/*
** Command & Conquer Generals Zero Hour(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program 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, either version 3 of the License, or
** (at your option) any later version.
**
** This program 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 this program. If not, see .
*/
////////////////////////////////////////////////////////////////////////////////
// //
// (c) 2001-2003 Electronic Arts Inc. //
// //
////////////////////////////////////////////////////////////////////////////////
// FILE: ScriptConditions.cpp /////////////////////////////////////////////////////////////////////////
// The game scripting conditions. Evaluates conditions.
// Author: John Ahlquist, Nov. 2001
///////////////////////////////////////////////////////////////////////////////////////////////////
#include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
#include "Common/GameEngine.h"
#include "Common/MapObject.h"
#include "Common/PlayerList.h"
#include "Common/Player.h"
#include "Common/SpecialPower.h"
#include "Common/ThingTemplate.h"
#include "Common/ThingFactory.h"
#include "Common/Team.h"
#include "Common/Player.h"
#include "Common/ObjectStatusTypes.h"
#include "GameClient/ControlBar.h"
#include "GameClient/Drawable.h"
#include "GameClient/GameClient.h"
#include "GameClient/InGameUI.h"
#include "GameClient/View.h"
#include "GameLogic/GameLogic.h"
#include "GameLogic/Module/AIUpdate.h"
#include "GameLogic/Module/BodyModule.h"
#include "GameLogic/Module/ContainModule.h"
#include "GameLogic/Module/SpecialPowerModule.h"
#include "GameLogic/Module/SupplyWarehouseDockUpdate.h"
#include "GameLogic/Object.h"
#include "GameLogic/ObjectTypes.h"
#include "GameLogic/PartitionManager.h"
#include "GameLogic/PolygonTrigger.h"
#include "GameLogic/ScriptConditions.h"
#include "GameLogic/ScriptEngine.h"
#include "GameLogic/Scripts.h"
#include "GameLogic/VictoryConditions.h"
#ifdef _INTERNAL
// for occasional debugging...
//#pragma optimize("", off)
//#pragma MESSAGE("************************************** WARNING, optimization disabled for debugging purposes")
#endif
class ObjectTypesTemp
{
public:
ObjectTypes* m_types;
ObjectTypesTemp() : m_types(NULL)
{
m_types = newInstance(ObjectTypes);
}
~ObjectTypesTemp()
{
if (m_types)
m_types->deleteInstance();
}
};
// STATICS ////////////////////////////////////////////////////////////////////////////////////////
namespace rts
{
template
T sum(std::vector& vecOfValues )
{
T retVal = 0;
std::vector::iterator it;
for (it = vecOfValues.begin(); it != vecOfValues.end(); ++it) {
retVal += (*it);
}
return retVal;
}
};
// GLOBALS ////////////////////////////////////////////////////////////////////////////////////////
ScriptConditionsInterface *TheScriptConditions = NULL;
class TransportStatus : public MemoryPoolObject
{
MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE(TransportStatus, "TransportStatus")
public:
TransportStatus * m_nextStatus;
ObjectID m_objID;
UnsignedInt m_frameNumber;
Int m_unitCount;
public:
TransportStatus() : m_objID(INVALID_ID), m_frameNumber(0), m_unitCount(0), m_nextStatus(NULL) {}
//~TransportStatus();
};
//-------------------------------------------------------------------------------------------------
TransportStatus::~TransportStatus()
{
if (m_nextStatus)
m_nextStatus->deleteInstance();
}
//-------------------------------------------------------------------------------------------------
static TransportStatus *s_transportStatuses;
//-------------------------------------------------------------------------------------------------
//-------------------------------------------------------------------------------------------------
ScriptConditions::ScriptConditions()
{
} // end ScriptConditions
//-------------------------------------------------------------------------------------------------
//-------------------------------------------------------------------------------------------------
ScriptConditions::~ScriptConditions()
{
reset(); // just in case.
} // end ~ScriptConditions
//-------------------------------------------------------------------------------------------------
/** Init */
//-------------------------------------------------------------------------------------------------
void ScriptConditions::init( void )
{
reset();
} // end init
//-------------------------------------------------------------------------------------------------
/** Reset */
//-------------------------------------------------------------------------------------------------
void ScriptConditions::reset( void )
{
s_transportStatuses->deleteInstance();
s_transportStatuses = NULL;
// Empty for now. jba.
} // end reset
//-------------------------------------------------------------------------------------------------
/** Update */
//-------------------------------------------------------------------------------------------------
void ScriptConditions::update( void )
{
// Empty for now. jba
} // end update
//-------------------------------------------------------------------------------------------------
/** Finds the player by the name in the parameter, and if found caches the player mask in the
parameter so we don't have to do a name search. May return null if the player doesn't exist.*/
//-------------------------------------------------------------------------------------------------
Player *ScriptConditions::playerFromParam(Parameter *pSideParm)
{
DEBUG_ASSERTCRASH(Parameter::SIDE == pSideParm->getParameterType(), ("Wrong parameter type."));
Player *pPlayer=NULL;
UnsignedInt mask = (UnsignedInt)pSideParm->getInt();
if (mask) {
pPlayer = ThePlayerList->getPlayerFromMask(mask);
} else {
pPlayer = TheScriptEngine->getPlayerFromAsciiString(pSideParm->getString());
if (pPlayer) {
// Enemy player can change dynamically, so don't cache the player mask. jba.
if (pSideParm->getString()!=THIS_PLAYER_ENEMY) {
mask = pPlayer->getPlayerMask();
}
} else {
mask = 0xFFFF0000;
}
pSideParm->friend_setInt((Int)mask);
}
DEBUG_ASSERTCRASH(pPlayer, ("Couldn't find player %s", pSideParm->getString().str()));
return pPlayer;
}
//-------------------------------------------------------------------------------------------------
/** objectTypesFromParam */
//-------------------------------------------------------------------------------------------------
void ScriptConditions::objectTypesFromParam(Parameter *pTypeParm, ObjectTypes *outObjectTypes)
{
if (!(pTypeParm && outObjectTypes)) {
return;
}
AsciiString str = pTypeParm->getString();
if (str.isEmpty()) {
return;
}
ObjectTypes *types = TheScriptEngine->getObjectTypes(str);
if (!types) {
(*outObjectTypes).addObjectType(str);
} else {
(*outObjectTypes) = (*types);
}
}
//-------------------------------------------------------------------------------------------------
/** evaluateAllDestroyed */
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluateAllDestroyed(Parameter *pSideParm )
{
Player *pPlayer = playerFromParam(pSideParm);
if (pPlayer) {
return (!pPlayer->hasAnyObjects());
}
return true; // Non existent player is all destroyed. :)
}
//-------------------------------------------------------------------------------------------------
/** evaluateAllBuildFacilitiesDestroyed */
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluateAllBuildFacilitiesDestroyed(Parameter *pSideParm )
{
Player *pPlayer = playerFromParam(pSideParm);
if (pPlayer) {
return (!pPlayer->hasAnyBuildFacility());
}
return true; // Non existent player is all destroyed. :)
}
//-------------------------------------------------------------------------------------------------
/** evaluateIsDestroyed */
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluateIsDestroyed(Parameter *pTeamParm)
{
Team *theTeam = TheScriptEngine->getTeamNamed( pTeamParm->getString() );
// The team is the team based on the name, and the calling team (if any) and the team that
// is being considered for the condition. jba. :)
if (theTeam) {
return (!theTeam->hasAnyObjects());
}
return false; // Non existent team is not destroyed.
}
//-------------------------------------------------------------------------------------------------
/** evaluateBridgeBroken */
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluateBridgeBroken(Parameter *pBridgeParm)
{
if (!TheTerrainLogic->anyBridgesDamageStatesChanged()) {
// Don't bother checking if no bridges changed damage states.
return false;
}
Object *theBridge = TheScriptEngine->getUnitNamed( pBridgeParm->getString() );
if (theBridge) {
return (TheTerrainLogic->isBridgeBroken(theBridge));
}
return false;
}
//-------------------------------------------------------------------------------------------------
/** evaluateBridgeRepaired */
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluateBridgeRepaired(Parameter *pBridgeParm)
{
if (!TheTerrainLogic->anyBridgesDamageStatesChanged()) {
// Don't bother checking if no bridges changed damage states.
return false;
}
Object *theBridge = TheScriptEngine->getUnitNamed( pBridgeParm->getString() );
if (theBridge) {
return (TheTerrainLogic->isBridgeRepaired(theBridge));
}
return false;
}
//-------------------------------------------------------------------------------------------------
/** evaluateNamedUnitDestroyed */
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluateNamedUnitDestroyed(Parameter *pUnitParm)
{
Object *theUnit = TheScriptEngine->getUnitNamed( pUnitParm->getString() );
if (theUnit)
{
return theUnit->isEffectivelyDead();
}
if (TheScriptEngine->didUnitExist(pUnitParm->getString())) {
return true;
}
return false; // Non existent unit is not destroyed.
}
//-------------------------------------------------------------------------------------------------
/** evaluateNamedUnitExists */
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluateNamedUnitExists(Parameter *pUnitParm)
{
Object *theUnit = TheScriptEngine->getUnitNamed( pUnitParm->getString() );
if (theUnit)
{
return !theUnit->isEffectivelyDead();
}
return false; // Doesn't exist.
}
//-------------------------------------------------------------------------------------------------
/** evaluateNamedUnitDying */
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluateNamedUnitDying(Parameter *pUnitParm)
{
Object *theUnit = TheScriptEngine->getUnitNamed( pUnitParm->getString() );
if (theUnit)
{
return theUnit->isEffectivelyDead();
}
if (TheScriptEngine->didUnitExist(pUnitParm->getString()))
{
return false; // already totally killed
}
return false; // Non existent unit is not dying.
}
//-------------------------------------------------------------------------------------------------
/** evaluateNamedUnitTotallyDead */
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluateNamedUnitTotallyDead(Parameter *pUnitParm)
{
Object *theUnit = TheScriptEngine->getUnitNamed( pUnitParm->getString() );
if (theUnit) {
return false; // if the unit still exists, it isn't totally dead.
}
if (TheScriptEngine->didUnitExist(pUnitParm->getString())) {
// Did exist, now it doesnt. So it is really, really dead.
return true; // totally killed
}
return false; // Non existent unit is not dead.
}
//-------------------------------------------------------------------------------------------------
/** evaluateHasUnits */
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluateHasUnits(Parameter *pTeamParm)
{
AsciiString desiredTeamName = pTeamParm->getString();
// If they are calling a condition, do it.
if (desiredTeamName == THIS_TEAM) {
Team *theTeam = TheScriptEngine->getTeamNamed( desiredTeamName );
// The team is the team based on the name, and the calling team (if any) and the team that
// is being considered for the condition. jba. :)
if (theTeam) {
return (theTeam->hasAnyUnits());
}
return false; // Non existent team has no units.
}
Team *thisTeam = TheScriptEngine->getTeamNamed(THIS_TEAM);
if (thisTeam && thisTeam->getName()==desiredTeamName) {
return thisTeam->hasAnyUnits();
}
// It isn't THIS_TEAM, and doesn't match the THIS_TEAM, so check if any team with this name
// has units.
TeamPrototype *pProto = NULL;
pProto = TheTeamFactory->findTeamPrototype(desiredTeamName);
if (pProto) {
// We have a team referred to in the conditions. Iterate over the instances of the team,
// applying the script conditions (and possibly actions) to each instance of the team.
for (DLINK_ITERATOR iter = pProto->iterate_TeamInstanceList(); !iter.done(); iter.advance()) {
if (iter.cur()->hasAnyUnits()) {
return true;
}
}
}
return false; // Non existent team has no units.
}
//-------------------------------------------------------------------------------------------------
/** evaluateUnitsEntered */
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluateTeamInsideAreaPartially(Parameter *pTeamParm, Parameter *pTriggerAreaParm, Parameter *pTypeParm)
{
Team *theTeam = TheScriptEngine->getTeamNamed( pTeamParm->getString() );
// The team is the team based on the name, and the calling team (if any) and the team that
// is being considered for the condition. jba. :)
AsciiString triggerName = pTriggerAreaParm->getString();
PolygonTrigger *pTrig = TheScriptEngine->getQualifiedTriggerAreaByName(pTriggerAreaParm->getString());
if (pTrig == NULL) return false;
if (theTeam) {
return (theTeam->someInsideSomeOutside(pTrig, (UnsignedInt) pTypeParm->getInt()) ||
theTeam->allInside(pTrig, (UnsignedInt) pTypeParm->getInt()));
}
return false; // Non existent team isn't in trigger area. :)
}
//-------------------------------------------------------------------------------------------------
/** evaluateNamedInsideArea */
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluateNamedInsideArea(Parameter *pUnitParm, Parameter *pTriggerAreaParm )
{
Object *theObj = TheScriptEngine->getUnitNamed( pUnitParm->getString() );
if (!theObj) {
return false;
}
AsciiString triggerName = pTriggerAreaParm->getString();
PolygonTrigger *pTrig = TheScriptEngine->getQualifiedTriggerAreaByName(pTriggerAreaParm->getString());
if (pTrig == NULL) return false;
if (theObj) {
Coord3D pCoord = *theObj->getPosition();
ICoord3D iCoord;
iCoord.x = pCoord.x; iCoord.y = pCoord.y; iCoord.z = pCoord.z;
return pTrig->pointInTrigger(iCoord);
}
return false; // Non existent team isn't in trigger area. :)
}
//-------------------------------------------------------------------------------------------------
/** evaluatePlayerHasUnitTypeInArea */
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluatePlayerHasUnitTypeInArea(Condition *pCondition, Parameter *pPlayerParm, Parameter *pComparisonParm, Parameter *pCountParm, Parameter *pTypeParm, Parameter *pTriggerParm )
{
AsciiString triggerName = pTriggerParm->getString();
PolygonTrigger *pTrig = TheScriptEngine->getQualifiedTriggerAreaByName(pTriggerParm->getString());
if (pTrig == NULL) return false;
Player* pPlayer = playerFromParam(pPlayerParm);
if (!pPlayer) {
return false;
}
Player::PlayerTeamList::const_iterator it;
Bool anyChanges = false;
if (pCondition->getCustomData() == 0) anyChanges = true;
for (it = pPlayer->getPlayerTeams()->begin(); it != pPlayer->getPlayerTeams()->end(); ++it) {
if (anyChanges) break;
for (DLINK_ITERATOR iter = (*it)->iterate_TeamInstanceList(); !iter.done(); iter.advance()) {
if (anyChanges) break;
Team *team = iter.cur();
if (!team) {
continue;
}
if (team->didEnterOrExit()) {
anyChanges = true;
}
}
}
if (TheScriptEngine->getFrameObjectCountChanged() > pCondition->getCustomFrame()) {
anyChanges = true; // Objects were added/deleted last frame, so count could have changed. jba.
