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1 /*
2  * Copyright (C) Volition, Inc. 1999.  All rights reserved.
3  *
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
6  * the source.
7  */
8
9 /*
10  * $Logfile: /Freespace2/code/MissionUI/RedAlert.cpp $
11  * $Revision$
12  * $Date$
13  * $Author$
14  *
15  * Module for Red Alert mission interface and code
16  *
17  * $Log$
18  * Revision 1.8  2005/03/29 02:18:47  taylor
19  * Various 64-bit platform fixes
20  * Fix compiler errors with MAKE_FS1 and fix gr_set_bitmap() too
21  * Make sure that turrets can fire at asteroids for FS1 (needed for a couple missions)
22  * Streaming audio support (big thanks to Pierre Willenbrock!!)
23  * Removed dependance on strings.tbl for FS1 since we don't actually need it now
24  *
25  * Revision 1.7  2004/09/20 01:31:44  theoddone33
26  * GCC 3.4 fixes.
27  *
28  * Revision 1.6  2003/08/03 16:10:29  taylor
29  * cleanup; compile warning fixes
30  *
31  * Revision 1.5  2003/05/25 02:30:43  taylor
32  * Freespace 1 support
33  *
34  * Revision 1.4  2002/06/09 04:41:23  relnev
35  * added copyright header
36  *
37  * Revision 1.3  2002/05/26 22:06:17  relnev
38  * makefile: disable stand_gui for now.
39  *
40  * rest: staticize some globals
41  *
42  * Revision 1.2  2002/05/03 13:34:33  theoddone33
43  * More stuff compiles
44  *
45  * Revision 1.1.1.1  2002/05/03 03:28:10  root
46  * Initial import.
47  *
48  * 
49  * 16    9/11/99 12:31a Mikek
50  * Bumped up max red alert status ships and status subsystems.
51  * 
52  * 15    9/06/99 6:38p Dave
53  * Improved CD detection code.
54  * 
55  * 14    8/24/99 5:27p Andsager
56  * Make subsystems with zero strength before mission blown off.  Protect
57  * red alert pilot against dying between orders and jump.
58  * 
59  * 13    8/11/99 2:17p Jefff
60  * changed a string
61  * 
62  * 12    7/19/99 8:56p Andsager
63  * Added Ship_exited red_alert_carry flag and hull strength for RED ALERT
64  * carry over of Exited_ships
65  * 
66  * 11    7/19/99 2:13p Dave
67  * Added some new strings for Heiko.
68  * 
69  * 10    7/16/99 12:22p Jefff
70  * Added sound FX to red alert popup
71  * 
72  * 9     7/09/99 10:32p Dave
73  * Command brief and red alert screens.
74  * 
75  * 8     5/07/99 10:34a Andsager
76  * Make red alert work in FS2
77  * 
78  * 7     2/16/99 5:07p Neilk
79  * Added hires support
80  * 
81  * 6     1/30/99 5:08p Dave
82  * More new hi-res stuff.Support for nice D3D textures.
83  * 
84  * 5     1/27/99 9:56a Dave
85  * Temporary checkin of beam weapons for Dan to make cool sounds.
86  * 
87  * 4     11/18/98 11:15a Andsager
88  * Removed old version or red_alert_read_wingman_status
89  * 
90  * 3     10/13/98 9:29a Dave
91  * Started neatening up freespace.h. Many variables renamed and
92  * reorganized. Added AlphaColors.[h,cpp]
93  * 
94  * 2     10/07/98 10:53a Dave
95  * Initial checkin.
96  * 
97  * 1     10/07/98 10:50a Dave
98  * 
99  * 21    5/14/98 11:26a Lawrance
100  * ESC will return to the main hall
101  * 
102  * 20    5/13/98 5:14p Allender
103  * red alert support to go back to previous mission
104  * 
105  * 19    5/05/98 6:19p Lawrance
106  * Fix problems with "retry mission" for red alerts
107  * 
108  * 18    5/05/98 3:14p Comet
109  * AL: Fix bug with restoring secondary weapons in red alert mode
110  * 
111  * 17    5/04/98 10:49p Lawrance
112  * Make sure old pilot files don't cause problems with the new RedAlert
113  * data format
114  * 
115  * 16    5/04/98 6:06p Lawrance
116  * Make red alert mode work!
