2 * $Logfile: /Freespace2/code/MissionUI/RedAlert.cpp $
7 * Module for Red Alert mission interface and code
10 * Revision 1.3 2002/05/26 22:06:17 relnev
11 * makefile: disable stand_gui for now.
13 * rest: staticize some globals
15 * Revision 1.2 2002/05/03 13:34:33 theoddone33
18 * Revision 1.1.1.1 2002/05/03 03:28:10 root
22 * 16 9/11/99 12:31a Mikek
23 * Bumped up max red alert status ships and status subsystems.
25 * 15 9/06/99 6:38p Dave
26 * Improved CD detection code.
28 * 14 8/24/99 5:27p Andsager
29 * Make subsystems with zero strength before mission blown off. Protect
30 * red alert pilot against dying between orders and jump.
32 * 13 8/11/99 2:17p Jefff
35 * 12 7/19/99 8:56p Andsager
36 * Added Ship_exited red_alert_carry flag and hull strength for RED ALERT
37 * carry over of Exited_ships
39 * 11 7/19/99 2:13p Dave
40 * Added some new strings for Heiko.
42 * 10 7/16/99 12:22p Jefff
43 * Added sound FX to red alert popup
45 * 9 7/09/99 10:32p Dave
46 * Command brief and red alert screens.
48 * 8 5/07/99 10:34a Andsager
49 * Make red alert work in FS2
51 * 7 2/16/99 5:07p Neilk
54 * 6 1/30/99 5:08p Dave
55 * More new hi-res stuff.Support for nice D3D textures.
57 * 5 1/27/99 9:56a Dave
58 * Temporary checkin of beam weapons for Dan to make cool sounds.
60 * 4 11/18/98 11:15a Andsager
61 * Removed old version or red_alert_read_wingman_status
63 * 3 10/13/98 9:29a Dave
64 * Started neatening up freespace.h. Many variables renamed and
65 * reorganized. Added AlphaColors.[h,cpp]
67 * 2 10/07/98 10:53a Dave
70 * 1 10/07/98 10:50a Dave
72 * 21 5/14/98 11:26a Lawrance
73 * ESC will return to the main hall
75 * 20 5/13/98 5:14p Allender
76 * red alert support to go back to previous mission
78 * 19 5/05/98 6:19p Lawrance
79 * Fix problems with "retry mission" for red alerts
81 * 18 5/05/98 3:14p Comet
82 * AL: Fix bug with restoring secondary weapons in red alert mode
84 * 17 5/04/98 10:49p Lawrance
85 * Make sure old pilot files don't cause problems with the new RedAlert
88 * 16 5/04/98 6:06p Lawrance
89 * Make red alert mode work!
91 * 15 5/02/98 4:10p Lawrance
92 * Only use first stage of briefing for red alerts
95 * mark all goals and events as failed when red alert moves ahead to next
98 * 13 4/22/98 10:13a John
99 * added assert to trap a bug
101 * 12 4/21/98 12:08a Allender
102 * only make red alert move to next mission in campaign mode
104 * 11 4/03/98 10:31a John
105 * Made briefing and debriefing arrays be malloc'd
107 * 10 3/28/98 2:53p Allender
108 * added hud gauge when entering a red alert mission
110 * 9 3/12/98 10:28p Lawrance
111 * Deal with situation where wingman status may not have been properly
114 * 8 3/12/98 9:44p Allender
115 * go to debrief in red alert when not in campaign mode
117 * 6 3/09/98 9:55p Lawrance
118 * improve some comments
120 * 5 3/09/98 4:41p Lawrance
121 * Fix up some merge problems.
