2 * $Logfile: /Freespace2/code/Mission/MissionCampaign.cpp $
7 * source for dealing with campaigns
10 * Revision 1.2 2002/06/02 04:26:34 relnev
13 * Revision 1.1.1.1 2002/05/03 03:28:09 root
17 * 23 9/14/99 4:35a Dave
18 * Argh. Added all kinds of code to handle potential crashes in debriefing
21 * 22 9/09/99 11:40p Dave
22 * Handle an Assert() in beam code. Added supernova sounds. Play the right
23 * 2 end movies properly, based upon what the player did in the mission.
25 * 21 9/09/99 9:34a Jefff
26 * fixed a potential exit-loop bug
28 * 20 9/07/99 6:55p Jefff
29 * functionality to break out of a loop. hacked functionality to jump to
30 * a specific mission in a campaign -- doesnt grant ships/weapons from
31 * skipped missions tho.
33 * 19 9/07/99 2:19p Jefff
34 * clear skip mission player vars on mission skip
36 * 18 9/06/99 9:45p Jefff
37 * break out of loop and skip mission support
39 * 17 9/06/99 6:38p Dave
40 * Improved CD detection code.
42 * 16 9/03/99 1:32a Dave
43 * CD checking by act. Added support to play 2 cutscenes in a row
44 * seamlessly. Fixed super low level cfile bug related to files in the
45 * root directory of a CD. Added cheat code to set campaign mission # in
48 * 15 8/27/99 12:04a Dave
49 * Campaign loop screen.
51 * 14 8/04/99 5:36p Andsager
52 * Show upsell screens at end of demo campaign before returning to main
55 * 13 2/05/99 3:50p Anoop
56 * Removed dumb campaign mission stats saving from multiplayer.
58 * 12 12/17/98 2:43p Andsager
59 * Modify fred campaign save file to include optional mission loops
61 * 11 12/12/98 3:17p Andsager
62 * Clean up mission eval, goal, event and mission scoring.
64 * 10 12/10/98 9:59a Andsager
65 * Fix some bugs with mission loops
67 * 9 12/09/98 1:56p Andsager
68 * Initial checkin of mission loop
70 * 8 11/05/98 5:55p Dave
71 * Big pass at reducing #includes
73 * 7 11/03/98 4:48p Johnson
74 * Fixed campaign file versioning bug left over from Silent Threat port.
76 * 6 10/23/98 3:51p Dave
77 * Full support for tstrings.tbl and foreign languages. All that remains
78 * is to make it active in Fred.
80 * 5 10/13/98 2:47p Andsager
81 * Remove reference to Tech_shivan_species_avail
83 * 4 10/13/98 9:28a Dave
84 * Started neatening up freespace.h. Many variables renamed and
85 * reorganized. Added AlphaColors.[h,cpp]
87 * 3 10/07/98 6:27p Dave
88 * Globalized mission and campaign file extensions. Removed Silent Threat
89 * special code. Moved \cache \players and \multidata into the \data
92 * 2 10/07/98 10:53a Dave
95 * 1 10/07/98 10:49a Dave
97 * 95 9/10/98 1:17p Dave
98 * Put in code to flag missions and campaigns as being MD or not in Fred
99 * and Freespace. Put in multiplayer support for filtering out MD
100 * missions. Put in multiplayer popups for warning of non-valid missions.
102 * 94 9/01/98 4:25p Dave
103 * Put in total (I think) backwards compatibility between mission disk
104 * freespace and non mission disk freespace, including pilot files and
105 * campaign savefiles.
107 * 93 7/06/98 4:10p Hoffoss
108 * Fixed some bugs that presented themselves when trying to use a pilot
109 * that has a no longer existent campaign active. Also expanded the
110 * campaign load code to actually return a proper error code, instead of
111 * always trapping errors internally and crashing, and always returning 0.
113 * 92 6/17/98 9:30a Allender
114 * fixed red alert replay stats clearing problem
116 * 91 6/01/98 11:43a John
117 * JAS & MK: Classified all strings for localization.
119 * 90 5/25/98 1:29p Allender
120 * end mission sequencing
122 * 89 5/21/98 9:25p Allender
123 * endgame movie always viewable at end of campaign
125 * 88 5/13/98 5:14p Allender
126 * red alert support to go back to previous mission
128 * 87 5/12/98 4:16p Hoffoss
129 * Fixed bug where not all missions in all campaigns were being filtered
130 * out of stand alone mission listing in simulator room.
132 * 86 5/05/98 3:29p Hoffoss
133 * Changed code so description is BEFORE num players in campaign file.
134 * Other code is relying on this ordering.
136 * 85 5/05/98 12:19p Dave
137 * campaign description goes *after* num players
139 * 84 5/04/98 5:52p Comet
140 * Fixed bug with Galatea/Bastion selection when finishing missions.
142 * 83 5/01/98 2:46p Duncan
143 * fix a cfile problem with campaigns related to the new cfile stuff
145 * 82 5/01/98 12:34p John
146 * Added code to force FreeSpace to run in the same dir as exe and made
147 * all the parse error messages a little nicer.
149 * 81 4/30/98 7:01p Duncan
150 * AL: don't allow deletion of campaign files in multiplayer
152 * 80 4/30/98 4:53p John
153 * Restructured and cleaned up cfile code. Added capability to read off
154 * of CD-ROM drive and out of multiple pack files.
170 #include "missioncampaign.h"
171 #include "gamesequence.h"
174 #include "missionload.h"
175 #include "freespace.h"
179 #include "missiongoals.h"
180 // #include "movie.h"
182 #include "techmenu.h"
183 #include "eventmusic.h"
184 #include "alphacolors.h"
185 #include "localize.h"
186 #include "supernova.h"
188 // mission disk stuff
189 #define CAMPAIGN_SAVEFILE_MAX_SHIPS_OLD 75
190 #define CAMPAIGN_SAVEFILE_MAX_WEAPONS_OLD 44
192 #define CAMPAIGN_INITIAL_RELEASE_FILE_VERSION 6
194 // campaign wasn't ended
195 int Campaign_ended_in_mission = 0;
197 // stuff for selecting campaigns. We need to keep both arrays around since we display the
198 // list of campaigns by name, but must load campaigns by filename
199 char *Campaign_names[MAX_CAMPAIGNS];
200 char *Campaign_file_names[MAX_CAMPAIGNS];
203 char *campaign_types[MAX_CAMPAIGN_TYPES] =
212 // modules local variables to deal with getting new ships/weapons available to the player
213 int Num_granted_ships, Num_granted_weapons; // per mission counts of new ships and weapons
214 int Granted_ships[MAX_SHIP_TYPES];
215 int Granted_weapons[MAX_WEAPON_TYPES];
217 // variables to control the UI stuff for loading campaigns
218 LOCAL UI_WINDOW Campaign_window;
219 LOCAL UI_LISTBOX Campaign_listbox;
220 LOCAL UI_BUTTON Campaign_okb, Campaign_cancelb;
225 // variables with deal with the campaign save file
226 #define CAMPAIGN_FILE_VERSION 12
227 //#define CAMPAIGN_FILE_COMPATIBLE_VERSION CAMPAIGN_INITIAL_RELEASE_FILE_VERSION
228 #define CAMPAIGN_FILE_COMPATIBLE_VERSION CAMPAIGN_FILE_VERSION
229 #define CAMPAIGN_FILE_ID 0xbeefcafe
231 // variables with deal with the campaign stats save file
232 #define CAMPAIGN_STATS_FILE_VERSION 1
233 #define CAMPAIGN_STATS_FILE_COMPATIBLE_VERSION 1
234 #define CAMPAIGN_STATS_FILE_ID 0xabbadaad
236 // mission_campaign_get_name returns a string (which is malloced in this routine) of the name
237 // of the given freespace campaign file. In the type field, we return if the campaign is a single
238 // player or multiplayer campaign. The type field will only be valid if the name returned is non-NULL
239 int mission_campaign_get_info(char *filename, char *name, int *type, int *max_players, char **desc)
242 char campaign_type[NAME_LENGTH], fname[MAX_FILENAME_LEN];
244 Assert( name != NULL );
245 Assert( type != NULL );
250 strcpy(fname, filename);
251 if ((strlen(fname) < 4) || stricmp(fname + strlen(fname) - 4, FS_CAMPAIGN_FILE_EXT)){
252 strcat(fname, FS_CAMPAIGN_FILE_EXT);
255 Assert(strlen(fname) < MAX_FILENAME_LEN);
257 if ((rval = setjmp(parse_abort)) != 0) {
259 // close localization
265 Error(LOCATION, "Error parsing '%s'\r\nError code = %i.\r\n", fname, rval);
268 read_file_text( fname );
270 required_string("$Name:");
272 stuff_string( name, F_NAME, NULL );
273 if ( name == NULL ) {
275 nprintf(("Warning", "No name found for campaign file %s\n", filename));
277 // close localization
283 required_string( "$Type:" );
284 stuff_string( campaign_type, F_NAME, NULL );
287 for (i=0; i<MAX_CAMPAIGN_TYPES; i++) {
288 if ( !stricmp(campaign_type, campaign_types[i]) ) {
295 if (optional_string("+Description:")) {
296 *desc = stuff_and_malloc_string(F_MULTITEXT, NULL, MISSION_DESC_LENGTH);
300 // if this is a multiplayer campaign, get the max players
302 skip_to_string("+Num Players:");
303 stuff_int(max_players);
306 // if we found a valid campaign type
308 // close localization
315 Int3(); // get Allender -- incorrect type found
317 // close localization
323 // parses campaign and returns a list of missions in it. Returns number of missions added to
324 // the 'list', and up to 'max' missions may be added to 'list'. Returns negative on error.
