2 * Copyright (C) Volition, Inc. 1999. All rights reserved.
4 * All source code herein is the property of Volition, Inc. You may not sell
5 * or otherwise commercially exploit the source or things you created based on
10 * $Logfile: /Freespace2/code/Mission/MissionCampaign.h $
15 * header file for dealing with campaigns
18 * Revision 1.3 2003/05/25 02:30:42 taylor
21 * Revision 1.2 2002/06/09 04:41:13 relnev
22 * added copyright header
24 * Revision 1.1.1.1 2002/05/03 03:28:12 root
28 * 16 9/30/99 6:02p Jefff
31 * 15 9/09/99 11:40p Dave
32 * Handle an Assert() in beam code. Added supernova sounds. Play the right
33 * 2 end movies properly, based upon what the player did in the mission.
35 * 14 9/07/99 6:55p Jefff
36 * functionality to break out of a loop. hacked functionality to jump to
37 * a specific mission in a campaign -- doesnt grant ships/weapons from
38 * skipped missions tho.
40 * 13 9/06/99 9:45p Jefff
41 * break out of loop and skip mission support
43 * 12 9/06/99 6:38p Dave
44 * Improved CD detection code.
46 * 11 8/27/99 12:04a Dave
47 * Campaign loop screen.
49 * 10 7/15/99 9:20a Andsager
50 * FS2_DEMO initial checkin
52 * 9 4/25/99 3:02p Dave
53 * Build defines for the E3 build.
55 * 8 2/25/99 4:19p Dave
56 * Added multiplayer_beta defines. Added cd_check define. Fixed a few
57 * release build warnings. Added more data to the squad war request and
60 * 7 12/12/98 3:17p Andsager
61 * Clean up mission eval, goal, event and mission scoring.
63 * 6 12/10/98 9:59a Andsager
64 * Fix some bugs with mission loops
66 * 5 12/09/98 1:56p Andsager
67 * Initial checkin of mission loop
69 * 4 11/05/98 5:55p Dave
70 * Big pass at reducing #includes
72 * 3 10/07/98 6:27p Dave
73 * Globalized mission and campaign file extensions. Removed Silent Threat
74 * special code. Moved \cache \players and \multidata into the \data
77 * 2 10/07/98 10:53a Dave
80 * 1 10/07/98 10:49a Dave
82 * 47 9/10/98 1:17p Dave
83 * Put in code to flag missions and campaigns as being MD or not in Fred
84 * and Freespace. Put in multiplayer support for filtering out MD
85 * missions. Put in multiplayer popups for warning of non-valid missions.
87 * 46 6/05/98 9:54a Lawrance
90 * 45 5/21/98 9:25p Allender
91 * endgame movie always viewable at end of campaign
93 * 44 5/13/98 5:14p Allender
94 * red alert support to go back to previous mission
96 * 43 5/12/98 4:16p Hoffoss
97 * Fixed bug where not all missions in all campaigns were being filtered
98 * out of stand alone mission listing in simulator room.
100 * 42 4/28/98 5:25p Sandeep
102 * 41 4/27/98 7:30p Hoffoss
103 * Added campaign descriptions to campaign files and changed campaign room
106 * 40 4/25/98 7:40p Allender
107 * fixd some small hotkey stuff. Worked on turret orientation being
108 * correct for multiplayer. new sexpression called end-campaign will will
109 * end the main campaign
111 * 39 4/13/98 10:25p Hoffoss
112 * Added a flag for subspace missions, and for aboard the Galatea or
115 * 38 4/08/98 6:16p Hoffoss
116 * Added a description field to campaign structure, since the campaign
117 * room has a window for this. We'll need to add this in sometime.
119 * 37 4/06/98 6:37p Dave
120 * Put in max_observers netgame server option. Make sure host is always
121 * defaulted to alpha 1 or zeta 1. Changed create game so that MAX_PLAYERS
122 * can always join but need to be kicked before commit can happen. Put in
123 * support for server ending a game and notifying clients of a special
126 * 36 4/02/98 11:40a Lawrance
127 * check for #ifdef DEMO instead of #ifdef DEMO_RELEASE
129 * 35 3/31/98 12:23a Allender
130 * changed macro names of campaign types to be more descriptive. Added
131 * "team" to objectives dialog for team v. team missions. Added two
132 * distinct multiplayer campaign types
134 * 34 3/30/98 10:37p Allender
135 * added demo.fsc as default campaign for demo. Delete obsolete pilots
136 * (including their campaign save games)
138 * 33 3/26/98 5:24p Allender
139 * put in respawn edit box into mission notes dialog. Made loading of
140 * missions/campaign happen when first entering the game setup screen.
