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.cpp $
15 * source for dealing with campaigns
18 * Revision 1.8 2003/06/11 18:30:33 taylor
21 * Revision 1.7 2003/05/25 02:30:42 taylor
24 * Revision 1.6 2002/07/24 00:20:42 relnev
27 * Revision 1.5 2002/06/21 03:34:05 relnev
28 * implemented a stub and fixed a path
30 * Revision 1.4 2002/06/09 04:41:22 relnev
31 * added copyright header
33 * Revision 1.3 2002/06/09 03:16:04 relnev
36 * removed unneeded asm, old sdl 2d setup.
38 * fixed crash caused by opengl_get_region.
40 * Revision 1.2 2002/06/02 04:26:34 relnev
43 * Revision 1.1.1.1 2002/05/03 03:28:09 root
47 * 23 9/14/99 4:35a Dave
48 * Argh. Added all kinds of code to handle potential crashes in debriefing
51 * 22 9/09/99 11:40p Dave
52 * Handle an SDL_assert() in beam code. Added supernova sounds. Play the right
53 * 2 end movies properly, based upon what the player did in the mission.
55 * 21 9/09/99 9:34a Jefff
56 * fixed a potential exit-loop bug
58 * 20 9/07/99 6:55p Jefff
59 * functionality to break out of a loop. hacked functionality to jump to
60 * a specific mission in a campaign -- doesnt grant ships/weapons from
61 * skipped missions tho.
63 * 19 9/07/99 2:19p Jefff
64 * clear skip mission player vars on mission skip
66 * 18 9/06/99 9:45p Jefff
67 * break out of loop and skip mission support
69 * 17 9/06/99 6:38p Dave
70 * Improved CD detection code.
72 * 16 9/03/99 1:32a Dave
73 * CD checking by act. Added support to play 2 cutscenes in a row
74 * seamlessly. Fixed super low level cfile bug related to files in the
75 * root directory of a CD. Added cheat code to set campaign mission # in
78 * 15 8/27/99 12:04a Dave
79 * Campaign loop screen.
81 * 14 8/04/99 5:36p Andsager
82 * Show upsell screens at end of demo campaign before returning to main
85 * 13 2/05/99 3:50p Anoop
86 * Removed dumb campaign mission stats saving from multiplayer.
88 * 12 12/17/98 2:43p Andsager
89 * Modify fred campaign save file to include optional mission loops
91 * 11 12/12/98 3:17p Andsager
92 * Clean up mission eval, goal, event and mission scoring.
94 * 10 12/10/98 9:59a Andsager
95 * Fix some bugs with mission loops
97 * 9 12/09/98 1:56p Andsager
98 * Initial checkin of mission loop
100 * 8 11/05/98 5:55p Dave
101 * Big pass at reducing #includes
103 * 7 11/03/98 4:48p Johnson
104 * Fixed campaign file versioning bug left over from Silent Threat port.
106 * 6 10/23/98 3:51p Dave
107 * Full support for tstrings.tbl and foreign languages. All that remains
108 * is to make it active in Fred.
110 * 5 10/13/98 2:47p Andsager
111 * Remove reference to Tech_shivan_species_avail
113 * 4 10/13/98 9:28a Dave
114 * Started neatening up freespace.h. Many variables renamed and
115 * reorganized. Added AlphaColors.[h,cpp]
117 * 3 10/07/98 6:27p Dave
118 * Globalized mission and campaign file extensions. Removed Silent Threat
119 * special code. Moved \cache \players and \multidata into the \data
122 * 2 10/07/98 10:53a Dave
125 * 1 10/07/98 10:49a Dave
127 * 95 9/10/98 1:17p Dave
128 * Put in code to flag missions and campaigns as being MD or not in Fred
129 * and Freespace. Put in multiplayer support for filtering out MD
130 * missions. Put in multiplayer popups for warning of non-valid missions.
132 * 94 9/01/98 4:25p Dave
133 * Put in total (I think) backwards compatibility between mission disk
134 * freespace and non mission disk freespace, including pilot files and
135 * campaign savefiles.
137 * 93 7/06/98 4:10p Hoffoss
138 * Fixed some bugs that presented themselves when trying to use a pilot
139 * that has a no longer existent campaign active. Also expanded the
140 * campaign load code to actually return a proper error code, instead of
141 * always trapping errors internally and crashing, and always returning 0.
143 * 92 6/17/98 9:30a Allender
144 * fixed red alert replay stats clearing problem
146 * 91 6/01/98 11:43a John
147 * JAS & MK: Classified all strings for localization.
149 * 90 5/25/98 1:29p Allender
150 * end mission sequencing
152 * 89 5/21/98 9:25p Allender
153 * endgame movie always viewable at end of campaign
155 * 88 5/13/98 5:14p Allender
156 * red alert support to go back to previous mission
158 * 87 5/12/98 4:16p Hoffoss
159 * Fixed bug where not all missions in all campaigns were being filtered
160 * out of stand alone mission listing in simulator room.
162 * 86 5/05/98 3:29p Hoffoss
163 * Changed code so description is BEFORE num players in campaign file.
164 * Other code is relying on this ordering.
166 * 85 5/05/98 12:19p Dave
167 * campaign description goes *after* num players
169 * 84 5/04/98 5:52p Comet
170 * Fixed bug with Galatea/Bastion selection when finishing missions.
172 * 83 5/01/98 2:46p Duncan
173 * fix a cfile problem with campaigns related to the new cfile stuff
175 * 82 5/01/98 12:34p John
176 * Added code to force FreeSpace to run in the same dir as exe and made
177 * all the parse error messages a little nicer.
179 * 81 4/30/98 7:01p Duncan
180 * AL: don't allow deletion of campaign files in multiplayer
182 * 80 4/30/98 4:53p John
183 * Restructured and cleaned up cfile code. Added capability to read off
184 * of CD-ROM drive and out of multiple pack files.