123 * 4 3/09/98 4:30p Allender
124 * multiplayer secondary weapon changes. red-alert and cargo-known-delay
125 * sexpressions. Add time cargo revealed to ship structure
127 * 3 3/09/98 4:23p Lawrance
128 * Replay mission, full save/restore of wingman status
130 * 2 3/09/98 12:13a Lawrance
131 * Add support for Red Alert missions
133 * 1 3/08/98 4:54p Lawrance
140 #include "gamesequence.h"
141 #include "missionscreencommon.h"
145 #include "redalert.h"
147 #include "missionbriefcommon.h"
149 #include "missioncampaign.h"
150 #include "missiongoals.h"
151 #include "linklist.h"
152 #include "hudwingmanstatus.h"
153 #include "audiostr.h"
154 #include "freespace.h"
155 #include "alphacolors.h"
157 /////////////////////////////////////////////////////////////////////////////
158 // Red Alert Mission-Level
159 /////////////////////////////////////////////////////////////////////////////
161 static int Red_alert_status;
162 static int Red_alert_new_mission_timestamp; // timestamp used to give user a little warning for red alerts
163 static int Red_alert_num_slots_used = 0;
164 static int Red_alert_voice_started;
166 #define RED_ALERT_WARN_TIME 4000 // time to warn user that new orders are coming
168 #define RED_ALERT_NONE 0
169 #define RED_ALERT_MISSION 1
171 #define MAX_RED_ALERT_SLOTS 32
172 #define MAX_RED_ALERT_SUBSYSTEMS 64
173 #define RED_ALERT_EXITED_SHIP_CLASS -1
175 typedef struct red_alert_ship_status
177 char name[NAME_LENGTH];
180 float subsys_current_hits[MAX_RED_ALERT_SUBSYSTEMS];
181 float subsys_aggregate_current_hits[SUBSYSTEM_MAX];
182 int wep[MAX_WL_WEAPONS];
183 int wep_count[MAX_WL_WEAPONS];
184 } red_alert_ship_status;
186 static red_alert_ship_status Red_alert_wingman_status[MAX_RED_ALERT_SLOTS];
187 static char Red_alert_precursor_mission[MAX_FILENAME_LEN];
189 /////////////////////////////////////////////////////////////////////////////
190 // Red Alert Interface
191 /////////////////////////////////////////////////////////////////////////////
193 char *Red_alert_fname[GR_NUM_RESOLUTIONS] = {
198 char *Red_alert_mask[GR_NUM_RESOLUTIONS] = {
203 // font to use for "incoming transmission"
204 int Ra_flash_font[GR_NUM_RESOLUTIONS] = {
209 int Ra_flash_y[GR_NUM_RESOLUTIONS] = {
214 static int Ra_flash_coords[GR_NUM_RESOLUTIONS][2] = {
223 #define NUM_BUTTONS 2
225 #define RA_REPLAY_MISSION 0
226 #define RA_CONTINUE 1
228 static ui_button_info Buttons[GR_NUM_RESOLUTIONS][NUM_BUTTONS] = {
230 ui_button_info("RAB_00", 2, 445, -1, -1, 0),
231 ui_button_info("RAB_01", 575, 432, -1, -1, 1),
234 ui_button_info("2_RAB_00", 4, 712, -1, -1, 0),
235 ui_button_info("2_RAB_01", 920, 691, -1, -1, 1),
239 #define RED_ALERT_NUM_TEXT 3
240 UI_XSTR Red_alert_text[GR_NUM_RESOLUTIONS][RED_ALERT_NUM_TEXT] = {
242 { "Replay", 1405, 46, 451, UI_XSTR_COLOR_PINK, -1, &Buttons[0][RA_REPLAY_MISSION].button },
243 { "Previous Mission", 1452, 46, 462, UI_XSTR_COLOR_PINK, -1, &Buttons[0][RA_REPLAY_MISSION].button },
244 { "Continue", 1069, 564, 413, UI_XSTR_COLOR_PINK, -1, &Buttons[0][RA_CONTINUE].button },
247 { "Replay", 1405, 75, 722, UI_XSTR_COLOR_PINK, -1, &Buttons[1][RA_REPLAY_MISSION].button },