326 int mission_campaign_get_mission_list(char *filename, char **list, int max)
328 int rval, i, num = 0;
329 char name[NAME_LENGTH];
331 filename = cf_add_ext(filename, FS_CAMPAIGN_FILE_EXT);
333 // read the mission file and get the list of mission filenames
334 if ((rval = setjmp(parse_abort)) != 0) {
335 // since we can't return count of allocated elements, free them instead
336 for (i=0; i<num; i++)
342 read_file_text(filename);
345 while (skip_to_string("$Mission:") > 0) {
346 stuff_string(name, F_NAME, NULL);
348 list[num++] = strdup(name);
355 void mission_campaign_maybe_add( char *filename, int multiplayer )
357 char name[NAME_LENGTH];
358 int type,max_players;
360 if ( mission_campaign_get_info( filename, name, &type, &max_players) ) {
361 if ( !multiplayer && ( type == CAMPAIGN_TYPE_SINGLE) ) {
362 Campaign_names[Num_campaigns] = strdup(name);
363 Campaign_file_names[Num_campaigns] = strdup(filename);
369 // mission_campaign_build_list() builds up the list of campaigns that the user might
370 // be able to pick from. It uses the multiplayer flag to tell if we should display a list
371 // of single or multiplayer campaigns. This routine sets the Num_campaigns and Campaign_names
373 void mission_campaign_build_list( int multiplayer )
383 mission_campaign_maybe_add( BUILTIN_CAMPAIGN, multiplayer);
385 memset(wild_card, 0, 256);
386 strcpy(wild_card, NOX("data\\missions\\*"));
387 strcat(wild_card, FS_CAMPAIGN_FILE_EXT);
388 find_handle = _findfirst( wild_card, &find );
389 if( find_handle != -1 ) {
390 if ( !(find.attrib & _A_SUBDIR) && stricmp(find.name, BUILTIN_CAMPAIGN) ){
391 mission_campaign_maybe_add( find.name, multiplayer);
394 while( !_findnext( find_handle, &find ) ) {
395 if ( !(find.attrib & _A_SUBDIR) && stricmp(find.name, BUILTIN_CAMPAIGN) ) {
396 if ( Num_campaigns >= MAX_CAMPAIGNS ){
397 //MessageBox( -2,-2, 1, "Only the first 300 files will be displayed.", "Ok" );
400 mission_campaign_maybe_add( find.name, multiplayer);
408 // gets optional ship/weapon information
409 void mission_campaign_get_sw_info()
411 int i, count, ship_list[MAX_SHIP_TYPES], weapon_list[MAX_WEAPON_TYPES];
413 // set allowable ships to the SIF_PLAYER_SHIPs
414 memset( Campaign.ships_allowed, 0, sizeof(Campaign.ships_allowed) );
415 for (i = 0; i < MAX_SHIP_TYPES; i++ ) {
416 if ( Ship_info[i].flags & SIF_PLAYER_SHIP )
417 Campaign.ships_allowed[i] = 1;
420 for (i = 0; i < MAX_WEAPON_TYPES; i++ )
421 Campaign.weapons_allowed[i] = 1;
423 if ( optional_string("+Starting Ships:") ) {
424 for (i = 0; i < MAX_SHIP_TYPES; i++ )
425 Campaign.ships_allowed[i] = 0;
427 count = stuff_int_list(ship_list, MAX_SHIP_TYPES, SHIP_INFO_TYPE);
429 // now set the array elements stating which ships we are allowed
430 for (i = 0; i < count; i++ ) {
431 if ( Ship_info[ship_list[i]].flags & SIF_PLAYER_SHIP )
432 Campaign.ships_allowed[ship_list[i]] = 1;
436 if ( optional_string("+Starting Weapons:") ) {
437 for (i = 0; i < MAX_WEAPON_TYPES; i++ )
438 Campaign.weapons_allowed[i] = 0;
440 count = stuff_int_list(weapon_list, MAX_WEAPON_TYPES, WEAPON_POOL_TYPE);
442 // now set the array elements stating which ships we are allowed
443 for (i = 0; i < count; i++ )
444 Campaign.weapons_allowed[weapon_list[i]] = 1;
448 // mission_campaign_load starts a new campaign. It reads in the mission information in the campaign file
449 // It also sets up all variables needed inside of the game to deal with starting mission numbers, etc
451 // Note: Due to difficulties in generalizing this function, parts of it are duplicated throughout
452 // this file. If you change the format of the campaign file, you should be sure these related
453 // functions work properly and update them if it breaks them.
454 int mission_campaign_load( char *filename, int load_savefile )
457 char name[NAME_LENGTH], type[NAME_LENGTH];
459 filename = cf_add_ext(filename, FS_CAMPAIGN_FILE_EXT);
464 // read the mission file and get the list of mission filenames
465 if ((rval = setjmp(parse_abort)) != 0) {
466 mprintf(("Error parsing '%s'\r\nError code = %i.\r\n", filename, rval));
468 // close localization
471 return CAMPAIGN_ERROR_CORRUPT;
474 // be sure to remove all old malloced strings of Mission_names
475 // we must also free any goal stuff that was from a previous campaign
476 // this also frees sexpressions so the next call to init_sexp will be able to reclaim
477 // nodes previously used by another campaign.
