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/MissionUI/RedAlert.cpp $
15 * Module for Red Alert mission interface and code
18 * Revision 1.5 2003/05/25 02:30:43 taylor
21 * Revision 1.4 2002/06/09 04:41:23 relnev
22 * added copyright header
24 * Revision 1.3 2002/05/26 22:06:17 relnev
25 * makefile: disable stand_gui for now.
27 * rest: staticize some globals
29 * Revision 1.2 2002/05/03 13:34:33 theoddone33
32 * Revision 1.1.1.1 2002/05/03 03:28:10 root
36 * 16 9/11/99 12:31a Mikek
37 * Bumped up max red alert status ships and status subsystems.
39 * 15 9/06/99 6:38p Dave
40 * Improved CD detection code.
42 * 14 8/24/99 5:27p Andsager
43 * Make subsystems with zero strength before mission blown off. Protect
44 * red alert pilot against dying between orders and jump.
46 * 13 8/11/99 2:17p Jefff
49 * 12 7/19/99 8:56p Andsager
50 * Added Ship_exited red_alert_carry flag and hull strength for RED ALERT
51 * carry over of Exited_ships
53 * 11 7/19/99 2:13p Dave
54 * Added some new strings for Heiko.
56 * 10 7/16/99 12:22p Jefff
57 * Added sound FX to red alert popup
59 * 9 7/09/99 10:32p Dave
60 * Command brief and red alert screens.
62 * 8 5/07/99 10:34a Andsager
63 * Make red alert work in FS2
65 * 7 2/16/99 5:07p Neilk
68 * 6 1/30/99 5:08p Dave
69 * More new hi-res stuff.Support for nice D3D textures.
71 * 5 1/27/99 9:56a Dave
72 * Temporary checkin of beam weapons for Dan to make cool sounds.
74 * 4 11/18/98 11:15a Andsager
75 * Removed old version or red_alert_read_wingman_status
77 * 3 10/13/98 9:29a Dave
78 * Started neatening up freespace.h. Many variables renamed and
79 * reorganized. Added AlphaColors.[h,cpp]
81 * 2 10/07/98 10:53a Dave
84 * 1 10/07/98 10:50a Dave
86 * 21 5/14/98 11:26a Lawrance
87 * ESC will return to the main hall
89 * 20 5/13/98 5:14p Allender
90 * red alert support to go back to previous mission
92 * 19 5/05/98 6:19p Lawrance
93 * Fix problems with "retry mission" for red alerts
95 * 18 5/05/98 3:14p Comet
96 * AL: Fix bug with restoring secondary weapons in red alert mode
98 * 17 5/04/98 10:49p Lawrance
99 * Make sure old pilot files don't cause problems with the new RedAlert
102 * 16 5/04/98 6:06p Lawrance
103 * Make red alert mode work!
105 * 15 5/02/98 4:10p Lawrance
106 * Only use first stage of briefing for red alerts
108 * 14 5/01/98 9:18p Ed
109 * mark all goals and events as failed when red alert moves ahead to next
112 * 13 4/22/98 10:13a John
113 * added assert to trap a bug
115 * 12 4/21/98 12:08a Allender
116 * only make red alert move to next mission in campaign mode
118 * 11 4/03/98 10:31a John
119 * Made briefing and debriefing arrays be malloc'd
121 * 10 3/28/98 2:53p Allender
122 * added hud gauge when entering a red alert mission
124 * 9 3/12/98 10:28p Lawrance
125 * Deal with situation where wingman status may not have been properly
128 * 8 3/12/98 9:44p Allender
129 * go to debrief in red alert when not in campaign mode
131 * 6 3/09/98 9:55p Lawrance
132 * improve some comments
134 * 5 3/09/98 4:41p Lawrance
135 * Fix up some merge problems.
