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
261 #define CAMPAIGN_FILE_VERSION 12
262 //#define CAMPAIGN_FILE_COMPATIBLE_VERSION CAMPAIGN_INITIAL_RELEASE_FILE_VERSION
263 #define CAMPAIGN_FILE_COMPATIBLE_VERSION CAMPAIGN_FILE_VERSION
264 #define CAMPAIGN_FILE_ID 0xbeefcafe
266 // variables with deal with the campaign stats save file
267 #define CAMPAIGN_STATS_FILE_VERSION 1
268 #define CAMPAIGN_STATS_FILE_COMPATIBLE_VERSION 1
269 #define CAMPAIGN_STATS_FILE_ID 0xabbadaad
271 // mission_campaign_get_name returns a string (which is malloced in this routine) of the name
272 // of the given freespace campaign file. In the type field, we return if the campaign is a single
273 // player or multiplayer campaign. The type field will only be valid if the name returned is non-NULL
274 int mission_campaign_get_info(const char *filename, char *name, int *type, int *max_players, char **desc)
277 char campaign_type[NAME_LENGTH], fname[MAX_FILENAME_LEN];
279 SDL_assert( name != NULL );
280 SDL_assert( type != NULL );
285 SDL_strlcpy(fname, filename, sizeof(fname));
286 if ((strlen(fname) < 4) || SDL_strcasecmp(fname + strlen(fname) - 4, FS_CAMPAIGN_FILE_EXT)){
287 SDL_strlcat(fname, FS_CAMPAIGN_FILE_EXT, sizeof(fname));
290 SDL_assert(strlen(fname) < MAX_FILENAME_LEN);
293 read_file_text( fname );
295 required_string("$Name:");
297 stuff_string( name, F_NAME, NULL );
298 if ( name == NULL ) {
300 nprintf(("Warning", "No name found for campaign file %s\n", filename));
302 // close localization
308 required_string( "$Type:" );
309 stuff_string( campaign_type, F_NAME, NULL );
312 for (i=0; i<MAX_CAMPAIGN_TYPES; i++) {
313 if ( !SDL_strcasecmp(campaign_type, campaign_types[i]) ) {
320 if (optional_string("+Description:")) {
321 *desc = stuff_and_malloc_string(F_MULTITEXT, NULL, MISSION_DESC_LENGTH);
325 // if this is a multiplayer campaign, get the max players
327 skip_to_string("+Num Players:");
328 stuff_int(max_players);
331 // if we found a valid campaign type
333 // close localization
338 } catch (parse_error_t rval) {
339 if (rval == PARSE_ERROR_FILE_NOT_FOUND) {
340 // close localization
346 Error(LOCATION, "Error parsing '%s'\r\nError code = %i.\r\n", fname, (int)rval);
349 Int3(); // get Allender -- incorrect type found
351 // close localization
357 // parses campaign and returns a list of missions in it. Returns number of missions added to
358 // the 'list', and up to 'max' missions may be added to 'list'. Returns negative on error.
360 int mission_campaign_get_mission_list(const char *filename, char **list, int max)
363 char name[NAME_LENGTH];
365 filename = cf_add_ext(filename, FS_CAMPAIGN_FILE_EXT);
367 // read the mission file and get the list of mission filenames
369 read_file_text(filename);
372 while (skip_to_string("$Mission:") > 0) {
373 stuff_string(name, F_NAME, NULL);
375 list[num++] = strdup(name);
377 } catch (parse_error_t) {
378 // since we can't return count of allocated elements, free them instead
379 for (i=0; i<num; i++)
388 // gets optional ship/weapon information
389 void mission_campaign_get_sw_info()
391 int i, count, ship_list[MAX_SHIP_TYPES], weapon_list[MAX_WEAPON_TYPES];
393 // set allowable ships to the SIF_PLAYER_SHIPs
394 memset( Campaign.ships_allowed, 0, sizeof(Campaign.ships_allowed) );
395 for (i = 0; i < MAX_SHIP_TYPES; i++ ) {
396 if ( Ship_info[i].flags & SIF_PLAYER_SHIP )
397 Campaign.ships_allowed[i] = 1;
400 for (i = 0; i < MAX_WEAPON_TYPES; i++ )
401 Campaign.weapons_allowed[i] = 1;
403 if ( optional_string("+Starting Ships:") ) {
404 for (i = 0; i < MAX_SHIP_TYPES; i++ )
405 Campaign.ships_allowed[i] = 0;
407 count = stuff_int_list(ship_list, MAX_SHIP_TYPES, SHIP_INFO_TYPE);
409 // now set the array elements stating which ships we are allowed
410 for (i = 0; i < count; i++ ) {
411 if ( Ship_info[ship_list[i]].flags & SIF_PLAYER_SHIP )
412 Campaign.ships_allowed[ship_list[i]] = 1;
416 if ( optional_string("+Starting Weapons:") ) {
417 for (i = 0; i < MAX_WEAPON_TYPES; i++ )
418 Campaign.weapons_allowed[i] = 0;
420 count = stuff_int_list(weapon_list, MAX_WEAPON_TYPES, WEAPON_POOL_TYPE);
422 // now set the array elements stating which ships we are allowed
423 for (i = 0; i < count; i++ )
424 Campaign.weapons_allowed[weapon_list[i]] = 1;
428 // mission_campaign_load starts a new campaign. It reads in the mission information in the campaign file
429 // It also sets up all variables needed inside of the game to deal with starting mission numbers, etc
431 // Note: Due to difficulties in generalizing this function, parts of it are duplicated throughout
432 // this file. If you change the format of the campaign file, you should be sure these related
433 // functions work properly and update them if it breaks them.
434 int mission_campaign_load( const char *filename, int load_savefile )
437 char name[NAME_LENGTH], type[NAME_LENGTH];
439 filename = cf_add_ext(filename, FS_CAMPAIGN_FILE_EXT);
444 // read the mission file and get the list of mission filenames
446 // be sure to remove all old malloced strings of Mission_names
447 // we must also free any goal stuff that was from a previous campaign
448 // this also frees sexpressions so the next call to init_sexp will be able to reclaim
449 // nodes previously used by another campaign.
