/* This file is part of Warzone 2100. Copyright (C) 1999-2004 Eidos Interactive Copyright (C) 2005-2007 Warzone Resurrection Project Warzone 2100 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. Warzone 2100 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 Warzone 2100; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA */ /* * ScriptFuncs.c * * All the C functions callable from the script code * */ #include #include "lib/framework/frame.h" #include "lib/widget/widget.h" #include "effects.h" #include "lib/script/script.h" #include "scripttabs.h" #include "lib/gamelib/gtime.h" #include "objects.h" #include "hci.h" #include "message.h" #include "intelmap.h" #include "map.h" #include "player.h" #include "structure.h" #include "display3d.h" #include "research.h" #include "lib/sound/audio.h" #include "text.h" #include "audio_id.h" #include "power.h" #include "console.h" #include "scriptfuncs.h" #include "geometry.h" #include "visibility.h" #include "gateway.h" #include "drive.h" #include "display.h" #include "component.h" #include "scriptextern.h" #include "seqdisp.h" #include "configuration.h" #include "fpath.h" #include "warzoneconfig.h" #include "lighting.h" #include "atmos.h" #include "lib/sound/cdaudio.h" #include "cdspan.h" #include "lib/netplay/netplay.h" #include "multiplay.h" #include "multigifts.h" #include "multilimit.h" #include "advvis.h" #include "lib/ivis_common/piestate.h" #include "wrappers.h" #include "order.h" #include "orderdef.h" #include "mission.h" #include "loop.h" #include "frontend.h" #include "group.h" #include "transporter.h" #include "radar.h" #include "levels.h" #include "mission.h" #include "projectile.h" #include "cluster.h" #include "multigifts.h" //because of giftRadar() #include "aiexperience.h" //used in the set nogoArea and LandingZone functions - use the ones defined in Map.h //#define MAX_MAP_WIDTH 192 //#define MAX_MAP_HEIGHT 128 // If this is defined then check max number of units not reached before adding more. #define SCRIPT_CHECK_MAX_UNITS // ----------------------------------------------------------------------------------------- BOOL structHasModule(STRUCTURE *psStruct); /******************************************************************************************/ /* Check for objects in areas */ // check for a base object being in range of a point BOOL objectInRange(BASE_OBJECT *psList, SDWORD x, SDWORD y, SDWORD range) { BASE_OBJECT *psCurr; SDWORD xdiff, ydiff, rangeSq; // See if there is a droid in range rangeSq = range * range; for(psCurr = psList; psCurr; psCurr = psCurr->psNext) { // skip partially build structures if ( (psCurr->type == OBJ_STRUCTURE) && (((STRUCTURE *)psCurr)->status != SS_BUILT) ) { continue; } // skip flying vtols if ( (psCurr->type == OBJ_DROID) && vtolDroid((DROID *)psCurr) && ((DROID *)psCurr)->sMove.Status != MOVEINACTIVE ) { continue; } xdiff = (SDWORD)psCurr->x - x; ydiff = (SDWORD)psCurr->y - y; if (xdiff*xdiff + ydiff*ydiff < rangeSq) { return TRUE; } } return FALSE; } // ----------------------------------------------------------------------------------------- // Check for any player object being within a certain range of a position BOOL scrObjectInRange(void) { SDWORD range, player, x,y; BOOL found; if (!stackPopParams(4, VAL_INT, &player, VAL_INT, &x, VAL_INT, &y, VAL_INT, &range)) { return FALSE; } if (player < 0 || player >= MAX_PLAYERS) { ASSERT( FALSE, "scrObjectInRange: invalid player number" ); return FALSE; } found = objectInRange((BASE_OBJECT *)apsDroidLists[player], x,y, range) || objectInRange((BASE_OBJECT *)apsStructLists[player], x,y, range); if (!stackPushResult(VAL_BOOL, found)) { return FALSE; } return TRUE; } // ----------------------------------------------------------------------------------------- // Check for a droid being within a certain range of a position BOOL scrDroidInRange(void) { SDWORD range, player, x,y; BOOL found; if (!stackPopParams(4, VAL_INT, &player, VAL_INT, &x, VAL_INT, &y, VAL_INT, &range)) { return FALSE; } if (player < 0 || player >= MAX_PLAYERS) { ASSERT( FALSE, "scrUnitInRange: invalid player number" ); return FALSE; } found = objectInRange((BASE_OBJECT *)apsDroidLists[player], x,y, range); if (!stackPushResult(VAL_BOOL, found)) { return FALSE; } return TRUE; } // ----------------------------------------------------------------------------------------- // Check for a struct being within a certain range of a position BOOL scrStructInRange(void) { SDWORD range, player, x,y; BOOL found; if (!stackPopParams(4, VAL_INT, &player, VAL_INT, &x, VAL_INT, &y, VAL_INT, &range)) { return FALSE; } if (player < 0 || player >= MAX_PLAYERS) { ASSERT( FALSE, "scrStructInRange: invalid player number" ); return FALSE; } found = objectInRange((BASE_OBJECT *)apsStructLists[player], x,y, range); if (!stackPushResult(VAL_BOOL, found)) { return FALSE; } return TRUE; } // ----------------------------------------------------------------------------------------- BOOL scrPlayerPower(void) { SDWORD player; if (!stackPopParams(1, VAL_INT, &player)) { return FALSE; } if (player < 0 || player >= MAX_PLAYERS) { ASSERT( FALSE, "scrPlayerPower: invalid player number" ); return FALSE; } if (!stackPushResult(VAL_INT, asPower[player]->currentPower)) { return FALSE; } return TRUE; } // ----------------------------------------------------------------------------------------- // check for a base object being in an area static BOOL objectInArea(BASE_OBJECT *psList, SDWORD x1, SDWORD y1, SDWORD x2, SDWORD y2) { BASE_OBJECT *psCurr; SDWORD ox,oy; // See if there is a droid in Area for(psCurr = psList; psCurr; psCurr = psCurr->psNext) { // skip partially build structures if ( (psCurr->type == OBJ_STRUCTURE) && (((STRUCTURE *)psCurr)->status != SS_BUILT) ) { continue; } ox = (SDWORD)psCurr->x; oy = (SDWORD)psCurr->y; if (ox >= x1 && ox <= x2 && oy >= y1 && oy <= y2) { return TRUE; } } return FALSE; } // ----------------------------------------------------------------------------------------- // Check for any player object being within a certain area BOOL scrObjectInArea(void) { SDWORD player, x1,y1, x2,y2; BOOL found; if (!stackPopParams(5, VAL_INT, &player, VAL_INT, &x1, VAL_INT, &y1, VAL_INT, &x2, VAL_INT, &y2)) { return FALSE; } if (player < 0 || player >= MAX_PLAYERS) { ASSERT( FALSE, "scrObjectInArea: invalid player number" ); return FALSE; } found = objectInArea((BASE_OBJECT *)apsDroidLists[player], x1,y1, x2,y2) || objectInArea((BASE_OBJECT *)apsStructLists[player], x1,y1, x2,y2); if (!stackPushResult(VAL_BOOL, found)) { return FALSE; } return TRUE; } // ----------------------------------------------------------------------------------------- // Check for a droid being within a certain area BOOL scrDroidInArea(void) { SDWORD player, x1,y1, x2,y2; BOOL found; if (!stackPopParams(5, VAL_INT, &player, VAL_INT, &x1, VAL_INT, &y1, VAL_INT, &x2, VAL_INT, &y2)) { return FALSE; } if (player < 0 || player >= MAX_PLAYERS) { ASSERT( FALSE, "scrUnitInArea: invalid player number" ); return FALSE; } found = objectInArea((BASE_OBJECT *)apsDroidLists[player], x1,y1, x2,y2); if (!stackPushResult(VAL_BOOL, found)) { return FALSE; } return TRUE; } // ----------------------------------------------------------------------------------------- // Check for a struct being within a certain Area of a position BOOL scrStructInArea(void) { SDWORD player, x1,y1, x2,y2; BOOL found; if (!stackPopParams(5, VAL_INT, &player, VAL_INT, &x1, VAL_INT, &y1, VAL_INT, &x2, VAL_INT, &y2)) { return FALSE; } if (player < 0 || player >= MAX_PLAYERS) { ASSERT( FALSE, "scrStructInArea: invalid player number" ); return FALSE; } found = objectInArea((BASE_OBJECT *)apsStructLists[player], x1,y1, x2,y2); if (!stackPushResult(VAL_BOOL, found)) { return FALSE; } return TRUE; } // ----------------------------------------------------------------------------------------- BOOL scrSeenStructInArea(void) { BOOL walls=FALSE,found = FALSE; SDWORD player,enemy,x1,y1, x2,y2; STRUCTURE *psCurr; SDWORD ox,oy; // player, enemyplayer, walls, x1,r1,x2,y2 if (!stackPopParams(7, VAL_INT, &player, VAL_INT, &enemy, VAL_BOOL,&walls,VAL_INT, &x1, VAL_INT, &y1, VAL_INT, &x2, VAL_INT, &y2)) { return FALSE; } if (player < 0 || player >= MAX_PLAYERS) { ASSERT( FALSE, "scrSeenStructInArea: invalid player number" ); return FALSE; } for(psCurr = apsStructLists[enemy]; psCurr; psCurr = psCurr->psNext) { // skip partially build structures if ( (psCurr->type == OBJ_STRUCTURE) && (((STRUCTURE *)psCurr)->status != SS_BUILT) ) { continue; } // possible skip walls if(walls && (psCurr->pStructureType->type != REF_WALL || psCurr->pStructureType->type !=REF_WALLCORNER)) { continue; } ox = (SDWORD)psCurr->x; oy = (SDWORD)psCurr->y; if (ox >= x1 && ox <= x2 && oy >= y1 && oy <= y2) { // structure is in area. if(psCurr->visible[player]) { found = TRUE; } } } if (!stackPushResult(VAL_BOOL, found)) { return FALSE; } return TRUE; } // ----------------------------------------------------------------------------------------- // Check for a players structures but no walls being within a certain area BOOL scrStructButNoWallsInArea(void) { SDWORD player, x1,y1, x2,y2; SDWORD ox,oy; STRUCTURE *psStruct; SDWORD found = FALSE; if (!stackPopParams(5, VAL_INT, &player, VAL_INT, &x1, VAL_INT, &y1, VAL_INT, &x2, VAL_INT, &y2)) { return FALSE; } if (player < 0 || player >= MAX_PLAYERS) { ASSERT( FALSE, "scrStructButNoWallsInArea: invalid player number" ); return FALSE; } for(psStruct = apsStructLists[player]; psStruct; psStruct = psStruct->psNext) { if ((psStruct->pStructureType->type != REF_WALL) && (psStruct->pStructureType->type != REF_WALLCORNER) && (psStruct->status == SS_BUILT) ) { ox = (SDWORD)psStruct->x; oy = (SDWORD)psStruct->y; if ((ox >= x1) && (ox <= x2) && (oy >= y1) && (oy <= y2)) { found = TRUE; break; } } } if (!stackPushResult(VAL_BOOL, found)) { return FALSE; } return TRUE; } // ----------------------------------------------------------------------------------------- // check for the number of base objects in an area static SDWORD numObjectsInArea(BASE_OBJECT *psList, SDWORD x1, SDWORD y1, SDWORD x2, SDWORD y2) { BASE_OBJECT *psCurr; SDWORD ox,oy; SDWORD count; // See if there is a droid in Area count = 0; for(psCurr = psList; psCurr; psCurr = psCurr->psNext) { // skip partially build structures if ( (psCurr->type == OBJ_STRUCTURE) && (((STRUCTURE *)psCurr)->status != SS_BUILT) ) { continue; } ox = (SDWORD)psCurr->x; oy = (SDWORD)psCurr->y; if (ox >= x1 && ox <= x2 && oy >= y1 && oy <= y2) { count += 1; } } return count; } // ----------------------------------------------------------------------------------------- // Count the number of player objects within a certain area BOOL scrNumObjectsInArea(void) { SDWORD player, x1,y1, x2,y2; SDWORD count; if (!stackPopParams(5, VAL_INT, &player, VAL_INT, &x1, VAL_INT, &y1, VAL_INT, &x2, VAL_INT, &y2)) { return FALSE; } if (player < 0 || player >= MAX_PLAYERS) { ASSERT( FALSE, "scrNumObjectsInArea: invalid player number" ); return FALSE; } count = numObjectsInArea((BASE_OBJECT *)apsDroidLists[player], x1,y1, x2,y2) + numObjectsInArea((BASE_OBJECT *)apsStructLists[player], x1,y1, x2,y2); if (!stackPushResult(VAL_INT, count)) { return FALSE; } return TRUE; } // ----------------------------------------------------------------------------------------- // Count the number of player droids within a certain area BOOL scrNumDroidsInArea(void) { SDWORD player, x1,y1, x2,y2; SDWORD count; if (!stackPopParams(5, VAL_INT, &player, VAL_INT, &x1, VAL_INT, &y1, VAL_INT, &x2, VAL_INT, &y2)) { return FALSE; } if (player < 0 || player >= MAX_PLAYERS) { ASSERT( FALSE, "scrNumUnitInArea: invalid player number" ); return FALSE; } count = numObjectsInArea((BASE_OBJECT *)apsDroidLists[player], x1,y1, x2,y2); if (!stackPushResult(VAL_INT, count)) { return FALSE; } return TRUE; } // ----------------------------------------------------------------------------------------- // Count the number of player structures within a certain area BOOL scrNumStructsInArea(void) { SDWORD player, x1,y1, x2,y2; SDWORD count; if (!stackPopParams(5, VAL_INT, &player, VAL_INT, &x1, VAL_INT, &y1, VAL_INT, &x2, VAL_INT, &y2)) { return FALSE; } if (player < 0 || player >= MAX_PLAYERS) { ASSERT( FALSE, "scrNumStructsInArea: invalid player number" ); return FALSE; } count = numObjectsInArea((BASE_OBJECT *)apsStructLists[player], x1,y1, x2,y2); if (!stackPushResult(VAL_INT, count)) { return FALSE; } return TRUE; } // ----------------------------------------------------------------------------------------- // Count the number of player structures but not walls within a certain area BOOL scrNumStructsButNotWallsInArea(void) { SDWORD player, x1,y1, x2,y2; SDWORD count, ox,oy; STRUCTURE *psStruct; if (!stackPopParams(5, VAL_INT, &player, VAL_INT, &x1, VAL_INT, &y1, VAL_INT, &x2, VAL_INT, &y2)) { return FALSE; } if (player < 0 || player >= MAX_PLAYERS) { ASSERT( FALSE, "scrNumStructsButNotWallsInArea: invalid player number" ); return FALSE; } count = 0; for(psStruct = apsStructLists[player]; psStruct; psStruct = psStruct->psNext) { if ((psStruct->pStructureType->type != REF_WALL) && (psStruct->pStructureType->type != REF_WALLCORNER) && (psStruct->status == SS_BUILT)) { ox = (SDWORD)psStruct->x; oy = (SDWORD)psStruct->y; if ((ox >= x1) && (ox <= x2) && (oy >= y1) && (oy <= y2)) { count += 1; } } } if (!stackPushResult(VAL_INT, count)) { return FALSE; } return TRUE; } // ----------------------------------------------------------------------------------------- // Count the number of structures in an area of a certain type BOOL scrNumStructsByTypeInArea(void) { SDWORD player, type, x1,y1, x2,y2; SDWORD count, ox,oy; STRUCTURE *psStruct; if (!stackPopParams(6, VAL_INT, &player, VAL_INT, &type, VAL_INT, &x1, VAL_INT, &y1, VAL_INT, &x2, VAL_INT, &y2)) { return FALSE; } if (player < 0 || player >= MAX_PLAYERS) { ASSERT( FALSE, "scrNumStructsByTypeInArea: invalid player number" ); return FALSE; } count = 0; for(psStruct = apsStructLists[player]; psStruct; psStruct = psStruct->psNext) { if ((psStruct->pStructureType->type == (UDWORD)type) && (psStruct->status == SS_BUILT)) { ox = (SDWORD)psStruct->x; oy = (SDWORD)psStruct->y; if ((ox >= x1) && (ox <= x2) && (oy >= y1) && (oy <= y2)) { count += 1; } } } if (!stackPushResult(VAL_INT, count)) { return FALSE; } return TRUE; } // ----------------------------------------------------------------------------------------- // Check for a droid having seen a certain object BOOL scrDroidHasSeen(void) { SDWORD player; BASE_OBJECT *psObj; BOOL seen; if (!stackPopParams(2, ST_BASEOBJECT, &psObj, VAL_INT, &player)) { return FALSE; } if (psObj == NULL) { ASSERT( FALSE, "scrUnitHasSeen: NULL object" ); return FALSE; } if (player >= MAX_PLAYERS) { ASSERT( FALSE, "scrUnitHasSeen:player number is too high" ); return FALSE; } // See if any droid has seen this object seen = FALSE; if (psObj->visible[player]) { seen = TRUE; } if (!stackPushResult(VAL_BOOL, (UDWORD)seen)) { return FALSE; } return TRUE; } // ----------------------------------------------------------------------------------------- // Enable a component to be researched BOOL scrEnableComponent(void) { SDWORD player; INTERP_VAL sVal; if (!stackPopParams(1, VAL_INT, &player)) { return FALSE; } if (!stackPop(&sVal)) { return FALSE; } if (player >= MAX_PLAYERS) { ASSERT( FALSE, "scrEnableComponent:player number is too high" ); return FALSE; } // enable the appropriate component switch (sVal.type) { case ST_BODY: apCompLists[player][COMP_BODY][sVal.v.ival] = FOUND; break; case ST_PROPULSION: apCompLists[player][COMP_PROPULSION][sVal.v.ival] = FOUND; break; case ST_ECM: apCompLists[player][COMP_ECM][sVal.v.ival] = FOUND; break; case ST_SENSOR: apCompLists[player][COMP_SENSOR][sVal.v.ival] = FOUND; break; case ST_CONSTRUCT: apCompLists[player][COMP_CONSTRUCT][sVal.v.ival] = FOUND; break; case ST_WEAPON: apCompLists[player][COMP_WEAPON][sVal.v.ival] = FOUND; break; case ST_REPAIR: apCompLists[player][COMP_REPAIRUNIT][sVal.v.ival] = FOUND; break; case ST_BRAIN: apCompLists[player][COMP_BRAIN][sVal.v.ival] = FOUND; break; default: ASSERT( FALSE, "scrEnableComponent: unknown type" ); return FALSE; } return TRUE; } // ----------------------------------------------------------------------------------------- // Make a component available BOOL scrMakeComponentAvailable(void) { SDWORD player; INTERP_VAL sVal; if (!stackPopParams(1, VAL_INT, &player)) { return FALSE; } if (!stackPop(&sVal)) { return FALSE; } if (player >= MAX_PLAYERS) { ASSERT( FALSE, "scrMakeComponentAvailable:player number is too high" ); return FALSE; } // make the appropriate component available switch (sVal.type) { case ST_BODY: apCompLists[player][COMP_BODY][sVal.v.ival] = AVAILABLE; break; case ST_PROPULSION: apCompLists[player][COMP_PROPULSION][sVal.v.ival] = AVAILABLE; break; case ST_ECM: apCompLists[player][COMP_ECM][sVal.v.ival] = AVAILABLE; break; case ST_SENSOR: apCompLists[player][COMP_SENSOR][sVal.v.ival] = AVAILABLE; break; case ST_CONSTRUCT: apCompLists[player][COMP_CONSTRUCT][sVal.v.ival] = AVAILABLE; break; case ST_WEAPON: apCompLists[player][COMP_WEAPON][sVal.v.ival] = AVAILABLE; break; case ST_REPAIR: apCompLists[player][COMP_REPAIRUNIT][sVal.v.ival] = AVAILABLE; break; case ST_BRAIN: apCompLists[player][COMP_BRAIN][sVal.v.ival] = AVAILABLE; break; default: ASSERT( FALSE, "scrEnableComponent: unknown type" ); return FALSE; } return TRUE; } // ----------------------------------------------------------------------------------------- // Add a droid BOOL scrAddDroidToMissionList(void) { SDWORD player; DROID_TEMPLATE *psTemplate; DROID *psDroid; if (!stackPopParams(2, ST_TEMPLATE, &psTemplate, VAL_INT, &player)) { return FALSE; } /* if ((UBYTE)player == selectedPlayer ) { ASSERT( FALSE, "scrAddDroidToMissionList: can't add own player to list" ); return FALSE; }*/ if (player >= MAX_PLAYERS) { ASSERT( FALSE, "scrAddUnitToMissionList:player number is too high" ); return FALSE; } ASSERT( PTRVALID(psTemplate, sizeof(DROID_TEMPLATE)), "scrAddUnitToMissionList: Invalid template pointer" ); #ifdef SCRIPT_CHECK_MAX_UNITS // Don't build a new droid if player limit reached, unless it's a transporter. if( IsPlayerDroidLimitReached(player) && (psTemplate->droidType != DROID_TRANSPORTER) ) { debug( LOG_NEVER, "scrAddUnit : Max units reached ,player %d\n", player ); psDroid = NULL; } else #endif { psDroid = buildMissionDroid( psTemplate, 128, 128, player ); } if (!stackPushResult((INTERP_TYPE)ST_DROID, (SDWORD)psDroid)) { return FALSE; } return TRUE; } // ----------------------------------------------------------------------------------------- // Add a droid BOOL scrAddDroid(void) { SDWORD x, y, player; // INTERP_VAL sVal; DROID_TEMPLATE *psTemplate; DROID *psDroid; if (!stackPopParams(4, ST_TEMPLATE, &psTemplate, VAL_INT, &x, VAL_INT, &y, VAL_INT, &player)) { return FALSE; } /* if (!stackPop(&sVal)) { return FALSE; } if (sVal.type != ST_TEMPLATE) { ASSERT( FALSE, "scrAddDroid: type mismatch for object" ); return FALSE; } psTemplate = (DROID_TEMPLATE *)sVal.v.ival; */ if (player >= MAX_PLAYERS) { ASSERT( FALSE, "scrAddUnit:player number is too high" ); return FALSE; } ASSERT( PTRVALID(psTemplate, sizeof(DROID_TEMPLATE)), "scrAddUnit: Invalid template pointer" ); #ifdef SCRIPT_CHECK_MAX_UNITS // Don't build a new droid if player limit reached, unless it's a transporter. if( IsPlayerDroidLimitReached(player) && (psTemplate->droidType != DROID_TRANSPORTER) ) { debug( LOG_NEVER, "scrAddUnit : Max units reached ,player %d\n", player ); psDroid = NULL; } else #endif { psDroid = buildDroid(psTemplate, x, y, player, FALSE); if (psDroid) { addDroid(psDroid, apsDroidLists); if (vtolDroid(psDroid)) { // vtols start in the air moveMakeVtolHover(psDroid); } } } if (!stackPushResult((INTERP_TYPE)ST_DROID, (SDWORD)psDroid)) { return FALSE; } return TRUE; } // ----------------------------------------------------------------------------------------- // Add droid to transporter BOOL scrAddDroidToTransporter(void) { DROID *psTransporter, *psDroid; if (!stackPopParams(2, ST_DROID, &psTransporter, ST_DROID, &psDroid)) { return FALSE; } if (psTransporter == NULL OR psDroid == NULL) { //ignore! ASSERT( FALSE, "scrAddUnitToTransporter: null unit passed" ); return TRUE; } ASSERT( PTRVALID(psTransporter, sizeof(DROID)), "scrAddUnitToTransporter: invalid transporter pointer" ); ASSERT( PTRVALID(psDroid, sizeof(DROID)), "scrAddUnitToTransporter: invalid unit pointer" ); ASSERT( psTransporter->droidType == DROID_TRANSPORTER, "scrAddUnitToTransporter: invalid transporter type" ); /* check for space */ if (checkTransporterSpace(psTransporter, psDroid)) { if (droidRemove(psDroid, mission.apsDroidLists)) { grpJoin(psTransporter->psGroup, psDroid); } } return TRUE; } // ----------------------------------------------------------------------------------------- //check for a building to have been destroyed BOOL scrBuildingDestroyed(void) { SDWORD player; UDWORD structureID; // INTERP_VAL sVal; BOOL destroyed; STRUCTURE *psCurr; if (!stackPopParams(2, ST_STRUCTUREID, &structureID, VAL_INT, &player)) { return FALSE; } /* if (!stackPop(&sVal)) { return FALSE; } if (sVal.type != ST_STRUCTUREID) { ASSERT( FALSE, "scrBuildingDestroyed: type mismatch for object" ); return FALSE; } structureID = (UDWORD)sVal.v.ival; */ if (player >= MAX_PLAYERS) { ASSERT( FALSE, "scrBuildingDestroyed:player number is too high" ); return FALSE; } destroyed = TRUE; //look thru the players list to see if the structure still exists for (psCurr = apsStructLists[player]; psCurr != NULL; psCurr = psCurr->psNext) { if (psCurr->id == structureID) { destroyed = FALSE; } } if (!stackPushResult(VAL_BOOL, (UDWORD)destroyed)) { return FALSE; } return TRUE; } // ----------------------------------------------------------------------------------------- // Enable a structure to be built BOOL scrEnableStructure(void) { SDWORD player, index; // INTERP_VAL sVal; if (!stackPopParams(2, ST_STRUCTURESTAT, &index, VAL_INT, &player)) { return FALSE; } /* if (!stackPop(&sVal)) { return FALSE; } if (sVal.type != ST_STRUCTURESTAT) { ASSERT( FALSE, "scrEnableStructure: type mismatch for object" ); return FALSE; }*/ if (player >= MAX_PLAYERS) { ASSERT( FALSE, "scrEnableStructure:player number is too high" ); return FALSE; } if (index < (SDWORD)0 OR index > (SDWORD)numStructureStats) { ASSERT( FALSE, "scrEnableStructure:invalid