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10229 lines
431 KiB
10229 lines
431 KiB
//===========================================================================
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// Blizzard.j ( define Jass2 functions that need to be in every map script )
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//===========================================================================
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globals
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//-----------------------------------------------------------------------
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// Constants
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//
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// Misc constants
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constant real bj_PI = 3.14159
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constant real bj_E = 2.71828
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constant real bj_CELLWIDTH = 128.0
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constant real bj_CLIFFHEIGHT = 128.0
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constant real bj_UNIT_FACING = 270.0
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constant real bj_RADTODEG = 180.0/bj_PI
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constant real bj_DEGTORAD = bj_PI/180.0
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constant real bj_TEXT_DELAY_QUEST = 20.00
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constant real bj_TEXT_DELAY_QUESTUPDATE = 20.00
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constant real bj_TEXT_DELAY_QUESTDONE = 20.00
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constant real bj_TEXT_DELAY_QUESTFAILED = 20.00
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constant real bj_TEXT_DELAY_QUESTREQUIREMENT = 20.00
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constant real bj_TEXT_DELAY_MISSIONFAILED = 20.00
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constant real bj_TEXT_DELAY_ALWAYSHINT = 12.00
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constant real bj_TEXT_DELAY_HINT = 12.00
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constant real bj_TEXT_DELAY_SECRET = 10.00
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constant real bj_TEXT_DELAY_UNITACQUIRED = 15.00
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constant real bj_TEXT_DELAY_UNITAVAILABLE = 10.00
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constant real bj_TEXT_DELAY_ITEMACQUIRED = 10.00
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constant real bj_TEXT_DELAY_WARNING = 12.00
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constant real bj_QUEUE_DELAY_QUEST = 5.00
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constant real bj_QUEUE_DELAY_HINT = 5.00
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constant real bj_QUEUE_DELAY_SECRET = 3.00
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constant real bj_HANDICAP_EASY = 60.00
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constant real bj_GAME_STARTED_THRESHOLD = 0.01
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constant real bj_WAIT_FOR_COND_MIN_INTERVAL = 0.10
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constant real bj_POLLED_WAIT_INTERVAL = 0.10
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constant real bj_POLLED_WAIT_SKIP_THRESHOLD = 2.00
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// Game constants
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constant integer bj_MAX_INVENTORY = 6
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constant integer bj_MAX_PLAYERS = 12
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constant integer bj_PLAYER_NEUTRAL_VICTIM = 13
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constant integer bj_PLAYER_NEUTRAL_EXTRA = 14
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constant integer bj_MAX_PLAYER_SLOTS = 16
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constant integer bj_MAX_SKELETONS = 25
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constant integer bj_MAX_STOCK_ITEM_SLOTS = 11
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constant integer bj_MAX_STOCK_UNIT_SLOTS = 11
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constant integer bj_MAX_ITEM_LEVEL = 10
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// Ideally these would be looked up from Units/MiscData.txt,
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// but there is currently no script functionality exposed to do that
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constant real bj_TOD_DAWN = 6.00
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constant real bj_TOD_DUSK = 18.00
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// Melee game settings:
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// - Starting Time of Day (TOD)
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// - Starting Gold
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// - Starting Lumber
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// - Starting Hero Tokens (free heroes)
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// - Max heroes allowed per player
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// - Max heroes allowed per hero type
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// - Distance from start loc to search for nearby mines
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//
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constant real bj_MELEE_STARTING_TOD = 8.00
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constant integer bj_MELEE_STARTING_GOLD_V0 = 750
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constant integer bj_MELEE_STARTING_GOLD_V1 = 500
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constant integer bj_MELEE_STARTING_LUMBER_V0 = 200
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constant integer bj_MELEE_STARTING_LUMBER_V1 = 150
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constant integer bj_MELEE_STARTING_HERO_TOKENS = 1
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constant integer bj_MELEE_HERO_LIMIT = 3
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constant integer bj_MELEE_HERO_TYPE_LIMIT = 1
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constant real bj_MELEE_MINE_SEARCH_RADIUS = 2000
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constant real bj_MELEE_CLEAR_UNITS_RADIUS = 1500
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constant real bj_MELEE_CRIPPLE_TIMEOUT = 120.00
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constant real bj_MELEE_CRIPPLE_MSG_DURATION = 20.00
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constant integer bj_MELEE_MAX_TWINKED_HEROES_V0 = 3
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constant integer bj_MELEE_MAX_TWINKED_HEROES_V1 = 1
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// Delay between a creep's death and the time it may drop an item.
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constant real bj_CREEP_ITEM_DELAY = 0.50
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// Timing settings for Marketplace inventories.
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constant real bj_STOCK_RESTOCK_INITIAL_DELAY = 120
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constant real bj_STOCK_RESTOCK_INTERVAL = 30
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constant integer bj_STOCK_MAX_ITERATIONS = 20
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// Max events registered by a single "dest dies in region" event.
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constant integer bj_MAX_DEST_IN_REGION_EVENTS = 64
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// Camera settings
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constant integer bj_CAMERA_MIN_FARZ = 100
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constant integer bj_CAMERA_DEFAULT_DISTANCE = 1650
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constant integer bj_CAMERA_DEFAULT_FARZ = 5000
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constant integer bj_CAMERA_DEFAULT_AOA = 304
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constant integer bj_CAMERA_DEFAULT_FOV = 70
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constant integer bj_CAMERA_DEFAULT_ROLL = 0
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constant integer bj_CAMERA_DEFAULT_ROTATION = 90
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// Rescue
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constant real bj_RESCUE_PING_TIME = 2.00
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// Transmission behavior settings
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constant real bj_NOTHING_SOUND_DURATION = 5.00
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constant real bj_TRANSMISSION_PING_TIME = 1.00
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constant integer bj_TRANSMISSION_IND_RED = 255
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constant integer bj_TRANSMISSION_IND_BLUE = 255
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constant integer bj_TRANSMISSION_IND_GREEN = 255
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constant integer bj_TRANSMISSION_IND_ALPHA = 255
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constant real bj_TRANSMISSION_PORT_HANGTIME = 1.50
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// Cinematic mode settings
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constant real bj_CINEMODE_INTERFACEFADE = 0.50
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constant gamespeed bj_CINEMODE_GAMESPEED = MAP_SPEED_NORMAL
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// Cinematic mode volume levels
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constant real bj_CINEMODE_VOLUME_UNITMOVEMENT = 0.40
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constant real bj_CINEMODE_VOLUME_UNITSOUNDS = 0.00
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constant real bj_CINEMODE_VOLUME_COMBAT = 0.40
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constant real bj_CINEMODE_VOLUME_SPELLS = 0.40
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constant real bj_CINEMODE_VOLUME_UI = 0.00
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constant real bj_CINEMODE_VOLUME_MUSIC = 0.55
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constant real bj_CINEMODE_VOLUME_AMBIENTSOUNDS = 1.00
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constant real bj_CINEMODE_VOLUME_FIRE = 0.60
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// Speech mode volume levels
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constant real bj_SPEECH_VOLUME_UNITMOVEMENT = 0.25
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constant real bj_SPEECH_VOLUME_UNITSOUNDS = 0.00
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constant real bj_SPEECH_VOLUME_COMBAT = 0.25
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constant real bj_SPEECH_VOLUME_SPELLS = 0.25
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constant real bj_SPEECH_VOLUME_UI = 0.00
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constant real bj_SPEECH_VOLUME_MUSIC = 0.55
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constant real bj_SPEECH_VOLUME_AMBIENTSOUNDS = 1.00
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constant real bj_SPEECH_VOLUME_FIRE = 0.60
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// Smart pan settings
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constant real bj_SMARTPAN_TRESHOLD_PAN = 500
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constant real bj_SMARTPAN_TRESHOLD_SNAP = 3500
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// QueuedTriggerExecute settings
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constant integer bj_MAX_QUEUED_TRIGGERS = 100
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constant real bj_QUEUED_TRIGGER_TIMEOUT = 180.00
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// Campaign indexing constants
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constant integer bj_CAMPAIGN_INDEX_T = 0
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constant integer bj_CAMPAIGN_INDEX_H = 1
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constant integer bj_CAMPAIGN_INDEX_U = 2
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constant integer bj_CAMPAIGN_INDEX_O = 3
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constant integer bj_CAMPAIGN_INDEX_N = 4
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constant integer bj_CAMPAIGN_INDEX_XN = 5
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constant integer bj_CAMPAIGN_INDEX_XH = 6
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constant integer bj_CAMPAIGN_INDEX_XU = 7
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constant integer bj_CAMPAIGN_INDEX_XO = 8
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// Campaign offset constants (for mission indexing)
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constant integer bj_CAMPAIGN_OFFSET_T = 0
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constant integer bj_CAMPAIGN_OFFSET_H = 1
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constant integer bj_CAMPAIGN_OFFSET_U = 2
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constant integer bj_CAMPAIGN_OFFSET_O = 3
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constant integer bj_CAMPAIGN_OFFSET_N = 4
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constant integer bj_CAMPAIGN_OFFSET_XN = 0
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constant integer bj_CAMPAIGN_OFFSET_XH = 1
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constant integer bj_CAMPAIGN_OFFSET_XU = 2
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constant integer bj_CAMPAIGN_OFFSET_XO = 3
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// Mission indexing constants
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// Tutorial
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constant integer bj_MISSION_INDEX_T00 = bj_CAMPAIGN_OFFSET_T * 1000 + 0
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constant integer bj_MISSION_INDEX_T01 = bj_CAMPAIGN_OFFSET_T * 1000 + 1
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// Human
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constant integer bj_MISSION_INDEX_H00 = bj_CAMPAIGN_OFFSET_H * 1000 + 0
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constant integer bj_MISSION_INDEX_H01 = bj_CAMPAIGN_OFFSET_H * 1000 + 1
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constant integer bj_MISSION_INDEX_H02 = bj_CAMPAIGN_OFFSET_H * 1000 + 2
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constant integer bj_MISSION_INDEX_H03 = bj_CAMPAIGN_OFFSET_H * 1000 + 3
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constant integer bj_MISSION_INDEX_H04 = bj_CAMPAIGN_OFFSET_H * 1000 + 4
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constant integer bj_MISSION_INDEX_H05 = bj_CAMPAIGN_OFFSET_H * 1000 + 5
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constant integer bj_MISSION_INDEX_H06 = bj_CAMPAIGN_OFFSET_H * 1000 + 6
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constant integer bj_MISSION_INDEX_H07 = bj_CAMPAIGN_OFFSET_H * 1000 + 7
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constant integer bj_MISSION_INDEX_H08 = bj_CAMPAIGN_OFFSET_H * 1000 + 8
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constant integer bj_MISSION_INDEX_H09 = bj_CAMPAIGN_OFFSET_H * 1000 + 9
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constant integer bj_MISSION_INDEX_H10 = bj_CAMPAIGN_OFFSET_H * 1000 + 10
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constant integer bj_MISSION_INDEX_H11 = bj_CAMPAIGN_OFFSET_H * 1000 + 11
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// Undead
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constant integer bj_MISSION_INDEX_U00 = bj_CAMPAIGN_OFFSET_U * 1000 + 0
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constant integer bj_MISSION_INDEX_U01 = bj_CAMPAIGN_OFFSET_U * 1000 + 1
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constant integer bj_MISSION_INDEX_U02 = bj_CAMPAIGN_OFFSET_U * 1000 + 2
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constant integer bj_MISSION_INDEX_U03 = bj_CAMPAIGN_OFFSET_U * 1000 + 3
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constant integer bj_MISSION_INDEX_U05 = bj_CAMPAIGN_OFFSET_U * 1000 + 4
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constant integer bj_MISSION_INDEX_U07 = bj_CAMPAIGN_OFFSET_U * 1000 + 5
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constant integer bj_MISSION_INDEX_U08 = bj_CAMPAIGN_OFFSET_U * 1000 + 6
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constant integer bj_MISSION_INDEX_U09 = bj_CAMPAIGN_OFFSET_U * 1000 + 7
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constant integer bj_MISSION_INDEX_U10 = bj_CAMPAIGN_OFFSET_U * 1000 + 8
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constant integer bj_MISSION_INDEX_U11 = bj_CAMPAIGN_OFFSET_U * 1000 + 9
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// Orc
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constant integer bj_MISSION_INDEX_O00 = bj_CAMPAIGN_OFFSET_O * 1000 + 0
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constant integer bj_MISSION_INDEX_O01 = bj_CAMPAIGN_OFFSET_O * 1000 + 1
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constant integer bj_MISSION_INDEX_O02 = bj_CAMPAIGN_OFFSET_O * 1000 + 2
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constant integer bj_MISSION_INDEX_O03 = bj_CAMPAIGN_OFFSET_O * 1000 + 3
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constant integer bj_MISSION_INDEX_O04 = bj_CAMPAIGN_OFFSET_O * 1000 + 4
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constant integer bj_MISSION_INDEX_O05 = bj_CAMPAIGN_OFFSET_O * 1000 + 5
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constant integer bj_MISSION_INDEX_O06 = bj_CAMPAIGN_OFFSET_O * 1000 + 6
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constant integer bj_MISSION_INDEX_O07 = bj_CAMPAIGN_OFFSET_O * 1000 + 7
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constant integer bj_MISSION_INDEX_O08 = bj_CAMPAIGN_OFFSET_O * 1000 + 8
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constant integer bj_MISSION_INDEX_O09 = bj_CAMPAIGN_OFFSET_O * 1000 + 9
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constant integer bj_MISSION_INDEX_O10 = bj_CAMPAIGN_OFFSET_O * 1000 + 10
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// Night Elf
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constant integer bj_MISSION_INDEX_N00 = bj_CAMPAIGN_OFFSET_N * 1000 + 0
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constant integer bj_MISSION_INDEX_N01 = bj_CAMPAIGN_OFFSET_N * 1000 + 1
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constant integer bj_MISSION_INDEX_N02 = bj_CAMPAIGN_OFFSET_N * 1000 + 2
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constant integer bj_MISSION_INDEX_N03 = bj_CAMPAIGN_OFFSET_N * 1000 + 3
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constant integer bj_MISSION_INDEX_N04 = bj_CAMPAIGN_OFFSET_N * 1000 + 4
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constant integer bj_MISSION_INDEX_N05 = bj_CAMPAIGN_OFFSET_N * 1000 + 5
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constant integer bj_MISSION_INDEX_N06 = bj_CAMPAIGN_OFFSET_N * 1000 + 6
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constant integer bj_MISSION_INDEX_N07 = bj_CAMPAIGN_OFFSET_N * 1000 + 7
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constant integer bj_MISSION_INDEX_N08 = bj_CAMPAIGN_OFFSET_N * 1000 + 8
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constant integer bj_MISSION_INDEX_N09 = bj_CAMPAIGN_OFFSET_N * 1000 + 9
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// Expansion Night Elf
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constant integer bj_MISSION_INDEX_XN00 = bj_CAMPAIGN_OFFSET_XN * 1000 + 0
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constant integer bj_MISSION_INDEX_XN01 = bj_CAMPAIGN_OFFSET_XN * 1000 + 1
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constant integer bj_MISSION_INDEX_XN02 = bj_CAMPAIGN_OFFSET_XN * 1000 + 2
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constant integer bj_MISSION_INDEX_XN03 = bj_CAMPAIGN_OFFSET_XN * 1000 + 3
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constant integer bj_MISSION_INDEX_XN04 = bj_CAMPAIGN_OFFSET_XN * 1000 + 4
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constant integer bj_MISSION_INDEX_XN05 = bj_CAMPAIGN_OFFSET_XN * 1000 + 5
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constant integer bj_MISSION_INDEX_XN06 = bj_CAMPAIGN_OFFSET_XN * 1000 + 6
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constant integer bj_MISSION_INDEX_XN07 = bj_CAMPAIGN_OFFSET_XN * 1000 + 7
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constant integer bj_MISSION_INDEX_XN08 = bj_CAMPAIGN_OFFSET_XN * 1000 + 8
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constant integer bj_MISSION_INDEX_XN09 = bj_CAMPAIGN_OFFSET_XN * 1000 + 9
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constant integer bj_MISSION_INDEX_XN10 = bj_CAMPAIGN_OFFSET_XN * 1000 + 10
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// Expansion Human
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constant integer bj_MISSION_INDEX_XH00 = bj_CAMPAIGN_OFFSET_XH * 1000 + 0
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constant integer bj_MISSION_INDEX_XH01 = bj_CAMPAIGN_OFFSET_XH * 1000 + 1
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constant integer bj_MISSION_INDEX_XH02 = bj_CAMPAIGN_OFFSET_XH * 1000 + 2
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constant integer bj_MISSION_INDEX_XH03 = bj_CAMPAIGN_OFFSET_XH * 1000 + 3
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constant integer bj_MISSION_INDEX_XH04 = bj_CAMPAIGN_OFFSET_XH * 1000 + 4
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constant integer bj_MISSION_INDEX_XH05 = bj_CAMPAIGN_OFFSET_XH * 1000 + 5
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constant integer bj_MISSION_INDEX_XH06 = bj_CAMPAIGN_OFFSET_XH * 1000 + 6
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constant integer bj_MISSION_INDEX_XH07 = bj_CAMPAIGN_OFFSET_XH * 1000 + 7
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constant integer bj_MISSION_INDEX_XH08 = bj_CAMPAIGN_OFFSET_XH * 1000 + 8
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constant integer bj_MISSION_INDEX_XH09 = bj_CAMPAIGN_OFFSET_XH * 1000 + 9
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// Expansion Undead
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constant integer bj_MISSION_INDEX_XU00 = bj_CAMPAIGN_OFFSET_XU * 1000 + 0
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constant integer bj_MISSION_INDEX_XU01 = bj_CAMPAIGN_OFFSET_XU * 1000 + 1
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constant integer bj_MISSION_INDEX_XU02 = bj_CAMPAIGN_OFFSET_XU * 1000 + 2
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constant integer bj_MISSION_INDEX_XU03 = bj_CAMPAIGN_OFFSET_XU * 1000 + 3
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constant integer bj_MISSION_INDEX_XU04 = bj_CAMPAIGN_OFFSET_XU * 1000 + 4
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constant integer bj_MISSION_INDEX_XU05 = bj_CAMPAIGN_OFFSET_XU * 1000 + 5
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constant integer bj_MISSION_INDEX_XU06 = bj_CAMPAIGN_OFFSET_XU * 1000 + 6
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constant integer bj_MISSION_INDEX_XU07 = bj_CAMPAIGN_OFFSET_XU * 1000 + 7
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constant integer bj_MISSION_INDEX_XU08 = bj_CAMPAIGN_OFFSET_XU * 1000 + 8
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constant integer bj_MISSION_INDEX_XU09 = bj_CAMPAIGN_OFFSET_XU * 1000 + 9
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constant integer bj_MISSION_INDEX_XU10 = bj_CAMPAIGN_OFFSET_XU * 1000 + 10
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constant integer bj_MISSION_INDEX_XU11 = bj_CAMPAIGN_OFFSET_XU * 1000 + 11
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constant integer bj_MISSION_INDEX_XU12 = bj_CAMPAIGN_OFFSET_XU * 1000 + 12
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constant integer bj_MISSION_INDEX_XU13 = bj_CAMPAIGN_OFFSET_XU * 1000 + 13
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// Expansion Orc
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constant integer bj_MISSION_INDEX_XO00 = bj_CAMPAIGN_OFFSET_XO * 1000 + 0
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// Cinematic indexing constants
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constant integer bj_CINEMATICINDEX_TOP = 0
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constant integer bj_CINEMATICINDEX_HOP = 1
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constant integer bj_CINEMATICINDEX_HED = 2
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constant integer bj_CINEMATICINDEX_OOP = 3
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constant integer bj_CINEMATICINDEX_OED = 4
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constant integer bj_CINEMATICINDEX_UOP = 5
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constant integer bj_CINEMATICINDEX_UED = 6
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constant integer bj_CINEMATICINDEX_NOP = 7
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constant integer bj_CINEMATICINDEX_NED = 8
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constant integer bj_CINEMATICINDEX_XOP = 9
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constant integer bj_CINEMATICINDEX_XED = 10
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// Alliance settings
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constant integer bj_ALLIANCE_UNALLIED = 0
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constant integer bj_ALLIANCE_UNALLIED_VISION = 1
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constant integer bj_ALLIANCE_ALLIED = 2
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constant integer bj_ALLIANCE_ALLIED_VISION = 3
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constant integer bj_ALLIANCE_ALLIED_UNITS = 4
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constant integer bj_ALLIANCE_ALLIED_ADVUNITS = 5
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constant integer bj_ALLIANCE_NEUTRAL = 6
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constant integer bj_ALLIANCE_NEUTRAL_VISION = 7
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// Keyboard Event Types
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constant integer bj_KEYEVENTTYPE_DEPRESS = 0
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constant integer bj_KEYEVENTTYPE_RELEASE = 1
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// Keyboard Event Keys
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constant integer bj_KEYEVENTKEY_LEFT = 0
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constant integer bj_KEYEVENTKEY_RIGHT = 1
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constant integer bj_KEYEVENTKEY_DOWN = 2
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constant integer bj_KEYEVENTKEY_UP = 3
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// Transmission timing methods
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constant integer bj_TIMETYPE_ADD = 0
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constant integer bj_TIMETYPE_SET = 1
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constant integer bj_TIMETYPE_SUB = 2
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// Camera bounds adjustment methods
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constant integer bj_CAMERABOUNDS_ADJUST_ADD = 0
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constant integer bj_CAMERABOUNDS_ADJUST_SUB = 1
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// Quest creation states
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constant integer bj_QUESTTYPE_REQ_DISCOVERED = 0
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constant integer bj_QUESTTYPE_REQ_UNDISCOVERED = 1
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constant integer bj_QUESTTYPE_OPT_DISCOVERED = 2
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constant integer bj_QUESTTYPE_OPT_UNDISCOVERED = 3
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// Quest message types
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constant integer bj_QUESTMESSAGE_DISCOVERED = 0
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constant integer bj_QUESTMESSAGE_UPDATED = 1
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constant integer bj_QUESTMESSAGE_COMPLETED = 2
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constant integer bj_QUESTMESSAGE_FAILED = 3
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constant integer bj_QUESTMESSAGE_REQUIREMENT = 4
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constant integer bj_QUESTMESSAGE_MISSIONFAILED = 5
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constant integer bj_QUESTMESSAGE_ALWAYSHINT = 6
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constant integer bj_QUESTMESSAGE_HINT = 7
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constant integer bj_QUESTMESSAGE_SECRET = 8
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constant integer bj_QUESTMESSAGE_UNITACQUIRED = 9
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constant integer bj_QUESTMESSAGE_UNITAVAILABLE = 10
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constant integer bj_QUESTMESSAGE_ITEMACQUIRED = 11
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constant integer bj_QUESTMESSAGE_WARNING = 12
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// Leaderboard sorting methods
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constant integer bj_SORTTYPE_SORTBYVALUE = 0
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constant integer bj_SORTTYPE_SORTBYPLAYER = 1
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constant integer bj_SORTTYPE_SORTBYLABEL = 2
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// Cinematic fade filter methods
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constant integer bj_CINEFADETYPE_FADEIN = 0
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constant integer bj_CINEFADETYPE_FADEOUT = 1
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constant integer bj_CINEFADETYPE_FADEOUTIN = 2
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// Buff removal methods
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constant integer bj_REMOVEBUFFS_POSITIVE = 0
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constant integer bj_REMOVEBUFFS_NEGATIVE = 1
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constant integer bj_REMOVEBUFFS_ALL = 2
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constant integer bj_REMOVEBUFFS_NONTLIFE = 3
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// Buff properties - polarity
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constant integer bj_BUFF_POLARITY_POSITIVE = 0
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constant integer bj_BUFF_POLARITY_NEGATIVE = 1
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constant integer bj_BUFF_POLARITY_EITHER = 2
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// Buff properties - resist type
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constant integer bj_BUFF_RESIST_MAGIC = 0
|
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constant integer bj_BUFF_RESIST_PHYSICAL = 1
|
|
constant integer bj_BUFF_RESIST_EITHER = 2
|
|
constant integer bj_BUFF_RESIST_BOTH = 3
|
|
|
|
// Hero stats
|
|
constant integer bj_HEROSTAT_STR = 0
|
|
constant integer bj_HEROSTAT_AGI = 1
|
|
constant integer bj_HEROSTAT_INT = 2
|
|
|
|
// Hero skill point modification methods
|
|
constant integer bj_MODIFYMETHOD_ADD = 0
|
|
constant integer bj_MODIFYMETHOD_SUB = 1
|
|
constant integer bj_MODIFYMETHOD_SET = 2
|
|
|
|
// Unit state adjustment methods (for replaced units)
|
|
constant integer bj_UNIT_STATE_METHOD_ABSOLUTE = 0
|
|
constant integer bj_UNIT_STATE_METHOD_RELATIVE = 1
|
|
constant integer bj_UNIT_STATE_METHOD_DEFAULTS = 2
|
|
constant integer bj_UNIT_STATE_METHOD_MAXIMUM = 3
|
|
|
|
// Gate operations
|
|
constant integer bj_GATEOPERATION_CLOSE = 0
|
|
constant integer bj_GATEOPERATION_OPEN = 1
|
|
constant integer bj_GATEOPERATION_DESTROY = 2
|
|
|
|
// Game cache value types
|
|
constant integer bj_GAMECACHE_BOOLEAN = 0
|
|
constant integer bj_GAMECACHE_INTEGER = 1
|
|
constant integer bj_GAMECACHE_REAL = 2
|
|
constant integer bj_GAMECACHE_UNIT = 3
|
|
constant integer bj_GAMECACHE_STRING = 4
|
|
|
|
// Hashtable value types
|
|
constant integer bj_HASHTABLE_BOOLEAN = 0
|
|
constant integer bj_HASHTABLE_INTEGER = 1
|
|
constant integer bj_HASHTABLE_REAL = 2
|
|
constant integer bj_HASHTABLE_STRING = 3
|
|
constant integer bj_HASHTABLE_HANDLE = 4
|
|
|
|
// Item status types
|
|
constant integer bj_ITEM_STATUS_HIDDEN = 0
|
|
constant integer bj_ITEM_STATUS_OWNED = 1
|
|
constant integer bj_ITEM_STATUS_INVULNERABLE = 2
|
|
constant integer bj_ITEM_STATUS_POWERUP = 3
|
|
constant integer bj_ITEM_STATUS_SELLABLE = 4
|
|
constant integer bj_ITEM_STATUS_PAWNABLE = 5
|
|
|
|
// Itemcode status types
|
|
constant integer bj_ITEMCODE_STATUS_POWERUP = 0
|
|
constant integer bj_ITEMCODE_STATUS_SELLABLE = 1
|
|
constant integer bj_ITEMCODE_STATUS_PAWNABLE = 2
|
|
|
|
// Minimap ping styles
|
|
constant integer bj_MINIMAPPINGSTYLE_SIMPLE = 0
|
|
constant integer bj_MINIMAPPINGSTYLE_FLASHY = 1
|
|
constant integer bj_MINIMAPPINGSTYLE_ATTACK = 2
|
|
|
|
// Corpse creation settings
|
|
constant real bj_CORPSE_MAX_DEATH_TIME = 8.00
|
|
|
|
// Corpse creation styles
|
|
constant integer bj_CORPSETYPE_FLESH = 0
|
|
constant integer bj_CORPSETYPE_BONE = 1
|
|
|
|
// Elevator pathing-blocker destructable code
|
|
constant integer bj_ELEVATOR_BLOCKER_CODE = 'DTep'
|
|
constant integer bj_ELEVATOR_CODE01 = 'DTrf'
|
|
constant integer bj_ELEVATOR_CODE02 = 'DTrx'
|
|
|
|
// Elevator wall codes
|
|
constant integer bj_ELEVATOR_WALL_TYPE_ALL = 0
|
|
constant integer bj_ELEVATOR_WALL_TYPE_EAST = 1
|
|
constant integer bj_ELEVATOR_WALL_TYPE_NORTH = 2
|
|
constant integer bj_ELEVATOR_WALL_TYPE_SOUTH = 3
|
|
constant integer bj_ELEVATOR_WALL_TYPE_WEST = 4
|
|
|
|
//-----------------------------------------------------------------------
|
|
// Variables
|
|
//
|
|
|
|
// Force predefs
|
|
force bj_FORCE_ALL_PLAYERS = null
|
|
force array bj_FORCE_PLAYER
|
|
|
|
integer bj_MELEE_MAX_TWINKED_HEROES = 0
|
|
|
|
// Map area rects
|
|
rect bj_mapInitialPlayableArea = null
|
|
rect bj_mapInitialCameraBounds = null
|
|
|
|
// Utility function vars
|
|
integer bj_forLoopAIndex = 0
|
|
integer bj_forLoopBIndex = 0
|
|
integer bj_forLoopAIndexEnd = 0
|
|
integer bj_forLoopBIndexEnd = 0
|
|
|
|
boolean bj_slotControlReady = false
|
|
boolean array bj_slotControlUsed
|
|
mapcontrol array bj_slotControl
|
|
|
|
// Game started detection vars
|
|
timer bj_gameStartedTimer = null
|
|
boolean bj_gameStarted = false
|
|
timer bj_volumeGroupsTimer = CreateTimer()
|
|
|
|
// Singleplayer check
|
|
boolean bj_isSinglePlayer = false
|
|
|
|
// Day/Night Cycle vars
|
|
trigger bj_dncSoundsDay = null
|
|
trigger bj_dncSoundsNight = null
|
|
sound bj_dayAmbientSound = null
|
|
sound bj_nightAmbientSound = null
|
|
trigger bj_dncSoundsDawn = null
|
|
trigger bj_dncSoundsDusk = null
|
|
sound bj_dawnSound = null
|
|
sound bj_duskSound = null
|
|
boolean bj_useDawnDuskSounds = true
|
|
boolean bj_dncIsDaytime = false
|
|
|
|
// Triggered sounds
|
|
//sound bj_pingMinimapSound = null
|
|
sound bj_rescueSound = null
|
|
sound bj_questDiscoveredSound = null
|
|
sound bj_questUpdatedSound = null
|
|
sound bj_questCompletedSound = null
|
|
sound bj_questFailedSound = null
|
|
sound bj_questHintSound = null
|
|
sound bj_questSecretSound = null
|
|
sound bj_questItemAcquiredSound = null
|
|
sound bj_questWarningSound = null
|
|
sound bj_victoryDialogSound = null
|
|
sound bj_defeatDialogSound = null
|
|
|
|
// Marketplace vars
|
|
trigger bj_stockItemPurchased = null
|
|
timer bj_stockUpdateTimer = null
|
|
boolean array bj_stockAllowedPermanent
|
|
boolean array bj_stockAllowedCharged
|
|
boolean array bj_stockAllowedArtifact
|
|
integer bj_stockPickedItemLevel = 0
|
|
itemtype bj_stockPickedItemType
|
|
|
|
// Melee vars
|
|
trigger bj_meleeVisibilityTrained = null
|
|
boolean bj_meleeVisibilityIsDay = true
|
|
boolean bj_meleeGrantHeroItems = false
|
|
location bj_meleeNearestMineToLoc = null
|
|
unit bj_meleeNearestMine = null
|
|
real bj_meleeNearestMineDist = 0.00
|
|
boolean bj_meleeGameOver = false
|
|
boolean array bj_meleeDefeated
|
|
boolean array bj_meleeVictoried
|
|
unit array bj_ghoul
|
|
timer array bj_crippledTimer
|
|
timerdialog array bj_crippledTimerWindows
|
|
boolean array bj_playerIsCrippled
|
|
boolean array bj_playerIsExposed
|
|
boolean bj_finishSoonAllExposed = false
|
|
timerdialog bj_finishSoonTimerDialog = null
|
|
integer array bj_meleeTwinkedHeroes
|
|
|
|
// Rescue behavior vars
|
|
trigger bj_rescueUnitBehavior = null
|
|
boolean bj_rescueChangeColorUnit = true
|
|
boolean bj_rescueChangeColorBldg = true
|
|
|
|
// Transmission vars
|
|
timer bj_cineSceneEndingTimer = null
|
|
sound bj_cineSceneLastSound = null
|
|
trigger bj_cineSceneBeingSkipped = null
|
|
|
|
// Cinematic mode vars
|
|
gamespeed bj_cineModePriorSpeed = MAP_SPEED_NORMAL
|
|
boolean bj_cineModePriorFogSetting = false
|
|
boolean bj_cineModePriorMaskSetting = false
|
|
boolean bj_cineModeAlreadyIn = false
|
|
boolean bj_cineModePriorDawnDusk = false
|
|
integer bj_cineModeSavedSeed = 0
|
|
|
|
// Cinematic fade vars
|
|
timer bj_cineFadeFinishTimer = null
|
|
timer bj_cineFadeContinueTimer = null
|
|
real bj_cineFadeContinueRed = 0
|
|
real bj_cineFadeContinueGreen = 0
|
|
real bj_cineFadeContinueBlue = 0
|
|
real bj_cineFadeContinueTrans = 0
|
|
real bj_cineFadeContinueDuration = 0
|
|
string bj_cineFadeContinueTex = ""
|
|
|
|
// QueuedTriggerExecute vars
|
|
integer bj_queuedExecTotal = 0
|
|
trigger array bj_queuedExecTriggers
|
|
boolean array bj_queuedExecUseConds
|
|
timer bj_queuedExecTimeoutTimer = CreateTimer()
|
|
trigger bj_queuedExecTimeout = null
|
|
|
|
// Helper vars (for Filter and Enum funcs)
|
|
integer bj_destInRegionDiesCount = 0
|
|
trigger bj_destInRegionDiesTrig = null
|
|
integer bj_groupCountUnits = 0
|
|
integer bj_forceCountPlayers = 0
|
|
integer bj_groupEnumTypeId = 0
|
|
player bj_groupEnumOwningPlayer = null
|
|
group bj_groupAddGroupDest = null
|
|
group bj_groupRemoveGroupDest = null
|
|
integer bj_groupRandomConsidered = 0
|
|
unit bj_groupRandomCurrentPick = null
|
|
group bj_groupLastCreatedDest = null
|
|
group bj_randomSubGroupGroup = null
|
|
integer bj_randomSubGroupWant = 0
|
|
integer bj_randomSubGroupTotal = 0
|
|
real bj_randomSubGroupChance = 0
|
|
integer bj_destRandomConsidered = 0
|
|
destructable bj_destRandomCurrentPick = null
|
|
destructable bj_elevatorWallBlocker = null
|
|
destructable bj_elevatorNeighbor = null
|
|
integer bj_itemRandomConsidered = 0
|
|
item bj_itemRandomCurrentPick = null
|
|
integer bj_forceRandomConsidered = 0
|
|
player bj_forceRandomCurrentPick = null
|
|
unit bj_makeUnitRescuableUnit = null
|
|
boolean bj_makeUnitRescuableFlag = true
|
|
boolean bj_pauseAllUnitsFlag = true
|
|
location bj_enumDestructableCenter = null
|
|
real bj_enumDestructableRadius = 0
|
|
playercolor bj_setPlayerTargetColor = null
|
|
boolean bj_isUnitGroupDeadResult = true
|
|
boolean bj_isUnitGroupEmptyResult = true
|
|
boolean bj_isUnitGroupInRectResult = true
|
|
rect bj_isUnitGroupInRectRect = null
|
|
boolean bj_changeLevelShowScores = false
|
|
string bj_changeLevelMapName = null
|
|
group bj_suspendDecayFleshGroup = CreateGroup()
|
|
group bj_suspendDecayBoneGroup = CreateGroup()
|
|
timer bj_delayedSuspendDecayTimer = CreateTimer()
|
|
trigger bj_delayedSuspendDecayTrig = null
|
|
integer bj_livingPlayerUnitsTypeId = 0
|
|
widget bj_lastDyingWidget = null
|
|
|
|
// Random distribution vars
|
|
integer bj_randDistCount = 0
|
|
integer array bj_randDistID
|
|
integer array bj_randDistChance
|
|
|
|
// Last X'd vars
|
|
unit bj_lastCreatedUnit = null
|
|
item bj_lastCreatedItem = null
|
|
item bj_lastRemovedItem = null
|
|
unit bj_lastHauntedGoldMine = null
|
|
destructable bj_lastCreatedDestructable = null
|
|
group bj_lastCreatedGroup = CreateGroup()
|
|
fogmodifier bj_lastCreatedFogModifier = null
|
|
effect bj_lastCreatedEffect = null
|
|
weathereffect bj_lastCreatedWeatherEffect = null
|
|
terraindeformation bj_lastCreatedTerrainDeformation = null
|
|
quest bj_lastCreatedQuest = null
|
|
questitem bj_lastCreatedQuestItem = null
|
|
defeatcondition bj_lastCreatedDefeatCondition = null
|
|
timer bj_lastStartedTimer = CreateTimer()
|
|
timerdialog bj_lastCreatedTimerDialog = null
|
|
leaderboard bj_lastCreatedLeaderboard = null
|
|
multiboard bj_lastCreatedMultiboard = null
|
|
sound bj_lastPlayedSound = null
|
|
string bj_lastPlayedMusic = ""
|
|
real bj_lastTransmissionDuration = 0
|
|
gamecache bj_lastCreatedGameCache = null
|
|
hashtable bj_lastCreatedHashtable = null
|
|
unit bj_lastLoadedUnit = null
|
|
button bj_lastCreatedButton = null
|
|
unit bj_lastReplacedUnit = null
|
|
texttag bj_lastCreatedTextTag = null
|
|
lightning bj_lastCreatedLightning = null
|
|
image bj_lastCreatedImage = null
|
|
ubersplat bj_lastCreatedUbersplat = null
|
|
|
|
// Filter function vars
|
|
boolexpr filterIssueHauntOrderAtLocBJ = null
|
|
boolexpr filterEnumDestructablesInCircleBJ = null
|
|
boolexpr filterGetUnitsInRectOfPlayer = null
|
|
boolexpr filterGetUnitsOfTypeIdAll = null
|
|
boolexpr filterGetUnitsOfPlayerAndTypeId = null
|
|
boolexpr filterMeleeTrainedUnitIsHeroBJ = null
|
|
boolexpr filterLivingPlayerUnitsOfTypeId = null
|
|
|
|
// Memory cleanup vars
|
|
boolean bj_wantDestroyGroup = false
|
|
endglobals
|
|
|
|
|
|
|
|
//***************************************************************************
|
|
//*
|
|
//* Debugging Functions
|
|
//*
|
|
//***************************************************************************
|
|
|
|
//===========================================================================
|
|
function BJDebugMsg takes string msg returns nothing
|
|
local integer i = 0
|
|
loop
|
|
call DisplayTimedTextToPlayer(Player(i),0,0,60,msg)
|
|
set i = i + 1
|
|
exitwhen i == bj_MAX_PLAYERS
|
|
endloop
|
|
endfunction
|
|
|
|
|
|
|
|
//***************************************************************************
|
|
//*
|
|
//* Math Utility Functions
|
|
//*
|
|
//***************************************************************************
|
|
|
|
//===========================================================================
|
|
function RMinBJ takes real a, real b returns real
|
|
if (a < b) then
|
|
return a
|
|
else
|
|
return b
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function RMaxBJ takes real a, real b returns real
|
|
if (a < b) then
|
|
return b
|
|
else
|
|
return a
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function RAbsBJ takes real a returns real
|
|
if (a >= 0) then
|
|
return a
|
|
else
|
|
return -a
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function RSignBJ takes real a returns real
|
|
if (a >= 0.0) then
|
|
return 1.0
|
|
else
|
|
return -1.0
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function IMinBJ takes integer a, integer b returns integer
|
|
if (a < b) then
|
|
return a
|
|
else
|
|
return b
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function IMaxBJ takes integer a, integer b returns integer
|
|
if (a < b) then
|
|
return b
|
|
else
|
|
return a
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function IAbsBJ takes integer a returns integer
|
|
if (a >= 0) then
|
|
return a
|
|
else
|
|
return -a
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function ISignBJ takes integer a returns integer
|
|
if (a >= 0) then
|
|
return 1
|
|
else
|
|
return -1
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SinBJ takes real degrees returns real
|
|
return Sin(degrees * bj_DEGTORAD)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function CosBJ takes real degrees returns real
|
|
return Cos(degrees * bj_DEGTORAD)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function TanBJ takes real degrees returns real
|
|
return Tan(degrees * bj_DEGTORAD)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function AsinBJ takes real degrees returns real
|
|
return Asin(degrees) * bj_RADTODEG
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function AcosBJ takes real degrees returns real
|
|
return Acos(degrees) * bj_RADTODEG
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function AtanBJ takes real degrees returns real
|
|
return Atan(degrees) * bj_RADTODEG
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function Atan2BJ takes real y, real x returns real
|
|
return Atan2(y, x) * bj_RADTODEG
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function AngleBetweenPoints takes location locA, location locB returns real
|
|
return bj_RADTODEG * Atan2(GetLocationY(locB) - GetLocationY(locA), GetLocationX(locB) - GetLocationX(locA))
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function DistanceBetweenPoints takes location locA, location locB returns real
|
|
local real dx = GetLocationX(locB) - GetLocationX(locA)
|
|
local real dy = GetLocationY(locB) - GetLocationY(locA)
|
|
return SquareRoot(dx * dx + dy * dy)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function PolarProjectionBJ takes location source, real dist, real angle returns location
|
|
local real x = GetLocationX(source) + dist * Cos(angle * bj_DEGTORAD)
|
|
local real y = GetLocationY(source) + dist * Sin(angle * bj_DEGTORAD)
|
|
return Location(x, y)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetRandomDirectionDeg takes nothing returns real
|
|
return GetRandomReal(0, 360)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetRandomPercentageBJ takes nothing returns real
|
|
return GetRandomReal(0, 100)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetRandomLocInRect takes rect whichRect returns location
|
|
return Location(GetRandomReal(GetRectMinX(whichRect), GetRectMaxX(whichRect)), GetRandomReal(GetRectMinY(whichRect), GetRectMaxY(whichRect)))
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Calculate the modulus/remainder of (dividend) divided by (divisor).
|
|
// Examples: 18 mod 5 = 3. 15 mod 5 = 0. -8 mod 5 = 2.
|
|
//
|
|
function ModuloInteger takes integer dividend, integer divisor returns integer
|
|
local integer modulus = dividend - (dividend / divisor) * divisor
|
|
|
|
// If the dividend was negative, the above modulus calculation will
|
|
// be negative, but within (-divisor..0). We can add (divisor) to
|
|
// shift this result into the desired range of (0..divisor).
|
|
if (modulus < 0) then
|
|
set modulus = modulus + divisor
|
|
endif
|
|
|
|
return modulus
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Calculate the modulus/remainder of (dividend) divided by (divisor).
|
|
// Examples: 13.000 mod 2.500 = 0.500. -6.000 mod 2.500 = 1.500.
|
|
//
|
|
function ModuloReal takes real dividend, real divisor returns real
|
|
local real modulus = dividend - I2R(R2I(dividend / divisor)) * divisor
|
|
|
|
// If the dividend was negative, the above modulus calculation will
|
|
// be negative, but within (-divisor..0). We can add (divisor) to
|
|
// shift this result into the desired range of (0..divisor).
|
|
if (modulus < 0) then
|
|
set modulus = modulus + divisor
|
|
endif
|
|
|
|
return modulus
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function OffsetLocation takes location loc, real dx, real dy returns location
|
|
return Location(GetLocationX(loc) + dx, GetLocationY(loc) + dy)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function OffsetRectBJ takes rect r, real dx, real dy returns rect
|
|
return Rect( GetRectMinX(r) + dx, GetRectMinY(r) + dy, GetRectMaxX(r) + dx, GetRectMaxY(r) + dy )
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function RectFromCenterSizeBJ takes location center, real width, real height returns rect
|
|
local real x = GetLocationX( center )
|
|
local real y = GetLocationY( center )
|
|
return Rect( x - width*0.5, y - height*0.5, x + width*0.5, y + height*0.5 )
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function RectContainsCoords takes rect r, real x, real y returns boolean
|
|
return (GetRectMinX(r) <= x) and (x <= GetRectMaxX(r)) and (GetRectMinY(r) <= y) and (y <= GetRectMaxY(r))
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function RectContainsLoc takes rect r, location loc returns boolean
|
|
return RectContainsCoords(r, GetLocationX(loc), GetLocationY(loc))
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function RectContainsUnit takes rect r, unit whichUnit returns boolean
|
|
return RectContainsCoords(r, GetUnitX(whichUnit), GetUnitY(whichUnit))
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function RectContainsItem takes item whichItem, rect r returns boolean
|
|
if (whichItem == null) then
|
|
return false
|
|
endif
|
|
|
|
if (IsItemOwned(whichItem)) then
|
|
return false
|
|
endif
|
|
|
|
return RectContainsCoords(r, GetItemX(whichItem), GetItemY(whichItem))
|
|
endfunction
|
|
|
|
|
|
|
|
//***************************************************************************
|
|
//*
|
|
//* Utility Constructs
|
|
//*
|
|
//***************************************************************************
|
|
|
|
//===========================================================================
|
|
// Runs the trigger's actions if the trigger's conditions evaluate to true.
|
|
//
|
|
function ConditionalTriggerExecute takes trigger trig returns nothing
|
|
if TriggerEvaluate(trig) then
|
|
call TriggerExecute(trig)
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Runs the trigger's actions if the trigger's conditions evaluate to true.
|
|
//
|
|
function TriggerExecuteBJ takes trigger trig, boolean checkConditions returns boolean
|
|
if checkConditions then
|
|
if not (TriggerEvaluate(trig)) then
|
|
return false
|
|
endif
|
|
endif
|
|
call TriggerExecute(trig)
|
|
return true
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Arranges for a trigger to fire almost immediately, except that the calling
|
|
// trigger is not interrupted as is the case with a TriggerExecute call.
|
|
// Since the trigger executes normally, its conditions are still evaluated.
|
|
//
|
|
function PostTriggerExecuteBJ takes trigger trig, boolean checkConditions returns boolean
|
|
if checkConditions then
|
|
if not (TriggerEvaluate(trig)) then
|
|
return false
|
|
endif
|
|
endif
|
|
call TriggerRegisterTimerEvent(trig, 0, false)
|
|
return true
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Debug - Display the contents of the trigger queue (as either null or "x"
|
|
// for each entry).
|
|
function QueuedTriggerCheck takes nothing returns nothing
|
|
local string s = "TrigQueue Check "
|
|
local integer i
|
|
|
|
set i = 0
|
|
loop
|
|
exitwhen i >= bj_queuedExecTotal
|
|
set s = s + "q[" + I2S(i) + "]="
|
|
if (bj_queuedExecTriggers[i] == null) then
|
|
set s = s + "null "
|
|
else
|
|
set s = s + "x "
|
|
endif
|
|
set i = i + 1
|
|
endloop
|
|
set s = s + "(" + I2S(bj_queuedExecTotal) + " total)"
|
|
call DisplayTimedTextToPlayer(GetLocalPlayer(),0,0,600,s)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Searches the queue for a given trigger, returning the index of the
|
|
// trigger within the queue if it is found, or -1 if it is not found.
|
|
//
|
|
function QueuedTriggerGetIndex takes trigger trig returns integer
|
|
// Determine which, if any, of the queued triggers is being removed.
|
|
local integer index = 0
|
|
loop
|
|
exitwhen index >= bj_queuedExecTotal
|
|
if (bj_queuedExecTriggers[index] == trig) then
|
|
return index
|
|
endif
|
|
set index = index + 1
|
|
endloop
|
|
return -1
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Removes a trigger from the trigger queue, shifting other triggers down
|
|
// to fill the unused space. If the currently running trigger is removed
|
|
// in this manner, this function does NOT attempt to run the next trigger.
|
|
//
|
|
function QueuedTriggerRemoveByIndex takes integer trigIndex returns boolean
|
|
local integer index
|
|
|
|
// If the to-be-removed index is out of range, fail.
|
|
if (trigIndex >= bj_queuedExecTotal) then
|
|
return false
|
|
endif
|
|
|
|
// Shift all queue entries down to fill in the gap.
|
|
set bj_queuedExecTotal = bj_queuedExecTotal - 1
|
|
set index = trigIndex
|
|
loop
|
|
exitwhen index >= bj_queuedExecTotal
|
|
set bj_queuedExecTriggers[index] = bj_queuedExecTriggers[index + 1]
|
|
set bj_queuedExecUseConds[index] = bj_queuedExecUseConds[index + 1]
|
|
set index = index + 1
|
|
endloop
|
|
return true
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Attempt to execute the first trigger in the queue. If it fails, remove
|
|
// it and execute the next one. Continue this cycle until a trigger runs,
|
|
// or until the queue is empty.
|
|
//
|
|
function QueuedTriggerAttemptExec takes nothing returns boolean
|
|
loop
|
|
exitwhen bj_queuedExecTotal == 0
|
|
|
|
if TriggerExecuteBJ(bj_queuedExecTriggers[0], bj_queuedExecUseConds[0]) then
|
|
// Timeout the queue if it sits at the front of the queue for too long.
|
|
call TimerStart(bj_queuedExecTimeoutTimer, bj_QUEUED_TRIGGER_TIMEOUT, false, null)
|
|
return true
|
|
endif
|
|
|
|
call QueuedTriggerRemoveByIndex(0)
|
|
endloop
|
|
return false
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Queues a trigger to be executed, assuring that such triggers are not
|
|
// executed at the same time.
|
|
//
|
|
function QueuedTriggerAddBJ takes trigger trig, boolean checkConditions returns boolean
|
|
// Make sure our queue isn't full. If it is, return failure.
|
|
if (bj_queuedExecTotal >= bj_MAX_QUEUED_TRIGGERS) then
|
|
return false
|
|
endif
|
|
|
|
// Add the trigger to an array of to-be-executed triggers.
|
|
set bj_queuedExecTriggers[bj_queuedExecTotal] = trig
|
|
set bj_queuedExecUseConds[bj_queuedExecTotal] = checkConditions
|
|
set bj_queuedExecTotal = bj_queuedExecTotal + 1
|
|
|
|
// If this is the only trigger in the queue, run it.
|
|
if (bj_queuedExecTotal == 1) then
|
|
call QueuedTriggerAttemptExec()
|
|
endif
|
|
return true
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Denotes the end of a queued trigger. Be sure to call this only once per
|
|
// queued trigger, or risk stepping on the toes of other queued triggers.
|
|
//
|
|
function QueuedTriggerRemoveBJ takes trigger trig returns nothing
|
|
local integer index
|
|
local integer trigIndex
|
|
local boolean trigExecuted
|
|
|
|
// Find the trigger's index.
|
|
set trigIndex = QueuedTriggerGetIndex(trig)
|
|
if (trigIndex == -1) then
|
|
return
|
|
endif
|
|
|
|
// Shuffle the other trigger entries down to fill in the gap.
|
|
call QueuedTriggerRemoveByIndex(trigIndex)
|
|
|
|
// If we just axed the currently running trigger, run the next one.
|
|
if (trigIndex == 0) then
|
|
call PauseTimer(bj_queuedExecTimeoutTimer)
|
|
call QueuedTriggerAttemptExec()
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Denotes the end of a queued trigger. Be sure to call this only once per
|
|
// queued trigger, lest you step on the toes of other queued triggers.
|
|
//
|
|
function QueuedTriggerDoneBJ takes nothing returns nothing
|
|
local integer index
|
|
|
|
// Make sure there's something on the queue to remove.
|
|
if (bj_queuedExecTotal <= 0) then
|
|
return
|
|
endif
|
|
|
|
// Remove the currently running trigger from the array.
|
|
call QueuedTriggerRemoveByIndex(0)
|
|
|
|
// If other triggers are waiting to run, run one of them.
|
|
call PauseTimer(bj_queuedExecTimeoutTimer)
|
|
call QueuedTriggerAttemptExec()
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Empty the trigger queue.
|
|
//
|
|
function QueuedTriggerClearBJ takes nothing returns nothing
|
|
call PauseTimer(bj_queuedExecTimeoutTimer)
|
|
set bj_queuedExecTotal = 0
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Remove all but the currently executing trigger from the trigger queue.
|
|
//
|
|
function QueuedTriggerClearInactiveBJ takes nothing returns nothing
|
|
set bj_queuedExecTotal = IMinBJ(bj_queuedExecTotal, 1)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function QueuedTriggerCountBJ takes nothing returns integer
|
|
return bj_queuedExecTotal
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function IsTriggerQueueEmptyBJ takes nothing returns boolean
|
|
return bj_queuedExecTotal <= 0
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function IsTriggerQueuedBJ takes trigger trig returns boolean
|
|
return QueuedTriggerGetIndex(trig) != -1
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetForLoopIndexA takes nothing returns integer
|
|
return bj_forLoopAIndex
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetForLoopIndexA takes integer newIndex returns nothing
|
|
set bj_forLoopAIndex = newIndex
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetForLoopIndexB takes nothing returns integer
|
|
return bj_forLoopBIndex
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetForLoopIndexB takes integer newIndex returns nothing
|
|
set bj_forLoopBIndex = newIndex
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// We can't do game-time waits, so this simulates one by starting a timer
|
|
// and polling until the timer expires.
