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>
205 #include "missioncampaign.h"
206 #include "gamesequence.h"
209 #include "missionload.h"
210 #include "freespace.h"
214 #include "missiongoals.h"
217 #include "techmenu.h"
218 #include "eventmusic.h"
219 #include "alphacolors.h"
220 #include "localize.h"
221 #include "supernova.h"
223 // mission disk stuff
224 #define CAMPAIGN_SAVEFILE_MAX_SHIPS_OLD 75
225 #define CAMPAIGN_SAVEFILE_MAX_WEAPONS_OLD 44
227 #define CAMPAIGN_INITIAL_RELEASE_FILE_VERSION 6
229 // campaign wasn't ended
230 int Campaign_ended_in_mission = 0;
232 // stuff for selecting campaigns. We need to keep both arrays around since we display the
233 // list of campaigns by name, but must load campaigns by filename
234 char *Campaign_names[MAX_CAMPAIGNS];
235 char *Campaign_file_names[MAX_CAMPAIGNS];
238 const char *campaign_types[MAX_CAMPAIGN_TYPES] =
247 // modules local variables to deal with getting new ships/weapons available to the player
248 int Num_granted_ships, Num_granted_weapons; // per mission counts of new ships and weapons
249 int Granted_ships[MAX_SHIP_TYPES];
250 int Granted_weapons[MAX_WEAPON_TYPES];
252 // variables to control the UI stuff for loading campaigns
253 static UI_WINDOW Campaign_window;
254 static UI_LISTBOX Campaign_listbox;
255 static UI_BUTTON Campaign_okb, Campaign_cancelb;
260 // variables with deal with the campaign save file
261 #define CAMPAIGN_FILE_VERSION 12
262 //#define CAMPAIGN_FILE_COMPATIBLE_VERSION CAMPAIGN_INITIAL_RELEASE_FILE_VERSION
263 #define CAMPAIGN_FILE_COMPATIBLE_VERSION CAMPAIGN_FILE_VERSION
264 #define CAMPAIGN_FILE_ID 0xbeefcafe
266 // variables with deal with the campaign stats save file
267 #define CAMPAIGN_STATS_FILE_VERSION 1
268 #define CAMPAIGN_STATS_FILE_COMPATIBLE_VERSION 1
269 #define CAMPAIGN_STATS_FILE_ID 0xabbadaad
271 // mission_campaign_get_name returns a string (which is malloced in this routine) of the name
272 // of the given freespace campaign file. In the type field, we return if the campaign is a single
273 // player or multiplayer campaign. The type field will only be valid if the name returned is non-NULL
274 int mission_campaign_get_info(const char *filename, char *name, int *type, int *max_players, char **desc)
277 char campaign_type[NAME_LENGTH], fname[MAX_FILENAME_LEN];
279 SDL_assert( name != NULL );
280 SDL_assert( type != NULL );
285 SDL_strlcpy(fname, filename, SDL_arraysize(fname));
286 if ((strlen(fname) < 4) || SDL_strcasecmp(fname + strlen(fname) - 4, FS_CAMPAIGN_FILE_EXT)){
287 SDL_strlcat(fname, FS_CAMPAIGN_FILE_EXT, SDL_arraysize(fname));
290 SDL_assert(strlen(fname) < MAX_FILENAME_LEN);
293 read_file_text( fname );
295 required_string("$Name:");
297 stuff_string( name, F_NAME, NULL );
298 if ( name == NULL ) {
300 nprintf(("Warning", "No name found for campaign file %s\n", filename));
302 // close localization
308 required_string( "$Type:" );
309 stuff_string( campaign_type, F_NAME, NULL );
312 for (i=0; i<MAX_CAMPAIGN_TYPES; i++) {
313 if ( !SDL_strcasecmp(campaign_type, campaign_types[i]) ) {
320 if (optional_string("+Description:")) {
321 *desc = stuff_and_malloc_string(F_MULTITEXT, NULL, MISSION_DESC_LENGTH);
325 // if this is a multiplayer campaign, get the max players
327 skip_to_string("+Num Players:");
328 stuff_int(max_players);
331 // if we found a valid campaign type
333 // close localization
338 } catch (parse_error_t rval) {
339 if (rval == PARSE_ERROR_FILE_NOT_FOUND) {
340 // close localization
346 Error(LOCATION, "Error parsing '%s'\r\nError code = %i.\r\n", fname, (int)rval);
349 Int3(); // get Allender -- incorrect type found
351 // close localization
357 // parses campaign and returns a list of missions in it. Returns number of missions added to
358 // the 'list', and up to 'max' missions may be added to 'list'. Returns negative on error.
360 int mission_campaign_get_mission_list(const char *filename, char **list, int max)
363 char name[NAME_LENGTH];
365 filename = cf_add_ext(filename, FS_CAMPAIGN_FILE_EXT);
367 // read the mission file and get the list of mission filenames
369 read_file_text(filename);
372 while (skip_to_string("$Mission:") > 0) {
373 stuff_string(name, F_NAME, NULL);
375 list[num++] = strdup(name);
377 } catch (parse_error_t) {
378 // since we can't return count of allocated elements, free them instead
379 for (i=0; i<num; i++)
388 // gets optional ship/weapon information
389 void mission_campaign_get_sw_info()
391 int i, count, ship_list[MAX_SHIP_TYPES], weapon_list[MAX_WEAPON_TYPES];
393 // set allowable ships to the SIF_PLAYER_SHIPs
394 memset( Campaign.ships_allowed, 0, sizeof(Campaign.ships_allowed) );
395 for (i = 0; i < MAX_SHIP_TYPES; i++ ) {
396 if ( Ship_info[i].flags & SIF_PLAYER_SHIP )
397 Campaign.ships_allowed[i] = 1;
400 for (i = 0; i < MAX_WEAPON_TYPES; i++ )
401 Campaign.weapons_allowed[i] = 1;
403 if ( optional_string("+Starting Ships:") ) {
404 for (i = 0; i < MAX_SHIP_TYPES; i++ )
405 Campaign.ships_allowed[i] = 0;
407 count = stuff_int_list(ship_list, MAX_SHIP_TYPES, SHIP_INFO_TYPE);
409 // now set the array elements stating which ships we are allowed
410 for (i = 0; i < count; i++ ) {
411 if ( Ship_info[ship_list[i]].flags & SIF_PLAYER_SHIP )
412 Campaign.ships_allowed[ship_list[i]] = 1;
416 if ( optional_string("+Starting Weapons:") ) {
417 for (i = 0; i < MAX_WEAPON_TYPES; i++ )
418 Campaign.weapons_allowed[i] = 0;
420 count = stuff_int_list(weapon_list, MAX_WEAPON_TYPES, WEAPON_POOL_TYPE);
422 // now set the array elements stating which ships we are allowed
423 for (i = 0; i < count; i++ )
424 Campaign.weapons_allowed[weapon_list[i]] = 1;
428 // mission_campaign_load starts a new campaign. It reads in the mission information in the campaign file
429 // It also sets up all variables needed inside of the game to deal with starting mission numbers, etc
431 // Note: Due to difficulties in generalizing this function, parts of it are duplicated throughout
432 // this file. If you change the format of the campaign file, you should be sure these related
433 // functions work properly and update them if it breaks them.