137 * 4 3/09/98 4:30p Allender
138 * multiplayer secondary weapon changes. red-alert and cargo-known-delay
139 * sexpressions. Add time cargo revealed to ship structure
141 * 3 3/09/98 4:23p Lawrance
142 * Replay mission, full save/restore of wingman status
144 * 2 3/09/98 12:13a Lawrance
145 * Add support for Red Alert missions
147 * 1 3/08/98 4:54p Lawrance
154 #include "gamesequence.h"
155 #include "missionscreencommon.h"
159 #include "redalert.h"
161 #include "missionbriefcommon.h"
163 #include "missioncampaign.h"
164 #include "missiongoals.h"
165 #include "linklist.h"
166 #include "hudwingmanstatus.h"
167 #include "audiostr.h"
168 #include "freespace.h"
169 #include "alphacolors.h"
171 /////////////////////////////////////////////////////////////////////////////
172 // Red Alert Mission-Level
173 /////////////////////////////////////////////////////////////////////////////
175 static int Red_alert_status;
176 static int Red_alert_new_mission_timestamp; // timestamp used to give user a little warning for red alerts
177 static int Red_alert_num_slots_used = 0;
178 static int Red_alert_voice_started;
180 #define RED_ALERT_WARN_TIME 4000 // time to warn user that new orders are coming
182 #define RED_ALERT_NONE 0
183 #define RED_ALERT_MISSION 1
185 #define MAX_RED_ALERT_SLOTS 32
186 #define MAX_RED_ALERT_SUBSYSTEMS 64
187 #define RED_ALERT_EXITED_SHIP_CLASS -1
189 typedef struct red_alert_ship_status
191 char name[NAME_LENGTH];
194 float subsys_current_hits[MAX_RED_ALERT_SUBSYSTEMS];
195 float subsys_aggregate_current_hits[SUBSYSTEM_MAX];
196 int wep[MAX_WL_WEAPONS];
197 int wep_count[MAX_WL_WEAPONS];
198 } red_alert_ship_status;
200 static red_alert_ship_status Red_alert_wingman_status[MAX_RED_ALERT_SLOTS];
201 static char Red_alert_precursor_mission[MAX_FILENAME_LEN];
203 /////////////////////////////////////////////////////////////////////////////
204 // Red Alert Interface
205 /////////////////////////////////////////////////////////////////////////////
207 char *Red_alert_fname[GR_NUM_RESOLUTIONS] = {
212 char *Red_alert_mask[GR_NUM_RESOLUTIONS] = {
217 // font to use for "incoming transmission"
218 int Ra_flash_font[GR_NUM_RESOLUTIONS] = {
223 int Ra_flash_y[GR_NUM_RESOLUTIONS] = {
228 static int Ra_flash_coords[GR_NUM_RESOLUTIONS][2] = {
237 #define NUM_BUTTONS 2
239 #define RA_REPLAY_MISSION 0
240 #define RA_CONTINUE 1
242 static ui_button_info Buttons[GR_NUM_RESOLUTIONS][NUM_BUTTONS] = {
245 ui_button_info("RAB_05", 0, 435, -1, -1, 5), // Replay
246 ui_button_info("RAB_04", 553, 411, -1, -1, 4), // Exit
248 ui_button_info("RAB_00", 2, 445, -1, -1, 0),
249 ui_button_info("RAB_01", 575, 432, -1, -1, 1),
253 ui_button_info("2_RAB_00", 4, 712, -1, -1, 0),
254 ui_button_info("2_RAB_01", 920, 691, -1, -1, 1),
259 #define RED_ALERT_NUM_TEXT 0
261 #define RED_ALERT_NUM_TEXT 3
263 UI_XSTR Red_alert_text[GR_NUM_RESOLUTIONS][RED_ALERT_NUM_TEXT] = {
265 // not needed for FS1
267 { "Replay", 1405, 46, 451, UI_XSTR_COLOR_PINK, -1, &Buttons[0][RA_REPLAY_MISSION].button },
268 { "Previous Mission", 1452, 46, 462, UI_XSTR_COLOR_PINK, -1, &Buttons[0][RA_REPLAY_MISSION].button },
269 { "Continue", 1069, 564, 413, UI_XSTR_COLOR_PINK, -1, &Buttons[0][RA_CONTINUE].button },
