Pitch > RotationRate.Pitch)
    		&& (Rotation.Pitch < 65536 - RotationRate.Pitch) )
    	{
    		If (Rotation.Pitch < 32768)
    			NewRotation.Pitch = RotationRate.Pitch;
    		else
    			NewRotation.Pitch = 65536 - RotationRate.Pitch;
    	}
    	if ( Pawn != None )
    	{
    		NewRotation.Roll  = 0;
    		Pawn.SetRotation( NewRotation );
    		Pawn.SetLocation( NewLocation );
    	}
    }

    /* ClientSetRotation()
    replicated function to set rotation.  Allows server to force new rotation.
    */
    function ClientSetRotation( rotator NewRotation )
    {
    	SetRotation(NewRotation);
    	if ( Pawn != None )
    	{
    		NewRotation.Pitch = 0;
    		NewRotation.Roll  = 0;
    		Pawn.SetRotation( NewRotation );
    	}
    }

    function ClientDying(class<DamageType> DamageType, vector HitLocation)
    {
    	if ( Pawn != None )
    	{
    		Pawn.PlayDying(DamageType, HitLocation);
    		Pawn.GotoState('Dying');
    	}
    }

    event SoakStop(string problem);

    function Possess(Pawn aPawn)
    {
    	aPawn.PossessedBy(self);
    	Pawn = aPawn;
    	if ( PlayerReplicationInfo != None )
    		PlayerReplicationInfo.bIsFemale = Pawn.bIsFemale;
    	// preserve Pawn's rotation initially for placed Pawns
    	// DLB Controller clean pass: removed AI logic FocalPoint = Pawn.Location + 512*vector(Pawn.Rotation);
    	Restart();
    }

    // unpossessed a pawn (not because pawn was killed)
    function UnPossess()
    {
        if ( Pawn != None )
            Pawn.UnPossessed();
        Pawn = None;
    }

    function WasKilledBy(Controller Other);

    #if !IG_TRIBES3	// rowan: we don't use this
    function class<Weapon> GetLastWeapon()
    {
    	if ( (Pawn == None) || (Pawn.Weapon == None) )
    		return LastPawnWeapon;
    	return Pawn.Weapon.Class;
    }
    #endif

    /* PawnDied()
     unpossess a pawn (because pawn was killed)
     */
    function PawnDied(Pawn P)
    {
    	if ( Pawn != P )
    		return;

    	if ( Pawn != None )
    	{
    		SetLocation(Pawn.Location);
    		Pawn.UnPossessed();
    	}
    Pawn = None;

    	// DLB Controller clean pass: removed AI logic PendingMover = None;
    	if ( bIsPlayer )
        {
            if ( !IsInState('GameEnded') )
    		GotoState('Dead'); // can respawn
        }
    	else
    		Destroy();
    }

    function Restart()
    {
    	// DLB Controller clean pass: removed AI logic Enemy = None;
    }

    event LongFall(); // called when latent function WaitForLanding() doesn't return after 4 seconds

    // notifications of pawn events (from C++)
    // if return true, then pawn won't get notified
    event bool NotifyPhysicsVolumeChange(PhysicsVolume NewVolume);
    event bool NotifyHeadVolumeChange(PhysicsVolume NewVolume);
    event bool NotifyLanded(vector HitNormal);
    event bool NotifyHitWall(vector HitNormal, actor Wall);
    event bool NotifyBump(Actor Other);
    event NotifyHitMover(vector HitNormal, mover Wall);
    event NotifyJumpApex();
    event NotifyMissedJump();

    // notifications called by pawn in script
    //function NotifyAddInventory(inventory NewItem);
    function NotifyTakeHit(pawn InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum)
    {
    }

    function SetFall();	//about to fall
    function PawnIsInPain(PhysicsVolume PainVolume);	// called when pawn is taking pain volume damage

    event PreBeginPlay()
    {
    	AddController();
    	Super.PreBeginPlay();
    	if ( bDeleteMe )
    		return;

    	// DLB Controller clean pass: removed AI logic 	SightCounter = 0.2 * FRand();  //offset randomly
    }

