2 * $Logfile: /Freespace2/code/Mission/MissionCampaign.cpp $
7 * source for dealing with campaigns
10 * Revision 1.3 2002/06/09 03:16:04 relnev
13 * removed unneeded asm, old sdl 2d setup.
15 * fixed crash caused by opengl_get_region.
17 * Revision 1.2 2002/06/02 04:26:34 relnev
20 * Revision 1.1.1.1 2002/05/03 03:28:09 root
24 * 23 9/14/99 4:35a Dave
25 * Argh. Added all kinds of code to handle potential crashes in debriefing
28 * 22 9/09/99 11:40p Dave
29 * Handle an Assert() in beam code. Added supernova sounds. Play the right
30 * 2 end movies properly, based upon what the player did in the mission.
32 * 21 9/09/99 9:34a Jefff
33 * fixed a potential exit-loop bug
35 * 20 9/07/99 6:55p Jefff
36 * functionality to break out of a loop. hacked functionality to jump to
37 * a specific mission in a campaign -- doesnt grant ships/weapons from
38 * skipped missions tho.
40 * 19 9/07/99 2:19p Jefff
41 * clear skip mission player vars on mission skip
43 * 18 9/06/99 9:45p Jefff
44 * break out of loop and skip mission support
46 * 17 9/06/99 6:38p Dave
47 * Improved CD detection code.
49 * 16 9/03/99 1:32a Dave
50 * CD checking by act. Added support to play 2 cutscenes in a row
51 * seamlessly. Fixed super low level cfile bug related to files in the
52 * root directory of a CD. Added cheat code to set campaign mission # in
55 * 15 8/27/99 12:04a Dave
56 * Campaign loop screen.
58 * 14 8/04/99 5:36p Andsager
59 * Show upsell screens at end of demo campaign before returning to main
62 * 13 2/05/99 3:50p Anoop
63 * Removed dumb campaign mission stats saving from multiplayer.
65 * 12 12/17/98 2:43p Andsager
66 * Modify fred campaign save file to include optional mission loops
68 * 11 12/12/98 3:17p Andsager
69 * Clean up mission eval, goal, event and mission scoring.
71 * 10 12/10/98 9:59a Andsager
72 * Fix some bugs with mission loops
74 * 9 12/09/98 1:56p Andsager
75 * Initial checkin of mission loop
77 * 8 11/05/98 5:55p Dave
78 * Big pass at reducing #includes
80 * 7 11/03/98 4:48p Johnson
81 * Fixed campaign file versioning bug left over from Silent Threat port.
83 * 6 10/23/98 3:51p Dave
84 * Full support for tstrings.tbl and foreign languages. All that remains
85 * is to make it active in Fred.
87 * 5 10/13/98 2:47p Andsager
88 * Remove reference to Tech_shivan_species_avail
90 * 4 10/13/98 9:28a Dave
91 * Started neatening up freespace.h. Many variables renamed and
92 * reorganized. Added AlphaColors.[h,cpp]
94 * 3 10/07/98 6:27p Dave
95 * Globalized mission and campaign file extensions. Removed Silent Threat
96 * special code. Moved \cache \players and \multidata into the \data
99 * 2 10/07/98 10:53a Dave
102 * 1 10/07/98 10:49a Dave
104 * 95 9/10/98 1:17p Dave
105 * Put in code to flag missions and campaigns as being MD or not in Fred
106 * and Freespace. Put in multiplayer support for filtering out MD
107 * missions. Put in multiplayer popups for warning of non-valid missions.
109 * 94 9/01/98 4:25p Dave
110 * Put in total (I think) backwards compatibility between mission disk
111 * freespace and non mission disk freespace, including pilot files and
112 * campaign savefiles.
114 * 93 7/06/98 4:10p Hoffoss
115 * Fixed some bugs that presented themselves when trying to use a pilot
116 * that has a no longer existent campaign active. Also expanded the
117 * campaign load code to actually return a proper error code, instead of
118 * always trapping errors internally and crashing, and always returning 0.
120 * 92 6/17/98 9:30a Allender
121 * fixed red alert replay stats clearing problem
123 * 91 6/01/98 11:43a John
124 * JAS & MK: Classified all strings for localization.
126 * 90 5/25/98 1:29p Allender
127 * end mission sequencing
129 * 89 5/21/98 9:25p Allender
130 * endgame movie always viewable at end of campaign
132 * 88 5/13/98 5:14p Allender
133 * red alert support to go back to previous mission
135 * 87 5/12/98 4:16p Hoffoss
136 * Fixed bug where not all missions in all campaigns were being filtered
137 * out of stand alone mission listing in simulator room.
139 * 86 5/05/98 3:29p Hoffoss
140 * Changed code so description is BEFORE num players in campaign file.
141 * Other code is relying on this ordering.
143 * 85 5/05/98 12:19p Dave
144 * campaign description goes *after* num players
146 * 84 5/04/98 5:52p Comet
147 * Fixed bug with Galatea/Bastion selection when finishing missions.
149 * 83 5/01/98 2:46p Duncan
150 * fix a cfile problem with campaigns related to the new cfile stuff
152 * 82 5/01/98 12:34p John
153 * Added code to force FreeSpace to run in the same dir as exe and made
154 * all the parse error messages a little nicer.
156 * 81 4/30/98 7:01p Duncan
157 * AL: don't allow deletion of campaign files in multiplayer
159 * 80 4/30/98 4:53p John
160 * Restructured and cleaned up cfile code. Added capability to read off
161 * of CD-ROM drive and out of multiple pack files.
177 #include "missioncampaign.h"
178 #include "gamesequence.h"
181 #include "missionload.h"
182 #include "freespace.h"
186 #include "missiongoals.h"
187 // #include "movie.h"
189 #include "techmenu.h"
190 #include "eventmusic.h"
191 #include "alphacolors.h"
192 #include "localize.h"
193 #include "supernova.h"
195 // mission disk stuff
196 #define CAMPAIGN_SAVEFILE_MAX_SHIPS_OLD 75
197 #define CAMPAIGN_SAVEFILE_MAX_WEAPONS_OLD 44
199 #define CAMPAIGN_INITIAL_RELEASE_FILE_VERSION 6
201 // campaign wasn't ended
202 int Campaign_ended_in_mission = 0;
204 // stuff for selecting campaigns. We need to keep both arrays around since we display the
205 // list of campaigns by name, but must load campaigns by filename
206 char *Campaign_names[MAX_CAMPAIGNS];
207 char *Campaign_file_names[MAX_CAMPAIGNS];
210 char *campaign_types[MAX_CAMPAIGN_TYPES] =
219 // modules local variables to deal with getting new ships/weapons available to the player
220 int Num_granted_ships, Num_granted_weapons; // per mission counts of new ships and weapons
221 int Granted_ships[MAX_SHIP_TYPES];
222 int Granted_weapons[MAX_WEAPON_TYPES];
224 // variables to control the UI stuff for loading campaigns
225 LOCAL UI_WINDOW Campaign_window;
226 LOCAL UI_LISTBOX Campaign_listbox;
227 LOCAL UI_BUTTON Campaign_okb, Campaign_cancelb;
232 // variables with deal with the campaign save file
233 #define CAMPAIGN_FILE_VERSION 12
234 //#define CAMPAIGN_FILE_COMPATIBLE_VERSION CAMPAIGN_INITIAL_RELEASE_FILE_VERSION
235 #define CAMPAIGN_FILE_COMPATIBLE_VERSION CAMPAIGN_FILE_VERSION
236 #define CAMPAIGN_FILE_ID 0xbeefcafe
238 // variables with deal with the campaign stats save file
239 #define CAMPAIGN_STATS_FILE_VERSION 1
240 #define CAMPAIGN_STATS_FILE_COMPATIBLE_VERSION 1
241 #define CAMPAIGN_STATS_FILE_ID 0xabbadaad
243 // mission_campaign_get_name returns a string (which is malloced in this routine) of the name
244 // of the given freespace campaign file. In the type field, we return if the campaign is a single
245 // player or multiplayer campaign. The type field will only be valid if the name returned is non-NULL
246 int mission_campaign_get_info(char *filename, char *name, int *type, int *max_players, char **desc)
249 char campaign_type[NAME_LENGTH], fname[MAX_FILENAME_LEN];
251 Assert( name != NULL );
252 Assert( type != NULL );
257 strcpy(fname, filename);
258 if ((strlen(fname) < 4) || stricmp(fname + strlen(fname) - 4, FS_CAMPAIGN_FILE_EXT)){
259 strcat(fname, FS_CAMPAIGN_FILE_EXT);
262 Assert(strlen(fname) < MAX_FILENAME_LEN);
264 if ((rval = setjmp(parse_abort)) != 0) {
266 // close localization
272 Error(LOCATION, "Error parsing '%s'\r\nError code = %i.\r\n", fname, rval);
275 read_file_text( fname );
277 required_string("$Name:");
279 stuff_string( name, F_NAME, NULL );
280 if ( name == NULL ) {
282 nprintf(("Warning", "No name found for campaign file %s\n", filename));
284 // close localization
290 required_string( "$Type:" );
291 stuff_string( campaign_type, F_NAME, NULL );
294 for (i=0; i<MAX_CAMPAIGN_TYPES; i++) {
295 if ( !stricmp(campaign_type, campaign_types[i]) ) {
302 if (optional_string("+Description:")) {
303 *desc = stuff_and_malloc_string(F_MULTITEXT, NULL, MISSION_DESC_LENGTH);
307 // if this is a multiplayer campaign, get the max players
309 skip_to_string("+Num Players:");
310 stuff_int(max_players);
313 // if we found a valid campaign type
315 // close localization
322 Int3(); // get Allender -- incorrect type found
324 // close localization
330 // parses campaign and returns a list of missions in it. Returns number of missions added to
331 // the 'list', and up to 'max' missions may be added to 'list'. Returns negative on error.