478 mission_campaign_close();
480 strcpy( Campaign.filename, filename );
482 // only initialize the sexpression stuff when Fred isn't running. It'll screw things up major
484 if ( !Fred_running ){
485 init_sexp(); // must initialize the sexpression stuff
488 read_file_text( filename );
490 memset( &Campaign, 0, sizeof(Campaign) );
492 // copy filename to campaign structure minus the extension
493 len = strlen(filename) - 4;
494 Assert(len < MAX_FILENAME_LEN);
495 strncpy(Campaign.filename, filename, len);
496 Campaign.filename[len] = 0;
498 required_string("$Name:");
499 stuff_string( name, F_NAME, NULL );
501 //Store campaign name in the global struct
502 strcpy( Campaign.name, name );
504 required_string( "$Type:" );
505 stuff_string( type, F_NAME, NULL );
507 for (i = 0; i < MAX_CAMPAIGN_TYPES; i++ ) {
508 if ( !stricmp(type, campaign_types[i]) ) {
514 if ( i == MAX_CAMPAIGN_TYPES )
515 Error(LOCATION, "Unknown campaign type %s!", type);
517 Campaign.desc = NULL;
518 if (optional_string("+Description:"))
519 Campaign.desc = stuff_and_malloc_string(F_MULTITEXT, NULL, MISSION_DESC_LENGTH);
521 // if the type is multiplayer -- get the number of players
522 Campaign.num_players = 0;
523 if ( Campaign.type != CAMPAIGN_TYPE_SINGLE) {
524 required_string("+Num players:");
525 stuff_int( &(Campaign.num_players) );
528 // parse the optional ship/weapon information
529 mission_campaign_get_sw_info();
531 // parse the mission file and actually read in the mission stuff
532 Campaign.num_missions = 0;
533 while ( required_string_either("#End", "$Mission:") ) {
536 required_string("$Mission:");
537 stuff_string(name, F_NAME, NULL);
538 cm = &Campaign.missions[Campaign.num_missions];
539 cm->name = strdup(name);
541 cm->briefing_cutscene[0] = 0;
542 if ( optional_string("+Briefing Cutscene:") )
543 stuff_string( cm->briefing_cutscene, F_NAME, NULL );
546 if (optional_string("+Flags:"))
547 stuff_int(&cm->flags);
550 if ( optional_string("+Formula:") ) {
551 cm->formula = get_sexp_main();
552 if ( !Fred_running ) {
553 Assert ( cm->formula != -1 );
554 sexp_mark_persistent( cm->formula );
557 if ( cm->formula == -1 ){
558 // close localization
561 return CAMPAIGN_ERROR_SEXP_EXHAUSTED;
566 // Do misison looping stuff
567 cm->has_mission_loop = 0;
568 if ( optional_string("+Mission Loop:") ) {
569 cm->has_mission_loop = 1;
572 cm->mission_loop_desc = NULL;
573 if ( optional_string("+Mission Loop Text:")) {
574 cm->mission_loop_desc = stuff_and_malloc_string(F_MULTITEXT, NULL, MISSION_DESC_LENGTH);
577 cm->mission_loop_brief_anim = NULL;
578 if ( optional_string("+Mission Loop Brief Anim:")) {
579 cm->mission_loop_brief_anim = stuff_and_malloc_string(F_MULTITEXT, NULL, MAX_FILENAME_LEN);
582 cm->mission_loop_brief_sound = NULL;
583 if ( optional_string("+Mission Loop Brief Sound:")) {
584 cm->mission_loop_brief_sound = stuff_and_malloc_string(F_MULTITEXT, NULL, MAX_FILENAME_LEN);
587 cm->mission_loop_formula = -1;
588 if ( optional_string("+Formula:") ) {
589 cm->mission_loop_formula = get_sexp_main();
590 if ( !Fred_running ) {
591 Assert ( cm->mission_loop_formula != -1 );
592 sexp_mark_persistent( cm->mission_loop_formula );
595 if ( cm->mission_loop_formula == -1 ){
596 // close localization
599 return CAMPAIGN_ERROR_SEXP_EXHAUSTED;
604 if (optional_string("+Level:")) {
605 stuff_int( &cm->level );
606 if ( cm->level == 0 ) // check if the top (root) of the whole tree
607 Campaign.next_mission = Campaign.num_missions;
610 Campaign.realign_required = 1;
612 if (optional_string("+Position:"))
613 stuff_int( &cm->pos );
615 Campaign.realign_required = 1;
629 Campaign.num_missions++;
633 // set up the other variables for the campaign stuff. After initializing, we must try and load
634 // the campaign save file for this player. Since all campaign loads go through this routine, I
635 // think this place should be the only necessary place to load the campaign save stuff. The campaign
636 // save file will get written when a mission has ended by player choice.
637 Campaign.next_mission = 0;
638 Campaign.prev_mission = -1;
639 Campaign.current_mission = -1;
641 // loading the campaign will get us to the current and next mission that the player must fly
642 // plus load all of the old goals that future missions might rely on.
643 if (!Fred_running && load_savefile && (Campaign.type == CAMPAIGN_TYPE_SINGLE)) {
644 mission_campaign_savefile_load(Campaign.filename);
647 // close localization
653 // mission_campaign_load_by_name() loads up a freespace campaign given the filename. This routine
654 // is used to load up campaigns when a pilot file is loaded. Generally, the
655 // filename will probably be the freespace campaign file, but not necessarily.
656 int mission_campaign_load_by_name( char *filename )
658 char name[NAME_LENGTH],test[5];
659 int type,max_players;
661 // make sure to tack on .fsc on the end if its not there already
662 if(strlen(filename) > 0){
663 if(strlen(filename) > 4){
664 strcpy(test,filename+(strlen(filename)-4));
665 if(strcmp(test, FS_CAMPAIGN_FILE_EXT)!=0){
666 strcat(filename, FS_CAMPAIGN_FILE_EXT);
669 strcat(filename, FS_CAMPAIGN_FILE_EXT);
672 Error(LOCATION,"Tried to load campaign file with illegal length/extension!");
675 if (!mission_campaign_get_info(filename, name, &type, &max_players)){
680 Campaign_file_names[Num_campaigns] = filename;
681 Campaign_names[Num_campaigns] = name;
683 mission_campaign_load(filename);
687 int mission_campaign_load_by_name_csfe( char *filename, char *callsign )
689 Game_mode |= GM_NORMAL;
690 strcpy(Player->callsign, callsign);
691 return mission_campaign_load_by_name( filename);
695 // mission_campaign_init initializes some variables then loads the default Freespace single player campaign.
696 void mission_campaign_init()
698 memset(&Campaign, 0, sizeof(Campaign) );
701 // Fill in the root of the campaign save filename
702 void mission_campaign_savefile_generate_root(char *filename)
707 char base[_MAX_FNAME];
709 Assert ( strlen(Campaign.filename) != 0 );
711 // build up the filename for the save file. There could be a problem with filename length,
712 // but this problem can get fixed in several ways -- ignore the problem for now though.
713 _splitpath( Campaign.filename, NULL, NULL, base, NULL );
714 Assert ( (strlen(base) + strlen(Player->callsign) + 1) < _MAX_FNAME );
716 sprintf( filename, NOX("%s.%s."), Player->callsign, base );
720 // mission_campaign_savefile_save saves the state of the campaign. This function will probably always be called
721 // then the player is done flying a mission in the campaign path. It will save the missions played, the
722 // state of the goals, etc.
724 int mission_campaign_savefile_save()
726 char filename[_MAX_FNAME];
728 int i,j, mission_count;
730 memset(filename, 0, _MAX_FNAME);
731 mission_campaign_savefile_generate_root(filename);
733 // name the file differently depending on whether we're in single player or multiplayer mode
734 // single player : *.csg
735 strcat( filename, NOX("csg"));
737 fp = cfopen(filename,"wb", CFILE_NORMAL, CF_TYPE_SINGLE_PLAYERS);
742 // Write out campaign file info
743 cfwrite_int( CAMPAIGN_FILE_ID,fp );
744 cfwrite_int( CAMPAIGN_FILE_VERSION,fp );
746 // put in the file signature (single or multiplayer campaign) - see MissionCampaign.h for the #defines
747 cfwrite_int( CAMPAIGN_SINGLE_PLAYER_SIG, fp );
749 // do we need to write out the filename of the campaign?
