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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. //
- // //
- ////////////////////////////////////////////////////////////////////////////////
- // 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 "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; i<MAX_PLAYER_COUNT; ++i)
- {
- m_players[i] = NULL;
- m_isDefeated[i] = false;
- }
- m_localSlotNum = -1;
- m_localPlayerDefeated = false;
- m_singleAllianceRemaining = false;
- m_isObserver = false;
- m_endFrame = 0;
- m_victoryConditions = VICTORY_NOBUILDINGS | VICTORY_NOUNITS;
- }
- //-------------------------------------------------------------------------------------------------
- void VictoryConditions::update( void )
- {
- if (!TheRecorder->isMultiplayer() || (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; i<MAX_PLAYER_COUNT; ++i)
- {
- player = m_players[i];
- if (player && !hasSinglePlayerBeenDefeated(player))
- {
- if (alive)
- {
- // check to verify they are on the same team
- if (!areAllies(alive, player))
- {
- multipleAlliances = true;
- break;
- }
- }
- else
- {
- alive = player; // save this pointer to check against
- }
- }
- }
- if (!multipleAlliances)
- {
- m_singleAllianceRemaining = true; // don't check again
- m_endFrame = TheGameLogic->getFrame();
- }
- }
- // check for player eliminations
- for (Int i=0; i<MAX_PLAYER_COUNT; ++i)
- {
- Player *p = m_players[i];
- if (p && !m_isDefeated[i] && hasSinglePlayerBeenDefeated(p))
- {
- m_isDefeated[i] = true;
- if (TheGameLogic->getFrame() > 1)
- {
- ThePartitionManager->revealMapForPlayerPermanently( p->getPlayerIndex() );
-
- 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; i<MAX_PLAYER_COUNT; ++i)
- {
- if ( m_players[i] && !hasSinglePlayerBeenDefeated(m_players[i]) &&
- (player == m_players[i] || areAllies(m_players[i], player)) )
- return true;
- }
- }
- return false;
- }
- //-------------------------------------------------------------------------------------------------
- Bool VictoryConditions::hasBeenDefeated(Player *player)
- {
- if (!player)
- return false;
- if (m_singleAllianceRemaining && !hasAchievedVictory(player))
- return true;
- return false;
- }
- //-------------------------------------------------------------------------------------------------
- Bool VictoryConditions::hasSinglePlayerBeenDefeated(Player *player)
- {
- if (!player)
- return false;
- KindOfMaskType mask;
- mask.set(KINDOF_MP_COUNT_FOR_VICTORY);
- if ( ISSET(NOUNITS) && ISSET(NOBUILDINGS) )
- {
- if ( !player->hasAnyObjects() )
- {
- 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; i<MAX_PLAYER_COUNT; ++i)
- {
- Player *player = ThePlayerList->getNthPlayer(i);
- DEBUG_LOG(("Checking whether to cache player %d - [%ls], house [%ls]\n", i, player?player->getPlayerDisplayName().str():L"<NOBODY>", (player&&player->getPlayerTemplate())?player->getPlayerTemplate()->getDisplayName().str():L"<NONE>"));
- 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);
- }
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