117  * 
118  * 15    5/02/98 4:10p Lawrance
119  * Only use first stage of briefing for red alerts
120  * 
121  * 14    5/01/98 9:18p Ed
122  * mark all goals and events as failed when red alert moves ahead to next
123  * mission
124  * 
125  * 13    4/22/98 10:13a John
126  * added assert to trap a bug
127  * 
128  * 12    4/21/98 12:08a Allender
129  * only make red alert move to next mission in campaign mode
130  * 
131  * 11    4/03/98 10:31a John
132  * Made briefing and debriefing arrays be malloc'd
133  * 
134  * 10    3/28/98 2:53p Allender
135  * added hud gauge when entering a red alert mission
136  * 
137  * 9     3/12/98 10:28p Lawrance
138  * Deal with situation where wingman status may not have been properly
139  * saved
140  * 
141  * 8     3/12/98 9:44p Allender
142  * go to debrief in red alert when not in campaign mode
143  * 
144  * 6     3/09/98 9:55p Lawrance
145  * improve some comments
146  * 
147  * 5     3/09/98 4:41p Lawrance
148  * Fix up some merge problems.
149  * 
150  * 4     3/09/98 4:30p Allender
151  * multiplayer secondary weapon changes.  red-alert and cargo-known-delay
152  * sexpressions.  Add time cargo revealed to ship structure
153  * 
154  * 3     3/09/98 4:23p Lawrance
155  * Replay mission, full save/restore of wingman status
156  * 
157  * 2     3/09/98 12:13a Lawrance
158  * Add support for Red Alert missions
159  * 
160  * 1     3/08/98 4:54p Lawrance
161  *
162  * $NoKeywords: $
163  */
164
165 #include "ui.h"
166 #include "gamesnd.h"
167 #include "gamesequence.h"
168 #include "missionscreencommon.h"
169 #include "key.h"
170 #include "bmpman.h"
171 #include "font.h"
172 #include "redalert.h"
173 #include "hud.h"
174 #include "missionbriefcommon.h"
175 #include "timer.h"
176 #include "missioncampaign.h"
177 #include "missiongoals.h"
178 #include "linklist.h"
179 #include "hudwingmanstatus.h"
180 #include "audiostr.h"
181 #include "freespace.h"
182 #include "alphacolors.h"
183
184 /////////////////////////////////////////////////////////////////////////////
185 // Red Alert Mission-Level
186 /////////////////////////////////////////////////////////////////////////////
187
188 static int Red_alert_status;
189 static int Red_alert_new_mission_timestamp;             // timestamp used to give user a little warning for red alerts
190 static int Red_alert_num_slots_used = 0;
191 static int Red_alert_voice_started;
192
193 #define RED_ALERT_WARN_TIME             4000                            // time to warn user that new orders are coming
194
195 #define RED_ALERT_NONE                          0
196 #define RED_ALERT_MISSION                       1
197
198 #define MAX_RED_ALERT_SLOTS                             32
199 #define MAX_RED_ALERT_SUBSYSTEMS                64
200 #define RED_ALERT_EXITED_SHIP_CLASS             -1
201
202 typedef struct red_alert_ship_status
203 {
204         char    name[NAME_LENGTH];
205         float   hull;
206         int     ship_class;
207         float   subsys_current_hits[MAX_RED_ALERT_SUBSYSTEMS];
208         float subsys_aggregate_current_hits[SUBSYSTEM_MAX];
209         int     wep[MAX_WL_WEAPONS];
210         int     wep_count[MAX_WL_WEAPONS];
211 } red_alert_ship_status;
212
213 static red_alert_ship_status Red_alert_wingman_status[MAX_RED_ALERT_SLOTS];
214 static char     Red_alert_precursor_mission[MAX_FILENAME_LEN];
215
216 /////////////////////////////////////////////////////////////////////////////
217 // Red Alert Interface
218 /////////////////////////////////////////////////////////////////////////////
219
220 const char *Red_alert_fname[GR_NUM_RESOLUTIONS] = {
221         "RedAlert",
222         "2_RedAlert"
223 };
224
225 const char *Red_alert_mask[GR_NUM_RESOLUTIONS] = {
226         "RedAlert-m",
227         "2_RedAlert-m"
228 };
229
230 // font to use for "incoming transmission"
231 int Ra_flash_font[GR_NUM_RESOLUTIONS] = {
232         FONT2,
233         FONT2
234 };
235
236 int Ra_flash_y[GR_NUM_RESOLUTIONS] = {
237         140,
238         200
239 };
240
241 #ifdef MAKE_FS1
242 static int Ra_flash_coords[GR_NUM_RESOLUTIONS][2] = {
243         {
244                 61, 108                 // GR_640
245         },
246         {
247                 61, 108                 // GR_1024
248         }
249 };
250 #endif
251
252 #define NUM_BUTTONS                                             2
253
254 #define RA_REPLAY_MISSION                               0
255 #define RA_CONTINUE                                             1
256
