2 * Copyright (C) Volition, Inc. 1999. All rights reserved.
4 * All source code herein is the property of Volition, Inc. You may not sell
5 * or otherwise commercially exploit the source or things you created based on
10 * $Logfile: /Freespace2/code/Mission/MissionCampaign.cpp $
15 * source for dealing with campaigns
18 * Revision 1.8 2003/06/11 18:30:33 taylor
21 * Revision 1.7 2003/05/25 02:30:42 taylor
24 * Revision 1.6 2002/07/24 00:20:42 relnev
27 * Revision 1.5 2002/06/21 03:34:05 relnev
28 * implemented a stub and fixed a path
30 * Revision 1.4 2002/06/09 04:41:22 relnev
31 * added copyright header
33 * Revision 1.3 2002/06/09 03:16:04 relnev
36 * removed unneeded asm, old sdl 2d setup.
38 * fixed crash caused by opengl_get_region.
40 * Revision 1.2 2002/06/02 04:26:34 relnev
43 * Revision 1.1.1.1 2002/05/03 03:28:09 root
47 * 23 9/14/99 4:35a Dave
48 * Argh. Added all kinds of code to handle potential crashes in debriefing
51 * 22 9/09/99 11:40p Dave
52 * Handle an SDL_assert() in beam code. Added supernova sounds. Play the right
53 * 2 end movies properly, based upon what the player did in the mission.
55 * 21 9/09/99 9:34a Jefff
56 * fixed a potential exit-loop bug
58 * 20 9/07/99 6:55p Jefff
59 * functionality to break out of a loop. hacked functionality to jump to
60 * a specific mission in a campaign -- doesnt grant ships/weapons from
61 * skipped missions tho.
63 * 19 9/07/99 2:19p Jefff
64 * clear skip mission player vars on mission skip
66 * 18 9/06/99 9:45p Jefff
67 * break out of loop and skip mission support
69 * 17 9/06/99 6:38p Dave
70 * Improved CD detection code.
72 * 16 9/03/99 1:32a Dave
73 * CD checking by act. Added support to play 2 cutscenes in a row
74 * seamlessly. Fixed super low level cfile bug related to files in the
75 * root directory of a CD. Added cheat code to set campaign mission # in
78 * 15 8/27/99 12:04a Dave
79 * Campaign loop screen.
81 * 14 8/04/99 5:36p Andsager
82 * Show upsell screens at end of demo campaign before returning to main
85 * 13 2/05/99 3:50p Anoop
86 * Removed dumb campaign mission stats saving from multiplayer.
88 * 12 12/17/98 2:43p Andsager
89 * Modify fred campaign save file to include optional mission loops
91 * 11 12/12/98 3:17p Andsager
92 * Clean up mission eval, goal, event and mission scoring.
94 * 10 12/10/98 9:59a Andsager
95 * Fix some bugs with mission loops
97 * 9 12/09/98 1:56p Andsager
98 * Initial checkin of mission loop
100 * 8 11/05/98 5:55p Dave
101 * Big pass at reducing #includes
103 * 7 11/03/98 4:48p Johnson
104 * Fixed campaign file versioning bug left over from Silent Threat port.
106 * 6 10/23/98 3:51p Dave
107 * Full support for tstrings.tbl and foreign languages. All that remains
108 * is to make it active in Fred.
110 * 5 10/13/98 2:47p Andsager
111 * Remove reference to Tech_shivan_species_avail
113 * 4 10/13/98 9:28a Dave
114 * Started neatening up freespace.h. Many variables renamed and
115 * reorganized. Added AlphaColors.[h,cpp]
117 * 3 10/07/98 6:27p Dave
118 * Globalized mission and campaign file extensions. Removed Silent Threat
119 * special code. Moved \cache \players and \multidata into the \data
122 * 2 10/07/98 10:53a Dave
125 * 1 10/07/98 10:49a Dave
127 * 95 9/10/98 1:17p Dave
128 * Put in code to flag missions and campaigns as being MD or not in Fred
129 * and Freespace. Put in multiplayer support for filtering out MD
130 * missions. Put in multiplayer popups for warning of non-valid missions.
132 * 94 9/01/98 4:25p Dave
133 * Put in total (I think) backwards compatibility between mission disk
134 * freespace and non mission disk freespace, including pilot files and
135 * campaign savefiles.
137 * 93 7/06/98 4:10p Hoffoss
138 * Fixed some bugs that presented themselves when trying to use a pilot
139 * that has a no longer existent campaign active. Also expanded the
140 * campaign load code to actually return a proper error code, instead of
141 * always trapping errors internally and crashing, and always returning 0.
143 * 92 6/17/98 9:30a Allender
144 * fixed red alert replay stats clearing problem
146 * 91 6/01/98 11:43a John
147 * JAS & MK: Classified all strings for localization.
149 * 90 5/25/98 1:29p Allender
150 * end mission sequencing
152 * 89 5/21/98 9:25p Allender
153 * endgame movie always viewable at end of campaign
155 * 88 5/13/98 5:14p Allender
156 * red alert support to go back to previous mission
158 * 87 5/12/98 4:16p Hoffoss
159 * Fixed bug where not all missions in all campaigns were being filtered
160 * out of stand alone mission listing in simulator room.
162 * 86 5/05/98 3:29p Hoffoss
163 * Changed code so description is BEFORE num players in campaign file.
164 * Other code is relying on this ordering.
166 * 85 5/05/98 12:19p Dave
167 * campaign description goes *after* num players
169 * 84 5/04/98 5:52p Comet
170 * Fixed bug with Galatea/Bastion selection when finishing missions.
172 * 83 5/01/98 2:46p Duncan
173 * fix a cfile problem with campaigns related to the new cfile stuff
175 * 82 5/01/98 12:34p John
176 * Added code to force FreeSpace to run in the same dir as exe and made
177 * all the parse error messages a little nicer.
179 * 81 4/30/98 7:01p Duncan
180 * AL: don't allow deletion of campaign files in multiplayer
182 * 80 4/30/98 4:53p John
183 * Restructured and cleaned up cfile code. Added capability to read off
184 * of CD-ROM drive and out of multiple pack files.