142 * 32 3/17/98 4:17p Allender
143 * made Fred/FreeSpace use the same campaign loading code
145 * 31 3/02/98 5:22p Hoffoss
146 * Removed ready room and added campaign room.
148 * 30 2/26/98 10:07p Hoffoss
149 * Rewrote state saving and restoring to fix bugs and simplify the code.
151 * 29 2/23/98 11:08p Dave
152 * Finished up multiplayer campaign support. Seems bug-free.
154 * 28 2/10/98 5:51p Hoffoss
155 * Changed campaign stuff so new pilots start out with no active campaign
156 * (will get set in readyroom before user can move beyond the readyroom).
158 * 27 2/05/98 10:14p Lawrance
159 * Implement Save and Quit
161 * 26 12/19/97 2:59p Allender
162 * more stuff to get persistent ships/weapons across campaign missions
164 * 25 12/19/97 12:03p Allender
165 * Added GM_CAMPAIGN_MODE to indicate when player is in a campaign or not.
166 * Started adding FreeSpace support for carrying of ship/weapon types
167 * across missions in a campaign.
169 * 24 12/18/97 5:12p Allender
170 * initial support for ship/weapon persistence
172 * 23 12/05/97 1:55p Allender
173 * delete campaign save files when pilot is deleted
175 * 22 11/20/97 7:19p Hoffoss
176 * Renamed mission_campaign_do_new() to mission_campaign_load(). Changed
177 * readyroom to not lose campaign savefile until commiting to a different
180 * 21 11/20/97 5:36p Dave
181 * Hooked in a bunch of main hall changes (including sound). Made it
182 * possible to reposition (rewind/ffwd)
183 * sound buffer pointers. Fixed animation direction change framerate
186 * 20 11/16/97 1:11p Hoffoss
187 * Coded up readyroom screen, first pass.
189 * 19 11/15/97 2:37p Dave
190 * More multiplayer campaign support.
192 * 18 11/13/97 5:03p Sandeep
195 * 17 11/12/97 4:40p Dave
196 * Put in multiplayer campaign support parsing, loading and saving. Made
197 * command-line variables better named. Changed some things on the initial
198 * pilot select screen.
200 * 16 11/11/97 4:57p Dave
201 * Put in support for single vs. multiplayer pilots. Began work on
202 * multiplayer campaign saving. Put in initial player select screen
204 * 15 11/06/97 4:36p Allender
205 * campaign work to add a briefing cutscene to play before the briefing.
207 * 14 10/21/97 4:50p Allender
208 * goal/event sexpression support. Fixed campaign save file, sexpressions
209 * handling, sexpression editing, etc
211 * 13 10/20/97 5:13p Allender
212 * new subsystem sabotage/repair/set sexpressions. Added new event/goal
213 * status checking sexpressions (not fully implemented yet). Change
214 * campaign save files to save all events as well as goals
216 * 12 9/18/97 10:18p Lawrance
217 * add function to extract the mission names from a campaign file
219 * 11 8/21/97 10:58p Hoffoss
220 * Fixed bug in mission scanning for campaign editor, and added mission
221 * notes to sexp help window in campaign editor when mission is selected.
223 * 10 8/13/97 5:49p Hoffoss
224 * Fixed bugs, made additions.
226 * 9 8/08/97 5:18p Jasen
227 * Fixed bug with current campaign in pilot file has been deleted. Now it
228 * defaults back to default if current doesn't exist.
230 * 8 5/09/97 9:49a Hoffoss
231 * Added campaign loading for Fred and 2 new tokens to campaign file
234 * 7 4/25/97 1:55p Allender
235 * added close() routine to free memory at game shutdown
237 * 6 4/25/97 11:31a Allender
238 * Campaign state now saved in campaign save file in player directory.
239 * Made some global variables follow naming convention. Solidified
240 * continuing campaigns based on new structure
242 * 5 4/23/97 3:21p Allender
243 * more campaign stuff -- mission branching through campaign file now
246 * 4 4/22/97 10:44a Allender
247 * more campaign stuff. Info about multiple campaigns now stored in
248 * player file -- not saving some player information in save games.
250 * 3 4/18/97 9:59a Allender
251 * more campaign stuff. All campaign related varaibles now stored in
254 * 2 4/17/97 9:02p Allender
255 * campaign stuff. All campaign material stored in external file.
256 * Continuing campaign won't work at this point
258 * 1 4/15/97 2:11p Allender
263 #ifndef _MISSION_CAMPAIGN_H
264 #define _MISSION_CAMPAIGN_H
272 // name of the builtin campaign.