}
if (!anyChanges) {
if (pCondition->getCustomData()==-1) return false;
if (pCondition->getCustomData()==1) return true;
}
ObjectTypesTemp types;
objectTypesFromParam(pTypeParm, types.m_types);
Int count = 0;
for (it = pPlayer->getPlayerTeams()->begin(); it != pPlayer->getPlayerTeams()->end(); ++it) {
for (DLINK_ITERATOR iter = (*it)->iterate_TeamInstanceList(); !iter.done(); iter.advance()) {
Team *team = iter.cur();
if (!team) {
continue;
}
for (DLINK_ITERATOR iter = team->iterate_TeamMemberList(); !iter.done(); iter.advance()) {
Object *pObj = iter.cur();
if (!pObj) {
continue;
}
if (types.m_types->isInSet(pObj->getTemplate())) {
if (pObj->isInside(pTrig)) {
//
// dead objects will not be considered, except crates ... they are "dead" cause
// they have no body and health, but are a class of object we want to
// trigger this stuff
//
if (!(pObj->isEffectivelyDead() || pObj->isKindOf(KINDOF_INERT)) || pObj->isKindOf( KINDOF_CRATE ) ) {
count++;
}
}
}
}
}
}
Bool comparison = false;
switch (pComparisonParm->getInt())
{
case Parameter::LESS_THAN : comparison = (count < pCountParm->getInt()); break;
case Parameter::LESS_EQUAL : comparison = (count <= pCountParm->getInt()); break;
case Parameter::EQUAL : comparison = (count == pCountParm->getInt()); break;
case Parameter::GREATER_EQUAL : comparison = (count >= pCountParm->getInt()); break;
case Parameter::GREATER : comparison = (count > pCountParm->getInt()); break;
case Parameter::NOT_EQUAL : comparison = (count != pCountParm->getInt()); break;
}
pCondition->setCustomData(-1); // false.
if (comparison) {
pCondition->setCustomData(1); // true.
}
pCondition->setCustomFrame(TheScriptEngine->getFrameObjectCountChanged());
return comparison;
}
//-------------------------------------------------------------------------------------------------
/** evaluatePlayerHasUnitKindInArea */
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluatePlayerHasUnitKindInArea(Condition *pCondition, Parameter *pPlayerParm, Parameter *pComparisonParm, Parameter *pCountParm, Parameter *pKindParm, Parameter *pTriggerParm )
{
AsciiString triggerName = pTriggerParm->getString();
PolygonTrigger *pTrig = TheScriptEngine->getQualifiedTriggerAreaByName(pTriggerParm->getString());
if (pTrig == NULL) return false;
KindOfType kind = (KindOfType)pKindParm->getInt();
Player* pPlayer = playerFromParam(pPlayerParm);
if (!pPlayer) {
return false;
}
Player::PlayerTeamList::const_iterator it;
Bool anyChanges = false;
if (pCondition->getCustomData() == 0) anyChanges = true;
for (it = pPlayer->getPlayerTeams()->begin(); it != pPlayer->getPlayerTeams()->end(); ++it) {
if (anyChanges) break;
for (DLINK_ITERATOR iter = (*it)->iterate_TeamInstanceList(); !iter.done(); iter.advance()) {
if (anyChanges) break;
Team *team = iter.cur();
if (!team) {
continue;
}
if (team->didEnterOrExit()) {
anyChanges = true;
}
}
}
if (TheScriptEngine->getFrameObjectCountChanged() > pCondition->getCustomFrame()) {
anyChanges = true; // Objects were added/deleted since we cached, so count could have changed. jba.
}
if (!anyChanges) {
if (pCondition->getCustomData()==-1) return false;
if (pCondition->getCustomData()==1) return true;
}
Int count = 0;
for (it = pPlayer->getPlayerTeams()->begin(); it != pPlayer->getPlayerTeams()->end(); ++it) {
for (DLINK_ITERATOR iter = (*it)->iterate_TeamInstanceList(); !iter.done(); iter.advance()) {
Team *team = iter.cur();
if (!team) {
continue;
}
for (DLINK_ITERATOR iter = team->iterate_TeamMemberList(); !iter.done(); iter.advance()) {
Object *pObj = iter.cur();
if (!pObj) {
continue;
}
if (pObj->isKindOf(kind)) {
if (pObj->isInside(pTrig)) {
if (!(pObj->isEffectivelyDead() || pObj->isKindOf(KINDOF_INERT))) {
count++;
}
}
}
}
}
}
Bool comparison = false;
switch (pComparisonParm->getInt())
{
case Parameter::LESS_THAN : comparison = (count < pCountParm->getInt()); break;
case Parameter::LESS_EQUAL : comparison = (count <= pCountParm->getInt()); break;
case Parameter::EQUAL : comparison = (count == pCountParm->getInt()); break;
case Parameter::GREATER_EQUAL : comparison = (count >= pCountParm->getInt()); break;
case Parameter::GREATER : comparison = (count > pCountParm->getInt()); break;
case Parameter::NOT_EQUAL : comparison = (count != pCountParm->getInt()); break;
}
pCondition->setCustomData(TheScriptEngine->getFrameObjectCountChanged());
return comparison;
}
//-------------------------------------------------------------------------------------------------
/** evaluateTeamStateIs */
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluateTeamStateIs(Parameter *pTeamParm, Parameter *pStateParm )
{
Team *theTeam = TheScriptEngine->getTeamNamed( pTeamParm->getString() );
// The team is the team based on the name, and the calling team (if any) and the team that
// is being considered for the condition. jba. :)
AsciiString stateName = pStateParm->getString();
if (theTeam) {
return (theTeam->getState() == stateName);
}
return false; // Non existent team isn't in any state.
}
//-------------------------------------------------------------------------------------------------
/** evaluateTeamStateIsNot */
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluateTeamStateIsNot(Parameter *pTeamParm, Parameter *pStateParm )
{
Team *theTeam = TheScriptEngine->getTeamNamed( pTeamParm->getString() );
// The team is the team based on the name, and the calling team (if any) and the team that
// is being considered for the condition. jba. :)
AsciiString stateName = pStateParm->getString();
if (theTeam) {
return (!(theTeam->getState() == stateName));
}
return false; // Non existent team isn't in any state.
}
//-------------------------------------------------------------------------------------------------
/** evaluateNamedOutsideArea */
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluateNamedOutsideArea(Parameter *pUnitParm, Parameter *pTriggerParm)
{// This is actually NamedUnitInside(...)
return !evaluateNamedInsideArea(pUnitParm, pTriggerParm);
}
//-------------------------------------------------------------------------------------------------
/** evaluateTeamInsideAreaEntirely */
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluateTeamInsideAreaEntirely(Parameter *pTeamParm, Parameter *pTriggerParm, Parameter *pTypeParm)
{// This is actually TeamInside(...)
Team *theTeam = TheScriptEngine->getTeamNamed( pTeamParm->getString() );
// The team is the team based on the name, and the calling team (if any) and the team that
// is being considered for the condition. jba. :)
AsciiString triggerName = pTriggerParm->getString();
PolygonTrigger *pTrig = TheScriptEngine->getQualifiedTriggerAreaByName(pTriggerParm->getString());
if (pTrig == NULL)
return false;
if (theTeam) {
return theTeam->allInside(pTrig, (UnsignedInt)pTypeParm->getInt());
}
return false; // Non existent team isn't in trigger area. :)
}
//-------------------------------------------------------------------------------------------------
/** evaluateTeamOutsideAreaEntirely */
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluateTeamOutsideAreaEntirely(Parameter *pTeamParm, Parameter *pTriggerParm, Parameter *pTypeParm)
{
return !(evaluateTeamInsideAreaEntirely(pTeamParm, pTriggerParm, pTypeParm) ||
evaluateTeamInsideAreaPartially(pTeamParm, pTriggerParm, pTypeParm));
}
//-------------------------------------------------------------------------------------------------
/** evaluateNamedAttackedByType */
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluateNamedAttackedByType(Parameter *pUnitParm, Parameter *pTypeParm)
{
Object *theObj = TheScriptEngine->getUnitNamed( pUnitParm->getString() );
if (!theObj) {
return false;
}
BodyModuleInterface* theBodyModule = theObj->getBodyModule();
if (!theBodyModule) {
return false;
}
const DamageInfo* lastDamageInfo = theBodyModule->getLastDamageInfo();
if (!lastDamageInfo) {
return false;
}
const ThingTemplate *attackerTemplate = lastDamageInfo->in.m_sourceTemplate;
if( attackerTemplate )
{
//New system... we don't care if the attacker is alive or dead... we just want the type right?
ObjectTypesTemp types;
objectTypesFromParam(pTypeParm, types.m_types);
if( types.m_types->isInSet( attackerTemplate ) )
{
return TRUE;
}
}
else
{
//Old system... just incase m_sourceTemplate doesn't get set, don't want to foobar the logic.
ObjectID id = lastDamageInfo->in.m_sourceID;
Object* pAttacker = TheGameLogic->findObjectByID(id);
if (!pAttacker || !pAttacker->getTemplate())
{
return FALSE;
}
ObjectTypesTemp types;
objectTypesFromParam(pTypeParm, types.m_types);
if( types.m_types->isInSet( pAttacker->getTemplate()->getName() ) )
{
return TRUE;
}
}
return FALSE;
}
//-------------------------------------------------------------------------------------------------
/** evaluateTeamAttackedByType */
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluateTeamAttackedByType(Parameter *pTeamParm, Parameter *pTypeParm)
{
Team *theTeam = TheScriptEngine->getTeamNamed(pTeamParm->getString());
if (!theTeam) {
return FALSE;
}
ObjectTypesTemp types;
objectTypesFromParam(pTypeParm, types.m_types);
for (DLINK_ITERATOR iter = theTeam->iterate_TeamMemberList(); !iter.done(); iter.advance()) {
Object *pCur = iter.cur();
if (!pCur) {
continue;
}
BodyModuleInterface* theBodyModule = pCur->getBodyModule();
if (!theBodyModule) {
continue;
}
const DamageInfo* lastDamageInfo = theBodyModule->getLastDamageInfo();
if (!lastDamageInfo) {
continue;
}
ObjectTypesTemp types;
objectTypesFromParam(pTypeParm, types.m_types);
const ThingTemplate *attackerTemplate = lastDamageInfo->in.m_sourceTemplate;
if( attackerTemplate )
{
//New system... we don't care if the attacker is alive or dead... we just want the type right?
if( types.m_types->isInSet( attackerTemplate ) )
{
return TRUE;
}
}
else
{
//Old system... just incase m_sourceTemplate doesn't get set, don't want to foobar the logic.
ObjectID id = lastDamageInfo->in.m_sourceID;
Object* pAttacker = TheGameLogic->findObjectByID(id);
if (!pAttacker || !pAttacker->getTemplate())
{
//Kris: Woah... do not return false here... because we need to iterate other team members!
