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 void mission_campaign_maybe_add( const char *filename, int multiplayer )
393 char name[NAME_LENGTH];
394 int type,max_players;
396 if ( mission_campaign_get_info( filename, name, &type, &max_players) ) {
397 if ( !multiplayer && ( type == CAMPAIGN_TYPE_SINGLE) ) {
398 Campaign_names[Num_campaigns] = strdup(name);
399 Campaign_file_names[Num_campaigns] = strdup(filename);
405 // mission_campaign_build_list() builds up the list of campaigns that the user might
406 // be able to pick from. It uses the multiplayer flag to tell if we should display a list
407 // of single or multiplayer campaigns. This routine sets the Num_campaigns and Campaign_names
409 void mission_campaign_build_list( int multiplayer )
417 mission_campaign_maybe_add( BUILTIN_CAMPAIGN, multiplayer);
419 SDL_strlcpy(wild_card, "Data/Missions", sizeof(wild_card));
421 dirp = opendir(wild_card);
423 while ((dir = readdir(dirp)) != NULL) {
424 if ( Num_campaigns >= MAX_CAMPAIGNS )
427 if (fnmatch("*"FS_CAMPAIGN_FILE_EXT, dir->d_name, 0) == 0) {
428 if (SDL_strcasecmp(dir->d_name, BUILTIN_CAMPAIGN) == 0)
431 char fn[MAX_PATH_LEN];
432 SDL_snprintf(fn, sizeof(fn), "%s/%s", wild_card, dir->d_name);
435 if (stat(fn, &buf) == -1) {
439 if (!S_ISREG(buf.st_mode)) {
443 mission_campaign_maybe_add(dir->d_name, multiplayer);
451 char wild_card[MAX_PATH_LEN];
454 mission_campaign_maybe_add( BUILTIN_CAMPAIGN, multiplayer);
456 memset(wild_card, 0, sizeof(wild_card));
457 SDL_strlcpy(wild_card, NOX("data\\missions\\*"), sizeof(wild_card));
458 SDL_strlcat(wild_card, FS_CAMPAIGN_FILE_EXT, sizeof(wild_card));
459 find_handle = _findfirst( wild_card, &find );
460 if( find_handle != -1 ) {
461 if ( !(find.attrib & _A_SUBDIR) && SDL_strcasecmp(find.name, BUILTIN_CAMPAIGN) ){
462 mission_campaign_maybe_add( find.name, multiplayer);
465 while( !_findnext( find_handle, &find ) ) {
466 if ( !(find.attrib & _A_SUBDIR) && SDL_strcasecmp(find.name, BUILTIN_CAMPAIGN) ) {
467 if ( Num_campaigns >= MAX_CAMPAIGNS ){
468 //MessageBox( -2,-2, 1, "Only the first 300 files will be displayed.", "Ok" );
471 mission_campaign_maybe_add( find.name, multiplayer);
479 // gets optional ship/weapon information
480 void mission_campaign_get_sw_info()
482 int i, count, ship_list[MAX_SHIP_TYPES], weapon_list[MAX_WEAPON_TYPES];
484 // set allowable ships to the SIF_PLAYER_SHIPs
485 memset( Campaign.ships_allowed, 0, sizeof(Campaign.ships_allowed) );
486 for (i = 0; i < MAX_SHIP_TYPES; i++ ) {
487 if ( Ship_info[i].flags & SIF_PLAYER_SHIP )
488 Campaign.ships_allowed[i] = 1;
491 for (i = 0; i < MAX_WEAPON_TYPES; i++ )
492 Campaign.weapons_allowed[i] = 1;
494 if ( optional_string("+Starting Ships:") ) {
495 for (i = 0; i < MAX_SHIP_TYPES; i++ )
496 Campaign.ships_allowed[i] = 0;
498 count = stuff_int_list(ship_list, MAX_SHIP_TYPES, SHIP_INFO_TYPE);
500 // now set the array elements stating which ships we are allowed
501 for (i = 0; i < count; i++ ) {
502 if ( Ship_info[ship_list[i]].flags & SIF_PLAYER_SHIP )
503 Campaign.ships_allowed[ship_list[i]] = 1;
507 if ( optional_string("+Starting Weapons:") ) {
508 for (i = 0; i < MAX_WEAPON_TYPES; i++ )
509 Campaign.weapons_allowed[i] = 0;
511 count = stuff_int_list(weapon_list, MAX_WEAPON_TYPES, WEAPON_POOL_TYPE);
513 // now set the array elements stating which ships we are allowed
514 for (i = 0; i < count; i++ )
515 Campaign.weapons_allowed[weapon_list[i]] = 1;
519 // mission_campaign_load starts a new campaign. It reads in the mission information in the campaign file
520 // It also sets up all variables needed inside of the game to deal with starting mission numbers, etc
522 // Note: Due to difficulties in generalizing this function, parts of it are duplicated throughout
523 // this file. If you change the format of the campaign file, you should be sure these related
524 // functions work properly and update them if it breaks them.
525 int mission_campaign_load( const char *filename, int load_savefile )
528 char name[NAME_LENGTH], type[NAME_LENGTH];
530 filename = cf_add_ext(filename, FS_CAMPAIGN_FILE_EXT);
535 // read the mission file and get the list of mission filenames
536 if ((rval = setjmp(parse_abort)) != 0) {
537 mprintf(("Error parsing '%s'\r\nError code = %i.\r\n", filename, rval));
539 // close localization
542 return CAMPAIGN_ERROR_CORRUPT;
545 // be sure to remove all old malloced strings of Mission_names
546 // we must also free any goal stuff that was from a previous campaign
547 // this also frees sexpressions so the next call to init_sexp will be able to reclaim
548 // nodes previously used by another campaign.