194 #include <sys/types.h>
195 #include <sys/stat.h>
206 #include "missioncampaign.h"
207 #include "gamesequence.h"
210 #include "missionload.h"
211 #include "freespace.h"
215 #include "missiongoals.h"
218 #include "techmenu.h"
219 #include "eventmusic.h"
220 #include "alphacolors.h"
221 #include "localize.h"
222 #include "supernova.h"
224 // mission disk stuff
225 #define CAMPAIGN_SAVEFILE_MAX_SHIPS_OLD 75
226 #define CAMPAIGN_SAVEFILE_MAX_WEAPONS_OLD 44
228 #define CAMPAIGN_INITIAL_RELEASE_FILE_VERSION 6
230 // campaign wasn't ended
231 int Campaign_ended_in_mission = 0;
233 // stuff for selecting campaigns. We need to keep both arrays around since we display the
234 // list of campaigns by name, but must load campaigns by filename
235 char *Campaign_names[MAX_CAMPAIGNS];
236 char *Campaign_file_names[MAX_CAMPAIGNS];
239 const char *campaign_types[MAX_CAMPAIGN_TYPES] =
248 // modules local variables to deal with getting new ships/weapons available to the player
249 int Num_granted_ships, Num_granted_weapons; // per mission counts of new ships and weapons
250 int Granted_ships[MAX_SHIP_TYPES];
251 int Granted_weapons[MAX_WEAPON_TYPES];
253 // variables to control the UI stuff for loading campaigns
254 static UI_WINDOW Campaign_window;
255 static UI_LISTBOX Campaign_listbox;
256 static UI_BUTTON Campaign_okb, Campaign_cancelb;
261 // variables with deal with the campaign save file
262 #define CAMPAIGN_FILE_VERSION 12
263 //#define CAMPAIGN_FILE_COMPATIBLE_VERSION CAMPAIGN_INITIAL_RELEASE_FILE_VERSION
264 #define CAMPAIGN_FILE_COMPATIBLE_VERSION CAMPAIGN_FILE_VERSION
265 #define CAMPAIGN_FILE_ID 0xbeefcafe
267 // variables with deal with the campaign stats save file
268 #define CAMPAIGN_STATS_FILE_VERSION 1
269 #define CAMPAIGN_STATS_FILE_COMPATIBLE_VERSION 1
270 #define CAMPAIGN_STATS_FILE_ID 0xabbadaad
272 // mission_campaign_get_name returns a string (which is malloced in this routine) of the name
273 // of the given freespace campaign file. In the type field, we return if the campaign is a single
274 // player or multiplayer campaign. The type field will only be valid if the name returned is non-NULL
275 int mission_campaign_get_info(const char *filename, char *name, int *type, int *max_players, char **desc)
278 char campaign_type[NAME_LENGTH], fname[MAX_FILENAME_LEN];
280 SDL_assert( name != NULL );
281 SDL_assert( type != NULL );
286 SDL_strlcpy(fname, filename, sizeof(fname));
287 if ((strlen(fname) < 4) || SDL_strcasecmp(fname + strlen(fname) - 4, FS_CAMPAIGN_FILE_EXT)){
288 SDL_strlcat(fname, FS_CAMPAIGN_FILE_EXT, sizeof(fname));
291 SDL_assert(strlen(fname) < MAX_FILENAME_LEN);
293 if ((rval = setjmp(parse_abort)) != 0) {
295 // close localization
301 Error(LOCATION, "Error parsing '%s'\r\nError code = %i.\r\n", fname, rval);
304 read_file_text( fname );
306 required_string("$Name:");
308 stuff_string( name, F_NAME, NULL );
309 if ( name == NULL ) {
311 nprintf(("Warning", "No name found for campaign file %s\n", filename));
313 // close localization
319 required_string( "$Type:" );
320 stuff_string( campaign_type, F_NAME, NULL );
323 for (i=0; i<MAX_CAMPAIGN_TYPES; i++) {
324 if ( !SDL_strcasecmp(campaign_type, campaign_types[i]) ) {
331 if (optional_string("+Description:")) {
332 *desc = stuff_and_malloc_string(F_MULTITEXT, NULL, MISSION_DESC_LENGTH);
336 // if this is a multiplayer campaign, get the max players
338 skip_to_string("+Num Players:");
339 stuff_int(max_players);
342 // if we found a valid campaign type
344 // close localization
351 Int3(); // get Allender -- incorrect type found
353 // close localization
359 // parses campaign and returns a list of missions in it. Returns number of missions added to
360 // the 'list', and up to 'max' missions may be added to 'list'. Returns negative on error.
362 int mission_campaign_get_mission_list(const char *filename, char **list, int max)
364 int rval, i, num = 0;
365 char name[NAME_LENGTH];
367 filename = cf_add_ext(filename, FS_CAMPAIGN_FILE_EXT);
369 // read the mission file and get the list of mission filenames
370 if ((rval = setjmp(parse_abort)) != 0) {
371 // since we can't return count of allocated elements, free them instead
372 for (i=0; i<num; i++)
378 read_file_text(filename);
381 while (skip_to_string("$Mission:") > 0) {
382 stuff_string(name, F_NAME, NULL);
384 list[num++] = strdup(name);
391 // gets optional ship/weapon information
392 void mission_campaign_get_sw_info()
394 int i, count, ship_list[MAX_SHIP_TYPES], weapon_list[MAX_WEAPON_TYPES];
396 // set allowable ships to the SIF_PLAYER_SHIPs
397 memset( Campaign.ships_allowed, 0, sizeof(Campaign.ships_allowed) );
398 for (i = 0; i < MAX_SHIP_TYPES; i++ ) {
399 if ( Ship_info[i].flags & SIF_PLAYER_SHIP )
400 Campaign.ships_allowed[i] = 1;
403 for (i = 0; i < MAX_WEAPON_TYPES; i++ )
404 Campaign.weapons_allowed[i] = 1;
406 if ( optional_string("+Starting Ships:") ) {
407 for (i = 0; i < MAX_SHIP_TYPES; i++ )
408 Campaign.ships_allowed[i] = 0;
410 count = stuff_int_list(ship_list, MAX_SHIP_TYPES, SHIP_INFO_TYPE);
412 // now set the array elements stating which ships we are allowed
413 for (i = 0; i < count; i++ ) {
414 if ( Ship_info[ship_list[i]].flags & SIF_PLAYER_SHIP )
415 Campaign.ships_allowed[ship_list[i]] = 1;
419 if ( optional_string("+Starting Weapons:") ) {
420 for (i = 0; i < MAX_WEAPON_TYPES; i++ )
421 Campaign.weapons_allowed[i] = 0;
423 count = stuff_int_list(weapon_list, MAX_WEAPON_TYPES, WEAPON_POOL_TYPE);
425 // now set the array elements stating which ships we are allowed
426 for (i = 0; i < count; i++ )
427 Campaign.weapons_allowed[weapon_list[i]] = 1;
431 // mission_campaign_load starts a new campaign. It reads in the mission information in the campaign file
432 // It also sets up all variables needed inside of the game to deal with starting mission numbers, etc
434 // Note: Due to difficulties in generalizing this function, parts of it are duplicated throughout
435 // this file. If you change the format of the campaign file, you should be sure these related
436 // functions work properly and update them if it breaks them.
437 int mission_campaign_load( const char *filename, int load_savefile )
440 char name[NAME_LENGTH], type[NAME_LENGTH];
442 filename = cf_add_ext(filename, FS_CAMPAIGN_FILE_EXT);
447 // read the mission file and get the list of mission filenames
448 if ((rval = setjmp(parse_abort)) != 0) {
449 mprintf(("Error parsing '%s'\r\nError code = %i.\r\n", filename, rval));
451 // close localization
454 return CAMPAIGN_ERROR_CORRUPT;
457 // be sure to remove all old malloced strings of Mission_names
458 // we must also free any goal stuff that was from a previous campaign
459 // this also frees sexpressions so the next call to init_sexp will be able to reclaim
460 // nodes previously used by another campaign.
