2 * $Logfile: /Freespace2/code/Mission/MissionGoals.cpp $
7 * Module for working with Mission goals
10 * Revision 1.2 2002/05/26 22:06:17 relnev
11 * makefile: disable stand_gui for now.
13 * rest: staticize some globals
15 * Revision 1.1.1.1 2002/05/03 03:28:09 root
19 * 15 10/27/99 5:22p Jefff
20 * Some coord changes for german ver
22 * 14 9/06/99 9:46p Jefff
23 * skip mission support
25 * 13 8/28/99 4:54p Dave
26 * Fixed directives display for multiplayer clients for wings with
27 * multiple waves. Fixed hud threat indicator rendering color.
29 * 12 8/26/99 8:51p Dave
30 * Gave multiplayer TvT messaging a heavy dose of sanity. Cheat codes.
32 * 11 8/03/99 6:21p Jefff
33 * fixed stupid bug with objectives screen key
35 * 10 7/29/99 2:58p Jefff
36 * Ingame objective screen icon key now uses normal objective icons and
37 * text is drawn in code.
39 * 9 7/24/99 4:19p Dave
40 * Fixed dumb code with briefing bitmaps. Made d3d zbuffer work much
41 * better. Made model code use zbuffer more intelligently.
43 * 8 7/10/99 1:44p Andsager
44 * Modified directives listing so that current and recently
45 * satisfied/failed directives stay on screen.
47 * 7 2/17/99 2:10p Dave
48 * First full run of squad war. All freespace and tracker side stuff
51 * 6 2/02/99 4:35p Neilk
52 * fixed coordinate problem where primary goals was on top of interface in
55 * 5 1/30/99 5:08p Dave
56 * More new hi-res stuff.Support for nice D3D textures.
58 * 4 11/05/98 5:55p Dave
59 * Big pass at reducing #includes
61 * 3 10/13/98 9:28a Dave
62 * Started neatening up freespace.h. Many variables renamed and
63 * reorganized. Added AlphaColors.[h,cpp]
65 * 2 10/07/98 10:53a Dave
68 * 1 10/07/98 10:49a Dave
70 * 127 9/15/98 11:44a Dave
71 * Renamed builtin ships and wepaons appropriately in FRED. Put in scoring
72 * scale factors. Fixed standalone filtering of MD missions to non-MD
75 * 126 6/09/98 10:31a Hoffoss
76 * Created index numbers for all xstr() references. Any new xstr() stuff
77 * added from here on out should be added to the end if the list. The
78 * current list count can be found in FreeSpace.cpp (search for
81 * 125 5/21/98 2:47a Lawrance
82 * Fix some problems with event music
84 * 124 4/15/98 9:05a Allender
85 * fix skpping of training mission with branchs
87 * 123 4/08/98 10:34p Allender
88 * make threat indicators work in multiplayer. Fix socket problem (once
91 * 122 4/03/98 2:47p Allender
92 * made directives act different when multiple waves of a wing take a long
95 * 121 4/01/98 9:21p John
96 * Made NDEBUG, optimized build with no warnings or errors.
98 * 120 3/31/98 5:18p John
99 * Removed demo/save/restore. Made NDEBUG defined compile. Removed a
100 * bunch of debug stuff out of player file. Made model code be able to
101 * unload models and malloc out only however many models are needed.
104 * 119 3/31/98 4:42p Allender
105 * mission objective support for team v. team mode. Chatbox changes to
106 * make input box be correct length when typing
108 * 118 3/23/98 1:39p Hoffoss
109 * Fixed bug where long objects weren't being split at the right point.
111 * 117 3/17/98 12:40a Lawrance
112 * Add missing struct members to state
114 * 116 3/09/98 4:24p Lawrance
115 * Don't play directive sound effect if gauge is disabled
117 * 115 3/04/98 5:51p Hoffoss
120 * 114 3/02/98 9:30p Allender
121 * make sexpression evaluation for arrivals/departures and goals happen
124 * 113 3/02/98 10:08a Hoffoss
125 * Fixed bugs in saving/restoring state.
127 * 112 2/27/98 4:37p Hoffoss
128 * Combined Objectives screen into Mission Log screen.
130 * 111 2/26/98 10:07p Hoffoss
131 * Rewrote state saving and restoring to fix bugs and simplify the code.
133 * 110 2/23/98 3:06p Hoffoss
134 * Made objectives with only one target not show the [1] thing after it.
136 * 109 2/22/98 4:30p John
137 * More string externalization classification
139 * 108 2/22/98 12:19p John
140 * Externalized some strings
142 * 107 2/20/98 8:33p Lawrance
143 * Added mission_goals_incomplete()
145 * 106 2/06/98 12:12a Lawrance
146 * Play sound effect when continue is pressed.
148 * 105 2/05/98 10:14p Lawrance
149 * Implement Save and Quit
151 * 104 2/04/98 4:32p Allender
152 * support for multiple briefings and debriefings. Changes to mission
153 * type (now a bitfield). Bitfield defs for multiplayer modes
155 * 103 1/30/98 4:24p Hoffoss
156 * Added a 3 second delay for directives before they get displayed.
158 * 102 1/29/98 10:26a Hoffoss
159 * Made changes so arrow buttons repeat scrolling when held down.
161 * 101 1/28/98 6:19p Dave
162 * Reduced standalone memory usage ~8 megs. Put in support for handling
163 * multiplayer submenu handling for endgame, etc.
165 * 100 1/27/98 11:00a Lawrance
166 * Fix bug with showing number of resolved goals in the objective status
169 * 99 1/27/98 10:56a Allender
170 * slight changes to scoring stuff. Added work for Baranec :-)
172 * 98 1/26/98 10:02p Allender
175 * 97 1/20/98 2:26p Hoffoss
176 * Removed references to timestamp_ticker, used timestamp() instead.
178 * 96 1/19/98 9:37p Allender
179 * Great Compiler Warning Purge of Jan, 1998. Used pragma's in a couple
180 * of places since I was unsure of what to do with code.
182 * 95 1/15/98 5:23p Lawrance
183 * Add HUD gauge to indicate completed objectives.
185 * 94 1/15/98 1:29p Hoffoss
186 * Made chained events only check next event if that event is also
189 * 93 1/13/98 5:37p Dave
190 * Reworked a lot of standalone interface code. Put in single and
191 * multiplayer popups for death sequence. Solidified multiplayer kick
194 * 92 1/12/98 5:17p Allender
195 * fixed primary fired problem and ship warp out problem. Made new
196 * mission goal info packet to deal with goals more accurately.
198 * 91 1/11/98 10:02p Allender
199 * removed <winsock.h> from headers which included it. Made psnet_socket
200 * type which is defined just as SOCKET type is.