    #if IG_TRIBES3
    event PostLoadGame()
    {
    	AddController();
    }
    #endif // IG

    event PostBeginPlay()
    {
    	Super.PostBeginPlay();
    	if ( !bDeleteMe && bIsPlayer && (Role == ROLE_Authority) )
    	{
    		PlayerReplicationInfo = Spawn(PlayerReplicationInfoClass, Self,,vect(0,0,0),rot(0,0,0));
    		InitPlayerReplicationInfo();
    	}
    }

    function InitPlayerReplicationInfo()
    {
    	if (PlayerReplicationInfo.PlayerName == "")
    		PlayerReplicationInfo.SetPlayerName(class'GameInfo'.Default.DefaultPlayerName);
    }

    function bool SameTeamAs(Controller C)
    {
    #if !IG_TRIBES3 // david: not using Unreal team object
    	if ( (PlayerReplicationInfo == None) || (C == None) || (C.PlayerReplicationInfo == None)
    		|| (PlayerReplicationInfo.Team == None) )
    		return false;
    	Log("KARL: New logic required");
    #endif
    	return false;
    //	return Level.Game.IsOnTeam(C,PlayerReplicationInfo.Team.TeamIndex);
    }

    simulated event Destroyed()
    {
    	if ( Role < ROLE_Authority )
        {
        	Super.Destroyed();
    		return;
        }

    	RemoveController();

    	if ( bIsPlayer && (Level.Game != None) )
    		Level.Game.Logout(self);
    	if ( PlayerReplicationInfo != None )
    	{
    #if !IG_TRIBES3 // david: not using Unreal team object
    		if ( !PlayerReplicationInfo.bOnlySpectator && (PlayerReplicationInfo.Team != None) )
    			PlayerReplicationInfo.Team.RemoveFromTeam(self);
    #endif
    		PlayerReplicationInfo.Destroy();
    	}
    	Super.Destroyed();
    }

    /* AdjustView()
    by default, check and see if pawn still needs to update eye height
    (only if some playercontroller still has pawn as its viewtarget)
    Overridden in playercontroller
    */
    function AdjustView( float DeltaTime )
    {
    	local Controller C;

    	for ( C=Level.ControllerList; C!=None; C=C.NextController )
    		if ( C.IsA('PlayerController') && (PlayerController(C).ViewTarget == Pawn) )
    			return;

    	Pawn.bUpdateEyeHeight =false;
    	Pawn.EyeHeight = Pawn.BaseEyeHeight;
    }

    function bool WantsSmoothedView()
    {
    	return ( (Pawn != None) && ((Pawn.Physics==PHYS_Walking) || (Pawn.Physics==PHYS_Spider)) && !Pawn.bJustLanded );
    }

    function GameHasEnded()
    {
    	if ( Pawn != None )
    		Pawn.bNoWeaponFiring = true;
    	GotoState('GameEnded');
    }

    function ClientGameEnded()
    {
    	GotoState('GameEnded');
    }

    simulated event RenderOverlays( canvas Canvas );

    /* GetFacingDirection()
    returns direction faced relative to movement dir

    0 = forward
    16384 = right
    32768 = back
    49152 = left
    */
    function int GetFacingDirection()
    {
    	return 0;
    }

    //------------------------------------------------------------------------------
    // Speech related
    // DLB Voice messages - perhaps reinstate this later

    /*function byte GetMessageIndex(name PhraseName)
    {
    	return 0;
    }*/

    /*function SendMessage(PlayerReplicationInfo Recipient, name MessageType, byte MessageID, float Wait, name BroadcastType)
    {
    	SendVoiceMessage(PlayerReplicationInfo, Recipient, MessageType, MessageID, BroadcastType);
    }*/

    // DLB Controller clean pass: removed AI logic
    /*function bool AllowVoiceMessage(name MessageType)
    {
    	if ( Level.TimeSeconds - OldMessageTime < 10 )
    		return false;
    	else
    		OldMessageTime = Level.TimeSeconds;

    	return true;
    }*/

    /*function SendVoiceMessage(PlayerReplicationInfo Sender, PlayerReplicationInfo Recipient, name messagetype, byte messageID, name broadcasttype)
    {
    	local Controller P;

    	if ( !AllowVoiceMessage(MessageType) )
    		return;

    	for ( P=Level.ControllerList; P!=None; P=P.NextController )
    	{
    		if ( PlayerController(P) != None )
    		{
    				if ( (broadcasttype == 'GLOBAL') || !Level.Game.bTeamGame )
    					P.ClientVoiceMessage(Sender, Recipient, messagetype, messageID);
    				else if ( Sender.Team == P.PlayerReplicationInfo.Team )
    					P.ClientVoiceMessage(Sender, Recipient, messagetype, messageID);
    			}
    		else if ( (messagetype == 'ORDER') && ((Recipient == None) || (Recipient == P.PlayerReplicationInfo)) )
    			P.BotVoiceMessage(messagetype, messageID, self);
    	}
    }*/