434 int mission_campaign_load( const char *filename, int load_savefile )
437 char name[NAME_LENGTH], type[NAME_LENGTH];
439 filename = cf_add_ext(filename, FS_CAMPAIGN_FILE_EXT);
444 // read the mission file and get the list of mission filenames
446 // be sure to remove all old malloced strings of Mission_names
447 // we must also free any goal stuff that was from a previous campaign
448 // this also frees sexpressions so the next call to init_sexp will be able to reclaim
449 // nodes previously used by another campaign.
450 mission_campaign_close();
452 SDL_strlcpy( Campaign.filename, filename, SDL_arraysize(Campaign.filename) );
454 // only initialize the sexpression stuff when Fred isn't running. It'll screw things up major
456 if ( !Fred_running ){
457 init_sexp(); // must initialize the sexpression stuff
460 read_file_text( filename );
462 memset( &Campaign, 0, sizeof(Campaign) );
464 // copy filename to campaign structure minus the extension
465 len = min(strlen(filename) - 4 + 1, SDL_arraysize(Campaign.filename));
466 SDL_strlcpy(Campaign.filename, filename, len);
468 required_string("$Name:");
469 stuff_string( name, F_NAME, NULL );
471 //Store campaign name in the global struct
472 SDL_strlcpy( Campaign.name, name, SDL_arraysize(Campaign.name) );
474 required_string( "$Type:" );
475 stuff_string( type, F_NAME, NULL );
477 for (i = 0; i < MAX_CAMPAIGN_TYPES; i++ ) {
478 if ( !SDL_strcasecmp(type, campaign_types[i]) ) {
484 if ( i == MAX_CAMPAIGN_TYPES )
485 Error(LOCATION, "Unknown campaign type %s!", type);
487 Campaign.desc = NULL;
488 if (optional_string("+Description:"))
489 Campaign.desc = stuff_and_malloc_string(F_MULTITEXT, NULL, MISSION_DESC_LENGTH);
491 // if the type is multiplayer -- get the number of players
492 Campaign.num_players = 0;
493 if ( Campaign.type != CAMPAIGN_TYPE_SINGLE) {
494 required_string("+Num players:");
495 stuff_int( &(Campaign.num_players) );
499 // check if mission disk -
500 // doesn't do anything but prevent non fatal error messages
501 optional_string("+Missiondisk");
504 // parse the optional ship/weapon information
505 mission_campaign_get_sw_info();
507 // parse the mission file and actually read in the mission stuff
508 Campaign.num_missions = 0;
509 while ( required_string_either("#End", "$Mission:") ) {
512 required_string("$Mission:");
513 stuff_string(name, F_NAME, NULL);
514 cm = &Campaign.missions[Campaign.num_missions];
515 cm->name = strdup(name);
517 cm->briefing_cutscene[0] = 0;
518 if ( optional_string("+Briefing Cutscene:") )
519 stuff_string( cm->briefing_cutscene, F_NAME, NULL );
522 if (optional_string("+Flags:"))
523 stuff_int(&cm->flags);
526 if ( optional_string("+Formula:") ) {
527 cm->formula = get_sexp_main();
528 if ( !Fred_running ) {
529 SDL_assert ( cm->formula != -1 );
530 sexp_mark_persistent( cm->formula );
533 if ( cm->formula == -1 ){
534 // close localization
537 return CAMPAIGN_ERROR_SEXP_EXHAUSTED;
542 // Do misison looping stuff
543 cm->has_mission_loop = 0;
544 if ( optional_string("+Mission Loop:") ) {
545 cm->has_mission_loop = 1;
548 cm->mission_loop_desc = NULL;
549 if ( optional_string("+Mission Loop Text:")) {
550 cm->mission_loop_desc = stuff_and_malloc_string(F_MULTITEXT, NULL, MISSION_DESC_LENGTH);
553 cm->mission_loop_brief_anim = NULL;
554 if ( optional_string("+Mission Loop Brief Anim:")) {
555 cm->mission_loop_brief_anim = stuff_and_malloc_string(F_MULTITEXT, NULL, MAX_FILENAME_LEN);
558 cm->mission_loop_brief_sound = NULL;
559 if ( optional_string("+Mission Loop Brief Sound:")) {
560 cm->mission_loop_brief_sound = stuff_and_malloc_string(F_MULTITEXT, NULL, MAX_FILENAME_LEN);
563 cm->mission_loop_formula = -1;
564 if ( optional_string("+Formula:") ) {
565 cm->mission_loop_formula = get_sexp_main();
566 if ( !Fred_running ) {
567 SDL_assert ( cm->mission_loop_formula != -1 );
568 sexp_mark_persistent( cm->mission_loop_formula );
571 if ( cm->mission_loop_formula == -1 ){
572 // close localization
575 return CAMPAIGN_ERROR_SEXP_EXHAUSTED;
580 if (optional_string("+Level:")) {
581 stuff_int( &cm->level );
582 if ( cm->level == 0 ) // check if the top (root) of the whole tree
583 Campaign.next_mission = Campaign.num_missions;
586 Campaign.realign_required = 1;
588 if (optional_string("+Position:"))
589 stuff_int( &cm->pos );
591 Campaign.realign_required = 1;
605 Campaign.num_missions++;
607 } catch (parse_error_t rval) {
608 (void)rval; // suppress unused warning in release build
609 mprintf(("Error parsing '%s'\r\nError code = %i.\r\n", filename, (int)rval));
611 // close localization
614 return CAMPAIGN_ERROR_CORRUPT;
617 // set up the other variables for the campaign stuff. After initializing, we must try and load
618 // the campaign save file for this player. Since all campaign loads go through this routine, I
619 // think this place should be the only necessary place to load the campaign save stuff. The campaign
620 // save file will get written when a mission has ended by player choice.
621 Campaign.next_mission = 0;
622 Campaign.prev_mission = -1;
623 Campaign.current_mission = -1;
625 // loading the campaign will get us to the current and next mission that the player must fly
626 // plus load all of the old goals that future missions might rely on.
627 if (!Fred_running && load_savefile && (Campaign.type == CAMPAIGN_TYPE_SINGLE)) {
628 mission_campaign_savefile_load(Campaign.filename);
631 // close localization
637 // mission_campaign_load_by_name() loads up a freespace campaign given the filename. This routine
638 // is used to load up campaigns when a pilot file is loaded. Generally, the
639 // filename will probably be the freespace campaign file, but not necessarily.
