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- /*
- ** Command & Conquer Generals(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 <http://www.gnu.org/licenses/>.
- */
- ////////////////////////////////////////////////////////////////////////////////
- // //
- // (c) 2001-2003 Electronic Arts Inc. //
- // //
- ////////////////////////////////////////////////////////////////////////////////
- // Scripts.h
- // Script data structures.
- // Author: John Ahlquist, November 2001
- #pragma once
- #ifndef SCRIPTS_H
- #define SCRIPTS_H
- #include "Common/Snapshot.h"
- #include "GameNetwork/NetworkDefs.h"
- #define THIS_TEAM "<This Team>"
- #define ANY_TEAM "<Any Team>"
- #define THIS_OBJECT "<This Object>"
- #define ANY_OBJECT "<Any Object>"
- #define THIS_PLAYER "<This Player>"
- #define LOCAL_PLAYER "<Local Player>"
- #define THIS_PLAYER_ENEMY "<This Player's Enemy>"
- #define WATER_GRID "Water Grid"
- // Skirmish waypoint names
- #define SKIRMISH_CENTER "Center"
- #define SKIRMISH_FLANK "Flank"
- #define SKIRMISH_BACKDOOR "Backdoor"
- #define SKIRMISH_SPECIAL "Special"
- #if 0
- // Skirmish Player names
- #define SKIRMISH_PLAYER_AI "AI"
- #define SKIRMISH_PLAYER_HUMAN "Human"
- #define SKIRMISH_PLAYER_AI_ALLIES "AI Allies"
- #define SKIRMISH_PLAYER_AI_ENEMIES "AI Enemies"
- #define SKIRMISH_PLAYER_HUMAN_ALLIES "Human Allies"
- #define SKIRMISH_PLAYER_HUMAN_ENEMIES "Human Enemies"
- #endif
- // Skirmish Player Areas
- #define SKIRMISH_AREA_HOME_BASE "Home Base"
- #define SKIRMISH_AREA_ANY_SUPPLYDEPOT "Any Supply Depot"
- // Skirmish trigger names.
- #define MY_INNER_PERIMETER "[Skirmish]MyInnerPerimeter"
- #define MY_OUTER_PERIMETER "[Skirmish]MyOuterPerimeter"
- #define ENEMY_OUTER_PERIMETER "[Skirmish]EnemyOuterPerimeter"
- #define ENEMY_INNER_PERIMETER "[Skirmish]EnemyInnerPerimeter"
- #define INNER_PERIMETER "InnerPerimeter"
- #define OUTER_PERIMETER "OuterPerimeter"
- class Parameter;
- class Script;
- class OrCondition;
- class Condition;
- class DataChunkInput;
- struct DataChunkInfo;
- class DataChunkOutput;
- #define NO_MORE_COMPLEX_SKIRMISH_SCRIPTS
- #ifndef NO_MORE_COMPLEX_SKIRMISH_SCRIPTS
- // For now, we only actually allow the simple stuff to be chosen. However, as soon as I can get more
- // time on the schedule, we need to extend these scripts to be more useful. To that end, I've
- // created the parameters and such necessary for more complex behavior, but for now only the
- // rudimentary support is enabled. jkmcd
- #define MORE_COMPLEX_SKIRMISH_SCRIPTS
- #endif
- // There is undoubtedly a more sophisticated way to do this, but for some reason my brain hurts.
- // The corresponding UnsignedInt values that we pass around are:
- // 1 means ground
- // 2 means air
- // 3 means air or ground
- extern const char *Surfaces[];
- // Shake intensities. Must be kept in sync with View::CameraShakeType
- extern const char *ShakeIntensities[];
- //-------------------------------------------------------------------------------------------------
- // ******************************** class ScriptGroup ***********************************************
- //-------------------------------------------------------------------------------------------------
- class ScriptGroup : public MemoryPoolObject, public Snapshot
- // This is a list of scripts that are grouped and named, with some
- // additional properties.
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE(ScriptGroup, "ScriptGroup")
- protected:
-
- // snapshot methods
- virtual void crc( Xfer *xfer );
- virtual void xfer( Xfer *xfer );
- virtual void loadPostProcess( void );
- protected:
- Script *m_firstScript;
- AsciiString m_groupName;
- Bool m_isGroupActive;
- Bool m_isGroupSubroutine;
- ScriptGroup *m_nextGroup;
- Bool m_hasWarnings; ///< Runtime flag used by the editor only.
- public:
- ScriptGroup();
- //~ScriptGroup();
- public:
- ScriptGroup *duplicate(void) const; // note, duplicates just this node, not the full list.
- ScriptGroup *duplicateAndQualify(const AsciiString& qualifier,
- const AsciiString& playerTemplateName, const AsciiString& newPlayerName) const; // note, duplicates just this node, not the full list.
- void setName(AsciiString name) { m_groupName = name;}
- void setActive(Bool active) { m_isGroupActive = active;}
- void setSubroutine(Bool subr) { m_isGroupSubroutine = subr;}
- void setWarnings(Bool warnings) { m_hasWarnings = warnings;}
- void setNextGroup(ScriptGroup *pGr) {m_nextGroup = pGr;}
- AsciiString getName(void) const { return m_groupName;}
- Bool isActive(void) const { return m_isGroupActive;}
- Bool isSubroutine(void) const { return m_isGroupSubroutine;}
- Bool hasWarnings(void) const { return m_hasWarnings;}
- ScriptGroup *getNext(void) const {return m_nextGroup;};
- Script *getScript(void) {return m_firstScript;};
- void addScript(Script *pScr, Int ndx);
- void deleteScript(Script *pScr);
- static void WriteGroupDataChunk(DataChunkOutput &chunkWriter, ScriptGroup *pGroup);
- static Bool ParseGroupDataChunk(DataChunkInput &file, DataChunkInfo *info, void *userData);
- };
- //-------------------------------------------------------------------------------------------------
- // ******************************** class OrCondition ***********************************************
- //-------------------------------------------------------------------------------------------------
- /// This is a linked list of or clauses, each containing a list of and clauses.
- class OrCondition : public MemoryPoolObject
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE(OrCondition, "OrCondition")
- protected:
- OrCondition *m_nextOr; // Next or clause.
- Condition *m_firstAnd; // These are Anded.
-
- public:
- OrCondition():m_nextOr(NULL),m_firstAnd(NULL){};
- //~OrCondition();
- /// Duplicate creates a "deep" copy. If it is head of a linked list, duplicates the entire list.
- OrCondition *duplicate(void) const;
- OrCondition *duplicateAndQualify(const AsciiString& qualifier,
- const AsciiString& playerTemplateName, const AsciiString& newPlayerName) const;
- public:
- void setNextOrCondition(OrCondition *pOr) {m_nextOr = pOr;}
- void setFirstAndCondition(Condition *pAnd) {m_firstAnd = pAnd;}
- OrCondition *getNextOrCondition(void) {return m_nextOr;}
- Condition *getFirstAndCondition(void) {return m_firstAnd;}
- Condition *removeCondition(Condition *pCond);
- void deleteCondition(Condition *pCond);
- static void WriteOrConditionDataChunk(DataChunkOutput &chunkWriter, OrCondition *pCondition);
- static Bool ParseOrConditionDataChunk(DataChunkInput &file, DataChunkInfo *info, void *userData);
-
- // Utility for moving scripts upwards
- Condition *findPreviousCondition( Condition *curCond );
- };
- //-------------------------------------------------------------------------------------------------
- // ******************************** class ScriptAction ***********************************************
- //-------------------------------------------------------------------------------------------------
- /** This is an action that can be executed by a script. The Action Types
- are defined by ActionTemplates created in the ScriptEngine::init method. */
- enum {MAX_PARMS=12};
- class ScriptAction : public MemoryPoolObject // This is the action class.
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE(ScriptAction, "ScriptAction")
- // friend bad for MPOs. (srj)
- //friend class EditAction;
- public:
- /// @todo Use a "symbol table" so we can re-order this enum without breaking old maps (MSB)
- enum ScriptActionType
- {
- DEBUG_MESSAGE_BOX=0, ///< Show a message box.
- SET_FLAG, ///< Set a flag true of false.
- SET_COUNTER, ///< Set a counter to an integer.
- VICTORY, ///< Announce victory.
- DEFEAT, ///< Announce defeat.
- NO_OP, ///< No op.
- SET_TIMER, ///< Start a frame timer.
- PLAY_SOUND_EFFECT, ///< Play sound.
- ENABLE_SCRIPT, ///< Enable script.
- DISABLE_SCRIPT, ///< Disable script.