248 { "Previous Mission", 1452, 75, 733, UI_XSTR_COLOR_PINK, -1, &Buttons[1][RA_REPLAY_MISSION].button },
249 { "Continue", 1069, 902, 661, UI_XSTR_COLOR_PINK, -1, &Buttons[1][RA_CONTINUE].button },
253 // indicies for coordinates
260 static int Text_delay;
262 int Ra_brief_text_wnd_coords[GR_NUM_RESOLUTIONS][4] = {
271 static UI_WINDOW Ui_window;
272 // static hud_anim Flash_anim;
273 static int Background_bitmap;
274 static int Red_alert_inited = 0;
276 static int Red_alert_voice;
278 // open and pre-load the stream buffers for the different voice streams
279 void red_alert_voice_load()
281 Assert( Briefing != NULL );
282 if ( strnicmp(Briefing->stages[0].voice, NOX("none"), 4) && (strlen(Briefing->stages[0].voice) > 0) ) {
283 Red_alert_voice = audiostream_open( Briefing->stages[0].voice, ASF_VOICE );
287 // close all the briefing voice streams
288 void red_alert_voice_unload()
290 if ( Red_alert_voice != -1 ) {
291 audiostream_close_file(Red_alert_voice, 0);
292 Red_alert_voice = -1;
296 // start playback of the red alert voice
297 void red_alert_voice_play()
299 if ( Red_alert_voice == -1 ){
300 return; // voice file doesn't exist
303 if ( !Briefing_voice_enabled ) {
307 if ( audiostream_is_playing(Red_alert_voice) ){
311 audiostream_play(Red_alert_voice, Master_voice_volume, 0);
312 Red_alert_voice_started = 1;
315 // stop playback of the red alert voice
316 void red_alert_voice_stop()
318 if ( Red_alert_voice == -1 )
321 audiostream_stop(Red_alert_voice); // stream is automatically rewound
324 // a button was pressed, deal with it
325 void red_alert_button_pressed(int n)
329 if(game_do_cd_mission_check(Game_current_mission_filename)){
330 gameseq_post_event(GS_EVENT_ENTER_GAME);
332 gameseq_post_event(GS_EVENT_MAIN_MENU);
336 case RA_REPLAY_MISSION:
337 if ( Game_mode & GM_CAMPAIGN_MODE ) {
338 // TODO: make call to campaign code to set correct mission for loading
339 // mission_campaign_play_previous_mission(Red_alert_precursor_mission);
340 if ( !mission_campaign_previous_mission() ) {
341 gamesnd_play_iface(SND_GENERAL_FAIL);
346 if(game_do_cd_mission_check(Game_current_mission_filename)){
347 gameseq_post_event(GS_EVENT_START_GAME);
349 gameseq_post_event(GS_EVENT_MAIN_MENU);
352 gamesnd_play_iface(SND_GENERAL_FAIL);
358 // blit "incoming transmission"
359 #define RA_FLASH_CYCLE 0.25f
360 float Ra_flash_time = 0.0f;
362 void red_alert_blit_title()
364 char *str = XSTR("Incoming Transmission", 1406);
367 // get the string size
368 gr_set_font(Ra_flash_font[gr_screen.res]);
369 gr_get_string_size(&w, &h, str);
374 gr_init_alphacolor(&flash_color, (int)(255.0f * (Ra_flash_time / RA_FLASH_CYCLE)), 0, 0, 255);
376 gr_init_alphacolor(&flash_color, (int)(255.0f * (1.0f - (Ra_flash_time / RA_FLASH_CYCLE))), 0, 0, 255);
380 gr_set_color_fast(&flash_color);
381 gr_string(Ra_brief_text_wnd_coords[gr_screen.res][0] + ((Ra_brief_text_wnd_coords[gr_screen.res][2] - w) / 2), Ra_flash_y[gr_screen.res] - h - 5, str);
382 gr_set_color_fast(&Color_normal);
384 // increment flash time
385 Ra_flash_time += flFrametime;
386 if(Ra_flash_time >= RA_FLASH_CYCLE){
387 Ra_flash_time = 0.0f;
388 Ra_flash_up = !Ra_flash_up;
391 // back to the original font
395 // Called once when red alert interface is started