750 cfwrite_string_len( Campaign.filename, fp );
751 cfwrite_int( Campaign.prev_mission, fp );
752 cfwrite_int( Campaign.next_mission, fp );
753 cfwrite_int( Campaign.loop_reentry, fp );
754 cfwrite_int( Campaign.loop_enabled, fp );
756 // write out the information for ships/weapons which this player is allowed to use
757 cfwrite_int(Num_ship_types, fp);
758 cfwrite_int(Num_weapon_types, fp);
759 for ( i = 0; i < Num_ship_types; i++ ){
760 cfwrite_char( Campaign.ships_allowed[i], fp );
763 for ( i = 0; i < Num_weapon_types; i++ ){
764 cfwrite_char( Campaign.weapons_allowed[i], fp );
767 // write out the completed mission matrix. Used to tell which missions the player
768 // can replay in the simulator. Also, each completed mission contains a list of the goals
769 // that were in the mission along with the goal completion status.
770 cfwrite_int( Campaign.num_missions_completed, fp );
771 for (i = 0; i < MAX_CAMPAIGN_MISSIONS; i++ ) {
772 if ( Campaign.missions[i].completed ) {
773 cfwrite_int( i, fp );
774 cfwrite_int( Campaign.missions[i].num_goals, fp );
775 for ( j = 0; j < Campaign.missions[i].num_goals; j++ ) {
776 cfwrite_string_len( Campaign.missions[i].goals[j].name, fp );
777 cfwrite_char( Campaign.missions[i].goals[j].status, fp );
779 cfwrite_int( Campaign.missions[i].num_events, fp );
780 for ( j = 0; j < Campaign.missions[i].num_events; j++ ) {
781 cfwrite_string_len( Campaign.missions[i].events[j].name, fp );
782 cfwrite_char( Campaign.missions[i].events[j].status, fp );
786 cfwrite_int(Campaign.missions[i].flags, fp);
793 // ugh! due to horrible bug, the stats saved at the end of every level were not written
794 // out to disk. Write out a seperate file to do this. We will only read it in if we actually
796 memset(filename, 0, _MAX_FNAME);
797 mission_campaign_savefile_generate_root(filename);
799 // name the file differently depending on whether we're in single player or multiplayer mode
800 // single player : *.csg
801 strcat( filename, NOX("css"));
803 fp = cfopen(filename,"wb", CFILE_NORMAL, CF_TYPE_SINGLE_PLAYERS);
808 // Write out campaign file info
809 cfwrite_int( CAMPAIGN_STATS_FILE_ID,fp );
810 cfwrite_int( CAMPAIGN_STATS_FILE_VERSION,fp );
812 // determine how many missions we are saving -- I think that this method is safer than the method
813 // I used for release
815 for ( i = 0; i < Campaign.num_missions; i++ ) {
816 if ( Campaign.missions[i].completed ) {
821 // write out the stats information to disk.
822 cfwrite_int( mission_count, fp );
823 for (i = 0; i < Campaign.num_missions; i++ ) {
824 if ( Campaign.missions[i].completed ) {
825 cfwrite_int( i, fp );
826 cfwrite( &Campaign.missions[i].stats, sizeof(scoring_struct), 1, fp );
835 // The following function always only ever ever ever called by CSFE!!!!!
836 int campaign_savefile_save(char *pname)
838 if (Campaign.type == CAMPAIGN_TYPE_SINGLE)
839 Game_mode &= ~GM_MULTIPLAYER;
841 Game_mode |= GM_MULTIPLAYER;
843 strcpy(Player->callsign, pname);
844 //memcpy(&Campaign, camp, sizeof(campaign));
845 return mission_campaign_savefile_save();
849 // the below two functions is internal to this module. It is here so that I can group the save/load
850 // functions together.
853 // mission_campaign_savefile_delete deletes any save file in the players directory for the given
855 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 );
874 void campaign_delete_save( char *cfn, char *pname)
876 strcpy(Player->callsign, pname);
877 mission_campaign_savefile_delete(cfn);
880 // next function deletes all the save files for this particular pilot. Just call cfile function
881 // which will delete multiple files
882 // Player_select_mode tells us whether we are deleting single or multiplayer files
883 void mission_campaign_delete_all_savefiles( char *pilot_name, int is_multi )
885 int dir_type, num_files, i;
886 char *names[MAX_CAMPAIGNS], spec[MAX_FILENAME_LEN + 2], *ext;
888 int (*filter_save)(char *filename);
891 return; // can't have multiplayer campaign save files
895 dir_type = CF_TYPE_SINGLE_PLAYERS;
897 sprintf(spec, NOX("%s.*%s"), pilot_name, ext);
899 // HACK HACK HACK HACK!!!! cf_get_file_list is not reentrant. Pretty dumb because it should
900 // be. I have to save any file filters
901 filter_save = Get_file_list_filter;
902 Get_file_list_filter = NULL;
903 num_files = cf_get_file_list(MAX_CAMPAIGNS, names, dir_type, spec);
904 Get_file_list_filter = filter_save;
906 for (i=0; i<num_files; i++) {
907 strcpy(filename, names[i]);
908 strcat(filename, ext);
909 cf_delete(filename, dir_type);
914 // mission_campaign_savefile_load takes a filename of a campaign file as a parameter and loads all
915 // of the information stored in the campaign file.
916 void mission_campaign_savefile_load( char *cfilename )
921 char filename[_MAX_FNAME], base[_MAX_FNAME];
922 int id, version, i, num, j, num_stats_blocks;
926 Assert ( strlen(cfilename) != 0 );
928 // probably only called from single player games anymore!!! should be anyway
929 Assert( Game_mode & GM_NORMAL ); // get allender or DaveB. trying to save campaign in multiplayer
931 // build up the filename for the save file. There could be a problem with filename length,
932 // but this problem can get fixed in several ways -- ignore the problem for now though.
933 _splitpath( cfilename, NULL, NULL, base, NULL );
934 Assert ( (strlen(base) + strlen(Player->callsign) + 1) < _MAX_FNAME );
936 if(Game_mode & GM_MULTIPLAYER)
937 sprintf( filename, NOX("%s.%s.msg"), Player->callsign, base );
939 sprintf( filename, NOX("%s.%s.csg"), Player->callsign, base );
941 fp = cfopen(filename, "rb", CFILE_NORMAL, CF_TYPE_SINGLE_PLAYERS );
945 id = cfread_int( fp );
946 if ( id != CAMPAIGN_FILE_ID ) {
947 Warning(LOCATION, "Campaign save file has invalid signature");
952 version = cfread_int( fp );
953 if ( version < CAMPAIGN_FILE_COMPATIBLE_VERSION ) {
954 Warning(LOCATION, "Campaign save file too old -- not compatible. Deleting file.\nYou can continue from here without trouble\n\n");
956 cf_delete( filename, CF_TYPE_SINGLE_PLAYERS );
960 // verify that we are loading the correct type of campaign file for the mode that we are in.
