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/MissionGoals.cpp $
15 * Module for working with Mission goals
18 * Revision 1.3 2002/06/09 04:41:22 relnev
19 * added copyright header
21 * Revision 1.2 2002/05/26 22:06:17 relnev
22 * makefile: disable stand_gui for now.
24 * rest: staticize some globals
26 * Revision 1.1.1.1 2002/05/03 03:28:09 root
30 * 15 10/27/99 5:22p Jefff
31 * Some coord changes for german ver
33 * 14 9/06/99 9:46p Jefff
34 * skip mission support
36 * 13 8/28/99 4:54p Dave
37 * Fixed directives display for multiplayer clients for wings with
38 * multiple waves. Fixed hud threat indicator rendering color.
40 * 12 8/26/99 8:51p Dave
41 * Gave multiplayer TvT messaging a heavy dose of sanity. Cheat codes.
43 * 11 8/03/99 6:21p Jefff
44 * fixed stupid bug with objectives screen key
46 * 10 7/29/99 2:58p Jefff
47 * Ingame objective screen icon key now uses normal objective icons and
48 * text is drawn in code.
50 * 9 7/24/99 4:19p Dave
51 * Fixed dumb code with briefing bitmaps. Made d3d zbuffer work much
52 * better. Made model code use zbuffer more intelligently.
54 * 8 7/10/99 1:44p Andsager
55 * Modified directives listing so that current and recently
56 * satisfied/failed directives stay on screen.
58 * 7 2/17/99 2:10p Dave
59 * First full run of squad war. All freespace and tracker side stuff
62 * 6 2/02/99 4:35p Neilk
63 * fixed coordinate problem where primary goals was on top of interface in
66 * 5 1/30/99 5:08p Dave
67 * More new hi-res stuff.Support for nice D3D textures.
69 * 4 11/05/98 5:55p Dave
70 * Big pass at reducing #includes
72 * 3 10/13/98 9:28a Dave
73 * Started neatening up freespace.h. Many variables renamed and
74 * reorganized. Added AlphaColors.[h,cpp]
76 * 2 10/07/98 10:53a Dave
79 * 1 10/07/98 10:49a Dave
81 * 127 9/15/98 11:44a Dave
82 * Renamed builtin ships and wepaons appropriately in FRED. Put in scoring
83 * scale factors. Fixed standalone filtering of MD missions to non-MD
86 * 126 6/09/98 10:31a Hoffoss
87 * Created index numbers for all xstr() references. Any new xstr() stuff
88 * added from here on out should be added to the end if the list. The
89 * current list count can be found in FreeSpace.cpp (search for
92 * 125 5/21/98 2:47a Lawrance
93 * Fix some problems with event music
95 * 124 4/15/98 9:05a Allender
96 * fix skpping of training mission with branchs
98 * 123 4/08/98 10:34p Allender
99 * make threat indicators work in multiplayer. Fix socket problem (once
102 * 122 4/03/98 2:47p Allender
103 * made directives act different when multiple waves of a wing take a long
106 * 121 4/01/98 9:21p John
107 * Made NDEBUG, optimized build with no warnings or errors.
109 * 120 3/31/98 5:18p John
110 * Removed demo/save/restore. Made NDEBUG defined compile. Removed a
111 * bunch of debug stuff out of player file. Made model code be able to
112 * unload models and malloc out only however many models are needed.
115 * 119 3/31/98 4:42p Allender
116 * mission objective support for team v. team mode. Chatbox changes to
117 * make input box be correct length when typing
119 * 118 3/23/98 1:39p Hoffoss
120 * Fixed bug where long objects weren't being split at the right point.
122 * 117 3/17/98 12:40a Lawrance
123 * Add missing struct members to state
125 * 116 3/09/98 4:24p Lawrance
126 * Don't play directive sound effect if gauge is disabled
128 * 115 3/04/98 5:51p Hoffoss
131 * 114 3/02/98 9:30p Allender
132 * make sexpression evaluation for arrivals/departures and goals happen
135 * 113 3/02/98 10:08a Hoffoss
136 * Fixed bugs in saving/restoring state.
138 * 112 2/27/98 4:37p Hoffoss
139 * Combined Objectives screen into Mission Log screen.
141 * 111 2/26/98 10:07p Hoffoss
142 * Rewrote state saving and restoring to fix bugs and simplify the code.
144 * 110 2/23/98 3:06p Hoffoss
145 * Made objectives with only one target not show the [1] thing after it.
147 * 109 2/22/98 4:30p John
148 * More string externalization classification
150 * 108 2/22/98 12:19p John
151 * Externalized some strings
153 * 107 2/20/98 8:33p Lawrance
154 * Added mission_goals_incomplete()
156 * 106 2/06/98 12:12a Lawrance
157 * Play sound effect when continue is pressed.
159 * 105 2/05/98 10:14p Lawrance
160 * Implement Save and Quit
162 * 104 2/04/98 4:32p Allender
163 * support for multiple briefings and debriefings. Changes to mission
164 * type (now a bitfield). Bitfield defs for multiplayer modes
166 * 103 1/30/98 4:24p Hoffoss
167 * Added a 3 second delay for directives before they get displayed.
169 * 102 1/29/98 10:26a Hoffoss
170 * Made changes so arrow buttons repeat scrolling when held down.
172 * 101 1/28/98 6:19p Dave
173 * Reduced standalone memory usage ~8 megs. Put in support for handling
174 * multiplayer submenu handling for endgame, etc.
176 * 100 1/27/98 11:00a Lawrance
177 * Fix bug with showing number of resolved goals in the objective status
180 * 99 1/27/98 10:56a Allender
181 * slight changes to scoring stuff. Added work for Baranec :-)
183 * 98 1/26/98 10:02p Allender
186 * 97 1/20/98 2:26p Hoffoss
187 * Removed references to timestamp_ticker, used timestamp() instead.
189 * 96 1/19/98 9:37p Allender
190 * Great Compiler Warning Purge of Jan, 1998. Used pragma's in a couple
191 * of places since I was unsure of what to do with code.
193 * 95 1/15/98 5:23p Lawrance
194 * Add HUD gauge to indicate completed objectives.
196 * 94 1/15/98 1:29p Hoffoss
197 * Made chained events only check next event if that event is also
200 * 93 1/13/98 5:37p Dave
201 * Reworked a lot of standalone interface code. Put in single and
202 * multiplayer popups for death sequence. Solidified multiplayer kick
205 * 92 1/12/98 5:17p Allender
206 * fixed primary fired problem and ship warp out problem. Made new
207 * mission goal info packet to deal with goals more accurately.
