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/**
* Event generator for events, related to broadcasting messages
* through standard Unreal Script means:
* 1. text messages, typed by a player;
* 2. localized messages, identified by a LocalMessage class and id.
* Allows to make decisions whether or not to propagate certain messages.
* Copyright 2020 Anton Tarasenko
*------------------------------------------------------------------------------
* This file is part of Acedia.
*
* Acedia is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3 of the License, or
* (at your option) any later version.
*
* Acedia is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Acedia. If not, see <https://www.gnu.org/licenses/>.
*/
class BroadcastEvents extends Events
abstract;
struct LocalizedMessage
{
// Every localized message is described by a class and id.
// For example, consider 'KFMod.WaitingMessage':
// if passed 'id' is '1',
// then it's supposed to be a message about new wave,
// but if passed 'id' is '2',
// then it's about completing the wave.
var class<LocalMessage> class;
var int id;
// Localized messages in unreal script can be passed along with
// optional arguments, described by variables below.
var PlayerReplicationInfo relatedPRI1;
var PlayerReplicationInfo relatedPRI2;
var Object relatedObject;
};
static function bool CallCanBroadcast(Actor broadcaster, int recentSentTextSize)
{
local int i;
local bool result;
local array< class<Listener> > listeners;
listeners = GetListeners();
for (i = 0;i < listeners.length;i += 1)
{
result = class<BroadcastListenerBase>(listeners[i])
.static.CanBroadcast(broadcaster, recentSentTextSize);
if (!result) return false;
}
return true;
}
static function bool CallHandleText
(
Actor sender,
out string message,
name messageType
)
{
local int i;
local bool result;
local array< class<Listener> > listeners;
listeners = GetListeners();
for (i = 0;i < listeners.length;i += 1)
{
result = class<BroadcastListenerBase>(listeners[i])
.static.HandleText(sender, message, messageType);
if (!result) return false;
}
return true;
}
static function bool CallHandleTextFor
(
PlayerController receiver,
Actor sender,
out string message,
name messageType
)
{
local int i;
local bool result;
local array< class<Listener> > listeners;
listeners = GetListeners();
for (i = 0;i < listeners.length;i += 1)
{
result = class<BroadcastListenerBase>(listeners[i])
.static.HandleTextFor(receiver, sender, message, messageType);
if (!result) return false;
}
return true;
}
static function bool CallHandleLocalized
(
Actor sender,
LocalizedMessage message
)
{
local int i;
local bool result;
local array< class<Listener> > listeners;
listeners = GetListeners();
for (i = 0;i < listeners.length;i += 1)
{
result = class<BroadcastListenerBase>(listeners[i])
.static.HandleLocalized(sender, message);
if (!result) return false;
}
return true;
}
static function bool CallHandleLocalizedFor
(
PlayerController receiver,
Actor sender,
LocalizedMessage message
)
{
local int i;
local bool result;
local array< class<Listener> > listeners;
listeners = GetListeners();
for (i = 0;i < listeners.length;i += 1)
{
result = class<BroadcastListenerBase>(listeners[i])
.static.HandleLocalizedFor(receiver, sender, message);
if (!result) return false;
}
return true;
}
defaultproperties
{
relatedListener = class'BroadcastListenerBase'
}