450 mission_campaign_close();
452 SDL_strlcpy( Campaign.filename, filename, sizeof(Campaign.filename) );
454 // only initialize the sexpression stuff when Fred isn't running. It'll screw things up major
456 if ( !Fred_running ){
457 init_sexp(); // must initialize the sexpression stuff
460 read_file_text( filename );
462 memset( &Campaign, 0, sizeof(Campaign) );
464 // copy filename to campaign structure minus the extension
465 len = min(strlen(filename) - 4 + 1, sizeof(Campaign.filename));
466 SDL_strlcpy(Campaign.filename, filename, len);
468 required_string("$Name:");
469 stuff_string( name, F_NAME, NULL );
471 //Store campaign name in the global struct
472 SDL_strlcpy( Campaign.name, name, sizeof(Campaign.name) );
474 required_string( "$Type:" );
475 stuff_string( type, F_NAME, NULL );
477 for (i = 0; i < MAX_CAMPAIGN_TYPES; i++ ) {
478 if ( !SDL_strcasecmp(type, campaign_types[i]) ) {
484 if ( i == MAX_CAMPAIGN_TYPES )
485 Error(LOCATION, "Unknown campaign type %s!", type);
487 Campaign.desc = NULL;
488 if (optional_string("+Description:"))
489 Campaign.desc = stuff_and_malloc_string(F_MULTITEXT, NULL, MISSION_DESC_LENGTH);
491 // if the type is multiplayer -- get the number of players
492 Campaign.num_players = 0;
493 if ( Campaign.type != CAMPAIGN_TYPE_SINGLE) {
494 required_string("+Num players:");
495 stuff_int( &(Campaign.num_players) );
499 // check if mission disk -
500 // doesn't do anything but prevent non fatal error messages
501 optional_string("+Missiondisk");
504 // parse the optional ship/weapon information
505 mission_campaign_get_sw_info();
507 // parse the mission file and actually read in the mission stuff
508 Campaign.num_missions = 0;
509 while ( required_string_either("#End", "$Mission:") ) {
512 required_string("$Mission:");
513 stuff_string(name, F_NAME, NULL);
514 cm = &Campaign.missions[Campaign.num_missions];
515 cm->name = strdup(name);
517 cm->briefing_cutscene[0] = 0;
518 if ( optional_string("+Briefing Cutscene:") )
519 stuff_string( cm->briefing_cutscene, F_NAME, NULL );
522 if (optional_string("+Flags:"))
523 stuff_int(&cm->flags);
526 if ( optional_string("+Formula:") ) {
527 cm->formula = get_sexp_main();
528 if ( !Fred_running ) {
529 SDL_assert ( cm->formula != -1 );
530 sexp_mark_persistent( cm->formula );
533 if ( cm->formula == -1 ){
534 // close localization
537 return CAMPAIGN_ERROR_SEXP_EXHAUSTED;
542 // Do misison looping stuff
543 cm->has_mission_loop = 0;
544 if ( optional_string("+Mission Loop:") ) {
545 cm->has_mission_loop = 1;
548 cm->mission_loop_desc = NULL;
549 if ( optional_string("+Mission Loop Text:")) {
550 cm->mission_loop_desc = stuff_and_malloc_string(F_MULTITEXT, NULL, MISSION_DESC_LENGTH);
553 cm->mission_loop_brief_anim = NULL;
554 if ( optional_string("+Mission Loop Brief Anim:")) {
555 cm->mission_loop_brief_anim = stuff_and_malloc_string(F_MULTITEXT, NULL, MAX_FILENAME_LEN);
558 cm->mission_loop_brief_sound = NULL;
559 if ( optional_string("+Mission Loop Brief Sound:")) {
560 cm->mission_loop_brief_sound = stuff_and_malloc_string(F_MULTITEXT, NULL, MAX_FILENAME_LEN);
563 cm->mission_loop_formula = -1;
564 if ( optional_string("+Formula:") ) {
565 cm->mission_loop_formula = get_sexp_main();
566 if ( !Fred_running ) {
567 SDL_assert ( cm->mission_loop_formula != -1 );
568 sexp_mark_persistent( cm->mission_loop_formula );
571 if ( cm->mission_loop_formula == -1 ){
572 // close localization
575 return CAMPAIGN_ERROR_SEXP_EXHAUSTED;
580 if (optional_string("+Level:")) {
581 stuff_int( &cm->level );
582 if ( cm->level == 0 ) // check if the top (root) of the whole tree
583 Campaign.next_mission = Campaign.num_missions;
586 Campaign.realign_required = 1;
588 if (optional_string("+Position:"))
589 stuff_int( &cm->pos );
591 Campaign.realign_required = 1;
605 Campaign.num_missions++;
607 } catch (parse_error_t rval) {
608 mprintf(("Error parsing '%s'\r\nError code = %i.\r\n", filename, (int)rval));
610 // close localization
613 return CAMPAIGN_ERROR_CORRUPT;
616 // set up the other variables for the campaign stuff. After initializing, we must try and load
617 // the campaign save file for this player. Since all campaign loads go through this routine, I
618 // think this place should be the only necessary place to load the campaign save stuff. The campaign
619 // save file will get written when a mission has ended by player choice.
620 Campaign.next_mission = 0;
621 Campaign.prev_mission = -1;
622 Campaign.current_mission = -1;
624 // loading the campaign will get us to the current and next mission that the player must fly
625 // plus load all of the old goals that future missions might rely on.
626 if (!Fred_running && load_savefile && (Campaign.type == CAMPAIGN_TYPE_SINGLE)) {
627 mission_campaign_savefile_load(Campaign.filename);
630 // close localization
636 // mission_campaign_load_by_name() loads up a freespace campaign given the filename. This routine
637 // is used to load up campaigns when a pilot file is loaded. Generally, the
638 // filename will probably be the freespace campaign file, but not necessarily.
639 int mission_campaign_load_by_name( const char *filename )
641 char real_filename[MAX_FILENAME_LEN+1] = { 0 };
642 char name[NAME_LENGTH],test[5];
643 int type,max_players;
645 // make sure to tack on .fsc on the end if its not there already
646 if(strlen(filename) > 0){
647 SDL_strlcpy(real_filename, filename, MAX_FILENAME_LEN);
649 if(strlen(real_filename) > 4){
650 SDL_strlcpy(test, real_filename+(strlen(real_filename)-4), sizeof(test));
651 if(strcmp(test, FS_CAMPAIGN_FILE_EXT)!=0){
652 SDL_strlcat(real_filename, FS_CAMPAIGN_FILE_EXT, sizeof(real_filename));
655 SDL_strlcat(real_filename, FS_CAMPAIGN_FILE_EXT, sizeof(real_filename));
658 Error(LOCATION,"Tried to load campaign file with illegal length/extension!");
661 if (!mission_campaign_get_info(real_filename, name, &type, &max_players)){
666 Campaign_file_names[Num_campaigns] = real_filename;
667 Campaign_names[Num_campaigns] = name;
669 mission_campaign_load(real_filename);
673 int mission_campaign_load_by_name_csfe( const char *filename, const char *callsign )
675 Game_mode |= GM_NORMAL;
676 SDL_strlcpy(Player->callsign, callsign, sizeof(Player->callsign));
677 return mission_campaign_load_by_name( filename);
681 // mission_campaign_init initializes some variables then loads the default Freespace single player campaign.
682 void mission_campaign_init()
684 memset(&Campaign, 0, sizeof(Campaign) );
687 // Fill in the root of the campaign save filename
688 void mission_campaign_savefile_generate_root(char *filename, const int max_len)
690 char base[MAX_FILENAME_LEN];
692 SDL_assert ( strlen(Campaign.filename) != 0 );
694 // build up the filename for the save file. There could be a problem with filename length,
695 // but this problem can get fixed in several ways -- ignore the problem for now though.
696 base_filename(Campaign.filename, base, sizeof(base));
697 SDL_assert ( (int)(strlen(base) + strlen(Player->callsign)) < max_len );
699 SDL_snprintf( filename, max_len, NOX("%s.%s."), Player->callsign, base );
702 // mission_campaign_savefile_save saves the state of the campaign. This function will probably always be called
703 // then the player is done flying a mission in the campaign path. It will save the missions played, the
704 // state of the goals, etc.