640 int mission_campaign_load_by_name( const char *filename )
642 char real_filename[MAX_FILENAME_LEN+1] = { 0 };
643 char name[NAME_LENGTH],test[5];
644 int type,max_players;
646 // make sure to tack on .fsc on the end if its not there already
647 if(strlen(filename) > 0){
648 SDL_strlcpy(real_filename, filename, MAX_FILENAME_LEN);
650 if(strlen(real_filename) > 4){
651 SDL_strlcpy(test, real_filename+(strlen(real_filename)-4), SDL_arraysize(test));
652 if(strcmp(test, FS_CAMPAIGN_FILE_EXT)!=0){
653 SDL_strlcat(real_filename, FS_CAMPAIGN_FILE_EXT, SDL_arraysize(real_filename));
656 SDL_strlcat(real_filename, FS_CAMPAIGN_FILE_EXT, SDL_arraysize(real_filename));
659 Error(LOCATION,"Tried to load campaign file with illegal length/extension!");
662 if (!mission_campaign_get_info(real_filename, name, &type, &max_players)){
667 Campaign_file_names[Num_campaigns] = real_filename;
668 Campaign_names[Num_campaigns] = name;
670 mission_campaign_load(real_filename);
674 int mission_campaign_load_by_name_csfe( const char *filename, const char *callsign )
676 Game_mode |= GM_NORMAL;
677 SDL_strlcpy(Player->callsign, callsign, SDL_arraysize(Player->callsign));
678 return mission_campaign_load_by_name( filename);
682 // mission_campaign_init initializes some variables then loads the default Freespace single player campaign.
683 void mission_campaign_init()
685 memset(&Campaign, 0, sizeof(Campaign) );
688 // Fill in the root of the campaign save filename
689 void mission_campaign_savefile_generate_root(char *filename, const int max_len)
691 char base[MAX_FILENAME_LEN];
693 SDL_assert ( strlen(Campaign.filename) != 0 );
695 // build up the filename for the save file. There could be a problem with filename length,
696 // but this problem can get fixed in several ways -- ignore the problem for now though.
697 base_filename(Campaign.filename, base, SDL_arraysize(base));
698 SDL_assert ( (int)(strlen(base) + strlen(Player->callsign)) < max_len );
700 SDL_snprintf( filename, max_len, NOX("%s.%s."), Player->callsign, base );
703 // mission_campaign_savefile_save saves the state of the campaign. This function will probably always be called
704 // then the player is done flying a mission in the campaign path. It will save the missions played, the
705 // state of the goals, etc.
707 int mission_campaign_savefile_save()
709 char filename[MAX_PATH_LEN];
711 int i,j, mission_count;
713 memset(filename, 0, sizeof(filename));
714 mission_campaign_savefile_generate_root(filename, SDL_arraysize(filename));
716 // name the file differently depending on whether we're in single player or multiplayer mode
717 // single player : *.csg
718 SDL_strlcat( filename, NOX("csg"), SDL_arraysize(filename) );
720 fp = cfopen(filename,"wb", CFILE_NORMAL, CF_TYPE_SINGLE_PLAYERS);
725 // Write out campaign file info
726 cfwrite_int( CAMPAIGN_FILE_ID,fp );
727 cfwrite_int( CAMPAIGN_FILE_VERSION,fp );
729 // put in the file signature (single or multiplayer campaign) - see MissionCampaign.h for the #defines
730 cfwrite_int( CAMPAIGN_SINGLE_PLAYER_SIG, fp );
732 // do we need to write out the filename of the campaign?
733 cfwrite_string_len( Campaign.filename, fp );
734 cfwrite_int( Campaign.prev_mission, fp );
735 cfwrite_int( Campaign.next_mission, fp );
736 cfwrite_int( Campaign.loop_reentry, fp );
737 cfwrite_int( Campaign.loop_enabled, fp );
739 // write out the information for ships/weapons which this player is allowed to use
740 cfwrite_int(Num_ship_types, fp);
741 cfwrite_int(Num_weapon_types, fp);
742 for ( i = 0; i < Num_ship_types; i++ ){
743 cfwrite_char( Campaign.ships_allowed[i], fp );
746 for ( i = 0; i < Num_weapon_types; i++ ){
747 cfwrite_char( Campaign.weapons_allowed[i], fp );
750 // write out the completed mission matrix. Used to tell which missions the player
751 // can replay in the simulator. Also, each completed mission contains a list of the goals
752 // that were in the mission along with the goal completion status.
753 cfwrite_int( Campaign.num_missions_completed, fp );
754 for (i = 0; i < MAX_CAMPAIGN_MISSIONS; i++ ) {
755 if ( Campaign.missions[i].completed ) {
756 cfwrite_int( i, fp );
757 cfwrite_int( Campaign.missions[i].num_goals, fp );
758 for ( j = 0; j < Campaign.missions[i].num_goals; j++ ) {
759 cfwrite_string_len( Campaign.missions[i].goals[j].name, fp );
760 cfwrite_char( Campaign.missions[i].goals[j].status, fp );
762 cfwrite_int( Campaign.missions[i].num_events, fp );
763 for ( j = 0; j < Campaign.missions[i].num_events; j++ ) {
764 cfwrite_string_len( Campaign.missions[i].events[j].name, fp );
765 cfwrite_char( Campaign.missions[i].events[j].status, fp );
769 cfwrite_int(Campaign.missions[i].flags, fp);
776 // ugh! due to horrible bug, the stats saved at the end of every level were not written
777 // out to disk. Write out a seperate file to do this. We will only read it in if we actually
779 memset(filename, 0, sizeof(filename));
780 mission_campaign_savefile_generate_root(filename, SDL_arraysize(filename));
782 // name the file differently depending on whether we're in single player or multiplayer mode
783 // single player : *.csg
784 SDL_strlcat( filename, NOX("css"), SDL_arraysize(filename) );
786 fp = cfopen(filename,"wb", CFILE_NORMAL, CF_TYPE_SINGLE_PLAYERS);
791 // Write out campaign file info
792 cfwrite_int( CAMPAIGN_STATS_FILE_ID,fp );
793 cfwrite_int( CAMPAIGN_STATS_FILE_VERSION,fp );
795 // determine how many missions we are saving -- I think that this method is safer than the method
796 // I used for release
798 for ( i = 0; i < Campaign.num_missions; i++ ) {
799 if ( Campaign.missions[i].completed ) {
804 // write out the stats information to disk.
805 cfwrite_int( mission_count, fp );
806 for (i = 0; i < Campaign.num_missions; i++ ) {
807 if ( Campaign.missions[i].completed ) {
808 cfwrite_int( i, fp );
809 cfwrite( &Campaign.missions[i].stats, sizeof(scoring_struct), 1, fp );
818 // The following function always only ever ever ever called by CSFE!!!!!