- CALL_SUBROUTINE, ///< Call a subroutine.
- PLAY_SOUND_EFFECT_AT, ///< Play sound at location.
- DAMAGE_MEMBERS_OF_TEAM, ///< Damage team members (boom.)
- MOVE_TEAM_TO, ///< Move to.
- MOVE_CAMERA_TO, ///< Move camera to.
- INCREMENT_COUNTER, ///< Add to a counter.
- DECREMENT_COUNTER, ///< subtract from a counter.
- MOVE_CAMERA_ALONG_WAYPOINT_PATH, ///< Move camera along path.
- ROTATE_CAMERA, ///< Rotate camera.
- RESET_CAMERA, ///< Reset camera.
- SET_MILLISECOND_TIMER, ///< Start a time based timer.
- CAMERA_MOD_FREEZE_TIME, ///< Freeze time during a camera movement.
- SET_VISUAL_SPEED_MULTIPLIER, ///< Drop frames so that time "goes" faster..
- CREATE_OBJECT, ///< Create an object
- SUSPEND_BACKGROUND_SOUNDS, ///< Stop backgropund music & sounds.
- RESUME_BACKGROUND_SOUNDS, ///< Resume backgropund music & sounds.
- CAMERA_MOD_SET_FINAL_ZOOM, ///< Sets the final zoom for a camera movement
- CAMERA_MOD_SET_FINAL_PITCH, ///< Sets the final pitch for a camera movement
- CAMERA_MOD_FREEZE_ANGLE, ///< Freeze camera angle during a camera movement.
- CAMERA_MOD_SET_FINAL_SPEED_MULTIPLIER,///< Sets the final time multiplier for a camera movement.
- CAMERA_MOD_SET_ROLLING_AVERAGE, ///< Sets the number of frames to average changes (angle, positoin) to smooth out a camera movement.
- CAMERA_MOD_FINAL_LOOK_TOWARD, ///< Sets the look toward point for the end of a camera movement.
- CAMERA_MOD_LOOK_TOWARD, ///< Sets the look toward point during a camera movement.
- TEAM_ATTACK_TEAM, ///< Tell team to attack other team
- CREATE_REINFORCEMENT_TEAM, ///< Create a team of reinforcements.
- MOVE_CAMERA_TO_SELECTION, ///< Move the target to the selected item.
- TEAM_FOLLOW_WAYPOINTS, ///< Tell the team to begin following a path, starting at given waypoint
- TEAM_SET_STATE, ///< Set a team to a particular state.
- MOVE_NAMED_UNIT_TO, ///< Move a named unit to a position
- NAMED_ATTACK_NAMED, ///< Make a named unit attack another named unit
- CREATE_NAMED_ON_TEAM_AT_WAYPOINT, ///< Create a named unit on a team at a waypoint
- CREATE_UNNAMED_ON_TEAM_AT_WAYPOINT, ///< Create a unnamed unit on a team at a waypoint
- NAMED_APPLY_ATTACK_PRIORITY_SET, ///< Applies an attack priority set to a named unit
- TEAM_APPLY_ATTACK_PRIORITY_SET, ///< Applies an attack priority set to a team
- SET_BASE_CONSTRUCTION_SPEED, ///< Impl JKMCD
- NAMED_SET_ATTITUDE, ///< Impl JKMCD
- TEAM_SET_ATTITUDE, ///< Impl JKMCD
- NAMED_ATTACK_AREA, ///< Set a unit to attack an area
- NAMED_ATTACK_TEAM, ///< Impl JKMCD
- TEAM_ATTACK_AREA, ///< Set a team to attack an area
- TEAM_ATTACK_NAMED, ///< Set a team to attack a unit
- TEAM_LOAD_TRANSPORTS, ///< Set a team to auto-load transports
- NAMED_ENTER_NAMED, ///< Set a unit to enter a transport
- TEAM_ENTER_NAMED, ///< Set a team to enter a transport
- NAMED_EXIT_ALL, ///< Set a unit to exit its transport
- TEAM_EXIT_ALL, ///< Set a team to exit all transports
- NAMED_FOLLOW_WAYPOINTS, ///< Set a unit to follow a waypoint path
- NAMED_GUARD, ///< Set a unit to guard it's current location.
- TEAM_GUARD, ///< Set a team to guard it's current location.
- NAMED_HUNT, ///< Set a unit to hunt
- TEAM_HUNT, ///< Set a team to hunt
- PLAYER_SELL_EVERYTHING, ///< Set a player to sell everything
- PLAYER_DISABLE_BASE_CONSTRUCTION, ///< Disallow a player from building anymore base buildings
- PLAYER_DISABLE_FACTORIES, ///< Disallow a player from building from factories
- PLAYER_DISABLE_UNIT_CONSTRUCTION, ///< Disallow a player from building units
- PLAYER_ENABLE_BASE_CONSTRUCTION, ///< Allow a player to build bases
- PLAYER_ENABLE_FACTORIES, ///< Allow a player to build from his factories
- PLAYER_ENABLE_UNIT_CONSTRUCTION, ///< Allow a player to build units
- CAMERA_MOVE_HOME, ///< Impl JKMCD
- BUILD_TEAM, ///< Build a team from a teamtemplate
- NAMED_DAMAGE, ///< Damage a unit
- NAMED_DELETE, ///< Delete a unit
- TEAM_DELETE, ///< Delete a team
- NAMED_KILL, ///< Kill a unit
- TEAM_KILL, ///< Kill a team
- PLAYER_KILL, ///< Kill a player
- DISPLAY_TEXT, ///< Display a localized string
- CAMEO_FLASH, ///< Flashes a command button
- NAMED_FLASH, ///< Flashes a specific unit
- TEAM_FLASH, ///< Flashes a specific team
- MOVIE_PLAY_FULLSCREEN, ///< Play a movie in fullscreen
- MOVIE_PLAY_RADAR, ///< Play a movie in the radar
- SOUND_PLAY_NAMED, ///< Play a sound as though it comes from a unit
- SPEECH_PLAY, ///< Play a speech
- PLAYER_TRANSFER_OWNERSHIP_PLAYER, ///< Transfer ownership of all units to another player
- NAMED_TRANSFER_OWNERSHIP_PLAYER, ///< Transfer ownership of a single unit to another player
- PLAYER_RELATES_PLAYER, ///< Update player-player relations
- RADAR_CREATE_EVENT, ///< Impl JKMCD
- RADAR_DISABLE, ///< Disable the radar
- RADAR_ENABLE, ///< Enable the radar
- MAP_REVEAL_AT_WAYPOINT, ///< Reveal the map within a radius of waypoint.
- TEAM_AVAILABLE_FOR_RECRUITMENT, ///< Impl JKMCD
- TEAM_COLLECT_NEARBY_FOR_TEAM, ///< Impl JKMCD
- TEAM_MERGE_INTO_TEAM, ///< Merge a team into another team
- DISABLE_INPUT, ///< Disable user input
- ENABLE_INPUT, ///< Re-enable user input
- PLAYER_HUNT, ///< Set an entire player's team to hunt
- SOUND_AMBIENT_PAUSE, ///< Pause all ambient sounds
- SOUND_AMBIENT_RESUME, ///< Resume all ambient sounds
- MUSIC_SET_TRACK, ///< Set the current music track, allowing for fade-in and fade-out
- SET_TREE_SWAY, ///< Set the trees' sway
- DEBUG_STRING, ///< Output a debug string without stopping.
- MAP_REVEAL_ALL, ///< Reveal the entire map
- TEAM_GARRISON_SPECIFIC_BUILDING, ///< Garrison a specific building
- EXIT_SPECIFIC_BUILDING, ///< Empty a specific building
- TEAM_GARRISON_NEAREST_BUILDING, ///< Garrison a nearby building
- TEAM_EXIT_ALL_BUILDINGS, ///< Empty all buildings of units
- NAMED_GARRISON_SPECIFIC_BUILDING, ///< Send a unit to garrison a specific building
- NAMED_GARRISON_NEAREST_BUILDING, ///< Send a unit to garrison the nearest building
- NAMED_EXIT_BUILDING, ///< Tell a unit to exit the building its currently in
- PLAYER_GARRISON_ALL_BUILDINGS, ///< Garrison as many buildings as possible (filling each one up)
- PLAYER_EXIT_ALL_BUILDINGS, ///< Tell all buildings to empty themselves for this player.
- TEAM_WANDER, ///< Tell a team to wander.
- TEAM_PANIC, ///< Tell a team to panic.
- SETUP_CAMERA, ///< Set up an initial camera position.
