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 1.4 2003/05/18 03:55:30 taylor
19 * automatic language selection support
21 * Revision 1.3 2002/06/09 04:41:22 relnev
22 * added copyright header
24 * Revision 1.2 2002/05/26 22:06:17 relnev
25 * makefile: disable stand_gui for now.
27 * rest: staticize some globals
29 * Revision 1.1.1.1 2002/05/03 03:28:09 root
33 * 15 10/27/99 5:22p Jefff
34 * Some coord changes for german ver
36 * 14 9/06/99 9:46p Jefff
37 * skip mission support
39 * 13 8/28/99 4:54p Dave
40 * Fixed directives display for multiplayer clients for wings with
41 * multiple waves. Fixed hud threat indicator rendering color.
43 * 12 8/26/99 8:51p Dave
44 * Gave multiplayer TvT messaging a heavy dose of sanity. Cheat codes.
46 * 11 8/03/99 6:21p Jefff
47 * fixed stupid bug with objectives screen key
49 * 10 7/29/99 2:58p Jefff
50 * Ingame objective screen icon key now uses normal objective icons and
51 * text is drawn in code.
53 * 9 7/24/99 4:19p Dave
54 * Fixed dumb code with briefing bitmaps. Made d3d zbuffer work much
55 * better. Made model code use zbuffer more intelligently.
57 * 8 7/10/99 1:44p Andsager
58 * Modified directives listing so that current and recently
59 * satisfied/failed directives stay on screen.
61 * 7 2/17/99 2:10p Dave
62 * First full run of squad war. All freespace and tracker side stuff
65 * 6 2/02/99 4:35p Neilk
66 * fixed coordinate problem where primary goals was on top of interface in
69 * 5 1/30/99 5:08p Dave
70 * More new hi-res stuff.Support for nice D3D textures.
72 * 4 11/05/98 5:55p Dave
73 * Big pass at reducing #includes
75 * 3 10/13/98 9:28a Dave
76 * Started neatening up freespace.h. Many variables renamed and
77 * reorganized. Added AlphaColors.[h,cpp]
79 * 2 10/07/98 10:53a Dave
82 * 1 10/07/98 10:49a Dave
84 * 127 9/15/98 11:44a Dave
85 * Renamed builtin ships and wepaons appropriately in FRED. Put in scoring
86 * scale factors. Fixed standalone filtering of MD missions to non-MD
89 * 126 6/09/98 10:31a Hoffoss
90 * Created index numbers for all xstr() references. Any new xstr() stuff
91 * added from here on out should be added to the end if the list. The
92 * current list count can be found in FreeSpace.cpp (search for
95 * 125 5/21/98 2:47a Lawrance
96 * Fix some problems with event music
98 * 124 4/15/98 9:05a Allender
99 * fix skpping of training mission with branchs
101 * 123 4/08/98 10:34p Allender
102 * make threat indicators work in multiplayer. Fix socket problem (once
105 * 122 4/03/98 2:47p Allender
106 * made directives act different when multiple waves of a wing take a long
109 * 121 4/01/98 9:21p John
110 * Made NDEBUG, optimized build with no warnings or errors.
112 * 120 3/31/98 5:18p John
113 * Removed demo/save/restore. Made NDEBUG defined compile. Removed a
114 * bunch of debug stuff out of player file. Made model code be able to
115 * unload models and malloc out only however many models are needed.
118 * 119 3/31/98 4:42p Allender
119 * mission objective support for team v. team mode. Chatbox changes to
120 * make input box be correct length when typing
122 * 118 3/23/98 1:39p Hoffoss
123 * Fixed bug where long objects weren't being split at the right point.
125 * 117 3/17/98 12:40a Lawrance
126 * Add missing struct members to state
128 * 116 3/09/98 4:24p Lawrance
129 * Don't play directive sound effect if gauge is disabled
131 * 115 3/04/98 5:51p Hoffoss
134 * 114 3/02/98 9:30p Allender
135 * make sexpression evaluation for arrivals/departures and goals happen
138 * 113 3/02/98 10:08a Hoffoss
139 * Fixed bugs in saving/restoring state.
141 * 112 2/27/98 4:37p Hoffoss
142 * Combined Objectives screen into Mission Log screen.
144 * 111 2/26/98 10:07p Hoffoss
145 * Rewrote state saving and restoring to fix bugs and simplify the code.
147 * 110 2/23/98 3:06p Hoffoss
148 * Made objectives with only one target not show the [1] thing after it.
150 * 109 2/22/98 4:30p John
151 * More string externalization classification
153 * 108 2/22/98 12:19p John
154 * Externalized some strings
156 * 107 2/20/98 8:33p Lawrance
157 * Added mission_goals_incomplete()
159 * 106 2/06/98 12:12a Lawrance
160 * Play sound effect when continue is pressed.
162 * 105 2/05/98 10:14p Lawrance
163 * Implement Save and Quit
165 * 104 2/04/98 4:32p Allender
166 * support for multiple briefings and debriefings. Changes to mission
167 * type (now a bitfield). Bitfield defs for multiplayer modes
169 * 103 1/30/98 4:24p Hoffoss
170 * Added a 3 second delay for directives before they get displayed.
172 * 102 1/29/98 10:26a Hoffoss
173 * Made changes so arrow buttons repeat scrolling when held down.
175 * 101 1/28/98 6:19p Dave
176 * Reduced standalone memory usage ~8 megs. Put in support for handling
177 * multiplayer submenu handling for endgame, etc.
179 * 100 1/27/98 11:00a Lawrance
180 * Fix bug with showing number of resolved goals in the objective status
183 * 99 1/27/98 10:56a Allender
184 * slight changes to scoring stuff. Added work for Baranec :-)
186 * 98 1/26/98 10:02p Allender
189 * 97 1/20/98 2:26p Hoffoss
190 * Removed references to timestamp_ticker, used timestamp() instead.
192 * 96 1/19/98 9:37p Allender
193 * Great Compiler Warning Purge of Jan, 1998. Used pragma's in a couple
194 * of places since I was unsure of what to do with code.
196 * 95 1/15/98 5:23p Lawrance
197 * Add HUD gauge to indicate completed objectives.
199 * 94 1/15/98 1:29p Hoffoss
200 * Made chained events only check next event if that event is also
203 * 93 1/13/98 5:37p Dave
204 * Reworked a lot of standalone interface code. Put in single and
205 * multiplayer popups for death sequence. Solidified multiplayer kick
208 * 92 1/12/98 5:17p Allender
209 * fixed primary fired problem and ship warp out problem. Made new
210 * mission goal info packet to deal with goals more accurately.
212 * 91 1/11/98 10:02p Allender
213 * removed <winsock.h> from headers which included it. Made psnet_socket
214 * type which is defined just as SOCKET type is.