819 int campaign_savefile_save(const char *pname)
821 if (Campaign.type == CAMPAIGN_TYPE_SINGLE)
822 Game_mode &= ~GM_MULTIPLAYER;
824 Game_mode |= GM_MULTIPLAYER;
826 SDL_strlcpy(Player->callsign, pname, SDL_arraysize(Player->callsign));
827 //memcpy(&Campaign, camp, sizeof(campaign));
828 return mission_campaign_savefile_save();
832 // the below two functions is internal to this module. It is here so that I can group the save/load
833 // functions together.
836 // mission_campaign_savefile_delete deletes any save file in the players directory for the given
838 void mission_campaign_savefile_delete( const char *cfilename, int is_multi )
840 char filename[MAX_PATH_LEN], base[MAX_FILENAME_LEN];
842 base_filename(cfilename, base, SDL_arraysize(base));
844 if ( Player->flags & PLAYER_FLAGS_IS_MULTI ) {
845 return; // no such thing as a multiplayer campaign savefile
848 SDL_snprintf( filename, SDL_arraysize(filename), NOX("%s.%s.csg"), Player->callsign, base );
850 cf_delete( filename, CF_TYPE_SINGLE_PLAYERS );
853 void campaign_delete_save( const char *cfn, const char *pname)
855 SDL_strlcpy(Player->callsign, pname, SDL_arraysize(Player->callsign));
856 mission_campaign_savefile_delete(cfn);
859 // next function deletes all the save files for this particular pilot. Just call cfile function
860 // which will delete multiple files
861 // Player_select_mode tells us whether we are deleting single or multiplayer files
862 void mission_campaign_delete_all_savefiles( const char *pilot_name, int is_multi )
864 int dir_type, num_files, i;
865 char *names[MAX_CAMPAIGNS], spec[MAX_FILENAME_LEN + 2];
868 int (*filter_save)(const char *filename);
871 return; // can't have multiplayer campaign save files
875 dir_type = CF_TYPE_SINGLE_PLAYERS;
877 SDL_snprintf(spec, SDL_arraysize(spec), NOX("%s.*%s"), pilot_name, ext);
879 // HACK HACK HACK HACK!!!! cf_get_file_list is not reentrant. Pretty dumb because it should
880 // be. I have to save any file filters
881 filter_save = Get_file_list_filter;
882 Get_file_list_filter = NULL;
883 num_files = cf_get_file_list(MAX_CAMPAIGNS, names, dir_type, spec);
884 Get_file_list_filter = filter_save;
886 for (i=0; i<num_files; i++) {
887 SDL_strlcpy(filename, names[i], SDL_arraysize(filename));
888 SDL_strlcat(filename, ext, SDL_arraysize(filename));
889 cf_delete(filename, dir_type);
894 // mission_campaign_savefile_load takes a filename of a campaign file as a parameter and loads all
895 // of the information stored in the campaign file.
896 void mission_campaign_savefile_load( const char *cfilename )
898 char filename[MAX_PATH_LEN], base[MAX_FILENAME_LEN];
899 int version, i, num, j, num_stats_blocks;
903 SDL_assert ( strlen(cfilename) != 0 );
905 // probably only called from single player games anymore!!! should be anyway
906 SDL_assert( Game_mode & GM_NORMAL ); // get allender or DaveB. trying to save campaign in multiplayer
908 // build up the filename for the save file. There could be a problem with filename length,
909 // but this problem can get fixed in several ways -- ignore the problem for now though.
910 base_filename(cfilename, base, SDL_arraysize(base));
911 SDL_assert ( (strlen(base) + strlen(Player->callsign)) < SDL_arraysize(filename) );
913 if(Game_mode & GM_MULTIPLAYER)
914 SDL_snprintf( filename, SDL_arraysize(filename), NOX("%s.%s.msg"), Player->callsign, base );
916 SDL_snprintf( filename, SDL_arraysize(filename), NOX("%s.%s.csg"), Player->callsign, base );
918 fp = cfopen(filename, "rb", CFILE_NORMAL, CF_TYPE_SINGLE_PLAYERS );
922 id = cfread_int( fp );
923 if ( id != CAMPAIGN_FILE_ID ) {
924 Warning(LOCATION, "Campaign save file has invalid signature");
929 version = cfread_int( fp );
930 if ( version < CAMPAIGN_FILE_COMPATIBLE_VERSION ) {
931 Warning(LOCATION, "Campaign save file too old -- not compatible. Deleting file.\nYou can continue from here without trouble\n\n");
933 cf_delete( filename, CF_TYPE_SINGLE_PLAYERS );
937 // verify that we are loading the correct type of campaign file for the mode that we are in.
939 type_sig = cfread_int( fp );
941 type_sig = CAMPAIGN_SINGLE_PLAYER_SIG;
943 SDL_assert( ((Game_mode & GM_MULTIPLAYER) && (type_sig==CAMPAIGN_MULTI_PLAYER_SIG)) || (!(Game_mode & GM_MULTIPLAYER) && (type_sig==CAMPAIGN_SINGLE_PLAYER_SIG)) );
945 Campaign.type = type_sig == CAMPAIGN_SINGLE_PLAYER_SIG ? CAMPAIGN_TYPE_SINGLE : CAMPAIGN_TYPE_MULTI_COOP;
947 // read in the filename of the campaign and compare the filenames to be sure that
948 // we are reading data that really belongs to this campaign. I think that this check
950 cfread_string_len( filename, SDL_arraysize(filename), fp );
951 /*if ( SDL_strcasecmp( filename, cfilename) ) { // Used to be !SDL_strcasecmp. How did this ever work? --MK, 11/9/97
952 Warning(LOCATION, "Campaign save file appears corrupt because of mismatching filenames.");
957 Campaign.prev_mission = cfread_int( fp );
958 Campaign.next_mission = cfread_int( fp );
959 Campaign.loop_reentry = cfread_int( fp );
960 Campaign.loop_enabled = cfread_int( fp );
962 // load information about ships/weapons allowed
963 int ship_count, weapon_count;
965 // if earlier than mission disk version, use old MAX_SHIP_TYPES, otherwise read from the file
966 if(version <= CAMPAIGN_INITIAL_RELEASE_FILE_VERSION){
967 ship_count = CAMPAIGN_SAVEFILE_MAX_SHIPS_OLD;
968 weapon_count = CAMPAIGN_SAVEFILE_MAX_WEAPONS_OLD;
970 ship_count = cfread_int(fp);
971 weapon_count = cfread_int(fp);
974 for ( i = 0; i < ship_count; i++ ){
975 Campaign.ships_allowed[i] = cfread_ubyte( fp );
978 for ( i = 0; i < weapon_count; i++ ){
979 Campaign.weapons_allowed[i] = cfread_ubyte( fp );
982 // read in the completed mission matrix. Used to tell which missions the player
983 // can replay in the simulator. Also, each completed mission contains a list of the goals
984 // that were in the mission along with the goal completion status.
