/* ** 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: VictoryConditions.cpp ////////////////////////////////////////////////////// // Generals multiplayer victory condition specifications // Author: Matthew D. Campbell, February 2002 #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine #include "Common/AudioEventRTS.h" #include "Common/GameAudio.h" #include "Common/GameCommon.h" #include "Common/GameEngine.h" #include "Common/KindOf.h" #include "Common/PlayerList.h" #include "Common/Player.h" #include "Common/PlayerTemplate.h" #include "Common/Radar.h" #include "Common/Recorder.h" #include "GameClient/InGameUI.h" #include "GameClient/Diplomacy.h" #include "GameClient/GameText.h" #include "GameClient/GUICallbacks.h" #include "GameClient/MessageBox.h" #include "GameClient/GameClient.h" #include "GameLogic/GameLogic.h" #include "GameLogic/PartitionManager.h" #include "GameLogic/ScriptActions.h" #include "GameLogic/VictoryConditions.h" #include "GameNetwork/GameInfo.h" #include "GameNetwork/NetworkDefs.h" #ifdef _INTERNAL // for occasional debugging... //#pragma optimize("", off) //#pragma MESSAGE("************************************** WARNING, optimization disabled for debugging purposes") #endif //------------------------------------------------------------------------------------------------- #define ISSET(x) (m_victoryConditions & VICTORY_##x) //------------------------------------------------------------------------------------------------- VictoryConditionsInterface *TheVictoryConditions = NULL; //------------------------------------------------------------------------------------------------- inline static Bool areAllies(const Player *p1, const Player *p2) { if (p1 != p2 && p1->getRelationship(p2->getDefaultTeam()) == ALLIES && p2->getRelationship(p1->getDefaultTeam()) == ALLIES) return true; return false; } //------------------------------------------------------------------------------------------------- class VictoryConditions : public VictoryConditionsInterface { public: VictoryConditions(); void init( void ); void reset( void ); void update( void ); Bool hasAchievedVictory(Player *player); ///< has a specific player and his allies won? Bool hasBeenDefeated(Player *player); ///< has a specific player and his allies lost? Bool hasSinglePlayerBeenDefeated(Player *player); ///< has a specific player lost? void cachePlayerPtrs( void ); ///< players have been created - cache the ones of interest Bool isLocalAlliedVictory( void ); ///< convenience function Bool isLocalAlliedDefeat( void ); ///< convenience function Bool isLocalDefeat( void ); ///< convenience function Bool amIObserver( void ) { return m_isObserver;} ///< Am I an observer?( need this for scripts ) virtual UnsignedInt getEndFrame( void ) { return m_endFrame; } ///< on which frame was the game effectively over? private: Player* m_players[MAX_PLAYER_COUNT]; Int m_localSlotNum; UnsignedInt m_endFrame; Bool m_isDefeated[MAX_PLAYER_COUNT]; Bool m_localPlayerDefeated; ///< prevents condition from being signaled each frame Bool m_singleAllianceRemaining; ///< prevents condition from being signaled each frame Bool m_isObserver; }; //------------------------------------------------------------------------------------------------- VictoryConditionsInterface * createVictoryConditions( void ) { // only one created, so no MemoryPool usage return NEW VictoryConditions; } //------------------------------------------------------------------------------------------------- VictoryConditions::VictoryConditions() { reset(); } //------------------------------------------------------------------------------------------------- void VictoryConditions::init( void ) { reset(); } //------------------------------------------------------------------------------------------------- void VictoryConditions::reset( void ) { for (Int i=0; iisMultiplayer() || (m_localSlotNum == -1 && !m_isObserver)) return; // Check