|
|
function PolledWait takes real duration returns nothing
|
|
local timer t
|
|
local real timeRemaining
|
|
|
|
if (duration > 0) then
|
|
set t = CreateTimer()
|
|
call TimerStart(t, duration, false, null)
|
|
loop
|
|
set timeRemaining = TimerGetRemaining(t)
|
|
exitwhen timeRemaining <= 0
|
|
|
|
// If we have a bit of time left, skip past 10% of the remaining
|
|
// duration instead of checking every interval, to minimize the
|
|
// polling on long waits.
|
|
if (timeRemaining > bj_POLLED_WAIT_SKIP_THRESHOLD) then
|
|
call TriggerSleepAction(0.1 * timeRemaining)
|
|
else
|
|
call TriggerSleepAction(bj_POLLED_WAIT_INTERVAL)
|
|
endif
|
|
endloop
|
|
call DestroyTimer(t)
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function IntegerTertiaryOp takes boolean flag, integer valueA, integer valueB returns integer
|
|
if flag then
|
|
return valueA
|
|
else
|
|
return valueB
|
|
endif
|
|
endfunction
|
|
|
|
|
|
//***************************************************************************
|
|
//*
|
|
//* General Utility Functions
|
|
//* These functions exist purely to make the trigger dialogs cleaner and
|
|
//* more comprehensible.
|
|
//*
|
|
//***************************************************************************
|
|
|
|
//===========================================================================
|
|
function DoNothing takes nothing returns nothing
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// This function does nothing. WorldEdit should should eventually ignore
|
|
// CommentString triggers during script generation, but until such a time,
|
|
// this function will serve as a stub.
|
|
//
|
|
function CommentString takes string commentString returns nothing
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// This function returns the input string, converting it from the localized text, if necessary
|
|
//
|
|
function StringIdentity takes string theString returns string
|
|
return GetLocalizedString(theString)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetBooleanAnd takes boolean valueA, boolean valueB returns boolean
|
|
return valueA and valueB
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetBooleanOr takes boolean valueA, boolean valueB returns boolean
|
|
return valueA or valueB
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Converts a percentage (real, 0..100) into a scaled integer (0..max),
|
|
// clipping the result to 0..max in case the input is invalid.
|
|
//
|
|
function PercentToInt takes real percentage, integer max returns integer
|
|
local integer result = R2I(percentage * I2R(max) * 0.01)
|
|
|
|
if (result < 0) then
|
|
set result = 0
|
|
elseif (result > max) then
|
|
set result = max
|
|
endif
|
|
|
|
return result
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function PercentTo255 takes real percentage returns integer
|
|
return PercentToInt(percentage, 255)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetTimeOfDay takes nothing returns real
|
|
return GetFloatGameState(GAME_STATE_TIME_OF_DAY)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetTimeOfDay takes real whatTime returns nothing
|
|
call SetFloatGameState(GAME_STATE_TIME_OF_DAY, whatTime)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetTimeOfDayScalePercentBJ takes real scalePercent returns nothing
|
|
call SetTimeOfDayScale(scalePercent * 0.01)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetTimeOfDayScalePercentBJ takes nothing returns real
|
|
return GetTimeOfDayScale() * 100
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function PlaySound takes string soundName returns nothing
|
|
local sound soundHandle = CreateSound(soundName, false, false, true, 12700, 12700, "")
|
|
call StartSound(soundHandle)
|
|
call KillSoundWhenDone(soundHandle)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function CompareLocationsBJ takes location A, location B returns boolean
|
|
return GetLocationX(A) == GetLocationX(B) and GetLocationY(A) == GetLocationY(B)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function CompareRectsBJ takes rect A, rect B returns boolean
|
|
return GetRectMinX(A) == GetRectMinX(B) and GetRectMinY(A) == GetRectMinY(B) and GetRectMaxX(A) == GetRectMaxX(B) and GetRectMaxY(A) == GetRectMaxY(B)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Returns a square rect that exactly encompasses the specified circle.
|
|
//
|
|
function GetRectFromCircleBJ takes location center, real radius returns rect
|
|
local real centerX = GetLocationX(center)
|
|
local real centerY = GetLocationY(center)
|
|
return Rect(centerX - radius, centerY - radius, centerX + radius, centerY + radius)
|
|
endfunction
|
|
|
|
|
|
|
|
//***************************************************************************
|
|
//*
|
|
//* Camera Utility Functions
|
|
//*
|
|
//***************************************************************************
|
|
|
|
//===========================================================================
|
|
function GetCurrentCameraSetup takes nothing returns camerasetup
|
|
local camerasetup theCam = CreateCameraSetup()
|
|
local real duration = 0
|
|
call CameraSetupSetField(theCam, CAMERA_FIELD_TARGET_DISTANCE, GetCameraField(CAMERA_FIELD_TARGET_DISTANCE), duration)
|
|
call CameraSetupSetField(theCam, CAMERA_FIELD_FARZ, GetCameraField(CAMERA_FIELD_FARZ), duration)
|
|
call CameraSetupSetField(theCam, CAMERA_FIELD_ZOFFSET, GetCameraField(CAMERA_FIELD_ZOFFSET), duration)
|
|
call CameraSetupSetField(theCam, CAMERA_FIELD_ANGLE_OF_ATTACK, bj_RADTODEG * GetCameraField(CAMERA_FIELD_ANGLE_OF_ATTACK), duration)
|
|
call CameraSetupSetField(theCam, CAMERA_FIELD_FIELD_OF_VIEW, bj_RADTODEG * GetCameraField(CAMERA_FIELD_FIELD_OF_VIEW), duration)
|
|
call CameraSetupSetField(theCam, CAMERA_FIELD_ROLL, bj_RADTODEG * GetCameraField(CAMERA_FIELD_ROLL), duration)
|
|
call CameraSetupSetField(theCam, CAMERA_FIELD_ROTATION, bj_RADTODEG * GetCameraField(CAMERA_FIELD_ROTATION), duration)
|
|
call CameraSetupSetDestPosition(theCam, GetCameraTargetPositionX(), GetCameraTargetPositionY(), duration)
|
|
return theCam
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function CameraSetupApplyForPlayer takes boolean doPan, camerasetup whichSetup, player whichPlayer, real duration returns nothing
|
|
if (GetLocalPlayer() == whichPlayer) then
|
|
// Use only local code (no net traffic) within this block to avoid desyncs.
|
|
call CameraSetupApplyForceDuration(whichSetup, doPan, duration)
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function CameraSetupGetFieldSwap takes camerafield whichField, camerasetup whichSetup returns real
|
|
return CameraSetupGetField(whichSetup, whichField)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetCameraFieldForPlayer takes player whichPlayer, camerafield whichField, real value, real duration returns nothing
|
|
if (GetLocalPlayer() == whichPlayer) then
|
|
// Use only local code (no net traffic) within this block to avoid desyncs.
|
|
call SetCameraField(whichField, value, duration)
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetCameraTargetControllerNoZForPlayer takes player whichPlayer, unit whichUnit, real xoffset, real yoffset, boolean inheritOrientation returns nothing
|
|
if (GetLocalPlayer() == whichPlayer) then
|
|
// Use only local code (no net traffic) within this block to avoid desyncs.
|
|
call SetCameraTargetController(whichUnit, xoffset, yoffset, inheritOrientation)
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetCameraPositionForPlayer takes player whichPlayer, real x, real y returns nothing
|
|
if (GetLocalPlayer() == whichPlayer) then
|
|
// Use only local code (no net traffic) within this block to avoid desyncs.
|
|
call SetCameraPosition(x, y)
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetCameraPositionLocForPlayer takes player whichPlayer, location loc returns nothing
|
|
if (GetLocalPlayer() == whichPlayer) then
|
|
// Use only local code (no net traffic) within this block to avoid desyncs.
|
|
call SetCameraPosition(GetLocationX(loc), GetLocationY(loc))
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function RotateCameraAroundLocBJ takes real degrees, location loc, player whichPlayer, real duration returns nothing
|
|
if (GetLocalPlayer() == whichPlayer) then
|
|
// Use only local code (no net traffic) within this block to avoid desyncs.
|
|
call SetCameraRotateMode(GetLocationX(loc), GetLocationY(loc), bj_DEGTORAD * degrees, duration)
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function PanCameraToForPlayer takes player whichPlayer, real x, real y returns nothing
|
|
if (GetLocalPlayer() == whichPlayer) then
|
|
// Use only local code (no net traffic) within this block to avoid desyncs.
|
|
call PanCameraTo(x, y)
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function PanCameraToLocForPlayer takes player whichPlayer, location loc returns nothing
|
|
if (GetLocalPlayer() == whichPlayer) then
|
|
// Use only local code (no net traffic) within this block to avoid desyncs.
|
|
call PanCameraTo(GetLocationX(loc), GetLocationY(loc))
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function PanCameraToTimedForPlayer takes player whichPlayer, real x, real y, real duration returns nothing
|
|
if (GetLocalPlayer() == whichPlayer) then
|
|
// Use only local code (no net traffic) within this block to avoid desyncs.
|
|
call PanCameraToTimed(x, y, duration)
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function PanCameraToTimedLocForPlayer takes player whichPlayer, location loc, real duration returns nothing
|
|
if (GetLocalPlayer() == whichPlayer) then
|
|
// Use only local code (no net traffic) within this block to avoid desyncs.
|
|
call PanCameraToTimed(GetLocationX(loc), GetLocationY(loc), duration)
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function PanCameraToTimedLocWithZForPlayer takes player whichPlayer, location loc, real zOffset, real duration returns nothing
|
|
if (GetLocalPlayer() == whichPlayer) then
|
|
// Use only local code (no net traffic) within this block to avoid desyncs.
|
|
call PanCameraToTimedWithZ(GetLocationX(loc), GetLocationY(loc), zOffset, duration)
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SmartCameraPanBJ takes player whichPlayer, location loc, real duration returns nothing
|
|
local real dist
|
|
if (GetLocalPlayer() == whichPlayer) then
|
|
// Use only local code (no net traffic) within this block to avoid desyncs.
|
|
|
|
set dist = DistanceBetweenPoints(loc, GetCameraTargetPositionLoc())
|
|
if (dist >= bj_SMARTPAN_TRESHOLD_SNAP) then
|
|
// If the user is too far away, snap the camera.
|
|
call PanCameraToTimed(GetLocationX(loc), GetLocationY(loc), 0)
|
|
elseif (dist >= bj_SMARTPAN_TRESHOLD_PAN) then
|
|
// If the user is moderately close, pan the camera.
|
|
call PanCameraToTimed(GetLocationX(loc), GetLocationY(loc), duration)
|
|
else
|
|
// User is close enough, so don't touch the camera.
|
|
endif
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetCinematicCameraForPlayer takes player whichPlayer, string cameraModelFile returns nothing
|
|
if (GetLocalPlayer() == whichPlayer) then
|
|
// Use only local code (no net traffic) within this block to avoid desyncs.
|
|
call SetCinematicCamera(cameraModelFile)
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function ResetToGameCameraForPlayer takes player whichPlayer, real duration returns nothing
|
|
if (GetLocalPlayer() == whichPlayer) then
|
|
// Use only local code (no net traffic) within this block to avoid desyncs.
|
|
call ResetToGameCamera(duration)
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function CameraSetSourceNoiseForPlayer takes player whichPlayer, real magnitude, real velocity returns nothing
|
|
if (GetLocalPlayer() == whichPlayer) then
|
|
// Use only local code (no net traffic) within this block to avoid desyncs.
|
|
call CameraSetSourceNoise(magnitude, velocity)
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function CameraSetTargetNoiseForPlayer takes player whichPlayer, real magnitude, real velocity returns nothing
|
|
if (GetLocalPlayer() == whichPlayer) then
|
|
// Use only local code (no net traffic) within this block to avoid desyncs.
|
|
call CameraSetTargetNoise(magnitude, velocity)
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function CameraSetEQNoiseForPlayer takes player whichPlayer, real magnitude returns nothing
|
|
local real richter = magnitude
|
|
if (richter > 5.0) then
|
|
set richter = 5.0
|
|
endif
|
|
if (richter < 2.0) then
|
|
set richter = 2.0
|
|
endif
|
|
if (GetLocalPlayer() == whichPlayer) then
|
|
// Use only local code (no net traffic) within this block to avoid desyncs.
|
|
call CameraSetTargetNoiseEx(magnitude*2.0, magnitude*Pow(10,richter),true)
|
|
call CameraSetSourceNoiseEx(magnitude*2.0, magnitude*Pow(10,richter),true)
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function CameraClearNoiseForPlayer takes player whichPlayer returns nothing
|
|
if (GetLocalPlayer() == whichPlayer) then
|
|
// Use only local code (no net traffic) within this block to avoid desyncs.
|
|
call CameraSetSourceNoise(0, 0)
|
|
call CameraSetTargetNoise(0, 0)
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Query the current camera bounds.
|
|
//
|
|
function GetCurrentCameraBoundsMapRectBJ takes nothing returns rect
|
|
return Rect(GetCameraBoundMinX(), GetCameraBoundMinY(), GetCameraBoundMaxX(), GetCameraBoundMaxY())
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Query the initial camera bounds, as defined at map init.
|
|
//
|
|
function GetCameraBoundsMapRect takes nothing returns rect
|
|
return bj_mapInitialCameraBounds
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Query the playable map area, as defined at map init.
|
|
//
|
|
function GetPlayableMapRect takes nothing returns rect
|
|
return bj_mapInitialPlayableArea
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Query the entire map area, as defined at map init.
|
|
//
|
|
function GetEntireMapRect takes nothing returns rect
|
|
return GetWorldBounds()
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetCameraBoundsToRect takes rect r returns nothing
|
|
local real minX = GetRectMinX(r)
|
|
local real minY = GetRectMinY(r)
|
|
local real maxX = GetRectMaxX(r)
|
|
local real maxY = GetRectMaxY(r)
|
|
call SetCameraBounds(minX, minY, minX, maxY, maxX, maxY, maxX, minY)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetCameraBoundsToRectForPlayerBJ takes player whichPlayer, rect r returns nothing
|
|
if (GetLocalPlayer() == whichPlayer) then
|
|
// Use only local code (no net traffic) within this block to avoid desyncs.
|
|
call SetCameraBoundsToRect(r)
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function AdjustCameraBoundsBJ takes integer adjustMethod, real dxWest, real dxEast, real dyNorth, real dySouth returns nothing
|
|
local real minX = 0
|
|
local real minY = 0
|
|
local real maxX = 0
|
|
local real maxY = 0
|
|
local real scale = 0
|
|
|
|
if (adjustMethod == bj_CAMERABOUNDS_ADJUST_ADD) then
|
|
set scale = 1
|
|
elseif (adjustMethod == bj_CAMERABOUNDS_ADJUST_SUB) then
|
|
set scale = -1
|
|
else
|
|
// Unrecognized adjustment method - ignore the request.
|
|
return
|
|
endif
|
|
|
|
// Adjust the actual camera values
|
|
set minX = GetCameraBoundMinX() - scale * dxWest
|
|
set maxX = GetCameraBoundMaxX() + scale * dxEast
|
|
set minY = GetCameraBoundMinY() - scale * dySouth
|
|
set maxY = GetCameraBoundMaxY() + scale * dyNorth
|
|
|
|
// Make sure the camera bounds are still valid.
|
|
if (maxX < minX) then
|
|
set minX = (minX + maxX) * 0.5
|
|
set maxX = minX
|
|
endif
|
|
if (maxY < minY) then
|
|
set minY = (minY + maxY) * 0.5
|
|
set maxY = minY
|
|
endif
|
|
|
|
// Apply the new camera values.
|
|
call SetCameraBounds(minX, minY, minX, maxY, maxX, maxY, maxX, minY)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function AdjustCameraBoundsForPlayerBJ takes integer adjustMethod, player whichPlayer, real dxWest, real dxEast, real dyNorth, real dySouth returns nothing
|
|
if (GetLocalPlayer() == whichPlayer) then
|
|
// Use only local code (no net traffic) within this block to avoid desyncs.
|
|
call AdjustCameraBoundsBJ(adjustMethod, dxWest, dxEast, dyNorth, dySouth)
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetCameraQuickPositionForPlayer takes player whichPlayer, real x, real y returns nothing
|
|
if (GetLocalPlayer() == whichPlayer) then
|
|
// Use only local code (no net traffic) within this block to avoid desyncs.
|
|
call SetCameraQuickPosition(x, y)
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetCameraQuickPositionLocForPlayer takes player whichPlayer, location loc returns nothing
|
|
if (GetLocalPlayer() == whichPlayer) then
|
|
// Use only local code (no net traffic) within this block to avoid desyncs.
|
|
call SetCameraQuickPosition(GetLocationX(loc), GetLocationY(loc))
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetCameraQuickPositionLoc takes location loc returns nothing
|
|
call SetCameraQuickPosition(GetLocationX(loc), GetLocationY(loc))
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function StopCameraForPlayerBJ takes player whichPlayer returns nothing
|
|
if (GetLocalPlayer() == whichPlayer) then
|
|
// Use only local code (no net traffic) within this block to avoid desyncs.
|
|
call StopCamera()
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetCameraOrientControllerForPlayerBJ takes player whichPlayer, unit whichUnit, real xoffset, real yoffset returns nothing
|
|
if (GetLocalPlayer() == whichPlayer) then
|
|
// Use only local code (no net traffic) within this block to avoid desyncs.
|
|
call SetCameraOrientController(whichUnit, xoffset, yoffset)
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function CameraSetSmoothingFactorBJ takes real factor returns nothing
|
|
call CameraSetSmoothingFactor(factor)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function CameraResetSmoothingFactorBJ takes nothing returns nothing
|
|
call CameraSetSmoothingFactor(0)
|
|
endfunction
|
|
|
|
|
|
|
|
//***************************************************************************
|
|
//*
|
|
//* Text Utility Functions
|
|
//*
|
|
//***************************************************************************
|
|
|
|
//===========================================================================
|
|
function DisplayTextToForce takes force toForce, string message returns nothing
|
|
if (IsPlayerInForce(GetLocalPlayer(), toForce)) then
|
|
// Use only local code (no net traffic) within this block to avoid desyncs.
|
|
call DisplayTextToPlayer(GetLocalPlayer(), 0, 0, message)
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function DisplayTimedTextToForce takes force toForce, real duration, string message returns nothing
|
|
if (IsPlayerInForce(GetLocalPlayer(), toForce)) then
|
|
// Use only local code (no net traffic) within this block to avoid desyncs.
|
|
call DisplayTimedTextToPlayer(GetLocalPlayer(), 0, 0, duration, message)
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function ClearTextMessagesBJ takes force toForce returns nothing
|
|
if (IsPlayerInForce(GetLocalPlayer(), toForce)) then
|
|
// Use only local code (no net traffic) within this block to avoid desyncs.
|
|
call ClearTextMessages()
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// The parameters for the API Substring function are unintuitive, so this
|
|
// merely performs a translation for the starting index.
|
|
//
|
|
function SubStringBJ takes string source, integer start, integer end returns string
|
|
return SubString(source, start-1, end)
|
|
endfunction
|
|
|
|
function GetHandleIdBJ takes handle h returns integer
|
|
return GetHandleId(h)
|
|
endfunction
|
|
|
|
function StringHashBJ takes string s returns integer
|
|
return StringHash(s)
|
|
endfunction
|
|
|
|
|
|
|
|
//***************************************************************************
|
|
//*
|
|
//* Event Registration Utility Functions
|
|
//*
|
|
//***************************************************************************
|
|
|
|
//===========================================================================
|
|
function TriggerRegisterTimerEventPeriodic takes trigger trig, real timeout returns event
|
|
return TriggerRegisterTimerEvent(trig, timeout, true)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function TriggerRegisterTimerEventSingle takes trigger trig, real timeout returns event
|
|
return TriggerRegisterTimerEvent(trig, timeout, false)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function TriggerRegisterTimerExpireEventBJ takes trigger trig, timer t returns event
|
|
return TriggerRegisterTimerExpireEvent(trig, t)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function TriggerRegisterPlayerUnitEventSimple takes trigger trig, player whichPlayer, playerunitevent whichEvent returns event
|
|
return TriggerRegisterPlayerUnitEvent(trig, whichPlayer, whichEvent, null)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function TriggerRegisterAnyUnitEventBJ takes trigger trig, playerunitevent whichEvent returns nothing
|
|
local integer index
|
|
|
|
set index = 0
|
|
loop
|
|
call TriggerRegisterPlayerUnitEvent(trig, Player(index), whichEvent, null)
|
|
|
|
set index = index + 1
|
|
exitwhen index == bj_MAX_PLAYER_SLOTS
|
|
endloop
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function TriggerRegisterPlayerSelectionEventBJ takes trigger trig, player whichPlayer, boolean selected returns event
|
|
if selected then
|
|
return TriggerRegisterPlayerUnitEvent(trig, whichPlayer, EVENT_PLAYER_UNIT_SELECTED, null)
|
|
else
|
|
return TriggerRegisterPlayerUnitEvent(trig, whichPlayer, EVENT_PLAYER_UNIT_DESELECTED, null)
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function TriggerRegisterPlayerKeyEventBJ takes trigger trig, player whichPlayer, integer keType, integer keKey returns event
|
|
if (keType == bj_KEYEVENTTYPE_DEPRESS) then
|
|
// Depress event - find out what key
|
|
if (keKey == bj_KEYEVENTKEY_LEFT) then
|
|
return TriggerRegisterPlayerEvent(trig, whichPlayer, EVENT_PLAYER_ARROW_LEFT_DOWN)
|
|
elseif (keKey == bj_KEYEVENTKEY_RIGHT) then
|
|
return TriggerRegisterPlayerEvent(trig, whichPlayer, EVENT_PLAYER_ARROW_RIGHT_DOWN)
|
|
elseif (keKey == bj_KEYEVENTKEY_DOWN) then
|
|
return TriggerRegisterPlayerEvent(trig, whichPlayer, EVENT_PLAYER_ARROW_DOWN_DOWN)
|
|
elseif (keKey == bj_KEYEVENTKEY_UP) then
|
|
return TriggerRegisterPlayerEvent(trig, whichPlayer, EVENT_PLAYER_ARROW_UP_DOWN)
|
|
else
|
|
// Unrecognized key - ignore the request and return failure.
|
|
return null
|
|
endif
|
|
elseif (keType == bj_KEYEVENTTYPE_RELEASE) then
|
|
// Release event - find out what key
|
|
if (keKey == bj_KEYEVENTKEY_LEFT) then
|
|
return TriggerRegisterPlayerEvent(trig, whichPlayer, EVENT_PLAYER_ARROW_LEFT_UP)
|
|
elseif (keKey == bj_KEYEVENTKEY_RIGHT) then
|
|
return TriggerRegisterPlayerEvent(trig, whichPlayer, EVENT_PLAYER_ARROW_RIGHT_UP)
|
|
elseif (keKey == bj_KEYEVENTKEY_DOWN) then
|
|
return TriggerRegisterPlayerEvent(trig, whichPlayer, EVENT_PLAYER_ARROW_DOWN_UP)
|
|
elseif (keKey == bj_KEYEVENTKEY_UP) then
|
|
return TriggerRegisterPlayerEvent(trig, whichPlayer, EVENT_PLAYER_ARROW_UP_UP)
|
|
else
|
|
// Unrecognized key - ignore the request and return failure.
|
|
return null
|
|
endif
|
|
else
|
|
// Unrecognized type - ignore the request and return failure.
|
|
return null
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function TriggerRegisterPlayerEventVictory takes trigger trig, player whichPlayer returns event
|
|
return TriggerRegisterPlayerEvent(trig, whichPlayer, EVENT_PLAYER_VICTORY)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function TriggerRegisterPlayerEventDefeat takes trigger trig, player whichPlayer returns event
|
|
return TriggerRegisterPlayerEvent(trig, whichPlayer, EVENT_PLAYER_DEFEAT)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function TriggerRegisterPlayerEventLeave takes trigger trig, player whichPlayer returns event
|
|
return TriggerRegisterPlayerEvent(trig, whichPlayer, EVENT_PLAYER_LEAVE)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function TriggerRegisterPlayerEventAllianceChanged takes trigger trig, player whichPlayer returns event
|
|
return TriggerRegisterPlayerEvent(trig, whichPlayer, EVENT_PLAYER_ALLIANCE_CHANGED)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function TriggerRegisterPlayerEventEndCinematic takes trigger trig, player whichPlayer returns event
|
|
return TriggerRegisterPlayerEvent(trig, whichPlayer, EVENT_PLAYER_END_CINEMATIC)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function TriggerRegisterGameStateEventTimeOfDay takes trigger trig, limitop opcode, real limitval returns event
|
|
return TriggerRegisterGameStateEvent(trig, GAME_STATE_TIME_OF_DAY, opcode, limitval)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function TriggerRegisterEnterRegionSimple takes trigger trig, region whichRegion returns event
|
|
return TriggerRegisterEnterRegion(trig, whichRegion, null)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function TriggerRegisterLeaveRegionSimple takes trigger trig, region whichRegion returns event
|
|
return TriggerRegisterLeaveRegion(trig, whichRegion, null)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function TriggerRegisterEnterRectSimple takes trigger trig, rect r returns event
|
|
local region rectRegion = CreateRegion()
|
|
call RegionAddRect(rectRegion, r)
|
|
return TriggerRegisterEnterRegion(trig, rectRegion, null)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function TriggerRegisterLeaveRectSimple takes trigger trig, rect r returns event
|
|
local region rectRegion = CreateRegion()
|
|
call RegionAddRect(rectRegion, r)
|
|
return TriggerRegisterLeaveRegion(trig, rectRegion, null)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function TriggerRegisterDistanceBetweenUnits takes trigger trig, unit whichUnit, boolexpr condition, real range returns event
|
|
return TriggerRegisterUnitInRange(trig, whichUnit, range, condition)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function TriggerRegisterUnitInRangeSimple takes trigger trig, real range, unit whichUnit returns event
|
|
return TriggerRegisterUnitInRange(trig, whichUnit, range, null)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function TriggerRegisterUnitLifeEvent takes trigger trig, unit whichUnit, limitop opcode, real limitval returns event
|
|
return TriggerRegisterUnitStateEvent(trig, whichUnit, UNIT_STATE_LIFE, opcode, limitval)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function TriggerRegisterUnitManaEvent takes trigger trig, unit whichUnit, limitop opcode, real limitval returns event
|
|
return TriggerRegisterUnitStateEvent(trig, whichUnit, UNIT_STATE_MANA, opcode, limitval)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function TriggerRegisterDialogEventBJ takes trigger trig, dialog whichDialog returns event
|
|
return TriggerRegisterDialogEvent(trig, whichDialog)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function TriggerRegisterShowSkillEventBJ takes trigger trig returns event
|
|
return TriggerRegisterGameEvent(trig, EVENT_GAME_SHOW_SKILL)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function TriggerRegisterBuildSubmenuEventBJ takes trigger trig returns event
|
|
return TriggerRegisterGameEvent(trig, EVENT_GAME_BUILD_SUBMENU)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function TriggerRegisterGameLoadedEventBJ takes trigger trig returns event
|
|
return TriggerRegisterGameEvent(trig, EVENT_GAME_LOADED)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function TriggerRegisterGameSavedEventBJ takes trigger trig returns event
|
|
return TriggerRegisterGameEvent(trig, EVENT_GAME_SAVE)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function RegisterDestDeathInRegionEnum takes nothing returns nothing
|
|
set bj_destInRegionDiesCount = bj_destInRegionDiesCount + 1
|
|
if (bj_destInRegionDiesCount <= bj_MAX_DEST_IN_REGION_EVENTS) then
|
|
call TriggerRegisterDeathEvent(bj_destInRegionDiesTrig, GetEnumDestructable())
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function TriggerRegisterDestDeathInRegionEvent takes trigger trig, rect r returns nothing
|
|
set bj_destInRegionDiesTrig = trig
|
|
set bj_destInRegionDiesCount = 0
|
|
call EnumDestructablesInRect(r, null, function RegisterDestDeathInRegionEnum)
|
|
endfunction
|
|
|
|
|
|
|
|
//***************************************************************************
|
|
//*
|
|
//* Environment Utility Functions
|
|
//*
|
|
//***************************************************************************
|
|
|
|
//===========================================================================
|
|
function AddWeatherEffectSaveLast takes rect where, integer effectID returns weathereffect
|
|
set bj_lastCreatedWeatherEffect = AddWeatherEffect(where, effectID)
|
|
return bj_lastCreatedWeatherEffect
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetLastCreatedWeatherEffect takes nothing returns weathereffect
|
|
return bj_lastCreatedWeatherEffect
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function RemoveWeatherEffectBJ takes weathereffect whichWeatherEffect returns nothing
|
|
call RemoveWeatherEffect(whichWeatherEffect)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function TerrainDeformationCraterBJ takes real duration, boolean permanent, location where, real radius, real depth returns terraindeformation
|
|
set bj_lastCreatedTerrainDeformation = TerrainDeformCrater(GetLocationX(where), GetLocationY(where), radius, depth, R2I(duration * 1000), permanent)
|
|
return bj_lastCreatedTerrainDeformation
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function TerrainDeformationRippleBJ takes real duration, boolean limitNeg, location where, real startRadius, real endRadius, real depth, real wavePeriod, real waveWidth returns terraindeformation
|
|
local real spaceWave
|
|
local real timeWave
|
|
local real radiusRatio
|
|
|
|
if (endRadius <= 0 or waveWidth <= 0 or wavePeriod <= 0) then
|
|
return null
|
|
endif
|
|
|
|
set timeWave = 2.0 * duration / wavePeriod
|
|
set spaceWave = 2.0 * endRadius / waveWidth
|
|
set radiusRatio = startRadius / endRadius
|
|
|
|
set bj_lastCreatedTerrainDeformation = TerrainDeformRipple(GetLocationX(where), GetLocationY(where), endRadius, depth, R2I(duration * 1000), 1, spaceWave, timeWave, radiusRatio, limitNeg)
|
|
return bj_lastCreatedTerrainDeformation
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function TerrainDeformationWaveBJ takes real duration, location source, location target, real radius, real depth, real trailDelay returns terraindeformation
|
|
local real distance
|
|
local real dirX
|
|
local real dirY
|
|
local real speed
|
|
|
|
set distance = DistanceBetweenPoints(source, target)
|
|
if (distance == 0 or duration <= 0) then
|
|
return null
|
|
endif
|
|
|
|
set dirX = (GetLocationX(target) - GetLocationX(source)) / distance
|
|
set dirY = (GetLocationY(target) - GetLocationY(source)) / distance
|
|
set speed = distance / duration
|
|
|
|
set bj_lastCreatedTerrainDeformation = TerrainDeformWave(GetLocationX(source), GetLocationY(source), dirX, dirY, distance, speed, radius, depth, R2I(trailDelay * 1000), 1)
|
|
return bj_lastCreatedTerrainDeformation
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function TerrainDeformationRandomBJ takes real duration, location where, real radius, real minDelta, real maxDelta, real updateInterval returns terraindeformation
|
|
set bj_lastCreatedTerrainDeformation = TerrainDeformRandom(GetLocationX(where), GetLocationY(where), radius, minDelta, maxDelta, R2I(duration * 1000), R2I(updateInterval * 1000))
|
|
return bj_lastCreatedTerrainDeformation
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function TerrainDeformationStopBJ takes terraindeformation deformation, real duration returns nothing
|
|
call TerrainDeformStop(deformation, R2I(duration * 1000))
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetLastCreatedTerrainDeformation takes nothing returns terraindeformation
|
|
return bj_lastCreatedTerrainDeformation
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function AddLightningLoc takes string codeName, location where1, location where2 returns lightning
|
|
set bj_lastCreatedLightning = AddLightningEx(codeName, true, GetLocationX(where1), GetLocationY(where1), GetLocationZ(where1), GetLocationX(where2), GetLocationY(where2), GetLocationZ(where2))
|
|
return bj_lastCreatedLightning
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function DestroyLightningBJ takes lightning whichBolt returns boolean
|
|
return DestroyLightning(whichBolt)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function MoveLightningLoc takes lightning whichBolt, location where1, location where2 returns boolean
|
|
return MoveLightningEx(whichBolt, true, GetLocationX(where1), GetLocationY(where1), GetLocationZ(where1), GetLocationX(where2), GetLocationY(where2), GetLocationZ(where2))
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetLightningColorABJ takes lightning whichBolt returns real
|
|
return GetLightningColorA(whichBolt)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetLightningColorRBJ takes lightning whichBolt returns real
|
|
return GetLightningColorR(whichBolt)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetLightningColorGBJ takes lightning whichBolt returns real
|
|
return GetLightningColorG(whichBolt)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetLightningColorBBJ takes lightning whichBolt returns real
|
|
return GetLightningColorB(whichBolt)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetLightningColorBJ takes lightning whichBolt, real r, real g, real b, real a returns boolean
|
|
return SetLightningColor(whichBolt, r, g, b, a)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetLastCreatedLightningBJ takes nothing returns lightning
|
|
return bj_lastCreatedLightning
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetAbilityEffectBJ takes integer abilcode, effecttype t, integer index returns string
|
|
return GetAbilityEffectById(abilcode, t, index)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetAbilitySoundBJ takes integer abilcode, soundtype t returns string
|
|
return GetAbilitySoundById(abilcode, t)
|
|
endfunction
|
|
|
|
|
|
//===========================================================================
|
|
function GetTerrainCliffLevelBJ takes location where returns integer
|
|
return GetTerrainCliffLevel(GetLocationX(where), GetLocationY(where))
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetTerrainTypeBJ takes location where returns integer
|
|
return GetTerrainType(GetLocationX(where), GetLocationY(where))
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetTerrainVarianceBJ takes location where returns integer
|
|
return GetTerrainVariance(GetLocationX(where), GetLocationY(where))
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetTerrainTypeBJ takes location where, integer terrainType, integer variation, integer area, integer shape returns nothing
|
|
call SetTerrainType(GetLocationX(where), GetLocationY(where), terrainType, variation, area, shape)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function IsTerrainPathableBJ takes location where, pathingtype t returns boolean
|
|
return IsTerrainPathable(GetLocationX(where), GetLocationY(where), t)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetTerrainPathableBJ takes location where, pathingtype t, boolean flag returns nothing
|
|
call SetTerrainPathable(GetLocationX(where), GetLocationY(where), t, flag)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetWaterBaseColorBJ takes real red, real green, real blue, real transparency returns nothing
|
|
call SetWaterBaseColor(PercentTo255(red), PercentTo255(green), PercentTo255(blue), PercentTo255(100.0-transparency))
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function CreateFogModifierRectSimple takes player whichPlayer, fogstate whichFogState, rect r, boolean afterUnits returns fogmodifier
|
|
set bj_lastCreatedFogModifier = CreateFogModifierRect(whichPlayer, whichFogState, r, true, afterUnits)
|
|
return bj_lastCreatedFogModifier
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function CreateFogModifierRadiusLocSimple takes player whichPlayer, fogstate whichFogState, location center, real radius, boolean afterUnits returns fogmodifier
|
|
set bj_lastCreatedFogModifier = CreateFogModifierRadiusLoc(whichPlayer, whichFogState, center, radius, true, afterUnits)
|
|
return bj_lastCreatedFogModifier
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Version of CreateFogModifierRect that assumes use of sharedVision and
|
|
// gives the option of immediately enabling the modifier, so that triggers
|
|
// can default to modifiers that are immediately enabled.
|
|
//
|
|
function CreateFogModifierRectBJ takes boolean enabled, player whichPlayer, fogstate whichFogState, rect r returns fogmodifier
|
|
set bj_lastCreatedFogModifier = CreateFogModifierRect(whichPlayer, whichFogState, r, true, false)
|
|
if enabled then
|
|
call FogModifierStart(bj_lastCreatedFogModifier)
|
|
endif
|
|
return bj_lastCreatedFogModifier
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Version of CreateFogModifierRadius that assumes use of sharedVision and
|
|
// gives the option of immediately enabling the modifier, so that triggers
|
|
// can default to modifiers that are immediately enabled.
|
|
//
|
|
function CreateFogModifierRadiusLocBJ takes boolean enabled, player whichPlayer, fogstate whichFogState, location center, real radius returns fogmodifier
|
|
set bj_lastCreatedFogModifier = CreateFogModifierRadiusLoc(whichPlayer, whichFogState, center, radius, true, false)
|
|
if enabled then
|
|
call FogModifierStart(bj_lastCreatedFogModifier)
|
|
endif
|
|
return bj_lastCreatedFogModifier
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetLastCreatedFogModifier takes nothing returns fogmodifier
|
|
return bj_lastCreatedFogModifier
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function FogEnableOn takes nothing returns nothing
|
|
call FogEnable(true)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function FogEnableOff takes nothing returns nothing
|
|
call FogEnable(false)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function FogMaskEnableOn takes nothing returns nothing
|
|
call FogMaskEnable(true)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function FogMaskEnableOff takes nothing returns nothing
|
|
call FogMaskEnable(false)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function UseTimeOfDayBJ takes boolean flag returns nothing
|
|
call SuspendTimeOfDay(not flag)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetTerrainFogExBJ takes integer style, real zstart, real zend, real density, real red, real green, real blue returns nothing
|
|
call SetTerrainFogEx(style, zstart, zend, density, red * 0.01, green * 0.01, blue * 0.01)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function ResetTerrainFogBJ takes nothing returns nothing
|
|
call ResetTerrainFog()
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetDoodadAnimationBJ takes string animName, integer doodadID, real radius, location center returns nothing
|
|
call SetDoodadAnimation(GetLocationX(center), GetLocationY(center), radius, doodadID, false, animName, false)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetDoodadAnimationRectBJ takes string animName, integer doodadID, rect r returns nothing
|
|
call SetDoodadAnimationRect(r, doodadID, animName, false)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function AddUnitAnimationPropertiesBJ takes boolean add, string animProperties, unit whichUnit returns nothing
|
|
call AddUnitAnimationProperties(whichUnit, animProperties, add)
|
|
endfunction
|
|
|
|
|
|
//============================================================================
|
|
function CreateImageBJ takes string file, real size, location where, real zOffset, integer imageType returns image
|
|
set bj_lastCreatedImage = CreateImage(file, size, size, size, GetLocationX(where), GetLocationY(where), zOffset, 0, 0, 0, imageType)
|
|
return bj_lastCreatedImage
|
|
endfunction
|
|
|
|
//============================================================================
|
|
function ShowImageBJ takes boolean flag, image whichImage returns nothing
|
|
call ShowImage(whichImage, flag)
|
|
endfunction
|
|
|
|
//============================================================================
|
|
function SetImagePositionBJ takes image whichImage, location where, real zOffset returns nothing
|
|
call SetImagePosition(whichImage, GetLocationX(where), GetLocationY(where), zOffset)
|
|
endfunction
|
|
|
|
//============================================================================
|
|
function SetImageColorBJ takes image whichImage, real red, real green, real blue, real alpha returns nothing
|
|
call SetImageColor(whichImage, PercentTo255(red), PercentTo255(green), PercentTo255(blue), PercentTo255(100.0-alpha))
|
|
endfunction
|
|
|
|
//============================================================================
|
|
function GetLastCreatedImage takes nothing returns image
|
|
return bj_lastCreatedImage
|
|
endfunction
|
|
|
|
//============================================================================
|
|
function CreateUbersplatBJ takes location where, string name, real red, real green, real blue, real alpha, boolean forcePaused, boolean noBirthTime returns ubersplat
|
|
set bj_lastCreatedUbersplat = CreateUbersplat(GetLocationX(where), GetLocationY(where), name, PercentTo255(red), PercentTo255(green), PercentTo255(blue), PercentTo255(100.0-alpha), forcePaused, noBirthTime)
|
|
return bj_lastCreatedUbersplat
|
|
endfunction
|
|
|
|
//============================================================================
|
|
function ShowUbersplatBJ takes boolean flag, ubersplat whichSplat returns nothing
|
|
call ShowUbersplat(whichSplat, flag)
|
|
endfunction
|
|
|
|
//============================================================================
|
|
function GetLastCreatedUbersplat takes nothing returns ubersplat
|
|
return bj_lastCreatedUbersplat
|
|
endfunction
|
|
|
|
|
|
//***************************************************************************
|
|
//*
|
|
//* Sound Utility Functions
|
|
//*
|
|
//***************************************************************************
|
|
|
|
//===========================================================================
|
|
function PlaySoundBJ takes sound soundHandle returns nothing
|
|
set bj_lastPlayedSound = soundHandle
|
|
if (soundHandle != null) then
|
|
call StartSound(soundHandle)
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function StopSoundBJ takes sound soundHandle, boolean fadeOut returns nothing
|
|
call StopSound(soundHandle, false, fadeOut)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetSoundVolumeBJ takes sound soundHandle, real volumePercent returns nothing
|
|
call SetSoundVolume(soundHandle, PercentToInt(volumePercent, 127))
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetSoundOffsetBJ takes real newOffset, sound soundHandle returns nothing
|
|
call SetSoundPlayPosition(soundHandle, R2I(newOffset * 1000))
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetSoundDistanceCutoffBJ takes sound soundHandle, real cutoff returns nothing
|
|
call SetSoundDistanceCutoff(soundHandle, cutoff)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetSoundPitchBJ takes sound soundHandle, real pitch returns nothing
|
|
call SetSoundPitch(soundHandle, pitch)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetSoundPositionLocBJ takes sound soundHandle, location loc, real z returns nothing
|
|
call SetSoundPosition(soundHandle, GetLocationX(loc), GetLocationY(loc), z)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function AttachSoundToUnitBJ takes sound soundHandle, unit whichUnit returns nothing
|
|
call AttachSoundToUnit(soundHandle, whichUnit)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetSoundConeAnglesBJ takes sound soundHandle, real inside, real outside, real outsideVolumePercent returns nothing
|
|
call SetSoundConeAngles(soundHandle, inside, outside, PercentToInt(outsideVolumePercent, 127))
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function KillSoundWhenDoneBJ takes sound soundHandle returns nothing
|
|
call KillSoundWhenDone(soundHandle)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function PlaySoundAtPointBJ takes sound soundHandle, real volumePercent, location loc, real z returns nothing
|
|
call SetSoundPositionLocBJ(soundHandle, loc, z)
|
|
call SetSoundVolumeBJ(soundHandle, volumePercent)
|
|
call PlaySoundBJ(soundHandle)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function PlaySoundOnUnitBJ takes sound soundHandle, real volumePercent, unit whichUnit returns nothing
|
|
call AttachSoundToUnitBJ(soundHandle, whichUnit)
|
|
call SetSoundVolumeBJ(soundHandle, volumePercent)
|
|
call PlaySoundBJ(soundHandle)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function PlaySoundFromOffsetBJ takes sound soundHandle, real volumePercent, real startingOffset returns nothing
|
|
call SetSoundVolumeBJ(soundHandle, volumePercent)
|
|
call PlaySoundBJ(soundHandle)
|
|
call SetSoundOffsetBJ(startingOffset, soundHandle)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function PlayMusicBJ takes string musicFileName returns nothing
|
|
set bj_lastPlayedMusic = musicFileName
|
|
call PlayMusic(musicFileName)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function PlayMusicExBJ takes string musicFileName, real startingOffset, real fadeInTime returns nothing
|
|
set bj_lastPlayedMusic = musicFileName
|
|
call PlayMusicEx(musicFileName, R2I(startingOffset * 1000), R2I(fadeInTime * 1000))
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetMusicOffsetBJ takes real newOffset returns nothing
|
|
call SetMusicPlayPosition(R2I(newOffset * 1000))
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function PlayThematicMusicBJ takes string musicName returns nothing
|
|
call PlayThematicMusic(musicName)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function PlayThematicMusicExBJ takes string musicName, real startingOffset returns nothing
|
|
call PlayThematicMusicEx(musicName, R2I(startingOffset * 1000))
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetThematicMusicOffsetBJ takes real newOffset returns nothing
|
|
call SetThematicMusicPlayPosition(R2I(newOffset * 1000))
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function EndThematicMusicBJ takes nothing returns nothing
|
|
call EndThematicMusic()
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function StopMusicBJ takes boolean fadeOut returns nothing
|
|
call StopMusic(fadeOut)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function ResumeMusicBJ takes nothing returns nothing
|
|
call ResumeMusic()
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetMusicVolumeBJ takes real volumePercent returns nothing
|
|
call SetMusicVolume(PercentToInt(volumePercent, 127))
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetSoundDurationBJ takes sound soundHandle returns real
|
|
if (soundHandle == null) then
|
|
return bj_NOTHING_SOUND_DURATION
|
|
else
|
|
return I2R(GetSoundDuration(soundHandle)) * 0.001
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetSoundFileDurationBJ takes string musicFileName returns real
|
|
return I2R(GetSoundFileDuration(musicFileName)) * 0.001
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetLastPlayedSound takes nothing returns sound
|
|
return bj_lastPlayedSound
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetLastPlayedMusic takes nothing returns string
|
|
return bj_lastPlayedMusic
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function VolumeGroupSetVolumeBJ takes volumegroup vgroup, real percent returns nothing
|
|
call VolumeGroupSetVolume(vgroup, percent * 0.01)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetCineModeVolumeGroupsImmediateBJ takes nothing returns nothing
|
|
call VolumeGroupSetVolume(SOUND_VOLUMEGROUP_UNITMOVEMENT, bj_CINEMODE_VOLUME_UNITMOVEMENT)
|
|
call VolumeGroupSetVolume(SOUND_VOLUMEGROUP_UNITSOUNDS, bj_CINEMODE_VOLUME_UNITSOUNDS)
|
|
call VolumeGroupSetVolume(SOUND_VOLUMEGROUP_COMBAT, bj_CINEMODE_VOLUME_COMBAT)
|
|
call VolumeGroupSetVolume(SOUND_VOLUMEGROUP_SPELLS, bj_CINEMODE_VOLUME_SPELLS)
|
|
call VolumeGroupSetVolume(SOUND_VOLUMEGROUP_UI, bj_CINEMODE_VOLUME_UI)
|
|
call VolumeGroupSetVolume(SOUND_VOLUMEGROUP_MUSIC, bj_CINEMODE_VOLUME_MUSIC)
|
|
call VolumeGroupSetVolume(SOUND_VOLUMEGROUP_AMBIENTSOUNDS, bj_CINEMODE_VOLUME_AMBIENTSOUNDS)
|
|
call VolumeGroupSetVolume(SOUND_VOLUMEGROUP_FIRE, bj_CINEMODE_VOLUME_FIRE)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetCineModeVolumeGroupsBJ takes nothing returns nothing
|
|
// Delay the request if it occurs at map init.
|
|
if bj_gameStarted then
|
|
call SetCineModeVolumeGroupsImmediateBJ()
|
|
else
|
|
call TimerStart(bj_volumeGroupsTimer, bj_GAME_STARTED_THRESHOLD, false, function SetCineModeVolumeGroupsImmediateBJ)
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetSpeechVolumeGroupsImmediateBJ takes nothing returns nothing
|
|
call VolumeGroupSetVolume(SOUND_VOLUMEGROUP_UNITMOVEMENT, bj_SPEECH_VOLUME_UNITMOVEMENT)
|
|
call VolumeGroupSetVolume(SOUND_VOLUMEGROUP_UNITSOUNDS, bj_SPEECH_VOLUME_UNITSOUNDS)
|
|
call VolumeGroupSetVolume(SOUND_VOLUMEGROUP_COMBAT, bj_SPEECH_VOLUME_COMBAT)
|
|
call VolumeGroupSetVolume(SOUND_VOLUMEGROUP_SPELLS, bj_SPEECH_VOLUME_SPELLS)
|
|
call VolumeGroupSetVolume(SOUND_VOLUMEGROUP_UI, bj_SPEECH_VOLUME_UI)
|
|
call VolumeGroupSetVolume(SOUND_VOLUMEGROUP_MUSIC, bj_SPEECH_VOLUME_MUSIC)
|
|
call VolumeGroupSetVolume(SOUND_VOLUMEGROUP_AMBIENTSOUNDS, bj_SPEECH_VOLUME_AMBIENTSOUNDS)
|
|
call VolumeGroupSetVolume(SOUND_VOLUMEGROUP_FIRE, bj_SPEECH_VOLUME_FIRE)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetSpeechVolumeGroupsBJ takes nothing returns nothing
|
|
// Delay the request if it occurs at map init.
|
|
if bj_gameStarted then
|
|
call SetSpeechVolumeGroupsImmediateBJ()
|
|
else
|
|
call TimerStart(bj_volumeGroupsTimer, bj_GAME_STARTED_THRESHOLD, false, function SetSpeechVolumeGroupsImmediateBJ)
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function VolumeGroupResetImmediateBJ takes nothing returns nothing
|
|
call VolumeGroupReset()
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function VolumeGroupResetBJ takes nothing returns nothing
|
|
// Delay the request if it occurs at map init.
|
|
if bj_gameStarted then
|
|
call VolumeGroupResetImmediateBJ()
|
|
else
|
|
call TimerStart(bj_volumeGroupsTimer, bj_GAME_STARTED_THRESHOLD, false, function VolumeGroupResetImmediateBJ)
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetSoundIsPlayingBJ takes sound soundHandle returns boolean
|
|
return GetSoundIsLoading(soundHandle) or GetSoundIsPlaying(soundHandle)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function WaitForSoundBJ takes sound soundHandle, real offset returns nothing
|
|
call TriggerWaitForSound( soundHandle, offset )
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetMapMusicIndexedBJ takes string musicName, integer index returns nothing
|
|
call SetMapMusic(musicName, false, index)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetMapMusicRandomBJ takes string musicName returns nothing
|
|
call SetMapMusic(musicName, true, 0)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function ClearMapMusicBJ takes nothing returns nothing
|
|
call ClearMapMusic()
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetStackedSoundBJ takes boolean add, sound soundHandle, rect r returns nothing
|
|
local real width = GetRectMaxX(r) - GetRectMinX(r)
|
|
local real height = GetRectMaxY(r) - GetRectMinY(r)
|
|
|
|
call SetSoundPosition(soundHandle, GetRectCenterX(r), GetRectCenterY(r), 0)
|
|
if add then
|
|
call RegisterStackedSound(soundHandle, true, width, height)
|
|
else
|
|
call UnregisterStackedSound(soundHandle, true, width, height)
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function StartSoundForPlayerBJ takes player whichPlayer, sound soundHandle returns nothing
|
|
if (whichPlayer == GetLocalPlayer()) then
|
|
call StartSound(soundHandle)
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function VolumeGroupSetVolumeForPlayerBJ takes player whichPlayer, volumegroup vgroup, real scale returns nothing
|
|
if (GetLocalPlayer() == whichPlayer) then
|
|
call VolumeGroupSetVolume(vgroup, scale)
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function EnableDawnDusk takes boolean flag returns nothing
|
|
set bj_useDawnDuskSounds = flag
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function IsDawnDuskEnabled takes nothing returns boolean
|
|
return bj_useDawnDuskSounds
|
|
endfunction
|
|
|
|
|
|
|
|
//***************************************************************************
|
|
//*
|
|
//* Day/Night ambient sounds
|
|
//*
|
|
//***************************************************************************
|
|
|
|
//===========================================================================
|
|
function SetAmbientDaySound takes string inLabel returns nothing
|
|
local real ToD
|
|
|
|
// Stop old sound, if necessary
|
|
if (bj_dayAmbientSound != null) then
|
|
call StopSound(bj_dayAmbientSound, true, true)
|
|
endif
|
|
|
|
// Create new sound
|
|
set bj_dayAmbientSound = CreateMIDISound(inLabel, 20, 20)
|
|
|
|
// Start the sound if necessary, based on current time
|
|
set ToD = GetTimeOfDay()
|
|
if (ToD >= bj_TOD_DAWN and ToD < bj_TOD_DUSK) then
|
|
call StartSound(bj_dayAmbientSound)
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetAmbientNightSound takes string inLabel returns nothing
|
|
local real ToD
|
|
|
|
// Stop old sound, if necessary
|
|
if (bj_nightAmbientSound != null) then
|
|
call StopSound(bj_nightAmbientSound, true, true)
|
|
endif
|
|
|
|
// Create new sound
|
|
set bj_nightAmbientSound = CreateMIDISound(inLabel, 20, 20)
|
|
|
|
// Start the sound if necessary, based on current time
|
|
set ToD = GetTimeOfDay()
|
|
if (ToD < bj_TOD_DAWN or ToD >= bj_TOD_DUSK) then
|
|
call StartSound(bj_nightAmbientSound)
|
|
endif
|
|
endfunction
|
|
|
|
|
|
|
|
//***************************************************************************
|
|
//*
|
|
//* Special Effect Utility Functions
|
|
//*
|
|
//***************************************************************************
|
|
|
|
//===========================================================================
|
|
function AddSpecialEffectLocBJ takes location where, string modelName returns effect
|
|
set bj_lastCreatedEffect = AddSpecialEffectLoc(modelName, where)
|
|
return bj_lastCreatedEffect
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function AddSpecialEffectTargetUnitBJ takes string attachPointName, widget targetWidget, string modelName returns effect
|
|
set bj_lastCreatedEffect = AddSpecialEffectTarget(modelName, targetWidget, attachPointName)
|
|
return bj_lastCreatedEffect
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Two distinct trigger actions can't share the same function name, so this
|
|
// dummy function simply mimics the behavior of an existing call.
|
|
//
|
|
// Commented out - Destructibles have no attachment points.
|
|
//
|
|
//function AddSpecialEffectTargetDestructableBJ takes string attachPointName, widget targetWidget, string modelName returns effect
|
|
// return AddSpecialEffectTargetUnitBJ(attachPointName, targetWidget, modelName)
|
|
//endfunction
|
|
|
|
//===========================================================================
|
|
// Two distinct trigger actions can't share the same function name, so this
|
|
// dummy function simply mimics the behavior of an existing call.
|
|
//
|
|
// Commented out - Items have no attachment points.
|
|
//
|
|
//function AddSpecialEffectTargetItemBJ takes string attachPointName, widget targetWidget, string modelName returns effect
|
|
// return AddSpecialEffectTargetUnitBJ(attachPointName, targetWidget, modelName)
|
|
//endfunction
|
|
|
|
//===========================================================================
|
|
function DestroyEffectBJ takes effect whichEffect returns nothing
|
|
call DestroyEffect(whichEffect)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetLastCreatedEffectBJ takes nothing returns effect
|
|
return bj_lastCreatedEffect
|
|
endfunction
|
|
|
|
|
|
|
|
//***************************************************************************
|
|
//*
|
|
//* Hero and Item Utility Functions
|
|
//*
|
|
//***************************************************************************
|
|
|
|
//===========================================================================
|
|
function GetItemLoc takes item whichItem returns location
|
|
return Location(GetItemX(whichItem), GetItemY(whichItem))
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetItemLifeBJ takes widget whichWidget returns real
|
|
return GetWidgetLife(whichWidget)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetItemLifeBJ takes widget whichWidget, real life returns nothing
|
|
call SetWidgetLife(whichWidget, life)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function AddHeroXPSwapped takes integer xpToAdd, unit whichHero, boolean showEyeCandy returns nothing
|
|
call AddHeroXP(whichHero, xpToAdd, showEyeCandy)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetHeroLevelBJ takes unit whichHero, integer newLevel, boolean showEyeCandy returns nothing
|
|
local integer oldLevel = GetHeroLevel(whichHero)
|
|
|
|
if (newLevel > oldLevel) then
|
|
call SetHeroLevel(whichHero, newLevel, showEyeCandy)
|
|
elseif (newLevel < oldLevel) then
|
|
call UnitStripHeroLevel(whichHero, oldLevel - newLevel)
|
|
else
|
|
// No change in level - ignore the request.
