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BJ

[jass=]//===========================================================================

// Blizzard.j ( define Jass2 functions that need to be in every map script )

//===========================================================================





globals

//-----------------------------------------------------------------------

// Constants

//



// Misc constants

constant real bj_PI = 3.14159

constant real bj_E = 2.71828

constant real bj_CELLWIDTH = 128.0

constant real bj_CLIFFHEIGHT = 128.0

constant real bj_UNIT_FACING = 270.0

constant real bj_RADTODEG = 180.0/bj_PI

constant real bj_DEGTORAD = bj_PI/180.0

constant real bj_TEXT_DELAY_QUEST = 20.00

constant real bj_TEXT_DELAY_QUESTUPDATE = 20.00

constant real bj_TEXT_DELAY_QUESTDONE = 20.00

constant real bj_TEXT_DELAY_QUESTFAILED = 20.00

constant real bj_TEXT_DELAY_QUESTREQUIREMENT = 20.00

constant real bj_TEXT_DELAY_MISSIONFAILED = 20.00

constant real bj_TEXT_DELAY_ALWAYSHINT = 12.00

constant real bj_TEXT_DELAY_HINT = 12.00

constant real bj_TEXT_DELAY_SECRET = 10.00

constant real bj_TEXT_DELAY_UNITACQUIRED = 15.00

constant real bj_TEXT_DELAY_UNITAVAILABLE = 10.00

constant real bj_TEXT_DELAY_ITEMACQUIRED = 10.00

constant real bj_TEXT_DELAY_WARNING = 12.00

constant real bj_QUEUE_DELAY_QUEST = 5.00

constant real bj_QUEUE_DELAY_HINT = 5.00

constant real bj_QUEUE_DELAY_SECRET = 3.00

constant real bj_HANDICAP_EASY = 60.00

constant real bj_GAME_STARTED_THRESHOLD = 0.01

constant real bj_WAIT_FOR_COND_MIN_INTERVAL = 0.10

constant real bj_POLLED_WAIT_INTERVAL = 0.10

constant real bj_POLLED_WAIT_SKIP_THRESHOLD = 2.00



// Game constants

constant integer bj_MAX_INVENTORY = 6

constant integer bj_MAX_PLAYERS = 12

constant integer bj_PLAYER_NEUTRAL_VICTIM = 13

constant integer bj_PLAYER_NEUTRAL_EXTRA = 14

constant integer bj_MAX_PLAYER_SLOTS = 16

constant integer bj_MAX_SKELETONS = 25

constant integer bj_MAX_STOCK_ITEM_SLOTS = 11

constant integer bj_MAX_STOCK_UNIT_SLOTS = 11

constant integer bj_MAX_ITEM_LEVEL = 10



// Ideally these would be looked up from Units/MiscData.txt,

// but there is currently no script functionality exposed to do that

constant real bj_TOD_DAWN = 6.00

constant real bj_TOD_DUSK = 18.00



// Melee game settings:

// - Starting Time of Day (TOD)

// - Starting Gold

// - Starting Lumber

// - Starting Hero Tokens (free heroes)

// - Max heroes allowed per player

// - Max heroes allowed per hero type

// - Distance from start loc to search for nearby mines

//

constant real bj_MELEE_STARTING_TOD = 8.00

constant integer bj_MELEE_STARTING_GOLD_V0 = 750

constant integer bj_MELEE_STARTING_GOLD_V1 = 500

constant integer bj_MELEE_STARTING_LUMBER_V0 = 200

constant integer bj_MELEE_STARTING_LUMBER_V1 = 150

constant integer bj_MELEE_STARTING_HERO_TOKENS = 1

constant integer bj_MELEE_HERO_LIMIT = 3

constant integer bj_MELEE_HERO_TYPE_LIMIT = 1

constant real bj_MELEE_MINE_SEARCH_RADIUS = 2000

constant real bj_MELEE_CLEAR_UNITS_RADIUS = 1500

constant real bj_MELEE_CRIPPLE_TIMEOUT = 120.00

constant real bj_MELEE_CRIPPLE_MSG_DURATION = 20.00

constant integer bj_MELEE_MAX_TWINKED_HEROES_V0 = 3

constant integer bj_MELEE_MAX_TWINKED_HEROES_V1 = 1



// Delay between a creep's death and the time it may drop an item.