549 mission_campaign_close();
551 SDL_strlcpy( Campaign.filename, filename, sizeof(Campaign.filename) );
553 // only initialize the sexpression stuff when Fred isn't running. It'll screw things up major
555 if ( !Fred_running ){
556 init_sexp(); // must initialize the sexpression stuff
559 read_file_text( filename );
561 memset( &Campaign, 0, sizeof(Campaign) );
563 // copy filename to campaign structure minus the extension
564 len = min(strlen(filename) - 4 + 1, sizeof(Campaign.filename));
565 SDL_strlcpy(Campaign.filename, filename, len);
567 required_string("$Name:");
568 stuff_string( name, F_NAME, NULL );
570 //Store campaign name in the global struct
571 SDL_strlcpy( Campaign.name, name, sizeof(Campaign.name) );
573 required_string( "$Type:" );
574 stuff_string( type, F_NAME, NULL );
576 for (i = 0; i < MAX_CAMPAIGN_TYPES; i++ ) {
577 if ( !SDL_strcasecmp(type, campaign_types[i]) ) {
583 if ( i == MAX_CAMPAIGN_TYPES )
584 Error(LOCATION, "Unknown campaign type %s!", type);
586 Campaign.desc = NULL;
587 if (optional_string("+Description:"))
588 Campaign.desc = stuff_and_malloc_string(F_MULTITEXT, NULL, MISSION_DESC_LENGTH);
590 // if the type is multiplayer -- get the number of players
591 Campaign.num_players = 0;
592 if ( Campaign.type != CAMPAIGN_TYPE_SINGLE) {
593 required_string("+Num players:");
594 stuff_int( &(Campaign.num_players) );
598 // check if mission disk -
599 // doesn't do anything but prevent non fatal error messages
600 optional_string("+Missiondisk");
603 // parse the optional ship/weapon information
604 mission_campaign_get_sw_info();
606 // parse the mission file and actually read in the mission stuff
607 Campaign.num_missions = 0;
608 while ( required_string_either("#End", "$Mission:") ) {
611 required_string("$Mission:");
612 stuff_string(name, F_NAME, NULL);
613 cm = &Campaign.missions[Campaign.num_missions];
614 cm->name = strdup(name);
616 cm->briefing_cutscene[0] = 0;
617 if ( optional_string("+Briefing Cutscene:") )
618 stuff_string( cm->briefing_cutscene, F_NAME, NULL );
621 if (optional_string("+Flags:"))
622 stuff_int(&cm->flags);
625 if ( optional_string("+Formula:") ) {
626 cm->formula = get_sexp_main();
627 if ( !Fred_running ) {
628 SDL_assert ( cm->formula != -1 );
629 sexp_mark_persistent( cm->formula );
632 if ( cm->formula == -1 ){
633 // close localization
636 return CAMPAIGN_ERROR_SEXP_EXHAUSTED;
641 // Do misison looping stuff
642 cm->has_mission_loop = 0;
643 if ( optional_string("+Mission Loop:") ) {
644 cm->has_mission_loop = 1;
647 cm->mission_loop_desc = NULL;
648 if ( optional_string("+Mission Loop Text:")) {
649 cm->mission_loop_desc = stuff_and_malloc_string(F_MULTITEXT, NULL, MISSION_DESC_LENGTH);
652 cm->mission_loop_brief_anim = NULL;
653 if ( optional_string("+Mission Loop Brief Anim:")) {
654 cm->mission_loop_brief_anim = stuff_and_malloc_string(F_MULTITEXT, NULL, MAX_FILENAME_LEN);
657 cm->mission_loop_brief_sound = NULL;
658 if ( optional_string("+Mission Loop Brief Sound:")) {
659 cm->mission_loop_brief_sound = stuff_and_malloc_string(F_MULTITEXT, NULL, MAX_FILENAME_LEN);
662 cm->mission_loop_formula = -1;
663 if ( optional_string("+Formula:") ) {
664 cm->mission_loop_formula = get_sexp_main();
665 if ( !Fred_running ) {
666 SDL_assert ( cm->mission_loop_formula != -1 );
667 sexp_mark_persistent( cm->mission_loop_formula );
670 if ( cm->mission_loop_formula == -1 ){
671 // close localization
674 return CAMPAIGN_ERROR_SEXP_EXHAUSTED;
679 if (optional_string("+Level:")) {
680 stuff_int( &cm->level );
681 if ( cm->level == 0 ) // check if the top (root) of the whole tree
682 Campaign.next_mission = Campaign.num_missions;
685 Campaign.realign_required = 1;
687 if (optional_string("+Position:"))
688 stuff_int( &cm->pos );
690 Campaign.realign_required = 1;
704 Campaign.num_missions++;
708 // set up the other variables for the campaign stuff. After initializing, we must try and load
709 // the campaign save file for this player. Since all campaign loads go through this routine, I
710 // think this place should be the only necessary place to load the campaign save stuff. The campaign
711 // save file will get written when a mission has ended by player choice.
712 Campaign.next_mission = 0;
713 Campaign.prev_mission = -1;
714 Campaign.current_mission = -1;
716 // loading the campaign will get us to the current and next mission that the player must fly
717 // plus load all of the old goals that future missions might rely on.
718 if (!Fred_running && load_savefile && (Campaign.type == CAMPAIGN_TYPE_SINGLE)) {
719 mission_campaign_savefile_load(Campaign.filename);
722 // close localization
728 // mission_campaign_load_by_name() loads up a freespace campaign given the filename. This routine
729 // is used to load up campaigns when a pilot file is loaded. Generally, the
730 // filename will probably be the freespace campaign file, but not necessarily.
731 int mission_campaign_load_by_name( const char *filename )
733 char real_filename[MAX_FILENAME_LEN+1] = { 0 };
734 char name[NAME_LENGTH],test[5];
735 int type,max_players;
737 // make sure to tack on .fsc on the end if its not there already
738 if(strlen(filename) > 0){
739 SDL_strlcpy(real_filename, filename, MAX_FILENAME_LEN);
741 if(strlen(real_filename) > 4){
742 SDL_strlcpy(test, real_filename+(strlen(real_filename)-4), sizeof(test));
743 if(strcmp(test, FS_CAMPAIGN_FILE_EXT)!=0){
744 SDL_strlcat(real_filename, FS_CAMPAIGN_FILE_EXT, sizeof(real_filename));
747 SDL_strlcat(real_filename, FS_CAMPAIGN_FILE_EXT, sizeof(real_filename));
750 Error(LOCATION,"Tried to load campaign file with illegal length/extension!");
753 if (!mission_campaign_get_info(real_filename, name, &type, &max_players)){
758 Campaign_file_names[Num_campaigns] = real_filename;
759 Campaign_names[Num_campaigns] = name;
761 mission_campaign_load(real_filename);
765 int mission_campaign_load_by_name_csfe( const char *filename, const char *callsign )
767 Game_mode |= GM_NORMAL;
768 SDL_strlcpy(Player->callsign, callsign, sizeof(Player->callsign));
769 return mission_campaign_load_by_name( filename);
773 // mission_campaign_init initializes some variables then loads the default Freespace single player campaign.
774 void mission_campaign_init()
776 memset(&Campaign, 0, sizeof(Campaign) );
779 // Fill in the root of the campaign save filename
780 void mission_campaign_savefile_generate_root(char *filename, const int max_len)
782 char base[MAX_FILENAME_LEN];
784 SDL_assert ( strlen(Campaign.filename) != 0 );
786 // build up the filename for the save file. There could be a problem with filename length,
787 // but this problem can get fixed in several ways -- ignore the problem for now though.
788 base_filename(Campaign.filename, base, sizeof(base));
789 SDL_assert ( (int)(strlen(base) + strlen(Player->callsign)) < max_len );
791 SDL_snprintf( filename, max_len, NOX("%s.%s."), Player->callsign, base );
794 // mission_campaign_savefile_save saves the state of the campaign. This function will probably always be called
795 // then the player is done flying a mission in the campaign path. It will save the missions played, the
796 // state of the goals, etc.
798 int mission_campaign_savefile_save()
800 char filename[MAX_PATH_LEN];
802 int i,j, mission_count;
804 memset(filename, 0, sizeof(filename));
805 mission_campaign_savefile_generate_root(filename, sizeof(filename));
807 // name the file differently depending on whether we're in single player or multiplayer mode
808 // single player : *.csg
809 SDL_strlcat( filename, NOX("csg"), sizeof(filename) );
811 fp = cfopen(filename,"wb", CFILE_NORMAL, CF_TYPE_SINGLE_PLAYERS);
816 // Write out campaign file info
817 cfwrite_int( CAMPAIGN_FILE_ID,fp );
818 cfwrite_int( CAMPAIGN_FILE_VERSION,fp );
820 // put in the file signature (single or multiplayer campaign) - see MissionCampaign.h for the #defines
821 cfwrite_int( CAMPAIGN_SINGLE_PLAYER_SIG, fp );
823 // do we need to write out the filename of the campaign?
