2 * Copyright (C) Volition, Inc. 1999. All rights reserved.
4 * All source code herein is the property of Volition, Inc. You may not sell
5 * or otherwise commercially exploit the source or things you created based on
10 * $Logfile: /Freespace2/code/Mission/MissionGoals.cpp $
15 * Module for working with Mission goals
18 * Revision 1.5 2003/05/25 02:30:42 taylor
21 * Revision 1.4 2003/05/18 03:55:30 taylor
22 * automatic language selection support
24 * Revision 1.3 2002/06/09 04:41:22 relnev
25 * added copyright header
27 * Revision 1.2 2002/05/26 22:06:17 relnev
28 * makefile: disable stand_gui for now.
30 * rest: staticize some globals
32 * Revision 1.1.1.1 2002/05/03 03:28:09 root
36 * 15 10/27/99 5:22p Jefff
37 * Some coord changes for german ver
39 * 14 9/06/99 9:46p Jefff
40 * skip mission support
42 * 13 8/28/99 4:54p Dave
43 * Fixed directives display for multiplayer clients for wings with
44 * multiple waves. Fixed hud threat indicator rendering color.
46 * 12 8/26/99 8:51p Dave
47 * Gave multiplayer TvT messaging a heavy dose of sanity. Cheat codes.
49 * 11 8/03/99 6:21p Jefff
50 * fixed stupid bug with objectives screen key
52 * 10 7/29/99 2:58p Jefff
53 * Ingame objective screen icon key now uses normal objective icons and
54 * text is drawn in code.
56 * 9 7/24/99 4:19p Dave
57 * Fixed dumb code with briefing bitmaps. Made d3d zbuffer work much
58 * better. Made model code use zbuffer more intelligently.
60 * 8 7/10/99 1:44p Andsager
61 * Modified directives listing so that current and recently
62 * satisfied/failed directives stay on screen.
64 * 7 2/17/99 2:10p Dave
65 * First full run of squad war. All freespace and tracker side stuff
68 * 6 2/02/99 4:35p Neilk
69 * fixed coordinate problem where primary goals was on top of interface in
72 * 5 1/30/99 5:08p Dave
73 * More new hi-res stuff.Support for nice D3D textures.
75 * 4 11/05/98 5:55p Dave
76 * Big pass at reducing #includes
78 * 3 10/13/98 9:28a Dave
79 * Started neatening up freespace.h. Many variables renamed and
80 * reorganized. Added AlphaColors.[h,cpp]
82 * 2 10/07/98 10:53a Dave
85 * 1 10/07/98 10:49a Dave
87 * 127 9/15/98 11:44a Dave
88 * Renamed builtin ships and wepaons appropriately in FRED. Put in scoring
89 * scale factors. Fixed standalone filtering of MD missions to non-MD
92 * 126 6/09/98 10:31a Hoffoss
93 * Created index numbers for all xstr() references. Any new xstr() stuff
94 * added from here on out should be added to the end if the list. The
95 * current list count can be found in FreeSpace.cpp (search for
98 * 125 5/21/98 2:47a Lawrance
99 * Fix some problems with event music
101 * 124 4/15/98 9:05a Allender
102 * fix skpping of training mission with branchs
104 * 123 4/08/98 10:34p Allender
105 * make threat indicators work in multiplayer. Fix socket problem (once
108 * 122 4/03/98 2:47p Allender
109 * made directives act different when multiple waves of a wing take a long
112 * 121 4/01/98 9:21p John
113 * Made NDEBUG, optimized build with no warnings or errors.
115 * 120 3/31/98 5:18p John
116 * Removed demo/save/restore. Made NDEBUG defined compile. Removed a
117 * bunch of debug stuff out of player file. Made model code be able to
118 * unload models and malloc out only however many models are needed.
121 * 119 3/31/98 4:42p Allender
122 * mission objective support for team v. team mode. Chatbox changes to
123 * make input box be correct length when typing
125 * 118 3/23/98 1:39p Hoffoss
126 * Fixed bug where long objects weren't being split at the right point.
128 * 117 3/17/98 12:40a Lawrance
129 * Add missing struct members to state
131 * 116 3/09/98 4:24p Lawrance
132 * Don't play directive sound effect if gauge is disabled
134 * 115 3/04/98 5:51p Hoffoss
137 * 114 3/02/98 9:30p Allender
138 * make sexpression evaluation for arrivals/departures and goals happen
141 * 113 3/02/98 10:08a Hoffoss
142 * Fixed bugs in saving/restoring state.
144 * 112 2/27/98 4:37p Hoffoss
145 * Combined Objectives screen into Mission Log screen.
147 * 111 2/26/98 10:07p Hoffoss
148 * Rewrote state saving and restoring to fix bugs and simplify the code.
150 * 110 2/23/98 3:06p Hoffoss
151 * Made objectives with only one target not show the [1] thing after it.
153 * 109 2/22/98 4:30p John
154 * More string externalization classification
156 * 108 2/22/98 12:19p John
157 * Externalized some strings
159 * 107 2/20/98 8:33p Lawrance
160 * Added mission_goals_incomplete()
162 * 106 2/06/98 12:12a Lawrance
163 * Play sound effect when continue is pressed.
165 * 105 2/05/98 10:14p Lawrance
166 * Implement Save and Quit
168 * 104 2/04/98 4:32p Allender
169 * support for multiple briefings and debriefings. Changes to mission
170 * type (now a bitfield). Bitfield defs for multiplayer modes
172 * 103 1/30/98 4:24p Hoffoss
173 * Added a 3 second delay for directives before they get displayed.
175 * 102 1/29/98 10:26a Hoffoss
176 * Made changes so arrow buttons repeat scrolling when held down.
178 * 101 1/28/98 6:19p Dave
179 * Reduced standalone memory usage ~8 megs. Put in support for handling
180 * multiplayer submenu handling for endgame, etc.
182 * 100 1/27/98 11:00a Lawrance
183 * Fix bug with showing number of resolved goals in the objective status
186 * 99 1/27/98 10:56a Allender
187 * slight changes to scoring stuff. Added work for Baranec :-)
189 * 98 1/26/98 10:02p Allender
192 * 97 1/20/98 2:26p Hoffoss
193 * Removed references to timestamp_ticker, used timestamp() instead.
195 * 96 1/19/98 9:37p Allender
196 * Great Compiler Warning Purge of Jan, 1998. Used pragma's in a couple
197 * of places since I was unsure of what to do with code.
199 * 95 1/15/98 5:23p Lawrance
200 * Add HUD gauge to indicate completed objectives.
202 * 94 1/15/98 1:29p Hoffoss
203 * Made chained events only check next event if that event is also
206 * 93 1/13/98 5:37p Dave
207 * Reworked a lot of standalone interface code. Put in single and
208 * multiplayer popups for death sequence. Solidified multiplayer kick
211 * 92 1/12/98 5:17p Allender
212 * fixed primary fired problem and ship warp out problem. Made new
213 * mission goal info packet to deal with goals more accurately.