257 static ui_button_info Buttons[GR_NUM_RESOLUTIONS][NUM_BUTTONS] = {
258         {       // GR_640
259 #ifdef MAKE_FS1
260                 ui_button_info("RAB_05",        0,              435,    -1,     -1,     5),             // Replay
261                 ui_button_info("RAB_04",        553,    411,    -1,     -1,     4),             // Exit
262 #else
263                 ui_button_info("RAB_00",        2,              445,    -1,     -1, 0),
264                 ui_button_info("RAB_01",        575,    432,    -1,     -1, 1),
265 #endif
266         },      
267         {       // GR_1024
268                 ui_button_info("2_RAB_00",      4,              712,    -1,     -1, 0),
269                 ui_button_info("2_RAB_01",      920,    691,    -1,     -1, 1),
270         }
271 };
272
273 #ifndef MAKE_FS1
274 #define RED_ALERT_NUM_TEXT              3
275
276 UI_XSTR Red_alert_text[GR_NUM_RESOLUTIONS][RED_ALERT_NUM_TEXT] = {
277         { // GR_640
278                 { "Replay",             1405,   46,     451,    UI_XSTR_COLOR_PINK,     -1, &Buttons[0][RA_REPLAY_MISSION].button },
279                 { "Previous Mission",   1452,   46,     462,    UI_XSTR_COLOR_PINK,     -1, &Buttons[0][RA_REPLAY_MISSION].button },
280                 { "Continue",   1069,   564,    413,    UI_XSTR_COLOR_PINK,     -1, &Buttons[0][RA_CONTINUE].button },
281         },
282         { // GR_1024
283                 { "Replay",             1405,   75,     722,    UI_XSTR_COLOR_PINK,     -1, &Buttons[1][RA_REPLAY_MISSION].button },
284                 { "Previous Mission",   1452,   75,     733,    UI_XSTR_COLOR_PINK,     -1, &Buttons[1][RA_REPLAY_MISSION].button },
285                 { "Continue",   1069,   902,    661,    UI_XSTR_COLOR_PINK,     -1, &Buttons[1][RA_CONTINUE].button },
286         }
287 };
288 #endif
289
290 // indicies for coordinates
291 #define RA_X_COORD 0
292 #define RA_Y_COORD 1
293 #define RA_W_COORD 2
294 #define RA_H_COORD 3
295
296
297 static int Text_delay;
298
299 int Ra_brief_text_wnd_coords[GR_NUM_RESOLUTIONS][4] = {
300         {
301 #ifdef MAKE_FS1
302                 117, 169, 406, 283
303 #else
304                 14, 151, 522, 289
305 #endif
306         },
307         {
308                 52, 241, 785, 463
309         }
310 };
311
312 static UI_WINDOW Ui_window;
313 #ifdef MAKE_FS1
314 static hud_anim Flash_anim;
315 #endif
316 static int Background_bitmap;
317 static int Red_alert_inited = 0;
318
319 static int Red_alert_voice;
320
321 // open and pre-load the stream buffers for the different voice streams
322 void red_alert_voice_load()
323 {
324         Assert( Briefing != NULL );
325         if ( strnicmp(Briefing->stages[0].voice, NOX("none"), 4) && (strlen(Briefing->stages[0].voice) > 0) ) {
326                 Red_alert_voice = audiostream_open( Briefing->stages[0].voice, ASF_VOICE );
327         }
328 }
329
330 // close all the briefing voice streams
331 void red_alert_voice_unload()
332 {
333         if ( Red_alert_voice != -1 ) {
334                 audiostream_close_file(Red_alert_voice, 0);
335                 Red_alert_voice = -1;
336         }
337 }
338
339 // start playback of the red alert voice
340 void red_alert_voice_play()
341 {
342         if ( Red_alert_voice == -1 ){
343                 return; // voice file doesn't exist
344         }
345
346         if ( !Briefing_voice_enabled ) {
347                 return;
348         }
349
350         if ( audiostream_is_playing(Red_alert_voice) ){
351                 return;
352         }
353
354         audiostream_play(Red_alert_voice, Master_voice_volume, 0);
355         Red_alert_voice_started = 1;
356 }
357
358 // stop playback of the red alert voice
359 void red_alert_voice_stop()
360 {
361         if ( Red_alert_voice == -1 )
362                 return;
363
364         audiostream_stop(Red_alert_voice);      // stream is automatically rewound
365 }
366
367 // a button was pressed, deal with it
368 void red_alert_button_pressed(int n)
369 {
370         switch (n) {
371         case RA_CONTINUE:               
372                 gameseq_post_event(GS_EVENT_ENTER_GAME);
373                 break;
374
375         case RA_REPLAY_MISSION:
376                 if ( Game_mode & GM_CAMPAIGN_MODE ) {
377                         // TODO: make call to campaign code to set correct mission for loading
378                         // mission_campaign_play_previous_mission(Red_alert_precursor_mission);
379                         if ( !mission_campaign_previous_mission() ) {