273 // not needed for FS1
275 { "Replay", 1405, 75, 722, UI_XSTR_COLOR_PINK, -1, &Buttons[1][RA_REPLAY_MISSION].button },
276 { "Previous Mission", 1452, 75, 733, UI_XSTR_COLOR_PINK, -1, &Buttons[1][RA_REPLAY_MISSION].button },
277 { "Continue", 1069, 902, 661, UI_XSTR_COLOR_PINK, -1, &Buttons[1][RA_CONTINUE].button },
282 // indicies for coordinates
289 static int Text_delay;
291 int Ra_brief_text_wnd_coords[GR_NUM_RESOLUTIONS][4] = {
304 static UI_WINDOW Ui_window;
306 static hud_anim Flash_anim;
308 static int Background_bitmap;
309 static int Red_alert_inited = 0;
311 static int Red_alert_voice;
313 // open and pre-load the stream buffers for the different voice streams
314 void red_alert_voice_load()
316 Assert( Briefing != NULL );
317 if ( strnicmp(Briefing->stages[0].voice, NOX("none"), 4) && (strlen(Briefing->stages[0].voice) > 0) ) {
318 Red_alert_voice = audiostream_open( Briefing->stages[0].voice, ASF_VOICE );
322 // close all the briefing voice streams
323 void red_alert_voice_unload()
325 if ( Red_alert_voice != -1 ) {
326 audiostream_close_file(Red_alert_voice, 0);
327 Red_alert_voice = -1;
331 // start playback of the red alert voice
332 void red_alert_voice_play()
334 if ( Red_alert_voice == -1 ){
335 return; // voice file doesn't exist
338 if ( !Briefing_voice_enabled ) {
342 if ( audiostream_is_playing(Red_alert_voice) ){
346 audiostream_play(Red_alert_voice, Master_voice_volume, 0);
347 Red_alert_voice_started = 1;
350 // stop playback of the red alert voice
351 void red_alert_voice_stop()
353 if ( Red_alert_voice == -1 )
356 audiostream_stop(Red_alert_voice); // stream is automatically rewound
359 // a button was pressed, deal with it
360 void red_alert_button_pressed(int n)
364 if(game_do_cd_mission_check(Game_current_mission_filename)){
365 gameseq_post_event(GS_EVENT_ENTER_GAME);
367 gameseq_post_event(GS_EVENT_MAIN_MENU);
371 case RA_REPLAY_MISSION:
372 if ( Game_mode & GM_CAMPAIGN_MODE ) {
373 // TODO: make call to campaign code to set correct mission for loading
374 // mission_campaign_play_previous_mission(Red_alert_precursor_mission);
375 if ( !mission_campaign_previous_mission() ) {
376 gamesnd_play_iface(SND_GENERAL_FAIL);
381 if(game_do_cd_mission_check(Game_current_mission_filename)){
382 gameseq_post_event(GS_EVENT_START_GAME);
384 gameseq_post_event(GS_EVENT_MAIN_MENU);
387 gamesnd_play_iface(SND_GENERAL_FAIL);
393 // blit "incoming transmission"
394 #define RA_FLASH_CYCLE 0.25f
395 float Ra_flash_time = 0.0f;
397 void red_alert_blit_title()
399 char *str = XSTR("Incoming Transmission", 1406);
402 // get the string size
403 gr_set_font(Ra_flash_font[gr_screen.res]);
404 gr_get_string_size(&w, &h, str);
409 gr_init_alphacolor(&flash_color, (int)(255.0f * (Ra_flash_time / RA_FLASH_CYCLE)), 0, 0, 255);
411 gr_init_alphacolor(&flash_color, (int)(255.0f * (1.0f - (Ra_flash_time / RA_FLASH_CYCLE))), 0, 0, 255);
416 gr_set_color_fast(&flash_color);
417 gr_string(Ra_brief_text_wnd_coords[gr_screen.res][0] + ((Ra_brief_text_wnd_coords[gr_screen.res][2] - w) / 2), Ra_flash_y[gr_screen.res] - h - 5, str);
418 gr_set_color_fast(&Color_normal);
421 // increment flash time
422 Ra_flash_time += flFrametime;
423 if(Ra_flash_time >= RA_FLASH_CYCLE){