//return FALSE;
continue;
}
if( types.m_types->isInSet( pAttacker->getTemplate()->getName() ) )
{
return TRUE;
}
}
}
return FALSE;
}
//-------------------------------------------------------------------------------------------------
/** evaluateNamedAttackedByPlayer */
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluateNamedAttackedByPlayer(Parameter *pUnitParm, Parameter *pPlayerParm)
{
Object *theObj = TheScriptEngine->getUnitNamed( pUnitParm->getString() );
if (!theObj) {
return false;
}
BodyModuleInterface* theBodyModule = theObj->getBodyModule();
if (!theBodyModule) {
return false;
}
const DamageInfo* lastDamageInfo = theBodyModule->getLastDamageInfo();
if (!lastDamageInfo) {
return false;
}
ObjectID id = lastDamageInfo->in.m_sourceID;
Object* pAttacker = TheGameLogic->findObjectByID(id);
Player *pPlayer = NULL;
if (lastDamageInfo->in.m_sourcePlayerMask) {
pPlayer = ThePlayerList->getPlayerFromMask(lastDamageInfo->in.m_sourcePlayerMask);
}
if (pPlayer || pAttacker) {
Player *victimPlayer = playerFromParam(pPlayerParm);
if (pPlayer == victimPlayer) {
return true;
}
if (!pAttacker) return false; // wasn't attacked.
return (pAttacker->getControllingPlayer() == victimPlayer);
}
return false;
}
//-------------------------------------------------------------------------------------------------
/** evaluateTeamAttackedByPlayer */
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluateTeamAttackedByPlayer(Parameter *pTeamParm, Parameter *pPlayerParm)
{
Team *theTeam = TheScriptEngine->getTeamNamed(pTeamParm->getString());
if (!theTeam) {
return false;
}
for (DLINK_ITERATOR iter = theTeam->iterate_TeamMemberList(); !iter.done(); iter.advance()) {
Object *pCur = iter.cur();
if (!pCur) {
continue;
}
BodyModuleInterface* theBodyModule = pCur->getBodyModule();
if (!theBodyModule) {
continue;
}
const DamageInfo* lastDamageInfo = theBodyModule->getLastDamageInfo();
if (!lastDamageInfo) {
continue;
}
ObjectID id = lastDamageInfo->in.m_sourceID;
Object* pAttacker = TheGameLogic->findObjectByID(id);
if (!pAttacker) {
continue;
}
if (pAttacker->getControllingPlayer() == playerFromParam(pPlayerParm)) {
return true;
}
}
return false;
}
//-------------------------------------------------------------------------------------------------
/** evaluateBuiltByPlayer */
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluateBuiltByPlayer(Condition *pCondition, Parameter* pTypeParm, Parameter* pPlayerParm)
{
if (pCondition->getCustomData()!=0) {
// We have a cached value.
if (TheScriptEngine->getFrameObjectCountChanged() == pCondition->getCustomFrame()) {
// object count hasn't changed. Use cached value.
if (pCondition->getCustomData()==1) return true;
if (pCondition->getCustomData()==-1) return false;
}
}
Player* pPlayer = playerFromParam(pPlayerParm);
if (!pPlayer) {
return false;
}
const ThingTemplate* pTemplate = TheThingFactory->findTemplate(pTypeParm->getString());
if (!pTemplate) {
return false;
}
ObjectTypesTemp types;
objectTypesFromParam(pTypeParm, types.m_types);
std::vector counts;
std::vector templates;
Int numTemplates = types.m_types->prepForPlayerCounting(templates, counts);
if (numTemplates > 0) {
pPlayer->countObjectsByThingTemplate(numTemplates, &(*templates.begin()), false, &(*counts.begin()));
} else {
return 0;
}
Int sumOfObjs = rts::sum(counts);
pCondition->setCustomData(-1); // false.
if (sumOfObjs != 0) {
pCondition->setCustomData(1); // true.
}
pCondition->setCustomFrame(TheScriptEngine->getFrameObjectCountChanged());
return (sumOfObjs != 0);
}
//-------------------------------------------------------------------------------------------------
/** evaluateNamedCreated */
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluateNamedCreated(Parameter* pUnitParm)
{
// This is actually evaluateNamedExists(...)
///@todo - evaluate created, not exists...
return (TheScriptEngine->getUnitNamed(pUnitParm->getString()) != NULL);
}
//-------------------------------------------------------------------------------------------------
/** evaluateTeamCreated */
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluateTeamCreated(Parameter* pTeamParm)
{
Team *pTeam = TheScriptEngine->getTeamNamed(pTeamParm->getString());
if (pTeam) {
return pTeam->isCreated();
}
return ( false );
}
//-------------------------------------------------------------------------------------------------
/** evaluateUnitHealth */
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluateUnitHealth(Parameter *pUnitParm, Parameter* pComparisonParm, Parameter *pHealthPercent)
{
Object *theObj = TheScriptEngine->getUnitNamed( pUnitParm->getString() );
if (!theObj) {
return false;
}
if (!theObj->getBodyModule()) return false;
Real curHealth = theObj->getBodyModule()->getHealth();
Real initialHealth = theObj->getBodyModule()->getInitialHealth();
Int curPercent = (curHealth*100 + initialHealth/2)/initialHealth;
switch (pComparisonParm->getInt())
{
case Parameter::LESS_THAN : return (curPercent < pHealthPercent->getInt());
case Parameter::LESS_EQUAL : return (curPercent <= pHealthPercent->getInt());
case Parameter::EQUAL : return (curPercent == pHealthPercent->getInt());
case Parameter::GREATER_EQUAL : return (curPercent >= pHealthPercent->getInt());
case Parameter::GREATER : return (curPercent > pHealthPercent->getInt());
case Parameter::NOT_EQUAL : return (curPercent != pHealthPercent->getInt());
}
return false;
}
//-------------------------------------------------------------------------------------------------
/** evaluatePlayerHasCredits */
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluatePlayerHasCredits(Parameter *pCreditsParm, Parameter* pComparisonParm, Parameter *pPlayerParm)
{
Player* pPlayer = playerFromParam(pPlayerParm);
if (!pPlayer) {
return false;
}
if (pPlayer && pPlayer->getMoney()) {
switch (pComparisonParm->getInt())
{
case Parameter::LESS_THAN : return (pCreditsParm->getInt() < pPlayer->getMoney()->countMoney()); break;
case Parameter::LESS_EQUAL : return (pCreditsParm->getInt() <= pPlayer->getMoney()->countMoney()); break;
case Parameter::EQUAL : return (pCreditsParm->getInt() == pPlayer->getMoney()->countMoney()); break;
case Parameter::GREATER_EQUAL : return (pCreditsParm->getInt() >= pPlayer->getMoney()->countMoney()); break;
case Parameter::GREATER : return (pCreditsParm->getInt() > pPlayer->getMoney()->countMoney()); break;
case Parameter::NOT_EQUAL : return (pCreditsParm->getInt() != pPlayer->getMoney()->countMoney()); break;
}
}
return false;
}
//-------------------------------------------------------------------------------------------------
/** evaluateBuildingEntered */
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluateBuildingEntered( Parameter *pPlayerParm, Parameter *pItemParm )
{
Object *theObj = TheScriptEngine->getUnitNamed( pItemParm->getString() );
if (!theObj) {
return false;
}
ContainModuleInterface *contain = theObj->getContain();
if( !contain )
{
DEBUG_CRASH( ("evaluateBuildingEntered script condition -- building doesn't have a container.") );
return false;
}
PlayerMaskType playerMask = theObj->getContain()->getPlayerWhoEntered();
if (playerMask==0) {
return false;
}
Player *pPlayer = playerFromParam(pPlayerParm);
if (!pPlayer) {
return false;
}
if (playerMask == pPlayer->getPlayerMask()) {
return true;
}
return false;
}
//-------------------------------------------------------------------------------------------------
/** evaluateIsBuildingEmpty */
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluateIsBuildingEmpty( Parameter *pItemParm )
{
Object *theBuilding = TheScriptEngine->getUnitNamed(pItemParm->getString());
if (!theBuilding) {
return false;
}
ContainModuleInterface* contain = theBuilding->getContain();
if (!contain) {
return false;
}
if (contain->getContainCount() > 0) {
return false;
}
return true;
}
//-------------------------------------------------------------------------------------------------
/** evaluateEnemySighted */
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluateEnemySighted(Parameter *pItemParm, Parameter *pAllianceParm, Parameter* pPlayerParm)
{
Object *theObj = TheScriptEngine->getUnitNamed( pItemParm->getString() );
if (!theObj) {
return false;
}
Player *pPlayer = playerFromParam(pPlayerParm);
if (!pPlayer) {
return false;
}
// filter out appropriately based on alliances
Int relationDescriber;
switch (pAllianceParm->getInt()) {
case Parameter::REL_NEUTRAL:
relationDescriber = PartitionFilterRelationship::ALLOW_NEUTRAL;
break;
case Parameter::REL_FRIEND:
relationDescriber = PartitionFilterRelationship::ALLOW_ALLIES;
break;
case Parameter::REL_ENEMY:
relationDescriber = PartitionFilterRelationship::ALLOW_ENEMIES;
break;
}
PartitionFilterRelationship filterTeam(theObj, relationDescriber);
// and only stuff that is not dead
PartitionFilterAlive filterAlive;
// and only nonstealthed items.
PartitionFilterRejectByObjectStatus filterStealth( MAKE_OBJECT_STATUS_MASK( OBJECT_STATUS_STEALTHED ),
MAKE_OBJECT_STATUS_MASK2( OBJECT_STATUS_DETECTED, OBJECT_STATUS_DISGUISED ) );
// and only on-map (or not)
PartitionFilterSameMapStatus filterMapStatus(theObj);
PartitionFilter *filters[] = { &filterTeam, &filterAlive, &filterStealth, &filterMapStatus, NULL };
Real visionRange = theObj->getVisionRange();
SimpleObjectIterator *iter = ThePartitionManager->iterateObjectsInRange(
theObj, visionRange, FROM_CENTER_2D, filters);
MemoryPoolObjectHolder hold(iter);
for (Object *them = iter->first(); them; them = iter->next())
{
if (them->getControllingPlayer() == pPlayer) {
return true;
}
}
return false;
}
//-------------------------------------------------------------------------------------------------
/** evaluateTypeSighted */
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluateTypeSighted(Parameter *pItemParm, Parameter *pTypeParm, Parameter* pPlayerParm)
{
Object *theObj = TheScriptEngine->getUnitNamed( pItemParm->getString() );
if (!theObj) {
return false;
}
Player *pPlayer = playerFromParam(pPlayerParm);
if (!pPlayer) {
return false;
}
ObjectTypesTemp types;
objectTypesFromParam(pTypeParm, types.m_types);
// and only stuff that is not dead
PartitionFilterAlive filterAlive;
// and only nonstealthed items.
PartitionFilterRejectByObjectStatus filterStealth( MAKE_OBJECT_STATUS_MASK( OBJECT_STATUS_STEALTHED ),
MAKE_OBJECT_STATUS_MASK2( OBJECT_STATUS_DETECTED, OBJECT_STATUS_DISGUISED ) );
// and only on-map (or not)
PartitionFilterSameMapStatus filterMapStatus(theObj);
PartitionFilter *filters[] = { &filterAlive, &filterStealth, &filterMapStatus, NULL };
Real visionRange = theObj->getVisionRange();
SimpleObjectIterator *iter = ThePartitionManager->iterateObjectsInRange(
theObj, visionRange, FROM_CENTER_2D, filters);
MemoryPoolObjectHolder hold(iter);
for (Object *them = iter->first(); them; them = iter->next())
{
if (them->getControllingPlayer() == pPlayer) {
if (types.m_types->isInSet(them->getTemplate()->getName()))
return true;
}
}
return false;
}
//-------------------------------------------------------------------------------------------------
/** evaluateNamedDiscovered */
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluateNamedDiscovered(Parameter *pItemParm, Parameter* pPlayerParm)
{
Object *theObj = TheScriptEngine->getUnitNamed( pItemParm->getString() );
if (!theObj) {
return false;
}
Player *pPlayer = playerFromParam(pPlayerParm);
if (!pPlayer) {
return false;
}
// We are held, so we are not visible.
if( theObj->isDisabledByType( DISABLED_HELD ) )
{
return false;
}
// If we are stealthed we are not visible.
if( theObj->getStatusBits().test( OBJECT_STATUS_STEALTHED ) &&
!theObj->getStatusBits().test( OBJECT_STATUS_DETECTED ) &&
!theObj->getStatusBits().test( OBJECT_STATUS_DISGUISED ) )
{
return false;
}
ObjectShroudStatus shroud = theObj->getShroudedStatus(pPlayer->getPlayerIndex());
return (shroud == OBJECTSHROUD_CLEAR || shroud == OBJECTSHROUD_PARTIAL_CLEAR);
}
//-------------------------------------------------------------------------------------------------
/** evaluateTeamDiscovered */
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluateTeamDiscovered(Parameter *pTeamParm, Parameter *pPlayerParm)
{
Team *theTeam = TheScriptEngine->getTeamNamed( pTeamParm->getString() );
if (!theTeam) {
return false;
}
Player *pPlayer = playerFromParam(pPlayerParm);
if (!pPlayer) {
return false;
}
for (DLINK_ITERATOR iter = theTeam->iterate_TeamMemberList(); !iter.done(); iter.advance()) {
Object *pObj = iter.cur();
if (!pObj) {
continue;
}
// We are held, so we are not visible.
if( pObj->isDisabledByType( DISABLED_HELD ) )
{
continue;
}
// If we are stealthed we are not visible.