461 mission_campaign_close();
463 SDL_strlcpy( Campaign.filename, filename, sizeof(Campaign.filename) );
465 // only initialize the sexpression stuff when Fred isn't running. It'll screw things up major
467 if ( !Fred_running ){
468 init_sexp(); // must initialize the sexpression stuff
471 read_file_text( filename );
473 memset( &Campaign, 0, sizeof(Campaign) );
475 // copy filename to campaign structure minus the extension
476 len = min(strlen(filename) - 4 + 1, sizeof(Campaign.filename));
477 SDL_strlcpy(Campaign.filename, filename, len);
479 required_string("$Name:");
480 stuff_string( name, F_NAME, NULL );
482 //Store campaign name in the global struct
483 SDL_strlcpy( Campaign.name, name, sizeof(Campaign.name) );
485 required_string( "$Type:" );
486 stuff_string( type, F_NAME, NULL );
488 for (i = 0; i < MAX_CAMPAIGN_TYPES; i++ ) {
489 if ( !SDL_strcasecmp(type, campaign_types[i]) ) {
495 if ( i == MAX_CAMPAIGN_TYPES )
496 Error(LOCATION, "Unknown campaign type %s!", type);
498 Campaign.desc = NULL;
499 if (optional_string("+Description:"))
500 Campaign.desc = stuff_and_malloc_string(F_MULTITEXT, NULL, MISSION_DESC_LENGTH);
502 // if the type is multiplayer -- get the number of players
503 Campaign.num_players = 0;
504 if ( Campaign.type != CAMPAIGN_TYPE_SINGLE) {
505 required_string("+Num players:");
506 stuff_int( &(Campaign.num_players) );
510 // check if mission disk -
511 // doesn't do anything but prevent non fatal error messages
512 optional_string("+Missiondisk");
515 // parse the optional ship/weapon information
516 mission_campaign_get_sw_info();
518 // parse the mission file and actually read in the mission stuff
519 Campaign.num_missions = 0;
520 while ( required_string_either("#End", "$Mission:") ) {
523 required_string("$Mission:");
524 stuff_string(name, F_NAME, NULL);
525 cm = &Campaign.missions[Campaign.num_missions];
526 cm->name = strdup(name);
528 cm->briefing_cutscene[0] = 0;
529 if ( optional_string("+Briefing Cutscene:") )
530 stuff_string( cm->briefing_cutscene, F_NAME, NULL );
533 if (optional_string("+Flags:"))
534 stuff_int(&cm->flags);
537 if ( optional_string("+Formula:") ) {
538 cm->formula = get_sexp_main();
539 if ( !Fred_running ) {
540 SDL_assert ( cm->formula != -1 );
541 sexp_mark_persistent( cm->formula );
544 if ( cm->formula == -1 ){
545 // close localization
548 return CAMPAIGN_ERROR_SEXP_EXHAUSTED;
553 // Do misison looping stuff
554 cm->has_mission_loop = 0;
555 if ( optional_string("+Mission Loop:") ) {
556 cm->has_mission_loop = 1;
559 cm->mission_loop_desc = NULL;
560 if ( optional_string("+Mission Loop Text:")) {
561 cm->mission_loop_desc = stuff_and_malloc_string(F_MULTITEXT, NULL, MISSION_DESC_LENGTH);
564 cm->mission_loop_brief_anim = NULL;
565 if ( optional_string("+Mission Loop Brief Anim:")) {
566 cm->mission_loop_brief_anim = stuff_and_malloc_string(F_MULTITEXT, NULL, MAX_FILENAME_LEN);
569 cm->mission_loop_brief_sound = NULL;
570 if ( optional_string("+Mission Loop Brief Sound:")) {
571 cm->mission_loop_brief_sound = stuff_and_malloc_string(F_MULTITEXT, NULL, MAX_FILENAME_LEN);
574 cm->mission_loop_formula = -1;
575 if ( optional_string("+Formula:") ) {
576 cm->mission_loop_formula = get_sexp_main();
577 if ( !Fred_running ) {
578 SDL_assert ( cm->mission_loop_formula != -1 );
579 sexp_mark_persistent( cm->mission_loop_formula );
582 if ( cm->mission_loop_formula == -1 ){
583 // close localization
586 return CAMPAIGN_ERROR_SEXP_EXHAUSTED;
591 if (optional_string("+Level:")) {
592 stuff_int( &cm->level );
593 if ( cm->level == 0 ) // check if the top (root) of the whole tree
594 Campaign.next_mission = Campaign.num_missions;
597 Campaign.realign_required = 1;
599 if (optional_string("+Position:"))
600 stuff_int( &cm->pos );
602 Campaign.realign_required = 1;
616 Campaign.num_missions++;
620 // set up the other variables for the campaign stuff. After initializing, we must try and load
621 // the campaign save file for this player. Since all campaign loads go through this routine, I
622 // think this place should be the only necessary place to load the campaign save stuff. The campaign
623 // save file will get written when a mission has ended by player choice.
624 Campaign.next_mission = 0;
625 Campaign.prev_mission = -1;
626 Campaign.current_mission = -1;
628 // loading the campaign will get us to the current and next mission that the player must fly
629 // plus load all of the old goals that future missions might rely on.
630 if (!Fred_running && load_savefile && (Campaign.type == CAMPAIGN_TYPE_SINGLE)) {
631 mission_campaign_savefile_load(Campaign.filename);
634 // close localization
640 // mission_campaign_load_by_name() loads up a freespace campaign given the filename. This routine
641 // is used to load up campaigns when a pilot file is loaded. Generally, the
642 // filename will probably be the freespace campaign file, but not necessarily.
643 int mission_campaign_load_by_name( const char *filename )
645 char real_filename[MAX_FILENAME_LEN+1] = { 0 };
646 char name[NAME_LENGTH],test[5];
647 int type,max_players;
649 // make sure to tack on .fsc on the end if its not there already
650 if(strlen(filename) > 0){
651 SDL_strlcpy(real_filename, filename, MAX_FILENAME_LEN);
653 if(strlen(real_filename) > 4){
654 SDL_strlcpy(test, real_filename+(strlen(real_filename)-4), sizeof(test));
655 if(strcmp(test, FS_CAMPAIGN_FILE_EXT)!=0){
656 SDL_strlcat(real_filename, FS_CAMPAIGN_FILE_EXT, sizeof(real_filename));
659 SDL_strlcat(real_filename, FS_CAMPAIGN_FILE_EXT, sizeof(real_filename));
662 Error(LOCATION,"Tried to load campaign file with illegal length/extension!");
665 if (!mission_campaign_get_info(real_filename, name, &type, &max_players)){
670 Campaign_file_names[Num_campaigns] = real_filename;
671 Campaign_names[Num_campaigns] = name;
673 mission_campaign_load(real_filename);
677 int mission_campaign_load_by_name_csfe( const char *filename, const char *callsign )
679 Game_mode |= GM_NORMAL;
680 SDL_strlcpy(Player->callsign, callsign, sizeof(Player->callsign));
681 return mission_campaign_load_by_name( filename);
685 // mission_campaign_init initializes some variables then loads the default Freespace single player campaign.
686 void mission_campaign_init()
688 memset(&Campaign, 0, sizeof(Campaign) );
691 // Fill in the root of the campaign save filename
692 void mission_campaign_savefile_generate_root(char *filename, const int max_len)
694 char base[MAX_FILENAME_LEN];
696 SDL_assert ( strlen(Campaign.filename) != 0 );
698 // build up the filename for the save file. There could be a problem with filename length,
699 // but this problem can get fixed in several ways -- ignore the problem for now though.
700 base_filename(Campaign.filename, base, sizeof(base));
701 SDL_assert ( (int)(strlen(base) + strlen(Player->callsign)) < max_len );
703 SDL_snprintf( filename, max_len, NOX("%s.%s."), Player->callsign, base );
706 // mission_campaign_savefile_save saves the state of the campaign. This function will probably always be called
707 // then the player is done flying a mission in the campaign path. It will save the missions played, the
708 // state of the goals, etc.
710 int mission_campaign_savefile_save()
712 char filename[MAX_PATH_LEN];
714 int i,j, mission_count;
716 memset(filename, 0, sizeof(filename));
717 mission_campaign_savefile_generate_root(filename, sizeof(filename));
719 // name the file differently depending on whether we're in single player or multiplayer mode
720 // single player : *.csg
721 SDL_strlcat( filename, NOX("csg"), sizeof(filename) );
723 fp = cfopen(filename,"wb", CFILE_NORMAL, CF_TYPE_SINGLE_PLAYERS);
728 // Write out campaign file info
729 cfwrite_int( CAMPAIGN_FILE_ID,fp );
730 cfwrite_int( CAMPAIGN_FILE_VERSION,fp );
732 // put in the file signature (single or multiplayer campaign) - see MissionCampaign.h for the #defines
733 cfwrite_int( CAMPAIGN_SINGLE_PLAYER_SIG, fp );
735 // do we need to write out the filename of the campaign?
736 cfwrite_string_len( Campaign.filename, fp );
737 cfwrite_int( Campaign.prev_mission, fp );
738 cfwrite_int( Campaign.next_mission, fp );
739 cfwrite_int( Campaign.loop_reentry, fp );
740 cfwrite_int( Campaign.loop_enabled, fp );
742 // write out the information for ships/weapons which this player is allowed to use
743 cfwrite_int(Num_ship_types, fp);
744 cfwrite_int(Num_weapon_types, fp);
745 for ( i = 0; i < Num_ship_types; i++ ){
746 cfwrite_char( Campaign.ships_allowed[i], fp );
749 for ( i = 0; i < Num_weapon_types; i++ ){
750 cfwrite_char( Campaign.weapons_allowed[i], fp );
753 // write out the completed mission matrix. Used to tell which missions the player
754 // can replay in the simulator. Also, each completed mission contains a list of the goals
755 // that were in the mission along with the goal completion status.
