ScriptConditions.h 12 KB

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  1. /*
  2. ** Command & Conquer Generals(tm)
  3. ** Copyright 2025 Electronic Arts Inc.
  4. **
  5. ** This program is free software: you can redistribute it and/or modify
  6. ** it under the terms of the GNU General Public License as published by
  7. ** the Free Software Foundation, either version 3 of the License, or
  8. ** (at your option) any later version.
  9. **
  10. ** This program is distributed in the hope that it will be useful,
  11. ** but WITHOUT ANY WARRANTY; without even the implied warranty of
  12. ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  13. ** GNU General Public License for more details.
  14. **
  15. ** You should have received a copy of the GNU General Public License
  16. ** along with this program. If not, see <http://www.gnu.org/licenses/>.
  17. */
  18. ////////////////////////////////////////////////////////////////////////////////
  19. // //
  20. // (c) 2001-2003 Electronic Arts Inc. //
  21. // //
  22. ////////////////////////////////////////////////////////////////////////////////
  23. // FILE: ScriptConditions.h ///////////////////////////////////////////////////////////////////////////
  24. // Script conditions evaluator for the scripting engine.
  25. // Author: John Ahlquist, Nov 2001
  26. ///////////////////////////////////////////////////////////////////////////////////////////////////
  27. #pragma once
  28. #ifndef __SCRIPTCONDITIONS_H_
  29. #define __SCRIPTCONDITIONS_H_
  30. class Condition;
  31. class ObjectTypes;
  32. class Parameter;
  33. class Player;
  34. //-----------------------------------------------------------------------------
  35. // ScriptConditionsInterface
  36. //-----------------------------------------------------------------------------
  37. /** Pure virtual class for Script Conditions interface format */
  38. //-----------------------------------------------------------------------------
  39. class ScriptConditionsInterface : public SubsystemInterface
  40. {
  41. public:
  42. virtual ~ScriptConditionsInterface() { };
  43. virtual void init( void ) = 0; ///< Init
  44. virtual void reset( void ) = 0; ///< Reset
  45. virtual void update( void ) = 0; ///< Update
  46. virtual Bool evaluateCondition( Condition *pCondition ) = 0; ///< evaluate a a script condition.
  47. virtual Bool evaluateSkirmishCommandButtonIsReady( Parameter *pSkirmishPlayerParm, Parameter *pTeamParm, Parameter *pCommandButtonParm, Bool allReady ) = 0;
  48. virtual Bool evaluateTeamIsContained(Parameter *pTeamParm, Bool allContained) = 0;
  49. }; // end class ScriptConditionsInterface
  50. extern ScriptConditionsInterface *TheScriptConditions; ///< singleton definition
  51. //-----------------------------------------------------------------------------
  52. // ScriptConditions
  53. //-----------------------------------------------------------------------------
  54. /** Implementation for the Script Conditions singleton */
  55. //-----------------------------------------------------------------------------
  56. class ScriptConditions : public ScriptConditionsInterface
  57. {
  58. public:
  59. ScriptConditions();
  60. ~ScriptConditions();
  61. public:
  62. virtual void init( void ); ///< Init
  63. virtual void reset( void ); ///< Reset
  64. virtual void update( void ); ///< Update
  65. Bool evaluateCondition( Condition *pCondition );
  66. protected:
  67. Player *playerFromParam(Parameter *pSideParm); // Gets a player from a parameter.
  68. void objectTypesFromParam(Parameter *pTypeParm, ObjectTypes *outObjectTypes); // Must pass in a valid objectTypes for outObjectTypes
  69. Bool evaluateAllDestroyed(Parameter *pSideParm);
  70. Bool evaluateAllBuildFacilitiesDestroyed(Parameter *pSideParm);
  71. Bool evaluateIsDestroyed(Parameter *pTeamParm);
  72. Bool evaluateBridgeBroken(Parameter *pBridgeParm);
  73. Bool evaluateBridgeRepaired(Parameter *pBridgeParm);
  74. Bool evaluateNamedUnitDestroyed(Parameter *pUnitParm);
  75. Bool evaluateNamedUnitExists(Parameter *pUnitParm);
  76. Bool evaluateNamedUnitDying(Parameter *pUnitParm);
  77. Bool evaluateNamedUnitTotallyDead(Parameter *pUnitParm);
  78. Bool evaluateHasUnits(Parameter *pTeamParm);
  79. Bool evaluateTeamEnteredAreaEntirely(Parameter *pTeamParm, Parameter *pTriggerParm, Parameter *pTypeParm);
  80. Bool evaluateTeamEnteredAreaPartially(Parameter *pTeamParm, Parameter *pTriggerParm, Parameter *pTypeParm);
  81. Bool evaluateTeamExitedAreaEntirely(Parameter *pTeamParm, Parameter *pTriggerParm, Parameter *pTypeParm);
  82. Bool evaluateTeamExitedAreaPartially(Parameter *pTeamParm, Parameter *pTriggerParm, Parameter *pTypeParm);
  83. Bool evaluateTeamInsideAreaEntirely(Parameter *pTeamParm, Parameter *pTriggerParm, Parameter *pTypeParm);
  84. Bool evaluateTeamInsideAreaPartially(Parameter *pUnitParm, Parameter *pTriggerParm, Parameter *pTypeParm);
  85. Bool evaluateTeamOutsideAreaEntirely(Parameter *pTeamParm, Parameter *pTriggerParm, Parameter *pTypeParm);
  86. Bool evaluateNamedEnteredArea(Parameter *pUnitParm, Parameter *pTriggerParm);
  87. Bool evaluateNamedExitedArea(Parameter *pUnitParm, Parameter *pTriggerParm);
  88. Bool evaluateNamedInsideArea(Parameter *pUnitParm, Parameter *pTriggerParm);
  89. Bool evaluateNamedOutsideArea(Parameter *pUnitParm, Parameter *pTriggerParm);
  90. Bool evaluateTeamStateIs(Parameter *pTeamParm, Parameter *pStateParm);
  91. Bool evaluateTeamStateIsNot(Parameter *pTeamParm, Parameter *pStateParm);
  92. Bool evaluatePlayerHasCredits(Parameter *pCreditsParm, Parameter* pComparisonParm, Parameter *pPlayerParm);
  93. Bool evaluateNamedCreated(Parameter* pUnitParm); ///< Implemented as evaluateNamedExists(...)
  94. Bool evaluateTeamCreated(Parameter* pTeamParm); ///< Implemented as evaluateTeamExists(...)
  95. Bool evaluateNamedOwnedByPlayer(Parameter *pUnitParm, Parameter *pPlayerParm);
  96. Bool evaluateTeamOwnedByPlayer(Parameter *pTeamParm, Parameter *pPlayerParm);
  97. Bool evaluateMultiplayerAlliedVictory(void);
  98. Bool evaluateMultiplayerAlliedDefeat(void);
  99. Bool evaluateMultiplayerPlayerDefeat(void);
  100. Bool evaluateNamedAttackedByType(Parameter *pUnitParm, Parameter *pTypeParm);
  101. Bool evaluateTeamAttackedByType(Parameter *pTeamParm, Parameter *pTypeParm);
  102. Bool evaluateNamedAttackedByPlayer(Parameter *pUnitParm, Parameter *pPlayerParm);
  103. Bool evaluateTeamAttackedByPlayer(Parameter *pTeamParm, Parameter *pPlayerParm);
  104. Bool evaluateBuiltByPlayer(Condition *pCondition, Parameter* pTypeParm, Parameter* pPlayerParm);
  105. Bool evaluatePlayerHasNOrFewerBuildings(Parameter *pBuildingCountParm, Parameter *pPlayerParm);
  106. Bool evaluatePlayerHasNOrFewerFactionBuildings(Parameter *pBuildingCountParm, Parameter *pPlayerParm);
  107. Bool evaluatePlayerHasPower(Parameter *pPlayerParm);