structure stat" ); return FALSE; } // enable the appropriate structure apStructTypeLists[player][index] = AVAILABLE; return TRUE; } // ----------------------------------------------------------------------------------------- // Check if a structure can be built. // currently PC skirmish only. BOOL scrIsStructureAvailable(void) { SDWORD player, index; BOOL result; if (!stackPopParams(2, ST_STRUCTURESTAT, &index, VAL_INT, &player)) { return FALSE; } if( apStructTypeLists[player][index] == AVAILABLE) { result = TRUE; } else { result = FALSE; } if (!stackPushResult(VAL_BOOL, result)) { return FALSE; } return TRUE; } // ----------------------------------------------------------------------------------------- //make the droid with the matching id the currently selected droid BOOL scrSelectDroidByID(void) { SDWORD player, droidID; // INTERP_VAL sVal; BOOL selected; if (!stackPopParams(2, ST_DROIDID, &droidID, VAL_INT, &player)) { return FALSE; } /* if (!stackPop(&sVal)) { return FALSE; } if (sVal.type != ST_DROIDID) { ASSERT( FALSE, "scrSelectDroidByID: type mismatch for object" ); return FALSE; } */ if (player >= MAX_PLAYERS) { ASSERT( FALSE, "scrSelectUnitByID:player number is too high" ); return FALSE; } selected = FALSE; if (selectDroidByID(droidID, player)) { selected = TRUE; } //store the reult cos might need to check the droid exists before doing anything else if (!stackPushResult(VAL_BOOL, (UDWORD)selected)) { return FALSE; } return TRUE; } // ----------------------------------------------------------------------------------------- // Pop up a message box with a number value in it BOOL scrNumMB(void) { SDWORD val; if (!stackPopParams(1, VAL_INT, &val)) { return FALSE; } /* gameTimeStop(); DBERROR(("scrNumMB: called by script with value: %d", val)); gameTimeStart();*/ debug( LOG_NEVER, "scrNumMB: called by script with value: %d\n", val ); return TRUE; } // ----------------------------------------------------------------------------------------- // Do an approximation to a square root BOOL scrApproxRoot(void) { SDWORD val1, val2; if (!stackPopParams(2, VAL_INT, &val1, VAL_INT, &val2)) { return FALSE; } if (val1 < val2) { val1 = val2 + (val1 >> 1); } else { val1 = val1 + (val2 >> 1); } if (!stackPushResult(VAL_INT, val1)) { return FALSE; } return TRUE; } // ----------------------------------------------------------------------------------------- extern void intShowReticuleButton(UDWORD id,BOOL Show); // Add a reticule button to the interface BOOL scrAddReticuleButton(void) { SDWORD val; if (!stackPopParams(1, VAL_INT, &val)) { return FALSE; } //set the appropriate flag to 'draw' the button switch (val) { case IDRET_OPTIONS: // bit of a hack here to keep compatibility with old scripts widgReveal(psWScreen, IDRET_COMMAND); break; case IDRET_COMMAND: widgReveal(psWScreen, IDRET_COMMAND); break; case IDRET_BUILD: widgReveal(psWScreen, IDRET_BUILD); break; case IDRET_MANUFACTURE: widgReveal(psWScreen, IDRET_MANUFACTURE); break; case IDRET_RESEARCH: widgReveal(psWScreen, IDRET_RESEARCH); break; case IDRET_INTEL_MAP: widgReveal(psWScreen, IDRET_INTEL_MAP); break; case IDRET_DESIGN: widgReveal(psWScreen, IDRET_DESIGN); break; case IDRET_CANCEL: widgReveal(psWScreen, IDRET_CANCEL); break; default: ASSERT( FALSE, "scrAddReticuleButton: Invalid reticule Button ID" ); return FALSE; } return TRUE; } // ----------------------------------------------------------------------------------------- //Remove a reticule button from the interface BOOL scrRemoveReticuleButton(void) { SDWORD val; BOOL bReset; if (!stackPopParams(2, VAL_INT, &val,VAL_BOOL, &bReset)) { return FALSE; } if(bInTutorial) { if(bReset) // not always desirable { intResetScreen(TRUE); } } switch (val) { case IDRET_OPTIONS: // bit of a hack here to keep compatibility with old scripts widgHide(psWScreen, IDRET_COMMAND); break; case IDRET_COMMAND: widgHide(psWScreen, IDRET_COMMAND); break; case IDRET_BUILD: widgHide(psWScreen, IDRET_BUILD); break; case IDRET_MANUFACTURE: widgHide(psWScreen, IDRET_MANUFACTURE); break; case IDRET_RESEARCH: widgHide(psWScreen, IDRET_RESEARCH); break; case IDRET_INTEL_MAP: widgHide(psWScreen, IDRET_INTEL_MAP); break; case IDRET_DESIGN: widgHide(psWScreen, IDRET_DESIGN); break; case IDRET_CANCEL: widgHide(psWScreen, IDRET_CANCEL); break; default: ASSERT( FALSE, "scrAddReticuleButton: Invalid reticule Button ID" ); return FALSE; } return TRUE; } // ----------------------------------------------------------------------------------------- // add a message to the Intelligence Display BOOL scrAddMessage(void) { MESSAGE *psMessage; SDWORD msgType, player; BOOL playImmediate; // INTERP_VAL sVal; VIEWDATA *psViewData; UDWORD height; if (!stackPopParams(4, ST_INTMESSAGE, &psViewData , VAL_INT, &msgType, VAL_INT, &player, VAL_BOOL, &playImmediate)) { return FALSE; } /* if (!stackPop(&sVal)) { return FALSE; } if (sVal.type != ST_INTMESSAGE) { ASSERT( FALSE, "scrAddMessage: type mismatch for object" ); return FALSE; } */ if (player >= MAX_PLAYERS) { ASSERT( FALSE, "scrAddMessage:player number is too high" ); return FALSE; } //create the message psMessage = addMessage(msgType, FALSE, player); if (psMessage) { //set the data psMessage->pViewData = (MSG_VIEWDATA *)psViewData; if (msgType == MSG_PROXIMITY) { //check the z value is at least the height of the terrain height = map_Height(((VIEW_PROXIMITY *)psViewData->pData)->x, ((VIEW_PROXIMITY *)psViewData->pData)->y); if (((VIEW_PROXIMITY *)psViewData->pData)->z < height) { ((VIEW_PROXIMITY *)psViewData->pData)->z = height; } } if (playImmediate) { // psCurrentMsg = psMessage; //initTextDisplay(psCurrentMsg, WFont, 255); //addIntelScreen(TRUE); // addIntelScreen(); displayImmediateMessage(psMessage); stopReticuleButtonFlash(IDRET_INTEL_MAP); } } return TRUE; } // ----------------------------------------------------------------------------------------- // remove a message from the Intelligence Display BOOL scrRemoveMessage(void) { MESSAGE *psMessage; SDWORD msgType, player; VIEWDATA *psViewData; if (!stackPopParams(3, ST_INTMESSAGE, &psViewData , VAL_INT, &msgType, VAL_INT, &player)) { return FALSE; } if (player >= MAX_PLAYERS) { ASSERT( FALSE, "scrAddMessage:player number is too high" ); return FALSE; } //find the message psMessage = findMessage((MSG_VIEWDATA *)psViewData, msgType, player); if (psMessage) { //delete it removeMessage(psMessage, player); } else { ASSERT( FALSE, "scrRemoveMessage:cannot find message - %s", psViewData->pName ); return FALSE; } return TRUE; } // ----------------------------------------------------------------------------------------- // add a tutorial message to the Intelligence Display /*BOOL scrAddTutorialMessage(void) { SDWORD player; VIEWDATA *psViewData; if (!stackPopParams(2, ST_INTMESSAGE, &psViewData , VAL_INT, &player)) { return FALSE; } if (player >= MAX_PLAYERS) { ASSERT( FALSE, "scrAddTutorialMessage:player number is too high" ); return FALSE; } //set the data tutorialMessage.pViewData = psViewData; tutorialMessage.player = player; //play the tutorial message immediately psCurrentMsg = &tutorialMessage; initTextDisplay(psCurrentMsg, WFont, 255); addIntelScreen(TRUE); return TRUE; }*/ // ----------------------------------------------------------------------------------------- /*builds a droid in the specified factory*/ BOOL scrBuildDroid(void) { SDWORD player, productionRun; // INTERP_VAL sVal, sVal2; STRUCTURE *psFactory; DROID_TEMPLATE *psTemplate; if (!stackPopParams(4, ST_TEMPLATE, &psTemplate, ST_STRUCTURE, &psFactory, VAL_INT, &player, VAL_INT, &productionRun)) { return FALSE; } if (psFactory == NULL) { ASSERT( FALSE, "scrBuildUnit: NULL factory object" ); return FALSE; } if (player >= MAX_PLAYERS) { ASSERT( FALSE, "scrBuildUnit:player number is too high" ); return FALSE; } if (productionRun > UBYTE_MAX) { ASSERT( FALSE, "scrBuildUnit: production run too high" ); return FALSE; } ASSERT( PTRVALID(psFactory, sizeof(STRUCTURE)), "scrBuildUnit: Invalid structure pointer" ); ASSERT( (psFactory->pStructureType->type == REF_FACTORY OR psFactory->pStructureType->type == REF_CYBORG_FACTORY OR psFactory->pStructureType->type == REF_VTOL_FACTORY), "scrBuildUnit: structure is not a factory" ); ASSERT( PTRVALID(psTemplate, sizeof(DROID_TEMPLATE)), "scrBuildUnit: Invalid template pointer" ); //check building the right sort of droid for the factory if (!validTemplateForFactory(psTemplate, psFactory)) { ASSERT( FALSE, "scrBuildUnit: invalid template - %s for factory - %s", psTemplate->aName, psFactory->pStructureType->pName ); return FALSE; } structSetManufacture(psFactory, psTemplate, (UBYTE)productionRun); return TRUE; } // ----------------------------------------------------------------------------------------- // for a specified structure, set the assembly point droids go to when built BOOL scrSetAssemblyPoint(void) { SDWORD x, y; STRUCTURE *psBuilding; if (!stackPopParams(3, ST_STRUCTURE, &psBuilding, VAL_INT, &x, VAL_INT, &y)) { return FALSE; } if (psBuilding == NULL) { ASSERT( FALSE, "scrSetAssemblyPoint: NULL structure" ); return FALSE; } if (psBuilding->pStructureType->type != REF_FACTORY AND psBuilding->pStructureType->type != REF_CYBORG_FACTORY AND psBuilding->pStructureType->type != REF_VTOL_FACTORY) { ASSERT( FALSE, "scrSetAssemblyPoint: structure is not a factory" ); return FALSE; } setAssemblyPoint(((FACTORY *)psBuilding->pFunctionality)->psAssemblyPoint,x,y, psBuilding->player, TRUE); return TRUE; } // ----------------------------------------------------------------------------------------- // test for structure is idle or not BOOL scrStructureIdle(void) { // INTERP_VAL sVal; STRUCTURE *psBuilding; BOOL idle; if (!stackPopParams(1, ST_STRUCTURE, &psBuilding)) { return FALSE; } // DBPRINTF(("scrStructureIdle called\n")); if (psBuilding == NULL) { ASSERT( FALSE, "scrStructureIdle: NULL structure" ); return FALSE; } //test for idle idle = FALSE; if (structureIdle(psBuilding)) { idle = TRUE; } // DBPRINTF(("structure %p is %d\n",psBuilding,idle)); if (!stackPushResult(VAL_BOOL, (UDWORD)idle)) { return FALSE; } return TRUE; } // ----------------------------------------------------------------------------------------- // sends a players droids to a location to attack BOOL scrAttackLocation(void) { SDWORD player, x, y; if (!stackPopParams(3, VAL_INT, &x, VAL_INT, &y, VAL_INT, &player)) { return FALSE; } if (player >= MAX_PLAYERS) { ASSERT( FALSE, "scrAttackLocation:player number is too high" ); return FALSE; } attackLocation(x, y, player); return TRUE; } // ----------------------------------------------------------------------------------------- //Destroy a feature BOOL scrDestroyFeature(void) { FEATURE *psFeature; // INTERP_VAL sVal; if (!stackPopParams(1, ST_FEATURE, &psFeature)) { return FALSE; } if (psFeature == NULL) { ASSERT( PTRVALID(psFeature, sizeof(FEATURE)), "scrDestroyFeature: Invalid feature pointer" ); } removeFeature(psFeature); return TRUE; } // ----------------------------------------------------------------------------------------- // static vars to enum features. static FEATURE_STATS *psFeatureStatToFind[MAX_PLAYERS]; static SDWORD playerToEnum[MAX_PLAYERS]; static SDWORD getFeatureCount[MAX_PLAYERS]={0}; //static FEATURE *psCurrEnumFeature[MAX_PLAYERS]; // ----------------------------------------------------------------------------------------- // init enum visible features. BOOL scrInitGetFeature(void) { SDWORD player,iFeat,bucket; if ( !stackPopParams(3, ST_FEATURESTAT, &iFeat, VAL_INT, &player,VAL_INT,&bucket) ) { return FALSE; } psFeatureStatToFind[bucket] = (FEATURE_STATS *)(asFeatureStats + iFeat); // find this stat playerToEnum[bucket] = player; // that this player can see // psCurrEnumFeature[bucket] = apsFeatureLists[0]; getFeatureCount[bucket] = 0; // start at the beginning of list. return TRUE; } // ----------------------------------------------------------------------------------------- // get next visible feature of required type // notes: can't rely on just using the feature list, since it may change // between calls, Use an index into list instead. // Doesn't return Features sharing a tile with a structure. // Skirmish Only, dunno if kev uses this? BOOL scrGetFeature(void) { SDWORD bucket,count; FEATURE *psFeat; if ( !stackPopParams(1,VAL_INT,&bucket) ) { ASSERT( FALSE, "scrGetFeature: Failed to pop player number from stack" ); return FALSE; } count =0; // go to the correct start point in the feature list. for(psFeat=apsFeatureLists[0];psFeat && countpsNext; } if(psFeat == NULL) // no more to find. { if (!stackPushResult((INTERP_TYPE)ST_FEATURE, (SDWORD)NULL)) { ASSERT( FALSE, "scrGetFeature: Failed to push result" ); return FALSE; } return TRUE; } // check to see if badly called if(psFeatureStatToFind[bucket] == NULL) { debug( LOG_NEVER, "invalid feature to find. possibly due to save game\n" ); if(!stackPushResult((INTERP_TYPE)ST_FEATURE,(SDWORD)NULL)) { ASSERT( FALSE, "scrGetFeature: Failed to push result" ); return FALSE; } return TRUE; } // begin searching the feature list for the required stat. while(psFeat) { if( ( psFeat->psStats->subType == psFeatureStatToFind[bucket]->subType) &&( psFeat->visible[playerToEnum[bucket]] != 0) &&!TILE_HAS_STRUCTURE(mapTile(psFeat->x>>TILE_SHIFT,psFeat->y>>TILE_SHIFT) ) &&!fireOnLocation(psFeat->x,psFeat->y) // not burning. ) { if (!stackPushResult((INTERP_TYPE)ST_FEATURE,(SDWORD)psFeat)) // push result { ASSERT( FALSE, "scrGetFeature: Failed to push result" ); return FALSE; } getFeatureCount[bucket]++; return TRUE; } getFeatureCount[bucket]++; psFeat=psFeat->psNext; } // none found if (!stackPushResult((INTERP_TYPE)ST_FEATURE, (UDWORD)NULL)) { ASSERT( FALSE, "scrGetFeature: Failed to push result" ); return FALSE; } return TRUE; } /* // ----------------------------------------------------------------------------------------- // enum next visible feature of required type. // note: wont return features covered by structures (ie oil resources) // YUK NASTY BUG. CANT RELY ON THE FEATURE LIST BETWEEN CALLS. BOOL scrGetFeature(void) { SDWORD bucket; if ( !stackPopParams(1,VAL_INT,&bucket) ) { return FALSE; } while(psCurrEnumFeature[bucket]) { if( ( psCurrEnumFeature[bucket]->psStats->subType == psFeatureStatToFind[bucket]->subType) && ( psCurrEnumFeature[bucket]->visible[playerToEnum[bucket]] != 0) && !TILE_HAS_STRUCTURE(mapTile(psCurrEnumFeature[bucket]->x>>TILE_SHIFT,psCurrEnumFeature[bucket]->y>>TILE_SHIFT) ) ) { if (!stackPushResult(ST_FEATURE,(UDWORD) psCurrEnumFeature[bucket])) // push result { return FALSE; } psCurrEnumFeature[bucket] = psCurrEnumFeature[bucket]->psNext; return TRUE; } psCurrEnumFeature[bucket] = psCurrEnumFeature[bucket]->psNext; } // push NULL, none found; if (!stackPushResult(ST_FEATURE, (UDWORD)NULL)) { return FALSE; } return TRUE; } */ // ----------------------------------------------------------------------------------------- //Add a feature BOOL scrAddFeature(void) { FEATURE_STATS *psStat; FEATURE *psFeat = NULL; SDWORD iX, iY, iMapX, iMapY, iTestX, iTestY, iFeat; if ( !stackPopParams(3, ST_FEATURESTAT, &iFeat, VAL_INT, &iX, VAL_INT, &iY ) ) { return FALSE; } psStat = (FEATURE_STATS *)(asFeatureStats + iFeat); ASSERT( PTRVALID(psStat, sizeof(FEATURE_STATS)), "scrAddFeature: Invalid feature pointer" ); if ( psStat != NULL ) { iMapX = iX >> TILE_SHIFT; iMapY = iY >> TILE_SHIFT; /* check for wrecked feature already on-tile and remove */ for(psFeat = apsFeatureLists[0]; psFeat; psFeat = psFeat->psNext) { iTestX = psFeat->x >> TILE_SHIFT; iTestY = psFeat->y >> TILE_SHIFT; if ( (iTestX == iMapX) && (iTestY == iMapY) ) { if ( psFeat->psStats->subType == FEAT_BUILD_WRECK ) { /* remove feature */ removeFeature( psFeat ); break; } else { ASSERT( FALSE, "scrAddFeature: building feature on tile already occupied\n" ); } } } psFeat = buildFeature( psStat, iX, iY, FALSE ); } if (!stackPushResult((INTERP_TYPE)ST_FEATURE, (UDWORD)psFeat)) { return FALSE; } return TRUE; } // ----------------------------------------------------------------------------------------- //Add a structure BOOL scrAddStructure(void) { STRUCTURE_STATS *psStat; STRUCTURE *psStruct = NULL; SDWORD iX, iY, iMapX, iMapY;//, iWidth, iBreadth; SDWORD iStruct, iPlayer;//, iW, iB; if ( !stackPopParams( 4, ST_STRUCTURESTAT, &iStruct, VAL_INT, &iPlayer, VAL_INT, &iX, VAL_INT, &iY ) ) { return FALSE; } psStat = (STRUCTURE_STATS *)(asStructureStats + iStruct); ASSERT( PTRVALID(psStat, sizeof(STRUCTURE_STATS)), "scrAddStructure: Invalid feature pointer" ); if ( psStat != NULL ) { /* offset coords so building centre at (iX, iY) */ /* no longer necessary - buildStruct no longer uses top left iX -= psStat->baseWidth*TILE_UNITS/2; iY -= psStat->baseBreadth*TILE_UNITS/2;*/ iMapX = iX >> TILE_SHIFT; iMapY = iY >> TILE_SHIFT; /* check for structure already on-tile */ if(TILE_HAS_STRUCTURE(mapTile(iMapX,iMapY))) { ASSERT( FALSE, "scrAddStructure: tile already occupied by structure\n" ); } psStruct = buildStructure( psStat, iX, iY, iPlayer, FALSE ); if ( psStruct != NULL ) { psStruct->status = SS_BUILT; buildingComplete(psStruct); /* Apart from this being wrong (iWidth = 0 when psStat->baseWidth = 1 and you end up in an infinite loop) we don't need to do this here since the map is flattened as part of buildStructure iWidth = psStat->baseWidth/2; iBreadth = psStat->baseBreadth/2; // flatten tiles across building base for ( iW=iMapX; iW<=iMapX+(SDWORD)psStat->baseWidth; iW+=iWidth ) { for ( iB=iMapY; iB<=iMapY+(SDWORD)psStat->baseBreadth; iB+=iBreadth ) { setTileHeight(iW, iB, psStruct->z); } }*/ } } if (!stackPushResult((INTERP_TYPE)ST_STRUCTURE, (UDWORD)psStruct)) { return FALSE; } return TRUE; } // ----------------------------------------------------------------------------------------- //Destroy a structure BOOL scrDestroyStructure(void) { STRUCTURE *psStruct; if (!stackPopParams(1, ST_STRUCTURE, &psStruct)) { return FALSE; } if (psStruct == NULL) { ASSERT( PTRVALID(psStruct, sizeof(STRUCTURE)), "scrDestroyStructure: Invalid structure pointer" ); } removeStruct( psStruct, TRUE ); return TRUE; } // ----------------------------------------------------------------------------------------- //NEXT 2 FUNCS ONLY USED IN MULTIPLAYER AS FAR AS I KNOW (25 AUG98) alexl. // static vars to enum structs; static STRUCTURE_STATS *psStructStatToFind; static UDWORD playerToEnumStruct; static UDWORD enumStructCount; static BOOL structfindany; static SDWORD playerVisibleStruct; //player whose structures must be visible // init enum visible structures. BOOL scrInitEnumStruct(void) { SDWORD player,iStat,targetplayer,any; if ( !stackPopParams(4,VAL_BOOL,&any, ST_STRUCTURESTAT, &iStat, VAL_INT, &player, VAL_INT, &targetplayer) ) { return FALSE; } if(any == 1) { structfindany = TRUE; } else { structfindany = FALSE; } psStructStatToFind = (STRUCTURE_STATS *)(asStructureStats + iStat); playerToEnumStruct = (UDWORD)player; playerVisibleStruct = targetplayer; //fix: remember who must be able to see the structure enumStructCount = 0; return TRUE; } // ----------------------------------------------------------------------------------------- BOOL scrEnumStruct(void) { UDWORD count; STRUCTURE *psStruct; // go to the correct start point in the structure list. count = 0; for(psStruct=apsStructLists[playerToEnumStruct];psStruct && countpsNext; } if(psStruct == NULL) // no more to find. { if (!stackPushResult((INTERP_TYPE)ST_STRUCTURE, (SDWORD)NULL)) { return FALSE; } return TRUE; } while(psStruct) // find a visible structure of required type. { // if( (structfindany || (psStruct->pStructureType->type == psStructStatToFind->type)) if( (structfindany || (psStruct->pStructureType->ref == psStructStatToFind->ref)) && ((playerVisibleStruct < 0) || (psStruct->visible[playerToEnumStruct])) //fix: added playerVisibleStruct for visibility test ) { if (!stackPushResult((INTERP_TYPE)ST_STRUCTURE,(UDWORD) psStruct)) // push result { return FALSE; } enumStructCount++; return TRUE; } enumStructCount++; psStruct = psStruct->psNext; } // push NULL, none found; if (!stackPushResult((INTERP_TYPE)ST_STRUCTURE, (UDWORD)NULL)) { return FALSE; } return TRUE; } // ----------------------------------------------------------------------------------------- /*looks to see if a structure (specified by type) exists and is being built*/ BOOL scrStructureBeingBuilt(void) { // INTERP_VAL sVal; UDWORD structInc; STRUCTURE_STATS *psStats; SDWORD player; BOOL beingBuilt; if (!stackPopParams(2, ST_STRUCTURESTAT, &structInc, VAL_INT, &player)) { return FALSE; } /* if (!stackPop(&sVal)) { return FALSE; } if (sVal.type != ST_STRUCTURESTAT) { ASSERT( FALSE, "scrStructureBeingBuilt: type mismatch for object" ); return FALSE; } psStats = (STRUCTURE_STATS *)(asStructureStats + sVal.v.ival); */ if (player >= MAX_PLAYERS) { ASSERT( FALSE, "scrStructureBeingBuilt:player number is too high" ); return FALSE; } psStats = (STRUCTURE_STATS *)(asStructureStats + structInc); beingBuilt = FALSE; if (checkStructureStatus(psStats, player, SS_BEING_BUILT)) { beingBuilt = TRUE; } if (!stackPushResult(VAL_BOOL, (UDWORD)beingBuilt)) { return FALSE; } return TRUE; } // ----------------------------------------------------------------------------------------- // multiplayer skirmish only for now. // returns TRUE if a specific struct is complete. I know it's like the previous func, BOOL scrStructureComplete(void) { STRUCTURE *psStruct; BOOL result; if (!stackPopParams(1, ST_STRUCTURE, &psStruct)) { return FALSE; } if(psStruct->status == SS_BUILT) { result = TRUE; } else { result = FALSE; } if (!stackPushResult(VAL_BOOL, result)) { return FALSE; } return TRUE; } // ----------------------------------------------------------------------------------------- /*looks to see if a structure (specified by type) exists and built*/ BOOL scrStructureBuilt(void) { // INTERP_VAL sVal; UDWORD structInc; STRUCTURE_STATS *psStats; SDWORD player; BOOL built; if (!stackPopParams(2, ST_STRUCTURESTAT, &structInc, VAL_INT, &player)) { return FALSE; } /* if (!stackPop(&sVal)) { return FALSE; } if (sVal.type != ST_STRUCTURESTAT) { ASSERT( FALSE, "scrStructureBuilt: type mismatch for object" ); return FALSE; } psStats = (STRUCTURE_STATS *)(asStructureStats + sVal.v.ival); */ if (player >= MAX_PLAYERS) { ASSERT( FALSE, "scrStructureBuilt:player number is too high" ); return FALSE; } psStats = (STRUCTURE_STATS *)(asStructureStats + structInc); built = FALSE; if (checkStructureStatus(psStats, player, SS_BUILT)) { built = TRUE; } if (!stackPushResult(VAL_BOOL, (UDWORD)built)) { return FALSE; } return TRUE; } // ----------------------------------------------------------------------------------------- /*centre the view on an object - can be droid/structure or feature */ BOOL scrCentreView(void) { BASE_OBJECT *psObj; // INTERP_VAL sVal; if (!stackPopParams(1, ST_BASEOBJECT, &psObj)) { return FALSE; } if (psObj == NULL) { ASSERT( FALSE, "scrCentreView: NULL object" ); return FALSE; } //centre the view on the objects x/y setViewPos(psObj->x >> TILE_SHIFT, psObj->y >> TILE_SHIFT,FALSE); return TRUE; } // ----------------------------------------------------------------------------------------- /*centre the view on a position */ BOOL scrCentreViewPos(void) { SDWORD x,y; if (!stackPopParams(2, VAL_INT, &x, VAL_INT, &y)) { return FALSE; } if ( (x < 0) || (x >= (SDWORD)mapWidth*TILE_UNITS) || (y < 0) || (y >= (SDWORD)mapHeight*TILE_UNITS)) { ASSERT( FALSE, "scrCenterViewPos: coords off map" ); return FALSE; } //centre the view on the objects x/y setViewPos(x >> TILE_SHIFT, y >> TILE_SHIFT,FALSE); return TRUE; } // ----------------------------------------------------------------------------------------- // Get a pointer to a structure based on a stat - returns NULL if cannot find one BOOL scrGetStructure(void) { SDWORD player, index; STRUCTURE *psStruct; UDWORD structType; BOOL found; if (!stackPopParams(2, ST_STRUCTURESTAT, &index, VAL_INT, &player)) { return FALSE; } if (player >= MAX_PLAYERS) { ASSERT( FALSE, "scrGetStructure:player number is too high" ); return FALSE; } structType = asStructureStats[index].ref; //search the players' list of built structures to see if one exists found = FALSE; for (psStruct = apsStructLists[player]; psStruct != NULL; psStruct = psStruct->psNext) { if (psStruct->pStructureType->ref == structType) { found = TRUE; break; } } //make sure pass NULL back if not got one if (!found) { psStruct = NULL; } if (!stackPushResult((INTERP_TYPE)ST_STRUCTURE, (UDWORD)psStruct)) { return FALSE; } return TRUE; } // ----------------------------------------------------------------------------------------- // Get a pointer to a template based on a component stat - returns NULL if cannot find one BOOL scrGetTemplate(void) { SDWORD player; DROID_TEMPLATE *psTemplate; BOOL found; INTERP_VAL sVal; UDWORD i; if (!stackPopParams(1, VAL_INT, &player)) { return FALSE; } if (player >= MAX_PLAYERS) { ASSERT( FALSE, "scrGetTemplate:player number is too high" ); return FALSE; } if (!stackPop(&sVal)) { return FALSE; } //search the players' list of templates to see if one exists found = FALSE; for (psTemplate = apsDroidTemplates[player]; psTemplate != NULL; psTemplate = psTemplate->psNext) { switch( sVal.type) { case ST_BODY: if (psTemplate->asParts[COMP_BODY] == sVal.v.ival) { found = TRUE; } break; case ST_PROPULSION: if (psTemplate->asParts[COMP_PROPULSION] == sVal.v.ival) { found = TRUE; } break; case ST_ECM: if (psTemplate->asParts[COMP_ECM] == sVal.v.ival) { found = TRUE; } break; case ST_SENSOR: if (psTemplate->asParts[COMP_SENSOR] == sVal.v.ival) { found = TRUE; } break; case ST_CONSTRUCT: if (psTemplate->asParts[COMP_CONSTRUCT] == sVal.v.ival) { found = TRUE; } break; case ST_REPAIR: if (psTemplate->asParts[COMP_REPAIRUNIT] == sVal.v.ival) { found = TRUE; } break; case ST_WEAPON: for (i=0; i < DROID_MAXWEAPS; i++) { if (psTemplate->asWeaps[i] == (UDWORD)sVal.v.ival) { found = TRUE; break; } } break; default: ASSERT( FALSE, "scrGetTemplate: unknown type" ); return FALSE; } if (found) { break; } } //make sure pass NULL back if not got one if (!found) { psTemplate = NULL; } if (!stackPushResult((INTERP_TYPE)ST_TEMPLATE, (UDWORD)psTemplate)) { return FALSE; } return TRUE; } // ----------------------------------------------------------------------------------------- // Get a pointer to a droid based on a component stat - returns NULL if cannot find one BOOL scrGetDroid(void) { SDWORD player; DROID *psDroid; BOOL found; INTERP_VAL sVal; UDWORD i; if (!stackPopParams(1, VAL_INT, &player)) { return FALSE; } if (player >= MAX_PLAYERS) { ASSERT( FALSE, "scrGetUnit:player number is too high" ); return FALSE; } if (!stackPop(&sVal)) { return FALSE; } //search the players' list of droid to see if one exists found = FALSE; for (psDroid = apsDroidLists[player]; psDroid != NULL; psDroid = psDroid->psNext) { switch( sVal.type) { case ST_BODY: if (psDroid->asBits[COMP_BODY].nStat == (UDWORD)sVal.v.ival) { found = TRUE; } break; case ST_PROPULSION: if (psDroid->asBits[COMP_PROPULSION].nStat == (UDWORD)sVal.v.ival) { found = TRUE; } break; case ST_ECM: if (psDroid->asBits[COMP_ECM].nStat == (UDWORD)sVal.v.ival) { found = TRUE; } break; case ST_SENSOR: if (psDroid->asBits[COMP_SENSOR].nStat == (UDWORD)sVal.v.ival) { found = TRUE; } break; case ST_CONSTRUCT: if (psDroid->asBits[COMP_CONSTRUCT].nStat == (UDWORD)sVal.v.ival) { found = TRUE; } break; case ST_REPAIR: if (psDroid->asBits[COMP_REPAIRUNIT].nStat == (UDWORD)sVal.v.ival) { found = TRUE; } break; case ST_WEAPON: for (i=0; i < DROID_MAXWEAPS; i++) { if (psDroid->asWeaps[i].nStat == (UDWORD)sVal.v.ival) { found = TRUE; break; } } break; default: ASSERT( FALSE, "scrGetUnit: unknown type" ); return FALSE; } if (found) { break; } } //make sure pass NULL back if not got one if (!found) { psDroid = NULL; } if (!stackPushResult((INTERP_TYPE)ST_DROID, (UDWORD)psDroid)) { return FALSE; } return TRUE; } // ----------------------------------------------------------------------------------------- // Sets all the scroll params for the map BOOL scrSetScrollParams(void) { SDWORD minX, minY, maxX, maxY; SDWORD prevMinX, prevMinY, prevMaxX, prevMaxY; if (!stackPopParams(4, VAL_INT, &minX, VAL_INT, &minY, VAL_INT, &maxX, VAL_INT, &maxY)) { return FALSE; } //check the values entered are valid if (minX < 0) { ASSERT( FALSE, "Minimum scroll x value %d is less than zero - ", minX ); return FALSE; } if (minY < 0) { ASSERT( FALSE, "Minimum scroll y value %d is less than zero - ", minY ); } if (maxX > (SDWORD)mapWidth) { ASSERT( FALSE, "Maximum scroll x value %d is greater than mapWidth - ", maxX ); } if (maxX < (SDWORD)(visibleXTiles+1)) { ASSERT( FALSE, "Maximum scroll x %d has to be bigger than Visible Width(22) - ", maxX ); } if (maxY > (SDWORD)mapHeight) { ASSERT( FALSE, "Maximum scroll y value %d is greater than mapWidth - ", maxY ); } if (maxY < (SDWORD)(visibleYTiles+1)) { ASSERT( FALSE, "Maximum scroll y %d has to be bigger than Visible Height(22) - ", maxY ); } prevMinX = scrollMinX; prevMinY = scrollMinY; prevMaxX = scrollMaxX; prevMaxY = scrollMaxY; scrollMinX = minX; scrollMaxX = maxX; scrollMinY = minY; scrollMaxY = maxY; //when the scroll limits change midgame - need to redo the lighting //initLighting(scrollMinX, scrollMinY, scrollMaxX, scrollMaxY); initLighting(prevMinX < scrollMinX ? prevMinX : scrollMinX, prevMinY < scrollMinY ? prevMinY : scrollMinY, prevMaxX < scrollMaxX ? prevMaxX : scrollMaxX, prevMaxY < scrollMaxY ? prevMaxY : scrollMaxY); return TRUE; } // ----------------------------------------------------------------------------------------- // Sets the scroll minX separately for the map BOOL scrSetScrollMinX(void) { SDWORD minX, prevMinX; if (!stackPopParams(1, VAL_INT, &minX)) { return FALSE; } //check the value entered are valid if (minX < 0) { ASSERT( FALSE, "Minimum scroll x value %d is less than zero - ", minX ); return FALSE; } prevMinX = scrollMinX; scrollMinX = minX; //when the scroll limits change midgame - need to redo the lighting //initLighting(scrollMinX, scrollMinY, scrollMaxX, scrollMaxY); initLighting(prevMinX < scrollMinX ? prevMinX : scrollMinX, scrollMinY, scrollMaxX, scrollMaxY); return TRUE; } // ----------------------------------------------------------------------------------------- // Sets the scroll minY separately for the map BOOL scrSetScrollMinY(void) { SDWORD minY, prevMinY; if (!stackPopParams(1, VAL_INT, &minY)) { return FALSE; } //check the value entered are valid if (minY < 0) { ASSERT( FALSE, "Minimum scroll y value %d is less than zero - ", minY ); return FALSE; } prevMinY = scrollMinY; scrollMinY = minY; //when the scroll limits change midgame - need to redo the lighting //initLighting(scrollMinX, scrollMinY, scrollMaxX, scrollMaxY); initLighting(scrollMinX, prevMinY < scrollMinY ? prevMinY : scrollMinY, scrollMaxX, scrollMaxY); return TRUE; } // ----------------------------------------------------------------------------------------- // Sets the scroll maxX separately for the map BOOL scrSetScrollMaxX(void) { SDWORD maxX, prevMaxX; if (!stackPopParams(1, VAL_INT, &maxX)) { return FALSE; } //check the value entered are valid if (maxX > (SDWORD)mapWidth) { ASSERT( FALSE, "Maximum scroll x value %d is greater than mapWidth - ", maxX ); return FALSE; } prevMaxX = scrollMaxX; scrollMaxX = maxX; //when the scroll limits change midgame - need to redo the lighting //initLighting(scrollMinX, scrollMinY, scrollMaxX, scrollMaxY); initLighting(scrollMinX, scrollMinY, prevMaxX < scrollMaxX ? prevMaxX : scrollMaxX, scrollMaxY); return TRUE; } // ----------------------------------------------------------------------------------------- // Sets the scroll maxY separately for the map BOOL scrSetScrollMaxY(void) { SDWORD maxY, prevMaxY; if (!stackPopParams(1, VAL_INT, &maxY)) { return FALSE; } //check the value entered are valid if (maxY > (SDWORD)mapHeight) { ASSERT( FALSE, "Maximum scroll y value %d is greater than mapWidth - ", maxY ); return FALSE; } prevMaxY = scrollMaxY; scrollMaxY = maxY; //when the scroll limits change midgame - need to redo the lighting //initLighting(scrollMinX, scrollMinY, scrollMaxX, scrollMaxY); initLighting(scrollMinX, scrollMinY, scrollMaxX, prevMaxY < scrollMaxY ? prevMaxY : scrollMaxY); return TRUE; } // ----------------------------------------------------------------------------------------- // Sets which sensor will be used as the default for a player BOOL scrSetDefaultSensor(void) { SDWORD player; UDWORD sensorInc; if (!stackPopParams(2, ST_SENSOR, &sensorInc, VAL_INT, &player)) { return FALSE; } if (player >= MAX_PLAYERS) { ASSERT( FALSE, "scrSetDefaultSensor:player number is too high" ); return FALSE; } //check is a valid sensor Inc if (sensorInc > numSensorStats) { ASSERT( FALSE, "scrSetDefaultSensor: Sensor Inc is too high - %d", sensorInc ); return FALSE; } //check that this sensor is a default sensor if (asSensorStats[sensorInc].location != LOC_DEFAULT) { ASSERT( FALSE, "scrSetDefaultSensor: This sensor is not a default one - %s", getStatName(&asSensorStats[sensorInc]) ); return FALSE; } //assign since OK! aDefaultSensor[player] = sensorInc; return TRUE; } // ----------------------------------------------------------------------------------------- // Sets which ECM will be used as the default for a player BOOL scrSetDefaultECM(void) { SDWORD player; UDWORD ecmInc; if (!stackPopParams(2, ST_ECM, &ecmInc, VAL_INT, &player)) { return FALSE; } if (player >= MAX_PLAYERS) { ASSERT( FALSE, "scrSetDefaultECM:player number is too high" ); return FALSE; } //check is a valid ecmInc if (ecmInc > numECMStats) { ASSERT( FALSE, "scrSetDefaultECM: ECM Inc is too high - %d", ecmInc ); return FALSE; } //check that this ecm is a default ecm if (asECMStats[ecmInc].location != LOC_DEFAULT) { ASSERT( FALSE, "scrSetDefaultECM: This ecm is not a default one - %s", getStatName(&asECMStats[ecmInc]) ); return FALSE; } //assign since OK! aDefaultECM[player] = ecmInc; return TRUE; } // ----------------------------------------------------------------------------------------- // Sets which RepairUnit will be used as the default for a player BOOL scrSetDefaultRepair(void) { SDWORD player; UDWORD repairInc; if (!stackPopParams(2, ST_REPAIR, &repairInc, VAL_INT, &player)) { return FALSE; } if (player >= MAX_PLAYERS) { ASSERT( FALSE, "scrSetDefaultRepair:player number is too high" ); return FALSE; } //check is a valid repairInc if (repairInc > numRepairStats) { ASSERT( FALSE, "scrSetDefaultRepair: Repair Inc is too high - %d", repairInc ); return FALSE; } //check that this repair is a default repair if (asRepairStats[repairInc].location != LOC_DEFAULT) { ASSERT( FALSE, "scrSetDefaultRepair: This repair is not a default one - %s", getStatName(&asRepairStats[repairInc]) ); return FALSE; } //assign since OK! aDefaultRepair[player] = repairInc; return TRUE; } // ----------------------------------------------------------------------------------------- // Sets the structure limits for a player BOOL scrSetStructureLimits(void) { SDWORD player, limit; UDWORD structInc; STRUCTURE_LIMITS *psStructLimits; if (!stackPopParams(3, ST_STRUCTURESTAT, &structInc, VAL_INT, &limit, VAL_INT, &player)) { return FALSE; } if (player >= MAX_PLAYERS) { ASSERT( FALSE, "scrSetStructureLimits:player number is too high" ); return FALSE; } if (structInc > numStructureStats) { ASSERT( FALSE, "scrSetStructureLimits: Structure stat is too high - %d", structInc ); return FALSE; } if (limit < 0) { ASSERT( FALSE, "scrSetStructureLimits: limit is less than zero - %d", limit ); return FALSE; } if (limit > LOTS_OF) { ASSERT( FALSE, "scrSetStructureLimits: limit is too high - %d - must be less than %d", limit, LOTS_OF ); return FALSE; } psStructLimits = asStructLimits[player]; psStructLimits[structInc].limit = (UBYTE)limit; psStructLimits[structInc].globalLimit = (UBYTE)limit; return TRUE; } // ----------------------------------------------------------------------------------------- // multiplayer limit handler. BOOL scrApplyLimitSet() { applyLimitSet(); return TRUE; } // ----------------------------------------------------------------------------------------- // plays a sound for the specified player - only plays the sound if the // specified player = selectedPlayer BOOL scrPlaySound(void) { SDWORD player, soundID; if (!stackPopParams(2, ST_SOUND, &soundID, VAL_INT, &player)) { return FALSE; } if (player >= MAX_PLAYERS) { ASSERT( FALSE, "scrPlaySound:player number is too high" ); return FALSE; } if (player == (SDWORD)selectedPlayer) { audio_QueueTrack(soundID); if(bInTutorial) { audio_QueueTrack(ID_SOUND_OF_SILENCE); } } return TRUE; } // ----------------------------------------------------------------------------------------- // plays a sound for the specified player - only plays the sound if the // specified player = selectedPlayer - saves position BOOL scrPlaySoundPos(void) { SDWORD player, soundID, iX, iY, iZ; if (!stackPopParams(5, ST_SOUND, &soundID, VAL_INT, &player, VAL_INT, &iX, VAL_INT, &iY, VAL_INT, &iZ)) { return FALSE; } if (player >= MAX_PLAYERS) { ASSERT( FALSE, "scrPlaySoundPos:player number is too high" ); return FALSE; } if (player == (SDWORD)selectedPlayer) { audio_QueueTrackPos(soundID, iX, iY, iZ); } return TRUE; } // ----------------------------------------------------------------------------------------- /* add a text message to the top of the screen for the selected player*/ BOOL scrShowConsoleText(void) { STRING *pText; SDWORD player; if (!stackPopParams(2, ST_TEXTSTRING, &pText, VAL_INT, &player)) { return FALSE; } if (player >= MAX_PLAYERS) { ASSERT( FALSE, "scrAddConsoleText:player number is too high" ); return FALSE; } if (player == (SDWORD)selectedPlayer) { permitNewConsoleMessages(TRUE); addConsoleMessage(pText, CENTRE_JUSTIFY); } return TRUE; } // ----------------------------------------------------------------------------------------- /* add a text message to the top of the screen for the selected player*/ BOOL scrAddConsoleText(void) { STRING *pText; SDWORD player; if (!stackPopParams(2, ST_TEXTSTRING, &pText, VAL_INT, &player)) { return FALSE; } if (player >= MAX_PLAYERS) { ASSERT( FALSE, "scrAddConsoleText:player number is too high" ); return FALSE; } if (player == (SDWORD)selectedPlayer) { permitNewConsoleMessages(TRUE); setConsolePermanence(TRUE,TRUE); addConsoleMessage(pText, CENTRE_JUSTIFY); permitNewConsoleMessages(FALSE); } return TRUE; } // ----------------------------------------------------------------------------------------- /* add a text message to the top of the screen for the selected player - without clearing whats there*/ BOOL scrTagConsoleText(void) { STRING *pText; SDWORD player; if (!stackPopParams(2, ST_TEXTSTRING, &pText, VAL_INT, &player)) { return FALSE; } if (player >= MAX_PLAYERS) { ASSERT( FALSE, "scrAddConsoleText:player number is too high" ); return FALSE; } if (player == (SDWORD)selectedPlayer) { permitNewConsoleMessages(TRUE); setConsolePermanence(TRUE,FALSE); addConsoleMessage(pText, CENTRE_JUSTIFY); permitNewConsoleMessages(FALSE); } return TRUE; } // ----------------------------------------------------------------------------------------- BOOL scrClearConsole(void) { flushConsoleMessages(); return(TRUE); } // ----------------------------------------------------------------------------------------- //demo functions for turning the power on BOOL scrTurnPowerOff(void) { //powerCalculated = FALSE; powerCalc(FALSE); return TRUE; } // ----------------------------------------------------------------------------------------- //demo functions for turning the power off BOOL scrTurnPowerOn(void) { //powerCalculated = TRUE; powerCalc(TRUE); return TRUE; } // ----------------------------------------------------------------------------------------- //flags when the tutorial is over so that console messages can be turned on again BOOL scrTutorialEnd(void) { initConsoleMessages(); return TRUE; } // ----------------------------------------------------------------------------------------- //function to play a full-screen video in the middle of the game for the selected player BOOL scrPlayVideo(void) { STRING *pVideo, *pText; if (!stackPopParams(2, ST_TEXTSTRING, &pVideo, ST_TEXTSTRING, &pText)) { return FALSE; } seq_ClearSeqList(); seq_AddSeqToList(pVideo, NULL, pText, FALSE,0); // Arpzzzzzzzzzzzzzzzlksht! seq_StartNextFullScreenVideo(); return TRUE; } // ----------------------------------------------------------------------------------------- //checks to see if there are any droids for the specified player BOOL scrAnyDroidsLeft(void) { SDWORD player; BOOL droidsLeft; if (!stackPopParams(1, VAL_INT, &player)) { return FALSE; } if (player >= MAX_PLAYERS) { ASSERT( FALSE, "scrAnyUnitsLeft:player number is too high" ); return FALSE; } //check the players list for any droid droidsLeft = TRUE; if (apsDroidLists[player] == NULL) { droidsLeft = FALSE; } if (!stackPushResult(VAL_BOOL, (UDWORD)droidsLeft)) { return FALSE; } return TRUE; } // ----------------------------------------------------------------------------------------- //function to call when the game is over, plays a message then does game over stuff. // BOOL scrGameOverMessage(void) { BOOL gameOver; MESSAGE *psMessage; SDWORD msgType, player; VIEWDATA *psViewData; //UDWORD height; if (!stackPopParams(4, ST_INTMESSAGE, &psViewData , VAL_INT, &msgType, VAL_INT, &player, VAL_BOOL, &gameOver)) { return FALSE; } if (player >= MAX_PLAYERS) { ASSERT( FALSE, "scrGameOverMessage:player number is too high" ); return FALSE; } //create the message psMessage = addMessage(msgType, FALSE, player); ASSERT( msgType != MSG_PROXIMITY, "scrGameOverMessage: Bad message type (MSG_PROXIMITY)" ); if (psMessage) { //we need to set this here so the VIDEO_QUIT callback is not called setScriptWinLoseVideo((UBYTE)(gameOver ? PLAY_WIN : PLAY_LOSE)); //set the data psMessage->pViewData = (MSG_VIEWDATA *)psViewData; displayImmediateMessage(psMessage); stopReticuleButtonFlash(IDRET_INTEL_MAP); // Can't do this cos won't process windows stuff // Wait for the video to finish. /*while (loop_GetVideoStatus()) { videoLoop(); }*/ } //this now called when the video Quit is processed //displayGameOver(gameOver); return TRUE; } // ----------------------------------------------------------------------------------------- //function to call when the game is over BOOL scrGameOver(void) { BOOL gameOver; if (!stackPopParams(1, VAL_BOOL, &gameOver)) { return FALSE; } /*this function will only be called with gameOver = TRUE when at the end of the game so we'll just hard-code what happens!