333 int mission_campaign_get_mission_list(char *filename, char **list, int max)
335 int rval, i, num = 0;
336 char name[NAME_LENGTH];
338 filename = cf_add_ext(filename, FS_CAMPAIGN_FILE_EXT);
340 // read the mission file and get the list of mission filenames
341 if ((rval = setjmp(parse_abort)) != 0) {
342 // since we can't return count of allocated elements, free them instead
343 for (i=0; i<num; i++)
349 read_file_text(filename);
352 while (skip_to_string("$Mission:") > 0) {
353 stuff_string(name, F_NAME, NULL);
355 list[num++] = strdup(name);
362 void mission_campaign_maybe_add( char *filename, int multiplayer )
364 char name[NAME_LENGTH];
365 int type,max_players;
367 if ( mission_campaign_get_info( filename, name, &type, &max_players) ) {
368 if ( !multiplayer && ( type == CAMPAIGN_TYPE_SINGLE) ) {
369 Campaign_names[Num_campaigns] = strdup(name);
370 Campaign_file_names[Num_campaigns] = strdup(filename);
376 // mission_campaign_build_list() builds up the list of campaigns that the user might
377 // be able to pick from. It uses the multiplayer flag to tell if we should display a list
378 // of single or multiplayer campaigns. This routine sets the Num_campaigns and Campaign_names
380 void mission_campaign_build_list( int multiplayer )
390 mission_campaign_maybe_add( BUILTIN_CAMPAIGN, multiplayer);
392 memset(wild_card, 0, 256);
393 strcpy(wild_card, NOX("data\\missions\\*"));
394 strcat(wild_card, FS_CAMPAIGN_FILE_EXT);
395 find_handle = _findfirst( wild_card, &find );
396 if( find_handle != -1 ) {
397 if ( !(find.attrib & _A_SUBDIR) && stricmp(find.name, BUILTIN_CAMPAIGN) ){
398 mission_campaign_maybe_add( find.name, multiplayer);
401 while( !_findnext( find_handle, &find ) ) {
402 if ( !(find.attrib & _A_SUBDIR) && stricmp(find.name, BUILTIN_CAMPAIGN) ) {
403 if ( Num_campaigns >= MAX_CAMPAIGNS ){
404 //MessageBox( -2,-2, 1, "Only the first 300 files will be displayed.", "Ok" );
407 mission_campaign_maybe_add( find.name, multiplayer);
415 // gets optional ship/weapon information
416 void mission_campaign_get_sw_info()
418 int i, count, ship_list[MAX_SHIP_TYPES], weapon_list[MAX_WEAPON_TYPES];
420 // set allowable ships to the SIF_PLAYER_SHIPs
421 memset( Campaign.ships_allowed, 0, sizeof(Campaign.ships_allowed) );
422 for (i = 0; i < MAX_SHIP_TYPES; i++ ) {
423 if ( Ship_info[i].flags & SIF_PLAYER_SHIP )
424 Campaign.ships_allowed[i] = 1;
427 for (i = 0; i < MAX_WEAPON_TYPES; i++ )
428 Campaign.weapons_allowed[i] = 1;
430 if ( optional_string("+Starting Ships:") ) {
431 for (i = 0; i < MAX_SHIP_TYPES; i++ )
432 Campaign.ships_allowed[i] = 0;
434 count = stuff_int_list(ship_list, MAX_SHIP_TYPES, SHIP_INFO_TYPE);
436 // now set the array elements stating which ships we are allowed
437 for (i = 0; i < count; i++ ) {
438 if ( Ship_info[ship_list[i]].flags & SIF_PLAYER_SHIP )
439 Campaign.ships_allowed[ship_list[i]] = 1;
443 if ( optional_string("+Starting Weapons:") ) {
444 for (i = 0; i < MAX_WEAPON_TYPES; i++ )
445 Campaign.weapons_allowed[i] = 0;
447 count = stuff_int_list(weapon_list, MAX_WEAPON_TYPES, WEAPON_POOL_TYPE);
449 // now set the array elements stating which ships we are allowed
450 for (i = 0; i < count; i++ )
451 Campaign.weapons_allowed[weapon_list[i]] = 1;
455 // mission_campaign_load starts a new campaign. It reads in the mission information in the campaign file
456 // It also sets up all variables needed inside of the game to deal with starting mission numbers, etc
458 // Note: Due to difficulties in generalizing this function, parts of it are duplicated throughout
459 // this file. If you change the format of the campaign file, you should be sure these related
460 // functions work properly and update them if it breaks them.
461 int mission_campaign_load( char *filename, int load_savefile )
464 char name[NAME_LENGTH], type[NAME_LENGTH];
466 filename = cf_add_ext(filename, FS_CAMPAIGN_FILE_EXT);
471 // read the mission file and get the list of mission filenames
472 if ((rval = setjmp(parse_abort)) != 0) {
473 mprintf(("Error parsing '%s'\r\nError code = %i.\r\n", filename, rval));
475 // close localization
478 return CAMPAIGN_ERROR_CORRUPT;
481 // be sure to remove all old malloced strings of Mission_names
482 // we must also free any goal stuff that was from a previous campaign
483 // this also frees sexpressions so the next call to init_sexp will be able to reclaim
484 // nodes previously used by another campaign.