- CAMERA_LETTERBOX_BEGIN, ///< Set the camera into letterbox mode
- CAMERA_LETTERBOX_END, ///< End the Letterbox mode.
- ZOOM_CAMERA, ///< Set camera zoom.
- PITCH_CAMERA, ///< Set camera pitch.
- CAMERA_FOLLOW_NAMED, ///< Camera follow named.
- OVERSIZE_TERRAIN, // Oversize the drawn terrain for effect.
- CAMERA_FADE_ADD, ///< Fade using an add blend
- CAMERA_FADE_SUBTRACT, ///< Fade using a subtract blend
- CAMERA_FADE_SATURATE, ///< Fade using a saturate blend
- CAMERA_FADE_MULTIPLY, ///< Fade using a multiply blend
- CAMERA_BW_MODE_BEGIN, ///< switch camera to black & white mode.
- CAMERA_BW_MODE_END, ///< switch camera back to color mode.
- DRAW_SKYBOX_BEGIN, ///< draw skybox
- DRAW_SKYBOX_END, ///< stop skybox
- SET_ATTACK_PRIORITY_THING, ///< Sets the attack priority for a single thing in a set.
- SET_ATTACK_PRIORITY_KIND_OF, ///< Sets the attack priority for all of a kind in a set.
- SET_DEFAULT_ATTACK_PRIORITY, ///< Sets the default attack priority for a set.
- CAMERA_STOP_FOLLOW, ///< Ends a camera follow named.
- CAMERA_MOTION_BLUR, ///< Starts a camera motion blur zoom
- CAMERA_MOTION_BLUR_JUMP, ///< Starts a camera motion blur in & out with jump.
- CAMERA_MOTION_BLUR_FOLLOW, ///< Starts a motion blur follow scrolling effect.
- CAMERA_MOTION_BLUR_END_FOLLOW, ///< Ends a motion blur follow scrolling effect.
- FREEZE_TIME, ///< Freeze time.
- UNFREEZE_TIME, ///< Unfreeze time.
- SHOW_MILITARY_CAPTION, ///< Display military-style briefing text
- CAMERA_SET_AUDIBLE_DISTANCE, ///< Sets the range for the audible distance
- SET_STOPPING_DISTANCE, ///< Sets the stopping distance for a team
- NAMED_SET_STOPPING_DISTANCE, ///< Sets the stopping distance for a named object
- SET_FPS_LIMIT, ///< Sets the max frames-per-second
- MUSIC_SET_VOLUME, ///< Adjust the track volume
- MAP_SHROUD_AT_WAYPOINT, ///< Shroud the map at this waypoint
- MAP_SHROUD_ALL, ///< Shroud the entire map
- SET_RANDOM_TIMER, ///< Start a random frame based timer.
- SET_RANDOM_MSEC_TIMER, ///< Start a random time based timer.
- STOP_TIMER, ///< Stop a timer. Remembers time stopped.
- RESTART_TIMER, ///< Restarts a stopped timer. Remembers time stopped.
- ADD_TO_MSEC_TIMER, ///< Adds time to a timer.
- SUB_FROM_MSEC_TIMER, ///< Subtracts time from a timer.
- TEAM_TRANSFER_TO_PLAYER, ///< Transfers a team to a player, maintaining team-ness
- PLAYER_SET_MONEY, ///< Set a player's cash reserves to a specific value.
- PLAYER_GIVE_MONEY, ///< // Add/subtract cash from a player's reserves.
- DISABLE_SPECIAL_POWER_DISPLAY, ///< hides the special power countdown display
- ENABLE_SPECIAL_POWER_DISPLAY, ///< shows the special power countdown display
- NAMED_HIDE_SPECIAL_POWER_DISPLAY, ///< hides the special power countdown display for an object
- NAMED_SHOW_SPECIAL_POWER_DISPLAY, ///< shows the special power countdown display for an object
- DISPLAY_COUNTDOWN_TIMER, ///< shows a countdown timer
- HIDE_COUNTDOWN_TIMER, ///< hides a countdown timer
- ENABLE_COUNTDOWN_TIMER_DISPLAY, ///< enables countdown timer display
- DISABLE_COUNTDOWN_TIMER_DISPLAY, ///< disables countdown timer display
- NAMED_STOP_SPECIAL_POWER_COUNTDOWN, ///< pauses the countdown for a special power
- NAMED_START_SPECIAL_POWER_COUNTDOWN,///< resumes the countdown for a special power
- NAMED_SET_SPECIAL_POWER_COUNTDOWN, ///< set special power countdown for an object
- NAMED_ADD_SPECIAL_POWER_COUNTDOWN, ///< add/subtract time from a special power countdown
- NAMED_FIRE_SPECIAL_POWER_AT_WAYPOINT, ///< fire a special power
- NAMED_FIRE_SPECIAL_POWER_AT_NAMED, ///< fire a special power
- REFRESH_RADAR, ///< Force the radar to recalculate the terrain
- CAMERA_TETHER_NAMED, ///< Tether the camera location to a named unit
- CAMERA_STOP_TETHER_NAMED, ///< Break tether
- CAMERA_SET_DEFAULT, ///< Set default angle, pitch, zoom, etc for camera
- NAMED_STOP, ///< Make a named unit stop (go idle)
- TEAM_STOP, ///< Make a team stop (go idle)
- TEAM_STOP_AND_DISBAND, ///< Make a team stop and be merged into the default player team. Also, mark the whole team recruitable
- RECRUIT_TEAM, ///< Recruit a team?
- TEAM_SET_OVERRIDE_RELATION_TO_TEAM, ///< override a team's relation to another team
- TEAM_REMOVE_OVERRIDE_RELATION_TO_TEAM, ///< remove that override
- TEAM_REMOVE_ALL_OVERRIDE_RELATIONS,///< remove all overrides
- CAMERA_LOOK_TOWARD_OBJECT, ///< Rotate the camera to be pointing toward a unit
- NAMED_FIRE_WEAPON_FOLLOWING_WAYPOINT_PATH, ///< Fires a specific weapon that follows waypoint path and detonates at the final waypoint.
- TEAM_SET_OVERRIDE_RELATION_TO_PLAYER, ///< override a team's relation to another player
- TEAM_REMOVE_OVERRIDE_RELATION_TO_PLAYER, ///< remove that override
- PLAYER_SET_OVERRIDE_RELATION_TO_TEAM, ///< override a Player's relation to another team
- PLAYER_REMOVE_OVERRIDE_RELATION_TO_TEAM, ///< remove that override
- UNIT_EXECUTE_SEQUENTIAL_SCRIPT, ///< Make a unit execute a script sequentially
- UNIT_EXECUTE_SEQUENTIAL_SCRIPT_LOOPING, ///< Make a unit execute a script sequentially (forever)
- UNIT_STOP_SEQUENTIAL_SCRIPT, ///< Make a unit stop executing its sequential scripts
- TEAM_EXECUTE_SEQUENTIAL_SCRIPT, ///< Make a team execute a script sequentially
- TEAM_EXECUTE_SEQUENTIAL_SCRIPT_LOOPING, ///< Make a team execute a script sequentially (forever)
- TEAM_STOP_SEQUENTIAL_SCRIPT, ///< Make a team stop executing its sequential scripts
- UNIT_GUARD_FOR_FRAMECOUNT, ///< Make a specific unit guard for a framecount
- UNIT_IDLE_FOR_FRAMECOUNT, ///< Make a specific unit stop idle for a framecount
- TEAM_GUARD_FOR_FRAMECOUNT, ///< Make a team guard for a framecount
- TEAM_IDLE_FOR_FRAMECOUNT, ///< Make a team stop idle for a framecount
- WATER_CHANGE_HEIGHT, ///< Adjust the water level
- NAMED_USE_COMMANDBUTTON_ABILITY_ON_NAMED, ///< Make a unit use an ability on another unit.
- NAMED_USE_COMMANDBUTTON_ABILITY_AT_WAYPOINT, ///< Make a unit use an ability on a waypoint.
- WATER_CHANGE_HEIGHT_OVER_TIME, ///< Adjust the water level over a period of time.
- MAP_SWITCH_BORDER, ///< Switch to border color <Blah>
- TEAM_GUARD_POSITION,
- TEAM_GUARD_OBJECT,
- TEAM_GUARD_AREA,
- OBJECT_FORCE_SELECT, ///< Force selection of the first object type on the player's team
- CAMERA_LOOK_TOWARD_WAYPOINT, ///< Rotate the camera to be pointing toward a waypoint
- UNIT_DESTROY_ALL_CONTAINED, ///< Destroy all units contained by the named unit
- RADAR_FORCE_ENABLE, ///< Force the radar to be on regardless of player status
- RADAR_REVERT_TO_NORMAL, ///< Undo forcing the radar to be on
- SCREEN_SHAKE, ///< Shake the entire screen
- TECHTREE_MODIFY_BUILDABILITY_OBJECT, ///< Modify how "buildable" something is.