215 * 91 1/11/98 10:02p Allender
216 * removed <winsock.h> from headers which included it. Made psnet_socket
217 * type which is defined just as SOCKET type is.
219 * 90 1/10/98 1:14p John
220 * Added explanation to debug console commands
222 * 89 1/08/98 10:26a Lawrance
223 * Delay directive success sound effect about 1/2 second.
225 * 88 1/07/98 6:46p Lawrance
226 * If a goal is invalid, ignore it when evaluating mission success.
228 * 87 1/07/98 11:09a Lawrance
229 * Add sound hook for when directive gets completed.
231 * 86 1/02/98 3:07p Hoffoss
232 * Changed sexp evaluation to every half second.
234 * 85 12/27/97 8:08p Lawrance
235 * get savegames working again
237 * 84 12/26/97 10:02p Lawrance
238 * Add event music for when goals fail.
240 * 83 12/22/97 6:07p Hoffoss
241 * Made directives flash when completed, fixed but with is-destroyed
244 * 82 12/21/97 4:33p John
245 * Made debug console functions a class that registers itself
246 * automatically, so you don't need to add the function to
247 * debugfunctions.cpp.
249 * 81 12/19/97 12:43p Hoffoss
250 * Changed code to allow counts in directives.
252 * 80 12/15/97 5:26p Allender
253 * temporary code to display for 5 second completion status of objectives
255 * 79 12/03/97 4:16p Hoffoss
256 * Changed sound stuff used in interface screens for interface purposes.
258 * 78 12/03/97 11:35a Hoffoss
259 * Made changes to HUD messages send throughout the game.
261 * 77 12/02/97 10:47a Hoffoss
262 * Changed mention of goals to objectives.
264 * 76 12/01/97 12:26a Lawrance
265 * Add flag MGF_NO_MUSIC to mission_goal struct, to avoid playing music
268 * 75 11/21/97 2:16p Allender
269 * debug keys to mark all goals (p/s/b) as satisfied
271 * 74 11/17/97 11:45a Johnson
272 * when marking goals false, add log entry. Be sure that "delay" function
273 * check for equal to delay as well
275 * 73 11/13/97 10:16p Hoffoss
276 * Added icons to mission log scrollback.
278 * 72 11/13/97 4:05p Hoffoss
279 * Added hiding code for mission log entries.
281 * 71 11/05/97 7:11p Hoffoss
282 * Made changed to the hud message system. Hud messages can now have
283 * sources so they can be color coded.
285 * 70 11/02/97 10:09p Lawrance
286 * add missing fields from mission_event to save/restore
288 * 69 10/31/97 4:28p Allender
289 * fail all incomplete mission goals when mission is over
291 * 68 10/29/97 11:06a Jasen
292 * eval goals/events every 1.75 seconds instead of every 2.5 seconds for
293 * slightly more accurate timing of events
295 * 67 10/28/97 10:05a Allender
296 * added function to mark all goals as failed
298 * 66 10/28/97 9:33a Lawrance
299 * change 'Alt-Q' in HUD message to use text for bound key
301 * 65 10/27/97 5:03p Hoffoss
304 * 64 10/23/97 2:16p Johnson
305 * make pointers point to NULl after freeing to prevent problems when
306 * tried to free multiple times
308 * 63 10/16/97 2:35p Hoffoss
309 * Enhanced the mission goals screen a little.
311 * 62 10/16/97 1:28p Hoffoss
312 * New mission goals screen implemented.
314 * 61 10/10/97 6:15p Hoffoss
315 * Implemented a training objective list display.
317 * 60 10/09/97 4:44p Hoffoss
318 * Dimmed training window glass and made it less transparent, added flags
319 * to events, set he stage for detecting current events.
321 * 59 10/06/97 4:11p Lawrance
322 * add missing field from mission_events to save/restore
324 * 58 10/03/97 4:14p Hoffoss
325 * Augmented event debug view code.
327 * 57 9/30/97 10:01a Hoffoss
328 * Added event chaining support to Fred and FreeSpace.
330 * 56 9/29/97 1:58p Hoffoss
331 * Need to check in changes so I can get merged code to continue working
332 * on event chaining code.
336 #include "freespace.h"
338 #include "missiongoals.h"
339 #include "missionparse.h"
340 #include "missionlog.h"
341 #include "missiontraining.h"
342 #include "missionscreencommon.h"
343 #include "gamesequence.h"
348 #include "linklist.h"
353 #include "eventmusic.h"
355 #include "multimsgs.h"
356 #include "stand_gui.h"
361 #include "alphacolors.h"
362 #include "multi_team.h"
363 #include "localize.h"
365 // timestamp stuff for evaluating mission goals
366 #define GOAL_TIMESTAMP 0 // make immediately eval
367 #define GOAL_TIMESTAMP_TRAINING 500 // every half second
369 #define MAX_GOALS_PER_LIST 15
370 #define MAX_GOAL_LINES 200
372 // indicies for coordinates
373 #define GOAL_SCREEN_X_COORD 0
374 #define GOAL_SCREEN_Y_COORD 1
375 #define GOAL_SCREEN_W_COORD 2
376 #define GOAL_SCREEN_H_COORD 3
379 #define GOAL_SCREEN_TEXT_X 81
380 #define GOAL_SCREEN_TEXT_Y 95
381 #define GOAL_SCREEN_TEXT_W 385
382 #define GOAL_SCREEN_TEXT_H 299
383 #define GOAL_SCREEN_ICON_X 45
386 static int Goal_screen_text_coords[GR_NUM_RESOLUTIONS][4] = {
388 81,95,385,299 // GR_640
391 130,152,385,299 // GR_1024
395 static int Goal_screen_icon_xcoord[GR_NUM_RESOLUTIONS] = {
400 #ifndef MAKE_FS1 // not used
401 // german version gets slightly diff coords
402 static int Objective_key_text_coords_gr[GR_NUM_RESOLUTIONS][3][2] = {
416 static int Objective_key_icon_coords_gr[GR_NUM_RESOLUTIONS][3][2] = {
431 static int Objective_key_text_coords[GR_NUM_RESOLUTIONS][3][2] = {
445 static int Objective_key_icon_coords[GR_NUM_RESOLUTIONS][3][2] = {
462 #define NUM_GOAL_SCREEN_BUTTONS 3 // total number of buttons
463 #define GOAL_SCREEN_BUTTON_SCROLL_UP 0
464 #define GOAL_SCREEN_BUTTON_SCROLL_DOWN 1
465 #define GOAL_SCREEN_BUTTON_RETURN 2
469 mission_goal *list[MAX_GOALS_PER_LIST];
470 int line_offsets[MAX_GOALS_PER_LIST];
471 int line_spans[MAX_GOALS_PER_LIST];
473 goal_list() : count(0) {}
474 void add(mission_goal *m);
476 void icons_display(int y);