if( pObj->getStatusBits().test( OBJECT_STATUS_STEALTHED ) &&
!pObj->getStatusBits().test( OBJECT_STATUS_DETECTED ) &&
!pObj->getStatusBits().test( OBJECT_STATUS_DISGUISED ) )
{
continue;
}
ObjectShroudStatus shroud = pObj->getShroudedStatus(pPlayer->getPlayerIndex());
if (shroud == OBJECTSHROUD_CLEAR || shroud == OBJECTSHROUD_PARTIAL_CLEAR) {
return true;
}
}
return false;
}
//-------------------------------------------------------------------------------------------------
/** evaluateMissionAttempts */
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluateMissionAttempts(Parameter *pPlayerParm, Parameter *pComparisonParm, Parameter *pAttemptsParm)
{
//Player* pPlayer = playerFromParam(pPlayerParm);
return false;
}
//-------------------------------------------------------------------------------------------------
/** evaluateNamedOwnedByPlayer */
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluateNamedOwnedByPlayer(Parameter *pUnitParm, Parameter *pPlayerParm)
{
Player* pPlayer = playerFromParam(pPlayerParm);
if (!pPlayer) {
return false;
}
Object* pObj = TheScriptEngine->getUnitNamed(pUnitParm->getString());
if (!pObj) {
return false;
}
return (pObj->getControllingPlayer() == pPlayer);
}
//-------------------------------------------------------------------------------------------------
/** evaluateTeamOwnedByPlayer */
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluateTeamOwnedByPlayer(Parameter *pTeamParm, Parameter *pPlayerParm)
{
Player* pPlayer = playerFromParam(pPlayerParm);
if (!pPlayer) {
return false;
}
Team* pTeam = TheScriptEngine->getTeamNamed(pTeamParm->getString());
if (!pTeam) {
return false;
}
return (pTeam->getControllingPlayer() == pPlayer);
}
//-------------------------------------------------------------------------------------------------
/** evaluatePlayerHasNOrFewerBuildings */
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluatePlayerHasNOrFewerBuildings(Parameter *pBuildingCountParm, Parameter *pPlayerParm)
{
Player* pPlayer = playerFromParam(pPlayerParm);
if (!pPlayer) {
return false;
}
return (pBuildingCountParm->getInt() >= pPlayer->countBuildings());
}
//-------------------------------------------------------------------------------------------------
/** evaluatePlayerHasNOrFewerFactionBuildings */
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluatePlayerHasNOrFewerFactionBuildings(Parameter *pBuildingCountParm, Parameter *pPlayerParm)
{
Player* pPlayer = playerFromParam(pPlayerParm);
if (!pPlayer) {
return false;
}
KindOfMaskType mask;
mask.set(KINDOF_MP_COUNT_FOR_VICTORY);
mask.set(KINDOF_STRUCTURE);
return (pBuildingCountParm->getInt() >= pPlayer->countObjects(mask, KINDOFMASK_NONE));
}
//-------------------------------------------------------------------------------------------------
/** evaluatePlayerHasPower */
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluatePlayerHasPower(Parameter *pPlayerParm)
{
Player* pPlayer = playerFromParam(pPlayerParm);
if (!pPlayer) {
return false;
}
Energy* pPlayersEnergy = pPlayer->getEnergy();
if (!pPlayersEnergy) {
return false;
}
return pPlayersEnergy->hasSufficientPower();
}
//-------------------------------------------------------------------------------------------------
/** evaluateNamedReachedWaypointsEnd */
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluateNamedReachedWaypointsEnd(Parameter *pUnitParm, Parameter* pWaypointPathParm)
{
Object *theObj = TheScriptEngine->getUnitNamed( pUnitParm->getString() );
if (!theObj) {
return false;
}
AIUpdateInterface *ai = theObj->getAIUpdateInterface();
if (!ai)
return false;
const Waypoint *targetWay = ai->getCompletedWaypoint();
if (!targetWay) return false;
AsciiString pathName = pWaypointPathParm->getString();
if (targetWay->getPathLabel1() == pathName) return true;
if (targetWay->getPathLabel2() == pathName) return true;
if (targetWay->getPathLabel3() == pathName) return true;
return false;
}
//-------------------------------------------------------------------------------------------------
/** evaluateTeamReachedWaypointsEnd */
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluateTeamReachedWaypointsEnd(Parameter *pTeamParm, Parameter* pWaypointPathParm)
{
Team *theTeam = TheScriptEngine->getTeamNamed( pTeamParm->getString() );
if (!theTeam) {
return false;
}
AsciiString pathName = pWaypointPathParm->getString();
Bool anyAtEnd = false;
Bool anyNotAtEnd = false;
// Note - This returns true if any of the team completed the path. This is as the current
// implementation tends to do group pathfinding by default, so we trigger when the leader actually thinks
// that he has reached the end of the waypoint path.
//int i = 0;
for (DLINK_ITERATOR iter = theTeam->iterate_TeamMemberList(); !iter.done(); iter.advance()) {
Object *pObj = iter.cur();
if (!pObj) {
continue;
}
AIUpdateInterface *ai = pObj->getAIUpdateInterface();
if (!ai) continue; // in case there are any rocks or trees in the team :)
const Waypoint *targetWay = ai->getCompletedWaypoint();
if (!targetWay) {
anyNotAtEnd = true;
continue;
}
Bool found = false;
if (targetWay->getPathLabel1() == pathName) found = true;
if (targetWay->getPathLabel2() == pathName) found = true;
if (targetWay->getPathLabel3() == pathName) found = true;
if (found) {
anyAtEnd = true;
} else {
anyNotAtEnd = true;
}
}
return anyAtEnd;
}
//-------------------------------------------------------------------------------------------------
/** evaluateNamedSelected */
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluateNamedSelected(Condition *pCondition, Parameter *pUnitParm)
{
if (TheGameEngine->isMultiplayerSession())
{
return false;
}
Bool anyChanges = false;
if (pCondition->getCustomData() == 0) anyChanges = true;
if (TheInGameUI->getFrameSelectionChanged() != pCondition->getCustomFrame()) {
anyChanges = true; // Selection changed since we cached the value. jba.
}
if (!anyChanges) {
if (pCondition->getCustomData()==-1) return false;
if (pCondition->getCustomData()==1) return true;
}
Bool isSelected = false;
const DrawableList *selected = TheInGameUI->getAllSelectedDrawables();
// loop through all the selected drawables
Drawable *draw;
for( DrawableListCIt it = selected->begin(); it != selected->end(); ++it )
{
draw = *it;
if (draw->getObject()->getName() == (pUnitParm->getString())) {
isSelected = true;
break;
}
}
pCondition->setCustomData(-1); // false.
if (isSelected) {
pCondition->setCustomData(1); // true.
}
pCondition->setCustomFrame(TheInGameUI->getFrameSelectionChanged());
return isSelected;
}
//-------------------------------------------------------------------------------------------------
/** evaluateVideoHasCompleted */
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluateVideoHasCompleted(Parameter *pVideoParm)
{
return TheScriptEngine->isVideoComplete(pVideoParm->getString(), true);
}
//-------------------------------------------------------------------------------------------------
/** evaluateSpeechHasCompleted */
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluateSpeechHasCompleted(Parameter *pSpeechParm)
{
return TheScriptEngine->isSpeechComplete(pSpeechParm->getString(), true);
}
//-------------------------------------------------------------------------------------------------
/** evaluateAudioHasCompleted */
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluateAudioHasCompleted(Parameter *pAudioParm)
{
return TheScriptEngine->isAudioComplete(pAudioParm->getString(), true);
}
//-------------------------------------------------------------------------------------------------
/** evaluatePlayerSpecialPowerFromUnitTriggered */
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluatePlayerSpecialPowerFromUnitTriggered(Parameter *pPlayerParm, Parameter *pSpecialPowerParm, Parameter* pUnitParm)
{
Player *pPlayer = playerFromParam(pPlayerParm);
ObjectID sourceID = INVALID_ID;
if (pUnitParm)
{
Object* pUnit = TheScriptEngine->getUnitNamed(pUnitParm->getString());
if (!pUnit)
{
// we cared about the source object, but it is dead. No sense checking anymore, since we don't know it's objectID anymore. :P
return FALSE;
}
sourceID = pUnit->getID();
}
if (pPlayer)
{
return TheScriptEngine->isSpecialPowerTriggered(pPlayer->getPlayerIndex(), pSpecialPowerParm->getString(), TRUE, sourceID);
}
return FALSE;
}
//-------------------------------------------------------------------------------------------------
/** evaluatePlayerSpecialPowerFromUnitMidway */
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluatePlayerSpecialPowerFromUnitMidway(Parameter *pPlayerParm, Parameter *pSpecialPowerParm, Parameter* pUnitParm)
{
Player *pPlayer = playerFromParam(pPlayerParm);
ObjectID sourceID = INVALID_ID;
if (pUnitParm)
{
Object* pUnit = TheScriptEngine->getUnitNamed(pUnitParm->getString());
if (!pUnit)
{
// we cared about the source object, but it is dead. No sense checking anymore, since we don't know it's objectID anymore. :P
return FALSE;
}
sourceID = pUnit->getID();
}
if (pPlayer)
{
return TheScriptEngine->isSpecialPowerMidway(pPlayer->getPlayerIndex(), pSpecialPowerParm->getString(), TRUE, sourceID);
}
return FALSE;
}
//-------------------------------------------------------------------------------------------------
/** evaluatePlayerSpecialPowerFromUnitComplete */
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluatePlayerSpecialPowerFromUnitComplete(Parameter *pPlayerParm, Parameter *pSpecialPowerParm, Parameter* pUnitParm)
{
Player *pPlayer = playerFromParam(pPlayerParm);
ObjectID sourceID = INVALID_ID;
if (pUnitParm)
{
Object* pUnit = TheScriptEngine->getUnitNamed(pUnitParm->getString());
if (!pUnit)
{
// we cared about the source object, but it is dead. No sense checking anymore, since we don't know it's objectID anymore. :P
return FALSE;
}
sourceID = pUnit->getID();
}
if (pPlayer)
{
return TheScriptEngine->isSpecialPowerComplete(pPlayer->getPlayerIndex(), pSpecialPowerParm->getString(), TRUE, sourceID);
}
return FALSE;
}
//-------------------------------------------------------------------------------------------------
/** evaluateUpgradeFromUnitComplete */
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluateUpgradeFromUnitComplete(Parameter *pPlayerParm, Parameter *pUpgradeParm, Parameter* pUnitParm)
{
Player *pPlayer = playerFromParam(pPlayerParm);
ObjectID sourceID = INVALID_ID;
if (pUnitParm)
{
Object* pUnit = TheScriptEngine->getUnitNamed(pUnitParm->getString());
if (!pUnit)
{
// we cared about the source object, but it is dead. No sense checking anymore, since we don't know it's objectID anymore. :P
return FALSE;
}
sourceID = pUnit->getID();
}
if (pPlayer)
{
return TheScriptEngine->isUpgradeComplete(pPlayer->getPlayerIndex(), pUpgradeParm->getString(), TRUE, sourceID);
}
return FALSE;
}
//-------------------------------------------------------------------------------------------------
/** evaluateScienceAcquired */
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluateScienceAcquired(Parameter *pPlayerParm, Parameter *pScienceParm)
{
Player *pPlayer = playerFromParam(pPlayerParm);
if (pPlayer)
{
ScienceType science = TheScienceStore->getScienceFromInternalName(pScienceParm->getString());
if (science == SCIENCE_INVALID)
return FALSE;
return TheScriptEngine->isScienceAcquired(pPlayer->getPlayerIndex(), science, TRUE);
}
return FALSE;
}
//-------------------------------------------------------------------------------------------------
/** evaluateCanPurchaseScience */
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluateCanPurchaseScience(Parameter *pPlayerParm, Parameter *pScienceParm)
{
Player *pPlayer = playerFromParam(pPlayerParm);
if (pPlayer)
{
ScienceType science = TheScienceStore->getScienceFromInternalName(pScienceParm->getString());
if (science == SCIENCE_INVALID)
return FALSE;
return pPlayer->isCapableOfPurchasingScience(science);
}
return FALSE;
}
//-------------------------------------------------------------------------------------------------
/** evaluateSciencePurchasePoints */
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluateSciencePurchasePoints(Parameter *pPlayerParm, Parameter *pSciencePointParm)
{
Player *pPlayer = playerFromParam(pPlayerParm);
if (pPlayer)
{
Int pointsNeeded = pSciencePointParm->getInt();
return pPlayer->getSciencePurchasePoints() >= pointsNeeded;
}
return FALSE;
}
//-------------------------------------------------------------------------------------------------
/** evaluateNamedHasFreeContainerSlots */
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluateNamedHasFreeContainerSlots(Parameter *pUnitParm)
{
Object* pUnit = TheScriptEngine->getUnitNamed(pUnitParm->getString());
if (!pUnit) {
return false;
}
ContainModuleInterface *contain = pUnit->getContain();
if( contain )
{
UnsignedInt max = contain->getContainMax();
UnsignedInt cur = contain->getContainCount();
if( cur < max )
{
return TRUE;
}
}
return FALSE;
}
//-------------------------------------------------------------------------------------------------
/** evaluateNamedEnteredArea */
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluateNamedEnteredArea(Parameter *pUnitParm, Parameter *pTriggerParm)
{
Object* pUnit = TheScriptEngine->getUnitNamed(pUnitParm->getString());
if (!pUnit) {
return false;
}
if (pUnit->isKindOf(KINDOF_INERT)) {
return false;
}
PolygonTrigger *pTrig = TheScriptEngine->getQualifiedTriggerAreaByName(pTriggerParm->getString());
if (!pTrig) {
return false;
}
return (pUnit->didEnter(pTrig));
}
//-------------------------------------------------------------------------------------------------
/** evaluateNamedExitedArea */
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluateNamedExitedArea(Parameter *pUnitParm, Parameter *pTriggerParm)
{
Object* pUnit = TheScriptEngine->getUnitNamed(pUnitParm->getString());
if (!pUnit) {
return false;
}
PolygonTrigger *pTrig = TheScriptEngine->getQualifiedTriggerAreaByName(pTriggerParm->getString());
if (!pTrig) {
return false;
}
return (pUnit->didExit(pTrig));
}
//-------------------------------------------------------------------------------------------------
/** evaluateTeamEnteredAreaEntirely */
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluateTeamEnteredAreaEntirely(Parameter *pTeamParm, Parameter *pTriggerParm, Parameter *pTypeParm)
{
Team* pTeam = TheScriptEngine->getTeamNamed(pTeamParm->getString());
if (!pTeam) {
return false;
}
PolygonTrigger *pTrig = TheScriptEngine->getQualifiedTriggerAreaByName(pTriggerParm->getString());
if (pTrig) {
return pTeam->didAllEnter(pTrig, (UnsignedInt)pTypeParm->getInt());
}
return false;
}
//-------------------------------------------------------------------------------------------------
/** evaluateTeamEnteredAreaPartially */
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluateTeamEnteredAreaPartially(Parameter *pTeamParm, Parameter *pTriggerParm, Parameter *pTypeParm)
{
Team* pTeam = TheScriptEngine->getTeamNamed(pTeamParm->getString());
if (!pTeam) {
return false;
}
PolygonTrigger *pTrig = TheScriptEngine->getQualifiedTriggerAreaByName(pTriggerParm->getString());
if (pTrig) {
return pTeam->didPartialEnter(pTrig, (UnsignedInt)pTypeParm->getInt());
}
return false;
}
//-------------------------------------------------------------------------------------------------
/** evaluateTeamExitedAreaEntirely */
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluateTeamExitedAreaEntirely(Parameter *pTeamParm, Parameter *pTriggerParm, Parameter *pTypeParm)
{
Team* pTeam = TheScriptEngine->getTeamNamed(pTeamParm->getString());
if (!pTeam) {
return false;
}
PolygonTrigger *pTrig = TheScriptEngine->getQualifiedTriggerAreaByName(pTriggerParm->getString());
if (!pTrig) {
return false;
}
return (pTeam->didAllExit(pTrig, (UnsignedInt)pTypeParm->getInt()));
}
//-------------------------------------------------------------------------------------------------
/** evaluateTeamExitedAreaPartially */
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluateTeamExitedAreaPartially(Parameter *pTeamParm, Parameter *pTriggerParm, Parameter *pTypeParm)
{
Team* pTeam = TheScriptEngine->getTeamNamed(pTeamParm->getString());
if (!pTeam) {
return false;
}
PolygonTrigger *pTrig = TheScriptEngine->getQualifiedTriggerAreaByName(pTriggerParm->getString());
if (!pTrig) {
return false;
}
return (pTeam->didPartialExit(pTrig, (UnsignedInt)pTypeParm->getInt()));
}
//-------------------------------------------------------------------------------------------------
/** evaluateMultiplayerAlliedVictory */
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluateMultiplayerAlliedVictory(void)
{
return TheVictoryConditions->isLocalAlliedVictory();
}
//-------------------------------------------------------------------------------------------------
/** evaluateMultiplayerAlliedDefeat */
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluateMultiplayerAlliedDefeat(void)
{
return TheVictoryConditions->isLocalAlliedDefeat();
}
//-------------------------------------------------------------------------------------------------
/** evaluateMultiplayerPlayerDefeat */
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluateMultiplayerPlayerDefeat(void)
{
return TheVictoryConditions->isLocalDefeat() && !TheVictoryConditions->isLocalAlliedDefeat();
}
//-------------------------------------------------------------------------------------------------
/** evaluatePlayerUnitCondition */
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluatePlayerUnitCondition(Condition *pCondition, Parameter *pPlayerParm, Parameter *pComparisonParm, Parameter *pCountParm, Parameter *pUnitTypeParm)
{
if (pCondition->getCustomData()!=0)
{
// We have a cached value.