194 #include <sys/types.h>
195 #include <sys/stat.h>
205 #include "missioncampaign.h"
206 #include "gamesequence.h"
209 #include "missionload.h"
210 #include "freespace.h"
214 #include "missiongoals.h"
217 #include "techmenu.h"
218 #include "eventmusic.h"
219 #include "alphacolors.h"
220 #include "localize.h"
221 #include "supernova.h"
223 // mission disk stuff
224 #define CAMPAIGN_SAVEFILE_MAX_SHIPS_OLD 75
225 #define CAMPAIGN_SAVEFILE_MAX_WEAPONS_OLD 44
227 #define CAMPAIGN_INITIAL_RELEASE_FILE_VERSION 6
229 // campaign wasn't ended
230 int Campaign_ended_in_mission = 0;
232 // stuff for selecting campaigns. We need to keep both arrays around since we display the
233 // list of campaigns by name, but must load campaigns by filename
234 char *Campaign_names[MAX_CAMPAIGNS];
235 char *Campaign_file_names[MAX_CAMPAIGNS];
238 const char *campaign_types[MAX_CAMPAIGN_TYPES] =
247 // modules local variables to deal with getting new ships/weapons available to the player
248 int Num_granted_ships, Num_granted_weapons; // per mission counts of new ships and weapons
249 int Granted_ships[MAX_SHIP_TYPES];
250 int Granted_weapons[MAX_WEAPON_TYPES];
252 // variables to control the UI stuff for loading campaigns
253 static UI_WINDOW Campaign_window;
254 static UI_LISTBOX Campaign_listbox;
255 static UI_BUTTON Campaign_okb, Campaign_cancelb;
260 // variables with deal with the campaign save file
262 #define CAMPAIGN_FILE_VERSION 12
263 //#define CAMPAIGN_FILE_COMPATIBLE_VERSION CAMPAIGN_INITIAL_RELEASE_FILE_VERSION
264 #define CAMPAIGN_FILE_COMPATIBLE_VERSION CAMPAIGN_FILE_VERSION
266 #define CAMPAIGN_FILE_VERSION 7
267 #define CAMPAIGN_FILE_COMPATIBLE_VERSION CAMPAIGN_INITIAL_RELEASE_FILE_VERSION
269 #define CAMPAIGN_FILE_ID 0xbeefcafe
271 // variables with deal with the campaign stats save file
272 #define CAMPAIGN_STATS_FILE_VERSION 1
273 #define CAMPAIGN_STATS_FILE_COMPATIBLE_VERSION 1
274 #define CAMPAIGN_STATS_FILE_ID 0xabbadaad
276 // mission_campaign_get_name returns a string (which is malloced in this routine) of the name
277 // of the given freespace campaign file. In the type field, we return if the campaign is a single
278 // player or multiplayer campaign. The type field will only be valid if the name returned is non-NULL
279 int mission_campaign_get_info(const char *filename, char *name, int *type, int *max_players, char **desc)
282 char campaign_type[NAME_LENGTH], fname[MAX_FILENAME_LEN];
284 SDL_assert( name != NULL );
285 SDL_assert( type != NULL );
290 SDL_strlcpy(fname, filename, SDL_arraysize(fname));
291 if ((strlen(fname) < 4) || SDL_strcasecmp(fname + strlen(fname) - 4, FS_CAMPAIGN_FILE_EXT)){
292 SDL_strlcat(fname, FS_CAMPAIGN_FILE_EXT, SDL_arraysize(fname));
295 SDL_assert(strlen(fname) < MAX_FILENAME_LEN);
298 read_file_text( fname );
300 required_string("$Name:");
302 stuff_string( name, F_NAME, NULL );
303 if ( name == NULL ) {
305 nprintf(("Warning", "No name found for campaign file %s\n", filename));
307 // close localization
313 required_string( "$Type:" );
314 stuff_string( campaign_type, F_NAME, NULL );
317 for (i=0; i<MAX_CAMPAIGN_TYPES; i++) {
318 if ( !SDL_strcasecmp(campaign_type, campaign_types[i]) ) {
325 if (optional_string("+Description:")) {
326 *desc = stuff_and_malloc_string(F_MULTITEXT, NULL, MISSION_DESC_LENGTH);
330 // if this is a multiplayer campaign, get the max players
332 skip_to_string("+Num Players:");
333 stuff_int(max_players);
336 // if we found a valid campaign type
338 // close localization
343 } catch (parse_error_t rval) {
344 if (rval == PARSE_ERROR_FILE_NOT_FOUND) {
345 // close localization
351 Error(LOCATION, "Error parsing '%s'\r\nError code = %i.\r\n", fname, (int)rval);
354 Int3(); // get Allender -- incorrect type found
356 // close localization
362 // parses campaign and returns a list of missions in it. Returns number of missions added to
363 // the 'list', and up to 'max' missions may be added to 'list'. Returns negative on error.
365 int mission_campaign_get_mission_list(const char *filename, char **list, int max)
368 char name[NAME_LENGTH];
370 filename = cf_add_ext(filename, FS_CAMPAIGN_FILE_EXT);
372 // read the mission file and get the list of mission filenames
374 read_file_text(filename);
377 while (skip_to_string("$Mission:") > 0) {
378 stuff_string(name, F_NAME, NULL);
380 list[num++] = strdup(name);
382 } catch (parse_error_t) {
383 // since we can't return count of allocated elements, free them instead
384 for (i=0; i<num; i++)
393 // gets optional ship/weapon information
394 void mission_campaign_get_sw_info()
396 int i, count, ship_list[MAX_SHIP_TYPES], weapon_list[MAX_WEAPON_TYPES];
398 // set allowable ships to the SIF_PLAYER_SHIPs
399 memset( Campaign.ships_allowed, 0, sizeof(Campaign.ships_allowed) );
400 for (i = 0; i < MAX_SHIP_TYPES; i++ ) {
401 if ( Ship_info[i].flags & SIF_PLAYER_SHIP )
402 Campaign.ships_allowed[i] = 1;
405 for (i = 0; i < MAX_WEAPON_TYPES; i++ )
406 Campaign.weapons_allowed[i] = 1;
408 if ( optional_string("+Starting Ships:") ) {
409 for (i = 0; i < MAX_SHIP_TYPES; i++ )
410 Campaign.ships_allowed[i] = 0;
412 count = stuff_int_list(ship_list, MAX_SHIP_TYPES, SHIP_INFO_TYPE);
414 // now set the array elements stating which ships we are allowed
415 for (i = 0; i < count; i++ ) {
416 if ( Ship_info[ship_list[i]].flags & SIF_PLAYER_SHIP )
417 Campaign.ships_allowed[ship_list[i]] = 1;
421 if ( optional_string("+Starting Weapons:") ) {
422 for (i = 0; i < MAX_WEAPON_TYPES; i++ )
423 Campaign.weapons_allowed[i] = 0;
425 count = stuff_int_list(weapon_list, MAX_WEAPON_TYPES, WEAPON_POOL_TYPE);
427 // now set the array elements stating which ships we are allowed
428 for (i = 0; i < count; i++ )
429 Campaign.weapons_allowed[weapon_list[i]] = 1;
433 // mission_campaign_load starts a new campaign. It reads in the mission information in the campaign file
434 // It also sets up all variables needed inside of the game to deal with starting mission numbers, etc
436 // Note: Due to difficulties in generalizing this function, parts of it are duplicated throughout
437 // this file. If you change the format of the campaign file, you should be sure these related
438 // functions work properly and update them if it breaks them.
439 int mission_campaign_load( const char *filename, int load_savefile )
442 char name[NAME_LENGTH], type[NAME_LENGTH];
444 filename = cf_add_ext(filename, FS_CAMPAIGN_FILE_EXT);
449 // read the mission file and get the list of mission filenames
451 // be sure to remove all old malloced strings of Mission_names
452 // we must also free any goal stuff that was from a previous campaign
453 // this also frees sexpressions so the next call to init_sexp will be able to reclaim
454 // nodes previously used by another campaign.
455 mission_campaign_close();
457 SDL_strlcpy( Campaign.filename, filename, SDL_arraysize(Campaign.filename) );
459 // only initialize the sexpression stuff when Fred isn't running. It'll screw things up major
461 if ( !Fred_running ){
462 init_sexp(); // must initialize the sexpression stuff
465 read_file_text( filename );
467 memset( &Campaign, 0, sizeof(Campaign) );
469 // copy filename to campaign structure minus the extension
470 len = min(strlen(filename) - 4 + 1, SDL_arraysize(Campaign.filename));
471 SDL_strlcpy(Campaign.filename, filename, len);
473 required_string("$Name:");
474 stuff_string( name, F_NAME, NULL );
476 //Store campaign name in the global struct
477 SDL_strlcpy( Campaign.name, name, SDL_arraysize(Campaign.name) );
479 required_string( "$Type:" );
480 stuff_string( type, F_NAME, NULL );
482 for (i = 0; i < MAX_CAMPAIGN_TYPES; i++ ) {
483 if ( !SDL_strcasecmp(type, campaign_types[i]) ) {
489 if ( i == MAX_CAMPAIGN_TYPES )
490 Error(LOCATION, "Unknown campaign type %s!", type);
492 Campaign.desc = NULL;
493 if (optional_string("+Description:"))
494 Campaign.desc = stuff_and_malloc_string(F_MULTITEXT, NULL, MISSION_DESC_LENGTH);