985 Campaign.num_missions_completed = cfread_int( fp );
986 for (i = 0; i < Campaign.num_missions_completed; i++ ) {
987 num = cfread_int( fp );
988 Campaign.missions[num].completed = 1;
989 Campaign.missions[num].num_goals = cfread_int( fp );
991 // be sure to malloc out space for the goals stuff, then zero the memory!!! Don't do malloc
992 // if there are no goals
993 Campaign.missions[num].goals = (mgoal *)malloc( Campaign.missions[num].num_goals * sizeof(mgoal) );
994 if ( Campaign.missions[num].num_goals > 0 ) {
995 memset( Campaign.missions[num].goals, 0, sizeof(mgoal) * Campaign.missions[num].num_goals );
996 SDL_assert( Campaign.missions[num].goals != NULL );
999 // now read in the goal information for this mission
1000 for ( j = 0; j < Campaign.missions[num].num_goals; j++ ) {
1001 cfread_string_len( Campaign.missions[num].goals[j].name, NAME_LENGTH, fp );
1002 Campaign.missions[num].goals[j].status = cfread_char( fp );
1005 // get the events from the savefile
1006 Campaign.missions[num].num_events = cfread_int( fp );
1008 // be sure to malloc out space for the events stuff, then zero the memory!!! Don't do malloc
1009 // if there are no events
1010 // if (Campaign.missions[num].events < 0)
1011 // Campaign.missions[num].events = 0;
1012 Campaign.missions[num].events = (mevent *)malloc( Campaign.missions[num].num_events * sizeof(mevent) );
1013 if ( Campaign.missions[num].num_events > 0 ) {
1014 memset( Campaign.missions[num].events, 0, sizeof(mevent) * Campaign.missions[num].num_events );
1015 SDL_assert( Campaign.missions[num].events != NULL );
1018 // now read in the event information for this mission
1019 for ( j = 0; j < Campaign.missions[num].num_events; j++ ) {
1020 cfread_string_len( Campaign.missions[num].events[j].name, NAME_LENGTH, fp );
1021 Campaign.missions[num].events[j].status = cfread_char( fp );
1025 Campaign.missions[num].flags = cfread_int(fp);
1031 // now, try and read in the campaign stats saved information. This code was added for the 1.03 patch
1032 // since the stats data was never written out to disk. We try and open the file, and if we cannot find
1033 // it, then simply return
1034 SDL_snprintf( filename, SDL_arraysize(filename), NOX("%s.%s.css"), Player->callsign, base );
1036 fp = cfopen(filename, "rb", CFILE_NORMAL, CF_TYPE_SINGLE_PLAYERS );
1040 id = cfread_int( fp );
1041 if ( id != CAMPAIGN_STATS_FILE_ID ) {
1042 Warning(LOCATION, "Campaign stats save file has invalid signature");
1047 version = cfread_int( fp );
1048 if ( version < CAMPAIGN_STATS_FILE_COMPATIBLE_VERSION ) {
1049 Warning(LOCATION, "Campaign save file too old -- not compatible. Deleting file.\nYou can continue from here without trouble\n\n");
1051 cf_delete( filename, CF_TYPE_SINGLE_PLAYERS );
1055 num_stats_blocks = cfread_int( fp );
1056 for (i = 0; i < num_stats_blocks; i++ ) {
1057 num = cfread_int( fp );
1058 cfread( &Campaign.missions[num].stats, sizeof(scoring_struct), 1, fp );
1064 // the following code only ever called by CSFE!!!!
1065 void campaign_savefile_load(const char *fname, const char *pname)
1067 if (Campaign.type==CAMPAIGN_TYPE_SINGLE) {
1068 Game_mode &= ~GM_MULTIPLAYER;
1069 Game_mode &= GM_NORMAL;
1072 Game_mode |= GM_MULTIPLAYER;
1073 SDL_strlcpy(Player->callsign, pname, SDL_arraysize(Player->callsign));
1074 mission_campaign_savefile_load(fname);
1077 // mission_campaign_next_mission sets up the internal veriables of the campaign
1078 // structure so the player can play the next mission. If there are no more missions
1079 // available in the campaign, this function returns -1, else 0 if the mission was
1081 int mission_campaign_next_mission()
1083 if ( (Campaign.next_mission == -1) || (strlen(Campaign.name) == 0) ) // will be set to -1 when there is no next mission
1086 Campaign.current_mission = Campaign.next_mission;
1087 SDL_strlcpy( Game_current_mission_filename, Campaign.missions[Campaign.current_mission].name, MAX_FILENAME_LEN );
1089 // check for end of loop.
1090 if (Campaign.current_mission == Campaign.loop_reentry) {
1091 Campaign.loop_enabled = 0;
1094 // reset the number of persistent ships and weapons for the next campaign mission
1095 Num_granted_ships = 0;
1096 Num_granted_weapons = 0;
1100 // mission_campaign_previous_mission() gets called to go to the previous mission in
1101 // the campaign. Used only for Red Alert missions
1102 int mission_campaign_previous_mission()
1104 if ( !(Game_mode & GM_CAMPAIGN_MODE) )
1107 if ( Campaign.prev_mission == -1 )
1110 Campaign.current_mission = Campaign.prev_mission;
1111 Campaign.next_mission = Campaign.current_mission;
1112 Campaign.num_missions_completed--;
1113 Campaign.missions[Campaign.next_mission].completed = 0;
1114 mission_campaign_savefile_save();
1116 // reset the player stats to be the stats from this level
1117 memcpy( &Player->stats, &Campaign.missions[Campaign.current_mission].stats, sizeof(Player->stats) );
1119 SDL_strlcpy( Game_current_mission_filename, Campaign.missions[Campaign.current_mission].name, MAX_FILENAME_LEN );
1120 Num_granted_ships = 0;
1121 Num_granted_weapons = 0;
1127 // determine what the next mission is after the current one. Because this evaluates an sexp,
1128 // and that could check just about anything, the results are only going to be valid in
1130 // DA 12/09/98 -- To allow for mission loops, need to maintain call with store stats
1131 int mission_campaign_eval_next_mission( int store_stats )
1137 Campaign.next_mission = -1;
1138 cur = Campaign.current_mission;
1139 name = Campaign.missions[cur].name;
1141 mission = &Campaign.missions[cur];
1143 // first we must save the status of the current missions goals in the campaign mission structure.