479 struct goal_buttons {
483 UI_BUTTON button; // because we have a class inside this struct, we need the constructor below..
485 goal_buttons(char *name, int x1, int y1, int h) : filename(name), x(x1), y(y1), hotspot(h) {}
490 int m_line_sizes[MAX_GOAL_LINES];
491 char *m_lines[MAX_GOAL_LINES];
494 int add(char *text = NULL);
495 void display(int n, int y);
498 int Num_mission_events;
499 int Num_goals = 0; // number of goals for this mission
500 int Event_index; // used by sexp code to tell what event it came from
501 int Mission_goal_timestamp;
503 mission_event Mission_events[MAX_MISSION_EVENTS];
504 mission_goal Mission_goals[MAX_GOALS]; // structure for the goals of this mission
505 static goal_text Goal_text;
507 #define DIRECTIVE_SOUND_DELAY 500 // time directive success sound effect is delayed
508 #define DIRECTIVE_SPECIAL_DELAY 7000 // mark special directives as true after 7 seconds
510 static int Mission_directive_sound_timestamp; // timestamp to control when directive succcess sound gets played
511 static int Mission_directive_special_timestamp; // used to specially mark a directive as true even though it's not
513 char *Goal_type_text(int n)
517 return XSTR( "Primary", 396);
520 return XSTR( "Secondary", 397);
523 return XSTR( "Bonus", 398);
529 static int Goal_screen_text_x;
530 static int Goal_screen_text_y;
531 static int Goal_screen_text_w;
532 static int Goal_screen_text_h;
533 static int Goal_screen_icon_x;
535 static goal_list Primary_goal_list;
536 static goal_list Secondary_goal_list;
537 static goal_list Bonus_goal_list;
539 static int Scroll_offset;
540 static int Goals_screen_bg_bitmap;
541 static int Goal_complete_bitmap;
542 static int Goal_incomplete_bitmap;
543 static int Goal_failed_bitmap;
544 static UI_WINDOW Goals_screen_ui_window;
546 goal_buttons Goal_buttons[NUM_GOAL_SCREEN_BUTTONS] = {
548 goal_buttons("MOB_00", 475, 288, 0),
549 goal_buttons("MOB_01", 475, 336, 1),
550 goal_buttons("MOB_02", 553, 409, 2),
554 void goal_screen_button_pressed(int num);
555 void goal_screen_scroll_up();
556 void goal_screen_scroll_down();
559 /// goal_list structure functions
562 void goal_list::add(mission_goal *m)
564 Assert(count < MAX_GOALS_PER_LIST);
568 void goal_list::set()
572 for (i=0; i<count; i++) {
573 line_offsets[i] = Goal_text.m_num_lines;
574 line_spans[i] = Goal_text.add(list[i]->message);
581 void goal_list::icons_display(int yoff)
583 int i, y, ys, bmp, font_height;
585 font_height = gr_get_font_height();
586 for (i=0; i<count; i++) {
587 y = line_offsets[i] - yoff;
589 bmp = -1; // initialize for safety.
590 switch (list[i]->satisfied) {
592 bmp = Goal_complete_bitmap;
595 case GOAL_INCOMPLETE:
596 bmp = Goal_incomplete_bitmap;
600 bmp = Goal_failed_bitmap;
605 bm_get_info(bmp, NULL, &ys, NULL);
606 y = Goal_screen_text_y // offset of text window on screen
607 + y * font_height // relative line position offset
608 + line_spans[i] * font_height / 2 // center of text offset
609 - ys / 2; // center of icon offest
611 if ((y >= Goal_screen_text_y - ys / 2) && (y + ys <= Goal_screen_text_y + Goal_screen_text_h + ys / 2)) {
613 gr_bitmap(Goal_screen_icon_x, y);
620 /// goal_text structure functions
623 // initializes the goal text struct (empties it out)
624 void goal_text::init()
629 // Adds lines of goal text. If passed NULL (or nothing passed) a blank line is added. If
630 // the text is too long, it is automatically split into more than one line.
631 // Returns the number of lines added.
632 int goal_text::add(char *text)
636 max = MAX_GOAL_LINES - m_num_lines;
638 Error(LOCATION, "Goal text space exhausted");
643 m_lines[m_num_lines] = NULL;
644 m_line_sizes[m_num_lines++] = 0;
648 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);
649 m_num_lines += count;
653 // Display a line of goal text
654 // n = goal text line number
655 // y = y offset to draw relative to goal text area top
656 void goal_text::display(int n, int y)
659 char buf[MAX_GOAL_TEXT];
661 if ((n < 0) || (n >= m_num_lines) || (m_line_sizes[n] < 1))
662 return; // out of range, don't draw anything
664 Assert(m_line_sizes[n] < MAX_GOAL_TEXT);
665 y += Goal_screen_text_y;
666 if (*m_lines[n] == '*') { // header line
667 gr_set_color_fast(&Color_text_heading);
668 strncpy(buf, m_lines[n] + 1, m_line_sizes[n] - 1);
669 buf[m_line_sizes[n] - 1] = 0;
671 gr_get_string_size(&w, &h, buf);
673 gr_line(Goal_screen_icon_x, y1, Goal_screen_text_x - 2, y1);
674 gr_line(Goal_screen_text_x + w + 1, y1, Goal_screen_icon_x + Goal_screen_text_w, y1);
677 gr_set_color_fast(&Color_text_normal);
678 strncpy(buf, m_lines[n], m_line_sizes[n]);
679 buf[m_line_sizes[n]] = 0;
682 gr_printf(Goal_screen_text_x, y, buf);
685 // mission_init_goals: initializes info for goals. Called as part of mission initialization.
686 void mission_init_goals()
691 for (i=0; i<MAX_GOALS; i++) {
692 Mission_goals[i].satisfied = GOAL_INCOMPLETE;
693 Mission_goals[i].flags = 0;
694 Mission_goals[i].team = 0;
697 Num_mission_events = 0;
698 for (i=0; i<MAX_MISSION_EVENTS; i++) {
699 Mission_events[i].result = 0;
700 Mission_events[i].flags = 0;
701 Mission_events[i].count = 0;
702 Mission_events[i].satisfied_time = 0;
703 Mission_events[i].born_on_date = 0;
704 Mission_events[i].team = -1;
707 Mission_goal_timestamp = timestamp(GOAL_TIMESTAMP);
708 Mission_directive_sound_timestamp = 0;
709 Mission_directive_special_timestamp = timestamp(-1); // need to make invalid right away
712 // called at the end of a mission for cleanup
713 void mission_event_shutdown()
717 for (i=0; i<Num_mission_events; i++) {
718 if (Mission_events[i].objective_text) {
719 free(Mission_events[i].objective_text);
720 Mission_events[i].objective_text = NULL;
722 if (Mission_events[i].objective_key_text) {
723 free(Mission_events[i].objective_key_text);
724 Mission_events[i].objective_key_text = NULL;
729 // called once right before entering the show goals screen to do initializations.