496 // if the type is multiplayer -- get the number of players
497 Campaign.num_players = 0;
498 if ( Campaign.type != CAMPAIGN_TYPE_SINGLE) {
499 required_string("+Num players:");
500 stuff_int( &(Campaign.num_players) );
504 // check if mission disk -
505 // doesn't do anything but prevent non fatal error messages
506 optional_string("+Missiondisk");
509 // parse the optional ship/weapon information
510 mission_campaign_get_sw_info();
512 // parse the mission file and actually read in the mission stuff
513 Campaign.num_missions = 0;
514 while ( required_string_either("#End", "$Mission:") ) {
517 required_string("$Mission:");
518 stuff_string(name, F_NAME, NULL);
519 cm = &Campaign.missions[Campaign.num_missions];
520 cm->name = strdup(name);
522 cm->briefing_cutscene[0] = 0;
523 if ( optional_string("+Briefing Cutscene:") )
524 stuff_string( cm->briefing_cutscene, F_NAME, NULL );
527 if (optional_string("+Flags:"))
528 stuff_int(&cm->flags);
531 if ( optional_string("+Formula:") ) {
532 cm->formula = get_sexp_main();
533 if ( !Fred_running ) {
534 SDL_assert ( cm->formula != -1 );
535 sexp_mark_persistent( cm->formula );
538 if ( cm->formula == -1 ){
539 // close localization
542 return CAMPAIGN_ERROR_SEXP_EXHAUSTED;
547 // Do misison looping stuff
548 cm->has_mission_loop = 0;
549 if ( optional_string("+Mission Loop:") ) {
550 cm->has_mission_loop = 1;
553 cm->mission_loop_desc = NULL;
554 if ( optional_string("+Mission Loop Text:")) {
555 cm->mission_loop_desc = stuff_and_malloc_string(F_MULTITEXT, NULL, MISSION_DESC_LENGTH);
558 cm->mission_loop_brief_anim = NULL;
559 if ( optional_string("+Mission Loop Brief Anim:")) {
560 cm->mission_loop_brief_anim = stuff_and_malloc_string(F_MULTITEXT, NULL, MAX_FILENAME_LEN);
563 cm->mission_loop_brief_sound = NULL;
564 if ( optional_string("+Mission Loop Brief Sound:")) {
565 cm->mission_loop_brief_sound = stuff_and_malloc_string(F_MULTITEXT, NULL, MAX_FILENAME_LEN);
568 cm->mission_loop_formula = -1;
569 if ( optional_string("+Formula:") ) {
570 cm->mission_loop_formula = get_sexp_main();
571 if ( !Fred_running ) {
572 SDL_assert ( cm->mission_loop_formula != -1 );
573 sexp_mark_persistent( cm->mission_loop_formula );
576 if ( cm->mission_loop_formula == -1 ){
577 // close localization
580 return CAMPAIGN_ERROR_SEXP_EXHAUSTED;
585 if (optional_string("+Level:")) {
586 stuff_int( &cm->level );
587 if ( cm->level == 0 ) // check if the top (root) of the whole tree
588 Campaign.next_mission = Campaign.num_missions;
591 Campaign.realign_required = 1;
593 if (optional_string("+Position:"))
594 stuff_int( &cm->pos );
596 Campaign.realign_required = 1;
610 Campaign.num_missions++;
612 } catch (parse_error_t rval) {
613 (void)rval; // suppress unused warning in release build
614 mprintf(("Error parsing '%s'\r\nError code = %i.\r\n", filename, (int)rval));
616 // close localization
619 return CAMPAIGN_ERROR_CORRUPT;
622 // set up the other variables for the campaign stuff. After initializing, we must try and load
623 // the campaign save file for this player. Since all campaign loads go through this routine, I
624 // think this place should be the only necessary place to load the campaign save stuff. The campaign
625 // save file will get written when a mission has ended by player choice.
626 Campaign.next_mission = 0;
627 Campaign.prev_mission = -1;
628 Campaign.current_mission = -1;
630 // loading the campaign will get us to the current and next mission that the player must fly
631 // plus load all of the old goals that future missions might rely on.
632 if (!Fred_running && load_savefile && (Campaign.type == CAMPAIGN_TYPE_SINGLE)) {
633 mission_campaign_savefile_load(Campaign.filename);
636 // close localization
642 // mission_campaign_load_by_name() loads up a freespace campaign given the filename. This routine
643 // is used to load up campaigns when a pilot file is loaded. Generally, the
644 // filename will probably be the freespace campaign file, but not necessarily.
645 int mission_campaign_load_by_name( const char *filename )
647 char real_filename[MAX_FILENAME_LEN+1] = { 0 };
648 char name[NAME_LENGTH],test[5];
649 int type,max_players;
651 // make sure to tack on .fsc on the end if its not there already
652 if(strlen(filename) > 0){
653 SDL_strlcpy(real_filename, filename, MAX_FILENAME_LEN);
655 if(strlen(real_filename) > 4){
656 SDL_strlcpy(test, real_filename+(strlen(real_filename)-4), SDL_arraysize(test));
657 if(strcmp(test, FS_CAMPAIGN_FILE_EXT)!=0){
658 SDL_strlcat(real_filename, FS_CAMPAIGN_FILE_EXT, SDL_arraysize(real_filename));
661 SDL_strlcat(real_filename, FS_CAMPAIGN_FILE_EXT, SDL_arraysize(real_filename));
664 Error(LOCATION,"Tried to load campaign file with illegal length/extension!");
667 if (!mission_campaign_get_info(real_filename, name, &type, &max_players)){
672 Campaign_file_names[Num_campaigns] = real_filename;
673 Campaign_names[Num_campaigns] = name;
675 mission_campaign_load(real_filename);
679 int mission_campaign_load_by_name_csfe( const char *filename, const char *callsign )
681 Game_mode |= GM_NORMAL;
682 SDL_strlcpy(Player->callsign, callsign, SDL_arraysize(Player->callsign));
683 return mission_campaign_load_by_name( filename);
687 // mission_campaign_init initializes some variables then loads the default Freespace single player campaign.
688 void mission_campaign_init()
690 memset(&Campaign, 0, sizeof(Campaign) );
693 // Fill in the root of the campaign save filename
694 void mission_campaign_savefile_generate_root(char *filename, const int max_len)
696 char base[MAX_FILENAME_LEN];
698 SDL_assert ( strlen(Campaign.filename) != 0 );
700 // build up the filename for the save file. There could be a problem with filename length,
701 // but this problem can get fixed in several ways -- ignore the problem for now though.
702 base_filename(Campaign.filename, base, SDL_arraysize(base));
703 SDL_assert ( (int)(strlen(base) + strlen(Player->callsign)) < max_len );
705 SDL_snprintf( filename, max_len, NOX("%s.%s."), Player->callsign, base );
708 // mission_campaign_savefile_save saves the state of the campaign. This function will probably always be called
709 // then the player is done flying a mission in the campaign path. It will save the missions played, the
710 // state of the goals, etc.
712 int mission_campaign_savefile_save()
714 char filename[MAX_PATH_LEN];
716 int i,j, mission_count;
718 memset(filename, 0, sizeof(filename));
719 mission_campaign_savefile_generate_root(filename, SDL_arraysize(filename));
721 // name the file differently depending on whether we're in single player or multiplayer mode
722 // single player : *.csg
723 SDL_strlcat( filename, NOX("csg"), SDL_arraysize(filename) );
725 fp = cfopen(filename,"wb", CFILE_NORMAL, CF_TYPE_SINGLE_PLAYERS);
730 // Write out campaign file info
731 cfwrite_int( CAMPAIGN_FILE_ID,fp );
732 cfwrite_int( CAMPAIGN_FILE_VERSION,fp );
734 // put in the file signature (single or multiplayer campaign) - see MissionCampaign.h for the #defines
735 cfwrite_int( CAMPAIGN_SINGLE_PLAYER_SIG, fp );
737 // do we need to write out the filename of the campaign?
738 cfwrite_string_len( Campaign.filename, fp );
739 cfwrite_int( Campaign.prev_mission, fp );
740 cfwrite_int( Campaign.next_mission, fp );
742 cfwrite_int( Campaign.loop_reentry, fp );
743 cfwrite_int( Campaign.loop_enabled, fp );
746 // write out the information for ships/weapons which this player is allowed to use
747 cfwrite_int(Num_ship_types, fp);
748 cfwrite_int(Num_weapon_types, fp);
749 for ( i = 0; i < Num_ship_types; i++ ){
750 cfwrite_char( Campaign.ships_allowed[i], fp );
753 for ( i = 0; i < Num_weapon_types; i++ ){
754 cfwrite_char( Campaign.weapons_allowed[i], fp );
757 // write out the completed mission matrix. Used to tell which missions the player
758 // can replay in the simulator. Also, each completed mission contains a list of the goals
759 // that were in the mission along with the goal completion status.