*/ //don't want this in multiplayer... if (!bMultiPlayer) { if (gameOver == TRUE AND !bInTutorial) { //we need to set this here so the VIDEO_QUIT callback is not called setScriptWinLoseVideo(PLAY_WIN); seq_ClearSeqList(); seq_AddSeqToList("outro.rpl",NULL,"outro.txa", FALSE,0); seq_StartNextFullScreenVideo(); } } return TRUE; } // ----------------------------------------------------------------------------------------- BOOL scrAnyFactoriesLeft(void) { SDWORD player; BOOL result; STRUCTURE *psCurr; if (!stackPopParams(1, VAL_INT, &player)) { return FALSE; } if (player >= MAX_PLAYERS) { ASSERT( FALSE, "scrAnyFactorysLeft:player number is too high" ); return FALSE; } //check the players list for any structures result = FALSE; if(apsStructLists[player]) { for (psCurr = apsStructLists[player]; psCurr != NULL; psCurr = psCurr->psNext) { // if (psCurr->pStructureType->type == REF_FACTORY OR // psCurr->pStructureType->type == REF_CYBORG_FACTORY OR // psCurr->pStructureType->type == REF_VTOL_FACTORY ) if(StructIsFactory(psCurr)) { result = TRUE; break; } } } if (!stackPushResult(VAL_BOOL, (UDWORD)result)) { return FALSE; } return TRUE; } // ----------------------------------------------------------------------------------------- //checks to see if there are any structures (except walls) for the specified player BOOL scrAnyStructButWallsLeft(void) { SDWORD player; BOOL structuresLeft; STRUCTURE *psCurr; if (!stackPopParams(1, VAL_INT, &player)) { return FALSE; } if (player >= MAX_PLAYERS) { ASSERT( FALSE, "scrAnyStructuresButWallsLeft:player number is too high" ); return FALSE; } //check the players list for any structures structuresLeft = TRUE; if (apsStructLists[player] == NULL) { structuresLeft = FALSE; } else { structuresLeft = FALSE; for (psCurr = apsStructLists[player]; psCurr != NULL; psCurr = psCurr->psNext) { if (psCurr->pStructureType->type != REF_WALL AND psCurr->pStructureType-> type != REF_WALLCORNER) { structuresLeft = TRUE; break; } } } if (!stackPushResult(VAL_BOOL, (UDWORD)structuresLeft)) { return FALSE; } return TRUE; } // ----------------------------------------------------------------------------------------- //defines the background audio to play BOOL scrPlayBackgroundAudio(void) { STRING *pText; SDWORD iVol; if (!stackPopParams(2, ST_TEXTSTRING, &pText, VAL_INT, &iVol)) { return FALSE; } cdspan_PlayInGameAudio(pText, iVol); return TRUE; } // ----------------------------------------------------------------------------------------- //defines the CD audio to play BOOL scrPlayCDAudio(void) { SDWORD iTrack; if (!stackPopParams(1, VAL_INT, &iTrack)) { return FALSE; } if (war_GetPlayAudioCDs()) { cdAudio_PlayTrack( iTrack ); } return TRUE; } // ----------------------------------------------------------------------------------------- BOOL scrStopCDAudio(void) { if (war_GetPlayAudioCDs()) { cdAudio_Stop(); } return TRUE; } // ----------------------------------------------------------------------------------------- BOOL scrPauseCDAudio(void) { if (war_GetPlayAudioCDs()) { cdAudio_Pause(); } return TRUE; } // ----------------------------------------------------------------------------------------- BOOL scrResumeCDAudio(void) { if (war_GetPlayAudioCDs()) { cdAudio_Resume(); } return TRUE; } // ----------------------------------------------------------------------------------------- // set the retreat point for a player BOOL scrSetRetreatPoint(void) { SDWORD player, x,y; if (!stackPopParams(3, VAL_INT, &player, VAL_INT, &x, VAL_INT, &y)) { return FALSE; } if (player >= MAX_PLAYERS) { ASSERT( FALSE, "scrSetRetreatPoint: player out of range" ); return FALSE; } if (x < 0 || x >= (SDWORD)mapWidth*TILE_UNITS || y < 0 || y >= (SDWORD)mapHeight*TILE_UNITS) { ASSERT( FALSE, "scrSetRetreatPoint: coords off map" ); return FALSE; } asRunData[player].sPos.x = x; asRunData[player].sPos.y = y; return TRUE; } // ----------------------------------------------------------------------------------------- // set the retreat force level BOOL scrSetRetreatForce(void) { SDWORD player, level, numDroids; DROID *psCurr; if (!stackPopParams(2, VAL_INT, &player, VAL_INT, &level)) { return FALSE; } if (player >= MAX_PLAYERS) { ASSERT( FALSE, "scrSetRetreatForce: player out of range" ); return FALSE; } if (level > 100 || level < 0) { ASSERT( FALSE, "scrSetRetreatForce: level out of range" ); return FALSE; } // count up the current number of droids numDroids = 0; for(psCurr = apsDroidLists[player]; psCurr; psCurr=psCurr->psNext) { numDroids += 1; } asRunData[player].forceLevel = (UBYTE)(level * numDroids / 100); return TRUE; } // ----------------------------------------------------------------------------------------- // set the retreat leadership BOOL scrSetRetreatLeadership(void) { SDWORD player, level; if (!stackPopParams(2, VAL_INT, &player, VAL_INT, &level)) { return FALSE; } if (player >= MAX_PLAYERS) { ASSERT( FALSE, "scrSetRetreatLeadership: player out of range" ); return FALSE; } if (level > 100 || level < 0) { ASSERT( FALSE, "scrSetRetreatLeadership: level out of range" ); return FALSE; } asRunData[player].leadership = (UBYTE)level; return TRUE; } // ----------------------------------------------------------------------------------------- // set the retreat point for a group BOOL scrSetGroupRetreatPoint(void) { SDWORD x,y; DROID_GROUP *psGroup; if (!stackPopParams(3, ST_GROUP, &psGroup, VAL_INT, &x, VAL_INT, &y)) { return FALSE; } if (x < 0 || x >= (SDWORD)mapWidth*TILE_UNITS || y < 0 || y >= (SDWORD)mapHeight*TILE_UNITS) { ASSERT( FALSE, "scrSetRetreatPoint: coords off map" ); return FALSE; } psGroup->sRunData.sPos.x = x; psGroup->sRunData.sPos.y = y; return TRUE; } // ----------------------------------------------------------------------------------------- BOOL scrSetGroupRetreatForce(void) { SDWORD level, numDroids; DROID_GROUP *psGroup; DROID *psCurr; if (!stackPopParams(2, ST_GROUP, &psGroup, VAL_INT, &level)) { return FALSE; } if (level > 100 || level < 0) { ASSERT( FALSE, "scrSetRetreatForce: level out of range" ); return FALSE; } // count up the current number of droids numDroids = 0; for(psCurr = psGroup->psList; psCurr; psCurr=psCurr->psGrpNext) { numDroids += 1; } psGroup->sRunData.forceLevel = (UBYTE)(level * numDroids / 100); return TRUE; } // ----------------------------------------------------------------------------------------- // set the retreat health level BOOL scrSetRetreatHealth(void) { SDWORD player, health; if (!stackPopParams(2, VAL_INT, &player, VAL_INT, &health)) { return FALSE; } if (player >= MAX_PLAYERS) { ASSERT( FALSE, "scrSetHealthForce: player out of range" ); return FALSE; } if (health > 100 || health < 0) { ASSERT( FALSE, "scrSetHealthForce: health out of range" ); return FALSE; } asRunData[player].healthLevel = (UBYTE)health; return TRUE; } // ----------------------------------------------------------------------------------------- BOOL scrSetGroupRetreatHealth(void) { SDWORD health; DROID_GROUP *psGroup; if (!stackPopParams(2, ST_GROUP, &psGroup, VAL_INT, &health)) { return FALSE; } if (health > 100 || health < 0) { ASSERT( FALSE, "scrSetGroupRetreatHealth: health out of range" ); return FALSE; } psGroup->sRunData.healthLevel = (UBYTE)health; return TRUE; } // ----------------------------------------------------------------------------------------- // set the retreat leadership BOOL scrSetGroupRetreatLeadership(void) { SDWORD level; DROID_GROUP *psGroup; if (!stackPopParams(2, ST_GROUP, &psGroup, VAL_INT, &level)) { return FALSE; } if (level > 100 || level < 0) { ASSERT( FALSE, "scrSetRetreatLeadership: level out of range" ); return FALSE; } psGroup->sRunData.leadership = (UBYTE)level; return TRUE; } // ----------------------------------------------------------------------------------------- //start a Mission - the missionType is ignored now - gets it from the level data *********** BOOL scrStartMission(void) { STRING *pGame; SDWORD missionType; LEVEL_DATASET *psNewLevel; if (!stackPopParams(2, VAL_INT, &missionType, ST_LEVEL, &pGame)) { return FALSE; } //if (missionType > MISSION_NONE) if (missionType > LDS_NONE) { ASSERT( FALSE, "Invalid Mission Type" ); return FALSE; } // check the last mission got finished /*if (mission.type != MISSION_NONE) { DBMB(("scrStartMission: old mission incomplete\n ending mission with success")); endMission(TRUE); }*/ // tell the loop that a new level has to be loaded up - not yet! //loopNewLevel = TRUE; strcpy(pLevelName, pGame); // find the level dataset if (!levFindDataSet(pGame, &psNewLevel)) { debug( LOG_ERROR, "scrStartMission: couldn't find level data" ); abort(); return FALSE; } //set the mission rolling... //nextMissionType = missionType; nextMissionType = psNewLevel->type; // loopMissionState = LMS_SETUPMISSION; loopMissionState = LMS_CLEAROBJECTS; /* if (!setUpMission(missionType)) { ASSERT( FALSE, "Unable to start mission - %s", pGame ); return FALSE; }*/ return TRUE; } //end a mission - NO LONGER CALLED FROM SCRIPT /*BOOL scrEndMission(void) { BOOL status; if (!stackPopParams(1, VAL_BOOL, &status)) { return FALSE; } endMission(status); return TRUE; }*/ // ----------------------------------------------------------------------------------------- //set Snow (enable disable snow) BOOL scrSetSnow(void) { BOOL bState; if (!stackPopParams(1, VAL_BOOL, &bState)) { return FALSE; } if(bState) { atmosSetWeatherType(WT_SNOWING); } else { atmosSetWeatherType(WT_NONE); } return TRUE; } // ----------------------------------------------------------------------------------------- //set Rain (enable disable Rain) BOOL scrSetRain(void) { BOOL bState; if (!stackPopParams(1, VAL_BOOL, &bState)) { return FALSE; } if(bState) { atmosSetWeatherType(WT_RAINING); } else { atmosSetWeatherType(WT_NONE); } return TRUE; } // ----------------------------------------------------------------------------------------- //set Background Fog (replace fade out with fog) BOOL scrSetBackgroundFog(void) { BOOL bState; if (!stackPopParams(1, VAL_BOOL, &bState)) { return FALSE; } //jps 17 feb 99 just set the status let other code worry about fogEnable/reveal if (bState)//true, so go to false { //restart fog if it was off if ((fogStatus == 0) && war_GetFog() && !(bMultiPlayer && game.fog)) { pie_EnableFog(TRUE); } fogStatus |= FOG_BACKGROUND;//set lowest bit of 3 } else { fogStatus &= FOG_FLAGS-FOG_BACKGROUND;//clear middle bit of 3 //disable fog if it longer used if (fogStatus == 0) { pie_SetFogStatus(FALSE); pie_EnableFog(FALSE); } } /* jps 17 feb 99 if(getRevealStatus()) // fog'o war enabled { pie_SetFogStatus(FALSE); pie_EnableFog(FALSE); // fogStatus = 0; return TRUE; } if (bState)//true, so go to false { if (war_GetFog()) { //restart fog if it was off if (fogStatus == 0) { pie_EnableFog(TRUE); } fogStatus |= FOG_BACKGROUND;//set lowest bit of 3 } } else { if (war_GetFog()) { fogStatus &= FOG_FLAGS-FOG_BACKGROUND;//clear middle bit of 3 //disable fog if it longer used if (fogStatus == 0) { pie_SetFogStatus(FALSE); pie_EnableFog(FALSE); } } } */ return TRUE; } // ----------------------------------------------------------------------------------------- //set Depth Fog (gradual fog from mid range to edge of world) BOOL scrSetDepthFog(void) { BOOL bState; if (!stackPopParams(1, VAL_BOOL, &bState)) { return FALSE; } // ffs am //jps 17 feb 99 just set the status let other code worry about fogEnable/reveal if (bState)//true, so go to false { //restart fog if it was off if ((fogStatus == 0) && war_GetFog() ) { pie_EnableFog(TRUE); } fogStatus |= FOG_DISTANCE;//set lowest bit of 3 } else { fogStatus &= FOG_FLAGS-FOG_DISTANCE;//clear middle bit of 3 //disable fog if it longer used if (fogStatus == 0) { pie_SetFogStatus(FALSE); pie_EnableFog(FALSE); } } /* jps 17 feb 99 if(getRevealStatus()) // fog'o war enabled { pie_SetFogStatus(FALSE); pie_EnableFog(FALSE); // fogStatus = 0; return TRUE; } if (bState)//true, so go to false { if (war_GetFog()) { //restart fog if it was off if (fogStatus == 0) { pie_EnableFog(TRUE); } fogStatus |= FOG_DISTANCE;//set lowest bit of 3 } } else { if (war_GetFog()) { fogStatus &= FOG_FLAGS-FOG_DISTANCE;//clear middle bit of 3 //disable fog if it longer used if (fogStatus == 0) { pie_SetFogStatus(FALSE); pie_EnableFog(FALSE); } } } */ return TRUE; } // ----------------------------------------------------------------------------------------- //set Mission Fog colour, may be modified by weather effects BOOL scrSetFogColour(void) { SDWORD red,green,blue; SDWORD scrFogColour; if (!stackPopParams(3, VAL_INT, &red, VAL_INT, &green, VAL_INT, &blue)) { return FALSE; } // if (pie_GetRenderEngine() == ENGINE_GLIDE) // { red &= 0xff; green &= 0xff; blue &= 0xff; scrFogColour = ((red << 16) + (green << 8) + blue); pie_SetFogColour(scrFogColour); // } return TRUE; } // ----------------------------------------------------------------------------------------- // test function to test variable references BOOL scrRefTest(void) { SDWORD Num = 0; if (!stackPopParams(1,VAL_INT, Num)); { return FALSE; } debug( LOG_NEVER, "scrRefTest: num: %d \n", Num ); return TRUE; } // ----------------------------------------------------------------------------------------- // is player a human or computer player? (multiplayer only) BOOL scrIsHumanPlayer(void) { SDWORD player; if (!stackPopParams(1, VAL_INT, &player)) { return FALSE; } if (!stackPushResult(VAL_BOOL,isHumanPlayer(player) )) { return FALSE; } return TRUE; } // ----------------------------------------------------------------------------------------- // Set an alliance between two players BOOL scrCreateAlliance(void) { SDWORD player1,player2; if (!stackPopParams(2, VAL_INT, &player1, VAL_INT, &player2)) { return FALSE; } if (player1 < 0 || player1 >= MAX_PLAYERS || player2 < 0 || player2 >= MAX_PLAYERS) { ASSERT( FALSE, "scrCreateAlliance: player out of range" ); return FALSE; } if(bMultiPlayer) { if(game.alliance==NO_ALLIANCES || player1 >= game.maxPlayers || player2>=game.maxPlayers) { return TRUE; } } formAlliance((UBYTE)player1, (UBYTE)player2,TRUE,FALSE); /* #ifndef PSX if(bMultiPlayer) { if(game.alliance==NO_ALLIANCES || player1 >= game.maxPlayers || player2>=game.maxPlayers) { return TRUE; } if(alliances[player1][player2] != ALLIANCE_FORMED) { #ifdef DEBUG CONPRINTF(ConsoleString,(ConsoleString,"%d and %d form an alliance.",player1,player2)); #endif sendAlliance((UBYTE)player1,(UBYTE)player2,ALLIANCE_FORMED,0); } } #endif alliances[player1][player2] = ALLIANCE_FORMED; alliances[player2][player1] = ALLIANCE_FORMED; */ return TRUE; } // ----------------------------------------------------------------------------------------- // offer an alliance BOOL scrOfferAlliance(void) { SDWORD player1,player2; if (!stackPopParams(2, VAL_INT, &player1, VAL_INT, &player2)) { return FALSE; } if (game.alliance==NO_ALLIANCES || player1 < 0 || player1 >= MAX_PLAYERS || player2 < 0 || player2 >= MAX_PLAYERS) { ASSERT( FALSE, "scrCreateAlliance: player out of range" ); return FALSE; } requestAlliance((UBYTE)player1,(UBYTE)player2,TRUE,TRUE); return TRUE; } // ----------------------------------------------------------------------------------------- // Break an alliance between two players BOOL scrBreakAlliance(void) { SDWORD player1,player2; if (!stackPopParams(2, VAL_INT, &player1, VAL_INT, &player2)) { return FALSE; } if ( player1 < 0 || player1 >= MAX_PLAYERS || player2 < 0 || player2 >= MAX_PLAYERS) { ASSERT( FALSE, "scrCreateAlliance: player out of range" ); return FALSE; } /* if(bMultiPlayer) { if(alliances[player1][player2] != ALLIANCE_BROKEN) { CONPRINTF(ConsoleString,(ConsoleString,"%d and %d break alliance.",player1,player2)); sendAlliance((UBYTE)player1,(UBYTE)player2,ALLIANCE_BROKEN,0); } } */ if(bMultiPlayer) { if(game.alliance==NO_ALLIANCES || player1 >= game.maxPlayers || player2>=game.maxPlayers) { return TRUE; } breakAlliance(player1,player2,TRUE,TRUE); } else { breakAlliance(player1,player2,FALSE,TRUE); } /* alliances[player1][player2] = ALLIANCE_BROKEN; alliances[player2][player1] = ALLIANCE_BROKEN; */ return TRUE; } // ----------------------------------------------------------------------------------------- // Multiplayer relevant scriptfuncs // returns true if 2 or more players are in alliance. BOOL scrAllianceExists(void) { UDWORD i,j; for(i=0;i= MAX_PLAYERS) { ASSERT( FALSE, "scrStructureBuiltInRange:player number is too high" ); return FALSE; } if (x < (SDWORD)0 OR (x >> TILE_SHIFT) > (SDWORD)mapWidth) { ASSERT( FALSE, "scrStructureBuiltInRange : invalid X coord" ); return FALSE; } if (y < (SDWORD)0 OR (y >> TILE_SHIFT) > (SDWORD)mapHeight) { ASSERT( FALSE,"scrStructureBuiltInRange : invalid Y coord" ); return FALSE; } if (index < (SDWORD)0 OR index > (SDWORD)numStructureStats) { ASSERT( FALSE, "scrStructureBuiltInRange : Invalid structure stat" ); return FALSE; } if (range < (SDWORD)0) { ASSERT( FALSE, "scrStructureBuiltInRange : Rnage is less than zero" ); return FALSE; } //now look through the players list of structures to see if this type //exists within range psTarget = &asStructureStats[index]; rangeSquared = range * range; found = FALSE; for(psCurr = apsStructLists[player]; psCurr; psCurr = psCurr->psNext) { xdiff = (SDWORD)psCurr->x - x; ydiff = (SDWORD)psCurr->y - y; if (xdiff*xdiff + ydiff*ydiff <= rangeSquared) { #ifdef HASH_NAMES if( psCurr->pStructureType->NameHash == psTarget->NameHash ) #else if( strcmp(psCurr->pStructureType->pName,psTarget->pName) == 0 ) #endif { if (psCurr->status == SS_BUILT) { found = TRUE; break; } } } } //make sure pass NULL back if not got one if (!found) { psCurr = NULL; } if (!stackPushResult((INTERP_TYPE)ST_STRUCTURE, (UDWORD)psCurr)) { return FALSE; } return TRUE; } // ----------------------------------------------------------------------------------------- // generate a random number BOOL scrRandom(void) { SDWORD range, result; if (!stackPopParams(1, VAL_INT, &range)) { return FALSE; } if (range == 0) { result = 0; } else if (range > 0) { result = rand() % range; } else { result = rand() % (-range); } if (!stackPushResult(VAL_INT, result)) { return FALSE; } return TRUE; } // ----------------------------------------------------------------------------------------- // randomise the random number seed BOOL scrRandomiseSeed(void) { srand((UDWORD)clock()); return TRUE; } // ----------------------------------------------------------------------------------------- //explicitly enables a research topic BOOL scrEnableResearch(void) { SDWORD player; RESEARCH *psResearch; if (!stackPopParams(2, ST_RESEARCH, &psResearch, VAL_INT, &player)) { return FALSE; } if (player >= MAX_PLAYERS) { ASSERT( FALSE, "scrEnableResearch:player number is too high" ); return FALSE; } if (!enableResearch(psResearch, player)) { return FALSE; } return TRUE; } // ----------------------------------------------------------------------------------------- //acts as if the research topic was completed - used to jump into the tree BOOL scrCompleteResearch(void) { SDWORD player; RESEARCH *psResearch; UDWORD researchIndex; if (!stackPopParams(2, ST_RESEARCH, &psResearch, VAL_INT, &player)) { return FALSE; } if (player >= MAX_PLAYERS) { ASSERT( FALSE, "scrCompleteResearch:player number is too high" ); return FALSE; } if(psResearch == NULL) { ASSERT( FALSE, "scrCompleteResearch: no such research topic" ); return FALSE; } researchIndex = psResearch - asResearch; //TODO: fix if needed if (researchIndex > numResearch) { ASSERT( FALSE, "scrCompleteResearch: invalid research index" ); return FALSE; } researchResult(researchIndex, (UBYTE)player, FALSE); if(bMultiPlayer && (gameTime > 2 )) { SendResearch((UBYTE)player,researchIndex ); } return TRUE; } // ----------------------------------------------------------------------------------------- // This routine used to start just a reticule button flashing // .. now it starts any button flashing (awaiting implmentation from widget library) BOOL scrFlashOn(void) { SDWORD button; if (!stackPopParams(1, VAL_INT, &button)) { return FALSE; } // For the time being ... we will perform the old code for the reticule ... if (button >= IDRET_OPTIONS && button <= IDRET_CANCEL) { flashReticuleButton((UDWORD)button); return TRUE; } if(widgGetFromID(psWScreen,button) != NULL) { widgSetButtonFlash(psWScreen,button); } return TRUE; } // ----------------------------------------------------------------------------------------- // stop a generic button flashing BOOL scrFlashOff(void) { SDWORD button; if (!stackPopParams(1, VAL_INT, &button)) { return FALSE; } if (button >= IDRET_OPTIONS && button <= IDRET_CANCEL) { stopReticuleButtonFlash((UDWORD)button); return TRUE; } if(widgGetFromID(psWScreen,button) != NULL) { widgClearButtonFlash(psWScreen,button); } return TRUE; } // ----------------------------------------------------------------------------------------- //set the initial power level settings for a player BOOL scrSetPowerLevel(void) { SDWORD player, power; if (!stackPopParams(2, VAL_INT, &power, VAL_INT, &player)) { return FALSE; } if (player >= MAX_PLAYERS) { ASSERT( FALSE, "scrSetPowerLevel:player number is too high" ); return FALSE; } setPlayerPower(power, player); return TRUE; } // ----------------------------------------------------------------------------------------- //add some power for a player BOOL scrAddPower(void) { SDWORD player, power; if (!stackPopParams(2, VAL_INT, &power, VAL_INT, &player)) { return FALSE; } if (player >= MAX_PLAYERS) { ASSERT( FALSE, "scrAddPower:player number is too high" ); return FALSE; } addPower(player, power); return TRUE; } // ----------------------------------------------------------------------------------------- /*set the landing Zone position for the map - this is for player 0. Can be scrapped and replaced by setNoGoAreas, left in for compatibility*/ BOOL scrSetLandingZone(void) { SDWORD x1, x2, y1, y2; if (!stackPopParams(4, VAL_INT, &x1, VAL_INT, &y1, VAL_INT, &x2, VAL_INT, &y2)) { return FALSE; } //check the values - check against max possible since can set in one mission for the next //if (x1 > (SDWORD)mapWidth) if (x1 > (SDWORD)MAP_MAXWIDTH) { ASSERT( FALSE, "scrSetLandingZone: x1 is greater than max mapWidth" ); return FALSE; } //if (x2 > (SDWORD)mapWidth) if (x2 > (SDWORD)MAP_MAXWIDTH) { ASSERT( FALSE, "scrSetLandingZone: x2 is greater than max mapWidth" ); return FALSE; } //if (y1 > (SDWORD)mapHeight) if (y1 > (SDWORD)MAP_MAXHEIGHT) { ASSERT( FALSE, "scrSetLandingZone: y1 is greater than max mapHeight" ); return FALSE; } //if (y2 > (SDWORD)mapHeight) if (y2 > (SDWORD)MAP_MAXHEIGHT) { ASSERT( FALSE, "scrSetLandingZone: y2 is greater than max mapHeight" ); return FALSE; } //check won't overflow! if (x1 > UBYTE_MAX OR y1 > UBYTE_MAX OR x2 > UBYTE_MAX OR y2 > UBYTE_MAX) { ASSERT( FALSE, "scrSetLandingZone: one coord is greater than %d", UBYTE_MAX ); return FALSE; } setLandingZone((UBYTE)x1, (UBYTE)y1, (UBYTE)x2, (UBYTE)y2); return TRUE; } /*set the landing Zone position for the Limbo droids and adds the Limbo droids to the world at the location*/ BOOL scrSetLimboLanding(void) { SDWORD x1, x2, y1, y2; if (!stackPopParams(4, VAL_INT, &x1, VAL_INT, &y1, VAL_INT, &x2, VAL_INT, &y2)) { return FALSE; } //check the values - check against max possible since can set in one mission for the next //if (x1 > (SDWORD)mapWidth) if (x1 > (SDWORD)MAP_MAXWIDTH) { ASSERT( FALSE, "scrSetLimboLanding: x1 is greater than max mapWidth" ); return FALSE; } //if (x2 > (SDWORD)mapWidth) if (x2 > (SDWORD)MAP_MAXWIDTH) { ASSERT( FALSE, "scrSetLimboLanding: x2 is greater than max mapWidth" ); return FALSE; } //if (y1 > (SDWORD)mapHeight) if (y1 > (SDWORD)MAP_MAXHEIGHT) { ASSERT( FALSE, "scrSetLimboLanding: y1 is greater than max mapHeight" ); return FALSE; } //if (y2 > (SDWORD)mapHeight) if (y2 > (SDWORD)MAP_MAXHEIGHT) { ASSERT( FALSE, "scrSetLimboLanding: y2 is greater than max mapHeight" ); return FALSE; } //check won't overflow! if (x1 > UBYTE_MAX OR y1 > UBYTE_MAX OR x2 > UBYTE_MAX OR y2 > UBYTE_MAX) { ASSERT( FALSE, "scrSetLimboLanding: one coord is greater than %d", UBYTE_MAX ); return FALSE; } setNoGoArea((UBYTE)x1, (UBYTE)y1, (UBYTE)x2, (UBYTE)y2, LIMBO_LANDING); //this calls the Droids from the Limbo list onto the map placeLimboDroids(); return TRUE; } // ----------------------------------------------------------------------------------------- //initialises all the no go areas BOOL scrInitAllNoGoAreas(void) { initNoGoAreas(); return TRUE; } // ----------------------------------------------------------------------------------------- //set a no go area for the map - landing zones for the enemy, or player 0 BOOL scrSetNoGoArea(void) { SDWORD x1, x2, y1, y2, area; if (!stackPopParams(5, VAL_INT, &x1, VAL_INT, &y1, VAL_INT, &x2, VAL_INT, &y2, VAL_INT, &area)) { return