824 cfwrite_string_len( Campaign.filename, fp );
825 cfwrite_int( Campaign.prev_mission, fp );
826 cfwrite_int( Campaign.next_mission, fp );
827 cfwrite_int( Campaign.loop_reentry, fp );
828 cfwrite_int( Campaign.loop_enabled, fp );
830 // write out the information for ships/weapons which this player is allowed to use
831 cfwrite_int(Num_ship_types, fp);
832 cfwrite_int(Num_weapon_types, fp);
833 for ( i = 0; i < Num_ship_types; i++ ){
834 cfwrite_char( Campaign.ships_allowed[i], fp );
837 for ( i = 0; i < Num_weapon_types; i++ ){
838 cfwrite_char( Campaign.weapons_allowed[i], fp );
841 // write out the completed mission matrix. Used to tell which missions the player
842 // can replay in the simulator. Also, each completed mission contains a list of the goals
843 // that were in the mission along with the goal completion status.
844 cfwrite_int( Campaign.num_missions_completed, fp );
845 for (i = 0; i < MAX_CAMPAIGN_MISSIONS; i++ ) {
846 if ( Campaign.missions[i].completed ) {
847 cfwrite_int( i, fp );
848 cfwrite_int( Campaign.missions[i].num_goals, fp );
849 for ( j = 0; j < Campaign.missions[i].num_goals; j++ ) {
850 cfwrite_string_len( Campaign.missions[i].goals[j].name, fp );
851 cfwrite_char( Campaign.missions[i].goals[j].status, fp );
853 cfwrite_int( Campaign.missions[i].num_events, fp );
854 for ( j = 0; j < Campaign.missions[i].num_events; j++ ) {
855 cfwrite_string_len( Campaign.missions[i].events[j].name, fp );
856 cfwrite_char( Campaign.missions[i].events[j].status, fp );
860 cfwrite_int(Campaign.missions[i].flags, fp);
867 // ugh! due to horrible bug, the stats saved at the end of every level were not written
868 // out to disk. Write out a seperate file to do this. We will only read it in if we actually
870 memset(filename, 0, sizeof(filename));
871 mission_campaign_savefile_generate_root(filename, sizeof(filename));
873 // name the file differently depending on whether we're in single player or multiplayer mode
874 // single player : *.csg
875 SDL_strlcat( filename, NOX("css"), sizeof(filename) );
877 fp = cfopen(filename,"wb", CFILE_NORMAL, CF_TYPE_SINGLE_PLAYERS);
882 // Write out campaign file info
883 cfwrite_int( CAMPAIGN_STATS_FILE_ID,fp );
884 cfwrite_int( CAMPAIGN_STATS_FILE_VERSION,fp );
886 // determine how many missions we are saving -- I think that this method is safer than the method
887 // I used for release
889 for ( i = 0; i < Campaign.num_missions; i++ ) {
890 if ( Campaign.missions[i].completed ) {
895 // write out the stats information to disk.
896 cfwrite_int( mission_count, fp );
897 for (i = 0; i < Campaign.num_missions; i++ ) {
898 if ( Campaign.missions[i].completed ) {
899 cfwrite_int( i, fp );
900 cfwrite( &Campaign.missions[i].stats, sizeof(scoring_struct), 1, fp );
909 // The following function always only ever ever ever called by CSFE!!!!!
910 int campaign_savefile_save(const char *pname)
912 if (Campaign.type == CAMPAIGN_TYPE_SINGLE)
913 Game_mode &= ~GM_MULTIPLAYER;
915 Game_mode |= GM_MULTIPLAYER;
917 SDL_strlcpy(Player->callsign, pname, sizeof(Player->callsign));
918 //memcpy(&Campaign, camp, sizeof(campaign));
919 return mission_campaign_savefile_save();
923 // the below two functions is internal to this module. It is here so that I can group the save/load
924 // functions together.
927 // mission_campaign_savefile_delete deletes any save file in the players directory for the given
929 void mission_campaign_savefile_delete( const char *cfilename, int is_multi )
931 char filename[MAX_PATH_LEN], base[MAX_FILENAME_LEN];
933 base_filename(cfilename, base, sizeof(base));
935 if ( Player->flags & PLAYER_FLAGS_IS_MULTI ) {
936 return; // no such thing as a multiplayer campaign savefile
939 SDL_snprintf( filename, sizeof(filename), NOX("%s.%s.csg"), Player->callsign, base );
941 cf_delete( filename, CF_TYPE_SINGLE_PLAYERS );
944 void campaign_delete_save( const char *cfn, const char *pname)
946 SDL_strlcpy(Player->callsign, pname, sizeof(Player->callsign));
947 mission_campaign_savefile_delete(cfn);
950 // next function deletes all the save files for this particular pilot. Just call cfile function
951 // which will delete multiple files
952 // Player_select_mode tells us whether we are deleting single or multiplayer files
953 void mission_campaign_delete_all_savefiles( const char *pilot_name, int is_multi )
955 int dir_type, num_files, i;
956 char *names[MAX_CAMPAIGNS], spec[MAX_FILENAME_LEN + 2];
959 int (*filter_save)(const char *filename);
962 return; // can't have multiplayer campaign save files
966 dir_type = CF_TYPE_SINGLE_PLAYERS;
968 SDL_snprintf(spec, sizeof(spec), NOX("%s.*%s"), pilot_name, ext);
970 // HACK HACK HACK HACK!!!! cf_get_file_list is not reentrant. Pretty dumb because it should
971 // be. I have to save any file filters
972 filter_save = Get_file_list_filter;
973 Get_file_list_filter = NULL;
974 num_files = cf_get_file_list(MAX_CAMPAIGNS, names, dir_type, spec);
975 Get_file_list_filter = filter_save;
977 for (i=0; i<num_files; i++) {
978 SDL_strlcpy(filename, names[i], sizeof(filename));
979 SDL_strlcat(filename, ext, sizeof(filename));
980 cf_delete(filename, dir_type);
985 // mission_campaign_savefile_load takes a filename of a campaign file as a parameter and loads all
986 // of the information stored in the campaign file.
987 void mission_campaign_savefile_load( const char *cfilename )
989 char filename[MAX_PATH_LEN], base[MAX_FILENAME_LEN];
990 int version, i, num, j, num_stats_blocks;
994 SDL_assert ( strlen(cfilename) != 0 );
996 // probably only called from single player games anymore!!! should be anyway
997 SDL_assert( Game_mode & GM_NORMAL ); // get allender or DaveB. trying to save campaign in multiplayer
999 // build up the filename for the save file. There could be a problem with filename length,
1000 // but this problem can get fixed in several ways -- ignore the problem for now though.