485 mission_campaign_close();
487 strcpy( Campaign.filename, filename );
489 // only initialize the sexpression stuff when Fred isn't running. It'll screw things up major
491 if ( !Fred_running ){
492 init_sexp(); // must initialize the sexpression stuff
495 read_file_text( filename );
497 memset( &Campaign, 0, sizeof(Campaign) );
499 // copy filename to campaign structure minus the extension
500 len = strlen(filename) - 4;
501 Assert(len < MAX_FILENAME_LEN);
502 strncpy(Campaign.filename, filename, len);
503 Campaign.filename[len] = 0;
505 required_string("$Name:");
506 stuff_string( name, F_NAME, NULL );
508 //Store campaign name in the global struct
509 strcpy( Campaign.name, name );
511 required_string( "$Type:" );
512 stuff_string( type, F_NAME, NULL );
514 for (i = 0; i < MAX_CAMPAIGN_TYPES; i++ ) {
515 if ( !stricmp(type, campaign_types[i]) ) {
521 if ( i == MAX_CAMPAIGN_TYPES )
522 Error(LOCATION, "Unknown campaign type %s!", type);
524 Campaign.desc = NULL;
525 if (optional_string("+Description:"))
526 Campaign.desc = stuff_and_malloc_string(F_MULTITEXT, NULL, MISSION_DESC_LENGTH);
528 // if the type is multiplayer -- get the number of players
529 Campaign.num_players = 0;
530 if ( Campaign.type != CAMPAIGN_TYPE_SINGLE) {
531 required_string("+Num players:");
532 stuff_int( &(Campaign.num_players) );
535 // parse the optional ship/weapon information
536 mission_campaign_get_sw_info();
538 // parse the mission file and actually read in the mission stuff
539 Campaign.num_missions = 0;
540 while ( required_string_either("#End", "$Mission:") ) {
543 required_string("$Mission:");
544 stuff_string(name, F_NAME, NULL);
545 cm = &Campaign.missions[Campaign.num_missions];
546 cm->name = strdup(name);
548 cm->briefing_cutscene[0] = 0;
549 if ( optional_string("+Briefing Cutscene:") )
550 stuff_string( cm->briefing_cutscene, F_NAME, NULL );
553 if (optional_string("+Flags:"))
554 stuff_int(&cm->flags);
557 if ( optional_string("+Formula:") ) {
558 cm->formula = get_sexp_main();
559 if ( !Fred_running ) {
560 Assert ( cm->formula != -1 );
561 sexp_mark_persistent( cm->formula );
564 if ( cm->formula == -1 ){
565 // close localization
568 return CAMPAIGN_ERROR_SEXP_EXHAUSTED;
573 // Do misison looping stuff
574 cm->has_mission_loop = 0;
575 if ( optional_string("+Mission Loop:") ) {
576 cm->has_mission_loop = 1;
579 cm->mission_loop_desc = NULL;
580 if ( optional_string("+Mission Loop Text:")) {
581 cm->mission_loop_desc = stuff_and_malloc_string(F_MULTITEXT, NULL, MISSION_DESC_LENGTH);
584 cm->mission_loop_brief_anim = NULL;
585 if ( optional_string("+Mission Loop Brief Anim:")) {
586 cm->mission_loop_brief_anim = stuff_and_malloc_string(F_MULTITEXT, NULL, MAX_FILENAME_LEN);
589 cm->mission_loop_brief_sound = NULL;
590 if ( optional_string("+Mission Loop Brief Sound:")) {
591 cm->mission_loop_brief_sound = stuff_and_malloc_string(F_MULTITEXT, NULL, MAX_FILENAME_LEN);
594 cm->mission_loop_formula = -1;
595 if ( optional_string("+Formula:") ) {
596 cm->mission_loop_formula = get_sexp_main();
597 if ( !Fred_running ) {
598 Assert ( cm->mission_loop_formula != -1 );
599 sexp_mark_persistent( cm->mission_loop_formula );
602 if ( cm->mission_loop_formula == -1 ){
603 // close localization
606 return CAMPAIGN_ERROR_SEXP_EXHAUSTED;
611 if (optional_string("+Level:")) {
612 stuff_int( &cm->level );
613 if ( cm->level == 0 ) // check if the top (root) of the whole tree
614 Campaign.next_mission = Campaign.num_missions;
617 Campaign.realign_required = 1;
619 if (optional_string("+Position:"))
620 stuff_int( &cm->pos );
622 Campaign.realign_required = 1;
636 Campaign.num_missions++;
640 // set up the other variables for the campaign stuff. After initializing, we must try and load
641 // the campaign save file for this player. Since all campaign loads go through this routine, I
642 // think this place should be the only necessary place to load the campaign save stuff. The campaign
643 // save file will get written when a mission has ended by player choice.
644 Campaign.next_mission = 0;
645 Campaign.prev_mission = -1;
646 Campaign.current_mission = -1;
648 // loading the campaign will get us to the current and next mission that the player must fly
649 // plus load all of the old goals that future missions might rely on.
650 if (!Fred_running && load_savefile && (Campaign.type == CAMPAIGN_TYPE_SINGLE)) {
651 mission_campaign_savefile_load(Campaign.filename);
654 // close localization
660 // mission_campaign_load_by_name() loads up a freespace campaign given the filename. This routine
661 // is used to load up campaigns when a pilot file is loaded. Generally, the
662 // filename will probably be the freespace campaign file, but not necessarily.
663 int mission_campaign_load_by_name( char *filename )
665 char name[NAME_LENGTH],test[5];
666 int type,max_players;
668 // make sure to tack on .fsc on the end if its not there already
669 if(strlen(filename) > 0){
670 if(strlen(filename) > 4){
671 strcpy(test,filename+(strlen(filename)-4));
672 if(strcmp(test, FS_CAMPAIGN_FILE_EXT)!=0){
673 strcat(filename, FS_CAMPAIGN_FILE_EXT);
676 strcat(filename, FS_CAMPAIGN_FILE_EXT);
679 Error(LOCATION,"Tried to load campaign file with illegal length/extension!");
682 if (!mission_campaign_get_info(filename, name, &type, &max_players)){
687 Campaign_file_names[Num_campaigns] = filename;
688 Campaign_names[Num_campaigns] = name;
690 mission_campaign_load(filename);
694 int mission_campaign_load_by_name_csfe( char *filename, char *callsign )
696 Game_mode |= GM_NORMAL;
697 strcpy(Player->callsign, callsign);
698 return mission_campaign_load_by_name( filename);
702 // mission_campaign_init initializes some variables then loads the default Freespace single player campaign.
703 void mission_campaign_init()
705 memset(&Campaign, 0, sizeof(Campaign) );
708 // Fill in the root of the campaign save filename
709 void mission_campaign_savefile_generate_root(char *filename)
711 char base[_MAX_FNAME];
713 Assert ( strlen(Campaign.filename) != 0 );
715 // build up the filename for the save file. There could be a problem with filename length,
716 // but this problem can get fixed in several ways -- ignore the problem for now though.
717 _splitpath( Campaign.filename, NULL, NULL, base, NULL );
718 Assert ( (strlen(base) + strlen(Player->callsign) + 1) < _MAX_FNAME );
720 sprintf( filename, NOX("%s.%s."), Player->callsign, base );
723 // mission_campaign_savefile_save saves the state of the campaign. This function will probably always be called
724 // then the player is done flying a mission in the campaign path. It will save the missions played, the
725 // state of the goals, etc.
727 int mission_campaign_savefile_save()
729 char filename[_MAX_FNAME];
731 int i,j, mission_count;
733 memset(filename, 0, _MAX_FNAME);
734 mission_campaign_savefile_generate_root(filename);
736 // name the file differently depending on whether we're in single player or multiplayer mode
737 // single player : *.csg
738 strcat( filename, NOX("csg"));
740 fp = cfopen(filename,"wb", CFILE_NORMAL, CF_TYPE_SINGLE_PLAYERS);
745 // Write out campaign file info
746 cfwrite_int( CAMPAIGN_FILE_ID,fp );
747 cfwrite_int( CAMPAIGN_FILE_VERSION,fp );
749 // put in the file signature (single or multiplayer campaign) - see MissionCampaign.h for the #defines
750 cfwrite_int( CAMPAIGN_SINGLE_PLAYER_SIG, fp );
752 // do we need to write out the filename of the campaign?
