2 * $Logfile: /Freespace2/code/Mission/MissionGoals.cpp $
7 * Module for working with Mission goals
10 * Revision 1.1 2002/05/03 03:28:09 root
14 * 15 10/27/99 5:22p Jefff
15 * Some coord changes for german ver
17 * 14 9/06/99 9:46p Jefff
18 * skip mission support
20 * 13 8/28/99 4:54p Dave
21 * Fixed directives display for multiplayer clients for wings with
22 * multiple waves. Fixed hud threat indicator rendering color.
24 * 12 8/26/99 8:51p Dave
25 * Gave multiplayer TvT messaging a heavy dose of sanity. Cheat codes.
27 * 11 8/03/99 6:21p Jefff
28 * fixed stupid bug with objectives screen key
30 * 10 7/29/99 2:58p Jefff
31 * Ingame objective screen icon key now uses normal objective icons and
32 * text is drawn in code.
34 * 9 7/24/99 4:19p Dave
35 * Fixed dumb code with briefing bitmaps. Made d3d zbuffer work much
36 * better. Made model code use zbuffer more intelligently.
38 * 8 7/10/99 1:44p Andsager
39 * Modified directives listing so that current and recently
40 * satisfied/failed directives stay on screen.
42 * 7 2/17/99 2:10p Dave
43 * First full run of squad war. All freespace and tracker side stuff
46 * 6 2/02/99 4:35p Neilk
47 * fixed coordinate problem where primary goals was on top of interface in
50 * 5 1/30/99 5:08p Dave
51 * More new hi-res stuff.Support for nice D3D textures.
53 * 4 11/05/98 5:55p Dave
54 * Big pass at reducing #includes
56 * 3 10/13/98 9:28a Dave
57 * Started neatening up freespace.h. Many variables renamed and
58 * reorganized. Added AlphaColors.[h,cpp]
60 * 2 10/07/98 10:53a Dave
63 * 1 10/07/98 10:49a Dave
65 * 127 9/15/98 11:44a Dave
66 * Renamed builtin ships and wepaons appropriately in FRED. Put in scoring
67 * scale factors. Fixed standalone filtering of MD missions to non-MD
70 * 126 6/09/98 10:31a Hoffoss
71 * Created index numbers for all xstr() references. Any new xstr() stuff
72 * added from here on out should be added to the end if the list. The
73 * current list count can be found in FreeSpace.cpp (search for
76 * 125 5/21/98 2:47a Lawrance
77 * Fix some problems with event music
79 * 124 4/15/98 9:05a Allender
80 * fix skpping of training mission with branchs
82 * 123 4/08/98 10:34p Allender
83 * make threat indicators work in multiplayer. Fix socket problem (once
86 * 122 4/03/98 2:47p Allender
87 * made directives act different when multiple waves of a wing take a long
90 * 121 4/01/98 9:21p John
91 * Made NDEBUG, optimized build with no warnings or errors.
93 * 120 3/31/98 5:18p John
94 * Removed demo/save/restore. Made NDEBUG defined compile. Removed a
95 * bunch of debug stuff out of player file. Made model code be able to
96 * unload models and malloc out only however many models are needed.
99 * 119 3/31/98 4:42p Allender
100 * mission objective support for team v. team mode. Chatbox changes to
101 * make input box be correct length when typing
103 * 118 3/23/98 1:39p Hoffoss
104 * Fixed bug where long objects weren't being split at the right point.
106 * 117 3/17/98 12:40a Lawrance
107 * Add missing struct members to state
109 * 116 3/09/98 4:24p Lawrance
110 * Don't play directive sound effect if gauge is disabled
112 * 115 3/04/98 5:51p Hoffoss
115 * 114 3/02/98 9:30p Allender
116 * make sexpression evaluation for arrivals/departures and goals happen
119 * 113 3/02/98 10:08a Hoffoss
120 * Fixed bugs in saving/restoring state.
122 * 112 2/27/98 4:37p Hoffoss
123 * Combined Objectives screen into Mission Log screen.
125 * 111 2/26/98 10:07p Hoffoss
126 * Rewrote state saving and restoring to fix bugs and simplify the code.
128 * 110 2/23/98 3:06p Hoffoss
129 * Made objectives with only one target not show the [1] thing after it.
131 * 109 2/22/98 4:30p John
132 * More string externalization classification
134 * 108 2/22/98 12:19p John
135 * Externalized some strings
137 * 107 2/20/98 8:33p Lawrance
138 * Added mission_goals_incomplete()
140 * 106 2/06/98 12:12a Lawrance
141 * Play sound effect when continue is pressed.
143 * 105 2/05/98 10:14p Lawrance
144 * Implement Save and Quit
146 * 104 2/04/98 4:32p Allender
147 * support for multiple briefings and debriefings. Changes to mission
148 * type (now a bitfield). Bitfield defs for multiplayer modes
150 * 103 1/30/98 4:24p Hoffoss
151 * Added a 3 second delay for directives before they get displayed.
153 * 102 1/29/98 10:26a Hoffoss
154 * Made changes so arrow buttons repeat scrolling when held down.
156 * 101 1/28/98 6:19p Dave
157 * Reduced standalone memory usage ~8 megs. Put in support for handling
158 * multiplayer submenu handling for endgame, etc.
160 * 100 1/27/98 11:00a Lawrance
161 * Fix bug with showing number of resolved goals in the objective status
164 * 99 1/27/98 10:56a Allender
165 * slight changes to scoring stuff. Added work for Baranec :-)
167 * 98 1/26/98 10:02p Allender
170 * 97 1/20/98 2:26p Hoffoss
171 * Removed references to timestamp_ticker, used timestamp() instead.
173 * 96 1/19/98 9:37p Allender
174 * Great Compiler Warning Purge of Jan, 1998. Used pragma's in a couple
175 * of places since I was unsure of what to do with code.
177 * 95 1/15/98 5:23p Lawrance
178 * Add HUD gauge to indicate completed objectives.
180 * 94 1/15/98 1:29p Hoffoss
181 * Made chained events only check next event if that event is also
184 * 93 1/13/98 5:37p Dave
185 * Reworked a lot of standalone interface code. Put in single and
186 * multiplayer popups for death sequence. Solidified multiplayer kick
189 * 92 1/12/98 5:17p Allender
190 * fixed primary fired problem and ship warp out problem. Made new
191 * mission goal info packet to deal with goals more accurately.
193 * 91 1/11/98 10:02p Allender
194 * removed <winsock.h> from headers which included it. Made psnet_socket
195 * type which is defined just as SOCKET type is.