706 int mission_campaign_savefile_save()
708 char filename[MAX_PATH_LEN];
710 int i,j, mission_count;
712 memset(filename, 0, sizeof(filename));
713 mission_campaign_savefile_generate_root(filename, sizeof(filename));
715 // name the file differently depending on whether we're in single player or multiplayer mode
716 // single player : *.csg
717 SDL_strlcat( filename, NOX("csg"), sizeof(filename) );
719 fp = cfopen(filename,"wb", CFILE_NORMAL, CF_TYPE_SINGLE_PLAYERS);
724 // Write out campaign file info
725 cfwrite_int( CAMPAIGN_FILE_ID,fp );
726 cfwrite_int( CAMPAIGN_FILE_VERSION,fp );
728 // put in the file signature (single or multiplayer campaign) - see MissionCampaign.h for the #defines
729 cfwrite_int( CAMPAIGN_SINGLE_PLAYER_SIG, fp );
731 // do we need to write out the filename of the campaign?
732 cfwrite_string_len( Campaign.filename, fp );
733 cfwrite_int( Campaign.prev_mission, fp );
734 cfwrite_int( Campaign.next_mission, fp );
735 cfwrite_int( Campaign.loop_reentry, fp );
736 cfwrite_int( Campaign.loop_enabled, fp );
738 // write out the information for ships/weapons which this player is allowed to use
739 cfwrite_int(Num_ship_types, fp);
740 cfwrite_int(Num_weapon_types, fp);
741 for ( i = 0; i < Num_ship_types; i++ ){
742 cfwrite_char( Campaign.ships_allowed[i], fp );
745 for ( i = 0; i < Num_weapon_types; i++ ){
746 cfwrite_char( Campaign.weapons_allowed[i], fp );
749 // write out the completed mission matrix. Used to tell which missions the player
750 // can replay in the simulator. Also, each completed mission contains a list of the goals
751 // that were in the mission along with the goal completion status.
752 cfwrite_int( Campaign.num_missions_completed, fp );
753 for (i = 0; i < MAX_CAMPAIGN_MISSIONS; i++ ) {
754 if ( Campaign.missions[i].completed ) {
755 cfwrite_int( i, fp );
756 cfwrite_int( Campaign.missions[i].num_goals, fp );
757 for ( j = 0; j < Campaign.missions[i].num_goals; j++ ) {
758 cfwrite_string_len( Campaign.missions[i].goals[j].name, fp );
759 cfwrite_char( Campaign.missions[i].goals[j].status, fp );
761 cfwrite_int( Campaign.missions[i].num_events, fp );
762 for ( j = 0; j < Campaign.missions[i].num_events; j++ ) {
763 cfwrite_string_len( Campaign.missions[i].events[j].name, fp );
764 cfwrite_char( Campaign.missions[i].events[j].status, fp );
768 cfwrite_int(Campaign.missions[i].flags, fp);
775 // ugh! due to horrible bug, the stats saved at the end of every level were not written
776 // out to disk. Write out a seperate file to do this. We will only read it in if we actually
778 memset(filename, 0, sizeof(filename));
779 mission_campaign_savefile_generate_root(filename, sizeof(filename));
781 // name the file differently depending on whether we're in single player or multiplayer mode
782 // single player : *.csg
783 SDL_strlcat( filename, NOX("css"), sizeof(filename) );
785 fp = cfopen(filename,"wb", CFILE_NORMAL, CF_TYPE_SINGLE_PLAYERS);
790 // Write out campaign file info
791 cfwrite_int( CAMPAIGN_STATS_FILE_ID,fp );
792 cfwrite_int( CAMPAIGN_STATS_FILE_VERSION,fp );
794 // determine how many missions we are saving -- I think that this method is safer than the method
795 // I used for release
797 for ( i = 0; i < Campaign.num_missions; i++ ) {
798 if ( Campaign.missions[i].completed ) {
803 // write out the stats information to disk.
804 cfwrite_int( mission_count, fp );
805 for (i = 0; i < Campaign.num_missions; i++ ) {
806 if ( Campaign.missions[i].completed ) {
807 cfwrite_int( i, fp );
808 cfwrite( &Campaign.missions[i].stats, sizeof(scoring_struct), 1, fp );
817 // The following function always only ever ever ever called by CSFE!!!!!
818 int campaign_savefile_save(const char *pname)
820 if (Campaign.type == CAMPAIGN_TYPE_SINGLE)
821 Game_mode &= ~GM_MULTIPLAYER;
823 Game_mode |= GM_MULTIPLAYER;
825 SDL_strlcpy(Player->callsign, pname, sizeof(Player->callsign));
826 //memcpy(&Campaign, camp, sizeof(campaign));
827 return mission_campaign_savefile_save();
831 // the below two functions is internal to this module. It is here so that I can group the save/load
832 // functions together.
835 // mission_campaign_savefile_delete deletes any save file in the players directory for the given
837 void mission_campaign_savefile_delete( const char *cfilename, int is_multi )
839 char filename[MAX_PATH_LEN], base[MAX_FILENAME_LEN];
841 base_filename(cfilename, base, sizeof(base));
843 if ( Player->flags & PLAYER_FLAGS_IS_MULTI ) {
844 return; // no such thing as a multiplayer campaign savefile
847 SDL_snprintf( filename, sizeof(filename), NOX("%s.%s.csg"), Player->callsign, base );
849 cf_delete( filename, CF_TYPE_SINGLE_PLAYERS );
852 void campaign_delete_save( const char *cfn, const char *pname)
854 SDL_strlcpy(Player->callsign, pname, sizeof(Player->callsign));
855 mission_campaign_savefile_delete(cfn);
858 // next function deletes all the save files for this particular pilot. Just call cfile function
859 // which will delete multiple files
860 // Player_select_mode tells us whether we are deleting single or multiplayer files
861 void mission_campaign_delete_all_savefiles( const char *pilot_name, int is_multi )
863 int dir_type, num_files, i;
864 char *names[MAX_CAMPAIGNS], spec[MAX_FILENAME_LEN + 2];
867 int (*filter_save)(const char *filename);
870 return; // can't have multiplayer campaign save files
874 dir_type = CF_TYPE_SINGLE_PLAYERS;
876 SDL_snprintf(spec, sizeof(spec), NOX("%s.*%s"), pilot_name, ext);
878 // HACK HACK HACK HACK!!!! cf_get_file_list is not reentrant. Pretty dumb because it should
879 // be. I have to save any file filters
880 filter_save = Get_file_list_filter;
881 Get_file_list_filter = NULL;
882 num_files = cf_get_file_list(MAX_CAMPAIGNS, names, dir_type, spec);
883 Get_file_list_filter = filter_save;
885 for (i=0; i<num_files; i++) {
886 SDL_strlcpy(filename, names[i], sizeof(filename));
887 SDL_strlcat(filename, ext, sizeof(filename));
888 cf_delete(filename, dir_type);
893 // mission_campaign_savefile_load takes a filename of a campaign file as a parameter and loads all
894 // of the information stored in the campaign file.
895 void mission_campaign_savefile_load( const char *cfilename )
897 char filename[MAX_PATH_LEN], base[MAX_FILENAME_LEN];
898 int version, i, num, j, num_stats_blocks;
902 SDL_assert ( strlen(cfilename) != 0 );
904 // probably only called from single player games anymore!!! should be anyway
905 SDL_assert( Game_mode & GM_NORMAL ); // get allender or DaveB. trying to save campaign in multiplayer
907 // build up the filename for the save file. There could be a problem with filename length,
908 // but this problem can get fixed in several ways -- ignore the problem for now though.
