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 1.4 2002/06/09 04:41:23 relnev
19 * added copyright header
21 * Revision 1.3 2002/05/26 22:06:17 relnev
22 * makefile: disable stand_gui for now.
24 * rest: staticize some globals
26 * Revision 1.2 2002/05/03 13:34:33 theoddone33
29 * Revision 1.1.1.1 2002/05/03 03:28:10 root
33 * 16 9/11/99 12:31a Mikek
34 * Bumped up max red alert status ships and status subsystems.
36 * 15 9/06/99 6:38p Dave
37 * Improved CD detection code.
39 * 14 8/24/99 5:27p Andsager
40 * Make subsystems with zero strength before mission blown off. Protect
41 * red alert pilot against dying between orders and jump.
43 * 13 8/11/99 2:17p Jefff
46 * 12 7/19/99 8:56p Andsager
47 * Added Ship_exited red_alert_carry flag and hull strength for RED ALERT
48 * carry over of Exited_ships
50 * 11 7/19/99 2:13p Dave
51 * Added some new strings for Heiko.
53 * 10 7/16/99 12:22p Jefff
54 * Added sound FX to red alert popup
56 * 9 7/09/99 10:32p Dave
57 * Command brief and red alert screens.
59 * 8 5/07/99 10:34a Andsager
60 * Make red alert work in FS2
62 * 7 2/16/99 5:07p Neilk
65 * 6 1/30/99 5:08p Dave
66 * More new hi-res stuff.Support for nice D3D textures.
68 * 5 1/27/99 9:56a Dave
69 * Temporary checkin of beam weapons for Dan to make cool sounds.
71 * 4 11/18/98 11:15a Andsager
72 * Removed old version or red_alert_read_wingman_status
74 * 3 10/13/98 9:29a Dave
75 * Started neatening up freespace.h. Many variables renamed and
76 * reorganized. Added AlphaColors.[h,cpp]
78 * 2 10/07/98 10:53a Dave
81 * 1 10/07/98 10:50a Dave
83 * 21 5/14/98 11:26a Lawrance
84 * ESC will return to the main hall
86 * 20 5/13/98 5:14p Allender
87 * red alert support to go back to previous mission
89 * 19 5/05/98 6:19p Lawrance
90 * Fix problems with "retry mission" for red alerts
92 * 18 5/05/98 3:14p Comet
93 * AL: Fix bug with restoring secondary weapons in red alert mode
95 * 17 5/04/98 10:49p Lawrance
96 * Make sure old pilot files don't cause problems with the new RedAlert
99 * 16 5/04/98 6:06p Lawrance
100 * Make red alert mode work!
102 * 15 5/02/98 4:10p Lawrance
103 * Only use first stage of briefing for red alerts
105 * 14 5/01/98 9:18p Ed
106 * mark all goals and events as failed when red alert moves ahead to next
109 * 13 4/22/98 10:13a John
110 * added assert to trap a bug
112 * 12 4/21/98 12:08a Allender
113 * only make red alert move to next mission in campaign mode
115 * 11 4/03/98 10:31a John
116 * Made briefing and debriefing arrays be malloc'd
118 * 10 3/28/98 2:53p Allender
119 * added hud gauge when entering a red alert mission
121 * 9 3/12/98 10:28p Lawrance
122 * Deal with situation where wingman status may not have been properly
125 * 8 3/12/98 9:44p Allender
126 * go to debrief in red alert when not in campaign mode
128 * 6 3/09/98 9:55p Lawrance
129 * improve some comments
131 * 5 3/09/98 4:41p Lawrance
132 * Fix up some merge problems.