273 #if defined(FS2_DEMO) || defined(FS1_DEMO)
274 #define BUILTIN_CAMPAIGN "demo"
275 #define BUILTIN_CAMPAIGN_NAME "DEMO Campaign"
276 #elif defined(OEM_BUILD)
277 #define BUILTIN_CAMPAIGN "FreeSpace2OEM"
278 #define BUILTIN_CAMPAIGN_NAME "OEM Campaign"
279 #elif defined(E3_BUILD)
280 #define BUILTIN_CAMPAIGN "E3"
281 #define BUILTIN_CAMPAIGN_NAME "E3 Campaign"
282 #elif defined(MAKE_FS1)
283 #define BUILTIN_CAMPAIGN "FreeSpace"
284 #define BUILTIN_CAMPAIGN_NAME "The Main Freespace Campaign"
286 #define BUILTIN_CAMPAIGN "FreeSpace2"
287 #define BUILTIN_CAMPAIGN_NAME "The Main Freespace2 Campaign"
290 #define MAX_CAMPAIGN_MISSIONS 100 // maximum number of missions in a campaign
292 #define CAMPAIGN_ERROR_CORRUPT -1
293 #define CAMPAIGN_ERROR_SEXP_EXHAUSTED -2
295 // types of campaigns -- these defines match the string literals listed below which
296 // are found in the campaign files. I don't think that we need campaigns for furball
298 #define CAMPAIGN_TYPE_SINGLE 0
299 #define CAMPAIGN_TYPE_MULTI_COOP 1
300 #define CAMPAIGN_TYPE_MULTI_TEAMS 2
302 #define MAX_CAMPAIGN_TYPES 3
304 // type of movies we may be able to play
305 #define CAMPAIGN_MOVIE_PRE_MISSION 1
306 #define CMAPAIGN_MOVIE_POST_MISSION 2
308 #define CAMPAIGN_SINGLE_PLAYER_SIG 0xddddeeee
309 #define CAMPAIGN_MULTI_PLAYER_SIG 0xeeeeffff
311 // defines for possibly persistent information
312 #define CAMPAIGN_PERSISTENT_SHIP 1
313 #define CAMPAIGN_PERSISTENT_WEAPON 2
315 #define CMISSION_FLAG_BASTION (1<<0) // set if stationed on Bastion, else Galatea
316 #define CMISSION_FLAG_SKIPPED (1<<1) // set if skipped, else not
318 #define CAMPAIGN_LOOP_MISSION_UNINITIALIZED -2
320 extern char *campaign_types[MAX_CAMPAIGN_TYPES];
322 // structure for a campaign definition. It contains the mission names and other interesting
323 // information about a campaign and the mission strucuture within.
325 typedef struct mgoal {
326 char name[NAME_LENGTH]; // name of the goal (same as name in the mission_goal structure
327 char status; // failed, satisfied, or incomplete (same as goal completion);
330 typedef struct mevent {
331 char name[NAME_LENGTH];
335 typedef struct cmission {
336 char *name; // name of the mission
337 char *notes; // mission notes for mission (used by Fred)
338 char briefing_cutscene[NAME_LENGTH]; // name of the cutscene to be played before this mission
339 int formula; // sexpression used to determine mission branching.
340 int completed; // has the player completed this mission
341 int num_goals; // number of goals this mission had
342 mgoal *goals; // malloced array of mgoals (of num_goals size) which has the goal completion status
343 int num_events; // number of events this mission had
344 mevent *events; // malloced array of mevents (of num_events) size) which has event completion status
345 int has_mission_loop; // whether current mission has side loop
346 int mission_loop_formula;// formula to determine whether to allow a side loop
347 char *mission_loop_desc; // message in popup
348 char *mission_loop_brief_anim;
349 char *mission_loop_brief_sound;
350 int level; // what level of the tree it's on (Fred)
351 int pos; // what x position on level it's on (Fred)
353 scoring_struct stats;
356 typedef struct campaign {
357 char name[NAME_LENGTH]; // name of the campaign
358 char filename[MAX_FILENAME_LEN]; // filename the campaign info is in
359 char *desc; // description of campaign
360 int type; // type of campaign
361 int num_missions; // number of missions in the campaign
362 int num_missions_completed; // number of missions in the campaign that have been flown
363 int current_mission; // the current mission that the player is playing. Only valid during the mission
364 int next_mission; // number of the next mission to fly when comtinuing the campaign. Always valid
365 int prev_mission; // mission that we just came from. Always valid
366 int loop_enabled; // whether mission loop is chosen - true during a loop, false otherwise
367 int loop_mission; // mission number of misssion loop (if any)
368 int loop_reentry; // mission number to return to after loop is finished
369 int realign_required; // are any missions missing alignment info? (Fred)
370 int num_players; // valid in multiplayer campaigns -- number of players campaign supports.