380                                 gamesnd_play_iface(SND_GENERAL_FAIL);
381                                 break;
382                         }
383
384                         gameseq_post_event(GS_EVENT_START_GAME);
385                 } else {
386                         gamesnd_play_iface(SND_GENERAL_FAIL);
387                 }
388                 break;
389         }
390 }
391
392 // blit "incoming transmission"
393 #define RA_FLASH_CYCLE                  0.25f
394 float Ra_flash_time = 0.0f;
395 int Ra_flash_up = 0;
396 void red_alert_blit_title()
397 {
398         const char *str = XSTR("Incoming Transmission", 1406);
399         int w, h;
400
401         // get the string size  
402         gr_set_font(Ra_flash_font[gr_screen.res]);
403         gr_get_string_size(&w, &h, str);
404
405         // set alpha color
406         color flash_color;
407         if(Ra_flash_up){
408                 gr_init_alphacolor(&flash_color, (int)(255.0f * (Ra_flash_time / RA_FLASH_CYCLE)), 0, 0, 255, AC_TYPE_HUD);
409         } else {
410                 gr_init_alphacolor(&flash_color, (int)(255.0f * (1.0f - (Ra_flash_time / RA_FLASH_CYCLE))), 0, 0, 255, AC_TYPE_HUD);
411         }
412
413         // draw
414 #ifndef MAKE_FS1
415         gr_set_color_fast(&flash_color);
416         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);
417         gr_set_color_fast(&Color_normal);       
418 #endif
419
420         // increment flash time
421         Ra_flash_time += flFrametime;
422         if(Ra_flash_time >= RA_FLASH_CYCLE){
423                 Ra_flash_time = 0.0f;
424                 Ra_flash_up = !Ra_flash_up;
425         }
426
427         // back to the original font
428         gr_set_font(FONT1);
429 }
430
431 // Called once when red alert interface is started
432 void red_alert_init()
433 {
434         int i;
435         ui_button_info *b;
436
437         if ( Red_alert_inited ) {
438                 return;
439         }
440
441 #ifdef MAKE_FS1
442         common_set_interface_palette("ControlConfigPalette");  // set the interface palette
443 #endif
444         Ui_window.create(0, 0, gr_screen.max_w, gr_screen.max_h, 0);
445         Ui_window.set_mask_bmap(Red_alert_mask[gr_screen.res]);
446
447         for (i=0; i<NUM_BUTTONS; i++) {
448                 b = &Buttons[gr_screen.res][i];
449
450                 b->button.create(&Ui_window, "", b->x, b->y, 60, 30, 0, 1);
451                 // set up callback for when a mouse first goes over a button
452                 b->button.set_highlight_action(common_play_highlight_sound);
453                 b->button.set_bmaps(b->filename);
454                 b->button.link_hotspot(b->hotspot);
455         }
456
457 #ifndef MAKE_FS1
458         // all text
459         for(i=0; i<RED_ALERT_NUM_TEXT; i++){
460                 Ui_window.add_XSTR(&Red_alert_text[gr_screen.res][i]);
461         }
462 #endif
463
464         // set up red alert hotkeys
465         Buttons[gr_screen.res][RA_CONTINUE].button.set_hotkey(KEY_CTRLED | SDLK_RETURN);
466
467         // load in background image and flashing red alert animation
468         Background_bitmap = bm_load(Red_alert_fname[gr_screen.res]);
469
470 #ifdef MAKE_FS1
471         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"));
472         hud_anim_load(&Flash_anim);
473 #endif
474
475         Red_alert_voice = -1;
476
477         if ( !Briefing ) {
478                 Briefing = &Briefings[0];                       
479         }
480
481         if ( Briefing->num_stages > 0 ) {
482                 Assert(Briefing->stages[0].new_text);
483                 brief_color_text_init(Briefing->stages[0].new_text, Ra_brief_text_wnd_coords[gr_screen.res][RA_W_COORD], 0);
484         }
485
486         red_alert_voice_load();
487
488         Text_delay = timestamp(200);
489
490         Red_alert_voice_started = 0;
491         Red_alert_inited = 1;
492 }
493
494 // Called once when the red alert interface is exited
495 void red_alert_close()
496 {
497         if (Red_alert_inited) {
498
499                 red_alert_voice_stop();
500                 red_alert_voice_unload();
501
502                 if (Background_bitmap >= 0) {
503                         bm_unload(Background_bitmap);
504                 }
505                 
506                 Ui_window.destroy();
507 #ifdef MAKE_FS1
508                 hud_anim_release(&Flash_anim);
509 #endif
510                 common_free_interface_palette();                // restore game palette