209 * 91 1/11/98 10:02p Allender
210 * removed <winsock.h> from headers which included it. Made psnet_socket
211 * type which is defined just as SOCKET type is.
213 * 90 1/10/98 1:14p John
214 * Added explanation to debug console commands
216 * 89 1/08/98 10:26a Lawrance
217 * Delay directive success sound effect about 1/2 second.
219 * 88 1/07/98 6:46p Lawrance
220 * If a goal is invalid, ignore it when evaluating mission success.
222 * 87 1/07/98 11:09a Lawrance
223 * Add sound hook for when directive gets completed.
225 * 86 1/02/98 3:07p Hoffoss
226 * Changed sexp evaluation to every half second.
228 * 85 12/27/97 8:08p Lawrance
229 * get savegames working again
231 * 84 12/26/97 10:02p Lawrance
232 * Add event music for when goals fail.
234 * 83 12/22/97 6:07p Hoffoss
235 * Made directives flash when completed, fixed but with is-destroyed
238 * 82 12/21/97 4:33p John
239 * Made debug console functions a class that registers itself
240 * automatically, so you don't need to add the function to
241 * debugfunctions.cpp.
243 * 81 12/19/97 12:43p Hoffoss
244 * Changed code to allow counts in directives.
246 * 80 12/15/97 5:26p Allender
247 * temporary code to display for 5 second completion status of objectives
249 * 79 12/03/97 4:16p Hoffoss
250 * Changed sound stuff used in interface screens for interface purposes.
252 * 78 12/03/97 11:35a Hoffoss
253 * Made changes to HUD messages send throughout the game.
255 * 77 12/02/97 10:47a Hoffoss
256 * Changed mention of goals to objectives.
258 * 76 12/01/97 12:26a Lawrance
259 * Add flag MGF_NO_MUSIC to mission_goal struct, to avoid playing music
262 * 75 11/21/97 2:16p Allender
263 * debug keys to mark all goals (p/s/b) as satisfied
265 * 74 11/17/97 11:45a Johnson
266 * when marking goals false, add log entry. Be sure that "delay" function
267 * check for equal to delay as well
269 * 73 11/13/97 10:16p Hoffoss
270 * Added icons to mission log scrollback.
272 * 72 11/13/97 4:05p Hoffoss
273 * Added hiding code for mission log entries.
275 * 71 11/05/97 7:11p Hoffoss
276 * Made changed to the hud message system. Hud messages can now have
277 * sources so they can be color coded.
279 * 70 11/02/97 10:09p Lawrance
280 * add missing fields from mission_event to save/restore
282 * 69 10/31/97 4:28p Allender
283 * fail all incomplete mission goals when mission is over
285 * 68 10/29/97 11:06a Jasen
286 * eval goals/events every 1.75 seconds instead of every 2.5 seconds for
287 * slightly more accurate timing of events
289 * 67 10/28/97 10:05a Allender
290 * added function to mark all goals as failed
292 * 66 10/28/97 9:33a Lawrance
293 * change 'Alt-Q' in HUD message to use text for bound key
295 * 65 10/27/97 5:03p Hoffoss
298 * 64 10/23/97 2:16p Johnson
299 * make pointers point to NULl after freeing to prevent problems when
300 * tried to free multiple times
302 * 63 10/16/97 2:35p Hoffoss
303 * Enhanced the mission goals screen a little.
305 * 62 10/16/97 1:28p Hoffoss
306 * New mission goals screen implemented.
308 * 61 10/10/97 6:15p Hoffoss
309 * Implemented a training objective list display.
311 * 60 10/09/97 4:44p Hoffoss
312 * Dimmed training window glass and made it less transparent, added flags
313 * to events, set he stage for detecting current events.
315 * 59 10/06/97 4:11p Lawrance
316 * add missing field from mission_events to save/restore
318 * 58 10/03/97 4:14p Hoffoss
319 * Augmented event debug view code.
321 * 57 9/30/97 10:01a Hoffoss
322 * Added event chaining support to Fred and FreeSpace.
324 * 56 9/29/97 1:58p Hoffoss
325 * Need to check in changes so I can get merged code to continue working
326 * on event chaining code.
330 #include "freespace.h"
332 #include "missiongoals.h"
333 #include "missionparse.h"
334 #include "missionlog.h"
335 #include "missiontraining.h"
336 #include "missionscreencommon.h"
337 #include "gamesequence.h"
342 #include "linklist.h"
347 #include "eventmusic.h"
349 #include "multimsgs.h"
350 #include "stand_gui.h"
355 #include "alphacolors.h"
356 #include "multi_team.h"
358 // timestamp stuff for evaluating mission goals
359 #define GOAL_TIMESTAMP 0 // make immediately eval
360 #define GOAL_TIMESTAMP_TRAINING 500 // every half second
362 #define MAX_GOALS_PER_LIST 15
363 #define MAX_GOAL_LINES 200
365 // indicies for coordinates
366 #define GOAL_SCREEN_X_COORD 0
367 #define GOAL_SCREEN_Y_COORD 1
368 #define GOAL_SCREEN_W_COORD 2
369 #define GOAL_SCREEN_H_COORD 3
372 #define GOAL_SCREEN_TEXT_X 81
373 #define GOAL_SCREEN_TEXT_Y 95
374 #define GOAL_SCREEN_TEXT_W 385
375 #define GOAL_SCREEN_TEXT_H 299
376 #define GOAL_SCREEN_ICON_X 45
379 static int Goal_screen_text_coords[GR_NUM_RESOLUTIONS][4] = {
381 81,95,385,299 // GR_640
384 130,152,385,299 // GR_1024
388 static int Goal_screen_icon_xcoord[GR_NUM_RESOLUTIONS] = {
394 #if defined(GERMAN_BUILD)
395 // german version gets slightly diff coords
396 static int Objective_key_text_coords[GR_NUM_RESOLUTIONS][3][2] = {
410 static int Objective_key_icon_coords[GR_NUM_RESOLUTIONS][3][2] = {
425 static int Objective_key_text_coords[GR_NUM_RESOLUTIONS][3][2] = {
439 static int Objective_key_icon_coords[GR_NUM_RESOLUTIONS][3][2] = {
456 #define NUM_GOAL_SCREEN_BUTTONS 3 // total number of buttons
457 #define GOAL_SCREEN_BUTTON_SCROLL_UP 0
458 #define GOAL_SCREEN_BUTTON_SCROLL_DOWN 1
459 #define GOAL_SCREEN_BUTTON_RETURN 2
463 mission_goal *list[MAX_GOALS_PER_LIST];
464 int line_offsets[MAX_GOALS_PER_LIST];
465 int line_spans[MAX_GOALS_PER_LIST];
467 goal_list() : count(0) {}
468 void add(mission_goal *m);
470 void icons_display(int y);