756 cfwrite_int( Campaign.num_missions_completed, fp );
757 for (i = 0; i < MAX_CAMPAIGN_MISSIONS; i++ ) {
758 if ( Campaign.missions[i].completed ) {
759 cfwrite_int( i, fp );
760 cfwrite_int( Campaign.missions[i].num_goals, fp );
761 for ( j = 0; j < Campaign.missions[i].num_goals; j++ ) {
762 cfwrite_string_len( Campaign.missions[i].goals[j].name, fp );
763 cfwrite_char( Campaign.missions[i].goals[j].status, fp );
765 cfwrite_int( Campaign.missions[i].num_events, fp );
766 for ( j = 0; j < Campaign.missions[i].num_events; j++ ) {
767 cfwrite_string_len( Campaign.missions[i].events[j].name, fp );
768 cfwrite_char( Campaign.missions[i].events[j].status, fp );
772 cfwrite_int(Campaign.missions[i].flags, fp);
779 // ugh! due to horrible bug, the stats saved at the end of every level were not written
780 // out to disk. Write out a seperate file to do this. We will only read it in if we actually
782 memset(filename, 0, sizeof(filename));
783 mission_campaign_savefile_generate_root(filename, sizeof(filename));
785 // name the file differently depending on whether we're in single player or multiplayer mode
786 // single player : *.csg
787 SDL_strlcat( filename, NOX("css"), sizeof(filename) );
789 fp = cfopen(filename,"wb", CFILE_NORMAL, CF_TYPE_SINGLE_PLAYERS);
794 // Write out campaign file info
795 cfwrite_int( CAMPAIGN_STATS_FILE_ID,fp );
796 cfwrite_int( CAMPAIGN_STATS_FILE_VERSION,fp );
798 // determine how many missions we are saving -- I think that this method is safer than the method
799 // I used for release
801 for ( i = 0; i < Campaign.num_missions; i++ ) {
802 if ( Campaign.missions[i].completed ) {
807 // write out the stats information to disk.
808 cfwrite_int( mission_count, fp );
809 for (i = 0; i < Campaign.num_missions; i++ ) {
810 if ( Campaign.missions[i].completed ) {
811 cfwrite_int( i, fp );
812 cfwrite( &Campaign.missions[i].stats, sizeof(scoring_struct), 1, fp );
821 // The following function always only ever ever ever called by CSFE!!!!!
822 int campaign_savefile_save(const char *pname)
824 if (Campaign.type == CAMPAIGN_TYPE_SINGLE)
825 Game_mode &= ~GM_MULTIPLAYER;
827 Game_mode |= GM_MULTIPLAYER;
829 SDL_strlcpy(Player->callsign, pname, sizeof(Player->callsign));
830 //memcpy(&Campaign, camp, sizeof(campaign));
831 return mission_campaign_savefile_save();
835 // the below two functions is internal to this module. It is here so that I can group the save/load
836 // functions together.
839 // mission_campaign_savefile_delete deletes any save file in the players directory for the given
841 void mission_campaign_savefile_delete( const char *cfilename, int is_multi )
843 char filename[MAX_PATH_LEN], base[MAX_FILENAME_LEN];
845 base_filename(cfilename, base, sizeof(base));
847 if ( Player->flags & PLAYER_FLAGS_IS_MULTI ) {
848 return; // no such thing as a multiplayer campaign savefile
851 SDL_snprintf( filename, sizeof(filename), NOX("%s.%s.csg"), Player->callsign, base );
853 cf_delete( filename, CF_TYPE_SINGLE_PLAYERS );
856 void campaign_delete_save( const char *cfn, const char *pname)
858 SDL_strlcpy(Player->callsign, pname, sizeof(Player->callsign));
859 mission_campaign_savefile_delete(cfn);
862 // next function deletes all the save files for this particular pilot. Just call cfile function
863 // which will delete multiple files
864 // Player_select_mode tells us whether we are deleting single or multiplayer files
865 void mission_campaign_delete_all_savefiles( const char *pilot_name, int is_multi )
867 int dir_type, num_files, i;
868 char *names[MAX_CAMPAIGNS], spec[MAX_FILENAME_LEN + 2];
871 int (*filter_save)(const char *filename);
874 return; // can't have multiplayer campaign save files
878 dir_type = CF_TYPE_SINGLE_PLAYERS;
880 SDL_snprintf(spec, sizeof(spec), NOX("%s.*%s"), pilot_name, ext);
882 // HACK HACK HACK HACK!!!! cf_get_file_list is not reentrant. Pretty dumb because it should
883 // be. I have to save any file filters
884 filter_save = Get_file_list_filter;
885 Get_file_list_filter = NULL;
886 num_files = cf_get_file_list(MAX_CAMPAIGNS, names, dir_type, spec);
887 Get_file_list_filter = filter_save;
889 for (i=0; i<num_files; i++) {
890 SDL_strlcpy(filename, names[i], sizeof(filename));
891 SDL_strlcat(filename, ext, sizeof(filename));
892 cf_delete(filename, dir_type);
897 // mission_campaign_savefile_load takes a filename of a campaign file as a parameter and loads all
898 // of the information stored in the campaign file.
899 void mission_campaign_savefile_load( const char *cfilename )
901 char filename[MAX_PATH_LEN], base[MAX_FILENAME_LEN];
902 int version, i, num, j, num_stats_blocks;
906 SDL_assert ( strlen(cfilename) != 0 );
908 // probably only called from single player games anymore!!! should be anyway
909 SDL_assert( Game_mode & GM_NORMAL ); // get allender or DaveB. trying to save campaign in multiplayer
911 // build up the filename for the save file. There could be a problem with filename length,
912 // but this problem can get fixed in several ways -- ignore the problem for now though.
913 base_filename(cfilename, base, sizeof(base));
914 SDL_assert ( (strlen(base) + strlen(Player->callsign)) < sizeof(filename) );
916 if(Game_mode & GM_MULTIPLAYER)
917 SDL_snprintf( filename, sizeof(filename), NOX("%s.%s.msg"), Player->callsign, base );
919 SDL_snprintf( filename, sizeof(filename), NOX("%s.%s.csg"), Player->callsign, base );
921 fp = cfopen(filename, "rb", CFILE_NORMAL, CF_TYPE_SINGLE_PLAYERS );
925 id = cfread_int( fp );
926 if ( id != CAMPAIGN_FILE_ID ) {
927 Warning(LOCATION, "Campaign save file has invalid signature");
932 version = cfread_int( fp );
933 if ( version < CAMPAIGN_FILE_COMPATIBLE_VERSION ) {
934 Warning(LOCATION, "Campaign save file too old -- not compatible. Deleting file.\nYou can continue from here without trouble\n\n");
936 cf_delete( filename, CF_TYPE_SINGLE_PLAYERS );
940 // verify that we are loading the correct type of campaign file for the mode that we are in.
942 type_sig = cfread_int( fp );
944 type_sig = CAMPAIGN_SINGLE_PLAYER_SIG;
946 SDL_assert( ((Game_mode & GM_MULTIPLAYER) && (type_sig==CAMPAIGN_MULTI_PLAYER_SIG)) || (!(Game_mode & GM_MULTIPLAYER) && (type_sig==CAMPAIGN_SINGLE_PLAYER_SIG)) );
948 Campaign.type = type_sig == CAMPAIGN_SINGLE_PLAYER_SIG ? CAMPAIGN_TYPE_SINGLE : CAMPAIGN_TYPE_MULTI_COOP;
950 // read in the filename of the campaign and compare the filenames to be sure that
951 // we are reading data that really belongs to this campaign. I think that this check
953 cfread_string_len( filename, sizeof(filename), fp );
954 /*if ( SDL_strcasecmp( filename, cfilename) ) { // Used to be !SDL_strcasecmp. How did this ever work? --MK, 11/9/97
955 Warning(LOCATION, "Campaign save file appears corrupt because of mismatching filenames.");
960 Campaign.prev_mission = cfread_int( fp );
961 Campaign.next_mission = cfread_int( fp );
962 Campaign.loop_reentry = cfread_int( fp );
963 Campaign.loop_enabled = cfread_int( fp );
965 // load information about ships/weapons allowed
966 int ship_count, weapon_count;
968 // if earlier than mission disk version, use old MAX_SHIP_TYPES, otherwise read from the file
969 if(version <= CAMPAIGN_INITIAL_RELEASE_FILE_VERSION){
970 ship_count = CAMPAIGN_SAVEFILE_MAX_SHIPS_OLD;
971 weapon_count = CAMPAIGN_SAVEFILE_MAX_WEAPONS_OLD;
973 ship_count = cfread_int(fp);
974 weapon_count = cfread_int(fp);
977 for ( i = 0; i < ship_count; i++ ){
978 Campaign.ships_allowed[i] = cfread_ubyte( fp );
981 for ( i = 0; i < weapon_count; i++ ){
982 Campaign.weapons_allowed[i] = cfread_ubyte( fp );
985 // read in the completed mission matrix. Used to tell which missions the player
986 // can replay in the simulator. Also, each completed mission contains a list of the goals
987 // that were in the mission along with the goal completion status.