- WAREHOUSE_SET_VALUE, ///< Set a Warehouse to have this much money.
- OBJECT_CREATE_RADAR_EVENT, ///< Create a radar event at this object
- TEAM_CREATE_RADAR_EVENT, ///< Create a radar event at this team
- DISPLAY_CINEMATIC_TEXT, ///< Displays a string in the bottom letterbox
- DEBUG_CRASH_BOX, ///< Debug/Internal builds only: do a crash box
- SOUND_DISABLE_TYPE,
- SOUND_ENABLE_TYPE,
- SOUND_ENABLE_ALL,
- AUDIO_OVERRIDE_VOLUME_TYPE,
- AUDIO_RESTORE_VOLUME_TYPE,
- AUDIO_RESTORE_VOLUME_ALL_TYPE,
- INGAME_POPUP_MESSAGE, ///< Popup an ingame popup message box
- SET_CAVE_INDEX, ///< Set the index of which set of caves a cave is connected to.
- NAMED_SET_HELD, ///< Sets a named object to be "held" in place or not
- NAMED_SET_TOPPLE_DIRECTION, ///< Set the topple direction of the specified direction
- UNIT_MOVE_TOWARDS_NEAREST_OBJECT_TYPE, ///< Move a named unit towards the nearest object of type type
- TEAM_MOVE_TOWARDS_NEAREST_OBJECT_TYPE, ///< For each member of the team, move towards the nearest object of type
- MAP_REVEAL_ALL_PERM,
- MAP_REVEAL_ALL_UNDO_PERM,
- NAMED_SET_REPULSOR, ///< Set a unit as a repulsor (scares) civilians.
- TEAM_SET_REPULSOR, ///< Set a team as a repulsor (scares) civilians.
- TEAM_WANDER_IN_PLACE, ///< Set a team to wander around their current position.
- TEAM_INCREASE_PRIORITY, ///< Increment a team's ai priority by it's success amount.
- TEAM_DECREASE_PRIORITY, ///< Decrease a team's ai prioiryt by it's failure amount.
- DISPLAY_COUNTER, ///< shows a counter
- HIDE_COUNTER, ///< hides a counter
- TEAM_USE_COMMANDBUTTON_ABILITY_ON_NAMED, ///< Make a team use an ability on another unit.
- TEAM_USE_COMMANDBUTTON_ABILITY_AT_WAYPOINT, ///< Make a team use an ability on a waypoint.
- NAMED_USE_COMMANDBUTTON_ABILITY, ///< Make a unit use an ability.
- TEAM_USE_COMMANDBUTTON_ABILITY, ///< Make a team use an ability.
- NAMED_FLASH_WHITE, ///< Flashes a specific unit
- TEAM_FLASH_WHITE, ///< Flashes a specific team
- SKIRMISH_BUILD_BUILDING, ///< Start building a building.
- SKIRMISH_FOLLOW_APPROACH_PATH, ///< Follow a particular route to the enemy.
- IDLE_ALL_UNITS, ///< cancel any current actions for one player (or all players)
- RESUME_SUPPLY_TRUCKING, ///< Re-enable supply trucking for *idle* trucks for one player (or all players)
- NAMED_CUSTOM_COLOR, ///< set a specific unit to use a special indicator color (not his controlling player's)
- SKIRMISH_MOVE_TO_APPROACH_PATH, ///< Follow a particular route to the enemy.
- SKIRMISH_BUILD_BASE_DEFENSE_FRONT, ///< Build some base defense on the front.
- SKIRMISH_FIRE_SPECIAL_POWER_AT_MOST_COST, ///< Fire a power or superweapon at the enemy's most costly concentration of structures & units..
- NAMED_RECEIVE_UPGRADE, ///< Unit receives an upgrade
- PLAYER_REPAIR_NAMED_STRUCTURE, ///< Send a dozer to repair a structure.
- SKIRMISH_BUILD_BASE_DEFENSE_FLANK, ///< Build some base defense on the flank.
- SKIRMISH_BUILD_STRUCTURE_FRONT, ///< Build some structure on the front.
- SKIRMISH_BUILD_STRUCTURE_FLANK, ///< Build some structure on the flank.
- SKIRMISH_ATTACK_NEAREST_GROUP_WITH_VALUE, ///< Send a team to attack the nearest group with value comparison
- SKIRMISH_PERFORM_COMMANDBUTTON_ON_MOST_VALUABLE_OBJECT, ///< Send a single unit/ all available to perform a command button action on the most valuable target
- SKIRMISH_WAIT_FOR_COMMANDBUTTON_AVAILABLE_ALL, ///< In a sequential script, stay on this step until the specified command button is ready for all units.
- SKIRMISH_WAIT_FOR_COMMANDBUTTON_AVAILABLE_PARTIAL,///< In a sequential script, stay on this step until the specified command button is ready for one unit on the team.
- TEAM_SPIN_FOR_FRAMECOUNT, ///< Tell the team to continue its current task without advancing for this number of frames
- TEAM_ALL_USE_COMMANDBUTTON_ON_NAMED, ///< Tell the team to use the commandbutton on a named enemy
- TEAM_ALL_USE_COMMANDBUTTON_ON_NEAREST_ENEMY_UNIT, ///< Tell the team to use the commandbutton on the nearest enemy unit
- TEAM_ALL_USE_COMMANDBUTTON_ON_NEAREST_GARRISONED_BUILDING, ///< Tell the team to use the commandbutton on the nearest enemy garrisoned building
- TEAM_ALL_USE_COMMANDBUTTON_ON_NEAREST_KINDOF, ///< Tell the team to use the commandbutton on the nearest enemy that has kindof set
- TEAM_ALL_USE_COMMANDBUTTON_ON_NEAREST_ENEMY_BUILDING, ///< Tell the team to use the commandbutton on the nearest enemy building
- TEAM_ALL_USE_COMMANDBUTTON_ON_NEAREST_ENEMY_BUILDING_CLASS, ///< Tell the team to use the commandbutton on the nearest enemy building class
- TEAM_ALL_USE_COMMANDBUTTON_ON_NEAREST_OBJECTTYPE, ///< Tell the team to use the commandbutton on the nearest enemy object of type
- TEAM_PARTIAL_USE_COMMANDBUTTON, ///< Tell some percentage of the team to use the commandbutton on
- TEAM_CAPTURE_NEAREST_UNOWNED_FACTION_UNIT,///< Tell the team to capture the nearest unowned faction unit (unit whose pilot has been killed by Jarmen Kell)
- PLAYER_CREATE_TEAM_FROM_CAPTURED_UNITS, ///< Tell the player to create a new named team from all the units who have been captured.
- PLAYER_ADD_SKILLPOINTS, ///< add/subtract skill points to the player.
- PLAYER_ADD_RANKLEVEL, ///< add/subtract ranklevel for the player.
- PLAYER_SET_RANKLEVEL, ///< set the player's ranklevel to an explicit level.
- PLAYER_SET_RANKLEVELLIMIT, ///< set the RankLevelLimit for the current map.
- PLAYER_GRANT_SCIENCE, ///< grant a Science to the player, regardless of prereqs, etc
- PLAYER_PURCHASE_SCIENCE, ///< the Player purchases the specified Science (if he has enough points, prereqs, etc)
- TEAM_HUNT_WITH_COMMAND_BUTTON, ///< Hunt using a command button ability.
- TEAM_WAIT_FOR_NOT_CONTAINED_ALL, ///< In a sequential script, stay on this step until the entire team is no longer contained
- TEAM_WAIT_FOR_NOT_CONTAINED_PARTIAL, ///< In a sequential script, stay on this step until at least one member of the team is no longer contained
- TEAM_FOLLOW_WAYPOINTS_EXACT, ///< Follows waypoints exactly.
- NAMED_FOLLOW_WAYPOINTS_EXACT, ///< Follows waypoints exactly.
- TEAM_SET_EMOTICON, ///< Adds specified emoticon to each unit in team (-1 permanent, 0 get rid of, 1+ duration in ms)
- NAMED_SET_EMOTICON, ///< Adds specified emoticon to named unit (-1 permanent, 0 get rid of, 1+ duration in ms)
- AI_PLAYER_BUILD_SUPPLY_CENTER, ///< Tell the ai player to build a supply center.