constant real bj_CREEP_ITEM_DELAY = 0.50



// Timing settings for Marketplace inventories.

constant real bj_STOCK_RESTOCK_INITIAL_DELAY = 120

constant real bj_STOCK_RESTOCK_INTERVAL = 30

constant integer bj_STOCK_MAX_ITERATIONS = 20



// Max events registered by a single "dest dies in region" event.

constant integer bj_MAX_DEST_IN_REGION_EVENTS = 64



// Camera settings

constant integer bj_CAMERA_MIN_FARZ = 100

constant integer bj_CAMERA_DEFAULT_DISTANCE = 1650

constant integer bj_CAMERA_DEFAULT_FARZ = 5000

constant integer bj_CAMERA_DEFAULT_AOA = 304

constant integer bj_CAMERA_DEFAULT_FOV = 70

constant integer bj_CAMERA_DEFAULT_ROLL = 0

constant integer bj_CAMERA_DEFAULT_ROTATION = 90



// Rescue

constant real bj_RESCUE_PING_TIME = 2.00



// Transmission behavior settings

constant real bj_NOTHING_SOUND_DURATION = 5.00

constant real bj_TRANSMISSION_PING_TIME = 1.00

constant integer bj_TRANSMISSION_IND_RED = 255

constant integer bj_TRANSMISSION_IND_BLUE = 255

constant integer bj_TRANSMISSION_IND_GREEN = 255

constant integer bj_TRANSMISSION_IND_ALPHA = 255

constant real bj_TRANSMISSION_PORT_HANGTIME = 1.50



// Cinematic mode settings

constant real bj_CINEMODE_INTERFACEFADE = 0.50

constant gamespeed bj_CINEMODE_GAMESPEED = MAP_SPEED_NORMAL



// Cinematic mode volume levels

constant real bj_CINEMODE_VOLUME_UNITMOVEMENT = 0.40

constant real bj_CINEMODE_VOLUME_UNITSOUNDS = 0.00

constant real bj_CINEMODE_VOLUME_COMBAT = 0.40

constant real bj_CINEMODE_VOLUME_SPELLS = 0.40

constant real bj_CINEMODE_VOLUME_UI = 0.00

constant real bj_CINEMODE_VOLUME_MUSIC = 0.55

constant real bj_CINEMODE_VOLUME_AMBIENTSOUNDS = 1.00

constant real bj_CINEMODE_VOLUME_FIRE = 0.60



// Speech mode volume levels

constant real bj_SPEECH_VOLUME_UNITMOVEMENT = 0.25

constant real bj_SPEECH_VOLUME_UNITSOUNDS = 0.00

constant real bj_SPEECH_VOLUME_COMBAT = 0.25

constant real bj_SPEECH_VOLUME_SPELLS = 0.25

constant real bj_SPEECH_VOLUME_UI = 0.00

constant real bj_SPEECH_VOLUME_MUSIC = 0.55

constant real bj_SPEECH_VOLUME_AMBIENTSOUNDS = 1.00

constant real bj_SPEECH_VOLUME_FIRE = 0.60



// Smart pan settings

constant real bj_SMARTPAN_TRESHOLD_PAN = 500

constant real bj_SMARTPAN_TRESHOLD_SNAP = 3500



// QueuedTriggerExecute settings

constant integer bj_MAX_QUEUED_TRIGGERS = 100

constant real bj_QUEUED_TRIGGER_TIMEOUT = 180.00



// Campaign indexing constants

constant integer bj_CAMPAIGN_INDEX_T = 0

constant integer bj_CAMPAIGN_INDEX_H = 1

constant integer bj_CAMPAIGN_INDEX_U = 2

constant integer bj_CAMPAIGN_INDEX_O = 3

constant integer bj_CAMPAIGN_INDEX_N = 4

constant integer bj_CAMPAIGN_INDEX_XN = 5

constant integer bj_CAMPAIGN_INDEX_XH = 6

constant integer bj_CAMPAIGN_INDEX_XU = 7

constant integer bj_CAMPAIGN_INDEX_XO = 8



// Campaign offset constants (for mission indexing)