753 cfwrite_string_len( Campaign.filename, fp );
754 cfwrite_int( Campaign.prev_mission, fp );
755 cfwrite_int( Campaign.next_mission, fp );
756 cfwrite_int( Campaign.loop_reentry, fp );
757 cfwrite_int( Campaign.loop_enabled, fp );
759 // write out the information for ships/weapons which this player is allowed to use
760 cfwrite_int(Num_ship_types, fp);
761 cfwrite_int(Num_weapon_types, fp);
762 for ( i = 0; i < Num_ship_types; i++ ){
763 cfwrite_char( Campaign.ships_allowed[i], fp );
766 for ( i = 0; i < Num_weapon_types; i++ ){
767 cfwrite_char( Campaign.weapons_allowed[i], fp );
770 // write out the completed mission matrix. Used to tell which missions the player
771 // can replay in the simulator. Also, each completed mission contains a list of the goals
772 // that were in the mission along with the goal completion status.
773 cfwrite_int( Campaign.num_missions_completed, fp );
774 for (i = 0; i < MAX_CAMPAIGN_MISSIONS; i++ ) {
775 if ( Campaign.missions[i].completed ) {
776 cfwrite_int( i, fp );
777 cfwrite_int( Campaign.missions[i].num_goals, fp );
778 for ( j = 0; j < Campaign.missions[i].num_goals; j++ ) {
779 cfwrite_string_len( Campaign.missions[i].goals[j].name, fp );
780 cfwrite_char( Campaign.missions[i].goals[j].status, fp );
782 cfwrite_int( Campaign.missions[i].num_events, fp );
783 for ( j = 0; j < Campaign.missions[i].num_events; j++ ) {
784 cfwrite_string_len( Campaign.missions[i].events[j].name, fp );
785 cfwrite_char( Campaign.missions[i].events[j].status, fp );
789 cfwrite_int(Campaign.missions[i].flags, fp);
796 // ugh! due to horrible bug, the stats saved at the end of every level were not written
797 // out to disk. Write out a seperate file to do this. We will only read it in if we actually
799 memset(filename, 0, _MAX_FNAME);
800 mission_campaign_savefile_generate_root(filename);
802 // name the file differently depending on whether we're in single player or multiplayer mode
803 // single player : *.csg
804 strcat( filename, NOX("css"));
806 fp = cfopen(filename,"wb", CFILE_NORMAL, CF_TYPE_SINGLE_PLAYERS);
811 // Write out campaign file info
812 cfwrite_int( CAMPAIGN_STATS_FILE_ID,fp );
813 cfwrite_int( CAMPAIGN_STATS_FILE_VERSION,fp );
815 // determine how many missions we are saving -- I think that this method is safer than the method
816 // I used for release
818 for ( i = 0; i < Campaign.num_missions; i++ ) {
819 if ( Campaign.missions[i].completed ) {
824 // write out the stats information to disk.
825 cfwrite_int( mission_count, fp );
826 for (i = 0; i < Campaign.num_missions; i++ ) {
827 if ( Campaign.missions[i].completed ) {
828 cfwrite_int( i, fp );
829 cfwrite( &Campaign.missions[i].stats, sizeof(scoring_struct), 1, fp );
838 // The following function always only ever ever ever called by CSFE!!!!!
839 int campaign_savefile_save(char *pname)
841 if (Campaign.type == CAMPAIGN_TYPE_SINGLE)
842 Game_mode &= ~GM_MULTIPLAYER;
844 Game_mode |= GM_MULTIPLAYER;
846 strcpy(Player->callsign, pname);
847 //memcpy(&Campaign, camp, sizeof(campaign));
848 return mission_campaign_savefile_save();
852 // the below two functions is internal to this module. It is here so that I can group the save/load
853 // functions together.
856 // mission_campaign_savefile_delete deletes any save file in the players directory for the given
858 void mission_campaign_savefile_delete( char *cfilename, int is_multi )
860 char filename[_MAX_FNAME], base[_MAX_FNAME];
862 _splitpath( cfilename, NULL, NULL, base, NULL );
864 if ( Player->flags & PLAYER_FLAGS_IS_MULTI ) {
865 return; // no such thing as a multiplayer campaign savefile
868 sprintf( filename, NOX("%s.%s.csg"), Player->callsign, base );
870 cf_delete( filename, CF_TYPE_SINGLE_PLAYERS );
873 void campaign_delete_save( char *cfn, char *pname)
875 strcpy(Player->callsign, pname);
876 mission_campaign_savefile_delete(cfn);
879 // next function deletes all the save files for this particular pilot. Just call cfile function
880 // which will delete multiple files
881 // Player_select_mode tells us whether we are deleting single or multiplayer files
882 void mission_campaign_delete_all_savefiles( char *pilot_name, int is_multi )
884 int dir_type, num_files, i;
885 char *names[MAX_CAMPAIGNS], spec[MAX_FILENAME_LEN + 2], *ext;
887 int (*filter_save)(char *filename);
890 return; // can't have multiplayer campaign save files
894 dir_type = CF_TYPE_SINGLE_PLAYERS;
896 sprintf(spec, NOX("%s.*%s"), pilot_name, ext);
898 // HACK HACK HACK HACK!!!! cf_get_file_list is not reentrant. Pretty dumb because it should
899 // be. I have to save any file filters
900 filter_save = Get_file_list_filter;
901 Get_file_list_filter = NULL;
902 num_files = cf_get_file_list(MAX_CAMPAIGNS, names, dir_type, spec);
903 Get_file_list_filter = filter_save;
905 for (i=0; i<num_files; i++) {
906 strcpy(filename, names[i]);
907 strcat(filename, ext);
908 cf_delete(filename, dir_type);
913 // mission_campaign_savefile_load takes a filename of a campaign file as a parameter and loads all
914 // of the information stored in the campaign file.
915 void mission_campaign_savefile_load( char *cfilename )
917 char filename[_MAX_FNAME], base[_MAX_FNAME];
918 int id, version, i, num, j, num_stats_blocks;
922 Assert ( strlen(cfilename) != 0 );
924 // probably only called from single player games anymore!!! should be anyway
925 Assert( Game_mode & GM_NORMAL ); // get allender or DaveB. trying to save campaign in multiplayer
927 // build up the filename for the save file. There could be a problem with filename length,
928 // but this problem can get fixed in several ways -- ignore the problem for now though.
929 _splitpath( cfilename, NULL, NULL, base, NULL );
930 Assert ( (strlen(base) + strlen(Player->callsign) + 1) < _MAX_FNAME );
932 if(Game_mode & GM_MULTIPLAYER)
933 sprintf( filename, NOX("%s.%s.msg"), Player->callsign, base );
935 sprintf( filename, NOX("%s.%s.csg"), Player->callsign, base );
937 fp = cfopen(filename, "rb", CFILE_NORMAL, CF_TYPE_SINGLE_PLAYERS );
941 id = cfread_int( fp );
942 if ( id != CAMPAIGN_FILE_ID ) {
943 Warning(LOCATION, "Campaign save file has invalid signature");
948 version = cfread_int( fp );
949 if ( version < CAMPAIGN_FILE_COMPATIBLE_VERSION ) {
950 Warning(LOCATION, "Campaign save file too old -- not compatible. Deleting file.\nYou can continue from here without trouble\n\n");
952 cf_delete( filename, CF_TYPE_SINGLE_PLAYERS );
956 // verify that we are loading the correct type of campaign file for the mode that we are in.