511                 game_flush();
512         }
513
514         Red_alert_inited = 0;
515 }
516
517 // called once per frame when game state is GS_STATE_RED_ALERT
518 void red_alert_do_frame(float frametime)
519 {
520         int i, k;       
521
522         // ensure that the red alert interface has been initialized
523         if (!Red_alert_inited) {
524                 Int3();
525                 return;
526         }
527
528         k = Ui_window.process() & ~KEY_DEBUGGED;
529         switch (k) {
530                 case SDLK_ESCAPE:
531 //                      gameseq_post_event(GS_EVENT_ENTER_GAME);
532                         gameseq_post_event(GS_EVENT_MAIN_MENU);
533                         break;
534         }       // end switch
535
536         for (i=0; i<NUM_BUTTONS; i++){
537                 if (Buttons[gr_screen.res][i].button.pressed()){
538                         red_alert_button_pressed(i);
539                 }
540         }
541
542         GR_MAYBE_CLEAR_RES(Background_bitmap);
543         if (Background_bitmap >= 0) {
544                 gr_set_bitmap(Background_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
545                 gr_bitmap(0, 0);
546         } 
547
548         Ui_window.draw();
549 #ifdef MAKE_FS1
550         hud_anim_render(&Flash_anim, frametime);
551 #endif
552
553         gr_set_font(FONT1);
554
555         if ( timestamp_elapsed(Text_delay) ) {
556                 int finished_wipe = 0;
557                 if ( Briefing->num_stages > 0 ) {
558                         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);
559                 }
560
561                 if (finished_wipe) {
562                         red_alert_voice_play();
563                 }
564         }
565
566         // blit incoming transmission
567         red_alert_blit_title();
568
569         gr_flip();
570 }
571
572 // set the red alert status for the current mission
573 void red_alert_set_status(int status)
574 {
575         Red_alert_status = status;
576         Red_alert_new_mission_timestamp = timestamp(-1);                // make invalid
577 }
578
579 // Store a ships weapons into a wingman status structure
580 void red_alert_store_weapons(red_alert_ship_status *ras, ship_weapon *swp)
581 {
582         int i, sidx;
583
584         if (swp == NULL) {
585                 return;
586         }
587
588         for ( i = 0; i < MAX_WL_PRIMARY; i++ ) {
589                 ras->wep[i] = swp->primary_bank_weapons[i];
590                 if ( ras->wep[i] >= 0 ) {
591                         ras->wep_count[i] = 1;
592                 } else {
593                         ras->wep_count[i] = -1;
594                 }
595         }
596
597         for ( i = 0; i < MAX_WL_SECONDARY; i++ ) {
598                 sidx = i+MAX_WL_PRIMARY;
599                 ras->wep[sidx] = swp->secondary_bank_weapons[i];
600                 if ( ras->wep[sidx] >= 0 ) {
601                         ras->wep_count[sidx] = swp->secondary_bank_ammo[i];
602                 } else {
603                         ras->wep_count[sidx] = -1;
604                 }
605         }
606 }
607
608 // Take the weapons stored in a wingman_status struct, and bash them into the ship weapons struct
609 void red_alert_bash_weapons(red_alert_ship_status *ras, ship_weapon *swp)
610 {
611         int i, j, sidx;
612
613         // restore from ship_exited
614         if (ras->ship_class == RED_ALERT_EXITED_SHIP_CLASS) {
615                 return;
616         }
617
618         j = 0;
619         for ( i = 0; i < MAX_WL_PRIMARY; i++ ) {
620                 if ( (ras->wep_count[i] > 0) && (ras->wep[i] >= 0) ) {
621                         swp->primary_bank_weapons[j] = ras->wep[i];                     
622                         j++;
623                 }
624         }
625         swp->num_primary_banks = j;
626
627         j = 0;
628         for ( i = 0; i < MAX_WL_SECONDARY; i++ ) {
629                 sidx = i+MAX_WL_PRIMARY;
630                 if ( ras->wep[sidx] >= 0 ) {
631                         swp->secondary_bank_weapons[j] = ras->wep[sidx];
632                         swp->secondary_bank_ammo[j] = ras->wep_count[sidx];
633                         j++;
634                 }
635         }
636         swp->num_secondary_banks = j;
637 }
638
639 void red_alert_bash_subsys_status(red_alert_ship_status *ras, ship *shipp)
640 {
641         ship_subsys *ss;
642         int                     count = 0;
643
644         // restore from ship_exited