constant integer bj_CAMPAIGN_OFFSET_T = 0

constant integer bj_CAMPAIGN_OFFSET_H = 1

constant integer bj_CAMPAIGN_OFFSET_U = 2

constant integer bj_CAMPAIGN_OFFSET_O = 3

constant integer bj_CAMPAIGN_OFFSET_N = 4

constant integer bj_CAMPAIGN_OFFSET_XN = 0

constant integer bj_CAMPAIGN_OFFSET_XH = 1

constant integer bj_CAMPAIGN_OFFSET_XU = 2

constant integer bj_CAMPAIGN_OFFSET_XO = 3



// Mission indexing constants

// Tutorial

constant integer bj_MISSION_INDEX_T00 = bj_CAMPAIGN_OFFSET_T * 1000 + 0

constant integer bj_MISSION_INDEX_T01 = bj_CAMPAIGN_OFFSET_T * 1000 + 1

// Human

constant integer bj_MISSION_INDEX_H00 = bj_CAMPAIGN_OFFSET_H * 1000 + 0

constant integer bj_MISSION_INDEX_H01 = bj_CAMPAIGN_OFFSET_H * 1000 + 1

constant integer bj_MISSION_INDEX_H02 = bj_CAMPAIGN_OFFSET_H * 1000 + 2

constant integer bj_MISSION_INDEX_H03 = bj_CAMPAIGN_OFFSET_H * 1000 + 3

constant integer bj_MISSION_INDEX_H04 = bj_CAMPAIGN_OFFSET_H * 1000 + 4

constant integer bj_MISSION_INDEX_H05 = bj_CAMPAIGN_OFFSET_H * 1000 + 5

constant integer bj_MISSION_INDEX_H06 = bj_CAMPAIGN_OFFSET_H * 1000 + 6

constant integer bj_MISSION_INDEX_H07 = bj_CAMPAIGN_OFFSET_H * 1000 + 7

constant integer bj_MISSION_INDEX_H08 = bj_CAMPAIGN_OFFSET_H * 1000 + 8

constant integer bj_MISSION_INDEX_H09 = bj_CAMPAIGN_OFFSET_H * 1000 + 9

constant integer bj_MISSION_INDEX_H10 = bj_CAMPAIGN_OFFSET_H * 1000 + 10

constant integer bj_MISSION_INDEX_H11 = bj_CAMPAIGN_OFFSET_H * 1000 + 11

// Undead

constant integer bj_MISSION_INDEX_U00 = bj_CAMPAIGN_OFFSET_U * 1000 + 0

constant integer bj_MISSION_INDEX_U01 = bj_CAMPAIGN_OFFSET_U * 1000 + 1

constant integer bj_MISSION_INDEX_U02 = bj_CAMPAIGN_OFFSET_U * 1000 + 2

constant integer bj_MISSION_INDEX_U03 = bj_CAMPAIGN_OFFSET_U * 1000 + 3

constant integer bj_MISSION_INDEX_U05 = bj_CAMPAIGN_OFFSET_U * 1000 + 4

constant integer bj_MISSION_INDEX_U07 = bj_CAMPAIGN_OFFSET_U * 1000 + 5

constant integer bj_MISSION_INDEX_U08 = bj_CAMPAIGN_OFFSET_U * 1000 + 6

constant integer bj_MISSION_INDEX_U09 = bj_CAMPAIGN_OFFSET_U * 1000 + 7

constant integer bj_MISSION_INDEX_U10 = bj_CAMPAIGN_OFFSET_U * 1000 + 8

constant integer bj_MISSION_INDEX_U11 = bj_CAMPAIGN_OFFSET_U * 1000 + 9

// Orc

constant integer bj_MISSION_INDEX_O00 = bj_CAMPAIGN_OFFSET_O * 1000 + 0

constant integer bj_MISSION_INDEX_O01 = bj_CAMPAIGN_OFFSET_O * 1000 + 1

constant integer bj_MISSION_INDEX_O02 = bj_CAMPAIGN_OFFSET_O * 1000 + 2

constant integer bj_MISSION_INDEX_O03 = bj_CAMPAIGN_OFFSET_O * 1000 + 3