958 type_sig = cfread_int( fp );
960 type_sig = CAMPAIGN_SINGLE_PLAYER_SIG;
962 Assert( ((Game_mode & GM_MULTIPLAYER) && (type_sig==CAMPAIGN_MULTI_PLAYER_SIG)) || (!(Game_mode & GM_MULTIPLAYER) && (type_sig==CAMPAIGN_SINGLE_PLAYER_SIG)) );
964 Campaign.type = type_sig == CAMPAIGN_SINGLE_PLAYER_SIG ? CAMPAIGN_TYPE_SINGLE : CAMPAIGN_TYPE_MULTI_COOP;
966 // read in the filename of the campaign and compare the filenames to be sure that
967 // we are reading data that really belongs to this campaign. I think that this check
969 cfread_string_len( filename, _MAX_FNAME, fp );
970 /*if ( stricmp( filename, cfilename) ) { // Used to be !stricmp. How did this ever work? --MK, 11/9/97
971 Warning(LOCATION, "Campaign save file appears corrupt because of mismatching filenames.");
976 Campaign.prev_mission = cfread_int( fp );
977 Campaign.next_mission = cfread_int( fp );
978 Campaign.loop_reentry = cfread_int( fp );
979 Campaign.loop_enabled = cfread_int( fp );
981 // load information about ships/weapons allowed
982 int ship_count, weapon_count;
984 // if earlier than mission disk version, use old MAX_SHIP_TYPES, otherwise read from the file
985 if(version <= CAMPAIGN_INITIAL_RELEASE_FILE_VERSION){
986 ship_count = CAMPAIGN_SAVEFILE_MAX_SHIPS_OLD;
987 weapon_count = CAMPAIGN_SAVEFILE_MAX_WEAPONS_OLD;
989 ship_count = cfread_int(fp);
990 weapon_count = cfread_int(fp);
993 for ( i = 0; i < ship_count; i++ ){
994 Campaign.ships_allowed[i] = cfread_ubyte( fp );
997 for ( i = 0; i < weapon_count; i++ ){
998 Campaign.weapons_allowed[i] = cfread_ubyte( fp );
1001 // read in the completed mission matrix. Used to tell which missions the player
1002 // can replay in the simulator. Also, each completed mission contains a list of the goals
1003 // that were in the mission along with the goal completion status.
1004 Campaign.num_missions_completed = cfread_int( fp );
1005 for (i = 0; i < Campaign.num_missions_completed; i++ ) {
1006 num = cfread_int( fp );
1007 Campaign.missions[num].completed = 1;
1008 Campaign.missions[num].num_goals = cfread_int( fp );
1010 // be sure to malloc out space for the goals stuff, then zero the memory!!! Don't do malloc
1011 // if there are no goals
1012 Campaign.missions[num].goals = (mgoal *)malloc( Campaign.missions[num].num_goals * sizeof(mgoal) );
1013 if ( Campaign.missions[num].num_goals > 0 ) {
1014 memset( Campaign.missions[num].goals, 0, sizeof(mgoal) * Campaign.missions[num].num_goals );
1015 Assert( Campaign.missions[num].goals != NULL );
1018 // now read in the goal information for this mission
1019 for ( j = 0; j < Campaign.missions[num].num_goals; j++ ) {
1020 cfread_string_len( Campaign.missions[num].goals[j].name, NAME_LENGTH, fp );
1021 Campaign.missions[num].goals[j].status = cfread_char( fp );
1024 // get the events from the savefile
1025 Campaign.missions[num].num_events = cfread_int( fp );
1027 // be sure to malloc out space for the events stuff, then zero the memory!!! Don't do malloc
1028 // if there are no events
1029 // if (Campaign.missions[num].events < 0)
1030 // Campaign.missions[num].events = 0;
1031 Campaign.missions[num].events = (mevent *)malloc( Campaign.missions[num].num_events * sizeof(mevent) );
1032 if ( Campaign.missions[num].num_events > 0 ) {
1033 memset( Campaign.missions[num].events, 0, sizeof(mevent) * Campaign.missions[num].num_events );
1034 Assert( Campaign.missions[num].events != NULL );
1037 // now read in the event information for this mission
1038 for ( j = 0; j < Campaign.missions[num].num_events; j++ ) {
1039 cfread_string_len( Campaign.missions[num].events[j].name, NAME_LENGTH, fp );
1040 Campaign.missions[num].events[j].status = cfread_char( fp );
1044 Campaign.missions[num].flags = cfread_int(fp);
1050 // now, try and read in the campaign stats saved information. This code was added for the 1.03 patch
1051 // since the stats data was never written out to disk. We try and open the file, and if we cannot find
1052 // it, then simply return
1053 sprintf( filename, NOX("%s.%s.css"), Player->callsign, base );
1055 fp = cfopen(filename, "rb", CFILE_NORMAL, CF_TYPE_SINGLE_PLAYERS );
1059 id = cfread_int( fp );
1060 if ( id != CAMPAIGN_STATS_FILE_ID ) {
1061 Warning(LOCATION, "Campaign stats save file has invalid signature");
1066 version = cfread_int( fp );
1067 if ( version < CAMPAIGN_STATS_FILE_COMPATIBLE_VERSION ) {
1068 Warning(LOCATION, "Campaign save file too old -- not compatible. Deleting file.\nYou can continue from here without trouble\n\n");
1070 cf_delete( filename, CF_TYPE_SINGLE_PLAYERS );
1074 num_stats_blocks = cfread_int( fp );
1075 for (i = 0; i < num_stats_blocks; i++ ) {
1076 num = cfread_int( fp );
1077 cfread( &Campaign.missions[num].stats, sizeof(scoring_struct), 1, fp );
1083 // the following code only ever called by CSFE!!!!
1084 void campaign_savefile_load(char *fname, char *pname)
1086 if (Campaign.type==CAMPAIGN_TYPE_SINGLE) {
1087 Game_mode &= ~GM_MULTIPLAYER;
1088 Game_mode &= GM_NORMAL;
1091 Game_mode |= GM_MULTIPLAYER;
1092 strcpy(Player->callsign, pname);
1093 mission_campaign_savefile_load(fname);
1096 // mission_campaign_next_mission sets up the internal veriables of the campaign
1097 // structure so the player can play the next mission. If there are no more missions
1098 // available in the campaign, this function returns -1, else 0 if the mission was
1100 int mission_campaign_next_mission()
1102 if ( (Campaign.next_mission == -1) || (strlen(Campaign.name) == 0) ) // will be set to -1 when there is no next mission
1105 Campaign.current_mission = Campaign.next_mission;
1106 strncpy( Game_current_mission_filename, Campaign.missions[Campaign.current_mission].name, MAX_FILENAME_LEN );
1108 // check for end of loop.
1109 if (Campaign.current_mission == Campaign.loop_reentry) {
1110 Campaign.loop_enabled = 0;
1113 // reset the number of persistent ships and weapons for the next campaign mission
1114 Num_granted_ships = 0;
1115 Num_granted_weapons = 0;
1119 // mission_campaign_previous_mission() gets called to go to the previous mission in
1120 // the campaign. Used only for Red Alert missions
1121 int mission_campaign_previous_mission()
1123 if ( !(Game_mode & GM_CAMPAIGN_MODE) )
1126 if ( Campaign.prev_mission == -1 )
1129 Campaign.current_mission = Campaign.prev_mission;
1130 Campaign.next_mission = Campaign.current_mission;
1131 Campaign.num_missions_completed--;
1132 Campaign.missions[Campaign.next_mission].completed = 0;
1133 mission_campaign_savefile_save();
1135 // reset the player stats to be the stats from this level
1136 memcpy( &Player->stats, &Campaign.missions[Campaign.current_mission].stats, sizeof(Player->stats) );
1138 strncpy( Game_current_mission_filename, Campaign.missions[Campaign.current_mission].name, MAX_FILENAME_LEN );
1139 Num_granted_ships = 0;
1140 Num_granted_weapons = 0;
1146 // determine what the next mission is after the current one. Because this evaluates an sexp,
1147 // and that could check just about anything, the results are only going to be valid in
1149 // DA 12/09/98 -- To allow for mission loops, need to maintain call with store stats
1150 int mission_campaign_eval_next_mission( int store_stats )
1156 Campaign.next_mission = -1;
1157 cur = Campaign.current_mission;
1158 name = Campaign.missions[cur].name;
1160 mission = &Campaign.missions[cur];
1162 // first we must save the status of the current missions goals in the campaign mission structure.