760 cfwrite_int( Campaign.num_missions_completed, fp );
761 for (i = 0; i < MAX_CAMPAIGN_MISSIONS; i++ ) {
762 if ( Campaign.missions[i].completed ) {
763 cfwrite_int( i, fp );
764 cfwrite_int( Campaign.missions[i].num_goals, fp );
765 for ( j = 0; j < Campaign.missions[i].num_goals; j++ ) {
766 cfwrite_string_len( Campaign.missions[i].goals[j].name, fp );
767 cfwrite_char( Campaign.missions[i].goals[j].status, fp );
769 cfwrite_int( Campaign.missions[i].num_events, fp );
770 for ( j = 0; j < Campaign.missions[i].num_events; j++ ) {
771 cfwrite_string_len( Campaign.missions[i].events[j].name, fp );
772 cfwrite_char( Campaign.missions[i].events[j].status, fp );
776 cfwrite_int(Campaign.missions[i].flags, fp);
784 // ugh! due to horrible bug, the stats saved at the end of every level were not written
785 // out to disk. Write out a seperate file to do this. We will only read it in if we actually
787 memset(filename, 0, sizeof(filename));
788 mission_campaign_savefile_generate_root(filename, SDL_arraysize(filename));
790 // name the file differently depending on whether we're in single player or multiplayer mode
791 // single player : *.csg
792 SDL_strlcat( filename, NOX("css"), SDL_arraysize(filename) );
794 fp = cfopen(filename,"wb", CFILE_NORMAL, CF_TYPE_SINGLE_PLAYERS);
799 // Write out campaign file info
800 cfwrite_int( CAMPAIGN_STATS_FILE_ID,fp );
801 cfwrite_int( CAMPAIGN_STATS_FILE_VERSION,fp );
803 // determine how many missions we are saving -- I think that this method is safer than the method
804 // I used for release
806 for ( i = 0; i < Campaign.num_missions; i++ ) {
807 if ( Campaign.missions[i].completed ) {
812 // write out the stats information to disk.
813 cfwrite_int( mission_count, fp );
814 for (i = 0; i < Campaign.num_missions; i++ ) {
815 if ( Campaign.missions[i].completed ) {
816 cfwrite_int( i, fp );
817 cfwrite( &Campaign.missions[i].stats, sizeof(scoring_struct), 1, fp );
826 // The following function always only ever ever ever called by CSFE!!!!!
827 int campaign_savefile_save(const char *pname)
829 if (Campaign.type == CAMPAIGN_TYPE_SINGLE)
830 Game_mode &= ~GM_MULTIPLAYER;
832 Game_mode |= GM_MULTIPLAYER;
834 SDL_strlcpy(Player->callsign, pname, SDL_arraysize(Player->callsign));
835 //memcpy(&Campaign, camp, sizeof(campaign));
836 return mission_campaign_savefile_save();
840 // the below two functions is internal to this module. It is here so that I can group the save/load
841 // functions together.
844 // mission_campaign_savefile_delete deletes any save file in the players directory for the given
846 void mission_campaign_savefile_delete( const char *cfilename, int is_multi )
848 char filename[MAX_PATH_LEN], base[MAX_FILENAME_LEN];
850 base_filename(cfilename, base, SDL_arraysize(base));
852 if ( Player->flags & PLAYER_FLAGS_IS_MULTI ) {
853 return; // no such thing as a multiplayer campaign savefile
856 SDL_snprintf( filename, SDL_arraysize(filename), NOX("%s.%s.csg"), Player->callsign, base );
858 cf_delete( filename, CF_TYPE_SINGLE_PLAYERS );
861 void campaign_delete_save( const char *cfn, const char *pname)
863 SDL_strlcpy(Player->callsign, pname, SDL_arraysize(Player->callsign));
864 mission_campaign_savefile_delete(cfn);
867 // next function deletes all the save files for this particular pilot. Just call cfile function
868 // which will delete multiple files
869 // Player_select_mode tells us whether we are deleting single or multiplayer files
870 void mission_campaign_delete_all_savefiles( const char *pilot_name, int is_multi )
872 int dir_type, num_files, i;
873 char *names[MAX_CAMPAIGNS], spec[MAX_FILENAME_LEN + 2];
876 int (*filter_save)(const char *filename);
879 return; // can't have multiplayer campaign save files
883 dir_type = CF_TYPE_SINGLE_PLAYERS;
885 SDL_snprintf(spec, SDL_arraysize(spec), NOX("%s.*%s"), pilot_name, ext);
887 // HACK HACK HACK HACK!!!! cf_get_file_list is not reentrant. Pretty dumb because it should
888 // be. I have to save any file filters
889 filter_save = Get_file_list_filter;
890 Get_file_list_filter = NULL;
891 num_files = cf_get_file_list(MAX_CAMPAIGNS, names, dir_type, spec);
892 Get_file_list_filter = filter_save;
894 for (i=0; i<num_files; i++) {
895 SDL_strlcpy(filename, names[i], SDL_arraysize(filename));
896 SDL_strlcat(filename, ext, SDL_arraysize(filename));
897 cf_delete(filename, dir_type);
902 // mission_campaign_savefile_load takes a filename of a campaign file as a parameter and loads all
903 // of the information stored in the campaign file.
904 void mission_campaign_savefile_load( const char *cfilename )
906 char filename[MAX_PATH_LEN], base[MAX_FILENAME_LEN];
907 int version, i, num, j, num_stats_blocks;
911 SDL_assert ( strlen(cfilename) != 0 );
913 // probably only called from single player games anymore!!! should be anyway
914 SDL_assert( Game_mode & GM_NORMAL ); // get allender or DaveB. trying to save campaign in multiplayer
916 // build up the filename for the save file. There could be a problem with filename length,
917 // but this problem can get fixed in several ways -- ignore the problem for now though.
918 base_filename(cfilename, base, SDL_arraysize(base));
919 SDL_assert ( (strlen(base) + strlen(Player->callsign)) < SDL_arraysize(filename) );
921 if(Game_mode & GM_MULTIPLAYER)
922 SDL_snprintf( filename, SDL_arraysize(filename), NOX("%s.%s.msg"), Player->callsign, base );
924 SDL_snprintf( filename, SDL_arraysize(filename), NOX("%s.%s.csg"), Player->callsign, base );
926 fp = cfopen(filename, "rb", CFILE_NORMAL, CF_TYPE_SINGLE_PLAYERS );
930 id = cfread_int( fp );
931 if ( id != CAMPAIGN_FILE_ID ) {
932 Warning(LOCATION, "Campaign save file has invalid signature");
937 version = cfread_int( fp );
938 if ( version < CAMPAIGN_FILE_COMPATIBLE_VERSION ) {
939 Warning(LOCATION, "Campaign save file too old -- not compatible. Deleting file.\nYou can continue from here without trouble\n\n");
941 cf_delete( filename, CF_TYPE_SINGLE_PLAYERS );
945 // verify that we are loading the correct type of campaign file for the mode that we are in.
947 type_sig = cfread_int( fp );
949 type_sig = CAMPAIGN_SINGLE_PLAYER_SIG;
951 SDL_assert( ((Game_mode & GM_MULTIPLAYER) && (type_sig==CAMPAIGN_MULTI_PLAYER_SIG)) || (!(Game_mode & GM_MULTIPLAYER) && (type_sig==CAMPAIGN_SINGLE_PLAYER_SIG)) );
953 Campaign.type = type_sig == CAMPAIGN_SINGLE_PLAYER_SIG ? CAMPAIGN_TYPE_SINGLE : CAMPAIGN_TYPE_MULTI_COOP;
955 // read in the filename of the campaign and compare the filenames to be sure that
956 // we are reading data that really belongs to this campaign. I think that this check
958 cfread_string_len( filename, SDL_arraysize(filename), fp );
959 /*if ( SDL_strcasecmp( filename, cfilename) ) { // Used to be !SDL_strcasecmp. How did this ever work? --MK, 11/9/97
960 Warning(LOCATION, "Campaign save file appears corrupt because of mismatching filenames.");
965 Campaign.prev_mission = cfread_int( fp );
966 Campaign.next_mission = cfread_int( fp );
968 Campaign.loop_reentry = cfread_int( fp );
969 Campaign.loop_enabled = cfread_int( fp );
972 // load information about ships/weapons allowed
973 int ship_count, weapon_count;
975 // if earlier than mission disk version, use old MAX_SHIP_TYPES, otherwise read from the file
976 if(version <= CAMPAIGN_INITIAL_RELEASE_FILE_VERSION){
977 ship_count = CAMPAIGN_SAVEFILE_MAX_SHIPS_OLD;
978 weapon_count = CAMPAIGN_SAVEFILE_MAX_WEAPONS_OLD;
980 ship_count = cfread_int(fp);
981 weapon_count = cfread_int(fp);
984 for ( i = 0; i < ship_count; i++ ){
985 Campaign.ships_allowed[i] = cfread_ubyte( fp );
988 for ( i = 0; i < weapon_count; i++ ){
989 Campaign.weapons_allowed[i] = cfread_ubyte( fp );
992 // read in the completed mission matrix. Used to tell which missions the player
993 // can replay in the simulator. Also, each completed mission contains a list of the goals
994 // that were in the mission along with the goal completion status.