962 type_sig = cfread_int( fp );
964 type_sig = CAMPAIGN_SINGLE_PLAYER_SIG;
966 Assert( ((Game_mode & GM_MULTIPLAYER) && (type_sig==CAMPAIGN_MULTI_PLAYER_SIG)) || (!(Game_mode & GM_MULTIPLAYER) && (type_sig==CAMPAIGN_SINGLE_PLAYER_SIG)) );
968 Campaign.type = type_sig == CAMPAIGN_SINGLE_PLAYER_SIG ? CAMPAIGN_TYPE_SINGLE : CAMPAIGN_TYPE_MULTI_COOP;
970 // read in the filename of the campaign and compare the filenames to be sure that
971 // we are reading data that really belongs to this campaign. I think that this check
973 cfread_string_len( filename, _MAX_FNAME, fp );
974 /*if ( stricmp( filename, cfilename) ) { // Used to be !stricmp. How did this ever work? --MK, 11/9/97
975 Warning(LOCATION, "Campaign save file appears corrupt because of mismatching filenames.");
980 Campaign.prev_mission = cfread_int( fp );
981 Campaign.next_mission = cfread_int( fp );
982 Campaign.loop_reentry = cfread_int( fp );
983 Campaign.loop_enabled = cfread_int( fp );
985 // load information about ships/weapons allowed
986 int ship_count, weapon_count;
988 // if earlier than mission disk version, use old MAX_SHIP_TYPES, otherwise read from the file
989 if(version <= CAMPAIGN_INITIAL_RELEASE_FILE_VERSION){
990 ship_count = CAMPAIGN_SAVEFILE_MAX_SHIPS_OLD;
991 weapon_count = CAMPAIGN_SAVEFILE_MAX_WEAPONS_OLD;
993 ship_count = cfread_int(fp);
994 weapon_count = cfread_int(fp);
997 for ( i = 0; i < ship_count; i++ ){
998 Campaign.ships_allowed[i] = cfread_ubyte( fp );
1001 for ( i = 0; i < weapon_count; i++ ){
1002 Campaign.weapons_allowed[i] = cfread_ubyte( fp );
1005 // read in the completed mission matrix. Used to tell which missions the player
1006 // can replay in the simulator. Also, each completed mission contains a list of the goals
1007 // that were in the mission along with the goal completion status.
1008 Campaign.num_missions_completed = cfread_int( fp );
1009 for (i = 0; i < Campaign.num_missions_completed; i++ ) {
1010 num = cfread_int( fp );
1011 Campaign.missions[num].completed = 1;
1012 Campaign.missions[num].num_goals = cfread_int( fp );
1014 // be sure to malloc out space for the goals stuff, then zero the memory!!! Don't do malloc
1015 // if there are no goals
1016 Campaign.missions[num].goals = (mgoal *)malloc( Campaign.missions[num].num_goals * sizeof(mgoal) );
1017 if ( Campaign.missions[num].num_goals > 0 ) {
1018 memset( Campaign.missions[num].goals, 0, sizeof(mgoal) * Campaign.missions[num].num_goals );
1019 Assert( Campaign.missions[num].goals != NULL );
1022 // now read in the goal information for this mission
1023 for ( j = 0; j < Campaign.missions[num].num_goals; j++ ) {
1024 cfread_string_len( Campaign.missions[num].goals[j].name, NAME_LENGTH, fp );
1025 Campaign.missions[num].goals[j].status = cfread_char( fp );
1028 // get the events from the savefile
1029 Campaign.missions[num].num_events = cfread_int( fp );
1031 // be sure to malloc out space for the events stuff, then zero the memory!!! Don't do malloc
1032 // if there are no events
1033 // if (Campaign.missions[num].events < 0)
1034 // Campaign.missions[num].events = 0;
1035 Campaign.missions[num].events = (mevent *)malloc( Campaign.missions[num].num_events * sizeof(mevent) );
1036 if ( Campaign.missions[num].num_events > 0 ) {
1037 memset( Campaign.missions[num].events, 0, sizeof(mevent) * Campaign.missions[num].num_events );
1038 Assert( Campaign.missions[num].events != NULL );
1041 // now read in the event information for this mission
1042 for ( j = 0; j < Campaign.missions[num].num_events; j++ ) {
1043 cfread_string_len( Campaign.missions[num].events[j].name, NAME_LENGTH, fp );
1044 Campaign.missions[num].events[j].status = cfread_char( fp );
1048 Campaign.missions[num].flags = cfread_int(fp);
1054 // now, try and read in the campaign stats saved information. This code was added for the 1.03 patch
1055 // since the stats data was never written out to disk. We try and open the file, and if we cannot find
1056 // it, then simply return
1057 sprintf( filename, NOX("%s.%s.css"), Player->callsign, base );
1059 fp = cfopen(filename, "rb", CFILE_NORMAL, CF_TYPE_SINGLE_PLAYERS );
1063 id = cfread_int( fp );
1064 if ( id != CAMPAIGN_STATS_FILE_ID ) {
1065 Warning(LOCATION, "Campaign stats save file has invalid signature");
1070 version = cfread_int( fp );
1071 if ( version < CAMPAIGN_STATS_FILE_COMPATIBLE_VERSION ) {
1072 Warning(LOCATION, "Campaign save file too old -- not compatible. Deleting file.\nYou can continue from here without trouble\n\n");
1074 cf_delete( filename, CF_TYPE_SINGLE_PLAYERS );
1078 num_stats_blocks = cfread_int( fp );
1079 for (i = 0; i < num_stats_blocks; i++ ) {
1080 num = cfread_int( fp );
1081 cfread( &Campaign.missions[num].stats, sizeof(scoring_struct), 1, fp );
1089 // the following code only ever called by CSFE!!!!
1090 void campaign_savefile_load(char *fname, char *pname)
1092 if (Campaign.type==CAMPAIGN_TYPE_SINGLE) {
1093 Game_mode &= ~GM_MULTIPLAYER;
1094 Game_mode &= GM_NORMAL;
1097 Game_mode |= GM_MULTIPLAYER;
1098 strcpy(Player->callsign, pname);
1099 mission_campaign_savefile_load(fname);
1102 // mission_campaign_next_mission sets up the internal veriables of the campaign
1103 // structure so the player can play the next mission. If there are no more missions
1104 // available in the campaign, this function returns -1, else 0 if the mission was
1106 int mission_campaign_next_mission()
1108 if ( (Campaign.next_mission == -1) || (strlen(Campaign.name) == 0) ) // will be set to -1 when there is no next mission
1111 Campaign.current_mission = Campaign.next_mission;
1112 strncpy( Game_current_mission_filename, Campaign.missions[Campaign.current_mission].name, MAX_FILENAME_LEN );
1114 // check for end of loop.
1115 if (Campaign.current_mission == Campaign.loop_reentry) {
1116 Campaign.loop_enabled = 0;
1119 // reset the number of persistent ships and weapons for the next campaign mission
1120 Num_granted_ships = 0;
1121 Num_granted_weapons = 0;
1125 // mission_campaign_previous_mission() gets called to go to the previous mission in
1126 // the campaign. Used only for Red Alert missions
1127 int mission_campaign_previous_mission()
1129 if ( !(Game_mode & GM_CAMPAIGN_MODE) )
1132 if ( Campaign.prev_mission == -1 )
1135 Campaign.current_mission = Campaign.prev_mission;
1136 Campaign.next_mission = Campaign.current_mission;
1137 Campaign.num_missions_completed--;
1138 Campaign.missions[Campaign.next_mission].completed = 0;
1139 mission_campaign_savefile_save();
1141 // reset the player stats to be the stats from this level
1142 memcpy( &Player->stats, &Campaign.missions[Campaign.current_mission].stats, sizeof(Player->stats) );
1144 strncpy( Game_current_mission_filename, Campaign.missions[Campaign.current_mission].name, MAX_FILENAME_LEN );
1145 Num_granted_ships = 0;
1146 Num_granted_weapons = 0;
1152 // determine what the next mission is after the current one. Because this evaluates an sexp,
1153 // and that could check just about anything, the results are only going to be valid in
1155 // DA 12/09/98 -- To allow for mission loops, need to maintain call with store stats
1156 int mission_campaign_eval_next_mission( int store_stats )
1162 Campaign.next_mission = -1;
1163 cur = Campaign.current_mission;
1164 name = Campaign.missions[cur].name;
1166 mission = &Campaign.missions[cur];
1168 // first we must save the status of the current missions goals in the campaign mission structure.