1163 // After that, we can determine which mission is tagged as the next mission. Finally, we
1164 // can save the campaign save file
1165 // we might have goal and event status if the player replayed a mission
1166 if ( mission->num_goals > 0 ) {
1167 free( mission->goals );
1170 mission->num_goals = Num_goals;
1171 if ( mission->num_goals > 0 ) {
1172 mission->goals = (mgoal *)malloc( sizeof(mgoal) * Num_goals );
1173 Assert( mission->goals != NULL );
1176 // copy the needed info from the Mission_goal struct to our internal structure
1177 for (i = 0; i < Num_goals; i++ ) {
1178 if ( strlen(Mission_goals[i].name) == 0 ) {
1179 char name[NAME_LENGTH];
1181 sprintf(name, NOX("Goal #%d"), i);
1182 //Warning(LOCATION, "Mission goal in mission %s must have a +Name field! using %s for campaign save file\n", mission->name, name);
1183 strcpy( mission->goals[i].name, name);
1185 strcpy( mission->goals[i].name, Mission_goals[i].name );
1186 Assert ( Mission_goals[i].satisfied != GOAL_INCOMPLETE ); // should be true or false at this point!!!
1187 mission->goals[i].status = (char)Mission_goals[i].satisfied;
1190 // do the same thing for events as we did for goals
1191 // we might have goal and event status if the player replayed a mission
1192 if ( mission->num_events > 0 ) {
1193 free( mission->events );
1196 mission->num_events = Num_mission_events;
1197 if ( mission->num_events > 0 ) {
1198 mission->events = (mevent *)malloc( sizeof(mevent) * Num_mission_events );
1199 Assert( mission->events != NULL );
1202 // copy the needed info from the Mission_goal struct to our internal structure
1203 for (i = 0; i < Num_mission_events; i++ ) {
1204 if ( strlen(Mission_events[i].name) == 0 ) {
1205 char name[NAME_LENGTH];
1207 sprintf(name, NOX("Event #%d"), i);
1208 nprintf(("Warning", "Mission goal in mission %s must have a +Name field! using %s for campaign save file\n", mission->name, name));
1209 strcpy( mission->events[i].name, name);
1211 strcpy( mission->events[i].name, Mission_events[i].name );
1213 // getting status for the events is a little different. If the formula value for the event entry
1214 // is -1, then we know the value of the result field will never change. If the formula is
1215 // not -1 (i.e. still being evaluated at mission end time), we will write "incomplete" for the
1217 if ( Mission_events[i].formula == -1 ) {
1218 if ( Mission_events[i].result )
1219 mission->events[i].status = EVENT_SATISFIED;
1221 mission->events[i].status = EVENT_FAILED;
1226 // maybe store the alltime stats which would be current at the end of this mission
1227 if ( store_stats ) {
1228 memcpy( &mission->stats, &Player->stats, sizeof(Player->stats) );
1229 scoring_backout_accept( &mission->stats );
1232 if ( store_stats ) { // second (last) time through, so use choose loop_mission if chosen
1233 if ( Campaign.loop_enabled ) {
1234 Campaign.next_mission = Campaign.loop_mission;
1236 // evaluate next mission (straight path)
1237 if (Campaign.missions[cur].formula != -1) {
1238 flush_sexp_tree(Campaign.missions[cur].formula); // force formula to be re-evaluated
1239 eval_sexp(Campaign.missions[cur].formula); // this should reset Campaign.next_mission to proper value
1244 // evaluate next mission (straight path)
1245 if (Campaign.missions[cur].formula != -1) {
1246 flush_sexp_tree(Campaign.missions[cur].formula); // force formula to be re-evaluated
1247 eval_sexp(Campaign.missions[cur].formula); // this should reset Campaign.next_mission to proper value
1250 // evaluate mission loop mission (if any) so it can be used if chosen
1251 if ( Campaign.missions[cur].has_mission_loop ) {
1252 int copy_next_mission = Campaign.next_mission;
1253 // Set temporarily to -1 so we know if loop formula fails to assign
1254 Campaign.next_mission = -1; // Cannot exit campaign from loop
1255 if (Campaign.missions[cur].mission_loop_formula != -1) {
1256 flush_sexp_tree(Campaign.missions[cur].mission_loop_formula); // force formula to be re-evaluated
1257 eval_sexp(Campaign.missions[cur].mission_loop_formula); // this should reset Campaign.next_mission to proper value
1260 Campaign.loop_mission = Campaign.next_mission;
1261 Campaign.next_mission = copy_next_mission;
1265 if (Campaign.next_mission == -1)
1266 nprintf(("allender", "No next mission to proceed to.\n"));
1268 nprintf(("allender", "Next mission is number %d [%s]\n", Campaign.next_mission, Campaign.missions[Campaign.next_mission].name));
1270 return Campaign.next_mission;
1273 // Evaluate next campaign mission - set as Campaign.next_mission. Also set Campaign.loop_mission
1274 void mission_campaign_eval_next_mission()
1276 Campaign.next_mission = -1;
1277 int cur = Campaign.current_mission;
1279 // evaluate next mission (straight path)
1280 if (Campaign.missions[cur].formula != -1) {
1281 flush_sexp_tree(Campaign.missions[cur].formula); // force formula to be re-evaluated
1282 eval_sexp(Campaign.missions[cur].formula); // this should reset Campaign.next_mission to proper value
1285 // evaluate mission loop mission (if any) so it can be used if chosen
1286 if ( Campaign.missions[cur].has_mission_loop ) {
1287 int copy_next_mission = Campaign.next_mission;
1288 // Set temporarily to -1 so we know if loop formula fails to assign
1289 Campaign.next_mission = -1;
1290 if (Campaign.missions[cur].mission_loop_formula != -1) {
1291 flush_sexp_tree(Campaign.missions[cur].mission_loop_formula); // force formula to be re-evaluated
1292 eval_sexp(Campaign.missions[cur].mission_loop_formula); // this should reset Campaign.next_mission to proper value
1295 Campaign.loop_mission = Campaign.next_mission;
1296 Campaign.next_mission = copy_next_mission;
1299 if (Campaign.next_mission == -1) {
1300 nprintf(("allender", "No next mission to proceed to.\n"));
1302 nprintf(("allender", "Next mission is number %d [%s]\n", Campaign.next_mission, Campaign.missions[Campaign.next_mission].name));
1307 // Store mission's goals and events in Campaign struct
1308 void mission_campaign_store_goals_and_events()
1314 cur = Campaign.current_mission;
1315 name = Campaign.missions[cur].name;
1317 mission = &Campaign.missions[cur];
1319 // first we must save the status of the current missions goals in the campaign mission structure.
1320 // After that, we can determine which mission is tagged as the next mission. Finally, we
1321 // can save the campaign save file
1322 // we might have goal and event status if the player replayed a mission
1323 if ( mission->num_goals > 0 ) {
1324 free( mission->goals );
1327 mission->num_goals = Num_goals;
1328 if ( mission->num_goals > 0 ) {
1329 mission->goals = (mgoal *)malloc( sizeof(mgoal) * Num_goals );
1330 Assert( mission->goals != NULL );
1333 // copy the needed info from the Mission_goal struct to our internal structure
1334 for (i = 0; i < Num_goals; i++ ) {
1335 if ( strlen(Mission_goals[i].name) == 0 ) {
1336 char name[NAME_LENGTH];
1338 sprintf(name, NOX("Goal #%d"), i);
1339 //Warning(LOCATION, "Mission goal in mission %s must have a +Name field! using %s for campaign save file\n", mission->name, name);
1340 strcpy( mission->goals[i].name, name);
1342 strcpy( mission->goals[i].name, Mission_goals[i].name );