995 Campaign.num_missions_completed = cfread_int( fp );
996 for (i = 0; i < Campaign.num_missions_completed; i++ ) {
997 num = cfread_int( fp );
998 Campaign.missions[num].completed = 1;
999 Campaign.missions[num].num_goals = cfread_int( fp );
1001 // be sure to malloc out space for the goals stuff, then zero the memory!!! Don't do malloc
1002 // if there are no goals
1003 Campaign.missions[num].goals = (mgoal *)malloc( Campaign.missions[num].num_goals * sizeof(mgoal) );
1004 if ( Campaign.missions[num].num_goals > 0 ) {
1005 memset( Campaign.missions[num].goals, 0, sizeof(mgoal) * Campaign.missions[num].num_goals );
1006 SDL_assert( Campaign.missions[num].goals != NULL );
1009 // now read in the goal information for this mission
1010 for ( j = 0; j < Campaign.missions[num].num_goals; j++ ) {
1011 cfread_string_len( Campaign.missions[num].goals[j].name, NAME_LENGTH, fp );
1012 Campaign.missions[num].goals[j].status = cfread_char( fp );
1015 // get the events from the savefile
1016 Campaign.missions[num].num_events = cfread_int( fp );
1018 // be sure to malloc out space for the events stuff, then zero the memory!!! Don't do malloc
1019 // if there are no events
1020 // if (Campaign.missions[num].events < 0)
1021 // Campaign.missions[num].events = 0;
1022 Campaign.missions[num].events = (mevent *)malloc( Campaign.missions[num].num_events * sizeof(mevent) );
1023 if ( Campaign.missions[num].num_events > 0 ) {
1024 memset( Campaign.missions[num].events, 0, sizeof(mevent) * Campaign.missions[num].num_events );
1025 SDL_assert( Campaign.missions[num].events != NULL );
1028 // now read in the event information for this mission
1029 for ( j = 0; j < Campaign.missions[num].num_events; j++ ) {
1030 cfread_string_len( Campaign.missions[num].events[j].name, NAME_LENGTH, fp );
1031 Campaign.missions[num].events[j].status = cfread_char( fp );
1036 Campaign.missions[num].flags = cfread_int(fp);
1043 // now, try and read in the campaign stats saved information. This code was added for the 1.03 patch
1044 // since the stats data was never written out to disk. We try and open the file, and if we cannot find
1045 // it, then simply return
1046 SDL_snprintf( filename, SDL_arraysize(filename), NOX("%s.%s.css"), Player->callsign, base );
1048 fp = cfopen(filename, "rb", CFILE_NORMAL, CF_TYPE_SINGLE_PLAYERS );
1052 id = cfread_int( fp );
1053 if ( id != CAMPAIGN_STATS_FILE_ID ) {
1054 Warning(LOCATION, "Campaign stats save file has invalid signature");
1059 version = cfread_int( fp );
1060 if ( version < CAMPAIGN_STATS_FILE_COMPATIBLE_VERSION ) {
1061 Warning(LOCATION, "Campaign save file too old -- not compatible. Deleting file.\nYou can continue from here without trouble\n\n");
1063 cf_delete( filename, CF_TYPE_SINGLE_PLAYERS );
1067 num_stats_blocks = cfread_int( fp );
1068 for (i = 0; i < num_stats_blocks; i++ ) {
1069 num = cfread_int( fp );
1070 cfread( &Campaign.missions[num].stats, sizeof(scoring_struct), 1, fp );
1076 // the following code only ever called by CSFE!!!!
1077 void campaign_savefile_load(const char *fname, const char *pname)
1079 if (Campaign.type==CAMPAIGN_TYPE_SINGLE) {
1080 Game_mode &= ~GM_MULTIPLAYER;
1081 Game_mode &= GM_NORMAL;
1084 Game_mode |= GM_MULTIPLAYER;
1085 SDL_strlcpy(Player->callsign, pname, SDL_arraysize(Player->callsign));
1086 mission_campaign_savefile_load(fname);
1089 // mission_campaign_next_mission sets up the internal veriables of the campaign
1090 // structure so the player can play the next mission. If there are no more missions
1091 // available in the campaign, this function returns -1, else 0 if the mission was
1093 int mission_campaign_next_mission()
1095 if ( (Campaign.next_mission == -1) || (strlen(Campaign.name) == 0) ) // will be set to -1 when there is no next mission
1098 Campaign.current_mission = Campaign.next_mission;
1099 SDL_strlcpy( Game_current_mission_filename, Campaign.missions[Campaign.current_mission].name, MAX_FILENAME_LEN );
1101 // check for end of loop.
1102 if (Campaign.current_mission == Campaign.loop_reentry) {
1103 Campaign.loop_enabled = 0;
1106 // reset the number of persistent ships and weapons for the next campaign mission
1107 Num_granted_ships = 0;
1108 Num_granted_weapons = 0;
1112 // mission_campaign_previous_mission() gets called to go to the previous mission in
1113 // the campaign. Used only for Red Alert missions
1114 int mission_campaign_previous_mission()
1116 if ( !(Game_mode & GM_CAMPAIGN_MODE) )
1119 if ( Campaign.prev_mission == -1 )
1122 Campaign.current_mission = Campaign.prev_mission;
1123 Campaign.next_mission = Campaign.current_mission;
1124 Campaign.num_missions_completed--;
1125 Campaign.missions[Campaign.next_mission].completed = 0;
1126 mission_campaign_savefile_save();
1128 // reset the player stats to be the stats from this level
1129 memcpy( &Player->stats, &Campaign.missions[Campaign.current_mission].stats, sizeof(Player->stats) );
1131 SDL_strlcpy( Game_current_mission_filename, Campaign.missions[Campaign.current_mission].name, MAX_FILENAME_LEN );
1132 Num_granted_ships = 0;
1133 Num_granted_weapons = 0;
1139 // determine what the next mission is after the current one. Because this evaluates an sexp,
1140 // and that could check just about anything, the results are only going to be valid in
1142 // DA 12/09/98 -- To allow for mission loops, need to maintain call with store stats
1143 int mission_campaign_eval_next_mission( int store_stats )
1149 Campaign.next_mission = -1;
1150 cur = Campaign.current_mission;
1151 name = Campaign.missions[cur].name;
1153 mission = &Campaign.missions[cur];
1155 // first we must save the status of the current missions goals in the campaign mission structure.
1156 // After that, we can determine which mission is tagged as the next mission. Finally, we
1157 // can save the campaign save file
1158 // we might have goal and event status if the player replayed a mission
1159 if ( mission->num_goals > 0 ) {
1160 free( mission->goals );
1163 mission->num_goals = Num_goals;
1164 if ( mission->num_goals > 0 ) {
1165 mission->goals = (mgoal *)malloc( sizeof(mgoal) * Num_goals );
1166 SDL_assert( mission->goals != NULL );
1169 // copy the needed info from the Mission_goal struct to our internal structure
1170 for (i = 0; i < Num_goals; i++ ) {
1171 if ( strlen(Mission_goals[i].name) == 0 ) {
1172 char name[NAME_LENGTH];
1174 sprintf(name, NOX("Goal #%d"), i);
1175 //Warning(LOCATION, "Mission goal in mission %s must have a +Name field! using %s for campaign save file\n", mission->name, name);
1176 strcpy( mission->goals[i].name, name);
1178 strcpy( mission->goals[i].name, Mission_goals[i].name );