1169 // After that, we can determine which mission is tagged as the next mission. Finally, we
1170 // can save the campaign save file
1171 // we might have goal and event status if the player replayed a mission
1172 if ( mission->num_goals > 0 ) {
1173 free( mission->goals );
1176 mission->num_goals = Num_goals;
1177 if ( mission->num_goals > 0 ) {
1178 mission->goals = (mgoal *)malloc( sizeof(mgoal) * Num_goals );
1179 Assert( mission->goals != NULL );
1182 // copy the needed info from the Mission_goal struct to our internal structure
1183 for (i = 0; i < Num_goals; i++ ) {
1184 if ( strlen(Mission_goals[i].name) == 0 ) {
1185 char name[NAME_LENGTH];
1187 sprintf(name, NOX("Goal #%d"), i);
1188 //Warning(LOCATION, "Mission goal in mission %s must have a +Name field! using %s for campaign save file\n", mission->name, name);
1189 strcpy( mission->goals[i].name, name);
1191 strcpy( mission->goals[i].name, Mission_goals[i].name );
1192 Assert ( Mission_goals[i].satisfied != GOAL_INCOMPLETE ); // should be true or false at this point!!!
1193 mission->goals[i].status = (char)Mission_goals[i].satisfied;
1196 // do the same thing for events as we did for goals
1197 // we might have goal and event status if the player replayed a mission
1198 if ( mission->num_events > 0 ) {
1199 free( mission->events );
1202 mission->num_events = Num_mission_events;
1203 if ( mission->num_events > 0 ) {
1204 mission->events = (mevent *)malloc( sizeof(mevent) * Num_mission_events );
1205 Assert( mission->events != NULL );
1208 // copy the needed info from the Mission_goal struct to our internal structure
1209 for (i = 0; i < Num_mission_events; i++ ) {
1210 if ( strlen(Mission_events[i].name) == 0 ) {
1211 char name[NAME_LENGTH];
1213 sprintf(name, NOX("Event #%d"), i);
1214 nprintf(("Warning", "Mission goal in mission %s must have a +Name field! using %s for campaign save file\n", mission->name, name));
1215 strcpy( mission->events[i].name, name);
1217 strcpy( mission->events[i].name, Mission_events[i].name );
1219 // getting status for the events is a little different. If the formula value for the event entry
1220 // is -1, then we know the value of the result field will never change. If the formula is
1221 // not -1 (i.e. still being evaluated at mission end time), we will write "incomplete" for the
1223 if ( Mission_events[i].formula == -1 ) {
1224 if ( Mission_events[i].result )
1225 mission->events[i].status = EVENT_SATISFIED;
1227 mission->events[i].status = EVENT_FAILED;
1232 // maybe store the alltime stats which would be current at the end of this mission
1233 if ( store_stats ) {
1234 memcpy( &mission->stats, &Player->stats, sizeof(Player->stats) );
1235 scoring_backout_accept( &mission->stats );
1238 if ( store_stats ) { // second (last) time through, so use choose loop_mission if chosen
1239 if ( Campaign.loop_enabled ) {
1240 Campaign.next_mission = Campaign.loop_mission;
1242 // evaluate next mission (straight path)
1243 if (Campaign.missions[cur].formula != -1) {
1244 flush_sexp_tree(Campaign.missions[cur].formula); // force formula to be re-evaluated
1245 eval_sexp(Campaign.missions[cur].formula); // this should reset Campaign.next_mission to proper value
1250 // evaluate next mission (straight path)
1251 if (Campaign.missions[cur].formula != -1) {
1252 flush_sexp_tree(Campaign.missions[cur].formula); // force formula to be re-evaluated
1253 eval_sexp(Campaign.missions[cur].formula); // this should reset Campaign.next_mission to proper value
1256 // evaluate mission loop mission (if any) so it can be used if chosen
1257 if ( Campaign.missions[cur].has_mission_loop ) {
1258 int copy_next_mission = Campaign.next_mission;
1259 // Set temporarily to -1 so we know if loop formula fails to assign
1260 Campaign.next_mission = -1; // Cannot exit campaign from loop
1261 if (Campaign.missions[cur].mission_loop_formula != -1) {
1262 flush_sexp_tree(Campaign.missions[cur].mission_loop_formula); // force formula to be re-evaluated
1263 eval_sexp(Campaign.missions[cur].mission_loop_formula); // this should reset Campaign.next_mission to proper value
1266 Campaign.loop_mission = Campaign.next_mission;
1267 Campaign.next_mission = copy_next_mission;
1271 if (Campaign.next_mission == -1)
1272 nprintf(("allender", "No next mission to proceed to.\n"));
1274 nprintf(("allender", "Next mission is number %d [%s]\n", Campaign.next_mission, Campaign.missions[Campaign.next_mission].name));
1276 return Campaign.next_mission;
1279 // Evaluate next campaign mission - set as Campaign.next_mission. Also set Campaign.loop_mission
1280 void mission_campaign_eval_next_mission()
1282 Campaign.next_mission = -1;
1283 int cur = Campaign.current_mission;
1285 // evaluate next mission (straight path)
1286 if (Campaign.missions[cur].formula != -1) {
1287 flush_sexp_tree(Campaign.missions[cur].formula); // force formula to be re-evaluated
1288 eval_sexp(Campaign.missions[cur].formula); // this should reset Campaign.next_mission to proper value
1291 // evaluate mission loop mission (if any) so it can be used if chosen
1292 if ( Campaign.missions[cur].has_mission_loop ) {
1293 int copy_next_mission = Campaign.next_mission;
1294 // Set temporarily to -1 so we know if loop formula fails to assign
1295 Campaign.next_mission = -1;
1296 if (Campaign.missions[cur].mission_loop_formula != -1) {
1297 flush_sexp_tree(Campaign.missions[cur].mission_loop_formula); // force formula to be re-evaluated
1298 eval_sexp(Campaign.missions[cur].mission_loop_formula); // this should reset Campaign.next_mission to proper value
1301 Campaign.loop_mission = Campaign.next_mission;
1302 Campaign.next_mission = copy_next_mission;
1305 if (Campaign.next_mission == -1) {
1306 nprintf(("allender", "No next mission to proceed to.\n"));
1308 nprintf(("allender", "Next mission is number %d [%s]\n", Campaign.next_mission, Campaign.missions[Campaign.next_mission].name));
1313 // Store mission's goals and events in Campaign struct
1314 void mission_campaign_store_goals_and_events()
1320 cur = Campaign.current_mission;
1321 name = Campaign.missions[cur].name;
1323 mission = &Campaign.missions[cur];
1325 // first we must save the status of the current missions goals in the campaign mission structure.
1326 // After that, we can determine which mission is tagged as the next mission. Finally, we
1327 // can save the campaign save file
1328 // we might have goal and event status if the player replayed a mission
1329 if ( mission->num_goals > 0 ) {
1330 free( mission->goals );
1333 mission->num_goals = Num_goals;
1334 if ( mission->num_goals > 0 ) {
1335 mission->goals = (mgoal *)malloc( sizeof(mgoal) * Num_goals );
1336 Assert( mission->goals != NULL );
1339 // copy the needed info from the Mission_goal struct to our internal structure
1340 for (i = 0; i < Num_goals; i++ ) {
1341 if ( strlen(Mission_goals[i].name) == 0 ) {
1342 char name[NAME_LENGTH];
1344 sprintf(name, NOX("Goal #%d"), i);
1345 //Warning(LOCATION, "Mission goal in mission %s must have a +Name field! using %s for campaign save file\n", mission->name, name);
1346 strcpy( mission->goals[i].name, name);
1348 strcpy( mission->goals[i].name, Mission_goals[i].name );
1349 Assert ( Mission_goals[i].satisfied != GOAL_INCOMPLETE ); // should be true or false at this point!!!
1350 mission->goals[i].status = (char)Mission_goals[i].satisfied;
1353 // do the same thing for events as we did for goals
1354 // we might have goal and event status if the player replayed a mission
1355 if ( mission->num_events > 0 ) {
1356 free( mission->events );
1359 mission->num_events = Num_mission_events;
1360 if ( mission->num_events > 0 ) {
1361 mission->events = (mevent *)malloc( sizeof(mevent) * Num_mission_events );
1362 Assert( mission->events != NULL );
1365 // copy the needed info from the Mission_goal struct to our internal structure
1366 for (i = 0; i < Num_mission_events; i++ ) {
1367 if ( strlen(Mission_events[i].name) == 0 ) {
1368 char name[NAME_LENGTH];
1370 sprintf(name, NOX("Event #%d"), i);
1371 nprintf(("Warning", "Mission goal in mission %s must have a +Name field! using %s for campaign save file\n", mission->name, name));
1372 strcpy( mission->events[i].name, name);
1374 strcpy( mission->events[i].name, Mission_events[i].name );
1376 // getting status for the events is a little different. If the formula value for the event entry
1377 // is -1, then we know the value of the result field will never change. If the formula is
1378 // not -1 (i.e. still being evaluated at mission end time), we will write "incomplete" for the
1380 if ( Mission_events[i].formula == -1 ) {
1381 if ( Mission_events[i].result )
1382 mission->events[i].status = EVENT_SATISFIED;
1384 mission->events[i].status = EVENT_FAILED;
1390 // this function is called when the player's mission is over. It updates the internal store of goals
1391 // and their status then saves the state of the campaign in the campaign file. This gets called
1392 // after player accepts mission results in debriefing.