396 void red_alert_init()
401 if ( Red_alert_inited ) {
405 // common_set_interface_palette("ControlConfigPalette"); // set the interface palette
406 Ui_window.create(0, 0, gr_screen.max_w, gr_screen.max_h, 0);
407 Ui_window.set_mask_bmap(Red_alert_mask[gr_screen.res]);
409 for (i=0; i<NUM_BUTTONS; i++) {
410 b = &Buttons[gr_screen.res][i];
412 b->button.create(&Ui_window, "", b->x, b->y, 60, 30, 0, 1);
413 // set up callback for when a mouse first goes over a button
414 b->button.set_highlight_action(common_play_highlight_sound);
415 b->button.set_bmaps(b->filename);
416 b->button.link_hotspot(b->hotspot);
420 for(i=0; i<RED_ALERT_NUM_TEXT; i++){
421 Ui_window.add_XSTR(&Red_alert_text[gr_screen.res][i]);
424 // set up red alert hotkeys
425 Buttons[gr_screen.res][RA_CONTINUE].button.set_hotkey(KEY_CTRLED | KEY_ENTER);
427 // load in background image and flashing red alert animation
428 Background_bitmap = bm_load(Red_alert_fname[gr_screen.res]);
430 // hud_anim_init(&Flash_anim, Ra_flash_coords[gr_screen.res][RA_X_COORD], Ra_flash_coords[gr_screen.res][RA_Y_COORD], NOX("AlertFlash"));
431 // hud_anim_load(&Flash_anim);
433 Red_alert_voice = -1;
436 Briefing = &Briefings[0];
439 if ( Briefing->num_stages > 0 ) {
440 Assert(Briefing->stages[0].new_text);
441 brief_color_text_init(Briefing->stages[0].new_text, Ra_brief_text_wnd_coords[gr_screen.res][RA_W_COORD], 0);
444 red_alert_voice_load();
446 Text_delay = timestamp(200);
448 Red_alert_voice_started = 0;
449 Red_alert_inited = 1;
452 // Called once when the red alert interface is exited
453 void red_alert_close()
455 if (Red_alert_inited) {
457 red_alert_voice_stop();
458 red_alert_voice_unload();
460 if (Background_bitmap >= 0) {
461 bm_unload(Background_bitmap);
465 // hud_anim_release(&Flash_anim);
466 common_free_interface_palette(); // restore game palette
470 Red_alert_inited = 0;
473 // called once per frame when game state is GS_STATE_RED_ALERT
474 void red_alert_do_frame(float frametime)
478 // ensure that the red alert interface has been initialized
479 if (!Red_alert_inited) {
484 k = Ui_window.process() & ~KEY_DEBUGGED;
487 // gameseq_post_event(GS_EVENT_ENTER_GAME);
488 gameseq_post_event(GS_EVENT_MAIN_MENU);
492 for (i=0; i<NUM_BUTTONS; i++){
493 if (Buttons[gr_screen.res][i].button.pressed()){
494 red_alert_button_pressed(i);
498 GR_MAYBE_CLEAR_RES(Background_bitmap);
499 if (Background_bitmap >= 0) {
500 gr_set_bitmap(Background_bitmap);
505 // hud_anim_render(&Flash_anim, frametime);
509 if ( timestamp_elapsed(Text_delay) ) {
510 int finished_wipe = 0;
511 if ( Briefing->num_stages > 0 ) {
512 finished_wipe = brief_render_text(0, Ra_brief_text_wnd_coords[gr_screen.res][RA_X_COORD], Ra_brief_text_wnd_coords[gr_screen.res][RA_Y_COORD], Ra_brief_text_wnd_coords[gr_screen.res][RA_H_COORD], frametime, 0);
516 red_alert_voice_play();
520 // blit incoming transmission
521 red_alert_blit_title();
526 // set the red alert status for the current mission
527 void red_alert_set_status(int status)
529 Red_alert_status = status;
530 Red_alert_new_mission_timestamp = timestamp(-1); // make invalid
533 // Store a ships weapons into a wingman status structure