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function DecUnitAbilityLevelSwapped takes integer abilcode, unit whichUnit returns integer
|
|
return DecUnitAbilityLevel(whichUnit, abilcode)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function IncUnitAbilityLevelSwapped takes integer abilcode, unit whichUnit returns integer
|
|
return IncUnitAbilityLevel(whichUnit, abilcode)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetUnitAbilityLevelSwapped takes integer abilcode, unit whichUnit, integer level returns integer
|
|
return SetUnitAbilityLevel(whichUnit, abilcode, level)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetUnitAbilityLevelSwapped takes integer abilcode, unit whichUnit returns integer
|
|
return GetUnitAbilityLevel(whichUnit, abilcode)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function UnitHasBuffBJ takes unit whichUnit, integer buffcode returns boolean
|
|
return (GetUnitAbilityLevel(whichUnit, buffcode) > 0)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function UnitRemoveBuffBJ takes integer buffcode, unit whichUnit returns boolean
|
|
return UnitRemoveAbility(whichUnit, buffcode)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function UnitAddItemSwapped takes item whichItem, unit whichHero returns boolean
|
|
return UnitAddItem(whichHero, whichItem)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function UnitAddItemByIdSwapped takes integer itemId, unit whichHero returns item
|
|
// Create the item at the hero's feet first, and then give it to him.
|
|
// This is to ensure that the item will be left at the hero's feet if
|
|
// his inventory is full.
|
|
set bj_lastCreatedItem = CreateItem(itemId, GetUnitX(whichHero), GetUnitY(whichHero))
|
|
call UnitAddItem(whichHero, bj_lastCreatedItem)
|
|
return bj_lastCreatedItem
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function UnitRemoveItemSwapped takes item whichItem, unit whichHero returns nothing
|
|
set bj_lastRemovedItem = whichItem
|
|
call UnitRemoveItem(whichHero, whichItem)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Translates 0-based slot indices to 1-based slot indices.
|
|
//
|
|
function UnitRemoveItemFromSlotSwapped takes integer itemSlot, unit whichHero returns item
|
|
set bj_lastRemovedItem = UnitRemoveItemFromSlot(whichHero, itemSlot-1)
|
|
return bj_lastRemovedItem
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function CreateItemLoc takes integer itemId, location loc returns item
|
|
set bj_lastCreatedItem = CreateItem(itemId, GetLocationX(loc), GetLocationY(loc))
|
|
return bj_lastCreatedItem
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetLastCreatedItem takes nothing returns item
|
|
return bj_lastCreatedItem
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetLastRemovedItem takes nothing returns item
|
|
return bj_lastRemovedItem
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetItemPositionLoc takes item whichItem, location loc returns nothing
|
|
call SetItemPosition(whichItem, GetLocationX(loc), GetLocationY(loc))
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetLearnedSkillBJ takes nothing returns integer
|
|
return GetLearnedSkill()
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SuspendHeroXPBJ takes boolean flag, unit whichHero returns nothing
|
|
call SuspendHeroXP(whichHero, not flag)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetPlayerHandicapXPBJ takes player whichPlayer, real handicapPercent returns nothing
|
|
call SetPlayerHandicapXP(whichPlayer, handicapPercent * 0.01)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetPlayerHandicapXPBJ takes player whichPlayer returns real
|
|
return GetPlayerHandicapXP(whichPlayer) * 100
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetPlayerHandicapBJ takes player whichPlayer, real handicapPercent returns nothing
|
|
call SetPlayerHandicap(whichPlayer, handicapPercent * 0.01)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetPlayerHandicapBJ takes player whichPlayer returns real
|
|
return GetPlayerHandicap(whichPlayer) * 100
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetHeroStatBJ takes integer whichStat, unit whichHero, boolean includeBonuses returns integer
|
|
if (whichStat == bj_HEROSTAT_STR) then
|
|
return GetHeroStr(whichHero, includeBonuses)
|
|
elseif (whichStat == bj_HEROSTAT_AGI) then
|
|
return GetHeroAgi(whichHero, includeBonuses)
|
|
elseif (whichStat == bj_HEROSTAT_INT) then
|
|
return GetHeroInt(whichHero, includeBonuses)
|
|
else
|
|
// Unrecognized hero stat - return 0
|
|
return 0
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetHeroStat takes unit whichHero, integer whichStat, integer value returns nothing
|
|
// Ignore requests for negative hero stats.
|
|
if (value <= 0) then
|
|
return
|
|
endif
|
|
|
|
if (whichStat == bj_HEROSTAT_STR) then
|
|
call SetHeroStr(whichHero, value, true)
|
|
elseif (whichStat == bj_HEROSTAT_AGI) then
|
|
call SetHeroAgi(whichHero, value, true)
|
|
elseif (whichStat == bj_HEROSTAT_INT) then
|
|
call SetHeroInt(whichHero, value, true)
|
|
else
|
|
// Unrecognized hero stat - ignore the request.
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function ModifyHeroStat takes integer whichStat, unit whichHero, integer modifyMethod, integer value returns nothing
|
|
if (modifyMethod == bj_MODIFYMETHOD_ADD) then
|
|
call SetHeroStat(whichHero, whichStat, GetHeroStatBJ(whichStat, whichHero, false) + value)
|
|
elseif (modifyMethod == bj_MODIFYMETHOD_SUB) then
|
|
call SetHeroStat(whichHero, whichStat, GetHeroStatBJ(whichStat, whichHero, false) - value)
|
|
elseif (modifyMethod == bj_MODIFYMETHOD_SET) then
|
|
call SetHeroStat(whichHero, whichStat, value)
|
|
else
|
|
// Unrecognized modification method - ignore the request.
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function ModifyHeroSkillPoints takes unit whichHero, integer modifyMethod, integer value returns boolean
|
|
if (modifyMethod == bj_MODIFYMETHOD_ADD) then
|
|
return UnitModifySkillPoints(whichHero, value)
|
|
elseif (modifyMethod == bj_MODIFYMETHOD_SUB) then
|
|
return UnitModifySkillPoints(whichHero, -value)
|
|
elseif (modifyMethod == bj_MODIFYMETHOD_SET) then
|
|
return UnitModifySkillPoints(whichHero, value - GetHeroSkillPoints(whichHero))
|
|
else
|
|
// Unrecognized modification method - ignore the request and return failure.
|
|
return false
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function UnitDropItemPointBJ takes unit whichUnit, item whichItem, real x, real y returns boolean
|
|
return UnitDropItemPoint(whichUnit, whichItem, x, y)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function UnitDropItemPointLoc takes unit whichUnit, item whichItem, location loc returns boolean
|
|
return UnitDropItemPoint(whichUnit, whichItem, GetLocationX(loc), GetLocationY(loc))
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function UnitDropItemSlotBJ takes unit whichUnit, item whichItem, integer slot returns boolean
|
|
return UnitDropItemSlot(whichUnit, whichItem, slot-1)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function UnitDropItemTargetBJ takes unit whichUnit, item whichItem, widget target returns boolean
|
|
return UnitDropItemTarget(whichUnit, whichItem, target)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Two distinct trigger actions can't share the same function name, so this
|
|
// dummy function simply mimics the behavior of an existing call.
|
|
//
|
|
function UnitUseItemDestructable takes unit whichUnit, item whichItem, widget target returns boolean
|
|
return UnitUseItemTarget(whichUnit, whichItem, target)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function UnitUseItemPointLoc takes unit whichUnit, item whichItem, location loc returns boolean
|
|
return UnitUseItemPoint(whichUnit, whichItem, GetLocationX(loc), GetLocationY(loc))
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Translates 0-based slot indices to 1-based slot indices.
|
|
//
|
|
function UnitItemInSlotBJ takes unit whichUnit, integer itemSlot returns item
|
|
return UnitItemInSlot(whichUnit, itemSlot-1)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Translates 0-based slot indices to 1-based slot indices.
|
|
//
|
|
function GetInventoryIndexOfItemTypeBJ takes unit whichUnit, integer itemId returns integer
|
|
local integer index
|
|
local item indexItem
|
|
|
|
set index = 0
|
|
loop
|
|
set indexItem = UnitItemInSlot(whichUnit, index)
|
|
if (indexItem != null) and (GetItemTypeId(indexItem) == itemId) then
|
|
return index + 1
|
|
endif
|
|
|
|
set index = index + 1
|
|
exitwhen index >= bj_MAX_INVENTORY
|
|
endloop
|
|
return 0
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetItemOfTypeFromUnitBJ takes unit whichUnit, integer itemId returns item
|
|
local integer index = GetInventoryIndexOfItemTypeBJ(whichUnit, itemId)
|
|
|
|
if (index == 0) then
|
|
return null
|
|
else
|
|
return UnitItemInSlot(whichUnit, index - 1)
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function UnitHasItemOfTypeBJ takes unit whichUnit, integer itemId returns boolean
|
|
return GetInventoryIndexOfItemTypeBJ(whichUnit, itemId) > 0
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function UnitInventoryCount takes unit whichUnit returns integer
|
|
local integer index = 0
|
|
local integer count = 0
|
|
|
|
loop
|
|
if (UnitItemInSlot(whichUnit, index) != null) then
|
|
set count = count + 1
|
|
endif
|
|
|
|
set index = index + 1
|
|
exitwhen index >= bj_MAX_INVENTORY
|
|
endloop
|
|
|
|
return count
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function UnitInventorySizeBJ takes unit whichUnit returns integer
|
|
return UnitInventorySize(whichUnit)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetItemInvulnerableBJ takes item whichItem, boolean flag returns nothing
|
|
call SetItemInvulnerable(whichItem, flag)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetItemDropOnDeathBJ takes item whichItem, boolean flag returns nothing
|
|
call SetItemDropOnDeath(whichItem, flag)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetItemDroppableBJ takes item whichItem, boolean flag returns nothing
|
|
call SetItemDroppable(whichItem, flag)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetItemPlayerBJ takes item whichItem, player whichPlayer, boolean changeColor returns nothing
|
|
call SetItemPlayer(whichItem, whichPlayer, changeColor)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetItemVisibleBJ takes boolean show, item whichItem returns nothing
|
|
call SetItemVisible(whichItem, show)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function IsItemHiddenBJ takes item whichItem returns boolean
|
|
return not IsItemVisible(whichItem)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function ChooseRandomItemBJ takes integer level returns integer
|
|
return ChooseRandomItem(level)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function ChooseRandomItemExBJ takes integer level, itemtype whichType returns integer
|
|
return ChooseRandomItemEx(whichType, level)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function ChooseRandomNPBuildingBJ takes nothing returns integer
|
|
return ChooseRandomNPBuilding()
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function ChooseRandomCreepBJ takes integer level returns integer
|
|
return ChooseRandomCreep(level)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function EnumItemsInRectBJ takes rect r, code actionFunc returns nothing
|
|
call EnumItemsInRect(r, null, actionFunc)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// See GroupPickRandomUnitEnum for the details of this algorithm.
|
|
//
|
|
function RandomItemInRectBJEnum takes nothing returns nothing
|
|
set bj_itemRandomConsidered = bj_itemRandomConsidered + 1
|
|
if (GetRandomInt(1, bj_itemRandomConsidered) == 1) then
|
|
set bj_itemRandomCurrentPick = GetEnumItem()
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Picks a random item from within a rect, matching a condition
|
|
//
|
|
function RandomItemInRectBJ takes rect r, boolexpr filter returns item
|
|
set bj_itemRandomConsidered = 0
|
|
set bj_itemRandomCurrentPick = null
|
|
call EnumItemsInRect(r, filter, function RandomItemInRectBJEnum)
|
|
call DestroyBoolExpr(filter)
|
|
return bj_itemRandomCurrentPick
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Picks a random item from within a rect
|
|
//
|
|
function RandomItemInRectSimpleBJ takes rect r returns item
|
|
return RandomItemInRectBJ(r, null)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function CheckItemStatus takes item whichItem, integer status returns boolean
|
|
if (status == bj_ITEM_STATUS_HIDDEN) then
|
|
return not IsItemVisible(whichItem)
|
|
elseif (status == bj_ITEM_STATUS_OWNED) then
|
|
return IsItemOwned(whichItem)
|
|
elseif (status == bj_ITEM_STATUS_INVULNERABLE) then
|
|
return IsItemInvulnerable(whichItem)
|
|
elseif (status == bj_ITEM_STATUS_POWERUP) then
|
|
return IsItemPowerup(whichItem)
|
|
elseif (status == bj_ITEM_STATUS_SELLABLE) then
|
|
return IsItemSellable(whichItem)
|
|
elseif (status == bj_ITEM_STATUS_PAWNABLE) then
|
|
return IsItemPawnable(whichItem)
|
|
else
|
|
// Unrecognized status - return false
|
|
return false
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function CheckItemcodeStatus takes integer itemId, integer status returns boolean
|
|
if (status == bj_ITEMCODE_STATUS_POWERUP) then
|
|
return IsItemIdPowerup(itemId)
|
|
elseif (status == bj_ITEMCODE_STATUS_SELLABLE) then
|
|
return IsItemIdSellable(itemId)
|
|
elseif (status == bj_ITEMCODE_STATUS_PAWNABLE) then
|
|
return IsItemIdPawnable(itemId)
|
|
else
|
|
// Unrecognized status - return false
|
|
return false
|
|
endif
|
|
endfunction
|
|
|
|
|
|
|
|
//***************************************************************************
|
|
//*
|
|
//* Unit Utility Functions
|
|
//*
|
|
//***************************************************************************
|
|
|
|
//===========================================================================
|
|
function UnitId2OrderIdBJ takes integer unitId returns integer
|
|
return unitId
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function String2UnitIdBJ takes string unitIdString returns integer
|
|
return UnitId(unitIdString)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function UnitId2StringBJ takes integer unitId returns string
|
|
local string unitString = UnitId2String(unitId)
|
|
|
|
if (unitString != null) then
|
|
return unitString
|
|
endif
|
|
|
|
// The unitId was not recognized - return an empty string.
|
|
return ""
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function String2OrderIdBJ takes string orderIdString returns integer
|
|
local integer orderId
|
|
|
|
// Check to see if it's a generic order.
|
|
set orderId = OrderId(orderIdString)
|
|
if (orderId != 0) then
|
|
return orderId
|
|
endif
|
|
|
|
// Check to see if it's a (train) unit order.
|
|
set orderId = UnitId(orderIdString)
|
|
if (orderId != 0) then
|
|
return orderId
|
|
endif
|
|
|
|
// Unrecognized - return 0
|
|
return 0
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function OrderId2StringBJ takes integer orderId returns string
|
|
local string orderString
|
|
|
|
// Check to see if it's a generic order.
|
|
set orderString = OrderId2String(orderId)
|
|
if (orderString != null) then
|
|
return orderString
|
|
endif
|
|
|
|
// Check to see if it's a (train) unit order.
|
|
set orderString = UnitId2String(orderId)
|
|
if (orderString != null) then
|
|
return orderString
|
|
endif
|
|
|
|
// Unrecognized - return an empty string.
|
|
return ""
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetIssuedOrderIdBJ takes nothing returns integer
|
|
return GetIssuedOrderId()
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetKillingUnitBJ takes nothing returns unit
|
|
return GetKillingUnit()
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function CreateUnitAtLocSaveLast takes player id, integer unitid, location loc, real face returns unit
|
|
if (unitid == 'ugol') then
|
|
set bj_lastCreatedUnit = CreateBlightedGoldmine(id, GetLocationX(loc), GetLocationY(loc), face)
|
|
else
|
|
set bj_lastCreatedUnit = CreateUnitAtLoc(id, unitid, loc, face)
|
|
endif
|
|
|
|
return bj_lastCreatedUnit
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetLastCreatedUnit takes nothing returns unit
|
|
return bj_lastCreatedUnit
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function CreateNUnitsAtLoc takes integer count, integer unitId, player whichPlayer, location loc, real face returns group
|
|
call GroupClear(bj_lastCreatedGroup)
|
|
loop
|
|
set count = count - 1
|
|
exitwhen count < 0
|
|
call CreateUnitAtLocSaveLast(whichPlayer, unitId, loc, face)
|
|
call GroupAddUnit(bj_lastCreatedGroup, bj_lastCreatedUnit)
|
|
endloop
|
|
return bj_lastCreatedGroup
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function CreateNUnitsAtLocFacingLocBJ takes integer count, integer unitId, player whichPlayer, location loc, location lookAt returns group
|
|
return CreateNUnitsAtLoc(count, unitId, whichPlayer, loc, AngleBetweenPoints(loc, lookAt))
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetLastCreatedGroupEnum takes nothing returns nothing
|
|
call GroupAddUnit(bj_groupLastCreatedDest, GetEnumUnit())
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetLastCreatedGroup takes nothing returns group
|
|
set bj_groupLastCreatedDest = CreateGroup()
|
|
call ForGroup(bj_lastCreatedGroup, function GetLastCreatedGroupEnum)
|
|
return bj_groupLastCreatedDest
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function CreateCorpseLocBJ takes integer unitid, player whichPlayer, location loc returns unit
|
|
set bj_lastCreatedUnit = CreateCorpse(whichPlayer, unitid, GetLocationX(loc), GetLocationY(loc), GetRandomReal(0, 360))
|
|
return bj_lastCreatedUnit
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function UnitSuspendDecayBJ takes boolean suspend, unit whichUnit returns nothing
|
|
call UnitSuspendDecay(whichUnit, suspend)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function DelayedSuspendDecayStopAnimEnum takes nothing returns nothing
|
|
local unit enumUnit = GetEnumUnit()
|
|
|
|
if (GetUnitState(enumUnit, UNIT_STATE_LIFE) <= 0) then
|
|
call SetUnitTimeScale(enumUnit, 0.0001)
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function DelayedSuspendDecayBoneEnum takes nothing returns nothing
|
|
local unit enumUnit = GetEnumUnit()
|
|
|
|
if (GetUnitState(enumUnit, UNIT_STATE_LIFE) <= 0) then
|
|
call UnitSuspendDecay(enumUnit, true)
|
|
call SetUnitTimeScale(enumUnit, 0.0001)
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Game code explicitly sets the animation back to "decay bone" after the
|
|
// initial corpse fades away, so we reset it now. It's best not to show
|
|
// off corpses thus created until after this grace period has passed.
|
|
//
|
|
function DelayedSuspendDecayFleshEnum takes nothing returns nothing
|
|
local unit enumUnit = GetEnumUnit()
|
|
|
|
if (GetUnitState(enumUnit, UNIT_STATE_LIFE) <= 0) then
|
|
call UnitSuspendDecay(enumUnit, true)
|
|
call SetUnitTimeScale(enumUnit, 10.0)
|
|
call SetUnitAnimation(enumUnit, "decay flesh")
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Waits a short period of time to ensure that the corpse is decaying, and
|
|
// then suspend the animation and corpse decay.
|
|
//
|
|
function DelayedSuspendDecay takes nothing returns nothing
|
|
local group boneGroup
|
|
local group fleshGroup
|
|
|
|
// Switch the global unit groups over to local variables and recreate
|
|
// the global versions, so that this function can handle overlapping
|
|
// calls.
|
|
set boneGroup = bj_suspendDecayBoneGroup
|
|
set fleshGroup = bj_suspendDecayFleshGroup
|
|
set bj_suspendDecayBoneGroup = CreateGroup()
|
|
set bj_suspendDecayFleshGroup = CreateGroup()
|
|
|
|
call ForGroup(fleshGroup, function DelayedSuspendDecayStopAnimEnum)
|
|
call ForGroup(boneGroup, function DelayedSuspendDecayStopAnimEnum)
|
|
|
|
call TriggerSleepAction(bj_CORPSE_MAX_DEATH_TIME)
|
|
call ForGroup(fleshGroup, function DelayedSuspendDecayFleshEnum)
|
|
call ForGroup(boneGroup, function DelayedSuspendDecayBoneEnum)
|
|
|
|
call TriggerSleepAction(0.05)
|
|
call ForGroup(fleshGroup, function DelayedSuspendDecayStopAnimEnum)
|
|
|
|
call DestroyGroup(boneGroup)
|
|
call DestroyGroup(fleshGroup)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function DelayedSuspendDecayCreate takes nothing returns nothing
|
|
set bj_delayedSuspendDecayTrig = CreateTrigger()
|
|
call TriggerRegisterTimerExpireEvent(bj_delayedSuspendDecayTrig, bj_delayedSuspendDecayTimer)
|
|
call TriggerAddAction(bj_delayedSuspendDecayTrig, function DelayedSuspendDecay)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function CreatePermanentCorpseLocBJ takes integer style, integer unitid, player whichPlayer, location loc, real facing returns unit
|
|
set bj_lastCreatedUnit = CreateCorpse(whichPlayer, unitid, GetLocationX(loc), GetLocationY(loc), facing)
|
|
call SetUnitBlendTime(bj_lastCreatedUnit, 0)
|
|
|
|
if (style == bj_CORPSETYPE_FLESH) then
|
|
call SetUnitAnimation(bj_lastCreatedUnit, "decay flesh")
|
|
call GroupAddUnit(bj_suspendDecayFleshGroup, bj_lastCreatedUnit)
|
|
elseif (style == bj_CORPSETYPE_BONE) then
|
|
call SetUnitAnimation(bj_lastCreatedUnit, "decay bone")
|
|
call GroupAddUnit(bj_suspendDecayBoneGroup, bj_lastCreatedUnit)
|
|
else
|
|
// Unknown decay style - treat as skeletal.
|
|
call SetUnitAnimation(bj_lastCreatedUnit, "decay bone")
|
|
call GroupAddUnit(bj_suspendDecayBoneGroup, bj_lastCreatedUnit)
|
|
endif
|
|
|
|
call TimerStart(bj_delayedSuspendDecayTimer, 0.05, false, null)
|
|
return bj_lastCreatedUnit
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetUnitStateSwap takes unitstate whichState, unit whichUnit returns real
|
|
return GetUnitState(whichUnit, whichState)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetUnitStatePercent takes unit whichUnit, unitstate whichState, unitstate whichMaxState returns real
|
|
local real value = GetUnitState(whichUnit, whichState)
|
|
local real maxValue = GetUnitState(whichUnit, whichMaxState)
|
|
|
|
// Return 0 for null units.
|
|
if (whichUnit == null) or (maxValue == 0) then
|
|
return 0.0
|
|
endif
|
|
|
|
return value / maxValue * 100.0
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetUnitLifePercent takes unit whichUnit returns real
|
|
return GetUnitStatePercent(whichUnit, UNIT_STATE_LIFE, UNIT_STATE_MAX_LIFE)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetUnitManaPercent takes unit whichUnit returns real
|
|
return GetUnitStatePercent(whichUnit, UNIT_STATE_MANA, UNIT_STATE_MAX_MANA)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SelectUnitSingle takes unit whichUnit returns nothing
|
|
call ClearSelection()
|
|
call SelectUnit(whichUnit, true)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SelectGroupBJEnum takes nothing returns nothing
|
|
call SelectUnit( GetEnumUnit(), true )
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SelectGroupBJ takes group g returns nothing
|
|
call ClearSelection()
|
|
call ForGroup( g, function SelectGroupBJEnum )
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SelectUnitAdd takes unit whichUnit returns nothing
|
|
call SelectUnit(whichUnit, true)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SelectUnitRemove takes unit whichUnit returns nothing
|
|
call SelectUnit(whichUnit, false)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function ClearSelectionForPlayer takes player whichPlayer returns nothing
|
|
if (GetLocalPlayer() == whichPlayer) then
|
|
// Use only local code (no net traffic) within this block to avoid desyncs.
|
|
call ClearSelection()
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SelectUnitForPlayerSingle takes unit whichUnit, player whichPlayer returns nothing
|
|
if (GetLocalPlayer() == whichPlayer) then
|
|
// Use only local code (no net traffic) within this block to avoid desyncs.
|
|
call ClearSelection()
|
|
call SelectUnit(whichUnit, true)
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SelectGroupForPlayerBJ takes group g, player whichPlayer returns nothing
|
|
if (GetLocalPlayer() == whichPlayer) then
|
|
// Use only local code (no net traffic) within this block to avoid desyncs.
|
|
call ClearSelection()
|
|
call ForGroup( g, function SelectGroupBJEnum )
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SelectUnitAddForPlayer takes unit whichUnit, player whichPlayer returns nothing
|
|
if (GetLocalPlayer() == whichPlayer) then
|
|
// Use only local code (no net traffic) within this block to avoid desyncs.
|
|
call SelectUnit(whichUnit, true)
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SelectUnitRemoveForPlayer takes unit whichUnit, player whichPlayer returns nothing
|
|
if (GetLocalPlayer() == whichPlayer) then
|
|
// Use only local code (no net traffic) within this block to avoid desyncs.
|
|
call SelectUnit(whichUnit, false)
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetUnitLifeBJ takes unit whichUnit, real newValue returns nothing
|
|
call SetUnitState(whichUnit, UNIT_STATE_LIFE, RMaxBJ(0,newValue))
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetUnitManaBJ takes unit whichUnit, real newValue returns nothing
|
|
call SetUnitState(whichUnit, UNIT_STATE_MANA, RMaxBJ(0,newValue))
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetUnitLifePercentBJ takes unit whichUnit, real percent returns nothing
|
|
call SetUnitState(whichUnit, UNIT_STATE_LIFE, GetUnitState(whichUnit, UNIT_STATE_MAX_LIFE) * RMaxBJ(0,percent) * 0.01)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetUnitManaPercentBJ takes unit whichUnit, real percent returns nothing
|
|
call SetUnitState(whichUnit, UNIT_STATE_MANA, GetUnitState(whichUnit, UNIT_STATE_MAX_MANA) * RMaxBJ(0,percent) * 0.01)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function IsUnitDeadBJ takes unit whichUnit returns boolean
|
|
return GetUnitState(whichUnit, UNIT_STATE_LIFE) <= 0
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function IsUnitAliveBJ takes unit whichUnit returns boolean
|
|
return not IsUnitDeadBJ(whichUnit)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function IsUnitGroupDeadBJEnum takes nothing returns nothing
|
|
if not IsUnitDeadBJ(GetEnumUnit()) then
|
|
set bj_isUnitGroupDeadResult = false
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Returns true if every unit of the group is dead.
|
|
//
|
|
function IsUnitGroupDeadBJ takes group g returns boolean
|
|
// If the user wants the group destroyed, remember that fact and clear
|
|
// the flag, in case it is used again in the callback.
|
|
local boolean wantDestroy = bj_wantDestroyGroup
|
|
set bj_wantDestroyGroup = false
|
|
|
|
set bj_isUnitGroupDeadResult = true
|
|
call ForGroup(g, function IsUnitGroupDeadBJEnum)
|
|
|
|
// If the user wants the group destroyed, do so now.
|
|
if (wantDestroy) then
|
|
call DestroyGroup(g)
|
|
endif
|
|
return bj_isUnitGroupDeadResult
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function IsUnitGroupEmptyBJEnum takes nothing returns nothing
|
|
set bj_isUnitGroupEmptyResult = false
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Returns true if the group contains no units.
|
|
//
|
|
function IsUnitGroupEmptyBJ takes group g returns boolean
|
|
// If the user wants the group destroyed, remember that fact and clear
|
|
// the flag, in case it is used again in the callback.
|
|
local boolean wantDestroy = bj_wantDestroyGroup
|
|
set bj_wantDestroyGroup = false
|
|
|
|
set bj_isUnitGroupEmptyResult = true
|
|
call ForGroup(g, function IsUnitGroupEmptyBJEnum)
|
|
|
|
// If the user wants the group destroyed, do so now.
|
|
if (wantDestroy) then
|
|
call DestroyGroup(g)
|
|
endif
|
|
return bj_isUnitGroupEmptyResult
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function IsUnitGroupInRectBJEnum takes nothing returns nothing
|
|
if not RectContainsUnit(bj_isUnitGroupInRectRect, GetEnumUnit()) then
|
|
set bj_isUnitGroupInRectResult = false
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Returns true if every unit of the group is within the given rect.
|
|
//
|
|
function IsUnitGroupInRectBJ takes group g, rect r returns boolean
|
|
set bj_isUnitGroupInRectResult = true
|
|
set bj_isUnitGroupInRectRect = r
|
|
call ForGroup(g, function IsUnitGroupInRectBJEnum)
|
|
return bj_isUnitGroupInRectResult
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function IsUnitHiddenBJ takes unit whichUnit returns boolean
|
|
return IsUnitHidden(whichUnit)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function ShowUnitHide takes unit whichUnit returns nothing
|
|
call ShowUnit(whichUnit, false)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function ShowUnitShow takes unit whichUnit returns nothing
|
|
// Prevent dead heroes from being unhidden.
|
|
if (IsUnitType(whichUnit, UNIT_TYPE_HERO) and IsUnitDeadBJ(whichUnit)) then
|
|
return
|
|
endif
|
|
|
|
call ShowUnit(whichUnit, true)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function IssueHauntOrderAtLocBJFilter takes nothing returns boolean
|
|
return GetUnitTypeId(GetFilterUnit()) == 'ngol'
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function IssueHauntOrderAtLocBJ takes unit whichPeon, location loc returns boolean
|
|
local group g = null
|
|
local unit goldMine = null
|
|
|
|
// Search for a gold mine within a 1-cell radius of the specified location.
|
|
set g = CreateGroup()
|
|
call GroupEnumUnitsInRangeOfLoc(g, loc, 2*bj_CELLWIDTH, filterIssueHauntOrderAtLocBJ)
|
|
set goldMine = FirstOfGroup(g)
|
|
call DestroyGroup(g)
|
|
|
|
// If no mine was found, abort the request.
|
|
if (goldMine == null) then
|
|
return false
|
|
endif
|
|
|
|
// Issue the Haunt Gold Mine order.
|
|
return IssueTargetOrderById(whichPeon, 'ugol', goldMine)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function IssueBuildOrderByIdLocBJ takes unit whichPeon, integer unitId, location loc returns boolean
|
|
if (unitId == 'ugol') then
|
|
return IssueHauntOrderAtLocBJ(whichPeon, loc)
|
|
else
|
|
return IssueBuildOrderById(whichPeon, unitId, GetLocationX(loc), GetLocationY(loc))
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function IssueTrainOrderByIdBJ takes unit whichUnit, integer unitId returns boolean
|
|
return IssueImmediateOrderById(whichUnit, unitId)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GroupTrainOrderByIdBJ takes group g, integer unitId returns boolean
|
|
return GroupImmediateOrderById(g, unitId)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function IssueUpgradeOrderByIdBJ takes unit whichUnit, integer techId returns boolean
|
|
return IssueImmediateOrderById(whichUnit, techId)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetAttackedUnitBJ takes nothing returns unit
|
|
return GetTriggerUnit()
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetUnitFlyHeightBJ takes unit whichUnit, real newHeight, real rate returns nothing
|
|
call SetUnitFlyHeight(whichUnit, newHeight, rate)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetUnitTurnSpeedBJ takes unit whichUnit, real turnSpeed returns nothing
|
|
call SetUnitTurnSpeed(whichUnit, turnSpeed)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetUnitPropWindowBJ takes unit whichUnit, real propWindow returns nothing
|
|
local real angle = propWindow
|
|
if (angle <= 0) then
|
|
set angle = 1
|
|
elseif (angle >= 360) then
|
|
set angle = 359
|
|
endif
|
|
set angle = angle * bj_DEGTORAD
|
|
|
|
call SetUnitPropWindow(whichUnit, angle)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetUnitPropWindowBJ takes unit whichUnit returns real
|
|
return GetUnitPropWindow(whichUnit) * bj_RADTODEG
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetUnitDefaultPropWindowBJ takes unit whichUnit returns real
|
|
return GetUnitDefaultPropWindow(whichUnit)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetUnitBlendTimeBJ takes unit whichUnit, real blendTime returns nothing
|
|
call SetUnitBlendTime(whichUnit, blendTime)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetUnitAcquireRangeBJ takes unit whichUnit, real acquireRange returns nothing
|
|
call SetUnitAcquireRange(whichUnit, acquireRange)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function UnitSetCanSleepBJ takes unit whichUnit, boolean canSleep returns nothing
|
|
call UnitAddSleep(whichUnit, canSleep)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function UnitCanSleepBJ takes unit whichUnit returns boolean
|
|
return UnitCanSleep(whichUnit)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function UnitWakeUpBJ takes unit whichUnit returns nothing
|
|
call UnitWakeUp(whichUnit)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function UnitIsSleepingBJ takes unit whichUnit returns boolean
|
|
return UnitIsSleeping(whichUnit)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function WakePlayerUnitsEnum takes nothing returns nothing
|
|
call UnitWakeUp(GetEnumUnit())
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function WakePlayerUnits takes player whichPlayer returns nothing
|
|
local group g = CreateGroup()
|
|
call GroupEnumUnitsOfPlayer(g, whichPlayer, null)
|
|
call ForGroup(g, function WakePlayerUnitsEnum)
|
|
call DestroyGroup(g)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function EnableCreepSleepBJ takes boolean enable returns nothing
|
|
call SetPlayerState(Player(PLAYER_NEUTRAL_AGGRESSIVE), PLAYER_STATE_NO_CREEP_SLEEP, IntegerTertiaryOp(enable, 0, 1))
|
|
|
|
// If we're disabling, attempt to wake any already-sleeping creeps.
|
|
if (not enable) then
|
|
call WakePlayerUnits(Player(PLAYER_NEUTRAL_AGGRESSIVE))
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function UnitGenerateAlarms takes unit whichUnit, boolean generate returns boolean
|
|
return UnitIgnoreAlarm(whichUnit, not generate)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function DoesUnitGenerateAlarms takes unit whichUnit returns boolean
|
|
return not UnitIgnoreAlarmToggled(whichUnit)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function PauseAllUnitsBJEnum takes nothing returns nothing
|
|
call PauseUnit( GetEnumUnit(), bj_pauseAllUnitsFlag )
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Pause all units
|
|
function PauseAllUnitsBJ takes boolean pause returns nothing
|
|
local integer index
|
|
local player indexPlayer
|
|
local group g
|
|
|
|
set bj_pauseAllUnitsFlag = pause
|
|
set g = CreateGroup()
|
|
set index = 0
|
|
loop
|
|
set indexPlayer = Player( index )
|
|
|
|
// If this is a computer slot, pause/resume the AI.
|
|
if (GetPlayerController( indexPlayer ) == MAP_CONTROL_COMPUTER) then
|
|
call PauseCompAI( indexPlayer, pause )
|
|
endif
|
|
|
|
// Enumerate and unpause every unit owned by the player.
|
|
call GroupEnumUnitsOfPlayer( g, indexPlayer, null )
|
|
call ForGroup( g, function PauseAllUnitsBJEnum )
|
|
call GroupClear( g )
|
|
|
|
set index = index + 1
|
|
exitwhen index == bj_MAX_PLAYER_SLOTS
|
|
endloop
|
|
call DestroyGroup(g)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function PauseUnitBJ takes boolean pause, unit whichUnit returns nothing
|
|
call PauseUnit(whichUnit, pause)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function IsUnitPausedBJ takes unit whichUnit returns boolean
|
|
return IsUnitPaused(whichUnit)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function UnitPauseTimedLifeBJ takes boolean flag, unit whichUnit returns nothing
|
|
call UnitPauseTimedLife(whichUnit, flag)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function UnitApplyTimedLifeBJ takes real duration, integer buffId, unit whichUnit returns nothing
|
|
call UnitApplyTimedLife(whichUnit, buffId, duration)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function UnitShareVisionBJ takes boolean share, unit whichUnit, player whichPlayer returns nothing
|
|
call UnitShareVision(whichUnit, whichPlayer, share)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function UnitRemoveBuffsBJ takes integer buffType, unit whichUnit returns nothing
|
|
if (buffType == bj_REMOVEBUFFS_POSITIVE) then
|
|
call UnitRemoveBuffs(whichUnit, true, false)
|
|
elseif (buffType == bj_REMOVEBUFFS_NEGATIVE) then
|
|
call UnitRemoveBuffs(whichUnit, false, true)
|
|
elseif (buffType == bj_REMOVEBUFFS_ALL) then
|
|
call UnitRemoveBuffs(whichUnit, true, true)
|
|
elseif (buffType == bj_REMOVEBUFFS_NONTLIFE) then
|
|
call UnitRemoveBuffsEx(whichUnit, true, true, false, false, false, true, false)
|
|
else
|
|
// Unrecognized dispel type - ignore the request.
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function UnitRemoveBuffsExBJ takes integer polarity, integer resist, unit whichUnit, boolean bTLife, boolean bAura returns nothing
|
|
local boolean bPos = (polarity == bj_BUFF_POLARITY_EITHER) or (polarity == bj_BUFF_POLARITY_POSITIVE)
|
|
local boolean bNeg = (polarity == bj_BUFF_POLARITY_EITHER) or (polarity == bj_BUFF_POLARITY_NEGATIVE)
|
|
local boolean bMagic = (resist == bj_BUFF_RESIST_BOTH) or (resist == bj_BUFF_RESIST_MAGIC)
|
|
local boolean bPhys = (resist == bj_BUFF_RESIST_BOTH) or (resist == bj_BUFF_RESIST_PHYSICAL)
|
|
|
|
call UnitRemoveBuffsEx(whichUnit, bPos, bNeg, bMagic, bPhys, bTLife, bAura, false)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function UnitCountBuffsExBJ takes integer polarity, integer resist, unit whichUnit, boolean bTLife, boolean bAura returns integer
|
|
local boolean bPos = (polarity == bj_BUFF_POLARITY_EITHER) or (polarity == bj_BUFF_POLARITY_POSITIVE)
|
|
local boolean bNeg = (polarity == bj_BUFF_POLARITY_EITHER) or (polarity == bj_BUFF_POLARITY_NEGATIVE)
|
|
local boolean bMagic = (resist == bj_BUFF_RESIST_BOTH) or (resist == bj_BUFF_RESIST_MAGIC)
|
|
local boolean bPhys = (resist == bj_BUFF_RESIST_BOTH) or (resist == bj_BUFF_RESIST_PHYSICAL)
|
|
|
|
return UnitCountBuffsEx(whichUnit, bPos, bNeg, bMagic, bPhys, bTLife, bAura, false)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function UnitRemoveAbilityBJ takes integer abilityId, unit whichUnit returns boolean
|
|
return UnitRemoveAbility(whichUnit, abilityId)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function UnitAddAbilityBJ takes integer abilityId, unit whichUnit returns boolean
|
|
return UnitAddAbility(whichUnit, abilityId)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function UnitRemoveTypeBJ takes unittype whichType, unit whichUnit returns boolean
|
|
return UnitRemoveType(whichUnit, whichType)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function UnitAddTypeBJ takes unittype whichType, unit whichUnit returns boolean
|
|
return UnitAddType(whichUnit, whichType)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function UnitMakeAbilityPermanentBJ takes boolean permanent, integer abilityId, unit whichUnit returns boolean
|
|
return UnitMakeAbilityPermanent(whichUnit, permanent, abilityId)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetUnitExplodedBJ takes unit whichUnit, boolean exploded returns nothing
|
|
call SetUnitExploded(whichUnit, exploded)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function ExplodeUnitBJ takes unit whichUnit returns nothing
|
|
call SetUnitExploded(whichUnit, true)
|
|
call KillUnit(whichUnit)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetTransportUnitBJ takes nothing returns unit
|
|
return GetTransportUnit()
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetLoadedUnitBJ takes nothing returns unit
|
|
return GetLoadedUnit()
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function IsUnitInTransportBJ takes unit whichUnit, unit whichTransport returns boolean
|
|
return IsUnitInTransport(whichUnit, whichTransport)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function IsUnitLoadedBJ takes unit whichUnit returns boolean
|
|
return IsUnitLoaded(whichUnit)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function IsUnitIllusionBJ takes unit whichUnit returns boolean
|
|
return IsUnitIllusion(whichUnit)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// This attempts to replace a unit with a new unit type by creating a new
|
|
// unit of the desired type using the old unit's location, facing, etc.
|
|
//
|
|
function ReplaceUnitBJ takes unit whichUnit, integer newUnitId, integer unitStateMethod returns unit
|
|
local unit oldUnit = whichUnit
|
|
local unit newUnit
|
|
local boolean wasHidden
|
|
local integer index
|
|
local item indexItem
|
|
local real oldRatio
|
|
|
|
// If we have bogus data, don't attempt the replace.
|
|
if (oldUnit == null) then
|
|
set bj_lastReplacedUnit = oldUnit
|
|
return oldUnit
|
|
endif
|
|
|
|
// Hide the original unit.
|
|
set wasHidden = IsUnitHidden(oldUnit)
|
|
call ShowUnit(oldUnit, false)
|
|
|
|
// Create the replacement unit.
|
|
if (newUnitId == 'ugol') then
|
|
set newUnit = CreateBlightedGoldmine(GetOwningPlayer(oldUnit), GetUnitX(oldUnit), GetUnitY(oldUnit), GetUnitFacing(oldUnit))
|
|
else
|
|
set newUnit = CreateUnit(GetOwningPlayer(oldUnit), newUnitId, GetUnitX(oldUnit), GetUnitY(oldUnit), GetUnitFacing(oldUnit))
|
|
endif
|
|
|
|
// Set the unit's life and mana according to the requested method.
|
|
if (unitStateMethod == bj_UNIT_STATE_METHOD_RELATIVE) then
|
|
// Set the replacement's current/max life ratio to that of the old unit.
|
|
// If both units have mana, do the same for mana.
|
|
if (GetUnitState(oldUnit, UNIT_STATE_MAX_LIFE) > 0) then
|
|
set oldRatio = GetUnitState(oldUnit, UNIT_STATE_LIFE) / GetUnitState(oldUnit, UNIT_STATE_MAX_LIFE)
|
|
call SetUnitState(newUnit, UNIT_STATE_LIFE, oldRatio * GetUnitState(newUnit, UNIT_STATE_MAX_LIFE))
|
|
endif
|
|
|
|
if (GetUnitState(oldUnit, UNIT_STATE_MAX_MANA) > 0) and (GetUnitState(newUnit, UNIT_STATE_MAX_MANA) > 0) then
|
|
set oldRatio = GetUnitState(oldUnit, UNIT_STATE_MANA) / GetUnitState(oldUnit, UNIT_STATE_MAX_MANA)
|
|
call SetUnitState(newUnit, UNIT_STATE_MANA, oldRatio * GetUnitState(newUnit, UNIT_STATE_MAX_MANA))
|
|
endif
|
|
elseif (unitStateMethod == bj_UNIT_STATE_METHOD_ABSOLUTE) then
|
|
// Set the replacement's current life to that of the old unit.
|
|
// If the new unit has mana, do the same for mana.
|
|
call SetUnitState(newUnit, UNIT_STATE_LIFE, GetUnitState(oldUnit, UNIT_STATE_LIFE))
|
|
if (GetUnitState(newUnit, UNIT_STATE_MAX_MANA) > 0) then
|
|
call SetUnitState(newUnit, UNIT_STATE_MANA, GetUnitState(oldUnit, UNIT_STATE_MANA))
|
|
endif
|
|
elseif (unitStateMethod == bj_UNIT_STATE_METHOD_DEFAULTS) then
|
|
// The newly created unit should already have default life and mana.
|
|
elseif (unitStateMethod == bj_UNIT_STATE_METHOD_MAXIMUM) then
|
|
// Use max life and mana.
|
|
call SetUnitState(newUnit, UNIT_STATE_LIFE, GetUnitState(newUnit, UNIT_STATE_MAX_LIFE))
|
|
call SetUnitState(newUnit, UNIT_STATE_MANA, GetUnitState(newUnit, UNIT_STATE_MAX_MANA))
|
|
else
|
|
// Unrecognized unit state method - ignore the request.
|
|
endif
|
|
|
|
// Mirror properties of the old unit onto the new unit.
|
|
//call PauseUnit(newUnit, IsUnitPaused(oldUnit))
|
|
call SetResourceAmount(newUnit, GetResourceAmount(oldUnit))
|
|
|
|
// If both the old and new units are heroes, handle their hero info.
|
|
if (IsUnitType(oldUnit, UNIT_TYPE_HERO) and IsUnitType(newUnit, UNIT_TYPE_HERO)) then
|
|
call SetHeroXP(newUnit, GetHeroXP(oldUnit), false)
|
|
|
|
set index = 0
|
|
loop
|
|
set indexItem = UnitItemInSlot(oldUnit, index)
|
|
if (indexItem != null) then
|
|
call UnitRemoveItem(oldUnit, indexItem)
|
|
call UnitAddItem(newUnit, indexItem)
|
|
endif
|
|
|
|
set index = index + 1
|
|
exitwhen index >= bj_MAX_INVENTORY
|
|
endloop
|
|
endif
|
|
|
|
// Remove or kill the original unit. It is sometimes unsafe to remove
|
|
// hidden units, so kill the original unit if it was previously hidden.
|
|
if wasHidden then
|
|
call KillUnit(oldUnit)
|
|
call RemoveUnit(oldUnit)
|
|
else
|
|
call RemoveUnit(oldUnit)
|
|
endif
|
|
|
|
set bj_lastReplacedUnit = newUnit
|
|
return newUnit
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetLastReplacedUnitBJ takes nothing returns unit
|
|
return bj_lastReplacedUnit
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetUnitPositionLocFacingBJ takes unit whichUnit, location loc, real facing returns nothing
|
|
call SetUnitPositionLoc(whichUnit, loc)
|
|
call SetUnitFacing(whichUnit, facing)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetUnitPositionLocFacingLocBJ takes unit whichUnit, location loc, location lookAt returns nothing
|
|
call SetUnitPositionLoc(whichUnit, loc)
|
|
call SetUnitFacing(whichUnit, AngleBetweenPoints(loc, lookAt))
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function AddItemToStockBJ takes integer itemId, unit whichUnit, integer currentStock, integer stockMax returns nothing
|
|
call AddItemToStock(whichUnit, itemId, currentStock, stockMax)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function AddUnitToStockBJ takes integer unitId, unit whichUnit, integer currentStock, integer stockMax returns nothing
|
|
call AddUnitToStock(whichUnit, unitId, currentStock, stockMax)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function RemoveItemFromStockBJ takes integer itemId, unit whichUnit returns nothing
|
|
call RemoveItemFromStock(whichUnit, itemId)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function RemoveUnitFromStockBJ takes integer unitId, unit whichUnit returns nothing
|
|
call RemoveUnitFromStock(whichUnit, unitId)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetUnitUseFoodBJ takes boolean enable, unit whichUnit returns nothing
|
|
call SetUnitUseFood(whichUnit, enable)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function UnitDamagePointLoc takes unit whichUnit, real delay, real radius, location loc, real amount, attacktype whichAttack, damagetype whichDamage returns boolean
|
|
return UnitDamagePoint(whichUnit, delay, radius, GetLocationX(loc), GetLocationY(loc), amount, true, false, whichAttack, whichDamage, WEAPON_TYPE_WHOKNOWS)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function UnitDamageTargetBJ takes unit whichUnit, unit target, real amount, attacktype whichAttack, damagetype whichDamage returns boolean
|
|
return UnitDamageTarget(whichUnit, target, amount, true, false, whichAttack, whichDamage, WEAPON_TYPE_WHOKNOWS)
|
|
endfunction
|
|
|
|
|
|
|
|
//***************************************************************************
|
|
//*
|
|
//* Destructable Utility Functions
|
|
//*
|
|
//***************************************************************************
|
|
|
|
//===========================================================================
|
|
function CreateDestructableLoc takes integer objectid, location loc, real facing, real scale, integer variation returns destructable
|
|
set bj_lastCreatedDestructable = CreateDestructable(objectid, GetLocationX(loc), GetLocationY(loc), facing, scale, variation)
|
|
return bj_lastCreatedDestructable
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function CreateDeadDestructableLocBJ takes integer objectid, location loc, real facing, real scale, integer variation returns destructable
|
|
set bj_lastCreatedDestructable = CreateDeadDestructable(objectid, GetLocationX(loc), GetLocationY(loc), facing, scale, variation)
|
|
return bj_lastCreatedDestructable
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetLastCreatedDestructable takes nothing returns destructable
|
|
return bj_lastCreatedDestructable
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function ShowDestructableBJ takes boolean flag, destructable d returns nothing
|
|
call ShowDestructable(d, flag)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetDestructableInvulnerableBJ takes destructable d, boolean flag returns nothing
|
|
call SetDestructableInvulnerable(d, flag)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function IsDestructableInvulnerableBJ takes destructable d returns boolean
|
|
return IsDestructableInvulnerable(d)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetDestructableLoc takes destructable whichDestructable returns location
|
|
return Location(GetDestructableX(whichDestructable), GetDestructableY(whichDestructable))
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function EnumDestructablesInRectAll takes rect r, code actionFunc returns nothing
|
|
call EnumDestructablesInRect(r, null, actionFunc)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function EnumDestructablesInCircleBJFilter takes nothing returns boolean
|
|
local location destLoc = GetDestructableLoc(GetFilterDestructable())
|
|
local boolean result
|
|
|
|
set result = DistanceBetweenPoints(destLoc, bj_enumDestructableCenter) <= bj_enumDestructableRadius
|
|
call RemoveLocation(destLoc)
|
|
return result
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function IsDestructableDeadBJ takes destructable d returns boolean
|
|
return GetDestructableLife(d) <= 0
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function IsDestructableAliveBJ takes destructable d returns boolean
|
|
return not IsDestructableDeadBJ(d)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// See GroupPickRandomUnitEnum for the details of this algorithm.
|
|
//
|
|
function RandomDestructableInRectBJEnum takes nothing returns nothing
|
|
set bj_destRandomConsidered = bj_destRandomConsidered + 1
|
|
if (GetRandomInt(1,bj_destRandomConsidered) == 1) then
|
|
set bj_destRandomCurrentPick = GetEnumDestructable()
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Picks a random destructable from within a rect, matching a condition
|
|
//
|
|
function RandomDestructableInRectBJ takes rect r, boolexpr filter returns destructable
|
|
set bj_destRandomConsidered = 0
|
|
set bj_destRandomCurrentPick = null
|
|
call EnumDestructablesInRect(r, filter, function RandomDestructableInRectBJEnum)
|
|
call DestroyBoolExpr(filter)
|
|
return bj_destRandomCurrentPick
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Picks a random destructable from within a rect
|
|
//
|
|
function RandomDestructableInRectSimpleBJ takes rect r returns destructable
|
|
return RandomDestructableInRectBJ(r, null)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Enumerates within a rect, with a filter to narrow the enumeration down
|
|
// objects within a circular area.
|
|
//
|
|
function EnumDestructablesInCircleBJ takes real radius, location loc, code actionFunc returns nothing
|
|
local rect r
|
|
|
|
if (radius >= 0) then
|
|
set bj_enumDestructableCenter = loc
|
|
set bj_enumDestructableRadius = radius
|
|
set r = GetRectFromCircleBJ(loc, radius)
|
|
call EnumDestructablesInRect(r, filterEnumDestructablesInCircleBJ, actionFunc)
|
|
call RemoveRect(r)
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetDestructableLifePercentBJ takes destructable d, real percent returns nothing
|
|
call SetDestructableLife(d, GetDestructableMaxLife(d) * percent * 0.01)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetDestructableMaxLifeBJ takes destructable d, real max returns nothing
|
|
call SetDestructableMaxLife(d, max)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function ModifyGateBJ takes integer gateOperation, destructable d returns nothing
|
|
if (gateOperation == bj_GATEOPERATION_CLOSE) then
|
|
if (GetDestructableLife(d) <= 0) then
|
|
call DestructableRestoreLife(d, GetDestructableMaxLife(d), true)
|
|
endif
|
|
call SetDestructableAnimation(d, "stand")
|
|
elseif (gateOperation == bj_GATEOPERATION_OPEN) then
|
|
if (GetDestructableLife(d) > 0) then
|
|
call KillDestructable(d)
|
|
endif
|
|
call SetDestructableAnimation(d, "death alternate")
|
|
elseif (gateOperation == bj_GATEOPERATION_DESTROY) then
|
|
if (GetDestructableLife(d) > 0) then
|
|
call KillDestructable(d)
|
|
endif
|
|
call SetDestructableAnimation(d, "death")
|
|
else
|
|
// Unrecognized gate state - ignore the request.