1393 void mission_campaign_mission_over()
1398 // I don't think that we should have a record for these -- maybe we might?????? If we do,
1399 // then we should free them
1400 if ( !(Game_mode & GM_CAMPAIGN_MODE) ){
1404 mission_num = Campaign.current_mission;
1405 Assert( mission_num != -1 );
1406 mission = &Campaign.missions[mission_num];
1408 // determine if any ships/weapons were granted this mission
1409 for ( i=0; i<Num_granted_ships; i++ ){
1410 Campaign.ships_allowed[Granted_ships[i]] = 1;
1413 for ( i=0; i<Num_granted_weapons; i++ ){
1414 Campaign.weapons_allowed[Granted_weapons[i]] = 1;
1417 // DKA 12/11/98 - Unneeded already evaluated and stored
1418 // determine what new mission we are moving to.
1419 // mission_campaign_eval_next_mission(1);
1421 // update campaign.mission stats (used to allow backout inRedAlert)
1422 memcpy( &mission->stats, &Player->stats, sizeof(Player->stats) );
1423 if(!(Game_mode & GM_MULTIPLAYER)){
1424 scoring_backout_accept( &mission->stats );
1427 // if we are moving to a new mission, then change our data. If we are staying on the same mission,
1428 // then we don't want to do anything. Remove information about goals/events
1429 if ( Campaign.next_mission != mission_num ) {
1430 Campaign.prev_mission = mission_num;
1431 Campaign.current_mission = -1;
1432 Campaign.num_missions_completed++;
1433 Campaign.missions[mission_num].completed = 1;
1435 // save the scoring values from the previous mission at the start of this mission -- for red alert
1437 // save the state of the campaign in the campaign save file and move to the end_game state
1438 if (Campaign.type == CAMPAIGN_TYPE_SINGLE) {
1439 mission_campaign_savefile_save();
1443 // free up the goals and events which were just malloced. It's kind of like erasing any fact
1444 // that the player played this mission in the campaign.
1445 free( mission->goals );
1446 mission->num_goals = 0;
1448 free( mission->events );
1449 mission->num_events = 0;
1451 Sexp_nodes[mission->formula].value = SEXP_UNKNOWN;
1455 if (Campaign.missions[Campaign.next_mission].flags & CMISSION_FLAG_BASTION){
1456 Player->on_bastion = 1;
1458 Player->on_bastion = 0;
1461 mission_campaign_next_mission(); // sets up whatever needs to be set to actually play next mission
1464 // called when the game closes -- to get rid of memory errors for Bounds checker
1465 void mission_campaign_close()
1470 free(Campaign.desc);
1472 // be sure to remove all old malloced strings of Mission_names
1473 // we must also free any goal stuff that was from a previous campaign
1474 for ( i=0; i<Campaign.num_missions; i++ ) {
1475 if ( Campaign.missions[i].name ){
1476 free(Campaign.missions[i].name);
1479 if (Campaign.missions[i].notes){
1480 free(Campaign.missions[i].notes);
1483 if ( Campaign.missions[i].num_goals > 0 ){
1484 free ( Campaign.missions[i].goals );
1487 if ( Campaign.missions[i].num_events > 0 ){
1488 free ( Campaign.missions[i].events );
1491 if ( !Fred_running ){
1492 sexp_unmark_persistent(Campaign.missions[i].formula); // free any sexpression nodes used by campaign.
1495 Campaign.missions[i].num_goals = 0;
1496 Campaign.missions[i].num_events = 0;
1500 // extract the mission filenames for a campaign.
1502 // filename => name of campaign file
1503 // dest => storage for the mission filename, must be already allocated
1504 // num => output parameter for the number of mission filenames in the campaign
1506 // note that dest should allocate at least dest[MAX_CAMPAIGN_MISSIONS][NAME_LENGTH]
1507 int mission_campaign_get_filenames(char *filename, char dest[][NAME_LENGTH], int *num)
1511 // read the mission file and get the list of mission filenames
1512 if ((rval = setjmp(parse_abort)) != 0) {
1516 read_file_text(filename);
1517 Assert(strlen(filename) < MAX_FILENAME_LEN - 1); // make sure no overflow
1520 required_string("$Name:");
1521 advance_to_eoln(NULL);
1523 required_string( "$Type:" );
1524 advance_to_eoln(NULL);
1526 // parse the mission file and actually read in the mission stuff
1528 while ( skip_to_string("$Mission:") == 1 ) {
1529 stuff_string(dest[*num], F_NAME, NULL);
1537 // function to read the goals and events from a mission in a campaign file and store that information
1538 // in the campaign structure for use in the campaign editor, error checking, etc
1539 void read_mission_goal_list(int num)
1541 char *filename, notes[NOTES_LENGTH], goals[MAX_GOALS][NAME_LENGTH];
1542 char events[MAX_MISSION_EVENTS][NAME_LENGTH];
1543 int i, z, r, event_count, count = 0;
1545 filename = Campaign.missions[num].name;
1546 if ((r = setjmp(parse_abort))>0) {
1547 Warning(LOCATION, "Error reading \"%s\" (code = %d)", filename, r);
1551 // open localization
1554 read_file_text(filename);
1557 // first, read the mission notes for this mission. Used in campaign editor
1558 if (skip_to_string("#Mission Info")) {
1559 if (skip_to_string("$Notes:")) {
1560 stuff_string(notes, F_NOTES, NULL);
1561 if (Campaign.missions[num].notes){
1562 free(Campaign.missions[num].notes);
1565 Campaign.missions[num].notes = (char *) malloc(strlen(notes) + 1);
1566 strcpy(Campaign.missions[num].notes, notes);
1571 // skip to events section in the mission file. Events come before goals, so we process them first
1572 if ( skip_to_string("#Events") ) {
1574 if (skip_to_string("$Formula:", "#Goals") != 1){
1578 z = skip_to_string("+Name:", "$Formula:");
1584 stuff_string(events[event_count], F_NAME, NULL);
1586 sprintf(events[event_count], NOX("Event #%d"), event_count + 1);
1590 Assert(event_count < MAX_MISSION_EVENTS);
1595 if (skip_to_string("#Goals")) {
1597 if (skip_to_string("$Type:", "#End") != 1){
1601 z = skip_to_string("+Name:", "$Type:");
1607 stuff_string(goals[count], F_NAME, NULL);
1609 sprintf(goals[count], NOX("Goal #%d"), count + 1);
1613 Assert(count < MAX_GOALS);
1617 Campaign.missions[num].num_goals = count;
1619 Campaign.missions[num].goals = (mgoal *) malloc(count * sizeof(mgoal));
1620 Assert(Campaign.missions[num].goals); // make sure we got the memory
1621 memset(Campaign.missions[num].goals, 0, count * sizeof(mgoal));
1623 for (i=0; i<count; i++){
1624 strcpy(Campaign.missions[num].goals[i].name, goals[i]);
1628 Campaign.missions[num].num_events = event_count;
1630 Campaign.missions[num].events = (mevent *)malloc(event_count * sizeof(mevent));
1631 Assert ( Campaign.missions[num].events );
1632 memset(Campaign.missions[num].events, 0, event_count * sizeof(mevent));
1634 for (i = 0; i < event_count; i++ ){
1635 strcpy(Campaign.missions[num].events[i].name, events[i]);
1639 // close localization
1643 // function to return index into Campaign's list of missions of the mission with the given
1644 // filename. This function tried to be a little smart about filename looking for the .fsm
1645 // extension since filenames are stored with the extension in the campaign file. Returns
1646 // index of mission in campaign structure. -1 if mission name not found.