216 * 90 1/10/98 1:14p John
217 * Added explanation to debug console commands
219 * 89 1/08/98 10:26a Lawrance
220 * Delay directive success sound effect about 1/2 second.
222 * 88 1/07/98 6:46p Lawrance
223 * If a goal is invalid, ignore it when evaluating mission success.
225 * 87 1/07/98 11:09a Lawrance
226 * Add sound hook for when directive gets completed.
228 * 86 1/02/98 3:07p Hoffoss
229 * Changed sexp evaluation to every half second.
231 * 85 12/27/97 8:08p Lawrance
232 * get savegames working again
234 * 84 12/26/97 10:02p Lawrance
235 * Add event music for when goals fail.
237 * 83 12/22/97 6:07p Hoffoss
238 * Made directives flash when completed, fixed but with is-destroyed
241 * 82 12/21/97 4:33p John
242 * Made debug console functions a class that registers itself
243 * automatically, so you don't need to add the function to
244 * debugfunctions.cpp.
246 * 81 12/19/97 12:43p Hoffoss
247 * Changed code to allow counts in directives.
249 * 80 12/15/97 5:26p Allender
250 * temporary code to display for 5 second completion status of objectives
252 * 79 12/03/97 4:16p Hoffoss
253 * Changed sound stuff used in interface screens for interface purposes.
255 * 78 12/03/97 11:35a Hoffoss
256 * Made changes to HUD messages send throughout the game.
258 * 77 12/02/97 10:47a Hoffoss
259 * Changed mention of goals to objectives.
261 * 76 12/01/97 12:26a Lawrance
262 * Add flag MGF_NO_MUSIC to mission_goal struct, to avoid playing music
265 * 75 11/21/97 2:16p Allender
266 * debug keys to mark all goals (p/s/b) as satisfied
268 * 74 11/17/97 11:45a Johnson
269 * when marking goals false, add log entry. Be sure that "delay" function
270 * check for equal to delay as well
272 * 73 11/13/97 10:16p Hoffoss
273 * Added icons to mission log scrollback.
275 * 72 11/13/97 4:05p Hoffoss
276 * Added hiding code for mission log entries.
278 * 71 11/05/97 7:11p Hoffoss
279 * Made changed to the hud message system. Hud messages can now have
280 * sources so they can be color coded.
282 * 70 11/02/97 10:09p Lawrance
283 * add missing fields from mission_event to save/restore
285 * 69 10/31/97 4:28p Allender
286 * fail all incomplete mission goals when mission is over
288 * 68 10/29/97 11:06a Jasen
289 * eval goals/events every 1.75 seconds instead of every 2.5 seconds for
290 * slightly more accurate timing of events
292 * 67 10/28/97 10:05a Allender
293 * added function to mark all goals as failed
295 * 66 10/28/97 9:33a Lawrance
296 * change 'Alt-Q' in HUD message to use text for bound key
298 * 65 10/27/97 5:03p Hoffoss
301 * 64 10/23/97 2:16p Johnson
302 * make pointers point to NULl after freeing to prevent problems when
303 * tried to free multiple times
305 * 63 10/16/97 2:35p Hoffoss
306 * Enhanced the mission goals screen a little.
308 * 62 10/16/97 1:28p Hoffoss
309 * New mission goals screen implemented.
311 * 61 10/10/97 6:15p Hoffoss
312 * Implemented a training objective list display.
314 * 60 10/09/97 4:44p Hoffoss
315 * Dimmed training window glass and made it less transparent, added flags
316 * to events, set he stage for detecting current events.
318 * 59 10/06/97 4:11p Lawrance
319 * add missing field from mission_events to save/restore
321 * 58 10/03/97 4:14p Hoffoss
322 * Augmented event debug view code.
324 * 57 9/30/97 10:01a Hoffoss
325 * Added event chaining support to Fred and FreeSpace.
327 * 56 9/29/97 1:58p Hoffoss
328 * Need to check in changes so I can get merged code to continue working
329 * on event chaining code.
333 #include "freespace.h"
335 #include "missiongoals.h"
336 #include "missionparse.h"
337 #include "missionlog.h"
338 #include "missiontraining.h"
339 #include "missionscreencommon.h"
340 #include "gamesequence.h"
345 #include "linklist.h"
350 #include "eventmusic.h"
352 #include "multimsgs.h"
353 #include "stand_gui.h"
358 #include "alphacolors.h"
359 #include "multi_team.h"
360 #include "localize.h"
362 // timestamp stuff for evaluating mission goals
363 #define GOAL_TIMESTAMP 0 // make immediately eval
364 #define GOAL_TIMESTAMP_TRAINING 500 // every half second
366 #define MAX_GOALS_PER_LIST 15
367 #define MAX_GOAL_LINES 200
369 // indicies for coordinates
370 #define GOAL_SCREEN_X_COORD 0
371 #define GOAL_SCREEN_Y_COORD 1
372 #define GOAL_SCREEN_W_COORD 2
373 #define GOAL_SCREEN_H_COORD 3
376 #define GOAL_SCREEN_TEXT_X 81
377 #define GOAL_SCREEN_TEXT_Y 95
378 #define GOAL_SCREEN_TEXT_W 385
379 #define GOAL_SCREEN_TEXT_H 299
380 #define GOAL_SCREEN_ICON_X 45
383 static int Goal_screen_text_coords[GR_NUM_RESOLUTIONS][4] = {
385 81,95,385,299 // GR_640
388 130,152,385,299 // GR_1024
392 static int Goal_screen_icon_xcoord[GR_NUM_RESOLUTIONS] = {
398 // german version gets slightly diff coords
399 static int Objective_key_text_coords_gr[GR_NUM_RESOLUTIONS][3][2] = {
413 static int Objective_key_icon_coords_gr[GR_NUM_RESOLUTIONS][3][2] = {
428 static int Objective_key_text_coords[GR_NUM_RESOLUTIONS][3][2] = {
442 static int Objective_key_icon_coords[GR_NUM_RESOLUTIONS][3][2] = {
458 #define NUM_GOAL_SCREEN_BUTTONS 3 // total number of buttons
459 #define GOAL_SCREEN_BUTTON_SCROLL_UP 0
460 #define GOAL_SCREEN_BUTTON_SCROLL_DOWN 1
461 #define GOAL_SCREEN_BUTTON_RETURN 2
465 mission_goal *list[MAX_GOALS_PER_LIST];
466 int line_offsets[MAX_GOALS_PER_LIST];
467 int line_spans[MAX_GOALS_PER_LIST];
469 goal_list() : count(0) {}
470 void add(mission_goal *m);
472 void icons_display(int y);
