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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: ProductionPrerequisite.cpp /////////////////////////////////////////////////////////
- //-----------------------------------------------------------------------------
- //
- // Westwood Studios Pacific.
- //
- // Confidential Information
- // Copyright (C) 2001 - All Rights Reserved
- //
- //-----------------------------------------------------------------------------
- //
- // Project: RTS3
- //
- // File name: ProductionPrerequisite.cpp
- //
- // Created: Steven Johnson, October 2001
- //
- // Desc: @todo
- //
- //-----------------------------------------------------------------------------
- #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
- #include "Common/ProductionPrerequisite.h"
- #include "Common/Player.h"
- #include "Common/ThingFactory.h"
- #include "Common/ThingTemplate.h"
- #include "GameLogic/Object.h"
- #include "GameClient/Drawable.h"
- #include "GameClient/GameText.h"
- #ifdef _INTERNAL
- // for occasional debugging...
- //#pragma optimize("", off)
- //#pragma MESSAGE("************************************** WARNING, optimization disabled for debugging purposes")
- #endif
- //-----------------------------------------------------------------------------
- ProductionPrerequisite::ProductionPrerequisite()
- {
- init();
- }
- //-----------------------------------------------------------------------------
- ProductionPrerequisite::~ProductionPrerequisite()
- {
- }
- //-----------------------------------------------------------------------------
- void ProductionPrerequisite::init()
- {
- m_prereqUnits.clear();
- m_prereqSciences.clear();
-
- }
- //=============================================================================
- void ProductionPrerequisite::resolveNames()
- {
- for (Int i = 0; i < m_prereqUnits.size(); i++)
- {
- //
- // note that this will find the template at the "top most" level (not override
- // sub-temlates), which is what we want ... we conceptually only have one
- // template for any given thing, it's only the *data* that is overridden
- //
- if( m_prereqUnits[ i ].name.isNotEmpty() )
- {
- m_prereqUnits[i].unit = TheThingFactory->findTemplate(m_prereqUnits[i].name); // might be null
- /** @todo for now removing this assert until we can completely remove
- the GDF stuff, the problem is that some INI files refer to GDF names, and they
- aren't yet loaded in the world builder but will all go away later anyway etc */
- DEBUG_ASSERTCRASH(m_prereqUnits[i].unit,("could not find prereq %s\n",m_prereqUnits[i].name.str()));
- m_prereqUnits[i].name.clear(); // we're done with it
- }
- }
- }
- //-----------------------------------------------------------------------------
- Int ProductionPrerequisite::calcNumPrereqUnitsOwned(const Player *player, Int counts[MAX_PREREQ]) const
- {
- const ThingTemplate *tmpls[MAX_PREREQ];
- Int cnt = m_prereqUnits.size();
- if (cnt > MAX_PREREQ)
- cnt = MAX_PREREQ;
- for (int i = 0; i < cnt; i++)
- tmpls[i] = m_prereqUnits[i].unit;
- player->countObjectsByThingTemplate(cnt, tmpls, false, counts);
- return cnt;
- }
- //-----------------------------------------------------------------------------
- Int ProductionPrerequisite::getAllPossibleBuildFacilityTemplates(const ThingTemplate* tmpls[], Int maxtmpls) const
- {
- Int count = 0;
- for (int i = 0; i < m_prereqUnits.size(); i++)
- {
- if (i > 0 && !(m_prereqUnits[i].flags & UNIT_OR_WITH_PREV))
- break;
- if (count >= maxtmpls)
- break;
- tmpls[count++] = m_prereqUnits[i].unit;
- }
- return count;
- }
- //-----------------------------------------------------------------------------
- const ThingTemplate *ProductionPrerequisite::getExistingBuildFacilityTemplate( const Player *player ) const
- {
- DEBUG_ASSERTCRASH(player, ("player may not be null"));
- if (m_prereqUnits.size())
- {
- Int ownCount[MAX_PREREQ];
- Int cnt = calcNumPrereqUnitsOwned(player, ownCount);
- for (int i = 0; i < cnt; i++)
- {
- if (i > 0 && !(m_prereqUnits[i].flags & UNIT_OR_WITH_PREV))
- break;
- if (ownCount[i])
- return m_prereqUnits[i].unit;
- }
- }
- return NULL;
- }
- //-----------------------------------------------------------------------------
- Bool ProductionPrerequisite::isSatisfied(const Player *player) const
- {
- Int i;
- if (!player)
- return false;
- // gotta have all the prereq sciences.
- for (i = 0; i < m_prereqSciences.size(); i++)
- {
- if (!player->hasScience(m_prereqSciences[i]))
- return false;
- }
- // the player must have at least one instance of each prereq unit.
- Int ownCount[MAX_PREREQ];
- Int cnt = calcNumPrereqUnitsOwned(player, ownCount);
- // fix up the "or" cases. (start at 1!)