1179 SDL_assert ( Mission_goals[i].satisfied != GOAL_INCOMPLETE ); // should be true or false at this point!!!
1180 mission->goals[i].status = (char)Mission_goals[i].satisfied;
1183 // do the same thing for events as we did for goals
1184 // we might have goal and event status if the player replayed a mission
1185 if ( mission->num_events > 0 ) {
1186 free( mission->events );
1189 mission->num_events = Num_mission_events;
1190 if ( mission->num_events > 0 ) {
1191 mission->events = (mevent *)malloc( sizeof(mevent) * Num_mission_events );
1192 SDL_assert( mission->events != NULL );
1195 // copy the needed info from the Mission_goal struct to our internal structure
1196 for (i = 0; i < Num_mission_events; i++ ) {
1197 if ( strlen(Mission_events[i].name) == 0 ) {
1198 char name[NAME_LENGTH];
1200 sprintf(name, NOX("Event #%d"), i);
1201 nprintf(("Warning", "Mission goal in mission %s must have a +Name field! using %s for campaign save file\n", mission->name, name));
1202 strcpy( mission->events[i].name, name);
1204 strcpy( mission->events[i].name, Mission_events[i].name );
1206 // getting status for the events is a little different. If the formula value for the event entry
1207 // is -1, then we know the value of the result field will never change. If the formula is
1208 // not -1 (i.e. still being evaluated at mission end time), we will write "incomplete" for the
1210 if ( Mission_events[i].formula == -1 ) {
1211 if ( Mission_events[i].result )
1212 mission->events[i].status = EVENT_SATISFIED;
1214 mission->events[i].status = EVENT_FAILED;
1219 // maybe store the alltime stats which would be current at the end of this mission
1220 if ( store_stats ) {
1221 memcpy( &mission->stats, &Player->stats, sizeof(Player->stats) );
1222 scoring_backout_accept( &mission->stats );
1225 if ( store_stats ) { // second (last) time through, so use choose loop_mission if chosen
1226 if ( Campaign.loop_enabled ) {
1227 Campaign.next_mission = Campaign.loop_mission;
1229 // evaluate next mission (straight path)
1230 if (Campaign.missions[cur].formula != -1) {
1231 flush_sexp_tree(Campaign.missions[cur].formula); // force formula to be re-evaluated
1232 eval_sexp(Campaign.missions[cur].formula); // this should reset Campaign.next_mission to proper value
1237 // evaluate next mission (straight path)
1238 if (Campaign.missions[cur].formula != -1) {
1239 flush_sexp_tree(Campaign.missions[cur].formula); // force formula to be re-evaluated
1240 eval_sexp(Campaign.missions[cur].formula); // this should reset Campaign.next_mission to proper value
1243 // evaluate mission loop mission (if any) so it can be used if chosen
1244 if ( Campaign.missions[cur].has_mission_loop ) {
1245 int copy_next_mission = Campaign.next_mission;
1246 // Set temporarily to -1 so we know if loop formula fails to assign
1247 Campaign.next_mission = -1; // Cannot exit campaign from loop
1248 if (Campaign.missions[cur].mission_loop_formula != -1) {
1249 flush_sexp_tree(Campaign.missions[cur].mission_loop_formula); // force formula to be re-evaluated
1250 eval_sexp(Campaign.missions[cur].mission_loop_formula); // this should reset Campaign.next_mission to proper value
1253 Campaign.loop_mission = Campaign.next_mission;
1254 Campaign.next_mission = copy_next_mission;
1258 if (Campaign.next_mission == -1)
1259 nprintf(("allender", "No next mission to proceed to.\n"));
1261 nprintf(("allender", "Next mission is number %d [%s]\n", Campaign.next_mission, Campaign.missions[Campaign.next_mission].name));
1263 return Campaign.next_mission;
1266 // Evaluate next campaign mission - set as Campaign.next_mission. Also set Campaign.loop_mission
1267 void mission_campaign_eval_next_mission()
1269 Campaign.next_mission = -1;
1270 int cur = Campaign.current_mission;
1272 // evaluate next mission (straight path)
1273 if (Campaign.missions[cur].formula != -1) {
1274 flush_sexp_tree(Campaign.missions[cur].formula); // force formula to be re-evaluated
1275 eval_sexp(Campaign.missions[cur].formula); // this should reset Campaign.next_mission to proper value
1278 // evaluate mission loop mission (if any) so it can be used if chosen
1279 if ( Campaign.missions[cur].has_mission_loop ) {
1280 int copy_next_mission = Campaign.next_mission;
1281 // Set temporarily to -1 so we know if loop formula fails to assign
1282 Campaign.next_mission = -1;
1283 if (Campaign.missions[cur].mission_loop_formula != -1) {
1284 flush_sexp_tree(Campaign.missions[cur].mission_loop_formula); // force formula to be re-evaluated
1285 eval_sexp(Campaign.missions[cur].mission_loop_formula); // this should reset Campaign.next_mission to proper value
1288 Campaign.loop_mission = Campaign.next_mission;
1289 Campaign.next_mission = copy_next_mission;
1292 if (Campaign.next_mission == -1) {
1293 nprintf(("allender", "No next mission to proceed to.\n"));
1295 nprintf(("allender", "Next mission is number %d [%s]\n", Campaign.next_mission, Campaign.missions[Campaign.next_mission].name));
1300 // Store mission's goals and events in Campaign struct
1301 void mission_campaign_store_goals_and_events()
1306 cur = Campaign.current_mission;
1308 mission = &Campaign.missions[cur];
1310 // first we must save the status of the current missions goals in the campaign mission structure.
1311 // After that, we can determine which mission is tagged as the next mission. Finally, we
1312 // can save the campaign save file
1313 // we might have goal and event status if the player replayed a mission
1314 if ( mission->num_goals > 0 ) {
1315 free( mission->goals );
1318 mission->num_goals = Num_goals;
1319 if ( mission->num_goals > 0 ) {
1320 mission->goals = (mgoal *)malloc( sizeof(mgoal) * Num_goals );
1321 SDL_assert( mission->goals != NULL );
1324 // copy the needed info from the Mission_goal struct to our internal structure
1325 for (i = 0; i < Num_goals; i++ ) {
1326 if ( strlen(Mission_goals[i].name) == 0 ) {
1327 char name[NAME_LENGTH];
1329 SDL_snprintf(name, SDL_arraysize(name), NOX("Goal #%d"), i);
1330 //Warning(LOCATION, "Mission goal in mission %s must have a +Name field! using %s for campaign save file\n", mission->name, name);
1331 SDL_strlcpy( mission->goals[i].name, name, SDL_arraysize(mission->goals[0].name));
1333 SDL_strlcpy( mission->goals[i].name, Mission_goals[i].name, SDL_arraysize(mission->goals[0].name) );
1334 SDL_assert ( Mission_goals[i].satisfied != GOAL_INCOMPLETE ); // should be true or false at this point!!!
1335 mission->goals[i].status = (char)Mission_goals[i].satisfied;
1338 // do the same thing for events as we did for goals
1339 // we might have goal and event status if the player replayed a mission
1340 if ( mission->num_events > 0 ) {
1341 free( mission->events );
1344 mission->num_events = Num_mission_events;
1345 if ( mission->num_events > 0 ) {
1346 mission->events = (mevent *)malloc( sizeof(mevent) * Num_mission_events );
1347 SDL_assert( mission->events != NULL );
1350 // copy the needed info from the Mission_goal struct to our internal structure
1351 for (i = 0; i < Num_mission_events; i++ ) {
1352 if ( strlen(Mission_events[i].name) == 0 ) {
1353 char name[NAME_LENGTH];
1355 SDL_snprintf(name, SDL_arraysize(name), NOX("Event #%d"), i);
1356 nprintf(("Warning", "Mission goal in mission %s must have a +Name field! using %s for campaign save file\n", mission->name, name));
1357 SDL_strlcpy( mission->events[i].name, name, SDL_arraysize(mission->events[0].name));
1359 SDL_strlcpy( mission->events[i].name, Mission_events[i].name, SDL_arraysize(mission->events[0].name) );
1361 // getting status for the events is a little different. If the formula value for the event entry
1362 // is -1, then we know the value of the result field will never change. If the formula is
1363 // not -1 (i.e. still being evaluated at mission end time), we will write "incomplete" for the
1365 if ( Mission_events[i].formula == -1 ) {
1366 if ( Mission_events[i].result )
1367 mission->events[i].status = EVENT_SATISFIED;
1369 mission->events[i].status = EVENT_FAILED;
1375 // this function is called when the player's mission is over. It updates the internal store of goals
1376 // and their status then saves the state of the campaign in the campaign file. This gets called
1377 // after player accepts mission results in debriefing.