1001 base_filename(cfilename, base, sizeof(base));
1002 SDL_assert ( (strlen(base) + strlen(Player->callsign)) < sizeof(filename) );
1004 if(Game_mode & GM_MULTIPLAYER)
1005 SDL_snprintf( filename, sizeof(filename), NOX("%s.%s.msg"), Player->callsign, base );
1007 SDL_snprintf( filename, sizeof(filename), NOX("%s.%s.csg"), Player->callsign, base );
1009 fp = cfopen(filename, "rb", CFILE_NORMAL, CF_TYPE_SINGLE_PLAYERS );
1013 id = cfread_int( fp );
1014 if ( id != CAMPAIGN_FILE_ID ) {
1015 Warning(LOCATION, "Campaign save file has invalid signature");
1020 version = cfread_int( fp );
1021 if ( version < CAMPAIGN_FILE_COMPATIBLE_VERSION ) {
1022 Warning(LOCATION, "Campaign save file too old -- not compatible. Deleting file.\nYou can continue from here without trouble\n\n");
1024 cf_delete( filename, CF_TYPE_SINGLE_PLAYERS );
1028 // verify that we are loading the correct type of campaign file for the mode that we are in.
1030 type_sig = cfread_int( fp );
1032 type_sig = CAMPAIGN_SINGLE_PLAYER_SIG;
1034 SDL_assert( ((Game_mode & GM_MULTIPLAYER) && (type_sig==CAMPAIGN_MULTI_PLAYER_SIG)) || (!(Game_mode & GM_MULTIPLAYER) && (type_sig==CAMPAIGN_SINGLE_PLAYER_SIG)) );
1036 Campaign.type = type_sig == CAMPAIGN_SINGLE_PLAYER_SIG ? CAMPAIGN_TYPE_SINGLE : CAMPAIGN_TYPE_MULTI_COOP;
1038 // read in the filename of the campaign and compare the filenames to be sure that
1039 // we are reading data that really belongs to this campaign. I think that this check
1041 cfread_string_len( filename, sizeof(filename), fp );
1042 /*if ( SDL_strcasecmp( filename, cfilename) ) { // Used to be !SDL_strcasecmp. How did this ever work? --MK, 11/9/97
1043 Warning(LOCATION, "Campaign save file appears corrupt because of mismatching filenames.");
1048 Campaign.prev_mission = cfread_int( fp );
1049 Campaign.next_mission = cfread_int( fp );
1050 Campaign.loop_reentry = cfread_int( fp );
1051 Campaign.loop_enabled = cfread_int( fp );
1053 // load information about ships/weapons allowed
1054 int ship_count, weapon_count;
1056 // if earlier than mission disk version, use old MAX_SHIP_TYPES, otherwise read from the file
1057 if(version <= CAMPAIGN_INITIAL_RELEASE_FILE_VERSION){
1058 ship_count = CAMPAIGN_SAVEFILE_MAX_SHIPS_OLD;
1059 weapon_count = CAMPAIGN_SAVEFILE_MAX_WEAPONS_OLD;
1061 ship_count = cfread_int(fp);
1062 weapon_count = cfread_int(fp);
1065 for ( i = 0; i < ship_count; i++ ){
1066 Campaign.ships_allowed[i] = cfread_ubyte( fp );
1069 for ( i = 0; i < weapon_count; i++ ){
1070 Campaign.weapons_allowed[i] = cfread_ubyte( fp );
1073 // read in the completed mission matrix. Used to tell which missions the player
1074 // can replay in the simulator. Also, each completed mission contains a list of the goals
1075 // that were in the mission along with the goal completion status.
1076 Campaign.num_missions_completed = cfread_int( fp );
1077 for (i = 0; i < Campaign.num_missions_completed; i++ ) {
1078 num = cfread_int( fp );
1079 Campaign.missions[num].completed = 1;
1080 Campaign.missions[num].num_goals = cfread_int( fp );
1082 // be sure to malloc out space for the goals stuff, then zero the memory!!! Don't do malloc
1083 // if there are no goals
1084 Campaign.missions[num].goals = (mgoal *)malloc( Campaign.missions[num].num_goals * sizeof(mgoal) );
1085 if ( Campaign.missions[num].num_goals > 0 ) {
1086 memset( Campaign.missions[num].goals, 0, sizeof(mgoal) * Campaign.missions[num].num_goals );
1087 SDL_assert( Campaign.missions[num].goals != NULL );
1090 // now read in the goal information for this mission
1091 for ( j = 0; j < Campaign.missions[num].num_goals; j++ ) {
1092 cfread_string_len( Campaign.missions[num].goals[j].name, NAME_LENGTH, fp );
1093 Campaign.missions[num].goals[j].status = cfread_char( fp );
1096 // get the events from the savefile
1097 Campaign.missions[num].num_events = cfread_int( fp );
1099 // be sure to malloc out space for the events stuff, then zero the memory!!! Don't do malloc
1100 // if there are no events
1101 // if (Campaign.missions[num].events < 0)
1102 // Campaign.missions[num].events = 0;
1103 Campaign.missions[num].events = (mevent *)malloc( Campaign.missions[num].num_events * sizeof(mevent) );
1104 if ( Campaign.missions[num].num_events > 0 ) {
1105 memset( Campaign.missions[num].events, 0, sizeof(mevent) * Campaign.missions[num].num_events );
1106 SDL_assert( Campaign.missions[num].events != NULL );
1109 // now read in the event information for this mission
1110 for ( j = 0; j < Campaign.missions[num].num_events; j++ ) {
1111 cfread_string_len( Campaign.missions[num].events[j].name, NAME_LENGTH, fp );
1112 Campaign.missions[num].events[j].status = cfread_char( fp );
1116 Campaign.missions[num].flags = cfread_int(fp);
1122 // now, try and read in the campaign stats saved information. This code was added for the 1.03 patch
1123 // since the stats data was never written out to disk. We try and open the file, and if we cannot find
1124 // it, then simply return
1125 SDL_snprintf( filename, sizeof(filename), NOX("%s.%s.css"), Player->callsign, base );
1127 fp = cfopen(filename, "rb", CFILE_NORMAL, CF_TYPE_SINGLE_PLAYERS );
1131 id = cfread_int( fp );
1132 if ( id != CAMPAIGN_STATS_FILE_ID ) {
1133 Warning(LOCATION, "Campaign stats save file has invalid signature");
1138 version = cfread_int( fp );
1139 if ( version < CAMPAIGN_STATS_FILE_COMPATIBLE_VERSION ) {
1140 Warning(LOCATION, "Campaign save file too old -- not compatible. Deleting file.\nYou can continue from here without trouble\n\n");
1142 cf_delete( filename, CF_TYPE_SINGLE_PLAYERS );
1146 num_stats_blocks = cfread_int( fp );
1147 for (i = 0; i < num_stats_blocks; i++ ) {
1148 num = cfread_int( fp );
1149 cfread( &Campaign.missions[num].stats, sizeof(scoring_struct), 1, fp );
1155 // the following code only ever called by CSFE!!!!