988 Campaign.num_missions_completed = cfread_int( fp );
989 for (i = 0; i < Campaign.num_missions_completed; i++ ) {
990 num = cfread_int( fp );
991 Campaign.missions[num].completed = 1;
992 Campaign.missions[num].num_goals = cfread_int( fp );
994 // be sure to malloc out space for the goals stuff, then zero the memory!!! Don't do malloc
995 // if there are no goals
996 Campaign.missions[num].goals = (mgoal *)malloc( Campaign.missions[num].num_goals * sizeof(mgoal) );
997 if ( Campaign.missions[num].num_goals > 0 ) {
998 memset( Campaign.missions[num].goals, 0, sizeof(mgoal) * Campaign.missions[num].num_goals );
999 SDL_assert( Campaign.missions[num].goals != NULL );
1002 // now read in the goal information for this mission
1003 for ( j = 0; j < Campaign.missions[num].num_goals; j++ ) {
1004 cfread_string_len( Campaign.missions[num].goals[j].name, NAME_LENGTH, fp );
1005 Campaign.missions[num].goals[j].status = cfread_char( fp );
1008 // get the events from the savefile
1009 Campaign.missions[num].num_events = cfread_int( fp );
1011 // be sure to malloc out space for the events stuff, then zero the memory!!! Don't do malloc
1012 // if there are no events
1013 // if (Campaign.missions[num].events < 0)
1014 // Campaign.missions[num].events = 0;
1015 Campaign.missions[num].events = (mevent *)malloc( Campaign.missions[num].num_events * sizeof(mevent) );
1016 if ( Campaign.missions[num].num_events > 0 ) {
1017 memset( Campaign.missions[num].events, 0, sizeof(mevent) * Campaign.missions[num].num_events );
1018 SDL_assert( Campaign.missions[num].events != NULL );
1021 // now read in the event information for this mission
1022 for ( j = 0; j < Campaign.missions[num].num_events; j++ ) {
1023 cfread_string_len( Campaign.missions[num].events[j].name, NAME_LENGTH, fp );
1024 Campaign.missions[num].events[j].status = cfread_char( fp );
1028 Campaign.missions[num].flags = cfread_int(fp);
1034 // now, try and read in the campaign stats saved information. This code was added for the 1.03 patch
1035 // since the stats data was never written out to disk. We try and open the file, and if we cannot find
1036 // it, then simply return
1037 SDL_snprintf( filename, sizeof(filename), NOX("%s.%s.css"), Player->callsign, base );
1039 fp = cfopen(filename, "rb", CFILE_NORMAL, CF_TYPE_SINGLE_PLAYERS );
1043 id = cfread_int( fp );
1044 if ( id != CAMPAIGN_STATS_FILE_ID ) {
1045 Warning(LOCATION, "Campaign stats save file has invalid signature");
1050 version = cfread_int( fp );
1051 if ( version < CAMPAIGN_STATS_FILE_COMPATIBLE_VERSION ) {
1052 Warning(LOCATION, "Campaign save file too old -- not compatible. Deleting file.\nYou can continue from here without trouble\n\n");
1054 cf_delete( filename, CF_TYPE_SINGLE_PLAYERS );
1058 num_stats_blocks = cfread_int( fp );
1059 for (i = 0; i < num_stats_blocks; i++ ) {
1060 num = cfread_int( fp );
1061 cfread( &Campaign.missions[num].stats, sizeof(scoring_struct), 1, fp );
1067 // the following code only ever called by CSFE!!!!
1068 void campaign_savefile_load(const char *fname, const char *pname)
1070 if (Campaign.type==CAMPAIGN_TYPE_SINGLE) {
1071 Game_mode &= ~GM_MULTIPLAYER;
1072 Game_mode &= GM_NORMAL;
1075 Game_mode |= GM_MULTIPLAYER;
1076 SDL_strlcpy(Player->callsign, pname, sizeof(Player->callsign));
1077 mission_campaign_savefile_load(fname);
1080 // mission_campaign_next_mission sets up the internal veriables of the campaign
1081 // structure so the player can play the next mission. If there are no more missions
1082 // available in the campaign, this function returns -1, else 0 if the mission was
1084 int mission_campaign_next_mission()
1086 if ( (Campaign.next_mission == -1) || (strlen(Campaign.name) == 0) ) // will be set to -1 when there is no next mission
1089 Campaign.current_mission = Campaign.next_mission;
1090 SDL_strlcpy( Game_current_mission_filename, Campaign.missions[Campaign.current_mission].name, MAX_FILENAME_LEN );
1092 // check for end of loop.
1093 if (Campaign.current_mission == Campaign.loop_reentry) {
1094 Campaign.loop_enabled = 0;
1097 // reset the number of persistent ships and weapons for the next campaign mission
1098 Num_granted_ships = 0;
1099 Num_granted_weapons = 0;
1103 // mission_campaign_previous_mission() gets called to go to the previous mission in
1104 // the campaign. Used only for Red Alert missions
1105 int mission_campaign_previous_mission()
1107 if ( !(Game_mode & GM_CAMPAIGN_MODE) )
1110 if ( Campaign.prev_mission == -1 )
1113 Campaign.current_mission = Campaign.prev_mission;
1114 Campaign.next_mission = Campaign.current_mission;
1115 Campaign.num_missions_completed--;
1116 Campaign.missions[Campaign.next_mission].completed = 0;
1117 mission_campaign_savefile_save();
1119 // reset the player stats to be the stats from this level
1120 memcpy( &Player->stats, &Campaign.missions[Campaign.current_mission].stats, sizeof(Player->stats) );
1122 SDL_strlcpy( Game_current_mission_filename, Campaign.missions[Campaign.current_mission].name, MAX_FILENAME_LEN );
1123 Num_granted_ships = 0;
1124 Num_granted_weapons = 0;
1130 // determine what the next mission is after the current one. Because this evaluates an sexp,
1131 // and that could check just about anything, the results are only going to be valid in
1133 // DA 12/09/98 -- To allow for mission loops, need to maintain call with store stats
1134 int mission_campaign_eval_next_mission( int store_stats )
1140 Campaign.next_mission = -1;
1141 cur = Campaign.current_mission;
1142 name = Campaign.missions[cur].name;
1144 mission = &Campaign.missions[cur];
1146 // first we must save the status of the current missions goals in the campaign mission structure.
1147 // After that, we can determine which mission is tagged as the next mission. Finally, we
1148 // can save the campaign save file
1149 // we might have goal and event status if the player replayed a mission
1150 if ( mission->num_goals > 0 ) {
1151 free( mission->goals );
1154 mission->num_goals = Num_goals;
1155 if ( mission->num_goals > 0 ) {
1156 mission->goals = (mgoal *)malloc( sizeof(mgoal) * Num_goals );
1157 SDL_assert( mission->goals != NULL );
1160 // copy the needed info from the Mission_goal struct to our internal structure
1161 for (i = 0; i < Num_goals; i++ ) {
1162 if ( strlen(Mission_goals[i].name) == 0 ) {
1163 char name[NAME_LENGTH];
1165 sprintf(name, NOX("Goal #%d"), i);
1166 //Warning(LOCATION, "Mission goal in mission %s must have a +Name field! using %s for campaign save file\n", mission->name, name);
1167 strcpy( mission->goals[i].name, name);
1169 strcpy( mission->goals[i].name, Mission_goals[i].name );