- AI_PLAYER_BUILD_UPGRADE, ///< Tell the ai player to build an upgrade.
- OBJECTLIST_ADDOBJECTTYPE, ///< Add the associated object to the named list
- OBJECTLIST_REMOVEOBJECTTYPE, ///< Remove the associated object to the named list
- MAP_REVEAL_PERMANENTLY_AT_WAYPOINT, ///< Reveal an area at a waypoint
- MAP_UNDO_REVEAL_PERMANENTLY_AT_WAYPOINT, ///< Undo a previous permanent reveal
- NAMED_SET_STEALTH_ENABLED, ///< Enables/disables stealth capability for a specific unit.
- TEAM_SET_STEALTH_ENABLED, ///< Enables/disables stealth capability for a team.
- EVA_SET_ENABLED_DISABLED, ///< Sets EVA to continue to evaluate messages or not.
- OPTIONS_SET_OCCLUSION_MODE, ///< Enables behind building functionality.
- LOCALDEFEAT, ///< Announce local player's defeat.
- OPTIONS_SET_DRAWICON_UI_MODE, ///< Enables/disables all emoticons.
- OPTIONS_SET_PARTICLE_CAP_MODE, ///< Enables/disables particle cap.
- PLAYER_SCIENCE_AVAILABILITY, ///< Determines the availability of a specific science.
- UNIT_AFFECT_OBJECT_PANEL_FLAGS, ///< Affects the various flags on the object panel for an individual unit
- TEAM_AFFECT_OBJECT_PANEL_FLAGS, ///< Affects the various flags on the object panel for all units on a team
- PLAYER_SELECT_SKILLSET, ///< Select the skillset for an AI player.
- SCRIPTING_OVERRIDE_HULK_LIFETIME, ///< Overrides the lifetime of hulks (for cinematic purposes).
- NAMED_FACE_NAMED, ///< Orders unit to face the position of the other named object.
- NAMED_FACE_WAYPOINT, ///< Orders unit to face a waypoint.
- TEAM_FACE_NAMED, ///< Orders all members of a team to face a specific unit.
- TEAM_FACE_WAYPOINT, ///< Orders all members of a team to face a waypoint.
- COMMANDBAR_REMOVE_BUTTON_OBJECTTYPE, ///< Remove a button from a command bar for an objecttype
- COMMANDBAR_ADD_BUTTON_OBJECTTYPE_SLOT, ///< Add a button to the command bar for an objecttype, in a specific slot
- UNIT_SPAWN_NAMED_LOCATION_ORIENTATION, ///< Create a named unit at the specified location, altitude, and orientation
- PLAYER_AFFECT_RECEIVING_EXPERIENCE, ///< Adjust whether or not a player is receieving experience for kills
- PLAYER_EXCLUDE_FROM_SCORE_SCREEN, ///< This player should be listed in the score screen. Should only be used in campaign games.
- TEAM_GUARD_SUPPLY_CENTER, ///< Have an ai team guard the nearest available supply center..
- ENABLE_SCORING, ///< Turn on scoring of kills, units destroyed, etc.
- DISABLE_SCORING, ///< Turn off scoring of kills, units destroyed, etc.
- SOUND_SET_VOLUME, ///< Adjust the volume of the sounds
- SPEECH_SET_VOLUME, ///< Adjust the volume of the speech
- DISABLE_BORDER_SHROUD, ///< Clear the shroud that draws off the map border
- ENABLE_BORDER_SHROUD, ///< Restore the shroud that draws off the map border (normally on)
- OBJECT_ALLOW_BONUSES, ///< Change whether or not the bonuses are applied to objects.
- SOUND_REMOVE_ALL_DISABLED, ///< Remove any and all disabled sounds from the sound channels.
- SOUND_REMOVE_TYPE, ///< Remove sound of type.
- TEAM_GUARD_IN_TUNNEL_NETWORK, ///< Team enters nearest tunnel network & guards.
- QUICKVICTORY, ///< End map in victory immediately.
- SET_INFANTRY_LIGHTING_OVERRIDE, ///< Overrides the natural lighting on infantry for closeups
- RESET_INFANTRY_LIGHTING_OVERRIDE, ///< And then goes back to the GlobalData defaults
- TEAM_DELETE_LIVING, ///< Delete only the living members of this team
- RESIZE_VIEW_GUARDBAND, ///< Allow bigger objects to be perceived as onscreen near the edge
- DELETE_ALL_UNMANNED, ///< Delete all unmanned (sniped) vehicles
- CHOOSE_VICTIM_ALWAYS_USES_NORMAL, ///< choose victim always uses normal AI behavior, ignoring game difficulty
- // add new items here, please
- NUM_ITEMS
- };
- ScriptAction(ScriptActionType type);
- //~ScriptAction();
- ScriptAction *duplicate(void) const;
- ScriptAction *duplicateAndQualify(const AsciiString& qualifier,
- const AsciiString& playerTemplateName, const AsciiString& newPlayerName) const;
- protected:
- ScriptAction(); ///< Protected constructor for read.
- protected:
- ScriptActionType m_actionType;
- Int m_numParms;
- Parameter * m_parms[MAX_PARMS];
- ScriptAction * m_nextAction;
- Bool m_hasWarnings; ///< Runtime flag used by the editor only.
- public:
- void setActionType(ScriptActionType type);
- public:
- void setNextAction(ScriptAction *pAct) {m_nextAction = pAct;}
- void setWarnings(Bool warnings) { m_hasWarnings = warnings;}
- ScriptActionType getActionType(void) {return m_actionType;}
- ScriptAction * getNext(void) {return m_nextAction;}
- AsciiString getUiText(void);
- Parameter *getParameter(Int ndx)
- {
- if (ndx>=0 && ndx<m_numParms)
- return m_parms[ndx];
- return NULL;
- }
- Bool hasWarnings(void) const { return m_hasWarnings;}
- Int getNumParameters(void) {return m_numParms;}
- Int getUiStrings(AsciiString strings[MAX_PARMS]);
- static void WriteActionDataChunk(DataChunkOutput &chunkWriter, ScriptAction *pAct);
- static Bool ParseActionDataChunk(DataChunkInput &file, DataChunkInfo *info, void *userData);
- static void WriteActionFalseDataChunk(DataChunkOutput &chunkWriter, ScriptAction *pAct);
- static Bool ParseActionFalseDataChunk(DataChunkInput &file, DataChunkInfo *info, void *userData);
- };
- //-------------------------------------------------------------------------------------------------
- // ******************************** class Script ***********************************************
- //-------------------------------------------------------------------------------------------------
- /** This is a script, in a linked list of scripts. The m_condition list is evaluated, and if one of the
- or clauses is true, the m_action list is executed. . */
- class Script : public MemoryPoolObject, public Snapshot
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE(Script, "Script")
- protected: // Note - If you add any member vars, you must take them into account in duplicate() and updateFrom(), as well as file read/write.
- // snapshot methods
- virtual void crc( Xfer *xfer );
- virtual void xfer( Xfer *xfer );
- virtual void loadPostProcess( void );
- AsciiString m_scriptName; ///<Short name.
- AsciiString m_comment; ///< Long comment.
- AsciiString m_conditionComment; ///< Long comment about conditions.
- AsciiString m_actionComment; ///< Long comment about actions.
- Int m_delayEvaluationSeconds; ///< Number of seconds to delay evaluation.
- Bool m_isActive; ///< If true, script is enabled. If false, disabled.
- Bool m_isOneShot; ///< If true, script is made not active after executing the m_action actions.
- Bool m_isSubroutine; ///< If true, script is a subroutine.
- Bool m_easy; ///< Applies to easy campaign.
- Bool m_normal; ///< Applies to normal campaign.
- Bool m_hard; ///< Applies to Hard campaign.
- OrCondition *m_condition; ///< First in a list of ORed clauses.
- ScriptAction *m_action; ///< First in a list of actions executed if the conditions are true.
- ScriptAction *m_actionFalse;///< First in a list of actions executed if the conditions are false.
- Script *m_nextScript; ///< Next in the list of scripts.
- // Runtime fields - not saved or read.
- UnsignedInt m_frameToEvaluateAt; ///< When to evaluate the conditions next, if m_delayEvaluationSeconds>0.
- Bool m_hasWarnings; ///< Runtime flag used by the editor only.
- AsciiString m_conditionTeamName; ///< Runtime name used by ScriptEngine only.
- Real m_conditionTime; ///< Amount of time (cum) to evaluate conditions.
- Real m_curTime; ///< Amount of time (cum) to evaluate conditions.