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Determine the elevator's height from its occlusion height.
|
|
//
|
|
function GetElevatorHeight takes destructable d returns integer
|
|
local integer height
|
|
|
|
set height = 1 + R2I(GetDestructableOccluderHeight(d) / bj_CLIFFHEIGHT)
|
|
if (height < 1) or (height > 3) then
|
|
set height = 1
|
|
endif
|
|
return height
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// To properly animate an elevator, we must know not only what height we
|
|
// want to change to, but also what height we are currently at. This code
|
|
// determines the elevator's current height from its occlusion height.
|
|
// Arbitrarily changing an elevator's occlusion height is thus inadvisable.
|
|
//
|
|
function ChangeElevatorHeight takes destructable d, integer newHeight returns nothing
|
|
local integer oldHeight
|
|
|
|
// Cap the new height within the supported range.
|
|
set newHeight = IMaxBJ(1, newHeight)
|
|
set newHeight = IMinBJ(3, newHeight)
|
|
|
|
// Find out what height the elevator is already at.
|
|
set oldHeight = GetElevatorHeight(d)
|
|
|
|
// Set the elevator's occlusion height.
|
|
call SetDestructableOccluderHeight(d, bj_CLIFFHEIGHT*(newHeight-1))
|
|
|
|
if (newHeight == 1) then
|
|
if (oldHeight == 2) then
|
|
call SetDestructableAnimation(d, "birth")
|
|
call QueueDestructableAnimation(d, "stand")
|
|
elseif (oldHeight == 3) then
|
|
call SetDestructableAnimation(d, "birth third")
|
|
call QueueDestructableAnimation(d, "stand")
|
|
else
|
|
// Unrecognized old height - snap to new height.
|
|
call SetDestructableAnimation(d, "stand")
|
|
endif
|
|
elseif (newHeight == 2) then
|
|
if (oldHeight == 1) then
|
|
call SetDestructableAnimation(d, "death")
|
|
call QueueDestructableAnimation(d, "stand second")
|
|
elseif (oldHeight == 3) then
|
|
call SetDestructableAnimation(d, "birth second")
|
|
call QueueDestructableAnimation(d, "stand second")
|
|
else
|
|
// Unrecognized old height - snap to new height.
|
|
call SetDestructableAnimation(d, "stand second")
|
|
endif
|
|
elseif (newHeight == 3) then
|
|
if (oldHeight == 1) then
|
|
call SetDestructableAnimation(d, "death third")
|
|
call QueueDestructableAnimation(d, "stand third")
|
|
elseif (oldHeight == 2) then
|
|
call SetDestructableAnimation(d, "death second")
|
|
call QueueDestructableAnimation(d, "stand third")
|
|
else
|
|
// Unrecognized old height - snap to new height.
|
|
call SetDestructableAnimation(d, "stand third")
|
|
endif
|
|
else
|
|
// Unrecognized new height - ignore the request.
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Grab the unit and throw his own coords in his face, forcing him to push
|
|
// and shove until he finds a spot where noone will bother him.
|
|
//
|
|
function NudgeUnitsInRectEnum takes nothing returns nothing
|
|
local unit nudgee = GetEnumUnit()
|
|
|
|
call SetUnitPosition(nudgee, GetUnitX(nudgee), GetUnitY(nudgee))
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function NudgeItemsInRectEnum takes nothing returns nothing
|
|
local item nudgee = GetEnumItem()
|
|
|
|
call SetItemPosition(nudgee, GetItemX(nudgee), GetItemY(nudgee))
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Nudge the items and units within a given rect ever so gently, so as to
|
|
// encourage them to find locations where they can peacefully coexist with
|
|
// pathing restrictions and live happy, fruitful lives.
|
|
//
|
|
function NudgeObjectsInRect takes rect nudgeArea returns nothing
|
|
local group g
|
|
|
|
set g = CreateGroup()
|
|
call GroupEnumUnitsInRect(g, nudgeArea, null)
|
|
call ForGroup(g, function NudgeUnitsInRectEnum)
|
|
call DestroyGroup(g)
|
|
|
|
call EnumItemsInRect(nudgeArea, null, function NudgeItemsInRectEnum)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function NearbyElevatorExistsEnum takes nothing returns nothing
|
|
local destructable d = GetEnumDestructable()
|
|
local integer dType = GetDestructableTypeId(d)
|
|
|
|
if (dType == bj_ELEVATOR_CODE01) or (dType == bj_ELEVATOR_CODE02) then
|
|
set bj_elevatorNeighbor = d
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function NearbyElevatorExists takes real x, real y returns boolean
|
|
local real findThreshold = 32
|
|
local rect r
|
|
|
|
// If another elevator is overlapping this one, ignore the wall.
|
|
set r = Rect(x - findThreshold, y - findThreshold, x + findThreshold, y + findThreshold)
|
|
set bj_elevatorNeighbor = null
|
|
call EnumDestructablesInRect(r, null, function NearbyElevatorExistsEnum)
|
|
call RemoveRect(r)
|
|
|
|
return bj_elevatorNeighbor != null
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function FindElevatorWallBlockerEnum takes nothing returns nothing
|
|
set bj_elevatorWallBlocker = GetEnumDestructable()
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// This toggles pathing on or off for one wall of an elevator by killing
|
|
// or reviving a pathing blocker at the appropriate location (and creating
|
|
// the pathing blocker in the first place, if it does not yet exist).
|
|
//
|
|
function ChangeElevatorWallBlocker takes real x, real y, real facing, boolean open returns nothing
|
|
local destructable blocker = null
|
|
local real findThreshold = 32
|
|
local real nudgeLength = 4.25 * bj_CELLWIDTH
|
|
local real nudgeWidth = 1.25 * bj_CELLWIDTH
|
|
local rect r
|
|
|
|
// Search for the pathing blocker within the general area.
|
|
set r = Rect(x - findThreshold, y - findThreshold, x + findThreshold, y + findThreshold)
|
|
set bj_elevatorWallBlocker = null
|
|
call EnumDestructablesInRect(r, null, function FindElevatorWallBlockerEnum)
|
|
call RemoveRect(r)
|
|
set blocker = bj_elevatorWallBlocker
|
|
|
|
// Ensure that the blocker exists.
|
|
if (blocker == null) then
|
|
set blocker = CreateDeadDestructable(bj_ELEVATOR_BLOCKER_CODE, x, y, facing, 1, 0)
|
|
elseif (GetDestructableTypeId(blocker) != bj_ELEVATOR_BLOCKER_CODE) then
|
|
// If a different destructible exists in the blocker's spot, ignore
|
|
// the request. (Two destructibles cannot occupy the same location
|
|
// on the map, so we cannot create an elevator blocker here.)
|
|
return
|
|
endif
|
|
|
|
if (open) then
|
|
// Ensure that the blocker is dead.
|
|
if (GetDestructableLife(blocker) > 0) then
|
|
call KillDestructable(blocker)
|
|
endif
|
|
else
|
|
// Ensure that the blocker is alive.
|
|
if (GetDestructableLife(blocker) <= 0) then
|
|
call DestructableRestoreLife(blocker, GetDestructableMaxLife(blocker), false)
|
|
endif
|
|
|
|
// Nudge any objects standing in the blocker's way.
|
|
if (facing == 0) then
|
|
set r = Rect(x - nudgeWidth/2, y - nudgeLength/2, x + nudgeWidth/2, y + nudgeLength/2)
|
|
call NudgeObjectsInRect(r)
|
|
call RemoveRect(r)
|
|
elseif (facing == 90) then
|
|
set r = Rect(x - nudgeLength/2, y - nudgeWidth/2, x + nudgeLength/2, y + nudgeWidth/2)
|
|
call NudgeObjectsInRect(r)
|
|
call RemoveRect(r)
|
|
else
|
|
// Unrecognized blocker angle - don't nudge anything.
|
|
endif
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function ChangeElevatorWalls takes boolean open, integer walls, destructable d returns nothing
|
|
local real x = GetDestructableX(d)
|
|
local real y = GetDestructableY(d)
|
|
local real distToBlocker = 192
|
|
local real distToNeighbor = 256
|
|
|
|
if (walls == bj_ELEVATOR_WALL_TYPE_ALL) or (walls == bj_ELEVATOR_WALL_TYPE_EAST) then
|
|
if (not NearbyElevatorExists(x + distToNeighbor, y)) then
|
|
call ChangeElevatorWallBlocker(x + distToBlocker, y, 0, open)
|
|
endif
|
|
endif
|
|
|
|
if (walls == bj_ELEVATOR_WALL_TYPE_ALL) or (walls == bj_ELEVATOR_WALL_TYPE_NORTH) then
|
|
if (not NearbyElevatorExists(x, y + distToNeighbor)) then
|
|
call ChangeElevatorWallBlocker(x, y + distToBlocker, 90, open)
|
|
endif
|
|
endif
|
|
|
|
if (walls == bj_ELEVATOR_WALL_TYPE_ALL) or (walls == bj_ELEVATOR_WALL_TYPE_SOUTH) then
|
|
if (not NearbyElevatorExists(x, y - distToNeighbor)) then
|
|
call ChangeElevatorWallBlocker(x, y - distToBlocker, 90, open)
|
|
endif
|
|
endif
|
|
|
|
if (walls == bj_ELEVATOR_WALL_TYPE_ALL) or (walls == bj_ELEVATOR_WALL_TYPE_WEST) then
|
|
if (not NearbyElevatorExists(x - distToNeighbor, y)) then
|
|
call ChangeElevatorWallBlocker(x - distToBlocker, y, 0, open)
|
|
endif
|
|
endif
|
|
endfunction
|
|
|
|
|
|
|
|
//***************************************************************************
|
|
//*
|
|
//* Neutral Building Utility Functions
|
|
//*
|
|
//***************************************************************************
|
|
|
|
//===========================================================================
|
|
function WaygateActivateBJ takes boolean activate, unit waygate returns nothing
|
|
call WaygateActivate(waygate, activate)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function WaygateIsActiveBJ takes unit waygate returns boolean
|
|
return WaygateIsActive(waygate)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function WaygateSetDestinationLocBJ takes unit waygate, location loc returns nothing
|
|
call WaygateSetDestination(waygate, GetLocationX(loc), GetLocationY(loc))
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function WaygateGetDestinationLocBJ takes unit waygate returns location
|
|
return Location(WaygateGetDestinationX(waygate), WaygateGetDestinationY(waygate))
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function UnitSetUsesAltIconBJ takes boolean flag, unit whichUnit returns nothing
|
|
call UnitSetUsesAltIcon(whichUnit, flag)
|
|
endfunction
|
|
|
|
|
|
|
|
//***************************************************************************
|
|
//*
|
|
//* UI Utility Functions
|
|
//*
|
|
//***************************************************************************
|
|
|
|
//===========================================================================
|
|
function ForceUIKeyBJ takes player whichPlayer, string key returns nothing
|
|
if (GetLocalPlayer() == whichPlayer) then
|
|
// Use only local code (no net traffic) within this block to avoid desyncs.
|
|
call ForceUIKey(key)
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function ForceUICancelBJ takes player whichPlayer returns nothing
|
|
if (GetLocalPlayer() == whichPlayer) then
|
|
// Use only local code (no net traffic) within this block to avoid desyncs.
|
|
call ForceUICancel()
|
|
endif
|
|
endfunction
|
|
|
|
|
|
|
|
//***************************************************************************
|
|
//*
|
|
//* Group and Force Utility Functions
|
|
//*
|
|
//***************************************************************************
|
|
|
|
//===========================================================================
|
|
function ForGroupBJ takes group whichGroup, code callback returns nothing
|
|
// If the user wants the group destroyed, remember that fact and clear
|
|
// the flag, in case it is used again in the callback.
|
|
local boolean wantDestroy = bj_wantDestroyGroup
|
|
set bj_wantDestroyGroup = false
|
|
|
|
call ForGroup(whichGroup, callback)
|
|
|
|
// If the user wants the group destroyed, do so now.
|
|
if (wantDestroy) then
|
|
call DestroyGroup(whichGroup)
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GroupAddUnitSimple takes unit whichUnit, group whichGroup returns nothing
|
|
call GroupAddUnit(whichGroup, whichUnit)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GroupRemoveUnitSimple takes unit whichUnit, group whichGroup returns nothing
|
|
call GroupRemoveUnit(whichGroup, whichUnit)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GroupAddGroupEnum takes nothing returns nothing
|
|
call GroupAddUnit(bj_groupAddGroupDest, GetEnumUnit())
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GroupAddGroup takes group sourceGroup, group destGroup returns nothing
|
|
// If the user wants the group destroyed, remember that fact and clear
|
|
// the flag, in case it is used again in the callback.
|
|
local boolean wantDestroy = bj_wantDestroyGroup
|
|
set bj_wantDestroyGroup = false
|
|
|
|
set bj_groupAddGroupDest = destGroup
|
|
call ForGroup(sourceGroup, function GroupAddGroupEnum)
|
|
|
|
// If the user wants the group destroyed, do so now.
|
|
if (wantDestroy) then
|
|
call DestroyGroup(sourceGroup)
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GroupRemoveGroupEnum takes nothing returns nothing
|
|
call GroupRemoveUnit(bj_groupRemoveGroupDest, GetEnumUnit())
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GroupRemoveGroup takes group sourceGroup, group destGroup returns nothing
|
|
// If the user wants the group destroyed, remember that fact and clear
|
|
// the flag, in case it is used again in the callback.
|
|
local boolean wantDestroy = bj_wantDestroyGroup
|
|
set bj_wantDestroyGroup = false
|
|
|
|
set bj_groupRemoveGroupDest = destGroup
|
|
call ForGroup(sourceGroup, function GroupRemoveGroupEnum)
|
|
|
|
// If the user wants the group destroyed, do so now.
|
|
if (wantDestroy) then
|
|
call DestroyGroup(sourceGroup)
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function ForceAddPlayerSimple takes player whichPlayer, force whichForce returns nothing
|
|
call ForceAddPlayer(whichForce, whichPlayer)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function ForceRemovePlayerSimple takes player whichPlayer, force whichForce returns nothing
|
|
call ForceRemovePlayer(whichForce, whichPlayer)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Consider each unit, one at a time, keeping a "current pick". Once all units
|
|
// are considered, this "current pick" will be the resulting random unit.
|
|
//
|
|
// The chance of picking a given unit over the "current pick" is 1/N, where N is
|
|
// the number of units considered thusfar (including the current consideration).
|
|
//
|
|
function GroupPickRandomUnitEnum takes nothing returns nothing
|
|
set bj_groupRandomConsidered = bj_groupRandomConsidered + 1
|
|
if (GetRandomInt(1,bj_groupRandomConsidered) == 1) then
|
|
set bj_groupRandomCurrentPick = GetEnumUnit()
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Picks a random unit from a group.
|
|
//
|
|
function GroupPickRandomUnit takes group whichGroup returns unit
|
|
// If the user wants the group destroyed, remember that fact and clear
|
|
// the flag, in case it is used again in the callback.
|
|
local boolean wantDestroy = bj_wantDestroyGroup
|
|
set bj_wantDestroyGroup = false
|
|
|
|
set bj_groupRandomConsidered = 0
|
|
set bj_groupRandomCurrentPick = null
|
|
call ForGroup(whichGroup, function GroupPickRandomUnitEnum)
|
|
|
|
// If the user wants the group destroyed, do so now.
|
|
if (wantDestroy) then
|
|
call DestroyGroup(whichGroup)
|
|
endif
|
|
return bj_groupRandomCurrentPick
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// See GroupPickRandomUnitEnum for the details of this algorithm.
|
|
//
|
|
function ForcePickRandomPlayerEnum takes nothing returns nothing
|
|
set bj_forceRandomConsidered = bj_forceRandomConsidered + 1
|
|
if (GetRandomInt(1,bj_forceRandomConsidered) == 1) then
|
|
set bj_forceRandomCurrentPick = GetEnumPlayer()
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Picks a random player from a force.
|
|
//
|
|
function ForcePickRandomPlayer takes force whichForce returns player
|
|
set bj_forceRandomConsidered = 0
|
|
set bj_forceRandomCurrentPick = null
|
|
call ForForce(whichForce, function ForcePickRandomPlayerEnum)
|
|
return bj_forceRandomCurrentPick
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function EnumUnitsSelected takes player whichPlayer, boolexpr enumFilter, code enumAction returns nothing
|
|
local group g = CreateGroup()
|
|
call SyncSelections()
|
|
call GroupEnumUnitsSelected(g, whichPlayer, enumFilter)
|
|
call DestroyBoolExpr(enumFilter)
|
|
call ForGroup(g, enumAction)
|
|
call DestroyGroup(g)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetUnitsInRectMatching takes rect r, boolexpr filter returns group
|
|
local group g = CreateGroup()
|
|
call GroupEnumUnitsInRect(g, r, filter)
|
|
call DestroyBoolExpr(filter)
|
|
return g
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetUnitsInRectAll takes rect r returns group
|
|
return GetUnitsInRectMatching(r, null)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetUnitsInRectOfPlayerFilter takes nothing returns boolean
|
|
return GetOwningPlayer(GetFilterUnit()) == bj_groupEnumOwningPlayer
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetUnitsInRectOfPlayer takes rect r, player whichPlayer returns group
|
|
local group g = CreateGroup()
|
|
set bj_groupEnumOwningPlayer = whichPlayer
|
|
call GroupEnumUnitsInRect(g, r, filterGetUnitsInRectOfPlayer)
|
|
return g
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetUnitsInRangeOfLocMatching takes real radius, location whichLocation, boolexpr filter returns group
|
|
local group g = CreateGroup()
|
|
call GroupEnumUnitsInRangeOfLoc(g, whichLocation, radius, filter)
|
|
call DestroyBoolExpr(filter)
|
|
return g
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetUnitsInRangeOfLocAll takes real radius, location whichLocation returns group
|
|
return GetUnitsInRangeOfLocMatching(radius, whichLocation, null)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetUnitsOfTypeIdAllFilter takes nothing returns boolean
|
|
return GetUnitTypeId(GetFilterUnit()) == bj_groupEnumTypeId
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetUnitsOfTypeIdAll takes integer unitid returns group
|
|
local group result = CreateGroup()
|
|
local group g = CreateGroup()
|
|
local integer index
|
|
|
|
set index = 0
|
|
loop
|
|
set bj_groupEnumTypeId = unitid
|
|
call GroupClear(g)
|
|
call GroupEnumUnitsOfPlayer(g, Player(index), filterGetUnitsOfTypeIdAll)
|
|
call GroupAddGroup(g, result)
|
|
|
|
set index = index + 1
|
|
exitwhen index == bj_MAX_PLAYER_SLOTS
|
|
endloop
|
|
call DestroyGroup(g)
|
|
|
|
return result
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetUnitsOfPlayerMatching takes player whichPlayer, boolexpr filter returns group
|
|
local group g = CreateGroup()
|
|
call GroupEnumUnitsOfPlayer(g, whichPlayer, filter)
|
|
call DestroyBoolExpr(filter)
|
|
return g
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetUnitsOfPlayerAll takes player whichPlayer returns group
|
|
return GetUnitsOfPlayerMatching(whichPlayer, null)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetUnitsOfPlayerAndTypeIdFilter takes nothing returns boolean
|
|
return GetUnitTypeId(GetFilterUnit()) == bj_groupEnumTypeId
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetUnitsOfPlayerAndTypeId takes player whichPlayer, integer unitid returns group
|
|
local group g = CreateGroup()
|
|
set bj_groupEnumTypeId = unitid
|
|
call GroupEnumUnitsOfPlayer(g, whichPlayer, filterGetUnitsOfPlayerAndTypeId)
|
|
return g
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetUnitsSelectedAll takes player whichPlayer returns group
|
|
local group g = CreateGroup()
|
|
call SyncSelections()
|
|
call GroupEnumUnitsSelected(g, whichPlayer, null)
|
|
return g
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetForceOfPlayer takes player whichPlayer returns force
|
|
local force f = CreateForce()
|
|
call ForceAddPlayer(f, whichPlayer)
|
|
return f
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetPlayersAll takes nothing returns force
|
|
return bj_FORCE_ALL_PLAYERS
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetPlayersByMapControl takes mapcontrol whichControl returns force
|
|
local force f = CreateForce()
|
|
local integer playerIndex
|
|
local player indexPlayer
|
|
|
|
set playerIndex = 0
|
|
loop
|
|
set indexPlayer = Player(playerIndex)
|
|
if GetPlayerController(indexPlayer) == whichControl then
|
|
call ForceAddPlayer(f, indexPlayer)
|
|
endif
|
|
|
|
set playerIndex = playerIndex + 1
|
|
exitwhen playerIndex == bj_MAX_PLAYER_SLOTS
|
|
endloop
|
|
|
|
return f
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetPlayersAllies takes player whichPlayer returns force
|
|
local force f = CreateForce()
|
|
call ForceEnumAllies(f, whichPlayer, null)
|
|
return f
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetPlayersEnemies takes player whichPlayer returns force
|
|
local force f = CreateForce()
|
|
call ForceEnumEnemies(f, whichPlayer, null)
|
|
return f
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetPlayersMatching takes boolexpr filter returns force
|
|
local force f = CreateForce()
|
|
call ForceEnumPlayers(f, filter)
|
|
call DestroyBoolExpr(filter)
|
|
return f
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function CountUnitsInGroupEnum takes nothing returns nothing
|
|
set bj_groupCountUnits = bj_groupCountUnits + 1
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function CountUnitsInGroup takes group g returns integer
|
|
// If the user wants the group destroyed, remember that fact and clear
|
|
// the flag, in case it is used again in the callback.
|
|
local boolean wantDestroy = bj_wantDestroyGroup
|
|
set bj_wantDestroyGroup = false
|
|
|
|
set bj_groupCountUnits = 0
|
|
call ForGroup(g, function CountUnitsInGroupEnum)
|
|
|
|
// If the user wants the group destroyed, do so now.
|
|
if (wantDestroy) then
|
|
call DestroyGroup(g)
|
|
endif
|
|
return bj_groupCountUnits
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function CountPlayersInForceEnum takes nothing returns nothing
|
|
set bj_forceCountPlayers = bj_forceCountPlayers + 1
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function CountPlayersInForceBJ takes force f returns integer
|
|
set bj_forceCountPlayers = 0
|
|
call ForForce(f, function CountPlayersInForceEnum)
|
|
return bj_forceCountPlayers
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetRandomSubGroupEnum takes nothing returns nothing
|
|
if (bj_randomSubGroupWant > 0) then
|
|
if (bj_randomSubGroupWant >= bj_randomSubGroupTotal) or (GetRandomReal(0,1) < bj_randomSubGroupChance) then
|
|
// We either need every remaining unit, or the unit passed its chance check.
|
|
call GroupAddUnit(bj_randomSubGroupGroup, GetEnumUnit())
|
|
set bj_randomSubGroupWant = bj_randomSubGroupWant - 1
|
|
endif
|
|
endif
|
|
set bj_randomSubGroupTotal = bj_randomSubGroupTotal - 1
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetRandomSubGroup takes integer count, group sourceGroup returns group
|
|
local group g = CreateGroup()
|
|
|
|
set bj_randomSubGroupGroup = g
|
|
set bj_randomSubGroupWant = count
|
|
set bj_randomSubGroupTotal = CountUnitsInGroup(sourceGroup)
|
|
|
|
if (bj_randomSubGroupWant <= 0 or bj_randomSubGroupTotal <= 0) then
|
|
return g
|
|
endif
|
|
|
|
set bj_randomSubGroupChance = I2R(bj_randomSubGroupWant) / I2R(bj_randomSubGroupTotal)
|
|
call ForGroup(sourceGroup, function GetRandomSubGroupEnum)
|
|
return g
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function LivingPlayerUnitsOfTypeIdFilter takes nothing returns boolean
|
|
local unit filterUnit = GetFilterUnit()
|
|
return IsUnitAliveBJ(filterUnit) and GetUnitTypeId(filterUnit) == bj_livingPlayerUnitsTypeId
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function CountLivingPlayerUnitsOfTypeId takes integer unitId, player whichPlayer returns integer
|
|
local group g
|
|
local integer matchedCount
|
|
|
|
set g = CreateGroup()
|
|
set bj_livingPlayerUnitsTypeId = unitId
|
|
call GroupEnumUnitsOfPlayer(g, whichPlayer, filterLivingPlayerUnitsOfTypeId)
|
|
set matchedCount = CountUnitsInGroup(g)
|
|
call DestroyGroup(g)
|
|
|
|
return matchedCount
|
|
endfunction
|
|
|
|
|
|
|
|
//***************************************************************************
|
|
//*
|
|
//* Animation Utility Functions
|
|
//*
|
|
//***************************************************************************
|
|
|
|
//===========================================================================
|
|
function ResetUnitAnimation takes unit whichUnit returns nothing
|
|
call SetUnitAnimation(whichUnit, "stand")
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetUnitTimeScalePercent takes unit whichUnit, real percentScale returns nothing
|
|
call SetUnitTimeScale(whichUnit, percentScale * 0.01)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetUnitScalePercent takes unit whichUnit, real percentScaleX, real percentScaleY, real percentScaleZ returns nothing
|
|
call SetUnitScale(whichUnit, percentScaleX * 0.01, percentScaleY * 0.01, percentScaleZ * 0.01)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// This version differs from the common.j interface in that the alpha value
|
|
// is reversed so as to be displayed as transparency, and all four parameters
|
|
// are treated as percentages rather than bytes.
|
|
//
|
|
function SetUnitVertexColorBJ takes unit whichUnit, real red, real green, real blue, real transparency returns nothing
|
|
call SetUnitVertexColor(whichUnit, PercentTo255(red), PercentTo255(green), PercentTo255(blue), PercentTo255(100.0-transparency))
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function UnitAddIndicatorBJ takes unit whichUnit, real red, real green, real blue, real transparency returns nothing
|
|
call AddIndicator(whichUnit, PercentTo255(red), PercentTo255(green), PercentTo255(blue), PercentTo255(100.0-transparency))
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function DestructableAddIndicatorBJ takes destructable whichDestructable, real red, real green, real blue, real transparency returns nothing
|
|
call AddIndicator(whichDestructable, PercentTo255(red), PercentTo255(green), PercentTo255(blue), PercentTo255(100.0-transparency))
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function ItemAddIndicatorBJ takes item whichItem, real red, real green, real blue, real transparency returns nothing
|
|
call AddIndicator(whichItem, PercentTo255(red), PercentTo255(green), PercentTo255(blue), PercentTo255(100.0-transparency))
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Sets a unit's facing to point directly at a location.
|
|
//
|
|
function SetUnitFacingToFaceLocTimed takes unit whichUnit, location target, real duration returns nothing
|
|
local location unitLoc = GetUnitLoc(whichUnit)
|
|
|
|
call SetUnitFacingTimed(whichUnit, AngleBetweenPoints(unitLoc, target), duration)
|
|
call RemoveLocation(unitLoc)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Sets a unit's facing to point directly at another unit.
|
|
//
|
|
function SetUnitFacingToFaceUnitTimed takes unit whichUnit, unit target, real duration returns nothing
|
|
local location unitLoc = GetUnitLoc(target)
|
|
|
|
call SetUnitFacingToFaceLocTimed(whichUnit, unitLoc, duration)
|
|
call RemoveLocation(unitLoc)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function QueueUnitAnimationBJ takes unit whichUnit, string whichAnimation returns nothing
|
|
call QueueUnitAnimation(whichUnit, whichAnimation)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetDestructableAnimationBJ takes destructable d, string whichAnimation returns nothing
|
|
call SetDestructableAnimation(d, whichAnimation)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function QueueDestructableAnimationBJ takes destructable d, string whichAnimation returns nothing
|
|
call QueueDestructableAnimation(d, whichAnimation)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetDestAnimationSpeedPercent takes destructable d, real percentScale returns nothing
|
|
call SetDestructableAnimationSpeed(d, percentScale * 0.01)
|
|
endfunction
|
|
|
|
|
|
|
|
//***************************************************************************
|
|
//*
|
|
//* Dialog Utility Functions
|
|
//*
|
|
//***************************************************************************
|
|
|
|
//===========================================================================
|
|
function DialogDisplayBJ takes boolean flag, dialog whichDialog, player whichPlayer returns nothing
|
|
call DialogDisplay(whichPlayer, whichDialog, flag)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function DialogSetMessageBJ takes dialog whichDialog, string message returns nothing
|
|
call DialogSetMessage(whichDialog, message)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function DialogAddButtonBJ takes dialog whichDialog, string buttonText returns button
|
|
set bj_lastCreatedButton = DialogAddButton(whichDialog, buttonText,0)
|
|
return bj_lastCreatedButton
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function DialogAddButtonWithHotkeyBJ takes dialog whichDialog, string buttonText, integer hotkey returns button
|
|
set bj_lastCreatedButton = DialogAddButton(whichDialog, buttonText,hotkey)
|
|
return bj_lastCreatedButton
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function DialogClearBJ takes dialog whichDialog returns nothing
|
|
call DialogClear(whichDialog)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetLastCreatedButtonBJ takes nothing returns button
|
|
return bj_lastCreatedButton
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetClickedButtonBJ takes nothing returns button
|
|
return GetClickedButton()
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetClickedDialogBJ takes nothing returns dialog
|
|
return GetClickedDialog()
|
|
endfunction
|
|
|
|
|
|
|
|
//***************************************************************************
|
|
//*
|
|
//* Alliance Utility Functions
|
|
//*
|
|
//***************************************************************************
|
|
|
|
//===========================================================================
|
|
function SetPlayerAllianceBJ takes player sourcePlayer, alliancetype whichAllianceSetting, boolean value, player otherPlayer returns nothing
|
|
// Prevent players from attempting to ally with themselves.
|
|
if (sourcePlayer == otherPlayer) then
|
|
return
|
|
endif
|
|
|
|
call SetPlayerAlliance(sourcePlayer, otherPlayer, whichAllianceSetting, value)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Set all flags used by the in-game "Ally" checkbox.
|
|
//
|
|
function SetPlayerAllianceStateAllyBJ takes player sourcePlayer, player otherPlayer, boolean flag returns nothing
|
|
call SetPlayerAlliance(sourcePlayer, otherPlayer, ALLIANCE_PASSIVE, flag)
|
|
call SetPlayerAlliance(sourcePlayer, otherPlayer, ALLIANCE_HELP_REQUEST, flag)
|
|
call SetPlayerAlliance(sourcePlayer, otherPlayer, ALLIANCE_HELP_RESPONSE, flag)
|
|
call SetPlayerAlliance(sourcePlayer, otherPlayer, ALLIANCE_SHARED_XP, flag)
|
|
call SetPlayerAlliance(sourcePlayer, otherPlayer, ALLIANCE_SHARED_SPELLS, flag)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Set all flags used by the in-game "Shared Vision" checkbox.
|
|
//
|
|
function SetPlayerAllianceStateVisionBJ takes player sourcePlayer, player otherPlayer, boolean flag returns nothing
|
|
call SetPlayerAlliance(sourcePlayer, otherPlayer, ALLIANCE_SHARED_VISION, flag)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Set all flags used by the in-game "Shared Units" checkbox.
|
|
//
|
|
function SetPlayerAllianceStateControlBJ takes player sourcePlayer, player otherPlayer, boolean flag returns nothing
|
|
call SetPlayerAlliance(sourcePlayer, otherPlayer, ALLIANCE_SHARED_CONTROL, flag)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Set all flags used by the in-game "Shared Units" checkbox with the Full
|
|
// Shared Unit Control feature enabled.
|
|
//
|
|
function SetPlayerAllianceStateFullControlBJ takes player sourcePlayer, player otherPlayer, boolean flag returns nothing
|
|
call SetPlayerAlliance(sourcePlayer, otherPlayer, ALLIANCE_SHARED_ADVANCED_CONTROL, flag)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetPlayerAllianceStateBJ takes player sourcePlayer, player otherPlayer, integer allianceState returns nothing
|
|
// Prevent players from attempting to ally with themselves.
|
|
if (sourcePlayer == otherPlayer) then
|
|
return
|
|
endif
|
|
|
|
if allianceState == bj_ALLIANCE_UNALLIED then
|
|
call SetPlayerAllianceStateAllyBJ( sourcePlayer, otherPlayer, false )
|
|
call SetPlayerAllianceStateVisionBJ( sourcePlayer, otherPlayer, false )
|
|
call SetPlayerAllianceStateControlBJ( sourcePlayer, otherPlayer, false )
|
|
call SetPlayerAllianceStateFullControlBJ( sourcePlayer, otherPlayer, false )
|
|
elseif allianceState == bj_ALLIANCE_UNALLIED_VISION then
|
|
call SetPlayerAllianceStateAllyBJ( sourcePlayer, otherPlayer, false )
|
|
call SetPlayerAllianceStateVisionBJ( sourcePlayer, otherPlayer, true )
|
|
call SetPlayerAllianceStateControlBJ( sourcePlayer, otherPlayer, false )
|
|
call SetPlayerAllianceStateFullControlBJ( sourcePlayer, otherPlayer, false )
|
|
elseif allianceState == bj_ALLIANCE_ALLIED then
|
|
call SetPlayerAllianceStateAllyBJ( sourcePlayer, otherPlayer, true )
|
|
call SetPlayerAllianceStateVisionBJ( sourcePlayer, otherPlayer, false )
|
|
call SetPlayerAllianceStateControlBJ( sourcePlayer, otherPlayer, false )
|
|
call SetPlayerAllianceStateFullControlBJ( sourcePlayer, otherPlayer, false )
|
|
elseif allianceState == bj_ALLIANCE_ALLIED_VISION then
|
|
call SetPlayerAllianceStateAllyBJ( sourcePlayer, otherPlayer, true )
|
|
call SetPlayerAllianceStateVisionBJ( sourcePlayer, otherPlayer, true )
|
|
call SetPlayerAllianceStateControlBJ( sourcePlayer, otherPlayer, false )
|
|
call SetPlayerAllianceStateFullControlBJ( sourcePlayer, otherPlayer, false )
|
|
elseif allianceState == bj_ALLIANCE_ALLIED_UNITS then
|
|
call SetPlayerAllianceStateAllyBJ( sourcePlayer, otherPlayer, true )
|
|
call SetPlayerAllianceStateVisionBJ( sourcePlayer, otherPlayer, true )
|
|
call SetPlayerAllianceStateControlBJ( sourcePlayer, otherPlayer, true )
|
|
call SetPlayerAllianceStateFullControlBJ( sourcePlayer, otherPlayer, false )
|
|
elseif allianceState == bj_ALLIANCE_ALLIED_ADVUNITS then
|
|
call SetPlayerAllianceStateAllyBJ( sourcePlayer, otherPlayer, true )
|
|
call SetPlayerAllianceStateVisionBJ( sourcePlayer, otherPlayer, true )
|
|
call SetPlayerAllianceStateControlBJ( sourcePlayer, otherPlayer, true )
|
|
call SetPlayerAllianceStateFullControlBJ( sourcePlayer, otherPlayer, true )
|
|
elseif allianceState == bj_ALLIANCE_NEUTRAL then
|
|
call SetPlayerAllianceStateAllyBJ( sourcePlayer, otherPlayer, false )
|
|
call SetPlayerAllianceStateVisionBJ( sourcePlayer, otherPlayer, false )
|
|
call SetPlayerAllianceStateControlBJ( sourcePlayer, otherPlayer, false )
|
|
call SetPlayerAllianceStateFullControlBJ( sourcePlayer, otherPlayer, false )
|
|
call SetPlayerAlliance( sourcePlayer, otherPlayer, ALLIANCE_PASSIVE, true )
|
|
elseif allianceState == bj_ALLIANCE_NEUTRAL_VISION then
|
|
call SetPlayerAllianceStateAllyBJ( sourcePlayer, otherPlayer, false )
|
|
call SetPlayerAllianceStateVisionBJ( sourcePlayer, otherPlayer, true )
|
|
call SetPlayerAllianceStateControlBJ( sourcePlayer, otherPlayer, false )
|
|
call SetPlayerAllianceStateFullControlBJ( sourcePlayer, otherPlayer, false )
|
|
call SetPlayerAlliance( sourcePlayer, otherPlayer, ALLIANCE_PASSIVE, true )
|
|
else
|
|
// Unrecognized alliance state - ignore the request.
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Set the alliance states for an entire force towards another force.
|
|
//
|
|
function SetForceAllianceStateBJ takes force sourceForce, force targetForce, integer allianceState returns nothing
|
|
local integer sourceIndex
|
|
local integer targetIndex
|
|
|
|
set sourceIndex = 0
|
|
loop
|
|
|
|
if (sourceForce==bj_FORCE_ALL_PLAYERS or IsPlayerInForce(Player(sourceIndex), sourceForce)) then
|
|
set targetIndex = 0
|
|
loop
|
|
if (targetForce==bj_FORCE_ALL_PLAYERS or IsPlayerInForce(Player(targetIndex), targetForce)) then
|
|
call SetPlayerAllianceStateBJ(Player(sourceIndex), Player(targetIndex), allianceState)
|
|
endif
|
|
|
|
set targetIndex = targetIndex + 1
|
|
exitwhen targetIndex == bj_MAX_PLAYER_SLOTS
|
|
endloop
|
|
endif
|
|
|
|
set sourceIndex = sourceIndex + 1
|
|
exitwhen sourceIndex == bj_MAX_PLAYER_SLOTS
|
|
endloop
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Test to see if two players are co-allied (allied with each other).
|
|
//
|
|
function PlayersAreCoAllied takes player playerA, player playerB returns boolean
|
|
// Players are considered to be allied with themselves.
|
|
if (playerA == playerB) then
|
|
return true
|
|
endif
|
|
|
|
// Co-allies are both allied with each other.
|
|
if GetPlayerAlliance(playerA, playerB, ALLIANCE_PASSIVE) then
|
|
if GetPlayerAlliance(playerB, playerA, ALLIANCE_PASSIVE) then
|
|
return true
|
|
endif
|
|
endif
|
|
return false
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Force (whichPlayer) AI player to share vision and advanced unit control
|
|
// with all AI players of its allies.
|
|
//
|
|
function ShareEverythingWithTeamAI takes player whichPlayer returns nothing
|
|
local integer playerIndex
|
|
local player indexPlayer
|
|
|
|
set playerIndex = 0
|
|
loop
|
|
set indexPlayer = Player(playerIndex)
|
|
if (PlayersAreCoAllied(whichPlayer, indexPlayer) and whichPlayer != indexPlayer) then
|
|
if (GetPlayerController(indexPlayer) == MAP_CONTROL_COMPUTER) then
|
|
call SetPlayerAlliance(whichPlayer, indexPlayer, ALLIANCE_SHARED_VISION, true)
|
|
call SetPlayerAlliance(whichPlayer, indexPlayer, ALLIANCE_SHARED_CONTROL, true)
|
|
call SetPlayerAlliance(whichPlayer, indexPlayer, ALLIANCE_SHARED_ADVANCED_CONTROL, true)
|
|
endif
|
|
endif
|
|
|
|
set playerIndex = playerIndex + 1
|
|
exitwhen playerIndex == bj_MAX_PLAYERS
|
|
endloop
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Force (whichPlayer) to share vision and advanced unit control with all of his/her allies.
|
|
//
|
|
function ShareEverythingWithTeam takes player whichPlayer returns nothing
|
|
local integer playerIndex
|
|
local player indexPlayer
|
|
|
|
set playerIndex = 0
|
|
loop
|
|
set indexPlayer = Player(playerIndex)
|
|
if (PlayersAreCoAllied(whichPlayer, indexPlayer) and whichPlayer != indexPlayer) then
|
|
call SetPlayerAlliance(whichPlayer, indexPlayer, ALLIANCE_SHARED_VISION, true)
|
|
call SetPlayerAlliance(whichPlayer, indexPlayer, ALLIANCE_SHARED_CONTROL, true)
|
|
call SetPlayerAlliance(indexPlayer, whichPlayer, ALLIANCE_SHARED_CONTROL, true)
|
|
call SetPlayerAlliance(whichPlayer, indexPlayer, ALLIANCE_SHARED_ADVANCED_CONTROL, true)
|
|
endif
|
|
|
|
set playerIndex = playerIndex + 1
|
|
exitwhen playerIndex == bj_MAX_PLAYERS
|
|
endloop
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Creates a 'Neutral Victim' player slot. This slot is passive towards all
|
|
// other players, but all other players are aggressive towards him/her.
|
|
//
|
|
function ConfigureNeutralVictim takes nothing returns nothing
|
|
local integer index
|
|
local player indexPlayer
|
|
local player neutralVictim = Player(bj_PLAYER_NEUTRAL_VICTIM)
|
|
|
|
set index = 0
|
|
loop
|
|
set indexPlayer = Player(index)
|
|
|
|
call SetPlayerAlliance(neutralVictim, indexPlayer, ALLIANCE_PASSIVE, true)
|
|
call SetPlayerAlliance(indexPlayer, neutralVictim, ALLIANCE_PASSIVE, false)
|
|
|
|
set index = index + 1
|
|
exitwhen index == bj_MAX_PLAYERS
|
|
endloop
|
|
|
|
// Neutral Victim and Neutral Aggressive should not fight each other.
|
|
set indexPlayer = Player(PLAYER_NEUTRAL_AGGRESSIVE)
|
|
call SetPlayerAlliance(neutralVictim, indexPlayer, ALLIANCE_PASSIVE, true)
|
|
call SetPlayerAlliance(indexPlayer, neutralVictim, ALLIANCE_PASSIVE, true)
|
|
|
|
// Neutral Victim does not give bounties.
|
|
call SetPlayerState(neutralVictim, PLAYER_STATE_GIVES_BOUNTY, 0)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function MakeUnitsPassiveForPlayerEnum takes nothing returns nothing
|
|
call SetUnitOwner(GetEnumUnit(), Player(bj_PLAYER_NEUTRAL_VICTIM), false)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Change ownership for every unit of (whichPlayer)'s team to neutral passive.
|
|
//
|
|
function MakeUnitsPassiveForPlayer takes player whichPlayer returns nothing
|
|
local group playerUnits = CreateGroup()
|
|
call CachePlayerHeroData(whichPlayer)
|
|
call GroupEnumUnitsOfPlayer(playerUnits, whichPlayer, null)
|
|
call ForGroup(playerUnits, function MakeUnitsPassiveForPlayerEnum)
|
|
call DestroyGroup(playerUnits)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Change ownership for every unit of (whichPlayer)'s team to neutral passive.
|
|
//
|
|
function MakeUnitsPassiveForTeam takes player whichPlayer returns nothing
|
|
local integer playerIndex
|
|
local player indexPlayer
|
|
|
|
set playerIndex = 0
|
|
loop
|
|
set indexPlayer = Player(playerIndex)
|
|
if PlayersAreCoAllied(whichPlayer, indexPlayer) then
|
|
call MakeUnitsPassiveForPlayer(indexPlayer)
|
|
endif
|
|
|
|
set playerIndex = playerIndex + 1
|
|
exitwhen playerIndex == bj_MAX_PLAYERS
|
|
endloop
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Determine whether or not victory/defeat is disabled via cheat codes.
|
|
//
|
|
function AllowVictoryDefeat takes playergameresult gameResult returns boolean
|
|
if (gameResult == PLAYER_GAME_RESULT_VICTORY) then
|
|
return not IsNoVictoryCheat()
|
|
endif
|
|
if (gameResult == PLAYER_GAME_RESULT_DEFEAT) then
|
|
return not IsNoDefeatCheat()
|
|
endif
|
|
if (gameResult == PLAYER_GAME_RESULT_NEUTRAL) then
|
|
return (not IsNoVictoryCheat()) and (not IsNoDefeatCheat())
|
|
endif
|
|
return true
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function EndGameBJ takes nothing returns nothing
|
|
call EndGame( true )
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function MeleeVictoryDialogBJ takes player whichPlayer, boolean leftGame returns nothing
|
|
local trigger t = CreateTrigger()
|
|
local dialog d = DialogCreate()
|
|
local string formatString
|
|
|
|
// Display "player was victorious" or "player has left the game" message
|
|
if (leftGame) then
|
|
set formatString = GetLocalizedString( "PLAYER_LEFT_GAME" )
|
|
else
|
|
set formatString = GetLocalizedString( "PLAYER_VICTORIOUS" )
|
|
endif
|
|
|
|
call DisplayTimedTextFromPlayer(whichPlayer, 0, 0, 60, formatString)
|
|
|
|
call DialogSetMessage( d, GetLocalizedString( "GAMEOVER_VICTORY_MSG" ) )
|
|
call DialogAddButton( d, GetLocalizedString( "GAMEOVER_CONTINUE_GAME" ), GetLocalizedHotkey("GAMEOVER_CONTINUE_GAME") )
|
|
|
|
set t = CreateTrigger()
|
|
call TriggerRegisterDialogButtonEvent( t, DialogAddQuitButton( d, true, GetLocalizedString( "GAMEOVER_QUIT_GAME" ), GetLocalizedHotkey("GAMEOVER_QUIT_GAME") ) )
|
|
|
|
call DialogDisplay( whichPlayer, d, true )
|
|
call StartSoundForPlayerBJ( whichPlayer, bj_victoryDialogSound )
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function MeleeDefeatDialogBJ takes player whichPlayer, boolean leftGame returns nothing
|
|
local trigger t = CreateTrigger()
|
|
local dialog d = DialogCreate()
|
|
local string formatString
|
|
|
|
// Display "player was defeated" or "player has left the game" message
|
|
if (leftGame) then
|
|
set formatString = GetLocalizedString( "PLAYER_LEFT_GAME" )
|
|
else
|
|
set formatString = GetLocalizedString( "PLAYER_DEFEATED" )
|
|
endif
|
|
|
|
call DisplayTimedTextFromPlayer(whichPlayer, 0, 0, 60, formatString)
|
|
|
|
call DialogSetMessage( d, GetLocalizedString( "GAMEOVER_DEFEAT_MSG" ) )
|
|
|
|
// Only show the continue button if the game is not over and observers on death are allowed
|
|
if (not bj_meleeGameOver and IsMapFlagSet(MAP_OBSERVERS_ON_DEATH)) then
|
|
call DialogAddButton( d, GetLocalizedString( "GAMEOVER_CONTINUE_OBSERVING" ), GetLocalizedHotkey("GAMEOVER_CONTINUE_OBSERVING") )
|
|
endif
|
|
|
|
set t = CreateTrigger()
|
|
call TriggerRegisterDialogButtonEvent( t, DialogAddQuitButton( d, true, GetLocalizedString( "GAMEOVER_QUIT_GAME" ), GetLocalizedHotkey("GAMEOVER_QUIT_GAME") ) )
|
|
|
|
call DialogDisplay( whichPlayer, d, true )
|
|
call StartSoundForPlayerBJ( whichPlayer, bj_defeatDialogSound )
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GameOverDialogBJ takes player whichPlayer, boolean leftGame returns nothing
|
|
local trigger t = CreateTrigger()
|
|
local dialog d = DialogCreate()
|
|
local string s
|
|
|
|
// Display "player left the game" message
|
|
call DisplayTimedTextFromPlayer(whichPlayer, 0, 0, 60, GetLocalizedString( "PLAYER_LEFT_GAME" ))
|
|
|
|
if (GetIntegerGameState(GAME_STATE_DISCONNECTED) != 0) then
|
|
set s = GetLocalizedString( "GAMEOVER_DISCONNECTED" )
|
|
else
|
|
set s = GetLocalizedString( "GAMEOVER_GAME_OVER" )
|
|
endif
|
|
|
|
call DialogSetMessage( d, s )
|
|
|
|
set t = CreateTrigger()
|
|
call TriggerRegisterDialogButtonEvent( t, DialogAddQuitButton( d, true, GetLocalizedString( "GAMEOVER_OK" ), GetLocalizedHotkey("GAMEOVER_OK") ) )
|
|
|
|
call DialogDisplay( whichPlayer, d, true )
|
|
call StartSoundForPlayerBJ( whichPlayer, bj_defeatDialogSound )
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function RemovePlayerPreserveUnitsBJ takes player whichPlayer, playergameresult gameResult, boolean leftGame returns nothing
|
|
if AllowVictoryDefeat(gameResult) then
|
|
|
|
call RemovePlayer(whichPlayer, gameResult)
|
|
|
|
if( gameResult == PLAYER_GAME_RESULT_VICTORY ) then
|
|
call MeleeVictoryDialogBJ( whichPlayer, leftGame )
|
|
return
|
|
elseif( gameResult == PLAYER_GAME_RESULT_DEFEAT ) then
|
|
call MeleeDefeatDialogBJ( whichPlayer, leftGame )
|
|
else
|
|
call GameOverDialogBJ( whichPlayer, leftGame )
|
|
endif
|
|
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function CustomVictoryOkBJ takes nothing returns nothing
|
|
if bj_isSinglePlayer then
|
|
call PauseGame( false )
|
|
// Bump the difficulty back up to the default.
|
|
call SetGameDifficulty(GetDefaultDifficulty())
|
|
endif
|
|
|
|
if (bj_changeLevelMapName == null) then
|
|
call EndGame( bj_changeLevelShowScores )
|
|
else
|
|
call ChangeLevel( bj_changeLevelMapName, bj_changeLevelShowScores )
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function CustomVictoryQuitBJ takes nothing returns nothing
|
|
if bj_isSinglePlayer then
|
|
call PauseGame( false )
|
|
// Bump the difficulty back up to the default.
|
|
call SetGameDifficulty(GetDefaultDifficulty())
|
|
endif
|
|
|
|
call EndGame( bj_changeLevelShowScores )
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function CustomVictoryDialogBJ takes player whichPlayer returns nothing
|
|
local trigger t = CreateTrigger()
|
|
local dialog d = DialogCreate()
|
|
|
|
call DialogSetMessage( d, GetLocalizedString( "GAMEOVER_VICTORY_MSG" ) )
|
|
|
|
set t = CreateTrigger()
|
|
call TriggerRegisterDialogButtonEvent( t, DialogAddButton( d, GetLocalizedString( "GAMEOVER_CONTINUE" ), GetLocalizedHotkey("GAMEOVER_CONTINUE") ) )
|
|
call TriggerAddAction( t, function CustomVictoryOkBJ )
|
|
|
|
set t = CreateTrigger()
|
|
call TriggerRegisterDialogButtonEvent( t, DialogAddButton( d, GetLocalizedString( "GAMEOVER_QUIT_MISSION" ), GetLocalizedHotkey("GAMEOVER_QUIT_MISSION") ) )
|
|
call TriggerAddAction( t, function CustomVictoryQuitBJ )
|
|
|
|
if (GetLocalPlayer() == whichPlayer) then
|
|
call EnableUserControl( true )
|
|
if bj_isSinglePlayer then
|
|
call PauseGame( true )
|
|
endif
|
|
call EnableUserUI(false)
|
|
endif
|
|
|
|
call DialogDisplay( whichPlayer, d, true )
|
|
call VolumeGroupSetVolumeForPlayerBJ( whichPlayer, SOUND_VOLUMEGROUP_UI, 1.0 )
|
|
call StartSoundForPlayerBJ( whichPlayer, bj_victoryDialogSound )
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function CustomVictorySkipBJ takes player whichPlayer returns nothing
|
|
if (GetLocalPlayer() == whichPlayer) then
|
|
if bj_isSinglePlayer then
|
|
// Bump the difficulty back up to the default.