constant integer bj_MISSION_INDEX_O04 = bj_CAMPAIGN_OFFSET_O * 1000 + 4

constant integer bj_MISSION_INDEX_O05 = bj_CAMPAIGN_OFFSET_O * 1000 + 5

constant integer bj_MISSION_INDEX_O06 = bj_CAMPAIGN_OFFSET_O * 1000 + 6

constant integer bj_MISSION_INDEX_O07 = bj_CAMPAIGN_OFFSET_O * 1000 + 7

constant integer bj_MISSION_INDEX_O08 = bj_CAMPAIGN_OFFSET_O * 1000 + 8

constant integer bj_MISSION_INDEX_O09 = bj_CAMPAIGN_OFFSET_O * 1000 + 9

constant integer bj_MISSION_INDEX_O10 = bj_CAMPAIGN_OFFSET_O * 1000 + 10

// Night Elf

constant integer bj_MISSION_INDEX_N00 = bj_CAMPAIGN_OFFSET_N * 1000 + 0

constant integer bj_MISSION_INDEX_N01 = bj_CAMPAIGN_OFFSET_N * 1000 + 1

constant integer bj_MISSION_INDEX_N02 = bj_CAMPAIGN_OFFSET_N * 1000 + 2

constant integer bj_MISSION_INDEX_N03 = bj_CAMPAIGN_OFFSET_N * 1000 + 3

constant integer bj_MISSION_INDEX_N04 = bj_CAMPAIGN_OFFSET_N * 1000 + 4

constant integer bj_MISSION_INDEX_N05 = bj_CAMPAIGN_OFFSET_N * 1000 + 5

constant integer bj_MISSION_INDEX_N06 = bj_CAMPAIGN_OFFSET_N * 1000 + 6

constant integer bj_MISSION_INDEX_N07 = bj_CAMPAIGN_OFFSET_N * 1000 + 7

constant integer bj_MISSION_INDEX_N08 = bj_CAMPAIGN_OFFSET_N * 1000 + 8

constant integer bj_MISSION_INDEX_N09 = bj_CAMPAIGN_OFFSET_N * 1000 + 9

// Expansion Night Elf

constant integer bj_MISSION_INDEX_XN00 = bj_CAMPAIGN_OFFSET_XN * 1000 + 0

constant integer bj_MISSION_INDEX_XN01 = bj_CAMPAIGN_OFFSET_XN * 1000 + 1

constant integer bj_MISSION_INDEX_XN02 = bj_CAMPAIGN_OFFSET_XN * 1000 + 2

constant integer bj_MISSION_INDEX_XN03 = bj_CAMPAIGN_OFFSET_XN * 1000 + 3

constant integer bj_MISSION_INDEX_XN04 = bj_CAMPAIGN_OFFSET_XN * 1000 + 4

constant integer bj_MISSION_INDEX_XN05 = bj_CAMPAIGN_OFFSET_XN * 1000 + 5

constant integer bj_MISSION_INDEX_XN06 = bj_CAMPAIGN_OFFSET_XN * 1000 + 6

constant integer bj_MISSION_INDEX_XN07 = bj_CAMPAIGN_OFFSET_XN * 1000 + 7

constant integer bj_MISSION_INDEX_XN08 = bj_CAMPAIGN_OFFSET_XN * 1000 + 8

constant integer bj_MISSION_INDEX_XN09 = bj_CAMPAIGN_OFFSET_XN * 1000 + 9

constant integer bj_MISSION_INDEX_XN10 = bj_CAMPAIGN_OFFSET_XN * 1000 + 10

// Expansion Human

constant integer bj_MISSION_INDEX_XH00 = bj_CAMPAIGN_OFFSET_XH * 1000 + 0

constant integer bj_MISSION_INDEX_XH01 = bj_CAMPAIGN_OFFSET_XH * 1000 + 1

constant integer bj_MISSION_INDEX_XH02 = bj_CAMPAIGN_OFFSET_XH * 1000 + 2

constant integer bj_MISSION_INDEX_XH03 = bj_CAMPAIGN_OFFSET_XH * 1000 + 3