- Int m_conditionExecutedCount; ///< Number of times conditions evaluated.
- public:
- Script();
- //~Script();
- Script *duplicate(void) const; // note, duplicates just this node, not the full list.
- Script *duplicateAndQualify(const AsciiString& qualifier,
- const AsciiString& playerTemplateName, const AsciiString& newPlayerName) const;
- public:
- void setName(AsciiString name) { m_scriptName = name;}
- void setWarnings(Bool warnings) { m_hasWarnings = warnings;}
- void setComment(AsciiString comment) { m_comment = comment;}
- void setActionComment(AsciiString comment) { m_actionComment = comment;}
- void setConditionComment(AsciiString comment) { m_conditionComment = comment;}
- void setActive(Bool active) { m_isActive = active;}
- void setOneShot(Bool one) { m_isOneShot = one;}
- void setEasy(Bool easy) { m_easy = easy;}
- void setNormal(Bool normal) { m_normal = normal;}
- void setHard(Bool hard) { m_hard = hard;}
- void setSubroutine(Bool subr) { m_isSubroutine = subr;}
- void setNextScript(Script *pScr) {m_nextScript = pScr;}
- void setOrCondition(OrCondition *pCond) {m_condition = pCond;}
- void setAction(ScriptAction *pAction) {m_action = pAction;}
- void setFalseAction(ScriptAction *pAction) {m_actionFalse = pAction;}
- void updateFrom(Script *pSrc); ///< Updates this from pSrc. pSrc IS MODIFIED - it's guts are removed. jba.
- void setFrameToEvaluate(UnsignedInt frame) {m_frameToEvaluateAt=frame;}
- void incrementConditionCount(void) {m_conditionExecutedCount++;}
- void addToConditionTime(Real time) {m_conditionTime += time;}
- void setCurTime(Real time) {m_curTime = time;}
- void setDelayEvalSeconds(Int delay) {m_delayEvaluationSeconds = delay;}
- UnsignedInt getFrameToEvaluate(void) {return m_frameToEvaluateAt;}
- Int getConditionCount(void) {return m_conditionExecutedCount;}
- Real getConditionTime(void) {return m_conditionTime;}
- Real getCurTime(void) {return m_curTime;}
- Int getDelayEvalSeconds(void) {return m_delayEvaluationSeconds;}
- AsciiString getName(void) const { return m_scriptName;}
- AsciiString getComment(void) const {return m_comment;}
- AsciiString getActionComment(void) const {return m_actionComment;}
- AsciiString getConditionComment(void) const {return m_conditionComment;}
- Bool hasWarnings(void) const { return m_hasWarnings;}
- Bool isActive(void) const { return m_isActive;}
- Bool isOneShot(void) const { return m_isOneShot;}
- Bool isEasy(void) const { return m_easy;}
- Bool isNormal(void) const { return m_normal;}
- Bool isHard(void) const { return m_hard;}
- Bool isSubroutine(void) const { return m_isSubroutine;}
- Script *getNext(void) const {return m_nextScript;}
- OrCondition *getOrCondition(void) const {return m_condition;}
- ScriptAction *getAction(void) const {return m_action;}
- ScriptAction *getFalseAction(void) const {return m_actionFalse;}
- AsciiString getUiText(void);
- void deleteOrCondition(OrCondition *pCond);
- void deleteAction(ScriptAction *pAct);
- void deleteFalseAction(ScriptAction *pAct);
- static void WriteScriptDataChunk(DataChunkOutput &chunkWriter, Script *pScript);
- static Script *ParseScript(DataChunkInput &file, unsigned short version);
- static Bool ParseScriptFromListDataChunk(DataChunkInput &file, DataChunkInfo *info, void *userData);
- static Bool ParseScriptFromGroupDataChunk(DataChunkInput &file, DataChunkInfo *info, void *userData);
- // Support routines for moving conditions around
- OrCondition *findPreviousOrCondition( OrCondition *curOr );
- // Support routines for ScriptEngine -
- AsciiString getConditionTeamName(void) {return m_conditionTeamName;}
- void setConditionTeamName(AsciiString teamName) {m_conditionTeamName = teamName;}
- };
- //-------------------------------------------------------------------------------------------------
- // ******************************** class Parameter ***********************************************
- //-------------------------------------------------------------------------------------------------
- /** This is a parameter, in either a condition or an action. */
- class Parameter : public MemoryPoolObject
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE(Parameter, "Parameter")
- // friend bad for MPOs. (srj)
- //friend class EditParameter;
- //friend class EditCoordParameter;
- //friend class EditObjectParameter;
- //friend class ScriptEngine;
- //friend class ScriptConditions;
- public:
- enum ParameterType
- {
- INT=0, // Int.
- REAL, // Real.
- SCRIPT, // String. Any script.
- TEAM, // String.
- COUNTER, // String, int index into counters array at runtime.
- FLAG, // String, int index into flags array at runtime.
- COMPARISON, // Int, see comparison types below.
- WAYPOINT, // String.
- BOOLEAN, // Int 0 or 1 for flags.
- TRIGGER_AREA, // String.
- TEXT_STRING, // String.
- SIDE, // String.
- SOUND, // String.
- SCRIPT_SUBROUTINE, // String. Script that is a subroutine.
- UNIT, // String. Name of a unit.
- OBJECT_TYPE, // String. Name of a thing template.
- COORD3D, // String. (x,y,z), ie (2.0,7,5). Use getCoord()
- ANGLE, // Real. Radians.
- TEAM_STATE, // String. Name of a state that a team is in.
- RELATION, // Int. Specifies the relation towards a team
- AI_MOOD, // Int. Specifies the aggressiveness towards a team.
- DIALOG, // String, specifies string usable with getSpeech(...)
- MUSIC, // String, specifies string usable with getTrack(...)
- MOVIE, // String, specifies string usable with open(...) or load(...)
- WAYPOINT_PATH, // String, waypoint path label.
- LOCALIZED_TEXT, // String, must be looked up from the localized text file.
- BRIDGE, // String, Named bridge.
- KIND_OF_PARAM, // Integer, KindOfType enum.
- ATTACK_PRIORITY_SET,// String, name of an attack priority set.
- RADAR_EVENT_TYPE, // Int. Specifies the radar Event type
- SPECIAL_POWER, // String, specifies superweapon types
- SCIENCE, // String, specifies a science/general/faction/buzzword-of-the-week
- UPGRADE, // String, specifies a type of upgrade
- COMMANDBUTTON_ABILITY, // Int, refers to the appropriate 1-12 commandbutton that is used for an object.
- BOUNDARY, // Int, specifies a boundary index.
- BUILDABLE, // Int, specifies buildability of a specific object.
- SURFACES_ALLOWED, // Int, specifies whether the check should consider Air, Ground, or Air and Ground
- SHAKE_INTENSITY, // Int, specifies which Intensity to use (Intensity in 10 cities!)
- COMMAND_BUTTON, // String
- FONT_NAME, // String, the name of the desired font
- OBJECT_STATUS, // String, specifies ObjectStatusBits name. However, translated to an int on read.
- COMMANDBUTTON_ALL_ABILITIES, // String, refers to all command buttons
- SKIRMISH_WAYPOINT_PATH, // String, name of a predefined skirmish waypoint path.
- COLOR, // color (as int) in ARGB format.
- EMOTICON, // List of all possible emoticons.
- OBJECT_PANEL_FLAG, // String, specifies a flag name available on the options panel.
- FACTION_NAME, // The name of the faction (GLA, America, Munkee, China, etc)
- OBJECT_TYPE_LIST, // String, Special case of Object Type.
- REVEALNAME, // String, the name of the look taking place.
- SCIENCE_AVAILABILITY, // String, the name of the different science availabilities.
- NUM_ITEMS
- };
- enum { // Comparison types. Stored in Int value.