909 base_filename(cfilename, base, sizeof(base));
910 SDL_assert ( (strlen(base) + strlen(Player->callsign)) < sizeof(filename) );
912 if(Game_mode & GM_MULTIPLAYER)
913 SDL_snprintf( filename, sizeof(filename), NOX("%s.%s.msg"), Player->callsign, base );
915 SDL_snprintf( filename, sizeof(filename), NOX("%s.%s.csg"), Player->callsign, base );
917 fp = cfopen(filename, "rb", CFILE_NORMAL, CF_TYPE_SINGLE_PLAYERS );
921 id = cfread_int( fp );
922 if ( id != CAMPAIGN_FILE_ID ) {
923 Warning(LOCATION, "Campaign save file has invalid signature");
928 version = cfread_int( fp );
929 if ( version < CAMPAIGN_FILE_COMPATIBLE_VERSION ) {
930 Warning(LOCATION, "Campaign save file too old -- not compatible. Deleting file.\nYou can continue from here without trouble\n\n");
932 cf_delete( filename, CF_TYPE_SINGLE_PLAYERS );
936 // verify that we are loading the correct type of campaign file for the mode that we are in.
938 type_sig = cfread_int( fp );
940 type_sig = CAMPAIGN_SINGLE_PLAYER_SIG;
942 SDL_assert( ((Game_mode & GM_MULTIPLAYER) && (type_sig==CAMPAIGN_MULTI_PLAYER_SIG)) || (!(Game_mode & GM_MULTIPLAYER) && (type_sig==CAMPAIGN_SINGLE_PLAYER_SIG)) );
944 Campaign.type = type_sig == CAMPAIGN_SINGLE_PLAYER_SIG ? CAMPAIGN_TYPE_SINGLE : CAMPAIGN_TYPE_MULTI_COOP;
946 // read in the filename of the campaign and compare the filenames to be sure that
947 // we are reading data that really belongs to this campaign. I think that this check
949 cfread_string_len( filename, sizeof(filename), fp );
950 /*if ( SDL_strcasecmp( filename, cfilename) ) { // Used to be !SDL_strcasecmp. How did this ever work? --MK, 11/9/97
951 Warning(LOCATION, "Campaign save file appears corrupt because of mismatching filenames.");
956 Campaign.prev_mission = cfread_int( fp );
957 Campaign.next_mission = cfread_int( fp );
958 Campaign.loop_reentry = cfread_int( fp );
959 Campaign.loop_enabled = cfread_int( fp );
961 // load information about ships/weapons allowed
962 int ship_count, weapon_count;
964 // if earlier than mission disk version, use old MAX_SHIP_TYPES, otherwise read from the file
965 if(version <= CAMPAIGN_INITIAL_RELEASE_FILE_VERSION){
966 ship_count = CAMPAIGN_SAVEFILE_MAX_SHIPS_OLD;
967 weapon_count = CAMPAIGN_SAVEFILE_MAX_WEAPONS_OLD;
969 ship_count = cfread_int(fp);
970 weapon_count = cfread_int(fp);
973 for ( i = 0; i < ship_count; i++ ){
974 Campaign.ships_allowed[i] = cfread_ubyte( fp );
977 for ( i = 0; i < weapon_count; i++ ){
978 Campaign.weapons_allowed[i] = cfread_ubyte( fp );
981 // read in the completed mission matrix. Used to tell which missions the player
982 // can replay in the simulator. Also, each completed mission contains a list of the goals
983 // that were in the mission along with the goal completion status.
984 Campaign.num_missions_completed = cfread_int( fp );
985 for (i = 0; i < Campaign.num_missions_completed; i++ ) {
986 num = cfread_int( fp );
987 Campaign.missions[num].completed = 1;
988 Campaign.missions[num].num_goals = cfread_int( fp );
990 // be sure to malloc out space for the goals stuff, then zero the memory!!! Don't do malloc
991 // if there are no goals
992 Campaign.missions[num].goals = (mgoal *)malloc( Campaign.missions[num].num_goals * sizeof(mgoal) );
993 if ( Campaign.missions[num].num_goals > 0 ) {
994 memset( Campaign.missions[num].goals, 0, sizeof(mgoal) * Campaign.missions[num].num_goals );
995 SDL_assert( Campaign.missions[num].goals != NULL );
998 // now read in the goal information for this mission
999 for ( j = 0; j < Campaign.missions[num].num_goals; j++ ) {
1000 cfread_string_len( Campaign.missions[num].goals[j].name, NAME_LENGTH, fp );
1001 Campaign.missions[num].goals[j].status = cfread_char( fp );
1004 // get the events from the savefile
1005 Campaign.missions[num].num_events = cfread_int( fp );
1007 // be sure to malloc out space for the events stuff, then zero the memory!!! Don't do malloc
1008 // if there are no events
1009 // if (Campaign.missions[num].events < 0)
1010 // Campaign.missions[num].events = 0;
1011 Campaign.missions[num].events = (mevent *)malloc( Campaign.missions[num].num_events * sizeof(mevent) );
1012 if ( Campaign.missions[num].num_events > 0 ) {
1013 memset( Campaign.missions[num].events, 0, sizeof(mevent) * Campaign.missions[num].num_events );
1014 SDL_assert( Campaign.missions[num].events != NULL );
1017 // now read in the event information for this mission
1018 for ( j = 0; j < Campaign.missions[num].num_events; j++ ) {
1019 cfread_string_len( Campaign.missions[num].events[j].name, NAME_LENGTH, fp );
1020 Campaign.missions[num].events[j].status = cfread_char( fp );
1024 Campaign.missions[num].flags = cfread_int(fp);
1030 // now, try and read in the campaign stats saved information. This code was added for the 1.03 patch
1031 // since the stats data was never written out to disk. We try and open the file, and if we cannot find
1032 // it, then simply return
1033 SDL_snprintf( filename, sizeof(filename), NOX("%s.%s.css"), Player->callsign, base );
1035 fp = cfopen(filename, "rb", CFILE_NORMAL, CF_TYPE_SINGLE_PLAYERS );
1039 id = cfread_int( fp );
1040 if ( id != CAMPAIGN_STATS_FILE_ID ) {
1041 Warning(LOCATION, "Campaign stats save file has invalid signature");
1046 version = cfread_int( fp );
1047 if ( version < CAMPAIGN_STATS_FILE_COMPATIBLE_VERSION ) {
1048 Warning(LOCATION, "Campaign save file too old -- not compatible. Deleting file.\nYou can continue from here without trouble\n\n");
1050 cf_delete( filename, CF_TYPE_SINGLE_PLAYERS );
1054 num_stats_blocks = cfread_int( fp );
1055 for (i = 0; i < num_stats_blocks; i++ ) {
1056 num = cfread_int( fp );
1057 cfread( &Campaign.missions[num].stats, sizeof(scoring_struct), 1, fp );
1063 // the following code only ever called by CSFE!!!!