FALSE; } if (area == LIMBO_LANDING) { ASSERT( FALSE, "scrSetNoGoArea: Cannot set the Limbo Landing area with this function" ); return FALSE; } //check the values - check against max possible since can set in one mission for the next //if (x1 > (SDWORD)mapWidth) if (x1 > (SDWORD)MAP_MAXWIDTH) { ASSERT( FALSE, "scrSetNoGoArea: x1 is greater than max mapWidth" ); return FALSE; } //if (x2 > (SDWORD)mapWidth) if (x2 > (SDWORD)MAP_MAXWIDTH) { ASSERT( FALSE, "scrSetNoGoArea: x2 is greater than max mapWidth" ); return FALSE; } //if (y1 > (SDWORD)mapHeight) if (y1 > (SDWORD)MAP_MAXHEIGHT) { ASSERT( FALSE, "scrSetNoGoArea: y1 is greater than max mapHeight" ); return FALSE; } //if (y2 > (SDWORD)mapHeight) if (y2 > (SDWORD)MAP_MAXHEIGHT) { ASSERT( FALSE, "scrSetNoGoArea: y2 is greater than max mapHeight" ); return FALSE; } //check won't overflow! if (x1 > UBYTE_MAX OR y1 > UBYTE_MAX OR x2 > UBYTE_MAX OR y2 > UBYTE_MAX) { ASSERT( FALSE, "scrSetNoGoArea: one coord is greater than %d", UBYTE_MAX ); return FALSE; } if (area >= MAX_NOGO_AREAS) { ASSERT( FALSE, "scrSetNoGoArea: max num of areas is %d", MAX_NOGO_AREAS ); return FALSE; } setNoGoArea((UBYTE)x1, (UBYTE)y1, (UBYTE)x2, (UBYTE)y2, (UBYTE)area); return TRUE; } // ----------------------------------------------------------------------------------------- // set the zoom level for the radar BOOL scrSetRadarZoom(void) { SDWORD level; if (!stackPopParams(1, VAL_INT, &level)) { return TRUE; } // MAX_RADARZOOM is different on PC and PSX if (level < 0 || level > 2) { ASSERT( FALSE, "scrSetRadarZoom: zoom level out of range" ); return FALSE; } SetRadarZoom((UWORD)level); return TRUE; } // ----------------------------------------------------------------------------------------- //set how long an offworld mission can last -1 = no limit BOOL scrSetMissionTime(void) { SDWORD time; if (!stackPopParams(1, VAL_INT, &time)) { return FALSE; } time *= 100; //check not more than one hour - the mission timers cannot cope at present! - (visually) //if (time > 60*60*GAME_TICKS_PER_SEC) //check not more than 99 mins - the mission timers cannot cope at present! - (visually) //we're allowing up to 5 hours now! if (time > 5*60*60*GAME_TICKS_PER_SEC) { ASSERT( FALSE,"The mission timer cannot be set to more than 99!" ); time = -1; } //store the value mission.time = time; // ffs ab ... but shouldn't this be on the psx ? setMissionCountDown(); //add the timer to the interface if (mission.time >= 0) { mission.startTime = gameTime; addMissionTimerInterface(); } else { //make sure its not up if setting to -1 intRemoveMissionTimer(); //make sure the cheat time is not set mission.cheatTime = 0; } return TRUE; } // this returns how long is left for the current mission time is 1/100th sec - same units as passed in BOOL scrMissionTimeRemaining(void) { SDWORD timeRemaining; timeRemaining = mission.time - (gameTime - mission.startTime); if (timeRemaining < 0) { timeRemaining = 0; } else { timeRemaining /= 100; } if(!stackPushResult(VAL_INT, timeRemaining)) { return(FALSE); } return(TRUE); } // ----------------------------------------------------------------------------------------- //set the time delay for reinforcements for an offworld mission BOOL scrSetReinforcementTime(void) { SDWORD time; DROID *psDroid; if (!stackPopParams(1, VAL_INT, &time)) { return FALSE; } time *= 100; //check not more than one hour - the mission timers cannot cope at present! if (time != LZ_COMPROMISED_TIME AND time > 60*60*GAME_TICKS_PER_SEC) { ASSERT( FALSE,"The transport timer cannot be set to more than 1 hour!" ); time = -1; } //not interseted in this check any more - AB 28/01/99 //quick check of the value - don't check if time has not been set /*if (mission.time > 0 AND time != LZ_COMPROMISED_TIME AND time > mission.time) { DBMB(("scrSetReinforcementTime: reinforcement time greater than mission time!")); }*/ //store the value mission.ETA = time; //if offworld or campaign change mission, then add the timer //if (mission.type == LDS_MKEEP OR mission.type == LDS_MCLEAR OR // mission.type == LDS_CAMCHANGE) if (missionCanReEnforce()) { addTransporterTimerInterface(); } //make sure the timer is not there if the reinforcement time has been set to < 0 if (time < 0) { intRemoveTransporterTimer(); /*only remove the launch if haven't got a transporter droid since the scripts set the time to -1 at the between stage if there are not going to be reinforcements on the submap */ for (psDroid = apsDroidLists[selectedPlayer]; psDroid != NULL; psDroid = psDroid->psNext) { if (psDroid->droidType == DROID_TRANSPORTER) { break; } } //if not found a transporter, can remove the launch button if (psDroid == NULL) { intRemoveTransporterLaunch(); } } return TRUE; } // ----------------------------------------------------------------------------------------- // Sets all structure limits for a player to a specified value BOOL scrSetAllStructureLimits(void) { SDWORD player, limit; STRUCTURE_LIMITS *psStructLimits; UDWORD i; if (!stackPopParams(2, VAL_INT, &limit, VAL_INT, &player)) { return FALSE; } if (player >= MAX_PLAYERS) { ASSERT( FALSE, "scrSetStructureLimits:player number is too high" ); return FALSE; } if (limit < 0) { ASSERT( FALSE, "scrSetStructureLimits: limit is less than zero - %d", limit ); return FALSE; } if (limit > LOTS_OF) { ASSERT( FALSE, "scrSetStructureLimits: limit is too high - %d - must be less than %d", limit, LOTS_OF ); return FALSE; } //set all the limits to the value specified psStructLimits = asStructLimits[player]; for (i = 0; i < numStructureStats; i++) { psStructLimits[i].limit = (UBYTE)limit; psStructLimits[i].globalLimit = (UBYTE)limit; } return TRUE; } // ----------------------------------------------------------------------------------------- // clear all the console messages BOOL scrFlushConsoleMessages(void) { flushConsoleMessages(); return TRUE; } // ----------------------------------------------------------------------------------------- // Establishes the distance between two points - uses an approximation BOOL scrDistanceTwoPts( void ) { SDWORD x1,y1,x2,y2; SDWORD retVal; if(!stackPopParams(4,VAL_INT,&x1,VAL_INT,&y1,VAL_INT,&x2,VAL_INT,&y2)) { ASSERT( FALSE,"SCRIPT : Distance between two points - cannot get parameters" ); return(FALSE); } /* Approximate the distance */ retVal = dirtySqrt(x1,y1,x2,y2); if(!stackPushResult(VAL_INT,retVal)) { ASSERT( FALSE,"SCRIPT : Distance between two points - cannot return result" ); return(FALSE); } return(TRUE); } // ----------------------------------------------------------------------------------------- // Returns whether two objects can see each other BOOL scrLOSTwoBaseObjects( void ) { BASE_OBJECT *psSource,*psDest; BOOL bWallsBlock; BOOL retVal; if(!stackPopParams(3,ST_BASEOBJECT,&psSource,ST_BASEOBJECT,&psDest,VAL_BOOL,&bWallsBlock)) { ASSERT( FALSE,"SCRIPT : scrLOSTwoBaseObjects - cannot get parameters" ); return(FALSE); } if(bWallsBlock) { retVal = visibleObjWallBlock(psSource,psDest); } else { retVal = visibleObject(psSource,psDest); } if(!stackPushResult(VAL_BOOL,retVal)) { ASSERT( FALSE,"SCRIPT : scrLOSTwoBaseObjects - cannot return result" ); return(FALSE); } return(TRUE); } // ----------------------------------------------------------------------------------------- // Destroys all structures within a certain bounding area. BOOL scrDestroyStructuresInArea( void ) { SDWORD x1,y1,x2,y2; UDWORD typeRef; UDWORD player; STRUCTURE *psStructure,*psNextS; FEATURE *psFeature,*psNextF; BOOL bVisible,bTakeFeatures; SDWORD sX,sY; if(!stackPopParams(8, VAL_INT, &player, VAL_INT, &typeRef, VAL_INT, &x1, VAL_INT, &y1, VAL_INT, &x2, VAL_INT, &y2, VAL_BOOL, &bVisible, VAL_BOOL, &bTakeFeatures)) { ASSERT( FALSE,"SCRIPT : scrDestroyStructuresInArea - Cannot get parameters" ); return(FALSE); } if(player>=MAX_PLAYERS) { ASSERT( FALSE,"Player number too high in scrDestroyStructuresInArea" ); } for(psStructure = apsStructLists[player]; psStructure; psStructure = psNextS) { /* Keep a copy */ psNextS = psStructure->psNext; sX = psStructure->x; sY = psStructure->y; if(psStructure->pStructureType->type == typeRef) { if(sX >= x1 AND sX <=x2 AND sY >= y1 AND sY <= y2) { if(bVisible) { destroyStruct(psStructure); } else { removeStruct(psStructure, TRUE); } } } } if(bTakeFeatures) { for(psFeature = apsFeatureLists[0]; psFeature; psFeature = psNextF) { /* Keep a copy */ psNextF = psFeature->psNext; sX = psFeature->x; sY = psFeature->y; if( psFeature->psStats->subType == FEAT_BUILDING) // (psFeature->psStats->subType != FEAT_OIL_DRUM) AND // (psFeature->psStats->subType != FEAT_OIL_RESOURCE) ) { if(sX >= x1 AND sX <=x2 AND sY >= y1 AND sY <= y2) { if(bVisible) { destroyFeature(psFeature); } else { removeFeature(psFeature); } } } } } return(TRUE); } // ----------------------------------------------------------------------------------------- // Returns a value representing the threat from droids in a given area BOOL scrThreatInArea( void ) { SDWORD x1,y1,x2,y2; SDWORD ldThreat,mdThreat,hdThreat; UDWORD playerLooking,playerTarget; SDWORD totalThreat; DROID *psDroid; SDWORD dX,dY; BOOL bVisible; if(!stackPopParams(10,VAL_INT,&playerLooking,VAL_INT,&playerTarget,VAL_INT,&x1,VAL_INT,&y1,VAL_INT,&x2,VAL_INT,&y2, VAL_INT,&ldThreat,VAL_INT,&mdThreat,VAL_INT,&hdThreat, VAL_BOOL, &bVisible)) { ASSERT( FALSE,"SCRIPT : scrThreatInArea - Cannot get parameters" ); return(FALSE); } if(playerLooking>=MAX_PLAYERS OR playerTarget >= MAX_PLAYERS) { ASSERT( FALSE,"Player number too high in scrThreatInArea" ); return(FALSE); } totalThreat = 0; for(psDroid = apsDroidLists[playerTarget]; psDroid; psDroid = psDroid->psNext) { if (psDroid->droidType != DROID_WEAPON AND psDroid->droidType != DROID_PERSON AND psDroid->droidType != DROID_CYBORG AND psDroid->droidType != DROID_CYBORG_SUPER) { continue; } dX = psDroid->x; dY = psDroid->y; /* Do we care if the droid is visible or not */ if(bVisible ? psDroid->visible[playerLooking] : TRUE) { /* Have we found a droid in this area */ if(dX >= x1 AND dX <=x2 AND dY >= y1 AND dY <= y2) { switch ((asBodyStats + psDroid->asBits[COMP_BODY].nStat)->size) { case SIZE_LIGHT: totalThreat += ldThreat; break; case SIZE_MEDIUM: totalThreat += mdThreat; break; case SIZE_HEAVY: case SIZE_SUPER_HEAVY: totalThreat += hdThreat; break; default: ASSERT( FALSE, "Weird droid size in threat assessment" ); break; } } } } // DBPRINTF(("scrThreatInArea: returning %d\n", totalThreat)); if(!stackPushResult(VAL_INT,totalThreat)) { ASSERT( FALSE,"SCRIPT : Cannot push result in scrThreatInArea" ); return(FALSE); } return(TRUE); } // ----------------------------------------------------------------------------------------- // returns the nearest gateway bottleneck to a specified point BOOL scrGetNearestGateway( void ) { SDWORD x,y; SDWORD gX,gY; UDWORD nearestSoFar; UDWORD dist; GATEWAY *psGateway; SDWORD retX,retY; SDWORD *rX,*rY; BOOL success; if(!stackPopParams(4, VAL_INT, &x, VAL_INT, &y, VAL_REF|VAL_INT, &rX, VAL_REF|VAL_INT, &rY)) { ASSERT( FALSE,"SCRIPT : Cannot get parameters for scrGetNearestGateway" ); return(FALSE); } if(x<0 OR x>(SDWORD)mapWidth OR y<0 OR y>(SDWORD)mapHeight) { ASSERT( FALSE,"SCRIPT : Invalid coordinates in getNearestGateway" ); return(FALSE); } if(psGateways == NULL) { ASSERT( FALSE,"SCRIPT : No gateways found in getNearestGatway" ); return(FALSE); } nearestSoFar = UDWORD_MAX; retX = retY = 0; success = FALSE; for(psGateway = psGateways; psGateway; psGateway = psGateway->psNext) { /* Get gateway midpoint */ gX = (psGateway->x1 + psGateway->x2)/2; gY = (psGateway->y1 + psGateway->y2)/2; /* Estimate the distance to it */ dist = dirtySqrt(x,y,gX,gY); /* Is it best we've found? */ if(dist 96) { ASSERT( FALSE,"SCRIPT : Water tile number too high in scrSetWaterTile" ); return(FALSE); } setUnderwaterTile(tileNum); return(TRUE); } // ----------------------------------------------------------------------------------------- BOOL scrSetRubbleTile(void) { UDWORD tileNum; if(!stackPopParams(1,VAL_INT, &tileNum)) { ASSERT( FALSE,"SCRIPT : Cannot get parameter for scrSetRubbleTile" ); return(FALSE); } if(tileNum > 96) { ASSERT( FALSE,"SCRIPT : Rubble tile number too high in scrSetWaterTile" ); return(FALSE); } setRubbleTile(tileNum); return(TRUE); } // ----------------------------------------------------------------------------------------- BOOL scrSetCampaignNumber(void) { UDWORD campaignNumber; if(!stackPopParams(1,VAL_INT, &campaignNumber)) { ASSERT( FALSE,"SCRIPT : Cannot get parameter for scrSetCampaignNumber" ); return(FALSE); } setCampaignNumber(campaignNumber); return(TRUE); } // ----------------------------------------------------------------------------------------- // Tests whether a structure has a certain module for a player. Tests whether any structure // has this module if structure is null BOOL scrTestStructureModule(void) { SDWORD player,refId; STRUCTURE *psStructure,*psStruct; BOOL bFound; if(!stackPopParams(3,VAL_INT,&player,ST_STRUCTURE,&psStructure,VAL_INT,&refId)) { ASSERT( FALSE,"SCRIPT : Cannot get parameters in scrTestStructureModule" ); return(FALSE); } if(player>=MAX_PLAYERS) { ASSERT( FALSE,"SCRIPT : Player number too high in scrTestStructureModule" ); return(FALSE); } /* Nothing yet */ bFound = FALSE; /* Check the specified case first */ if(psStructure) { if(structHasModule(psStructure)) { bFound = TRUE; } } /* psStructure was NULL - so test the general case */ else { // Search them all, but exit if we get one!! for(psStruct = apsStructLists[player],bFound = FALSE; psStruct AND !bFound; psStruct = psStruct->psNext) { if(structHasModule(psStruct)) { bFound = TRUE; } } } /* Send back the result */ if(!stackPushResult(VAL_BOOL,bFound)) { ASSERT( FALSE,"SCRIPT : Cannot push result for scrTestStructureModule" ); return(FALSE); } return(TRUE); } // ----------------------------------------------------------------------------------------- BOOL scrForceDamage( void ) { DROID *psDroid; STRUCTURE *psStructure; FEATURE *psFeature; BASE_OBJECT *psObj; UDWORD damagePercent; FRACT divisor; UDWORD newVal; /* OK - let's get the vars */ if(!stackPopParams(2,ST_BASEOBJECT,&psObj,VAL_INT,&damagePercent)) { ASSERT( FALSE,"Cannot pop params for scrForceDamage" ); return(FALSE); } /* Got to be a percent, so must be less than or equal to 100 */ if(damagePercent > 100) { ASSERT( FALSE,"scrForceDamage : You're supposed to be passing in a PERCENTAGE VALUE, \ instead I got given %d, which is clearly no good, now is it!?", damagePercent ); return(FALSE); } /* Get percentage in range [0.1] */ divisor = MAKEFRACT(damagePercent) / 100; /* See what we're dealing with */ switch(psObj->type) { case OBJ_DROID: psDroid = (DROID *) psObj; newVal = MAKEINT((divisor*psDroid->originalBody)); psDroid->body = newVal; break; case OBJ_STRUCTURE: psStructure = (STRUCTURE *) psObj; newVal = MAKEINT((divisor*structureBody(psStructure))); psStructure->body = (UWORD)newVal; break; case OBJ_FEATURE: psFeature = (FEATURE *) psObj; /* Some features cannot be damaged */ if(psFeature->psStats->damageable) { newVal = MAKEINT((divisor*psFeature->psStats->body)); psFeature->body = newVal; } break; default: ASSERT( FALSE,"Unsupported base object type in scrForceDamage" ); return(FALSE); break; } return(TRUE); } // Kills of a droid without spawning any explosion effects. // ----------------------------------------------------------------------------------------- BOOL scrDestroyUnitsInArea( void ) { DROID *psDroid,*psNext; SDWORD x1,y1,x2,y2; UDWORD player; UDWORD count=0; if(!stackPopParams(5,VAL_INT,&x1,VAL_INT,&y1,VAL_INT,&x2,VAL_INT,&y2,VAL_INT, &player)) { ASSERT( FALSE,"Cannot get params for scrDestroyUnitsInArea" ); return(FALSE); } if(player>=MAX_PLAYERS) { ASSERT( FALSE,"Invalid player number in scrKillDroidsInArea" ); } for(psDroid = apsDroidLists[player]; psDroid; psDroid = psNext) { psNext = psDroid->psNext; // get a copy cos pointer will be lost if( (psDroid->x > x1) AND (psDroid->x < x2) AND (psDroid->y > y1) AND (psDroid->y < y2) ) { /* then it's inside the area */ destroyDroid(psDroid); count++; } } if(!stackPushResult(VAL_INT,count)) { return(FALSE); } return(TRUE); } // ----------------------------------------------------------------------------------------- BOOL scrRemoveDroid( void ) { DROID *psDroid; if(!stackPopParams(1,ST_DROID,&psDroid)) { ASSERT( FALSE,"Cannot get vars for scrRemoveDroid!" ); return(FALSE); } if(psDroid) { vanishDroid(psDroid); } return(TRUE); } // ----------------------------------------------------------------------------------------- BOOL structHasModule(STRUCTURE *psStruct) { STRUCTURE_STATS *psStats; BOOL bFound; /* Fail if the structure isn't built yet */ if(psStruct->status != SS_BUILT) { return(FALSE); } /* Not found yet */ bFound = FALSE; if(psStruct==NULL) { ASSERT( psStruct!=NULL,"structHasModule - Testing for a module from a NULL struct - huh!?" ); return(FALSE); } if(psStruct) { /* Grab a stats pointer */ psStats = psStruct->pStructureType; if(StructIsFactory(psStruct) OR psStats->type == REF_POWER_GEN OR psStats->type == REF_RESEARCH) { switch(psStats->type) { case REF_POWER_GEN: if (((POWER_GEN *)psStruct->pFunctionality)->capacity) { bFound = TRUE; } break; case REF_FACTORY: case REF_VTOL_FACTORY: if (((FACTORY *)psStruct->pFunctionality)->capacity) { bFound = TRUE; } break; case REF_RESEARCH: if (((RESEARCH_FACILITY *)psStruct->pFunctionality)->capacity) { bFound = TRUE; } break; default: //no other structures can have modules attached break; } } else { /* Wrong type of building - cannot have a module */ bFound = FALSE; } } return(bFound); } // ----------------------------------------------------------------------------------------- // give player a template belonging to another. BOOL scrAddTemplate(void) { DROID_TEMPLATE *psTemplate; UDWORD player; if (!stackPopParams(2, ST_TEMPLATE, &psTemplate, VAL_INT, &player)) { return FALSE; } if (player >= MAX_PLAYERS) { ASSERT( FALSE, "scrAddTemplate:player number is too high" ); return FALSE; } ASSERT( PTRVALID(psTemplate, sizeof(DROID_TEMPLATE)),"scrAddTemplate: Invalid template pointer" ); if( addTemplate(player,psTemplate)) { if (!stackPushResult(VAL_BOOL,TRUE)) { return FALSE; } } else { if (!stackPushResult(VAL_BOOL,FALSE)) { return FALSE; } } return TRUE; } // ----------------------------------------------------------------------------------------- // additional structure check BOOL structDoubleCheck(BASE_STATS *psStat,UDWORD xx,UDWORD yy) { UDWORD x,y,xTL,yTL,xBR,yBR; UBYTE count =0; STRUCTURE_STATS *psBuilding = (STRUCTURE_STATS *)psStat; xTL = xx-1; yTL = yy-1; xBR = (xx + psBuilding->baseWidth ); yBR = (yy + psBuilding->baseBreadth ); // can you get past it? y = yTL; // top for(x = xTL;x!=xBR+1;x++) { if(fpathGroundBlockingTile(x,y)) { count++; break; }} y = yBR; // bottom for(x = xTL;x!=xBR+1;x++) { if(fpathGroundBlockingTile(x,y)) { count++; break; }} x = xTL; // left for(y = yTL+1; y!=yBR; y++) { if(fpathGroundBlockingTile(x,y)) { count++; break; }} x = xBR; // right for(y = yTL+1; y!=yBR; y++) { if(fpathGroundBlockingTile(x,y)) { count++; break; }} if(count <2)//no more than one blocking side. { return TRUE; } return FALSE; } // pick a structure location(only used in skirmish game at 27Aug) ajl. BOOL scrPickStructLocation(void) { SDWORD *pX,*pY; SDWORD index; STRUCTURE_STATS *psStat; UDWORD numIterations = 30; BOOL found = FALSE; UDWORD startX, startY, incX, incY; SDWORD x=0, y=0; UDWORD player; if (!stackPopParams(4, ST_STRUCTURESTAT, &index, VAL_REF|VAL_INT, &pX , VAL_REF|VAL_INT, &pY, VAL_INT, &player)) { return FALSE; } if (player >= MAX_PLAYERS) { ASSERT( FALSE, "scrPickStructLocation:player number is too high" ); return FALSE; } // check for wacky coords. if( *pX < 0 || *pX > (SDWORD)(mapWidth< (SDWORD)(mapHeight<> TILE_SHIFT; // change to tile coords. startY = *pY >> TILE_SHIFT; for (incX = 1, incY = 1; incX < numIterations; incX++, incY++) { if (!found){ //top y = startY - incY; for(x = startX - incX; x < (SDWORD)(startX + incX); x++){ if ( validLocation((BASE_STATS*)psStat, x, y, player, FALSE) && structDoubleCheck((BASE_STATS*)psStat,x,y) ){ found = TRUE; break; }}} if (!found) { //right x = startX + incX; for(y = startY - incY; y < (SDWORD)(startY + incY); y++){ if(validLocation((BASE_STATS*)psStat, x, y, player, FALSE) && structDoubleCheck((BASE_STATS*)psStat,x,y) ){ found = TRUE; break; }}} if (!found){ //bot y = startY + incY; for(x = startX + incX; x > (SDWORD)(startX - incX); x--){ if(validLocation((BASE_STATS*)psStat, x, y, player, FALSE) && structDoubleCheck((BASE_STATS*)psStat,x,y) ){ found = TRUE; break; }}} if (!found){ //left x = startX - incX; for(y = startY + incY; y > (SDWORD)(startY - incY); y--){ if(validLocation((BASE_STATS*)psStat, x, y, player, FALSE) && structDoubleCheck((BASE_STATS*)psStat,x,y) ){ found = TRUE; break; }}} if (found) { break; } } if(found) // did It! { // back to world coords. *pX = (x << TILE_SHIFT) + (psStat->baseWidth * (TILE_UNITS/2)); *pY = (y << TILE_SHIFT) + (psStat->baseBreadth * (TILE_UNITS/2)); if (!stackPushResult(VAL_BOOL, TRUE)) // success! { return FALSE; } return TRUE; } else { failedstructloc: if (!stackPushResult(VAL_BOOL,FALSE)) // failed! { return FALSE; } } return TRUE; } // ----------------------------------------------------------------------------------------- // Sets the transporter entry and exit points for the map BOOL scrSetTransporterExit(void) { SDWORD iPlayer, iExitTileX, iExitTileY; if (!stackPopParams(3, VAL_INT, &iPlayer, VAL_INT, &iExitTileX, VAL_INT, &iExitTileY)) { return FALSE; } missionSetTransporterExit( iPlayer, iExitTileX, iExitTileY ); return TRUE; } // ----------------------------------------------------------------------------------------- // Fly transporters in at start of map BOOL scrFlyTransporterIn(void) { SDWORD iPlayer, iEntryTileX, iEntryTileY; BOOL bTrackTransporter; if (!stackPopParams(4, VAL_INT, &iPlayer, VAL_INT, &iEntryTileX, VAL_INT, &iEntryTileY, VAL_BOOL, &bTrackTransporter)) { return FALSE; } missionSetTransporterEntry( iPlayer, iEntryTileX, iEntryTileY ); missionFlyTransportersIn( iPlayer, bTrackTransporter ); return TRUE; } // ----------------------------------------------------------------------------------------- /* ** scrGetGameStatus * * FILENAME: C:\Deliverance\SrcPSX\ScriptFuncs.c * * PARAMETERS: The parameter passed must be one of the STATUS_ variable * * DESCRIPTION: Returns various BOOL options in the