- LESS_THAN = 0,
- LESS_EQUAL,
- EQUAL,
- GREATER_EQUAL,
- GREATER,
- NOT_EQUAL
- };
- enum { // Relation types. Stored in Int value. (Values from GameCommon.h)
- REL_ENEMY = ENEMIES,
- REL_NEUTRAL = NEUTRAL,
- REL_FRIEND = ALLIES
- };
- Parameter(ParameterType type, int val = 0) :
- m_initialized(false),
- m_paramType(type),
- m_int(val),
- m_real(0)
- {
- m_coord.x=0;m_coord.y=0;m_coord.z=0;
- }
- private:
- ParameterType m_paramType;
- Bool m_initialized;
- Int m_int;
- Real m_real;
- AsciiString m_string;
- Coord3D m_coord;
- protected:
- void setInt(Int i) {m_int = i;}
- void setReal(Real r) {m_real = r;}
- void setCoord3D(const Coord3D *pLoc);
- void setString(AsciiString s) {m_string = s;}
- public:
- Int getInt(void) const {return m_int;}
- Real getReal(void) const {return m_real;}
- void getCoord3D(Coord3D *pLoc) const;
- ParameterType getParameterType(void) const {return m_paramType;}
- void friend_setInt(Int i) {m_int = i;}
- void friend_setReal(Real r) {m_real = r;}
- void friend_setCoord3D(const Coord3D *pLoc) { setCoord3D(pLoc); }
- void friend_setString(AsciiString s) {m_string = s;}
- void qualify(const AsciiString& qualifier,const AsciiString& playerTemplateName,const AsciiString& newPlayerName);
- const AsciiString& getString(void) const {return m_string;}
- AsciiString getUiText(void) const;
- void WriteParameter(DataChunkOutput &chunkWriter);
- static Parameter *ReadParameter(DataChunkInput &file);
- };
- EMPTY_DTOR(Parameter)
- extern const char* TheObjectFlagsNames[];
- //-------------------------------------------------------------------------------------------------
- // ******************************** class Condition ***********************************************
- //-------------------------------------------------------------------------------------------------
- /** This is a condition. The parameters for a ConditionType are set up in
- ConditionTemplates created in ScriptEngine::init.
- // SPECIAL NOTE ABOUT Skirmish Scripts: Please note that ALL Skirmish conditions should first pass a pSkirmishPlayerParm to
- // prevet the necessity of having to write additional scripts for other players / skirmish types later.
- */
- class Condition : public MemoryPoolObject // This is the conditional class.
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE(Condition, "Condition")
- // friend bad for MPOs. (srj)
- //friend class EditCondition;
- public:
- enum ConditionType
- {
- CONDITION_FALSE=0, // Always evaluates to false.
- COUNTER, // COUNTER, COMPARISON, INT
- FLAG, // FLAG BOOLEAN compares flag to value.
- CONDITION_TRUE, // Always evaluates to true.
- TIMER_EXPIRED, // If a timer expired.
- PLAYER_ALL_DESTROYED, // If a side (player) is totally destroyed.
- PLAYER_ALL_BUILDFACILITIES_DESTROYED, // If a side (player) has all build facilities destroyed.
- TEAM_INSIDE_AREA_PARTIALLY, // If a player has units from a team entering an area.
- TEAM_DESTROYED, // If a team has been destroyed.
- CAMERA_MOVEMENT_FINISHED, // If the camera has completed it's current movement.
- TEAM_HAS_UNITS, // If a team has units.
- TEAM_STATE_IS, // If a team is in a particular state.
- TEAM_STATE_IS_NOT, // If a team is not in a particular state.
- NAMED_INSIDE_AREA, // If a player has units inside an area.
- NAMED_OUTSIDE_AREA, // If a player has units outside an area.
- NAMED_DESTROYED, // If a unit is destroyed
- NAMED_NOT_DESTROYED, // If a unit is destroyed
- TEAM_INSIDE_AREA_ENTIRELY, // If a team is entirely inside an area.
- TEAM_OUTSIDE_AREA_ENTIRELY, // If a team is entirely outside an area.
- NAMED_ATTACKED_BY_OBJECTTYPE, // If a unit has been attacked by an object of type objecttype
- TEAM_ATTACKED_BY_OBJECTTYPE, // If a team has been attacked by an object of type objecttype
- NAMED_ATTACKED_BY_PLAYER, // If a unit has been attacked by a unit controlled by player
- TEAM_ATTACKED_BY_PLAYER, // If a team has been attacked by a unit controlled by player
- BUILT_BY_PLAYER, // If a unit of type objecttype has been built by player
- NAMED_CREATED, // If a unit is currently in existence
- TEAM_CREATED, // If a team is currently in existence
- PLAYER_HAS_CREDITS, // If X [Less Than | Equal | More than] Players credits
- NAMED_DISCOVERED, // If a named unit is currently "seen" by a player.
- TEAM_DISCOVERED, // If a unit in a team is currently "seen" by a player.
- MISSION_ATTEMPTS, // Impl JKMCD
- NAMED_OWNED_BY_PLAYER, // If a unit is currently owned by a player
- TEAM_OWNED_BY_PLAYER, // If a team is currently owned by a player
- PLAYER_HAS_N_OR_FEWER_BUILDINGS, // If a player has count or fewer buildings
- PLAYER_HAS_POWER, // If a player currently has power to his facilities
- NAMED_REACHED_WAYPOINTS_END, // If a unit has reached the end of the path that contains Waypoint
- TEAM_REACHED_WAYPOINTS_END, // If a team has reached the end of the path that contains Waypoint
- NAMED_SELECTED, // If a unit is selected
- NAMED_ENTERED_AREA, // If a unit enters an area
- NAMED_EXITED_AREA, // If a unit exits an area
- TEAM_ENTERED_AREA_ENTIRELY, // If a team has entirely entered an area
- TEAM_ENTERED_AREA_PARTIALLY, // If a team has exactly one unit entering an area
- TEAM_EXITED_AREA_ENTIRELY, // If a team has entirely exited an area
- TEAM_EXITED_AREA_PARTIALLY, // If a team has exactly one unit exiting an area
- MULTIPLAYER_ALLIED_VICTORY, // If a single group of allies has vanquished everyone else
- MULTIPLAYER_ALLIED_DEFEAT, // If a single group of allies has been vanquished
- MULTIPLAYER_PLAYER_DEFEAT, // If a player (but not necessarily his allies) has been defeated
- PLAYER_HAS_NO_POWER, // If a player doesn't have power
- HAS_FINISHED_VIDEO, // If a video has completed playing
- HAS_FINISHED_SPEECH, // If a speech has completed playing
- HAS_FINISHED_AUDIO, // If an audio piece has completed playing
- BUILDING_ENTERED_BY_PLAYER, // If a player has garrisoned a building.
- ENEMY_SIGHTED, // If a unit sees any type of unit/building belonging to a player.
- UNIT_HEALTH, // Compares the unit health
- BRIDGE_REPAIRED, // If a bridge has been repaired.
- BRIDGE_BROKEN, // If a bridge has been broken.
- NAMED_DYING, // A unit has been killed, but is in the process of dying (using slow death state)
- NAMED_TOTALLY_DEAD, // A unit is done dying.
- PLAYER_HAS_OBJECT_COMPARISON, // Does a player have more/less than X number of units of type object
- OBSOLETE_SCRIPT_1, // Obsolete!
- OBSOLETE_SCRIPT_2, // Obsolete!
- PLAYER_TRIGGERED_SPECIAL_POWER, // has a player triggered a specific special power type
- PLAYER_COMPLETED_SPECIAL_POWER, // has a player's special power completed?
- PLAYER_MIDWAY_SPECIAL_POWER, // If the special power is midway through activation
- PLAYER_TRIGGERED_SPECIAL_POWER_FROM_NAMED, // has a player triggered a specific special power type
- PLAYER_COMPLETED_SPECIAL_POWER_FROM_NAMED, // has a player's special power completed?
- PLAYER_MIDWAY_SPECIAL_POWER_FROM_NAMED, // If the special power is midway through activation
- DEFUNCT_PLAYER_SELECTED_GENERAL, // no longer in use!
- DEFUNCT_PLAYER_SELECTED_GENERAL_FROM_NAMED, // no longer in use!
- PLAYER_BUILT_UPGRADE, // If a player built a specific upgrade
- PLAYER_BUILT_UPGRADE_FROM_NAMED, // If a player built a specific upgrade from a specific building
- PLAYER_DESTROYED_N_BUILDINGS_PLAYER, // If a player has destroyed N or more buildings of a specific player
- UNIT_COMPLETED_SEQUENTIAL_EXECUTION, // If a unit has completed sequential execution
- TEAM_COMPLETED_SEQUENTIAL_EXECUTION, // If a team has completed sequential execution
- PLAYER_HAS_COMPARISON_UNIT_TYPE_IN_TRIGGER_AREA, // If player has a specific unit or building type...
- PLAYER_HAS_COMPARISON_UNIT_KIND_IN_TRIGGER_AREA, // If player has a kindof in a trigger area.