134 * 4 3/09/98 4:30p Allender
135 * multiplayer secondary weapon changes. red-alert and cargo-known-delay
136 * sexpressions. Add time cargo revealed to ship structure
138 * 3 3/09/98 4:23p Lawrance
139 * Replay mission, full save/restore of wingman status
141 * 2 3/09/98 12:13a Lawrance
142 * Add support for Red Alert missions
144 * 1 3/08/98 4:54p Lawrance
151 #include "gamesequence.h"
152 #include "missionscreencommon.h"
156 #include "redalert.h"
158 #include "missionbriefcommon.h"
160 #include "missioncampaign.h"
161 #include "missiongoals.h"
162 #include "linklist.h"
163 #include "hudwingmanstatus.h"
164 #include "audiostr.h"
165 #include "freespace.h"
166 #include "alphacolors.h"
168 /////////////////////////////////////////////////////////////////////////////
169 // Red Alert Mission-Level
170 /////////////////////////////////////////////////////////////////////////////
172 static int Red_alert_status;
173 static int Red_alert_new_mission_timestamp; // timestamp used to give user a little warning for red alerts
174 static int Red_alert_num_slots_used = 0;
175 static int Red_alert_voice_started;
177 #define RED_ALERT_WARN_TIME 4000 // time to warn user that new orders are coming
179 #define RED_ALERT_NONE 0
180 #define RED_ALERT_MISSION 1
182 #define MAX_RED_ALERT_SLOTS 32
183 #define MAX_RED_ALERT_SUBSYSTEMS 64
184 #define RED_ALERT_EXITED_SHIP_CLASS -1
186 typedef struct red_alert_ship_status
188 char name[NAME_LENGTH];
191 float subsys_current_hits[MAX_RED_ALERT_SUBSYSTEMS];
192 float subsys_aggregate_current_hits[SUBSYSTEM_MAX];
193 int wep[MAX_WL_WEAPONS];
194 int wep_count[MAX_WL_WEAPONS];
195 } red_alert_ship_status;
197 static red_alert_ship_status Red_alert_wingman_status[MAX_RED_ALERT_SLOTS];
198 static char Red_alert_precursor_mission[MAX_FILENAME_LEN];
200 /////////////////////////////////////////////////////////////////////////////
201 // Red Alert Interface
202 /////////////////////////////////////////////////////////////////////////////
204 char *Red_alert_fname[GR_NUM_RESOLUTIONS] = {
209 char *Red_alert_mask[GR_NUM_RESOLUTIONS] = {
214 // font to use for "incoming transmission"
215 int Ra_flash_font[GR_NUM_RESOLUTIONS] = {
220 int Ra_flash_y[GR_NUM_RESOLUTIONS] = {
225 static int Ra_flash_coords[GR_NUM_RESOLUTIONS][2] = {
234 #define NUM_BUTTONS 2
236 #define RA_REPLAY_MISSION 0
237 #define RA_CONTINUE 1
239 static ui_button_info Buttons[GR_NUM_RESOLUTIONS][NUM_BUTTONS] = {
241 ui_button_info("RAB_00", 2, 445, -1, -1, 0),
242 ui_button_info("RAB_01", 575, 432, -1, -1, 1),
245 ui_button_info("2_RAB_00", 4, 712, -1, -1, 0),
246 ui_button_info("2_RAB_01", 920, 691, -1, -1, 1),
250 #define RED_ALERT_NUM_TEXT 3
251 UI_XSTR Red_alert_text[GR_NUM_RESOLUTIONS][RED_ALERT_NUM_TEXT] = {
253 { "Replay", 1405, 46, 451, UI_XSTR_COLOR_PINK, -1, &Buttons[0][RA_REPLAY_MISSION].button },
254 { "Previous Mission", 1452, 46, 462, UI_XSTR_COLOR_PINK, -1, &Buttons[0][RA_REPLAY_MISSION].button },
255 { "Continue", 1069, 564, 413, UI_XSTR_COLOR_PINK, -1, &Buttons[0][RA_CONTINUE].button },
258 { "Replay", 1405, 75, 722, UI_XSTR_COLOR_PINK, -1, &Buttons[1][RA_REPLAY_MISSION].button },
259 { "Previous Mission", 1452, 75, 733, UI_XSTR_COLOR_PINK, -1, &Buttons[1][RA_REPLAY_MISSION].button },
260 { "Continue", 1069, 902, 661, UI_XSTR_COLOR_PINK, -1, &Buttons[1][RA_CONTINUE].button },
264 // indicies for coordinates
271 static int Text_delay;
273 int Ra_brief_text_wnd_coords[GR_NUM_RESOLUTIONS][4] = {
282 static UI_WINDOW Ui_window;