645         if (ras->ship_class == RED_ALERT_EXITED_SHIP_CLASS) {
646                 return;
647         }
648
649         ss = GET_FIRST(&shipp->subsys_list);
650         while ( ss != END_OF_LIST( &shipp->subsys_list ) ) {
651
652                 if ( count >= MAX_RED_ALERT_SUBSYSTEMS ) {
653                         Int3(); // ran out of subsystems
654                         break;
655                 }
656
657                 ss->current_hits = ras->subsys_current_hits[count];
658                 if (ss->current_hits <= 0) {
659                         ss->submodel_info_1.blown_off = 1;
660                 }
661
662                 ss = GET_NEXT( ss );
663                 count++;
664         }
665
666         int i;
667
668         for ( i = 0; i < SUBSYSTEM_MAX; i++ ) {
669                 shipp->subsys_info[i].current_hits = ras->subsys_aggregate_current_hits[i];
670         }
671 }
672
673
674 void red_alert_store_subsys_status(red_alert_ship_status *ras, ship *shipp)
675 {
676         ship_subsys *ss;
677         int                     count = 0;
678
679         if (shipp == NULL) {
680                 return;
681         }
682
683         ss = GET_FIRST(&shipp->subsys_list);
684         while ( ss != END_OF_LIST( &shipp->subsys_list ) ) {
685
686                 if ( count >= MAX_RED_ALERT_SUBSYSTEMS ) {
687                         Int3(); // ran out of subsystems
688                         break;
689                 }
690
691                 ras->subsys_current_hits[count] = ss->current_hits;
692
693                 ss = GET_NEXT( ss );
694                 count++;
695         }
696
697         int i;
698
699         for ( i = 0; i < SUBSYSTEM_MAX; i++ ) {
700                 ras->subsys_aggregate_current_hits[i] = shipp->subsys_info[i].current_hits;
701         }
702 }
703
704
705 // Record the current state of the players wingman
706 void red_alert_store_wingman_status()
707 {
708         ship                            *shipp;
709         red_alert_ship_status   *ras;
710         ship_obj                        *so;
711         object                  *ship_objp;
712
713         Red_alert_num_slots_used = 0;
714
715         // store the mission filename for the red alert precursor mission
716         strcpy(Red_alert_precursor_mission, Game_current_mission_filename);;
717
718         // store status for all existing ships
719         for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
720                 ship_objp = &Objects[so->objnum];
721                 Assert(ship_objp->type == OBJ_SHIP);
722                 shipp = &Ships[ship_objp->instance];
723
724                 if ( shipp->flags & SF_DYING ) {
725                         continue;
726                 }
727
728                 if ( Red_alert_num_slots_used >= MAX_RED_ALERT_SLOTS ) {
729                         Int3(); // ran out of red alert slots
730                         continue;
731                 }
732
733                 if ( !(shipp->flags & SF_FROM_PLAYER_WING) && !(shipp->flags & SF_RED_ALERT_STORE_STATUS) ) {
734                         continue;
735                 }
736
737                 ras = &Red_alert_wingman_status[Red_alert_num_slots_used];
738                 Red_alert_num_slots_used++;
739
740                 strcpy(ras->name, shipp->ship_name);
741                 ras->hull = Objects[shipp->objnum].hull_strength;
742                 ras->ship_class = shipp->ship_info_index;
743                 red_alert_store_weapons(ras, &shipp->weapons);
744                 red_alert_store_subsys_status(ras, shipp);
745         }
746
747         // store exited ships that did not die
748         for (int idx=0; idx<MAX_EXITED_SHIPS; idx++) {
749
750                 if ( Red_alert_num_slots_used >= MAX_RED_ALERT_SLOTS ) {
751                         Int3(); // ran out of red alert slots
752                         continue;
753                 }
754
755                 if (Ships_exited[idx].flags & SEF_RED_ALERT_CARRY) {
756                         ras = &Red_alert_wingman_status[Red_alert_num_slots_used];
757                         Red_alert_num_slots_used++;
758
759                         strcpy(ras->name, Ships_exited[idx].ship_name);
760                         ras->hull = float(Ships_exited[idx].hull_strength);
761                         ras->ship_class = RED_ALERT_EXITED_SHIP_CLASS; //shipp->ship_info_index;
762                         red_alert_store_weapons(ras, NULL);
763                         red_alert_store_subsys_status(ras, NULL);