202 * 90 1/10/98 1:14p John
203 * Added explanation to debug console commands
205 * 89 1/08/98 10:26a Lawrance
206 * Delay directive success sound effect about 1/2 second.
208 * 88 1/07/98 6:46p Lawrance
209 * If a goal is invalid, ignore it when evaluating mission success.
211 * 87 1/07/98 11:09a Lawrance
212 * Add sound hook for when directive gets completed.
214 * 86 1/02/98 3:07p Hoffoss
215 * Changed sexp evaluation to every half second.
217 * 85 12/27/97 8:08p Lawrance
218 * get savegames working again
220 * 84 12/26/97 10:02p Lawrance
221 * Add event music for when goals fail.
223 * 83 12/22/97 6:07p Hoffoss
224 * Made directives flash when completed, fixed but with is-destroyed
227 * 82 12/21/97 4:33p John
228 * Made debug console functions a class that registers itself
229 * automatically, so you don't need to add the function to
230 * debugfunctions.cpp.
232 * 81 12/19/97 12:43p Hoffoss
233 * Changed code to allow counts in directives.
235 * 80 12/15/97 5:26p Allender
236 * temporary code to display for 5 second completion status of objectives
238 * 79 12/03/97 4:16p Hoffoss
239 * Changed sound stuff used in interface screens for interface purposes.
241 * 78 12/03/97 11:35a Hoffoss
242 * Made changes to HUD messages send throughout the game.
244 * 77 12/02/97 10:47a Hoffoss
245 * Changed mention of goals to objectives.
247 * 76 12/01/97 12:26a Lawrance
248 * Add flag MGF_NO_MUSIC to mission_goal struct, to avoid playing music
251 * 75 11/21/97 2:16p Allender
252 * debug keys to mark all goals (p/s/b) as satisfied
254 * 74 11/17/97 11:45a Johnson
255 * when marking goals false, add log entry. Be sure that "delay" function
256 * check for equal to delay as well
258 * 73 11/13/97 10:16p Hoffoss
259 * Added icons to mission log scrollback.
261 * 72 11/13/97 4:05p Hoffoss
262 * Added hiding code for mission log entries.
264 * 71 11/05/97 7:11p Hoffoss
265 * Made changed to the hud message system. Hud messages can now have
266 * sources so they can be color coded.
268 * 70 11/02/97 10:09p Lawrance
269 * add missing fields from mission_event to save/restore
271 * 69 10/31/97 4:28p Allender
272 * fail all incomplete mission goals when mission is over
274 * 68 10/29/97 11:06a Jasen
275 * eval goals/events every 1.75 seconds instead of every 2.5 seconds for
276 * slightly more accurate timing of events
278 * 67 10/28/97 10:05a Allender
279 * added function to mark all goals as failed
281 * 66 10/28/97 9:33a Lawrance
282 * change 'Alt-Q' in HUD message to use text for bound key
284 * 65 10/27/97 5:03p Hoffoss
287 * 64 10/23/97 2:16p Johnson
288 * make pointers point to NULl after freeing to prevent problems when
289 * tried to free multiple times
291 * 63 10/16/97 2:35p Hoffoss
292 * Enhanced the mission goals screen a little.
294 * 62 10/16/97 1:28p Hoffoss
295 * New mission goals screen implemented.
297 * 61 10/10/97 6:15p Hoffoss
298 * Implemented a training objective list display.
300 * 60 10/09/97 4:44p Hoffoss
301 * Dimmed training window glass and made it less transparent, added flags
302 * to events, set he stage for detecting current events.
304 * 59 10/06/97 4:11p Lawrance
305 * add missing field from mission_events to save/restore
307 * 58 10/03/97 4:14p Hoffoss
308 * Augmented event debug view code.
310 * 57 9/30/97 10:01a Hoffoss
311 * Added event chaining support to Fred and FreeSpace.
313 * 56 9/29/97 1:58p Hoffoss
314 * Need to check in changes so I can get merged code to continue working
315 * on event chaining code.
319 #include "freespace.h"
321 #include "missiongoals.h"
322 #include "missionparse.h"
323 #include "missionlog.h"
324 #include "missiontraining.h"
325 #include "missionscreencommon.h"
326 #include "gamesequence.h"
331 #include "linklist.h"
336 #include "eventmusic.h"
338 #include "multimsgs.h"
339 #include "stand_gui.h"
344 #include "alphacolors.h"
345 #include "multi_team.h"
347 // timestamp stuff for evaluating mission goals
348 #define GOAL_TIMESTAMP 0 // make immediately eval
349 #define GOAL_TIMESTAMP_TRAINING 500 // every half second
351 #define MAX_GOALS_PER_LIST 15
352 #define MAX_GOAL_LINES 200
354 // indicies for coordinates
355 #define GOAL_SCREEN_X_COORD 0
356 #define GOAL_SCREEN_Y_COORD 1
357 #define GOAL_SCREEN_W_COORD 2
358 #define GOAL_SCREEN_H_COORD 3
361 #define GOAL_SCREEN_TEXT_X 81
362 #define GOAL_SCREEN_TEXT_Y 95
363 #define GOAL_SCREEN_TEXT_W 385
364 #define GOAL_SCREEN_TEXT_H 299
365 #define GOAL_SCREEN_ICON_X 45
368 static int Goal_screen_text_coords[GR_NUM_RESOLUTIONS][4] = {
370 81,95,385,299 // GR_640
373 130,152,385,299 // GR_1024
377 static int Goal_screen_icon_xcoord[GR_NUM_RESOLUTIONS] = {
383 #if defined(GERMAN_BUILD)
384 // german version gets slightly diff coords
385 static int Objective_key_text_coords[GR_NUM_RESOLUTIONS][3][2] = {
399 static int Objective_key_icon_coords[GR_NUM_RESOLUTIONS][3][2] = {
414 static int Objective_key_text_coords[GR_NUM_RESOLUTIONS][3][2] = {
428 static int Objective_key_icon_coords[GR_NUM_RESOLUTIONS][3][2] = {
445 #define NUM_GOAL_SCREEN_BUTTONS 3 // total number of buttons
446 #define GOAL_SCREEN_BUTTON_SCROLL_UP 0
447 #define GOAL_SCREEN_BUTTON_SCROLL_DOWN 1
448 #define GOAL_SCREEN_BUTTON_RETURN 2
452 mission_goal *list[MAX_GOALS_PER_LIST];
453 int line_offsets[MAX_GOALS_PER_LIST];
454 int line_spans[MAX_GOALS_PER_LIST];
456 goal_list() : count(0) {}
457 void add(mission_goal *m);
459 void icons_display(int y);