game e.g. If the reticule is open * - You should use the externed variable intMode for other game mode options * e.g. in the intelligence screen or desgin screen) * * RETURNS: * */ BOOL scrGetGameStatus(void) { SDWORD GameChoice; BOOL result; if (!stackPopParams(1, VAL_INT, &GameChoice)) { return FALSE; } // DBPRINTF(("getgamestatus choice=%d\n",GameChoice)); result=FALSE; // the default result is false switch (GameChoice) { case STATUS_ReticuleIsOpen: if(widgGetFromID(psWScreen,IDRET_FORM) != NULL) result=TRUE; break; case STATUS_BattleMapViewEnabled: // if (driveTacticalActive()==TRUE) result=TRUE; if (result==TRUE) { debug( LOG_NEVER, "battle map active" ); } else { debug( LOG_NEVER, "battle map notactive" ); } break; case STATUS_DeliveryReposInProgress: if (DeliveryReposValid()==TRUE) result=TRUE; break; default: ASSERT( FALSE,"ScrGetGameStatus. Invalid STATUS_ variable" ); break; } if (!stackPushResult(VAL_BOOL, result)) { return FALSE; } return TRUE; } //get the colour number used by a player BOOL scrGetPlayerColour(void) { SDWORD player, colour; if (!stackPopParams(1, VAL_INT, &player)) { return FALSE; } if (player >= MAX_PLAYERS) { ASSERT( FALSE, "scrGetPlayerColour:player number is too high" ); return FALSE; } colour = (SDWORD)getPlayerColour(player); if (!stackPushResult(VAL_INT, colour)) { return FALSE; } return TRUE; } //set the colour number to use for a player BOOL scrSetPlayerColour(void) { SDWORD player, colour; if (!stackPopParams(2, VAL_INT, &colour, VAL_INT, &player)) { return FALSE; } if (player >= MAX_PLAYERS) { ASSERT( FALSE, "scrSetPlayerColour:player number is too high" ); return FALSE; } if (colour >= MAX_PLAYERS) { ASSERT( FALSE, "scrSetPlayerColour:colour number is too high" ); return FALSE; } //not the end of the world if this doesn't work so don't check the return code (void)setPlayerColour(player, colour); return TRUE; } //set all droids in an area to belong to a different player - returns the number of droids changed BOOL scrTakeOverDroidsInArea(void) { SDWORD fromPlayer, toPlayer, x1, x2, y1, y2, numChanged; DROID *psDroid, *psNext; if (!stackPopParams(6, VAL_INT, &fromPlayer, VAL_INT, &toPlayer, VAL_INT, &x1, VAL_INT, &y1, VAL_INT, &x2, VAL_INT, &y2)) { return FALSE; } if (fromPlayer >= MAX_PLAYERS OR toPlayer >= MAX_PLAYERS) { ASSERT( FALSE, "scrTakeOverUnitsInArea:player number is too high" ); return FALSE; } if (x1 > (SDWORD)(MAP_MAXWIDTH << TILE_SHIFT)) { ASSERT( FALSE, "scrTakeOverUnitsInArea: x1 is greater than max mapWidth" ); return FALSE; } if (x2 > (SDWORD)(MAP_MAXWIDTH << TILE_SHIFT)) { ASSERT( FALSE, "scrTakeOverUnitsInArea: x2 is greater than max mapWidth" ); return FALSE; } if (y1 > (SDWORD)(MAP_MAXHEIGHT << TILE_SHIFT)) { ASSERT( FALSE, "scrTakeOverUnitsInArea: y1 is greater than max mapHeight" ); return FALSE; } if (y2 > (SDWORD)(MAP_MAXHEIGHT << TILE_SHIFT)) { ASSERT( FALSE, "scrTakeOverUnitsInArea: y2 is greater than max mapHeight" ); return FALSE; } numChanged = 0; for (psDroid = apsDroidLists[fromPlayer]; psDroid != NULL; psDroid = psNext) { psNext = psDroid->psNext; //check if within area specified if (psDroid->x >= x1 AND psDroid->x <= x2 AND psDroid->y >= y1 AND psDroid->y <= y2) { //give the droid away if (giftSingleDroid(psDroid, toPlayer)) { numChanged++; } } } if (!stackPushResult(VAL_INT, numChanged)) { return FALSE; } return TRUE; } /*this takes over a single droid and passes a pointer back to the new one*/ BOOL scrTakeOverSingleDroid(void) { SDWORD playerToGain; DROID *psDroidToTake, *psNewDroid; if (!stackPopParams(2, ST_DROID, &psDroidToTake, VAL_INT, &playerToGain)) { return FALSE; } if (playerToGain >= MAX_PLAYERS) { ASSERT( FALSE, "scrTakeOverSingleUnit:player number is too high" ); return FALSE; } if (psDroidToTake == NULL) { ASSERT( FALSE, "scrTakeOverSingleUnit: Null unit" ); return FALSE; } ASSERT( PTRVALID(psDroidToTake, sizeof(DROID)), "scrTakeOverSingleUnit: Invalid unit pointer" ); psNewDroid = giftSingleDroid(psDroidToTake, playerToGain); if (!stackPushResult((INTERP_TYPE)ST_DROID, (SDWORD)psNewDroid)) { return FALSE; } return TRUE; } // set all droids in an area of a certain experience level or less to belong to // a different player - returns the number of droids changed BOOL scrTakeOverDroidsInAreaExp(void) { SDWORD fromPlayer, toPlayer, x1, x2, y1, y2, numChanged, level, maxUnits; DROID *psDroid, *psNext; if (!stackPopParams(8, VAL_INT, &fromPlayer, VAL_INT, &toPlayer, VAL_INT, &x1, VAL_INT, &y1, VAL_INT, &x2, VAL_INT, &y2, VAL_INT, &level, VAL_INT, &maxUnits)) { return FALSE; } if (fromPlayer >= MAX_PLAYERS OR toPlayer >= MAX_PLAYERS) { ASSERT( FALSE, "scrTakeOverUnitsInArea:player number is too high" ); return FALSE; } if (x1 > (SDWORD)(MAP_MAXWIDTH << TILE_SHIFT)) { ASSERT( FALSE, "scrTakeOverUnitsInArea: x1 is greater than max mapWidth" ); return FALSE; } if (x2 > (SDWORD)(MAP_MAXWIDTH << TILE_SHIFT)) { ASSERT( FALSE, "scrTakeOverUnitsInArea: x2 is greater than max mapWidth" ); return FALSE; } if (y1 > (SDWORD)(MAP_MAXHEIGHT << TILE_SHIFT)) { ASSERT( FALSE, "scrTakeOverUnitsInArea: y1 is greater than max mapHeight" ); return FALSE; } if (y2 > (SDWORD)(MAP_MAXHEIGHT << TILE_SHIFT)) { ASSERT( FALSE, "scrTakeOverUnitsInArea: y2 is greater than max mapHeight" ); return FALSE; } numChanged = 0; for (psDroid = apsDroidLists[fromPlayer]; psDroid != NULL; psDroid = psNext) { psNext = psDroid->psNext; //check if within area specified if ((psDroid->droidType != DROID_CONSTRUCT) && (psDroid->droidType != DROID_REPAIR) && (psDroid->droidType != DROID_CYBORG_CONSTRUCT) && (psDroid->droidType != DROID_CYBORG_REPAIR) && // ((SDWORD)getDroidLevel(psDroid) <= level) AND ((SDWORD)psDroid->numKills <= level) AND psDroid->x >= x1 AND psDroid->x <= x2 AND psDroid->y >= y1 AND psDroid->y <= y2) { //give the droid away if (giftSingleDroid(psDroid, toPlayer)) { numChanged++; } } if (numChanged >= maxUnits) { break; } } if (!stackPushResult(VAL_INT, numChanged)) { return FALSE; } return TRUE; } /*this takes over a single structure and passes a pointer back to the new one*/ BOOL scrTakeOverSingleStructure(void) { SDWORD playerToGain; STRUCTURE *psStructToTake, *psNewStruct; UDWORD structureInc; if (!stackPopParams(2, ST_STRUCTURE, &psStructToTake, VAL_INT, &playerToGain)) { return FALSE; } if (playerToGain >= MAX_PLAYERS) { ASSERT( FALSE, "scrTakeOverSingleStructure:player number is too high" ); return FALSE; } if (psStructToTake == NULL) { ASSERT( FALSE, "scrTakeOverSingleStructure: Null structure" ); return FALSE; } ASSERT( PTRVALID(psStructToTake, sizeof(STRUCTURE)), "scrTakeOverSingleStructure: Invalid structure pointer" ); structureInc = psStructToTake->pStructureType->ref - REF_STRUCTURE_START; if (playerToGain == (SDWORD)selectedPlayer AND StructIsFactory(psStructToTake) AND asStructLimits[playerToGain][structureInc].currentQuantity >= MAX_FACTORY) { debug( LOG_NEVER, "scrTakeOverSingleStructure - factory ignored for selectedPlayer\n" ); psNewStruct = NULL; } else { psNewStruct = giftSingleStructure(psStructToTake, (UBYTE)playerToGain, TRUE); if (psNewStruct) { //check the structure limits aren't compromised if (asStructLimits[playerToGain][structureInc].currentQuantity > asStructLimits[playerToGain][structureInc].limit) { asStructLimits[playerToGain][structureInc].limit = asStructLimits[ playerToGain][structureInc].currentQuantity; } //for each structure taken - add graphical effect if the selectedPlayer if (playerToGain == (SDWORD)selectedPlayer) { assignSensorTarget((BASE_OBJECT *)psNewStruct); } } } if (!stackPushResult((INTERP_TYPE)ST_STRUCTURE, (SDWORD)psNewStruct)) { return FALSE; } return TRUE; } //set all structures in an area to belong to a different player - returns the number of droids changed //will not work on factories for the selectedPlayer BOOL scrTakeOverStructsInArea(void) { SDWORD fromPlayer, toPlayer, x1, x2, y1, y2, numChanged; STRUCTURE *psStruct, *psNext, *psNewStruct; UDWORD structureInc; if (!stackPopParams(6, VAL_INT, &fromPlayer, VAL_INT, &toPlayer, VAL_INT, &x1, VAL_INT, &y1, VAL_INT, &x2, VAL_INT, &y2)) { return FALSE; } if (fromPlayer >= MAX_PLAYERS OR toPlayer >= MAX_PLAYERS) { ASSERT( FALSE, "scrTakeOverStructsInArea:player number is too high" ); return FALSE; } if (x1 > (SDWORD)(MAP_MAXWIDTH << TILE_SHIFT)) { ASSERT( FALSE, "scrTakeOverStructsInArea: x1 is greater than max mapWidth" ); return FALSE; } if (x2 > (SDWORD)(MAP_MAXWIDTH << TILE_SHIFT)) { ASSERT( FALSE, "scrTakeOverStructsInArea: x2 is greater than max mapWidth" ); return FALSE; } if (y1 > (SDWORD)(MAP_MAXHEIGHT << TILE_SHIFT)) { ASSERT( FALSE, "scrTakeOverStructsInArea: y1 is greater than max mapHeight" ); return FALSE; } if (y2 > (SDWORD)(MAP_MAXHEIGHT << TILE_SHIFT)) { ASSERT( FALSE, "scrTakeOverStructsInArea: y2 is greater than max mapHeight" ); return FALSE; } numChanged = 0; for (psStruct = apsStructLists[fromPlayer]; psStruct != NULL; psStruct = psNext) { psNext = psStruct->psNext; //check if within area specified if (psStruct->x >= x1 AND psStruct->x <= x2 AND psStruct->y >= y1 AND psStruct->y <= y2) { //changed this so allows takeOver is have less than 5 factories //don't work on factories for the selectedPlayer structureInc = psStruct->pStructureType->ref - REF_STRUCTURE_START; if (toPlayer == (SDWORD)selectedPlayer AND StructIsFactory(psStruct) AND asStructLimits[toPlayer][structureInc].currentQuantity >= MAX_FACTORY) { debug( LOG_NEVER, "scrTakeOverStructsInArea - factory ignored for selectedPlayer\n" ); } else { //give the structure away psNewStruct = giftSingleStructure(psStruct, (UBYTE)toPlayer, TRUE); if (psNewStruct) { numChanged++; //check the structure limits aren't compromised //structureInc = psNewStruct->pStructureType->ref - REF_STRUCTURE_START; if (asStructLimits[toPlayer][structureInc].currentQuantity > asStructLimits[toPlayer][structureInc].limit) { asStructLimits[toPlayer][structureInc].limit = asStructLimits[ toPlayer][structureInc].currentQuantity; } //for each structure taken - add graphical effect if the selectedPlayer if (toPlayer == (SDWORD)selectedPlayer) { assignSensorTarget((BASE_OBJECT *)psNewStruct); } } } } } if (!stackPushResult(VAL_INT, numChanged)) { return FALSE; } return TRUE; } //set Flag for defining what happens to the droids in a Transporter BOOL scrSetDroidsToSafetyFlag(void) { BOOL bState; if (!stackPopParams(1, VAL_BOOL, &bState)) { return FALSE; } setDroidsToSafetyFlag(bState); return TRUE; } //set Flag for defining whether the coded countDown is called BOOL scrSetPlayCountDown(void) { BOOL bState; if (!stackPopParams(1, VAL_BOOL, &bState)) { return FALSE; } setPlayCountDown((UBYTE)bState); return TRUE; } //get the number of droids currently onthe map for a player BOOL scrGetDroidCount(void) { SDWORD player; if (!stackPopParams(1, VAL_INT, &player)) { return FALSE; } if (player >= MAX_PLAYERS) { ASSERT( FALSE, "scrGetUnitCount:player number is too high" ); return FALSE; } if (!stackPushResult(VAL_INT, getNumDroids(player))) { return FALSE; } return TRUE; } // fire a weapon stat at an object BOOL scrFireWeaponAtObj(void) { SDWORD wIndex; BASE_OBJECT *psTarget; WEAPON sWeapon; if (!stackPopParams(2, ST_WEAPON, &wIndex, ST_BASEOBJECT, &psTarget)) { return FALSE; } if (psTarget == NULL) { ASSERT( FALSE,"scrFireWeaponAtObj: Null target pointer" ); return FALSE; } memset(&sWeapon, 0, sizeof(WEAPON)); sWeapon.nStat = wIndex; // send the projectile using the selectedPlayer so that it can always be seen proj_SendProjectile(&sWeapon, NULL, selectedPlayer, psTarget->x,psTarget->y,psTarget->z, psTarget, TRUE); return TRUE; } // fire a weapon stat at a location BOOL scrFireWeaponAtLoc(void) { SDWORD wIndex, x,y; WEAPON sWeapon; if (!stackPopParams(3, ST_WEAPON, &wIndex, VAL_INT, &x, VAL_INT, &y)) { return FALSE; } memset(&sWeapon, 0, sizeof(WEAPON)); sWeapon.nStat = wIndex; // send the projectile using the selectedPlayer so that it can always be seen proj_SendProjectile(&sWeapon, NULL, selectedPlayer, x,y,map_Height(x,y), NULL, TRUE); return TRUE; } // set the number of kills for a droid BOOL scrSetDroidKills(void) { DROID *psDroid; SDWORD kills; if (!stackPopParams(2, ST_DROID, &psDroid, VAL_INT, &kills)) { return TRUE; } if ((psDroid == NULL) || (psDroid->type != OBJ_DROID)) { ASSERT( FALSE, "scrSetUnitKills: NULL/invalid unit pointer" ); return FALSE; } psDroid->numKills = (UWORD)kills; return TRUE; } // reset the visibility for a player BOOL scrResetPlayerVisibility(void) { SDWORD player, i; BASE_OBJECT *psObj; if (!stackPopParams(1, VAL_INT, &player)) { return FALSE; } if (player < 0 || player > MAX_PLAYERS) { ASSERT( FALSE, "scrResetPlayerVisibility: invalid player" ); return FALSE; } for(i=0; i< MAX_PLAYERS; i++) { if (i == player) { continue; } for(psObj = (BASE_OBJECT *)apsDroidLists[i]; psObj; psObj = psObj->psNext) { psObj->visible[player] = 0; } for(psObj = (BASE_OBJECT *)apsStructLists[i]; psObj; psObj = psObj->psNext) { psObj->visible[player] = 0; } } for(psObj = (BASE_OBJECT *)apsFeatureLists[0]; psObj; psObj = psObj->psNext) { psObj->visible[player] = 0; } clustResetVisibility(player); return TRUE; } // set the vtol return pos for a player BOOL scrSetVTOLReturnPos(void) { SDWORD player, tx,ty; if (!stackPopParams(3, VAL_INT, &player, VAL_INT, &tx, VAL_INT, &ty)) { return FALSE; } if (player < 0 || player >= MAX_PLAYERS) { ASSERT( FALSE, "scrSetVTOLReturnPos: invalid player" ); return FALSE; } asVTOLReturnPos[player].x = (tx * TILE_UNITS) + TILE_UNITS/2; asVTOLReturnPos[player].y = (ty * TILE_UNITS) + TILE_UNITS/2; return TRUE; } //called via the script in a Limbo Expand level to set the level to plain ol' expand BOOL scrResetLimboMission(void) { //check currently on a Limbo expand mission if (!missionLimboExpand()) { ASSERT( FALSE, "scrResetLimboMission: current mission type invalid" ); return FALSE; } //turn it into an expand mission resetLimboMission(); return TRUE; } // skirmish only. BOOL scrIsVtol(void) { DROID *psDroid; BOOL result; if (!stackPopParams(1, ST_DROID, &psDroid)) { return TRUE; } if(psDroid == NULL) { ASSERT( FALSE,"scrIsVtol: null droid passed in." ); } result = vtolDroid(psDroid) ; if (!stackPushResult(VAL_BOOL,result)) { return FALSE; } return TRUE; } // do the setting up of the template list for the tutorial. BOOL scrTutorialTemplates(void) { DROID_TEMPLATE *psCurr, *psPrev; STRING pName[MAX_NAME_SIZE]; // find ViperLtMGWheels strcpy(pName,"ViperLtMGWheels"); if (!getResourceName(pName)) { debug( LOG_ERROR, "tutorial template setup failed" ); abort(); return FALSE; } getDroidResourceName(pName); for (psCurr = apsDroidTemplates[selectedPlayer],psPrev = NULL; psCurr != NULL; psCurr = psCurr->psNext) { if (strcmp(pName,psCurr->aName)==0) { if (psPrev) { psPrev->psNext = psCurr->psNext; } else { apsDroidTemplates[selectedPlayer] = psCurr->psNext; } //quit looking cos found break; } psPrev = psCurr; } // Delete the template. if(psCurr) { HEAP_FREE(psTemplateHeap, psCurr); } else { debug( LOG_ERROR, "tutorial template setup failed" ); abort(); return FALSE; } return TRUE; } //----------------------------------------- //New functions //----------------------------------------- //compare two strings (0 means they are different) BOOL scrStrcmp(void) { STRING *ssval1=NULL; STRING *ssval2=NULL; if (!stackPopParams(2, VAL_STRING, &ssval1, VAL_STRING, &ssval2)) { debug(LOG_ERROR, "scrStrcmp(): stack failed"); return FALSE; } if (!stackPushResult(VAL_BOOL, !strcmp(ssval1, ssval2))) { debug(LOG_ERROR, "scrStrcmp: failed to push result"); return FALSE; } return TRUE; } /* Output a string to console */ BOOL scrConsole(void) { STRING *ssval=NULL; if (!stackPopParams(1, VAL_STRING, &ssval)) { debug(LOG_ERROR, "scrConsole(): stack failed"); return FALSE; } addConsoleMessage(ssval,DEFAULT_JUSTIFY); return TRUE; } BOOL scrDebug[MAX_PLAYERS]; //turn on debug messages BOOL scrDbgMsgOn(void) { BOOL bOn; SDWORD player; if (!stackPopParams(2, VAL_INT, &player, VAL_BOOL, &bOn)) { debug(LOG_ERROR, "scrDbgMsgOn(): stack failed"); return FALSE; } if (player < 0 || player >= MAX_PLAYERS) { debug(LOG_ERROR, "scrDbgMsgOn(): wrong player number"); return FALSE; } scrDebug[player] = bOn; return TRUE; } BOOL scrMsg(void) { SDWORD playerTo,playerFrom; STRING *ssval=NULL; STRING tmp[255]; if (!stackPopParams(3, VAL_STRING, &ssval, VAL_INT, &playerFrom, VAL_INT, &playerTo)) { debug(LOG_ERROR, "scrMsg(): stack failed"); return FALSE; } if(playerFrom < 0 || playerFrom >= MAX_PLAYERS) { debug(LOG_ERROR, "scrMsg(): playerFrom out of range"); return FALSE; } if(playerTo < 0 || playerTo >= MAX_PLAYERS) { debug(LOG_ERROR, "scrMsg(): playerTo out of range"); return FALSE; } //sendAIMessage(ssval, playerFrom, playerTo); //TODO: implement multiplayer messages //show the message we sent on our local console as well (even in skirmish, if player plays as this AI) if(playerFrom == selectedPlayer) { sprintf(tmp,"[%d-%d] : %s",playerFrom, playerTo, ssval); // add message addConsoleMessage(tmp, RIGHT_JUSTIFY); } return TRUE; } BOOL scrDbg(void) { STRING *ssval=NULL; SDWORD player; if (!stackPopParams(2, VAL_STRING, &ssval, VAL_INT, &player)) { debug(LOG_ERROR, "scrDbg(): stack failed"); return FALSE; } if(scrDebug[player]) { STRING *sTmp; sTmp = (char*)MALLOC(255); sprintf(sTmp,"%d) %s",player,ssval); addConsoleMessage(sTmp,DEFAULT_JUSTIFY); } return TRUE; } BOOL scrDebugFile(void) { STRING *ssval=NULL; if (!stackPopParams(1, VAL_STRING, &ssval)) { debug(LOG_ERROR, "scrDebugFile(): stack failed"); return FALSE; } debug(LOG_SCRIPT, ssval); return TRUE; } static UDWORD playerToEnumDroid; static UDWORD playerVisibleDroid; static UDWORD enumDroidCount; /* Prepare the droid iteration */ BOOL scrInitEnumDroids(void) { SDWORD targetplayer,playerVisible; if ( !stackPopParams(2, VAL_INT, &targetplayer, VAL_INT, &playerVisible) ) { //DbgMsg("scrInitEnumDroids() - failed to pop params"); return FALSE; } playerToEnumDroid = (UDWORD)targetplayer; playerVisibleDroid = (UDWORD)playerVisible; enumDroidCount = 0; //returned 0 droids so far return TRUE; } /* Get next droid */ BOOL scrEnumDroid(void) { UDWORD count; DROID *psDroid; BOOL found; count = 0; for(psDroid=apsDroidLists[playerToEnumDroid];psDroid && countpsNext; } //search the players' list of droid to see if one exists and is visible found = FALSE; while(psDroid) { if(psDroid->visible[playerVisibleDroid]) { if (!stackPushResult((INTERP_TYPE)ST_DROID,(UDWORD) psDroid)) // push result { return FALSE; } enumDroidCount++; return TRUE; } enumDroidCount++; psDroid = psDroid->psNext; } // push NULLDROID, since didn't find any if (!stackPushResult((INTERP_TYPE)ST_DROID, (UDWORD)NULL)) { debug(LOG_ERROR, "scrEnumDroid() - push failed"); return FALSE; } return TRUE; } //Return the template factory is currently building BOOL scrFactoryGetTemplate(void) { SDWORD structure; STRUCTURE *psStructure = NULL; DROID_TEMPLATE *psTemplate = NULL; if (!stackPopParams(1, ST_STRUCTURE, &structure)) { debug(LOG_ERROR, "scrFactoryGetTemplate() - stackPopParams failed"); return FALSE; } psStructure = (STRUCTURE *)structure; if (psStructure == NULL) { debug(LOG_ERROR, "scrFactoryGetTemplate() - NULL factory object"); ASSERT( FALSE, "scrFactoryGetTemplate: NULL factory object" ); return FALSE; } ASSERT( PTRVALID(psStructure, sizeof(STRUCTURE)), "scrFactoryGetTemplate: Invalid structure pointer" ); ASSERT( (psStructure->pStructureType->type == REF_FACTORY OR psStructure->pStructureType->type == REF_CYBORG_FACTORY OR psStructure->pStructureType->type == REF_VTOL_FACTORY), "scrFactoryGetTemplate: structure is not a factory" ); if(!StructIsFactory(psStructure)) { debug(LOG_ERROR, "scrFactoryGetTemplate: structure not a factory."); return FALSE; } psTemplate = (DROID_TEMPLATE *)((FACTORY*)psStructure->pFunctionality)->psSubject; ASSERT( PTRVALID(psTemplate, sizeof(DROID_TEMPLATE)), "scrFactoryGetTemplate: Invalid template pointer" ); if (!stackPushResult(ST_TEMPLATE, (UDWORD)psTemplate)) { debug(LOG_ERROR, "scrFactoryGetTemplate: stackPushResult failed"); return FALSE; } return TRUE; } BOOL scrNumTemplatesInProduction(void) { SDWORD player,numTemplates = 0; DROID_TEMPLATE *psTemplate; STRUCTURE *psStruct; STRUCTURE *psList; BASE_STATS *psBaseStats; if (!stackPopParams(2, ST_TEMPLATE, &psTemplate, VAL_INT, &player)) { debug(LOG_ERROR, "scrNumTemplatesInProduction: stackPopParams failed"); return FALSE; } if (player >= MAX_PLAYERS) { debug(LOG_ERROR, "scrNumTemplatesInProduction: player number is too high"); ASSERT( FALSE, "scrNumTemplatesInProduction: player number is too high" ); return FALSE; } ASSERT( PTRVALID(psTemplate, sizeof(DROID_TEMPLATE)), "scrNumTemplatesInProduction: Invalid template pointer" ); psBaseStats = (BASE_STATS *)psTemplate; //Convert psList = apsStructLists[player]; for (psStruct = psList; psStruct != NULL; psStruct = psStruct->psNext) { if (StructIsFactory(psStruct)) { FACTORY *psFactory = (FACTORY *)psStruct->pFunctionality; //if this is the template currently being worked on if (psBaseStats == psFactory->psSubject) { numTemplates++; } } } if (!stackPushResult(VAL_INT, numTemplates)) { debug(LOG_ERROR, "scrNumTemplatesInProduction: stackPushResult failed"); return FALSE; } return TRUE; } // Returns number of units based on a component a certain player has BOOL scrNumDroidsByComponent(void) { SDWORD player,lookingPlayer,comp; UDWORD numFound; INTERP_VAL sVal; DROID *psDroid; if (!stackPopParams(2, VAL_INT, &player, VAL_INT, &lookingPlayer)) { debug(LOG_ERROR, "scrNumDroidsByComponent(): stack failed"); return FALSE; } if (player >= MAX_PLAYERS) { debug(LOG_ERROR, "scrNumDroidsByComponent(): player number is too high"); ASSERT( FALSE, "scrNumDroidsByComponent:player number is too high" ); return FALSE; } if (!stackPop(&sVal)) { debug(LOG_ERROR, "scrNumDroidsByComponent(): failed to pop component"); return FALSE; } numFound = 0; comp = (SDWORD)sVal.v.ival; //cache access //check droids for(psDroid = apsDroidLists[player]; psDroid; psDroid = psDroid->psNext) { if(psDroid->visible[lookingPlayer]) //can see this droid? { switch(sVal.type) { case ST_BODY: if (psDroid->asBits[COMP_BODY].nStat == comp) { numFound++; } break; case ST_PROPULSION: if (psDroid->asBits[COMP_PROPULSION].nStat == comp) { numFound++; } break; case ST_ECM: if (psDroid->asBits[COMP_ECM].nStat == comp) { numFound++; } break; case ST_SENSOR: if (psDroid->asBits[COMP_SENSOR].nStat == comp) { numFound++; } break; case ST_CONSTRUCT: if (psDroid->asBits[COMP_CONSTRUCT].nStat == comp) { numFound++; } break; case ST_REPAIR: if (psDroid->asBits[COMP_REPAIRUNIT].nStat == comp) { numFound++; } break; case ST_WEAPON: if (psDroid->asWeaps[0].nStat == comp) { numFound++; break; } break; default: debug(LOG_ERROR, "scrNumDroidsByComponent(): unknown component type"); ASSERT( FALSE, "scrNumDroidsByComponent: unknown component type" ); return FALSE; } } } if (!stackPushResult(VAL_INT, numFound)) { debug(LOG_ERROR, "scrNumDroidsByComponent(): stackPushResult failed"); return FALSE; } return TRUE; } BOOL scrGetStructureLimit(void) { SDWORD player,limit; UDWORD structInc; STRUCTURE_LIMITS *psStructLimits; if (!stackPopParams(2, ST_STRUCTURESTAT, &structInc, VAL_INT, &player)) { debug(LOG_ERROR, "scrGetStructureLimit(): stackPopParams failed"); return FALSE; } if (player >= MAX_PLAYERS) { debug(LOG_ERROR, "scrGetStructureLimit(): player number is too high"); ASSERT( FALSE, "scrSetStructureLimits: player number is too high" ); return FALSE;} if (structInc > numStructureStats) { debug(LOG_ERROR, "scrGetStructureLimit(): tructure stat is too high - %d", structInc); ASSERT( FALSE, "scrSetStructureLimits: Structure stat is too high - %d", structInc ); return FALSE;} psStructLimits = asStructLimits[player]; limit = (SDWORD)psStructLimits[structInc].limit; if (!stackPushResult(VAL_INT, limit)) { debug(LOG_ERROR, "scrGetStructureLimit(): stackPushResult failed"); return FALSE; } return TRUE; } // Returns TRUE if limit for the passed structurestat is reached, otherwise returns FALSE BOOL scrStructureLimitReached(void) { SDWORD player; BOOL bLimit = FALSE; UDWORD structInc; STRUCTURE_LIMITS *psStructLimits; if (!stackPopParams(2, ST_STRUCTURESTAT, &structInc, VAL_INT, &player)) { debug(LOG_ERROR, "scrStructureLimitReached(): stackPopParams failed"); return FALSE; } if (player >= MAX_PLAYERS) { debug(LOG_ERROR, "scrStructureLimitReached(): player number is too high"); ASSERT( FALSE, "scrSetStructureLimits: player number is too high" ); return FALSE; } if (structInc > numStructureStats) { debug(LOG_ERROR, "scrStructureLimitReached(): Structure stat is too high - %d", structInc); ASSERT( FALSE, "scrSetStructureLimits: Structure stat is too high - %d", structInc ); return FALSE;} psStructLimits = asStructLimits[player]; if(psStructLimits[structInc].currentQuantity >= psStructLimits[structInc].limit) bLimit = TRUE; if (!stackPushResult(VAL_BOOL, bLimit)) { debug(LOG_ERROR, "scrStructureLimitReached(): stackPushResult failed"); return FALSE; } return TRUE; } // How many structures of a given type a player has BOOL scrGetNumStructures(void) { SDWORD player,numStructures; UDWORD structInc; STRUCTURE_LIMITS *psStructLimits; if (!stackPopParams(2, ST_STRUCTURESTAT, &structInc, VAL_INT, &player)) { debug(LOG_ERROR, "scrSetStructureLimits: failed to pop"); return FALSE;} if (player >= MAX_PLAYERS) { debug(LOG_ERROR, "scrSetStructureLimits:player number is too high"); return FALSE;} if (structInc > numStructureStats) { debug(LOG_ERROR, "scrSetStructureLimits: Structure stat is too high"); return FALSE;} psStructLimits = asStructLimits[player]; numStructures = (SDWORD)psStructLimits[structInc].currentQuantity; if (!stackPushResult(VAL_INT, numStructures)) { return FALSE; } return TRUE; } // Return player's unit limit BOOL scrGetUnitLimit(void) { SDWORD player,limit; if (!stackPopParams(1, VAL_INT, &player)) { debug(LOG_ERROR, "scrGetUnitLimit: failed to pop"); return FALSE;} if (player >= MAX_PLAYERS) { ASSERT( FALSE, "scrSetStructureLimits:player number is too high" ); return FALSE;} limit = getMaxDroids(player); if (!stackPushResult(VAL_INT, limit)) { return FALSE; } return TRUE; } // Return minimum of 2 vals BOOL scrMin(void) { SDWORD val1,val2; if (!stackPopParams(2, VAL_INT, &val1, VAL_INT, &val2)) { return FALSE;} if (!stackPushResult(VAL_INT, MIN(val2, val1))) { return FALSE; } return TRUE; } // Return maximum of 2 vals BOOL scrMax(void) { SDWORD val1,val2; if (!stackPopParams(2, VAL_INT, &val1, VAL_INT, &val2)) { return FALSE; } if (!stackPushResult(VAL_INT, MAX(val1, val2))) { return FALSE; } return TRUE; } BOOL ThreatInRange(SDWORD player, SDWORD range, SDWORD rangeX, SDWORD rangeY, BOOL bVTOLs) { UDWORD i,structType,tx,ty; STRUCTURE *psStruct; DROID *psDroid; tx = rangeX >> TILE_SHIFT; ty = rangeY >> TILE_SHIFT; for(i=0;ipsNext) { if(psStruct->visible[player]) //if can see it { structType = psStruct->pStructureType->type; switch(structType) //dangerous to get near these structures { case REF_DEFENSE: case REF_CYBORG_FACTORY: case REF_FACTORY: case REF_VTOL_FACTORY: case REF_REARM_PAD: if((range < 0) || ((dirtySqrt(tx, ty, psStruct->x >> TILE_SHIFT, psStruct->y >> TILE_SHIFT) << TILE_SHIFT) < range)) //enemy in range { return TRUE; } break; } } } //check droids for(psDroid = apsDroidLists[i]; psDroid; psDroid = psDroid->psNext) { if(psDroid->visible[player]) //can see this droid? { if (psDroid->droidType != DROID_WEAPON && psDroid->droidType != DROID_PERSON && psDroid->droidType != DROID_CYBORG && psDroid->droidType != DROID_CYBORG_SUPER) { continue; } //if VTOLs are excluded, skip them if(!bVTOLs && ((asPropulsionStats[psDroid->asBits[COMP_PROPULSION].nStat].propulsionType == LIFT) || (psDroid->droidType == DROID_TRANSPORTER))) { continue; } if((range < 0) || ((dirtySqrt(tx, ty , psDroid->x >> TILE_SHIFT, psDroid->y >> TILE_SHIFT) << TILE_SHIFT) < range)) //enemy in range { return TRUE; } } } } return FALSE; } //find unrevealed tile closest to pwLooker within the range of wRange BOOL scrFogTileInRange(void) { SDWORD pwLookerX,pwLookerY,tBestX,tBestY,threadRange; SDWORD wRangeX,wRangeY,tRangeX,tRangeY,wRange,player; UDWORD tx,ty,i,j,wDist,wBestDist; MAPTILE *psTile; BOOL ok = FALSE; SDWORD *wTileX,*wTileY; if (!stackPopParams(9, VAL_REF|VAL_INT, &wTileX, VAL_REF|VAL_INT, &wTileY, VAL_INT, &pwLookerX, VAL_INT, &pwLookerY, VAL_INT, &wRangeX, VAL_INT, &wRangeY, VAL_INT, &wRange, VAL_INT, &player, VAL_INT, &threadRange)) { debug(LOG_ERROR, "scrFogTileInRange: failed to pop"); return FALSE;} //Check coords if( pwLookerX < 0 || pwLookerX > (SDWORD)(mapWidth< (SDWORD)(mapHeight<> TILE_SHIFT; //cache to tile coords, for faster calculations tRangeY = wRangeY >> TILE_SHIFT; tx = pwLookerX >> TILE_SHIFT; // change to tile coords. ty = pwLookerY >> TILE_SHIFT; wBestDist = 99999; tBestX = -1; tBestY = -1; for(i=0; i (SDWORD)(mapWidth< (SDWORD)(mapHeight<> TILE_SHIFT; //cache to tile coords, for faster calculations tRangeY = wRangeY >> TILE_SHIFT; for(i=0; i= numResearch) { ASSERT( FALSE, "scrNumResearchLeft(): invalid research index" ); return FALSE; } found = FALSE; if(beingResearchedByAlly(index, player)) { result = 1; } else if(IsResearchCompleted(&pPlayerRes[index])) { result = 0; } else if(IsResearchStarted(&pPlayerRes[index])) { result = 1; } else if(IsResearchPossible(&pPlayerRes[index]) || IsResearchCancelled(&pPlayerRes[index])) { result = 1; } else if(skTopicAvail(index,player)) { result = 1; } else { result = 1; //init, count the top research topic as 1 top = -1; cur = 0; //start with first index's PR tempIndex = -1; while(TRUE) //do { if(cur >= asResearch[index].numPRRequired) //this one has no PRs or end of PRs reached { top = top - 2; if(top < (-1)) { break; //end of stack } index = Stack[top + 2]; //if index = -1, then exit cur = Stack[top + 1]; //go to next PR of the last node } else //end of PRs not reached { result += asResearch[index].numPRRequired; //add num of PRs this topic has tempIndex = asResearch[index].pPRList[cur]; //get cur node's index //decide if has to check its PRs if(!IsResearchCompleted(&pPlayerRes[tempIndex]) && //don't touch if completed already !skTopicAvail(index,player) && //has no unresearched PRs left if available !beingResearchedByAlly(index, player)) //will become available soon anyway { if(asResearch[tempIndex].numPRRequired > 0) //node has any nodes itself { Stack[top+1] = cur; //so can go back to it further Stack[top+2] = index; top = top + 2; index = tempIndex; //go 1 level further cur = -1; //start with first PR of this PR next time } } } cur++; //try next node of the main node if((cur >= asResearch[index].numPRRequired) && (top <= (-1))) //nothing left { break; } } } if (!stackPushResult(VAL_INT, result)) { return FALSE; } return TRUE; } //check if any of the ally is researching this topic BOOL beingResearchedByAlly(SDWORD resIndex, SDWORD player) { STRUCTURE *psOtherStruct; SDWORD i; BASE_STATS *Stat; Stat = (BASE_STATS*)(asResearch + resIndex); for(i=0;ipsNext) { if( psOtherStruct->pStructureType->type == REF_RESEARCH && psOtherStruct->status == SS_BUILT && ((RESEARCH_FACILITY *)psOtherStruct->pFunctionality)->psSubject ) { if(((RESEARCH_FACILITY *)psOtherStruct->pFunctionality)->psSubject->ref == Stat->ref) { return TRUE; } } } } } return FALSE; } // TRUE if player has completed this research BOOL scrResearchCompleted(void) { RESEARCH *psResearch; SDWORD player; UWORD index; PLAYER_RESEARCH *pPlayerRes; if (!stackPopParams(2,ST_RESEARCH, &psResearch, VAL_INT, &player )) { debug(LOG_ERROR, "scrResearchCompleted(): stack failed"); return FALSE; } if(psResearch == NULL) { ASSERT( FALSE, ": no such research topic" ); return FALSE; } pPlayerRes = asPlayerResList[player]; index = psResearch - asResearch; //TODO: fix if needed if (index >= numResearch) { ASSERT( FALSE, "scrResearchCompleted: invalid research index" ); return FALSE; } if(IsResearchCompleted(&pPlayerRes[index])) { if (!stackPushResult(VAL_BOOL, TRUE)) { return FALSE; } } else { if (!stackPushResult(VAL_BOOL, FALSE)) { return FALSE; } } return TRUE; } // TRUE if player has already started researching it BOOL scrResearchStarted(void) { RESEARCH *psResearch; SDWORD player; UWORD index; PLAYER_RESEARCH *pPlayerRes; if (!stackPopParams(2,ST_RESEARCH, &psResearch, VAL_INT, &player )) { debug(LOG_ERROR, "scrResearchStarted(): stack failed"); return FALSE; } if(psResearch == NULL) { ASSERT( FALSE, ": no such research topic" ); return FALSE; } pPlayerRes = asPlayerResList[player]; index = psResearch - asResearch; //TODO: fix if needed if (index >= numResearch) { ASSERT( FALSE, "scrResearchCompleted: invalid research index" ); return FALSE; } if(IsResearchStarted(&pPlayerRes[index])) { if (!stackPushResult(VAL_BOOL, TRUE)) { return FALSE; } } else { if (!stackPushResult(VAL_BOOL, FALSE)) { return FALSE; } } return TRUE; } //returns TRUE if location is dangerous BOOL scrThreatInRange(void) { SDWORD player,range,rangeX,rangeY; BOOL threat,bVTOLs; if (!stackPopParams(5, VAL_INT, &player, VAL_INT, &rangeX, VAL_INT, &rangeY, VAL_INT, &range, VAL_BOOL, &bVTOLs)) { debug(LOG_ERROR, "scrThreatInRange(): stack failed"); return FALSE; } threat = ThreatInRange(player, range, rangeX, rangeY, bVTOLs); if (!stackPushResult(VAL_BOOL, threat)) { return FALSE; } return TRUE; } BOOL scrNumEnemyWeapObjInRange(void) { SDWORD lookingPlayer,range,rangeX,rangeY,i; UDWORD numEnemies = 0; BOOL bVTOLs; if (!stackPopParams(5, VAL_INT, &lookingPlayer, VAL_INT, &rangeX, VAL_INT, &rangeY, VAL_INT, &range, VAL_BOOL, &bVTOLs)) { debug(LOG_ERROR, "scrNumEnemyWeapObjInRange(): stack failed"); return FALSE; } for(i=0;i> TILE_SHIFT; ty = rangeY >> TILE_SHIFT; numEnemies = 0; //check droids for(psDroid = apsDroidLists[player]; psDroid; psDroid = psDroid->psNext) { if(psDroid->visible[lookingPlayer]) //can see this droid? { if (psDroid->droidType != DROID_WEAPON && psDroid->droidType != DROID_PERSON && psDroid->droidType != DROID_CYBORG && psDroid->droidType != DROID_CYBORG_SUPER) { continue; } //if VTOLs are excluded, skip them if(!bVTOLs && ((asPropulsionStats[psDroid->asBits[COMP_PROPULSION].nStat].propulsionType == LIFT) || (psDroid->droidType == DROID_TRANSPORTER))) { continue; } if((range < 0) || ((dirtySqrt(tx, ty , psDroid->x >> TILE_SHIFT, psDroid->y >> TILE_SHIFT) << TILE_SHIFT) < range)) //enemy in range { numEnemies++; } } } return numEnemies; } UDWORD numPlayerWeapStructsInRange(SDWORD player, SDWORD lookingPlayer, SDWORD range, SDWORD rangeX, SDWORD rangeY) { UDWORD tx,ty,numEnemies; STRUCTURE *psStruct; tx = rangeX >> TILE_SHIFT; ty = rangeY >> TILE_SHIFT; numEnemies = 0; //check structures for(psStruct = apsStructLists[player]; psStruct; psStruct=psStruct->psNext) { if(psStruct->visible[lookingPlayer]) //if can see it { if(psStruct->pStructureType->type == REF_DEFENSE) { if((range < 0) || ((dirtySqrt(tx, ty, psStruct->x >> TILE_SHIFT, psStruct->y >> TILE_SHIFT) << TILE_SHIFT) < range)) //enemy in range { numEnemies++; } } } } return numEnemies; } BOOL scrNumEnemyWeapDroidsInRange(void) { SDWORD lookingPlayer,range,rangeX,rangeY,i; UDWORD numEnemies = 0; BOOL bVTOLs; if (!stackPopParams(5, VAL_INT, &lookingPlayer, VAL_INT, &rangeX, VAL_INT, &rangeY, VAL_INT, &range, VAL_BOOL, &bVTOLs)) { debug(LOG_ERROR, "scrNumEnemyWeapDroidsInRange(): stack failed"); return FALSE; } for(i=0;i> TILE_SHIFT; ty = rangeY >> TILE_SHIFT; numEnemies = 0; for(i=0;ipsNext) { if(psStruct->visible[player]) //if can see it { //if(psStruct->pStructureType->type == REF_DEFENSE) //{ if((range < 0) || ((dirtySqrt(tx, ty, psStruct->x >> TILE_SHIFT, psStruct->y >> TILE_SHIFT) << TILE_SHIFT) < range)) //enemy in range { numEnemies++; } //} } } //check droids for(psDroid = apsDroidLists[i]; psDroid; psDroid = psDroid->psNext) { if(psDroid->visible[player]) //can see this droid? { //if VTOLs are excluded, skip them if(!bVTOLs && ((asPropulsionStats[psDroid->asBits[COMP_PROPULSION].nStat].propulsionType == LIFT) || (psDroid->droidType == DROID_TRANSPORTER))) { continue; } if((range < 0) || ((dirtySqrt(tx, ty , psDroid->x >> TILE_SHIFT, psDroid->y >> TILE_SHIFT) << TILE_SHIFT) < range)) //enemy in range { numEnemies++; } } } } return numEnemies; } /* Similiar to structureBuiltInRange(), but also returns true if structure is not finished */ BOOL scrNumStructsByStatInRange(void) { SDWORD player, lookingPlayer, index, x, y, range; SDWORD rangeSquared,NumStruct; STRUCTURE *psCurr; SDWORD xdiff, ydiff; STRUCTURE_STATS *psTarget; if (!stackPopParams(6, ST_STRUCTURESTAT, &index, VAL_INT, &x, VAL_INT, &y, VAL_INT, &range, VAL_INT, &lookingPlayer, VAL_INT, &player)) { debug(LOG_ERROR, "scrNumStructsByStatInRange(): stack failed"); return FALSE; } if (player >= MAX_PLAYERS) { ASSERT( FALSE, "scrStructureBuiltInRange:player number is too high" ); return FALSE; } if (x < (SDWORD)0 OR (x >> TILE_SHIFT) > (SDWORD)mapWidth) { ASSERT( FALSE, "scrStructureBuiltInRange : invalid X coord" ); return FALSE; } if (y < (SDWORD)0 OR (y >> TILE_SHIFT) > (SDWORD)mapHeight) { ASSERT( FALSE,"scrStructureBuiltInRange : invalid Y coord" ); return FALSE; } if (index < (SDWORD)0 OR index > (SDWORD)numStructureStats) { ASSERT( FALSE, "scrStructureBuiltInRange : Invalid structure stat" ); return FALSE; } if (range < (SDWORD)0) { ASSERT( FALSE, "scrStructureBuiltInRange : Rnage is less than zero" ); return FALSE; } NumStruct = 0; //now look through the players list of structures to see if this type //exists within range psTarget = &asStructureStats[index]; rangeSquared = range * range; for(psCurr = apsStructLists[player]; psCurr; psCurr = psCurr->psNext) { xdiff = (SDWORD)psCurr->x - x; ydiff = (SDWORD)psCurr->y - y; if (xdiff*xdiff + ydiff*ydiff <= rangeSquared) { #ifdef HASH_NAMES if( psCurr->pStructureType->NameHash == psTarget->NameHash ) #else if( strcmp(psCurr->pStructureType->pName,psTarget->pName) == 0 ) #endif { if(psCurr->visible[lookingPlayer]) //can we see it? { NumStruct++; } } } } if (!stackPushResult(VAL_INT, NumStruct)) { return FALSE; } return TRUE; } BOOL scrNumStructsByStatInArea(void) { SDWORD player, lookingPlayer, index, x1, y1, x2, y2; SDWORD NumStruct; STRUCTURE *psCurr; STRUCTURE_STATS *psStats; if (!stackPopParams(7, ST_STRUCTURESTAT, &index, VAL_INT, &x1, VAL_INT, &y1, VAL_INT, &x2, VAL_INT, &y2, VAL_INT, &lookingPlayer, VAL_INT, &player)) { debug(LOG_ERROR,"scrNumStructsByStatInArea: failed to pop"); return FALSE; } if (player >= MAX_PLAYERS) { debug(LOG_ERROR,"scrNumStructsByStatInArea: player number too high"); ASSERT( FALSE, "scrStructureBuiltInRange:player number is too high" ); return FALSE; } if (index < (SDWORD)0 OR index > (SDWORD)numStructureStats) { debug(LOG_ERROR, "scrNumStructsByStatInArea: invalid structure stat"); ASSERT( FALSE, "scrStructureBuiltInRange : Invalid structure stat" ); return FALSE; } psStats = (STRUCTURE_STATS *)(asStructureStats + index); ASSERT( PTRVALID(psStats, sizeof(STRUCTURE_STATS)), "scrNumStructsByStatInArea: Invalid structure pointer" ); NumStruct = 0; for (psCurr = apsStructLists[player]; psCurr != NULL; psCurr = psCurr->psNext) { if (psCurr->pStructureType == psStats) { if(psCurr->visible[lookingPlayer]) //can we see it? { if(psCurr->x < x1) continue; //not in bounds if(psCurr->y < y1) continue; //not in bounds if(psCurr->x > x2) continue; //not in bounds if(psCurr->y > y2) continue; //not in bounds NumStruct++; } } } if (!stackPushResult(VAL_INT, NumStruct)) { return FALSE; } return TRUE; } BOOL scrNumStructsByTypeInRange(void) { SDWORD targetPlayer, lookingPlayer, type, x, y, range; SDWORD rangeSquared,NumStruct; STRUCTURE *psCurr; SDWORD xdiff, ydiff; if (!stackPopParams(6, VAL_INT, &lookingPlayer, VAL_INT, &targetPlayer, VAL_INT, &type, VAL_INT, &x, VAL_INT, &y, VAL_INT, &range)) { debug(LOG_ERROR,"scrNumStructsByTypeInRange: failed to pop"); return FALSE; } if (lookingPlayer >= MAX_PLAYERS || targetPlayer >= MAX_PLAYERS) { ASSERT( FALSE, "scrNumStructsByTypeInRange:player number is too high" ); return FALSE; } if (x < (SDWORD)0 OR (x >> TILE_SHIFT) > (SDWORD)mapWidth) { ASSERT( FALSE, "scrNumStructsByTypeInRange : invalid X coord" ); return FALSE; } if (y < (SDWORD)0 OR (y >> TILE_SHIFT) > (SDWORD)mapHeight) { ASSERT( FALSE,"scrNumStructsByTypeInRange : invalid Y coord" ); return FALSE; } if (range < (SDWORD)0) { ASSERT( FALSE, "scrNumStructsByTypeInRange : Rnage is less than zero" ); return FALSE; } NumStruct = 0; //now look through the players list of structures to see if this type //exists within range rangeSquared = range * range; for(psCurr = apsStructLists[targetPlayer]; psCurr; psCurr = psCurr->psNext) { xdiff = (SDWORD)psCurr->x - x; ydiff = (SDWORD)psCurr->y - y; if (xdiff*xdiff + ydiff*ydiff <= rangeSquared) { if((type < 0) ||(psCurr->pStructureType->type == type)) { if(psCurr->visible[lookingPlayer]) //can we see it? { NumStruct++; } } } } if (!stackPushResult(VAL_INT, NumStruct)) { return FALSE; } return TRUE; } BOOL scrNumFeatByTypeInRange(void) { SDWORD lookingPlayer, type, x, y, range; SDWORD rangeSquared,NumFeat; FEATURE *psCurr; SDWORD xdiff, ydiff; if (!stackPopParams(5, VAL_INT, &lookingPlayer, VAL_INT, &type, VAL_INT, &x, VAL_INT, &y, VAL_INT, &range)) { debug(LOG_ERROR, "scrNumFeatByTypeInRange(): failed to pop"); return FALSE; } if (lookingPlayer >= MAX_PLAYERS) { ASSERT( FALSE, "scrNumFeatByTypeInRange:player number is too high" ); return FALSE; } if (x < (SDWORD)0 OR (x >> TILE_SHIFT) > (SDWORD)mapWidth) { ASSERT( FALSE, "scrNumFeatByTypeInRange : invalid X coord" ); return FALSE; } if (y < (SDWORD)0 OR (y >> TILE_SHIFT) > (SDWORD)mapHeight) { ASSERT( FALSE,"scrNumFeatByTypeInRange : invalid Y coord" ); return FALSE; } if (range < (SDWORD)0) { ASSERT( FALSE, "scrNumFeatByTypeInRange : Rnage is less than zero" ); return FALSE; } NumFeat = 0; //now look through the players list of structures to see if this type //exists within range rangeSquared = range * range; for(psCurr = apsFeatureLists[0]; psCurr; psCurr = psCurr->psNext) { xdiff = (SDWORD)psCurr->x - x; ydiff = (SDWORD)psCurr->y - y; if (xdiff*xdiff + ydiff*ydiff <= rangeSquared) { if((type < 0) ||(psCurr->psStats->subType == type)) //like FEAT_OIL_RESOURCE { if(psCurr->visible[lookingPlayer]) //can we see it? { NumFeat++; } } } } if (!stackPushResult(VAL_INT, NumFeat)) { return FALSE; } return TRUE; } //returns num of visible structures of a certain player in range (only visible ones) BOOL scrNumStructsButNotWallsInRangeVis(void) { SDWORD player, lookingPlayer, x, y, range; SDWORD rangeSquared,NumStruct; STRUCTURE *psCurr; SDWORD xdiff, ydiff; if (!stackPopParams(5, VAL_INT, &x, VAL_INT, &y, VAL_INT, &range, VAL_INT, &lookingPlayer, VAL_INT, &player)) { debug(LOG_ERROR,"scrNumStructsButNotWallsInRangeVis: failed to pop"); return FALSE; } if ((player >= MAX_PLAYERS) || (lookingPlayer >= MAX_PLAYERS)) { ASSERT( FALSE, "scrNumStructsButNotWallsInRangeVis:player number is too high" ); return FALSE; } if (x < (SDWORD)0 OR (x >> TILE_SHIFT) > (SDWORD)mapWidth) { ASSERT( FALSE, "scrNumStructsButNotWallsInRangeVis : invalid X coord" ); return FALSE; } if (y < (SDWORD)0 OR (y >> TILE_SHIFT) > (SDWORD)mapHeight) { ASSERT( FALSE,"scrNumStructsButNotWallsInRangeVis : invalid Y coord" ); return FALSE; } if (range < (SDWORD)0) { ASSERT( FALSE, "scrNumStructsButNotWallsInRangeVis : Rnage is less than zero" ); return FALSE; } NumStruct = 0; //now look through the players list of structures rangeSquared = range * range; for(psCurr = apsStructLists[player]; psCurr; psCurr = psCurr->psNext) { if ((psCurr->pStructureType->type != REF_WALL) && (psCurr->pStructureType->type != REF_WALLCORNER)) { if(psCurr->visible[lookingPlayer]) //can we see it? { xdiff = (SDWORD)psCurr->x - x; ydiff = (SDWORD)psCurr->y - y; if (xdiff*xdiff + ydiff*ydiff <= rangeSquared) { NumStruct++; } } } } if (!stackPushResult(VAL_INT, NumStruct)) { return FALSE; } return TRUE; } // Only returns structure if it is visible BOOL scrGetStructureVis(void) { SDWORD player, lookingPlayer, index; STRUCTURE *psStruct; UDWORD structType; BOOL found; if (!stackPopParams(3, ST_STRUCTURESTAT, &index, VAL_INT, &player, VAL_INT, &lookingPlayer)) { debug(LOG_ERROR,"scrGetStructureVis: failed to pop"); return FALSE; } if ((player >= MAX_PLAYERS) || (lookingPlayer >= MAX_PLAYERS)) { ASSERT( FALSE, "scrGetStructureVis:player number is too high" ); return FALSE; } structType = asStructureStats[index].ref; //search the players' list of built structures to see if one exists found = FALSE; for (psStruct = apsStructLists[player]; psStruct != NULL; psStruct = psStruct->psNext) { if (psStruct->pStructureType->ref == structType) { if(psStruct->visible[lookingPlayer]) { found = TRUE; break; } } } //make sure pass NULL back if not got one if (!found) { psStruct = NULL; } if (!stackPushResult(ST_STRUCTURE, (UDWORD)psStruct)) { return FALSE; } return TRUE; } //returns num of visible structures of a certain player in range BOOL scrChooseValidLoc(void) { SDWORD