764                 }
765         }
766
767         Assert(Red_alert_num_slots_used > 0);
768 }
769
770 // Delete a ship in a red alert mission (since it must have died/departed in the previous mission)
771 void red_alert_delete_ship(ship *shipp)
772 {
773         if ( (shipp->wing_status_wing_index >= 0) && (shipp->wing_status_wing_pos >= 0) ) {
774                 hud_set_wingman_status_dead(shipp->wing_status_wing_index, shipp->wing_status_wing_pos);
775         }
776
777         ship_add_exited_ship( shipp, SEF_PLAYER_DELETED );
778         obj_delete(shipp->objnum);
779         if ( shipp->wingnum >= 0 ) {
780                 ship_wing_cleanup( shipp-Ships, &Wings[shipp->wingnum] );
781         }
782 }
783
784 // Take the stored wingman status information, and adjust the player wing ships accordingly
785 void red_alert_bash_wingman_status()
786 {
787         int                             i;
788         ship                            *shipp;
789         red_alert_ship_status   *ras;
790         ship_obj                        *so;
791         object                  *ship_objp;
792
793         if ( !(Game_mode & GM_CAMPAIGN_MODE) ) {
794                 return;
795         }
796
797         if ( Red_alert_num_slots_used <= 0 ) {
798                 return;
799         }
800
801         // go through all ships in the game, and see if there is red alert status data for any
802
803         int remove_list[MAX_RED_ALERT_SLOTS];
804         int remove_count = 0;
805
806         for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
807                 ship_objp = &Objects[so->objnum];
808                 Assert(ship_objp->type == OBJ_SHIP);
809                 shipp = &Ships[ship_objp->instance];
810
811                 if ( !(shipp->flags & SF_FROM_PLAYER_WING) && !(shipp->flags & SF_RED_ALERT_STORE_STATUS) ) {
812                         continue;
813                 }
814
815                 int found_match = 0;
816
817                 for ( i = 0; i < Red_alert_num_slots_used; i++ ) {
818                         ras = &Red_alert_wingman_status[i];
819
820                         if ( !stricmp(ras->name, shipp->ship_name) ) {
821                                 found_match = 1;
822                                 if ( ras->ship_class == RED_ALERT_EXITED_SHIP_CLASS) {
823                                         // if exited ship, we can only restore hull strength
824                                         ship_objp->hull_strength = ras->hull;
825                                 } else {
826                                         // if necessary, restore correct ship class
827                                         if ( ras->ship_class != shipp->ship_info_index ) {
828                                                 change_ship_type(SHIP_INDEX(shipp), ras->ship_class);
829                                         }
830                                         // restore hull and weapons
831                                         ship_objp->hull_strength = ras->hull;
832                                         red_alert_bash_weapons(ras, &shipp->weapons);
833                                         red_alert_bash_subsys_status(ras, shipp);
834                                 }
835                         }
836                 }
837
838                 if ( !found_match ) {
839                         remove_list[remove_count++] = SHIP_INDEX(shipp);
840                 }
841         }
842
843         // remove ships
844         for ( i = 0; i < remove_count; i++ ) {
845                 // remove ship
846                 red_alert_delete_ship(&Ships[remove_list[i]]);
847         }
848 }
849
850 // write wingman status out to the specified file
851 void red_alert_write_wingman_status(CFILE *fp)
852 {
853         int                             i, j;
854         red_alert_ship_status *ras;
855
856         cfwrite_int(Red_alert_num_slots_used, fp);
857
858         if ( Red_alert_num_slots_used <= 0 ) {
859                 return;
860         }
861
862         Assert(strlen(Red_alert_precursor_mission) > 0 );
863         cfwrite_string(Red_alert_precursor_mission, fp);
864
865         for ( i = 0; i < Red_alert_num_slots_used; i++ ) {
866                 ras = &Red_alert_wingman_status[i];
867                 cfwrite_string(ras->name, fp);
868                 cfwrite_float(ras->hull, fp);
869                 cfwrite_int(ras->ship_class, fp);
870
871                 for ( j = 0; j < MAX_RED_ALERT_SUBSYSTEMS; j++ ) {