473 struct goal_buttons {
477 UI_BUTTON button; // because we have a class inside this struct, we need the constructor below..
479 goal_buttons(char *name, int x1, int y1, int h) : filename(name), x(x1), y(y1), hotspot(h) {}
484 int m_line_sizes[MAX_GOAL_LINES];
485 char *m_lines[MAX_GOAL_LINES];
488 int add(char *text = NULL);
489 void display(int n, int y);
492 int Num_mission_events;
493 int Num_goals = 0; // number of goals for this mission
494 int Event_index; // used by sexp code to tell what event it came from
495 int Mission_goal_timestamp;
497 mission_event Mission_events[MAX_MISSION_EVENTS];
498 mission_goal Mission_goals[MAX_GOALS]; // structure for the goals of this mission
499 static goal_text Goal_text;
501 #define DIRECTIVE_SOUND_DELAY 500 // time directive success sound effect is delayed
502 #define DIRECTIVE_SPECIAL_DELAY 7000 // mark special directives as true after 7 seconds
504 static int Mission_directive_sound_timestamp; // timestamp to control when directive succcess sound gets played
505 static int Mission_directive_special_timestamp; // used to specially mark a directive as true even though it's not
507 char *Goal_type_text(int n)
511 return XSTR( "Primary", 396);
514 return XSTR( "Secondary", 397);
517 return XSTR( "Bonus", 398);
523 static int Goal_screen_text_x;
524 static int Goal_screen_text_y;
525 static int Goal_screen_text_w;
526 static int Goal_screen_text_h;
527 static int Goal_screen_icon_x;
529 static goal_list Primary_goal_list;
530 static goal_list Secondary_goal_list;
531 static goal_list Bonus_goal_list;
533 static int Scroll_offset;
534 static int Goals_screen_bg_bitmap;
535 static int Goal_complete_bitmap;
536 static int Goal_incomplete_bitmap;
537 static int Goal_failed_bitmap;
538 static UI_WINDOW Goals_screen_ui_window;
540 goal_buttons Goal_buttons[NUM_GOAL_SCREEN_BUTTONS] = {
542 goal_buttons("MOB_00", 475, 288, 0),
543 goal_buttons("MOB_01", 475, 336, 1),
544 goal_buttons("MOB_02", 553, 409, 2),
548 void goal_screen_button_pressed(int num);
549 void goal_screen_scroll_up();
550 void goal_screen_scroll_down();
553 /// goal_list structure functions
556 void goal_list::add(mission_goal *m)
558 Assert(count < MAX_GOALS_PER_LIST);
562 void goal_list::set()
566 for (i=0; i<count; i++) {
567 line_offsets[i] = Goal_text.m_num_lines;
568 line_spans[i] = Goal_text.add(list[i]->message);
575 void goal_list::icons_display(int yoff)
577 int i, y, ys, bmp, font_height;
579 font_height = gr_get_font_height();
580 for (i=0; i<count; i++) {
581 y = line_offsets[i] - yoff;
583 bmp = -1; // initialize for safety.
584 switch (list[i]->satisfied) {
586 bmp = Goal_complete_bitmap;
589 case GOAL_INCOMPLETE:
590 bmp = Goal_incomplete_bitmap;
594 bmp = Goal_failed_bitmap;
599 bm_get_info(bmp, NULL, &ys, NULL);
600 y = Goal_screen_text_y // offset of text window on screen
601 + y * font_height // relative line position offset
602 + line_spans[i] * font_height / 2 // center of text offset
603 - ys / 2; // center of icon offest
605 if ((y >= Goal_screen_text_y - ys / 2) && (y + ys <= Goal_screen_text_y + Goal_screen_text_h + ys / 2)) {
607 gr_bitmap(Goal_screen_icon_x, y);
614 /// goal_text structure functions
617 // initializes the goal text struct (empties it out)
618 void goal_text::init()
623 // Adds lines of goal text. If passed NULL (or nothing passed) a blank line is added. If
624 // the text is too long, it is automatically split into more than one line.
625 // Returns the number of lines added.
626 int goal_text::add(char *text)
630 max = MAX_GOAL_LINES - m_num_lines;
632 Error(LOCATION, "Goal text space exhausted");
637 m_lines[m_num_lines] = NULL;
638 m_line_sizes[m_num_lines++] = 0;
642 count = split_str(text, Goal_screen_text_w - Goal_screen_text_coords[gr_screen.res][GOAL_SCREEN_X_COORD] + Goal_screen_icon_xcoord[gr_screen.res], m_line_sizes + m_num_lines, m_lines + m_num_lines, max);
643 m_num_lines += count;
647 // Display a line of goal text
648 // n = goal text line number
649 // y = y offset to draw relative to goal text area top
650 void goal_text::display(int n, int y)
653 char buf[MAX_GOAL_TEXT];
655 if ((n < 0) || (n >= m_num_lines) || (m_line_sizes[n] < 1))
656 return; // out of range, don't draw anything
658 Assert(m_line_sizes[n] < MAX_GOAL_TEXT);
659 y += Goal_screen_text_y;
660 if (*m_lines[n] == '*') { // header line
661 gr_set_color_fast(&Color_text_heading);
662 strncpy(buf, m_lines[n] + 1, m_line_sizes[n] - 1);
663 buf[m_line_sizes[n] - 1] = 0;
665 gr_get_string_size(&w, &h, buf);
667 gr_line(Goal_screen_icon_x, y1, Goal_screen_text_x - 2, y1);
668 gr_line(Goal_screen_text_x + w + 1, y1, Goal_screen_icon_x + Goal_screen_text_w, y1);
671 gr_set_color_fast(&Color_text_normal);
672 strncpy(buf, m_lines[n], m_line_sizes[n]);
673 buf[m_line_sizes[n]] = 0;
676 gr_printf(Goal_screen_text_x, y, buf);
679 // mission_init_goals: initializes info for goals. Called as part of mission initialization.
680 void mission_init_goals()
685 for (i=0; i<MAX_GOALS; i++) {
686 Mission_goals[i].satisfied = GOAL_INCOMPLETE;
687 Mission_goals[i].flags = 0;
688 Mission_goals[i].team = 0;
691 Num_mission_events = 0;
692 for (i=0; i<MAX_MISSION_EVENTS; i++) {
693 Mission_events[i].result = 0;
694 Mission_events[i].flags = 0;
695 Mission_events[i].count = 0;
696 Mission_events[i].satisfied_time = 0;
697 Mission_events[i].born_on_date = 0;
698 Mission_events[i].team = -1;
701 Mission_goal_timestamp = timestamp(GOAL_TIMESTAMP);
702 Mission_directive_sound_timestamp = 0;
703 Mission_directive_special_timestamp = timestamp(-1); // need to make invalid right away
706 // called at the end of a mission for cleanup
707 void mission_event_shutdown()
711 for (i=0; i<Num_mission_events; i++) {
712 if (Mission_events[i].objective_text) {
713 free(Mission_events[i].objective_text);
714 Mission_events[i].objective_text = NULL;
716 if (Mission_events[i].objective_key_text) {
717 free(Mission_events[i].objective_key_text);
718 Mission_events[i].objective_key_text = NULL;
723 // called once right before entering the show goals screen to do initializations.