if( TheScriptEngine->getFrameObjectCountChanged() == pCondition->getCustomFrame() )
{
// object count hasn't changed since we cached. Use cached value.
if( pCondition->getCustomData() == 1 )
{
return true;
}
if( pCondition->getCustomData() == -1 )
{
return false;
}
}
}
Player* pPlayer = playerFromParam(pPlayerParm);
if (!pPlayer)
{
return false;
}
ObjectTypesTemp types;
objectTypesFromParam(pUnitTypeParm, types.m_types);
std::vector counts;
std::vector templates;
Int numObjs = types.m_types->prepForPlayerCounting(templates, counts);
Int count = 0;
if (numObjs > 0)
{
pPlayer->countObjectsByThingTemplate(numObjs, &(*templates.begin()), false, &(*counts.begin()));
count = rts::sum(counts);
}
Bool comparison = false;
switch (pComparisonParm->getInt())
{
case Parameter::LESS_THAN :
comparison = (count < pCountParm->getInt());
break;
case Parameter::LESS_EQUAL :
comparison = (count <= pCountParm->getInt());
break;
case Parameter::EQUAL :
comparison = (count == pCountParm->getInt());
break;
case Parameter::GREATER_EQUAL :
comparison = (count >= pCountParm->getInt());
break;
case Parameter::GREATER :
comparison = (count > pCountParm->getInt());
break;
case Parameter::NOT_EQUAL :
comparison = (count != pCountParm->getInt());
break;
default:
DEBUG_CRASH(("ScriptConditions::evaluatePlayerUnitCondition: Invalid comparison type. (jkmcd)"));
break;
}
pCondition->setCustomData(-1); // false.
if (comparison)
{
pCondition->setCustomData(1); // true.
}
pCondition->setCustomFrame(TheScriptEngine->getFrameObjectCountChanged());
return comparison;
}
//-------------------------------------------------------------------------------------------------
/** evaluatePlayerHasComparisonPercentPower */
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluatePlayerHasComparisonPercentPower(Parameter *pPlayerParm, Parameter *pComparisonParm, Parameter *pPercentParm)
{
Player* pPlayer = playerFromParam(pPlayerParm);
if (!pPlayer) {
return false;
}
Real powerRatio = pPlayer->getEnergy()->getEnergySupplyRatio();
Real testRatio = pPercentParm->getInt()/100.0f;
switch (pComparisonParm->getInt())
{
case Parameter::LESS_THAN : return (powerRatio < testRatio);
case Parameter::LESS_EQUAL : return (powerRatio <= testRatio);
case Parameter::EQUAL : return (powerRatio == testRatio);
case Parameter::GREATER_EQUAL : return (powerRatio >= testRatio);
case Parameter::GREATER : return (powerRatio > testRatio);
case Parameter::NOT_EQUAL: return (powerRatio != testRatio);
}
return false;
}
//-------------------------------------------------------------------------------------------------
/** evaluatePlayerHasComparisonValueExcessPower */
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluatePlayerHasComparisonValueExcessPower(Parameter *pPlayerParm, Parameter *pComparisonParm, Parameter *pKWHParm)
{
Player* pPlayer = playerFromParam(pPlayerParm);
if (!pPlayer) {
return false;
}
Int desiredKilowattExcess = pKWHParm->getInt();
Int actualKilowats = pPlayer->getEnergy()->getProduction() - pPlayer->getEnergy()->getConsumption();
switch (pComparisonParm->getInt())
{
case Parameter::LESS_THAN : return (actualKilowats < desiredKilowattExcess);
case Parameter::LESS_EQUAL : return (actualKilowats <= desiredKilowattExcess);
case Parameter::EQUAL : return (actualKilowats == desiredKilowattExcess);
case Parameter::GREATER_EQUAL : return (actualKilowats >= desiredKilowattExcess);
case Parameter::GREATER : return (actualKilowats > desiredKilowattExcess);
case Parameter::NOT_EQUAL: return (actualKilowats != desiredKilowattExcess);
}
return false;
}
//-------------------------------------------------------------------------------------------------
/** evaluateSkirmishSpecialPowerIsReady - does any unit have this special power ready to use? */
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluateSkirmishSpecialPowerIsReady(Parameter *pSkirmishPlayerParm, Parameter *pPower)
{
if (pPower->getInt() == -1) return false;
if (pPower->getInt()>0 && pPower->getInt()>TheGameLogic->getFrame()) {
return false;
}
Int nextFrame = TheGameLogic->getFrame() + 10*LOGICFRAMES_PER_SECOND;
const SpecialPowerTemplate *power = TheSpecialPowerStore->findSpecialPowerTemplate(pPower->getString());
if (power==NULL) {
pPower->friend_setInt(-1); // flag as never true.
return false;
}
Bool found = false;
Player::PlayerTeamList::const_iterator it;
Player *pPlayer = playerFromParam(pSkirmishPlayerParm);
if (pPlayer==NULL)
return false;
for (it = pPlayer->getPlayerTeams()->begin(); it != pPlayer->getPlayerTeams()->end(); ++it) {
for (DLINK_ITERATOR iter = (*it)->iterate_TeamInstanceList(); !iter.done(); iter.advance()) {
Team *team = iter.cur();
if (!team) continue;
for (DLINK_ITERATOR iter = team->iterate_TeamMemberList(); !iter.done(); iter.advance()) {
Object *pObj = iter.cur();
if (!pObj) continue;
if( pObj->getStatusBits().test( OBJECT_STATUS_UNDER_CONSTRUCTION ) || pObj->isDisabled() )
{
continue; // can't fire if under construction or disabled.
}
SpecialPowerModuleInterface *mod = pObj->getSpecialPowerModule(power);
if (mod)
{
if (!TheSpecialPowerStore->canUseSpecialPower(pObj, power)) {
continue;
}
found = true;
if (mod->isReady()) return true;
if (mod->getReadyFrame()getReadyFrame();
}
}
}
}
pPower->friend_setInt(nextFrame);
return false;
}
//-------------------------------------------------------------------------------------------------
/** evaluatePlayerDestroyedNOrMoreBuildings */
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluatePlayerDestroyedNOrMoreBuildings(Parameter *pPlayerParm, Parameter *pNumParm, Parameter *pOpponentParm)
{
Player* pPlayer = playerFromParam(pPlayerParm);
Player* pOpponent = playerFromParam(pOpponentParm);
//Int N = pNumParm->getInt();
if (!pPlayer || !pOpponent) {
return false;
}
/// @todo CLH implement me!
return FALSE;
}
//-------------------------------------------------------------------------------------------------
/** evaluateUnitHasEmptied */
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluateUnitHasEmptied(Parameter *pUnitParm)
{
Object *object = TheScriptEngine->getUnitNamed(pUnitParm->getString());
if (!object) {
return false;
}
// have we checked this one before?
TransportStatus *stats = s_transportStatuses;
while (stats) {
if (stats->m_objID == object->getID()) {
break;
}
stats = stats->m_nextStatus;
}
ContainModuleInterface *cmi = object->getContain();
Int numPeeps = cmi ? cmi->getContainCount() : 0;
UnsignedInt frameNum = TheGameLogic->getFrame();
if (stats == NULL)
{
TransportStatus *transportStatus = newInstance(TransportStatus);
transportStatus->m_objID = object->getID();
transportStatus->m_frameNumber = frameNum;
transportStatus->m_unitCount = numPeeps;
transportStatus->m_nextStatus = s_transportStatuses;
s_transportStatuses = transportStatus;
return false;
}
if (stats->m_frameNumber == frameNum - 1) {
if (stats->m_unitCount > 0 && numPeeps == 0) {
// don't actually update the info on this round, because we want to make sure that
// multiple calls to this in the same frame actually work.
return true;
}
}
// perform the update.
stats->m_frameNumber = frameNum;
stats->m_unitCount = numPeeps;
return false;
}
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluateTeamIsContained(Parameter *pTeamParm, Bool allContained)
{
Team* pTeam = TheScriptEngine->getTeamNamed(pTeamParm->getString());
if (!pTeam) {
return false;
}
Bool anyConsidered = FALSE;
for (DLINK_ITERATOR iter = pTeam->iterate_TeamMemberList(); !iter.done(); iter.advance()) {
Object *obj = iter.cur();
if (!obj) {
continue;
}
Bool isContained = (obj->getContainedBy() != NULL);
if (!isContained) {
// we could still be exiting, in which case we should pretend like we are contained.
AIUpdateInterface *ai = obj->getAIUpdateInterface();
if (ai) {
isContained = (isContained && (ai->getCurrentStateID() == AI_EXIT));
}
}
if (isContained) {
if (!allContained) {
return TRUE;
}
} else {
if (allContained) {
return FALSE;
}
}
anyConsidered = TRUE;
}
if (anyConsidered) {
return allContained;
}
return FALSE;
}
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluateUnitHasObjectStatus(Parameter *pUnitParm, Parameter *pObjectStatus)
{
Object *object = TheScriptEngine->getUnitNamed(pUnitParm->getString());
if (!object) {
return false;
}
return( object->getStatusBits().testForAny( pObjectStatus->getStatus() ) );
}
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluateTeamHasObjectStatus(Parameter *pTeamParm, Parameter *pObjectStatus, Bool entireTeam)
{
Team *theTeam = TheScriptEngine->getTeamNamed( pTeamParm->getString() );
if (!theTeam) {
return false;
}
for (DLINK_ITERATOR iter = theTeam->iterate_TeamMemberList(); !iter.done(); iter.advance()) {
Object *pObj = iter.cur();
if (!pObj) {
return false;
}
ObjectStatusMaskType objStatus = pObjectStatus->getStatus();
Bool currObjHasStatus = pObj->getStatusBits().testForAny( objStatus );
if( entireTeam && !currObjHasStatus )
{
return false;
}
else if( !entireTeam && currObjHasStatus )
{
return true;
}
}
if (entireTeam) {
return true;
}
return false;
}
//-------------------------------------------------------------------------------------------------
// @todo: PERF_EVALUATE Get a perf timer on this. Should we adjust this function so that it runs like
// evaluatePlayerHasUnitKindInArea
// ?