|
|
call SetGameDifficulty(GetDefaultDifficulty())
|
|
endif
|
|
|
|
if (bj_changeLevelMapName == null) then
|
|
call EndGame( bj_changeLevelShowScores )
|
|
else
|
|
call ChangeLevel( bj_changeLevelMapName, bj_changeLevelShowScores )
|
|
endif
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function CustomVictoryBJ takes player whichPlayer, boolean showDialog, boolean showScores returns nothing
|
|
if AllowVictoryDefeat( PLAYER_GAME_RESULT_VICTORY ) then
|
|
call RemovePlayer( whichPlayer, PLAYER_GAME_RESULT_VICTORY )
|
|
|
|
if not bj_isSinglePlayer then
|
|
call DisplayTimedTextFromPlayer(whichPlayer, 0, 0, 60, GetLocalizedString( "PLAYER_VICTORIOUS" ) )
|
|
endif
|
|
|
|
// UI only needs to be displayed to users.
|
|
if (GetPlayerController(whichPlayer) == MAP_CONTROL_USER) then
|
|
set bj_changeLevelShowScores = showScores
|
|
if showDialog then
|
|
call CustomVictoryDialogBJ( whichPlayer )
|
|
else
|
|
call CustomVictorySkipBJ( whichPlayer )
|
|
endif
|
|
endif
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function CustomDefeatRestartBJ takes nothing returns nothing
|
|
call PauseGame( false )
|
|
call RestartGame( true )
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function CustomDefeatReduceDifficultyBJ takes nothing returns nothing
|
|
local gamedifficulty diff = GetGameDifficulty()
|
|
|
|
call PauseGame( false )
|
|
|
|
// Knock the difficulty down, if possible.
|
|
if (diff == MAP_DIFFICULTY_EASY) then
|
|
// Sorry, but it doesn't get any easier than this.
|
|
elseif (diff == MAP_DIFFICULTY_NORMAL) then
|
|
call SetGameDifficulty(MAP_DIFFICULTY_EASY)
|
|
elseif (diff == MAP_DIFFICULTY_HARD) then
|
|
call SetGameDifficulty(MAP_DIFFICULTY_NORMAL)
|
|
else
|
|
// Unrecognized difficulty
|
|
endif
|
|
|
|
call RestartGame( true )
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function CustomDefeatLoadBJ takes nothing returns nothing
|
|
call PauseGame( false )
|
|
call DisplayLoadDialog()
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function CustomDefeatQuitBJ takes nothing returns nothing
|
|
if bj_isSinglePlayer then
|
|
call PauseGame( false )
|
|
endif
|
|
|
|
// Bump the difficulty back up to the default.
|
|
call SetGameDifficulty(GetDefaultDifficulty())
|
|
call EndGame( true )
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function CustomDefeatDialogBJ takes player whichPlayer, string message returns nothing
|
|
local trigger t = CreateTrigger()
|
|
local dialog d = DialogCreate()
|
|
|
|
call DialogSetMessage( d, message )
|
|
|
|
if bj_isSinglePlayer then
|
|
set t = CreateTrigger()
|
|
call TriggerRegisterDialogButtonEvent( t, DialogAddButton( d, GetLocalizedString( "GAMEOVER_RESTART" ), GetLocalizedHotkey("GAMEOVER_RESTART") ) )
|
|
call TriggerAddAction( t, function CustomDefeatRestartBJ )
|
|
|
|
if (GetGameDifficulty() != MAP_DIFFICULTY_EASY) then
|
|
set t = CreateTrigger()
|
|
call TriggerRegisterDialogButtonEvent( t, DialogAddButton( d, GetLocalizedString( "GAMEOVER_REDUCE_DIFFICULTY" ), GetLocalizedHotkey("GAMEOVER_REDUCE_DIFFICULTY") ) )
|
|
call TriggerAddAction( t, function CustomDefeatReduceDifficultyBJ )
|
|
endif
|
|
|
|
set t = CreateTrigger()
|
|
call TriggerRegisterDialogButtonEvent( t, DialogAddButton( d, GetLocalizedString( "GAMEOVER_LOAD" ), GetLocalizedHotkey("GAMEOVER_LOAD") ) )
|
|
call TriggerAddAction( t, function CustomDefeatLoadBJ )
|
|
endif
|
|
|
|
set t = CreateTrigger()
|
|
call TriggerRegisterDialogButtonEvent( t, DialogAddButton( d, GetLocalizedString( "GAMEOVER_QUIT_MISSION" ), GetLocalizedHotkey("GAMEOVER_QUIT_MISSION") ) )
|
|
call TriggerAddAction( t, function CustomDefeatQuitBJ )
|
|
|
|
if (GetLocalPlayer() == whichPlayer) then
|
|
call EnableUserControl( true )
|
|
if bj_isSinglePlayer then
|
|
call PauseGame( true )
|
|
endif
|
|
call EnableUserUI(false)
|
|
endif
|
|
|
|
call DialogDisplay( whichPlayer, d, true )
|
|
call VolumeGroupSetVolumeForPlayerBJ( whichPlayer, SOUND_VOLUMEGROUP_UI, 1.0 )
|
|
call StartSoundForPlayerBJ( whichPlayer, bj_defeatDialogSound )
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function CustomDefeatBJ takes player whichPlayer, string message returns nothing
|
|
if AllowVictoryDefeat( PLAYER_GAME_RESULT_DEFEAT ) then
|
|
call RemovePlayer( whichPlayer, PLAYER_GAME_RESULT_DEFEAT )
|
|
|
|
if not bj_isSinglePlayer then
|
|
call DisplayTimedTextFromPlayer(whichPlayer, 0, 0, 60, GetLocalizedString( "PLAYER_DEFEATED" ) )
|
|
endif
|
|
|
|
// UI only needs to be displayed to users.
|
|
if (GetPlayerController(whichPlayer) == MAP_CONTROL_USER) then
|
|
call CustomDefeatDialogBJ( whichPlayer, message )
|
|
endif
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetNextLevelBJ takes string nextLevel returns nothing
|
|
if (nextLevel == "") then
|
|
set bj_changeLevelMapName = null
|
|
else
|
|
set bj_changeLevelMapName = nextLevel
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetPlayerOnScoreScreenBJ takes boolean flag, player whichPlayer returns nothing
|
|
call SetPlayerOnScoreScreen(whichPlayer, flag)
|
|
endfunction
|
|
|
|
|
|
|
|
//***************************************************************************
|
|
//*
|
|
//* Quest Utility Functions
|
|
//*
|
|
//***************************************************************************
|
|
|
|
//===========================================================================
|
|
function CreateQuestBJ takes integer questType, string title, string description, string iconPath returns quest
|
|
local boolean required = (questType == bj_QUESTTYPE_REQ_DISCOVERED) or (questType == bj_QUESTTYPE_REQ_UNDISCOVERED)
|
|
local boolean discovered = (questType == bj_QUESTTYPE_REQ_DISCOVERED) or (questType == bj_QUESTTYPE_OPT_DISCOVERED)
|
|
|
|
set bj_lastCreatedQuest = CreateQuest()
|
|
call QuestSetTitle(bj_lastCreatedQuest, title)
|
|
call QuestSetDescription(bj_lastCreatedQuest, description)
|
|
call QuestSetIconPath(bj_lastCreatedQuest, iconPath)
|
|
call QuestSetRequired(bj_lastCreatedQuest, required)
|
|
call QuestSetDiscovered(bj_lastCreatedQuest, discovered)
|
|
call QuestSetCompleted(bj_lastCreatedQuest, false)
|
|
return bj_lastCreatedQuest
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function DestroyQuestBJ takes quest whichQuest returns nothing
|
|
call DestroyQuest(whichQuest)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function QuestSetEnabledBJ takes boolean enabled, quest whichQuest returns nothing
|
|
call QuestSetEnabled(whichQuest, enabled)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function QuestSetTitleBJ takes quest whichQuest, string title returns nothing
|
|
call QuestSetTitle(whichQuest, title)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function QuestSetDescriptionBJ takes quest whichQuest, string description returns nothing
|
|
call QuestSetDescription(whichQuest, description)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function QuestSetCompletedBJ takes quest whichQuest, boolean completed returns nothing
|
|
call QuestSetCompleted(whichQuest, completed)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function QuestSetFailedBJ takes quest whichQuest, boolean failed returns nothing
|
|
call QuestSetFailed(whichQuest, failed)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function QuestSetDiscoveredBJ takes quest whichQuest, boolean discovered returns nothing
|
|
call QuestSetDiscovered(whichQuest, discovered)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetLastCreatedQuestBJ takes nothing returns quest
|
|
return bj_lastCreatedQuest
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function CreateQuestItemBJ takes quest whichQuest, string description returns questitem
|
|
set bj_lastCreatedQuestItem = QuestCreateItem(whichQuest)
|
|
call QuestItemSetDescription(bj_lastCreatedQuestItem, description)
|
|
call QuestItemSetCompleted(bj_lastCreatedQuestItem, false)
|
|
return bj_lastCreatedQuestItem
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function QuestItemSetDescriptionBJ takes questitem whichQuestItem, string description returns nothing
|
|
call QuestItemSetDescription(whichQuestItem, description)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function QuestItemSetCompletedBJ takes questitem whichQuestItem, boolean completed returns nothing
|
|
call QuestItemSetCompleted(whichQuestItem, completed)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetLastCreatedQuestItemBJ takes nothing returns questitem
|
|
return bj_lastCreatedQuestItem
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function CreateDefeatConditionBJ takes string description returns defeatcondition
|
|
set bj_lastCreatedDefeatCondition = CreateDefeatCondition()
|
|
call DefeatConditionSetDescription(bj_lastCreatedDefeatCondition, description)
|
|
return bj_lastCreatedDefeatCondition
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function DestroyDefeatConditionBJ takes defeatcondition whichCondition returns nothing
|
|
call DestroyDefeatCondition(whichCondition)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function DefeatConditionSetDescriptionBJ takes defeatcondition whichCondition, string description returns nothing
|
|
call DefeatConditionSetDescription(whichCondition, description)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetLastCreatedDefeatConditionBJ takes nothing returns defeatcondition
|
|
return bj_lastCreatedDefeatCondition
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function FlashQuestDialogButtonBJ takes nothing returns nothing
|
|
call FlashQuestDialogButton()
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function QuestMessageBJ takes force f, integer messageType, string message returns nothing
|
|
if (IsPlayerInForce(GetLocalPlayer(), f)) then
|
|
// Use only local code (no net traffic) within this block to avoid desyncs.
|
|
|
|
if (messageType == bj_QUESTMESSAGE_DISCOVERED) then
|
|
call DisplayTimedTextToPlayer(GetLocalPlayer(), 0, 0, bj_TEXT_DELAY_QUEST, " ")
|
|
call DisplayTimedTextToPlayer(GetLocalPlayer(), 0, 0, bj_TEXT_DELAY_QUEST, message)
|
|
call StartSound(bj_questDiscoveredSound)
|
|
call FlashQuestDialogButton()
|
|
|
|
elseif (messageType == bj_QUESTMESSAGE_UPDATED) then
|
|
call DisplayTimedTextToPlayer(GetLocalPlayer(), 0, 0, bj_TEXT_DELAY_QUESTUPDATE, " ")
|
|
call DisplayTimedTextToPlayer(GetLocalPlayer(), 0, 0, bj_TEXT_DELAY_QUESTUPDATE, message)
|
|
call StartSound(bj_questUpdatedSound)
|
|
call FlashQuestDialogButton()
|
|
|
|
elseif (messageType == bj_QUESTMESSAGE_COMPLETED) then
|
|
call DisplayTimedTextToPlayer(GetLocalPlayer(), 0, 0, bj_TEXT_DELAY_QUESTDONE, " ")
|
|
call DisplayTimedTextToPlayer(GetLocalPlayer(), 0, 0, bj_TEXT_DELAY_QUESTDONE, message)
|
|
call StartSound(bj_questCompletedSound)
|
|
call FlashQuestDialogButton()
|
|
|
|
elseif (messageType == bj_QUESTMESSAGE_FAILED) then
|
|
call DisplayTimedTextToPlayer(GetLocalPlayer(), 0, 0, bj_TEXT_DELAY_QUESTFAILED, " ")
|
|
call DisplayTimedTextToPlayer(GetLocalPlayer(), 0, 0, bj_TEXT_DELAY_QUESTFAILED, message)
|
|
call StartSound(bj_questFailedSound)
|
|
call FlashQuestDialogButton()
|
|
|
|
elseif (messageType == bj_QUESTMESSAGE_REQUIREMENT) then
|
|
call DisplayTimedTextToPlayer(GetLocalPlayer(), 0, 0, bj_TEXT_DELAY_QUESTREQUIREMENT, message)
|
|
|
|
elseif (messageType == bj_QUESTMESSAGE_MISSIONFAILED) then
|
|
call DisplayTimedTextToPlayer(GetLocalPlayer(), 0, 0, bj_TEXT_DELAY_MISSIONFAILED, " ")
|
|
call DisplayTimedTextToPlayer(GetLocalPlayer(), 0, 0, bj_TEXT_DELAY_MISSIONFAILED, message)
|
|
call StartSound(bj_questFailedSound)
|
|
|
|
elseif (messageType == bj_QUESTMESSAGE_HINT) then
|
|
call DisplayTimedTextToPlayer(GetLocalPlayer(), 0, 0, bj_TEXT_DELAY_HINT, " ")
|
|
call DisplayTimedTextToPlayer(GetLocalPlayer(), 0, 0, bj_TEXT_DELAY_HINT, message)
|
|
call StartSound(bj_questHintSound)
|
|
|
|
elseif (messageType == bj_QUESTMESSAGE_ALWAYSHINT) then
|
|
call DisplayTimedTextToPlayer(GetLocalPlayer(), 0, 0, bj_TEXT_DELAY_ALWAYSHINT, " ")
|
|
call DisplayTimedTextToPlayer(GetLocalPlayer(), 0, 0, bj_TEXT_DELAY_ALWAYSHINT, message)
|
|
call StartSound(bj_questHintSound)
|
|
|
|
elseif (messageType == bj_QUESTMESSAGE_SECRET) then
|
|
call DisplayTimedTextToPlayer(GetLocalPlayer(), 0, 0, bj_TEXT_DELAY_SECRET, " ")
|
|
call DisplayTimedTextToPlayer(GetLocalPlayer(), 0, 0, bj_TEXT_DELAY_SECRET, message)
|
|
call StartSound(bj_questSecretSound)
|
|
|
|
elseif (messageType == bj_QUESTMESSAGE_UNITACQUIRED) then
|
|
call DisplayTimedTextToPlayer(GetLocalPlayer(), 0, 0, bj_TEXT_DELAY_UNITACQUIRED, " ")
|
|
call DisplayTimedTextToPlayer(GetLocalPlayer(), 0, 0, bj_TEXT_DELAY_UNITACQUIRED, message)
|
|
call StartSound(bj_questHintSound)
|
|
|
|
elseif (messageType == bj_QUESTMESSAGE_UNITAVAILABLE) then
|
|
call DisplayTimedTextToPlayer(GetLocalPlayer(), 0, 0, bj_TEXT_DELAY_UNITAVAILABLE, " ")
|
|
call DisplayTimedTextToPlayer(GetLocalPlayer(), 0, 0, bj_TEXT_DELAY_UNITAVAILABLE, message)
|
|
call StartSound(bj_questHintSound)
|
|
|
|
elseif (messageType == bj_QUESTMESSAGE_ITEMACQUIRED) then
|
|
call DisplayTimedTextToPlayer(GetLocalPlayer(), 0, 0, bj_TEXT_DELAY_ITEMACQUIRED, " ")
|
|
call DisplayTimedTextToPlayer(GetLocalPlayer(), 0, 0, bj_TEXT_DELAY_ITEMACQUIRED, message)
|
|
call StartSound(bj_questItemAcquiredSound)
|
|
|
|
elseif (messageType == bj_QUESTMESSAGE_WARNING) then
|
|
call DisplayTimedTextToPlayer(GetLocalPlayer(), 0, 0, bj_TEXT_DELAY_WARNING, " ")
|
|
call DisplayTimedTextToPlayer(GetLocalPlayer(), 0, 0, bj_TEXT_DELAY_WARNING, message)
|
|
call StartSound(bj_questWarningSound)
|
|
|
|
else
|
|
// Unrecognized message type - ignore the request.
|
|
endif
|
|
endif
|
|
endfunction
|
|
|
|
|
|
|
|
//***************************************************************************
|
|
//*
|
|
//* Timer Utility Functions
|
|
//*
|
|
//***************************************************************************
|
|
|
|
//===========================================================================
|
|
function StartTimerBJ takes timer t, boolean periodic, real timeout returns timer
|
|
set bj_lastStartedTimer = t
|
|
call TimerStart(t, timeout, periodic, null)
|
|
return bj_lastStartedTimer
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function CreateTimerBJ takes boolean periodic, real timeout returns timer
|
|
set bj_lastStartedTimer = CreateTimer()
|
|
call TimerStart(bj_lastStartedTimer, timeout, periodic, null)
|
|
return bj_lastStartedTimer
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function DestroyTimerBJ takes timer whichTimer returns nothing
|
|
call DestroyTimer(whichTimer)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function PauseTimerBJ takes boolean pause, timer whichTimer returns nothing
|
|
if pause then
|
|
call PauseTimer(whichTimer)
|
|
else
|
|
call ResumeTimer(whichTimer)
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetLastCreatedTimerBJ takes nothing returns timer
|
|
return bj_lastStartedTimer
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function CreateTimerDialogBJ takes timer t, string title returns timerdialog
|
|
set bj_lastCreatedTimerDialog = CreateTimerDialog(t)
|
|
call TimerDialogSetTitle(bj_lastCreatedTimerDialog, title)
|
|
call TimerDialogDisplay(bj_lastCreatedTimerDialog, true)
|
|
return bj_lastCreatedTimerDialog
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function DestroyTimerDialogBJ takes timerdialog td returns nothing
|
|
call DestroyTimerDialog(td)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function TimerDialogSetTitleBJ takes timerdialog td, string title returns nothing
|
|
call TimerDialogSetTitle(td, title)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function TimerDialogSetTitleColorBJ takes timerdialog td, real red, real green, real blue, real transparency returns nothing
|
|
call TimerDialogSetTitleColor(td, PercentTo255(red), PercentTo255(green), PercentTo255(blue), PercentTo255(100.0-transparency))
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function TimerDialogSetTimeColorBJ takes timerdialog td, real red, real green, real blue, real transparency returns nothing
|
|
call TimerDialogSetTimeColor(td, PercentTo255(red), PercentTo255(green), PercentTo255(blue), PercentTo255(100.0-transparency))
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function TimerDialogSetSpeedBJ takes timerdialog td, real speedMultFactor returns nothing
|
|
call TimerDialogSetSpeed(td, speedMultFactor)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function TimerDialogDisplayForPlayerBJ takes boolean show, timerdialog td, player whichPlayer returns nothing
|
|
if (GetLocalPlayer() == whichPlayer) then
|
|
// Use only local code (no net traffic) within this block to avoid desyncs.
|
|
call TimerDialogDisplay(td, show)
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function TimerDialogDisplayBJ takes boolean show, timerdialog td returns nothing
|
|
call TimerDialogDisplay(td, show)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetLastCreatedTimerDialogBJ takes nothing returns timerdialog
|
|
return bj_lastCreatedTimerDialog
|
|
endfunction
|
|
|
|
|
|
|
|
//***************************************************************************
|
|
//*
|
|
//* Leaderboard Utility Functions
|
|
//*
|
|
//***************************************************************************
|
|
|
|
//===========================================================================
|
|
function LeaderboardResizeBJ takes leaderboard lb returns nothing
|
|
local integer size = LeaderboardGetItemCount(lb)
|
|
|
|
if (LeaderboardGetLabelText(lb) == "") then
|
|
set size = size - 1
|
|
endif
|
|
call LeaderboardSetSizeByItemCount(lb, size)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function LeaderboardSetPlayerItemValueBJ takes player whichPlayer, leaderboard lb, integer val returns nothing
|
|
call LeaderboardSetItemValue(lb, LeaderboardGetPlayerIndex(lb, whichPlayer), val)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function LeaderboardSetPlayerItemLabelBJ takes player whichPlayer, leaderboard lb, string val returns nothing
|
|
call LeaderboardSetItemLabel(lb, LeaderboardGetPlayerIndex(lb, whichPlayer), val)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function LeaderboardSetPlayerItemStyleBJ takes player whichPlayer, leaderboard lb, boolean showLabel, boolean showValue, boolean showIcon returns nothing
|
|
call LeaderboardSetItemStyle(lb, LeaderboardGetPlayerIndex(lb, whichPlayer), showLabel, showValue, showIcon)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function LeaderboardSetPlayerItemLabelColorBJ takes player whichPlayer, leaderboard lb, real red, real green, real blue, real transparency returns nothing
|
|
call LeaderboardSetItemLabelColor(lb, LeaderboardGetPlayerIndex(lb, whichPlayer), PercentTo255(red), PercentTo255(green), PercentTo255(blue), PercentTo255(100.0-transparency))
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function LeaderboardSetPlayerItemValueColorBJ takes player whichPlayer, leaderboard lb, real red, real green, real blue, real transparency returns nothing
|
|
call LeaderboardSetItemValueColor(lb, LeaderboardGetPlayerIndex(lb, whichPlayer), PercentTo255(red), PercentTo255(green), PercentTo255(blue), PercentTo255(100.0-transparency))
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function LeaderboardSetLabelColorBJ takes leaderboard lb, real red, real green, real blue, real transparency returns nothing
|
|
call LeaderboardSetLabelColor(lb, PercentTo255(red), PercentTo255(green), PercentTo255(blue), PercentTo255(100.0-transparency))
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function LeaderboardSetValueColorBJ takes leaderboard lb, real red, real green, real blue, real transparency returns nothing
|
|
call LeaderboardSetValueColor(lb, PercentTo255(red), PercentTo255(green), PercentTo255(blue), PercentTo255(100.0-transparency))
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function LeaderboardSetLabelBJ takes leaderboard lb, string label returns nothing
|
|
call LeaderboardSetLabel(lb, label)
|
|
call LeaderboardResizeBJ(lb)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function LeaderboardSetStyleBJ takes leaderboard lb, boolean showLabel, boolean showNames, boolean showValues, boolean showIcons returns nothing
|
|
call LeaderboardSetStyle(lb, showLabel, showNames, showValues, showIcons)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function LeaderboardGetItemCountBJ takes leaderboard lb returns integer
|
|
return LeaderboardGetItemCount(lb)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function LeaderboardHasPlayerItemBJ takes leaderboard lb, player whichPlayer returns boolean
|
|
return LeaderboardHasPlayerItem(lb, whichPlayer)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function ForceSetLeaderboardBJ takes leaderboard lb, force toForce returns nothing
|
|
local integer index
|
|
local player indexPlayer
|
|
|
|
set index = 0
|
|
loop
|
|
set indexPlayer = Player(index)
|
|
if IsPlayerInForce(indexPlayer, toForce) then
|
|
call PlayerSetLeaderboard(indexPlayer, lb)
|
|
endif
|
|
set index = index + 1
|
|
exitwhen index == bj_MAX_PLAYERS
|
|
endloop
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function CreateLeaderboardBJ takes force toForce, string label returns leaderboard
|
|
set bj_lastCreatedLeaderboard = CreateLeaderboard()
|
|
call LeaderboardSetLabel(bj_lastCreatedLeaderboard, label)
|
|
call ForceSetLeaderboardBJ(bj_lastCreatedLeaderboard, toForce)
|
|
call LeaderboardDisplay(bj_lastCreatedLeaderboard, true)
|
|
return bj_lastCreatedLeaderboard
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function DestroyLeaderboardBJ takes leaderboard lb returns nothing
|
|
call DestroyLeaderboard(lb)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function LeaderboardDisplayBJ takes boolean show, leaderboard lb returns nothing
|
|
call LeaderboardDisplay(lb, show)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function LeaderboardAddItemBJ takes player whichPlayer, leaderboard lb, string label, integer value returns nothing
|
|
if (LeaderboardHasPlayerItem(lb, whichPlayer)) then
|
|
call LeaderboardRemovePlayerItem(lb, whichPlayer)
|
|
endif
|
|
call LeaderboardAddItem(lb, label, value, whichPlayer)
|
|
call LeaderboardResizeBJ(lb)
|
|
//call LeaderboardSetSizeByItemCount(lb, LeaderboardGetItemCount(lb))
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function LeaderboardRemovePlayerItemBJ takes player whichPlayer, leaderboard lb returns nothing
|
|
call LeaderboardRemovePlayerItem(lb, whichPlayer)
|
|
call LeaderboardResizeBJ(lb)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function LeaderboardSortItemsBJ takes leaderboard lb, integer sortType, boolean ascending returns nothing
|
|
if (sortType == bj_SORTTYPE_SORTBYVALUE) then
|
|
call LeaderboardSortItemsByValue(lb, ascending)
|
|
elseif (sortType == bj_SORTTYPE_SORTBYPLAYER) then
|
|
call LeaderboardSortItemsByPlayer(lb, ascending)
|
|
elseif (sortType == bj_SORTTYPE_SORTBYLABEL) then
|
|
call LeaderboardSortItemsByLabel(lb, ascending)
|
|
else
|
|
// Unrecognized sort type - ignore the request.
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function LeaderboardSortItemsByPlayerBJ takes leaderboard lb, boolean ascending returns nothing
|
|
call LeaderboardSortItemsByPlayer(lb, ascending)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function LeaderboardSortItemsByLabelBJ takes leaderboard lb, boolean ascending returns nothing
|
|
call LeaderboardSortItemsByLabel(lb, ascending)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function LeaderboardGetPlayerIndexBJ takes player whichPlayer, leaderboard lb returns integer
|
|
return LeaderboardGetPlayerIndex(lb, whichPlayer) + 1
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Returns the player who is occupying a specified position in a leaderboard.
|
|
// The position parameter is expected in the range of 1..16.
|
|
//
|
|
function LeaderboardGetIndexedPlayerBJ takes integer position, leaderboard lb returns player
|
|
local integer index
|
|
local player indexPlayer
|
|
|
|
set index = 0
|
|
loop
|
|
set indexPlayer = Player(index)
|
|
if (LeaderboardGetPlayerIndex(lb, indexPlayer) == position - 1) then
|
|
return indexPlayer
|
|
endif
|
|
|
|
set index = index + 1
|
|
exitwhen index == bj_MAX_PLAYERS
|
|
endloop
|
|
|
|
return Player(PLAYER_NEUTRAL_PASSIVE)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function PlayerGetLeaderboardBJ takes player whichPlayer returns leaderboard
|
|
return PlayerGetLeaderboard(whichPlayer)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetLastCreatedLeaderboard takes nothing returns leaderboard
|
|
return bj_lastCreatedLeaderboard
|
|
endfunction
|
|
|
|
//***************************************************************************
|
|
//*
|
|
//* Multiboard Utility Functions
|
|
//*
|
|
//***************************************************************************
|
|
|
|
//===========================================================================
|
|
function CreateMultiboardBJ takes integer cols, integer rows, string title returns multiboard
|
|
set bj_lastCreatedMultiboard = CreateMultiboard()
|
|
call MultiboardSetRowCount(bj_lastCreatedMultiboard, rows)
|
|
call MultiboardSetColumnCount(bj_lastCreatedMultiboard, cols)
|
|
call MultiboardSetTitleText(bj_lastCreatedMultiboard, title)
|
|
call MultiboardDisplay(bj_lastCreatedMultiboard, true)
|
|
return bj_lastCreatedMultiboard
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function DestroyMultiboardBJ takes multiboard mb returns nothing
|
|
call DestroyMultiboard(mb)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetLastCreatedMultiboard takes nothing returns multiboard
|
|
return bj_lastCreatedMultiboard
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function MultiboardDisplayBJ takes boolean show, multiboard mb returns nothing
|
|
call MultiboardDisplay(mb, show)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function MultiboardMinimizeBJ takes boolean minimize, multiboard mb returns nothing
|
|
call MultiboardMinimize(mb, minimize)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function MultiboardSetTitleTextColorBJ takes multiboard mb, real red, real green, real blue, real transparency returns nothing
|
|
call MultiboardSetTitleTextColor(mb, PercentTo255(red), PercentTo255(green), PercentTo255(blue), PercentTo255(100.0-transparency))
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function MultiboardAllowDisplayBJ takes boolean flag returns nothing
|
|
call MultiboardSuppressDisplay(not flag)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function MultiboardSetItemStyleBJ takes multiboard mb, integer col, integer row, boolean showValue, boolean showIcon returns nothing
|
|
local integer curRow = 0
|
|
local integer curCol = 0
|
|
local integer numRows = MultiboardGetRowCount(mb)
|
|
local integer numCols = MultiboardGetColumnCount(mb)
|
|
local multiboarditem mbitem = null
|
|
|
|
// Loop over rows, using 1-based index
|
|
loop
|
|
set curRow = curRow + 1
|
|
exitwhen curRow > numRows
|
|
|
|
// Apply setting to the requested row, or all rows (if row is 0)
|
|
if (row == 0 or row == curRow) then
|
|
// Loop over columns, using 1-based index
|
|
set curCol = 0
|
|
loop
|
|
set curCol = curCol + 1
|
|
exitwhen curCol > numCols
|
|
|
|
// Apply setting to the requested column, or all columns (if col is 0)
|
|
if (col == 0 or col == curCol) then
|
|
set mbitem = MultiboardGetItem(mb, curRow - 1, curCol - 1)
|
|
call MultiboardSetItemStyle(mbitem, showValue, showIcon)
|
|
call MultiboardReleaseItem(mbitem)
|
|
endif
|
|
endloop
|
|
endif
|
|
endloop
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function MultiboardSetItemValueBJ takes multiboard mb, integer col, integer row, string val returns nothing
|
|
local integer curRow = 0
|
|
local integer curCol = 0
|
|
local integer numRows = MultiboardGetRowCount(mb)
|
|
local integer numCols = MultiboardGetColumnCount(mb)
|
|
local multiboarditem mbitem = null
|
|
|
|
// Loop over rows, using 1-based index
|
|
loop
|
|
set curRow = curRow + 1
|
|
exitwhen curRow > numRows
|
|
|
|
// Apply setting to the requested row, or all rows (if row is 0)
|
|
if (row == 0 or row == curRow) then
|
|
// Loop over columns, using 1-based index
|
|
set curCol = 0
|
|
loop
|
|
set curCol = curCol + 1
|
|
exitwhen curCol > numCols
|
|
|
|
// Apply setting to the requested column, or all columns (if col is 0)
|
|
if (col == 0 or col == curCol) then
|
|
set mbitem = MultiboardGetItem(mb, curRow - 1, curCol - 1)
|
|
call MultiboardSetItemValue(mbitem, val)
|
|
call MultiboardReleaseItem(mbitem)
|
|
endif
|
|
endloop
|
|
endif
|
|
endloop
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function MultiboardSetItemColorBJ takes multiboard mb, integer col, integer row, real red, real green, real blue, real transparency returns nothing
|
|
local integer curRow = 0
|
|
local integer curCol = 0
|
|
local integer numRows = MultiboardGetRowCount(mb)
|
|
local integer numCols = MultiboardGetColumnCount(mb)
|
|
local multiboarditem mbitem = null
|
|
|
|
// Loop over rows, using 1-based index
|
|
loop
|
|
set curRow = curRow + 1
|
|
exitwhen curRow > numRows
|
|
|
|
// Apply setting to the requested row, or all rows (if row is 0)
|
|
if (row == 0 or row == curRow) then
|
|
// Loop over columns, using 1-based index
|
|
set curCol = 0
|
|
loop
|
|
set curCol = curCol + 1
|
|
exitwhen curCol > numCols
|
|
|
|
// Apply setting to the requested column, or all columns (if col is 0)
|
|
if (col == 0 or col == curCol) then
|
|
set mbitem = MultiboardGetItem(mb, curRow - 1, curCol - 1)
|
|
call MultiboardSetItemValueColor(mbitem, PercentTo255(red), PercentTo255(green), PercentTo255(blue), PercentTo255(100.0-transparency))
|
|
call MultiboardReleaseItem(mbitem)
|
|
endif
|
|
endloop
|
|
endif
|
|
endloop
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function MultiboardSetItemWidthBJ takes multiboard mb, integer col, integer row, real width returns nothing
|
|
local integer curRow = 0
|
|
local integer curCol = 0
|
|
local integer numRows = MultiboardGetRowCount(mb)
|
|
local integer numCols = MultiboardGetColumnCount(mb)
|
|
local multiboarditem mbitem = null
|
|
|
|
// Loop over rows, using 1-based index
|
|
loop
|
|
set curRow = curRow + 1
|
|
exitwhen curRow > numRows
|
|
|
|
// Apply setting to the requested row, or all rows (if row is 0)
|
|
if (row == 0 or row == curRow) then
|
|
// Loop over columns, using 1-based index
|
|
set curCol = 0
|
|
loop
|
|
set curCol = curCol + 1
|
|
exitwhen curCol > numCols
|
|
|
|
// Apply setting to the requested column, or all columns (if col is 0)
|
|
if (col == 0 or col == curCol) then
|
|
set mbitem = MultiboardGetItem(mb, curRow - 1, curCol - 1)
|
|
call MultiboardSetItemWidth(mbitem, width/100.0)
|
|
call MultiboardReleaseItem(mbitem)
|
|
endif
|
|
endloop
|
|
endif
|
|
endloop
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function MultiboardSetItemIconBJ takes multiboard mb, integer col, integer row, string iconFileName returns nothing
|
|
local integer curRow = 0
|
|
local integer curCol = 0
|
|
local integer numRows = MultiboardGetRowCount(mb)
|
|
local integer numCols = MultiboardGetColumnCount(mb)
|
|
local multiboarditem mbitem = null
|
|
|
|
// Loop over rows, using 1-based index
|
|
loop
|
|
set curRow = curRow + 1
|
|
exitwhen curRow > numRows
|
|
|
|
// Apply setting to the requested row, or all rows (if row is 0)
|
|
if (row == 0 or row == curRow) then
|
|
// Loop over columns, using 1-based index
|
|
set curCol = 0
|
|
loop
|
|
set curCol = curCol + 1
|
|
exitwhen curCol > numCols
|
|
|
|
// Apply setting to the requested column, or all columns (if col is 0)
|
|
if (col == 0 or col == curCol) then
|
|
set mbitem = MultiboardGetItem(mb, curRow - 1, curCol - 1)
|
|
call MultiboardSetItemIcon(mbitem, iconFileName)
|
|
call MultiboardReleaseItem(mbitem)
|
|
endif
|
|
endloop
|
|
endif
|
|
endloop
|
|
endfunction
|
|
|
|
|
|
|
|
//***************************************************************************
|
|
//*
|
|
//* Text Tag Utility Functions
|
|
//*
|
|
//***************************************************************************
|
|
|
|
//===========================================================================
|
|
// Scale the font size linearly such that size 10 equates to height 0.023.
|
|
// Screen-relative font heights are harder to grasp and than font sizes.
|
|
//
|
|
function TextTagSize2Height takes real size returns real
|
|
return size * 0.023 / 10
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Scale the speed linearly such that speed 128 equates to 0.071.
|
|
// Screen-relative speeds are hard to grasp.
|
|
//
|
|
function TextTagSpeed2Velocity takes real speed returns real
|
|
return speed * 0.071 / 128
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetTextTagColorBJ takes texttag tt, real red, real green, real blue, real transparency returns nothing
|
|
call SetTextTagColor(tt, PercentTo255(red), PercentTo255(green), PercentTo255(blue), PercentTo255(100.0-transparency))
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetTextTagVelocityBJ takes texttag tt, real speed, real angle returns nothing
|
|
local real vel = TextTagSpeed2Velocity(speed)
|
|
local real xvel = vel * Cos(angle * bj_DEGTORAD)
|
|
local real yvel = vel * Sin(angle * bj_DEGTORAD)
|
|
|
|
call SetTextTagVelocity(tt, xvel, yvel)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetTextTagTextBJ takes texttag tt, string s, real size returns nothing
|
|
local real textHeight = TextTagSize2Height(size)
|
|
|
|
call SetTextTagText(tt, s, textHeight)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetTextTagPosBJ takes texttag tt, location loc, real zOffset returns nothing
|
|
call SetTextTagPos(tt, GetLocationX(loc), GetLocationY(loc), zOffset)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetTextTagPosUnitBJ takes texttag tt, unit whichUnit, real zOffset returns nothing
|
|
call SetTextTagPosUnit(tt, whichUnit, zOffset)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetTextTagSuspendedBJ takes texttag tt, boolean flag returns nothing
|
|
call SetTextTagSuspended(tt, flag)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetTextTagPermanentBJ takes texttag tt, boolean flag returns nothing
|
|
call SetTextTagPermanent(tt, flag)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetTextTagAgeBJ takes texttag tt, real age returns nothing
|
|
call SetTextTagAge(tt, age)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetTextTagLifespanBJ takes texttag tt, real lifespan returns nothing
|
|
call SetTextTagLifespan(tt, lifespan)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetTextTagFadepointBJ takes texttag tt, real fadepoint returns nothing
|
|
call SetTextTagFadepoint(tt, fadepoint)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function CreateTextTagLocBJ takes string s, location loc, real zOffset, real size, real red, real green, real blue, real transparency returns texttag
|
|
set bj_lastCreatedTextTag = CreateTextTag()
|
|
call SetTextTagTextBJ(bj_lastCreatedTextTag, s, size)
|
|
call SetTextTagPosBJ(bj_lastCreatedTextTag, loc, zOffset)
|
|
call SetTextTagColorBJ(bj_lastCreatedTextTag, red, green, blue, transparency)
|
|
|
|
return bj_lastCreatedTextTag
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function CreateTextTagUnitBJ takes string s, unit whichUnit, real zOffset, real size, real red, real green, real blue, real transparency returns texttag
|
|
set bj_lastCreatedTextTag = CreateTextTag()
|
|
call SetTextTagTextBJ(bj_lastCreatedTextTag, s, size)
|
|
call SetTextTagPosUnitBJ(bj_lastCreatedTextTag, whichUnit, zOffset)
|
|
call SetTextTagColorBJ(bj_lastCreatedTextTag, red, green, blue, transparency)
|
|
|
|
return bj_lastCreatedTextTag
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function DestroyTextTagBJ takes texttag tt returns nothing
|
|
call DestroyTextTag(tt)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function ShowTextTagForceBJ takes boolean show, texttag tt, force whichForce returns nothing
|
|
if (IsPlayerInForce(GetLocalPlayer(), whichForce)) then
|
|
// Use only local code (no net traffic) within this block to avoid desyncs.
|
|
call SetTextTagVisibility(tt, show)
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetLastCreatedTextTag takes nothing returns texttag
|
|
return bj_lastCreatedTextTag
|
|
endfunction
|
|
|
|
|
|
|
|
//***************************************************************************
|
|
//*
|
|
//* Cinematic Utility Functions
|
|
//*
|
|
//***************************************************************************
|
|
|
|
//===========================================================================
|
|
function PauseGameOn takes nothing returns nothing
|
|
call PauseGame(true)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function PauseGameOff takes nothing returns nothing
|
|
call PauseGame(false)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetUserControlForceOn takes force whichForce returns nothing
|
|
if (IsPlayerInForce(GetLocalPlayer(), whichForce)) then
|
|
// Use only local code (no net traffic) within this block to avoid desyncs.
|
|
call EnableUserControl(true)
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetUserControlForceOff takes force whichForce returns nothing
|
|
if (IsPlayerInForce(GetLocalPlayer(), whichForce)) then
|
|
// Use only local code (no net traffic) within this block to avoid desyncs.
|
|
call EnableUserControl(false)
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function ShowInterfaceForceOn takes force whichForce, real fadeDuration returns nothing
|
|
if (IsPlayerInForce(GetLocalPlayer(), whichForce)) then
|
|
// Use only local code (no net traffic) within this block to avoid desyncs.
|
|
call ShowInterface(true, fadeDuration)
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function ShowInterfaceForceOff takes force whichForce, real fadeDuration returns nothing
|
|
if (IsPlayerInForce(GetLocalPlayer(), whichForce)) then
|
|
// Use only local code (no net traffic) within this block to avoid desyncs.
|
|
call ShowInterface(false, fadeDuration)
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function PingMinimapForForce takes force whichForce, real x, real y, real duration returns nothing
|
|
if (IsPlayerInForce(GetLocalPlayer(), whichForce)) then
|
|
// Use only local code (no net traffic) within this block to avoid desyncs.
|
|
call PingMinimap(x, y, duration)
|
|
//call StartSound(bj_pingMinimapSound)
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function PingMinimapLocForForce takes force whichForce, location loc, real duration returns nothing
|
|
call PingMinimapForForce(whichForce, GetLocationX(loc), GetLocationY(loc), duration)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function PingMinimapForPlayer takes player whichPlayer, real x, real y, real duration returns nothing
|
|
if (GetLocalPlayer() == whichPlayer) then
|
|
// Use only local code (no net traffic) within this block to avoid desyncs.
|
|
call PingMinimap(x, y, duration)
|
|
//call StartSound(bj_pingMinimapSound)
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function PingMinimapLocForPlayer takes player whichPlayer, location loc, real duration returns nothing
|
|
call PingMinimapForPlayer(whichPlayer, GetLocationX(loc), GetLocationY(loc), duration)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function PingMinimapForForceEx takes force whichForce, real x, real y, real duration, integer style, real red, real green, real blue returns nothing
|
|
local integer red255 = PercentTo255(red)
|
|
local integer green255 = PercentTo255(green)
|
|
local integer blue255 = PercentTo255(blue)
|
|
|
|
if (IsPlayerInForce(GetLocalPlayer(), whichForce)) then
|
|
// Use only local code (no net traffic) within this block to avoid desyncs.
|
|
|
|
// Prevent 100% red simple and flashy pings, as they become "attack" pings.
|
|
if (red255 == 255) and (green255 == 0) and (blue255 == 0) then
|
|
set red255 = 254
|
|
endif
|
|
|
|
if (style == bj_MINIMAPPINGSTYLE_SIMPLE) then
|
|
call PingMinimapEx(x, y, duration, red255, green255, blue255, false)
|
|
elseif (style == bj_MINIMAPPINGSTYLE_FLASHY) then
|
|
call PingMinimapEx(x, y, duration, red255, green255, blue255, true)
|
|
elseif (style == bj_MINIMAPPINGSTYLE_ATTACK) then
|
|
call PingMinimapEx(x, y, duration, 255, 0, 0, false)
|
|
else
|
|
// Unrecognized ping style - ignore the request.
|
|
endif
|
|
|
|
//call StartSound(bj_pingMinimapSound)
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function PingMinimapLocForForceEx takes force whichForce, location loc, real duration, integer style, real red, real green, real blue returns nothing
|
|
call PingMinimapForForceEx(whichForce, GetLocationX(loc), GetLocationY(loc), duration, style, red, green, blue)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function EnableWorldFogBoundaryBJ takes boolean enable, force f returns nothing
|
|
if (IsPlayerInForce(GetLocalPlayer(), f)) then
|
|
// Use only local code (no net traffic) within this block to avoid desyncs.
|
|
call EnableWorldFogBoundary(enable)
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function EnableOcclusionBJ takes boolean enable, force f returns nothing
|
|
if (IsPlayerInForce(GetLocalPlayer(), f)) then
|
|
// Use only local code (no net traffic) within this block to avoid desyncs.
|
|
call EnableOcclusion(enable)
|
|
endif
|
|
endfunction
|
|
|
|
|
|
|
|
//***************************************************************************
|
|
//*
|
|
//* Cinematic Transmission Utility Functions
|
|
//*
|
|
//***************************************************************************
|
|
|
|
//===========================================================================
|
|
// If cancelled, stop the sound and end the cinematic scene.
|
|
//
|
|
function CancelCineSceneBJ takes nothing returns nothing
|
|
call StopSoundBJ(bj_cineSceneLastSound, true)
|
|
call EndCinematicScene()
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Init a trigger to listen for END_CINEMATIC events and respond to them if
|
|
// a cinematic scene is in progress. For performance reasons, this should
|
|
// only be called once a cinematic scene has been started, so that maps
|
|
// lacking such scenes do not bother to register for these events.
|
|
//
|
|
function TryInitCinematicBehaviorBJ takes nothing returns nothing
|
|
local integer index
|
|
|
|
if (bj_cineSceneBeingSkipped == null) then
|
|
set bj_cineSceneBeingSkipped = CreateTrigger()
|
|
set index = 0
|
|
loop
|
|
call TriggerRegisterPlayerEvent(bj_cineSceneBeingSkipped, Player(index), EVENT_PLAYER_END_CINEMATIC)
|
|
set index = index + 1
|
|
exitwhen index == bj_MAX_PLAYERS
|
|
endloop
|
|
call TriggerAddAction(bj_cineSceneBeingSkipped, function CancelCineSceneBJ)
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetCinematicSceneBJ takes sound soundHandle, integer portraitUnitId, playercolor color, string speakerTitle, string text, real sceneDuration, real voiceoverDuration returns nothing
|
|
set bj_cineSceneLastSound = soundHandle
|
|
call PlaySoundBJ(soundHandle)
|
|
call SetCinematicScene(portraitUnitId, color, speakerTitle, text, sceneDuration, voiceoverDuration)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetTransmissionDuration takes sound soundHandle, integer timeType, real timeVal returns real
|
|
local real duration
|
|
|
|
if (timeType == bj_TIMETYPE_ADD) then
|
|
set duration = GetSoundDurationBJ(soundHandle) + timeVal
|
|
elseif (timeType == bj_TIMETYPE_SET) then
|
|
set duration = timeVal
|
|
elseif (timeType == bj_TIMETYPE_SUB) then
|
|
set duration = GetSoundDurationBJ(soundHandle) - timeVal
|
|
else
|
|
// Unrecognized timeType - ignore timeVal.
|
|
set duration = GetSoundDurationBJ(soundHandle)
|
|
endif
|
|
|
|
// Make sure we have a non-negative duration.
|
|
if (duration < 0) then
|
|
set duration = 0
|
|
endif
|
|
return duration
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function WaitTransmissionDuration takes sound soundHandle, integer timeType, real timeVal returns nothing
|
|
if (timeType == bj_TIMETYPE_SET) then
|
|
// If we have a static duration wait, just perform the wait.
|
|
call TriggerSleepAction(timeVal)
|
|
|
|
elseif (soundHandle == null) then
|
|
// If the sound does not exist, perform a default length wait.
|
|
call TriggerSleepAction(bj_NOTHING_SOUND_DURATION)
|
|
|
|
elseif (timeType == bj_TIMETYPE_SUB) then
|
|
// If the transmission is cutting off the sound, wait for the sound
|
|
// to be mostly finished.
|
|
call WaitForSoundBJ(soundHandle, timeVal)
|
|
|
|
elseif (timeType == bj_TIMETYPE_ADD) then
|
|
// If the transmission is extending beyond the sound's length, wait
|
|
// for it to finish, and then wait the additional time.
|
|
call WaitForSoundBJ(soundHandle, 0)
|
|
call TriggerSleepAction(timeVal)
|
|
|
|
else
|
|
// Unrecognized timeType - ignore.