724 void mission_show_goals_init()
726 int i, type, team_num=0; // JAS: I set team_num to 0 because it was used without being initialized.
730 Primary_goal_list.count = 0;
731 Secondary_goal_list.count = 0;
732 Bonus_goal_list.count = 0;
734 Goal_screen_text_x = Goal_screen_text_coords[gr_screen.res][GOAL_SCREEN_X_COORD];
735 Goal_screen_text_y = Goal_screen_text_coords[gr_screen.res][GOAL_SCREEN_Y_COORD];
736 Goal_screen_text_w = Goal_screen_text_coords[gr_screen.res][GOAL_SCREEN_W_COORD];
737 Goal_screen_text_h = Goal_screen_text_coords[gr_screen.res][GOAL_SCREEN_H_COORD];
738 Goal_screen_icon_x = Goal_screen_icon_xcoord[gr_screen.res];
740 // fill up the lists so we can display the goals appropriately
741 for (i=0; i<Num_goals; i++) {
742 if (Mission_goals[i].type & INVALID_GOAL){ // don't count invalid goals here
746 if ( (Game_mode & GM_MULTIPLAYER) && (The_mission.game_type & MISSION_TYPE_MULTI_TEAMS) && (Mission_goals[i].team != team_num) ){
750 type = Mission_goals[i].type & GOAL_TYPE_MASK;
753 Primary_goal_list.add(&Mission_goals[i]);
757 Secondary_goal_list.add(&Mission_goals[i]);
761 if (Mission_goals[i].satisfied == GOAL_COMPLETE){
762 Bonus_goal_list.add(&Mission_goals[i]);
767 Error(LOCATION, "Unknown goal priority encountered when displaying goals in mission\n");
774 Goal_text.add(XSTR( "*Primary Objectives", 399));
776 Primary_goal_list.set();
778 if (Secondary_goal_list.count) {
781 Goal_text.add(XSTR( "*Secondary Objectives", 400));
783 Secondary_goal_list.set();
786 if (Bonus_goal_list.count) {
789 Goal_text.add(XSTR( "*Bonus Objectives", 401));
791 Bonus_goal_list.set();
794 common_set_interface_palette("ObjectivesPalette"); // set the interface palette
795 Goals_screen_ui_window.create(0, 0, gr_screen.max_w, gr_screen.max_h, 0);
796 Goals_screen_ui_window.set_mask_bmap("Objectives-m");
798 for (i=0; i<NUM_GOAL_SCREEN_BUTTONS; i++) {
799 b = &Goal_buttons[i];
801 b->button.create(&Goals_screen_ui_window, "", b->x, b->y, 60, 30, (i < 2), 1);
802 // set up callback for when a mouse first goes over a button
803 b->button.set_highlight_action(common_play_highlight_sound);
804 b->button.set_bmaps(b->filename);
805 b->button.link_hotspot(b->hotspot);
808 // set up hotkeys for buttons so we draw the correct animation frame when a key is pressed
809 Goal_buttons[GOAL_SCREEN_BUTTON_SCROLL_UP].button.set_hotkey(KEY_UP);
810 Goal_buttons[GOAL_SCREEN_BUTTON_SCROLL_DOWN].button.set_hotkey(KEY_DOWN);
812 Goals_screen_bg_bitmap = bm_load("ObjectivesBG");
813 Goal_complete_bitmap = bm_load("ObjComp");
814 Goal_incomplete_bitmap = bm_load("ObjIncomp");
815 Goal_failed_bitmap = bm_load("ObjFail");
818 // if (Goal_incomplete_bitmap < 0) Int3();
820 if (Goals_screen_bg_bitmap < 0) {
821 Warning(LOCATION, "Could not load the background bitmap: ObjectivesBG.pcx");
825 // cleanup called when exiting the show goals screen
826 void mission_show_goals_close()
828 if (Goals_screen_bg_bitmap >= 0)
829 bm_unload(Goals_screen_bg_bitmap);
831 if (Goal_complete_bitmap)
832 bm_unload(Goal_complete_bitmap);
834 if (Goal_incomplete_bitmap)
835 bm_unload(Goal_incomplete_bitmap);
837 if (Goal_failed_bitmap)
838 bm_unload(Goal_failed_bitmap);
840 Goals_screen_ui_window.destroy();
841 common_free_interface_palette(); // restore game palette
845 // called once a frame during show goals state to process events and render the screen
846 void mission_show_goals_do_frame(float frametime)
849 int font_height = gr_get_font_height();
851 k = Goals_screen_ui_window.process();
858 goal_screen_scroll_down();
862 goal_screen_scroll_up();
870 for (i=0; i<NUM_GOAL_SCREEN_BUTTONS; i++){
871 if (Goal_buttons[i].button.pressed()){
872 goal_screen_button_pressed(i);
876 GR_MAYBE_CLEAR_RES(Goals_screen_bg_bitmap);
877 if (Goals_screen_bg_bitmap >= 0) {
878 gr_set_bitmap(Goals_screen_bg_bitmap);
881 Goals_screen_ui_window.draw();
885 while (y + font_height <= Goal_screen_text_h) {
886 Goal_text.display(z, y);
891 Primary_goal_list.icons_display(Scroll_offset);
892 Secondary_goal_list.icons_display(Scroll_offset);
893 Bonus_goal_list.icons_display(Scroll_offset);
898 // Mission Log Objectives subscreen init.
899 // Called once right before entering the Mission Log screen to do initializations.