1170 SDL_assert ( Mission_goals[i].satisfied != GOAL_INCOMPLETE ); // should be true or false at this point!!!
1171 mission->goals[i].status = (char)Mission_goals[i].satisfied;
1174 // do the same thing for events as we did for goals
1175 // we might have goal and event status if the player replayed a mission
1176 if ( mission->num_events > 0 ) {
1177 free( mission->events );
1180 mission->num_events = Num_mission_events;
1181 if ( mission->num_events > 0 ) {
1182 mission->events = (mevent *)malloc( sizeof(mevent) * Num_mission_events );
1183 SDL_assert( mission->events != NULL );
1186 // copy the needed info from the Mission_goal struct to our internal structure
1187 for (i = 0; i < Num_mission_events; i++ ) {
1188 if ( strlen(Mission_events[i].name) == 0 ) {
1189 char name[NAME_LENGTH];
1191 sprintf(name, NOX("Event #%d"), i);
1192 nprintf(("Warning", "Mission goal in mission %s must have a +Name field! using %s for campaign save file\n", mission->name, name));
1193 strcpy( mission->events[i].name, name);
1195 strcpy( mission->events[i].name, Mission_events[i].name );
1197 // getting status for the events is a little different. If the formula value for the event entry
1198 // is -1, then we know the value of the result field will never change. If the formula is
1199 // not -1 (i.e. still being evaluated at mission end time), we will write "incomplete" for the
1201 if ( Mission_events[i].formula == -1 ) {
1202 if ( Mission_events[i].result )
1203 mission->events[i].status = EVENT_SATISFIED;
1205 mission->events[i].status = EVENT_FAILED;
1210 // maybe store the alltime stats which would be current at the end of this mission
1211 if ( store_stats ) {
1212 memcpy( &mission->stats, &Player->stats, sizeof(Player->stats) );
1213 scoring_backout_accept( &mission->stats );
1216 if ( store_stats ) { // second (last) time through, so use choose loop_mission if chosen
1217 if ( Campaign.loop_enabled ) {
1218 Campaign.next_mission = Campaign.loop_mission;
1220 // evaluate next mission (straight path)
1221 if (Campaign.missions[cur].formula != -1) {
1222 flush_sexp_tree(Campaign.missions[cur].formula); // force formula to be re-evaluated
1223 eval_sexp(Campaign.missions[cur].formula); // this should reset Campaign.next_mission to proper value
1228 // evaluate next mission (straight path)
1229 if (Campaign.missions[cur].formula != -1) {
1230 flush_sexp_tree(Campaign.missions[cur].formula); // force formula to be re-evaluated
1231 eval_sexp(Campaign.missions[cur].formula); // this should reset Campaign.next_mission to proper value
1234 // evaluate mission loop mission (if any) so it can be used if chosen
1235 if ( Campaign.missions[cur].has_mission_loop ) {
1236 int copy_next_mission = Campaign.next_mission;
1237 // Set temporarily to -1 so we know if loop formula fails to assign
1238 Campaign.next_mission = -1; // Cannot exit campaign from loop
1239 if (Campaign.missions[cur].mission_loop_formula != -1) {
1240 flush_sexp_tree(Campaign.missions[cur].mission_loop_formula); // force formula to be re-evaluated
1241 eval_sexp(Campaign.missions[cur].mission_loop_formula); // this should reset Campaign.next_mission to proper value
1244 Campaign.loop_mission = Campaign.next_mission;
1245 Campaign.next_mission = copy_next_mission;
1249 if (Campaign.next_mission == -1)
1250 nprintf(("allender", "No next mission to proceed to.\n"));
1252 nprintf(("allender", "Next mission is number %d [%s]\n", Campaign.next_mission, Campaign.missions[Campaign.next_mission].name));
1254 return Campaign.next_mission;
1257 // Evaluate next campaign mission - set as Campaign.next_mission. Also set Campaign.loop_mission
1258 void mission_campaign_eval_next_mission()
1260 Campaign.next_mission = -1;
1261 int cur = Campaign.current_mission;
1263 // evaluate next mission (straight path)
1264 if (Campaign.missions[cur].formula != -1) {
1265 flush_sexp_tree(Campaign.missions[cur].formula); // force formula to be re-evaluated
1266 eval_sexp(Campaign.missions[cur].formula); // this should reset Campaign.next_mission to proper value
1269 // evaluate mission loop mission (if any) so it can be used if chosen
1270 if ( Campaign.missions[cur].has_mission_loop ) {
1271 int copy_next_mission = Campaign.next_mission;
1272 // Set temporarily to -1 so we know if loop formula fails to assign
1273 Campaign.next_mission = -1;
1274 if (Campaign.missions[cur].mission_loop_formula != -1) {
1275 flush_sexp_tree(Campaign.missions[cur].mission_loop_formula); // force formula to be re-evaluated
1276 eval_sexp(Campaign.missions[cur].mission_loop_formula); // this should reset Campaign.next_mission to proper value
1279 Campaign.loop_mission = Campaign.next_mission;
1280 Campaign.next_mission = copy_next_mission;
1283 if (Campaign.next_mission == -1) {
1284 nprintf(("allender", "No next mission to proceed to.\n"));
1286 nprintf(("allender", "Next mission is number %d [%s]\n", Campaign.next_mission, Campaign.missions[Campaign.next_mission].name));
1291 // Store mission's goals and events in Campaign struct
1292 void mission_campaign_store_goals_and_events()
1297 cur = Campaign.current_mission;
1299 mission = &Campaign.missions[cur];
1301 // first we must save the status of the current missions goals in the campaign mission structure.
1302 // After that, we can determine which mission is tagged as the next mission. Finally, we
1303 // can save the campaign save file
1304 // we might have goal and event status if the player replayed a mission
1305 if ( mission->num_goals > 0 ) {
1306 free( mission->goals );
1309 mission->num_goals = Num_goals;
1310 if ( mission->num_goals > 0 ) {
1311 mission->goals = (mgoal *)malloc( sizeof(mgoal) * Num_goals );
1312 SDL_assert( mission->goals != NULL );
1315 // copy the needed info from the Mission_goal struct to our internal structure
1316 for (i = 0; i < Num_goals; i++ ) {
1317 if ( strlen(Mission_goals[i].name) == 0 ) {
1318 char name[NAME_LENGTH];
1320 SDL_snprintf(name, sizeof(name), NOX("Goal #%d"), i);
1321 //Warning(LOCATION, "Mission goal in mission %s must have a +Name field! using %s for campaign save file\n", mission->name, name);
1322 SDL_strlcpy( mission->goals[i].name, name, sizeof(mission->goals[0].name));
1324 SDL_strlcpy( mission->goals[i].name, Mission_goals[i].name, sizeof(mission->goals[0].name) );
1325 SDL_assert ( Mission_goals[i].satisfied != GOAL_INCOMPLETE ); // should be true or false at this point!!!
1326 mission->goals[i].status = (char)Mission_goals[i].satisfied;
1329 // do the same thing for events as we did for goals
1330 // we might have goal and event status if the player replayed a mission
1331 if ( mission->num_events > 0 ) {
1332 free( mission->events );
1335 mission->num_events = Num_mission_events;
1336 if ( mission->num_events > 0 ) {
1337 mission->events = (mevent *)malloc( sizeof(mevent) * Num_mission_events );
1338 SDL_assert( mission->events != NULL );
1341 // copy the needed info from the Mission_goal struct to our internal structure
1342 for (i = 0; i < Num_mission_events; i++ ) {
1343 if ( strlen(Mission_events[i].name) == 0 ) {
1344 char name[NAME_LENGTH];
1346 SDL_snprintf(name, sizeof(name), NOX("Event #%d"), i);
1347 nprintf(("Warning", "Mission goal in mission %s must have a +Name field! using %s for campaign save file\n", mission->name, name));
1348 SDL_strlcpy( mission->events[i].name, name, sizeof(mission->events[0].name));
1350 SDL_strlcpy( mission->events[i].name, Mission_events[i].name, sizeof(mission->events[0].name) );
1352 // getting status for the events is a little different. If the formula value for the event entry
1353 // is -1, then we know the value of the result field will never change. If the formula is
1354 // not -1 (i.e. still being evaluated at mission end time), we will write "incomplete" for the
1356 if ( Mission_events[i].formula == -1 ) {
1357 if ( Mission_events[i].result )
1358 mission->events[i].status = EVENT_SATISFIED;
1360 mission->events[i].status = EVENT_FAILED;
1366 // this function is called when the player's mission is over. It updates the internal store of goals
1367 // and their status then saves the state of the campaign in the campaign file. This gets called
1368 // after player accepts mission results in debriefing.