730 void mission_show_goals_init()
732 int i, type, team_num=0; // JAS: I set team_num to 0 because it was used without being initialized.
736 Primary_goal_list.count = 0;
737 Secondary_goal_list.count = 0;
738 Bonus_goal_list.count = 0;
740 Goal_screen_text_x = Goal_screen_text_coords[gr_screen.res][GOAL_SCREEN_X_COORD];
741 Goal_screen_text_y = Goal_screen_text_coords[gr_screen.res][GOAL_SCREEN_Y_COORD];
742 Goal_screen_text_w = Goal_screen_text_coords[gr_screen.res][GOAL_SCREEN_W_COORD];
743 Goal_screen_text_h = Goal_screen_text_coords[gr_screen.res][GOAL_SCREEN_H_COORD];
744 Goal_screen_icon_x = Goal_screen_icon_xcoord[gr_screen.res];
746 // fill up the lists so we can display the goals appropriately
747 for (i=0; i<Num_goals; i++) {
748 if (Mission_goals[i].type & INVALID_GOAL){ // don't count invalid goals here
752 if ( (Game_mode & GM_MULTIPLAYER) && (The_mission.game_type & MISSION_TYPE_MULTI_TEAMS) && (Mission_goals[i].team != team_num) ){
756 type = Mission_goals[i].type & GOAL_TYPE_MASK;
759 Primary_goal_list.add(&Mission_goals[i]);
763 Secondary_goal_list.add(&Mission_goals[i]);
767 if (Mission_goals[i].satisfied == GOAL_COMPLETE){
768 Bonus_goal_list.add(&Mission_goals[i]);
773 Error(LOCATION, "Unknown goal priority encountered when displaying goals in mission\n");
780 Goal_text.add(XSTR( "*Primary Objectives", 399));
782 Primary_goal_list.set();
784 if (Secondary_goal_list.count) {
787 Goal_text.add(XSTR( "*Secondary Objectives", 400));
789 Secondary_goal_list.set();
792 if (Bonus_goal_list.count) {
795 Goal_text.add(XSTR( "*Bonus Objectives", 401));
797 Bonus_goal_list.set();
800 common_set_interface_palette("ObjectivesPalette"); // set the interface palette
801 Goals_screen_ui_window.create(0, 0, gr_screen.max_w, gr_screen.max_h, 0);
802 Goals_screen_ui_window.set_mask_bmap("Objectives-m");
804 for (i=0; i<NUM_GOAL_SCREEN_BUTTONS; i++) {
805 b = &Goal_buttons[i];
807 b->button.create(&Goals_screen_ui_window, "", b->x, b->y, 60, 30, (i < 2), 1);
808 // set up callback for when a mouse first goes over a button
809 b->button.set_highlight_action(common_play_highlight_sound);
810 b->button.set_bmaps(b->filename);
811 b->button.link_hotspot(b->hotspot);
814 // set up hotkeys for buttons so we draw the correct animation frame when a key is pressed
815 Goal_buttons[GOAL_SCREEN_BUTTON_SCROLL_UP].button.set_hotkey(KEY_UP);
816 Goal_buttons[GOAL_SCREEN_BUTTON_SCROLL_DOWN].button.set_hotkey(KEY_DOWN);
818 Goals_screen_bg_bitmap = bm_load("ObjectivesBG");
819 Goal_complete_bitmap = bm_load("ObjComp");
820 Goal_incomplete_bitmap = bm_load("ObjIncomp");
821 Goal_failed_bitmap = bm_load("ObjFail");
824 // if (Goal_incomplete_bitmap < 0) Int3();
826 if (Goals_screen_bg_bitmap < 0) {
827 Warning(LOCATION, "Could not load the background bitmap: ObjectivesBG.pcx");
831 // cleanup called when exiting the show goals screen
832 void mission_show_goals_close()
834 if (Goals_screen_bg_bitmap >= 0)
835 bm_unload(Goals_screen_bg_bitmap);
837 if (Goal_complete_bitmap)
838 bm_unload(Goal_complete_bitmap);
840 if (Goal_incomplete_bitmap)
841 bm_unload(Goal_incomplete_bitmap);
843 if (Goal_failed_bitmap)
844 bm_unload(Goal_failed_bitmap);
846 Goals_screen_ui_window.destroy();
847 common_free_interface_palette(); // restore game palette
851 // called once a frame during show goals state to process events and render the screen
852 void mission_show_goals_do_frame(float frametime)
855 int font_height = gr_get_font_height();
857 k = Goals_screen_ui_window.process();
864 goal_screen_scroll_down();
868 goal_screen_scroll_up();
876 for (i=0; i<NUM_GOAL_SCREEN_BUTTONS; i++){
877 if (Goal_buttons[i].button.pressed()){
878 goal_screen_button_pressed(i);
882 GR_MAYBE_CLEAR_RES(Goals_screen_bg_bitmap);
883 if (Goals_screen_bg_bitmap >= 0) {
884 gr_set_bitmap(Goals_screen_bg_bitmap);
887 Goals_screen_ui_window.draw();
891 while (y + font_height <= Goal_screen_text_h) {
892 Goal_text.display(z, y);
897 Primary_goal_list.icons_display(Scroll_offset);
898 Secondary_goal_list.icons_display(Scroll_offset);
899 Bonus_goal_list.icons_display(Scroll_offset);
904 // Mission Log Objectives subscreen init.
905 // Called once right before entering the Mission Log screen to do initializations.