424 Ra_flash_time = 0.0f;
425 Ra_flash_up = !Ra_flash_up;
428 // back to the original font
432 // Called once when red alert interface is started
433 void red_alert_init()
438 if ( Red_alert_inited ) {
443 common_set_interface_palette("ControlConfigPalette"); // set the interface palette
445 Ui_window.create(0, 0, gr_screen.max_w, gr_screen.max_h, 0);
446 Ui_window.set_mask_bmap(Red_alert_mask[gr_screen.res]);
448 for (i=0; i<NUM_BUTTONS; i++) {
449 b = &Buttons[gr_screen.res][i];
451 b->button.create(&Ui_window, "", b->x, b->y, 60, 30, 0, 1);
452 // set up callback for when a mouse first goes over a button
453 b->button.set_highlight_action(common_play_highlight_sound);
454 b->button.set_bmaps(b->filename);
455 b->button.link_hotspot(b->hotspot);
459 for(i=0; i<RED_ALERT_NUM_TEXT; i++){
460 Ui_window.add_XSTR(&Red_alert_text[gr_screen.res][i]);
463 // set up red alert hotkeys
464 Buttons[gr_screen.res][RA_CONTINUE].button.set_hotkey(KEY_CTRLED | KEY_ENTER);
466 // load in background image and flashing red alert animation
467 Background_bitmap = bm_load(Red_alert_fname[gr_screen.res]);
470 hud_anim_init(&Flash_anim, Ra_flash_coords[gr_screen.res][RA_X_COORD], Ra_flash_coords[gr_screen.res][RA_Y_COORD], NOX("AlertFlash"));
471 hud_anim_load(&Flash_anim);
474 Red_alert_voice = -1;
477 Briefing = &Briefings[0];
480 if ( Briefing->num_stages > 0 ) {
481 Assert(Briefing->stages[0].new_text);
482 brief_color_text_init(Briefing->stages[0].new_text, Ra_brief_text_wnd_coords[gr_screen.res][RA_W_COORD], 0);
485 red_alert_voice_load();
487 Text_delay = timestamp(200);
489 Red_alert_voice_started = 0;
490 Red_alert_inited = 1;
493 // Called once when the red alert interface is exited
494 void red_alert_close()
496 if (Red_alert_inited) {
498 red_alert_voice_stop();
499 red_alert_voice_unload();
501 if (Background_bitmap >= 0) {
502 bm_unload(Background_bitmap);
507 hud_anim_release(&Flash_anim);
509 common_free_interface_palette(); // restore game palette
513 Red_alert_inited = 0;
516 // called once per frame when game state is GS_STATE_RED_ALERT
517 void red_alert_do_frame(float frametime)
521 // ensure that the red alert interface has been initialized
522 if (!Red_alert_inited) {
527 k = Ui_window.process() & ~KEY_DEBUGGED;
530 // gameseq_post_event(GS_EVENT_ENTER_GAME);
531 gameseq_post_event(GS_EVENT_MAIN_MENU);
535 for (i=0; i<NUM_BUTTONS; i++){
536 if (Buttons[gr_screen.res][i].button.pressed()){
537 red_alert_button_pressed(i);
541 GR_MAYBE_CLEAR_RES(Background_bitmap);
542 if (Background_bitmap >= 0) {
543 gr_set_bitmap(Background_bitmap);
549 hud_anim_render(&Flash_anim, frametime);
554 if ( timestamp_elapsed(Text_delay) ) {
555 int finished_wipe = 0;
556 if ( Briefing->num_stages > 0 ) {
557 finished_wipe = brief_render_text(0, Ra_brief_text_wnd_coords[gr_screen.res][RA_X_COORD], Ra_brief_text_wnd_coords[gr_screen.res][RA_Y_COORD], Ra_brief_text_wnd_coords[gr_screen.res][RA_H_COORD], frametime, 0);
561 red_alert_voice_play();
565 // blit incoming transmission
566 red_alert_blit_title();
571 // set the red alert status for the current mission
572 void red_alert_set_status(int status)
574 Red_alert_status = status;