534 void red_alert_store_weapons(red_alert_ship_status *ras, ship_weapon *swp)
542 for ( i = 0; i < MAX_WL_PRIMARY; i++ ) {
543 ras->wep[i] = swp->primary_bank_weapons[i];
544 if ( ras->wep[i] >= 0 ) {
545 ras->wep_count[i] = 1;
547 ras->wep_count[i] = -1;
551 for ( i = 0; i < MAX_WL_SECONDARY; i++ ) {
552 sidx = i+MAX_WL_PRIMARY;
553 ras->wep[sidx] = swp->secondary_bank_weapons[i];
554 if ( ras->wep[sidx] >= 0 ) {
555 ras->wep_count[sidx] = swp->secondary_bank_ammo[i];
557 ras->wep_count[sidx] = -1;
562 // Take the weapons stored in a wingman_status struct, and bash them into the ship weapons struct
563 void red_alert_bash_weapons(red_alert_ship_status *ras, ship_weapon *swp)
567 // restore from ship_exited
568 if (ras->ship_class == RED_ALERT_EXITED_SHIP_CLASS) {
573 for ( i = 0; i < MAX_WL_PRIMARY; i++ ) {
574 if ( (ras->wep_count[i] > 0) && (ras->wep[i] >= 0) ) {
575 swp->primary_bank_weapons[j] = ras->wep[i];
579 swp->num_primary_banks = j;
582 for ( i = 0; i < MAX_WL_SECONDARY; i++ ) {
583 sidx = i+MAX_WL_PRIMARY;
584 if ( ras->wep[sidx] >= 0 ) {
585 swp->secondary_bank_weapons[j] = ras->wep[sidx];
586 swp->secondary_bank_ammo[j] = ras->wep_count[sidx];
590 swp->num_secondary_banks = j;
593 void red_alert_bash_subsys_status(red_alert_ship_status *ras, ship *shipp)
598 // restore from ship_exited
599 if (ras->ship_class == RED_ALERT_EXITED_SHIP_CLASS) {
603 ss = GET_FIRST(&shipp->subsys_list);
604 while ( ss != END_OF_LIST( &shipp->subsys_list ) ) {
606 if ( count >= MAX_RED_ALERT_SUBSYSTEMS ) {
607 Int3(); // ran out of subsystems
611 ss->current_hits = ras->subsys_current_hits[count];
612 if (ss->current_hits <= 0) {
613 ss->submodel_info_1.blown_off = 1;
622 for ( i = 0; i < SUBSYSTEM_MAX; i++ ) {
623 shipp->subsys_info[i].current_hits = ras->subsys_aggregate_current_hits[i];
628 void red_alert_store_subsys_status(red_alert_ship_status *ras, ship *shipp)
637 ss = GET_FIRST(&shipp->subsys_list);
638 while ( ss != END_OF_LIST( &shipp->subsys_list ) ) {
640 if ( count >= MAX_RED_ALERT_SUBSYSTEMS ) {
641 Int3(); // ran out of subsystems
645 ras->subsys_current_hits[count] = ss->current_hits;
653 for ( i = 0; i < SUBSYSTEM_MAX; i++ ) {
654 ras->subsys_aggregate_current_hits[i] = shipp->subsys_info[i].current_hits;
659 // Record the current state of the players wingman
660 void red_alert_store_wingman_status()
663 red_alert_ship_status *ras;
667 Red_alert_num_slots_used = 0;
669 // store the mission filename for the red alert precursor mission
670 strcpy(Red_alert_precursor_mission, Game_current_mission_filename);;
672 // store status for all existing ships
673 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
674 ship_objp = &Objects[so->objnum];
675 Assert(ship_objp->type == OBJ_SHIP);
676 shipp = &Ships[ship_objp->instance];
678 if ( shipp->flags & SF_DYING ) {
682 if ( Red_alert_num_slots_used >= MAX_RED_ALERT_SLOTS ) {
683 Int3(); // ran out of red alert slots
687 if ( !(shipp->flags & SF_FROM_PLAYER_WING) && !(shipp->flags & SF_RED_ALERT_STORE_STATUS) ) {
691 ras = &Red_alert_wingman_status[Red_alert_num_slots_used];
692 Red_alert_num_slots_used++;
694 strcpy(ras->name, shipp->ship_name);