- UNIT_EMPTIED, // True if a unit has just emptied its cargo
- TYPE_SIGHTED, // True if a specific unit has just seen a type of unit belonging to a specific player
- NAMED_BUILDING_IS_EMPTY, // True if a specific building is empty
- PLAYER_HAS_N_OR_FEWER_FACTION_BUILDINGS, // If a player has count or fewer faction buildings
- UNIT_HAS_OBJECT_STATUS, // True if an object has that object status bit set to true
- TEAM_ALL_HAS_OBJECT_STATUS, // True if all objects on a team have that object status bit set to true
- TEAM_SOME_HAVE_OBJECT_STATUS, // True if an object on the team has that object status bit set to true
- PLAYER_POWER_COMPARE_PERCENT, // True if a player's power ratio compares to a percentage.
- PLAYER_EXCESS_POWER_COMPARE_VALUE, // True if a player has comparison power in kilowatts.
- SKIRMISH_SPECIAL_POWER_READY, // True if the special power is ready to fire.
- SKIRMISH_VALUE_IN_AREA, // True if the units in an area are worth comparison to a value
- SKIRMISH_PLAYER_FACTION, // True if player is a specific faction
- SKIRMISH_SUPPLIES_VALUE_WITHIN_DISTANCE,// True if there are supplies within distance of the perimeter
- SKIRMISH_TECH_BUILDING_WITHIN_DISTANCE, // True if there is a tech building within distance of the perimeter
- SKIRMISH_COMMAND_BUTTON_READY_ALL, // True when ???
- SKIRMISH_COMMAND_BUTTON_READY_PARTIAL, // True when ???
- SKIRMISH_UNOWNED_FACTION_UNIT_EXISTS, // True if there are comparison to unowned faction unit on the map.
- SKIRMISH_PLAYER_HAS_PREREQUISITE_TO_BUILD, // True if we can build this thing (we have prerequisites)
- SKIRMISH_PLAYER_HAS_COMPARISON_GARRISONED, // True if there are comparison to garrisoned buildings (by player) on the map
- SKIRMISH_PLAYER_HAS_COMPARISON_CAPTURED_UNITS, // True if there are comparison to captured units
- SKIRMISH_NAMED_AREA_EXIST, // True if a named area exists
- SKIRMISH_PLAYER_HAS_UNITS_IN_AREA, // True if a player has units in an area
- SKIRMISH_PLAYER_HAS_BEEN_ATTACKED_BY_PLAYER, // True if the player has been attacked by a player
- SKIRMISH_PLAYER_IS_OUTSIDE_AREA, // True if player doesn't have any units in an area
- SKIRMISH_PLAYER_HAS_DISCOVERED_PLAYER, // True if a player has discovered another player
- PLAYER_ACQUIRED_SCIENCE, // True if the player has acquired the specified Science.
- PLAYER_HAS_SCIENCEPURCHASEPOINTS, // True if the player has at least N SciencePurchasePoints.
- PLAYER_CAN_PURCHASE_SCIENCE, // True is player can purchase the given science (has all prereqs & points needed)
- MUSIC_TRACK_HAS_COMPLETED, // True if the specified track has completed at least N times
- PLAYER_LOST_OBJECT_TYPE, // True if a player has lost a specific unit type
-
- SUPPLY_SOURCE_SAFE, // True if the nearest available supply source is not under enemy influence.
- SUPPLY_SOURCE_ATTACKED, // True if our supply depot or dozer near depot was attacked.
- START_POSITION_IS, // True if our start position matches.
- NUM_ITEMS // Always the last condition.
- };
- Condition(enum ConditionType type);
- //~Condition();
- Condition *duplicate(void) const;
- Condition *duplicateAndQualify(const AsciiString& qualifier,
- const AsciiString& playerTemplateName, const AsciiString& newPlayerName) const;
- protected:
- Condition(); ///< Protected constructor for read.
- protected:
- enum ConditionType m_conditionType;
- Int m_numParms;
- Parameter *m_parms[MAX_PARMS];
- Condition *m_nextAndCondition;
- Int m_hasWarnings; ///< Runtime flag used by the editor only.
- Int m_customData;
- public:
- void setConditionType(enum ConditionType type);
- public:
- void setNextCondition(Condition *pScr) {m_nextAndCondition = pScr;}
- void setWarnings(Bool warnings) { m_hasWarnings = warnings;}
- enum ConditionType getConditionType(void) {return m_conditionType;}
- Condition * getNext(void) {return m_nextAndCondition;}
- AsciiString getUiText(void);
- Parameter *getParameter(Int ndx)
- {
- if (ndx>=0 && ndx<m_numParms)
- return m_parms[ndx];
- return NULL;
- }
- Int getNumParameters(void) {return m_numParms;}
- Int getUiStrings(AsciiString strings[MAX_PARMS]);
- Bool hasWarnings(void) const { return m_hasWarnings;}
- Int getCustomData(void) const {return m_customData;}
- void setCustomData(Int val) { m_customData = val;}
- static void WriteConditionDataChunk(DataChunkOutput &chunkWriter, Condition *pCond);
- static Bool ParseConditionDataChunk(DataChunkInput &file, DataChunkInfo *info, void *userData);
- };
- //-------------------------------------------------------------------------------------------------
- // ******************************** class Template ***********************************************
- //-------------------------------------------------------------------------------------------------
- /** The template defines the parameters and ui strings used to display a
- condition or action. */
- class Template : public MemoryPoolObject
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE(Template, "Template")
- // friend bad for MPOs. (srj)
- //friend class ScriptEngine;
- public:
- AsciiString m_name;
- Int m_numUiStrings;
- AsciiString m_uiStrings[MAX_PARMS];
- Int m_numParameters;
- enum Parameter::ParameterType m_parameters[MAX_PARMS];
- public:
- Template();
- public:
- AsciiString getName(void) const {return m_name;}
- Int getUiStrings(AsciiString strings[MAX_PARMS]) const;
- Int getNumParameters(void) const {return m_numParameters;}
- enum Parameter::ParameterType getParameterType(Int ndx) const;
- };
- EMPTY_DTOR(Template)
- //-------------------------------------------------------------------------------------------------
- // ******************************** class ConditionTemplate ***********************************************
- //-------------------------------------------------------------------------------------------------
- /// Template for condition.
- class ConditionTemplate : public Template{};
- //-------------------------------------------------------------------------------------------------
- // ******************************** class ActionTemplate ***********************************************
- //-------------------------------------------------------------------------------------------------
- /// Template for action.
- class ActionTemplate : public Template{};
- //-------------------------------------------------------------------------------------------------
- // ******************************** class ScriptList ***********************************************
- //-------------------------------------------------------------------------------------------------
- /// List of scripts. May have one level of hierarchy in the ScriptGroup list.
- class ScriptList : public MemoryPoolObject, public Snapshot
- // A script list belongs to a Player. It contains the heads of the
- // the top level scripts, and the script groups.
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE(ScriptList, "ScriptList")
- protected:
- // snapshot methods
- virtual void crc( Xfer *xfer );
- virtual void xfer( Xfer *xfer );
- virtual void loadPostProcess( void );
- ScriptGroup *m_firstGroup;
- Script *m_firstScript;
- static Int m_curId;
- static ScriptList *s_readLists[MAX_PLAYER_COUNT];
- static Int s_numInReadList;
- public:
- ScriptList();
- //~ScriptList();
- public:
- static void updateDefaults(void);
- static void reset(void);
- static Int getNextID(void) {m_curId++; return m_curId;};
-
- public:
- ScriptGroup *getScriptGroup(void) {return m_firstGroup;};
- Script *getScript(void) {return m_firstScript;};
- void WriteScriptListDataChunk(DataChunkOutput &chunkWriter);
- static Bool ParseScriptListDataChunk(DataChunkInput &file, DataChunkInfo *info, void *userData);
-
- void addGroup(ScriptGroup *pGrp, Int ndx);
- void addScript(Script *pScr, Int ndx);
- void deleteScript(Script *pScr);
- void deleteGroup(ScriptGroup *pGrp);
- void discard(void);
- ScriptList *duplicate(void) const;
- ScriptList *duplicateAndQualify(const AsciiString& qualifier,
- const AsciiString& playerTemplateName, const AsciiString& newPlayerName ) const;
- /// Reads a set of scripts into m_readScripts. Use getReadScripts to access.
- static Bool ParseScriptsDataChunk(DataChunkInput &file, DataChunkInfo *info, void *userData);
- /// Writes sides (including build list info.)
- static void WriteScriptsDataChunk(DataChunkOutput &chunkWriter, ScriptList *scriptLists[], Int numLists);
- /// Returns array of script list pointers. This can only be called once after scripts
- /// are read, and the caller is responsible for deleting the scripts.
- static Int getReadScripts(ScriptList *scriptLists[MAX_PLAYER_COUNT]);
- };
- #endif
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