475 struct goal_buttons {
479 UI_BUTTON button; // because we have a class inside this struct, we need the constructor below..
481 goal_buttons(char *name, int x1, int y1, int h) : filename(name), x(x1), y(y1), hotspot(h) {}
486 int m_line_sizes[MAX_GOAL_LINES];
487 char *m_lines[MAX_GOAL_LINES];
490 int add(char *text = NULL);
491 void display(int n, int y);
494 int Num_mission_events;
495 int Num_goals = 0; // number of goals for this mission
496 int Event_index; // used by sexp code to tell what event it came from
497 int Mission_goal_timestamp;
499 mission_event Mission_events[MAX_MISSION_EVENTS];
500 mission_goal Mission_goals[MAX_GOALS]; // structure for the goals of this mission
501 static goal_text Goal_text;
503 #define DIRECTIVE_SOUND_DELAY 500 // time directive success sound effect is delayed
504 #define DIRECTIVE_SPECIAL_DELAY 7000 // mark special directives as true after 7 seconds
506 static int Mission_directive_sound_timestamp; // timestamp to control when directive succcess sound gets played
507 static int Mission_directive_special_timestamp; // used to specially mark a directive as true even though it's not
509 char *Goal_type_text(int n)
513 return XSTR( "Primary", 396);
516 return XSTR( "Secondary", 397);
519 return XSTR( "Bonus", 398);
525 static int Goal_screen_text_x;
526 static int Goal_screen_text_y;
527 static int Goal_screen_text_w;
528 static int Goal_screen_text_h;
529 static int Goal_screen_icon_x;
531 static goal_list Primary_goal_list;
532 static goal_list Secondary_goal_list;
533 static goal_list Bonus_goal_list;
535 static int Scroll_offset;
536 static int Goals_screen_bg_bitmap;
537 static int Goal_complete_bitmap;
538 static int Goal_incomplete_bitmap;
539 static int Goal_failed_bitmap;
540 static UI_WINDOW Goals_screen_ui_window;
542 goal_buttons Goal_buttons[NUM_GOAL_SCREEN_BUTTONS] = {
544 goal_buttons("MOB_00", 475, 288, 0),
545 goal_buttons("MOB_01", 475, 336, 1),
546 goal_buttons("MOB_02", 553, 409, 2),
550 void goal_screen_button_pressed(int num);
551 void goal_screen_scroll_up();
552 void goal_screen_scroll_down();
555 /// goal_list structure functions
558 void goal_list::add(mission_goal *m)
560 Assert(count < MAX_GOALS_PER_LIST);
564 void goal_list::set()
568 for (i=0; i<count; i++) {
569 line_offsets[i] = Goal_text.m_num_lines;
570 line_spans[i] = Goal_text.add(list[i]->message);
577 void goal_list::icons_display(int yoff)
579 int i, y, ys, bmp, font_height;
581 font_height = gr_get_font_height();
582 for (i=0; i<count; i++) {
583 y = line_offsets[i] - yoff;
585 bmp = -1; // initialize for safety.
586 switch (list[i]->satisfied) {
588 bmp = Goal_complete_bitmap;
591 case GOAL_INCOMPLETE:
592 bmp = Goal_incomplete_bitmap;
596 bmp = Goal_failed_bitmap;
601 bm_get_info(bmp, NULL, &ys, NULL);
602 y = Goal_screen_text_y // offset of text window on screen
603 + y * font_height // relative line position offset
604 + line_spans[i] * font_height / 2 // center of text offset
605 - ys / 2; // center of icon offest
607 if ((y >= Goal_screen_text_y - ys / 2) && (y + ys <= Goal_screen_text_y + Goal_screen_text_h + ys / 2)) {
609 gr_bitmap(Goal_screen_icon_x, y);
616 /// goal_text structure functions
619 // initializes the goal text struct (empties it out)
620 void goal_text::init()
625 // Adds lines of goal text. If passed NULL (or nothing passed) a blank line is added. If
626 // the text is too long, it is automatically split into more than one line.
627 // Returns the number of lines added.
628 int goal_text::add(char *text)
632 max = MAX_GOAL_LINES - m_num_lines;
634 Error(LOCATION, "Goal text space exhausted");
639 m_lines[m_num_lines] = NULL;
640 m_line_sizes[m_num_lines++] = 0;
644 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);
645 m_num_lines += count;
649 // Display a line of goal text
650 // n = goal text line number
651 // y = y offset to draw relative to goal text area top
652 void goal_text::display(int n, int y)
655 char buf[MAX_GOAL_TEXT];
657 if ((n < 0) || (n >= m_num_lines) || (m_line_sizes[n] < 1))
658 return; // out of range, don't draw anything
660 Assert(m_line_sizes[n] < MAX_GOAL_TEXT);
661 y += Goal_screen_text_y;
662 if (*m_lines[n] == '*') { // header line
663 gr_set_color_fast(&Color_text_heading);
664 strncpy(buf, m_lines[n] + 1, m_line_sizes[n] - 1);
665 buf[m_line_sizes[n] - 1] = 0;
667 gr_get_string_size(&w, &h, buf);
669 gr_line(Goal_screen_icon_x, y1, Goal_screen_text_x - 2, y1);
670 gr_line(Goal_screen_text_x + w + 1, y1, Goal_screen_icon_x + Goal_screen_text_w, y1);
673 gr_set_color_fast(&Color_text_normal);
674 strncpy(buf, m_lines[n], m_line_sizes[n]);
675 buf[m_line_sizes[n]] = 0;
678 gr_printf(Goal_screen_text_x, y, buf);
681 // mission_init_goals: initializes info for goals. Called as part of mission initialization.
682 void mission_init_goals()
687 for (i=0; i<MAX_GOALS; i++) {
688 Mission_goals[i].satisfied = GOAL_INCOMPLETE;
689 Mission_goals[i].flags = 0;
690 Mission_goals[i].team = 0;
693 Num_mission_events = 0;
694 for (i=0; i<MAX_MISSION_EVENTS; i++) {
695 Mission_events[i].result = 0;
696 Mission_events[i].flags = 0;
697 Mission_events[i].count = 0;
698 Mission_events[i].satisfied_time = 0;
699 Mission_events[i].born_on_date = 0;
700 Mission_events[i].team = -1;
703 Mission_goal_timestamp = timestamp(GOAL_TIMESTAMP);
704 Mission_directive_sound_timestamp = 0;
705 Mission_directive_special_timestamp = timestamp(-1); // need to make invalid right away
708 // called at the end of a mission for cleanup
709 void mission_event_shutdown()
713 for (i=0; i<Num_mission_events; i++) {
714 if (Mission_events[i].objective_text) {
715 free(Mission_events[i].objective_text);
716 Mission_events[i].objective_text = NULL;
718 if (Mission_events[i].objective_key_text) {
719 free(Mission_events[i].objective_key_text);
720 Mission_events[i].objective_key_text = NULL;
725 // called once right before entering the show goals screen to do initializations.