462 struct goal_buttons {
466 UI_BUTTON button; // because we have a class inside this struct, we need the constructor below..
468 goal_buttons(char *name, int x1, int y1, int h) : filename(name), x(x1), y(y1), hotspot(h) {}
473 int m_line_sizes[MAX_GOAL_LINES];
474 char *m_lines[MAX_GOAL_LINES];
477 int add(char *text = NULL);
478 void display(int n, int y);
481 int Num_mission_events;
482 int Num_goals = 0; // number of goals for this mission
483 int Event_index; // used by sexp code to tell what event it came from
484 int Mission_goal_timestamp;
486 mission_event Mission_events[MAX_MISSION_EVENTS];
487 mission_goal Mission_goals[MAX_GOALS]; // structure for the goals of this mission
488 static goal_text Goal_text;
490 #define DIRECTIVE_SOUND_DELAY 500 // time directive success sound effect is delayed
491 #define DIRECTIVE_SPECIAL_DELAY 7000 // mark special directives as true after 7 seconds
493 static int Mission_directive_sound_timestamp; // timestamp to control when directive succcess sound gets played
494 static int Mission_directive_special_timestamp; // used to specially mark a directive as true even though it's not
496 char *Goal_type_text(int n)
500 return XSTR( "Primary", 396);
503 return XSTR( "Secondary", 397);
506 return XSTR( "Bonus", 398);
512 static int Goal_screen_text_x;
513 static int Goal_screen_text_y;
514 static int Goal_screen_text_w;
515 static int Goal_screen_text_h;
516 static int Goal_screen_icon_x;
518 static goal_list Primary_goal_list;
519 static goal_list Secondary_goal_list;
520 static goal_list Bonus_goal_list;
522 static int Scroll_offset;
523 static int Goals_screen_bg_bitmap;
524 static int Goal_complete_bitmap;
525 static int Goal_incomplete_bitmap;
526 static int Goal_failed_bitmap;
527 static UI_WINDOW Goals_screen_ui_window;
529 goal_buttons Goal_buttons[NUM_GOAL_SCREEN_BUTTONS] = {
531 goal_buttons("MOB_00", 475, 288, 0),
532 goal_buttons("MOB_01", 475, 336, 1),
533 goal_buttons("MOB_02", 553, 409, 2),
537 void goal_screen_button_pressed(int num);
538 void goal_screen_scroll_up();
539 void goal_screen_scroll_down();
542 /// goal_list structure functions
545 void goal_list::add(mission_goal *m)
547 Assert(count < MAX_GOALS_PER_LIST);
551 void goal_list::set()
555 for (i=0; i<count; i++) {
556 line_offsets[i] = Goal_text.m_num_lines;
557 line_spans[i] = Goal_text.add(list[i]->message);
564 void goal_list::icons_display(int yoff)
566 int i, y, ys, bmp, font_height;
568 font_height = gr_get_font_height();
569 for (i=0; i<count; i++) {
570 y = line_offsets[i] - yoff;
572 bmp = -1; // initialize for safety.
573 switch (list[i]->satisfied) {
575 bmp = Goal_complete_bitmap;
578 case GOAL_INCOMPLETE:
579 bmp = Goal_incomplete_bitmap;
583 bmp = Goal_failed_bitmap;
588 bm_get_info(bmp, NULL, &ys, NULL);
589 y = Goal_screen_text_y // offset of text window on screen
590 + y * font_height // relative line position offset
591 + line_spans[i] * font_height / 2 // center of text offset
592 - ys / 2; // center of icon offest
594 if ((y >= Goal_screen_text_y - ys / 2) && (y + ys <= Goal_screen_text_y + Goal_screen_text_h + ys / 2)) {
596 gr_bitmap(Goal_screen_icon_x, y);
603 /// goal_text structure functions
606 // initializes the goal text struct (empties it out)
607 void goal_text::init()
612 // Adds lines of goal text. If passed NULL (or nothing passed) a blank line is added. If
613 // the text is too long, it is automatically split into more than one line.
614 // Returns the number of lines added.
615 int goal_text::add(char *text)
619 max = MAX_GOAL_LINES - m_num_lines;
621 Error(LOCATION, "Goal text space exhausted");
626 m_lines[m_num_lines] = NULL;
627 m_line_sizes[m_num_lines++] = 0;
631 count = split_str(text, Goal_screen_text_w - Goal_screen_text_coords[gr_screen.res][GOAL_SCREEN_X_COORD] + Goal_screen_icon_xcoord[gr_screen.res], m_line_sizes + m_num_lines, m_lines + m_num_lines, max);
632 m_num_lines += count;
636 // Display a line of goal text
637 // n = goal text line number
638 // y = y offset to draw relative to goal text area top
639 void goal_text::display(int n, int y)
642 char buf[MAX_GOAL_TEXT];
644 if ((n < 0) || (n >= m_num_lines) || (m_line_sizes[n] < 1))
645 return; // out of range, don't draw anything
647 Assert(m_line_sizes[n] < MAX_GOAL_TEXT);
648 y += Goal_screen_text_y;
649 if (*m_lines[n] == '*') { // header line
650 gr_set_color_fast(&Color_text_heading);
651 strncpy(buf, m_lines[n] + 1, m_line_sizes[n] - 1);
652 buf[m_line_sizes[n] - 1] = 0;
654 gr_get_string_size(&w, &h, buf);
656 gr_line(Goal_screen_icon_x, y1, Goal_screen_text_x - 2, y1);
657 gr_line(Goal_screen_text_x + w + 1, y1, Goal_screen_icon_x + Goal_screen_text_w, y1);
660 gr_set_color_fast(&Color_text_normal);
661 strncpy(buf, m_lines[n], m_line_sizes[n]);
662 buf[m_line_sizes[n]] = 0;
665 gr_printf(Goal_screen_text_x, y, buf);
668 // mission_init_goals: initializes info for goals. Called as part of mission initialization.
669 void mission_init_goals()
674 for (i=0; i<MAX_GOALS; i++) {
675 Mission_goals[i].satisfied = GOAL_INCOMPLETE;
676 Mission_goals[i].flags = 0;
677 Mission_goals[i].team = 0;
680 Num_mission_events = 0;
681 for (i=0; i<MAX_MISSION_EVENTS; i++) {
682 Mission_events[i].result = 0;
683 Mission_events[i].flags = 0;
684 Mission_events[i].count = 0;
685 Mission_events[i].satisfied_time = 0;
686 Mission_events[i].born_on_date = 0;
687 Mission_events[i].team = -1;
690 Mission_goal_timestamp = timestamp(GOAL_TIMESTAMP);
691 Mission_directive_sound_timestamp = 0;
692 Mission_directive_special_timestamp = timestamp(-1); // need to make invalid right away
695 // called at the end of a mission for cleanup
696 void mission_event_shutdown()
700 for (i=0; i<Num_mission_events; i++) {
701 if (Mission_events[i].objective_text) {
702 free(Mission_events[i].objective_text);
703 Mission_events[i].objective_text = NULL;
705 if (Mission_events[i].objective_key_text) {
706 free(Mission_events[i].objective_key_text);
707 Mission_events[i].objective_key_text = NULL;
712 // called once right before entering the show goals screen to do initializations.