900 int ML_objectives_init(int x, int y, int w, int h)
902 int i, type, team_num;
904 Primary_goal_list.count = 0;
905 Secondary_goal_list.count = 0;
906 Bonus_goal_list.count = 0;
908 Goal_screen_text_x = x - Goal_screen_icon_xcoord[gr_screen.res] + Goal_screen_text_coords[gr_screen.res][GOAL_SCREEN_X_COORD];
909 Goal_screen_text_y = y;
910 Goal_screen_text_w = w;
911 Goal_screen_text_h = h;
912 Goal_screen_icon_x = x;
914 team_num = 0; // this is the default team -- we will change it if in a multiplayer team v. team game
915 if ( (Game_mode & GM_MULTIPLAYER) && (The_mission.game_type & MISSION_TYPE_MULTI_TEAMS) ){
916 team_num = Net_player->p_info.team;
919 // fill up the lists so we can display the goals appropriately
920 for (i=0; i<Num_goals; i++) {
921 if (Mission_goals[i].type & INVALID_GOAL){ // don't count invalid goals here
925 if ( (Game_mode & GM_MULTIPLAYER) && (The_mission.game_type & MISSION_TYPE_MULTI_TEAMS) && (Mission_goals[i].team != team_num) ){
929 type = Mission_goals[i].type & GOAL_TYPE_MASK;
932 Primary_goal_list.add(&Mission_goals[i]);
936 Secondary_goal_list.add(&Mission_goals[i]);
940 if (Mission_goals[i].satisfied == GOAL_COMPLETE){
941 Bonus_goal_list.add(&Mission_goals[i]);
946 Error(LOCATION, "Unknown goal priority encountered when displaying goals in mission\n");
953 Goal_text.add(XSTR( "*Primary Objectives", 399));
955 Primary_goal_list.set();
957 if (Secondary_goal_list.count) {
960 Goal_text.add(XSTR( "*Secondary Objectives", 400));
962 Secondary_goal_list.set();
965 if (Bonus_goal_list.count) {
968 Goal_text.add(XSTR( "*Bonus Objectives", 401));
970 Bonus_goal_list.set();
974 Goal_complete_bitmap = bm_load("ObjComp");
975 Goal_incomplete_bitmap = bm_load("ObjIncomp");
976 Goal_failed_bitmap = bm_load("ObjFail");
978 // if (Goal_incomplete_bitmap < 0) Int3();
980 return Goal_text.m_num_lines;
983 // cleanup called when exiting the show goals screen
984 void ML_objectives_close()
986 if (Goal_complete_bitmap >= 0) {
987 bm_unload(Goal_complete_bitmap);
990 if (Goal_incomplete_bitmap >= 0) {
991 bm_unload(Goal_incomplete_bitmap);
994 if (Goal_failed_bitmap >= 0) {
995 bm_unload(Goal_failed_bitmap);
999 void ML_objectives_do_frame(int scroll_offset)
1002 int font_height = gr_get_font_height();
1006 while (y + font_height <= Goal_screen_text_h) {
1007 Goal_text.display(z, y);
1012 Primary_goal_list.icons_display(scroll_offset);
1013 Secondary_goal_list.icons_display(scroll_offset);
1014 Bonus_goal_list.icons_display(scroll_offset);
1017 void ML_render_objectives_key()
1019 // display icon key at the bottom
1020 gr_set_bitmap(Goal_complete_bitmap);
1021 gr_bitmap(Objective_key_icon_coords[gr_screen.res][0][0], Objective_key_icon_coords[gr_screen.res][0][1]);
1022 gr_set_bitmap(Goal_incomplete_bitmap);
1023 gr_bitmap(Objective_key_icon_coords[gr_screen.res][1][0], Objective_key_icon_coords[gr_screen.res][1][1]);
1024 gr_set_bitmap(Goal_failed_bitmap);
1025 gr_bitmap(Objective_key_icon_coords[gr_screen.res][2][0], Objective_key_icon_coords[gr_screen.res][2][1]);
1027 gr_string(Objective_key_text_coords[gr_screen.res][0][0], Objective_key_text_coords[gr_screen.res][0][1] , XSTR("Complete", 1437));
1028 gr_string(Objective_key_text_coords[gr_screen.res][1][0], Objective_key_text_coords[gr_screen.res][1][1] , XSTR("Incomplete", 1438));
1029 gr_string(Objective_key_text_coords[gr_screen.res][2][0], Objective_key_text_coords[gr_screen.res][2][1] , XSTR("Failed", 1439));
1033 // temporary hook for temporarily displaying objective completion/failure
1034 // extern void message_training_add_simple( char *text );
1036 void mission_goal_status_change( int goal_num, int new_status)
1040 Assert(goal_num < Num_goals);
1041 Assert((new_status == GOAL_FAILED) || (new_status == GOAL_COMPLETE));
1043 // if in a multiplayer game, send a status change to clients
1044 if ( MULTIPLAYER_MASTER ){
1045 send_mission_goal_info_packet( goal_num, new_status, -1 );
1048 type = Mission_goals[goal_num].type & GOAL_TYPE_MASK;
1049 Mission_goals[goal_num].satisfied = new_status;
1050 if ( new_status == GOAL_FAILED ) {
1051 // don't display bonus goal failure
1052 if ( type != BONUS_GOAL ) {
1054 // only do HUD and music is goals are my teams goals.
1055 if ( (Game_mode & GM_NORMAL) || ((Net_player != NULL) && (Net_player->p_info.team == Mission_goals[goal_num].team)) ) {
1056 hud_add_objective_messsage(type, new_status);
1057 if ( !Mission_goals[goal_num].flags & MGF_NO_MUSIC ) { // maybe play event music
1058 event_music_primary_goal_failed();
1060 //HUD_sourced_printf(HUD_SOURCE_FAILED, "%s goal failed at time %6.1f!", Goal_type_text(type), f2fl(Missiontime) );
1063 mission_log_add_entry( LOG_GOAL_FAILED, Mission_goals[goal_num].name, NULL, goal_num );
1064 } else if ( new_status == GOAL_COMPLETE ) {
1065 if ( (Game_mode & GM_NORMAL) || ((Net_player != NULL) && (Net_player->p_info.team == Mission_goals[goal_num].team))) {
1066 hud_add_objective_messsage(type, new_status);
1067 // cue for Event Music
1068 if ( !(Mission_goals[goal_num].flags & MGF_NO_MUSIC) ) {
1069 event_music_primary_goals_met();
1071 mission_log_add_entry( LOG_GOAL_SATISFIED, Mission_goals[goal_num].name, NULL, goal_num );
1074 if(Game_mode & GM_MULTIPLAYER){
1076 multi_team_maybe_add_score((int)(Mission_goals[goal_num].score * scoring_get_scale_factor()), Mission_goals[goal_num].team);
1078 // deal with the score
1079 Player->stats.m_score += (int)(Mission_goals[goal_num].score * scoring_get_scale_factor());
1085 // EVENT_UNBORN = event has yet to be available (not yet evaluatable)
1086 // EVENT_CURRENT = current (evaluatable), but not yet true
1087 // EVENT_SATISFIED = event has occured (true)
1088 // EVENT_FAILED = event failed, can't possibly become true anymore
1089 int mission_get_event_status(int event)
1091 // check for directive special events first. We will always return from this part of the if statement
1092 if ( Mission_events[event].flags & MEF_DIRECTIVE_SPECIAL ) {
1094 // if this event is temporarily true, return as such
1095 if ( Mission_events[event].flags & MEF_DIRECTIVE_TEMP_TRUE ){
1096 return EVENT_SATISFIED;
1099 // if the timestamp has elapsed, we can "mark" this directive as true although it's really not.