726 void mission_show_goals_init()
728 int i, type, team_num=0; // JAS: I set team_num to 0 because it was used without being initialized.
732 Primary_goal_list.count = 0;
733 Secondary_goal_list.count = 0;
734 Bonus_goal_list.count = 0;
736 Goal_screen_text_x = Goal_screen_text_coords[gr_screen.res][GOAL_SCREEN_X_COORD];
737 Goal_screen_text_y = Goal_screen_text_coords[gr_screen.res][GOAL_SCREEN_Y_COORD];
738 Goal_screen_text_w = Goal_screen_text_coords[gr_screen.res][GOAL_SCREEN_W_COORD];
739 Goal_screen_text_h = Goal_screen_text_coords[gr_screen.res][GOAL_SCREEN_H_COORD];
740 Goal_screen_icon_x = Goal_screen_icon_xcoord[gr_screen.res];
742 // fill up the lists so we can display the goals appropriately
743 for (i=0; i<Num_goals; i++) {
744 if (Mission_goals[i].type & INVALID_GOAL){ // don't count invalid goals here
748 if ( (Game_mode & GM_MULTIPLAYER) && (The_mission.game_type & MISSION_TYPE_MULTI_TEAMS) && (Mission_goals[i].team != team_num) ){
752 type = Mission_goals[i].type & GOAL_TYPE_MASK;
755 Primary_goal_list.add(&Mission_goals[i]);
759 Secondary_goal_list.add(&Mission_goals[i]);
763 if (Mission_goals[i].satisfied == GOAL_COMPLETE){
764 Bonus_goal_list.add(&Mission_goals[i]);
769 Error(LOCATION, "Unknown goal priority encountered when displaying goals in mission\n");
776 Goal_text.add(XSTR( "*Primary Objectives", 399));
778 Primary_goal_list.set();
780 if (Secondary_goal_list.count) {
783 Goal_text.add(XSTR( "*Secondary Objectives", 400));
785 Secondary_goal_list.set();
788 if (Bonus_goal_list.count) {
791 Goal_text.add(XSTR( "*Bonus Objectives", 401));
793 Bonus_goal_list.set();
796 common_set_interface_palette("ObjectivesPalette"); // set the interface palette
797 Goals_screen_ui_window.create(0, 0, gr_screen.max_w, gr_screen.max_h, 0);
798 Goals_screen_ui_window.set_mask_bmap("Objectives-m");
800 for (i=0; i<NUM_GOAL_SCREEN_BUTTONS; i++) {
801 b = &Goal_buttons[i];
803 b->button.create(&Goals_screen_ui_window, "", b->x, b->y, 60, 30, (i < 2), 1);
804 // set up callback for when a mouse first goes over a button
805 b->button.set_highlight_action(common_play_highlight_sound);
806 b->button.set_bmaps(b->filename);
807 b->button.link_hotspot(b->hotspot);
810 // set up hotkeys for buttons so we draw the correct animation frame when a key is pressed
811 Goal_buttons[GOAL_SCREEN_BUTTON_SCROLL_UP].button.set_hotkey(KEY_UP);
812 Goal_buttons[GOAL_SCREEN_BUTTON_SCROLL_DOWN].button.set_hotkey(KEY_DOWN);
814 Goals_screen_bg_bitmap = bm_load("ObjectivesBG");
815 Goal_complete_bitmap = bm_load("ObjComp");
816 Goal_incomplete_bitmap = bm_load("ObjIncomp");
817 Goal_failed_bitmap = bm_load("ObjFail");
820 // if (Goal_incomplete_bitmap < 0) Int3();
822 if (Goals_screen_bg_bitmap < 0) {
823 Warning(LOCATION, "Could not load the background bitmap: ObjectivesBG.pcx");
827 // cleanup called when exiting the show goals screen
828 void mission_show_goals_close()
830 if (Goals_screen_bg_bitmap >= 0)
831 bm_unload(Goals_screen_bg_bitmap);
833 if (Goal_complete_bitmap)
834 bm_unload(Goal_complete_bitmap);
836 if (Goal_incomplete_bitmap)
837 bm_unload(Goal_incomplete_bitmap);
839 if (Goal_failed_bitmap)
840 bm_unload(Goal_failed_bitmap);
842 Goals_screen_ui_window.destroy();
843 common_free_interface_palette(); // restore game palette
847 // called once a frame during show goals state to process events and render the screen
848 void mission_show_goals_do_frame(float frametime)
851 int font_height = gr_get_font_height();
853 k = Goals_screen_ui_window.process();
860 goal_screen_scroll_down();
864 goal_screen_scroll_up();
872 for (i=0; i<NUM_GOAL_SCREEN_BUTTONS; i++){
873 if (Goal_buttons[i].button.pressed()){
874 goal_screen_button_pressed(i);
878 GR_MAYBE_CLEAR_RES(Goals_screen_bg_bitmap);
879 if (Goals_screen_bg_bitmap >= 0) {
880 gr_set_bitmap(Goals_screen_bg_bitmap);
883 Goals_screen_ui_window.draw();
887 while (y + font_height <= Goal_screen_text_h) {
888 Goal_text.display(z, y);
893 Primary_goal_list.icons_display(Scroll_offset);
894 Secondary_goal_list.icons_display(Scroll_offset);
895 Bonus_goal_list.icons_display(Scroll_offset);
900 // Mission Log Objectives subscreen init.
901 // Called once right before entering the Mission Log screen to do initializations.