1156 void campaign_savefile_load(const char *fname, const char *pname)
1158 if (Campaign.type==CAMPAIGN_TYPE_SINGLE) {
1159 Game_mode &= ~GM_MULTIPLAYER;
1160 Game_mode &= GM_NORMAL;
1163 Game_mode |= GM_MULTIPLAYER;
1164 SDL_strlcpy(Player->callsign, pname, sizeof(Player->callsign));
1165 mission_campaign_savefile_load(fname);
1168 // mission_campaign_next_mission sets up the internal veriables of the campaign
1169 // structure so the player can play the next mission. If there are no more missions
1170 // available in the campaign, this function returns -1, else 0 if the mission was
1172 int mission_campaign_next_mission()
1174 if ( (Campaign.next_mission == -1) || (strlen(Campaign.name) == 0) ) // will be set to -1 when there is no next mission
1177 Campaign.current_mission = Campaign.next_mission;
1178 SDL_strlcpy( Game_current_mission_filename, Campaign.missions[Campaign.current_mission].name, MAX_FILENAME_LEN );
1180 // check for end of loop.
1181 if (Campaign.current_mission == Campaign.loop_reentry) {
1182 Campaign.loop_enabled = 0;
1185 // reset the number of persistent ships and weapons for the next campaign mission
1186 Num_granted_ships = 0;
1187 Num_granted_weapons = 0;
1191 // mission_campaign_previous_mission() gets called to go to the previous mission in
1192 // the campaign. Used only for Red Alert missions
1193 int mission_campaign_previous_mission()
1195 if ( !(Game_mode & GM_CAMPAIGN_MODE) )
1198 if ( Campaign.prev_mission == -1 )
1201 Campaign.current_mission = Campaign.prev_mission;
1202 Campaign.next_mission = Campaign.current_mission;
1203 Campaign.num_missions_completed--;
1204 Campaign.missions[Campaign.next_mission].completed = 0;
1205 mission_campaign_savefile_save();
1207 // reset the player stats to be the stats from this level
1208 memcpy( &Player->stats, &Campaign.missions[Campaign.current_mission].stats, sizeof(Player->stats) );
1210 SDL_strlcpy( Game_current_mission_filename, Campaign.missions[Campaign.current_mission].name, MAX_FILENAME_LEN );
1211 Num_granted_ships = 0;
1212 Num_granted_weapons = 0;
1218 // determine what the next mission is after the current one. Because this evaluates an sexp,
1219 // and that could check just about anything, the results are only going to be valid in
1221 // DA 12/09/98 -- To allow for mission loops, need to maintain call with store stats
1222 int mission_campaign_eval_next_mission( int store_stats )
1228 Campaign.next_mission = -1;
1229 cur = Campaign.current_mission;
1230 name = Campaign.missions[cur].name;
1232 mission = &Campaign.missions[cur];
1234 // first we must save the status of the current missions goals in the campaign mission structure.
1235 // After that, we can determine which mission is tagged as the next mission. Finally, we
1236 // can save the campaign save file
1237 // we might have goal and event status if the player replayed a mission
1238 if ( mission->num_goals > 0 ) {
1239 free( mission->goals );
1242 mission->num_goals = Num_goals;
1243 if ( mission->num_goals > 0 ) {
1244 mission->goals = (mgoal *)malloc( sizeof(mgoal) * Num_goals );
1245 SDL_assert( mission->goals != NULL );
1248 // copy the needed info from the Mission_goal struct to our internal structure
1249 for (i = 0; i < Num_goals; i++ ) {
1250 if ( strlen(Mission_goals[i].name) == 0 ) {
1251 char name[NAME_LENGTH];
1253 sprintf(name, NOX("Goal #%d"), i);
1254 //Warning(LOCATION, "Mission goal in mission %s must have a +Name field! using %s for campaign save file\n", mission->name, name);
1255 strcpy( mission->goals[i].name, name);
1257 strcpy( mission->goals[i].name, Mission_goals[i].name );
1258 SDL_assert ( Mission_goals[i].satisfied != GOAL_INCOMPLETE ); // should be true or false at this point!!!
1259 mission->goals[i].status = (char)Mission_goals[i].satisfied;
1262 // do the same thing for events as we did for goals
1263 // we might have goal and event status if the player replayed a mission
1264 if ( mission->num_events > 0 ) {
1265 free( mission->events );
1268 mission->num_events = Num_mission_events;
1269 if ( mission->num_events > 0 ) {
1270 mission->events = (mevent *)malloc( sizeof(mevent) * Num_mission_events );
1271 SDL_assert( mission->events != NULL );
1274 // copy the needed info from the Mission_goal struct to our internal structure
1275 for (i = 0; i < Num_mission_events; i++ ) {
1276 if ( strlen(Mission_events[i].name) == 0 ) {
1277 char name[NAME_LENGTH];
1279 sprintf(name, NOX("Event #%d"), i);
1280 nprintf(("Warning", "Mission goal in mission %s must have a +Name field! using %s for campaign save file\n", mission->name, name));
1281 strcpy( mission->events[i].name, name);
1283 strcpy( mission->events[i].name, Mission_events[i].name );
1285 // getting status for the events is a little different. If the formula value for the event entry
1286 // is -1, then we know the value of the result field will never change. If the formula is
1287 // not -1 (i.e. still being evaluated at mission end time), we will write "incomplete" for the
1289 if ( Mission_events[i].formula == -1 ) {
1290 if ( Mission_events[i].result )
1291 mission->events[i].status = EVENT_SATISFIED;
1293 mission->events[i].status = EVENT_FAILED;
1298 // maybe store the alltime stats which would be current at the end of this mission
1299 if ( store_stats ) {
1300 memcpy( &mission->stats, &Player->stats, sizeof(Player->stats) );
1301 scoring_backout_accept( &mission->stats );
1304 if ( store_stats ) { // second (last) time through, so use choose loop_mission if chosen
1305 if ( Campaign.loop_enabled ) {
1306 Campaign.next_mission = Campaign.loop_mission;
1308 // evaluate next mission (straight path)
1309 if (Campaign.missions[cur].formula != -1) {
1310 flush_sexp_tree(Campaign.missions[cur].formula); // force formula to be re-evaluated
1311 eval_sexp(Campaign.missions[cur].formula); // this should reset Campaign.next_mission to proper value
1316 // evaluate next mission (straight path)
1317 if (Campaign.missions[cur].formula != -1) {
1318 flush_sexp_tree(Campaign.missions[cur].formula); // force formula to be re-evaluated
1319 eval_sexp(Campaign.missions[cur].formula); // this should reset Campaign.next_mission to proper value
1322 // evaluate mission loop mission (if any) so it can be used if chosen
1323 if ( Campaign.missions[cur].has_mission_loop ) {
1324 int copy_next_mission = Campaign.next_mission;
1325 // Set temporarily to -1 so we know if loop formula fails to assign
1326 Campaign.next_mission = -1; // Cannot exit campaign from loop
1327 if (Campaign.missions[cur].mission_loop_formula != -1) {
1328 flush_sexp_tree(Campaign.missions[cur].mission_loop_formula); // force formula to be re-evaluated
1329 eval_sexp(Campaign.missions[cur].mission_loop_formula); // this should reset Campaign.next_mission to proper value
1332 Campaign.loop_mission = Campaign.next_mission;
1333 Campaign.next_mission = copy_next_mission;
1337 if (Campaign.next_mission == -1)
1338 nprintf(("allender", "No next mission to proceed to.\n"));
1340 nprintf(("allender", "Next mission is number %d [%s]\n", Campaign.next_mission, Campaign.missions[Campaign.next_mission].name));
1342 return Campaign.next_mission;
1345 // Evaluate next campaign mission - set as Campaign.next_mission. Also set Campaign.loop_mission
1346 void mission_campaign_eval_next_mission()
1348 Campaign.next_mission = -1;
1349 int cur = Campaign.current_mission;
1351 // evaluate next mission (straight path)
1352 if (Campaign.missions[cur].formula != -1) {
1353 flush_sexp_tree(Campaign.missions[cur].formula); // force formula to be re-evaluated
1354 eval_sexp(Campaign.missions[cur].formula); // this should reset Campaign.next_mission to proper value
1357 // evaluate mission loop mission (if any) so it can be used if chosen
1358 if ( Campaign.missions[cur].has_mission_loop ) {
1359 int copy_next_mission = Campaign.next_mission;
1360 // Set temporarily to -1 so we know if loop formula fails to assign
1361 Campaign.next_mission = -1;
1362 if (Campaign.missions[cur].mission_loop_formula != -1) {
1363 flush_sexp_tree(Campaign.missions[cur].mission_loop_formula); // force formula to be re-evaluated
1364 eval_sexp(Campaign.missions[cur].mission_loop_formula); // this should reset Campaign.next_mission to proper value
1367 Campaign.loop_mission = Campaign.next_mission;
1368 Campaign.next_mission = copy_next_mission;
1371 if (Campaign.next_mission == -1) {
1372 nprintf(("allender", "No next mission to proceed to.\n"));
1374 nprintf(("allender", "Next mission is number %d [%s]\n", Campaign.next_mission, Campaign.missions[Campaign.next_mission].name));
1379 // Store mission's goals and events in Campaign struct
1380 void mission_campaign_store_goals_and_events()
1385 cur = Campaign.current_mission;
1387 mission = &Campaign.missions[cur];
1389 // first we must save the status of the current missions goals in the campaign mission structure.