1064 void campaign_savefile_load(const char *fname, const char *pname)
1066 if (Campaign.type==CAMPAIGN_TYPE_SINGLE) {
1067 Game_mode &= ~GM_MULTIPLAYER;
1068 Game_mode &= GM_NORMAL;
1071 Game_mode |= GM_MULTIPLAYER;
1072 SDL_strlcpy(Player->callsign, pname, sizeof(Player->callsign));
1073 mission_campaign_savefile_load(fname);
1076 // mission_campaign_next_mission sets up the internal veriables of the campaign
1077 // structure so the player can play the next mission. If there are no more missions
1078 // available in the campaign, this function returns -1, else 0 if the mission was
1080 int mission_campaign_next_mission()
1082 if ( (Campaign.next_mission == -1) || (strlen(Campaign.name) == 0) ) // will be set to -1 when there is no next mission
1085 Campaign.current_mission = Campaign.next_mission;
1086 SDL_strlcpy( Game_current_mission_filename, Campaign.missions[Campaign.current_mission].name, MAX_FILENAME_LEN );
1088 // check for end of loop.
1089 if (Campaign.current_mission == Campaign.loop_reentry) {
1090 Campaign.loop_enabled = 0;
1093 // reset the number of persistent ships and weapons for the next campaign mission
1094 Num_granted_ships = 0;
1095 Num_granted_weapons = 0;
1099 // mission_campaign_previous_mission() gets called to go to the previous mission in
1100 // the campaign. Used only for Red Alert missions
1101 int mission_campaign_previous_mission()
1103 if ( !(Game_mode & GM_CAMPAIGN_MODE) )
1106 if ( Campaign.prev_mission == -1 )
1109 Campaign.current_mission = Campaign.prev_mission;
1110 Campaign.next_mission = Campaign.current_mission;
1111 Campaign.num_missions_completed--;
1112 Campaign.missions[Campaign.next_mission].completed = 0;
1113 mission_campaign_savefile_save();
1115 // reset the player stats to be the stats from this level
1116 memcpy( &Player->stats, &Campaign.missions[Campaign.current_mission].stats, sizeof(Player->stats) );
1118 SDL_strlcpy( Game_current_mission_filename, Campaign.missions[Campaign.current_mission].name, MAX_FILENAME_LEN );
1119 Num_granted_ships = 0;
1120 Num_granted_weapons = 0;
1126 // determine what the next mission is after the current one. Because this evaluates an sexp,
1127 // and that could check just about anything, the results are only going to be valid in
1129 // DA 12/09/98 -- To allow for mission loops, need to maintain call with store stats
1130 int mission_campaign_eval_next_mission( int store_stats )
1136 Campaign.next_mission = -1;
1137 cur = Campaign.current_mission;
1138 name = Campaign.missions[cur].name;
1140 mission = &Campaign.missions[cur];
1142 // first we must save the status of the current missions goals in the campaign mission structure.
1143 // After that, we can determine which mission is tagged as the next mission. Finally, we
1144 // can save the campaign save file
1145 // we might have goal and event status if the player replayed a mission
1146 if ( mission->num_goals > 0 ) {
1147 free( mission->goals );
1150 mission->num_goals = Num_goals;
1151 if ( mission->num_goals > 0 ) {
1152 mission->goals = (mgoal *)malloc( sizeof(mgoal) * Num_goals );
1153 SDL_assert( mission->goals != NULL );
1156 // copy the needed info from the Mission_goal struct to our internal structure
1157 for (i = 0; i < Num_goals; i++ ) {
1158 if ( strlen(Mission_goals[i].name) == 0 ) {
1159 char name[NAME_LENGTH];
1161 sprintf(name, NOX("Goal #%d"), i);
1162 //Warning(LOCATION, "Mission goal in mission %s must have a +Name field! using %s for campaign save file\n", mission->name, name);
1163 strcpy( mission->goals[i].name, name);
1165 strcpy( mission->goals[i].name, Mission_goals[i].name );
1166 SDL_assert ( Mission_goals[i].satisfied != GOAL_INCOMPLETE ); // should be true or false at this point!!!
1167 mission->goals[i].status = (char)Mission_goals[i].satisfied;
1170 // do the same thing for events as we did for goals
1171 // we might have goal and event status if the player replayed a mission
1172 if ( mission->num_events > 0 ) {
1173 free( mission->events );
1176 mission->num_events = Num_mission_events;
1177 if ( mission->num_events > 0 ) {
1178 mission->events = (mevent *)malloc( sizeof(mevent) * Num_mission_events );
1179 SDL_assert( mission->events != NULL );
1182 // copy the needed info from the Mission_goal struct to our internal structure
1183 for (i = 0; i < Num_mission_events; i++ ) {
1184 if ( strlen(Mission_events[i].name) == 0 ) {
1185 char name[NAME_LENGTH];
1187 sprintf(name, NOX("Event #%d"), i);
1188 nprintf(("Warning", "Mission goal in mission %s must have a +Name field! using %s for campaign save file\n", mission->name, name));
1189 strcpy( mission->events[i].name, name);
1191 strcpy( mission->events[i].name, Mission_events[i].name );
1193 // getting status for the events is a little different. If the formula value for the event entry
1194 // is -1, then we know the value of the result field will never change. If the formula is
1195 // not -1 (i.e. still being evaluated at mission end time), we will write "incomplete" for the
1197 if ( Mission_events[i].formula == -1 ) {
1198 if ( Mission_events[i].result )
1199 mission->events[i].status = EVENT_SATISFIED;
1201 mission->events[i].status = EVENT_FAILED;
1206 // maybe store the alltime stats which would be current at the end of this mission
1207 if ( store_stats ) {
1208 memcpy( &mission->stats, &Player->stats, sizeof(Player->stats) );
1209 scoring_backout_accept( &mission->stats );
1212 if ( store_stats ) { // second (last) time through, so use choose loop_mission if chosen
1213 if ( Campaign.loop_enabled ) {
1214 Campaign.next_mission = Campaign.loop_mission;
1216 // evaluate next mission (straight path)
1217 if (Campaign.missions[cur].formula != -1) {
1218 flush_sexp_tree(Campaign.missions[cur].formula); // force formula to be re-evaluated
1219 eval_sexp(Campaign.missions[cur].formula); // this should reset Campaign.next_mission to proper value
1224 // evaluate next mission (straight path)
1225 if (Campaign.missions[cur].formula != -1) {
1226 flush_sexp_tree(Campaign.missions[cur].formula); // force formula to be re-evaluated
1227 eval_sexp(Campaign.missions[cur].formula); // this should reset Campaign.next_mission to proper value
1230 // evaluate mission loop mission (if any) so it can be used if chosen
1231 if ( Campaign.missions[cur].has_mission_loop ) {
1232 int copy_next_mission = Campaign.next_mission;
1233 // Set temporarily to -1 so we know if loop formula fails to assign
1234 Campaign.next_mission = -1; // Cannot exit campaign from loop
1235 if (Campaign.missions[cur].mission_loop_formula != -1) {
1236 flush_sexp_tree(Campaign.missions[cur].mission_loop_formula); // force formula to be re-evaluated
1237 eval_sexp(Campaign.missions[cur].mission_loop_formula); // this should reset Campaign.next_mission to proper value
1240 Campaign.loop_mission = Campaign.next_mission;
1241 Campaign.next_mission = copy_next_mission;
1245 if (Campaign.next_mission == -1)
1246 nprintf(("allender", "No next mission to proceed to.\n"));
1248 nprintf(("allender", "Next mission is number %d [%s]\n", Campaign.next_mission, Campaign.missions[Campaign.next_mission].name));
1250 return Campaign.next_mission;
1253 // Evaluate next campaign mission - set as Campaign.next_mission. Also set Campaign.loop_mission
1254 void mission_campaign_eval_next_mission()
1256 Campaign.next_mission = -1;
1257 int cur = Campaign.current_mission;
1259 // evaluate next mission (straight path)
1260 if (Campaign.missions[cur].formula != -1) {
1261 flush_sexp_tree(Campaign.missions[cur].formula); // force formula to be re-evaluated
1262 eval_sexp(Campaign.missions[cur].formula); // this should reset Campaign.next_mission to proper value
1265 // evaluate mission loop mission (if any) so it can be used if chosen
1266 if ( Campaign.missions[cur].has_mission_loop ) {
1267 int copy_next_mission = Campaign.next_mission;
1268 // Set temporarily to -1 so we know if loop formula fails to assign
1269 Campaign.next_mission = -1;
1270 if (Campaign.missions[cur].mission_loop_formula != -1) {
1271 flush_sexp_tree(Campaign.missions[cur].mission_loop_formula); // force formula to be re-evaluated
1272 eval_sexp(Campaign.missions[cur].mission_loop_formula); // this should reset Campaign.next_mission to proper value
1275 Campaign.loop_mission = Campaign.next_mission;
1276 Campaign.next_mission = copy_next_mission;
1279 if (Campaign.next_mission == -1) {
1280 nprintf(("allender", "No next mission to proceed to.\n"));
1282 nprintf(("allender", "Next mission is number %d [%s]\n", Campaign.next_mission, Campaign.missions[Campaign.next_mission].name));
1287 // Store mission's goals and events in Campaign struct
1288 void mission_campaign_store_goals_and_events()
1293 cur = Campaign.current_mission;
1295 mission = &Campaign.missions[cur];
1297 // first we must save the status of the current missions goals in the campaign mission structure.