1144 // After that, we can determine which mission is tagged as the next mission. Finally, we
1145 // can save the campaign save file
1146 // we might have goal and event status if the player replayed a mission
1147 if ( mission->num_goals > 0 ) {
1148 free( mission->goals );
1151 mission->num_goals = Num_goals;
1152 if ( mission->num_goals > 0 ) {
1153 mission->goals = (mgoal *)malloc( sizeof(mgoal) * Num_goals );
1154 SDL_assert( mission->goals != NULL );
1157 // copy the needed info from the Mission_goal struct to our internal structure
1158 for (i = 0; i < Num_goals; i++ ) {
1159 if ( strlen(Mission_goals[i].name) == 0 ) {
1160 char name[NAME_LENGTH];
1162 sprintf(name, NOX("Goal #%d"), i);
1163 //Warning(LOCATION, "Mission goal in mission %s must have a +Name field! using %s for campaign save file\n", mission->name, name);
1164 strcpy( mission->goals[i].name, name);
1166 strcpy( mission->goals[i].name, Mission_goals[i].name );
1167 SDL_assert ( Mission_goals[i].satisfied != GOAL_INCOMPLETE ); // should be true or false at this point!!!
1168 mission->goals[i].status = (char)Mission_goals[i].satisfied;
1171 // do the same thing for events as we did for goals
1172 // we might have goal and event status if the player replayed a mission
1173 if ( mission->num_events > 0 ) {
1174 free( mission->events );
1177 mission->num_events = Num_mission_events;
1178 if ( mission->num_events > 0 ) {
1179 mission->events = (mevent *)malloc( sizeof(mevent) * Num_mission_events );
1180 SDL_assert( mission->events != NULL );
1183 // copy the needed info from the Mission_goal struct to our internal structure
1184 for (i = 0; i < Num_mission_events; i++ ) {
1185 if ( strlen(Mission_events[i].name) == 0 ) {
1186 char name[NAME_LENGTH];
1188 sprintf(name, NOX("Event #%d"), i);
1189 nprintf(("Warning", "Mission goal in mission %s must have a +Name field! using %s for campaign save file\n", mission->name, name));
1190 strcpy( mission->events[i].name, name);
1192 strcpy( mission->events[i].name, Mission_events[i].name );
1194 // getting status for the events is a little different. If the formula value for the event entry
1195 // is -1, then we know the value of the result field will never change. If the formula is
1196 // not -1 (i.e. still being evaluated at mission end time), we will write "incomplete" for the
1198 if ( Mission_events[i].formula == -1 ) {
1199 if ( Mission_events[i].result )
1200 mission->events[i].status = EVENT_SATISFIED;
1202 mission->events[i].status = EVENT_FAILED;
1207 // maybe store the alltime stats which would be current at the end of this mission
1208 if ( store_stats ) {
1209 memcpy( &mission->stats, &Player->stats, sizeof(Player->stats) );
1210 scoring_backout_accept( &mission->stats );
1213 if ( store_stats ) { // second (last) time through, so use choose loop_mission if chosen
1214 if ( Campaign.loop_enabled ) {
1215 Campaign.next_mission = Campaign.loop_mission;
1217 // evaluate next mission (straight path)
1218 if (Campaign.missions[cur].formula != -1) {
1219 flush_sexp_tree(Campaign.missions[cur].formula); // force formula to be re-evaluated
1220 eval_sexp(Campaign.missions[cur].formula); // this should reset Campaign.next_mission to proper value
1225 // evaluate next mission (straight path)
1226 if (Campaign.missions[cur].formula != -1) {
1227 flush_sexp_tree(Campaign.missions[cur].formula); // force formula to be re-evaluated
1228 eval_sexp(Campaign.missions[cur].formula); // this should reset Campaign.next_mission to proper value
1231 // evaluate mission loop mission (if any) so it can be used if chosen
1232 if ( Campaign.missions[cur].has_mission_loop ) {
1233 int copy_next_mission = Campaign.next_mission;
1234 // Set temporarily to -1 so we know if loop formula fails to assign
1235 Campaign.next_mission = -1; // Cannot exit campaign from loop
1236 if (Campaign.missions[cur].mission_loop_formula != -1) {
1237 flush_sexp_tree(Campaign.missions[cur].mission_loop_formula); // force formula to be re-evaluated
1238 eval_sexp(Campaign.missions[cur].mission_loop_formula); // this should reset Campaign.next_mission to proper value
1241 Campaign.loop_mission = Campaign.next_mission;
1242 Campaign.next_mission = copy_next_mission;
1246 if (Campaign.next_mission == -1)
1247 nprintf(("allender", "No next mission to proceed to.\n"));
1249 nprintf(("allender", "Next mission is number %d [%s]\n", Campaign.next_mission, Campaign.missions[Campaign.next_mission].name));
1251 return Campaign.next_mission;
1254 // Evaluate next campaign mission - set as Campaign.next_mission. Also set Campaign.loop_mission
1255 void mission_campaign_eval_next_mission()
1257 Campaign.next_mission = -1;
1258 int cur = Campaign.current_mission;
1260 // evaluate next mission (straight path)
1261 if (Campaign.missions[cur].formula != -1) {
1262 flush_sexp_tree(Campaign.missions[cur].formula); // force formula to be re-evaluated
1263 eval_sexp(Campaign.missions[cur].formula); // this should reset Campaign.next_mission to proper value
1266 // evaluate mission loop mission (if any) so it can be used if chosen
1267 if ( Campaign.missions[cur].has_mission_loop ) {
1268 int copy_next_mission = Campaign.next_mission;
1269 // Set temporarily to -1 so we know if loop formula fails to assign
1270 Campaign.next_mission = -1;
1271 if (Campaign.missions[cur].mission_loop_formula != -1) {
1272 flush_sexp_tree(Campaign.missions[cur].mission_loop_formula); // force formula to be re-evaluated
1273 eval_sexp(Campaign.missions[cur].mission_loop_formula); // this should reset Campaign.next_mission to proper value
1276 Campaign.loop_mission = Campaign.next_mission;
1277 Campaign.next_mission = copy_next_mission;
1280 if (Campaign.next_mission == -1) {
1281 nprintf(("allender", "No next mission to proceed to.\n"));
1283 nprintf(("allender", "Next mission is number %d [%s]\n", Campaign.next_mission, Campaign.missions[Campaign.next_mission].name));
1288 // Store mission's goals and events in Campaign struct
1289 void mission_campaign_store_goals_and_events()
1294 cur = Campaign.current_mission;
1296 mission = &Campaign.missions[cur];
1298 // first we must save the status of the current missions goals in the campaign mission structure.