906 int ML_objectives_init(int x, int y, int w, int h)
908 int i, type, team_num;
910 Primary_goal_list.count = 0;
911 Secondary_goal_list.count = 0;
912 Bonus_goal_list.count = 0;
914 Goal_screen_text_x = x - Goal_screen_icon_xcoord[gr_screen.res] + Goal_screen_text_coords[gr_screen.res][GOAL_SCREEN_X_COORD];
915 Goal_screen_text_y = y;
916 Goal_screen_text_w = w;
917 Goal_screen_text_h = h;
918 Goal_screen_icon_x = x;
920 team_num = 0; // this is the default team -- we will change it if in a multiplayer team v. team game
921 if ( (Game_mode & GM_MULTIPLAYER) && (The_mission.game_type & MISSION_TYPE_MULTI_TEAMS) ){
922 team_num = Net_player->p_info.team;
925 // fill up the lists so we can display the goals appropriately
926 for (i=0; i<Num_goals; i++) {
927 if (Mission_goals[i].type & INVALID_GOAL){ // don't count invalid goals here
931 if ( (Game_mode & GM_MULTIPLAYER) && (The_mission.game_type & MISSION_TYPE_MULTI_TEAMS) && (Mission_goals[i].team != team_num) ){
935 type = Mission_goals[i].type & GOAL_TYPE_MASK;
938 Primary_goal_list.add(&Mission_goals[i]);
942 Secondary_goal_list.add(&Mission_goals[i]);
946 if (Mission_goals[i].satisfied == GOAL_COMPLETE){
947 Bonus_goal_list.add(&Mission_goals[i]);
952 Error(LOCATION, "Unknown goal priority encountered when displaying goals in mission\n");
959 Goal_text.add(XSTR( "*Primary Objectives", 399));
961 Primary_goal_list.set();
963 if (Secondary_goal_list.count) {
966 Goal_text.add(XSTR( "*Secondary Objectives", 400));
968 Secondary_goal_list.set();
971 if (Bonus_goal_list.count) {
974 Goal_text.add(XSTR( "*Bonus Objectives", 401));
976 Bonus_goal_list.set();
980 Goal_complete_bitmap = bm_load("ObjComp");
981 Goal_incomplete_bitmap = bm_load("ObjIncomp");
982 Goal_failed_bitmap = bm_load("ObjFail");
984 // if (Goal_incomplete_bitmap < 0) Int3();
986 return Goal_text.m_num_lines;
989 // cleanup called when exiting the show goals screen
990 void ML_objectives_close()
992 if (Goal_complete_bitmap >= 0) {
993 bm_unload(Goal_complete_bitmap);
996 if (Goal_incomplete_bitmap >= 0) {
997 bm_unload(Goal_incomplete_bitmap);
1000 if (Goal_failed_bitmap >= 0) {
1001 bm_unload(Goal_failed_bitmap);
1005 void ML_objectives_do_frame(int scroll_offset)
1008 int font_height = gr_get_font_height();
1012 while (y + font_height <= Goal_screen_text_h) {
1013 Goal_text.display(z, y);
1018 Primary_goal_list.icons_display(scroll_offset);
1019 Secondary_goal_list.icons_display(scroll_offset);
1020 Bonus_goal_list.icons_display(scroll_offset);
1023 void ML_render_objectives_key()
1026 // display icon key at the bottom
1027 gr_set_bitmap(Goal_complete_bitmap);
1029 gr_bitmap(Objective_key_icon_coords_gr[gr_screen.res][0][0], Objective_key_icon_coords_gr[gr_screen.res][0][1]);
1030 gr_set_bitmap(Goal_incomplete_bitmap);
1031 gr_bitmap(Objective_key_icon_coords_gr[gr_screen.res][1][0], Objective_key_icon_coords_gr[gr_screen.res][1][1]);
1032 gr_set_bitmap(Goal_failed_bitmap);
1033 gr_bitmap(Objective_key_icon_coords_gr[gr_screen.res][2][0], Objective_key_icon_coords_gr[gr_screen.res][2][1]);
1035 gr_string(Objective_key_text_coords_gr[gr_screen.res][0][0], Objective_key_text_coords_gr[gr_screen.res][0][1] , XSTR("Complete", 1437));
1036 gr_string(Objective_key_text_coords_gr[gr_screen.res][1][0], Objective_key_text_coords_gr[gr_screen.res][1][1] , XSTR("Incomplete", 1438));
1037 gr_string(Objective_key_text_coords_gr[gr_screen.res][2][0], Objective_key_text_coords_gr[gr_screen.res][2][1] , XSTR("Failed", 1439));
1039 gr_set_bitmap(Goal_complete_bitmap);
1040 gr_bitmap(Objective_key_icon_coords[gr_screen.res][0][0], Objective_key_icon_coords[gr_screen.res][0][1]);
1041 gr_set_bitmap(Goal_incomplete_bitmap);
1042 gr_bitmap(Objective_key_icon_coords[gr_screen.res][1][0], Objective_key_icon_coords[gr_screen.res][1][1]);
1043 gr_set_bitmap(Goal_failed_bitmap);
1044 gr_bitmap(Objective_key_icon_coords[gr_screen.res][2][0], Objective_key_icon_coords[gr_screen.res][2][1]);
1046 gr_string(Objective_key_text_coords[gr_screen.res][0][0], Objective_key_text_coords[gr_screen.res][0][1] , XSTR("Complete", 1437));
1047 gr_string(Objective_key_text_coords[gr_screen.res][1][0], Objective_key_text_coords[gr_screen.res][1][1] , XSTR("Incomplete", 1438));
1048 gr_string(Objective_key_text_coords[gr_screen.res][2][0], Objective_key_text_coords[gr_screen.res][2][1] , XSTR("Failed", 1439));
1054 // temporary hook for temporarily displaying objective completion/failure
1055 // extern void message_training_add_simple( char *text );
1057 void mission_goal_status_change( int goal_num, int new_status)
1061 Assert(goal_num < Num_goals);
1062 Assert((new_status == GOAL_FAILED) || (new_status == GOAL_COMPLETE));
1064 // if in a multiplayer game, send a status change to clients
1065 if ( MULTIPLAYER_MASTER ){
1066 send_mission_goal_info_packet( goal_num, new_status, -1 );
1069 type = Mission_goals[goal_num].type & GOAL_TYPE_MASK;
1070 Mission_goals[goal_num].satisfied = new_status;
1071 if ( new_status == GOAL_FAILED ) {
1072 // don't display bonus goal failure
1073 if ( type != BONUS_GOAL ) {
1075 // only do HUD and music is goals are my teams goals.
1076 if ( (Game_mode & GM_NORMAL) || ((Net_player != NULL) && (Net_player->p_info.team == Mission_goals[goal_num].team)) ) {
1077 hud_add_objective_messsage(type, new_status);
1078 if ( !Mission_goals[goal_num].flags & MGF_NO_MUSIC ) { // maybe play event music
1079 event_music_primary_goal_failed();
1081 //HUD_sourced_printf(HUD_SOURCE_FAILED, "%s goal failed at time %6.1f!", Goal_type_text(type), f2fl(Missiontime) );
1084 mission_log_add_entry( LOG_GOAL_FAILED, Mission_goals[goal_num].name, NULL, goal_num );
1085 } else if ( new_status == GOAL_COMPLETE ) {
1086 if ( (Game_mode & GM_NORMAL) || ((Net_player != NULL) && (Net_player->p_info.team == Mission_goals[goal_num].team))) {
1087 hud_add_objective_messsage(type, new_status);
1088 // cue for Event Music
1089 if ( !(Mission_goals[goal_num].flags & MGF_NO_MUSIC) ) {
1090 event_music_primary_goals_met();
1092 mission_log_add_entry( LOG_GOAL_SATISFIED, Mission_goals[goal_num].name, NULL, goal_num );
1095 if(Game_mode & GM_MULTIPLAYER){
1097 multi_team_maybe_add_score((int)(Mission_goals[goal_num].score * scoring_get_scale_factor()), Mission_goals[goal_num].team);
1099 // deal with the score
1100 Player->stats.m_score += (int)(Mission_goals[goal_num].score * scoring_get_scale_factor());
1106 // EVENT_UNBORN = event has yet to be available (not yet evaluatable)
1107 // EVENT_CURRENT = current (evaluatable), but not yet true
1108 // EVENT_SATISFIED = event has occured (true)
1109 // EVENT_FAILED = event failed, can't possibly become true anymore
1110 int mission_get_event_status(int event)
1112 // check for directive special events first. We will always return from this part of the if statement
1113 if ( Mission_events[event].flags & MEF_DIRECTIVE_SPECIAL ) {
1115 // if this event is temporarily true, return as such
1116 if ( Mission_events[event].flags & MEF_DIRECTIVE_TEMP_TRUE ){
1117 return EVENT_SATISFIED;
1120 // if the timestamp has elapsed, we can "mark" this directive as true although it's really not.
