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- /*
- ** 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 <http://www.gnu.org/licenses/>.
- */
- ////////////////////////////////////////////////////////////////////////////////
- // //
- // (c) 2001-2003 Electronic Arts Inc. //
- // //
- ////////////////////////////////////////////////////////////////////////////////
- // FILE: PlayerList.cpp /////////////////////////////////////////////////////////
- //-----------------------------------------------------------------------------
- //
- // Westwood Studios Pacific.
- //
- // Confidential Information
- // Copyright (C) 2001 - All Rights Reserved
- //
- //-----------------------------------------------------------------------------
- //
- // Project: RTS3
- //
- // File name: PlayerList.cpp
- //
- // Created: Steven Johnson, October 2001
- //
- // Desc: @todo
- //
- //-----------------------------------------------------------------------------
- #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
- #include "Common/Errors.h"
- #include "Common/DataChunk.h"
- #include "Common/GameState.h"
- #include "Common/GlobalData.h"
- #include "Common/Player.h"
- #include "Common/PlayerList.h"
- #include "Common/PlayerTemplate.h"
- #include "Common/Team.h"
- #include "Common/WellKnownKeys.h"
- #include "Common/Xfer.h"
- #ifdef _DEBUG
- #include "GameLogic/Object.h"
- #endif
- #include "GameLogic/SidesList.h"
- #include "GameNetwork/NetworkDefs.h"
- #ifdef _INTERNAL
- // for occasional debugging...
- //#pragma optimize("", off)
- //#pragma MESSAGE("************************************** WARNING, optimization disabled for debugging purposes")
- #endif
- //-----------------------------------------------------------------------------
- /*extern*/ PlayerList *ThePlayerList = NULL;
- //-----------------------------------------------------------------------------
- PlayerList::PlayerList() :
- m_local(NULL),
- m_playerCount(0)
- {
- // we only allocate a few of these, so don't bother pooling 'em
- for (Int i = 0; i < MAX_PLAYER_COUNT; i++)
- m_players[ i ] = NEW Player( i );
- init();
- }
- //-----------------------------------------------------------------------------
- PlayerList::~PlayerList()
- {
- try {
- // the world is happier if we reinit things before destroying them,
- // to avoid debug warnings
- init();
- } catch (...) {
- // nothing
- }
- for( Int i = 0; i < MAX_PLAYER_COUNT; ++i )
- delete m_players[ i ];
- }
- //-----------------------------------------------------------------------------
- Player *PlayerList::getNthPlayer(Int i)
- {
- if( i < 0 || i >= MAX_PLAYER_COUNT )
- {
- // DEBUG_CRASH( ("Illegal player index\n") );
- return NULL;
- }
- return m_players[i];
- }
- //-----------------------------------------------------------------------------
- Player *PlayerList::findPlayerWithNameKey(NameKeyType key)
- {
- for (Int i = 0; i < m_playerCount; i++)
- {
- if (m_players[i]->getPlayerNameKey() == key)
- {
- return m_players[i];
- }
- }
- return NULL;
- }
- //-----------------------------------------------------------------------------
- void PlayerList::reset()
- {
- TheTeamFactory->clear(); // cleans up energy, among other things
- init();
- }
- //-----------------------------------------------------------------------------
- void PlayerList::newGame()
- {
- Int i;
- DEBUG_ASSERTCRASH(this != NULL, ("null this"));
-
- TheTeamFactory->clear(); // cleans up energy, among other things
- // first, re-init ourselves.
- init();
- // ok, now create the rest of players we need.
- Bool setLocal = false;
- for( i = 0; i < TheSidesList->getNumSides(); i++)
- {
- Dict *d = TheSidesList->getSideInfo(i)->getDict();
- AsciiString pname = d->getAsciiString(TheKey_playerName);
- if (pname.isEmpty())
- continue; // it's neutral, which we've already done, so skip it.
- /// @todo The Player class should have a reset() method, instead of directly calling initFromDict() (MSB)
- Player* p = m_players[m_playerCount++];
- p->initFromDict(d);
- // Multiplayer override
- Bool exists; // throwaway, since we don't care if it exists
- if (d->getBool(TheKey_multiplayerIsLocal, &exists))
- {
- DEBUG_LOG(("Player %s is multiplayer local\n", pname.str()));
- setLocalPlayer(p);
- setLocal = true;
- }
- if (!setLocal && !TheNetwork && d->getBool(TheKey_playerIsHuman))
- {
- setLocalPlayer(p);
- setLocal = true;
- }
- // Set the build list.
- p->setBuildList(TheSidesList->getSideInfo(i)->getBuildList());
- // Build list is attached to player now, so release it from the side info.