  108. Bool evaluateNamedReachedWaypointsEnd(Parameter *pUnitParm, Parameter* pWaypointPathParm);
  109. Bool evaluateTeamReachedWaypointsEnd(Parameter *pTeamParm, Parameter* pWaypointPathParm);
  110. Bool evaluateNamedSelected(Condition *pCondition, Parameter *pUnitParm);
  111. Bool evaluateVideoHasCompleted(Parameter *pVideoParm);
  112. Bool evaluateSpeechHasCompleted(Parameter *pSpeechParm);
  113. Bool evaluateAudioHasCompleted(Parameter *pAudioParm);
  114. Bool evaluateNamedDiscovered(Parameter *pItemParm, Parameter* pPlayerParm);
  115. Bool evaluateTeamDiscovered(Parameter *pTeamParm, Parameter *pPlayerParm);
  116. Bool evaluateBuildingEntered(Parameter *pItemParm, Parameter *pUnitParm );
  117. Bool evaluateIsBuildingEmpty(Parameter *pItemParm);
  118. Bool evaluateEnemySighted(Parameter *pItemParm, Parameter *pAllianceParm, Parameter* pPlayerParm);
  119. Bool evaluateTypeSighted(Parameter *pItemParm, Parameter *pTypeParm, Parameter* pPlayerParm);
  120. Bool evaluateUnitHealth(Parameter *pItemParm, Parameter* pComparisonParm, Parameter *pHealthPercent);
  121. Bool evaluatePlayerUnitCondition(Condition *pCondition, Parameter *pPlayerParm, Parameter *pComparisonParm, Parameter *pCountParm, Parameter *pUnitTypeParm);
  122. Bool evaluatePlayerSpecialPowerFromUnitTriggered(Parameter *pPlayerParm, Parameter *pSpecialPowerParm, Parameter* pUnitParm);
  123. Bool evaluatePlayerSpecialPowerFromUnitMidway (Parameter *pPlayerParm, Parameter *pSpecialPowerParm, Parameter* pUnitParm);
  124. Bool evaluatePlayerSpecialPowerFromUnitComplete (Parameter *pPlayerParm, Parameter *pSpecialPowerParm, Parameter* pUnitParm);
  125. Bool evaluateUpgradeFromUnitComplete (Parameter *pPlayerParm, Parameter *pUpgradeParm, Parameter* pUnitParm);
  126. Bool evaluateScienceAcquired (Parameter *pPlayerParm, Parameter *pScienceParm);
  127. Bool evaluateCanPurchaseScience (Parameter *pPlayerParm, Parameter *pScienceParm);
  128. Bool evaluateSciencePurchasePoints (Parameter *pPlayerParm, Parameter *pSciencePointParm);
  129. Bool evaluatePlayerDestroyedNOrMoreBuildings(Parameter *pPlayerParm, Parameter *pNumParm, Parameter *pOppenentParm);
  130. Bool evaluateUnitHasObjectStatus(Parameter *pUnitParm, Parameter *pObjectStatus);
  131. Bool evaluateTeamHasObjectStatus(Parameter *pTeamParm, Parameter *pObjectStatus, Bool entireTeam);
  132. Bool evaluatePlayerHasComparisonPercentPower(Parameter *pPlayerParm, Parameter *pComparisonParm, Parameter *pPercent);
  133. Bool evaluatePlayerHasComparisonValueExcessPower(Parameter *pPlayerParm, Parameter *pComparisonParm, Parameter *pKWHParm);
  134. Bool evaluatePlayerHasUnitTypeInArea(Condition *pCondition, Parameter *pPlayerParm, Parameter *pComparisonParm, Parameter *pCountParm, Parameter *pTypeParm, Parameter *pTriggerParm);
  135. Bool evaluatePlayerHasUnitKindInArea(Condition *pCondition, Parameter *pPlayerParm, Parameter *pComparisonParm, Parameter *pCountParm,Parameter *pKindParm, Parameter *pTriggerParm);
  136. Bool evaluateUnitHasEmptied(Parameter *pUnitParm);
  137. Bool evaluateTeamIsContained(Parameter *pTeamParm, Bool allContained);
  138. Bool evaluateMusicHasCompleted(Parameter *pMusicParm, Parameter *pIntParm);
  139. Bool evaluatePlayerLostObjectType(Parameter *pPlayerParm, Parameter *pTypeParm);
  140. // Skirmish Scripts. Please note that ALL Skirmish conditions should first pass a pSkirmishPlayerParm to
  141. // prevent the necessity of having to write additional scripts for other players / skirmish types later.