902 int ML_objectives_init(int x, int y, int w, int h)
904 int i, type, team_num;
906 Primary_goal_list.count = 0;
907 Secondary_goal_list.count = 0;
908 Bonus_goal_list.count = 0;
910 Goal_screen_text_x = x - Goal_screen_icon_xcoord[gr_screen.res] + Goal_screen_text_coords[gr_screen.res][GOAL_SCREEN_X_COORD];
911 Goal_screen_text_y = y;
912 Goal_screen_text_w = w;
913 Goal_screen_text_h = h;
914 Goal_screen_icon_x = x;
916 team_num = 0; // this is the default team -- we will change it if in a multiplayer team v. team game
917 if ( (Game_mode & GM_MULTIPLAYER) && (The_mission.game_type & MISSION_TYPE_MULTI_TEAMS) ){
918 team_num = Net_player->p_info.team;
921 // fill up the lists so we can display the goals appropriately
922 for (i=0; i<Num_goals; i++) {
923 if (Mission_goals[i].type & INVALID_GOAL){ // don't count invalid goals here
927 if ( (Game_mode & GM_MULTIPLAYER) && (The_mission.game_type & MISSION_TYPE_MULTI_TEAMS) && (Mission_goals[i].team != team_num) ){
931 type = Mission_goals[i].type & GOAL_TYPE_MASK;
934 Primary_goal_list.add(&Mission_goals[i]);
938 Secondary_goal_list.add(&Mission_goals[i]);
942 if (Mission_goals[i].satisfied == GOAL_COMPLETE){
943 Bonus_goal_list.add(&Mission_goals[i]);
948 Error(LOCATION, "Unknown goal priority encountered when displaying goals in mission\n");
955 Goal_text.add(XSTR( "*Primary Objectives", 399));
957 Primary_goal_list.set();
959 if (Secondary_goal_list.count) {
962 Goal_text.add(XSTR( "*Secondary Objectives", 400));
964 Secondary_goal_list.set();
967 if (Bonus_goal_list.count) {
970 Goal_text.add(XSTR( "*Bonus Objectives", 401));
972 Bonus_goal_list.set();
976 Goal_complete_bitmap = bm_load("ObjComp");
977 Goal_incomplete_bitmap = bm_load("ObjIncomp");
978 Goal_failed_bitmap = bm_load("ObjFail");
980 // if (Goal_incomplete_bitmap < 0) Int3();
982 return Goal_text.m_num_lines;
985 // cleanup called when exiting the show goals screen
986 void ML_objectives_close()
988 if (Goal_complete_bitmap >= 0) {
989 bm_unload(Goal_complete_bitmap);
992 if (Goal_incomplete_bitmap >= 0) {
993 bm_unload(Goal_incomplete_bitmap);
996 if (Goal_failed_bitmap >= 0) {
997 bm_unload(Goal_failed_bitmap);
1001 void ML_objectives_do_frame(int scroll_offset)
1004 int font_height = gr_get_font_height();
1008 while (y + font_height <= Goal_screen_text_h) {
1009 Goal_text.display(z, y);
1014 Primary_goal_list.icons_display(scroll_offset);
1015 Secondary_goal_list.icons_display(scroll_offset);
1016 Bonus_goal_list.icons_display(scroll_offset);
1019 void ML_render_objectives_key()
1021 // display icon key at the bottom
1022 gr_set_bitmap(Goal_complete_bitmap);
1024 gr_bitmap(Objective_key_icon_coords_gr[gr_screen.res][0][0], Objective_key_icon_coords_gr[gr_screen.res][0][1]);
1025 gr_set_bitmap(Goal_incomplete_bitmap);
1026 gr_bitmap(Objective_key_icon_coords_gr[gr_screen.res][1][0], Objective_key_icon_coords_gr[gr_screen.res][1][1]);
1027 gr_set_bitmap(Goal_failed_bitmap);
1028 gr_bitmap(Objective_key_icon_coords_gr[gr_screen.res][2][0], Objective_key_icon_coords_gr[gr_screen.res][2][1]);
1030 gr_string(Objective_key_text_coords_gr[gr_screen.res][0][0], Objective_key_text_coords_gr[gr_screen.res][0][1] , XSTR("Complete", 1437));
1031 gr_string(Objective_key_text_coords_gr[gr_screen.res][1][0], Objective_key_text_coords_gr[gr_screen.res][1][1] , XSTR("Incomplete", 1438));
1032 gr_string(Objective_key_text_coords_gr[gr_screen.res][2][0], Objective_key_text_coords_gr[gr_screen.res][2][1] , XSTR("Failed", 1439));
1034 gr_bitmap(Objective_key_icon_coords[gr_screen.res][0][0], Objective_key_icon_coords[gr_screen.res][0][1]);
1035 gr_set_bitmap(Goal_incomplete_bitmap);
1036 gr_bitmap(Objective_key_icon_coords[gr_screen.res][1][0], Objective_key_icon_coords[gr_screen.res][1][1]);
1037 gr_set_bitmap(Goal_failed_bitmap);
1038 gr_bitmap(Objective_key_icon_coords[gr_screen.res][2][0], Objective_key_icon_coords[gr_screen.res][2][1]);
1040 gr_string(Objective_key_text_coords[gr_screen.res][0][0], Objective_key_text_coords[gr_screen.res][0][1] , XSTR("Complete", 1437));
1041 gr_string(Objective_key_text_coords[gr_screen.res][1][0], Objective_key_text_coords[gr_screen.res][1][1] , XSTR("Incomplete", 1438));
1042 gr_string(Objective_key_text_coords[gr_screen.res][2][0], Objective_key_text_coords[gr_screen.res][2][1] , XSTR("Failed", 1439));
1047 // temporary hook for temporarily displaying objective completion/failure
1048 // extern void message_training_add_simple( char *text );
1050 void mission_goal_status_change( int goal_num, int new_status)
1054 Assert(goal_num < Num_goals);
1055 Assert((new_status == GOAL_FAILED) || (new_status == GOAL_COMPLETE));
1057 // if in a multiplayer game, send a status change to clients
1058 if ( MULTIPLAYER_MASTER ){
1059 send_mission_goal_info_packet( goal_num, new_status, -1 );
1062 type = Mission_goals[goal_num].type & GOAL_TYPE_MASK;
1063 Mission_goals[goal_num].satisfied = new_status;
1064 if ( new_status == GOAL_FAILED ) {
1065 // don't display bonus goal failure
1066 if ( type != BONUS_GOAL ) {
1068 // only do HUD and music is goals are my teams goals.
1069 if ( (Game_mode & GM_NORMAL) || ((Net_player != NULL) && (Net_player->p_info.team == Mission_goals[goal_num].team)) ) {
1070 hud_add_objective_messsage(type, new_status);
1071 if ( !Mission_goals[goal_num].flags & MGF_NO_MUSIC ) { // maybe play event music
1072 event_music_primary_goal_failed();
1074 //HUD_sourced_printf(HUD_SOURCE_FAILED, "%s goal failed at time %6.1f!", Goal_type_text(type), f2fl(Missiontime) );
1077 mission_log_add_entry( LOG_GOAL_FAILED, Mission_goals[goal_num].name, NULL, goal_num );
1078 } else if ( new_status == GOAL_COMPLETE ) {
1079 if ( (Game_mode & GM_NORMAL) || ((Net_player != NULL) && (Net_player->p_info.team == Mission_goals[goal_num].team))) {
1080 hud_add_objective_messsage(type, new_status);
1081 // cue for Event Music
1082 if ( !(Mission_goals[goal_num].flags & MGF_NO_MUSIC) ) {
1083 event_music_primary_goals_met();
1085 mission_log_add_entry( LOG_GOAL_SATISFIED, Mission_goals[goal_num].name, NULL, goal_num );
1088 if(Game_mode & GM_MULTIPLAYER){
1090 multi_team_maybe_add_score((int)(Mission_goals[goal_num].score * scoring_get_scale_factor()), Mission_goals[goal_num].team);
1092 // deal with the score
1093 Player->stats.m_score += (int)(Mission_goals[goal_num].score * scoring_get_scale_factor());
1099 // EVENT_UNBORN = event has yet to be available (not yet evaluatable)
1100 // EVENT_CURRENT = current (evaluatable), but not yet true
1101 // EVENT_SATISFIED = event has occured (true)
1102 // EVENT_FAILED = event failed, can't possibly become true anymore
1103 int mission_get_event_status(int event)
1105 // check for directive special events first. We will always return from this part of the if statement
1106 if ( Mission_events[event].flags & MEF_DIRECTIVE_SPECIAL ) {
1108 // if this event is temporarily true, return as such
1109 if ( Mission_events[event].flags & MEF_DIRECTIVE_TEMP_TRUE ){
1110 return EVENT_SATISFIED;
1113 // if the timestamp has elapsed, we can "mark" this directive as true although it's really not.