Bool ScriptConditions::evaluateSkirmishValueInArea(Condition *pCondition, Parameter *pSkirmishPlayerParm, Parameter *pComparisonParm, Parameter *pMoneyParm, Parameter *pTriggerParm)
{
Player *player = playerFromParam(pSkirmishPlayerParm);
if (!player) {
return false;
}
AsciiString triggerName = pTriggerParm->getString();
PolygonTrigger *pTrig = TheScriptEngine->getQualifiedTriggerAreaByName(pTriggerParm->getString());
if (!pTrig) {
return false;
}
Player::PlayerTeamList::const_iterator it;
Bool anyChanges = false;
if (pCondition->getCustomData() == 0) anyChanges = true;
for (it = player->getPlayerTeams()->begin(); it != player->getPlayerTeams()->end(); ++it) {
if (anyChanges) break;
for (DLINK_ITERATOR iter = (*it)->iterate_TeamInstanceList(); !iter.done(); iter.advance()) {
if (anyChanges) break;
Team *team = iter.cur();
if (!team) {
continue;
}
if (team->didEnterOrExit()) {
anyChanges = true;
}
}
}
if (TheScriptEngine->getFrameObjectCountChanged() != pCondition->getCustomFrame()) {
anyChanges = true; // Objects were added/deleted since we cached, so count could have changed. jba.
}
if (!anyChanges) {
if (pCondition->getCustomData()==-1) return false;
if (pCondition->getCustomData()==1) return true;
}
Int totalCost = 0;
for (it = player->getPlayerTeams()->begin(); it != player->getPlayerTeams()->end(); ++it) {
for (DLINK_ITERATOR iter = (*it)->iterate_TeamInstanceList(); !iter.done(); iter.advance()) {
Team *team = iter.cur();
if (!team) {
continue;
}
for (DLINK_ITERATOR iter = team->iterate_TeamMemberList(); !iter.done(); iter.advance()) {
Object *pObj = iter.cur();
if (!pObj) {
continue;
}
if (!pObj->isKindOf(KINDOF_INERT) && pObj->isInside(pTrig)) {
if (!pObj->isEffectivelyDead()) {
const ThingTemplate *tt = pObj->getTemplate();
if (!tt) {
continue;
}
totalCost += tt->friend_getBuildCost();
}
}
}
}
}
Bool comparison = false;
switch (pComparisonParm->getInt())
{
case Parameter::LESS_THAN : comparison = (totalCost < pMoneyParm->getInt()); break;
case Parameter::LESS_EQUAL : comparison = (totalCost <= pMoneyParm->getInt()); break;
case Parameter::EQUAL : comparison = (totalCost == pMoneyParm->getInt()); break;
case Parameter::GREATER_EQUAL : comparison = (totalCost >= pMoneyParm->getInt()); break;
case Parameter::GREATER : comparison = (totalCost > pMoneyParm->getInt()); break;
case Parameter::NOT_EQUAL : comparison = (totalCost != pMoneyParm->getInt()); break;
default:
DEBUG_CRASH(("ScriptConditions::evaluateSkirmishValueInArea: Invalid comparison type. (jkmcd)"));
break;
}
pCondition->setCustomData(-1); // false.
if (comparison) {
pCondition->setCustomData(1); // true.
}
pCondition->setCustomFrame(TheScriptEngine->getFrameObjectCountChanged());
return comparison;
}
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluateSkirmishPlayerIsFaction(Parameter *pSkirmishPlayerParm, Parameter *pFactionParm)
{
Player *player = playerFromParam(pSkirmishPlayerParm);
if (!player) {
return false;
}
return (player->getSide() == pFactionParm->getString());
}
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluateSkirmishSuppliesWithinDistancePerimeter(Parameter *pSkirmishPlayerParm, Parameter *pDistanceParm, Parameter *pLocationParm, Parameter *pValueParm)
{
Player *player = playerFromParam(pSkirmishPlayerParm);
if (!player) {
return false;
}
PolygonTrigger *trigger = TheScriptEngine->getQualifiedTriggerAreaByName(pLocationParm->getString());
if (!trigger) {
return false;
}
Coord3D center;
trigger->getCenterPoint(¢er);
Real distance = trigger->getRadius() + pDistanceParm->getReal();
Real compareToValue = pValueParm->getReal();
PartitionFilterAcceptByKindOf f1(MAKE_KINDOF_MASK(KINDOF_STRUCTURE), KINDOFMASK_NONE);
PartitionFilterPlayerAffiliation f2(player, ALLOW_NEUTRAL, true);
PartitionFilterOnMap filterMapStatus;
PartitionFilter *filters[] = { &f1, &f2, &filterMapStatus, 0 };
SimpleObjectIterator *iter = ThePartitionManager->iterateObjectsInRange(¢er, distance, FROM_CENTER_2D, filters, ITER_FASTEST);
MemoryPoolObjectHolder hold(iter);
Real maxValue = 0;
for (Object *them = iter->first(); them; them = iter->next()) {
static const NameKeyType key_warehouseUpdate = NAMEKEY("SupplyWarehouseDockUpdate");
SupplyWarehouseDockUpdate *warehouseModule = (SupplyWarehouseDockUpdate*) them->findUpdateModule( key_warehouseUpdate );
if (!warehouseModule) {
continue;
}
Real value = player->getSupplyBoxValue() * warehouseModule->getBoxesStored();
if (value > maxValue) {
maxValue = value;
}
}
return maxValue > compareToValue;
}
//-------------------------------------------------------------------------------------------------
// @todo: PERF_EVALUATE PERF_WARNING
// If this is called multiple times per frame, the cost could add up. This will infrequently (read:
// never) change, so it shouldn't be called very often. jkmcd
Bool ScriptConditions::evaluateSkirmishPlayerTechBuildingWithinDistancePerimeter(Condition *pCondition, Parameter *pSkirmishPlayerParm, Parameter *pDistanceParm, Parameter *pLocationParm)
{
Player *player = playerFromParam(pSkirmishPlayerParm);
if (!player) {
return false;
}
// If we have a chached value, return it. [8/8/2003]
if (pCondition->getCustomData()==1) return true;
if (pCondition->getCustomData()==-1) return false;
PolygonTrigger *pTrig = TheScriptEngine->getQualifiedTriggerAreaByName(pLocationParm->getString());
if (!pTrig) {
return false;
}
Coord3D center;
pTrig->getCenterPoint(¢er);
Real radius = pTrig->getRadius() + pDistanceParm->getReal();
PartitionFilterAcceptByKindOf f1(MAKE_KINDOF_MASK(KINDOF_TECH_BUILDING), KINDOFMASK_NONE);
PartitionFilterPlayerAffiliation f2(player, ALLOW_ALLIES, false);
PartitionFilterPlayer f3(player, false); // Don't find your own units, as our affiliation to self is neutral.
PartitionFilterOnMap filterMapStatus;
PartitionFilter *filters[] = { &f1, &f2, &f3, &filterMapStatus, 0 };
Bool comparison = ThePartitionManager->getClosestObject(¢er, radius, FROM_CENTER_2D, filters) != NULL;
pCondition->setCustomData(-1); // false.
if (comparison) {
pCondition->setCustomData(1); // true.
}
return comparison;
}
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluateSkirmishCommandButtonIsReady( Parameter * /* pSkirmishPlayerParm */, Parameter *pTeamParm, Parameter *pCommandButtonParm, Bool allReady )
{
// In this one case, the pSkirmishPlayerParm isn't used.
Team *theTeam = TheScriptEngine->getTeamNamed( pTeamParm->getString() );
if (!theTeam) {
return false;
}
const CommandButton *commandButton = TheControlBar->findCommandButton( pCommandButtonParm->getString() );
if( !commandButton ) {
return false;
}
for (DLINK_ITERATOR iter = theTeam->iterate_TeamMemberList(); !iter.done(); iter.advance()) {
Object *pObj = iter.cur();
if (commandButton->getSpecialPowerTemplate()) {
if( !pObj->hasSpecialPower( commandButton->getSpecialPowerTemplate()->getSpecialPowerType() ) ) {
continue;
}
} else if (!commandButton->getUpgradeTemplate()) {
continue;
}
if (commandButton->isReady(pObj)) {
if (!allReady) {
return true;
}
} else {
if (allReady) {
return false;
}
}
}
return allReady;
}
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluateSkirmishUnownedFactionUnitComparison( Parameter * /*pSkirmishPlayerParm*/, Parameter *pComparisonParm, Parameter *pCountParm )
{
Player *player = ThePlayerList->getNeutralPlayer();
if (!player) {
return FALSE;
}
// Note: This looks slow, but in practice it shouldn't be. The neutral player shouldn't really ever
// have more than one team.
Int numFactionUnits = 0;
Player::PlayerTeamList::const_iterator it;
for (it = player->getPlayerTeams()->begin(); it != player->getPlayerTeams()->end(); ++it) {
for (DLINK_ITERATOR iter = (*it)->iterate_TeamInstanceList(); !iter.done(); iter.advance()) {
Team *team = iter.cur();
if (!team) {
continue;
}
for (DLINK_ITERATOR objIter = team->iterate_TeamMemberList(); !objIter.done(); objIter.advance()) {
Object *obj = objIter.cur();
if (!obj) {
continue;
}
if( obj->isDisabledByType( DISABLED_UNMANNED ) )
{
++numFactionUnits;
}
}
}
}
switch (pComparisonParm->getInt())
{
case Parameter::LESS_THAN : return numFactionUnits < pCountParm->getInt(); break;
case Parameter::LESS_EQUAL : return numFactionUnits <= pCountParm->getInt(); break;
case Parameter::EQUAL : return numFactionUnits == pCountParm->getInt(); break;
case Parameter::GREATER_EQUAL : return numFactionUnits >= pCountParm->getInt(); break;
case Parameter::GREATER : return numFactionUnits > pCountParm->getInt(); break;
case Parameter::NOT_EQUAL : return numFactionUnits != pCountParm->getInt(); break;
}
DEBUG_CRASH(("ScriptConditions::evaluateSkirmishUnownedFactionUnitComparison: Invalid comparison type. (jkmcd)"));
return FALSE;
}
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluateSkirmishPlayerHasPrereqsToBuild( Parameter *pSkirmishPlayerParm, Parameter *pObjectTypeParm )
{
Player *player = playerFromParam(pSkirmishPlayerParm);
if (!player) {
return FALSE;
}
ObjectTypesTemp types;
objectTypesFromParam(pObjectTypeParm, types.m_types);
return types.m_types->canBuildAny(player);
}
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluateSkirmishPlayerHasComparisonGarrisoned(Parameter *pSkirmishPlayerParm, Parameter *pComparisonParm, Parameter *pCountParm )
{
Player *player = playerFromParam(pSkirmishPlayerParm);
if (!player) {
return FALSE;
}
// Note: This looks slow, and probably is.
// @todo: PERF_EVALUATE
Int numGarrisonedBuildings = 0;
Player::PlayerTeamList::const_iterator it;
for (it = player->getPlayerTeams()->begin(); it != player->getPlayerTeams()->end(); ++it) {
for (DLINK_ITERATOR iter = (*it)->iterate_TeamInstanceList(); !iter.done(); iter.advance()) {
Team *team = iter.cur();
if (!team) {
continue;
}
for (DLINK_ITERATOR objIter = team->iterate_TeamMemberList(); !objIter.done(); objIter.advance()) {
Object *obj = objIter.cur();
if (!obj) {
continue;
}
ContainModuleInterface *cmi = obj->getContain();
if (!cmi) {
continue;
}
if (cmi->isGarrisonable() && cmi->getContainCount() > 0) {
++numGarrisonedBuildings;
}
}
}
}
switch (pComparisonParm->getInt())
{
case Parameter::LESS_THAN : return numGarrisonedBuildings < pCountParm->getInt(); break;
case Parameter::LESS_EQUAL : return numGarrisonedBuildings <= pCountParm->getInt(); break;
case Parameter::EQUAL : return numGarrisonedBuildings == pCountParm->getInt(); break;
case Parameter::GREATER_EQUAL : return numGarrisonedBuildings >= pCountParm->getInt(); break;
case Parameter::GREATER : return numGarrisonedBuildings > pCountParm->getInt(); break;
case Parameter::NOT_EQUAL : return numGarrisonedBuildings != pCountParm->getInt(); break;
}
DEBUG_CRASH(("ScriptConditions::evaluateSkirmishPlayerHasComparisonGarrisoned: Invalid comparison type. (jkmcd)"));
return FALSE;
}
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluateSkirmishPlayerHasComparisonCapturedUnits(Parameter *pSkirmishPlayerParm, Parameter *pComparisonParm, Parameter *pCountParm )
{
Player *player = playerFromParam(pSkirmishPlayerParm);
if (!player) {
return FALSE;
}
// Note: This looks slow, and probably is.