  142. Bool evaluateSkirmishSpecialPowerIsReady(Parameter *pSkirmishPlayerParm, Parameter *pPower);
  143. Bool evaluateSkirmishValueInArea(Condition *pCondition, Parameter *pSkirmishPlayerParm, Parameter *pComparisonParm, Parameter *pMoneyParm, Parameter *pTriggerParm);
  144. Bool evaluateSkirmishPlayerIsFaction(Parameter *pSkirmishPlayerParm, Parameter *pFactionParm);
  145. Bool evaluateSkirmishSuppliesWithinDistancePerimeter(Parameter *pSkirmishPlayerParm, Parameter *pDistanceParm, Parameter *pLocationParm, Parameter *pValueParm);
  146. Bool evaluateSkirmishPlayerTechBuildingWithinDistancePerimeter(Condition *pCondition, Parameter *pSkirmishPlayerParm, Parameter *pDistanceParm, Parameter *pLocationParm);
  147. Bool evaluateSkirmishCommandButtonIsReady( Parameter *pSkirmishPlayerParm, Parameter *pTeamParm, Parameter *pCommandButtonParm, Bool allReady );
  148. Bool evaluateSkirmishUnownedFactionUnitComparison( Parameter *pSkirmishPlayerParm, Parameter *pComparisonParm, Parameter *pCountParm );
  149. Bool evaluateSkirmishPlayerHasPrereqsToBuild( Parameter *pSkirmishPlayerParm, Parameter *pObjectTypeParm );
  150. Bool evaluateSkirmishPlayerHasComparisonGarrisoned(Parameter *pSkirmishPlayerParm, Parameter *pComparisonParm, Parameter *pCountParm );
  151. Bool evaluateSkirmishPlayerHasComparisonCapturedUnits(Parameter *pSkirmishPlayerParm, Parameter *pComparisonParm, Parameter *pCountParm );
  152. Bool evaluateSkirmishNamedAreaExists(Parameter *pSkirmishPlayerParm, Parameter *pTriggerParm);
  153. Bool evaluateSkirmishPlayerHasUnitsInArea(Condition *pCondition, Parameter *pSkirmishPlayerParm, Parameter *pTriggerParm );
  154. Bool evaluateSkirmishPlayerHasBeenAttackedByPlayer(Parameter *pSkirmishPlayerParm, Parameter *pAttackedByParm );
  155. Bool evaluateSkirmishPlayerIsOutsideArea(Condition *pCondition, Parameter *pSkirmishPlayerParm, Parameter *pTriggerParm );
  156. Bool evaluateSkirmishPlayerHasDiscoveredPlayer(Parameter *pSkirmishPlayerParm, Parameter *pDiscoveredByParm );
  157. Bool evaluateSkirmishSupplySourceSafe(Condition *pCondition, Parameter *pSkirmishPlayerParm, Parameter *pMinAmountOfSupplies );
  158. Bool evaluateSkirmishSupplySourceAttacked(Parameter *pSkirmishPlayerParm );
  159. Bool evaluateSkirmishStartPosition(Parameter *pSkirmishPlayerParm, Parameter *startNdx );
  160. // Stubs
  161. Bool evaluateMissionAttempts(Parameter *pPlayerParm, Parameter *pComparisonParm, Parameter *pAttemptsParm);
  162. }; // end class ScriptConditions
  163. #endif // end __SCRIPTCONDITIONS_H_