1121 if ( timestamp_elapsed(Mission_directive_special_timestamp) ) {
1122 Mission_events[event].satisfied_time = Missiontime;
1123 Mission_events[event].flags |= MEF_DIRECTIVE_TEMP_TRUE;
1126 return EVENT_CURRENT;
1127 } else if (Mission_events[event].flags & MEF_CURRENT) {
1128 if (!Mission_events[event].born_on_date){
1129 Mission_events[event].born_on_date = timestamp();
1132 if (Mission_events[event].result) {
1133 return EVENT_SATISFIED;
1136 if (Mission_events[event].formula < 0) {
1137 return EVENT_FAILED;
1140 return EVENT_CURRENT;
1143 return EVENT_UNBORN;
1146 void mission_event_set_directive_special(int event)
1149 if((event < 0) || (event >= Num_mission_events)){
1153 Mission_events[event].flags |= MEF_DIRECTIVE_SPECIAL;
1155 // start from a known state
1156 Mission_events[event].flags &= ~MEF_DIRECTIVE_TEMP_TRUE;
1157 Mission_directive_special_timestamp = timestamp(DIRECTIVE_SPECIAL_DELAY);
1160 void mission_event_unset_directive_special(int event)
1163 if((event < 0) || (event >= Num_mission_events)){
1167 Mission_events[event].flags &= ~(MEF_DIRECTIVE_SPECIAL);
1169 // this event may be marked temporarily true -- if so, then unmark this value!!!
1170 if ( Mission_events[event].flags & MEF_DIRECTIVE_TEMP_TRUE ){
1171 Mission_events[event].flags &= ~MEF_DIRECTIVE_TEMP_TRUE;
1173 Mission_events[event].satisfied_time = 0;
1174 Mission_directive_special_timestamp = timestamp(-1);
1177 // function which evaluates and processes the given event
1178 void mission_process_event( int event )
1180 int store_flags = Mission_events[event].flags;
1181 int store_formula = Mission_events[event].formula;
1182 int store_result = Mission_events[event].result;
1183 int store_count = Mission_events[event].count;
1187 Directive_count = 0;
1188 Event_index = event;
1189 sindex = Mission_events[event].formula;
1190 result = Mission_events[event].result;
1192 // if chained, insure that previous event is true and next event is false
1193 if (Mission_events[event].chain_delay >= 0) { // this indicates it's chained
1195 if (!Mission_events[event - 1].result || ((fix) Mission_events[event - 1].timestamp + i2f(Mission_events[event].chain_delay) > Missiontime)){
1196 sindex = -1; // bypass evaluation
1200 if ((event < Num_mission_events - 1) && Mission_events[event + 1].result && (Mission_events[event + 1].chain_delay >= 0)){
1201 sindex = -1; // bypass evaluation
1206 Sexp_useful_number = 1;
1207 result = eval_sexp(sindex);
1209 // if the directive count is a special value, deal with that first. Mark the event as a special
1210 // event, and unmark it when the directive is true again.
1211 if ( (Directive_count == DIRECTIVE_WING_ZERO) && !(Mission_events[event].flags & MEF_DIRECTIVE_SPECIAL) ) {
1212 // make it special - which basically just means that its true until the next wave arrives
1213 mission_event_set_directive_special(event);
1215 Directive_count = 0;
1216 } else if ( (Mission_events[event].flags & MEF_DIRECTIVE_SPECIAL) && Directive_count > 1 ) {
1217 // make it non special
1218 mission_event_unset_directive_special(event);
1221 if (Mission_events[event].count || (Directive_count > 1)){
1222 Mission_events[event].count = Directive_count;
1225 if (Sexp_useful_number){
1226 Mission_events[event].flags |= MEF_CURRENT;
1231 Mission_events[event].result = result;
1233 // if the sexpression is known false, then no need to evaluate anymore
1234 if ((sindex >= 0) && (Sexp_nodes[sindex].value == SEXP_KNOWN_FALSE)) {
1235 Mission_events[event].timestamp = (int) Missiontime;
1236 Mission_events[event].satisfied_time = Missiontime;
1237 Mission_events[event].repeat_count = -1;
1238 Mission_events[event].formula = -1;
1242 if (result && !Mission_events[event].satisfied_time) {
1243 Mission_events[event].satisfied_time = Missiontime;
1244 if ( Mission_events[event].objective_text ) {
1245 Mission_directive_sound_timestamp = timestamp(DIRECTIVE_SOUND_DELAY);
1249 // decrement the repeat count. When at 0, don't eval this function anymore
1250 if ( result || timestamp_valid(Mission_events[event].timestamp) ) {
1251 Mission_events[event].repeat_count--;
1252 if ( Mission_events[event].repeat_count <= 0 ) {
1253 Mission_events[event].timestamp = (int)Missiontime;
1254 Mission_events[event].formula = -1;
1256 if(Game_mode & GM_MULTIPLAYER){
1258 multi_team_maybe_add_score((int)(Mission_events[event].score * scoring_get_scale_factor()), Mission_events[event].team);
1260 // deal with the player's score
1261 Player->stats.m_score += (int)(Mission_events[event].score * scoring_get_scale_factor());
1264 // set the timestamp to time out 'interval' seconds in the future. We must also reset the
1265 // value at the sexpresion node to unknown so that it will get reevaled
1266 Mission_events[event].timestamp = timestamp( Mission_events[event].interval * 1000 );
1267 // Sexp_nodes[Mission_events[event].formula].value = SEXP_UNKNOWN;
1271 // see if anything has changed
1272 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)) ){
1273 send_event_update_packet(event);
1277 // Maybe play a directive success sound... need to poll since the sound is delayed from when
1278 // the directive is actually satisfied.