sendY, sendX, *x, *y, player, threatRange; UDWORD tx,ty; if (!stackPopParams(6, VAL_REF|VAL_INT, &x, VAL_REF|VAL_INT, &y, VAL_INT, &sendX, VAL_INT, &sendY, VAL_INT, &player, VAL_INT, &threatRange)) { debug(LOG_ERROR,"scrChooseValidLoc: failed to pop"); return FALSE; } //Check coords if( sendX < 0 || sendX > (SDWORD)(mapWidth< (SDWORD)(mapHeight<> TILE_SHIFT); ty = (sendY >> TILE_SHIFT); if(pickATileGenThreat(&tx, &ty, LOOK_FOR_EMPTY_TILE, threatRange, player, zonedPAT)) { *x = (tx << TILE_SHIFT); *y = (ty << TILE_SHIFT); if (!stackPushResult(VAL_BOOL, TRUE)) { return FALSE; } } else { if (!stackPushResult(VAL_BOOL, FALSE)) { return FALSE; } } return TRUE; } //returns closest enemy object BOOL scrGetClosestEnemy(void) { SDWORD x,y,tx,ty, player, range,i; UDWORD dist,bestDist; BOOL weaponOnly, bVTOLs, bFound = FALSE; //only military objects? BASE_OBJECT *psObj; STRUCTURE *psStruct; DROID *psDroid; if (!stackPopParams(6, VAL_INT, &x, VAL_INT, &y, VAL_INT, &range, VAL_BOOL, &weaponOnly, VAL_BOOL, &bVTOLs, VAL_INT, &player)) { debug(LOG_ERROR,"scrGetClosestEnemy: stack failed"); return FALSE; } //Check coords if( x < 0 || x > (SDWORD)(mapWidth< (SDWORD)(mapHeight<> TILE_SHIFT; ty = y >> TILE_SHIFT; bestDist = 99999; for(i=0;ipsNext) { if(psDroid->visible[player]) //can see this droid? { //if only weapon droids and don't have it, then skip if (weaponOnly && ( psDroid->droidType != DROID_WEAPON && psDroid->droidType != DROID_PERSON && psDroid->droidType != DROID_CYBORG && psDroid->droidType != DROID_CYBORG_SUPER)) { continue; } //if VTOLs are excluded, skip them if(!bVTOLs && ((asPropulsionStats[psDroid->asBits[COMP_PROPULSION].nStat].propulsionType == LIFT) || (psDroid->droidType == DROID_TRANSPORTER))) { continue; } dist = dirtySqrt(tx, ty , psDroid->x >> TILE_SHIFT, psDroid->y >> TILE_SHIFT) << TILE_SHIFT; if(dist < bestDist) { if((range < 0) || (dist < range)) //enemy in range { bestDist = dist; bFound = TRUE; psObj = (BASE_OBJECT*)psDroid; } } } } //check structures for(psStruct = apsStructLists[i]; psStruct; psStruct=psStruct->psNext) { if(psStruct->visible[player]) //if can see it { //only need defenses? if(weaponOnly && ((psStruct->pStructureType->type != REF_DEFENSE) || (psStruct->status != SS_BUILT) )) //non-weapon-structures or not finished { continue; } dist = dirtySqrt(tx, ty, psStruct->x >> TILE_SHIFT, psStruct->y >> TILE_SHIFT) << TILE_SHIFT; if(dist < bestDist) { if((range < 0) || (dist < range)) //in range { bestDist = dist; bFound = TRUE; psObj = (BASE_OBJECT*)psStruct; } } } } } if(bFound) { if (!stackPushResult(ST_BASEOBJECT, (SDWORD)psObj)) { return FALSE; } } else { if (!stackPushResult(ST_BASEOBJECT, (SDWORD)NULL)) { return FALSE; } } return TRUE; } //How many droids can it still fit? BOOL scrTransporterCapacity(void) { DROID *psDroid; if (!stackPopParams(1, ST_DROID, &psDroid)) { debug(LOG_ERROR, "scrTransporterCapacity(): failed to pop params"); return FALSE; } if(psDroid == NULL) { debug(LOG_ERROR,"scrTransporterCapacity(): NULLOBJECT passed"); return FALSE; } if(psDroid->droidType != DROID_TRANSPORTER) { debug(LOG_ERROR, "scrTransporterCapacity(): passed droid is not a transporter"); return FALSE; } if (!stackPushResult(VAL_INT, calcRemainingCapacity(psDroid))) { debug(LOG_ERROR, "scrHasIndirectWeapon(): failed to push result"); return FALSE; } return TRUE; } //is it? BOOL scrTransporterFlying(void) { DROID *psDroid; if (!stackPopParams(1, ST_DROID, &psDroid)) { debug(LOG_ERROR, "scrTransporterFlying(): failed to pop params"); return FALSE; } if(psDroid == NULL) { debug(LOG_ERROR,"scrTransporterFlying(): NULLOBJECT passed"); return FALSE; } if(psDroid->droidType != DROID_TRANSPORTER) { debug(LOG_ERROR,"scrTransporterFlying(): passed droid is not a transporter"); return FALSE; } if (!stackPushResult(VAL_BOOL, (SDWORD)transporterFlying(psDroid))) { debug(LOG_ERROR,"scrTransporterFlying(): failed to push result"); return FALSE; } return TRUE; } BOOL scrUnloadTransporter(void) { DROID *psDroid; SDWORD x,y; if (!stackPopParams(3, ST_DROID, &psDroid, VAL_INT, &x, VAL_INT, &y)) { debug(LOG_ERROR,"scrUnloadTransporter(): failed to pop params"); return FALSE; } if(psDroid == NULL) { debug(LOG_ERROR,"scrUnloadTransporter(): NULLOBJECT passed"); return FALSE; } if(psDroid->droidType != DROID_TRANSPORTER) { debug(LOG_ERROR,"scrUnloadTransporter(): passed droid is not a transporter"); return FALSE; } unloadTransporter(psDroid,x,y, FALSE); return TRUE; } //return true if droid is a member of any group BOOL scrHasGroup(void) { DROID *psDroid; BOOL retval; if (!stackPopParams(1, ST_DROID, &psDroid)) { debug( LOG_ERROR,"scrHasGroup: failed to pop" ); return FALSE; } if (psDroid == NULL) { debug( LOG_ERROR, "scrHasGroup: droid is NULLOBJECT" ); return FALSE; } if (psDroid->psGroup != NULL) { retval = TRUE; } else { retval = FALSE; } if (!stackPushResult(VAL_BOOL, retval)) { return FALSE; } return TRUE; } BOOL scrObjWeaponMaxRange(void) { BASE_OBJECT *psObj; WEAPON_STATS *psStats; DROID *psDroid; STRUCTURE *psStruct; if (!stackPopParams(1, ST_BASEOBJECT, &psObj)) { debug(LOG_ERROR, "scrObjWeaponMaxRange: stack failed"); return FALSE; } //check if valid type if(psObj->type == OBJ_DROID) { psDroid = (DROID*)psObj; if (psDroid->asWeaps[0].nStat != 0) { psStats = asWeaponStats + psDroid->asWeaps[0].nStat; if (!stackPushResult(VAL_INT, psStats->longRange)) { return FALSE; } return TRUE; } } else if(psObj->type == OBJ_STRUCTURE) { psStruct = (STRUCTURE*)psObj; if (psStruct->asWeaps[0].nStat != 0) { psStats = asWeaponStats + psStruct->asWeaps[0].nStat; if (!stackPushResult(VAL_INT, psStats->longRange)) { return FALSE; } return TRUE; } } if (!stackPushResult(VAL_INT, (-1))) { debug(LOG_ERROR,"scrObjWeaponMaxRange: wrong object type"); return FALSE; } return TRUE; } BOOL scrObjHasWeapon(void) { BASE_OBJECT *psObj; DROID *psDroid; STRUCTURE *psStruct; if (!stackPopParams(1, ST_BASEOBJECT, &psObj)) { debug(LOG_ERROR, "scrObjHasWeapon: stack failed"); return FALSE; } //check if valid type if(psObj->type == OBJ_DROID) { psDroid = (DROID*)psObj; if (psDroid->asWeaps[0].nStat != 0) { if (!stackPushResult(VAL_BOOL, TRUE)) { return FALSE; } return TRUE; } } else if(psObj->type == OBJ_STRUCTURE) { psStruct = (STRUCTURE*)psObj; if (psStruct->asWeaps[0].nStat != 0) { if (!stackPushResult(VAL_BOOL, TRUE)) { return FALSE; } return TRUE; } } if (!stackPushResult(VAL_BOOL, FALSE)) { return FALSE; } return TRUE; } BOOL scrObjectHasIndirectWeapon(void) { WEAPON_STATS *psWeapStats; BOOL bIndirect; BASE_OBJECT *psObj; if (!stackPopParams(1, ST_BASEOBJECT, &psObj)) { debug(LOG_ERROR, "scrHasIndirectWeapon(): failed to pop params"); return FALSE; } if (psObj == NULL) { debug(LOG_ERROR,"scrHasIndirectWeapon(): NULLOBJECT passed"); return FALSE; } bIndirect = FALSE; if(psObj->type == OBJ_DROID) { if (((DROID *)psObj)->asWeaps[0].nStat > 0) { psWeapStats = asWeaponStats + ((DROID *)psObj)->asWeaps[0].nStat; bIndirect = !proj_Direct(psWeapStats); } } else if(psObj->type == OBJ_STRUCTURE) { if (((STRUCTURE *)psObj)->asWeaps[0].nStat > 0) { psWeapStats = asWeaponStats + ((STRUCTURE *)psObj)->asWeaps[0].nStat; bIndirect = !proj_Direct(psWeapStats); } } if (!stackPushResult(VAL_BOOL, bIndirect)) { debug(LOG_ERROR,"scrHasIndirectWeapon(): failed to push result"); return FALSE; } return TRUE; } //returns closest droid by type BOOL scrGetClosestEnemyDroidByType(void) { SDWORD x,y,tx,ty, player, range,i,type; UDWORD dist,bestDist; BOOL bFound = FALSE; //only military objects? BOOL bVTOLs; DROID *psDroid,*foundDroid; if (!stackPopParams(6, VAL_INT, &x, VAL_INT, &y, VAL_INT, &range, VAL_INT, &type, VAL_BOOL, &bVTOLs, VAL_INT, &player)) { debug(LOG_ERROR, "scrGetClosestEnemyDroidByType: stack failed"); return FALSE; } //Check coords if( x < 0 || x > (SDWORD)(mapWidth< (SDWORD)(mapHeight<> TILE_SHIFT; ty = y >> TILE_SHIFT; bestDist = 99999; for(i=0;ipsNext) { //if VTOLs are excluded, skip them (don't check for transporter this time) if(!bVTOLs && (asPropulsionStats[psDroid->asBits[COMP_PROPULSION].nStat].propulsionType == LIFT) ) { continue; } if(psDroid->visible[player]) //can see this droid? { //skip? if ((type != (-1)) && (psDroid->droidType != type)) { continue; } dist = dirtySqrt(tx, ty , psDroid->x >> TILE_SHIFT, psDroid->y >> TILE_SHIFT) << TILE_SHIFT; if(dist < bestDist) { if(dist < range) //enemy in range { bestDist = dist; bFound = TRUE; foundDroid = psDroid; } } } } } if(bFound) { if (!stackPushResult(ST_DROID, (SDWORD)foundDroid)) { return FALSE; } } else { if (!stackPushResult(ST_DROID, (SDWORD)NULL)) { return FALSE; } } return TRUE; } //returns closest structure by type BOOL scrGetClosestEnemyStructByType(void) { SDWORD x,y,tx,ty, player, range,i,type,dist; UDWORD bestDist; BOOL bFound = FALSE; //only military objects? STRUCTURE *psStruct,*foundStruct; if (!stackPopParams(5, VAL_INT, &x, VAL_INT, &y, VAL_INT, &range, VAL_INT, &type, VAL_INT, &player)) { debug(LOG_ERROR, "scrGetClosestEnemyStructByType: stack failed"); return FALSE; } //Check coords if( x < 0 || x > (SDWORD)(mapWidth< (SDWORD)(mapHeight<> TILE_SHIFT; ty = y >> TILE_SHIFT; bestDist = 99999; for(i=0;ipsNext) { if(psStruct->visible[player]) //if can see it { //only need defenses? if((type != (-1)) && (psStruct->pStructureType->type != type)) //non-weapon-structures { continue; } dist = dirtySqrt(tx, ty, psStruct->x >> TILE_SHIFT, psStruct->y >> TILE_SHIFT) << TILE_SHIFT; if(dist < bestDist) { if((range < 0) || (dist < range)) //in range or no range check { bestDist = dist; bFound = TRUE; foundStruct = psStruct; } } } } } if(bFound) { if (!stackPushResult(ST_STRUCTURE, (SDWORD)foundStruct)) { return FALSE; } } else { if (!stackPushResult(ST_STRUCTURE, (SDWORD)NULL)) { return FALSE; } } return TRUE; } //Approx point of intersection of a circle and a line with start loc being circle's center point BOOL scrCirclePerimPoint(void) { SDWORD basex,basey,*grx,*gry,radius; UDWORD dist; float factor,tempx,tempy; if (!stackPopParams(5, VAL_INT, &basex, VAL_INT, &basey, VAL_REF|VAL_INT, &grx, VAL_REF|VAL_INT, &gry, VAL_INT, &radius)) { debug(LOG_ERROR,"scrCirclePerimPoint(): stack failed"); return FALSE; } if(radius == 0) { debug(LOG_ERROR,"scrCirclePerimPoint: radius == 0."); return TRUE; } tempx = (float)(*grx - basex); //x len (signed!) tempy = (float)(*gry - basey); dist = dirtySqrt(basex,basey,*grx,*gry); //len factor = (float)((float)dist / (float)radius); //by what factor is dist > radius? //if point was inside of the circle, don't modify passed parameter if(factor == 0) { printf_console("scrCirclePerimPoint: division by zero."); return TRUE; } //calc new len tempx = tempx / factor; tempy = tempy / factor; //now add new len to the center coords *grx = basex + (SDWORD)tempx; *gry = basey + (SDWORD)tempy; return TRUE; } //send my vision to AI BOOL scrGiftRadar(void) { SDWORD playerFrom, playerTo; BOOL playMsg; if (!stackPopParams(3, VAL_INT, &playerFrom, VAL_INT, &playerTo, VAL_BOOL, &playMsg)) { debug(LOG_ERROR,"scrGiftRadar(): stack failed"); return FALSE; } if (playerFrom >= MAX_PLAYERS || playerTo >= MAX_PLAYERS) { debug(LOG_ERROR,"scrGiftRadar: player out of range"); return FALSE; } giftRadar(playerFrom,playerTo,TRUE); if(playMsg) audio_QueueTrack(ID_SENSOR_DOWNLOAD); return TRUE; } BOOL scrNumAllies(void) { SDWORD player,numAllies,i; if (!stackPopParams(1, VAL_INT, &player)) { debug(LOG_ERROR, "scrNumAllies: failed to pop"); return FALSE; } if (player < 0) { debug(LOG_ERROR, "scrNumAllies: player < 0"); return FALSE; } if (player >= MAX_PLAYERS) { debug(LOG_ERROR,"scrNumAllies: player index too high"); return FALSE; } numAllies = 0; for(i=0;i> TILE_SHIFT; ty = rangeY >> TILE_SHIFT; numFound = 0; //check structures for(psStruct = apsStructLists[player]; psStruct; psStruct=psStruct->psNext) { if(psStruct->visible[lookingPlayer]) //if can see it { if((psStruct->pStructureType->type == REF_DEFENSE) && (asWeaponStats[psStruct->asWeaps[0].nStat].surfaceToAir == SHOOT_IN_AIR) ) { if((range < 0) || ((dirtySqrt(tx, ty, psStruct->x >> TILE_SHIFT, psStruct->y >> TILE_SHIFT) << TILE_SHIFT) < range)) //enemy in range { numFound++; } } } } if (!stackPushResult(VAL_INT, numFound)) { debug(LOG_ERROR,"scrNumAAinRange(): failed to push result"); return FALSE; } return TRUE; } //select droid BOOL scrSelectDroid(void) { BOOL bSelect; DROID *psDroid; if (!stackPopParams(2, ST_DROID, &psDroid, VAL_BOOL, &bSelect)) { debug(LOG_ERROR, "scrSelectDroid(): stack failed"); return FALSE; } if(psDroid == NULL) { debug(LOG_ERROR,"scrSelectDroid(): droid is NULLOBJECT"); return FALSE; } psDroid->selected = bSelect; return TRUE; } //select droid group BOOL scrSelectGroup(void) { BOOL bSelect; DROID_GROUP *psGroup; DROID *psCurr; if (!stackPopParams(2, ST_GROUP, &psGroup, VAL_BOOL, &bSelect)) { debug(LOG_ERROR, "scrSelectGroup(): stack failed"); return FALSE; } for(psCurr = psGroup->psList; psCurr; psCurr=psCurr->psGrpNext) { psCurr->selected = bSelect; } return TRUE; } BOOL scrModulo(void) { SDWORD num1,num2; if (!stackPopParams(2, VAL_INT, &num1, VAL_INT, &num2)) { debug(LOG_ERROR,"scrModulo(): stack failed"); return FALSE; } if (!stackPushResult(VAL_INT, (num1 % num2))) { debug(LOG_ERROR,"scrModulo(): failed to push result"); return FALSE; } return TRUE; } BOOL scrPlayerLoaded(void) { SDWORD player; if (!stackPopParams(1, VAL_INT, &player)) { debug(LOG_ERROR, "scrPlayerLoaded(): stack failed"); return FALSE; } if (!stackPushResult(VAL_BOOL, (BOOL)(game.skDiff[player]))) { debug(LOG_ERROR,"scrPlayerLoaded(): failed to push result"); return FALSE; } return TRUE; } /********************************/ /* AI Experience Stuff */ /********************************/ //Returns enemy base x and y for a certain player BOOL scrLearnPlayerBaseLoc(void) { SDWORD playerStoring,enemyPlayer, x, y; if (!stackPopParams(4, VAL_INT, &playerStoring, VAL_INT, &enemyPlayer, VAL_INT, &x, VAL_INT, &y)) { debug(LOG_ERROR, "scrLearnPlayerBaseLoc(): stack failed"); return FALSE; } if((playerStoring >= MAX_PLAYERS) || (enemyPlayer >= MAX_PLAYERS)) { debug(LOG_ERROR, "scrLearnPlayerBaseLoc: player index too high."); return FALSE; } if((playerStoring < 0) || (enemyPlayer < 0)) { debug(LOG_ERROR, "scrLearnPlayerBaseLoc: player index too low."); return FALSE; } if ( (x < 0) || (x >= (SDWORD)mapWidth<= (SDWORD)mapHeight<= MAX_PLAYERS) { debug(LOG_ERROR, "addHelpBlip: player number is too high"); return FALSE; } //add the beacon for the sender so he can see where he put it //but only if he's not already adding this one for himself //if(forPlayer != sender) // addHelpBlip(locX, locY, sender, sender, textMsg); //find the message if was already added previously psMessage = findHelpMsg(forPlayer, sender); if (psMessage) { //remove it //debug(LOG_WZ, "addHelpBlip: removing previous message from sender=%d",sender); removeMessage(psMessage, forPlayer); } //create new message psMessage = addMessage(MSG_PROXIMITY, FALSE, forPlayer); if (psMessage) { //debug(LOG_WZ, "created new blip for player %d from %d", forPlayer, sender); //set the data pTempData = HelpViewData(sender, textMsg, locX, locY); psMessage->pViewData = (MSG_VIEWDATA *)pTempData; //check the z value is at least the height of the terrain height = map_Height(((VIEW_PROXIMITY *)pTempData->pData)->x, ((VIEW_PROXIMITY *)pTempData->pData)->y); //if (((VIEW_PROXIMITY *)pTempData->pData)->z < height) //{ ((VIEW_PROXIMITY *)pTempData->pData)->z = height; //} } else { debug(LOG_WZ, "addHelpBlip: addMessage() failed"); } //Received a blip message from a player callback //store and call later //------------------------------------------------- //call beacon callback only if not adding for ourselves if(forPlayer != sender) { if(!msgStackPush(CALL_BEACON,sender,forPlayer,textMsg,locX,locY)) { debug(LOG_ERROR, "addHelpBlip() - msgStackPush - stack failed"); return FALSE; } } return TRUE; } BOOL sendBeaconToPlayer(SDWORD locX, SDWORD locY, SDWORD forPlayer, SDWORD sender, STRING * beaconMsg) { if(sender == forPlayer || myResponsibility(forPlayer)) //if destination player is on this machine { debug(LOG_WZ,"sending beacon to player %d (local player) from %d", forPlayer, sender); return addHelpBlip(locX, locY, forPlayer, sender, beaconMsg); } else { debug(LOG_WZ,"sending beacon to player %d (remote player) from %d", forPlayer, sender); return sendBeaconToPlayerNet(locX, locY, forPlayer, sender, beaconMsg); } } //prepare viewdata for help blip VIEWDATA *HelpViewData(SDWORD sender, STRING *textMsg, UDWORD LocX, UDWORD LocY) { VIEWDATA *psViewData; STRING name[MAX_STR_LENGTH]; SDWORD audioID; UDWORD numText; //allocate message space psViewData = (VIEWDATA *)MALLOC(sizeof(VIEWDATA)); if (psViewData == NULL) { debug(LOG_ERROR,"prepairHelpViewData() - Unable to allocate memory for viewdata"); return NULL; } memset(psViewData, 0, sizeof(VIEWDATA)); numText = 1; psViewData->numText=(UBYTE)numText; //allocate storage for the name name[0] = 'h'; name[1] = 'e'; name[2] = 'l'; name[3] = 'p'; name[4] = '\0'; psViewData->pName = (STRING *)MALLOC((strlen(name))+1); if (psViewData->pName == NULL) { debug(LOG_ERROR,"prepairHelpViewData() - ViewData Name - Out of memory"); return NULL; } strcpy(psViewData->pName,name); //allocate space for text strings psViewData->ppTextMsg = (STRING **) MALLOC(sizeof(STRING *)); //store text message pointer psViewData->ppTextMsg[0] = textMsg; //store message type psViewData->type = VIEW_HELP; //was VIEW_PROX //allocate memory for blip location etc psViewData->pData = (VIEW_PROXIMITY *) MALLOC(sizeof(VIEW_PROXIMITY)); if (psViewData->pData == NULL) { debug(LOG_ERROR,"prepairHelpViewData() - Unable to allocate memory"); return NULL; } //store audio audioID = NO_SOUND; ((VIEW_PROXIMITY *)psViewData->pData)->audioID = audioID; //store blip location if (LocX < 0) { debug(LOG_ERROR,"prepairHelpViewData() - Negative X coord for prox message"); return NULL; } if (LocY < 0) { debug(LOG_ERROR,"prepairHelpViewData() - Negative X coord for prox message"); return NULL; } ((VIEW_PROXIMITY *)psViewData->pData)->x = (UDWORD)LocX; ((VIEW_PROXIMITY *)psViewData->pData)->y = (UDWORD)LocY; //store prox message type ((VIEW_PROXIMITY *)psViewData->pData)->proxType = PROX_ENEMY; //PROX_ENEMY for now //remember who sent this msg, so we could remove this one, when same player sends a new help-blip msg ((VIEW_PROXIMITY *)psViewData->pData)->sender = sender; //remember when the message was created so can remove it after some time ((VIEW_PROXIMITY *)psViewData->pData)->timeAdded = gameTime; return psViewData; } /* Looks through the players list of messages to find VIEW_HELP (one per player!) pointer */ MESSAGE * findHelpMsg(UDWORD player, SDWORD sender) { MESSAGE *psCurr; for (psCurr = apsMessages[player]; psCurr != NULL; psCurr = psCurr->psNext) { //look for VIEW_HELP, should only be 1 per player if (psCurr->type == MSG_PROXIMITY) { //((VIEW_PROXIMITY *)((VIEWDATA *)psCurr->pViewData)->pData)->proxType if(((VIEWDATA *)psCurr->pViewData)->type == VIEW_HELP) { debug(LOG_WZ, "findHelpMsg: %d ALREADY HAS A MESSAGE STORED", player); //debug(LOG_ERROR,"stored sender = %d, looking for %d", ((VIEW_PROXIMITY *)((VIEWDATA *)psCurr->pViewData)->pData)->sender, sender); //if((VIEW_PROXIMITY *)psCurr->pViewData) if(((VIEW_PROXIMITY *)((VIEWDATA *)psCurr->pViewData)->pData)->sender == sender) { debug(LOG_WZ, "findHelpMsg: %d ALREADY HAS A MESSAGE STORED from %d", player, sender); return psCurr; } } } } //not found the message so return NULL return NULL; } /* Add beacon (radar blip) */ BOOL scrAddHelpMsg(void) { SDWORD forPlayer,sender; STRING *ssval=NULL,ssval2[255]; UDWORD locX,locY,locZ; if (!stackPopParams(6, VAL_STRING, &ssval , VAL_INT, &forPlayer, VAL_INT, &sender, VAL_INT, &locX, VAL_INT, &locY, VAL_INT, &locZ)) { debug(LOG_ERROR,"scrAddHelpMsg failed to pop parameters"); return FALSE; } if(!addHelpBlip(locX, locY, sender, sender, ssval)) debug(LOG_ERROR,"scrAddHelpMsg: addHelpBlip failed"); sprintf(ssval2, "%s : %s", getPlayerName(sender), ssval); //temporary solution return sendBeaconToPlayer(locX, locY, forPlayer, sender, ssval2); } /* Remove help message from the map */ BOOL scrRemoveHelpMessage(void) { MESSAGE *psMessage; SDWORD player, sender; if (!stackPopParams(2, VAL_INT, &player, VAL_INT, &sender)) { debug(LOG_ERROR,"scrRemoveMessage: failed to pop parameters"); return FALSE; } if (player >= MAX_PLAYERS) { debug(LOG_ERROR,"scrRemoveMessage:player number is too high"); return FALSE; } if (sender >= MAX_PLAYERS) { debug(LOG_ERROR,"scrRemoveMessage:sender number is too high"); return FALSE; } //find the message psMessage = findHelpMsg(player, sender); if (psMessage) { //delete it removeMessage(psMessage, player); } //else //{ // ASSERT((FALSE, "scrRemoveMessage:cannot find message - %s", // psViewData->pName)); // return FALSE; //} return TRUE; } BOOL scrClosestDamagedGroupDroid(void) { DROID_GROUP *psGroup; DROID *psDroid,*psClosestDroid; SDWORD x,y,healthLeft,wBestDist,wDist,maxRepairedBy,player; if (!stackPopParams(6, VAL_INT, &player, ST_GROUP, &psGroup, VAL_INT, &healthLeft, VAL_INT, &x, VAL_INT, &y, VAL_INT, &maxRepairedBy)) { debug(LOG_ERROR, "scrClosestDamagedGroupDroid: failed to pop"); return FALSE; } wBestDist = 999999; psClosestDroid = NULL; for(psDroid = psGroup->psList;psDroid; psDroid = psDroid->psGrpNext) { if((psDroid->body * 100 / psDroid->originalBody) <= healthLeft) //in% { wDist = (dirtySqrt(psDroid->x, psDroid->y, x, y) >> TILE_SHIFT); //in tiles if(wDist < wBestDist) { if((maxRepairedBy < 0) || (getNumRepairedBy(psDroid, player) <= maxRepairedBy)) { psClosestDroid = psDroid; wBestDist = wDist; } } } } if (!stackPushResult(ST_DROID, (SDWORD)psClosestDroid)) { return FALSE; } return TRUE; } SDWORD getNumRepairedBy(DROID *psDroidToCheck, SDWORD player) { DROID *psDroid; SDWORD numRepaired = 0; for(psDroid = apsDroidLists[player]; psDroid; psDroid = psDroid->psNext) { if((psDroid->droidType != DROID_REPAIR) && (psDroid->droidType != DROID_CYBORG_REPAIR)) { continue; } if((psDroid->psTarget != NULL) && (psDroid->psTarget->type == OBJ_DROID)) { if(((DROID *)psDroid->psTarget) == psDroidToCheck) numRepaired++; } } return numRepaired; } /* Uses printf_console() for console debug output right now */ BOOL scrMsgBox(void) { STRING *ssval=NULL; if (!stackPopParams(1, VAL_STRING, &ssval)) { debug(LOG_ERROR, "scrMsgBox(): stack failed"); return FALSE; } //dbg_console("DEBUG: %s", ssval); printf_console("DEBUG: %s",ssval); return TRUE; }