283 // static hud_anim Flash_anim;
284 static int Background_bitmap;
285 static int Red_alert_inited = 0;
287 static int Red_alert_voice;
289 // open and pre-load the stream buffers for the different voice streams
290 void red_alert_voice_load()
292 Assert( Briefing != NULL );
293 if ( strnicmp(Briefing->stages[0].voice, NOX("none"), 4) && (strlen(Briefing->stages[0].voice) > 0) ) {
294 Red_alert_voice = audiostream_open( Briefing->stages[0].voice, ASF_VOICE );
298 // close all the briefing voice streams
299 void red_alert_voice_unload()
301 if ( Red_alert_voice != -1 ) {
302 audiostream_close_file(Red_alert_voice, 0);
303 Red_alert_voice = -1;
307 // start playback of the red alert voice
308 void red_alert_voice_play()
310 if ( Red_alert_voice == -1 ){
311 return; // voice file doesn't exist
314 if ( !Briefing_voice_enabled ) {
318 if ( audiostream_is_playing(Red_alert_voice) ){
322 audiostream_play(Red_alert_voice, Master_voice_volume, 0);
323 Red_alert_voice_started = 1;
326 // stop playback of the red alert voice
327 void red_alert_voice_stop()
329 if ( Red_alert_voice == -1 )
332 audiostream_stop(Red_alert_voice); // stream is automatically rewound
335 // a button was pressed, deal with it
336 void red_alert_button_pressed(int n)
340 if(game_do_cd_mission_check(Game_current_mission_filename)){
341 gameseq_post_event(GS_EVENT_ENTER_GAME);
343 gameseq_post_event(GS_EVENT_MAIN_MENU);
347 case RA_REPLAY_MISSION:
348 if ( Game_mode & GM_CAMPAIGN_MODE ) {
349 // TODO: make call to campaign code to set correct mission for loading
350 // mission_campaign_play_previous_mission(Red_alert_precursor_mission);
351 if ( !mission_campaign_previous_mission() ) {
352 gamesnd_play_iface(SND_GENERAL_FAIL);
357 if(game_do_cd_mission_check(Game_current_mission_filename)){
358 gameseq_post_event(GS_EVENT_START_GAME);
360 gameseq_post_event(GS_EVENT_MAIN_MENU);
363 gamesnd_play_iface(SND_GENERAL_FAIL);
369 // blit "incoming transmission"
370 #define RA_FLASH_CYCLE 0.25f
371 float Ra_flash_time = 0.0f;
373 void red_alert_blit_title()
375 char *str = XSTR("Incoming Transmission", 1406);
378 // get the string size
379 gr_set_font(Ra_flash_font[gr_screen.res]);
380 gr_get_string_size(&w, &h, str);
385 gr_init_alphacolor(&flash_color, (int)(255.0f * (Ra_flash_time / RA_FLASH_CYCLE)), 0, 0, 255);
387 gr_init_alphacolor(&flash_color, (int)(255.0f * (1.0f - (Ra_flash_time / RA_FLASH_CYCLE))), 0, 0, 255);
391 gr_set_color_fast(&flash_color);
392 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);
393 gr_set_color_fast(&Color_normal);
395 // increment flash time
396 Ra_flash_time += flFrametime;
397 if(Ra_flash_time >= RA_FLASH_CYCLE){
398 Ra_flash_time = 0.0f;
399 Ra_flash_up = !Ra_flash_up;
402 // back to the original font
406 // Called once when red alert interface is started
407 void red_alert_init()
412 if ( Red_alert_inited ) {
416 // common_set_interface_palette("ControlConfigPalette"); // set the interface palette
417 Ui_window.create(0, 0, gr_screen.max_w, gr_screen.max_h, 0);
418 Ui_window.set_mask_bmap(Red_alert_mask[gr_screen.res]);
420 for (i=0; i<NUM_BUTTONS; i++) {
421 b = &Buttons[gr_screen.res][i];
423 b->button.create(&Ui_window, "", b->x, b->y, 60, 30, 0, 1);
424 // set up callback for when a mouse first goes over a button
425 b->button.set_highlight_action(common_play_highlight_sound);
426 b->button.set_bmaps(b->filename);
427 b->button.link_hotspot(b->hotspot);
431 for(i=0; i<RED_ALERT_NUM_TEXT; i++){
432 Ui_window.add_XSTR(&Red_alert_text[gr_screen.res][i]);