- for (i = 1; i < cnt; i++)
- {
- if (m_prereqUnits[i].flags & UNIT_OR_WITH_PREV)
- {
- ownCount[i] += ownCount[i-1]; // lump 'em together for prereq purposes
- ownCount[i-1] = -1; // flag for "ignore me"
- }
- }
- for (i = 0; i < cnt; i++)
- {
- if (ownCount[i] == -1) // the magic "ignore me" flag
- continue;
- if (ownCount[i] == 0) // everything not ignored, is required
- return false;
- }
- return true;
- }
- //-------------------------------------------------------------------------------------------------
- /** Add a unit prerequisite, if 'orWithPrevious' is set then this unit is said
- * to be an alternate prereq to the previously added unit, otherwise this becomes
- * a new 'block' and is required in ADDDITION to other entries.
- * Return FALSE if no space left to add unit */
- //-------------------------------------------------------------------------------------------------
- void ProductionPrerequisite::addUnitPrereq( AsciiString unit, Bool orUnitWithPrevious )
- {
- PrereqUnitRec info;
- info.name = unit;
- info.flags = orUnitWithPrevious ? UNIT_OR_WITH_PREV : 0;
- info.unit = NULL;
- m_prereqUnits.push_back(info);
- } // end addUnitPrereq
- //-------------------------------------------------------------------------------------------------
- /** Add a unit prerequisite, if 'orWithPrevious' is set then this unit is said
- * to be an alternate prereq to the previously added unit, otherwise this becomes
- * a new 'block' and is required in ADDDITION to other entries.
- * Return FALSE if no space left to add unit */
- //-------------------------------------------------------------------------------------------------
- void ProductionPrerequisite::addUnitPrereq( const std::vector<AsciiString>& units )
- {
- Bool orWithPrevious = false;
- for (int i = 0; i < units.size(); ++i)
- {
- addUnitPrereq(units[i], orWithPrevious);
- orWithPrevious = true;
- }
- } // end addUnitPrereq
- //-------------------------------------------------------------------------------------------------
- // returns an asciistring which is a list of all the prerequisites
- // not satisfied yet
- UnicodeString ProductionPrerequisite::getRequiresList(const Player *player) const
- {
- // if player is invalid, return empty string
- if (!player)
- return UnicodeString::TheEmptyString;
- UnicodeString requiresList = UnicodeString::TheEmptyString;
-
- // check the prerequired units
- Int ownCount[MAX_PREREQ];
- Int cnt = calcNumPrereqUnitsOwned(player, ownCount);
- Int i;
- Bool orRequirements[MAX_PREREQ];
- //Added for fix below in getRequiresList
- //By Sadullah Nader
- //Initializes the OR_WITH_PREV structures
- for (i = 0; i < MAX_PREREQ; i++)
- {
- orRequirements[i] = FALSE;
- }
- //
- // account for the "or" unit cases, start for loop at 1
- for (i = 1; i < cnt; i++)
- {
- if (m_prereqUnits[i].flags & UNIT_OR_WITH_PREV)
- {
- orRequirements[i] = TRUE; // set the flag for this unit to be "ored" with previous
- ownCount[i] += ownCount[i-1]; // lump 'em together for prereq purposes
- ownCount[i-1] = -1; // flag for "ignore me"
- }
- }
-
- // check to see if anything is required
- const ThingTemplate *unit;
- UnicodeString unitName;
- Bool firstRequirement = true;
- for (i = 0; i < cnt; i++)
- {
- // we have an unfulfilled requirement
- if (ownCount[i] == 0) {
-
- if(orRequirements[i])
- {
- unit = m_prereqUnits[i-1].unit;
- unitName = unit->getDisplayName();
- unitName.concat( L" " );
- unitName.concat(TheGameText->fetch("CONTROLBAR:OrRequirement", NULL));
- unitName.concat( L" " );
- requiresList.concat(unitName);
- }
- // get the requirement and then its name
- unit = m_prereqUnits[i].unit;
- unitName = unit->getDisplayName();
- // gets command button, and then modifies unitName
- //CommandButton *cmdButton = TheControlBar->findCommandButton(unit->getName());
- //if (cmdButton)
- //unitName.translate(TheGameText->fetch(cmdButton->m_textLabel.str()));
- // format name appropriately with 'returns' if necessary
- if (firstRequirement)
- firstRequirement = false;
- else
- unitName.concat(L"\n");
- // add it to the list
- requiresList.concat(unitName);
- }
- }
- Bool hasSciences = TRUE;
- // gotta have all the prereq sciences.
- for (i = 0; i < m_prereqSciences.size(); i++)
- {
- if (!player->hasScience(m_prereqSciences[i]))
- hasSciences = FALSE;
- }
- if (hasSciences == FALSE) {
- if (firstRequirement) {
- firstRequirement = false;
- } else {
- unitName.concat(L"\n");
- }
- requiresList.concat(TheGameText->fetch("CONTROLBAR:GeneralsPromotion", NULL));
- }
- // return final list
- return requiresList;
- }
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