695 ras->hull = Objects[shipp->objnum].hull_strength;
696 ras->ship_class = shipp->ship_info_index;
697 red_alert_store_weapons(ras, &shipp->weapons);
698 red_alert_store_subsys_status(ras, shipp);
701 // store exited ships that did not die
702 for (int idx=0; idx<MAX_EXITED_SHIPS; idx++) {
704 if ( Red_alert_num_slots_used >= MAX_RED_ALERT_SLOTS ) {
705 Int3(); // ran out of red alert slots
709 if (Ships_exited[idx].flags & SEF_RED_ALERT_CARRY) {
710 ras = &Red_alert_wingman_status[Red_alert_num_slots_used];
711 Red_alert_num_slots_used++;
713 strcpy(ras->name, Ships_exited[idx].ship_name);
714 ras->hull = float(Ships_exited[idx].hull_strength);
715 ras->ship_class = RED_ALERT_EXITED_SHIP_CLASS; //shipp->ship_info_index;
716 red_alert_store_weapons(ras, NULL);
717 red_alert_store_subsys_status(ras, NULL);
721 Assert(Red_alert_num_slots_used > 0);
724 // Delete a ship in a red alert mission (since it must have died/departed in the previous mission)
725 void red_alert_delete_ship(ship *shipp)
727 if ( (shipp->wing_status_wing_index >= 0) && (shipp->wing_status_wing_pos >= 0) ) {
728 hud_set_wingman_status_dead(shipp->wing_status_wing_index, shipp->wing_status_wing_pos);
731 ship_add_exited_ship( shipp, SEF_PLAYER_DELETED );
732 obj_delete(shipp->objnum);
733 if ( shipp->wingnum >= 0 ) {
734 ship_wing_cleanup( shipp-Ships, &Wings[shipp->wingnum] );
738 // Take the stored wingman status information, and adjust the player wing ships accordingly
739 void red_alert_bash_wingman_status()
743 red_alert_ship_status *ras;
747 if ( !(Game_mode & GM_CAMPAIGN_MODE) ) {
751 if ( Red_alert_num_slots_used <= 0 ) {
755 // go through all ships in the game, and see if there is red alert status data for any
757 int remove_list[MAX_RED_ALERT_SLOTS];
758 int remove_count = 0;
760 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
761 ship_objp = &Objects[so->objnum];
762 Assert(ship_objp->type == OBJ_SHIP);
763 shipp = &Ships[ship_objp->instance];
765 if ( !(shipp->flags & SF_FROM_PLAYER_WING) && !(shipp->flags & SF_RED_ALERT_STORE_STATUS) ) {
771 for ( i = 0; i < Red_alert_num_slots_used; i++ ) {
772 ras = &Red_alert_wingman_status[i];
774 if ( !stricmp(ras->name, shipp->ship_name) ) {
776 if ( ras->ship_class == RED_ALERT_EXITED_SHIP_CLASS) {
777 // if exited ship, we can only restore hull strength
778 ship_objp->hull_strength = ras->hull;
780 // if necessary, restore correct ship class
781 if ( ras->ship_class != shipp->ship_info_index ) {
782 change_ship_type(SHIP_INDEX(shipp), ras->ship_class);
784 // restore hull and weapons
785 ship_objp->hull_strength = ras->hull;
786 red_alert_bash_weapons(ras, &shipp->weapons);
787 red_alert_bash_subsys_status(ras, shipp);
792 if ( !found_match ) {
793 remove_list[remove_count++] = SHIP_INDEX(shipp);
798 for ( i = 0; i < remove_count; i++ ) {
800 red_alert_delete_ship(&Ships[remove_list[i]]);
804 // write wingman status out to the specified file
805 void red_alert_write_wingman_status(CFILE *fp)
808 red_alert_ship_status *ras;
810 cfwrite_int(Red_alert_num_slots_used, fp);
812 if ( Red_alert_num_slots_used <= 0 ) {
816 Assert(strlen(Red_alert_precursor_mission) > 0 );
817 cfwrite_string(Red_alert_precursor_mission, fp);