1114 if ( timestamp_elapsed(Mission_directive_special_timestamp) ) {
1115 Mission_events[event].satisfied_time = Missiontime;
1116 Mission_events[event].flags |= MEF_DIRECTIVE_TEMP_TRUE;
1119 return EVENT_CURRENT;
1120 } else if (Mission_events[event].flags & MEF_CURRENT) {
1121 if (!Mission_events[event].born_on_date){
1122 Mission_events[event].born_on_date = timestamp();
1125 if (Mission_events[event].result) {
1126 return EVENT_SATISFIED;
1129 if (Mission_events[event].formula < 0) {
1130 return EVENT_FAILED;
1133 return EVENT_CURRENT;
1136 return EVENT_UNBORN;
1139 void mission_event_set_directive_special(int event)
1142 if((event < 0) || (event >= Num_mission_events)){
1146 Mission_events[event].flags |= MEF_DIRECTIVE_SPECIAL;
1148 // start from a known state
1149 Mission_events[event].flags &= ~MEF_DIRECTIVE_TEMP_TRUE;
1150 Mission_directive_special_timestamp = timestamp(DIRECTIVE_SPECIAL_DELAY);
1153 void mission_event_unset_directive_special(int event)
1156 if((event < 0) || (event >= Num_mission_events)){
1160 Mission_events[event].flags &= ~(MEF_DIRECTIVE_SPECIAL);
1162 // this event may be marked temporarily true -- if so, then unmark this value!!!
1163 if ( Mission_events[event].flags & MEF_DIRECTIVE_TEMP_TRUE ){
1164 Mission_events[event].flags &= ~MEF_DIRECTIVE_TEMP_TRUE;
1166 Mission_events[event].satisfied_time = 0;
1167 Mission_directive_special_timestamp = timestamp(-1);
1170 // function which evaluates and processes the given event
1171 void mission_process_event( int event )
1173 int store_flags = Mission_events[event].flags;
1174 int store_formula = Mission_events[event].formula;
1175 int store_result = Mission_events[event].result;
1176 int store_count = Mission_events[event].count;
1180 Directive_count = 0;
1181 Event_index = event;
1182 sindex = Mission_events[event].formula;
1183 result = Mission_events[event].result;
1185 // if chained, insure that previous event is true and next event is false
1186 if (Mission_events[event].chain_delay >= 0) { // this indicates it's chained
1188 if (!Mission_events[event - 1].result || ((fix) Mission_events[event - 1].timestamp + i2f(Mission_events[event].chain_delay) > Missiontime)){
1189 sindex = -1; // bypass evaluation
1193 if ((event < Num_mission_events - 1) && Mission_events[event + 1].result && (Mission_events[event + 1].chain_delay >= 0)){
1194 sindex = -1; // bypass evaluation
1199 Sexp_useful_number = 1;
1200 result = eval_sexp(sindex);
1202 // if the directive count is a special value, deal with that first. Mark the event as a special
1203 // event, and unmark it when the directive is true again.
1204 if ( (Directive_count == DIRECTIVE_WING_ZERO) && !(Mission_events[event].flags & MEF_DIRECTIVE_SPECIAL) ) {
1205 // make it special - which basically just means that its true until the next wave arrives
1206 mission_event_set_directive_special(event);
1208 Directive_count = 0;
1209 } else if ( (Mission_events[event].flags & MEF_DIRECTIVE_SPECIAL) && Directive_count > 1 ) {
1210 // make it non special
1211 mission_event_unset_directive_special(event);
1214 if (Mission_events[event].count || (Directive_count > 1)){
1215 Mission_events[event].count = Directive_count;
1218 if (Sexp_useful_number){
1219 Mission_events[event].flags |= MEF_CURRENT;
1224 Mission_events[event].result = result;
1226 // if the sexpression is known false, then no need to evaluate anymore
1227 if ((sindex >= 0) && (Sexp_nodes[sindex].value == SEXP_KNOWN_FALSE)) {
1228 Mission_events[event].timestamp = (int) Missiontime;
1229 Mission_events[event].satisfied_time = Missiontime;
1230 Mission_events[event].repeat_count = -1;
1231 Mission_events[event].formula = -1;
1235 if (result && !Mission_events[event].satisfied_time) {
1236 Mission_events[event].satisfied_time = Missiontime;
1237 if ( Mission_events[event].objective_text ) {
1238 Mission_directive_sound_timestamp = timestamp(DIRECTIVE_SOUND_DELAY);
1242 // decrement the repeat count. When at 0, don't eval this function anymore
1243 if ( result || timestamp_valid(Mission_events[event].timestamp) ) {
1244 Mission_events[event].repeat_count--;
1245 if ( Mission_events[event].repeat_count <= 0 ) {
1246 Mission_events[event].timestamp = (int)Missiontime;
1247 Mission_events[event].formula = -1;
1249 if(Game_mode & GM_MULTIPLAYER){
1251 multi_team_maybe_add_score((int)(Mission_events[event].score * scoring_get_scale_factor()), Mission_events[event].team);
1253 // deal with the player's score
1254 Player->stats.m_score += (int)(Mission_events[event].score * scoring_get_scale_factor());
1257 // set the timestamp to time out 'interval' seconds in the future. We must also reset the
1258 // value at the sexpresion node to unknown so that it will get reevaled
1259 Mission_events[event].timestamp = timestamp( Mission_events[event].interval * 1000 );
1260 // Sexp_nodes[Mission_events[event].formula].value = SEXP_UNKNOWN;
1264 // see if anything has changed
1265 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)) ){
1266 send_event_update_packet(event);
1270 // Maybe play a directive success sound... need to poll since the sound is delayed from when
1271 // the directive is actually satisfied.