713 void mission_show_goals_init()
715 int i, type, team_num=0; // JAS: I set team_num to 0 because it was used without being initialized.
719 Primary_goal_list.count = 0;
720 Secondary_goal_list.count = 0;
721 Bonus_goal_list.count = 0;
723 Goal_screen_text_x = Goal_screen_text_coords[gr_screen.res][GOAL_SCREEN_X_COORD];
724 Goal_screen_text_y = Goal_screen_text_coords[gr_screen.res][GOAL_SCREEN_Y_COORD];
725 Goal_screen_text_w = Goal_screen_text_coords[gr_screen.res][GOAL_SCREEN_W_COORD];
726 Goal_screen_text_h = Goal_screen_text_coords[gr_screen.res][GOAL_SCREEN_H_COORD];
727 Goal_screen_icon_x = Goal_screen_icon_xcoord[gr_screen.res];
729 // fill up the lists so we can display the goals appropriately
730 for (i=0; i<Num_goals; i++) {
731 if (Mission_goals[i].type & INVALID_GOAL){ // don't count invalid goals here
735 if ( (Game_mode & GM_MULTIPLAYER) && (The_mission.game_type & MISSION_TYPE_MULTI_TEAMS) && (Mission_goals[i].team != team_num) ){
739 type = Mission_goals[i].type & GOAL_TYPE_MASK;
742 Primary_goal_list.add(&Mission_goals[i]);
746 Secondary_goal_list.add(&Mission_goals[i]);
750 if (Mission_goals[i].satisfied == GOAL_COMPLETE){
751 Bonus_goal_list.add(&Mission_goals[i]);
756 Error(LOCATION, "Unknown goal priority encountered when displaying goals in mission\n");
763 Goal_text.add(XSTR( "*Primary Objectives", 399));
765 Primary_goal_list.set();
767 if (Secondary_goal_list.count) {
770 Goal_text.add(XSTR( "*Secondary Objectives", 400));
772 Secondary_goal_list.set();
775 if (Bonus_goal_list.count) {
778 Goal_text.add(XSTR( "*Bonus Objectives", 401));
780 Bonus_goal_list.set();
783 common_set_interface_palette("ObjectivesPalette"); // set the interface palette
784 Goals_screen_ui_window.create(0, 0, gr_screen.max_w, gr_screen.max_h, 0);
785 Goals_screen_ui_window.set_mask_bmap("Objectives-m");
787 for (i=0; i<NUM_GOAL_SCREEN_BUTTONS; i++) {
788 b = &Goal_buttons[i];
790 b->button.create(&Goals_screen_ui_window, "", b->x, b->y, 60, 30, (i < 2), 1);
791 // set up callback for when a mouse first goes over a button
792 b->button.set_highlight_action(common_play_highlight_sound);
793 b->button.set_bmaps(b->filename);
794 b->button.link_hotspot(b->hotspot);
797 // set up hotkeys for buttons so we draw the correct animation frame when a key is pressed
798 Goal_buttons[GOAL_SCREEN_BUTTON_SCROLL_UP].button.set_hotkey(KEY_UP);
799 Goal_buttons[GOAL_SCREEN_BUTTON_SCROLL_DOWN].button.set_hotkey(KEY_DOWN);
801 Goals_screen_bg_bitmap = bm_load("ObjectivesBG");
802 Goal_complete_bitmap = bm_load("ObjComp");
803 Goal_incomplete_bitmap = bm_load("ObjIncomp");
804 Goal_failed_bitmap = bm_load("ObjFail");
807 // if (Goal_incomplete_bitmap < 0) Int3();
809 if (Goals_screen_bg_bitmap < 0) {
810 Warning(LOCATION, "Could not load the background bitmap: ObjectivesBG.pcx");
814 // cleanup called when exiting the show goals screen
815 void mission_show_goals_close()
817 if (Goals_screen_bg_bitmap >= 0)
818 bm_unload(Goals_screen_bg_bitmap);
820 if (Goal_complete_bitmap)
821 bm_unload(Goal_complete_bitmap);
823 if (Goal_incomplete_bitmap)
824 bm_unload(Goal_incomplete_bitmap);
826 if (Goal_failed_bitmap)
827 bm_unload(Goal_failed_bitmap);
829 Goals_screen_ui_window.destroy();
830 common_free_interface_palette(); // restore game palette
834 // called once a frame during show goals state to process events and render the screen
835 void mission_show_goals_do_frame(float frametime)
838 int font_height = gr_get_font_height();
840 k = Goals_screen_ui_window.process();
847 goal_screen_scroll_down();
851 goal_screen_scroll_up();
859 for (i=0; i<NUM_GOAL_SCREEN_BUTTONS; i++){
860 if (Goal_buttons[i].button.pressed()){
861 goal_screen_button_pressed(i);
865 GR_MAYBE_CLEAR_RES(Goals_screen_bg_bitmap);
866 if (Goals_screen_bg_bitmap >= 0) {
867 gr_set_bitmap(Goals_screen_bg_bitmap);
870 Goals_screen_ui_window.draw();
874 while (y + font_height <= Goal_screen_text_h) {
875 Goal_text.display(z, y);
880 Primary_goal_list.icons_display(Scroll_offset);
881 Secondary_goal_list.icons_display(Scroll_offset);
882 Bonus_goal_list.icons_display(Scroll_offset);
887 // Mission Log Objectives subscreen init.
888 // Called once right before entering the Mission Log screen to do initializations.