1100 if ( timestamp_elapsed(Mission_directive_special_timestamp) ) {
1101 Mission_events[event].satisfied_time = Missiontime;
1102 Mission_events[event].flags |= MEF_DIRECTIVE_TEMP_TRUE;
1105 return EVENT_CURRENT;
1106 } else if (Mission_events[event].flags & MEF_CURRENT) {
1107 if (!Mission_events[event].born_on_date){
1108 Mission_events[event].born_on_date = timestamp();
1111 if (Mission_events[event].result) {
1112 return EVENT_SATISFIED;
1115 if (Mission_events[event].formula < 0) {
1116 return EVENT_FAILED;
1119 return EVENT_CURRENT;
1122 return EVENT_UNBORN;
1125 void mission_event_set_directive_special(int event)
1128 if((event < 0) || (event >= Num_mission_events)){
1132 Mission_events[event].flags |= MEF_DIRECTIVE_SPECIAL;
1134 // start from a known state
1135 Mission_events[event].flags &= ~MEF_DIRECTIVE_TEMP_TRUE;
1136 Mission_directive_special_timestamp = timestamp(DIRECTIVE_SPECIAL_DELAY);
1139 void mission_event_unset_directive_special(int event)
1142 if((event < 0) || (event >= Num_mission_events)){
1146 Mission_events[event].flags &= ~(MEF_DIRECTIVE_SPECIAL);
1148 // this event may be marked temporarily true -- if so, then unmark this value!!!
1149 if ( Mission_events[event].flags & MEF_DIRECTIVE_TEMP_TRUE ){
1150 Mission_events[event].flags &= ~MEF_DIRECTIVE_TEMP_TRUE;
1152 Mission_events[event].satisfied_time = 0;
1153 Mission_directive_special_timestamp = timestamp(-1);
1156 // function which evaluates and processes the given event
1157 void mission_process_event( int event )
1159 int store_flags = Mission_events[event].flags;
1160 int store_formula = Mission_events[event].formula;
1161 int store_result = Mission_events[event].result;
1162 int store_count = Mission_events[event].count;
1166 Directive_count = 0;
1167 Event_index = event;
1168 sindex = Mission_events[event].formula;
1169 result = Mission_events[event].result;
1171 // if chained, insure that previous event is true and next event is false
1172 if (Mission_events[event].chain_delay >= 0) { // this indicates it's chained
1174 if (!Mission_events[event - 1].result || ((fix) Mission_events[event - 1].timestamp + i2f(Mission_events[event].chain_delay) > Missiontime)){
1175 sindex = -1; // bypass evaluation
1179 if ((event < Num_mission_events - 1) && Mission_events[event + 1].result && (Mission_events[event + 1].chain_delay >= 0)){
1180 sindex = -1; // bypass evaluation
1185 Sexp_useful_number = 1;
1186 result = eval_sexp(sindex);
1188 // if the directive count is a special value, deal with that first. Mark the event as a special
1189 // event, and unmark it when the directive is true again.
1190 if ( (Directive_count == DIRECTIVE_WING_ZERO) && !(Mission_events[event].flags & MEF_DIRECTIVE_SPECIAL) ) {
1191 // make it special - which basically just means that its true until the next wave arrives
1192 mission_event_set_directive_special(event);
1194 Directive_count = 0;
1195 } else if ( (Mission_events[event].flags & MEF_DIRECTIVE_SPECIAL) && Directive_count > 1 ) {
1196 // make it non special
1197 mission_event_unset_directive_special(event);
1200 if (Mission_events[event].count || (Directive_count > 1)){
1201 Mission_events[event].count = Directive_count;
1204 if (Sexp_useful_number){
1205 Mission_events[event].flags |= MEF_CURRENT;
1210 Mission_events[event].result = result;
1212 // if the sexpression is known false, then no need to evaluate anymore
1213 if ((sindex >= 0) && (Sexp_nodes[sindex].value == SEXP_KNOWN_FALSE)) {
1214 Mission_events[event].timestamp = (int) Missiontime;
1215 Mission_events[event].satisfied_time = Missiontime;
1216 Mission_events[event].repeat_count = -1;
1217 Mission_events[event].formula = -1;
1221 if (result && !Mission_events[event].satisfied_time) {
1222 Mission_events[event].satisfied_time = Missiontime;
1223 if ( Mission_events[event].objective_text ) {
1224 Mission_directive_sound_timestamp = timestamp(DIRECTIVE_SOUND_DELAY);
1228 // decrement the repeat count. When at 0, don't eval this function anymore
1229 if ( result || timestamp_valid(Mission_events[event].timestamp) ) {
1230 Mission_events[event].repeat_count--;
1231 if ( Mission_events[event].repeat_count <= 0 ) {
1232 Mission_events[event].timestamp = (int)Missiontime;
1233 Mission_events[event].formula = -1;
1235 if(Game_mode & GM_MULTIPLAYER){
1237 multi_team_maybe_add_score((int)(Mission_events[event].score * scoring_get_scale_factor()), Mission_events[event].team);
1239 // deal with the player's score
1240 Player->stats.m_score += (int)(Mission_events[event].score * scoring_get_scale_factor());
1243 // set the timestamp to time out 'interval' seconds in the future. We must also reset the
1244 // value at the sexpresion node to unknown so that it will get reevaled
1245 Mission_events[event].timestamp = timestamp( Mission_events[event].interval * 1000 );
1246 // Sexp_nodes[Mission_events[event].formula].value = SEXP_UNKNOWN;
1250 // see if anything has changed
1251 if(MULTIPLAYER_MASTER && ((store_flags != Mission_events[event].flags) || (store_formula != Mission_events[event].formula) || (store_result != Mission_events[event].result) || (store_count != Mission_events[event].count)) ){
1252 send_event_update_packet(event);
1256 // Maybe play a directive success sound... need to poll since the sound is delayed from when
1257 // the directive is actually satisfied.