1298 // After that, we can determine which mission is tagged as the next mission. Finally, we
1299 // can save the campaign save file
1300 // we might have goal and event status if the player replayed a mission
1301 if ( mission->num_goals > 0 ) {
1302 free( mission->goals );
1305 mission->num_goals = Num_goals;
1306 if ( mission->num_goals > 0 ) {
1307 mission->goals = (mgoal *)malloc( sizeof(mgoal) * Num_goals );
1308 SDL_assert( mission->goals != NULL );
1311 // copy the needed info from the Mission_goal struct to our internal structure
1312 for (i = 0; i < Num_goals; i++ ) {
1313 if ( strlen(Mission_goals[i].name) == 0 ) {
1314 char name[NAME_LENGTH];
1316 SDL_snprintf(name, sizeof(name), NOX("Goal #%d"), i);
1317 //Warning(LOCATION, "Mission goal in mission %s must have a +Name field! using %s for campaign save file\n", mission->name, name);
1318 SDL_strlcpy( mission->goals[i].name, name, sizeof(mission->goals[0].name));
1320 SDL_strlcpy( mission->goals[i].name, Mission_goals[i].name, sizeof(mission->goals[0].name) );
1321 SDL_assert ( Mission_goals[i].satisfied != GOAL_INCOMPLETE ); // should be true or false at this point!!!
1322 mission->goals[i].status = (char)Mission_goals[i].satisfied;
1325 // do the same thing for events as we did for goals
1326 // we might have goal and event status if the player replayed a mission
1327 if ( mission->num_events > 0 ) {
1328 free( mission->events );
1331 mission->num_events = Num_mission_events;
1332 if ( mission->num_events > 0 ) {
1333 mission->events = (mevent *)malloc( sizeof(mevent) * Num_mission_events );
1334 SDL_assert( mission->events != NULL );
1337 // copy the needed info from the Mission_goal struct to our internal structure
1338 for (i = 0; i < Num_mission_events; i++ ) {
1339 if ( strlen(Mission_events[i].name) == 0 ) {
1340 char name[NAME_LENGTH];
1342 SDL_snprintf(name, sizeof(name), NOX("Event #%d"), i);
1343 nprintf(("Warning", "Mission goal in mission %s must have a +Name field! using %s for campaign save file\n", mission->name, name));
1344 SDL_strlcpy( mission->events[i].name, name, sizeof(mission->events[0].name));
1346 SDL_strlcpy( mission->events[i].name, Mission_events[i].name, sizeof(mission->events[0].name) );
1348 // getting status for the events is a little different. If the formula value for the event entry
1349 // is -1, then we know the value of the result field will never change. If the formula is
1350 // not -1 (i.e. still being evaluated at mission end time), we will write "incomplete" for the
1352 if ( Mission_events[i].formula == -1 ) {
1353 if ( Mission_events[i].result )
1354 mission->events[i].status = EVENT_SATISFIED;
1356 mission->events[i].status = EVENT_FAILED;
1362 // this function is called when the player's mission is over. It updates the internal store of goals
1363 // and their status then saves the state of the campaign in the campaign file. This gets called
1364 // after player accepts mission results in debriefing.
1365 void mission_campaign_mission_over()
1370 // I don't think that we should have a record for these -- maybe we might?????? If we do,
1371 // then we should free them
1372 if ( !(Game_mode & GM_CAMPAIGN_MODE) ){
1376 mission_num = Campaign.current_mission;
1377 SDL_assert( mission_num != -1 );
1378 mission = &Campaign.missions[mission_num];
1380 // determine if any ships/weapons were granted this mission
1381 for ( i=0; i<Num_granted_ships; i++ ){
1382 Campaign.ships_allowed[Granted_ships[i]] = 1;
1385 for ( i=0; i<Num_granted_weapons; i++ ){
1386 Campaign.weapons_allowed[Granted_weapons[i]] = 1;
1389 // DKA 12/11/98 - Unneeded already evaluated and stored
1390 // determine what new mission we are moving to.
1391 // mission_campaign_eval_next_mission(1);
1393 // update campaign.mission stats (used to allow backout inRedAlert)
1394 memcpy( &mission->stats, &Player->stats, sizeof(Player->stats) );
1395 if(!(Game_mode & GM_MULTIPLAYER)){
1396 scoring_backout_accept( &mission->stats );
1399 // if we are moving to a new mission, then change our data. If we are staying on the same mission,
1400 // then we don't want to do anything. Remove information about goals/events
1401 if ( Campaign.next_mission != mission_num ) {
1402 Campaign.prev_mission = mission_num;
1403 Campaign.current_mission = -1;
1404 Campaign.num_missions_completed++;
1405 Campaign.missions[mission_num].completed = 1;
1407 // save the scoring values from the previous mission at the start of this mission -- for red alert
1409 // save the state of the campaign in the campaign save file and move to the end_game state
1410 if (Campaign.type == CAMPAIGN_TYPE_SINGLE) {
1411 mission_campaign_savefile_save();
1415 // free up the goals and events which were just malloced. It's kind of like erasing any fact
1416 // that the player played this mission in the campaign.