1299 // After that, we can determine which mission is tagged as the next mission. Finally, we
1300 // can save the campaign save file
1301 // we might have goal and event status if the player replayed a mission
1302 if ( mission->num_goals > 0 ) {
1303 free( mission->goals );
1306 mission->num_goals = Num_goals;
1307 if ( mission->num_goals > 0 ) {
1308 mission->goals = (mgoal *)malloc( sizeof(mgoal) * Num_goals );
1309 SDL_assert( mission->goals != NULL );
1312 // copy the needed info from the Mission_goal struct to our internal structure
1313 for (i = 0; i < Num_goals; i++ ) {
1314 if ( strlen(Mission_goals[i].name) == 0 ) {
1315 char name[NAME_LENGTH];
1317 SDL_snprintf(name, SDL_arraysize(name), NOX("Goal #%d"), i);
1318 //Warning(LOCATION, "Mission goal in mission %s must have a +Name field! using %s for campaign save file\n", mission->name, name);
1319 SDL_strlcpy( mission->goals[i].name, name, SDL_arraysize(mission->goals[0].name));
1321 SDL_strlcpy( mission->goals[i].name, Mission_goals[i].name, SDL_arraysize(mission->goals[0].name) );
1322 SDL_assert ( Mission_goals[i].satisfied != GOAL_INCOMPLETE ); // should be true or false at this point!!!
1323 mission->goals[i].status = (char)Mission_goals[i].satisfied;
1326 // do the same thing for events as we did for goals
1327 // we might have goal and event status if the player replayed a mission
1328 if ( mission->num_events > 0 ) {
1329 free( mission->events );
1332 mission->num_events = Num_mission_events;
1333 if ( mission->num_events > 0 ) {
1334 mission->events = (mevent *)malloc( sizeof(mevent) * Num_mission_events );
1335 SDL_assert( mission->events != NULL );
1338 // copy the needed info from the Mission_goal struct to our internal structure
1339 for (i = 0; i < Num_mission_events; i++ ) {
1340 if ( strlen(Mission_events[i].name) == 0 ) {
1341 char name[NAME_LENGTH];
1343 SDL_snprintf(name, SDL_arraysize(name), NOX("Event #%d"), i);
1344 nprintf(("Warning", "Mission goal in mission %s must have a +Name field! using %s for campaign save file\n", mission->name, name));
1345 SDL_strlcpy( mission->events[i].name, name, SDL_arraysize(mission->events[0].name));
1347 SDL_strlcpy( mission->events[i].name, Mission_events[i].name, SDL_arraysize(mission->events[0].name) );
1349 // getting status for the events is a little different. If the formula value for the event entry
1350 // is -1, then we know the value of the result field will never change. If the formula is
1351 // not -1 (i.e. still being evaluated at mission end time), we will write "incomplete" for the
1353 if ( Mission_events[i].formula == -1 ) {
1354 if ( Mission_events[i].result )
1355 mission->events[i].status = EVENT_SATISFIED;
1357 mission->events[i].status = EVENT_FAILED;
1363 // this function is called when the player's mission is over. It updates the internal store of goals
1364 // and their status then saves the state of the campaign in the campaign file. This gets called
1365 // after player accepts mission results in debriefing.
1366 void mission_campaign_mission_over()
1371 // I don't think that we should have a record for these -- maybe we might?????? If we do,
1372 // then we should free them
1373 if ( !(Game_mode & GM_CAMPAIGN_MODE) ){
1377 mission_num = Campaign.current_mission;
1378 SDL_assert( mission_num != -1 );
1379 mission = &Campaign.missions[mission_num];
1381 // determine if any ships/weapons were granted this mission
1382 for ( i=0; i<Num_granted_ships; i++ ){
1383 Campaign.ships_allowed[Granted_ships[i]] = 1;
1386 for ( i=0; i<Num_granted_weapons; i++ ){
1387 Campaign.weapons_allowed[Granted_weapons[i]] = 1;
1390 // DKA 12/11/98 - Unneeded already evaluated and stored
1391 // determine what new mission we are moving to.
1392 // mission_campaign_eval_next_mission(1);
1394 // update campaign.mission stats (used to allow backout inRedAlert)
1395 memcpy( &mission->stats, &Player->stats, sizeof(Player->stats) );
1396 if(!(Game_mode & GM_MULTIPLAYER)){
1397 scoring_backout_accept( &mission->stats );
1400 // if we are moving to a new mission, then change our data. If we are staying on the same mission,
1401 // then we don't want to do anything. Remove information about goals/events
1402 if ( Campaign.next_mission != mission_num ) {
1403 Campaign.prev_mission = mission_num;
1404 Campaign.current_mission = -1;
1405 Campaign.num_missions_completed++;
1406 Campaign.missions[mission_num].completed = 1;
1408 // save the scoring values from the previous mission at the start of this mission -- for red alert
1410 // save the state of the campaign in the campaign save file and move to the end_game state
1411 if (Campaign.type == CAMPAIGN_TYPE_SINGLE) {
1412 mission_campaign_savefile_save();
1416 // free up the goals and events which were just malloced. It's kind of like erasing any fact
1417 // that the player played this mission in the campaign.
1418 free( mission->goals );
1419 mission->num_goals = 0;
1421 free( mission->events );
1422 mission->num_events = 0;
1424 Sexp_nodes[mission->formula].value = SEXP_UNKNOWN;
1428 if (Campaign.missions[Campaign.next_mission].flags & CMISSION_FLAG_BASTION){
1429 Player->on_bastion = 1;
1431 Player->on_bastion = 0;
1434 mission_campaign_next_mission(); // sets up whatever needs to be set to actually play next mission
1437 // called when the game closes -- to get rid of memory errors for Bounds checker
1438 void mission_campaign_close()
1443 free(Campaign.desc);
1445 // be sure to remove all old malloced strings of Mission_names
1446 // we must also free any goal stuff that was from a previous campaign
1447 for ( i=0; i<Campaign.num_missions; i++ ) {
1448 if ( Campaign.missions[i].name ){
1449 free(Campaign.missions[i].name);
1452 if (Campaign.missions[i].notes){
1453 free(Campaign.missions[i].notes);
1456 if ( Campaign.missions[i].num_goals > 0 ){
1457 free ( Campaign.missions[i].goals );
1460 if ( Campaign.missions[i].num_events > 0 ){
1461 free ( Campaign.missions[i].events );
1464 // the next three are strdup'd return values from parselo.cpp
1465 if (Campaign.missions[i].mission_loop_desc) {
1466 free(Campaign.missions[i].mission_loop_desc);
1469 if (Campaign.missions[i].mission_loop_brief_anim) {
1470 free(Campaign.missions[i].mission_loop_brief_anim);
1473 if (Campaign.missions[i].mission_loop_brief_sound) {
1474 free(Campaign.missions[i].mission_loop_brief_sound);
1477 if ( !Fred_running ){
1478 sexp_unmark_persistent(Campaign.missions[i].formula); // free any sexpression nodes used by campaign.
1481 Campaign.missions[i].num_goals = 0;
1482 Campaign.missions[i].num_events = 0;
1486 // call from game_shutdown() ONLY!!!