1369 void mission_campaign_mission_over()
1374 // I don't think that we should have a record for these -- maybe we might?????? If we do,
1375 // then we should free them
1376 if ( !(Game_mode & GM_CAMPAIGN_MODE) ){
1380 mission_num = Campaign.current_mission;
1381 SDL_assert( mission_num != -1 );
1382 mission = &Campaign.missions[mission_num];
1384 // determine if any ships/weapons were granted this mission
1385 for ( i=0; i<Num_granted_ships; i++ ){
1386 Campaign.ships_allowed[Granted_ships[i]] = 1;
1389 for ( i=0; i<Num_granted_weapons; i++ ){
1390 Campaign.weapons_allowed[Granted_weapons[i]] = 1;
1393 // DKA 12/11/98 - Unneeded already evaluated and stored
1394 // determine what new mission we are moving to.
1395 // mission_campaign_eval_next_mission(1);
1397 // update campaign.mission stats (used to allow backout inRedAlert)
1398 memcpy( &mission->stats, &Player->stats, sizeof(Player->stats) );
1399 if(!(Game_mode & GM_MULTIPLAYER)){
1400 scoring_backout_accept( &mission->stats );
1403 // if we are moving to a new mission, then change our data. If we are staying on the same mission,
1404 // then we don't want to do anything. Remove information about goals/events
1405 if ( Campaign.next_mission != mission_num ) {
1406 Campaign.prev_mission = mission_num;
1407 Campaign.current_mission = -1;
1408 Campaign.num_missions_completed++;
1409 Campaign.missions[mission_num].completed = 1;
1411 // save the scoring values from the previous mission at the start of this mission -- for red alert
1413 // save the state of the campaign in the campaign save file and move to the end_game state
1414 if (Campaign.type == CAMPAIGN_TYPE_SINGLE) {
1415 mission_campaign_savefile_save();
1419 // free up the goals and events which were just malloced. It's kind of like erasing any fact
1420 // that the player played this mission in the campaign.
1421 free( mission->goals );
1422 mission->num_goals = 0;
1424 free( mission->events );
1425 mission->num_events = 0;
1427 Sexp_nodes[mission->formula].value = SEXP_UNKNOWN;
1431 if (Campaign.missions[Campaign.next_mission].flags & CMISSION_FLAG_BASTION){
1432 Player->on_bastion = 1;
1434 Player->on_bastion = 0;
1437 mission_campaign_next_mission(); // sets up whatever needs to be set to actually play next mission
1440 // called when the game closes -- to get rid of memory errors for Bounds checker
1441 void mission_campaign_close()
1446 free(Campaign.desc);
1448 // be sure to remove all old malloced strings of Mission_names
1449 // we must also free any goal stuff that was from a previous campaign
1450 for ( i=0; i<Campaign.num_missions; i++ ) {
1451 if ( Campaign.missions[i].name ){
1452 free(Campaign.missions[i].name);
1455 if (Campaign.missions[i].notes){
1456 free(Campaign.missions[i].notes);
1459 if ( Campaign.missions[i].num_goals > 0 ){
1460 free ( Campaign.missions[i].goals );
1463 if ( Campaign.missions[i].num_events > 0 ){
1464 free ( Campaign.missions[i].events );
1467 // the next three are strdup'd return values from parselo.cpp
1468 if (Campaign.missions[i].mission_loop_desc) {
1469 free(Campaign.missions[i].mission_loop_desc);
1472 if (Campaign.missions[i].mission_loop_brief_anim) {
1473 free(Campaign.missions[i].mission_loop_brief_anim);
1476 if (Campaign.missions[i].mission_loop_brief_sound) {
1477 free(Campaign.missions[i].mission_loop_brief_sound);
1480 if ( !Fred_running ){
1481 sexp_unmark_persistent(Campaign.missions[i].formula); // free any sexpression nodes used by campaign.
1484 Campaign.missions[i].num_goals = 0;
1485 Campaign.missions[i].num_events = 0;
1489 // call from game_shutdown() ONLY!!!
1490 void mission_campaign_shutdown()
1494 for (i=0; i<MAX_CAMPAIGNS; i++) {
1495 if (Campaign_names[i] != NULL) {
1496 free(Campaign_names[i]);
1497 Campaign_names[i] = NULL;
1500 if (Campaign_file_names[i] != NULL) {
1501 free(Campaign_file_names[i]);
1502 Campaign_file_names[i] = NULL;
1507 // extract the mission filenames for a campaign.
1509 // filename => name of campaign file
1510 // dest => storage for the mission filename, must be already allocated
1511 // num => output parameter for the number of mission filenames in the campaign
1513 // note that dest should allocate at least dest[MAX_CAMPAIGN_MISSIONS][NAME_LENGTH]
1514 int mission_campaign_get_filenames(const char *filename, char dest[][NAME_LENGTH], int *num)
1518 // read the mission file and get the list of mission filenames
1519 if ((rval = setjmp(parse_abort)) != 0) {
1523 read_file_text(filename);
1524 SDL_assert(strlen(filename) < MAX_FILENAME_LEN - 1); // make sure no overflow
1527 required_string("$Name:");
1528 advance_to_eoln(NULL);
1530 required_string( "$Type:" );
1531 advance_to_eoln(NULL);
1533 // parse the mission file and actually read in the mission stuff
1535 while ( skip_to_string("$Mission:") == 1 ) {
1536 stuff_string(dest[*num], F_NAME, NULL);
1544 // function to read the goals and events from a mission in a campaign file and store that information
1545 // in the campaign structure for use in the campaign editor, error checking, etc
1546 void read_mission_goal_list(int num)
1548 char *filename, notes[NOTES_LENGTH], goals[MAX_GOALS][NAME_LENGTH];
1549 char events[MAX_MISSION_EVENTS][NAME_LENGTH];
1550 int i, z, r, event_count, count = 0;
1552 filename = Campaign.missions[num].name;
1553 if ((r = setjmp(parse_abort))>0) {
1554 Warning(LOCATION, "Error reading \"%s\" (code = %d)", filename, r);
1558 // open localization
1561 read_file_text(filename);
1564 // first, read the mission notes for this mission. Used in campaign editor
1565 if (skip_to_string("#Mission Info")) {
1566 if (skip_to_string("$Notes:")) {
1567 stuff_string(notes, F_NOTES, NULL);
1568 if (Campaign.missions[num].notes){
1569 free(Campaign.missions[num].notes);
1572 Campaign.missions[num].notes = (char *) malloc(strlen(notes) + 1);
1573 SDL_strlcpy(Campaign.missions[num].notes, notes, strlen(notes) + 1);
1578 // skip to events section in the mission file. Events come before goals, so we process them first
1579 if ( skip_to_string("#Events") ) {
1581 if (skip_to_string("$Formula:", "#Goals") != 1){
1585 z = skip_to_string("+Name:", "$Formula:");
1591 stuff_string(events[event_count], F_NAME, NULL);
1593 SDL_snprintf(events[event_count], NAME_LENGTH, NOX("Event #%d"), event_count + 1);
1597 SDL_assert(event_count < MAX_MISSION_EVENTS);
1602 if (skip_to_string("#Goals")) {
1604 if (skip_to_string("$Type:", "#End") != 1){
1608 z = skip_to_string("+Name:", "$Type:");
1614 stuff_string(goals[count], F_NAME, NULL);
1616 SDL_snprintf(goals[count], NAME_LENGTH, NOX("Goal #%d"), count + 1);
1620 SDL_assert(count < MAX_GOALS);
1624 Campaign.missions[num].num_goals = count;
1626 Campaign.missions[num].goals = (mgoal *) malloc(count * sizeof(mgoal));
1627 SDL_assert(Campaign.missions[num].goals); // make sure we got the memory
1628 memset(Campaign.missions[num].goals, 0, count * sizeof(mgoal));
1630 for (i=0; i<count; i++){
1631 SDL_strlcpy(Campaign.missions[num].goals[i].name, goals[i], sizeof(Campaign.missions[num].goals[i].name));
1635 Campaign.missions[num].num_events = event_count;
1637 Campaign.missions[num].events = (mevent *)malloc(event_count * sizeof(mevent));
1638 SDL_assert ( Campaign.missions[num].events );
1639 memset(Campaign.missions[num].events, 0, event_count * sizeof(mevent));
1641 for (i = 0; i < event_count; i++ ){
1642 SDL_strlcpy(Campaign.missions[num].events[i].name, events[i], sizeof(Campaign.missions[num].events[i].name));
1646 // close localization
1650 // function to return index into Campaign's list of missions of the mission with the given
1651 // filename. This function tried to be a little smart about filename looking for the .fsm
1652 // extension since filenames are stored with the extension in the campaign file. Returns
1653 // index of mission in campaign structure. -1 if mission name not found.