constant integer bj_MISSION_INDEX_XH04 = bj_CAMPAIGN_OFFSET_XH * 1000 + 4

constant integer bj_MISSION_INDEX_XH05 = bj_CAMPAIGN_OFFSET_XH * 1000 + 5

constant integer bj_MISSION_INDEX_XH06 = bj_CAMPAIGN_OFFSET_XH * 1000 + 6

constant integer bj_MISSION_INDEX_XH07 = bj_CAMPAIGN_OFFSET_XH * 1000 + 7

constant integer bj_MISSION_INDEX_XH08 = bj_CAMPAIGN_OFFSET_XH * 1000 + 8

constant integer bj_MISSION_INDEX_XH09 = bj_CAMPAIGN_OFFSET_XH * 1000 + 9

// Expansion Undead

constant integer bj_MISSION_INDEX_XU00 = bj_CAMPAIGN_OFFSET_XU * 1000 + 0

constant integer bj_MISSION_INDEX_XU01 = bj_CAMPAIGN_OFFSET_XU * 1000 + 1

constant integer bj_MISSION_INDEX_XU02 = bj_CAMPAIGN_OFFSET_XU * 1000 + 2

constant integer bj_MISSION_INDEX_XU03 = bj_CAMPAIGN_OFFSET_XU * 1000 + 3

constant integer bj_MISSION_INDEX_XU04 = bj_CAMPAIGN_OFFSET_XU * 1000 + 4

constant integer bj_MISSION_INDEX_XU05 = bj_CAMPAIGN_OFFSET_XU * 1000 + 5

constant integer bj_MISSION_INDEX_XU06 = bj_CAMPAIGN_OFFSET_XU * 1000 + 6

constant integer bj_MISSION_INDEX_XU07 = bj_CAMPAIGN_OFFSET_XU * 1000 + 7

constant integer bj_MISSION_INDEX_XU08 = bj_CAMPAIGN_OFFSET_XU * 1000 + 8

constant integer bj_MISSION_INDEX_XU09 = bj_CAMPAIGN_OFFSET_XU * 1000 + 9

constant integer bj_MISSION_INDEX_XU10 = bj_CAMPAIGN_OFFSET_XU * 1000 + 10

constant integer bj_MISSION_INDEX_XU11 = bj_CAMPAIGN_OFFSET_XU * 1000 + 11

constant integer bj_MISSION_INDEX_XU12 = bj_CAMPAIGN_OFFSET_XU * 1000 + 12

constant integer bj_MISSION_INDEX_XU13 = bj_CAMPAIGN_OFFSET_XU * 1000 + 13



// Expansion Orc

constant integer bj_MISSION_INDEX_XO00 = bj_CAMPAIGN_OFFSET_XO * 1000 + 0



// Cinematic indexing constants

constant integer bj_CINEMATICINDEX_TOP = 0

constant integer bj_CINEMATICINDEX_HOP = 1

constant integer bj_CINEMATICINDEX_HED = 2

constant integer bj_CINEMATICINDEX_OOP = 3

constant integer bj_CINEMATICINDEX_OED = 4

constant integer bj_CINEMATICINDEX_UOP = 5

constant integer bj_CINEMATICINDEX_UED = 6

constant integer bj_CINEMATICINDEX_NOP = 7

constant integer bj_CINEMATICINDEX_NED = 8

constant integer bj_CINEMATICINDEX_XOP = 9

constant integer bj_CINEMATICINDEX_XED = 10



// Alliance settings

constant integer bj_ALLIANCE_UNALLIED = 0

constant integer bj_ALLIANCE_UNALLIED_VISION = 1

constant integer bj_ALLIANCE_ALLIED = 2

constant integer bj_ALLIANCE_ALLIED_VISION = 3

constant integer bj_ALLIANCE_ALLIED_UNITS = 4

constant integer bj_ALLIANCE_ALLIED_ADVUNITS = 5

constant integer bj_ALLIANCE_NEUTRAL = 6

constant integer bj_ALLIANCE_NEUTRAL_VISION = 7