197 * 90 1/10/98 1:14p John
198 * Added explanation to debug console commands
200 * 89 1/08/98 10:26a Lawrance
201 * Delay directive success sound effect about 1/2 second.
203 * 88 1/07/98 6:46p Lawrance
204 * If a goal is invalid, ignore it when evaluating mission success.
206 * 87 1/07/98 11:09a Lawrance
207 * Add sound hook for when directive gets completed.
209 * 86 1/02/98 3:07p Hoffoss
210 * Changed sexp evaluation to every half second.
212 * 85 12/27/97 8:08p Lawrance
213 * get savegames working again
215 * 84 12/26/97 10:02p Lawrance
216 * Add event music for when goals fail.
218 * 83 12/22/97 6:07p Hoffoss
219 * Made directives flash when completed, fixed but with is-destroyed
222 * 82 12/21/97 4:33p John
223 * Made debug console functions a class that registers itself
224 * automatically, so you don't need to add the function to
225 * debugfunctions.cpp.
227 * 81 12/19/97 12:43p Hoffoss
228 * Changed code to allow counts in directives.
230 * 80 12/15/97 5:26p Allender
231 * temporary code to display for 5 second completion status of objectives
233 * 79 12/03/97 4:16p Hoffoss
234 * Changed sound stuff used in interface screens for interface purposes.
236 * 78 12/03/97 11:35a Hoffoss
237 * Made changes to HUD messages send throughout the game.
239 * 77 12/02/97 10:47a Hoffoss
240 * Changed mention of goals to objectives.
242 * 76 12/01/97 12:26a Lawrance
243 * Add flag MGF_NO_MUSIC to mission_goal struct, to avoid playing music
246 * 75 11/21/97 2:16p Allender
247 * debug keys to mark all goals (p/s/b) as satisfied
249 * 74 11/17/97 11:45a Johnson
250 * when marking goals false, add log entry. Be sure that "delay" function
251 * check for equal to delay as well
253 * 73 11/13/97 10:16p Hoffoss
254 * Added icons to mission log scrollback.
256 * 72 11/13/97 4:05p Hoffoss
257 * Added hiding code for mission log entries.
259 * 71 11/05/97 7:11p Hoffoss
260 * Made changed to the hud message system. Hud messages can now have
261 * sources so they can be color coded.
263 * 70 11/02/97 10:09p Lawrance
264 * add missing fields from mission_event to save/restore
266 * 69 10/31/97 4:28p Allender
267 * fail all incomplete mission goals when mission is over
269 * 68 10/29/97 11:06a Jasen
270 * eval goals/events every 1.75 seconds instead of every 2.5 seconds for
271 * slightly more accurate timing of events
273 * 67 10/28/97 10:05a Allender
274 * added function to mark all goals as failed
276 * 66 10/28/97 9:33a Lawrance
277 * change 'Alt-Q' in HUD message to use text for bound key
279 * 65 10/27/97 5:03p Hoffoss
282 * 64 10/23/97 2:16p Johnson
283 * make pointers point to NULl after freeing to prevent problems when
284 * tried to free multiple times
286 * 63 10/16/97 2:35p Hoffoss
287 * Enhanced the mission goals screen a little.
289 * 62 10/16/97 1:28p Hoffoss
290 * New mission goals screen implemented.
292 * 61 10/10/97 6:15p Hoffoss
293 * Implemented a training objective list display.
295 * 60 10/09/97 4:44p Hoffoss
296 * Dimmed training window glass and made it less transparent, added flags
297 * to events, set he stage for detecting current events.
299 * 59 10/06/97 4:11p Lawrance
300 * add missing field from mission_events to save/restore
302 * 58 10/03/97 4:14p Hoffoss
303 * Augmented event debug view code.
305 * 57 9/30/97 10:01a Hoffoss
306 * Added event chaining support to Fred and FreeSpace.
308 * 56 9/29/97 1:58p Hoffoss
309 * Need to check in changes so I can get merged code to continue working
310 * on event chaining code.
314 #include "freespace.h"
316 #include "missiongoals.h"
317 #include "missionparse.h"
318 #include "missionlog.h"
319 #include "missiontraining.h"
320 #include "missionscreencommon.h"
321 #include "gamesequence.h"
326 #include "linklist.h"
331 #include "eventmusic.h"
333 #include "multimsgs.h"
334 #include "stand_gui.h"
339 #include "alphacolors.h"
340 #include "multi_team.h"
342 // timestamp stuff for evaluating mission goals
343 #define GOAL_TIMESTAMP 0 // make immediately eval
344 #define GOAL_TIMESTAMP_TRAINING 500 // every half second
346 #define MAX_GOALS_PER_LIST 15
347 #define MAX_GOAL_LINES 200
349 // indicies for coordinates
350 #define GOAL_SCREEN_X_COORD 0
351 #define GOAL_SCREEN_Y_COORD 1
352 #define GOAL_SCREEN_W_COORD 2
353 #define GOAL_SCREEN_H_COORD 3
356 #define GOAL_SCREEN_TEXT_X 81
357 #define GOAL_SCREEN_TEXT_Y 95
358 #define GOAL_SCREEN_TEXT_W 385
359 #define GOAL_SCREEN_TEXT_H 299
360 #define GOAL_SCREEN_ICON_X 45
363 static int Goal_screen_text_coords[GR_NUM_RESOLUTIONS][4] = {
365 81,95,385,299 // GR_640
368 130,152,385,299 // GR_1024
372 static int Goal_screen_icon_xcoord[GR_NUM_RESOLUTIONS] = {
378 #if defined(GERMAN_BUILD)
379 // german version gets slightly diff coords
380 static int Objective_key_text_coords[GR_NUM_RESOLUTIONS][3][2] = {
394 static int Objective_key_icon_coords[GR_NUM_RESOLUTIONS][3][2] = {
409 static int Objective_key_text_coords[GR_NUM_RESOLUTIONS][3][2] = {
423 static int Objective_key_icon_coords[GR_NUM_RESOLUTIONS][3][2] = {
440 #define NUM_GOAL_SCREEN_BUTTONS 3 // total number of buttons
441 #define GOAL_SCREEN_BUTTON_SCROLL_UP 0
442 #define GOAL_SCREEN_BUTTON_SCROLL_DOWN 1
443 #define GOAL_SCREEN_BUTTON_RETURN 2
447 mission_goal *list[MAX_GOALS_PER_LIST];
448 int line_offsets[MAX_GOALS_PER_LIST];
449 int line_spans[MAX_GOALS_PER_LIST];
451 goal_list() : count(0) {}
452 void add(mission_goal *m);
454 void icons_display(int y);