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function DoTransmissionBasicsXYBJ takes integer unitId, playercolor color, real x, real y, sound soundHandle, string unitName, string message, real duration returns nothing
|
|
call SetCinematicSceneBJ(soundHandle, unitId, color, unitName, message, duration + bj_TRANSMISSION_PORT_HANGTIME, duration)
|
|
|
|
if (unitId != 0) then
|
|
call PingMinimap(x, y, bj_TRANSMISSION_PING_TIME)
|
|
//call SetCameraQuickPosition(x, y)
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Display a text message to a Player Group with an accompanying sound,
|
|
// portrait, speech indicator, and all that good stuff.
|
|
// - Query duration of sound
|
|
// - Play sound
|
|
// - Display text message for duration
|
|
// - Display animating portrait for duration
|
|
// - Display a speech indicator for the unit
|
|
// - Ping the minimap
|
|
//
|
|
function TransmissionFromUnitWithNameBJ takes force toForce, unit whichUnit, string unitName, sound soundHandle, string message, integer timeType, real timeVal, boolean wait returns nothing
|
|
call TryInitCinematicBehaviorBJ()
|
|
|
|
// Ensure that the time value is non-negative.
|
|
set timeVal = RMaxBJ(timeVal, 0)
|
|
|
|
set bj_lastTransmissionDuration = GetTransmissionDuration(soundHandle, timeType, timeVal)
|
|
set bj_lastPlayedSound = soundHandle
|
|
|
|
if (IsPlayerInForce(GetLocalPlayer(), toForce)) then
|
|
// Use only local code (no net traffic) within this block to avoid desyncs.
|
|
|
|
if (whichUnit == null) then
|
|
// If the unit reference is invalid, send the transmission from the center of the map with no portrait.
|
|
call DoTransmissionBasicsXYBJ(0, PLAYER_COLOR_RED, 0, 0, soundHandle, unitName, message, bj_lastTransmissionDuration)
|
|
else
|
|
call DoTransmissionBasicsXYBJ(GetUnitTypeId(whichUnit), GetPlayerColor(GetOwningPlayer(whichUnit)), GetUnitX(whichUnit), GetUnitY(whichUnit), soundHandle, unitName, message, bj_lastTransmissionDuration)
|
|
if (not IsUnitHidden(whichUnit)) then
|
|
call UnitAddIndicator(whichUnit, bj_TRANSMISSION_IND_RED, bj_TRANSMISSION_IND_BLUE, bj_TRANSMISSION_IND_GREEN, bj_TRANSMISSION_IND_ALPHA)
|
|
endif
|
|
endif
|
|
endif
|
|
|
|
if wait and (bj_lastTransmissionDuration > 0) then
|
|
// call TriggerSleepAction(bj_lastTransmissionDuration)
|
|
call WaitTransmissionDuration(soundHandle, timeType, timeVal)
|
|
endif
|
|
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// This operates like TransmissionFromUnitWithNameBJ, but for a unit type
|
|
// rather than a unit instance. As such, no speech indicator is employed.
|
|
//
|
|
function TransmissionFromUnitTypeWithNameBJ takes force toForce, player fromPlayer, integer unitId, string unitName, location loc, sound soundHandle, string message, integer timeType, real timeVal, boolean wait returns nothing
|
|
call TryInitCinematicBehaviorBJ()
|
|
|
|
// Ensure that the time value is non-negative.
|
|
set timeVal = RMaxBJ(timeVal, 0)
|
|
|
|
set bj_lastTransmissionDuration = GetTransmissionDuration(soundHandle, timeType, timeVal)
|
|
set bj_lastPlayedSound = soundHandle
|
|
|
|
if (IsPlayerInForce(GetLocalPlayer(), toForce)) then
|
|
// Use only local code (no net traffic) within this block to avoid desyncs.
|
|
|
|
call DoTransmissionBasicsXYBJ(unitId, GetPlayerColor(fromPlayer), GetLocationX(loc), GetLocationY(loc), soundHandle, unitName, message, bj_lastTransmissionDuration)
|
|
endif
|
|
|
|
if wait and (bj_lastTransmissionDuration > 0) then
|
|
// call TriggerSleepAction(bj_lastTransmissionDuration)
|
|
call WaitTransmissionDuration(soundHandle, timeType, timeVal)
|
|
endif
|
|
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetLastTransmissionDurationBJ takes nothing returns real
|
|
return bj_lastTransmissionDuration
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function ForceCinematicSubtitlesBJ takes boolean flag returns nothing
|
|
call ForceCinematicSubtitles(flag)
|
|
endfunction
|
|
|
|
|
|
//***************************************************************************
|
|
//*
|
|
//* Cinematic Mode Utility Functions
|
|
//*
|
|
//***************************************************************************
|
|
|
|
//===========================================================================
|
|
// Makes many common UI settings changes at once, for use when beginning and
|
|
// ending cinematic sequences. Note that some affects apply to all players,
|
|
// such as game speed. This is unavoidable.
|
|
// - Clear the screen of text messages
|
|
// - Hide interface UI (letterbox mode)
|
|
// - Hide game messages (ally under attack, etc.)
|
|
// - Disable user control
|
|
// - Disable occlusion
|
|
// - Set game speed (for all players)
|
|
// - Lock game speed (for all players)
|
|
// - Disable black mask (for all players)
|
|
// - Disable fog of war (for all players)
|
|
// - Disable world boundary fog (for all players)
|
|
// - Dim non-speech sound channels
|
|
// - End any outstanding music themes
|
|
// - Fix the random seed to a set value
|
|
// - Reset the camera smoothing factor
|
|
//
|
|
function CinematicModeExBJ takes boolean cineMode, force forForce, real interfaceFadeTime returns nothing
|
|
// If the game hasn't started yet, perform interface fades immediately
|
|
if (not bj_gameStarted) then
|
|
set interfaceFadeTime = 0
|
|
endif
|
|
|
|
if (cineMode) then
|
|
// Save the UI state so that we can restore it later.
|
|
if (not bj_cineModeAlreadyIn) then
|
|
set bj_cineModeAlreadyIn = true
|
|
set bj_cineModePriorSpeed = GetGameSpeed()
|
|
set bj_cineModePriorFogSetting = IsFogEnabled()
|
|
set bj_cineModePriorMaskSetting = IsFogMaskEnabled()
|
|
set bj_cineModePriorDawnDusk = IsDawnDuskEnabled()
|
|
set bj_cineModeSavedSeed = GetRandomInt(0, 1000000)
|
|
endif
|
|
|
|
// Perform local changes
|
|
if (IsPlayerInForce(GetLocalPlayer(), forForce)) then
|
|
// Use only local code (no net traffic) within this block to avoid desyncs.
|
|
call ClearTextMessages()
|
|
call ShowInterface(false, interfaceFadeTime)
|
|
call EnableUserControl(false)
|
|
call EnableOcclusion(false)
|
|
call SetCineModeVolumeGroupsBJ()
|
|
endif
|
|
|
|
// Perform global changes
|
|
call SetGameSpeed(bj_CINEMODE_GAMESPEED)
|
|
call SetMapFlag(MAP_LOCK_SPEED, true)
|
|
call FogMaskEnable(false)
|
|
call FogEnable(false)
|
|
call EnableWorldFogBoundary(false)
|
|
call EnableDawnDusk(false)
|
|
|
|
// Use a fixed random seed, so that cinematics play consistently.
|
|
call SetRandomSeed(0)
|
|
else
|
|
set bj_cineModeAlreadyIn = false
|
|
|
|
// Perform local changes
|
|
if (IsPlayerInForce(GetLocalPlayer(), forForce)) then
|
|
// Use only local code (no net traffic) within this block to avoid desyncs.
|
|
call ShowInterface(true, interfaceFadeTime)
|
|
call EnableUserControl(true)
|
|
call EnableOcclusion(true)
|
|
call VolumeGroupReset()
|
|
call EndThematicMusic()
|
|
call CameraResetSmoothingFactorBJ()
|
|
endif
|
|
|
|
// Perform global changes
|
|
call SetMapFlag(MAP_LOCK_SPEED, false)
|
|
call SetGameSpeed(bj_cineModePriorSpeed)
|
|
call FogMaskEnable(bj_cineModePriorMaskSetting)
|
|
call FogEnable(bj_cineModePriorFogSetting)
|
|
call EnableWorldFogBoundary(true)
|
|
call EnableDawnDusk(bj_cineModePriorDawnDusk)
|
|
call SetRandomSeed(bj_cineModeSavedSeed)
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function CinematicModeBJ takes boolean cineMode, force forForce returns nothing
|
|
call CinematicModeExBJ(cineMode, forForce, bj_CINEMODE_INTERFACEFADE)
|
|
endfunction
|
|
|
|
|
|
|
|
//***************************************************************************
|
|
//*
|
|
//* Cinematic Filter Utility Functions
|
|
//*
|
|
//***************************************************************************
|
|
|
|
//===========================================================================
|
|
function DisplayCineFilterBJ takes boolean flag returns nothing
|
|
call DisplayCineFilter(flag)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function CinematicFadeCommonBJ takes real red, real green, real blue, real duration, string tex, real startTrans, real endTrans returns nothing
|
|
if (duration == 0) then
|
|
// If the fade is instant, use the same starting and ending values,
|
|
// so that we effectively do a set rather than a fade.
|
|
set startTrans = endTrans
|
|
endif
|
|
call EnableUserUI(false)
|
|
call SetCineFilterTexture(tex)
|
|
call SetCineFilterBlendMode(BLEND_MODE_BLEND)
|
|
call SetCineFilterTexMapFlags(TEXMAP_FLAG_NONE)
|
|
call SetCineFilterStartUV(0, 0, 1, 1)
|
|
call SetCineFilterEndUV(0, 0, 1, 1)
|
|
call SetCineFilterStartColor(PercentTo255(red), PercentTo255(green), PercentTo255(blue), PercentTo255(100-startTrans))
|
|
call SetCineFilterEndColor(PercentTo255(red), PercentTo255(green), PercentTo255(blue), PercentTo255(100-endTrans))
|
|
call SetCineFilterDuration(duration)
|
|
call DisplayCineFilter(true)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function FinishCinematicFadeBJ takes nothing returns nothing
|
|
call DestroyTimer(bj_cineFadeFinishTimer)
|
|
set bj_cineFadeFinishTimer = null
|
|
call DisplayCineFilter(false)
|
|
call EnableUserUI(true)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function FinishCinematicFadeAfterBJ takes real duration returns nothing
|
|
// Create a timer to end the cinematic fade.
|
|
set bj_cineFadeFinishTimer = CreateTimer()
|
|
call TimerStart(bj_cineFadeFinishTimer, duration, false, function FinishCinematicFadeBJ)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function ContinueCinematicFadeBJ takes nothing returns nothing
|
|
call DestroyTimer(bj_cineFadeContinueTimer)
|
|
set bj_cineFadeContinueTimer = null
|
|
call CinematicFadeCommonBJ(bj_cineFadeContinueRed, bj_cineFadeContinueGreen, bj_cineFadeContinueBlue, bj_cineFadeContinueDuration, bj_cineFadeContinueTex, bj_cineFadeContinueTrans, 100)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function ContinueCinematicFadeAfterBJ takes real duration, real red, real green, real blue, real trans, string tex returns nothing
|
|
set bj_cineFadeContinueRed = red
|
|
set bj_cineFadeContinueGreen = green
|
|
set bj_cineFadeContinueBlue = blue
|
|
set bj_cineFadeContinueTrans = trans
|
|
set bj_cineFadeContinueDuration = duration
|
|
set bj_cineFadeContinueTex = tex
|
|
|
|
// Create a timer to continue the cinematic fade.
|
|
set bj_cineFadeContinueTimer = CreateTimer()
|
|
call TimerStart(bj_cineFadeContinueTimer, duration, false, function ContinueCinematicFadeBJ)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function AbortCinematicFadeBJ takes nothing returns nothing
|
|
if (bj_cineFadeContinueTimer != null) then
|
|
call DestroyTimer(bj_cineFadeContinueTimer)
|
|
endif
|
|
|
|
if (bj_cineFadeFinishTimer != null) then
|
|
call DestroyTimer(bj_cineFadeFinishTimer)
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function CinematicFadeBJ takes integer fadetype, real duration, string tex, real red, real green, real blue, real trans returns nothing
|
|
if (fadetype == bj_CINEFADETYPE_FADEOUT) then
|
|
// Fade out to the requested color.
|
|
call AbortCinematicFadeBJ()
|
|
call CinematicFadeCommonBJ(red, green, blue, duration, tex, 100, trans)
|
|
elseif (fadetype == bj_CINEFADETYPE_FADEIN) then
|
|
// Fade in from the requested color.
|
|
call AbortCinematicFadeBJ()
|
|
call CinematicFadeCommonBJ(red, green, blue, duration, tex, trans, 100)
|
|
call FinishCinematicFadeAfterBJ(duration)
|
|
elseif (fadetype == bj_CINEFADETYPE_FADEOUTIN) then
|
|
// Fade out to the requested color, and then fade back in from it.
|
|
if (duration > 0) then
|
|
call AbortCinematicFadeBJ()
|
|
call CinematicFadeCommonBJ(red, green, blue, duration * 0.5, tex, 100, trans)
|
|
call ContinueCinematicFadeAfterBJ(duration * 0.5, red, green, blue, trans, tex)
|
|
call FinishCinematicFadeAfterBJ(duration)
|
|
endif
|
|
else
|
|
// Unrecognized fadetype - ignore the request.
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function CinematicFilterGenericBJ takes real duration, blendmode bmode, string tex, real red0, real green0, real blue0, real trans0, real red1, real green1, real blue1, real trans1 returns nothing
|
|
call AbortCinematicFadeBJ()
|
|
call SetCineFilterTexture(tex)
|
|
call SetCineFilterBlendMode(bmode)
|
|
call SetCineFilterTexMapFlags(TEXMAP_FLAG_NONE)
|
|
call SetCineFilterStartUV(0, 0, 1, 1)
|
|
call SetCineFilterEndUV(0, 0, 1, 1)
|
|
call SetCineFilterStartColor(PercentTo255(red0), PercentTo255(green0), PercentTo255(blue0), PercentTo255(100-trans0))
|
|
call SetCineFilterEndColor(PercentTo255(red1), PercentTo255(green1), PercentTo255(blue1), PercentTo255(100-trans1))
|
|
call SetCineFilterDuration(duration)
|
|
call DisplayCineFilter(true)
|
|
endfunction
|
|
|
|
|
|
|
|
//***************************************************************************
|
|
//*
|
|
//* Rescuable Unit Utility Functions
|
|
//*
|
|
//***************************************************************************
|
|
|
|
//===========================================================================
|
|
// Rescues a unit for a player. This performs the default rescue behavior,
|
|
// including a rescue sound, flashing selection circle, ownership change,
|
|
// and optionally a unit color change.
|
|
//
|
|
function RescueUnitBJ takes unit whichUnit, player rescuer, boolean changeColor returns nothing
|
|
if IsUnitDeadBJ(whichUnit) or (GetOwningPlayer(whichUnit) == rescuer) then
|
|
return
|
|
endif
|
|
|
|
call StartSound(bj_rescueSound)
|
|
call SetUnitOwner(whichUnit, rescuer, changeColor)
|
|
call UnitAddIndicator(whichUnit, 0, 255, 0, 255)
|
|
call PingMinimapForPlayer(rescuer, GetUnitX(whichUnit), GetUnitY(whichUnit), bj_RESCUE_PING_TIME)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function TriggerActionUnitRescuedBJ takes nothing returns nothing
|
|
local unit theUnit = GetTriggerUnit()
|
|
|
|
if IsUnitType(theUnit, UNIT_TYPE_STRUCTURE) then
|
|
call RescueUnitBJ(theUnit, GetOwningPlayer(GetRescuer()), bj_rescueChangeColorBldg)
|
|
else
|
|
call RescueUnitBJ(theUnit, GetOwningPlayer(GetRescuer()), bj_rescueChangeColorUnit)
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Attempt to init triggers for default rescue behavior. For performance
|
|
// reasons, this should only be attempted if a player is set to Rescuable,
|
|
// or if a specific unit is thus flagged.
|
|
//
|
|
function TryInitRescuableTriggersBJ takes nothing returns nothing
|
|
local integer index
|
|
|
|
if (bj_rescueUnitBehavior == null) then
|
|
set bj_rescueUnitBehavior = CreateTrigger()
|
|
set index = 0
|
|
loop
|
|
call TriggerRegisterPlayerUnitEvent(bj_rescueUnitBehavior, Player(index), EVENT_PLAYER_UNIT_RESCUED, null)
|
|
set index = index + 1
|
|
exitwhen index == bj_MAX_PLAYER_SLOTS
|
|
endloop
|
|
call TriggerAddAction(bj_rescueUnitBehavior, function TriggerActionUnitRescuedBJ)
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Determines whether or not rescued units automatically change color upon
|
|
// being rescued.
|
|
//
|
|
function SetRescueUnitColorChangeBJ takes boolean changeColor returns nothing
|
|
set bj_rescueChangeColorUnit = changeColor
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Determines whether or not rescued buildings automatically change color
|
|
// upon being rescued.
|
|
//
|
|
function SetRescueBuildingColorChangeBJ takes boolean changeColor returns nothing
|
|
set bj_rescueChangeColorBldg = changeColor
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function MakeUnitRescuableToForceBJEnum takes nothing returns nothing
|
|
call TryInitRescuableTriggersBJ()
|
|
call SetUnitRescuable(bj_makeUnitRescuableUnit, GetEnumPlayer(), bj_makeUnitRescuableFlag)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function MakeUnitRescuableToForceBJ takes unit whichUnit, boolean isRescuable, force whichForce returns nothing
|
|
// Flag the unit as rescuable/unrescuable for the appropriate players.
|
|
set bj_makeUnitRescuableUnit = whichUnit
|
|
set bj_makeUnitRescuableFlag = isRescuable
|
|
call ForForce(whichForce, function MakeUnitRescuableToForceBJEnum)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function InitRescuableBehaviorBJ takes nothing returns nothing
|
|
local integer index
|
|
|
|
set index = 0
|
|
loop
|
|
// If at least one player slot is "Rescuable"-controlled, init the
|
|
// rescue behavior triggers.
|
|
if (GetPlayerController(Player(index)) == MAP_CONTROL_RESCUABLE) then
|
|
call TryInitRescuableTriggersBJ()
|
|
return
|
|
endif
|
|
set index = index + 1
|
|
exitwhen index == bj_MAX_PLAYERS
|
|
endloop
|
|
endfunction
|
|
|
|
|
|
|
|
//***************************************************************************
|
|
//*
|
|
//* Research and Upgrade Utility Functions
|
|
//*
|
|
//***************************************************************************
|
|
|
|
//===========================================================================
|
|
function SetPlayerTechResearchedSwap takes integer techid, integer levels, player whichPlayer returns nothing
|
|
call SetPlayerTechResearched(whichPlayer, techid, levels)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetPlayerTechMaxAllowedSwap takes integer techid, integer maximum, player whichPlayer returns nothing
|
|
call SetPlayerTechMaxAllowed(whichPlayer, techid, maximum)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetPlayerMaxHeroesAllowed takes integer maximum, player whichPlayer returns nothing
|
|
call SetPlayerTechMaxAllowed(whichPlayer, 'HERO', maximum)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetPlayerTechCountSimple takes integer techid, player whichPlayer returns integer
|
|
return GetPlayerTechCount(whichPlayer, techid, true)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetPlayerTechMaxAllowedSwap takes integer techid, player whichPlayer returns integer
|
|
return GetPlayerTechMaxAllowed(whichPlayer, techid)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetPlayerAbilityAvailableBJ takes boolean avail, integer abilid, player whichPlayer returns nothing
|
|
call SetPlayerAbilityAvailable(whichPlayer, abilid, avail)
|
|
endfunction
|
|
|
|
|
|
|
|
//***************************************************************************
|
|
//*
|
|
//* Campaign Utility Functions
|
|
//*
|
|
//***************************************************************************
|
|
|
|
function SetCampaignMenuRaceBJ takes integer campaignNumber returns nothing
|
|
if (campaignNumber == bj_CAMPAIGN_INDEX_T) then
|
|
call SetCampaignMenuRace(RACE_OTHER)
|
|
elseif (campaignNumber == bj_CAMPAIGN_INDEX_H) then
|
|
call SetCampaignMenuRace(RACE_HUMAN)
|
|
elseif (campaignNumber == bj_CAMPAIGN_INDEX_U) then
|
|
call SetCampaignMenuRace(RACE_UNDEAD)
|
|
elseif (campaignNumber == bj_CAMPAIGN_INDEX_O) then
|
|
call SetCampaignMenuRace(RACE_ORC)
|
|
elseif (campaignNumber == bj_CAMPAIGN_INDEX_N) then
|
|
call SetCampaignMenuRace(RACE_NIGHTELF)
|
|
elseif (campaignNumber == bj_CAMPAIGN_INDEX_XN) then
|
|
call SetCampaignMenuRaceEx(bj_CAMPAIGN_OFFSET_XN)
|
|
elseif (campaignNumber == bj_CAMPAIGN_INDEX_XH) then
|
|
call SetCampaignMenuRaceEx(bj_CAMPAIGN_OFFSET_XH)
|
|
elseif (campaignNumber == bj_CAMPAIGN_INDEX_XU) then
|
|
call SetCampaignMenuRaceEx(bj_CAMPAIGN_OFFSET_XU)
|
|
elseif (campaignNumber == bj_CAMPAIGN_INDEX_XO) then
|
|
call SetCampaignMenuRaceEx(bj_CAMPAIGN_OFFSET_XO)
|
|
else
|
|
// Unrecognized campaign - ignore the request
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Converts a single campaign mission designation into campaign and mission
|
|
// numbers. The 1000's digit is considered the campaign index, and the 1's
|
|
// digit is considered the mission index within that campaign. This is done
|
|
// so that the trigger for this can use a single drop-down to list all of
|
|
// the campaign missions.
|
|
//
|
|
function SetMissionAvailableBJ takes boolean available, integer missionIndex returns nothing
|
|
local integer campaignNumber = missionIndex / 1000
|
|
local integer missionNumber = missionIndex - campaignNumber * 1000
|
|
|
|
call SetMissionAvailable(campaignNumber, missionNumber, available)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetCampaignAvailableBJ takes boolean available, integer campaignNumber returns nothing
|
|
local integer campaignOffset
|
|
|
|
if (campaignNumber == bj_CAMPAIGN_INDEX_H) then
|
|
call SetTutorialCleared(true)
|
|
endif
|
|
|
|
if (campaignNumber == bj_CAMPAIGN_INDEX_XN) then
|
|
set campaignOffset = bj_CAMPAIGN_OFFSET_XN
|
|
elseif (campaignNumber == bj_CAMPAIGN_INDEX_XH) then
|
|
set campaignOffset = bj_CAMPAIGN_OFFSET_XH
|
|
elseif (campaignNumber == bj_CAMPAIGN_INDEX_XU) then
|
|
set campaignOffset = bj_CAMPAIGN_OFFSET_XU
|
|
elseif (campaignNumber == bj_CAMPAIGN_INDEX_XO) then
|
|
set campaignOffset = bj_CAMPAIGN_OFFSET_XO
|
|
else
|
|
set campaignOffset = campaignNumber
|
|
endif
|
|
|
|
call SetCampaignAvailable(campaignOffset, available)
|
|
call SetCampaignMenuRaceBJ(campaignNumber)
|
|
call ForceCampaignSelectScreen()
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetCinematicAvailableBJ takes boolean available, integer cinematicIndex returns nothing
|
|
if ( cinematicIndex == bj_CINEMATICINDEX_TOP ) then
|
|
call SetOpCinematicAvailable( bj_CAMPAIGN_INDEX_T, available )
|
|
call PlayCinematic( "TutorialOp" )
|
|
elseif (cinematicIndex == bj_CINEMATICINDEX_HOP) then
|
|
call SetOpCinematicAvailable( bj_CAMPAIGN_INDEX_H, available )
|
|
call PlayCinematic( "HumanOp" )
|
|
elseif (cinematicIndex == bj_CINEMATICINDEX_HED) then
|
|
call SetEdCinematicAvailable( bj_CAMPAIGN_INDEX_H, available )
|
|
call PlayCinematic( "HumanEd" )
|
|
elseif (cinematicIndex == bj_CINEMATICINDEX_OOP) then
|
|
call SetOpCinematicAvailable( bj_CAMPAIGN_INDEX_O, available )
|
|
call PlayCinematic( "OrcOp" )
|
|
elseif (cinematicIndex == bj_CINEMATICINDEX_OED) then
|
|
call SetEdCinematicAvailable( bj_CAMPAIGN_INDEX_O, available )
|
|
call PlayCinematic( "OrcEd" )
|
|
elseif (cinematicIndex == bj_CINEMATICINDEX_UOP) then
|
|
call SetEdCinematicAvailable( bj_CAMPAIGN_INDEX_U, available )
|
|
call PlayCinematic( "UndeadOp" )
|
|
elseif (cinematicIndex == bj_CINEMATICINDEX_UED) then
|
|
call SetEdCinematicAvailable( bj_CAMPAIGN_INDEX_U, available )
|
|
call PlayCinematic( "UndeadEd" )
|
|
elseif (cinematicIndex == bj_CINEMATICINDEX_NOP) then
|
|
call SetEdCinematicAvailable( bj_CAMPAIGN_INDEX_N, available )
|
|
call PlayCinematic( "NightElfOp" )
|
|
elseif (cinematicIndex == bj_CINEMATICINDEX_NED) then
|
|
call SetEdCinematicAvailable( bj_CAMPAIGN_INDEX_N, available )
|
|
call PlayCinematic( "NightElfEd" )
|
|
elseif (cinematicIndex == bj_CINEMATICINDEX_XOP) then
|
|
call SetOpCinematicAvailable( bj_CAMPAIGN_OFFSET_XN, available )
|
|
call PlayCinematic( "IntroX" )
|
|
elseif (cinematicIndex == bj_CINEMATICINDEX_XED) then
|
|
call SetEdCinematicAvailable( bj_CAMPAIGN_OFFSET_XU, available )
|
|
call PlayCinematic( "OutroX" )
|
|
else
|
|
// Unrecognized cinematic - ignore the request.
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function InitGameCacheBJ takes string campaignFile returns gamecache
|
|
set bj_lastCreatedGameCache = InitGameCache(campaignFile)
|
|
return bj_lastCreatedGameCache
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SaveGameCacheBJ takes gamecache cache returns boolean
|
|
return SaveGameCache(cache)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetLastCreatedGameCacheBJ takes nothing returns gamecache
|
|
return bj_lastCreatedGameCache
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function InitHashtableBJ takes nothing returns hashtable
|
|
set bj_lastCreatedHashtable = InitHashtable()
|
|
return bj_lastCreatedHashtable
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetLastCreatedHashtableBJ takes nothing returns hashtable
|
|
return bj_lastCreatedHashtable
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function StoreRealBJ takes real value, string key, string missionKey, gamecache cache returns nothing
|
|
call StoreReal(cache, missionKey, key, value)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function StoreIntegerBJ takes integer value, string key, string missionKey, gamecache cache returns nothing
|
|
call StoreInteger(cache, missionKey, key, value)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function StoreBooleanBJ takes boolean value, string key, string missionKey, gamecache cache returns nothing
|
|
call StoreBoolean(cache, missionKey, key, value)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function StoreStringBJ takes string value, string key, string missionKey, gamecache cache returns boolean
|
|
return StoreString(cache, missionKey, key, value)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function StoreUnitBJ takes unit whichUnit, string key, string missionKey, gamecache cache returns boolean
|
|
return StoreUnit(cache, missionKey, key, whichUnit)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SaveRealBJ takes real value, integer key, integer missionKey, hashtable table returns nothing
|
|
call SaveReal(table, missionKey, key, value)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SaveIntegerBJ takes integer value, integer key, integer missionKey, hashtable table returns nothing
|
|
call SaveInteger(table, missionKey, key, value)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SaveBooleanBJ takes boolean value, integer key, integer missionKey, hashtable table returns nothing
|
|
call SaveBoolean(table, missionKey, key, value)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SaveStringBJ takes string value, integer key, integer missionKey, hashtable table returns boolean
|
|
return SaveStr(table, missionKey, key, value)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SavePlayerHandleBJ takes player whichPlayer, integer key, integer missionKey, hashtable table returns boolean
|
|
return SavePlayerHandle(table, missionKey, key, whichPlayer)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SaveWidgetHandleBJ takes widget whichWidget, integer key, integer missionKey, hashtable table returns boolean
|
|
return SaveWidgetHandle(table, missionKey, key, whichWidget)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SaveDestructableHandleBJ takes destructable whichDestructable, integer key, integer missionKey, hashtable table returns boolean
|
|
return SaveDestructableHandle(table, missionKey, key, whichDestructable)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SaveItemHandleBJ takes item whichItem, integer key, integer missionKey, hashtable table returns boolean
|
|
return SaveItemHandle(table, missionKey, key, whichItem)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SaveUnitHandleBJ takes unit whichUnit, integer key, integer missionKey, hashtable table returns boolean
|
|
return SaveUnitHandle(table, missionKey, key, whichUnit)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SaveAbilityHandleBJ takes ability whichAbility, integer key, integer missionKey, hashtable table returns boolean
|
|
return SaveAbilityHandle(table, missionKey, key, whichAbility)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SaveTimerHandleBJ takes timer whichTimer, integer key, integer missionKey, hashtable table returns boolean
|
|
return SaveTimerHandle(table, missionKey, key, whichTimer)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SaveTriggerHandleBJ takes trigger whichTrigger, integer key, integer missionKey, hashtable table returns boolean
|
|
return SaveTriggerHandle(table, missionKey, key, whichTrigger)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SaveTriggerConditionHandleBJ takes triggercondition whichTriggercondition, integer key, integer missionKey, hashtable table returns boolean
|
|
return SaveTriggerConditionHandle(table, missionKey, key, whichTriggercondition)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SaveTriggerActionHandleBJ takes triggeraction whichTriggeraction, integer key, integer missionKey, hashtable table returns boolean
|
|
return SaveTriggerActionHandle(table, missionKey, key, whichTriggeraction)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SaveTriggerEventHandleBJ takes event whichEvent, integer key, integer missionKey, hashtable table returns boolean
|
|
return SaveTriggerEventHandle(table, missionKey, key, whichEvent)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SaveForceHandleBJ takes force whichForce, integer key, integer missionKey, hashtable table returns boolean
|
|
return SaveForceHandle(table, missionKey, key, whichForce)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SaveGroupHandleBJ takes group whichGroup, integer key, integer missionKey, hashtable table returns boolean
|
|
return SaveGroupHandle(table, missionKey, key, whichGroup)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SaveLocationHandleBJ takes location whichLocation, integer key, integer missionKey, hashtable table returns boolean
|
|
return SaveLocationHandle(table, missionKey, key, whichLocation)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SaveRectHandleBJ takes rect whichRect, integer key, integer missionKey, hashtable table returns boolean
|
|
return SaveRectHandle(table, missionKey, key, whichRect)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SaveBooleanExprHandleBJ takes boolexpr whichBoolexpr, integer key, integer missionKey, hashtable table returns boolean
|
|
return SaveBooleanExprHandle(table, missionKey, key, whichBoolexpr)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SaveSoundHandleBJ takes sound whichSound, integer key, integer missionKey, hashtable table returns boolean
|
|
return SaveSoundHandle(table, missionKey, key, whichSound)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SaveEffectHandleBJ takes effect whichEffect, integer key, integer missionKey, hashtable table returns boolean
|
|
return SaveEffectHandle(table, missionKey, key, whichEffect)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SaveUnitPoolHandleBJ takes unitpool whichUnitpool, integer key, integer missionKey, hashtable table returns boolean
|
|
return SaveUnitPoolHandle(table, missionKey, key, whichUnitpool)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SaveItemPoolHandleBJ takes itempool whichItempool, integer key, integer missionKey, hashtable table returns boolean
|
|
return SaveItemPoolHandle(table, missionKey, key, whichItempool)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SaveQuestHandleBJ takes quest whichQuest, integer key, integer missionKey, hashtable table returns boolean
|
|
return SaveQuestHandle(table, missionKey, key, whichQuest)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SaveQuestItemHandleBJ takes questitem whichQuestitem, integer key, integer missionKey, hashtable table returns boolean
|
|
return SaveQuestItemHandle(table, missionKey, key, whichQuestitem)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SaveDefeatConditionHandleBJ takes defeatcondition whichDefeatcondition, integer key, integer missionKey, hashtable table returns boolean
|
|
return SaveDefeatConditionHandle(table, missionKey, key, whichDefeatcondition)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SaveTimerDialogHandleBJ takes timerdialog whichTimerdialog, integer key, integer missionKey, hashtable table returns boolean
|
|
return SaveTimerDialogHandle(table, missionKey, key, whichTimerdialog)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SaveLeaderboardHandleBJ takes leaderboard whichLeaderboard, integer key, integer missionKey, hashtable table returns boolean
|
|
return SaveLeaderboardHandle(table, missionKey, key, whichLeaderboard)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SaveMultiboardHandleBJ takes multiboard whichMultiboard, integer key, integer missionKey, hashtable table returns boolean
|
|
return SaveMultiboardHandle(table, missionKey, key, whichMultiboard)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SaveMultiboardItemHandleBJ takes multiboarditem whichMultiboarditem, integer key, integer missionKey, hashtable table returns boolean
|
|
return SaveMultiboardItemHandle(table, missionKey, key, whichMultiboarditem)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SaveTrackableHandleBJ takes trackable whichTrackable, integer key, integer missionKey, hashtable table returns boolean
|
|
return SaveTrackableHandle(table, missionKey, key, whichTrackable)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SaveDialogHandleBJ takes dialog whichDialog, integer key, integer missionKey, hashtable table returns boolean
|
|
return SaveDialogHandle(table, missionKey, key, whichDialog)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SaveButtonHandleBJ takes button whichButton, integer key, integer missionKey, hashtable table returns boolean
|
|
return SaveButtonHandle(table, missionKey, key, whichButton)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SaveTextTagHandleBJ takes texttag whichTexttag, integer key, integer missionKey, hashtable table returns boolean
|
|
return SaveTextTagHandle(table, missionKey, key, whichTexttag)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SaveLightningHandleBJ takes lightning whichLightning, integer key, integer missionKey, hashtable table returns boolean
|
|
return SaveLightningHandle(table, missionKey, key, whichLightning)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SaveImageHandleBJ takes image whichImage, integer key, integer missionKey, hashtable table returns boolean
|
|
return SaveImageHandle(table, missionKey, key, whichImage)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SaveUbersplatHandleBJ takes ubersplat whichUbersplat, integer key, integer missionKey, hashtable table returns boolean
|
|
return SaveUbersplatHandle(table, missionKey, key, whichUbersplat)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SaveRegionHandleBJ takes region whichRegion, integer key, integer missionKey, hashtable table returns boolean
|
|
return SaveRegionHandle(table, missionKey, key, whichRegion)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SaveFogStateHandleBJ takes fogstate whichFogState, integer key, integer missionKey, hashtable table returns boolean
|
|
return SaveFogStateHandle(table, missionKey, key, whichFogState)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SaveFogModifierHandleBJ takes fogmodifier whichFogModifier, integer key, integer missionKey, hashtable table returns boolean
|
|
return SaveFogModifierHandle(table, missionKey, key, whichFogModifier)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SaveAgentHandleBJ takes agent whichAgent, integer key, integer missionKey, hashtable table returns boolean
|
|
return SaveAgentHandle(table, missionKey, key, whichAgent)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SaveHashtableHandleBJ takes hashtable whichHashtable, integer key, integer missionKey, hashtable table returns boolean
|
|
return SaveHashtableHandle(table, missionKey, key, whichHashtable)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetStoredRealBJ takes string key, string missionKey, gamecache cache returns real
|
|
//call SyncStoredReal(cache, missionKey, key)
|
|
return GetStoredReal(cache, missionKey, key)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetStoredIntegerBJ takes string key, string missionKey, gamecache cache returns integer
|
|
//call SyncStoredInteger(cache, missionKey, key)
|
|
return GetStoredInteger(cache, missionKey, key)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetStoredBooleanBJ takes string key, string missionKey, gamecache cache returns boolean
|
|
//call SyncStoredBoolean(cache, missionKey, key)
|
|
return GetStoredBoolean(cache, missionKey, key)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetStoredStringBJ takes string key, string missionKey, gamecache cache returns string
|
|
local string s
|
|
|
|
//call SyncStoredString(cache, missionKey, key)
|
|
set s = GetStoredString(cache, missionKey, key)
|
|
if (s == null) then
|
|
return ""
|
|
else
|
|
return s
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function LoadRealBJ takes integer key, integer missionKey, hashtable table returns real
|
|
//call SyncStoredReal(table, missionKey, key)
|
|
return LoadReal(table, missionKey, key)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function LoadIntegerBJ takes integer key, integer missionKey, hashtable table returns integer
|
|
//call SyncStoredInteger(table, missionKey, key)
|
|
return LoadInteger(table, missionKey, key)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function LoadBooleanBJ takes integer key, integer missionKey, hashtable table returns boolean
|
|
//call SyncStoredBoolean(table, missionKey, key)
|
|
return LoadBoolean(table, missionKey, key)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function LoadStringBJ takes integer key, integer missionKey, hashtable table returns string
|
|
local string s
|
|
|
|
//call SyncStoredString(table, missionKey, key)
|
|
set s = LoadStr(table, missionKey, key)
|
|
if (s == null) then
|
|
return ""
|
|
else
|
|
return s
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function LoadPlayerHandleBJ takes integer key, integer missionKey, hashtable table returns player
|
|
return LoadPlayerHandle(table, missionKey, key)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function LoadWidgetHandleBJ takes integer key, integer missionKey, hashtable table returns widget
|
|
return LoadWidgetHandle(table, missionKey, key)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function LoadDestructableHandleBJ takes integer key, integer missionKey, hashtable table returns destructable
|
|
return LoadDestructableHandle(table, missionKey, key)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function LoadItemHandleBJ takes integer key, integer missionKey, hashtable table returns item
|
|
return LoadItemHandle(table, missionKey, key)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function LoadUnitHandleBJ takes integer key, integer missionKey, hashtable table returns unit
|
|
return LoadUnitHandle(table, missionKey, key)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function LoadAbilityHandleBJ takes integer key, integer missionKey, hashtable table returns ability
|
|
return LoadAbilityHandle(table, missionKey, key)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function LoadTimerHandleBJ takes integer key, integer missionKey, hashtable table returns timer
|
|
return LoadTimerHandle(table, missionKey, key)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function LoadTriggerHandleBJ takes integer key, integer missionKey, hashtable table returns trigger
|
|
return LoadTriggerHandle(table, missionKey, key)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function LoadTriggerConditionHandleBJ takes integer key, integer missionKey, hashtable table returns triggercondition
|
|
return LoadTriggerConditionHandle(table, missionKey, key)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function LoadTriggerActionHandleBJ takes integer key, integer missionKey, hashtable table returns triggeraction
|
|
return LoadTriggerActionHandle(table, missionKey, key)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function LoadTriggerEventHandleBJ takes integer key, integer missionKey, hashtable table returns event
|
|
return LoadTriggerEventHandle(table, missionKey, key)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function LoadForceHandleBJ takes integer key, integer missionKey, hashtable table returns force
|
|
return LoadForceHandle(table, missionKey, key)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function LoadGroupHandleBJ takes integer key, integer missionKey, hashtable table returns group
|
|
return LoadGroupHandle(table, missionKey, key)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function LoadLocationHandleBJ takes integer key, integer missionKey, hashtable table returns location
|
|
return LoadLocationHandle(table, missionKey, key)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function LoadRectHandleBJ takes integer key, integer missionKey, hashtable table returns rect
|
|
return LoadRectHandle(table, missionKey, key)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function LoadBooleanExprHandleBJ takes integer key, integer missionKey, hashtable table returns boolexpr
|
|
return LoadBooleanExprHandle(table, missionKey, key)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function LoadSoundHandleBJ takes integer key, integer missionKey, hashtable table returns sound
|
|
return LoadSoundHandle(table, missionKey, key)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function LoadEffectHandleBJ takes integer key, integer missionKey, hashtable table returns effect
|
|
return LoadEffectHandle(table, missionKey, key)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function LoadUnitPoolHandleBJ takes integer key, integer missionKey, hashtable table returns unitpool
|
|
return LoadUnitPoolHandle(table, missionKey, key)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function LoadItemPoolHandleBJ takes integer key, integer missionKey, hashtable table returns itempool
|
|
return LoadItemPoolHandle(table, missionKey, key)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function LoadQuestHandleBJ takes integer key, integer missionKey, hashtable table returns quest
|
|
return LoadQuestHandle(table, missionKey, key)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function LoadQuestItemHandleBJ takes integer key, integer missionKey, hashtable table returns questitem
|
|
return LoadQuestItemHandle(table, missionKey, key)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function LoadDefeatConditionHandleBJ takes integer key, integer missionKey, hashtable table returns defeatcondition
|
|
return LoadDefeatConditionHandle(table, missionKey, key)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function LoadTimerDialogHandleBJ takes integer key, integer missionKey, hashtable table returns timerdialog
|
|
return LoadTimerDialogHandle(table, missionKey, key)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function LoadLeaderboardHandleBJ takes integer key, integer missionKey, hashtable table returns leaderboard
|
|
return LoadLeaderboardHandle(table, missionKey, key)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function LoadMultiboardHandleBJ takes integer key, integer missionKey, hashtable table returns multiboard
|
|
return LoadMultiboardHandle(table, missionKey, key)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function LoadMultiboardItemHandleBJ takes integer key, integer missionKey, hashtable table returns multiboarditem
|
|
return LoadMultiboardItemHandle(table, missionKey, key)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function LoadTrackableHandleBJ takes integer key, integer missionKey, hashtable table returns trackable
|
|
return LoadTrackableHandle(table, missionKey, key)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function LoadDialogHandleBJ takes integer key, integer missionKey, hashtable table returns dialog
|
|
return LoadDialogHandle(table, missionKey, key)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function LoadButtonHandleBJ takes integer key, integer missionKey, hashtable table returns button
|
|
return LoadButtonHandle(table, missionKey, key)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function LoadTextTagHandleBJ takes integer key, integer missionKey, hashtable table returns texttag
|
|
return LoadTextTagHandle(table, missionKey, key)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function LoadLightningHandleBJ takes integer key, integer missionKey, hashtable table returns lightning
|
|
return LoadLightningHandle(table, missionKey, key)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function LoadImageHandleBJ takes integer key, integer missionKey, hashtable table returns image
|
|
return LoadImageHandle(table, missionKey, key)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function LoadUbersplatHandleBJ takes integer key, integer missionKey, hashtable table returns ubersplat
|
|
return LoadUbersplatHandle(table, missionKey, key)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function LoadRegionHandleBJ takes integer key, integer missionKey, hashtable table returns region
|
|
return LoadRegionHandle(table, missionKey, key)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function LoadFogStateHandleBJ takes integer key, integer missionKey, hashtable table returns fogstate
|
|
return LoadFogStateHandle(table, missionKey, key)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function LoadFogModifierHandleBJ takes integer key, integer missionKey, hashtable table returns fogmodifier
|
|
return LoadFogModifierHandle(table, missionKey, key)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function LoadHashtableHandleBJ takes integer key, integer missionKey, hashtable table returns hashtable
|
|
return LoadHashtableHandle(table, missionKey, key)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function RestoreUnitLocFacingAngleBJ takes string key, string missionKey, gamecache cache, player forWhichPlayer, location loc, real facing returns unit
|
|
//call SyncStoredUnit(cache, missionKey, key)
|
|
set bj_lastLoadedUnit = RestoreUnit(cache, missionKey, key, forWhichPlayer, GetLocationX(loc), GetLocationY(loc), facing)
|
|
return bj_lastLoadedUnit
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function RestoreUnitLocFacingPointBJ takes string key, string missionKey, gamecache cache, player forWhichPlayer, location loc, location lookAt returns unit
|
|
//call SyncStoredUnit(cache, missionKey, key)
|
|
return RestoreUnitLocFacingAngleBJ(key, missionKey, cache, forWhichPlayer, loc, AngleBetweenPoints(loc, lookAt))
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetLastRestoredUnitBJ takes nothing returns unit
|
|
return bj_lastLoadedUnit
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function FlushGameCacheBJ takes gamecache cache returns nothing
|
|
call FlushGameCache(cache)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function FlushStoredMissionBJ takes string missionKey, gamecache cache returns nothing
|
|
call FlushStoredMission(cache, missionKey)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function FlushParentHashtableBJ takes hashtable table returns nothing
|
|
call FlushParentHashtable(table)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function FlushChildHashtableBJ takes integer missionKey, hashtable table returns nothing
|
|
call FlushChildHashtable(table, missionKey)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function HaveStoredValue takes string key, integer valueType, string missionKey, gamecache cache returns boolean
|
|
if (valueType == bj_GAMECACHE_BOOLEAN) then
|
|
return HaveStoredBoolean(cache, missionKey, key)
|
|
elseif (valueType == bj_GAMECACHE_INTEGER) then
|
|
return HaveStoredInteger(cache, missionKey, key)
|
|
elseif (valueType == bj_GAMECACHE_REAL) then
|
|
return HaveStoredReal(cache, missionKey, key)
|
|
elseif (valueType == bj_GAMECACHE_UNIT) then
|
|
return HaveStoredUnit(cache, missionKey, key)
|
|
elseif (valueType == bj_GAMECACHE_STRING) then
|
|
return HaveStoredString(cache, missionKey, key)
|
|
else
|
|
// Unrecognized value type - ignore the request.
|
|
return false
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function HaveSavedValue takes integer key, integer valueType, integer missionKey, hashtable table returns boolean
|
|
if (valueType == bj_HASHTABLE_BOOLEAN) then
|
|
return HaveSavedBoolean(table, missionKey, key)
|
|
elseif (valueType == bj_HASHTABLE_INTEGER) then
|
|
return HaveSavedInteger(table, missionKey, key)
|
|
elseif (valueType == bj_HASHTABLE_REAL) then
|
|
return HaveSavedReal(table, missionKey, key)
|
|
elseif (valueType == bj_HASHTABLE_STRING) then
|
|
return HaveSavedString(table, missionKey, key)
|
|
elseif (valueType == bj_HASHTABLE_HANDLE) then
|
|
return HaveSavedHandle(table, missionKey, key)
|
|
else
|
|
// Unrecognized value type - ignore the request.
|
|
return false
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function ShowCustomCampaignButton takes boolean show, integer whichButton returns nothing
|
|
call SetCustomCampaignButtonVisible(whichButton - 1, show)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function IsCustomCampaignButtonVisibile takes integer whichButton returns boolean
|
|
return GetCustomCampaignButtonVisible(whichButton - 1)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function LoadGameBJ takes string loadFileName, boolean doScoreScreen returns nothing
|
|
call LoadGame(loadFileName, doScoreScreen)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SaveAndChangeLevelBJ takes string saveFileName, string newLevel, boolean doScoreScreen returns nothing
|
|
call SaveGame(saveFileName)
|
|
call ChangeLevel(newLevel, doScoreScreen)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SaveAndLoadGameBJ takes string saveFileName, string loadFileName, boolean doScoreScreen returns nothing
|
|
call SaveGame(saveFileName)
|
|
call LoadGame(loadFileName, doScoreScreen)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function RenameSaveDirectoryBJ takes string sourceDirName, string destDirName returns boolean
|
|
return RenameSaveDirectory(sourceDirName, destDirName)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function RemoveSaveDirectoryBJ takes string sourceDirName returns boolean
|
|
return RemoveSaveDirectory(sourceDirName)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function CopySaveGameBJ takes string sourceSaveName, string destSaveName returns boolean
|
|
return CopySaveGame(sourceSaveName, destSaveName)
|
|
endfunction
|
|
|
|
|
|
|
|
//***************************************************************************
|
|
//*
|
|
//* Miscellaneous Utility Functions
|
|
//*
|
|
//***************************************************************************
|
|
|
|
//===========================================================================
|
|
function GetPlayerStartLocationX takes player whichPlayer returns real
|
|
return GetStartLocationX(GetPlayerStartLocation(whichPlayer))
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetPlayerStartLocationY takes player whichPlayer returns real
|
|
return GetStartLocationY(GetPlayerStartLocation(whichPlayer))
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetPlayerStartLocationLoc takes player whichPlayer returns location
|
|
return GetStartLocationLoc(GetPlayerStartLocation(whichPlayer))
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetRectCenter takes rect whichRect returns location
|
|
return Location(GetRectCenterX(whichRect), GetRectCenterY(whichRect))
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function IsPlayerSlotState takes player whichPlayer, playerslotstate whichState returns boolean
|
|
return GetPlayerSlotState(whichPlayer) == whichState
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetFadeFromSeconds takes real seconds returns integer
|
|
if (seconds != 0) then
|
|
return 128 / R2I(seconds)
|
|
endif
|
|
return 10000
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetFadeFromSecondsAsReal takes real seconds returns real
|
|
if (seconds != 0) then
|
|
return 128.00 / seconds
|
|
endif
|
|
return 10000.00
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function AdjustPlayerStateSimpleBJ takes player whichPlayer, playerstate whichPlayerState, integer delta returns nothing
|
|
call SetPlayerState(whichPlayer, whichPlayerState, GetPlayerState(whichPlayer, whichPlayerState) + delta)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function AdjustPlayerStateBJ takes integer delta, player whichPlayer, playerstate whichPlayerState returns nothing
|
|
// If the change was positive, apply the difference to the player's
|
|
// gathered resources property as well.
|
|
if (delta > 0) then
|
|
if (whichPlayerState == PLAYER_STATE_RESOURCE_GOLD) then
|
|
call AdjustPlayerStateSimpleBJ(whichPlayer, PLAYER_STATE_GOLD_GATHERED, delta)
|
|
elseif (whichPlayerState == PLAYER_STATE_RESOURCE_LUMBER) then
|
|
call AdjustPlayerStateSimpleBJ(whichPlayer, PLAYER_STATE_LUMBER_GATHERED, delta)
|
|
endif
|
|
endif
|
|
|
|
call AdjustPlayerStateSimpleBJ(whichPlayer, whichPlayerState, delta)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetPlayerStateBJ takes player whichPlayer, playerstate whichPlayerState, integer value returns nothing
|
|
local integer oldValue = GetPlayerState(whichPlayer, whichPlayerState)
|
|
call AdjustPlayerStateBJ(value - oldValue, whichPlayer, whichPlayerState)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetPlayerFlagBJ takes playerstate whichPlayerFlag, boolean flag, player whichPlayer returns nothing
|
|
call SetPlayerState(whichPlayer, whichPlayerFlag, IntegerTertiaryOp(flag, 1, 0))
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetPlayerTaxRateBJ takes integer rate, playerstate whichResource, player sourcePlayer, player otherPlayer returns nothing
|
|
call SetPlayerTaxRate(sourcePlayer, otherPlayer, whichResource, rate)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetPlayerTaxRateBJ takes playerstate whichResource, player sourcePlayer, player otherPlayer returns integer
|
|
return GetPlayerTaxRate(sourcePlayer, otherPlayer, whichResource)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function IsPlayerFlagSetBJ takes playerstate whichPlayerFlag, player whichPlayer returns boolean
|
|
return GetPlayerState(whichPlayer, whichPlayerFlag) == 1
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function AddResourceAmountBJ takes integer delta, unit whichUnit returns nothing
|
|
call AddResourceAmount(whichUnit, delta)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetConvertedPlayerId takes player whichPlayer returns integer
|
|
return GetPlayerId(whichPlayer) + 1
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function ConvertedPlayer takes integer convertedPlayerId returns player
|
|
return Player(convertedPlayerId - 1)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetRectWidthBJ takes rect r returns real
|
|
return GetRectMaxX(r) - GetRectMinX(r)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetRectHeightBJ takes rect r returns real
|
|
return GetRectMaxY(r) - GetRectMinY(r)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Replaces a gold mine with a blighted gold mine for the given player.
|
|
//
|
|
function BlightGoldMineForPlayerBJ takes unit goldMine, player whichPlayer returns unit
|
|
local real mineX
|
|
local real mineY
|
|
local integer mineGold
|
|
local unit newMine
|
|
|
|
// Make sure we're replacing a Gold Mine and not some other type of unit.
|
|
if GetUnitTypeId(goldMine) != 'ngol' then
|
|
return null
|
|
endif
|
|
|
|
// Save the Gold Mine's properties and remove it.
|
|
set mineX = GetUnitX(goldMine)
|
|
set mineY = GetUnitY(goldMine)
|
|
set mineGold = GetResourceAmount(goldMine)
|
|
call RemoveUnit(goldMine)
|
|
|
|
// Create a Haunted Gold Mine to replace the Gold Mine.
|
|
set newMine = CreateBlightedGoldmine(whichPlayer, mineX, mineY, bj_UNIT_FACING)
|
|
call SetResourceAmount(newMine, mineGold)
|
|
return newMine
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function BlightGoldMineForPlayer takes unit goldMine, player whichPlayer returns unit
|
|
set bj_lastHauntedGoldMine = BlightGoldMineForPlayerBJ(goldMine, whichPlayer)
|
|
return bj_lastHauntedGoldMine
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetLastHauntedGoldMine takes nothing returns unit
|
|
return bj_lastHauntedGoldMine
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function IsPointBlightedBJ takes location where returns boolean
|
|
return IsPointBlighted(GetLocationX(where), GetLocationY(where))
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetPlayerColorBJEnum takes nothing returns nothing
|
|
call SetUnitColor(GetEnumUnit(), bj_setPlayerTargetColor)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetPlayerColorBJ takes player whichPlayer, playercolor color, boolean changeExisting returns nothing
|
|
local group g
|
|
|
|
call SetPlayerColor(whichPlayer, color)
|
|
if changeExisting then
|
|
set bj_setPlayerTargetColor = color
|
|
set g = CreateGroup()
|
|
call GroupEnumUnitsOfPlayer(g, whichPlayer, null)
|
|
call ForGroup(g, function SetPlayerColorBJEnum)
|
|
call DestroyGroup(g)
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetPlayerUnitAvailableBJ takes integer unitId, boolean allowed, player whichPlayer returns nothing
|
|
if allowed then
|
|
call SetPlayerTechMaxAllowed(whichPlayer, unitId, -1)
|
|
else
|
|
call SetPlayerTechMaxAllowed(whichPlayer, unitId, 0)
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function LockGameSpeedBJ takes nothing returns nothing
|
|
call SetMapFlag(MAP_LOCK_SPEED, true)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function UnlockGameSpeedBJ takes nothing returns nothing
|
|
call SetMapFlag(MAP_LOCK_SPEED, false)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function IssueTargetOrderBJ takes unit whichUnit, string order, widget targetWidget returns boolean
|
|
return IssueTargetOrder( whichUnit, order, targetWidget )
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function IssuePointOrderLocBJ takes unit whichUnit, string order, location whichLocation returns boolean
|
|
return IssuePointOrderLoc( whichUnit, order, whichLocation )
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Two distinct trigger actions can't share the same function name, so this
|
|
// dummy function simply mimics the behavior of an existing call.
|
|
//
|
|
function IssueTargetDestructableOrder takes unit whichUnit, string order, widget targetWidget returns boolean
|
|
return IssueTargetOrder( whichUnit, order, targetWidget )
|
|
endfunction
|
|
|
|
function IssueTargetItemOrder takes unit whichUnit, string order, widget targetWidget returns boolean
|
|
return IssueTargetOrder( whichUnit, order, targetWidget )
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function IssueImmediateOrderBJ takes unit whichUnit, string order returns boolean
|
|
return IssueImmediateOrder( whichUnit, order )
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GroupTargetOrderBJ takes group whichGroup, string order, widget targetWidget returns boolean
|
|
return GroupTargetOrder( whichGroup, order, targetWidget )
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GroupPointOrderLocBJ takes group whichGroup, string order, location whichLocation returns boolean
|
|
return GroupPointOrderLoc( whichGroup, order, whichLocation )
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GroupImmediateOrderBJ takes group whichGroup, string order returns boolean
|
|
return GroupImmediateOrder( whichGroup, order )
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Two distinct trigger actions can't share the same function name, so this
|
|
// dummy function simply mimics the behavior of an existing call.
|
|
//
|
|
function GroupTargetDestructableOrder takes group whichGroup, string order, widget targetWidget returns boolean
|
|
return GroupTargetOrder( whichGroup, order, targetWidget )
|
|
endfunction
|
|
|
|
function GroupTargetItemOrder takes group whichGroup, string order, widget targetWidget returns boolean
|
|
return GroupTargetOrder( whichGroup, order, targetWidget )
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetDyingDestructable takes nothing returns destructable
|
|
return GetTriggerDestructable()
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Rally point setting
|
|
//
|
|
function SetUnitRallyPoint takes unit whichUnit, location targPos returns nothing
|
|
call IssuePointOrderLocBJ(whichUnit, "setrally", targPos)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetUnitRallyUnit takes unit whichUnit, unit targUnit returns nothing
|
|
call IssueTargetOrder(whichUnit, "setrally", targUnit)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetUnitRallyDestructable takes unit whichUnit, destructable targDest returns nothing
|
|
call IssueTargetOrder(whichUnit, "setrally", targDest)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Utility function for use by editor-generated item drop table triggers.
|
|
// This function is added as an action to all destructable drop triggers,
|
|
// so that a widget drop may be differentiated from a unit drop.