889 int ML_objectives_init(int x, int y, int w, int h)
891 int i, type, team_num;
893 Primary_goal_list.count = 0;
894 Secondary_goal_list.count = 0;
895 Bonus_goal_list.count = 0;
897 Goal_screen_text_x = x - Goal_screen_icon_xcoord[gr_screen.res] + Goal_screen_text_coords[gr_screen.res][GOAL_SCREEN_X_COORD];
898 Goal_screen_text_y = y;
899 Goal_screen_text_w = w;
900 Goal_screen_text_h = h;
901 Goal_screen_icon_x = x;
903 team_num = 0; // this is the default team -- we will change it if in a multiplayer team v. team game
904 if ( (Game_mode & GM_MULTIPLAYER) && (The_mission.game_type & MISSION_TYPE_MULTI_TEAMS) ){
905 team_num = Net_player->p_info.team;
908 // fill up the lists so we can display the goals appropriately
909 for (i=0; i<Num_goals; i++) {
910 if (Mission_goals[i].type & INVALID_GOAL){ // don't count invalid goals here
914 if ( (Game_mode & GM_MULTIPLAYER) && (The_mission.game_type & MISSION_TYPE_MULTI_TEAMS) && (Mission_goals[i].team != team_num) ){
918 type = Mission_goals[i].type & GOAL_TYPE_MASK;
921 Primary_goal_list.add(&Mission_goals[i]);
925 Secondary_goal_list.add(&Mission_goals[i]);
929 if (Mission_goals[i].satisfied == GOAL_COMPLETE){
930 Bonus_goal_list.add(&Mission_goals[i]);
935 Error(LOCATION, "Unknown goal priority encountered when displaying goals in mission\n");
942 Goal_text.add(XSTR( "*Primary Objectives", 399));
944 Primary_goal_list.set();
946 if (Secondary_goal_list.count) {
949 Goal_text.add(XSTR( "*Secondary Objectives", 400));
951 Secondary_goal_list.set();
954 if (Bonus_goal_list.count) {
957 Goal_text.add(XSTR( "*Bonus Objectives", 401));
959 Bonus_goal_list.set();
963 Goal_complete_bitmap = bm_load("ObjComp");
964 Goal_incomplete_bitmap = bm_load("ObjIncomp");
965 Goal_failed_bitmap = bm_load("ObjFail");
967 // if (Goal_incomplete_bitmap < 0) Int3();
969 return Goal_text.m_num_lines;
972 // cleanup called when exiting the show goals screen
973 void ML_objectives_close()
975 if (Goal_complete_bitmap >= 0) {
976 bm_unload(Goal_complete_bitmap);
979 if (Goal_incomplete_bitmap >= 0) {
980 bm_unload(Goal_incomplete_bitmap);
983 if (Goal_failed_bitmap >= 0) {
984 bm_unload(Goal_failed_bitmap);
988 void ML_objectives_do_frame(int scroll_offset)
991 int font_height = gr_get_font_height();
995 while (y + font_height <= Goal_screen_text_h) {
996 Goal_text.display(z, y);
1001 Primary_goal_list.icons_display(scroll_offset);
1002 Secondary_goal_list.icons_display(scroll_offset);
1003 Bonus_goal_list.icons_display(scroll_offset);
1006 void ML_render_objectives_key()
1008 // display icon key at the bottom
1009 gr_set_bitmap(Goal_complete_bitmap);
1010 gr_bitmap(Objective_key_icon_coords[gr_screen.res][0][0], Objective_key_icon_coords[gr_screen.res][0][1]);
1011 gr_set_bitmap(Goal_incomplete_bitmap);
1012 gr_bitmap(Objective_key_icon_coords[gr_screen.res][1][0], Objective_key_icon_coords[gr_screen.res][1][1]);
1013 gr_set_bitmap(Goal_failed_bitmap);
1014 gr_bitmap(Objective_key_icon_coords[gr_screen.res][2][0], Objective_key_icon_coords[gr_screen.res][2][1]);
1016 gr_string(Objective_key_text_coords[gr_screen.res][0][0], Objective_key_text_coords[gr_screen.res][0][1] , XSTR("Complete", 1437));
1017 gr_string(Objective_key_text_coords[gr_screen.res][1][0], Objective_key_text_coords[gr_screen.res][1][1] , XSTR("Incomplete", 1438));
1018 gr_string(Objective_key_text_coords[gr_screen.res][2][0], Objective_key_text_coords[gr_screen.res][2][1] , XSTR("Failed", 1439));
1022 // temporary hook for temporarily displaying objective completion/failure
1023 // extern void message_training_add_simple( char *text );
1025 void mission_goal_status_change( int goal_num, int new_status)
1029 Assert(goal_num < Num_goals);
1030 Assert((new_status == GOAL_FAILED) || (new_status == GOAL_COMPLETE));
1032 // if in a multiplayer game, send a status change to clients
1033 if ( MULTIPLAYER_MASTER ){
1034 send_mission_goal_info_packet( goal_num, new_status, -1 );
1037 type = Mission_goals[goal_num].type & GOAL_TYPE_MASK;
1038 Mission_goals[goal_num].satisfied = new_status;
1039 if ( new_status == GOAL_FAILED ) {
1040 // don't display bonus goal failure
1041 if ( type != BONUS_GOAL ) {
1043 // only do HUD and music is goals are my teams goals.
1044 if ( (Game_mode & GM_NORMAL) || ((Net_player != NULL) && (Net_player->p_info.team == Mission_goals[goal_num].team)) ) {
1045 hud_add_objective_messsage(type, new_status);
1046 if ( !Mission_goals[goal_num].flags & MGF_NO_MUSIC ) { // maybe play event music
1047 event_music_primary_goal_failed();
1049 //HUD_sourced_printf(HUD_SOURCE_FAILED, "%s goal failed at time %6.1f!", Goal_type_text(type), f2fl(Missiontime) );
1052 mission_log_add_entry( LOG_GOAL_FAILED, Mission_goals[goal_num].name, NULL, goal_num );
1053 } else if ( new_status == GOAL_COMPLETE ) {
1054 if ( (Game_mode & GM_NORMAL) || ((Net_player != NULL) && (Net_player->p_info.team == Mission_goals[goal_num].team))) {
1055 hud_add_objective_messsage(type, new_status);
1056 // cue for Event Music
1057 if ( !(Mission_goals[goal_num].flags & MGF_NO_MUSIC) ) {
1058 event_music_primary_goals_met();
1060 mission_log_add_entry( LOG_GOAL_SATISFIED, Mission_goals[goal_num].name, NULL, goal_num );
1063 if(Game_mode & GM_MULTIPLAYER){
1065 multi_team_maybe_add_score((int)(Mission_goals[goal_num].score * scoring_get_scale_factor()), Mission_goals[goal_num].team);
1067 // deal with the score
1068 Player->stats.m_score += (int)(Mission_goals[goal_num].score * scoring_get_scale_factor());
1074 // EVENT_UNBORN = event has yet to be available (not yet evaluatable)
1075 // EVENT_CURRENT = current (evaluatable), but not yet true
1076 // EVENT_SATISFIED = event has occured (true)
1077 // EVENT_FAILED = event failed, can't possibly become true anymore
1078 int mission_get_event_status(int event)
1080 // check for directive special events first. We will always return from this part of the if statement
1081 if ( Mission_events[event].flags & MEF_DIRECTIVE_SPECIAL ) {
1083 // if this event is temporarily true, return as such
1084 if ( Mission_events[event].flags & MEF_DIRECTIVE_TEMP_TRUE ){
1085 return EVENT_SATISFIED;
1088 // if the timestamp has elapsed, we can "mark" this directive as true although it's really not.