1417 free( mission->goals );
1418 mission->num_goals = 0;
1420 free( mission->events );
1421 mission->num_events = 0;
1423 Sexp_nodes[mission->formula].value = SEXP_UNKNOWN;
1427 if (Campaign.missions[Campaign.next_mission].flags & CMISSION_FLAG_BASTION){
1428 Player->on_bastion = 1;
1430 Player->on_bastion = 0;
1433 mission_campaign_next_mission(); // sets up whatever needs to be set to actually play next mission
1436 // called when the game closes -- to get rid of memory errors for Bounds checker
1437 void mission_campaign_close()
1442 free(Campaign.desc);
1444 // be sure to remove all old malloced strings of Mission_names
1445 // we must also free any goal stuff that was from a previous campaign
1446 for ( i=0; i<Campaign.num_missions; i++ ) {
1447 if ( Campaign.missions[i].name ){
1448 free(Campaign.missions[i].name);
1451 if (Campaign.missions[i].notes){
1452 free(Campaign.missions[i].notes);
1455 if ( Campaign.missions[i].num_goals > 0 ){
1456 free ( Campaign.missions[i].goals );
1459 if ( Campaign.missions[i].num_events > 0 ){
1460 free ( Campaign.missions[i].events );
1463 // the next three are strdup'd return values from parselo.cpp
1464 if (Campaign.missions[i].mission_loop_desc) {
1465 free(Campaign.missions[i].mission_loop_desc);
1468 if (Campaign.missions[i].mission_loop_brief_anim) {
1469 free(Campaign.missions[i].mission_loop_brief_anim);
1472 if (Campaign.missions[i].mission_loop_brief_sound) {
1473 free(Campaign.missions[i].mission_loop_brief_sound);
1476 if ( !Fred_running ){
1477 sexp_unmark_persistent(Campaign.missions[i].formula); // free any sexpression nodes used by campaign.
1480 Campaign.missions[i].num_goals = 0;
1481 Campaign.missions[i].num_events = 0;
1485 // call from game_shutdown() ONLY!!!
1486 void mission_campaign_shutdown()
1490 for (i=0; i<MAX_CAMPAIGNS; i++) {
1491 if (Campaign_names[i] != NULL) {
1492 free(Campaign_names[i]);
1493 Campaign_names[i] = NULL;
1496 if (Campaign_file_names[i] != NULL) {
1497 free(Campaign_file_names[i]);
1498 Campaign_file_names[i] = NULL;
1503 // extract the mission filenames for a campaign.
1505 // filename => name of campaign file
1506 // dest => storage for the mission filename, must be already allocated
1507 // num => output parameter for the number of mission filenames in the campaign
1509 // note that dest should allocate at least dest[MAX_CAMPAIGN_MISSIONS][NAME_LENGTH]
1510 int mission_campaign_get_filenames(const char *filename, char dest[][NAME_LENGTH], int *num)
1512 // read the mission file and get the list of mission filenames
1514 read_file_text(filename);
1515 SDL_assert(strlen(filename) < MAX_FILENAME_LEN - 1); // make sure no overflow
1518 required_string("$Name:");
1519 advance_to_eoln(NULL);
1521 required_string( "$Type:" );
1522 advance_to_eoln(NULL);
1524 // parse the mission file and actually read in the mission stuff
1526 while ( skip_to_string("$Mission:") == 1 ) {
1527 stuff_string(dest[*num], F_NAME, NULL);
1530 } catch (parse_error_t rval) {
1537 // function to read the goals and events from a mission in a campaign file and store that information
1538 // in the campaign structure for use in the campaign editor, error checking, etc
1539 void read_mission_goal_list(int num)
1541 char *filename, notes[NOTES_LENGTH], goals[MAX_GOALS][NAME_LENGTH];
1542 char events[MAX_MISSION_EVENTS][NAME_LENGTH];
1543 int i, z, event_count, count = 0;
1545 filename = Campaign.missions[num].name;
1547 // open localization
1550 // default counts to zero
1555 read_file_text(filename);
1558 // first, read the mission notes for this mission. Used in campaign editor
1559 if (skip_to_string("#Mission Info")) {
1560 if (skip_to_string("$Notes:")) {
1561 stuff_string(notes, F_NOTES, NULL);
1562 if (Campaign.missions[num].notes){
1563 free(Campaign.missions[num].notes);
1566 Campaign.missions[num].notes = (char *) malloc(strlen(notes) + 1);
1567 SDL_strlcpy(Campaign.missions[num].notes, notes, strlen(notes) + 1);
1571 // skip to events section in the mission file. Events come before goals, so we process them first
1572 if ( skip_to_string("#Events") ) {
1574 if (skip_to_string("$Formula:", "#Goals") != 1){
1578 z = skip_to_string("+Name:", "$Formula:");
1584 stuff_string(events[event_count], F_NAME, NULL);
1586 SDL_snprintf(events[event_count], NAME_LENGTH, NOX("Event #%d"), event_count + 1);
1590 SDL_assert(event_count < MAX_MISSION_EVENTS);
1594 if (skip_to_string("#Goals")) {
1596 if (skip_to_string("$Type:", "#End") != 1){
1600 z = skip_to_string("+Name:", "$Type:");
1606 stuff_string(goals[count], F_NAME, NULL);
1608 SDL_snprintf(goals[count], NAME_LENGTH, NOX("Goal #%d"), count + 1);
1612 SDL_assert(count < MAX_GOALS);
1615 } catch (parse_error_t rval) {
1616 Warning(LOCATION, "Error reading \"%s\" (code = %d)", filename, (int)rval);
1619 Campaign.missions[num].num_goals = count;
1621 Campaign.missions[num].goals = (mgoal *) malloc(count * sizeof(mgoal));
1622 SDL_assert(Campaign.missions[num].goals); // make sure we got the memory
1623 memset(Campaign.missions[num].goals, 0, count * sizeof(mgoal));
1625 for (i=0; i<count; i++){
1626 SDL_strlcpy(Campaign.missions[num].goals[i].name, goals[i], sizeof(Campaign.missions[num].goals[i].name));
1630 Campaign.missions[num].num_events = event_count;
1632 Campaign.missions[num].events = (mevent *)malloc(event_count * sizeof(mevent));
1633 SDL_assert ( Campaign.missions[num].events );
1634 memset(Campaign.missions[num].events, 0, event_count * sizeof(mevent));
1636 for (i = 0; i < event_count; i++ ){
1637 SDL_strlcpy(Campaign.missions[num].events[i].name, events[i], sizeof(Campaign.missions[num].events[i].name));
1641 // close localization
1645 // function to return index into Campaign's list of missions of the mission with the given
1646 // filename. This function tried to be a little smart about filename looking for the .fsm
1647 // extension since filenames are stored with the extension in the campaign file. Returns
1648 // index of mission in campaign structure. -1 if mission name not found.
1649 int mission_campaign_find_mission( const char *name )
1652 char realname[MAX_FILENAME_LEN];
1654 // look for an extension on the file. If no extension, add default ".fsm" onto the
1655 // end of the filename
1656 if ( SDL_strchr(name, '.') == NULL ){
1657 SDL_snprintf(realname, sizeof(realname), NOX("%s%s"), name, FS_MISSION_FILE_EXT );
1659 SDL_strlcpy(realname, name, sizeof(realname));
1662 for (i = 0; i < Campaign.num_missions; i++ ) {
1663 if ( !SDL_strcasecmp(realname, Campaign.missions[i].name) ){
1671 void mission_campaign_maybe_play_movie(int type)
1676 // only support pre mission movies for now.