1258 void mission_maybe_play_directive_success_sound()
1260 if ( timestamp_elapsed(Mission_directive_sound_timestamp) ) {
1261 Mission_directive_sound_timestamp=0;
1262 snd_play( &Snds[SND_DIRECTIVE_COMPLETE] );
1266 void mission_eval_goals()
1268 int i, result, goal_changed = 0;
1270 // before checking whether or not we should evaluate goals, we should run through the events and
1271 // process any whose timestamp is valid and has expired. This would catch repeating events only
1272 for (i=0; i<Num_mission_events; i++) {
1273 if (Mission_events[i].formula != -1) {
1274 if ( !timestamp_valid(Mission_events[i].timestamp) || !timestamp_elapsed(Mission_events[i].timestamp) ){
1278 // if we get here, then the timestamp on the event has popped -- we should reevaluate
1279 mission_process_event(i);
1283 if ( !timestamp_elapsed(Mission_goal_timestamp) ){
1287 // first evaluate the players goals
1288 for (i=0; i<Num_goals; i++) {
1289 // don't evaluate invalid goals
1290 if (Mission_goals[i].type & INVALID_GOAL){
1294 if (Mission_goals[i].satisfied == GOAL_INCOMPLETE) {
1295 result = eval_sexp(Mission_goals[i].formula);
1296 if ( Sexp_nodes[Mission_goals[i].formula].value == SEXP_KNOWN_FALSE ) {
1298 mission_goal_status_change( i, GOAL_FAILED );
1300 } else if (result) {
1302 mission_goal_status_change(i, GOAL_COMPLETE );
1305 // tell the player how to end the mission
1306 //if ( goal_changed && mission_evaluate_primary_goals() != PRIMARY_GOALS_INCOMPLETE ) {
1307 // HUD_sourced_printf(HUD_SOURCE_IMPORTANT, "Press %s to end mission and return to base", textify_scancode(Control_config[END_MISSION].key_id) );
1309 } // end if goals[i].satsified != GOAL_COMPLETE
1312 // now evaluate any mission events
1313 for (i=0; i<Num_mission_events; i++) {
1314 if ( Mission_events[i].formula != -1 ) {
1315 // only evaluate this event if the timestamp is not valid. We do this since
1316 // we will evaluate repeatable events at the top of the file so we can get
1317 // the exact interval that the designer asked for.
1318 if ( !timestamp_valid( Mission_events[i].timestamp) ){
1319 mission_process_event( i );
1324 if (The_mission.game_type & MISSION_TYPE_TRAINING){
1325 Mission_goal_timestamp = timestamp(GOAL_TIMESTAMP_TRAINING);
1327 Mission_goal_timestamp = timestamp(GOAL_TIMESTAMP);
1330 if ( !hud_disabled() && hud_gauge_active(HUD_DIRECTIVES_VIEW) ) {
1331 mission_maybe_play_directive_success_sound();
1334 // update goal status if playing on a multiplayer standalone server
1335 if (Game_mode & GM_STANDALONE_SERVER){
1336 std_multi_update_goals();
1340 // evaluate_primary_goals() will determine if the primary goals for a mission are complete
1342 // returns 1 - all primary goals are all complete or imcomplete (or there are no primary goals at all)
1343 // returns 0 - not all primary goals are complete
1344 int mission_evaluate_primary_goals()
1346 int i, primary_goals_complete = PRIMARY_GOALS_COMPLETE;
1348 for (i=0; i<Num_goals; i++) {
1350 if ( Mission_goals[i].type & INVALID_GOAL ) {
1354 if ( (Mission_goals[i].type & GOAL_TYPE_MASK) == PRIMARY_GOAL ) {
1355 if ( Mission_goals[i].satisfied == GOAL_INCOMPLETE ) {
1356 return PRIMARY_GOALS_INCOMPLETE;
1357 } else if ( Mission_goals[i].satisfied == GOAL_FAILED ) {
1358 primary_goals_complete = PRIMARY_GOALS_FAILED;
1363 return primary_goals_complete;
1366 // return 1 if all primary/secondary goals are complete... otherwise return 0
1367 int mission_goals_met()
1369 int i, all_goals_met = 1;
1371 for (i=0; i<Num_goals; i++) {
1373 if ( Mission_goals[i].type & INVALID_GOAL ) {
1377 if ( ((Mission_goals[i].type & GOAL_TYPE_MASK) == PRIMARY_GOAL) || ((Mission_goals[i].type & GOAL_TYPE_MASK) == SECONDARY_GOAL) ) {
1378 if ( Mission_goals[i].satisfied == GOAL_INCOMPLETE ) {
1381 } else if ( Mission_goals[i].satisfied == GOAL_FAILED ) {
1388 return all_goals_met;
1391 // function used to actually change the status (valid/invalid) of a goal. Called externally
1392 // with multiplayer code
1393 void mission_goal_validation_change( int goal_num, int valid )
1395 // only incomplete goals can have their status changed
1396 if ( Mission_goals[goal_num].satisfied != GOAL_INCOMPLETE ){
1400 // if in multiplayer, then send a packet
1401 if ( MULTIPLAYER_MASTER ){
1402 send_mission_goal_info_packet( goal_num, -1, valid );
1405 // change the valid status
1407 Mission_goals[goal_num].type &= ~INVALID_GOAL;
1409 Mission_goals[goal_num].type |= INVALID_GOAL;
1413 // the following function marks a goal invalid. It can only mark the goal invalid if the goal
1414 // is not complete. The name passed into this funciton should match the name field in the goal
1416 void mission_goal_mark_invalid( char *name )
1420 for (i=0; i<Num_goals; i++) {
1421 if ( !stricmp(Mission_goals[i].name, name) ) {
1422 mission_goal_validation_change( i, 0 );
1428 // the next function marks a goal as valid. A goal may always be marked valid.
1429 void mission_goal_mark_valid( char *name )
1433 for (i=0; i<Num_goals; i++) {
1434 if ( !stricmp(Mission_goals[i].name, name) ) {
1435 mission_goal_validation_change( i, 1 );
1441 // function to fail all mission goals. Don't fail events here since this funciton is currently
1442 // called in mission when something bad happens to the player (like he makes too many shots on friendlies).
1443 // Events can still happen. Things will just be really bad for the player.
1444 void mission_goal_fail_all()
1448 for (i=0; i<Num_goals; i++) {
1449 Mission_goals[i].satisfied = GOAL_FAILED;
1450 mission_log_add_entry( LOG_GOAL_FAILED, Mission_goals[i].name, NULL, i );
1454 // function to mark all incomplete goals as failed. Happens at the end of a mission
1455 // mark the events which are not currently satisfied as failed as well.