1343 Assert ( Mission_goals[i].satisfied != GOAL_INCOMPLETE ); // should be true or false at this point!!!
1344 mission->goals[i].status = (char)Mission_goals[i].satisfied;
1347 // do the same thing for events as we did for goals
1348 // we might have goal and event status if the player replayed a mission
1349 if ( mission->num_events > 0 ) {
1350 free( mission->events );
1353 mission->num_events = Num_mission_events;
1354 if ( mission->num_events > 0 ) {
1355 mission->events = (mevent *)malloc( sizeof(mevent) * Num_mission_events );
1356 Assert( mission->events != NULL );
1359 // copy the needed info from the Mission_goal struct to our internal structure
1360 for (i = 0; i < Num_mission_events; i++ ) {
1361 if ( strlen(Mission_events[i].name) == 0 ) {
1362 char name[NAME_LENGTH];
1364 sprintf(name, NOX("Event #%d"), i);
1365 nprintf(("Warning", "Mission goal in mission %s must have a +Name field! using %s for campaign save file\n", mission->name, name));
1366 strcpy( mission->events[i].name, name);
1368 strcpy( mission->events[i].name, Mission_events[i].name );
1370 // getting status for the events is a little different. If the formula value for the event entry
1371 // is -1, then we know the value of the result field will never change. If the formula is
1372 // not -1 (i.e. still being evaluated at mission end time), we will write "incomplete" for the
1374 if ( Mission_events[i].formula == -1 ) {
1375 if ( Mission_events[i].result )
1376 mission->events[i].status = EVENT_SATISFIED;
1378 mission->events[i].status = EVENT_FAILED;
1384 // this function is called when the player's mission is over. It updates the internal store of goals
1385 // and their status then saves the state of the campaign in the campaign file. This gets called
1386 // after player accepts mission results in debriefing.
1387 void mission_campaign_mission_over()
1392 // I don't think that we should have a record for these -- maybe we might?????? If we do,
1393 // then we should free them
1394 if ( !(Game_mode & GM_CAMPAIGN_MODE) ){
1398 mission_num = Campaign.current_mission;
1399 Assert( mission_num != -1 );
1400 mission = &Campaign.missions[mission_num];
1402 // determine if any ships/weapons were granted this mission
1403 for ( i=0; i<Num_granted_ships; i++ ){
1404 Campaign.ships_allowed[Granted_ships[i]] = 1;
1407 for ( i=0; i<Num_granted_weapons; i++ ){
1408 Campaign.weapons_allowed[Granted_weapons[i]] = 1;
1411 // DKA 12/11/98 - Unneeded already evaluated and stored
1412 // determine what new mission we are moving to.
1413 // mission_campaign_eval_next_mission(1);
1415 // update campaign.mission stats (used to allow backout inRedAlert)
1416 memcpy( &mission->stats, &Player->stats, sizeof(Player->stats) );
1417 if(!(Game_mode & GM_MULTIPLAYER)){
1418 scoring_backout_accept( &mission->stats );
1421 // if we are moving to a new mission, then change our data. If we are staying on the same mission,
1422 // then we don't want to do anything. Remove information about goals/events
1423 if ( Campaign.next_mission != mission_num ) {
1424 Campaign.prev_mission = mission_num;
1425 Campaign.current_mission = -1;
1426 Campaign.num_missions_completed++;
1427 Campaign.missions[mission_num].completed = 1;
1429 // save the scoring values from the previous mission at the start of this mission -- for red alert
1431 // save the state of the campaign in the campaign save file and move to the end_game state
1432 if (Campaign.type == CAMPAIGN_TYPE_SINGLE) {
1433 mission_campaign_savefile_save();
1437 // free up the goals and events which were just malloced. It's kind of like erasing any fact
1438 // that the player played this mission in the campaign.
1439 free( mission->goals );
1440 mission->num_goals = 0;
1442 free( mission->events );
1443 mission->num_events = 0;
1445 Sexp_nodes[mission->formula].value = SEXP_UNKNOWN;
1449 if (Campaign.missions[Campaign.next_mission].flags & CMISSION_FLAG_BASTION){
1450 Player->on_bastion = 1;
1452 Player->on_bastion = 0;
1455 mission_campaign_next_mission(); // sets up whatever needs to be set to actually play next mission
1458 // called when the game closes -- to get rid of memory errors for Bounds checker
1459 void mission_campaign_close()
1464 free(Campaign.desc);
1466 // be sure to remove all old malloced strings of Mission_names
1467 // we must also free any goal stuff that was from a previous campaign
1468 for ( i=0; i<Campaign.num_missions; i++ ) {
1469 if ( Campaign.missions[i].name ){
1470 free(Campaign.missions[i].name);
1473 if (Campaign.missions[i].notes){
1474 free(Campaign.missions[i].notes);
1477 if ( Campaign.missions[i].num_goals > 0 ){
1478 free ( Campaign.missions[i].goals );
1481 if ( Campaign.missions[i].num_events > 0 ){
1482 free ( Campaign.missions[i].events );
1485 if ( !Fred_running ){
1486 sexp_unmark_persistent(Campaign.missions[i].formula); // free any sexpression nodes used by campaign.
1489 Campaign.missions[i].num_goals = 0;
1490 Campaign.missions[i].num_events = 0;
1494 // extract the mission filenames for a campaign.
1496 // filename => name of campaign file
1497 // dest => storage for the mission filename, must be already allocated
1498 // num => output parameter for the number of mission filenames in the campaign
1500 // note that dest should allocate at least dest[MAX_CAMPAIGN_MISSIONS][NAME_LENGTH]
1501 int mission_campaign_get_filenames(char *filename, char dest[][NAME_LENGTH], int *num)
1505 // read the mission file and get the list of mission filenames
1506 if ((rval = setjmp(parse_abort)) != 0) {
1510 read_file_text(filename);
1511 Assert(strlen(filename) < MAX_FILENAME_LEN - 1); // make sure no overflow
1514 required_string("$Name:");
1515 advance_to_eoln(NULL);
1517 required_string( "$Type:" );
1518 advance_to_eoln(NULL);
1520 // parse the mission file and actually read in the mission stuff
1522 while ( skip_to_string("$Mission:") == 1 ) {
1523 stuff_string(dest[*num], F_NAME, NULL);
1531 // function to read the goals and events from a mission in a campaign file and store that information
1532 // in the campaign structure for use in the campaign editor, error checking, etc
1533 void read_mission_goal_list(int num)
1535 char *filename, notes[NOTES_LENGTH], goals[MAX_GOALS][NAME_LENGTH];
1536 char events[MAX_MISSION_EVENTS][NAME_LENGTH];
1537 int i, z, r, event_count, count = 0;
1539 filename = Campaign.missions[num].name;
1540 if ((r = setjmp(parse_abort))>0) {
1541 Warning(LOCATION, "Error reading \"%s\" (code = %d)", filename, r);
1545 // open localization
1548 read_file_text(filename);
1551 // first, read the mission notes for this mission. Used in campaign editor
1552 if (skip_to_string("#Mission Info")) {
1553 if (skip_to_string("$Notes:")) {
1554 stuff_string(notes, F_NOTES, NULL);
1555 if (Campaign.missions[num].notes){
1556 free(Campaign.missions[num].notes);
1559 Campaign.missions[num].notes = (char *) malloc(strlen(notes) + 1);
1560 strcpy(Campaign.missions[num].notes, notes);
1565 // skip to events section in the mission file. Events come before goals, so we process them first
1566 if ( skip_to_string("#Events") ) {
1568 if (skip_to_string("$Formula:", "#Goals") != 1){
1572 z = skip_to_string("+Name:", "$Formula:");
1578 stuff_string(events[event_count], F_NAME, NULL);
1580 sprintf(events[event_count], NOX("Event #%d"), event_count + 1);
1584 Assert(event_count < MAX_MISSION_EVENTS);
1589 if (skip_to_string("#Goals")) {
1591 if (skip_to_string("$Type:", "#End") != 1){
1595 z = skip_to_string("+Name:", "$Type:");
1601 stuff_string(goals[count], F_NAME, NULL);
1603 sprintf(goals[count], NOX("Goal #%d"), count + 1);
1607 Assert(count < MAX_GOALS);
1611 Campaign.missions[num].num_goals = count;
1613 Campaign.missions[num].goals = (mgoal *) malloc(count * sizeof(mgoal));
1614 Assert(Campaign.missions[num].goals); // make sure we got the memory
1615 memset(Campaign.missions[num].goals, 0, count * sizeof(mgoal));
1617 for (i=0; i<count; i++){
1618 strcpy(Campaign.missions[num].goals[i].name, goals[i]);
1622 Campaign.missions[num].num_events = event_count;
1624 Campaign.missions[num].events = (mevent *)malloc(event_count * sizeof(mevent));
1625 Assert ( Campaign.missions[num].events );
1626 memset(Campaign.missions[num].events, 0, event_count * sizeof(mevent));
1628 for (i = 0; i < event_count; i++ ){
1629 strcpy(Campaign.missions[num].events[i].name, events[i]);
1633 // close localization
1637 // function to return index into Campaign's list of missions of the mission with the given
1638 // filename. This function tried to be a little smart about filename looking for the .fsm
1639 // extension since filenames are stored with the extension in the campaign file. Returns
1640 // index of mission in campaign structure. -1 if mission name not found.