819 for ( i = 0; i < Red_alert_num_slots_used; i++ ) {
820 ras = &Red_alert_wingman_status[i];
821 cfwrite_string(ras->name, fp);
822 cfwrite_float(ras->hull, fp);
823 cfwrite_int(ras->ship_class, fp);
825 for ( j = 0; j < MAX_RED_ALERT_SUBSYSTEMS; j++ ) {
826 cfwrite_float(ras->subsys_current_hits[j], fp);
829 for ( j = 0; j < SUBSYSTEM_MAX; j++ ) {
830 cfwrite_float(ras->subsys_aggregate_current_hits[j], fp);
833 for ( j = 0; j < MAX_WL_WEAPONS; j++ ) {
834 cfwrite_int( ras->wep[j], fp ) ;
835 cfwrite_int( ras->wep_count[j], fp );
840 // red wingman status out of the specified file
841 void red_alert_read_wingman_status(CFILE *fp, int version)
844 red_alert_ship_status *ras;
846 Red_alert_num_slots_used = cfread_int(fp);
848 if ( Red_alert_num_slots_used <= 0 ) {
852 cfread_string(Red_alert_precursor_mission, MAX_FILENAME_LEN, fp);
854 for ( i = 0; i < Red_alert_num_slots_used; i++ ) {
855 ras = &Red_alert_wingman_status[i];
856 cfread_string(ras->name, NAME_LENGTH, fp);
857 ras->hull = cfread_float(fp);
858 ras->ship_class = cfread_int(fp);
860 for ( j = 0; j < MAX_RED_ALERT_SUBSYSTEMS; j++ ) {
861 ras->subsys_current_hits[j] = cfread_float(fp);
864 for ( j = 0; j < SUBSYSTEM_MAX; j++ ) {
865 ras->subsys_aggregate_current_hits[j] = cfread_float(fp);
868 for ( j = 0; j < MAX_WL_WEAPONS; j++ ) {
869 ras->wep[j] = cfread_int(fp) ;
870 ras->wep_count[j] = cfread_int(fp);
875 // return !0 if this is a red alert mission, otherwise return 0
876 int red_alert_mission()
878 if ( Red_alert_status == RED_ALERT_MISSION ) {
885 // called from sexpression code to start a red alert mission
886 void red_alert_start_mission()
888 // if we are not in campaign mode, go to debriefing
889 // if ( !(Game_mode & GM_CAMPAIGN_MODE) ) {
890 // gameseq_post_event( GS_EVENT_DEBRIEF ); // proceed to debriefing
894 // check player health here.
895 // if we're dead (or about to die), don't start red alert mission.
896 if (Player_obj->type == OBJ_SHIP) {
897 if (Player_obj->hull_strength > 0) {
898 // make sure we don't die
899 Player_obj->flags |= OF_GUARDIAN;
901 // do normal red alert stuff
902 Red_alert_new_mission_timestamp = timestamp(RED_ALERT_WARN_TIME);
904 // throw down a sound here to make the warning seem ultra-important
905 // gamesnd_play_iface(SND_USER_SELECT);
906 snd_play(&(Snds[SND_DIRECTIVE_COMPLETE]));
911 // called from main game loop to check to see if we should move to a red alert mission
912 int red_alert_check_status()
914 // if the timestamp is invalid, do nothing.
915 if ( !timestamp_valid(Red_alert_new_mission_timestamp) )
918 // return if the timestamp hasn't elapsed yet
919 if ( timestamp_elapsed(Red_alert_new_mission_timestamp) ) {
921 // basic premise here is to stop the current mission, and then set the next mission in the campaign
922 // which better be a red alert mission
923 if ( Game_mode & GM_CAMPAIGN_MODE ) {
924 red_alert_store_wingman_status();
925 mission_goal_fail_incomplete();
926 mission_campaign_store_goals_and_events();
927 scoring_level_close();
928 mission_campaign_eval_next_mission();
929 mission_campaign_mission_over();
932 gameseq_post_event(GS_EVENT_START_GAME);
934 gameseq_post_event(GS_EVENT_END_GAME);