457 struct goal_buttons {
461 UI_BUTTON button; // because we have a class inside this struct, we need the constructor below..
463 goal_buttons(char *name, int x1, int y1, int h) : filename(name), x(x1), y(y1), hotspot(h) {}
468 int m_line_sizes[MAX_GOAL_LINES];
469 char *m_lines[MAX_GOAL_LINES];
472 int add(char *text = NULL);
473 void display(int n, int y);
476 int Num_mission_events;
477 int Num_goals = 0; // number of goals for this mission
478 int Event_index; // used by sexp code to tell what event it came from
479 int Mission_goal_timestamp;
481 mission_event Mission_events[MAX_MISSION_EVENTS];
482 mission_goal Mission_goals[MAX_GOALS]; // structure for the goals of this mission
485 #define DIRECTIVE_SOUND_DELAY 500 // time directive success sound effect is delayed
486 #define DIRECTIVE_SPECIAL_DELAY 7000 // mark special directives as true after 7 seconds
488 static int Mission_directive_sound_timestamp; // timestamp to control when directive succcess sound gets played
489 static int Mission_directive_special_timestamp; // used to specially mark a directive as true even though it's not
491 char *Goal_type_text(int n)
495 return XSTR( "Primary", 396);
498 return XSTR( "Secondary", 397);
501 return XSTR( "Bonus", 398);
507 static int Goal_screen_text_x;
508 static int Goal_screen_text_y;
509 static int Goal_screen_text_w;
510 static int Goal_screen_text_h;
511 static int Goal_screen_icon_x;
513 static goal_list Primary_goal_list;
514 static goal_list Secondary_goal_list;
515 static goal_list Bonus_goal_list;
517 static int Scroll_offset;
518 static int Goals_screen_bg_bitmap;
519 static int Goal_complete_bitmap;
520 static int Goal_incomplete_bitmap;
521 static int Goal_failed_bitmap;
522 static UI_WINDOW Goals_screen_ui_window;
524 goal_buttons Goal_buttons[NUM_GOAL_SCREEN_BUTTONS] = {
526 goal_buttons("MOB_00", 475, 288, 0),
527 goal_buttons("MOB_01", 475, 336, 1),
528 goal_buttons("MOB_02", 553, 409, 2),
532 void goal_screen_button_pressed(int num);
533 void goal_screen_scroll_up();
534 void goal_screen_scroll_down();
537 /// goal_list structure functions
540 void goal_list::add(mission_goal *m)
542 Assert(count < MAX_GOALS_PER_LIST);
546 void goal_list::set()
550 for (i=0; i<count; i++) {
551 line_offsets[i] = Goal_text.m_num_lines;
552 line_spans[i] = Goal_text.add(list[i]->message);
559 void goal_list::icons_display(int yoff)
561 int i, y, ys, bmp, font_height;
563 font_height = gr_get_font_height();
564 for (i=0; i<count; i++) {
565 y = line_offsets[i] - yoff;
567 bmp = -1; // initialize for safety.
568 switch (list[i]->satisfied) {
570 bmp = Goal_complete_bitmap;
573 case GOAL_INCOMPLETE:
574 bmp = Goal_incomplete_bitmap;
578 bmp = Goal_failed_bitmap;
583 bm_get_info(bmp, NULL, &ys, NULL);
584 y = Goal_screen_text_y // offset of text window on screen
585 + y * font_height // relative line position offset
586 + line_spans[i] * font_height / 2 // center of text offset
587 - ys / 2; // center of icon offest
589 if ((y >= Goal_screen_text_y - ys / 2) && (y + ys <= Goal_screen_text_y + Goal_screen_text_h + ys / 2)) {
591 gr_bitmap(Goal_screen_icon_x, y);
598 /// goal_text structure functions
601 // initializes the goal text struct (empties it out)
602 void goal_text::init()
607 // Adds lines of goal text. If passed NULL (or nothing passed) a blank line is added. If
608 // the text is too long, it is automatically split into more than one line.
609 // Returns the number of lines added.
610 int goal_text::add(char *text)
614 max = MAX_GOAL_LINES - m_num_lines;
616 Error(LOCATION, "Goal text space exhausted");
621 m_lines[m_num_lines] = NULL;
622 m_line_sizes[m_num_lines++] = 0;
626 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);
627 m_num_lines += count;
631 // Display a line of goal text
632 // n = goal text line number
633 // y = y offset to draw relative to goal text area top
634 void goal_text::display(int n, int y)
637 char buf[MAX_GOAL_TEXT];
639 if ((n < 0) || (n >= m_num_lines) || (m_line_sizes[n] < 1))
640 return; // out of range, don't draw anything
642 Assert(m_line_sizes[n] < MAX_GOAL_TEXT);
643 y += Goal_screen_text_y;
644 if (*m_lines[n] == '*') { // header line
645 gr_set_color_fast(&Color_text_heading);
646 strncpy(buf, m_lines[n] + 1, m_line_sizes[n] - 1);
647 buf[m_line_sizes[n] - 1] = 0;
649 gr_get_string_size(&w, &h, buf);
651 gr_line(Goal_screen_icon_x, y1, Goal_screen_text_x - 2, y1);
652 gr_line(Goal_screen_text_x + w + 1, y1, Goal_screen_icon_x + Goal_screen_text_w, y1);
655 gr_set_color_fast(&Color_text_normal);
656 strncpy(buf, m_lines[n], m_line_sizes[n]);
657 buf[m_line_sizes[n]] = 0;
660 gr_printf(Goal_screen_text_x, y, buf);
663 // mission_init_goals: initializes info for goals. Called as part of mission initialization.
664 void mission_init_goals()
669 for (i=0; i<MAX_GOALS; i++) {
670 Mission_goals[i].satisfied = GOAL_INCOMPLETE;
671 Mission_goals[i].flags = 0;
672 Mission_goals[i].team = 0;
675 Num_mission_events = 0;
676 for (i=0; i<MAX_MISSION_EVENTS; i++) {
677 Mission_events[i].result = 0;
678 Mission_events[i].flags = 0;
679 Mission_events[i].count = 0;
680 Mission_events[i].satisfied_time = 0;
681 Mission_events[i].born_on_date = 0;
682 Mission_events[i].team = -1;
685 Mission_goal_timestamp = timestamp(GOAL_TIMESTAMP);
686 Mission_directive_sound_timestamp = 0;
687 Mission_directive_special_timestamp = timestamp(-1); // need to make invalid right away
690 // called at the end of a mission for cleanup
691 void mission_event_shutdown()
695 for (i=0; i<Num_mission_events; i++) {
696 if (Mission_events[i].objective_text) {
697 free(Mission_events[i].objective_text);
698 Mission_events[i].objective_text = NULL;
700 if (Mission_events[i].objective_key_text) {
701 free(Mission_events[i].objective_key_text);
702 Mission_events[i].objective_key_text = NULL;
707 // called once right before entering the show goals screen to do initializations.