1378 void mission_campaign_mission_over()
1383 // I don't think that we should have a record for these -- maybe we might?????? If we do,
1384 // then we should free them
1385 if ( !(Game_mode & GM_CAMPAIGN_MODE) ){
1389 mission_num = Campaign.current_mission;
1390 SDL_assert( mission_num != -1 );
1391 mission = &Campaign.missions[mission_num];
1393 // determine if any ships/weapons were granted this mission
1394 for ( i=0; i<Num_granted_ships; i++ ){
1395 Campaign.ships_allowed[Granted_ships[i]] = 1;
1398 for ( i=0; i<Num_granted_weapons; i++ ){
1399 Campaign.weapons_allowed[Granted_weapons[i]] = 1;
1402 // DKA 12/11/98 - Unneeded already evaluated and stored
1403 // determine what new mission we are moving to.
1404 // mission_campaign_eval_next_mission(1);
1406 // update campaign.mission stats (used to allow backout inRedAlert)
1407 memcpy( &mission->stats, &Player->stats, sizeof(Player->stats) );
1408 if(!(Game_mode & GM_MULTIPLAYER)){
1409 scoring_backout_accept( &mission->stats );
1412 // if we are moving to a new mission, then change our data. If we are staying on the same mission,
1413 // then we don't want to do anything. Remove information about goals/events
1414 if ( Campaign.next_mission != mission_num ) {
1415 Campaign.prev_mission = mission_num;
1416 Campaign.current_mission = -1;
1417 Campaign.num_missions_completed++;
1418 Campaign.missions[mission_num].completed = 1;
1420 // save the scoring values from the previous mission at the start of this mission -- for red alert
1422 // save the state of the campaign in the campaign save file and move to the end_game state
1423 if (Campaign.type == CAMPAIGN_TYPE_SINGLE) {
1424 mission_campaign_savefile_save();
1428 // free up the goals and events which were just malloced. It's kind of like erasing any fact
1429 // that the player played this mission in the campaign.
1430 free( mission->goals );
1431 mission->num_goals = 0;
1433 free( mission->events );
1434 mission->num_events = 0;
1436 Sexp_nodes[mission->formula].value = SEXP_UNKNOWN;
1440 if (Campaign.missions[Campaign.next_mission].flags & CMISSION_FLAG_BASTION){
1441 Player->on_bastion = 1;
1443 Player->on_bastion = 0;
1446 mission_campaign_next_mission(); // sets up whatever needs to be set to actually play next mission
1449 // called when the game closes -- to get rid of memory errors for Bounds checker
1450 void mission_campaign_close()
1455 free(Campaign.desc);
1457 // be sure to remove all old malloced strings of Mission_names
1458 // we must also free any goal stuff that was from a previous campaign
1459 for ( i=0; i<Campaign.num_missions; i++ ) {
1460 if ( Campaign.missions[i].name ){
1461 free(Campaign.missions[i].name);
1464 if (Campaign.missions[i].notes){
1465 free(Campaign.missions[i].notes);
1468 if ( Campaign.missions[i].num_goals > 0 ){
1469 free ( Campaign.missions[i].goals );
1472 if ( Campaign.missions[i].num_events > 0 ){
1473 free ( Campaign.missions[i].events );
1476 // the next three are strdup'd return values from parselo.cpp
1477 if (Campaign.missions[i].mission_loop_desc) {
1478 free(Campaign.missions[i].mission_loop_desc);
1481 if (Campaign.missions[i].mission_loop_brief_anim) {
1482 free(Campaign.missions[i].mission_loop_brief_anim);
1485 if (Campaign.missions[i].mission_loop_brief_sound) {
1486 free(Campaign.missions[i].mission_loop_brief_sound);
1489 if ( !Fred_running ){
1490 sexp_unmark_persistent(Campaign.missions[i].formula); // free any sexpression nodes used by campaign.
1493 Campaign.missions[i].num_goals = 0;
1494 Campaign.missions[i].num_events = 0;
1498 // call from game_shutdown() ONLY!!!
1499 void mission_campaign_shutdown()
1503 for (i=0; i<MAX_CAMPAIGNS; i++) {
1504 if (Campaign_names[i] != NULL) {
1505 free(Campaign_names[i]);
1506 Campaign_names[i] = NULL;
1509 if (Campaign_file_names[i] != NULL) {
1510 free(Campaign_file_names[i]);
1511 Campaign_file_names[i] = NULL;
1516 // extract the mission filenames for a campaign.
1518 // filename => name of campaign file
1519 // dest => storage for the mission filename, must be already allocated
1520 // num => output parameter for the number of mission filenames in the campaign
1522 // note that dest should allocate at least dest[MAX_CAMPAIGN_MISSIONS][NAME_LENGTH]
1523 int mission_campaign_get_filenames(const char *filename, char dest[][NAME_LENGTH], int *num)
1525 // read the mission file and get the list of mission filenames
1527 read_file_text(filename);
1528 SDL_assert(strlen(filename) < MAX_FILENAME_LEN - 1); // make sure no overflow
1531 required_string("$Name:");
1532 advance_to_eoln(NULL);
1534 required_string( "$Type:" );
1535 advance_to_eoln(NULL);
1537 // parse the mission file and actually read in the mission stuff
1539 while ( skip_to_string("$Mission:") == 1 ) {
1540 stuff_string(dest[*num], F_NAME, NULL);
1543 } catch (parse_error_t rval) {
1550 // function to read the goals and events from a mission in a campaign file and store that information
1551 // in the campaign structure for use in the campaign editor, error checking, etc
1552 void read_mission_goal_list(int num)
1554 char *filename, notes[NOTES_LENGTH], goals[MAX_GOALS][NAME_LENGTH];
1555 char events[MAX_MISSION_EVENTS][NAME_LENGTH];
1556 int i, z, event_count, count = 0;
1558 filename = Campaign.missions[num].name;
1560 // open localization
1563 // default counts to zero
1568 read_file_text(filename);
1571 // first, read the mission notes for this mission. Used in campaign editor
1572 if (skip_to_string("#Mission Info")) {
1573 if (skip_to_string("$Notes:")) {
1574 stuff_string(notes, F_NOTES, NULL);
1575 if (Campaign.missions[num].notes){
1576 free(Campaign.missions[num].notes);
1579 Campaign.missions[num].notes = (char *) malloc(strlen(notes) + 1);
1580 SDL_strlcpy(Campaign.missions[num].notes, notes, strlen(notes) + 1);
1584 // skip to events section in the mission file. Events come before goals, so we process them first
1585 if ( skip_to_string("#Events") ) {
1587 if (skip_to_string("$Formula:", "#Goals") != 1){
1591 z = skip_to_string("+Name:", "$Formula:");
1597 stuff_string(events[event_count], F_NAME, NULL);
1599 SDL_snprintf(events[event_count], NAME_LENGTH, NOX("Event #%d"), event_count + 1);
1603 SDL_assert(event_count < MAX_MISSION_EVENTS);
1607 if (skip_to_string("#Goals")) {
1609 if (skip_to_string("$Type:", "#End") != 1){
1613 z = skip_to_string("+Name:", "$Type:");
1619 stuff_string(goals[count], F_NAME, NULL);
1621 SDL_snprintf(goals[count], NAME_LENGTH, NOX("Goal #%d"), count + 1);
1625 SDL_assert(count < MAX_GOALS);
1628 } catch (parse_error_t rval) {
1629 Warning(LOCATION, "Error reading \"%s\" (code = %d)", filename, (int)rval);
1632 Campaign.missions[num].num_goals = count;
1634 Campaign.missions[num].goals = (mgoal *) malloc(count * sizeof(mgoal));
1635 SDL_assert(Campaign.missions[num].goals); // make sure we got the memory
1636 memset(Campaign.missions[num].goals, 0, count * sizeof(mgoal));
1638 for (i=0; i<count; i++){
1639 SDL_strlcpy(Campaign.missions[num].goals[i].name, goals[i], SDL_arraysize(Campaign.missions[num].goals[i].name));
1643 Campaign.missions[num].num_events = event_count;
1645 Campaign.missions[num].events = (mevent *)malloc(event_count * sizeof(mevent));
1646 SDL_assert ( Campaign.missions[num].events );
1647 memset(Campaign.missions[num].events, 0, event_count * sizeof(mevent));
1649 for (i = 0; i < event_count; i++ ){
1650 SDL_strlcpy(Campaign.missions[num].events[i].name, events[i], SDL_arraysize(Campaign.missions[num].events[i].name));
1654 // close localization
1658 // function to return index into Campaign's list of missions of the mission with the given
1659 // filename. This function tried to be a little smart about filename looking for the .fsm
1660 // extension since filenames are stored with the extension in the campaign file. Returns
1661 // index of mission in campaign structure. -1 if mission name not found.