435 // set up red alert hotkeys
436 Buttons[gr_screen.res][RA_CONTINUE].button.set_hotkey(KEY_CTRLED | KEY_ENTER);
438 // load in background image and flashing red alert animation
439 Background_bitmap = bm_load(Red_alert_fname[gr_screen.res]);
441 // 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"));
442 // hud_anim_load(&Flash_anim);
444 Red_alert_voice = -1;
447 Briefing = &Briefings[0];
450 if ( Briefing->num_stages > 0 ) {
451 Assert(Briefing->stages[0].new_text);
452 brief_color_text_init(Briefing->stages[0].new_text, Ra_brief_text_wnd_coords[gr_screen.res][RA_W_COORD], 0);
455 red_alert_voice_load();
457 Text_delay = timestamp(200);
459 Red_alert_voice_started = 0;
460 Red_alert_inited = 1;
463 // Called once when the red alert interface is exited
464 void red_alert_close()
466 if (Red_alert_inited) {
468 red_alert_voice_stop();
469 red_alert_voice_unload();
471 if (Background_bitmap >= 0) {
472 bm_unload(Background_bitmap);
476 // hud_anim_release(&Flash_anim);
477 common_free_interface_palette(); // restore game palette
481 Red_alert_inited = 0;
484 // called once per frame when game state is GS_STATE_RED_ALERT
485 void red_alert_do_frame(float frametime)
489 // ensure that the red alert interface has been initialized
490 if (!Red_alert_inited) {
495 k = Ui_window.process() & ~KEY_DEBUGGED;
498 // gameseq_post_event(GS_EVENT_ENTER_GAME);
499 gameseq_post_event(GS_EVENT_MAIN_MENU);
503 for (i=0; i<NUM_BUTTONS; i++){
504 if (Buttons[gr_screen.res][i].button.pressed()){
505 red_alert_button_pressed(i);
509 GR_MAYBE_CLEAR_RES(Background_bitmap);
510 if (Background_bitmap >= 0) {
511 gr_set_bitmap(Background_bitmap);
516 // hud_anim_render(&Flash_anim, frametime);
520 if ( timestamp_elapsed(Text_delay) ) {
521 int finished_wipe = 0;
522 if ( Briefing->num_stages > 0 ) {
523 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);
527 red_alert_voice_play();
531 // blit incoming transmission
532 red_alert_blit_title();
537 // set the red alert status for the current mission
538 void red_alert_set_status(int status)
540 Red_alert_status = status;
541 Red_alert_new_mission_timestamp = timestamp(-1); // make invalid
544 // Store a ships weapons into a wingman status structure
545 void red_alert_store_weapons(red_alert_ship_status *ras, ship_weapon *swp)
553 for ( i = 0; i < MAX_WL_PRIMARY; i++ ) {
554 ras->wep[i] = swp->primary_bank_weapons[i];
555 if ( ras->wep[i] >= 0 ) {
556 ras->wep_count[i] = 1;
558 ras->wep_count[i] = -1;
562 for ( i = 0; i < MAX_WL_SECONDARY; i++ ) {
563 sidx = i+MAX_WL_PRIMARY;
564 ras->wep[sidx] = swp->secondary_bank_weapons[i];
565 if ( ras->wep[sidx] >= 0 ) {
566 ras->wep_count[sidx] = swp->secondary_bank_ammo[i];
568 ras->wep_count[sidx] = -1;
573 // Take the weapons stored in a wingman_status struct, and bash them into the ship weapons struct
574 void red_alert_bash_weapons(red_alert_ship_status *ras, ship_weapon *swp)
578 // restore from ship_exited
579 if (ras->ship_class == RED_ALERT_EXITED_SHIP_CLASS) {
584 for ( i = 0; i < MAX_WL_PRIMARY; i++ ) {
585 if ( (ras->wep_count[i] > 0) && (ras->wep[i] >= 0) ) {
586 swp->primary_bank_weapons[j] = ras->wep[i];
590 swp->num_primary_banks = j;
593 for ( i = 0; i < MAX_WL_SECONDARY; i++ ) {
594 sidx = i+MAX_WL_PRIMARY;
595 if ( ras->wep[sidx] >= 0 ) {
596 swp->secondary_bank_weapons[j] = ras->wep[sidx];
597 swp->secondary_bank_ammo[j] = ras->wep_count[sidx];
601 swp->num_secondary_banks = j;
604 void red_alert_bash_subsys_status(red_alert_ship_status *ras, ship *shipp)