1279 void mission_maybe_play_directive_success_sound()
1281 if ( timestamp_elapsed(Mission_directive_sound_timestamp) ) {
1282 Mission_directive_sound_timestamp=0;
1283 snd_play( &Snds[SND_DIRECTIVE_COMPLETE] );
1287 void mission_eval_goals()
1289 int i, result, goal_changed = 0;
1291 // before checking whether or not we should evaluate goals, we should run through the events and
1292 // process any whose timestamp is valid and has expired. This would catch repeating events only
1293 for (i=0; i<Num_mission_events; i++) {
1294 if (Mission_events[i].formula != -1) {
1295 if ( !timestamp_valid(Mission_events[i].timestamp) || !timestamp_elapsed(Mission_events[i].timestamp) ){
1299 // if we get here, then the timestamp on the event has popped -- we should reevaluate
1300 mission_process_event(i);
1304 if ( !timestamp_elapsed(Mission_goal_timestamp) ){
1308 // first evaluate the players goals
1309 for (i=0; i<Num_goals; i++) {
1310 // don't evaluate invalid goals
1311 if (Mission_goals[i].type & INVALID_GOAL){
1315 if (Mission_goals[i].satisfied == GOAL_INCOMPLETE) {
1316 result = eval_sexp(Mission_goals[i].formula);
1317 if ( Sexp_nodes[Mission_goals[i].formula].value == SEXP_KNOWN_FALSE ) {
1319 mission_goal_status_change( i, GOAL_FAILED );
1321 } else if (result) {
1323 mission_goal_status_change(i, GOAL_COMPLETE );
1326 // tell the player how to end the mission
1327 //if ( goal_changed && mission_evaluate_primary_goals() != PRIMARY_GOALS_INCOMPLETE ) {
1328 // HUD_sourced_printf(HUD_SOURCE_IMPORTANT, "Press %s to end mission and return to base", textify_scancode(Control_config[END_MISSION].key_id) );
1330 } // end if goals[i].satsified != GOAL_COMPLETE
1333 // now evaluate any mission events
1334 for (i=0; i<Num_mission_events; i++) {
1335 if ( Mission_events[i].formula != -1 ) {
1336 // only evaluate this event if the timestamp is not valid. We do this since
1337 // we will evaluate repeatable events at the top of the file so we can get
1338 // the exact interval that the designer asked for.
1339 if ( !timestamp_valid( Mission_events[i].timestamp) ){
1340 mission_process_event( i );
1345 if (The_mission.game_type & MISSION_TYPE_TRAINING){
1346 Mission_goal_timestamp = timestamp(GOAL_TIMESTAMP_TRAINING);
1348 Mission_goal_timestamp = timestamp(GOAL_TIMESTAMP);
1351 if ( !hud_disabled() && hud_gauge_active(HUD_DIRECTIVES_VIEW) ) {
1352 mission_maybe_play_directive_success_sound();
1355 // update goal status if playing on a multiplayer standalone server
1356 if (Game_mode & GM_STANDALONE_SERVER){
1357 std_multi_update_goals();
1361 // evaluate_primary_goals() will determine if the primary goals for a mission are complete
1363 // returns 1 - all primary goals are all complete or imcomplete (or there are no primary goals at all)
1364 // returns 0 - not all primary goals are complete
1365 int mission_evaluate_primary_goals()
1367 int i, primary_goals_complete = PRIMARY_GOALS_COMPLETE;
1369 for (i=0; i<Num_goals; i++) {
1371 if ( Mission_goals[i].type & INVALID_GOAL ) {
1375 if ( (Mission_goals[i].type & GOAL_TYPE_MASK) == PRIMARY_GOAL ) {
1376 if ( Mission_goals[i].satisfied == GOAL_INCOMPLETE ) {
1377 return PRIMARY_GOALS_INCOMPLETE;
1378 } else if ( Mission_goals[i].satisfied == GOAL_FAILED ) {
1379 primary_goals_complete = PRIMARY_GOALS_FAILED;
1384 return primary_goals_complete;
1387 // return 1 if all primary/secondary goals are complete... otherwise return 0
1388 int mission_goals_met()
1390 int i, all_goals_met = 1;
1392 for (i=0; i<Num_goals; i++) {
1394 if ( Mission_goals[i].type & INVALID_GOAL ) {
1398 if ( ((Mission_goals[i].type & GOAL_TYPE_MASK) == PRIMARY_GOAL) || ((Mission_goals[i].type & GOAL_TYPE_MASK) == SECONDARY_GOAL) ) {
1399 if ( Mission_goals[i].satisfied == GOAL_INCOMPLETE ) {
1402 } else if ( Mission_goals[i].satisfied == GOAL_FAILED ) {
1409 return all_goals_met;
1412 // function used to actually change the status (valid/invalid) of a goal. Called externally
1413 // with multiplayer code
1414 void mission_goal_validation_change( int goal_num, int valid )
1416 // only incomplete goals can have their status changed
1417 if ( Mission_goals[goal_num].satisfied != GOAL_INCOMPLETE ){
1421 // if in multiplayer, then send a packet
1422 if ( MULTIPLAYER_MASTER ){
1423 send_mission_goal_info_packet( goal_num, -1, valid );
1426 // change the valid status
1428 Mission_goals[goal_num].type &= ~INVALID_GOAL;
1430 Mission_goals[goal_num].type |= INVALID_GOAL;
1434 // the following function marks a goal invalid. It can only mark the goal invalid if the goal
1435 // is not complete. The name passed into this funciton should match the name field in the goal
1437 void mission_goal_mark_invalid( char *name )
1441 for (i=0; i<Num_goals; i++) {
1442 if ( !stricmp(Mission_goals[i].name, name) ) {
1443 mission_goal_validation_change( i, 0 );
1449 // the next function marks a goal as valid. A goal may always be marked valid.
1450 void mission_goal_mark_valid( char *name )
1454 for (i=0; i<Num_goals; i++) {
1455 if ( !stricmp(Mission_goals[i].name, name) ) {
1456 mission_goal_validation_change( i, 1 );
1462 // function to fail all mission goals. Don't fail events here since this funciton is currently
1463 // called in mission when something bad happens to the player (like he makes too many shots on friendlies).
1464 // Events can still happen. Things will just be really bad for the player.
1465 void mission_goal_fail_all()
1469 for (i=0; i<Num_goals; i++) {
1470 Mission_goals[i].satisfied = GOAL_FAILED;
1471 mission_log_add_entry( LOG_GOAL_FAILED, Mission_goals[i].name, NULL, i );
1475 // function to mark all incomplete goals as failed. Happens at the end of a mission
1476 // mark the events which are not currently satisfied as failed as well.
