/*! \file gameeventsystem.cpp \brief The event handling of ASC */ /* This file is part of Advanced Strategic Command; http://www.asc-hq.de Copyright (C) 1994-2005 Martin Bickel and Marc Schellenberger 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 2 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; see the file COPYING. If not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #include #include #include "global.h" #include "buildingtype.h" #include "vehicletype.h" #include "gameeventsystem.h" #include "typen.h" #include "gamemap.h" #include "spfst.h" void checktimedevents ( MapDisplayInterface* md ) { if ( actmap->eventTimes.empty() ) return; GameTime t = actmap->eventTimes.back(); if ( actmap->time.abstime >= t.abstime ) { checkevents( md ); actmap->eventTimes.pop_back(); } } void eventReady() { for ( int i = 0; i < 8; i++ ) actmap->player[i].queuedEvents++; } void checkevents( MapDisplayInterface* md ) { actmap->player[actmap->actplayer].queuedEvents++; while ( actmap->player[actmap->actplayer].queuedEvents ) { actmap->player[actmap->actplayer].queuedEvents = 0; for ( tmap::Events::iterator ev = actmap->events.begin(); ev != actmap->events.end(); ++ev ) (*ev)->check( md ); } } const char* EventTriggerName[] = { "Nothing (always true)", "Nothing (always false)", "Turn Passed", "Unit Lost", "Unit Conquered", "UnitDestroyed", "All Buildings Lost", "All Units Lost", "Building Conquered", "Building Lost", "Building Destroyed", "Building Detected", "Event Triggered", "All Enemy Units Destroyed", "All Enemy Buildings Destroyed", "Any unit reaches area", "Specific unit reaches area", "Resource Tribute" }; const char* EventActionName[] = { "Nothing", "Wind Change", "Change Game Parameter", "Display Message (from text file)", "Weather Change", "Map Change", "Add Object", "MapChange Completed", "Change Building Damage", "Next Map", "Lose Map", "Display Ellipse", "Remove Ellipse", "Change Building Owner", "Remove all objects", "Display Message (immediate text)", "Add Production Capability", "Change Diplomatic Status", "Add Resources to Building", "Reinforcements", "Set View Sharing" }; Event::Event ( tmap& map_ ) : gamemap ( map_ ), playerBitmap(0xff), action(NULL), reArmNum(0) { id = ++gamemap.eventID; triggerTime.abstime = -1; status = Untriggered; triggerConnection = AND; } EventTrigger::State EventTrigger::state( int player ) { if ( triggerFinal ) { return stateCache; } else { State s = getState( player ); if ( invert ) { switch ( s ) { case unfulfilled: return fulfilled; case fulfilled: return unfulfilled; case finally_failed: triggerFinal = true; stateCache = finally_fulfilled; return finally_fulfilled; case finally_fulfilled: triggerFinal = true; stateCache = finally_failed; return finally_failed; } return unfulfilled; } else { if ( s == finally_fulfilled || s == finally_failed ) { stateCache = s; triggerFinal = true; } return s; } } } bool EventTrigger::isFulfilled() { if ( event ) { for ( int i = 0; i < 8; ++i ) if ( event->playerBitmap & (1<getTriggerID() ); stream.writeInt( trigger[i]->invert ); trigger[i]->writeData( stream ); } stream.writeInt ( id ); stream.writeInt( playerBitmap ); stream.writeString ( description ); stream.writeInt( triggerTime.abstime ); stream.writeInt( delayedexecution.turn ); stream.writeInt( delayedexecution.move ); stream.writeInt( reArmNum ); stream.writeInt ( triggerConnection ); stream.writeInt ( status ); if ( action ) { stream.writeInt( 1 ); stream.writeInt ( action->getActionID() ); action->writeData( stream ); } else stream.writeInt( 0 ); } void Event::clear() { if ( action ) { delete action; action = NULL; } for ( Trigger::iterator i = trigger.begin(); i != trigger.end(); ++i ) delete *i; trigger.clear(); } void Event::read ( tnstream& stream ) { clear(); int version = stream.readInt(); if ( version > currentEventVersion ) throw tinvalidversion ( "Event", currentEventVersion, version ); int triggerNum = stream.readInt(); for ( int i = 0; i < triggerNum; i++ ) { EventTrigger* et = spawnTrigger( EventTriggerID( stream.readInt()) ); if ( version > 2 ) et->invert = stream.readInt(); et->readData ( stream ); trigger.push_back ( et ); } id = stream.readInt(); playerBitmap = stream.readInt(); description = stream.readString(); triggerTime.abstime = stream.readInt(); delayedexecution.turn = stream.readInt(); delayedexecution.move = stream.readInt(); if ( version >= 2 ) reArmNum = stream.readInt(); else reArmNum = 0; if ( version >= 4 ) { int tc = stream.readInt(); if ( tc == 0 ) triggerConnection = AND; else triggerConnection = OR; status = Status ( stream.readInt() ); } else { triggerConnection = AND; status = Untriggered; } if( stream.readInt() ) { spawnAction ( stream.readInt( )); action->readData( stream ); } else stream.writeInt( 0 ); } void Event::execute( MapDisplayInterface* md ) { if ( playerBitmap & (1 << gamemap.actplayer )) { if ( status == Triggered ) { if ( delayedexecution.move || delayedexecution.turn ) { if ( gamemap.getgameparameter(cgp_debugEvents) ) infoMessage( "Event " + description + " timer started"); triggerTime.set ( gamemap.time.turn() + delayedexecution.turn, gamemap.time.move() + delayedexecution.move - 1 ); if ( triggerTime.move() < 0 ) triggerTime.set ( triggerTime.turn(), 0 ); if ( gamemap.time.abstime < triggerTime.abstime ) { gamemap.eventTimes.push_back ( triggerTime ); sort ( gamemap.eventTimes.begin(), gamemap.eventTimes.end(), GameTime::comp ); } } else triggerTime = gamemap.time; status = Timed; } if ( status == Timed && gamemap.time.abstime >= triggerTime.abstime ) { if ( reArmNum > 0 ) status = Untriggered; else status = Executed; if ( action ) action->execute( md ); if ( gamemap.getgameparameter(cgp_debugEvents) ) infoMessage( "Event " + description + " executed"); executed(); if ( reArmNum > 0 ) { arm(); --reArmNum; check(md); } } } } void Event::check( MapDisplayInterface* md ) { if ( playerBitmap & (1 << gamemap.actplayer )) if ( status == Untriggered ) { if ( triggerConnection == AND ) { status = Triggered; for ( Trigger::iterator i = trigger.begin(); i != trigger.end(); i++ ) { EventTrigger::State s = (*i)->state( gamemap.actplayer ); if ( s == EventTrigger::unfulfilled || s == EventTrigger::finally_failed ) { status = Untriggered; if ( gamemap.getgameparameter(cgp_debugEvents) == 2 ) infoMessage( "Event " + description + " / Trigger " + (*i)->getName() + ": false" ); } else if ( gamemap.getgameparameter(cgp_debugEvents) == 2 ) infoMessage( "Event " + description + " / Trigger " + (*i)->getName() + ": true" ); } } else { for ( Trigger::iterator i = trigger.begin(); i != trigger.end(); i++ ) { EventTrigger::State s = (*i)->state( gamemap.actplayer ); if ( s == EventTrigger::fulfilled || s == EventTrigger::finally_fulfilled ) { status = Triggered; if ( gamemap.getgameparameter(cgp_debugEvents) == 2 ) infoMessage( "Event " + description + " / Trigger " + (*i)->getName() + ": true" ); } else if ( gamemap.getgameparameter(cgp_debugEvents) == 2 ) infoMessage( "Event " + description + " / Trigger " + (*i)->getName() + ": false" ); } } if ( status == Triggered ) if ( gamemap.getgameparameter(cgp_debugEvents) ) infoMessage( "Event " + description + " triggered"); } if ( status == Triggered || status == Timed ) execute( md ); } void Event::spawnAction( EventActionID eai ) { action = actionFactory::Instance().createObject( eai ); action->setMap ( &gamemap ); } EventTrigger* Event::spawnTrigger( EventTriggerID eti ) { EventTrigger* et = triggerFactory::Instance().createObject( eti ); et->setMap ( &gamemap ); et->setEvent ( this ); return et; } void Event::arm() { for ( Trigger::iterator i = trigger.begin(); i != trigger.end(); ++i ) (*i)->arm(); if ( status == Timed ) { gamemap.eventTimes.push_back ( triggerTime ); sort( gamemap.eventTimes.begin(), gamemap.eventTimes.end(), GameTime::comp ); } } Event::~Event() { clear(); }