575 Red_alert_new_mission_timestamp = timestamp(-1); // make invalid
578 // Store a ships weapons into a wingman status structure
579 void red_alert_store_weapons(red_alert_ship_status *ras, ship_weapon *swp)
587 for ( i = 0; i < MAX_WL_PRIMARY; i++ ) {
588 ras->wep[i] = swp->primary_bank_weapons[i];
589 if ( ras->wep[i] >= 0 ) {
590 ras->wep_count[i] = 1;
592 ras->wep_count[i] = -1;
596 for ( i = 0; i < MAX_WL_SECONDARY; i++ ) {
597 sidx = i+MAX_WL_PRIMARY;
598 ras->wep[sidx] = swp->secondary_bank_weapons[i];
599 if ( ras->wep[sidx] >= 0 ) {
600 ras->wep_count[sidx] = swp->secondary_bank_ammo[i];
602 ras->wep_count[sidx] = -1;
607 // Take the weapons stored in a wingman_status struct, and bash them into the ship weapons struct
608 void red_alert_bash_weapons(red_alert_ship_status *ras, ship_weapon *swp)
612 // restore from ship_exited
613 if (ras->ship_class == RED_ALERT_EXITED_SHIP_CLASS) {
618 for ( i = 0; i < MAX_WL_PRIMARY; i++ ) {
619 if ( (ras->wep_count[i] > 0) && (ras->wep[i] >= 0) ) {
620 swp->primary_bank_weapons[j] = ras->wep[i];
624 swp->num_primary_banks = j;
627 for ( i = 0; i < MAX_WL_SECONDARY; i++ ) {
628 sidx = i+MAX_WL_PRIMARY;
629 if ( ras->wep[sidx] >= 0 ) {
630 swp->secondary_bank_weapons[j] = ras->wep[sidx];
631 swp->secondary_bank_ammo[j] = ras->wep_count[sidx];
635 swp->num_secondary_banks = j;
638 void red_alert_bash_subsys_status(red_alert_ship_status *ras, ship *shipp)
643 // restore from ship_exited
644 if (ras->ship_class == RED_ALERT_EXITED_SHIP_CLASS) {
648 ss = GET_FIRST(&shipp->subsys_list);
649 while ( ss != END_OF_LIST( &shipp->subsys_list ) ) {
651 if ( count >= MAX_RED_ALERT_SUBSYSTEMS ) {
652 Int3(); // ran out of subsystems
656 ss->current_hits = ras->subsys_current_hits[count];
657 if (ss->current_hits <= 0) {
658 ss->submodel_info_1.blown_off = 1;
667 for ( i = 0; i < SUBSYSTEM_MAX; i++ ) {
668 shipp->subsys_info[i].current_hits = ras->subsys_aggregate_current_hits[i];
673 void red_alert_store_subsys_status(red_alert_ship_status *ras, ship *shipp)
682 ss = GET_FIRST(&shipp->subsys_list);
683 while ( ss != END_OF_LIST( &shipp->subsys_list ) ) {
685 if ( count >= MAX_RED_ALERT_SUBSYSTEMS ) {
686 Int3(); // ran out of subsystems
690 ras->subsys_current_hits[count] = ss->current_hits;
698 for ( i = 0; i < SUBSYSTEM_MAX; i++ ) {
699 ras->subsys_aggregate_current_hits[i] = shipp->subsys_info[i].current_hits;
704 // Record the current state of the players wingman
705 void red_alert_store_wingman_status()
708 red_alert_ship_status *ras;
712 Red_alert_num_slots_used = 0;
714 // store the mission filename for the red alert precursor mission
715 strcpy(Red_alert_precursor_mission, Game_current_mission_filename);;
717 // store status for all existing ships
718 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
719 ship_objp = &Objects[so->objnum];
720 Assert(ship_objp->type == OBJ_SHIP);
721 shipp = &Ships[ship_objp->instance];
723 if ( shipp->flags & SF_DYING ) {
727 if ( Red_alert_num_slots_used >= MAX_RED_ALERT_SLOTS ) {
728 Int3(); // ran out of red alert slots
732 if ( !(shipp->flags & SF_FROM_PLAYER_WING) && !(shipp->flags & SF_RED_ALERT_STORE_STATUS) ) {
736 ras = &Red_alert_wingman_status[Red_alert_num_slots_used];
737 Red_alert_num_slots_used++;