1089 if ( timestamp_elapsed(Mission_directive_special_timestamp) ) {
1090 Mission_events[event].satisfied_time = Missiontime;
1091 Mission_events[event].flags |= MEF_DIRECTIVE_TEMP_TRUE;
1094 return EVENT_CURRENT;
1095 } else if (Mission_events[event].flags & MEF_CURRENT) {
1096 if (!Mission_events[event].born_on_date){
1097 Mission_events[event].born_on_date = timestamp();
1100 if (Mission_events[event].result) {
1101 return EVENT_SATISFIED;
1104 if (Mission_events[event].formula < 0) {
1105 return EVENT_FAILED;
1108 return EVENT_CURRENT;
1111 return EVENT_UNBORN;
1114 void mission_event_set_directive_special(int event)
1117 if((event < 0) || (event >= Num_mission_events)){
1121 Mission_events[event].flags |= MEF_DIRECTIVE_SPECIAL;
1123 // start from a known state
1124 Mission_events[event].flags &= ~MEF_DIRECTIVE_TEMP_TRUE;
1125 Mission_directive_special_timestamp = timestamp(DIRECTIVE_SPECIAL_DELAY);
1128 void mission_event_unset_directive_special(int event)
1131 if((event < 0) || (event >= Num_mission_events)){
1135 Mission_events[event].flags &= ~(MEF_DIRECTIVE_SPECIAL);
1137 // this event may be marked temporarily true -- if so, then unmark this value!!!
1138 if ( Mission_events[event].flags & MEF_DIRECTIVE_TEMP_TRUE ){
1139 Mission_events[event].flags &= ~MEF_DIRECTIVE_TEMP_TRUE;
1141 Mission_events[event].satisfied_time = 0;
1142 Mission_directive_special_timestamp = timestamp(-1);
1145 // function which evaluates and processes the given event
1146 void mission_process_event( int event )
1148 int store_flags = Mission_events[event].flags;
1149 int store_formula = Mission_events[event].formula;
1150 int store_result = Mission_events[event].result;
1151 int store_count = Mission_events[event].count;
1155 Directive_count = 0;
1156 Event_index = event;
1157 sindex = Mission_events[event].formula;
1158 result = Mission_events[event].result;
1160 // if chained, insure that previous event is true and next event is false
1161 if (Mission_events[event].chain_delay >= 0) { // this indicates it's chained
1163 if (!Mission_events[event - 1].result || ((fix) Mission_events[event - 1].timestamp + i2f(Mission_events[event].chain_delay) > Missiontime)){
1164 sindex = -1; // bypass evaluation
1168 if ((event < Num_mission_events - 1) && Mission_events[event + 1].result && (Mission_events[event + 1].chain_delay >= 0)){
1169 sindex = -1; // bypass evaluation
1174 Sexp_useful_number = 1;
1175 result = eval_sexp(sindex);
1177 // if the directive count is a special value, deal with that first. Mark the event as a special
1178 // event, and unmark it when the directive is true again.
1179 if ( (Directive_count == DIRECTIVE_WING_ZERO) && !(Mission_events[event].flags & MEF_DIRECTIVE_SPECIAL) ) {
1180 // make it special - which basically just means that its true until the next wave arrives
1181 mission_event_set_directive_special(event);
1183 Directive_count = 0;
1184 } else if ( (Mission_events[event].flags & MEF_DIRECTIVE_SPECIAL) && Directive_count > 1 ) {
1185 // make it non special
1186 mission_event_unset_directive_special(event);
1189 if (Mission_events[event].count || (Directive_count > 1)){
1190 Mission_events[event].count = Directive_count;
1193 if (Sexp_useful_number){
1194 Mission_events[event].flags |= MEF_CURRENT;
1199 Mission_events[event].result = result;
1201 // if the sexpression is known false, then no need to evaluate anymore
1202 if ((sindex >= 0) && (Sexp_nodes[sindex].value == SEXP_KNOWN_FALSE)) {
1203 Mission_events[event].timestamp = (int) Missiontime;
1204 Mission_events[event].satisfied_time = Missiontime;
1205 Mission_events[event].repeat_count = -1;
1206 Mission_events[event].formula = -1;
1210 if (result && !Mission_events[event].satisfied_time) {
1211 Mission_events[event].satisfied_time = Missiontime;
1212 if ( Mission_events[event].objective_text ) {
1213 Mission_directive_sound_timestamp = timestamp(DIRECTIVE_SOUND_DELAY);
1217 // decrement the repeat count. When at 0, don't eval this function anymore
1218 if ( result || timestamp_valid(Mission_events[event].timestamp) ) {
1219 Mission_events[event].repeat_count--;
1220 if ( Mission_events[event].repeat_count <= 0 ) {
1221 Mission_events[event].timestamp = (int)Missiontime;
1222 Mission_events[event].formula = -1;
1224 if(Game_mode & GM_MULTIPLAYER){
1226 multi_team_maybe_add_score((int)(Mission_events[event].score * scoring_get_scale_factor()), Mission_events[event].team);
1228 // deal with the player's score
1229 Player->stats.m_score += (int)(Mission_events[event].score * scoring_get_scale_factor());
1232 // set the timestamp to time out 'interval' seconds in the future. We must also reset the
1233 // value at the sexpresion node to unknown so that it will get reevaled
1234 Mission_events[event].timestamp = timestamp( Mission_events[event].interval * 1000 );
1235 // Sexp_nodes[Mission_events[event].formula].value = SEXP_UNKNOWN;
1239 // see if anything has changed
1240 if(MULTIPLAYER_MASTER && ((store_flags != Mission_events[event].flags) || (store_formula != Mission_events[event].formula) || (store_result != Mission_events[event].result) || (store_count != Mission_events[event].count)) ){
1241 send_event_update_packet(event);
1245 // Maybe play a directive success sound... need to poll since the sound is delayed from when
1246 // the directive is actually satisfied.
