function MeleeInitVictoryDefeat2 takes nothing returns nothing
local trigger trig
local integer index
local player indexPlayer
// 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
Name | Type | is_array | initial_value |
Blutelf | button | No | |
Demon | button | No | |
Dialog | dialog | No | |
Force_Group | force | No | |
NoChange | button | No | |
p | location | No | |
P1 | rect | No | |
point | location | No | |
Team0 | force | No | |
Team1 | force | No | |
Team2 | force | No | |
Team3 | force | No | |
Team4 | force | No | |
Team5 | force | No | |
Team6 | force | No | |
Team7 | force | No | |
TempGroup | unitcode | No | |
Timer | timer | No |