708 void mission_show_goals_init()
710 int i, type, team_num=0; // JAS: I set team_num to 0 because it was used without being initialized.
714 Primary_goal_list.count = 0;
715 Secondary_goal_list.count = 0;
716 Bonus_goal_list.count = 0;
718 Goal_screen_text_x = Goal_screen_text_coords[gr_screen.res][GOAL_SCREEN_X_COORD];
719 Goal_screen_text_y = Goal_screen_text_coords[gr_screen.res][GOAL_SCREEN_Y_COORD];
720 Goal_screen_text_w = Goal_screen_text_coords[gr_screen.res][GOAL_SCREEN_W_COORD];
721 Goal_screen_text_h = Goal_screen_text_coords[gr_screen.res][GOAL_SCREEN_H_COORD];
722 Goal_screen_icon_x = Goal_screen_icon_xcoord[gr_screen.res];
724 // fill up the lists so we can display the goals appropriately
725 for (i=0; i<Num_goals; i++) {
726 if (Mission_goals[i].type & INVALID_GOAL){ // don't count invalid goals here
730 if ( (Game_mode & GM_MULTIPLAYER) && (The_mission.game_type & MISSION_TYPE_MULTI_TEAMS) && (Mission_goals[i].team != team_num) ){
734 type = Mission_goals[i].type & GOAL_TYPE_MASK;
737 Primary_goal_list.add(&Mission_goals[i]);
741 Secondary_goal_list.add(&Mission_goals[i]);
745 if (Mission_goals[i].satisfied == GOAL_COMPLETE){
746 Bonus_goal_list.add(&Mission_goals[i]);
751 Error(LOCATION, "Unknown goal priority encountered when displaying goals in mission\n");
758 Goal_text.add(XSTR( "*Primary Objectives", 399));
760 Primary_goal_list.set();
762 if (Secondary_goal_list.count) {
765 Goal_text.add(XSTR( "*Secondary Objectives", 400));
767 Secondary_goal_list.set();
770 if (Bonus_goal_list.count) {
773 Goal_text.add(XSTR( "*Bonus Objectives", 401));
775 Bonus_goal_list.set();
778 common_set_interface_palette("ObjectivesPalette"); // set the interface palette
779 Goals_screen_ui_window.create(0, 0, gr_screen.max_w, gr_screen.max_h, 0);
780 Goals_screen_ui_window.set_mask_bmap("Objectives-m");
782 for (i=0; i<NUM_GOAL_SCREEN_BUTTONS; i++) {
783 b = &Goal_buttons[i];
785 b->button.create(&Goals_screen_ui_window, "", b->x, b->y, 60, 30, (i < 2), 1);
786 // set up callback for when a mouse first goes over a button
787 b->button.set_highlight_action(common_play_highlight_sound);
788 b->button.set_bmaps(b->filename);
789 b->button.link_hotspot(b->hotspot);
792 // set up hotkeys for buttons so we draw the correct animation frame when a key is pressed
793 Goal_buttons[GOAL_SCREEN_BUTTON_SCROLL_UP].button.set_hotkey(KEY_UP);
794 Goal_buttons[GOAL_SCREEN_BUTTON_SCROLL_DOWN].button.set_hotkey(KEY_DOWN);
796 Goals_screen_bg_bitmap = bm_load("ObjectivesBG");
797 Goal_complete_bitmap = bm_load("ObjComp");
798 Goal_incomplete_bitmap = bm_load("ObjIncomp");
799 Goal_failed_bitmap = bm_load("ObjFail");
802 // if (Goal_incomplete_bitmap < 0) Int3();
804 if (Goals_screen_bg_bitmap < 0) {
805 Warning(LOCATION, "Could not load the background bitmap: ObjectivesBG.pcx");
809 // cleanup called when exiting the show goals screen
810 void mission_show_goals_close()
812 if (Goals_screen_bg_bitmap >= 0)
813 bm_unload(Goals_screen_bg_bitmap);
815 if (Goal_complete_bitmap)
816 bm_unload(Goal_complete_bitmap);
818 if (Goal_incomplete_bitmap)
819 bm_unload(Goal_incomplete_bitmap);
821 if (Goal_failed_bitmap)
822 bm_unload(Goal_failed_bitmap);
824 Goals_screen_ui_window.destroy();
825 common_free_interface_palette(); // restore game palette
829 // called once a frame during show goals state to process events and render the screen
830 void mission_show_goals_do_frame(float frametime)
833 int font_height = gr_get_font_height();
835 k = Goals_screen_ui_window.process();
842 goal_screen_scroll_down();
846 goal_screen_scroll_up();
854 for (i=0; i<NUM_GOAL_SCREEN_BUTTONS; i++){
855 if (Goal_buttons[i].button.pressed()){
856 goal_screen_button_pressed(i);
860 GR_MAYBE_CLEAR_RES(Goals_screen_bg_bitmap);
861 if (Goals_screen_bg_bitmap >= 0) {
862 gr_set_bitmap(Goals_screen_bg_bitmap);
865 Goals_screen_ui_window.draw();
869 while (y + font_height <= Goal_screen_text_h) {
870 Goal_text.display(z, y);
875 Primary_goal_list.icons_display(Scroll_offset);
876 Secondary_goal_list.icons_display(Scroll_offset);
877 Bonus_goal_list.icons_display(Scroll_offset);
882 // Mission Log Objectives subscreen init.
883 // Called once right before entering the Mission Log screen to do initializations.