1247 void mission_maybe_play_directive_success_sound()
1249 if ( timestamp_elapsed(Mission_directive_sound_timestamp) ) {
1250 Mission_directive_sound_timestamp=0;
1251 snd_play( &Snds[SND_DIRECTIVE_COMPLETE] );
1255 void mission_eval_goals()
1257 int i, result, goal_changed = 0;
1259 // before checking whether or not we should evaluate goals, we should run through the events and
1260 // process any whose timestamp is valid and has expired. This would catch repeating events only
1261 for (i=0; i<Num_mission_events; i++) {
1262 if (Mission_events[i].formula != -1) {
1263 if ( !timestamp_valid(Mission_events[i].timestamp) || !timestamp_elapsed(Mission_events[i].timestamp) ){
1267 // if we get here, then the timestamp on the event has popped -- we should reevaluate
1268 mission_process_event(i);
1272 if ( !timestamp_elapsed(Mission_goal_timestamp) ){
1276 // first evaluate the players goals
1277 for (i=0; i<Num_goals; i++) {
1278 // don't evaluate invalid goals
1279 if (Mission_goals[i].type & INVALID_GOAL){
1283 if (Mission_goals[i].satisfied == GOAL_INCOMPLETE) {
1284 result = eval_sexp(Mission_goals[i].formula);
1285 if ( Sexp_nodes[Mission_goals[i].formula].value == SEXP_KNOWN_FALSE ) {
1287 mission_goal_status_change( i, GOAL_FAILED );
1289 } else if (result) {
1291 mission_goal_status_change(i, GOAL_COMPLETE );
1294 // tell the player how to end the mission
1295 //if ( goal_changed && mission_evaluate_primary_goals() != PRIMARY_GOALS_INCOMPLETE ) {
1296 // HUD_sourced_printf(HUD_SOURCE_IMPORTANT, "Press %s to end mission and return to base", textify_scancode(Control_config[END_MISSION].key_id) );
1298 } // end if goals[i].satsified != GOAL_COMPLETE
1301 // now evaluate any mission events
1302 for (i=0; i<Num_mission_events; i++) {
1303 if ( Mission_events[i].formula != -1 ) {
1304 // only evaluate this event if the timestamp is not valid. We do this since
1305 // we will evaluate repeatable events at the top of the file so we can get
1306 // the exact interval that the designer asked for.
1307 if ( !timestamp_valid( Mission_events[i].timestamp) ){
1308 mission_process_event( i );
1313 if (The_mission.game_type & MISSION_TYPE_TRAINING){
1314 Mission_goal_timestamp = timestamp(GOAL_TIMESTAMP_TRAINING);
1316 Mission_goal_timestamp = timestamp(GOAL_TIMESTAMP);
1319 if ( !hud_disabled() && hud_gauge_active(HUD_DIRECTIVES_VIEW) ) {
1320 mission_maybe_play_directive_success_sound();
1323 // update goal status if playing on a multiplayer standalone server
1324 if (Game_mode & GM_STANDALONE_SERVER){
1325 std_multi_update_goals();
1329 // evaluate_primary_goals() will determine if the primary goals for a mission are complete
1331 // returns 1 - all primary goals are all complete or imcomplete (or there are no primary goals at all)
1332 // returns 0 - not all primary goals are complete
1333 int mission_evaluate_primary_goals()
1335 int i, primary_goals_complete = PRIMARY_GOALS_COMPLETE;
1337 for (i=0; i<Num_goals; i++) {
1339 if ( Mission_goals[i].type & INVALID_GOAL ) {
1343 if ( (Mission_goals[i].type & GOAL_TYPE_MASK) == PRIMARY_GOAL ) {
1344 if ( Mission_goals[i].satisfied == GOAL_INCOMPLETE ) {
1345 return PRIMARY_GOALS_INCOMPLETE;
1346 } else if ( Mission_goals[i].satisfied == GOAL_FAILED ) {
1347 primary_goals_complete = PRIMARY_GOALS_FAILED;
1352 return primary_goals_complete;
1355 // return 1 if all primary/secondary goals are complete... otherwise return 0
1356 int mission_goals_met()
1358 int i, all_goals_met = 1;
1360 for (i=0; i<Num_goals; i++) {
1362 if ( Mission_goals[i].type & INVALID_GOAL ) {
1366 if ( ((Mission_goals[i].type & GOAL_TYPE_MASK) == PRIMARY_GOAL) || ((Mission_goals[i].type & GOAL_TYPE_MASK) == SECONDARY_GOAL) ) {
1367 if ( Mission_goals[i].satisfied == GOAL_INCOMPLETE ) {
1370 } else if ( Mission_goals[i].satisfied == GOAL_FAILED ) {
1377 return all_goals_met;
1380 // function used to actually change the status (valid/invalid) of a goal. Called externally
1381 // with multiplayer code
1382 void mission_goal_validation_change( int goal_num, int valid )
1384 // only incomplete goals can have their status changed
1385 if ( Mission_goals[goal_num].satisfied != GOAL_INCOMPLETE ){
1389 // if in multiplayer, then send a packet
1390 if ( MULTIPLAYER_MASTER ){
1391 send_mission_goal_info_packet( goal_num, -1, valid );
1394 // change the valid status
1396 Mission_goals[goal_num].type &= ~INVALID_GOAL;
1398 Mission_goals[goal_num].type |= INVALID_GOAL;
1402 // the following function marks a goal invalid. It can only mark the goal invalid if the goal
1403 // is not complete. The name passed into this funciton should match the name field in the goal
1405 void mission_goal_mark_invalid( char *name )
1409 for (i=0; i<Num_goals; i++) {
1410 if ( !stricmp(Mission_goals[i].name, name) ) {
1411 mission_goal_validation_change( i, 0 );
1417 // the next function marks a goal as valid. A goal may always be marked valid.
1418 void mission_goal_mark_valid( char *name )
1422 for (i=0; i<Num_goals; i++) {
1423 if ( !stricmp(Mission_goals[i].name, name) ) {
1424 mission_goal_validation_change( i, 1 );
1430 // function to fail all mission goals. Don't fail events here since this funciton is currently
1431 // called in mission when something bad happens to the player (like he makes too many shots on friendlies).
1432 // Events can still happen. Things will just be really bad for the player.
1433 void mission_goal_fail_all()
1437 for (i=0; i<Num_goals; i++) {
1438 Mission_goals[i].satisfied = GOAL_FAILED;
1439 mission_log_add_entry( LOG_GOAL_FAILED, Mission_goals[i].name, NULL, i );
1443 // function to mark all incomplete goals as failed. Happens at the end of a mission
1444 // mark the events which are not currently satisfied as failed as well.