1390 // After that, we can determine which mission is tagged as the next mission. Finally, we
1391 // can save the campaign save file
1392 // we might have goal and event status if the player replayed a mission
1393 if ( mission->num_goals > 0 ) {
1394 free( mission->goals );
1397 mission->num_goals = Num_goals;
1398 if ( mission->num_goals > 0 ) {
1399 mission->goals = (mgoal *)malloc( sizeof(mgoal) * Num_goals );
1400 SDL_assert( mission->goals != NULL );
1403 // copy the needed info from the Mission_goal struct to our internal structure
1404 for (i = 0; i < Num_goals; i++ ) {
1405 if ( strlen(Mission_goals[i].name) == 0 ) {
1406 char name[NAME_LENGTH];
1408 SDL_snprintf(name, sizeof(name), NOX("Goal #%d"), i);
1409 //Warning(LOCATION, "Mission goal in mission %s must have a +Name field! using %s for campaign save file\n", mission->name, name);
1410 SDL_strlcpy( mission->goals[i].name, name, sizeof(mission->goals[0].name));
1412 SDL_strlcpy( mission->goals[i].name, Mission_goals[i].name, sizeof(mission->goals[0].name) );
1413 SDL_assert ( Mission_goals[i].satisfied != GOAL_INCOMPLETE ); // should be true or false at this point!!!
1414 mission->goals[i].status = (char)Mission_goals[i].satisfied;
1417 // do the same thing for events as we did for goals
1418 // we might have goal and event status if the player replayed a mission
1419 if ( mission->num_events > 0 ) {
1420 free( mission->events );
1423 mission->num_events = Num_mission_events;
1424 if ( mission->num_events > 0 ) {
1425 mission->events = (mevent *)malloc( sizeof(mevent) * Num_mission_events );
1426 SDL_assert( mission->events != NULL );
1429 // copy the needed info from the Mission_goal struct to our internal structure
1430 for (i = 0; i < Num_mission_events; i++ ) {
1431 if ( strlen(Mission_events[i].name) == 0 ) {
1432 char name[NAME_LENGTH];
1434 SDL_snprintf(name, sizeof(name), NOX("Event #%d"), i);
1435 nprintf(("Warning", "Mission goal in mission %s must have a +Name field! using %s for campaign save file\n", mission->name, name));
1436 SDL_strlcpy( mission->events[i].name, name, sizeof(mission->events[0].name));
1438 SDL_strlcpy( mission->events[i].name, Mission_events[i].name, sizeof(mission->events[0].name) );
1440 // getting status for the events is a little different. If the formula value for the event entry
1441 // is -1, then we know the value of the result field will never change. If the formula is
1442 // not -1 (i.e. still being evaluated at mission end time), we will write "incomplete" for the
1444 if ( Mission_events[i].formula == -1 ) {
1445 if ( Mission_events[i].result )
1446 mission->events[i].status = EVENT_SATISFIED;
1448 mission->events[i].status = EVENT_FAILED;
1454 // this function is called when the player's mission is over. It updates the internal store of goals
1455 // and their status then saves the state of the campaign in the campaign file. This gets called
1456 // after player accepts mission results in debriefing.
1457 void mission_campaign_mission_over()
1462 // I don't think that we should have a record for these -- maybe we might?????? If we do,
1463 // then we should free them
1464 if ( !(Game_mode & GM_CAMPAIGN_MODE) ){
1468 mission_num = Campaign.current_mission;
1469 SDL_assert( mission_num != -1 );
1470 mission = &Campaign.missions[mission_num];
1472 // determine if any ships/weapons were granted this mission
1473 for ( i=0; i<Num_granted_ships; i++ ){
1474 Campaign.ships_allowed[Granted_ships[i]] = 1;
1477 for ( i=0; i<Num_granted_weapons; i++ ){
1478 Campaign.weapons_allowed[Granted_weapons[i]] = 1;
1481 // DKA 12/11/98 - Unneeded already evaluated and stored
1482 // determine what new mission we are moving to.
1483 // mission_campaign_eval_next_mission(1);
1485 // update campaign.mission stats (used to allow backout inRedAlert)
1486 memcpy( &mission->stats, &Player->stats, sizeof(Player->stats) );
1487 if(!(Game_mode & GM_MULTIPLAYER)){
1488 scoring_backout_accept( &mission->stats );
1491 // if we are moving to a new mission, then change our data. If we are staying on the same mission,
1492 // then we don't want to do anything. Remove information about goals/events
1493 if ( Campaign.next_mission != mission_num ) {
1494 Campaign.prev_mission = mission_num;
1495 Campaign.current_mission = -1;
1496 Campaign.num_missions_completed++;
1497 Campaign.missions[mission_num].completed = 1;
1499 // save the scoring values from the previous mission at the start of this mission -- for red alert
1501 // save the state of the campaign in the campaign save file and move to the end_game state
1502 if (Campaign.type == CAMPAIGN_TYPE_SINGLE) {
1503 mission_campaign_savefile_save();
1507 // free up the goals and events which were just malloced. It's kind of like erasing any fact
1508 // that the player played this mission in the campaign.