for a single winning alliance if (!m_singleAllianceRemaining) { Bool multipleAlliances = false; Player *alive = NULL; Player *player; for (Int i=0; igetFrame(); } } // check for player eliminations for (Int i=0; igetFrame() > 1) { ThePartitionManager->revealMapForPlayerPermanently( p->getPlayerIndex() ); TheGameClient->updateFakeDrawables(); TheInGameUI->message("GUI:PlayerHasBeenDefeated", p->getPlayerDisplayName().str() ); // People are boneheads. Also play a sound static AudioEventRTS leftGameSound("GUIMessageReceived"); TheAudio->addAudioEvent(&leftGameSound); } for (Int idx = 0; idx < MAX_SLOTS; ++idx) { AsciiString pName; pName.format("player%d", idx); if (p->getPlayerNameKey() == NAMEKEY(pName)) { GameSlot *slot = (TheGameInfo)?TheGameInfo->getSlot(idx):NULL; if (slot && slot->isAI()) { DEBUG_LOG(("Marking AI player %s as defeated\n", pName.str())); slot->setLastFrameInGame(TheGameLogic->getFrame()); } } } // destroy any remaining units (infantry if its a short game, for example) p->killPlayer(); PopulateInGameDiplomacyPopup(); } } // Check if the local player has been eliminated if (!m_localPlayerDefeated && !m_isObserver) { Player *localPlayer = m_players[m_localSlotNum]; if (hasSinglePlayerBeenDefeated(localPlayer)) { if (!m_singleAllianceRemaining) { //MessageBoxOk(TheGameText->fetch("GUI:Defeat"), TheGameText->fetch("GUI:LocalDefeat"), NULL); } m_localPlayerDefeated = true; // don't check again TheRadar->forceOn(TRUE); SetInGameChatType( INGAME_CHAT_EVERYONE ); // can't chat to allies after death. Only to other observers. } } } //------------------------------------------------------------------------------------------------- Bool VictoryConditions::hasAchievedVictory(Player *player) { if (!player) return false; if (m_singleAllianceRemaining) { for (Int i=0; ihasAnyObjects() ) { return true; } } else if ( ISSET(NOUNITS) ) { if ( !player->hasAnyUnits() ) { return true; } } else if ( ISSET(NOBUILDINGS) ) { if ( !player->hasAnyBuildings(mask) ) { return true; } } return false; } //------------------------------------------------------------------------------------------------- void VictoryConditions::cachePlayerPtrs( void ) { if (!TheRecorder->isMultiplayer()) return; Int playerCount = 0; const PlayerTemplate *civTemplate = ThePlayerTemplateStore->findPlayerTemplate( NAMEKEY("FactionCivilian") ); for (Int i=0; igetNthPlayer(i); DEBUG_LOG(("Checking whether to cache player %d - [%ls], house [%ls]\n", i, player?player->getPlayerDisplayName().str():L"", (player&&player->getPlayerTemplate())?player->getPlayerTemplate()->getDisplayName().str():L"")); if (player && player != ThePlayerList->getNeutralPlayer() && player->getPlayerTemplate() && player->getPlayerTemplate() != civTemplate && !player->isPlayerObserver()) { DEBUG_LOG(("Caching player\n")); m_players[playerCount] = player; if (m_players[playerCount]->isLocalPlayer()) m_localSlotNum = playerCount; ++playerCount; } } while (playerCount < MAX_PLAYER_COUNT) { m_players[playerCount++] = NULL; } if (m_localSlotNum < 0) { m_localPlayerDefeated = true; // if we have no local player, don't check for defeat DEBUG_ASSERTCRASH(TheRadar, ("No Radar!")); TheRadar->forceOn(TRUE); m_isObserver = true; } } //------------------------------------------------------------------------------------------------- Bool VictoryConditions::isLocalAlliedVictory( void ) { if (m_isObserver) return false; return (hasAchievedVictory(m_players[m_localSlotNum])); } //------------------------------------------------------------------------------------------------- Bool VictoryConditions::isLocalAlliedDefeat( void ) { if (m_isObserver) return m_singleAllianceRemaining; return (hasBeenDefeated(m_players[m_localSlotNum])); } //------------------------------------------------------------------------------------------------- Bool VictoryConditions::isLocalDefeat( void ) { if (m_isObserver) return FALSE; return (m_localPlayerDefeated); }