|
|
//
|
|
function SaveDyingWidget takes nothing returns nothing
|
|
set bj_lastDyingWidget = GetTriggerWidget()
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetBlightRectBJ takes boolean addBlight, player whichPlayer, rect r returns nothing
|
|
call SetBlightRect(whichPlayer, r, addBlight)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetBlightRadiusLocBJ takes boolean addBlight, player whichPlayer, location loc, real radius returns nothing
|
|
call SetBlightLoc(whichPlayer, loc, radius, addBlight)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function GetAbilityName takes integer abilcode returns string
|
|
return GetObjectName(abilcode)
|
|
endfunction
|
|
|
|
|
|
//***************************************************************************
|
|
//*
|
|
//* Melee Template Visibility Settings
|
|
//*
|
|
//***************************************************************************
|
|
|
|
//===========================================================================
|
|
function MeleeStartingVisibility takes nothing returns nothing
|
|
// Start by setting the ToD.
|
|
call SetFloatGameState(GAME_STATE_TIME_OF_DAY, bj_MELEE_STARTING_TOD)
|
|
|
|
// call FogMaskEnable(true)
|
|
// call FogEnable(true)
|
|
endfunction
|
|
|
|
|
|
|
|
//***************************************************************************
|
|
//*
|
|
//* Melee Template Starting Resources
|
|
//*
|
|
//***************************************************************************
|
|
|
|
//===========================================================================
|
|
function MeleeStartingResources takes nothing returns nothing
|
|
local integer index
|
|
local player indexPlayer
|
|
local version v
|
|
local integer startingGold
|
|
local integer startingLumber
|
|
|
|
set v = VersionGet()
|
|
if (v == VERSION_REIGN_OF_CHAOS) then
|
|
set startingGold = bj_MELEE_STARTING_GOLD_V0
|
|
set startingLumber = bj_MELEE_STARTING_LUMBER_V0
|
|
else
|
|
set startingGold = bj_MELEE_STARTING_GOLD_V1
|
|
set startingLumber = bj_MELEE_STARTING_LUMBER_V1
|
|
endif
|
|
|
|
// Set each player's starting resources.
|
|
set index = 0
|
|
loop
|
|
set indexPlayer = Player(index)
|
|
if (GetPlayerSlotState(indexPlayer) == PLAYER_SLOT_STATE_PLAYING) then
|
|
call SetPlayerState(indexPlayer, PLAYER_STATE_RESOURCE_GOLD, startingGold)
|
|
call SetPlayerState(indexPlayer, PLAYER_STATE_RESOURCE_LUMBER, startingLumber)
|
|
endif
|
|
|
|
set index = index + 1
|
|
exitwhen index == bj_MAX_PLAYERS
|
|
endloop
|
|
endfunction
|
|
|
|
|
|
|
|
//***************************************************************************
|
|
//*
|
|
//* Melee Template Hero Limit
|
|
//*
|
|
//***************************************************************************
|
|
|
|
//===========================================================================
|
|
function ReducePlayerTechMaxAllowed takes player whichPlayer, integer techId, integer limit returns nothing
|
|
local integer oldMax = GetPlayerTechMaxAllowed(whichPlayer, techId)
|
|
|
|
// A value of -1 is used to indicate no limit, so check for that as well.
|
|
if (oldMax < 0 or oldMax > limit) then
|
|
call SetPlayerTechMaxAllowed(whichPlayer, techId, limit)
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function MeleeStartingHeroLimit takes nothing returns nothing
|
|
local integer index
|
|
|
|
set index = 0
|
|
loop
|
|
// max heroes per player
|
|
call SetPlayerMaxHeroesAllowed(bj_MELEE_HERO_LIMIT, Player(index))
|
|
|
|
// each player is restricted to a limit per hero type as well
|
|
call ReducePlayerTechMaxAllowed(Player(index), 'Hamg', bj_MELEE_HERO_TYPE_LIMIT)
|
|
call ReducePlayerTechMaxAllowed(Player(index), 'Hmkg', bj_MELEE_HERO_TYPE_LIMIT)
|
|
call ReducePlayerTechMaxAllowed(Player(index), 'Hpal', bj_MELEE_HERO_TYPE_LIMIT)
|
|
call ReducePlayerTechMaxAllowed(Player(index), 'Hblm', bj_MELEE_HERO_TYPE_LIMIT)
|
|
|
|
call ReducePlayerTechMaxAllowed(Player(index), 'Obla', bj_MELEE_HERO_TYPE_LIMIT)
|
|
call ReducePlayerTechMaxAllowed(Player(index), 'Ofar', bj_MELEE_HERO_TYPE_LIMIT)
|
|
call ReducePlayerTechMaxAllowed(Player(index), 'Otch', bj_MELEE_HERO_TYPE_LIMIT)
|
|
call ReducePlayerTechMaxAllowed(Player(index), 'Oshd', bj_MELEE_HERO_TYPE_LIMIT)
|
|
|
|
call ReducePlayerTechMaxAllowed(Player(index), 'Edem', bj_MELEE_HERO_TYPE_LIMIT)
|
|
call ReducePlayerTechMaxAllowed(Player(index), 'Ekee', bj_MELEE_HERO_TYPE_LIMIT)
|
|
call ReducePlayerTechMaxAllowed(Player(index), 'Emoo', bj_MELEE_HERO_TYPE_LIMIT)
|
|
call ReducePlayerTechMaxAllowed(Player(index), 'Ewar', bj_MELEE_HERO_TYPE_LIMIT)
|
|
|
|
call ReducePlayerTechMaxAllowed(Player(index), 'Udea', bj_MELEE_HERO_TYPE_LIMIT)
|
|
call ReducePlayerTechMaxAllowed(Player(index), 'Udre', bj_MELEE_HERO_TYPE_LIMIT)
|
|
call ReducePlayerTechMaxAllowed(Player(index), 'Ulic', bj_MELEE_HERO_TYPE_LIMIT)
|
|
call ReducePlayerTechMaxAllowed(Player(index), 'Ucrl', bj_MELEE_HERO_TYPE_LIMIT)
|
|
|
|
call ReducePlayerTechMaxAllowed(Player(index), 'Npbm', bj_MELEE_HERO_TYPE_LIMIT)
|
|
call ReducePlayerTechMaxAllowed(Player(index), 'Nbrn', bj_MELEE_HERO_TYPE_LIMIT)
|
|
call ReducePlayerTechMaxAllowed(Player(index), 'Nngs', bj_MELEE_HERO_TYPE_LIMIT)
|
|
call ReducePlayerTechMaxAllowed(Player(index), 'Nplh', bj_MELEE_HERO_TYPE_LIMIT)
|
|
call ReducePlayerTechMaxAllowed(Player(index), 'Nbst', bj_MELEE_HERO_TYPE_LIMIT)
|
|
call ReducePlayerTechMaxAllowed(Player(index), 'Nalc', bj_MELEE_HERO_TYPE_LIMIT)
|
|
call ReducePlayerTechMaxAllowed(Player(index), 'Ntin', bj_MELEE_HERO_TYPE_LIMIT)
|
|
call ReducePlayerTechMaxAllowed(Player(index), 'Nfir', bj_MELEE_HERO_TYPE_LIMIT)
|
|
|
|
set index = index + 1
|
|
exitwhen index == bj_MAX_PLAYERS
|
|
endloop
|
|
endfunction
|
|
|
|
|
|
|
|
//***************************************************************************
|
|
//*
|
|
//* Melee Template Granted Hero Items
|
|
//*
|
|
//***************************************************************************
|
|
|
|
//===========================================================================
|
|
function MeleeTrainedUnitIsHeroBJFilter takes nothing returns boolean
|
|
return IsUnitType(GetFilterUnit(), UNIT_TYPE_HERO)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// The first N heroes trained or hired for each player start off with a
|
|
// standard set of items. This is currently:
|
|
// - 1x Scroll of Town Portal
|
|
//
|
|
function MeleeGrantItemsToHero takes unit whichUnit returns nothing
|
|
local integer owner = GetPlayerId(GetOwningPlayer(whichUnit))
|
|
|
|
// If we haven't twinked N heroes for this player yet, twink away.
|
|
if (bj_meleeTwinkedHeroes[owner] < bj_MELEE_MAX_TWINKED_HEROES) then
|
|
call UnitAddItemById(whichUnit, 'stwp')
|
|
set bj_meleeTwinkedHeroes[owner] = bj_meleeTwinkedHeroes[owner] + 1
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function MeleeGrantItemsToTrainedHero takes nothing returns nothing
|
|
call MeleeGrantItemsToHero(GetTrainedUnit())
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function MeleeGrantItemsToHiredHero takes nothing returns nothing
|
|
call MeleeGrantItemsToHero(GetSoldUnit())
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function MeleeGrantHeroItems takes nothing returns nothing
|
|
local integer index
|
|
local trigger trig
|
|
|
|
// Initialize the twinked hero counts.
|
|
set index = 0
|
|
loop
|
|
set bj_meleeTwinkedHeroes[index] = 0
|
|
|
|
set index = index + 1
|
|
exitwhen index == bj_MAX_PLAYER_SLOTS
|
|
endloop
|
|
|
|
// Register for an event whenever a hero is trained, so that we can give
|
|
// him/her their starting items.
|
|
set index = 0
|
|
loop
|
|
set trig = CreateTrigger()
|
|
call TriggerRegisterPlayerUnitEvent(trig, Player(index), EVENT_PLAYER_UNIT_TRAIN_FINISH, filterMeleeTrainedUnitIsHeroBJ)
|
|
call TriggerAddAction(trig, function MeleeGrantItemsToTrainedHero)
|
|
|
|
set index = index + 1
|
|
exitwhen index == bj_MAX_PLAYERS
|
|
endloop
|
|
|
|
// Register for an event whenever a neutral hero is hired, so that we
|
|
// can give him/her their starting items.
|
|
set trig = CreateTrigger()
|
|
call TriggerRegisterPlayerUnitEvent(trig, Player(PLAYER_NEUTRAL_PASSIVE), EVENT_PLAYER_UNIT_SELL, filterMeleeTrainedUnitIsHeroBJ)
|
|
call TriggerAddAction(trig, function MeleeGrantItemsToHiredHero)
|
|
|
|
// Flag that we are giving starting items to heroes, so that the melee
|
|
// starting units code can create them as necessary.
|
|
set bj_meleeGrantHeroItems = true
|
|
endfunction
|
|
|
|
|
|
|
|
//***************************************************************************
|
|
//*
|
|
//* Melee Template Clear Start Locations
|
|
//*
|
|
//***************************************************************************
|
|
|
|
//===========================================================================
|
|
function MeleeClearExcessUnit takes nothing returns nothing
|
|
local unit theUnit = GetEnumUnit()
|
|
local integer owner = GetPlayerId(GetOwningPlayer(theUnit))
|
|
|
|
if (owner == PLAYER_NEUTRAL_AGGRESSIVE) then
|
|
// Remove any Neutral Hostile units from the area.
|
|
call RemoveUnit(GetEnumUnit())
|
|
elseif (owner == PLAYER_NEUTRAL_PASSIVE) then
|
|
// Remove non-structure Neutral Passive units from the area.
|
|
if not IsUnitType(theUnit, UNIT_TYPE_STRUCTURE) then
|
|
call RemoveUnit(GetEnumUnit())
|
|
endif
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function MeleeClearNearbyUnits takes real x, real y, real range returns nothing
|
|
local group nearbyUnits
|
|
|
|
set nearbyUnits = CreateGroup()
|
|
call GroupEnumUnitsInRange(nearbyUnits, x, y, range, null)
|
|
call ForGroup(nearbyUnits, function MeleeClearExcessUnit)
|
|
call DestroyGroup(nearbyUnits)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function MeleeClearExcessUnits takes nothing returns nothing
|
|
local integer index
|
|
local real locX
|
|
local real locY
|
|
local player indexPlayer
|
|
|
|
set index = 0
|
|
loop
|
|
set indexPlayer = Player(index)
|
|
|
|
// If the player slot is being used, clear any nearby creeps.
|
|
if (GetPlayerSlotState(indexPlayer) == PLAYER_SLOT_STATE_PLAYING) then
|
|
set locX = GetStartLocationX(GetPlayerStartLocation(indexPlayer))
|
|
set locY = GetStartLocationY(GetPlayerStartLocation(indexPlayer))
|
|
|
|
call MeleeClearNearbyUnits(locX, locY, bj_MELEE_CLEAR_UNITS_RADIUS)
|
|
endif
|
|
|
|
set index = index + 1
|
|
exitwhen index == bj_MAX_PLAYERS
|
|
endloop
|
|
endfunction
|
|
|
|
|
|
|
|
//***************************************************************************
|
|
//*
|
|
//* Melee Template Starting Units
|
|
//*
|
|
//***************************************************************************
|
|
|
|
//===========================================================================
|
|
function MeleeEnumFindNearestMine takes nothing returns nothing
|
|
local unit enumUnit = GetEnumUnit()
|
|
local real dist
|
|
local location unitLoc
|
|
|
|
if (GetUnitTypeId(enumUnit) == 'ngol') then
|
|
set unitLoc = GetUnitLoc(enumUnit)
|
|
set dist = DistanceBetweenPoints(unitLoc, bj_meleeNearestMineToLoc)
|
|
call RemoveLocation(unitLoc)
|
|
|
|
// If this is our first mine, or the closest thusfar, use it instead.
|
|
if (bj_meleeNearestMineDist < 0) or (dist < bj_meleeNearestMineDist) then
|
|
set bj_meleeNearestMine = enumUnit
|
|
set bj_meleeNearestMineDist = dist
|
|
endif
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function MeleeFindNearestMine takes location src, real range returns unit
|
|
local group nearbyMines
|
|
|
|
set bj_meleeNearestMine = null
|
|
set bj_meleeNearestMineDist = -1
|
|
set bj_meleeNearestMineToLoc = src
|
|
|
|
set nearbyMines = CreateGroup()
|
|
call GroupEnumUnitsInRangeOfLoc(nearbyMines, src, range, null)
|
|
call ForGroup(nearbyMines, function MeleeEnumFindNearestMine)
|
|
call DestroyGroup(nearbyMines)
|
|
|
|
return bj_meleeNearestMine
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function MeleeRandomHeroLoc takes player p, integer id1, integer id2, integer id3, integer id4, location loc returns unit
|
|
local unit hero = null
|
|
local integer roll
|
|
local integer pick
|
|
local version v
|
|
|
|
// The selection of heroes is dependant on the game version.
|
|
set v = VersionGet()
|
|
if (v == VERSION_REIGN_OF_CHAOS) then
|
|
set roll = GetRandomInt(1,3)
|
|
else
|
|
set roll = GetRandomInt(1,4)
|
|
endif
|
|
|
|
// Translate the roll into a unitid.
|
|
if roll == 1 then
|
|
set pick = id1
|
|
elseif roll == 2 then
|
|
set pick = id2
|
|
elseif roll == 3 then
|
|
set pick = id3
|
|
elseif roll == 4 then
|
|
set pick = id4
|
|
else
|
|
// Unrecognized id index - pick the first hero in the list.
|
|
set pick = id1
|
|
endif
|
|
|
|
// Create the hero.
|
|
set hero = CreateUnitAtLoc(p, pick, loc, bj_UNIT_FACING)
|
|
if bj_meleeGrantHeroItems then
|
|
call MeleeGrantItemsToHero(hero)
|
|
endif
|
|
return hero
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Returns a location which is (distance) away from (src) in the direction of (targ).
|
|
//
|
|
function MeleeGetProjectedLoc takes location src, location targ, real distance, real deltaAngle returns location
|
|
local real srcX = GetLocationX(src)
|
|
local real srcY = GetLocationY(src)
|
|
local real direction = Atan2(GetLocationY(targ) - srcY, GetLocationX(targ) - srcX) + deltaAngle
|
|
return Location(srcX + distance * Cos(direction), srcY + distance * Sin(direction))
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function MeleeGetNearestValueWithin takes real val, real minVal, real maxVal returns real
|
|
if (val < minVal) then
|
|
return minVal
|
|
elseif (val > maxVal) then
|
|
return maxVal
|
|
else
|
|
return val
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function MeleeGetLocWithinRect takes location src, rect r returns location
|
|
local real withinX = MeleeGetNearestValueWithin(GetLocationX(src), GetRectMinX(r), GetRectMaxX(r))
|
|
local real withinY = MeleeGetNearestValueWithin(GetLocationY(src), GetRectMinY(r), GetRectMaxY(r))
|
|
return Location(withinX, withinY)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Starting Units for Human Players
|
|
// - 1 Town Hall, placed at start location
|
|
// - 5 Peasants, placed between start location and nearest gold mine
|
|
//
|
|
function MeleeStartingUnitsHuman takes player whichPlayer, location startLoc, boolean doHeroes, boolean doCamera, boolean doPreload returns nothing
|
|
local boolean useRandomHero = IsMapFlagSet(MAP_RANDOM_HERO)
|
|
local real unitSpacing = 64.00
|
|
local unit nearestMine
|
|
local location nearMineLoc
|
|
local location heroLoc
|
|
local real peonX
|
|
local real peonY
|
|
local unit townHall = null
|
|
|
|
if (doPreload) then
|
|
call Preloader( "scripts\\HumanMelee.pld" )
|
|
endif
|
|
|
|
set nearestMine = MeleeFindNearestMine(startLoc, bj_MELEE_MINE_SEARCH_RADIUS)
|
|
if (nearestMine != null) then
|
|
// Spawn Town Hall at the start location.
|
|
set townHall = CreateUnitAtLoc(whichPlayer, 'htow', startLoc, bj_UNIT_FACING)
|
|
|
|
// Spawn Peasants near the mine.
|
|
set nearMineLoc = MeleeGetProjectedLoc(GetUnitLoc(nearestMine), startLoc, 320, 0)
|
|
set peonX = GetLocationX(nearMineLoc)
|
|
set peonY = GetLocationY(nearMineLoc)
|
|
call CreateUnit(whichPlayer, 'hpea', peonX + 0.00 * unitSpacing, peonY + 1.00 * unitSpacing, bj_UNIT_FACING)
|
|
call CreateUnit(whichPlayer, 'hpea', peonX + 1.00 * unitSpacing, peonY + 0.15 * unitSpacing, bj_UNIT_FACING)
|
|
call CreateUnit(whichPlayer, 'hpea', peonX - 1.00 * unitSpacing, peonY + 0.15 * unitSpacing, bj_UNIT_FACING)
|
|
call CreateUnit(whichPlayer, 'hpea', peonX + 0.60 * unitSpacing, peonY - 1.00 * unitSpacing, bj_UNIT_FACING)
|
|
call CreateUnit(whichPlayer, 'hpea', peonX - 0.60 * unitSpacing, peonY - 1.00 * unitSpacing, bj_UNIT_FACING)
|
|
|
|
// Set random hero spawn point to be off to the side of the start location.
|
|
set heroLoc = MeleeGetProjectedLoc(GetUnitLoc(nearestMine), startLoc, 384, 45)
|
|
else
|
|
// Spawn Town Hall at the start location.
|
|
set townHall = CreateUnitAtLoc(whichPlayer, 'htow', startLoc, bj_UNIT_FACING)
|
|
|
|
// Spawn Peasants directly south of the town hall.
|
|
set peonX = GetLocationX(startLoc)
|
|
set peonY = GetLocationY(startLoc) - 224.00
|
|
call CreateUnit(whichPlayer, 'hpea', peonX + 2.00 * unitSpacing, peonY + 0.00 * unitSpacing, bj_UNIT_FACING)
|
|
call CreateUnit(whichPlayer, 'hpea', peonX + 1.00 * unitSpacing, peonY + 0.00 * unitSpacing, bj_UNIT_FACING)
|
|
call CreateUnit(whichPlayer, 'hpea', peonX + 0.00 * unitSpacing, peonY + 0.00 * unitSpacing, bj_UNIT_FACING)
|
|
call CreateUnit(whichPlayer, 'hpea', peonX - 1.00 * unitSpacing, peonY + 0.00 * unitSpacing, bj_UNIT_FACING)
|
|
call CreateUnit(whichPlayer, 'hpea', peonX - 2.00 * unitSpacing, peonY + 0.00 * unitSpacing, bj_UNIT_FACING)
|
|
|
|
// Set random hero spawn point to be just south of the start location.
|
|
set heroLoc = Location(peonX, peonY - 2.00 * unitSpacing)
|
|
endif
|
|
|
|
if (townHall != null) then
|
|
call UnitAddAbilityBJ('Amic', townHall)
|
|
call UnitMakeAbilityPermanentBJ(true, 'Amic', townHall)
|
|
endif
|
|
|
|
if (doHeroes) then
|
|
// If the "Random Hero" option is set, start the player with a random hero.
|
|
// Otherwise, give them a "free hero" token.
|
|
if useRandomHero then
|
|
call MeleeRandomHeroLoc(whichPlayer, 'Hamg', 'Hmkg', 'Hpal', 'Hblm', heroLoc)
|
|
else
|
|
call SetPlayerState(whichPlayer, PLAYER_STATE_RESOURCE_HERO_TOKENS, bj_MELEE_STARTING_HERO_TOKENS)
|
|
endif
|
|
endif
|
|
|
|
if (doCamera) then
|
|
// Center the camera on the initial Peasants.
|
|
call SetCameraPositionForPlayer(whichPlayer, peonX, peonY)
|
|
call SetCameraQuickPositionForPlayer(whichPlayer, peonX, peonY)
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Starting Units for Orc Players
|
|
// - 1 Great Hall, placed at start location
|
|
// - 5 Peons, placed between start location and nearest gold mine
|
|
//
|
|
function MeleeStartingUnitsOrc takes player whichPlayer, location startLoc, boolean doHeroes, boolean doCamera, boolean doPreload returns nothing
|
|
local boolean useRandomHero = IsMapFlagSet(MAP_RANDOM_HERO)
|
|
local real unitSpacing = 64.00
|
|
local unit nearestMine
|
|
local location nearMineLoc
|
|
local location heroLoc
|
|
local real peonX
|
|
local real peonY
|
|
|
|
if (doPreload) then
|
|
call Preloader( "scripts\\OrcMelee.pld" )
|
|
endif
|
|
|
|
set nearestMine = MeleeFindNearestMine(startLoc, bj_MELEE_MINE_SEARCH_RADIUS)
|
|
if (nearestMine != null) then
|
|
// Spawn Great Hall at the start location.
|
|
call CreateUnitAtLoc(whichPlayer, 'ogre', startLoc, bj_UNIT_FACING)
|
|
|
|
// Spawn Peons near the mine.
|
|
set nearMineLoc = MeleeGetProjectedLoc(GetUnitLoc(nearestMine), startLoc, 320, 0)
|
|
set peonX = GetLocationX(nearMineLoc)
|
|
set peonY = GetLocationY(nearMineLoc)
|
|
call CreateUnit(whichPlayer, 'opeo', peonX + 0.00 * unitSpacing, peonY + 1.00 * unitSpacing, bj_UNIT_FACING)
|
|
call CreateUnit(whichPlayer, 'opeo', peonX + 1.00 * unitSpacing, peonY + 0.15 * unitSpacing, bj_UNIT_FACING)
|
|
call CreateUnit(whichPlayer, 'opeo', peonX - 1.00 * unitSpacing, peonY + 0.15 * unitSpacing, bj_UNIT_FACING)
|
|
call CreateUnit(whichPlayer, 'opeo', peonX + 0.60 * unitSpacing, peonY - 1.00 * unitSpacing, bj_UNIT_FACING)
|
|
call CreateUnit(whichPlayer, 'opeo', peonX - 0.60 * unitSpacing, peonY - 1.00 * unitSpacing, bj_UNIT_FACING)
|
|
|
|
// Set random hero spawn point to be off to the side of the start location.
|
|
set heroLoc = MeleeGetProjectedLoc(GetUnitLoc(nearestMine), startLoc, 384, 45)
|
|
else
|
|
// Spawn Great Hall at the start location.
|
|
call CreateUnitAtLoc(whichPlayer, 'ogre', startLoc, bj_UNIT_FACING)
|
|
|
|
// Spawn Peons directly south of the town hall.
|
|
set peonX = GetLocationX(startLoc)
|
|
set peonY = GetLocationY(startLoc) - 224.00
|
|
call CreateUnit(whichPlayer, 'opeo', peonX + 2.00 * unitSpacing, peonY + 0.00 * unitSpacing, bj_UNIT_FACING)
|
|
call CreateUnit(whichPlayer, 'opeo', peonX + 1.00 * unitSpacing, peonY + 0.00 * unitSpacing, bj_UNIT_FACING)
|
|
call CreateUnit(whichPlayer, 'opeo', peonX + 0.00 * unitSpacing, peonY + 0.00 * unitSpacing, bj_UNIT_FACING)
|
|
call CreateUnit(whichPlayer, 'opeo', peonX - 1.00 * unitSpacing, peonY + 0.00 * unitSpacing, bj_UNIT_FACING)
|
|
call CreateUnit(whichPlayer, 'opeo', peonX - 2.00 * unitSpacing, peonY + 0.00 * unitSpacing, bj_UNIT_FACING)
|
|
|
|
// Set random hero spawn point to be just south of the start location.
|
|
set heroLoc = Location(peonX, peonY - 2.00 * unitSpacing)
|
|
endif
|
|
|
|
if (doHeroes) then
|
|
// If the "Random Hero" option is set, start the player with a random hero.
|
|
// Otherwise, give them a "free hero" token.
|
|
if useRandomHero then
|
|
call MeleeRandomHeroLoc(whichPlayer, 'Obla', 'Ofar', 'Otch', 'Oshd', heroLoc)
|
|
else
|
|
call SetPlayerState(whichPlayer, PLAYER_STATE_RESOURCE_HERO_TOKENS, bj_MELEE_STARTING_HERO_TOKENS)
|
|
endif
|
|
endif
|
|
|
|
if (doCamera) then
|
|
// Center the camera on the initial Peons.
|
|
call SetCameraPositionForPlayer(whichPlayer, peonX, peonY)
|
|
call SetCameraQuickPositionForPlayer(whichPlayer, peonX, peonY)
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Starting Units for Undead Players
|
|
// - 1 Necropolis, placed at start location
|
|
// - 1 Haunted Gold Mine, placed on nearest gold mine
|
|
// - 3 Acolytes, placed between start location and nearest gold mine
|
|
// - 1 Ghoul, placed between start location and nearest gold mine
|
|
// - Blight, centered on nearest gold mine, spread across a "large area"
|
|
//
|
|
function MeleeStartingUnitsUndead takes player whichPlayer, location startLoc, boolean doHeroes, boolean doCamera, boolean doPreload returns nothing
|
|
local boolean useRandomHero = IsMapFlagSet(MAP_RANDOM_HERO)
|
|
local real unitSpacing = 64.00
|
|
local unit nearestMine
|
|
local location nearMineLoc
|
|
local location nearTownLoc
|
|
local location heroLoc
|
|
local real peonX
|
|
local real peonY
|
|
local real ghoulX
|
|
local real ghoulY
|
|
|
|
if (doPreload) then
|
|
call Preloader( "scripts\\UndeadMelee.pld" )
|
|
endif
|
|
|
|
set nearestMine = MeleeFindNearestMine(startLoc, bj_MELEE_MINE_SEARCH_RADIUS)
|
|
if (nearestMine != null) then
|
|
// Spawn Necropolis at the start location.
|
|
call CreateUnitAtLoc(whichPlayer, 'unpl', startLoc, bj_UNIT_FACING)
|
|
|
|
// Replace the nearest gold mine with a blighted version.
|
|
set nearestMine = BlightGoldMineForPlayerBJ(nearestMine, whichPlayer)
|
|
|
|
// Spawn Ghoul near the Necropolis.
|
|
set nearTownLoc = MeleeGetProjectedLoc(startLoc, GetUnitLoc(nearestMine), 288, 0)
|
|
set ghoulX = GetLocationX(nearTownLoc)
|
|
set ghoulY = GetLocationY(nearTownLoc)
|
|
set bj_ghoul[GetPlayerId(whichPlayer)] = CreateUnit(whichPlayer, 'ugho', ghoulX + 0.00 * unitSpacing, ghoulY + 0.00 * unitSpacing, bj_UNIT_FACING)
|
|
|
|
// Spawn Acolytes near the mine.
|
|
set nearMineLoc = MeleeGetProjectedLoc(GetUnitLoc(nearestMine), startLoc, 320, 0)
|
|
set peonX = GetLocationX(nearMineLoc)
|
|
set peonY = GetLocationY(nearMineLoc)
|
|
call CreateUnit(whichPlayer, 'uaco', peonX + 0.00 * unitSpacing, peonY + 0.50 * unitSpacing, bj_UNIT_FACING)
|
|
call CreateUnit(whichPlayer, 'uaco', peonX + 0.65 * unitSpacing, peonY - 0.50 * unitSpacing, bj_UNIT_FACING)
|
|
call CreateUnit(whichPlayer, 'uaco', peonX - 0.65 * unitSpacing, peonY - 0.50 * unitSpacing, bj_UNIT_FACING)
|
|
|
|
// Create a patch of blight around the gold mine.
|
|
call SetBlightLoc(whichPlayer,nearMineLoc, 768, true)
|
|
|
|
// Set random hero spawn point to be off to the side of the start location.
|
|
set heroLoc = MeleeGetProjectedLoc(GetUnitLoc(nearestMine), startLoc, 384, 45)
|
|
else
|
|
// Spawn Necropolis at the start location.
|
|
call CreateUnitAtLoc(whichPlayer, 'unpl', startLoc, bj_UNIT_FACING)
|
|
|
|
// Spawn Acolytes and Ghoul directly south of the Necropolis.
|
|
set peonX = GetLocationX(startLoc)
|
|
set peonY = GetLocationY(startLoc) - 224.00
|
|
call CreateUnit(whichPlayer, 'uaco', peonX - 1.50 * unitSpacing, peonY + 0.00 * unitSpacing, bj_UNIT_FACING)
|
|
call CreateUnit(whichPlayer, 'uaco', peonX - 0.50 * unitSpacing, peonY + 0.00 * unitSpacing, bj_UNIT_FACING)
|
|
call CreateUnit(whichPlayer, 'uaco', peonX + 0.50 * unitSpacing, peonY + 0.00 * unitSpacing, bj_UNIT_FACING)
|
|
call CreateUnit(whichPlayer, 'ugho', peonX + 1.50 * unitSpacing, peonY + 0.00 * unitSpacing, bj_UNIT_FACING)
|
|
|
|
// Create a patch of blight around the start location.
|
|
call SetBlightLoc(whichPlayer,startLoc, 768, true)
|
|
|
|
// Set random hero spawn point to be just south of the start location.
|
|
set heroLoc = Location(peonX, peonY - 2.00 * unitSpacing)
|
|
endif
|
|
|
|
if (doHeroes) then
|
|
// If the "Random Hero" option is set, start the player with a random hero.
|
|
// Otherwise, give them a "free hero" token.
|
|
if useRandomHero then
|
|
call MeleeRandomHeroLoc(whichPlayer, 'Udea', 'Udre', 'Ulic', 'Ucrl', heroLoc)
|
|
else
|
|
call SetPlayerState(whichPlayer, PLAYER_STATE_RESOURCE_HERO_TOKENS, bj_MELEE_STARTING_HERO_TOKENS)
|
|
endif
|
|
endif
|
|
|
|
if (doCamera) then
|
|
// Center the camera on the initial Acolytes.
|
|
call SetCameraPositionForPlayer(whichPlayer, peonX, peonY)
|
|
call SetCameraQuickPositionForPlayer(whichPlayer, peonX, peonY)
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Starting Units for Night Elf Players
|
|
// - 1 Tree of Life, placed by nearest gold mine, already entangled
|
|
// - 5 Wisps, placed between Tree of Life and nearest gold mine
|
|
//
|
|
function MeleeStartingUnitsNightElf takes player whichPlayer, location startLoc, boolean doHeroes, boolean doCamera, boolean doPreload returns nothing
|
|
local boolean useRandomHero = IsMapFlagSet(MAP_RANDOM_HERO)
|
|
local real unitSpacing = 64.00
|
|
local real minTreeDist = 3.50 * bj_CELLWIDTH
|
|
local real minWispDist = 1.75 * bj_CELLWIDTH
|
|
local unit nearestMine
|
|
local location nearMineLoc
|
|
local location wispLoc
|
|
local location heroLoc
|
|
local real peonX
|
|
local real peonY
|
|
local unit tree
|
|
|
|
if (doPreload) then
|
|
call Preloader( "scripts\\NightElfMelee.pld" )
|
|
endif
|
|
|
|
set nearestMine = MeleeFindNearestMine(startLoc, bj_MELEE_MINE_SEARCH_RADIUS)
|
|
if (nearestMine != null) then
|
|
// Spawn Tree of Life near the mine and have it entangle the mine.
|
|
// Project the Tree's coordinates from the gold mine, and then snap
|
|
// the X and Y values to within minTreeDist of the Gold Mine.
|
|
set nearMineLoc = MeleeGetProjectedLoc(GetUnitLoc(nearestMine), startLoc, 650, 0)
|
|
set nearMineLoc = MeleeGetLocWithinRect(nearMineLoc, GetRectFromCircleBJ(GetUnitLoc(nearestMine), minTreeDist))
|
|
set tree = CreateUnitAtLoc(whichPlayer, 'etol', nearMineLoc, bj_UNIT_FACING)
|
|
call IssueTargetOrder(tree, "entangleinstant", nearestMine)
|
|
|
|
// Spawn Wisps at the start location.
|
|
set wispLoc = MeleeGetProjectedLoc(GetUnitLoc(nearestMine), startLoc, 320, 0)
|
|
set wispLoc = MeleeGetLocWithinRect(wispLoc, GetRectFromCircleBJ(GetUnitLoc(nearestMine), minWispDist))
|
|
set peonX = GetLocationX(wispLoc)
|
|
set peonY = GetLocationY(wispLoc)
|
|
call CreateUnit(whichPlayer, 'ewsp', peonX + 0.00 * unitSpacing, peonY + 1.00 * unitSpacing, bj_UNIT_FACING)
|
|
call CreateUnit(whichPlayer, 'ewsp', peonX + 1.00 * unitSpacing, peonY + 0.15 * unitSpacing, bj_UNIT_FACING)
|
|
call CreateUnit(whichPlayer, 'ewsp', peonX - 1.00 * unitSpacing, peonY + 0.15 * unitSpacing, bj_UNIT_FACING)
|
|
call CreateUnit(whichPlayer, 'ewsp', peonX + 0.58 * unitSpacing, peonY - 1.00 * unitSpacing, bj_UNIT_FACING)
|
|
call CreateUnit(whichPlayer, 'ewsp', peonX - 0.58 * unitSpacing, peonY - 1.00 * unitSpacing, bj_UNIT_FACING)
|
|
|
|
// Set random hero spawn point to be off to the side of the start location.
|
|
set heroLoc = MeleeGetProjectedLoc(GetUnitLoc(nearestMine), startLoc, 384, 45)
|
|
else
|
|
// Spawn Tree of Life at the start location.
|
|
call CreateUnitAtLoc(whichPlayer, 'etol', startLoc, bj_UNIT_FACING)
|
|
|
|
// Spawn Wisps directly south of the town hall.
|
|
set peonX = GetLocationX(startLoc)
|
|
set peonY = GetLocationY(startLoc) - 224.00
|
|
call CreateUnit(whichPlayer, 'ewsp', peonX - 2.00 * unitSpacing, peonY + 0.00 * unitSpacing, bj_UNIT_FACING)
|
|
call CreateUnit(whichPlayer, 'ewsp', peonX - 1.00 * unitSpacing, peonY + 0.00 * unitSpacing, bj_UNIT_FACING)
|
|
call CreateUnit(whichPlayer, 'ewsp', peonX + 0.00 * unitSpacing, peonY + 0.00 * unitSpacing, bj_UNIT_FACING)
|
|
call CreateUnit(whichPlayer, 'ewsp', peonX + 1.00 * unitSpacing, peonY + 0.00 * unitSpacing, bj_UNIT_FACING)
|
|
call CreateUnit(whichPlayer, 'ewsp', peonX + 2.00 * unitSpacing, peonY + 0.00 * unitSpacing, bj_UNIT_FACING)
|
|
|
|
// Set random hero spawn point to be just south of the start location.
|
|
set heroLoc = Location(peonX, peonY - 2.00 * unitSpacing)
|
|
endif
|
|
|
|
if (doHeroes) then
|
|
// If the "Random Hero" option is set, start the player with a random hero.
|
|
// Otherwise, give them a "free hero" token.
|
|
if useRandomHero then
|
|
call MeleeRandomHeroLoc(whichPlayer, 'Edem', 'Ekee', 'Emoo', 'Ewar', heroLoc)
|
|
else
|
|
call SetPlayerState(whichPlayer, PLAYER_STATE_RESOURCE_HERO_TOKENS, bj_MELEE_STARTING_HERO_TOKENS)
|
|
endif
|
|
endif
|
|
|
|
if (doCamera) then
|
|
// Center the camera on the initial Wisps.
|
|
call SetCameraPositionForPlayer(whichPlayer, peonX, peonY)
|
|
call SetCameraQuickPositionForPlayer(whichPlayer, peonX, peonY)
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Starting Units for Players Whose Race is Unknown
|
|
// - 12 Sheep, placed randomly around the start location
|
|
//
|
|
function MeleeStartingUnitsUnknownRace takes player whichPlayer, location startLoc, boolean doHeroes, boolean doCamera, boolean doPreload returns nothing
|
|
local integer index
|
|
|
|
if (doPreload) then
|
|
endif
|
|
|
|
set index = 0
|
|
loop
|
|
call CreateUnit(whichPlayer, 'nshe', GetLocationX(startLoc) + GetRandomReal(-256, 256), GetLocationY(startLoc) + GetRandomReal(-256, 256), GetRandomReal(0, 360))
|
|
set index = index + 1
|
|
exitwhen index == 12
|
|
endloop
|
|
|
|
if (doHeroes) then
|
|
// Give them a "free hero" token, out of pity.
|
|
call SetPlayerState(whichPlayer, PLAYER_STATE_RESOURCE_HERO_TOKENS, bj_MELEE_STARTING_HERO_TOKENS)
|
|
endif
|
|
|
|
if (doCamera) then
|
|
// Center the camera on the initial sheep.
|
|
call SetCameraPositionLocForPlayer(whichPlayer, startLoc)
|
|
call SetCameraQuickPositionLocForPlayer(whichPlayer, startLoc)
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function MeleeStartingUnits takes nothing returns nothing
|
|
local integer index
|
|
local player indexPlayer
|
|
local location indexStartLoc
|
|
local race indexRace
|
|
|
|
call Preloader( "scripts\\SharedMelee.pld" )
|
|
|
|
set index = 0
|
|
loop
|
|
set indexPlayer = Player(index)
|
|
if (GetPlayerSlotState(indexPlayer) == PLAYER_SLOT_STATE_PLAYING) then
|
|
set indexStartLoc = GetStartLocationLoc(GetPlayerStartLocation(indexPlayer))
|
|
set indexRace = GetPlayerRace(indexPlayer)
|
|
|
|
// Create initial race-specific starting units
|
|
if (indexRace == RACE_HUMAN) then
|
|
call MeleeStartingUnitsHuman(indexPlayer, indexStartLoc, true, true, true)
|
|
elseif (indexRace == RACE_ORC) then
|
|
call MeleeStartingUnitsOrc(indexPlayer, indexStartLoc, true, true, true)
|
|
elseif (indexRace == RACE_UNDEAD) then
|
|
call MeleeStartingUnitsUndead(indexPlayer, indexStartLoc, true, true, true)
|
|
elseif (indexRace == RACE_NIGHTELF) then
|
|
call MeleeStartingUnitsNightElf(indexPlayer, indexStartLoc, true, true, true)
|
|
else
|
|
call MeleeStartingUnitsUnknownRace(indexPlayer, indexStartLoc, true, true, true)
|
|
endif
|
|
endif
|
|
|
|
set index = index + 1
|
|
exitwhen index == bj_MAX_PLAYERS
|
|
endloop
|
|
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function MeleeStartingUnitsForPlayer takes race whichRace, player whichPlayer, location loc, boolean doHeroes returns nothing
|
|
// Create initial race-specific starting units
|
|
if (whichRace == RACE_HUMAN) then
|
|
call MeleeStartingUnitsHuman(whichPlayer, loc, doHeroes, false, false)
|
|
elseif (whichRace == RACE_ORC) then
|
|
call MeleeStartingUnitsOrc(whichPlayer, loc, doHeroes, false, false)
|
|
elseif (whichRace == RACE_UNDEAD) then
|
|
call MeleeStartingUnitsUndead(whichPlayer, loc, doHeroes, false, false)
|
|
elseif (whichRace == RACE_NIGHTELF) then
|
|
call MeleeStartingUnitsNightElf(whichPlayer, loc, doHeroes, false, false)
|
|
else
|
|
// Unrecognized race - ignore the request.
|
|
endif
|
|
endfunction
|
|
|
|
|
|
|
|
//***************************************************************************
|
|
//*
|
|
//* Melee Template Starting AI Scripts
|
|
//*
|
|
//***************************************************************************
|
|
|
|
//===========================================================================
|
|
function PickMeleeAI takes player num, string s1, string s2, string s3 returns nothing
|
|
local integer pick
|
|
|
|
// easy difficulty never uses any custom AI scripts
|
|
// that are designed to be a bit more challenging
|
|
//
|
|
if GetAIDifficulty(num) == AI_DIFFICULTY_NEWBIE then
|
|
call StartMeleeAI(num,s1)
|
|
return
|
|
endif
|
|
|
|
if s2 == null then
|
|
set pick = 1
|
|
elseif s3 == null then
|
|
set pick = GetRandomInt(1,2)
|
|
else
|
|
set pick = GetRandomInt(1,3)
|
|
endif
|
|
|
|
if pick == 1 then
|
|
call StartMeleeAI(num,s1)
|
|
elseif pick == 2 then
|
|
call StartMeleeAI(num,s2)
|
|
else
|
|
call StartMeleeAI(num,s3)
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function MeleeStartingAI takes nothing returns nothing
|
|
local integer index
|
|
local player indexPlayer
|
|
local race indexRace
|
|
|
|
set index = 0
|
|
loop
|
|
set indexPlayer = Player(index)
|
|
if (GetPlayerSlotState(indexPlayer) == PLAYER_SLOT_STATE_PLAYING) then
|
|
set indexRace = GetPlayerRace(indexPlayer)
|
|
if (GetPlayerController(indexPlayer) == MAP_CONTROL_COMPUTER) then
|
|
// Run a race-specific melee AI script.
|
|
if (indexRace == RACE_HUMAN) then
|
|
call PickMeleeAI(indexPlayer, "human.ai", null, null)
|
|
elseif (indexRace == RACE_ORC) then
|
|
call PickMeleeAI(indexPlayer, "orc.ai", null, null)
|
|
elseif (indexRace == RACE_UNDEAD) then
|
|
call PickMeleeAI(indexPlayer, "undead.ai", null, null)
|
|
call RecycleGuardPosition(bj_ghoul[index])
|
|
elseif (indexRace == RACE_NIGHTELF) then
|
|
call PickMeleeAI(indexPlayer, "elf.ai", null, null)
|
|
else
|
|
// Unrecognized race.
|
|
endif
|
|
call ShareEverythingWithTeamAI(indexPlayer)
|
|
endif
|
|
endif
|
|
|
|
set index = index + 1
|
|
exitwhen index == bj_MAX_PLAYERS
|
|
endloop
|
|
endfunction
|
|
|
|
function LockGuardPosition takes unit targ returns nothing
|
|
call SetUnitCreepGuard(targ,true)
|
|
endfunction
|
|
|
|
|
|
//***************************************************************************
|
|
//*
|
|
//* Melee Template Victory / Defeat Conditions
|
|
//*
|
|
//***************************************************************************
|
|
|
|
//===========================================================================
|
|
function MeleePlayerIsOpponent takes integer playerIndex, integer opponentIndex returns boolean
|
|
local player thePlayer = Player(playerIndex)
|
|
local player theOpponent = Player(opponentIndex)
|
|
|
|
// The player himself is not an opponent.
|
|
if (playerIndex == opponentIndex) then
|
|
return false
|
|
endif
|
|
|
|
// Unused player slots are not opponents.
|
|
if (GetPlayerSlotState(theOpponent) != PLAYER_SLOT_STATE_PLAYING) then
|
|
return false
|
|
endif
|
|
|
|
// Players who are already defeated are not opponents.
|
|
if (bj_meleeDefeated[opponentIndex]) then
|
|
return false
|
|
endif
|
|
|
|
// Allied players with allied victory set are not opponents.
|
|
if GetPlayerAlliance(thePlayer, theOpponent, ALLIANCE_PASSIVE) then
|
|
if GetPlayerAlliance(theOpponent, thePlayer, ALLIANCE_PASSIVE) then
|
|
if (GetPlayerState(thePlayer, PLAYER_STATE_ALLIED_VICTORY) == 1) then
|
|
if (GetPlayerState(theOpponent, PLAYER_STATE_ALLIED_VICTORY) == 1) then
|
|
return false
|
|
endif
|
|
endif
|
|
endif
|
|
endif
|
|
|
|
return true
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Count buildings currently owned by all allies, including the player themself.
|
|
//
|
|
function MeleeGetAllyStructureCount takes player whichPlayer returns integer
|
|
local integer playerIndex
|
|
local integer buildingCount
|
|
local player indexPlayer
|
|
|
|
// Count the number of buildings controlled by all not-yet-defeated co-allies.
|
|
set buildingCount = 0
|
|
set playerIndex = 0
|
|
loop
|
|
set indexPlayer = Player(playerIndex)
|
|
|
|
// uncomment to cause defeat even if you have control of ally structures, but yours have been nixed
|
|
//if (PlayersAreCoAllied(whichPlayer, indexPlayer) and not bj_meleeDefeated[playerIndex]) then
|
|
if (PlayersAreCoAllied(whichPlayer, indexPlayer)) then
|
|
set buildingCount = buildingCount + GetPlayerStructureCount(indexPlayer, true)
|
|
endif
|
|
|
|
set playerIndex = playerIndex + 1
|
|
exitwhen playerIndex == bj_MAX_PLAYERS
|
|
endloop
|
|
|
|
return buildingCount
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Count allies, excluding dead players and the player themself.
|
|
//
|
|
function MeleeGetAllyCount takes player whichPlayer returns integer
|
|
local integer playerIndex
|
|
local integer playerCount
|
|
local player indexPlayer
|
|
|
|
// Count the number of not-yet-defeated co-allies.
|
|
set playerCount = 0
|
|
set playerIndex = 0
|
|
loop
|
|
set indexPlayer = Player(playerIndex)
|
|
if PlayersAreCoAllied(whichPlayer, indexPlayer) and not bj_meleeDefeated[playerIndex] and (whichPlayer != indexPlayer) then
|
|
set playerCount = playerCount + 1
|
|
endif
|
|
|
|
set playerIndex = playerIndex + 1
|
|
exitwhen playerIndex == bj_MAX_PLAYERS
|
|
endloop
|
|
|
|
return playerCount
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Counts key structures owned by a player and his or her allies, including
|
|
// structures currently upgrading or under construction.
|
|
//
|
|
// Key structures: Town Hall, Great Hall, Tree of Life, Necropolis
|
|
//
|
|
function MeleeGetAllyKeyStructureCount takes player whichPlayer returns integer
|
|
local integer playerIndex
|
|
local player indexPlayer
|
|
local integer keyStructs
|
|
|
|
// Count the number of buildings controlled by all not-yet-defeated co-allies.
|
|
set keyStructs = 0
|
|
set playerIndex = 0
|
|
loop
|
|
set indexPlayer = Player(playerIndex)
|
|
if (PlayersAreCoAllied(whichPlayer, indexPlayer)) then
|
|
set keyStructs = keyStructs + GetPlayerTypedUnitCount(indexPlayer, "townhall", true, true)
|
|
set keyStructs = keyStructs + GetPlayerTypedUnitCount(indexPlayer, "greathall", true, true)
|
|
set keyStructs = keyStructs + GetPlayerTypedUnitCount(indexPlayer, "treeoflife", true, true)
|
|
set keyStructs = keyStructs + GetPlayerTypedUnitCount(indexPlayer, "necropolis", true, true)
|
|
endif
|
|
|
|
set playerIndex = playerIndex + 1
|
|
exitwhen playerIndex == bj_MAX_PLAYERS
|
|
endloop
|
|
|
|
return keyStructs
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Enum: Draw out a specific player.
|
|
//
|
|
function MeleeDoDrawEnum takes nothing returns nothing
|
|
local player thePlayer = GetEnumPlayer()
|
|
|
|
call CachePlayerHeroData(thePlayer)
|
|
call RemovePlayerPreserveUnitsBJ(thePlayer, PLAYER_GAME_RESULT_TIE, false)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Enum: Victory out a specific player.
|
|
//
|
|
function MeleeDoVictoryEnum takes nothing returns nothing
|
|
local player thePlayer = GetEnumPlayer()
|
|
local integer playerIndex = GetPlayerId(thePlayer)
|
|
|
|
if (not bj_meleeVictoried[playerIndex]) then
|
|
set bj_meleeVictoried[playerIndex] = true
|
|
call CachePlayerHeroData(thePlayer)
|
|
call RemovePlayerPreserveUnitsBJ(thePlayer, PLAYER_GAME_RESULT_VICTORY, false)
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Defeat out a specific player.
|
|
//
|
|
function MeleeDoDefeat takes player whichPlayer returns nothing
|
|
set bj_meleeDefeated[GetPlayerId(whichPlayer)] = true
|
|
call RemovePlayerPreserveUnitsBJ(whichPlayer, PLAYER_GAME_RESULT_DEFEAT, false)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Enum: Defeat out a specific player.
|
|
//
|
|
function MeleeDoDefeatEnum takes nothing returns nothing
|
|
local player thePlayer = GetEnumPlayer()
|
|
|
|
// needs to happen before ownership change
|
|
call CachePlayerHeroData(thePlayer)
|
|
call MakeUnitsPassiveForTeam(thePlayer)
|
|
call MeleeDoDefeat(thePlayer)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// A specific player left the game.
|
|
//
|
|
function MeleeDoLeave takes player whichPlayer returns nothing
|
|
if (GetIntegerGameState(GAME_STATE_DISCONNECTED) != 0) then
|
|
call GameOverDialogBJ( whichPlayer, true )
|
|
else
|
|
set bj_meleeDefeated[GetPlayerId(whichPlayer)] = true
|
|
call RemovePlayerPreserveUnitsBJ(whichPlayer, PLAYER_GAME_RESULT_DEFEAT, true)
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Remove all observers
|
|
//
|
|
function MeleeRemoveObservers takes nothing returns nothing
|
|
local integer playerIndex
|
|
local player indexPlayer
|
|
|
|
// Give all observers the game over dialog
|
|
set playerIndex = 0
|
|
loop
|
|
set indexPlayer = Player(playerIndex)
|
|
|
|
if (IsPlayerObserver(indexPlayer)) then
|
|
call RemovePlayerPreserveUnitsBJ(indexPlayer, PLAYER_GAME_RESULT_NEUTRAL, false)
|
|
endif
|
|
|
|
set playerIndex = playerIndex + 1
|
|
exitwhen playerIndex == bj_MAX_PLAYERS
|
|
endloop
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Test all players to determine if a team has won. For a team to win, all
|
|
// remaining (read: undefeated) players need to be co-allied with all other
|
|
// remaining players. If even one player is not allied towards another,
|
|
// everyone must be denied victory.
|
|
//
|
|
function MeleeCheckForVictors takes nothing returns force
|
|
local integer playerIndex
|
|
local integer opponentIndex
|
|
local force opponentlessPlayers = CreateForce()
|
|
local boolean gameOver = false
|
|
|
|
// Check to see if any players have opponents remaining.
|
|
set playerIndex = 0
|
|
loop
|
|
if (not bj_meleeDefeated[playerIndex]) then
|
|
// Determine whether or not this player has any remaining opponents.
|
|
set opponentIndex = 0
|
|
loop
|
|
// If anyone has an opponent, noone can be victorious yet.
|
|
if MeleePlayerIsOpponent(playerIndex, opponentIndex) then
|
|
return CreateForce()
|
|
endif
|
|
|
|
set opponentIndex = opponentIndex + 1
|
|
exitwhen opponentIndex == bj_MAX_PLAYERS
|
|
endloop
|
|
|
|
// Keep track of each opponentless player so that we can give
|
|
// them a victory later.
|
|
call ForceAddPlayer(opponentlessPlayers, Player(playerIndex))
|
|
set gameOver = true
|
|
endif
|
|
|
|
set playerIndex = playerIndex + 1
|
|
exitwhen playerIndex == bj_MAX_PLAYERS
|
|
endloop
|
|
|
|
// Set the game over global flag
|
|
set bj_meleeGameOver = gameOver
|
|
|
|
return opponentlessPlayers
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Test each player to determine if anyone has been defeated.