1445 void mission_goal_fail_incomplete()
1449 for (i = 0; i < Num_goals; i++ ) {
1450 if ( Mission_goals[i].satisfied == GOAL_INCOMPLETE ) {
1451 Mission_goals[i].satisfied = GOAL_FAILED;
1452 mission_log_add_entry( LOG_GOAL_FAILED, Mission_goals[i].name, NULL, i );
1456 // now for the events. Must set the formula to -1 and the result to 0 to be a failed
1458 for ( i = 0; i < Num_mission_events; i++ ) {
1459 if ( Mission_events[i].formula != -1 ) {
1460 Mission_events[i].formula = -1;
1461 Mission_events[i].result = 0;
1466 // small function used to mark all objectives as true. Used as a debug function and as a way
1467 // to skip past training misisons
1468 void mission_goal_mark_objectives_complete()
1472 for (i = 0; i < Num_goals; i++ ) {
1473 Mission_goals[i].satisfied = GOAL_COMPLETE;
1477 // small function used to mark all events as completed. Used in the skipping of missions.
1478 void mission_goal_mark_events_complete()
1482 for (i = 0; i < Num_mission_events; i++ ) {
1483 Mission_events[i].result = 1;
1484 Mission_events[i].formula = -1;
1488 // some debug console functions to help list and change the status of mission goals
1489 DCF(show_mission_goals,"List and change the status of mission goals")
1497 dc_printf("Usage: show_mission_goals\n\nList all mission goals and their current status.\n");
1502 for (i=0; i<Num_goals; i++) {
1503 type = Mission_goals[i].type & GOAL_TYPE_MASK;
1504 dc_printf("%2d. %32s(%10s) -- ", i, Mission_goals[i].name, Goal_type_text(type));
1505 if ( Mission_goals[i].satisfied == GOAL_COMPLETE )
1506 dc_printf("satisfied.\n");
1507 else if ( Mission_goals[i].satisfied == GOAL_INCOMPLETE )
1508 dc_printf("not satisfied\n");
1509 else if ( Mission_goals[i].satisfied == GOAL_FAILED )
1510 dc_printf("failed\n");
1512 dc_printf("\t[unknown goal status].\n");
1518 DCF(change_mission_goal, "Change the mission goal")
1523 dc_get_arg(ARG_INT);
1524 if ( Dc_arg_int >= Num_goals ) {
1525 dc_printf ("First parameter must be a valid goal number.\n");
1530 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_STRING);
1531 if ( Dc_arg_type & ARG_TRUE )
1532 Mission_goals[num].satisfied = GOAL_COMPLETE;
1533 else if ( Dc_arg_type & ARG_FALSE )
1534 Mission_goals[num].satisfied = GOAL_FAILED;
1535 else if ( Dc_arg_type & ARG_NONE )
1536 Mission_goals[num].satisfied = GOAL_INCOMPLETE;
1537 else if ( Dc_arg_type & ARG_STRING) {
1538 if ( !stricmp(Dc_arg, "satisfied") )
1539 Mission_goals[num].satisfied = GOAL_COMPLETE;
1540 else if ( !stricmp( Dc_arg, "failed") )
1541 Mission_goals[num].satisfied = GOAL_FAILED;
1542 else if ( !stricmp( Dc_arg, "unknown") )
1543 Mission_goals[num].satisfied = GOAL_INCOMPLETE;
1545 dc_printf("Unknown status %s. Use 'satisfied', 'failed', or 'unknown'\n", Dc_arg);
1550 dc_printf("Usage: change_mission_goal <goal_num> <status>\n");
1551 dc_printf("<goal_num> -- Integer number of goal to change. See show_mission_goals\n");
1552 dc_printf("<status> -- [bool] where a true value makes the goal satisfied,\n");
1553 dc_printf(" a false value makes the goal failed.\n");
1554 dc_printf("The <status> field may also be one of 'satisfied', 'failed', or 'unknown'\n");
1555 dc_printf("\nExamples:\n\n'change_mission_goal 1 true' makes goal 1 successful.\n");
1556 dc_printf("'change_mission_goal 2' marks goal 2 not complete\n");
1557 dc_printf("'change_mission_goal 0 satisfied' marks goal 0 as satisfied\n");
1563 // debug functions to mark all primary/secondary/bonus goals as true
1566 void mission_goal_mark_all_true(int type)
1570 for (i = 0; i < Num_goals; i++ ) {
1571 if ( (Mission_goals[i].type & GOAL_TYPE_MASK) == type )
1572 Mission_goals[i].satisfied = GOAL_COMPLETE;
1575 HUD_sourced_printf(HUD_SOURCE_HIDDEN, NOX("All %s goals marked true"), Goal_type_text(type) );
1580 void goal_screen_button_pressed(int num)
1583 case GOAL_SCREEN_BUTTON_SCROLL_UP:
1584 goal_screen_scroll_up();
1587 case GOAL_SCREEN_BUTTON_SCROLL_DOWN:
1588 goal_screen_scroll_down();
1591 case GOAL_SCREEN_BUTTON_RETURN:
1592 mission_goal_exit();
1597 void goal_screen_scroll_up()
1599 if (Scroll_offset) {
1601 gamesnd_play_iface(SND_SCROLL);
1603 gamesnd_play_iface(SND_GENERAL_FAIL);
1607 void goal_screen_scroll_down()
1611 max_lines = Goal_screen_text_h / gr_get_font_height();
1612 if (Scroll_offset + max_lines < Goal_text.m_num_lines) {
1614 gamesnd_play_iface(SND_SCROLL);
1616 gamesnd_play_iface(SND_GENERAL_FAIL);
1620 // Return the number of resolved goals in num_resolved, return the total
1621 // number of valid goals in total
1622 void mission_goal_fetch_num_resolved(int desired_type, int *num_resolved, int *total, int team)
1629 for (i=0; i<Num_goals; i++) {
1630 // if we're checking for team
1631 if((team >= 0) && (Mission_goals[i].team != team)){
1635 if (Mission_goals[i].type & INVALID_GOAL) {
1639 type = Mission_goals[i].type & GOAL_TYPE_MASK;
1640 if ( type != desired_type ) {
1644 *total = *total + 1;
1646 if (Mission_goals[i].satisfied != GOAL_INCOMPLETE) {
1647 *num_resolved = *num_resolved + 1;
1652 // Return whether there are any incomplete goals of the specified type
1653 int mission_goals_incomplete(int desired_type, int team)
1657 for (i=0; i<Num_goals; i++) {
1658 // if we're checking for team
1659 if((team >= 0) && (Mission_goals[i].team != team)){
1663 if (Mission_goals[i].type & INVALID_GOAL) {
1667 type = Mission_goals[i].type & GOAL_TYPE_MASK;
1668 if ( type != desired_type ) {
1672 if (Mission_goals[i].satisfied == GOAL_INCOMPLETE) {
1680 void mission_goal_exit()
1682 snd_play( &Snds_iface[SND_USER_SELECT] );
1683 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);