1272 void mission_maybe_play_directive_success_sound()
1274 if ( timestamp_elapsed(Mission_directive_sound_timestamp) ) {
1275 Mission_directive_sound_timestamp=0;
1276 snd_play( &Snds[SND_DIRECTIVE_COMPLETE] );
1280 void mission_eval_goals()
1282 int i, result, goal_changed = 0;
1284 // before checking whether or not we should evaluate goals, we should run through the events and
1285 // process any whose timestamp is valid and has expired. This would catch repeating events only
1286 for (i=0; i<Num_mission_events; i++) {
1287 if (Mission_events[i].formula != -1) {
1288 if ( !timestamp_valid(Mission_events[i].timestamp) || !timestamp_elapsed(Mission_events[i].timestamp) ){
1292 // if we get here, then the timestamp on the event has popped -- we should reevaluate
1293 mission_process_event(i);
1297 if ( !timestamp_elapsed(Mission_goal_timestamp) ){
1301 // first evaluate the players goals
1302 for (i=0; i<Num_goals; i++) {
1303 // don't evaluate invalid goals
1304 if (Mission_goals[i].type & INVALID_GOAL){
1308 if (Mission_goals[i].satisfied == GOAL_INCOMPLETE) {
1309 result = eval_sexp(Mission_goals[i].formula);
1310 if ( Sexp_nodes[Mission_goals[i].formula].value == SEXP_KNOWN_FALSE ) {
1312 mission_goal_status_change( i, GOAL_FAILED );
1314 } else if (result) {
1316 mission_goal_status_change(i, GOAL_COMPLETE );
1319 // tell the player how to end the mission
1320 //if ( goal_changed && mission_evaluate_primary_goals() != PRIMARY_GOALS_INCOMPLETE ) {
1321 // HUD_sourced_printf(HUD_SOURCE_IMPORTANT, "Press %s to end mission and return to base", textify_scancode(Control_config[END_MISSION].key_id) );
1323 } // end if goals[i].satsified != GOAL_COMPLETE
1326 // now evaluate any mission events
1327 for (i=0; i<Num_mission_events; i++) {
1328 if ( Mission_events[i].formula != -1 ) {
1329 // only evaluate this event if the timestamp is not valid. We do this since
1330 // we will evaluate repeatable events at the top of the file so we can get
1331 // the exact interval that the designer asked for.
1332 if ( !timestamp_valid( Mission_events[i].timestamp) ){
1333 mission_process_event( i );
1338 if (The_mission.game_type & MISSION_TYPE_TRAINING){
1339 Mission_goal_timestamp = timestamp(GOAL_TIMESTAMP_TRAINING);
1341 Mission_goal_timestamp = timestamp(GOAL_TIMESTAMP);
1344 if ( !hud_disabled() && hud_gauge_active(HUD_DIRECTIVES_VIEW) ) {
1345 mission_maybe_play_directive_success_sound();
1348 // update goal status if playing on a multiplayer standalone server
1349 if (Game_mode & GM_STANDALONE_SERVER){
1350 std_multi_update_goals();
1354 // evaluate_primary_goals() will determine if the primary goals for a mission are complete
1356 // returns 1 - all primary goals are all complete or imcomplete (or there are no primary goals at all)
1357 // returns 0 - not all primary goals are complete
1358 int mission_evaluate_primary_goals()
1360 int i, primary_goals_complete = PRIMARY_GOALS_COMPLETE;
1362 for (i=0; i<Num_goals; i++) {
1364 if ( Mission_goals[i].type & INVALID_GOAL ) {
1368 if ( (Mission_goals[i].type & GOAL_TYPE_MASK) == PRIMARY_GOAL ) {
1369 if ( Mission_goals[i].satisfied == GOAL_INCOMPLETE ) {
1370 return PRIMARY_GOALS_INCOMPLETE;
1371 } else if ( Mission_goals[i].satisfied == GOAL_FAILED ) {
1372 primary_goals_complete = PRIMARY_GOALS_FAILED;
1377 return primary_goals_complete;
1380 // return 1 if all primary/secondary goals are complete... otherwise return 0
1381 int mission_goals_met()
1383 int i, all_goals_met = 1;
1385 for (i=0; i<Num_goals; i++) {
1387 if ( Mission_goals[i].type & INVALID_GOAL ) {
1391 if ( ((Mission_goals[i].type & GOAL_TYPE_MASK) == PRIMARY_GOAL) || ((Mission_goals[i].type & GOAL_TYPE_MASK) == SECONDARY_GOAL) ) {
1392 if ( Mission_goals[i].satisfied == GOAL_INCOMPLETE ) {
1395 } else if ( Mission_goals[i].satisfied == GOAL_FAILED ) {
1402 return all_goals_met;
1405 // function used to actually change the status (valid/invalid) of a goal. Called externally
1406 // with multiplayer code
1407 void mission_goal_validation_change( int goal_num, int valid )
1409 // only incomplete goals can have their status changed
1410 if ( Mission_goals[goal_num].satisfied != GOAL_INCOMPLETE ){
1414 // if in multiplayer, then send a packet
1415 if ( MULTIPLAYER_MASTER ){
1416 send_mission_goal_info_packet( goal_num, -1, valid );
1419 // change the valid status
1421 Mission_goals[goal_num].type &= ~INVALID_GOAL;
1423 Mission_goals[goal_num].type |= INVALID_GOAL;
1427 // the following function marks a goal invalid. It can only mark the goal invalid if the goal
1428 // is not complete. The name passed into this funciton should match the name field in the goal
1430 void mission_goal_mark_invalid( char *name )
1434 for (i=0; i<Num_goals; i++) {
1435 if ( !stricmp(Mission_goals[i].name, name) ) {
1436 mission_goal_validation_change( i, 0 );
1442 // the next function marks a goal as valid. A goal may always be marked valid.
1443 void mission_goal_mark_valid( char *name )
1447 for (i=0; i<Num_goals; i++) {
1448 if ( !stricmp(Mission_goals[i].name, name) ) {
1449 mission_goal_validation_change( i, 1 );
1455 // function to fail all mission goals. Don't fail events here since this funciton is currently
1456 // called in mission when something bad happens to the player (like he makes too many shots on friendlies).
1457 // Events can still happen. Things will just be really bad for the player.
1458 void mission_goal_fail_all()
1462 for (i=0; i<Num_goals; i++) {
1463 Mission_goals[i].satisfied = GOAL_FAILED;
1464 mission_log_add_entry( LOG_GOAL_FAILED, Mission_goals[i].name, NULL, i );
1468 // function to mark all incomplete goals as failed. Happens at the end of a mission
1469 // mark the events which are not currently satisfied as failed as well.