1641 int mission_campaign_find_mission( char *name )
1644 char realname[_MAX_PATH];
1646 // look for an extension on the file. If no extension, add default ".fsm" onto the
1647 // end of the filename
1648 strcpy(realname, name );
1649 if ( strchr(name, '.') == NULL ){
1650 sprintf(realname, NOX("%s%s"), name, FS_MISSION_FILE_EXT );
1653 for (i = 0; i < Campaign.num_missions; i++ ) {
1654 if ( !stricmp(realname, Campaign.missions[i].name) ){
1662 void mission_campaign_maybe_play_movie(int type)
1667 // only support pre mission movies for now.
1668 Assert ( type == CAMPAIGN_MOVIE_PRE_MISSION );
1670 if ( !(Game_mode & GM_CAMPAIGN_MODE) )
1673 mission = Campaign.current_mission;
1674 Assert( mission != -1 );
1676 // get a possible filename for a movie to play.
1679 case CAMPAIGN_MOVIE_PRE_MISSION:
1680 if ( strlen(Campaign.missions[mission].briefing_cutscene) )
1681 filename = Campaign.missions[mission].briefing_cutscene;
1689 // no filename, no movie!
1694 // movie_play( filename );
1697 // return nonzero if the passed filename is a multiplayer campaign, 0 otherwise
1698 int mission_campaign_parse_is_multi(char *filename, char *name)
1703 read_file_text( filename );
1706 required_string("$Name:");
1707 stuff_string( temp, F_NAME, NULL );
1709 strcpy( name, temp );
1711 required_string( "$Type:" );
1712 stuff_string( temp, F_NAME, NULL );
1714 for (i = 0; i < MAX_CAMPAIGN_TYPES; i++ ) {
1715 if ( !stricmp(temp, campaign_types[i]) ) {
1720 Error(LOCATION, "Unknown campaign type %s", temp );
1724 // functions to save persistent information during a mission -- which then might or might not get
1725 // saved out when the mission is over depending on whether player replays mission or commits.
1726 void mission_campaign_save_persistent( int type, int sindex )
1728 // based on the type of information, save it off for possible saving into the campsign
1729 // savefile when the mission is over
1730 if ( type == CAMPAIGN_PERSISTENT_SHIP ) {
1731 Assert( Num_granted_ships < MAX_SHIP_TYPES );
1732 Granted_ships[Num_granted_ships] = sindex;
1733 Num_granted_ships++;
1734 } else if ( type == CAMPAIGN_PERSISTENT_WEAPON ) {
1735 Assert( Num_granted_weapons < MAX_WEAPON_TYPES );
1736 Granted_weapons[Num_granted_weapons] = sindex;
1737 Num_granted_weapons++;
1742 // returns 0: loaded, !0: error
1743 int mission_load_up_campaign()
1745 if (strlen(Player->current_campaign))
1746 return mission_campaign_load(Player->current_campaign);
1748 return mission_campaign_load(BUILTIN_CAMPAIGN);
1751 // for end of campaign in the single player game. Called when the end of campaign state is
1752 // entered, which is triggered when the end-campaign sexpression is hit
1754 void mission_campaign_end_init()
1756 // no need to do any initialization.
1759 void mission_campaign_end_do()
1762 event_music_level_close();
1763 mission_goal_fail_incomplete();
1764 scoring_level_close();
1765 mission_campaign_mission_over();
1767 // eventually we'll want to play one of two options (good ending or bad ending)
1768 // did the supernova blow?
1769 if(Supernova_status == SUPERNOVA_HIT){
1771 // movie_play_two("endpart1.mve", "endprt2b.mve"); // good ending
1774 // movie_play_two("endpart1.mve", "endprt2a.mve"); // good ending
1778 gameseq_post_event( GS_EVENT_END_DEMO );
1780 gameseq_post_event( GS_EVENT_MAIN_MENU );
1784 void mission_campaign_end_close()
1786 // nothing to do here.
1790 // skip to the next mission in the campaign
1791 // this also posts the state change by default. pass 0 to override that
1792 void mission_campaign_skip_to_next(int start_game)
1794 // mark all goals/events complete
1795 // these do not really matter, since is-previous-event-* and is-previous-goal-* sexps check
1796 // to see if the mission was skipped, and use defaults accordingly.
1797 mission_goal_mark_objectives_complete();
1798 mission_goal_mark_events_complete();
1800 // mark mission as skipped
1801 Campaign.missions[Campaign.current_mission].flags |= CMISSION_FLAG_SKIPPED;
1804 mission_campaign_store_goals_and_events();
1806 // now set the next mission
1807 mission_campaign_eval_next_mission();
1809 // clear out relevant player vars
1810 Player->failures_this_session = 0;
1811 Player->show_skip_popup = 1;
1814 // proceed to next mission or main hall
1815 if ((Campaign.missions[Campaign.current_mission].has_mission_loop) && (Campaign.loop_mission != -1)) {
1816 // go to loop solicitation
1817 gameseq_post_event(GS_EVENT_LOOP_BRIEF);
1819 // closes out mission stuff, sets up next one
1820 mission_campaign_mission_over();
1822 if ( Campaign.next_mission == -1 ) {
1823 // go to main hall, tha campaign is over!
1824 gameseq_post_event(GS_EVENT_MAIN_MENU);
1826 // go to next mission
1827 gameseq_post_event(GS_EVENT_START_GAME);
1834 // breaks your ass out of the loop
1835 // this also posts the state change
1836 void mission_campaign_exit_loop()
1838 // set campaign to loop reentry point
1839 Campaign.next_mission = Campaign.loop_reentry;
1840 Campaign.current_mission = -1;
1841 Campaign.loop_enabled = 0;
1843 // set things up for next mission
1844 mission_campaign_next_mission();
1845 gameseq_post_event(GS_EVENT_START_GAME);
1849 // used for jumping to a particular campaign mission
1850 // all pvs missions marked skipped
1851 // this relies on correct mission ordering in the campaign file
1852 void mission_campaign_jump_to_mission(char *name)
1857 // load in the campaign junk
1858 mission_load_up_campaign();
1860 // tack the .fs2 onto the input name
1861 strcpy(dest_name, name);
1862 strcat(name, ".fs2");
1864 // search for our mission
1865 for (i=0; i<Campaign.num_missions; i++) {
1866 if ((Campaign.missions[i].name != NULL) && !stricmp(Campaign.missions[i].name, name) ) {
1867 Campaign.next_mission = i;
1868 Campaign.prev_mission = i-1;
1869 mission_campaign_next_mission();
1870 Game_mode |= GM_CAMPAIGN_MODE;
1871 gameseq_post_event(GS_EVENT_START_GAME);
1874 Campaign.missions[i].flags |= CMISSION_FLAG_SKIPPED;
1875 Campaign.num_missions_completed = i;
1879 // if we got here, no match was found
1880 // restart the campaign
1881 mission_campaign_savefile_delete(Campaign.filename);
1882 mission_campaign_load(Campaign.filename);