884 int ML_objectives_init(int x, int y, int w, int h)
886 int i, type, team_num;
888 Primary_goal_list.count = 0;
889 Secondary_goal_list.count = 0;
890 Bonus_goal_list.count = 0;
892 Goal_screen_text_x = x - Goal_screen_icon_xcoord[gr_screen.res] + Goal_screen_text_coords[gr_screen.res][GOAL_SCREEN_X_COORD];
893 Goal_screen_text_y = y;
894 Goal_screen_text_w = w;
895 Goal_screen_text_h = h;
896 Goal_screen_icon_x = x;
898 team_num = 0; // this is the default team -- we will change it if in a multiplayer team v. team game
899 if ( (Game_mode & GM_MULTIPLAYER) && (The_mission.game_type & MISSION_TYPE_MULTI_TEAMS) ){
900 team_num = Net_player->p_info.team;
903 // fill up the lists so we can display the goals appropriately
904 for (i=0; i<Num_goals; i++) {
905 if (Mission_goals[i].type & INVALID_GOAL){ // don't count invalid goals here
909 if ( (Game_mode & GM_MULTIPLAYER) && (The_mission.game_type & MISSION_TYPE_MULTI_TEAMS) && (Mission_goals[i].team != team_num) ){
913 type = Mission_goals[i].type & GOAL_TYPE_MASK;
916 Primary_goal_list.add(&Mission_goals[i]);
920 Secondary_goal_list.add(&Mission_goals[i]);
924 if (Mission_goals[i].satisfied == GOAL_COMPLETE){
925 Bonus_goal_list.add(&Mission_goals[i]);
930 Error(LOCATION, "Unknown goal priority encountered when displaying goals in mission\n");
937 Goal_text.add(XSTR( "*Primary Objectives", 399));
939 Primary_goal_list.set();
941 if (Secondary_goal_list.count) {
944 Goal_text.add(XSTR( "*Secondary Objectives", 400));
946 Secondary_goal_list.set();
949 if (Bonus_goal_list.count) {
952 Goal_text.add(XSTR( "*Bonus Objectives", 401));
954 Bonus_goal_list.set();
958 Goal_complete_bitmap = bm_load("ObjComp");
959 Goal_incomplete_bitmap = bm_load("ObjIncomp");
960 Goal_failed_bitmap = bm_load("ObjFail");
962 // if (Goal_incomplete_bitmap < 0) Int3();
964 return Goal_text.m_num_lines;
967 // cleanup called when exiting the show goals screen
968 void ML_objectives_close()
970 if (Goal_complete_bitmap >= 0) {
971 bm_unload(Goal_complete_bitmap);
974 if (Goal_incomplete_bitmap >= 0) {
975 bm_unload(Goal_incomplete_bitmap);
978 if (Goal_failed_bitmap >= 0) {
979 bm_unload(Goal_failed_bitmap);
983 void ML_objectives_do_frame(int scroll_offset)
986 int font_height = gr_get_font_height();
990 while (y + font_height <= Goal_screen_text_h) {
991 Goal_text.display(z, y);
996 Primary_goal_list.icons_display(scroll_offset);
997 Secondary_goal_list.icons_display(scroll_offset);
998 Bonus_goal_list.icons_display(scroll_offset);
1001 void ML_render_objectives_key()
1003 // display icon key at the bottom
1004 gr_set_bitmap(Goal_complete_bitmap);
1005 gr_bitmap(Objective_key_icon_coords[gr_screen.res][0][0], Objective_key_icon_coords[gr_screen.res][0][1]);
1006 gr_set_bitmap(Goal_incomplete_bitmap);
1007 gr_bitmap(Objective_key_icon_coords[gr_screen.res][1][0], Objective_key_icon_coords[gr_screen.res][1][1]);
1008 gr_set_bitmap(Goal_failed_bitmap);
1009 gr_bitmap(Objective_key_icon_coords[gr_screen.res][2][0], Objective_key_icon_coords[gr_screen.res][2][1]);
1011 gr_string(Objective_key_text_coords[gr_screen.res][0][0], Objective_key_text_coords[gr_screen.res][0][1] , XSTR("Complete", 1437));
1012 gr_string(Objective_key_text_coords[gr_screen.res][1][0], Objective_key_text_coords[gr_screen.res][1][1] , XSTR("Incomplete", 1438));
1013 gr_string(Objective_key_text_coords[gr_screen.res][2][0], Objective_key_text_coords[gr_screen.res][2][1] , XSTR("Failed", 1439));
1017 // temporary hook for temporarily displaying objective completion/failure
1018 // extern void message_training_add_simple( char *text );
1020 void mission_goal_status_change( int goal_num, int new_status)
1024 Assert(goal_num < Num_goals);
1025 Assert((new_status == GOAL_FAILED) || (new_status == GOAL_COMPLETE));
1027 // if in a multiplayer game, send a status change to clients
1028 if ( MULTIPLAYER_MASTER ){
1029 send_mission_goal_info_packet( goal_num, new_status, -1 );
1032 type = Mission_goals[goal_num].type & GOAL_TYPE_MASK;
1033 Mission_goals[goal_num].satisfied = new_status;
1034 if ( new_status == GOAL_FAILED ) {
1035 // don't display bonus goal failure
1036 if ( type != BONUS_GOAL ) {
1038 // only do HUD and music is goals are my teams goals.
1039 if ( (Game_mode & GM_NORMAL) || ((Net_player != NULL) && (Net_player->p_info.team == Mission_goals[goal_num].team)) ) {
1040 hud_add_objective_messsage(type, new_status);
1041 if ( !Mission_goals[goal_num].flags & MGF_NO_MUSIC ) { // maybe play event music
1042 event_music_primary_goal_failed();
1044 //HUD_sourced_printf(HUD_SOURCE_FAILED, "%s goal failed at time %6.1f!", Goal_type_text(type), f2fl(Missiontime) );
1047 mission_log_add_entry( LOG_GOAL_FAILED, Mission_goals[goal_num].name, NULL, goal_num );
1048 } else if ( new_status == GOAL_COMPLETE ) {
1049 if ( (Game_mode & GM_NORMAL) || ((Net_player != NULL) && (Net_player->p_info.team == Mission_goals[goal_num].team))) {
1050 hud_add_objective_messsage(type, new_status);
1051 // cue for Event Music
1052 if ( !(Mission_goals[goal_num].flags & MGF_NO_MUSIC) ) {
1053 event_music_primary_goals_met();
1055 mission_log_add_entry( LOG_GOAL_SATISFIED, Mission_goals[goal_num].name, NULL, goal_num );
1058 if(Game_mode & GM_MULTIPLAYER){
1060 multi_team_maybe_add_score((int)(Mission_goals[goal_num].score * scoring_get_scale_factor()), Mission_goals[goal_num].team);
1062 // deal with the score
1063 Player->stats.m_score += (int)(Mission_goals[goal_num].score * scoring_get_scale_factor());
1069 // EVENT_UNBORN = event has yet to be available (not yet evaluatable)
1070 // EVENT_CURRENT = current (evaluatable), but not yet true
1071 // EVENT_SATISFIED = event has occured (true)
1072 // EVENT_FAILED = event failed, can't possibly become true anymore
1073 int mission_get_event_status(int event)
1075 // check for directive special events first. We will always return from this part of the if statement
1076 if ( Mission_events[event].flags & MEF_DIRECTIVE_SPECIAL ) {
1078 // if this event is temporarily true, return as such
1079 if ( Mission_events[event].flags & MEF_DIRECTIVE_TEMP_TRUE ){
1080 return EVENT_SATISFIED;
1083 // if the timestamp has elapsed, we can "mark" this directive as true although it's really not.