1662 int mission_campaign_find_mission( const char *name )
1665 char realname[MAX_FILENAME_LEN];
1667 // look for an extension on the file. If no extension, add default ".fsm" onto the
1668 // end of the filename
1669 if ( SDL_strchr(name, '.') == NULL ){
1670 SDL_snprintf(realname, SDL_arraysize(realname), NOX("%s%s"), name, FS_MISSION_FILE_EXT );
1672 SDL_strlcpy(realname, name, SDL_arraysize(realname));
1675 for (i = 0; i < Campaign.num_missions; i++ ) {
1676 if ( !SDL_strcasecmp(realname, Campaign.missions[i].name) ){
1684 void mission_campaign_maybe_play_movie(int type)
1689 // only support pre mission movies for now.
1690 SDL_assert ( type == CAMPAIGN_MOVIE_PRE_MISSION );
1692 if ( !(Game_mode & GM_CAMPAIGN_MODE) )
1695 mission = Campaign.current_mission;
1696 SDL_assert( mission != -1 );
1698 // get a possible filename for a movie to play.
1701 case CAMPAIGN_MOVIE_PRE_MISSION:
1702 if ( strlen(Campaign.missions[mission].briefing_cutscene) )
1703 filename = Campaign.missions[mission].briefing_cutscene;
1711 // no filename, no movie!
1715 movie_play( filename );
1718 // return nonzero if the passed filename is a multiplayer campaign, 0 otherwise
1719 int mission_campaign_parse_is_multi(const char *filename, char *name, const int max_len)
1725 read_file_text( filename );
1728 required_string("$Name:");
1729 stuff_string( temp, F_NAME, NULL );
1731 SDL_strlcpy( name, temp, max_len );
1733 required_string( "$Type:" );
1734 stuff_string( temp, F_NAME, NULL );
1736 for (i = 0; i < MAX_CAMPAIGN_TYPES; i++ ) {
1737 if ( !SDL_strcasecmp(temp, campaign_types[i]) ) {
1741 } catch (parse_error_t rval) {
1742 Error(LOCATION, "Unable to parse %s! Code = %i.\n", filename, (int)rval);
1745 Error(LOCATION, "Unknown campaign type %s", temp );
1749 // functions to save persistent information during a mission -- which then might or might not get
1750 // saved out when the mission is over depending on whether player replays mission or commits.
1751 void mission_campaign_save_persistent( int type, int sindex )
1753 // based on the type of information, save it off for possible saving into the campsign
1754 // savefile when the mission is over
1755 if ( type == CAMPAIGN_PERSISTENT_SHIP ) {
1756 SDL_assert( Num_granted_ships < MAX_SHIP_TYPES );
1757 Granted_ships[Num_granted_ships] = sindex;
1758 Num_granted_ships++;
1759 } else if ( type == CAMPAIGN_PERSISTENT_WEAPON ) {
1760 SDL_assert( Num_granted_weapons < MAX_WEAPON_TYPES );
1761 Granted_weapons[Num_granted_weapons] = sindex;
1762 Num_granted_weapons++;
1767 // returns 0: loaded, !0: error
1768 int mission_load_up_campaign()
1770 if (strlen(Player->current_campaign))
1771 return mission_campaign_load(Player->current_campaign);
1773 return mission_campaign_load(BUILTIN_CAMPAIGN);
1776 // for end of campaign in the single player game. Called when the end of campaign state is
1777 // entered, which is triggered when the end-campaign sexpression is hit
1779 void mission_campaign_end_init()
1781 // no need to do any initialization.
1784 void mission_campaign_end_do()
1787 event_music_level_close();
1788 mission_goal_fail_incomplete();
1789 scoring_level_close();
1790 mission_campaign_mission_over();
1793 movie_play("endgame.mve");
1795 // eventually we'll want to play one of two options (good ending or bad ending)
1796 // did the supernova blow?
1797 if(Supernova_status == SUPERNOVA_HIT){
1798 movie_play_two("endpart1.mve", "endprt2b.mve"); // good ending
1800 movie_play_two("endpart1.mve", "endprt2a.mve"); // good ending
1804 #if defined(FS2_DEMO) || defined(FS1_DEMO)
1805 gameseq_post_event( GS_EVENT_END_DEMO );
1806 #elif defined(MAKE_FS1)
1807 gameseq_post_event( GS_STATE_END_OF_CAMPAIGN );
1809 gameseq_post_event( GS_EVENT_MAIN_MENU );
1813 void mission_campaign_end_close()
1815 // nothing to do here.
1819 // skip to the next mission in the campaign
1820 // this also posts the state change by default. pass 0 to override that
1821 void mission_campaign_skip_to_next(int start_game)
1823 // mark all goals/events complete
1824 // these do not really matter, since is-previous-event-* and is-previous-goal-* sexps check
1825 // to see if the mission was skipped, and use defaults accordingly.
1826 mission_goal_mark_objectives_complete();
1827 mission_goal_mark_events_complete();
1829 // mark mission as skipped
1830 Campaign.missions[Campaign.current_mission].flags |= CMISSION_FLAG_SKIPPED;
1833 mission_campaign_store_goals_and_events();
1835 // now set the next mission
1836 mission_campaign_eval_next_mission();
1838 // clear out relevant player vars
1839 Player->failures_this_session = 0;
1840 Player->show_skip_popup = 1;
1843 // proceed to next mission or main hall
1844 if ((Campaign.missions[Campaign.current_mission].has_mission_loop) && (Campaign.loop_mission != -1)) {
1845 // go to loop solicitation
1846 gameseq_post_event(GS_EVENT_LOOP_BRIEF);
1848 // closes out mission stuff, sets up next one
1849 mission_campaign_mission_over();
1851 if ( Campaign.next_mission == -1 ) {
1852 // go to main hall, tha campaign is over!
1853 gameseq_post_event(GS_EVENT_MAIN_MENU);
1855 // go to next mission
1856 gameseq_post_event(GS_EVENT_START_GAME);
1863 // breaks your ass out of the loop
1864 // this also posts the state change
1865 void mission_campaign_exit_loop()
1867 // set campaign to loop reentry point
1868 Campaign.next_mission = Campaign.loop_reentry;
1869 Campaign.current_mission = -1;
1870 Campaign.loop_enabled = 0;
1872 // set things up for next mission
1873 mission_campaign_next_mission();
1874 gameseq_post_event(GS_EVENT_START_GAME);
1878 // used for jumping to a particular campaign mission
1879 // all pvs missions marked skipped
1880 // this relies on correct mission ordering in the campaign file
1881 void mission_campaign_jump_to_mission(const char *name)
1884 char dest_name[64] = { 0 };
1886 // load in the campaign junk
1887 mission_load_up_campaign();
1889 // tack the .fs2 onto the input name
1890 SDL_strlcpy(dest_name, cf_add_ext(name, FS_MISSION_FILE_EXT), SDL_arraysize(dest_name));
1892 // search for our mission
1893 for (i=0; i<Campaign.num_missions; i++) {
1894 if ((Campaign.missions[i].name != NULL) && !SDL_strcasecmp(Campaign.missions[i].name, dest_name) ) {
1895 Campaign.next_mission = i;
1896 Campaign.prev_mission = i-1;
1897 mission_campaign_next_mission();
1898 Game_mode |= GM_CAMPAIGN_MODE;
1899 gameseq_post_event(GS_EVENT_START_GAME);
1902 Campaign.missions[i].flags |= CMISSION_FLAG_SKIPPED;
1903 Campaign.num_missions_completed = i;
1907 // if we got here, no match was found
1908 // restart the campaign
1909 mission_campaign_savefile_delete(Campaign.filename);
1910 mission_campaign_load(Campaign.filename);