1654 int mission_campaign_find_mission( const char *name )
1657 char realname[MAX_FILENAME_LEN];
1659 // look for an extension on the file. If no extension, add default ".fsm" onto the
1660 // end of the filename
1661 if ( SDL_strchr(name, '.') == NULL ){
1662 SDL_snprintf(realname, sizeof(realname), NOX("%s%s"), name, FS_MISSION_FILE_EXT );
1664 SDL_strlcpy(realname, name, sizeof(realname));
1667 for (i = 0; i < Campaign.num_missions; i++ ) {
1668 if ( !SDL_strcasecmp(realname, Campaign.missions[i].name) ){
1676 void mission_campaign_maybe_play_movie(int type)
1681 // only support pre mission movies for now.
1682 SDL_assert ( type == CAMPAIGN_MOVIE_PRE_MISSION );
1684 if ( !(Game_mode & GM_CAMPAIGN_MODE) )
1687 mission = Campaign.current_mission;
1688 SDL_assert( mission != -1 );
1690 // get a possible filename for a movie to play.
1693 case CAMPAIGN_MOVIE_PRE_MISSION:
1694 if ( strlen(Campaign.missions[mission].briefing_cutscene) )
1695 filename = Campaign.missions[mission].briefing_cutscene;
1703 // no filename, no movie!
1707 movie_play( filename );
1710 // return nonzero if the passed filename is a multiplayer campaign, 0 otherwise
1711 int mission_campaign_parse_is_multi(const char *filename, char *name, const int max_len)
1716 read_file_text( filename );
1719 required_string("$Name:");
1720 stuff_string( temp, F_NAME, NULL );
1722 SDL_strlcpy( name, temp, max_len );
1724 required_string( "$Type:" );
1725 stuff_string( temp, F_NAME, NULL );
1727 for (i = 0; i < MAX_CAMPAIGN_TYPES; i++ ) {
1728 if ( !SDL_strcasecmp(temp, campaign_types[i]) ) {
1733 Error(LOCATION, "Unknown campaign type %s", temp );
1737 // functions to save persistent information during a mission -- which then might or might not get
1738 // saved out when the mission is over depending on whether player replays mission or commits.
1739 void mission_campaign_save_persistent( int type, int sindex )
1741 // based on the type of information, save it off for possible saving into the campsign
1742 // savefile when the mission is over
1743 if ( type == CAMPAIGN_PERSISTENT_SHIP ) {
1744 SDL_assert( Num_granted_ships < MAX_SHIP_TYPES );
1745 Granted_ships[Num_granted_ships] = sindex;
1746 Num_granted_ships++;
1747 } else if ( type == CAMPAIGN_PERSISTENT_WEAPON ) {
1748 SDL_assert( Num_granted_weapons < MAX_WEAPON_TYPES );
1749 Granted_weapons[Num_granted_weapons] = sindex;
1750 Num_granted_weapons++;
1755 // returns 0: loaded, !0: error
1756 int mission_load_up_campaign()
1758 if (strlen(Player->current_campaign))
1759 return mission_campaign_load(Player->current_campaign);
1761 return mission_campaign_load(BUILTIN_CAMPAIGN);
1764 // for end of campaign in the single player game. Called when the end of campaign state is
1765 // entered, which is triggered when the end-campaign sexpression is hit
1767 void mission_campaign_end_init()
1769 // no need to do any initialization.
1772 void mission_campaign_end_do()
1775 event_music_level_close();
1776 mission_goal_fail_incomplete();
1777 scoring_level_close();
1778 mission_campaign_mission_over();
1781 movie_play("endgame.mve");
1783 // eventually we'll want to play one of two options (good ending or bad ending)
1784 // did the supernova blow?
1785 if(Supernova_status == SUPERNOVA_HIT){
1786 movie_play_two("endpart1.mve", "endprt2b.mve"); // good ending
1788 movie_play_two("endpart1.mve", "endprt2a.mve"); // good ending
1792 #if defined(FS2_DEMO) || defined(FS1_DEMO)
1793 gameseq_post_event( GS_EVENT_END_DEMO );
1794 #elif defined(MAKE_FS1)
1795 gameseq_post_event( GS_STATE_END_OF_CAMPAIGN );
1797 gameseq_post_event( GS_EVENT_MAIN_MENU );
1801 void mission_campaign_end_close()
1803 // nothing to do here.
1807 // skip to the next mission in the campaign
1808 // this also posts the state change by default. pass 0 to override that
1809 void mission_campaign_skip_to_next(int start_game)
1811 // mark all goals/events complete
1812 // these do not really matter, since is-previous-event-* and is-previous-goal-* sexps check
1813 // to see if the mission was skipped, and use defaults accordingly.
1814 mission_goal_mark_objectives_complete();
1815 mission_goal_mark_events_complete();
1817 // mark mission as skipped
1818 Campaign.missions[Campaign.current_mission].flags |= CMISSION_FLAG_SKIPPED;
1821 mission_campaign_store_goals_and_events();
1823 // now set the next mission
1824 mission_campaign_eval_next_mission();
1826 // clear out relevant player vars
1827 Player->failures_this_session = 0;
1828 Player->show_skip_popup = 1;
1831 // proceed to next mission or main hall
1832 if ((Campaign.missions[Campaign.current_mission].has_mission_loop) && (Campaign.loop_mission != -1)) {
1833 // go to loop solicitation
1834 gameseq_post_event(GS_EVENT_LOOP_BRIEF);
1836 // closes out mission stuff, sets up next one
1837 mission_campaign_mission_over();
1839 if ( Campaign.next_mission == -1 ) {
1840 // go to main hall, tha campaign is over!
1841 gameseq_post_event(GS_EVENT_MAIN_MENU);
1843 // go to next mission
1844 gameseq_post_event(GS_EVENT_START_GAME);
1851 // breaks your ass out of the loop
1852 // this also posts the state change
1853 void mission_campaign_exit_loop()
1855 // set campaign to loop reentry point
1856 Campaign.next_mission = Campaign.loop_reentry;
1857 Campaign.current_mission = -1;
1858 Campaign.loop_enabled = 0;
1860 // set things up for next mission
1861 mission_campaign_next_mission();
1862 gameseq_post_event(GS_EVENT_START_GAME);
1866 // used for jumping to a particular campaign mission
1867 // all pvs missions marked skipped
1868 // this relies on correct mission ordering in the campaign file
1869 void mission_campaign_jump_to_mission(const char *name)
1872 char dest_name[64] = { 0 };
1874 // load in the campaign junk
1875 mission_load_up_campaign();
1877 // tack the .fs2 onto the input name
1878 SDL_strlcpy(dest_name, cf_add_ext(name, FS_MISSION_FILE_EXT), sizeof(dest_name));
1880 // search for our mission
1881 for (i=0; i<Campaign.num_missions; i++) {
1882 if ((Campaign.missions[i].name != NULL) && !SDL_strcasecmp(Campaign.missions[i].name, dest_name) ) {
1883 Campaign.next_mission = i;
1884 Campaign.prev_mission = i-1;
1885 mission_campaign_next_mission();
1886 Game_mode |= GM_CAMPAIGN_MODE;
1887 gameseq_post_event(GS_EVENT_START_GAME);
1890 Campaign.missions[i].flags |= CMISSION_FLAG_SKIPPED;
1891 Campaign.num_missions_completed = i;
1895 // if we got here, no match was found
1896 // restart the campaign
1897 mission_campaign_savefile_delete(Campaign.filename);
1898 mission_campaign_load(Campaign.filename);