872                         cfwrite_float(ras->subsys_current_hits[j], fp);
873                 }
874
875                 for ( j = 0; j < SUBSYSTEM_MAX; j++ ) {
876                         cfwrite_float(ras->subsys_aggregate_current_hits[j], fp);
877                 }
878
879                 for ( j = 0; j < MAX_WL_WEAPONS; j++ ) {
880                         cfwrite_int( ras->wep[j], fp ) ;
881                         cfwrite_int( ras->wep_count[j], fp );
882                 }
883         }
884 }
885
886 // red wingman status out of the specified file
887 void red_alert_read_wingman_status(CFILE *fp, int version)
888 {
889         int                             i, j;
890         red_alert_ship_status *ras;
891
892         Red_alert_num_slots_used = cfread_int(fp);
893
894         if ( Red_alert_num_slots_used <= 0 ) {
895                 return;
896         }
897
898         cfread_string(Red_alert_precursor_mission, MAX_FILENAME_LEN, fp);
899
900         for ( i = 0; i < Red_alert_num_slots_used; i++ ) {
901                 ras = &Red_alert_wingman_status[i];
902                 cfread_string(ras->name, NAME_LENGTH, fp);
903                 ras->hull = cfread_float(fp);
904                 ras->ship_class = cfread_int(fp);
905
906                 for ( j = 0; j < MAX_RED_ALERT_SUBSYSTEMS; j++ ) {
907                         ras->subsys_current_hits[j] = cfread_float(fp);
908                 }
909
910                 for ( j = 0; j < SUBSYSTEM_MAX; j++ ) {
911                         ras->subsys_aggregate_current_hits[j] = cfread_float(fp);
912                 }
913
914                 for ( j = 0; j < MAX_WL_WEAPONS; j++ ) {
915                         ras->wep[j] = cfread_int(fp) ;
916                         ras->wep_count[j] = cfread_int(fp);
917                 }
918         }
919 }
920
921 // return !0 if this is a red alert mission, otherwise return 0
922 int red_alert_mission()
923 {
924         if ( Red_alert_status == RED_ALERT_MISSION ) {
925                 return 1;
926         }
927
928         return 0;
929 }
930
931 // called from sexpression code to start a red alert mission
932 void red_alert_start_mission()
933 {
934         // if we are not in campaign mode, go to debriefing
935 //      if ( !(Game_mode & GM_CAMPAIGN_MODE) ) {
936 //              gameseq_post_event( GS_EVENT_DEBRIEF ); // proceed to debriefing
937 //              return;
938 //      }
939
940         // check player health here.  
941         // if we're dead (or about to die), don't start red alert mission.
942         if (Player_obj->type == OBJ_SHIP) {
943                 if (Player_obj->hull_strength > 0) {
944                         // make sure we don't die
945                         Player_obj->flags |= OF_GUARDIAN;
946
947                         // do normal red alert stuff
948                         Red_alert_new_mission_timestamp = timestamp(RED_ALERT_WARN_TIME);
949
950                         // throw down a sound here to make the warning seem ultra-important
951                         // gamesnd_play_iface(SND_USER_SELECT);
952                         snd_play(&(Snds[SND_DIRECTIVE_COMPLETE]));
953                 }
954         }
955 }
956
957 // called from main game loop to check to see if we should move to a red alert mission
958 int red_alert_check_status()
959 {
960         // if the timestamp is invalid, do nothing.
961         if ( !timestamp_valid(Red_alert_new_mission_timestamp) )
962                 return 0;
963
964         // return if the timestamp hasn't elapsed yet
965         if ( timestamp_elapsed(Red_alert_new_mission_timestamp) ) {
966
967                 // basic premise here is to stop the current mission, and then set the next mission in the campaign
968                 // which better be a red alert mission
969                 if ( Game_mode & GM_CAMPAIGN_MODE ) {
970                         red_alert_store_wingman_status();
971                         mission_goal_fail_incomplete();
972                         mission_campaign_store_goals_and_events();
973                         scoring_level_close();
974                         mission_campaign_eval_next_mission();
975                         mission_campaign_mission_over();
976
977                         // CD CHECK
978                         gameseq_post_event(GS_EVENT_START_GAME);
979                 } else {
980                         gameseq_post_event(GS_EVENT_END_GAME);
981                 }
982         }
983
984         return 1;
985 }
986