// @todo: PERF_EVALUATE
Int numCapturedUnits = 0;
Player::PlayerTeamList::const_iterator it;
for (it = player->getPlayerTeams()->begin(); it != player->getPlayerTeams()->end(); ++it) {
for (DLINK_ITERATOR iter = (*it)->iterate_TeamInstanceList(); !iter.done(); iter.advance()) {
Team *team = iter.cur();
if (!team) {
continue;
}
for (DLINK_ITERATOR objIter = team->iterate_TeamMemberList(); !objIter.done(); objIter.advance()) {
Object *obj = objIter.cur();
if (!obj) {
continue;
}
if (obj->isCaptured()) {
++numCapturedUnits;
}
}
}
}
switch (pComparisonParm->getInt())
{
case Parameter::LESS_THAN : return numCapturedUnits < pCountParm->getInt(); break;
case Parameter::LESS_EQUAL : return numCapturedUnits <= pCountParm->getInt(); break;
case Parameter::EQUAL : return numCapturedUnits == pCountParm->getInt(); break;
case Parameter::GREATER_EQUAL : return numCapturedUnits >= pCountParm->getInt(); break;
case Parameter::GREATER : return numCapturedUnits > pCountParm->getInt(); break;
case Parameter::NOT_EQUAL : return numCapturedUnits != pCountParm->getInt(); break;
}
DEBUG_CRASH(("ScriptConditions::evaluateSkirmishPlayerHasComparisonCapturedUnits: Invalid comparison type. (jkmcd)"));
return FALSE;
}
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluateSkirmishNamedAreaExists(Parameter *, Parameter *pTriggerParm)
{
PolygonTrigger *pTrig = TheScriptEngine->getQualifiedTriggerAreaByName(pTriggerParm->getString());
return (pTrig != NULL);
}
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluateSkirmishPlayerHasUnitsInArea(Condition *pCondition, Parameter *pSkirmishPlayerParm, Parameter *pTriggerParm )
{
AsciiString triggerName = pTriggerParm->getString();
PolygonTrigger *pTrig = TheScriptEngine->getQualifiedTriggerAreaByName(pTriggerParm->getString());
if (pTrig == NULL) return false;
Player* pPlayer = playerFromParam(pSkirmishPlayerParm);
if (!pPlayer) {
return false;
}
Player::PlayerTeamList::const_iterator it;
Bool anyChanges = false;
if (pCondition->getCustomData() == 0) anyChanges = true;
for (it = pPlayer->getPlayerTeams()->begin(); it != pPlayer->getPlayerTeams()->end(); ++it) {
if (anyChanges) break;
for (DLINK_ITERATOR iter = (*it)->iterate_TeamInstanceList(); !iter.done(); iter.advance()) {
if (anyChanges) break;
Team *team = iter.cur();
if (!team) {
continue;
}
if (team->didEnterOrExit()) {
anyChanges = true;
}
}
}
if (TheScriptEngine->getFrameObjectCountChanged() > pCondition->getCustomFrame()) {
anyChanges = true; // Objects were added/deleted last frame, so count could have changed. jba.
}
if (!anyChanges) {
if (pCondition->getCustomData()==-1) return false;
if (pCondition->getCustomData()==1) return true;
}
Int count = 0;
for (it = pPlayer->getPlayerTeams()->begin(); it != pPlayer->getPlayerTeams()->end(); ++it) {
for (DLINK_ITERATOR iter = (*it)->iterate_TeamInstanceList(); !iter.done(); iter.advance()) {
Team *team = iter.cur();
if (!team) {
continue;
}
for (DLINK_ITERATOR iter = team->iterate_TeamMemberList(); !iter.done(); iter.advance()) {
Object *pObj = iter.cur();
if (!pObj) {
continue;
}
if (pObj->isInside(pTrig)) {
//
// dead objects will not be considered.
//
if (!(pObj->isEffectivelyDead() || pObj->isKindOf(KINDOF_INERT) || pObj->isKindOf(KINDOF_PROJECTILE)) ) {
count++;
}
}
}
}
}
Bool comparison = count > 0;
pCondition->setCustomData(-1); // false.
if (comparison) {
pCondition->setCustomData(1); // true.
}
pCondition->setCustomFrame(TheScriptEngine->getFrameObjectCountChanged());
return comparison;
}
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluateSkirmishSupplySourceSafe(Condition *pCondition, Parameter *pSkirmishPlayerParm, Parameter *pMinSupplyAmount )
{
// Trigger every 2*LOGICFRAMES_PER_SECOND. jba.
Bool anyChanges = (TheGameLogic->getFrame() > pCondition->getCustomFrame());
if (!anyChanges) {
if (pCondition->getCustomData()==-1) return false;
if (pCondition->getCustomData()==1) return true;
}
pCondition->setCustomFrame(TheGameLogic->getFrame()+2*LOGICFRAMES_PER_SECOND);
Player *player = playerFromParam(pSkirmishPlayerParm);
if (!player) {
return FALSE;
}
Bool isSafe = player->isSupplySourceSafe(pMinSupplyAmount->getInt());
pCondition->setCustomData(-1); // false.
if (isSafe) {
pCondition->setCustomData(1); // true.
}
return isSafe;
}
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluateSkirmishSupplySourceAttacked(Parameter *pSkirmishPlayerParm)
{
Player *player = playerFromParam(pSkirmishPlayerParm);
if (!player) {
return FALSE;
}
return player->isSupplySourceAttacked( );
}
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluateSkirmishStartPosition(Parameter *pSkirmishPlayerParm, Parameter *pStartNdx)
{
Player *player = playerFromParam(pSkirmishPlayerParm);
if (!player) {
return FALSE;
}
Int ndx = pStartNdx->getInt()-1; // externally 1, 2, 3, internally 0, 1, 2.
Int startNdx = player->getMpStartIndex();
return ndx == startNdx;
}
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluateSkirmishPlayerHasBeenAttackedByPlayer(Parameter *pSkirmishPlayerParm, Parameter *pAttackedByParm )
{
Player *player = playerFromParam(pSkirmishPlayerParm);
if (!player) {
return FALSE;
}
Player *srcPlayer = playerFromParam(pAttackedByParm);
if (!srcPlayer ) {
return FALSE;
}
return player->getAttackedBy(srcPlayer->getPlayerIndex());
}
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluateSkirmishPlayerIsOutsideArea(Condition *pCondition, Parameter *pSkirmishPlayerParm, Parameter *pTriggerParm )
{
// Even though these will be prechecked in the other function, we want to preflight here as well.
Player *player = playerFromParam(pSkirmishPlayerParm);
if (!player) {
return FALSE;
}
PolygonTrigger *pTrig = TheScriptEngine->getQualifiedTriggerAreaByName(pTriggerParm->getString());
if (!pTrig) {
return FALSE;
}
return !evaluateSkirmishPlayerHasUnitsInArea(pCondition, pSkirmishPlayerParm, pTriggerParm);
}
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluateSkirmishPlayerHasDiscoveredPlayer(Parameter *pSkirmishPlayerParm, Parameter *pDiscoveredByParm )
{
Player *player = playerFromParam(pSkirmishPlayerParm);
if (!player) {
return FALSE;
}
Player *discoveredBy = playerFromParam(pDiscoveredByParm);
if (!discoveredBy) {
return FALSE;
}
Int discoveredByIndex = discoveredBy->getPlayerIndex();
Player::PlayerTeamList::const_iterator it;
for (it = player->getPlayerTeams()->begin(); it != player->getPlayerTeams()->end(); ++it) {
for (DLINK_ITERATOR iter = (*it)->iterate_TeamInstanceList(); !iter.done(); iter.advance()) {
Team *team = iter.cur();
if (!team) {
continue;
}
for (DLINK_ITERATOR objIter = team->iterate_TeamMemberList(); !objIter.done(); objIter.advance()) {
Object *obj = objIter.cur();
if (!obj) {
continue;
}
ObjectShroudStatus shroudStatus = obj->getShroudedStatus(discoveredByIndex);
if (shroudStatus == OBJECTSHROUD_CLEAR || shroudStatus == OBJECTSHROUD_PARTIAL_CLEAR) {
return TRUE;
}
}
}
}
return FALSE;
}
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluateMusicHasCompleted(Parameter *pMusicParm, Parameter *pIntParm)
{
AsciiString str = pMusicParm->getString();
return TheAudio->hasMusicTrackCompleted(str, pIntParm->getInt());
}
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluatePlayerLostObjectType(Parameter *pPlayerParm, Parameter *pTypeParm)
{
Player *player = playerFromParam(pPlayerParm);
if (!player) {
return FALSE;
}
ObjectTypesTemp objs;
objectTypesFromParam(pTypeParm, objs.m_types);
std::vector counts;
std::vector templates;
Int numTemplates = objs.m_types->prepForPlayerCounting(templates, counts);
if (numTemplates > 0) {
player->countObjectsByThingTemplate(numTemplates, &(*templates.begin()), true, &(*counts.begin()));
} else {
return FALSE;
}
Int sumOfObjs = rts::sum(counts);
Int currentCount = TheScriptEngine->getObjectCount(player->getPlayerIndex(), pTypeParm->getString());
if (sumOfObjs != currentCount) {
TheScriptEngine->setObjectCount(player->getPlayerIndex(), pTypeParm->getString(), sumOfObjs);
}
return (sumOfObjs < currentCount);
}
//-------------------------------------------------------------------------------------------------
/** Evaluate a condition */
//-------------------------------------------------------------------------------------------------
Bool ScriptConditions::evaluateCondition( Condition *pCondition )
{
switch (pCondition->getConditionType()) {
default:
DEBUG_CRASH(("Unknown ScriptCondition type %d", pCondition->getConditionType()));
return false;
case Condition::PLAYER_ALL_DESTROYED:
return evaluateAllDestroyed(pCondition->getParameter(0));
case Condition::PLAYER_ALL_BUILDFACILITIES_DESTROYED:
return evaluateAllBuildFacilitiesDestroyed(pCondition->getParameter(0));
case Condition::TEAM_INSIDE_AREA_PARTIALLY:
return evaluateTeamInsideAreaPartially(pCondition->getParameter(0), pCondition->getParameter(1), pCondition->getParameter(2));
case Condition::NAMED_INSIDE_AREA:
return evaluateNamedInsideArea(pCondition->getParameter(0), pCondition->getParameter(1));
case Condition::TEAM_DESTROYED:
return evaluateIsDestroyed(pCondition->getParameter(0));
case Condition::NAMED_DESTROYED:
return evaluateNamedUnitDestroyed(pCondition->getParameter(0));
case Condition::NAMED_DYING:
return evaluateNamedUnitDying(pCondition->getParameter(0));
case Condition::NAMED_TOTALLY_DEAD:
return evaluateNamedUnitTotallyDead(pCondition->getParameter(0));
case Condition::NAMED_NOT_DESTROYED:
return evaluateNamedUnitExists(pCondition->getParameter(0));
case Condition::TEAM_HAS_UNITS:
return evaluateHasUnits(pCondition->getParameter(0));
case Condition::CAMERA_MOVEMENT_FINISHED:
return TheTacticalView->isCameraMovementFinished();
case Condition::TEAM_STATE_IS:
return evaluateTeamStateIs(pCondition->getParameter(0), pCondition->getParameter(1));
case Condition::TEAM_STATE_IS_NOT:
return evaluateTeamStateIsNot(pCondition->getParameter(0), pCondition->getParameter(1));
case Condition::NAMED_OUTSIDE_AREA:
return evaluateNamedOutsideArea(pCondition->getParameter(0), pCondition->getParameter(1));
case Condition::TEAM_INSIDE_AREA_ENTIRELY:
return evaluateTeamInsideAreaEntirely(pCondition->getParameter(0), pCondition->getParameter(1), pCondition->getParameter(2));
case Condition::TEAM_OUTSIDE_AREA_ENTIRELY:
return evaluateTeamOutsideAreaEntirely(pCondition->getParameter(0), pCondition->getParameter(1), pCondition->getParameter(2));
case Condition::NAMED_ATTACKED_BY_OBJECTTYPE:
return evaluateNamedAttackedByType(pCondition->getParameter(0), pCondition->getParameter(1));
case Condition::TEAM_ATTACKED_BY_OBJECTTYPE:
return evaluateTeamAttackedByType(pCondition->getParameter(0), pCondition->getParameter(1));
case Condition::NAMED_ATTACKED_BY_PLAYER:
return evaluateNamedAttackedByPlayer(pCondition->getParameter(0), pCondition->getParameter(1));
case Condition::TEAM_ATTACKED_BY_PLAYER:
return evaluateTeamAttackedByPlayer(pCondition->getParameter(0), pCondition->getParameter(1));
case Condition::BUILT_BY_PLAYER:
return evaluateBuiltByPlayer(pCondition, pCondition->getParameter(0), pCondition->getParameter(1));
case Condition::NAMED_CREATED:
return evaluateNamedCreated(pCondition->getParameter(0));
case Condition::TEAM_CREATED:
return evaluateTeamCreated(pCondition->getParameter(0));
case Condition::PLAYER_HAS_CREDITS:
return evaluatePlayerHasCredits(pCondition->getParameter(0), pCondition->getParameter(1), pCondition->getParameter(2));
case Condition::BRIDGE_REPAIRED:
return evaluateBridgeRepaired(pCondition->getParameter(0));
case Condition::BRIDGE_BROKEN:
return evaluateBridgeBroken(pCondition->getParameter(0));
case Condition::NAMED_DISCOVERED:
return evaluateNamedDiscovered(pCondition->getParameter(0), pCondition->getParameter(1));
case Condition::TEAM_DISCOVERED:
return evaluateTeamDiscovered(pCondition->getParameter(0), pCondition->getParameter(1));
case Condition::BUILDING_ENTERED_BY_PLAYER:
return evaluateBuildingEntered(pCondition->getParameter(0), pCondition->getParameter(1));
case Condition::ENEMY_SIGHTED:
{
Int numParameters = pCondition->getNumParameters();
DEBUG_ASSERTCRASH(numParameters == 3, ("'Condition: [Unit] Unit has sighted a(n) friendly/neutral/enemy unit belonging to a side.' has too few parameters. Please fix in WB. (jkmcd)"));
if (numParameters < 3) {
return false;
}
return evaluateEnemySighted(pCondition->getParameter(0), pCondition->getParameter(1), pCondition->getParameter(2));
}
case Condition::TYPE_SIGHTED:
return evaluateTypeSighted(pCondition->getParameter(0), pCondition->getParameter(1), pCondition->getParameter(2));
case Condition::NAMED_BUILDING_IS_EMPTY:
return evaluateIsBuildingEmpty(pCondition->getParameter(0));
case Condition::MISSION_ATTEMPTS:
return evaluateMissionAttempts(pCondition->getParameter(0), pCondition->getParameter(1), pCondition->getParameter(2));
case Condition::NAMED_OWNED_BY_PLAYER:
return evaluateNamedOwnedByPlayer(pCondition->getParameter(0), pCondition->getParameter(1));
case Condition::TEAM_OWNED_BY_PLAYER:
return evaluateTeamOwnedByPlayer(pCondition->getParameter(0), pCondition->getParameter(1));
case Condition::PLAYER_HAS_N_OR_FEWER_BUILDINGS:
return evaluatePlayerHasNOrFewerBuildings(pCondition->getParameter(1), pCondition->getParameter(0));
case Condition::PLAYER_HAS_N_OR_FEWER_FACTION_BUILDINGS:
return evaluatePlayerHasNOrFewerFactionBuildings(pCondition->getParameter(1), pCondition->getParameter(0));
case Condition::PLAYER_HAS_POWER:
return evaluatePlayerHasPower(pCondition->getParameter(0));
case Condition::PLAYER_HAS_NO_POWER:
return !evaluatePlayerHasPower(pCondition->getParameter(0));
case Condition::NAMED_REACHED_WAYPOINTS_END:
return evaluateNamedReachedWaypointsEnd(pCondition->getParameter(0), pCondition->getParameter(1));
case Condition::TEAM_REACHED_WAYPOINTS_END:
return evaluateTeamReachedWaypointsEnd(pCondition->getParameter(0), pCondition->getParameter(1));
case Condition::NAMED_SELECTED:
return evaluateNamedSelected(pCondition, pCondition->getParameter(0));
case Condition::NAMED_ENTERED_AREA:
return evaluateNamedEnteredArea(pCondition->getParameter(0), pCondition->getParameter(1));
case Condition::NAMED_EXITED_AREA:
return evaluateNamedExitedArea(pCondition->getParameter(0), pCondition->getParameter(1));
case Condition::TEAM_ENTERED_AREA_ENTIRELY:
return evaluateTeamEnteredAreaEntirely(pCondition->getParameter(0), pCondition->getParameter(1), pCondition->getParameter(2));
case Condition::TEAM_ENTERED_AREA_PARTIALLY:
return evaluateTeamEnteredAreaPartially(pCondition->getParameter(0), pCondition->getParameter(1), pCondition->getParameter(2));
case Condition::TEAM_EXITED_AREA_ENTIRELY:
return evaluateTeamExitedAreaEntirely(pCondition->getParameter(0), pCondition->getParameter(1), pCondition->getParameter(2));
case Condition::TEAM_EXITED_AREA_PARTIALLY:
return evaluateTeamExitedAreaPartially(pCondition->getParameter(0), pCondition->getParameter(1), pCondition->getParameter(2));
case Condition::MULTIPLAYER_ALLIED_VICTORY:
return evaluateMultiplayerAlliedVictory();
case Condition::MULTIPLAYER_ALLIED_DEFEAT:
return evaluateMultiplayerAlliedDefeat();
case Condition::MULTIPLAYER_PLAYER_DEFEAT:
return evaluateMultiplayerPlayerDefeat();
case Condition::HAS_FINISHED_VIDEO:
return evaluateVideoHasCompleted(pCondition->getParameter(0));
case Condition::HAS_FINISHED_SPEECH:
return evaluateSpeechHasCompleted(pCondition->getParameter(0));
case Condition::HAS_FINISHED_AUDIO:
return evaluateAudioHasCompleted(pCondition->getParameter(0));
case Condition::UNIT_HEALTH:
return evaluateUnitHealth(pCondition->getParameter(0), pCondition->getParameter(1), pCondition->getParameter(2));
case Condition::PLAYER_TRIGGERED_SPECIAL_POWER:
return evaluatePlayerSpecialPowerFromUnitTriggered(pCondition->getParameter(0), pCondition->getParameter(1), NULL);
case Condition::PLAYER_TRIGGERED_SPECIAL_POWER_FROM_NAMED:
return evaluatePlayerSpecialPowerFromUnitTriggered(pCondition->getParameter(0), pCondition->getParameter(1), pCondition->getParameter(2));
case Condition::PLAYER_MIDWAY_SPECIAL_POWER:
return evaluatePlayerSpecialPowerFromUnitMidway(pCondition->getParameter(0), pCondition->getParameter(1), NULL);
case Condition::PLAYER_MIDWAY_SPECIAL_POWER_FROM_NAMED:
return evaluatePlayerSpecialPowerFromUnitMidway(pCondition->getParameter(0), pCondition->getParameter(1), pCondition->getParameter(2));
case Condition::PLAYER_COMPLETED_SPECIAL_POWER:
return evaluatePlayerSpecialPowerFromUnitComplete(pCondition->getParameter(0), pCondition->getParameter(1), NULL);
case Condition::PLAYER_COMPLETED_SPECIAL_POWER_FROM_NAMED:
return evaluatePlayerSpecialPowerFromUnitComplete(pCondition->getParameter(0), pCondition->getParameter(1), pCondition->getParameter(2));
case Condition::PLAYER_ACQUIRED_SCIENCE:
return evaluateScienceAcquired(pCondition->getParameter(0), pCondition->getParameter(1));
case Condition::PLAYER_CAN_PURCHASE_SCIENCE:
return evaluateCanPurchaseScience(pCondition->getParameter(0), pCondition->getParameter(1));
case Condition::PLAYER_HAS_SCIENCEPURCHASEPOINTS:
return evaluateSciencePurchasePoints(pCondition->getParameter(0), pCondition->getParameter(1));
case Condition::NAMED_HAS_FREE_CONTAINER_SLOTS:
return evaluateNamedHasFreeContainerSlots(pCondition->getParameter(0));
case Condition::DEFUNCT_PLAYER_SELECTED_GENERAL:
case Condition::DEFUNCT_PLAYER_SELECTED_GENERAL_FROM_NAMED:
DEBUG_CRASH(("PLAYER_SELECTED_GENERAL script conditions are no longer in use\n"));
return false;
case Condition::PLAYER_BUILT_UPGRADE:
return evaluateUpgradeFromUnitComplete(pCondition->getParameter(0), pCondition->getParameter(1), NULL);
case Condition::PLAYER_BUILT_UPGRADE_FROM_NAMED:
return evaluateUpgradeFromUnitComplete(pCondition->getParameter(0), pCondition->getParameter(1), pCondition->getParameter(2));
case Condition::PLAYER_HAS_OBJECT_COMPARISON:
return evaluatePlayerUnitCondition(pCondition, pCondition->getParameter(0), pCondition->getParameter(1), pCondition->getParameter(2), pCondition->getParameter(3));
case Condition::PLAYER_DESTROYED_N_BUILDINGS_PLAYER:
return evaluatePlayerDestroyedNOrMoreBuildings(pCondition->getParameter(0), pCondition->getParameter(1), pCondition->getParameter(2));
case Condition::PLAYER_HAS_COMPARISON_UNIT_TYPE_IN_TRIGGER_AREA:
{
Int numParameters = pCondition->getNumParameters();
DEBUG_ASSERTCRASH(numParameters == 5, ("'Condition: [Player] has (comparison) unit type in an area' has too few parameters. Please fix in WB. (jkmcd)"));
if (numParameters < 5) {
return false;
}
return evaluatePlayerHasUnitTypeInArea(pCondition, pCondition->getParameter(0), pCondition->getParameter(1), pCondition->getParameter(2), pCondition->getParameter(3), pCondition->getParameter(4));
}
case Condition::PLAYER_HAS_COMPARISON_UNIT_KIND_IN_TRIGGER_AREA:
{
Int numParameters = pCondition->getNumParameters();
DEBUG_ASSERTCRASH(numParameters == 5, ("'Condition: [Player] has (comparison) kind of unit or structure in an area' has too few parameters. Please fix in WB. (jkmcd)"));
if (numParameters < 5) {
return false;
}
return evaluatePlayerHasUnitKindInArea(pCondition, pCondition->getParameter(0), pCondition->getParameter(1), pCondition->getParameter(2), pCondition->getParameter(3), pCondition->getParameter(4));
}
case Condition::UNIT_EMPTIED:
return evaluateUnitHasEmptied(pCondition->getParameter(0));
case Condition::PLAYER_POWER_COMPARE_PERCENT:
return evaluatePlayerHasComparisonPercentPower(pCondition->getParameter(0), pCondition->getParameter(1), pCondition->getParameter(2));
case Condition::PLAYER_EXCESS_POWER_COMPARE_VALUE:
return evaluatePlayerHasComparisonValueExcessPower(pCondition->getParameter(0), pCondition->getParameter(1), pCondition->getParameter(2));
case Condition::SKIRMISH_SPECIAL_POWER_READY:
return evaluateSkirmishSpecialPowerIsReady(pCondition->getParameter(0), pCondition->getParameter(1));
case Condition::UNIT_HAS_OBJECT_STATUS:
return evaluateUnitHasObjectStatus(pCondition->getParameter(0), pCondition->getParameter(1));
case Condition::TEAM_ALL_HAS_OBJECT_STATUS:
return evaluateTeamHasObjectStatus(pCondition->getParameter(0), pCondition->getParameter(1), true);
case Condition::TEAM_SOME_HAVE_OBJECT_STATUS:
return evaluateTeamHasObjectStatus(pCondition->getParameter(0), pCondition->getParameter(1), false);
case Condition::SKIRMISH_VALUE_IN_AREA:
return evaluateSkirmishValueInArea(pCondition, pCondition->getParameter(0), pCondition->getParameter(1), pCondition->getParameter(2), pCondition->getParameter(3));
case Condition::SKIRMISH_PLAYER_FACTION:
return evaluateSkirmishPlayerIsFaction(pCondition->getParameter(0), pCondition->getParameter(1));
case Condition::SKIRMISH_SUPPLIES_VALUE_WITHIN_DISTANCE:
return evaluateSkirmishSuppliesWithinDistancePerimeter(pCondition->getParameter(0), pCondition->getParameter(1), pCondition->getParameter(2), pCondition->getParameter(3));
case Condition::SKIRMISH_TECH_BUILDING_WITHIN_DISTANCE:
return evaluateSkirmishPlayerTechBuildingWithinDistancePerimeter(pCondition, pCondition->getParameter(0), pCondition->getParameter(1), pCondition->getParameter(2));
case Condition::SKIRMISH_COMMAND_BUTTON_READY_ALL:
return evaluateSkirmishCommandButtonIsReady(pCondition->getParameter(0), pCondition->getParameter(1), pCondition->getParameter(2), true);
case Condition::SKIRMISH_COMMAND_BUTTON_READY_PARTIAL:
return evaluateSkirmishCommandButtonIsReady(pCondition->getParameter(0), pCondition->getParameter(1), pCondition->getParameter(2), false);
case Condition::SKIRMISH_UNOWNED_FACTION_UNIT_EXISTS:
return evaluateSkirmishUnownedFactionUnitComparison(pCondition->getParameter(0), pCondition->getParameter(1), pCondition->getParameter(2));
case Condition::SKIRMISH_PLAYER_HAS_PREREQUISITE_TO_BUILD:
return evaluateSkirmishPlayerHasPrereqsToBuild(pCondition->getParameter(0), pCondition->getParameter(1));
case Condition::SKIRMISH_PLAYER_HAS_COMPARISON_GARRISONED:
return evaluateSkirmishPlayerHasComparisonGarrisoned(pCondition->getParameter(0), pCondition->getParameter(1), pCondition->getParameter(2));
case Condition::SKIRMISH_PLAYER_HAS_COMPARISON_CAPTURED_UNITS:
return evaluateSkirmishPlayerHasComparisonCapturedUnits(pCondition->getParameter(0), pCondition->getParameter(1), pCondition->getParameter(2));
case Condition::SKIRMISH_NAMED_AREA_EXIST:
return evaluateSkirmishNamedAreaExists(pCondition->getParameter(0), pCondition->getParameter(1));
case Condition::SKIRMISH_PLAYER_HAS_UNITS_IN_AREA:
return evaluateSkirmishPlayerHasUnitsInArea(pCondition, pCondition->getParameter(0), pCondition->getParameter(1));
case Condition::SKIRMISH_PLAYER_HAS_BEEN_ATTACKED_BY_PLAYER:
return evaluateSkirmishPlayerHasBeenAttackedByPlayer(pCondition->getParameter(0), pCondition->getParameter(1));
case Condition::SKIRMISH_PLAYER_IS_OUTSIDE_AREA:
return evaluateSkirmishPlayerIsOutsideArea(pCondition, pCondition->getParameter(0), pCondition->getParameter(1));
case Condition::SKIRMISH_PLAYER_HAS_DISCOVERED_PLAYER:
return evaluateSkirmishPlayerHasDiscoveredPlayer(pCondition->getParameter(0), pCondition->getParameter(1));
case Condition::MUSIC_TRACK_HAS_COMPLETED:
return evaluateMusicHasCompleted(pCondition->getParameter(0), pCondition->getParameter(1));
case Condition::SUPPLY_SOURCE_SAFE:
return evaluateSkirmishSupplySourceSafe(pCondition, pCondition->getParameter(0), pCondition->getParameter(1));
case Condition::SUPPLY_SOURCE_ATTACKED:
return evaluateSkirmishSupplySourceAttacked(pCondition->getParameter(0));
case Condition::START_POSITION_IS:
return evaluateSkirmishStartPosition(pCondition->getParameter(0), pCondition->getParameter(1));
case Condition::PLAYER_LOST_OBJECT_TYPE:
return evaluatePlayerLostObjectType(pCondition->getParameter(0), pCondition->getParameter(1));
}
}