1509 free( mission->goals );
1510 mission->num_goals = 0;
1512 free( mission->events );
1513 mission->num_events = 0;
1515 Sexp_nodes[mission->formula].value = SEXP_UNKNOWN;
1519 if (Campaign.missions[Campaign.next_mission].flags & CMISSION_FLAG_BASTION){
1520 Player->on_bastion = 1;
1522 Player->on_bastion = 0;
1525 mission_campaign_next_mission(); // sets up whatever needs to be set to actually play next mission
1528 // called when the game closes -- to get rid of memory errors for Bounds checker
1529 void mission_campaign_close()
1534 free(Campaign.desc);
1536 // be sure to remove all old malloced strings of Mission_names
1537 // we must also free any goal stuff that was from a previous campaign
1538 for ( i=0; i<Campaign.num_missions; i++ ) {
1539 if ( Campaign.missions[i].name ){
1540 free(Campaign.missions[i].name);
1543 if (Campaign.missions[i].notes){
1544 free(Campaign.missions[i].notes);
1547 if ( Campaign.missions[i].num_goals > 0 ){
1548 free ( Campaign.missions[i].goals );
1551 if ( Campaign.missions[i].num_events > 0 ){
1552 free ( Campaign.missions[i].events );
1555 // the next three are strdup'd return values from parselo.cpp
1556 if (Campaign.missions[i].mission_loop_desc) {
1557 free(Campaign.missions[i].mission_loop_desc);
1560 if (Campaign.missions[i].mission_loop_brief_anim) {
1561 free(Campaign.missions[i].mission_loop_brief_anim);
1564 if (Campaign.missions[i].mission_loop_brief_sound) {
1565 free(Campaign.missions[i].mission_loop_brief_sound);
1568 if ( !Fred_running ){
1569 sexp_unmark_persistent(Campaign.missions[i].formula); // free any sexpression nodes used by campaign.
1572 Campaign.missions[i].num_goals = 0;
1573 Campaign.missions[i].num_events = 0;
1577 // call from game_shutdown() ONLY!!!
1578 void mission_campaign_shutdown()
1582 for (i=0; i<MAX_CAMPAIGNS; i++) {
1583 if (Campaign_names[i] != NULL) {
1584 free(Campaign_names[i]);
1585 Campaign_names[i] = NULL;
1588 if (Campaign_file_names[i] != NULL) {
1589 free(Campaign_file_names[i]);
1590 Campaign_file_names[i] = NULL;
1595 // extract the mission filenames for a campaign.
1597 // filename => name of campaign file
1598 // dest => storage for the mission filename, must be already allocated
1599 // num => output parameter for the number of mission filenames in the campaign
1601 // note that dest should allocate at least dest[MAX_CAMPAIGN_MISSIONS][NAME_LENGTH]
1602 int mission_campaign_get_filenames(const char *filename, char dest[][NAME_LENGTH], int *num)
1606 // read the mission file and get the list of mission filenames
1607 if ((rval = setjmp(parse_abort)) != 0) {
1611 read_file_text(filename);
1612 SDL_assert(strlen(filename) < MAX_FILENAME_LEN - 1); // make sure no overflow
1615 required_string("$Name:");
1616 advance_to_eoln(NULL);
1618 required_string( "$Type:" );
1619 advance_to_eoln(NULL);
1621 // parse the mission file and actually read in the mission stuff
1623 while ( skip_to_string("$Mission:") == 1 ) {
1624 stuff_string(dest[*num], F_NAME, NULL);
1632 // function to read the goals and events from a mission in a campaign file and store that information
1633 // in the campaign structure for use in the campaign editor, error checking, etc
1634 void read_mission_goal_list(int num)
1636 char *filename, notes[NOTES_LENGTH], goals[MAX_GOALS][NAME_LENGTH];
1637 char events[MAX_MISSION_EVENTS][NAME_LENGTH];
1638 int i, z, r, event_count, count = 0;
1640 filename = Campaign.missions[num].name;
1641 if ((r = setjmp(parse_abort))>0) {
1642 Warning(LOCATION, "Error reading \"%s\" (code = %d)", filename, r);
1646 // open localization
1649 read_file_text(filename);
1652 // first, read the mission notes for this mission. Used in campaign editor
1653 if (skip_to_string("#Mission Info")) {
1654 if (skip_to_string("$Notes:")) {
1655 stuff_string(notes, F_NOTES, NULL);
1656 if (Campaign.missions[num].notes){
1657 free(Campaign.missions[num].notes);
1660 Campaign.missions[num].notes = (char *) malloc(strlen(notes) + 1);
1661 SDL_strlcpy(Campaign.missions[num].notes, notes, strlen(notes) + 1);
1666 // skip to events section in the mission file. Events come before goals, so we process them first
1667 if ( skip_to_string("#Events") ) {
1669 if (skip_to_string("$Formula:", "#Goals") != 1){
1673 z = skip_to_string("+Name:", "$Formula:");
1679 stuff_string(events[event_count], F_NAME, NULL);
1681 SDL_snprintf(events[event_count], NAME_LENGTH, NOX("Event #%d"), event_count + 1);
1685 SDL_assert(event_count < MAX_MISSION_EVENTS);
1690 if (skip_to_string("#Goals")) {
1692 if (skip_to_string("$Type:", "#End") != 1){
1696 z = skip_to_string("+Name:", "$Type:");
1702 stuff_string(goals[count], F_NAME, NULL);
1704 SDL_snprintf(goals[count], NAME_LENGTH, NOX("Goal #%d"), count + 1);
1708 SDL_assert(count < MAX_GOALS);
1712 Campaign.missions[num].num_goals = count;
1714 Campaign.missions[num].goals = (mgoal *) malloc(count * sizeof(mgoal));
1715 SDL_assert(Campaign.missions[num].goals); // make sure we got the memory
1716 memset(Campaign.missions[num].goals, 0, count * sizeof(mgoal));
1718 for (i=0; i<count; i++){
1719 SDL_strlcpy(Campaign.missions[num].goals[i].name, goals[i], sizeof(Campaign.missions[num].goals[i].name));
1723 Campaign.missions[num].num_events = event_count;
1725 Campaign.missions[num].events = (mevent *)malloc(event_count * sizeof(mevent));
1726 SDL_assert ( Campaign.missions[num].events );
1727 memset(Campaign.missions[num].events, 0, event_count * sizeof(mevent));
1729 for (i = 0; i < event_count; i++ ){
1730 SDL_strlcpy(Campaign.missions[num].events[i].name, events[i], sizeof(Campaign.missions[num].events[i].name));
1734 // close localization
1738 // function to return index into Campaign's list of missions of the mission with the given
1739 // filename. This function tried to be a little smart about filename looking for the .fsm
1740 // extension since filenames are stored with the extension in the campaign file. Returns
1741 // index of mission in campaign structure. -1 if mission name not found.