1477 void mission_goal_fail_incomplete()
1481 for (i = 0; i < Num_goals; i++ ) {
1482 if ( Mission_goals[i].satisfied == GOAL_INCOMPLETE ) {
1483 Mission_goals[i].satisfied = GOAL_FAILED;
1484 mission_log_add_entry( LOG_GOAL_FAILED, Mission_goals[i].name, NULL, i );
1488 // now for the events. Must set the formula to -1 and the result to 0 to be a failed
1490 for ( i = 0; i < Num_mission_events; i++ ) {
1491 if ( Mission_events[i].formula != -1 ) {
1492 Mission_events[i].formula = -1;
1493 Mission_events[i].result = 0;
1498 // small function used to mark all objectives as true. Used as a debug function and as a way
1499 // to skip past training misisons
1500 void mission_goal_mark_objectives_complete()
1504 for (i = 0; i < Num_goals; i++ ) {
1505 Mission_goals[i].satisfied = GOAL_COMPLETE;
1509 // small function used to mark all events as completed. Used in the skipping of missions.
1510 void mission_goal_mark_events_complete()
1514 for (i = 0; i < Num_mission_events; i++ ) {
1515 Mission_events[i].result = 1;
1516 Mission_events[i].formula = -1;
1520 // some debug console functions to help list and change the status of mission goals
1521 DCF(show_mission_goals,"List and change the status of mission goals")
1529 dc_printf("Usage: show_mission_goals\n\nList all mission goals and their current status.\n");
1534 for (i=0; i<Num_goals; i++) {
1535 type = Mission_goals[i].type & GOAL_TYPE_MASK;
1536 dc_printf("%2d. %32s(%10s) -- ", i, Mission_goals[i].name, Goal_type_text(type));
1537 if ( Mission_goals[i].satisfied == GOAL_COMPLETE )
1538 dc_printf("satisfied.\n");
1539 else if ( Mission_goals[i].satisfied == GOAL_INCOMPLETE )
1540 dc_printf("not satisfied\n");
1541 else if ( Mission_goals[i].satisfied == GOAL_FAILED )
1542 dc_printf("failed\n");
1544 dc_printf("\t[unknown goal status].\n");
1550 DCF(change_mission_goal, "Change the mission goal")
1555 dc_get_arg(ARG_INT);
1556 if ( Dc_arg_int >= Num_goals ) {
1557 dc_printf ("First parameter must be a valid goal number.\n");
1562 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_STRING);
1563 if ( Dc_arg_type & ARG_TRUE )
1564 Mission_goals[num].satisfied = GOAL_COMPLETE;
1565 else if ( Dc_arg_type & ARG_FALSE )
1566 Mission_goals[num].satisfied = GOAL_FAILED;
1567 else if ( Dc_arg_type & ARG_NONE )
1568 Mission_goals[num].satisfied = GOAL_INCOMPLETE;
1569 else if ( Dc_arg_type & ARG_STRING) {
1570 if ( !stricmp(Dc_arg, "satisfied") )
1571 Mission_goals[num].satisfied = GOAL_COMPLETE;
1572 else if ( !stricmp( Dc_arg, "failed") )
1573 Mission_goals[num].satisfied = GOAL_FAILED;
1574 else if ( !stricmp( Dc_arg, "unknown") )
1575 Mission_goals[num].satisfied = GOAL_INCOMPLETE;
1577 dc_printf("Unknown status %s. Use 'satisfied', 'failed', or 'unknown'\n", Dc_arg);
1582 dc_printf("Usage: change_mission_goal <goal_num> <status>\n");
1583 dc_printf("<goal_num> -- Integer number of goal to change. See show_mission_goals\n");
1584 dc_printf("<status> -- [bool] where a true value makes the goal satisfied,\n");
1585 dc_printf(" a false value makes the goal failed.\n");
1586 dc_printf("The <status> field may also be one of 'satisfied', 'failed', or 'unknown'\n");
1587 dc_printf("\nExamples:\n\n'change_mission_goal 1 true' makes goal 1 successful.\n");
1588 dc_printf("'change_mission_goal 2' marks goal 2 not complete\n");
1589 dc_printf("'change_mission_goal 0 satisfied' marks goal 0 as satisfied\n");
1595 // debug functions to mark all primary/secondary/bonus goals as true
1598 void mission_goal_mark_all_true(int type)
1602 for (i = 0; i < Num_goals; i++ ) {
1603 if ( (Mission_goals[i].type & GOAL_TYPE_MASK) == type )
1604 Mission_goals[i].satisfied = GOAL_COMPLETE;
1607 HUD_sourced_printf(HUD_SOURCE_HIDDEN, NOX("All %s goals marked true"), Goal_type_text(type) );
1612 void goal_screen_button_pressed(int num)
1615 case GOAL_SCREEN_BUTTON_SCROLL_UP:
1616 goal_screen_scroll_up();
1619 case GOAL_SCREEN_BUTTON_SCROLL_DOWN:
1620 goal_screen_scroll_down();
1623 case GOAL_SCREEN_BUTTON_RETURN:
1624 mission_goal_exit();
1629 void goal_screen_scroll_up()
1631 if (Scroll_offset) {
1633 gamesnd_play_iface(SND_SCROLL);
1635 gamesnd_play_iface(SND_GENERAL_FAIL);
1639 void goal_screen_scroll_down()
1643 max_lines = Goal_screen_text_h / gr_get_font_height();
1644 if (Scroll_offset + max_lines < Goal_text.m_num_lines) {
1646 gamesnd_play_iface(SND_SCROLL);
1648 gamesnd_play_iface(SND_GENERAL_FAIL);
1652 // Return the number of resolved goals in num_resolved, return the total
1653 // number of valid goals in total
1654 void mission_goal_fetch_num_resolved(int desired_type, int *num_resolved, int *total, int team)
1661 for (i=0; i<Num_goals; i++) {
1662 // if we're checking for team
1663 if((team >= 0) && (Mission_goals[i].team != team)){
1667 if (Mission_goals[i].type & INVALID_GOAL) {
1671 type = Mission_goals[i].type & GOAL_TYPE_MASK;
1672 if ( type != desired_type ) {
1676 *total = *total + 1;
1678 if (Mission_goals[i].satisfied != GOAL_INCOMPLETE) {
1679 *num_resolved = *num_resolved + 1;
1684 // Return whether there are any incomplete goals of the specified type
1685 int mission_goals_incomplete(int desired_type, int team)
1689 for (i=0; i<Num_goals; i++) {
1690 // if we're checking for team
1691 if((team >= 0) && (Mission_goals[i].team != team)){
1695 if (Mission_goals[i].type & INVALID_GOAL) {
1699 type = Mission_goals[i].type & GOAL_TYPE_MASK;
1700 if ( type != desired_type ) {
1704 if (Mission_goals[i].satisfied == GOAL_INCOMPLETE) {
1712 void mission_goal_exit()
1714 snd_play( &Snds_iface[SND_USER_SELECT] );
1715 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);