371 ubyte ships_allowed[MAX_SHIP_TYPES]; // which ships the player can use
372 ubyte weapons_allowed[MAX_WEAPON_TYPES]; // which weapons the player can use
373 cmission missions[MAX_CAMPAIGN_MISSIONS]; // decription of the missions
376 extern campaign Campaign;
378 // campaign wasn't ended
379 extern int Campaign_ended_in_mission;
381 // structure for players. Holds the campaign name, number of missions flown in the campaign, and result
382 // of the missions flown. This structure is stored in the player file and thus is persistent across
384 typedef struct campaign_info
386 char filename[NAME_LENGTH];
387 int num_missions_completed;
388 ubyte missions_completed[MAX_CAMPAIGN_MISSIONS];
391 // extern'ed so the mission loading can get a list of campains. Only use this
392 // data after mission_campaign_build_list() is called
393 #define MAX_CAMPAIGNS 128
394 extern char *Campaign_names[MAX_CAMPAIGNS];
395 extern char *Campaign_file_names[MAX_CAMPAIGNS];
396 extern int Num_campaigns;
398 // called at game startup time to load the default single player campaign
399 void mission_campaign_init( void );
401 // called to reload the default campaign
402 int mission_campaign_load_by_name( char *filename );
403 int mission_campaign_load_by_name_csfe( char *filename, char *callsign );
406 // load up and initialize a new campaign
407 int mission_campaign_load( char *filename, int load_savefile = 1 );
409 // function to save the state of the campaign between missions or to load a campaign save file
410 extern int mission_campaign_save( void );
412 // declaration for local campaign save game load function
413 extern void mission_campaign_savefile_load( char *cfilename );
414 extern void mission_campaign_savefile_delete( char *cfilename, int is_multi = -1 );
415 extern void mission_campaign_delete_all_savefiles( char *pilot_name, int is_multi );
417 // if a given campaign is a multiplayer campaign, we can load and save the multiplayer info portion with these functions
418 extern int mission_campaign_parse_is_multi(char *filename, char *name);
420 // function which sets up internal variable for player to play next mission in the campaign
421 extern int mission_campaign_next_mission( void );
423 // function which is called with the current mission in this campaign is over
424 extern void mission_campaign_mission_over( void );
426 // frees all memory at game close time
427 extern void mission_campaign_close( void );
429 // read in a campaign file. Used by Fred.
430 int mission_campaign_load_fred(char *filename, char *name_verify = NULL);
432 // used by Fred to get a mission's list of goals.
433 void read_mission_goal_list(int num);
435 void mission_campaign_build_list( int multiplayer );
437 // returns index of mission with passed name
438 extern int mission_campaign_find_mission( char *name );
440 // maybe play a movie. type indicates before or after mission
441 extern void mission_campaign_maybe_play_movie(int type);
443 // save persistent information
444 extern void mission_campaign_save_persistent( int type, int index );
446 void mission_campaign_savefile_generate_root(char *filename);
448 // The following are functions I added to set up the globals and then
449 // execute the corresponding mission_campaign_savefile functions.
451 // Saves the campaign camp under the player name pname
452 int campaign_savefile_save(char *pname);
453 // Deletes the campaign save camp under the player name pname
454 void campaign_delete_save( char *cfn, char *pname);
455 // Loads campaign camp from fname under player name pname
456 void campaign_savefile_load(char *fname, char *pname);
458 // get name and type of specified campaign file
459 int mission_campaign_get_info(char *filename, char *name, int *type, int *max_players, char **desc = NULL);
461 // get a listing of missions in a campaign
462 int mission_campaign_get_mission_list(char *filename, char **list, int max);
464 // load up a campaign for the current player.
465 int mission_load_up_campaign();
467 // stores mission goals and events in Campaign struct
468 void mission_campaign_store_goals_and_events();
470 // evaluates next mission and possible loop mission
471 void mission_campaign_eval_next_mission();
473 // returns to the beginning of the previous mission
474 int mission_campaign_previous_mission();
476 // proceeds to next mission in campaign
477 void mission_campaign_skip_to_next(int start_game = 1);
480 void mission_campaign_exit_loop();
482 // jump to specified mission
483 void mission_campaign_jump_to_mission(char *name);
485 // stuff for the end of the campaign of the single player game
486 void mission_campaign_end_init();
487 void mission_campaign_end_close();
488 void mission_campaign_end_do();