1487 void mission_campaign_shutdown()
1491 for (i=0; i<MAX_CAMPAIGNS; i++) {
1492 if (Campaign_names[i] != NULL) {
1493 free(Campaign_names[i]);
1494 Campaign_names[i] = NULL;
1497 if (Campaign_file_names[i] != NULL) {
1498 free(Campaign_file_names[i]);
1499 Campaign_file_names[i] = NULL;
1504 // extract the mission filenames for a campaign.
1506 // filename => name of campaign file
1507 // dest => storage for the mission filename, must be already allocated
1508 // num => output parameter for the number of mission filenames in the campaign
1510 // note that dest should allocate at least dest[MAX_CAMPAIGN_MISSIONS][NAME_LENGTH]
1511 int mission_campaign_get_filenames(const char *filename, char dest[][NAME_LENGTH], int *num)
1513 // read the mission file and get the list of mission filenames
1515 read_file_text(filename);
1516 SDL_assert(strlen(filename) < MAX_FILENAME_LEN - 1); // make sure no overflow
1519 required_string("$Name:");
1520 advance_to_eoln(NULL);
1522 required_string( "$Type:" );
1523 advance_to_eoln(NULL);
1525 // parse the mission file and actually read in the mission stuff
1527 while ( skip_to_string("$Mission:") == 1 ) {
1528 stuff_string(dest[*num], F_NAME, NULL);
1531 } catch (parse_error_t rval) {
1538 // function to read the goals and events from a mission in a campaign file and store that information
1539 // in the campaign structure for use in the campaign editor, error checking, etc
1540 void read_mission_goal_list(int num)
1542 char *filename, notes[NOTES_LENGTH], goals[MAX_GOALS][NAME_LENGTH];
1543 char events[MAX_MISSION_EVENTS][NAME_LENGTH];
1544 int i, z, event_count, count = 0;
1546 filename = Campaign.missions[num].name;
1548 // open localization
1551 // default counts to zero
1556 read_file_text(filename);
1559 // first, read the mission notes for this mission. Used in campaign editor
1560 if (skip_to_string("#Mission Info")) {
1561 if (skip_to_string("$Notes:")) {
1562 stuff_string(notes, F_NOTES, NULL);
1563 if (Campaign.missions[num].notes){
1564 free(Campaign.missions[num].notes);
1567 Campaign.missions[num].notes = (char *) malloc(strlen(notes) + 1);
1568 SDL_strlcpy(Campaign.missions[num].notes, notes, strlen(notes) + 1);
1572 // skip to events section in the mission file. Events come before goals, so we process them first
1573 if ( skip_to_string("#Events") ) {
1575 if (skip_to_string("$Formula:", "#Goals") != 1){
1579 z = skip_to_string("+Name:", "$Formula:");
1585 stuff_string(events[event_count], F_NAME, NULL);
1587 SDL_snprintf(events[event_count], NAME_LENGTH, NOX("Event #%d"), event_count + 1);
1591 SDL_assert(event_count < MAX_MISSION_EVENTS);
1595 if (skip_to_string("#Goals")) {
1597 if (skip_to_string("$Type:", "#End") != 1){
1601 z = skip_to_string("+Name:", "$Type:");
1607 stuff_string(goals[count], F_NAME, NULL);
1609 SDL_snprintf(goals[count], NAME_LENGTH, NOX("Goal #%d"), count + 1);
1613 SDL_assert(count < MAX_GOALS);
1616 } catch (parse_error_t rval) {
1617 Warning(LOCATION, "Error reading \"%s\" (code = %d)", filename, (int)rval);
1620 Campaign.missions[num].num_goals = count;
1622 Campaign.missions[num].goals = (mgoal *) malloc(count * sizeof(mgoal));
1623 SDL_assert(Campaign.missions[num].goals); // make sure we got the memory
1624 memset(Campaign.missions[num].goals, 0, count * sizeof(mgoal));
1626 for (i=0; i<count; i++){
1627 SDL_strlcpy(Campaign.missions[num].goals[i].name, goals[i], SDL_arraysize(Campaign.missions[num].goals[i].name));
1631 Campaign.missions[num].num_events = event_count;
1633 Campaign.missions[num].events = (mevent *)malloc(event_count * sizeof(mevent));
1634 SDL_assert ( Campaign.missions[num].events );
1635 memset(Campaign.missions[num].events, 0, event_count * sizeof(mevent));
1637 for (i = 0; i < event_count; i++ ){
1638 SDL_strlcpy(Campaign.missions[num].events[i].name, events[i], SDL_arraysize(Campaign.missions[num].events[i].name));
1642 // close localization
1646 // function to return index into Campaign's list of missions of the mission with the given
1647 // filename. This function tried to be a little smart about filename looking for the .fsm
1648 // extension since filenames are stored with the extension in the campaign file. Returns
1649 // index of mission in campaign structure. -1 if mission name not found.
1650 int mission_campaign_find_mission( const char *name )
1653 char realname[MAX_FILENAME_LEN];
1655 // look for an extension on the file. If no extension, add default ".fsm" onto the
1656 // end of the filename
1657 if ( SDL_strchr(name, '.') == NULL ){
1658 SDL_snprintf(realname, SDL_arraysize(realname), NOX("%s%s"), name, FS_MISSION_FILE_EXT );
1660 SDL_strlcpy(realname, name, SDL_arraysize(realname));
1663 for (i = 0; i < Campaign.num_missions; i++ ) {
1664 if ( !SDL_strcasecmp(realname, Campaign.missions[i].name) ){
1672 void mission_campaign_maybe_play_movie(int type)
1677 // only support pre mission movies for now.
1678 SDL_assert ( type == CAMPAIGN_MOVIE_PRE_MISSION );
1680 if ( !(Game_mode & GM_CAMPAIGN_MODE) )
1683 mission = Campaign.current_mission;
1684 SDL_assert( mission != -1 );
1686 // get a possible filename for a movie to play.
1689 case CAMPAIGN_MOVIE_PRE_MISSION:
1690 if ( strlen(Campaign.missions[mission].briefing_cutscene) )
1691 filename = Campaign.missions[mission].briefing_cutscene;
1699 // no filename, no movie!
1703 movie_play( filename );
1706 // return nonzero if the passed filename is a multiplayer campaign, 0 otherwise
1707 int mission_campaign_parse_is_multi(const char *filename, char *name, const int max_len)
1713 read_file_text( filename );
1716 required_string("$Name:");
1717 stuff_string( temp, F_NAME, NULL );
1719 SDL_strlcpy( name, temp, max_len );
1721 required_string( "$Type:" );
1722 stuff_string( temp, F_NAME, NULL );
1724 for (i = 0; i < MAX_CAMPAIGN_TYPES; i++ ) {
1725 if ( !SDL_strcasecmp(temp, campaign_types[i]) ) {
1729 } catch (parse_error_t rval) {
1730 Error(LOCATION, "Unable to parse %s! Code = %i.\n", filename, (int)rval);
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), SDL_arraysize(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);