1084 if ( timestamp_elapsed(Mission_directive_special_timestamp) ) {
1085 Mission_events[event].satisfied_time = Missiontime;
1086 Mission_events[event].flags |= MEF_DIRECTIVE_TEMP_TRUE;
1089 return EVENT_CURRENT;
1090 } else if (Mission_events[event].flags & MEF_CURRENT) {
1091 if (!Mission_events[event].born_on_date){
1092 Mission_events[event].born_on_date = timestamp();
1095 if (Mission_events[event].result) {
1096 return EVENT_SATISFIED;
1099 if (Mission_events[event].formula < 0) {
1100 return EVENT_FAILED;
1103 return EVENT_CURRENT;
1106 return EVENT_UNBORN;
1109 void mission_event_set_directive_special(int event)
1112 if((event < 0) || (event >= Num_mission_events)){
1116 Mission_events[event].flags |= MEF_DIRECTIVE_SPECIAL;
1118 // start from a known state
1119 Mission_events[event].flags &= ~MEF_DIRECTIVE_TEMP_TRUE;
1120 Mission_directive_special_timestamp = timestamp(DIRECTIVE_SPECIAL_DELAY);
1123 void mission_event_unset_directive_special(int event)
1126 if((event < 0) || (event >= Num_mission_events)){
1130 Mission_events[event].flags &= ~(MEF_DIRECTIVE_SPECIAL);
1132 // this event may be marked temporarily true -- if so, then unmark this value!!!
1133 if ( Mission_events[event].flags & MEF_DIRECTIVE_TEMP_TRUE ){
1134 Mission_events[event].flags &= ~MEF_DIRECTIVE_TEMP_TRUE;
1136 Mission_events[event].satisfied_time = 0;
1137 Mission_directive_special_timestamp = timestamp(-1);
1140 // function which evaluates and processes the given event
1141 void mission_process_event( int event )
1143 int store_flags = Mission_events[event].flags;
1144 int store_formula = Mission_events[event].formula;
1145 int store_result = Mission_events[event].result;
1146 int store_count = Mission_events[event].count;
1150 Directive_count = 0;
1151 Event_index = event;
1152 sindex = Mission_events[event].formula;
1153 result = Mission_events[event].result;
1155 // if chained, insure that previous event is true and next event is false
1156 if (Mission_events[event].chain_delay >= 0) { // this indicates it's chained
1158 if (!Mission_events[event - 1].result || ((fix) Mission_events[event - 1].timestamp + i2f(Mission_events[event].chain_delay) > Missiontime)){
1159 sindex = -1; // bypass evaluation
1163 if ((event < Num_mission_events - 1) && Mission_events[event + 1].result && (Mission_events[event + 1].chain_delay >= 0)){
1164 sindex = -1; // bypass evaluation
1169 Sexp_useful_number = 1;
1170 result = eval_sexp(sindex);
1172 // if the directive count is a special value, deal with that first. Mark the event as a special
1173 // event, and unmark it when the directive is true again.
1174 if ( (Directive_count == DIRECTIVE_WING_ZERO) && !(Mission_events[event].flags & MEF_DIRECTIVE_SPECIAL) ) {
1175 // make it special - which basically just means that its true until the next wave arrives
1176 mission_event_set_directive_special(event);
1178 Directive_count = 0;
1179 } else if ( (Mission_events[event].flags & MEF_DIRECTIVE_SPECIAL) && Directive_count > 1 ) {
1180 // make it non special
1181 mission_event_unset_directive_special(event);
1184 if (Mission_events[event].count || (Directive_count > 1)){
1185 Mission_events[event].count = Directive_count;
1188 if (Sexp_useful_number){
1189 Mission_events[event].flags |= MEF_CURRENT;
1194 Mission_events[event].result = result;
1196 // if the sexpression is known false, then no need to evaluate anymore
1197 if ((sindex >= 0) && (Sexp_nodes[sindex].value == SEXP_KNOWN_FALSE)) {
1198 Mission_events[event].timestamp = (int) Missiontime;
1199 Mission_events[event].satisfied_time = Missiontime;
1200 Mission_events[event].repeat_count = -1;
1201 Mission_events[event].formula = -1;
1205 if (result && !Mission_events[event].satisfied_time) {
1206 Mission_events[event].satisfied_time = Missiontime;
1207 if ( Mission_events[event].objective_text ) {
1208 Mission_directive_sound_timestamp = timestamp(DIRECTIVE_SOUND_DELAY);
1212 // decrement the repeat count. When at 0, don't eval this function anymore
1213 if ( result || timestamp_valid(Mission_events[event].timestamp) ) {
1214 Mission_events[event].repeat_count--;
1215 if ( Mission_events[event].repeat_count <= 0 ) {
1216 Mission_events[event].timestamp = (int)Missiontime;
1217 Mission_events[event].formula = -1;
1219 if(Game_mode & GM_MULTIPLAYER){
1221 multi_team_maybe_add_score((int)(Mission_events[event].score * scoring_get_scale_factor()), Mission_events[event].team);
1223 // deal with the player's score
1224 Player->stats.m_score += (int)(Mission_events[event].score * scoring_get_scale_factor());
1227 // set the timestamp to time out 'interval' seconds in the future. We must also reset the
1228 // value at the sexpresion node to unknown so that it will get reevaled
1229 Mission_events[event].timestamp = timestamp( Mission_events[event].interval * 1000 );
1230 // Sexp_nodes[Mission_events[event].formula].value = SEXP_UNKNOWN;
1234 // see if anything has changed
1235 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)) ){
1236 send_event_update_packet(event);
1240 // Maybe play a directive success sound... need to poll since the sound is delayed from when
1241 // the directive is actually satisfied.