- TheSidesList->getSideInfo(i)->releaseBuildList();
- }
- if (!setLocal)
- {
- DEBUG_ASSERTCRASH(TheNetwork, ("*** Map has no human player... picking first nonneutral player for control\n"));
- for( i = 0; i < TheSidesList->getNumSides(); i++)
- {
- Player* p = getNthPlayer(i);
- if (p != getNeutralPlayer())
- {
- p->setPlayerType(PLAYER_HUMAN, false);
- setLocalPlayer(p);
- setLocal = true;
- break;
- }
- }
- }
- // must reset teams *after* creating players.
- TheTeamFactory->initFromSides(TheSidesList);
- for( i = 0; i < TheSidesList->getNumSides(); i++)
- {
- Dict *d = TheSidesList->getSideInfo(i)->getDict();
- Player* p = findPlayerWithNameKey(NAMEKEY(d->getAsciiString(TheKey_playerName)));
- AsciiString tok;
- AsciiString enemies = d->getAsciiString(TheKey_playerEnemies);
- while (enemies.nextToken(&tok))
- {
- Player *p2 = findPlayerWithNameKey(NAMEKEY(tok));
- if (p2)
- {
- p->setPlayerRelationship(p2, ENEMIES);
- }
- else
- {
- DEBUG_LOG(("unknown enemy %s\n",tok.str()));
- }
- }
- AsciiString allies = d->getAsciiString(TheKey_playerAllies);
- while (allies.nextToken(&tok))
- {
- Player *p2 = findPlayerWithNameKey(NAMEKEY(tok));
- if (p2)
- {
- p->setPlayerRelationship(p2, ALLIES);
- }
- else
- {
- DEBUG_LOG(("unknown ally %s\n",tok.str()));
- }
- }
- // finally, make sure self & neutral are correct.
- p->setPlayerRelationship(p, ALLIES);
- if (p != getNeutralPlayer())
- p->setPlayerRelationship(getNeutralPlayer(), NEUTRAL);
- p->setDefaultTeam();
- }
- }
- //-----------------------------------------------------------------------------
- void PlayerList::init()
- {
- m_playerCount = 1;
- m_players[0]->init(NULL);
- for (int i = 1; i < MAX_PLAYER_COUNT; i++)
- m_players[i]->init(NULL);
- // call setLocalPlayer so that becomingLocalPlayer() gets called appropriately
- setLocalPlayer(m_players[0]);
- }
- //-----------------------------------------------------------------------------
- void PlayerList::update()
- {
- // update all players
- for( Int i = 0; i < MAX_PLAYER_COUNT; i++ )
- {
- m_players[i]->update();
- } // end for i
- }
- //-----------------------------------------------------------------------------
- void PlayerList::newMap()
- {
- // update all players
- for( Int i = 0; i < MAX_PLAYER_COUNT; i++ )
- {
- m_players[i]->newMap();
- } // end for i
- }
- // ------------------------------------------------------------------------
- void PlayerList::teamAboutToBeDeleted(Team* team)
- {
- for( Int i = 0; i < MAX_PLAYER_COUNT; i++ )
- {
- m_players[i]->removeTeamRelationship(team);
- }
- }
- //=============================================================================
- void PlayerList::updateTeamStates(void)
- {
- // Clear team flags for all players.
- for( Int i = 0; i < MAX_PLAYER_COUNT; i++ )
- {
- m_players[i]->updateTeamStates();
- } // end for i
- }
- //-----------------------------------------------------------------------------
- Team *PlayerList::validateTeam( AsciiString owner )
- {
- // owner could be a player or team. first, check team names.
- Team *t = TheTeamFactory->findTeam(owner);
- if (t)
- {
- //DEBUG_LOG(("assigned obj %08lx to team %s\n",obj,owner.str()));
- }
- else
- {
- DEBUG_CRASH(("no team or player named %s could be found!\n", owner.str()));
- t = getNeutralPlayer()->getDefaultTeam();
- }
- return t;
- }
- //-----------------------------------------------------------------------------
- void PlayerList::setLocalPlayer(Player *player)
- {
- // can't set local player to null -- if you try, you get neutral.
- if (player == NULL)
- {
- DEBUG_CRASH(("local player may not be null"));
- player = getNeutralPlayer();
- }
- if (player != m_local)
- {
- // m_local can be null the very first time we call this.
- if (m_local)
- m_local->becomingLocalPlayer(false);
- m_local = player;
- player->becomingLocalPlayer(true);
- }
- #ifdef INTENSE_DEBUG
- if (player)
- {
- DEBUG_LOG(("\n----------\n"));
- // did you know? you can use "%ls" to print a doublebyte string, even in a single-byte printf...