1647 int mission_campaign_find_mission( char *name )
1650 char realname[_MAX_PATH];
1652 // look for an extension on the file. If no extension, add default ".fsm" onto the
1653 // end of the filename
1654 strcpy(realname, name );
1655 if ( strchr(name, '.') == NULL ){
1656 sprintf(realname, NOX("%s%s"), name, FS_MISSION_FILE_EXT );
1659 for (i = 0; i < Campaign.num_missions; i++ ) {
1660 if ( !stricmp(realname, Campaign.missions[i].name) ){
1668 void mission_campaign_maybe_play_movie(int type)
1673 // only support pre mission movies for now.
1674 Assert ( type == CAMPAIGN_MOVIE_PRE_MISSION );
1676 if ( !(Game_mode & GM_CAMPAIGN_MODE) )
1679 mission = Campaign.current_mission;
1680 Assert( mission != -1 );
1682 // get a possible filename for a movie to play.
1685 case CAMPAIGN_MOVIE_PRE_MISSION:
1686 if ( strlen(Campaign.missions[mission].briefing_cutscene) )
1687 filename = Campaign.missions[mission].briefing_cutscene;
1695 // no filename, no movie!
1700 // movie_play( filename );
1703 // return nonzero if the passed filename is a multiplayer campaign, 0 otherwise
1704 int mission_campaign_parse_is_multi(char *filename, char *name)
1709 read_file_text( filename );
1712 required_string("$Name:");
1713 stuff_string( temp, F_NAME, NULL );
1715 strcpy( name, temp );
1717 required_string( "$Type:" );
1718 stuff_string( temp, F_NAME, NULL );
1720 for (i = 0; i < MAX_CAMPAIGN_TYPES; i++ ) {
1721 if ( !stricmp(temp, campaign_types[i]) ) {
1726 Error(LOCATION, "Unknown campaign type %s", temp );
1730 // functions to save persistent information during a mission -- which then might or might not get
1731 // saved out when the mission is over depending on whether player replays mission or commits.
1732 void mission_campaign_save_persistent( int type, int sindex )
1734 // based on the type of information, save it off for possible saving into the campsign
1735 // savefile when the mission is over
1736 if ( type == CAMPAIGN_PERSISTENT_SHIP ) {
1737 Assert( Num_granted_ships < MAX_SHIP_TYPES );
1738 Granted_ships[Num_granted_ships] = sindex;
1739 Num_granted_ships++;
1740 } else if ( type == CAMPAIGN_PERSISTENT_WEAPON ) {
1741 Assert( Num_granted_weapons < MAX_WEAPON_TYPES );
1742 Granted_weapons[Num_granted_weapons] = sindex;
1743 Num_granted_weapons++;
1748 // returns 0: loaded, !0: error
1749 int mission_load_up_campaign()
1751 if (strlen(Player->current_campaign))
1752 return mission_campaign_load(Player->current_campaign);
1754 return mission_campaign_load(BUILTIN_CAMPAIGN);
1757 // for end of campaign in the single player game. Called when the end of campaign state is
1758 // entered, which is triggered when the end-campaign sexpression is hit
1760 void mission_campaign_end_init()
1762 // no need to do any initialization.
1765 void mission_campaign_end_do()
1768 event_music_level_close();
1769 mission_goal_fail_incomplete();
1770 scoring_level_close();
1771 mission_campaign_mission_over();
1773 // eventually we'll want to play one of two options (good ending or bad ending)
1774 // did the supernova blow?
1775 if(Supernova_status == SUPERNOVA_HIT){
1777 // movie_play_two("endpart1.mve", "endprt2b.mve"); // good ending
1780 // movie_play_two("endpart1.mve", "endprt2a.mve"); // good ending
1784 gameseq_post_event( GS_EVENT_END_DEMO );
1786 gameseq_post_event( GS_EVENT_MAIN_MENU );
1790 void mission_campaign_end_close()
1792 // nothing to do here.
1796 // skip to the next mission in the campaign
1797 // this also posts the state change by default. pass 0 to override that
1798 void mission_campaign_skip_to_next(int start_game)
1800 // mark all goals/events complete
1801 // these do not really matter, since is-previous-event-* and is-previous-goal-* sexps check
1802 // to see if the mission was skipped, and use defaults accordingly.
1803 mission_goal_mark_objectives_complete();
1804 mission_goal_mark_events_complete();
1806 // mark mission as skipped
1807 Campaign.missions[Campaign.current_mission].flags |= CMISSION_FLAG_SKIPPED;
1810 mission_campaign_store_goals_and_events();
1812 // now set the next mission
1813 mission_campaign_eval_next_mission();
1815 // clear out relevant player vars
1816 Player->failures_this_session = 0;
1817 Player->show_skip_popup = 1;
1820 // proceed to next mission or main hall
1821 if ((Campaign.missions[Campaign.current_mission].has_mission_loop) && (Campaign.loop_mission != -1)) {
1822 // go to loop solicitation
1823 gameseq_post_event(GS_EVENT_LOOP_BRIEF);
1825 // closes out mission stuff, sets up next one
1826 mission_campaign_mission_over();
1828 if ( Campaign.next_mission == -1 ) {
1829 // go to main hall, tha campaign is over!
1830 gameseq_post_event(GS_EVENT_MAIN_MENU);
1832 // go to next mission
1833 gameseq_post_event(GS_EVENT_START_GAME);
1840 // breaks your ass out of the loop
1841 // this also posts the state change
1842 void mission_campaign_exit_loop()
1844 // set campaign to loop reentry point
1845 Campaign.next_mission = Campaign.loop_reentry;
1846 Campaign.current_mission = -1;
1847 Campaign.loop_enabled = 0;
1849 // set things up for next mission
1850 mission_campaign_next_mission();
1851 gameseq_post_event(GS_EVENT_START_GAME);
1855 // used for jumping to a particular campaign mission
1856 // all pvs missions marked skipped
1857 // this relies on correct mission ordering in the campaign file
1858 void mission_campaign_jump_to_mission(char *name)
1863 // load in the campaign junk
1864 mission_load_up_campaign();
1866 // tack the .fs2 onto the input name
1867 strcpy(dest_name, name);
1868 strcat(name, ".fs2");
1870 // search for our mission
1871 for (i=0; i<Campaign.num_missions; i++) {
1872 if ((Campaign.missions[i].name != NULL) && !stricmp(Campaign.missions[i].name, name) ) {
1873 Campaign.next_mission = i;
1874 Campaign.prev_mission = i-1;
1875 mission_campaign_next_mission();
1876 Game_mode |= GM_CAMPAIGN_MODE;
1877 gameseq_post_event(GS_EVENT_START_GAME);
1880 Campaign.missions[i].flags |= CMISSION_FLAG_SKIPPED;
1881 Campaign.num_missions_completed = i;
1885 // if we got here, no match was found
1886 // restart the campaign
1887 mission_campaign_savefile_delete(Campaign.filename);
1888 mission_campaign_load(Campaign.filename);