1242 void mission_maybe_play_directive_success_sound()
1244 if ( timestamp_elapsed(Mission_directive_sound_timestamp) ) {
1245 Mission_directive_sound_timestamp=0;
1246 snd_play( &Snds[SND_DIRECTIVE_COMPLETE] );
1250 void mission_eval_goals()
1252 int i, result, goal_changed = 0;
1254 // before checking whether or not we should evaluate goals, we should run through the events and
1255 // process any whose timestamp is valid and has expired. This would catch repeating events only
1256 for (i=0; i<Num_mission_events; i++) {
1257 if (Mission_events[i].formula != -1) {
1258 if ( !timestamp_valid(Mission_events[i].timestamp) || !timestamp_elapsed(Mission_events[i].timestamp) ){
1262 // if we get here, then the timestamp on the event has popped -- we should reevaluate
1263 mission_process_event(i);
1267 if ( !timestamp_elapsed(Mission_goal_timestamp) ){
1271 // first evaluate the players goals
1272 for (i=0; i<Num_goals; i++) {
1273 // don't evaluate invalid goals
1274 if (Mission_goals[i].type & INVALID_GOAL){
1278 if (Mission_goals[i].satisfied == GOAL_INCOMPLETE) {
1279 result = eval_sexp(Mission_goals[i].formula);
1280 if ( Sexp_nodes[Mission_goals[i].formula].value == SEXP_KNOWN_FALSE ) {
1282 mission_goal_status_change( i, GOAL_FAILED );
1284 } else if (result) {
1286 mission_goal_status_change(i, GOAL_COMPLETE );
1289 // tell the player how to end the mission
1290 //if ( goal_changed && mission_evaluate_primary_goals() != PRIMARY_GOALS_INCOMPLETE ) {
1291 // HUD_sourced_printf(HUD_SOURCE_IMPORTANT, "Press %s to end mission and return to base", textify_scancode(Control_config[END_MISSION].key_id) );
1293 } // end if goals[i].satsified != GOAL_COMPLETE
1296 // now evaluate any mission events
1297 for (i=0; i<Num_mission_events; i++) {
1298 if ( Mission_events[i].formula != -1 ) {
1299 // only evaluate this event if the timestamp is not valid. We do this since
1300 // we will evaluate repeatable events at the top of the file so we can get
1301 // the exact interval that the designer asked for.
1302 if ( !timestamp_valid( Mission_events[i].timestamp) ){
1303 mission_process_event( i );
1308 if (The_mission.game_type & MISSION_TYPE_TRAINING){
1309 Mission_goal_timestamp = timestamp(GOAL_TIMESTAMP_TRAINING);
1311 Mission_goal_timestamp = timestamp(GOAL_TIMESTAMP);
1314 if ( !hud_disabled() && hud_gauge_active(HUD_DIRECTIVES_VIEW) ) {
1315 mission_maybe_play_directive_success_sound();
1318 // update goal status if playing on a multiplayer standalone server
1319 if (Game_mode & GM_STANDALONE_SERVER){
1320 std_multi_update_goals();
1324 // evaluate_primary_goals() will determine if the primary goals for a mission are complete
1326 // returns 1 - all primary goals are all complete or imcomplete (or there are no primary goals at all)
1327 // returns 0 - not all primary goals are complete
1328 int mission_evaluate_primary_goals()
1330 int i, primary_goals_complete = PRIMARY_GOALS_COMPLETE;
1332 for (i=0; i<Num_goals; i++) {
1334 if ( Mission_goals[i].type & INVALID_GOAL ) {
1338 if ( (Mission_goals[i].type & GOAL_TYPE_MASK) == PRIMARY_GOAL ) {
1339 if ( Mission_goals[i].satisfied == GOAL_INCOMPLETE ) {
1340 return PRIMARY_GOALS_INCOMPLETE;
1341 } else if ( Mission_goals[i].satisfied == GOAL_FAILED ) {
1342 primary_goals_complete = PRIMARY_GOALS_FAILED;
1347 return primary_goals_complete;
1350 // return 1 if all primary/secondary goals are complete... otherwise return 0
1351 int mission_goals_met()
1353 int i, all_goals_met = 1;
1355 for (i=0; i<Num_goals; i++) {
1357 if ( Mission_goals[i].type & INVALID_GOAL ) {
1361 if ( ((Mission_goals[i].type & GOAL_TYPE_MASK) == PRIMARY_GOAL) || ((Mission_goals[i].type & GOAL_TYPE_MASK) == SECONDARY_GOAL) ) {
1362 if ( Mission_goals[i].satisfied == GOAL_INCOMPLETE ) {
1365 } else if ( Mission_goals[i].satisfied == GOAL_FAILED ) {
1372 return all_goals_met;
1375 // function used to actually change the status (valid/invalid) of a goal. Called externally
1376 // with multiplayer code
1377 void mission_goal_validation_change( int goal_num, int valid )
1379 // only incomplete goals can have their status changed
1380 if ( Mission_goals[goal_num].satisfied != GOAL_INCOMPLETE ){
1384 // if in multiplayer, then send a packet
1385 if ( MULTIPLAYER_MASTER ){
1386 send_mission_goal_info_packet( goal_num, -1, valid );
1389 // change the valid status
1391 Mission_goals[goal_num].type &= ~INVALID_GOAL;
1393 Mission_goals[goal_num].type |= INVALID_GOAL;
1397 // the following function marks a goal invalid. It can only mark the goal invalid if the goal
1398 // is not complete. The name passed into this funciton should match the name field in the goal
1400 void mission_goal_mark_invalid( char *name )
1404 for (i=0; i<Num_goals; i++) {
1405 if ( !stricmp(Mission_goals[i].name, name) ) {
1406 mission_goal_validation_change( i, 0 );
1412 // the next function marks a goal as valid. A goal may always be marked valid.
1413 void mission_goal_mark_valid( char *name )
1417 for (i=0; i<Num_goals; i++) {
1418 if ( !stricmp(Mission_goals[i].name, name) ) {
1419 mission_goal_validation_change( i, 1 );
1425 // function to fail all mission goals. Don't fail events here since this funciton is currently
1426 // called in mission when something bad happens to the player (like he makes too many shots on friendlies).
1427 // Events can still happen. Things will just be really bad for the player.
1428 void mission_goal_fail_all()
1432 for (i=0; i<Num_goals; i++) {
1433 Mission_goals[i].satisfied = GOAL_FAILED;
1434 mission_log_add_entry( LOG_GOAL_FAILED, Mission_goals[i].name, NULL, i );
1438 // function to mark all incomplete goals as failed. Happens at the end of a mission
1439 // mark the events which are not currently satisfied as failed as well.