1456 void mission_goal_fail_incomplete()
1460 for (i = 0; i < Num_goals; i++ ) {
1461 if ( Mission_goals[i].satisfied == GOAL_INCOMPLETE ) {
1462 Mission_goals[i].satisfied = GOAL_FAILED;
1463 mission_log_add_entry( LOG_GOAL_FAILED, Mission_goals[i].name, NULL, i );
1467 // now for the events. Must set the formula to -1 and the result to 0 to be a failed
1469 for ( i = 0; i < Num_mission_events; i++ ) {
1470 if ( Mission_events[i].formula != -1 ) {
1471 Mission_events[i].formula = -1;
1472 Mission_events[i].result = 0;
1477 // small function used to mark all objectives as true. Used as a debug function and as a way
1478 // to skip past training misisons
1479 void mission_goal_mark_objectives_complete()
1483 for (i = 0; i < Num_goals; i++ ) {
1484 Mission_goals[i].satisfied = GOAL_COMPLETE;
1488 // small function used to mark all events as completed. Used in the skipping of missions.
1489 void mission_goal_mark_events_complete()
1493 for (i = 0; i < Num_mission_events; i++ ) {
1494 Mission_events[i].result = 1;
1495 Mission_events[i].formula = -1;
1499 // some debug console functions to help list and change the status of mission goals
1500 DCF(show_mission_goals,"List and change the status of mission goals")
1508 dc_printf("Usage: show_mission_goals\n\nList all mission goals and their current status.\n");
1513 for (i=0; i<Num_goals; i++) {
1514 type = Mission_goals[i].type & GOAL_TYPE_MASK;
1515 dc_printf("%2d. %32s(%10s) -- ", i, Mission_goals[i].name, Goal_type_text(type));
1516 if ( Mission_goals[i].satisfied == GOAL_COMPLETE )
1517 dc_printf("satisfied.\n");
1518 else if ( Mission_goals[i].satisfied == GOAL_INCOMPLETE )
1519 dc_printf("not satisfied\n");
1520 else if ( Mission_goals[i].satisfied == GOAL_FAILED )
1521 dc_printf("failed\n");
1523 dc_printf("\t[unknown goal status].\n");
1529 DCF(change_mission_goal, "Change the mission goal")
1534 dc_get_arg(ARG_INT);
1535 if ( Dc_arg_int >= Num_goals ) {
1536 dc_printf ("First parameter must be a valid goal number.\n");
1541 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_STRING);
1542 if ( Dc_arg_type & ARG_TRUE )
1543 Mission_goals[num].satisfied = GOAL_COMPLETE;
1544 else if ( Dc_arg_type & ARG_FALSE )
1545 Mission_goals[num].satisfied = GOAL_FAILED;
1546 else if ( Dc_arg_type & ARG_NONE )
1547 Mission_goals[num].satisfied = GOAL_INCOMPLETE;
1548 else if ( Dc_arg_type & ARG_STRING) {
1549 if ( !stricmp(Dc_arg, "satisfied") )
1550 Mission_goals[num].satisfied = GOAL_COMPLETE;
1551 else if ( !stricmp( Dc_arg, "failed") )
1552 Mission_goals[num].satisfied = GOAL_FAILED;
1553 else if ( !stricmp( Dc_arg, "unknown") )
1554 Mission_goals[num].satisfied = GOAL_INCOMPLETE;
1556 dc_printf("Unknown status %s. Use 'satisfied', 'failed', or 'unknown'\n", Dc_arg);
1561 dc_printf("Usage: change_mission_goal <goal_num> <status>\n");
1562 dc_printf("<goal_num> -- Integer number of goal to change. See show_mission_goals\n");
1563 dc_printf("<status> -- [bool] where a true value makes the goal satisfied,\n");
1564 dc_printf(" a false value makes the goal failed.\n");
1565 dc_printf("The <status> field may also be one of 'satisfied', 'failed', or 'unknown'\n");
1566 dc_printf("\nExamples:\n\n'change_mission_goal 1 true' makes goal 1 successful.\n");
1567 dc_printf("'change_mission_goal 2' marks goal 2 not complete\n");
1568 dc_printf("'change_mission_goal 0 satisfied' marks goal 0 as satisfied\n");
1574 // debug functions to mark all primary/secondary/bonus goals as true
1577 void mission_goal_mark_all_true(int type)
1581 for (i = 0; i < Num_goals; i++ ) {
1582 if ( (Mission_goals[i].type & GOAL_TYPE_MASK) == type )
1583 Mission_goals[i].satisfied = GOAL_COMPLETE;
1586 HUD_sourced_printf(HUD_SOURCE_HIDDEN, NOX("All %s goals marked true"), Goal_type_text(type) );
1591 void goal_screen_button_pressed(int num)
1594 case GOAL_SCREEN_BUTTON_SCROLL_UP:
1595 goal_screen_scroll_up();
1598 case GOAL_SCREEN_BUTTON_SCROLL_DOWN:
1599 goal_screen_scroll_down();
1602 case GOAL_SCREEN_BUTTON_RETURN:
1603 mission_goal_exit();
1608 void goal_screen_scroll_up()
1610 if (Scroll_offset) {
1612 gamesnd_play_iface(SND_SCROLL);
1614 gamesnd_play_iface(SND_GENERAL_FAIL);
1618 void goal_screen_scroll_down()
1622 max_lines = Goal_screen_text_h / gr_get_font_height();
1623 if (Scroll_offset + max_lines < Goal_text.m_num_lines) {
1625 gamesnd_play_iface(SND_SCROLL);
1627 gamesnd_play_iface(SND_GENERAL_FAIL);
1631 // Return the number of resolved goals in num_resolved, return the total
1632 // number of valid goals in total
1633 void mission_goal_fetch_num_resolved(int desired_type, int *num_resolved, int *total, int team)
1640 for (i=0; i<Num_goals; i++) {
1641 // if we're checking for team
1642 if((team >= 0) && (Mission_goals[i].team != team)){
1646 if (Mission_goals[i].type & INVALID_GOAL) {
1650 type = Mission_goals[i].type & GOAL_TYPE_MASK;
1651 if ( type != desired_type ) {
1655 *total = *total + 1;
1657 if (Mission_goals[i].satisfied != GOAL_INCOMPLETE) {
1658 *num_resolved = *num_resolved + 1;
1663 // Return whether there are any incomplete goals of the specified type
1664 int mission_goals_incomplete(int desired_type, int team)
1668 for (i=0; i<Num_goals; i++) {
1669 // if we're checking for team
1670 if((team >= 0) && (Mission_goals[i].team != team)){
1674 if (Mission_goals[i].type & INVALID_GOAL) {
1678 type = Mission_goals[i].type & GOAL_TYPE_MASK;
1679 if ( type != desired_type ) {
1683 if (Mission_goals[i].satisfied == GOAL_INCOMPLETE) {
1691 void mission_goal_exit()
1693 snd_play( &Snds_iface[SND_USER_SELECT] );
1694 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);