739 strcpy(ras->name, shipp->ship_name);
740 ras->hull = Objects[shipp->objnum].hull_strength;
741 ras->ship_class = shipp->ship_info_index;
742 red_alert_store_weapons(ras, &shipp->weapons);
743 red_alert_store_subsys_status(ras, shipp);
746 // store exited ships that did not die
747 for (int idx=0; idx<MAX_EXITED_SHIPS; idx++) {
749 if ( Red_alert_num_slots_used >= MAX_RED_ALERT_SLOTS ) {
750 Int3(); // ran out of red alert slots
754 if (Ships_exited[idx].flags & SEF_RED_ALERT_CARRY) {
755 ras = &Red_alert_wingman_status[Red_alert_num_slots_used];
756 Red_alert_num_slots_used++;
758 strcpy(ras->name, Ships_exited[idx].ship_name);
759 ras->hull = float(Ships_exited[idx].hull_strength);
760 ras->ship_class = RED_ALERT_EXITED_SHIP_CLASS; //shipp->ship_info_index;
761 red_alert_store_weapons(ras, NULL);
762 red_alert_store_subsys_status(ras, NULL);
766 Assert(Red_alert_num_slots_used > 0);
769 // Delete a ship in a red alert mission (since it must have died/departed in the previous mission)
770 void red_alert_delete_ship(ship *shipp)
772 if ( (shipp->wing_status_wing_index >= 0) && (shipp->wing_status_wing_pos >= 0) ) {
773 hud_set_wingman_status_dead(shipp->wing_status_wing_index, shipp->wing_status_wing_pos);
776 ship_add_exited_ship( shipp, SEF_PLAYER_DELETED );
777 obj_delete(shipp->objnum);
778 if ( shipp->wingnum >= 0 ) {
779 ship_wing_cleanup( shipp-Ships, &Wings[shipp->wingnum] );
783 // Take the stored wingman status information, and adjust the player wing ships accordingly
784 void red_alert_bash_wingman_status()
788 red_alert_ship_status *ras;
792 if ( !(Game_mode & GM_CAMPAIGN_MODE) ) {
796 if ( Red_alert_num_slots_used <= 0 ) {
800 // go through all ships in the game, and see if there is red alert status data for any
802 int remove_list[MAX_RED_ALERT_SLOTS];
803 int remove_count = 0;
805 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
806 ship_objp = &Objects[so->objnum];
807 Assert(ship_objp->type == OBJ_SHIP);
808 shipp = &Ships[ship_objp->instance];
810 if ( !(shipp->flags & SF_FROM_PLAYER_WING) && !(shipp->flags & SF_RED_ALERT_STORE_STATUS) ) {
816 for ( i = 0; i < Red_alert_num_slots_used; i++ ) {
817 ras = &Red_alert_wingman_status[i];
819 if ( !stricmp(ras->name, shipp->ship_name) ) {
821 if ( ras->ship_class == RED_ALERT_EXITED_SHIP_CLASS) {
822 // if exited ship, we can only restore hull strength
823 ship_objp->hull_strength = ras->hull;
825 // if necessary, restore correct ship class
826 if ( ras->ship_class != shipp->ship_info_index ) {
827 change_ship_type(SHIP_INDEX(shipp), ras->ship_class);
829 // restore hull and weapons
830 ship_objp->hull_strength = ras->hull;
831 red_alert_bash_weapons(ras, &shipp->weapons);
832 red_alert_bash_subsys_status(ras, shipp);
837 if ( !found_match ) {
838 remove_list[remove_count++] = SHIP_INDEX(shipp);
843 for ( i = 0; i < remove_count; i++ ) {
845 red_alert_delete_ship(&Ships[remove_list[i]]);
849 // write wingman status out to the specified file
850 void red_alert_write_wingman_status(CFILE *fp)
853 red_alert_ship_status *ras;
855 cfwrite_int(Red_alert_num_slots_used, fp);
857 if ( Red_alert_num_slots_used <= 0 ) {
861 Assert(strlen(Red_alert_precursor_mission) > 0 );