1470 void mission_goal_fail_incomplete()
1474 for (i = 0; i < Num_goals; i++ ) {
1475 if ( Mission_goals[i].satisfied == GOAL_INCOMPLETE ) {
1476 Mission_goals[i].satisfied = GOAL_FAILED;
1477 mission_log_add_entry( LOG_GOAL_FAILED, Mission_goals[i].name, NULL, i );
1481 // now for the events. Must set the formula to -1 and the result to 0 to be a failed
1483 for ( i = 0; i < Num_mission_events; i++ ) {
1484 if ( Mission_events[i].formula != -1 ) {
1485 Mission_events[i].formula = -1;
1486 Mission_events[i].result = 0;
1491 // small function used to mark all objectives as true. Used as a debug function and as a way
1492 // to skip past training misisons
1493 void mission_goal_mark_objectives_complete()
1497 for (i = 0; i < Num_goals; i++ ) {
1498 Mission_goals[i].satisfied = GOAL_COMPLETE;
1502 // small function used to mark all events as completed. Used in the skipping of missions.
1503 void mission_goal_mark_events_complete()
1507 for (i = 0; i < Num_mission_events; i++ ) {
1508 Mission_events[i].result = 1;
1509 Mission_events[i].formula = -1;
1513 // some debug console functions to help list and change the status of mission goals
1514 DCF(show_mission_goals,"List and change the status of mission goals")
1522 dc_printf("Usage: show_mission_goals\n\nList all mission goals and their current status.\n");
1527 for (i=0; i<Num_goals; i++) {
1528 type = Mission_goals[i].type & GOAL_TYPE_MASK;
1529 dc_printf("%2d. %32s(%10s) -- ", i, Mission_goals[i].name, Goal_type_text(type));
1530 if ( Mission_goals[i].satisfied == GOAL_COMPLETE )
1531 dc_printf("satisfied.\n");
1532 else if ( Mission_goals[i].satisfied == GOAL_INCOMPLETE )
1533 dc_printf("not satisfied\n");
1534 else if ( Mission_goals[i].satisfied == GOAL_FAILED )
1535 dc_printf("failed\n");
1537 dc_printf("\t[unknown goal status].\n");
1543 DCF(change_mission_goal, "Change the mission goal")
1548 dc_get_arg(ARG_INT);
1549 if ( Dc_arg_int >= Num_goals ) {
1550 dc_printf ("First parameter must be a valid goal number.\n");
1555 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_STRING);
1556 if ( Dc_arg_type & ARG_TRUE )
1557 Mission_goals[num].satisfied = GOAL_COMPLETE;
1558 else if ( Dc_arg_type & ARG_FALSE )
1559 Mission_goals[num].satisfied = GOAL_FAILED;
1560 else if ( Dc_arg_type & ARG_NONE )
1561 Mission_goals[num].satisfied = GOAL_INCOMPLETE;
1562 else if ( Dc_arg_type & ARG_STRING) {
1563 if ( !stricmp(Dc_arg, "satisfied") )
1564 Mission_goals[num].satisfied = GOAL_COMPLETE;
1565 else if ( !stricmp( Dc_arg, "failed") )
1566 Mission_goals[num].satisfied = GOAL_FAILED;
1567 else if ( !stricmp( Dc_arg, "unknown") )
1568 Mission_goals[num].satisfied = GOAL_INCOMPLETE;
1570 dc_printf("Unknown status %s. Use 'satisfied', 'failed', or 'unknown'\n", Dc_arg);
1575 dc_printf("Usage: change_mission_goal <goal_num> <status>\n");
1576 dc_printf("<goal_num> -- Integer number of goal to change. See show_mission_goals\n");
1577 dc_printf("<status> -- [bool] where a true value makes the goal satisfied,\n");
1578 dc_printf(" a false value makes the goal failed.\n");
1579 dc_printf("The <status> field may also be one of 'satisfied', 'failed', or 'unknown'\n");
1580 dc_printf("\nExamples:\n\n'change_mission_goal 1 true' makes goal 1 successful.\n");
1581 dc_printf("'change_mission_goal 2' marks goal 2 not complete\n");
1582 dc_printf("'change_mission_goal 0 satisfied' marks goal 0 as satisfied\n");
1588 // debug functions to mark all primary/secondary/bonus goals as true
1591 void mission_goal_mark_all_true(int type)
1595 for (i = 0; i < Num_goals; i++ ) {
1596 if ( (Mission_goals[i].type & GOAL_TYPE_MASK) == type )
1597 Mission_goals[i].satisfied = GOAL_COMPLETE;
1600 HUD_sourced_printf(HUD_SOURCE_HIDDEN, NOX("All %s goals marked true"), Goal_type_text(type) );
1605 void goal_screen_button_pressed(int num)
1608 case GOAL_SCREEN_BUTTON_SCROLL_UP:
1609 goal_screen_scroll_up();
1612 case GOAL_SCREEN_BUTTON_SCROLL_DOWN:
1613 goal_screen_scroll_down();
1616 case GOAL_SCREEN_BUTTON_RETURN:
1617 mission_goal_exit();
1622 void goal_screen_scroll_up()
1624 if (Scroll_offset) {
1626 gamesnd_play_iface(SND_SCROLL);
1628 gamesnd_play_iface(SND_GENERAL_FAIL);
1632 void goal_screen_scroll_down()
1636 max_lines = Goal_screen_text_h / gr_get_font_height();
1637 if (Scroll_offset + max_lines < Goal_text.m_num_lines) {
1639 gamesnd_play_iface(SND_SCROLL);
1641 gamesnd_play_iface(SND_GENERAL_FAIL);
1645 // Return the number of resolved goals in num_resolved, return the total
1646 // number of valid goals in total
1647 void mission_goal_fetch_num_resolved(int desired_type, int *num_resolved, int *total, int team)
1654 for (i=0; i<Num_goals; i++) {
1655 // if we're checking for team
1656 if((team >= 0) && (Mission_goals[i].team != team)){
1660 if (Mission_goals[i].type & INVALID_GOAL) {
1664 type = Mission_goals[i].type & GOAL_TYPE_MASK;
1665 if ( type != desired_type ) {
1669 *total = *total + 1;
1671 if (Mission_goals[i].satisfied != GOAL_INCOMPLETE) {
1672 *num_resolved = *num_resolved + 1;
1677 // Return whether there are any incomplete goals of the specified type
1678 int mission_goals_incomplete(int desired_type, int team)
1682 for (i=0; i<Num_goals; i++) {
1683 // if we're checking for team
1684 if((team >= 0) && (Mission_goals[i].team != team)){
1688 if (Mission_goals[i].type & INVALID_GOAL) {
1692 type = Mission_goals[i].type & GOAL_TYPE_MASK;
1693 if ( type != desired_type ) {
1697 if (Mission_goals[i].satisfied == GOAL_INCOMPLETE) {
1705 void mission_goal_exit()
1707 snd_play( &Snds_iface[SND_USER_SELECT] );
1708 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);