|
|
//
|
|
function MeleeCheckForLosersAndVictors takes nothing returns nothing
|
|
local integer playerIndex
|
|
local player indexPlayer
|
|
local force defeatedPlayers = CreateForce()
|
|
local force victoriousPlayers
|
|
local boolean gameOver = false
|
|
|
|
// If the game is already over, do nothing
|
|
if (bj_meleeGameOver) then
|
|
return
|
|
endif
|
|
|
|
// If the game was disconnected then it is over, in this case we
|
|
// don't want to report results for anyone as they will most likely
|
|
// conflict with the actual game results
|
|
if (GetIntegerGameState(GAME_STATE_DISCONNECTED) != 0) then
|
|
set bj_meleeGameOver = true
|
|
return
|
|
endif
|
|
|
|
// Check each player to see if he or she has been defeated yet.
|
|
set playerIndex = 0
|
|
loop
|
|
set indexPlayer = Player(playerIndex)
|
|
|
|
if (not bj_meleeDefeated[playerIndex] and not bj_meleeVictoried[playerIndex]) then
|
|
//call DisplayTimedTextToPlayer(GetLocalPlayer(), 0, 0, 60, "Player"+I2S(playerIndex)+" has "+I2S(MeleeGetAllyStructureCount(indexPlayer))+" ally buildings.")
|
|
if (MeleeGetAllyStructureCount(indexPlayer) <= 0) then
|
|
|
|
// Keep track of each defeated player so that we can give
|
|
// them a defeat later.
|
|
call ForceAddPlayer(defeatedPlayers, Player(playerIndex))
|
|
|
|
// Set their defeated flag now so MeleeCheckForVictors
|
|
// can detect victors.
|
|
set bj_meleeDefeated[playerIndex] = true
|
|
endif
|
|
endif
|
|
|
|
set playerIndex = playerIndex + 1
|
|
exitwhen playerIndex == bj_MAX_PLAYERS
|
|
endloop
|
|
|
|
// Now that the defeated flags are set, check if there are any victors
|
|
set victoriousPlayers = MeleeCheckForVictors()
|
|
|
|
// Defeat all defeated players
|
|
call ForForce(defeatedPlayers, function MeleeDoDefeatEnum)
|
|
|
|
// Give victory to all victorious players
|
|
call ForForce(victoriousPlayers, function MeleeDoVictoryEnum)
|
|
|
|
// If the game is over we should remove all observers
|
|
if (bj_meleeGameOver) then
|
|
call MeleeRemoveObservers()
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Returns a race-specific "build X or be revealed" message.
|
|
//
|
|
function MeleeGetCrippledWarningMessage takes player whichPlayer returns string
|
|
local race r = GetPlayerRace(whichPlayer)
|
|
|
|
if (r == RACE_HUMAN) then
|
|
return GetLocalizedString("CRIPPLE_WARNING_HUMAN")
|
|
elseif (r == RACE_ORC) then
|
|
return GetLocalizedString("CRIPPLE_WARNING_ORC")
|
|
elseif (r == RACE_NIGHTELF) then
|
|
return GetLocalizedString("CRIPPLE_WARNING_NIGHTELF")
|
|
elseif (r == RACE_UNDEAD) then
|
|
return GetLocalizedString("CRIPPLE_WARNING_UNDEAD")
|
|
else
|
|
// Unrecognized Race
|
|
return ""
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Returns a race-specific "build X" label for cripple timers.
|
|
//
|
|
function MeleeGetCrippledTimerMessage takes player whichPlayer returns string
|
|
local race r = GetPlayerRace(whichPlayer)
|
|
|
|
if (r == RACE_HUMAN) then
|
|
return GetLocalizedString("CRIPPLE_TIMER_HUMAN")
|
|
elseif (r == RACE_ORC) then
|
|
return GetLocalizedString("CRIPPLE_TIMER_ORC")
|
|
elseif (r == RACE_NIGHTELF) then
|
|
return GetLocalizedString("CRIPPLE_TIMER_NIGHTELF")
|
|
elseif (r == RACE_UNDEAD) then
|
|
return GetLocalizedString("CRIPPLE_TIMER_UNDEAD")
|
|
else
|
|
// Unrecognized Race
|
|
return ""
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Returns a race-specific "build X" label for cripple timers.
|
|
//
|
|
function MeleeGetCrippledRevealedMessage takes player whichPlayer returns string
|
|
return GetLocalizedString("CRIPPLE_REVEALING_PREFIX") + GetPlayerName(whichPlayer) + GetLocalizedString("CRIPPLE_REVEALING_POSTFIX")
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function MeleeExposePlayer takes player whichPlayer, boolean expose returns nothing
|
|
local integer playerIndex
|
|
local player indexPlayer
|
|
local force toExposeTo = CreateForce()
|
|
|
|
call CripplePlayer( whichPlayer, toExposeTo, false )
|
|
|
|
set bj_playerIsExposed[GetPlayerId(whichPlayer)] = expose
|
|
set playerIndex = 0
|
|
loop
|
|
set indexPlayer = Player(playerIndex)
|
|
if (not PlayersAreCoAllied(whichPlayer, indexPlayer)) then
|
|
call ForceAddPlayer( toExposeTo, indexPlayer )
|
|
endif
|
|
|
|
set playerIndex = playerIndex + 1
|
|
exitwhen playerIndex == bj_MAX_PLAYERS
|
|
endloop
|
|
|
|
call CripplePlayer( whichPlayer, toExposeTo, expose )
|
|
call DestroyForce(toExposeTo)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function MeleeExposeAllPlayers takes nothing returns nothing
|
|
local integer playerIndex
|
|
local player indexPlayer
|
|
local integer playerIndex2
|
|
local player indexPlayer2
|
|
local force toExposeTo = CreateForce()
|
|
|
|
set playerIndex = 0
|
|
loop
|
|
set indexPlayer = Player(playerIndex)
|
|
|
|
call ForceClear( toExposeTo )
|
|
call CripplePlayer( indexPlayer, toExposeTo, false )
|
|
|
|
set playerIndex2 = 0
|
|
loop
|
|
set indexPlayer2 = Player(playerIndex2)
|
|
|
|
if playerIndex != playerIndex2 then
|
|
if (not PlayersAreCoAllied(indexPlayer, indexPlayer2)) then
|
|
call ForceAddPlayer( toExposeTo, indexPlayer2 )
|
|
endif
|
|
endif
|
|
|
|
set playerIndex2 = playerIndex2 + 1
|
|
exitwhen playerIndex2 == bj_MAX_PLAYERS
|
|
endloop
|
|
|
|
call CripplePlayer( indexPlayer, toExposeTo, true )
|
|
|
|
set playerIndex = playerIndex + 1
|
|
exitwhen playerIndex == bj_MAX_PLAYERS
|
|
endloop
|
|
|
|
call DestroyForce( toExposeTo )
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function MeleeCrippledPlayerTimeout takes nothing returns nothing
|
|
local timer expiredTimer = GetExpiredTimer()
|
|
local integer playerIndex
|
|
local player exposedPlayer
|
|
|
|
// Determine which player's timer expired.
|
|
set playerIndex = 0
|
|
loop
|
|
if (bj_crippledTimer[playerIndex] == expiredTimer) then
|
|
exitwhen true
|
|
endif
|
|
|
|
set playerIndex = playerIndex + 1
|
|
exitwhen playerIndex == bj_MAX_PLAYERS
|
|
endloop
|
|
if (playerIndex == bj_MAX_PLAYERS) then
|
|
return
|
|
endif
|
|
set exposedPlayer = Player(playerIndex)
|
|
|
|
if (GetLocalPlayer() == exposedPlayer) then
|
|
// Use only local code (no net traffic) within this block to avoid desyncs.
|
|
|
|
// Hide the timer window for this player.
|
|
call TimerDialogDisplay(bj_crippledTimerWindows[playerIndex], false)
|
|
endif
|
|
|
|
// Display a text message to all players, explaining the exposure.
|
|
call DisplayTimedTextToPlayer(GetLocalPlayer(), 0, 0, bj_MELEE_CRIPPLE_MSG_DURATION, MeleeGetCrippledRevealedMessage(exposedPlayer))
|
|
|
|
// Expose the player.
|
|
call MeleeExposePlayer(exposedPlayer, true)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function MeleePlayerIsCrippled takes player whichPlayer returns boolean
|
|
local integer allyStructures = MeleeGetAllyStructureCount(whichPlayer)
|
|
local integer allyKeyStructures = MeleeGetAllyKeyStructureCount(whichPlayer)
|
|
|
|
// Dead teams are not considered to be crippled.
|
|
return (allyStructures > 0) and (allyKeyStructures <= 0)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Test each player to determine if anyone has become crippled.
|
|
//
|
|
function MeleeCheckForCrippledPlayers takes nothing returns nothing
|
|
local integer playerIndex
|
|
local player indexPlayer
|
|
local force crippledPlayers = CreateForce()
|
|
local boolean isNowCrippled
|
|
local race indexRace
|
|
|
|
// The "finish soon" exposure of all players overrides any "crippled" exposure
|
|
if bj_finishSoonAllExposed then
|
|
return
|
|
endif
|
|
|
|
// Check each player to see if he or she has been crippled or uncrippled.
|
|
set playerIndex = 0
|
|
loop
|
|
set indexPlayer = Player(playerIndex)
|
|
set isNowCrippled = MeleePlayerIsCrippled(indexPlayer)
|
|
|
|
if (not bj_playerIsCrippled[playerIndex] and isNowCrippled) then
|
|
|
|
// Player became crippled; start their cripple timer.
|
|
set bj_playerIsCrippled[playerIndex] = true
|
|
call TimerStart(bj_crippledTimer[playerIndex], bj_MELEE_CRIPPLE_TIMEOUT, false, function MeleeCrippledPlayerTimeout)
|
|
|
|
if (GetLocalPlayer() == indexPlayer) then
|
|
// Use only local code (no net traffic) within this block to avoid desyncs.
|
|
|
|
// Show the timer window.
|
|
call TimerDialogDisplay(bj_crippledTimerWindows[playerIndex], true)
|
|
|
|
// Display a warning message.
|
|
call DisplayTimedTextToPlayer(indexPlayer, 0, 0, bj_MELEE_CRIPPLE_MSG_DURATION, MeleeGetCrippledWarningMessage(indexPlayer))
|
|
endif
|
|
|
|
elseif (bj_playerIsCrippled[playerIndex] and not isNowCrippled) then
|
|
|
|
// Player became uncrippled; stop their cripple timer.
|
|
set bj_playerIsCrippled[playerIndex] = false
|
|
call PauseTimer(bj_crippledTimer[playerIndex])
|
|
|
|
if (GetLocalPlayer() == indexPlayer) then
|
|
// Use only local code (no net traffic) within this block to avoid desyncs.
|
|
|
|
// Hide the timer window for this player.
|
|
call TimerDialogDisplay(bj_crippledTimerWindows[playerIndex], false)
|
|
|
|
// Display a confirmation message if the player's team is still alive.
|
|
if (MeleeGetAllyStructureCount(indexPlayer) > 0) then
|
|
if (bj_playerIsExposed[playerIndex]) then
|
|
call DisplayTimedTextToPlayer(indexPlayer, 0, 0, bj_MELEE_CRIPPLE_MSG_DURATION, GetLocalizedString("CRIPPLE_UNREVEALED"))
|
|
else
|
|
call DisplayTimedTextToPlayer(indexPlayer, 0, 0, bj_MELEE_CRIPPLE_MSG_DURATION, GetLocalizedString("CRIPPLE_UNCRIPPLED"))
|
|
endif
|
|
endif
|
|
endif
|
|
|
|
// If the player granted shared vision, deny that vision now.
|
|
call MeleeExposePlayer(indexPlayer, false)
|
|
|
|
endif
|
|
|
|
set playerIndex = playerIndex + 1
|
|
exitwhen playerIndex == bj_MAX_PLAYERS
|
|
endloop
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Determine if the lost unit should result in any defeats or victories.
|
|
//
|
|
function MeleeCheckLostUnit takes unit lostUnit returns nothing
|
|
local player lostUnitOwner = GetOwningPlayer(lostUnit)
|
|
|
|
// We only need to check for mortality if this was the last building.
|
|
if (GetPlayerStructureCount(lostUnitOwner, true) <= 0) then
|
|
call MeleeCheckForLosersAndVictors()
|
|
endif
|
|
|
|
// Check if the lost unit has crippled or uncrippled the player.
|
|
// (A team with 0 units is dead, and thus considered uncrippled.)
|
|
call MeleeCheckForCrippledPlayers()
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Determine if the gained unit should result in any defeats, victories,
|
|
// or cripple-status changes.
|
|
//
|
|
function MeleeCheckAddedUnit takes unit addedUnit returns nothing
|
|
local player addedUnitOwner = GetOwningPlayer(addedUnit)
|
|
|
|
// If the player was crippled, this unit may have uncrippled him/her.
|
|
if (bj_playerIsCrippled[GetPlayerId(addedUnitOwner)]) then
|
|
call MeleeCheckForCrippledPlayers()
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function MeleeTriggerActionConstructCancel takes nothing returns nothing
|
|
call MeleeCheckLostUnit(GetCancelledStructure())
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function MeleeTriggerActionUnitDeath takes nothing returns nothing
|
|
if (IsUnitType(GetDyingUnit(), UNIT_TYPE_STRUCTURE)) then
|
|
call MeleeCheckLostUnit(GetDyingUnit())
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function MeleeTriggerActionUnitConstructionStart takes nothing returns nothing
|
|
call MeleeCheckAddedUnit(GetConstructingStructure())
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function MeleeTriggerActionPlayerDefeated takes nothing returns nothing
|
|
local player thePlayer = GetTriggerPlayer()
|
|
call CachePlayerHeroData(thePlayer)
|
|
|
|
if (MeleeGetAllyCount(thePlayer) > 0) then
|
|
// If at least one ally is still alive and kicking, share units with
|
|
// them and proceed with death.
|
|
call ShareEverythingWithTeam(thePlayer)
|
|
if (not bj_meleeDefeated[GetPlayerId(thePlayer)]) then
|
|
call MeleeDoDefeat(thePlayer)
|
|
endif
|
|
else
|
|
// If no living allies remain, swap all units and buildings over to
|
|
// neutral_passive and proceed with death.
|
|
call MakeUnitsPassiveForTeam(thePlayer)
|
|
if (not bj_meleeDefeated[GetPlayerId(thePlayer)]) then
|
|
call MeleeDoDefeat(thePlayer)
|
|
endif
|
|
endif
|
|
call MeleeCheckForLosersAndVictors()
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function MeleeTriggerActionPlayerLeft takes nothing returns nothing
|
|
local player thePlayer = GetTriggerPlayer()
|
|
|
|
// Just show game over for observers when they leave
|
|
if (IsPlayerObserver(thePlayer)) then
|
|
call RemovePlayerPreserveUnitsBJ(thePlayer, PLAYER_GAME_RESULT_NEUTRAL, false)
|
|
return
|
|
endif
|
|
|
|
call CachePlayerHeroData(thePlayer)
|
|
|
|
// This is the same as defeat except the player generates the message
|
|
// "player left the game" as opposed to "player was defeated".
|
|
|
|
if (MeleeGetAllyCount(thePlayer) > 0) then
|
|
// If at least one ally is still alive and kicking, share units with
|
|
// them and proceed with death.
|
|
call ShareEverythingWithTeam(thePlayer)
|
|
call MeleeDoLeave(thePlayer)
|
|
else
|
|
// If no living allies remain, swap all units and buildings over to
|
|
// neutral_passive and proceed with death.
|
|
call MakeUnitsPassiveForTeam(thePlayer)
|
|
call MeleeDoLeave(thePlayer)
|
|
endif
|
|
call MeleeCheckForLosersAndVictors()
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function MeleeTriggerActionAllianceChange takes nothing returns nothing
|
|
call MeleeCheckForLosersAndVictors()
|
|
call MeleeCheckForCrippledPlayers()
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function MeleeTriggerTournamentFinishSoon takes nothing returns nothing
|
|
// Note: We may get this trigger multiple times
|
|
local integer playerIndex
|
|
local player indexPlayer
|
|
local real timeRemaining = GetTournamentFinishSoonTimeRemaining()
|
|
|
|
if not bj_finishSoonAllExposed then
|
|
set bj_finishSoonAllExposed = true
|
|
|
|
// Reset all crippled players and their timers, and hide the local crippled timer dialog
|
|
set playerIndex = 0
|
|
loop
|
|
set indexPlayer = Player(playerIndex)
|
|
if bj_playerIsCrippled[playerIndex] then
|
|
// Uncripple the player
|
|
set bj_playerIsCrippled[playerIndex] = false
|
|
call PauseTimer(bj_crippledTimer[playerIndex])
|
|
|
|
if (GetLocalPlayer() == indexPlayer) then
|
|
// Use only local code (no net traffic) within this block to avoid desyncs.
|
|
|
|
// Hide the timer window.
|
|
call TimerDialogDisplay(bj_crippledTimerWindows[playerIndex], false)
|
|
endif
|
|
|
|
endif
|
|
set playerIndex = playerIndex + 1
|
|
exitwhen playerIndex == bj_MAX_PLAYERS
|
|
endloop
|
|
|
|
// Expose all players
|
|
call MeleeExposeAllPlayers()
|
|
endif
|
|
|
|
// Show the "finish soon" timer dialog and set the real time remaining
|
|
call TimerDialogDisplay(bj_finishSoonTimerDialog, true)
|
|
call TimerDialogSetRealTimeRemaining(bj_finishSoonTimerDialog, timeRemaining)
|
|
endfunction
|
|
|
|
|
|
//===========================================================================
|
|
function MeleeWasUserPlayer takes player whichPlayer returns boolean
|
|
local playerslotstate slotState
|
|
|
|
if (GetPlayerController(whichPlayer) != MAP_CONTROL_USER) then
|
|
return false
|
|
endif
|
|
|
|
set slotState = GetPlayerSlotState(whichPlayer)
|
|
|
|
return (slotState == PLAYER_SLOT_STATE_PLAYING or slotState == PLAYER_SLOT_STATE_LEFT)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function MeleeTournamentFinishNowRuleA takes integer multiplier returns nothing
|
|
local integer array playerScore
|
|
local integer array teamScore
|
|
local force array teamForce
|
|
local integer teamCount
|
|
local integer index
|
|
local player indexPlayer
|
|
local integer index2
|
|
local player indexPlayer2
|
|
local integer bestTeam
|
|
local integer bestScore
|
|
local boolean draw
|
|
|
|
// Compute individual player scores
|
|
set index = 0
|
|
loop
|
|
set indexPlayer = Player(index)
|
|
if MeleeWasUserPlayer(indexPlayer) then
|
|
set playerScore[index] = GetTournamentScore(indexPlayer)
|
|
if playerScore[index] <= 0 then
|
|
set playerScore[index] = 1
|
|
endif
|
|
else
|
|
set playerScore[index] = 0
|
|
endif
|
|
set index = index + 1
|
|
exitwhen index == bj_MAX_PLAYERS
|
|
endloop
|
|
|
|
// Compute team scores and team forces
|
|
set teamCount = 0
|
|
set index = 0
|
|
loop
|
|
if playerScore[index] != 0 then
|
|
set indexPlayer = Player(index)
|
|
|
|
set teamScore[teamCount] = 0
|
|
set teamForce[teamCount] = CreateForce()
|
|
|
|
set index2 = index
|
|
loop
|
|
if playerScore[index2] != 0 then
|
|
set indexPlayer2 = Player(index2)
|
|
|
|
if PlayersAreCoAllied(indexPlayer, indexPlayer2) then
|
|
set teamScore[teamCount] = teamScore[teamCount] + playerScore[index2]
|
|
call ForceAddPlayer(teamForce[teamCount], indexPlayer2)
|
|
set playerScore[index2] = 0
|
|
endif
|
|
endif
|
|
|
|
set index2 = index2 + 1
|
|
exitwhen index2 == bj_MAX_PLAYERS
|
|
endloop
|
|
|
|
set teamCount = teamCount + 1
|
|
endif
|
|
|
|
set index = index + 1
|
|
exitwhen index == bj_MAX_PLAYERS
|
|
endloop
|
|
|
|
// The game is now over
|
|
set bj_meleeGameOver = true
|
|
|
|
// There should always be at least one team, but continue to work if not
|
|
if teamCount != 0 then
|
|
|
|
// Find best team score
|
|
set bestTeam = -1
|
|
set bestScore = -1
|
|
set index = 0
|
|
loop
|
|
if teamScore[index] > bestScore then
|
|
set bestTeam = index
|
|
set bestScore = teamScore[index]
|
|
endif
|
|
|
|
set index = index + 1
|
|
exitwhen index == teamCount
|
|
endloop
|
|
|
|
// Check whether the best team's score is 'multiplier' times better than
|
|
// every other team. In the case of multiplier == 1 and exactly equal team
|
|
// scores, the first team (which was randomly chosen by the server) will win.
|
|
set draw = false
|
|
set index = 0
|
|
loop
|
|
if index != bestTeam then
|
|
if bestScore < (multiplier * teamScore[index]) then
|
|
set draw = true
|
|
endif
|
|
endif
|
|
|
|
set index = index + 1
|
|
exitwhen index == teamCount
|
|
endloop
|
|
|
|
if draw then
|
|
// Give draw to all players on all teams
|
|
set index = 0
|
|
loop
|
|
call ForForce(teamForce[index], function MeleeDoDrawEnum)
|
|
|
|
set index = index + 1
|
|
exitwhen index == teamCount
|
|
endloop
|
|
else
|
|
// Give defeat to all players on teams other than the best team
|
|
set index = 0
|
|
loop
|
|
if index != bestTeam then
|
|
call ForForce(teamForce[index], function MeleeDoDefeatEnum)
|
|
endif
|
|
|
|
set index = index + 1
|
|
exitwhen index == teamCount
|
|
endloop
|
|
|
|
// Give victory to all players on the best team
|
|
call ForForce(teamForce[bestTeam], function MeleeDoVictoryEnum)
|
|
endif
|
|
endif
|
|
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function MeleeTriggerTournamentFinishNow takes nothing returns nothing
|
|
local integer rule = GetTournamentFinishNowRule()
|
|
|
|
// If the game is already over, do nothing
|
|
if bj_meleeGameOver then
|
|
return
|
|
endif
|
|
|
|
if (rule == 1) then
|
|
// Finals games
|
|
call MeleeTournamentFinishNowRuleA(1)
|
|
else
|
|
// Preliminary games
|
|
call MeleeTournamentFinishNowRuleA(3)
|
|
endif
|
|
|
|
// Since the game is over we should remove all observers
|
|
call MeleeRemoveObservers()
|
|
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function MeleeInitVictoryDefeat takes nothing returns nothing
|
|
local trigger trig
|
|
local integer index
|
|
local player indexPlayer
|
|
|
|
// Create a timer window for the "finish soon" timeout period, it has no timer
|
|
// because it is driven by real time (outside of the game state to avoid desyncs)
|
|
set bj_finishSoonTimerDialog = CreateTimerDialog(null)
|
|
|
|
// Set a trigger to fire when we receive a "finish soon" game event
|
|
set trig = CreateTrigger()
|
|
call TriggerRegisterGameEvent(trig, EVENT_GAME_TOURNAMENT_FINISH_SOON)
|
|
call TriggerAddAction(trig, function MeleeTriggerTournamentFinishSoon)
|
|
|
|
// Set a trigger to fire when we receive a "finish now" game event
|
|
set trig = CreateTrigger()
|
|
call TriggerRegisterGameEvent(trig, EVENT_GAME_TOURNAMENT_FINISH_NOW)
|
|
call TriggerAddAction(trig, function MeleeTriggerTournamentFinishNow)
|
|
|
|
// Set up each player's mortality code.
|
|
set index = 0
|
|
loop
|
|
set indexPlayer = Player(index)
|
|
|
|
// Make sure this player slot is playing.
|
|
if (GetPlayerSlotState(indexPlayer) == PLAYER_SLOT_STATE_PLAYING) then
|
|
set bj_meleeDefeated[index] = false
|
|
set bj_meleeVictoried[index] = false
|
|
|
|
// Create a timer and timer window in case the player is crippled.
|
|
set bj_playerIsCrippled[index] = false
|
|
set bj_playerIsExposed[index] = false
|
|
set bj_crippledTimer[index] = CreateTimer()
|
|
set bj_crippledTimerWindows[index] = CreateTimerDialog(bj_crippledTimer[index])
|
|
call TimerDialogSetTitle(bj_crippledTimerWindows[index], MeleeGetCrippledTimerMessage(indexPlayer))
|
|
|
|
// Set a trigger to fire whenever a building is cancelled for this player.
|
|
set trig = CreateTrigger()
|
|
call TriggerRegisterPlayerUnitEvent(trig, indexPlayer, EVENT_PLAYER_UNIT_CONSTRUCT_CANCEL, null)
|
|
call TriggerAddAction(trig, function MeleeTriggerActionConstructCancel)
|
|
|
|
// Set a trigger to fire whenever a unit dies for this player.
|
|
set trig = CreateTrigger()
|
|
call TriggerRegisterPlayerUnitEvent(trig, indexPlayer, EVENT_PLAYER_UNIT_DEATH, null)
|
|
call TriggerAddAction(trig, function MeleeTriggerActionUnitDeath)
|
|
|
|
// Set a trigger to fire whenever a unit begins construction for this player
|
|
set trig = CreateTrigger()
|
|
call TriggerRegisterPlayerUnitEvent(trig, indexPlayer, EVENT_PLAYER_UNIT_CONSTRUCT_START, null)
|
|
call TriggerAddAction(trig, function MeleeTriggerActionUnitConstructionStart)
|
|
|
|
// Set a trigger to fire whenever this player defeats-out
|
|
set trig = CreateTrigger()
|
|
call TriggerRegisterPlayerEvent(trig, indexPlayer, EVENT_PLAYER_DEFEAT)
|
|
call TriggerAddAction(trig, function MeleeTriggerActionPlayerDefeated)
|
|
|
|
// Set a trigger to fire whenever this player leaves
|
|
set trig = CreateTrigger()
|
|
call TriggerRegisterPlayerEvent(trig, indexPlayer, EVENT_PLAYER_LEAVE)
|
|
call TriggerAddAction(trig, function MeleeTriggerActionPlayerLeft)
|
|
|
|
// Set a trigger to fire whenever this player changes his/her alliances.
|
|
set trig = CreateTrigger()
|
|
call TriggerRegisterPlayerAllianceChange(trig, indexPlayer, ALLIANCE_PASSIVE)
|
|
call TriggerRegisterPlayerStateEvent(trig, indexPlayer, PLAYER_STATE_ALLIED_VICTORY, EQUAL, 1)
|
|
call TriggerAddAction(trig, function MeleeTriggerActionAllianceChange)
|
|
else
|
|
set bj_meleeDefeated[index] = true
|
|
set bj_meleeVictoried[index] = false
|
|
|
|
// Handle leave events for observers
|
|
if (IsPlayerObserver(indexPlayer)) then
|
|
// Set a trigger to fire whenever this player leaves
|
|
set trig = CreateTrigger()
|
|
call TriggerRegisterPlayerEvent(trig, indexPlayer, EVENT_PLAYER_LEAVE)
|
|
call TriggerAddAction(trig, function MeleeTriggerActionPlayerLeft)
|
|
endif
|
|
endif
|
|
|
|
set index = index + 1
|
|
exitwhen index == bj_MAX_PLAYERS
|
|
endloop
|
|
|
|
// Test for victory / defeat at startup, in case the user has already won / lost.
|
|
// Allow for a short time to pass first, so that the map can finish loading.
|
|
call TimerStart(CreateTimer(), 2.0, false, function MeleeTriggerActionAllianceChange)
|
|
endfunction
|
|
|
|
|
|
|
|
//***************************************************************************
|
|
//*
|
|
//* Player Slot Availability
|
|
//*
|
|
//***************************************************************************
|
|
|
|
//===========================================================================
|
|
function CheckInitPlayerSlotAvailability takes nothing returns nothing
|
|
local integer index
|
|
|
|
if (not bj_slotControlReady) then
|
|
set index = 0
|
|
loop
|
|
set bj_slotControlUsed[index] = false
|
|
set bj_slotControl[index] = MAP_CONTROL_USER
|
|
set index = index + 1
|
|
exitwhen index == bj_MAX_PLAYERS
|
|
endloop
|
|
set bj_slotControlReady = true
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetPlayerSlotAvailable takes player whichPlayer, mapcontrol control returns nothing
|
|
local integer playerIndex = GetPlayerId(whichPlayer)
|
|
|
|
call CheckInitPlayerSlotAvailability()
|
|
set bj_slotControlUsed[playerIndex] = true
|
|
set bj_slotControl[playerIndex] = control
|
|
endfunction
|
|
|
|
|
|
|
|
//***************************************************************************
|
|
//*
|
|
//* Generic Template Player-slot Initialization
|
|
//*
|
|
//***************************************************************************
|
|
|
|
//===========================================================================
|
|
function TeamInitPlayerSlots takes integer teamCount returns nothing
|
|
local integer index
|
|
local player indexPlayer
|
|
local integer team
|
|
|
|
call SetTeams(teamCount)
|
|
|
|
call CheckInitPlayerSlotAvailability()
|
|
set index = 0
|
|
set team = 0
|
|
loop
|
|
if (bj_slotControlUsed[index]) then
|
|
set indexPlayer = Player(index)
|
|
call SetPlayerTeam( indexPlayer, team )
|
|
set team = team + 1
|
|
if (team >= teamCount) then
|
|
set team = 0
|
|
endif
|
|
endif
|
|
|
|
set index = index + 1
|
|
exitwhen index == bj_MAX_PLAYERS
|
|
endloop
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function MeleeInitPlayerSlots takes nothing returns nothing
|
|
call TeamInitPlayerSlots(bj_MAX_PLAYERS)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function FFAInitPlayerSlots takes nothing returns nothing
|
|
call TeamInitPlayerSlots(bj_MAX_PLAYERS)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function OneOnOneInitPlayerSlots takes nothing returns nothing
|
|
// Limit the game to 2 players.
|
|
call SetTeams(2)
|
|
call SetPlayers(2)
|
|
call TeamInitPlayerSlots(2)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function InitGenericPlayerSlots takes nothing returns nothing
|
|
local gametype gType = GetGameTypeSelected()
|
|
|
|
if (gType == GAME_TYPE_MELEE) then
|
|
call MeleeInitPlayerSlots()
|
|
elseif (gType == GAME_TYPE_FFA) then
|
|
call FFAInitPlayerSlots()
|
|
elseif (gType == GAME_TYPE_USE_MAP_SETTINGS) then
|
|
// Do nothing; the map-specific script handles this.
|
|
elseif (gType == GAME_TYPE_ONE_ON_ONE) then
|
|
call OneOnOneInitPlayerSlots()
|
|
elseif (gType == GAME_TYPE_TWO_TEAM_PLAY) then
|
|
call TeamInitPlayerSlots(2)
|
|
elseif (gType == GAME_TYPE_THREE_TEAM_PLAY) then
|
|
call TeamInitPlayerSlots(3)
|
|
elseif (gType == GAME_TYPE_FOUR_TEAM_PLAY) then
|
|
call TeamInitPlayerSlots(4)
|
|
else
|
|
// Unrecognized Game Type
|
|
endif
|
|
endfunction
|
|
|
|
|
|
|
|
//***************************************************************************
|
|
//*
|
|
//* Blizzard.j Initialization
|
|
//*
|
|
//***************************************************************************
|
|
|
|
//===========================================================================
|
|
function SetDNCSoundsDawn takes nothing returns nothing
|
|
if bj_useDawnDuskSounds then
|
|
call StartSound(bj_dawnSound)
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetDNCSoundsDusk takes nothing returns nothing
|
|
if bj_useDawnDuskSounds then
|
|
call StartSound(bj_duskSound)
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetDNCSoundsDay takes nothing returns nothing
|
|
local real ToD = GetTimeOfDay()
|
|
|
|
if (ToD >= bj_TOD_DAWN and ToD < bj_TOD_DUSK) and not bj_dncIsDaytime then
|
|
set bj_dncIsDaytime = true
|
|
|
|
// change ambient sounds
|
|
call StopSound(bj_nightAmbientSound, false, true)
|
|
call StartSound(bj_dayAmbientSound)
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function SetDNCSoundsNight takes nothing returns nothing
|
|
local real ToD = GetTimeOfDay()
|
|
|
|
if (ToD < bj_TOD_DAWN or ToD >= bj_TOD_DUSK) and bj_dncIsDaytime then
|
|
set bj_dncIsDaytime = false
|
|
|
|
// change ambient sounds
|
|
call StopSound(bj_dayAmbientSound, false, true)
|
|
call StartSound(bj_nightAmbientSound)
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function InitDNCSounds takes nothing returns nothing
|
|
// Create sounds to be played at dawn and dusk.
|
|
set bj_dawnSound = CreateSoundFromLabel("RoosterSound", false, false, false, 10000, 10000)
|
|
set bj_duskSound = CreateSoundFromLabel("WolfSound", false, false, false, 10000, 10000)
|
|
|
|
// Set up triggers to respond to dawn and dusk.
|
|
set bj_dncSoundsDawn = CreateTrigger()
|
|
call TriggerRegisterGameStateEvent(bj_dncSoundsDawn, GAME_STATE_TIME_OF_DAY, EQUAL, bj_TOD_DAWN)
|
|
call TriggerAddAction(bj_dncSoundsDawn, function SetDNCSoundsDawn)
|
|
|
|
set bj_dncSoundsDusk = CreateTrigger()
|
|
call TriggerRegisterGameStateEvent(bj_dncSoundsDusk, GAME_STATE_TIME_OF_DAY, EQUAL, bj_TOD_DUSK)
|
|
call TriggerAddAction(bj_dncSoundsDusk, function SetDNCSoundsDusk)
|
|
|
|
// Set up triggers to respond to changes from day to night or vice-versa.
|
|
set bj_dncSoundsDay = CreateTrigger()
|
|
call TriggerRegisterGameStateEvent(bj_dncSoundsDay, GAME_STATE_TIME_OF_DAY, GREATER_THAN_OR_EQUAL, bj_TOD_DAWN)
|
|
call TriggerRegisterGameStateEvent(bj_dncSoundsDay, GAME_STATE_TIME_OF_DAY, LESS_THAN, bj_TOD_DUSK)
|
|
call TriggerAddAction(bj_dncSoundsDay, function SetDNCSoundsDay)
|
|
|
|
set bj_dncSoundsNight = CreateTrigger()
|
|
call TriggerRegisterGameStateEvent(bj_dncSoundsNight, GAME_STATE_TIME_OF_DAY, LESS_THAN, bj_TOD_DAWN)
|
|
call TriggerRegisterGameStateEvent(bj_dncSoundsNight, GAME_STATE_TIME_OF_DAY, GREATER_THAN_OR_EQUAL, bj_TOD_DUSK)
|
|
call TriggerAddAction(bj_dncSoundsNight, function SetDNCSoundsNight)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function InitBlizzardGlobals takes nothing returns nothing
|
|
local integer index
|
|
local integer userControlledPlayers
|
|
local version v
|
|
|
|
// Init filter function vars
|
|
set filterIssueHauntOrderAtLocBJ = Filter(function IssueHauntOrderAtLocBJFilter)
|
|
set filterEnumDestructablesInCircleBJ = Filter(function EnumDestructablesInCircleBJFilter)
|
|
set filterGetUnitsInRectOfPlayer = Filter(function GetUnitsInRectOfPlayerFilter)
|
|
set filterGetUnitsOfTypeIdAll = Filter(function GetUnitsOfTypeIdAllFilter)
|
|
set filterGetUnitsOfPlayerAndTypeId = Filter(function GetUnitsOfPlayerAndTypeIdFilter)
|
|
set filterMeleeTrainedUnitIsHeroBJ = Filter(function MeleeTrainedUnitIsHeroBJFilter)
|
|
set filterLivingPlayerUnitsOfTypeId = Filter(function LivingPlayerUnitsOfTypeIdFilter)
|
|
|
|
// Init force presets
|
|
set index = 0
|
|
loop
|
|
exitwhen index == bj_MAX_PLAYER_SLOTS
|
|
set bj_FORCE_PLAYER[index] = CreateForce()
|
|
call ForceAddPlayer(bj_FORCE_PLAYER[index], Player(index))
|
|
set index = index + 1
|
|
endloop
|
|
|
|
set bj_FORCE_ALL_PLAYERS = CreateForce()
|
|
call ForceEnumPlayers(bj_FORCE_ALL_PLAYERS, null)
|
|
|
|
// Init Cinematic Mode history
|
|
set bj_cineModePriorSpeed = GetGameSpeed()
|
|
set bj_cineModePriorFogSetting = IsFogEnabled()
|
|
set bj_cineModePriorMaskSetting = IsFogMaskEnabled()
|
|
|
|
// Init Trigger Queue
|
|
set index = 0
|
|
loop
|
|
exitwhen index >= bj_MAX_QUEUED_TRIGGERS
|
|
set bj_queuedExecTriggers[index] = null
|
|
set bj_queuedExecUseConds[index] = false
|
|
set index = index + 1
|
|
endloop
|
|
|
|
// Init singleplayer check
|
|
set bj_isSinglePlayer = false
|
|
set userControlledPlayers = 0
|
|
set index = 0
|
|
loop
|
|
exitwhen index >= bj_MAX_PLAYERS
|
|
if (GetPlayerController(Player(index)) == MAP_CONTROL_USER and GetPlayerSlotState(Player(index)) == PLAYER_SLOT_STATE_PLAYING) then
|
|
set userControlledPlayers = userControlledPlayers + 1
|
|
endif
|
|
set index = index + 1
|
|
endloop
|
|
set bj_isSinglePlayer = (userControlledPlayers == 1)
|
|
|
|
// Init sounds
|
|
//set bj_pingMinimapSound = CreateSoundFromLabel("AutoCastButtonClick", false, false, false, 10000, 10000)
|
|
set bj_rescueSound = CreateSoundFromLabel("Rescue", false, false, false, 10000, 10000)
|
|
set bj_questDiscoveredSound = CreateSoundFromLabel("QuestNew", false, false, false, 10000, 10000)
|
|
set bj_questUpdatedSound = CreateSoundFromLabel("QuestUpdate", false, false, false, 10000, 10000)
|
|
set bj_questCompletedSound = CreateSoundFromLabel("QuestCompleted", false, false, false, 10000, 10000)
|
|
set bj_questFailedSound = CreateSoundFromLabel("QuestFailed", false, false, false, 10000, 10000)
|
|
set bj_questHintSound = CreateSoundFromLabel("Hint", false, false, false, 10000, 10000)
|
|
set bj_questSecretSound = CreateSoundFromLabel("SecretFound", false, false, false, 10000, 10000)
|
|
set bj_questItemAcquiredSound = CreateSoundFromLabel("ItemReward", false, false, false, 10000, 10000)
|
|
set bj_questWarningSound = CreateSoundFromLabel("Warning", false, false, false, 10000, 10000)
|
|
set bj_victoryDialogSound = CreateSoundFromLabel("QuestCompleted", false, false, false, 10000, 10000)
|
|
set bj_defeatDialogSound = CreateSoundFromLabel("QuestFailed", false, false, false, 10000, 10000)
|
|
|
|
// Init corpse creation triggers.
|
|
call DelayedSuspendDecayCreate()
|
|
|
|
// Init version-specific data
|
|
set v = VersionGet()
|
|
if (v == VERSION_REIGN_OF_CHAOS) then
|
|
set bj_MELEE_MAX_TWINKED_HEROES = bj_MELEE_MAX_TWINKED_HEROES_V0
|
|
else
|
|
set bj_MELEE_MAX_TWINKED_HEROES = bj_MELEE_MAX_TWINKED_HEROES_V1
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function InitQueuedTriggers takes nothing returns nothing
|
|
set bj_queuedExecTimeout = CreateTrigger()
|
|
call TriggerRegisterTimerExpireEvent(bj_queuedExecTimeout, bj_queuedExecTimeoutTimer)
|
|
call TriggerAddAction(bj_queuedExecTimeout, function QueuedTriggerDoneBJ)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function InitMapRects takes nothing returns nothing
|
|
set bj_mapInitialPlayableArea = Rect(GetCameraBoundMinX()-GetCameraMargin(CAMERA_MARGIN_LEFT), GetCameraBoundMinY()-GetCameraMargin(CAMERA_MARGIN_BOTTOM), GetCameraBoundMaxX()+GetCameraMargin(CAMERA_MARGIN_RIGHT), GetCameraBoundMaxY()+GetCameraMargin(CAMERA_MARGIN_TOP))
|
|
set bj_mapInitialCameraBounds = GetCurrentCameraBoundsMapRectBJ()
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function InitSummonableCaps takes nothing returns nothing
|
|
local integer index
|
|
|
|
set index = 0
|
|
loop
|
|
// upgraded units
|
|
// Note: Only do this if the corresponding upgrade is not yet researched
|
|
// Barrage - Siege Engines
|
|
if (not GetPlayerTechResearched(Player(index), 'Rhrt', true)) then
|
|
call SetPlayerTechMaxAllowed(Player(index), 'hrtt', 0)
|
|
endif
|
|
|
|
// Berserker Upgrade - Troll Berserkers
|
|
if (not GetPlayerTechResearched(Player(index), 'Robk', true)) then
|
|
call SetPlayerTechMaxAllowed(Player(index), 'otbk', 0)
|
|
endif
|
|
|
|
// max skeletons per player
|
|
call SetPlayerTechMaxAllowed(Player(index), 'uske', bj_MAX_SKELETONS)
|
|
|
|
set index = index + 1
|
|
exitwhen index == bj_MAX_PLAYERS
|
|
endloop
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Update the per-class stock limits.
|
|
//
|
|
function UpdateStockAvailability takes item whichItem returns nothing
|
|
local itemtype iType = GetItemType(whichItem)
|
|
local integer iLevel = GetItemLevel(whichItem)
|
|
|
|
// Update allowed type/level combinations.
|
|
if (iType == ITEM_TYPE_PERMANENT) then
|
|
set bj_stockAllowedPermanent[iLevel] = true
|
|
elseif (iType == ITEM_TYPE_CHARGED) then
|
|
set bj_stockAllowedCharged[iLevel] = true
|
|
elseif (iType == ITEM_TYPE_ARTIFACT) then
|
|
set bj_stockAllowedArtifact[iLevel] = true
|
|
else
|
|
// Not interested in this item type - ignore the item.
|
|
endif
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Find a sellable item of the given type and level, and then add it.
|
|
//
|
|
function UpdateEachStockBuildingEnum takes nothing returns nothing
|
|
local integer iteration = 0
|
|
local integer pickedItemId
|
|
|
|
loop
|
|
set pickedItemId = ChooseRandomItemEx(bj_stockPickedItemType, bj_stockPickedItemLevel)
|
|
exitwhen IsItemIdSellable(pickedItemId)
|
|
|
|
// If we get hung up on an entire class/level combo of unsellable
|
|
// items, or a very unlucky series of random numbers, give up.
|
|
set iteration = iteration + 1
|
|
if (iteration > bj_STOCK_MAX_ITERATIONS) then
|
|
return
|
|
endif
|
|
endloop
|
|
call AddItemToStock(GetEnumUnit(), pickedItemId, 1, 1)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function UpdateEachStockBuilding takes itemtype iType, integer iLevel returns nothing
|
|
local group g
|
|
|
|
set bj_stockPickedItemType = iType
|
|
set bj_stockPickedItemLevel = iLevel
|
|
|
|
set g = CreateGroup()
|
|
call GroupEnumUnitsOfType(g, "marketplace", null)
|
|
call ForGroup(g, function UpdateEachStockBuildingEnum)
|
|
call DestroyGroup(g)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Update stock inventory.
|
|
//
|
|
function PerformStockUpdates takes nothing returns nothing
|
|
local integer pickedItemId
|
|
local itemtype pickedItemType
|
|
local integer pickedItemLevel = 0
|
|
local integer allowedCombinations = 0
|
|
local integer iLevel
|
|
|
|
// Give each type/level combination a chance of being picked.
|
|
set iLevel = 1
|
|
loop
|
|
if (bj_stockAllowedPermanent[iLevel]) then
|
|
set allowedCombinations = allowedCombinations + 1
|
|
if (GetRandomInt(1, allowedCombinations) == 1) then
|
|
set pickedItemType = ITEM_TYPE_PERMANENT
|
|
set pickedItemLevel = iLevel
|
|
endif
|
|
endif
|
|
if (bj_stockAllowedCharged[iLevel]) then
|
|
set allowedCombinations = allowedCombinations + 1
|
|
if (GetRandomInt(1, allowedCombinations) == 1) then
|
|
set pickedItemType = ITEM_TYPE_CHARGED
|
|
set pickedItemLevel = iLevel
|
|
endif
|
|
endif
|
|
if (bj_stockAllowedArtifact[iLevel]) then
|
|
set allowedCombinations = allowedCombinations + 1
|
|
if (GetRandomInt(1, allowedCombinations) == 1) then
|
|
set pickedItemType = ITEM_TYPE_ARTIFACT
|
|
set pickedItemLevel = iLevel
|
|
endif
|
|
endif
|
|
|
|
set iLevel = iLevel + 1
|
|
exitwhen iLevel > bj_MAX_ITEM_LEVEL
|
|
endloop
|
|
|
|
// Make sure we found a valid item type to add.
|
|
if (allowedCombinations == 0) then
|
|
return
|
|
endif
|
|
|
|
call UpdateEachStockBuilding(pickedItemType, pickedItemLevel)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
// Perform the first update, and then arrange future updates.
|
|
//
|
|
function StartStockUpdates takes nothing returns nothing
|
|
call PerformStockUpdates()
|
|
call TimerStart(bj_stockUpdateTimer, bj_STOCK_RESTOCK_INTERVAL, true, function PerformStockUpdates)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function RemovePurchasedItem takes nothing returns nothing
|
|
call RemoveItemFromStock(GetSellingUnit(), GetItemTypeId(GetSoldItem()))
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function InitNeutralBuildings takes nothing returns nothing
|
|
local integer iLevel
|
|
|
|
// Chart of allowed stock items.
|
|
set iLevel = 0
|
|
loop
|
|
set bj_stockAllowedPermanent[iLevel] = false
|
|
set bj_stockAllowedCharged[iLevel] = false
|
|
set bj_stockAllowedArtifact[iLevel] = false
|
|
set iLevel = iLevel + 1
|
|
exitwhen iLevel > bj_MAX_ITEM_LEVEL
|
|
endloop
|
|
|
|
// Limit stock inventory slots.
|
|
call SetAllItemTypeSlots(bj_MAX_STOCK_ITEM_SLOTS)
|
|
call SetAllUnitTypeSlots(bj_MAX_STOCK_UNIT_SLOTS)
|
|
|
|
// Arrange the first update.
|
|
set bj_stockUpdateTimer = CreateTimer()
|
|
call TimerStart(bj_stockUpdateTimer, bj_STOCK_RESTOCK_INITIAL_DELAY, false, function StartStockUpdates)
|
|
|
|
// Set up a trigger to fire whenever an item is sold.
|
|
set bj_stockItemPurchased = CreateTrigger()
|
|
call TriggerRegisterPlayerUnitEvent(bj_stockItemPurchased, Player(PLAYER_NEUTRAL_PASSIVE), EVENT_PLAYER_UNIT_SELL_ITEM, null)
|
|
call TriggerAddAction(bj_stockItemPurchased, function RemovePurchasedItem)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function MarkGameStarted takes nothing returns nothing
|
|
set bj_gameStarted = true
|
|
call DestroyTimer(bj_gameStartedTimer)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function DetectGameStarted takes nothing returns nothing
|
|
set bj_gameStartedTimer = CreateTimer()
|
|
call TimerStart(bj_gameStartedTimer, bj_GAME_STARTED_THRESHOLD, false, function MarkGameStarted)
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function InitBlizzard takes nothing returns nothing
|
|
// Set up the Neutral Victim player slot, to torture the abandoned units
|
|
// of defeated players. Since some triggers expect this player slot to
|
|
// exist, this is performed for all maps.
|
|
call ConfigureNeutralVictim()
|
|
|
|
call InitBlizzardGlobals()
|
|
call InitQueuedTriggers()
|
|
call InitRescuableBehaviorBJ()
|
|
call InitDNCSounds()
|
|
call InitMapRects()
|
|
call InitSummonableCaps()
|
|
call InitNeutralBuildings()
|
|
call DetectGameStarted()
|
|
endfunction
|
|
|
|
|
|
|
|
//***************************************************************************
|
|
//*
|
|
//* Random distribution
|
|
//*
|
|
//* Used to select a random object from a given distribution of chances
|
|
//*
|
|
//* - RandomDistReset clears the distribution list
|
|
//*
|
|
//* - RandomDistAddItem adds a new object to the distribution list
|
|
//* with a given identifier and an integer chance to be chosen
|
|
//*
|
|
//* - RandomDistChoose will use the current distribution list to choose
|
|
//* one of the objects randomly based on the chance distribution
|
|
//*
|
|
//* Note that the chances are effectively normalized by their sum,
|
|
//* so only the relative values of each chance are important
|
|
//*
|
|
//***************************************************************************
|
|
|
|
//===========================================================================
|
|
function RandomDistReset takes nothing returns nothing
|
|
set bj_randDistCount = 0
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function RandomDistAddItem takes integer inID, integer inChance returns nothing
|
|
set bj_randDistID[bj_randDistCount] = inID
|
|
set bj_randDistChance[bj_randDistCount] = inChance
|
|
set bj_randDistCount = bj_randDistCount + 1
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function RandomDistChoose takes nothing returns integer
|
|
local integer sum = 0
|
|
local integer chance = 0
|
|
local integer index
|
|
local integer foundID = -1
|
|
local boolean done
|
|
|
|
// No items?
|
|
if (bj_randDistCount == 0) then
|
|
return -1
|
|
endif
|
|
|
|
// Find sum of all chances
|
|
set index = 0
|
|
loop
|
|
set sum = sum + bj_randDistChance[index]
|
|
|
|
set index = index + 1
|
|
exitwhen index == bj_randDistCount
|
|
endloop
|
|
|
|
// Choose random number within the total range
|
|
set chance = GetRandomInt(1, sum)
|
|
|
|
// Find ID which corresponds to this chance
|
|
set index = 0
|
|
set sum = 0
|
|
set done = false
|
|
loop
|
|
set sum = sum + bj_randDistChance[index]
|
|
|
|
if (chance <= sum) then
|
|
set foundID = bj_randDistID[index]
|
|
set done = true
|
|
endif
|
|
|
|
set index = index + 1
|
|
if (index == bj_randDistCount) then
|
|
set done = true
|
|
endif
|
|
|
|
exitwhen done == true
|
|
endloop
|
|
|
|
return foundID
|
|
endfunction
|
|
|
|
|
|
|
|
//***************************************************************************
|
|
//*
|
|
//* Drop item
|
|
//*
|
|
//* Makes the given unit drop the given item
|
|
//*
|
|
//* Note: This could potentially cause problems if the unit is standing
|
|
//* right on the edge of an unpathable area and happens to drop the
|
|
//* item into the unpathable area where nobody can get it...
|
|
//*
|
|
//***************************************************************************
|
|
|
|
function UnitDropItem takes unit inUnit, integer inItemID returns item
|
|
local real x
|
|
local real y
|
|
local real radius = 32
|
|
local real unitX
|
|
local real unitY
|
|
local item droppedItem
|
|
|
|
if (inItemID == -1) then
|
|
return null
|
|
endif
|
|
|
|
set unitX = GetUnitX(inUnit)
|
|
set unitY = GetUnitY(inUnit)
|
|
|
|
set x = GetRandomReal(unitX - radius, unitX + radius)
|
|
set y = GetRandomReal(unitY - radius, unitY + radius)
|
|
|
|
set droppedItem = CreateItem(inItemID, x, y)
|
|
|
|
call SetItemDropID(droppedItem, GetUnitTypeId(inUnit))
|
|
call UpdateStockAvailability(droppedItem)
|
|
|
|
return droppedItem
|
|
endfunction
|
|
|
|
//===========================================================================
|
|
function WidgetDropItem takes widget inWidget, integer inItemID returns item
|
|
local real x
|
|
local real y
|
|
local real radius = 32
|
|
local real widgetX
|
|
local real widgetY
|
|
|
|
if (inItemID == -1) then
|
|
return null
|
|
endif
|
|
|
|
set widgetX = GetWidgetX(inWidget)
|
|
set widgetY = GetWidgetY(inWidget)
|
|
|
|
set x = GetRandomReal(widgetX - radius, widgetX + radius)
|
|
set y = GetRandomReal(widgetY - radius, widgetY + radius)
|
|
|
|
return CreateItem(inItemID, x, y)
|
|
endfunction
|
|
|