862 cfwrite_string(Red_alert_precursor_mission, fp);
864 for ( i = 0; i < Red_alert_num_slots_used; i++ ) {
865 ras = &Red_alert_wingman_status[i];
866 cfwrite_string(ras->name, fp);
867 cfwrite_float(ras->hull, fp);
868 cfwrite_int(ras->ship_class, fp);
870 for ( j = 0; j < MAX_RED_ALERT_SUBSYSTEMS; j++ ) {
871 cfwrite_float(ras->subsys_current_hits[j], fp);
874 for ( j = 0; j < SUBSYSTEM_MAX; j++ ) {
875 cfwrite_float(ras->subsys_aggregate_current_hits[j], fp);
878 for ( j = 0; j < MAX_WL_WEAPONS; j++ ) {
879 cfwrite_int( ras->wep[j], fp ) ;
880 cfwrite_int( ras->wep_count[j], fp );
885 // red wingman status out of the specified file
886 void red_alert_read_wingman_status(CFILE *fp, int version)
889 red_alert_ship_status *ras;
891 Red_alert_num_slots_used = cfread_int(fp);
893 if ( Red_alert_num_slots_used <= 0 ) {
897 cfread_string(Red_alert_precursor_mission, MAX_FILENAME_LEN, fp);
899 for ( i = 0; i < Red_alert_num_slots_used; i++ ) {
900 ras = &Red_alert_wingman_status[i];
901 cfread_string(ras->name, NAME_LENGTH, fp);
902 ras->hull = cfread_float(fp);
903 ras->ship_class = cfread_int(fp);
905 for ( j = 0; j < MAX_RED_ALERT_SUBSYSTEMS; j++ ) {
906 ras->subsys_current_hits[j] = cfread_float(fp);
909 for ( j = 0; j < SUBSYSTEM_MAX; j++ ) {
910 ras->subsys_aggregate_current_hits[j] = cfread_float(fp);
913 for ( j = 0; j < MAX_WL_WEAPONS; j++ ) {
914 ras->wep[j] = cfread_int(fp) ;
915 ras->wep_count[j] = cfread_int(fp);
920 // return !0 if this is a red alert mission, otherwise return 0
921 int red_alert_mission()
923 if ( Red_alert_status == RED_ALERT_MISSION ) {
930 // called from sexpression code to start a red alert mission
931 void red_alert_start_mission()
933 // if we are not in campaign mode, go to debriefing
934 // if ( !(Game_mode & GM_CAMPAIGN_MODE) ) {
935 // gameseq_post_event( GS_EVENT_DEBRIEF ); // proceed to debriefing
939 // check player health here.
940 // if we're dead (or about to die), don't start red alert mission.
941 if (Player_obj->type == OBJ_SHIP) {
942 if (Player_obj->hull_strength > 0) {
943 // make sure we don't die
944 Player_obj->flags |= OF_GUARDIAN;
946 // do normal red alert stuff
947 Red_alert_new_mission_timestamp = timestamp(RED_ALERT_WARN_TIME);
949 // throw down a sound here to make the warning seem ultra-important
950 // gamesnd_play_iface(SND_USER_SELECT);
951 snd_play(&(Snds[SND_DIRECTIVE_COMPLETE]));
956 // called from main game loop to check to see if we should move to a red alert mission
957 int red_alert_check_status()
959 // if the timestamp is invalid, do nothing.
960 if ( !timestamp_valid(Red_alert_new_mission_timestamp) )
963 // return if the timestamp hasn't elapsed yet
964 if ( timestamp_elapsed(Red_alert_new_mission_timestamp) ) {
966 // basic premise here is to stop the current mission, and then set the next mission in the campaign
967 // which better be a red alert mission
968 if ( Game_mode & GM_CAMPAIGN_MODE ) {
969 red_alert_store_wingman_status();
970 mission_goal_fail_incomplete();
971 mission_campaign_store_goals_and_events();
972 scoring_level_close();
973 mission_campaign_eval_next_mission();
974 mission_campaign_mission_over();
977 gameseq_post_event(GS_EVENT_START_GAME);
979 gameseq_post_event(GS_EVENT_END_GAME);