1742 int mission_campaign_find_mission( const char *name )
1745 char realname[MAX_FILENAME_LEN];
1747 // look for an extension on the file. If no extension, add default ".fsm" onto the
1748 // end of the filename
1749 if ( SDL_strchr(name, '.') == NULL ){
1750 SDL_snprintf(realname, sizeof(realname), NOX("%s%s"), name, FS_MISSION_FILE_EXT );
1752 SDL_strlcpy(realname, name, sizeof(realname));
1755 for (i = 0; i < Campaign.num_missions; i++ ) {
1756 if ( !SDL_strcasecmp(realname, Campaign.missions[i].name) ){
1764 void mission_campaign_maybe_play_movie(int type)
1769 // only support pre mission movies for now.
1770 SDL_assert ( type == CAMPAIGN_MOVIE_PRE_MISSION );
1772 if ( !(Game_mode & GM_CAMPAIGN_MODE) )
1775 mission = Campaign.current_mission;
1776 SDL_assert( mission != -1 );
1778 // get a possible filename for a movie to play.
1781 case CAMPAIGN_MOVIE_PRE_MISSION:
1782 if ( strlen(Campaign.missions[mission].briefing_cutscene) )
1783 filename = Campaign.missions[mission].briefing_cutscene;
1791 // no filename, no movie!
1795 movie_play( filename );
1798 // return nonzero if the passed filename is a multiplayer campaign, 0 otherwise
1799 int mission_campaign_parse_is_multi(const char *filename, char *name, const int max_len)
1804 read_file_text( filename );
1807 required_string("$Name:");
1808 stuff_string( temp, F_NAME, NULL );
1810 SDL_strlcpy( name, temp, max_len );
1812 required_string( "$Type:" );
1813 stuff_string( temp, F_NAME, NULL );
1815 for (i = 0; i < MAX_CAMPAIGN_TYPES; i++ ) {
1816 if ( !SDL_strcasecmp(temp, campaign_types[i]) ) {
1821 Error(LOCATION, "Unknown campaign type %s", temp );
1825 // functions to save persistent information during a mission -- which then might or might not get
1826 // saved out when the mission is over depending on whether player replays mission or commits.
1827 void mission_campaign_save_persistent( int type, int sindex )
1829 // based on the type of information, save it off for possible saving into the campsign
1830 // savefile when the mission is over
1831 if ( type == CAMPAIGN_PERSISTENT_SHIP ) {
1832 SDL_assert( Num_granted_ships < MAX_SHIP_TYPES );
1833 Granted_ships[Num_granted_ships] = sindex;
1834 Num_granted_ships++;
1835 } else if ( type == CAMPAIGN_PERSISTENT_WEAPON ) {
1836 SDL_assert( Num_granted_weapons < MAX_WEAPON_TYPES );
1837 Granted_weapons[Num_granted_weapons] = sindex;
1838 Num_granted_weapons++;
1843 // returns 0: loaded, !0: error
1844 int mission_load_up_campaign()
1846 if (strlen(Player->current_campaign))
1847 return mission_campaign_load(Player->current_campaign);
1849 return mission_campaign_load(BUILTIN_CAMPAIGN);
1852 // for end of campaign in the single player game. Called when the end of campaign state is
1853 // entered, which is triggered when the end-campaign sexpression is hit
1855 void mission_campaign_end_init()
1857 // no need to do any initialization.
1860 void mission_campaign_end_do()
1863 event_music_level_close();
1864 mission_goal_fail_incomplete();
1865 scoring_level_close();
1866 mission_campaign_mission_over();
1869 movie_play("endgame.mve");
1871 // eventually we'll want to play one of two options (good ending or bad ending)
1872 // did the supernova blow?
1873 if(Supernova_status == SUPERNOVA_HIT){
1874 movie_play_two("endpart1.mve", "endprt2b.mve"); // good ending
1876 movie_play_two("endpart1.mve", "endprt2a.mve"); // good ending
1880 #if defined(FS2_DEMO) || defined(FS1_DEMO)
1881 gameseq_post_event( GS_EVENT_END_DEMO );
1882 #elif defined(MAKE_FS1)
1883 gameseq_post_event( GS_STATE_END_OF_CAMPAIGN );
1885 gameseq_post_event( GS_EVENT_MAIN_MENU );
1889 void mission_campaign_end_close()
1891 // nothing to do here.
1895 // skip to the next mission in the campaign
1896 // this also posts the state change by default. pass 0 to override that
1897 void mission_campaign_skip_to_next(int start_game)
1899 // mark all goals/events complete
1900 // these do not really matter, since is-previous-event-* and is-previous-goal-* sexps check
1901 // to see if the mission was skipped, and use defaults accordingly.
1902 mission_goal_mark_objectives_complete();
1903 mission_goal_mark_events_complete();
1905 // mark mission as skipped
1906 Campaign.missions[Campaign.current_mission].flags |= CMISSION_FLAG_SKIPPED;
1909 mission_campaign_store_goals_and_events();
1911 // now set the next mission
1912 mission_campaign_eval_next_mission();
1914 // clear out relevant player vars
1915 Player->failures_this_session = 0;
1916 Player->show_skip_popup = 1;
1919 // proceed to next mission or main hall
1920 if ((Campaign.missions[Campaign.current_mission].has_mission_loop) && (Campaign.loop_mission != -1)) {
1921 // go to loop solicitation
1922 gameseq_post_event(GS_EVENT_LOOP_BRIEF);
1924 // closes out mission stuff, sets up next one
1925 mission_campaign_mission_over();
1927 if ( Campaign.next_mission == -1 ) {
1928 // go to main hall, tha campaign is over!
1929 gameseq_post_event(GS_EVENT_MAIN_MENU);
1931 // go to next mission
1932 gameseq_post_event(GS_EVENT_START_GAME);
1939 // breaks your ass out of the loop
1940 // this also posts the state change
1941 void mission_campaign_exit_loop()
1943 // set campaign to loop reentry point
1944 Campaign.next_mission = Campaign.loop_reentry;
1945 Campaign.current_mission = -1;
1946 Campaign.loop_enabled = 0;
1948 // set things up for next mission
1949 mission_campaign_next_mission();
1950 gameseq_post_event(GS_EVENT_START_GAME);
1954 // used for jumping to a particular campaign mission
1955 // all pvs missions marked skipped
1956 // this relies on correct mission ordering in the campaign file
1957 void mission_campaign_jump_to_mission(const char *name)
1960 char dest_name[64] = { 0 };
1962 // load in the campaign junk
1963 mission_load_up_campaign();
1965 // tack the .fs2 onto the input name
1966 SDL_strlcpy(dest_name, cf_add_ext(name, FS_MISSION_FILE_EXT), sizeof(dest_name));
1968 // search for our mission
1969 for (i=0; i<Campaign.num_missions; i++) {
1970 if ((Campaign.missions[i].name != NULL) && !SDL_strcasecmp(Campaign.missions[i].name, dest_name) ) {
1971 Campaign.next_mission = i;
1972 Campaign.prev_mission = i-1;
1973 mission_campaign_next_mission();
1974 Game_mode |= GM_CAMPAIGN_MODE;
1975 gameseq_post_event(GS_EVENT_START_GAME);
1978 Campaign.missions[i].flags |= CMISSION_FLAG_SKIPPED;
1979 Campaign.num_missions_completed = i;
1983 // if we got here, no match was found
1984 // restart the campaign
1985 mission_campaign_savefile_delete(Campaign.filename);
1986 mission_campaign_load(Campaign.filename);