- DEBUG_LOG(("Switching local players. The new player is named '%ls' (%s) and owns the following objects:\n",
- player->getPlayerDisplayName().str(),
- TheNameKeyGenerator->keyToName(player->getPlayerNameKey()).str()
- ));
- for (Object *obj = player->getFirstOwnedObject(); obj; obj = obj->getNextOwnedObject())
- {
- DEBUG_LOG(("Obj %08lx is of type %s",obj,obj->getTemplate()->getName().str()));
- if (!player->canBuild(obj->getTemplate()))
- {
- DEBUG_LOG((" (NOT BUILDABLE)"));
- }
- DEBUG_LOG(("\n"));
- }
- DEBUG_LOG(("\n----------\n"));
- }
- #endif
- }
- //-----------------------------------------------------------------------------
- Player *PlayerList::getPlayerFromMask( PlayerMaskType mask )
- {
- Player *player = NULL;
- Int i;
- for( i = 0; i < MAX_PLAYER_COUNT; i++ )
- {
-
- player = getNthPlayer( i );
- if( player && player->getPlayerMask() == mask )
- return player;
- } // end for i
- DEBUG_CRASH( ("Player does not exist for mask\n") );
- return NULL; // mask not found
- } // end getPlayerFromMask
- //-----------------------------------------------------------------------------
- Player *PlayerList::getEachPlayerFromMask( PlayerMaskType& maskToAdjust )
- {
- Player *player = NULL;
- Int i;
- for( i = 0; i < MAX_PLAYER_COUNT; i++ )
- {
-
- player = getNthPlayer( i );
- if ( player && BitTest(player->getPlayerMask(), maskToAdjust ))
- {
- maskToAdjust &= (~player->getPlayerMask());
- return player;
- }
- } // end for i
- DEBUG_CRASH( ("No players found that contain any matching masks.\n") );
- maskToAdjust = 0;
- return NULL; // mask not found
- }
- //-------------------------------------------------------------------------------------------------
- PlayerMaskType PlayerList::getPlayersWithRelationship( Int srcPlayerIndex, UnsignedInt allowedRelationships )
- {
- PlayerMaskType retVal = 0;
- if (allowedRelationships == 0)
- return retVal;
- Player *srcPlayer = getNthPlayer(srcPlayerIndex);
- if (!srcPlayer)
- return retVal;
- if (BitTest(allowedRelationships, ALLOW_SAME_PLAYER))
- BitSet(retVal, srcPlayer->getPlayerMask());
- for ( Int i = 0; i < getPlayerCount(); ++i )
- {
- Player *player = getNthPlayer(i);
- if (!player)
- continue;
- if (player == srcPlayer)
- continue;
- switch (srcPlayer->getRelationship(player->getDefaultTeam()))
- {
- case ENEMIES:
- if (BitTest(allowedRelationships, ALLOW_ENEMIES))
- BitSet(retVal, player->getPlayerMask());
- break;
- case ALLIES:
- if (BitTest(allowedRelationships, ALLOW_ALLIES))
- BitSet(retVal, player->getPlayerMask());
- break;
- case NEUTRAL:
- if (BitTest(allowedRelationships, ALLOW_NEUTRAL))
- BitSet(retVal, player->getPlayerMask());
- break;
- }
- }
- return retVal;
- }
- // ------------------------------------------------------------------------------------------------
- /** CRC */
- // ------------------------------------------------------------------------------------------------
- void PlayerList::crc( Xfer *xfer )
- {
- xfer->xferInt( &m_playerCount );
- for( Int i = 0; i < m_playerCount; ++i )
- xfer->xferSnapshot( m_players[ i ] );
- }
- // ------------------------------------------------------------------------------------------------
- /** Xfer Method
- * Version Info:
- * 1: Initial version */
- // ------------------------------------------------------------------------------------------------
- void PlayerList::xfer( Xfer *xfer )
- {
- // version
- XferVersion currentVersion = 1;
- XferVersion version = currentVersion;
- xfer->xferVersion( &version, currentVersion );
- // xfer the player count
- Int playerCount = m_playerCount;
- xfer->xferInt( &playerCount );
- //
- // sanity, the player count read from the file should match our player count that
- // was setup from the bare bones map load since that data can't change during run time
- //
- if( playerCount != m_playerCount )
- {
- DEBUG_CRASH(( "Invalid player count '%d', should be '%d'\n", playerCount, m_playerCount ));
- throw SC_INVALID_DATA;
- } // end if
- // xfer each of the player data
- for( Int i = 0; i < playerCount; ++i )
- xfer->xferSnapshot( m_players[ i ] );
- } // end xfer
- // ------------------------------------------------------------------------------------------------
- /** Load post process */
- // ------------------------------------------------------------------------------------------------
- void PlayerList::loadPostProcess( void )
- {
- } // end postProcessLoad
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