1440 void mission_goal_fail_incomplete()
1444 for (i = 0; i < Num_goals; i++ ) {
1445 if ( Mission_goals[i].satisfied == GOAL_INCOMPLETE ) {
1446 Mission_goals[i].satisfied = GOAL_FAILED;
1447 mission_log_add_entry( LOG_GOAL_FAILED, Mission_goals[i].name, NULL, i );
1451 // now for the events. Must set the formula to -1 and the result to 0 to be a failed
1453 for ( i = 0; i < Num_mission_events; i++ ) {
1454 if ( Mission_events[i].formula != -1 ) {
1455 Mission_events[i].formula = -1;
1456 Mission_events[i].result = 0;
1461 // small function used to mark all objectives as true. Used as a debug function and as a way
1462 // to skip past training misisons
1463 void mission_goal_mark_objectives_complete()
1467 for (i = 0; i < Num_goals; i++ ) {
1468 Mission_goals[i].satisfied = GOAL_COMPLETE;
1472 // small function used to mark all events as completed. Used in the skipping of missions.
1473 void mission_goal_mark_events_complete()
1477 for (i = 0; i < Num_mission_events; i++ ) {
1478 Mission_events[i].result = 1;
1479 Mission_events[i].formula = -1;
1483 // some debug console functions to help list and change the status of mission goals
1484 DCF(show_mission_goals,"List and change the status of mission goals")
1492 dc_printf("Usage: show_mission_goals\n\nList all mission goals and their current status.\n");
1497 for (i=0; i<Num_goals; i++) {
1498 type = Mission_goals[i].type & GOAL_TYPE_MASK;
1499 dc_printf("%2d. %32s(%10s) -- ", i, Mission_goals[i].name, Goal_type_text(type));
1500 if ( Mission_goals[i].satisfied == GOAL_COMPLETE )
1501 dc_printf("satisfied.\n");
1502 else if ( Mission_goals[i].satisfied == GOAL_INCOMPLETE )
1503 dc_printf("not satisfied\n");
1504 else if ( Mission_goals[i].satisfied == GOAL_FAILED )
1505 dc_printf("failed\n");
1507 dc_printf("\t[unknown goal status].\n");
1513 DCF(change_mission_goal, "Change the mission goal")
1518 dc_get_arg(ARG_INT);
1519 if ( Dc_arg_int >= Num_goals ) {
1520 dc_printf ("First parameter must be a valid goal number.\n");
1525 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_STRING);
1526 if ( Dc_arg_type & ARG_TRUE )
1527 Mission_goals[num].satisfied = GOAL_COMPLETE;
1528 else if ( Dc_arg_type & ARG_FALSE )
1529 Mission_goals[num].satisfied = GOAL_FAILED;
1530 else if ( Dc_arg_type & ARG_NONE )
1531 Mission_goals[num].satisfied = GOAL_INCOMPLETE;
1532 else if ( Dc_arg_type & ARG_STRING) {
1533 if ( !stricmp(Dc_arg, "satisfied") )
1534 Mission_goals[num].satisfied = GOAL_COMPLETE;
1535 else if ( !stricmp( Dc_arg, "failed") )
1536 Mission_goals[num].satisfied = GOAL_FAILED;
1537 else if ( !stricmp( Dc_arg, "unknown") )
1538 Mission_goals[num].satisfied = GOAL_INCOMPLETE;
1540 dc_printf("Unknown status %s. Use 'satisfied', 'failed', or 'unknown'\n", Dc_arg);
1545 dc_printf("Usage: change_mission_goal <goal_num> <status>\n");
1546 dc_printf("<goal_num> -- Integer number of goal to change. See show_mission_goals\n");
1547 dc_printf("<status> -- [bool] where a true value makes the goal satisfied,\n");
1548 dc_printf(" a false value makes the goal failed.\n");
1549 dc_printf("The <status> field may also be one of 'satisfied', 'failed', or 'unknown'\n");
1550 dc_printf("\nExamples:\n\n'change_mission_goal 1 true' makes goal 1 successful.\n");
1551 dc_printf("'change_mission_goal 2' marks goal 2 not complete\n");
1552 dc_printf("'change_mission_goal 0 satisfied' marks goal 0 as satisfied\n");
1558 // debug functions to mark all primary/secondary/bonus goals as true
1561 void mission_goal_mark_all_true(int type)
1565 for (i = 0; i < Num_goals; i++ ) {
1566 if ( (Mission_goals[i].type & GOAL_TYPE_MASK) == type )
1567 Mission_goals[i].satisfied = GOAL_COMPLETE;
1570 HUD_sourced_printf(HUD_SOURCE_HIDDEN, NOX("All %s goals marked true"), Goal_type_text(type) );
1575 void goal_screen_button_pressed(int num)
1578 case GOAL_SCREEN_BUTTON_SCROLL_UP:
1579 goal_screen_scroll_up();
1582 case GOAL_SCREEN_BUTTON_SCROLL_DOWN:
1583 goal_screen_scroll_down();
1586 case GOAL_SCREEN_BUTTON_RETURN:
1587 mission_goal_exit();
1592 void goal_screen_scroll_up()
1594 if (Scroll_offset) {
1596 gamesnd_play_iface(SND_SCROLL);
1598 gamesnd_play_iface(SND_GENERAL_FAIL);
1602 void goal_screen_scroll_down()
1606 max_lines = Goal_screen_text_h / gr_get_font_height();
1607 if (Scroll_offset + max_lines < Goal_text.m_num_lines) {
1609 gamesnd_play_iface(SND_SCROLL);
1611 gamesnd_play_iface(SND_GENERAL_FAIL);
1615 // Return the number of resolved goals in num_resolved, return the total
1616 // number of valid goals in total
1617 void mission_goal_fetch_num_resolved(int desired_type, int *num_resolved, int *total, int team)
1624 for (i=0; i<Num_goals; i++) {
1625 // if we're checking for team
1626 if((team >= 0) && (Mission_goals[i].team != team)){
1630 if (Mission_goals[i].type & INVALID_GOAL) {
1634 type = Mission_goals[i].type & GOAL_TYPE_MASK;
1635 if ( type != desired_type ) {
1639 *total = *total + 1;
1641 if (Mission_goals[i].satisfied != GOAL_INCOMPLETE) {
1642 *num_resolved = *num_resolved + 1;
1647 // Return whether there are any incomplete goals of the specified type
1648 int mission_goals_incomplete(int desired_type, int team)
1652 for (i=0; i<Num_goals; i++) {
1653 // if we're checking for team
1654 if((team >= 0) && (Mission_goals[i].team != team)){
1658 if (Mission_goals[i].type & INVALID_GOAL) {
1662 type = Mission_goals[i].type & GOAL_TYPE_MASK;
1663 if ( type != desired_type ) {
1667 if (Mission_goals[i].satisfied == GOAL_INCOMPLETE) {
1675 void mission_goal_exit()
1677 snd_play( &Snds_iface[SND_USER_SELECT] );
1678 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);