    //function ClientVoiceMessage(PlayerReplicationInfo Sender, PlayerReplicationInfo Recipient, name messagetype, byte messageID);

    function ShakeView( float shaketime, float RollMag, vector OffsetMag, float RollRate, vector OffsetRate, float OffsetTime);

    function NotifyKilled(Controller Killer, Controller Killed, pawn Other)
    {
    }

    /*
    // server calls this to force client to switch
    function ClientSwitchToBestWeapon()
    {
        SwitchToBestWeapon();
    }
    */

    /*
    function ClientSetWeapon( class<Weapon> WeaponClass )
    {
        local Inventory Inv;
    	local int Count;

        for( Inv = Pawn.Inventory; Inv != None; Inv = Inv.Inventory )
        {
    		Count++;
    		if ( Count > 1000 )
    			return;
            if( !ClassIsChildOf( Inv.Class, WeaponClass ) )
                continue;

    	    if( Pawn.Weapon == None )
            {
                Pawn.PendingWeapon = Weapon(Inv);
        		Pawn.ChangedWeapon();
            }
    	    else if ( Pawn.Weapon != Weapon(Inv) )
            {
        		Pawn.PendingWeapon = Weapon(Inv);
    		Pawn.Weapon.PutDown();
    }

            return;
        }
    }
    */

    function SetPawnClass(string inClass, string inCharacter)
    {
        local class<Pawn> pClass;
        pClass = class<Pawn>(DynamicLoadObject(inClass, class'Class'));
        if ( pClass != None )
            PawnClass = pClass;
    }

    function bool CheckFutureSight(float DeltaTime)
    {
    	return true;
    }

    function ChangedWeapon()
    {
    #if !IG_TRIBES3	// rowan: we don't use this
    	if ( Pawn.Weapon != None )
    		LastPawnWeapon = Pawn.Weapon.Class;
    #endif
    }

    function ServerReStartPlayer()
    {
    	if ( Level.NetMode == NM_Client )
    		return;
    	if ( Pawn != None )
    		ServerGivePawn();
    }

    function ServerGivePawn();

    function bool AutoTaunt()
    {
    	return false;
    }

    function bool DontReuseTaunt(int T)
    {
    	return false;
    }
    // **********************************************
    // Controller States

    State Dead
    {
    ignores SeePlayer, HearNoise, KilledBy;

    	function PawnDied(Pawn P)
    	{
    #if !IG_TRIBES3		// marc: Controller is in DEAD state when waiting for player to respawn
    		if ( Level.NetMode != NM_Client )
    			Warn(self$" Pawndied while dead");
    #endif
    	}

    	function ServerReStartPlayer()
    	{
    		if ( Level.NetMode == NM_Client )
    			return;
    		Level.Game.RestartPlayer(self);
    	}
    }

    state GameEnded
    {
    #if IG_SHARED  //tcohen: hooked TakeDamage(), used by effects system and reactive world objects
    ignores SeePlayer, HearNoise, KilledBy, NotifyBump, HitWall, NotifyPhysicsVolumeChange, NotifyHeadVolumeChange, Falling, PostTakeDamage;
    #else
    ignores SeePlayer, HearNoise, KilledBy, NotifyBump, HitWall, NotifyPhysicsVolumeChange, NotifyHeadVolumeChange, Falling, TakeDamage;
    #endif

    	function BeginState()
    	{
    		if ( Pawn != None )
    		{
    #if !IG_TRIBES3	// rowan: we don't use this
    			if ( Pawn.Weapon != None )
    				Pawn.Weapon.HolderDied();
    #endif
    			Pawn.bPhysicsAnimUpdate = false;
    			Pawn.StopAnimating();
    			Pawn.SimAnim.AnimRate = 0;
    			Pawn.SetCollision(true,false,false);
    			Pawn.Velocity = vect(0,0,0);
    			Pawn.SetPhysics(PHYS_None);
    			Pawn.UnPossessed();
    			Pawn.bIgnoreForces = true;
    		}
    		if ( !bIsPlayer )
    			Destroy();
    	}
    }

    defaultproperties
    {
    	RotationRate=(Pitch=3072,Yaw=30000,Roll=2048)
         FovAngle=+00090.000000
    	 bHidden=true
    	 bHiddenEd=true
    	 PlayerReplicationInfoClass=Class'Engine.PlayerReplicationInfo'
    }

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Class file time: ne 5.9.2004 16:01:20.000 - Creation time: st 23.5.2018 00:10:42.964 - Created with UnCodeX