// Keyboard Event Types

constant integer bj_KEYEVENTTYPE_DEPRESS = 0

constant integer bj_KEYEVENTTYPE_RELEASE = 1



// Keyboard Event Keys

constant integer bj_KEYEVENTKEY_LEFT = 0

constant integer bj_KEYEVENTKEY_RIGHT = 1

constant integer bj_KEYEVENTKEY_DOWN = 2

constant integer bj_KEYEVENTKEY_UP = 3



// Transmission timing methods

constant integer bj_TIMETYPE_ADD = 0

constant integer bj_TIMETYPE_SET = 1

constant integer bj_TIMETYPE_SUB = 2



// Camera bounds adjustment methods

constant integer bj_CAMERABOUNDS_ADJUST_ADD = 0

constant integer bj_CAMERABOUNDS_ADJUST_SUB = 1



// Quest creation states

constant integer bj_QUESTTYPE_REQ_DISCOVERED = 0

constant integer bj_QUESTTYPE_REQ_UNDISCOVERED = 1

constant integer bj_QUESTTYPE_OPT_DISCOVERED = 2

constant integer bj_QUESTTYPE_OPT_UNDISCOVERED = 3



// Quest message types

constant integer bj_QUESTMESSAGE_DISCOVERED = 0

constant integer bj_QUESTMESSAGE_UPDATED = 1

constant integer bj_QUESTMESSAGE_COMPLETED = 2

constant integer bj_QUESTMESSAGE_FAILED = 3

constant integer bj_QUESTMESSAGE_REQUIREMENT = 4

constant integer bj_QUESTMESSAGE_MISSIONFAILED = 5

constant integer bj_QUESTMESSAGE_ALWAYSHINT = 6

constant integer bj_QUESTMESSAGE_HINT = 7

constant integer bj_QUESTMESSAGE_SECRET = 8

constant integer bj_QUESTMESSAGE_UNITACQUIRED = 9

constant integer bj_QUESTMESSAGE_UNITAVAILABLE = 10

constant integer bj_QUESTMESSAGE_ITEMACQUIRED = 11

constant integer bj_QUESTMESSAGE_WARNING = 12



// Leaderboard sorting methods

constant integer bj_SORTTYPE_SORTBYVALUE = 0

constant integer bj_SORTTYPE_SORTBYPLAYER = 1

constant integer bj_SORTTYPE_SORTBYLABEL = 2



// Cinematic fade filter methods

constant integer bj_CINEFADETYPE_FADEIN = 0

constant integer bj_CINEFADETYPE_FADEOUT = 1

constant integer bj_CINEFADETYPE_FADEOUTIN = 2



// Buff removal methods

constant integer bj_REMOVEBUFFS_POSITIVE = 0

constant integer bj_REMOVEBUFFS_NEGATIVE = 1

constant integer bj_REMOVEBUFFS_ALL = 2

constant integer bj_REMOVEBUFFS_NONTLIFE = 3



// Buff properties - polarity

constant integer bj_BUFF_POLARITY_POSITIVE = 0

constant integer bj_BUFF_POLARITY_NEGATIVE = 1

constant integer bj_BUFF_POLARITY_EITHER = 2



// Buff properties - resist type

constant integer bj_BUFF_RESIST_MAGIC = 0

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 == 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
[/code]
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