1677 SDL_assert ( type == CAMPAIGN_MOVIE_PRE_MISSION );
1679 if ( !(Game_mode & GM_CAMPAIGN_MODE) )
1682 mission = Campaign.current_mission;
1683 SDL_assert( mission != -1 );
1685 // get a possible filename for a movie to play.
1688 case CAMPAIGN_MOVIE_PRE_MISSION:
1689 if ( strlen(Campaign.missions[mission].briefing_cutscene) )
1690 filename = Campaign.missions[mission].briefing_cutscene;
1698 // no filename, no movie!
1702 movie_play( filename );
1705 // return nonzero if the passed filename is a multiplayer campaign, 0 otherwise
1706 int mission_campaign_parse_is_multi(const char *filename, char *name, const int max_len)
1712 read_file_text( filename );
1715 required_string("$Name:");
1716 stuff_string( temp, F_NAME, NULL );
1718 SDL_strlcpy( name, temp, max_len );
1720 required_string( "$Type:" );
1721 stuff_string( temp, F_NAME, NULL );
1723 for (i = 0; i < MAX_CAMPAIGN_TYPES; i++ ) {
1724 if ( !SDL_strcasecmp(temp, campaign_types[i]) ) {
1728 } catch (parse_error_t rval) {
1729 Error(LOCATION, "Unable to parse %s! Code = %i.\n", filename, (int)rval);
1732 Error(LOCATION, "Unknown campaign type %s", temp );
1736 // functions to save persistent information during a mission -- which then might or might not get
1737 // saved out when the mission is over depending on whether player replays mission or commits.
1738 void mission_campaign_save_persistent( int type, int sindex )
1740 // based on the type of information, save it off for possible saving into the campsign
1741 // savefile when the mission is over
1742 if ( type == CAMPAIGN_PERSISTENT_SHIP ) {
1743 SDL_assert( Num_granted_ships < MAX_SHIP_TYPES );
1744 Granted_ships[Num_granted_ships] = sindex;
1745 Num_granted_ships++;
1746 } else if ( type == CAMPAIGN_PERSISTENT_WEAPON ) {
1747 SDL_assert( Num_granted_weapons < MAX_WEAPON_TYPES );
1748 Granted_weapons[Num_granted_weapons] = sindex;
1749 Num_granted_weapons++;
1754 // returns 0: loaded, !0: error
1755 int mission_load_up_campaign()
1757 if (strlen(Player->current_campaign))
1758 return mission_campaign_load(Player->current_campaign);
1760 return mission_campaign_load(BUILTIN_CAMPAIGN);
1763 // for end of campaign in the single player game. Called when the end of campaign state is
1764 // entered, which is triggered when the end-campaign sexpression is hit
1766 void mission_campaign_end_init()
1768 // no need to do any initialization.
1771 void mission_campaign_end_do()
1774 event_music_level_close();
1775 mission_goal_fail_incomplete();
1776 scoring_level_close();
1777 mission_campaign_mission_over();
1780 movie_play("endgame.mve");
1782 // eventually we'll want to play one of two options (good ending or bad ending)
1783 // did the supernova blow?
1784 if(Supernova_status == SUPERNOVA_HIT){
1785 movie_play_two("endpart1.mve", "endprt2b.mve"); // good ending
1787 movie_play_two("endpart1.mve", "endprt2a.mve"); // good ending
1791 #if defined(FS2_DEMO) || defined(FS1_DEMO)
1792 gameseq_post_event( GS_EVENT_END_DEMO );
1793 #elif defined(MAKE_FS1)
1794 gameseq_post_event( GS_STATE_END_OF_CAMPAIGN );
1796 gameseq_post_event( GS_EVENT_MAIN_MENU );
1800 void mission_campaign_end_close()
1802 // nothing to do here.
1806 // skip to the next mission in the campaign
1807 // this also posts the state change by default. pass 0 to override that
1808 void mission_campaign_skip_to_next(int start_game)
1810 // mark all goals/events complete
1811 // these do not really matter, since is-previous-event-* and is-previous-goal-* sexps check
1812 // to see if the mission was skipped, and use defaults accordingly.
1813 mission_goal_mark_objectives_complete();
1814 mission_goal_mark_events_complete();
1816 // mark mission as skipped
1817 Campaign.missions[Campaign.current_mission].flags |= CMISSION_FLAG_SKIPPED;
1820 mission_campaign_store_goals_and_events();
1822 // now set the next mission
1823 mission_campaign_eval_next_mission();
1825 // clear out relevant player vars
1826 Player->failures_this_session = 0;
1827 Player->show_skip_popup = 1;
1830 // proceed to next mission or main hall
1831 if ((Campaign.missions[Campaign.current_mission].has_mission_loop) && (Campaign.loop_mission != -1)) {
1832 // go to loop solicitation
1833 gameseq_post_event(GS_EVENT_LOOP_BRIEF);
1835 // closes out mission stuff, sets up next one
1836 mission_campaign_mission_over();
1838 if ( Campaign.next_mission == -1 ) {
1839 // go to main hall, tha campaign is over!
1840 gameseq_post_event(GS_EVENT_MAIN_MENU);
1842 // go to next mission
1843 gameseq_post_event(GS_EVENT_START_GAME);
1850 // breaks your ass out of the loop
1851 // this also posts the state change
1852 void mission_campaign_exit_loop()
1854 // set campaign to loop reentry point
1855 Campaign.next_mission = Campaign.loop_reentry;
1856 Campaign.current_mission = -1;
1857 Campaign.loop_enabled = 0;
1859 // set things up for next mission
1860 mission_campaign_next_mission();
1861 gameseq_post_event(GS_EVENT_START_GAME);
1865 // used for jumping to a particular campaign mission
1866 // all pvs missions marked skipped
1867 // this relies on correct mission ordering in the campaign file
1868 void mission_campaign_jump_to_mission(const char *name)
1871 char dest_name[64] = { 0 };
1873 // load in the campaign junk
1874 mission_load_up_campaign();
1876 // tack the .fs2 onto the input name
1877 SDL_strlcpy(dest_name, cf_add_ext(name, FS_MISSION_FILE_EXT), sizeof(dest_name));
1879 // search for our mission
1880 for (i=0; i<Campaign.num_missions; i++) {
1881 if ((Campaign.missions[i].name != NULL) && !SDL_strcasecmp(Campaign.missions[i].name, dest_name) ) {
1882 Campaign.next_mission = i;
1883 Campaign.prev_mission = i-1;
1884 mission_campaign_next_mission();
1885 Game_mode |= GM_CAMPAIGN_MODE;
1886 gameseq_post_event(GS_EVENT_START_GAME);
1889 Campaign.missions[i].flags |= CMISSION_FLAG_SKIPPED;
1890 Campaign.num_missions_completed = i;
1894 // if we got here, no match was found
1895 // restart the campaign
1896 mission_campaign_savefile_delete(Campaign.filename);
1897 mission_campaign_load(Campaign.filename);