609 // restore from ship_exited
610 if (ras->ship_class == RED_ALERT_EXITED_SHIP_CLASS) {
614 ss = GET_FIRST(&shipp->subsys_list);
615 while ( ss != END_OF_LIST( &shipp->subsys_list ) ) {
617 if ( count >= MAX_RED_ALERT_SUBSYSTEMS ) {
618 Int3(); // ran out of subsystems
622 ss->current_hits = ras->subsys_current_hits[count];
623 if (ss->current_hits <= 0) {
624 ss->submodel_info_1.blown_off = 1;
633 for ( i = 0; i < SUBSYSTEM_MAX; i++ ) {
634 shipp->subsys_info[i].current_hits = ras->subsys_aggregate_current_hits[i];
639 void red_alert_store_subsys_status(red_alert_ship_status *ras, ship *shipp)
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 ras->subsys_current_hits[count] = ss->current_hits;
664 for ( i = 0; i < SUBSYSTEM_MAX; i++ ) {
665 ras->subsys_aggregate_current_hits[i] = shipp->subsys_info[i].current_hits;
670 // Record the current state of the players wingman
671 void red_alert_store_wingman_status()
674 red_alert_ship_status *ras;
678 Red_alert_num_slots_used = 0;
680 // store the mission filename for the red alert precursor mission
681 strcpy(Red_alert_precursor_mission, Game_current_mission_filename);;
683 // store status for all existing ships
684 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
685 ship_objp = &Objects[so->objnum];
686 Assert(ship_objp->type == OBJ_SHIP);
687 shipp = &Ships[ship_objp->instance];
689 if ( shipp->flags & SF_DYING ) {
693 if ( Red_alert_num_slots_used >= MAX_RED_ALERT_SLOTS ) {
694 Int3(); // ran out of red alert slots
698 if ( !(shipp->flags & SF_FROM_PLAYER_WING) && !(shipp->flags & SF_RED_ALERT_STORE_STATUS) ) {
702 ras = &Red_alert_wingman_status[Red_alert_num_slots_used];
703 Red_alert_num_slots_used++;
705 strcpy(ras->name, shipp->ship_name);
706 ras->hull = Objects[shipp->objnum].hull_strength;
707 ras->ship_class = shipp->ship_info_index;
708 red_alert_store_weapons(ras, &shipp->weapons);
709 red_alert_store_subsys_status(ras, shipp);
712 // store exited ships that did not die
713 for (int idx=0; idx<MAX_EXITED_SHIPS; idx++) {
715 if ( Red_alert_num_slots_used >= MAX_RED_ALERT_SLOTS ) {
716 Int3(); // ran out of red alert slots
720 if (Ships_exited[idx].flags & SEF_RED_ALERT_CARRY) {
721 ras = &Red_alert_wingman_status[Red_alert_num_slots_used];
722 Red_alert_num_slots_used++;
724 strcpy(ras->name, Ships_exited[idx].ship_name);
725 ras->hull = float(Ships_exited[idx].hull_strength);
726 ras->ship_class = RED_ALERT_EXITED_SHIP_CLASS; //shipp->ship_info_index;
727 red_alert_store_weapons(ras, NULL);
728 red_alert_store_subsys_status(ras, NULL);
732 Assert(Red_alert_num_slots_used > 0);
735 // Delete a ship in a red alert mission (since it must have died/departed in the previous mission)
736 void red_alert_delete_ship(ship *shipp)
738 if ( (shipp->wing_status_wing_index >= 0) && (shipp->wing_status_wing_pos >= 0) ) {
739 hud_set_wingman_status_dead(shipp->wing_status_wing_index, shipp->wing_status_wing_pos);
742 ship_add_exited_ship( shipp, SEF_PLAYER_DELETED );
743 obj_delete(shipp->objnum);
744 if ( shipp->wingnum >= 0 ) {
745 ship_wing_cleanup( shipp-Ships, &Wings[shipp->wingnum] );
749 // Take the stored wingman status information, and adjust the player wing ships accordingly
750 void red_alert_bash_wingman_status()
754 red_alert_ship_status *ras;
758 if ( !(Game_mode & GM_CAMPAIGN_MODE) ) {
762 if ( Red_alert_num_slots_used <= 0 ) {
766 // go through all ships in the game, and see if there is red alert status data for any
768 int remove_list[MAX_RED_ALERT_SLOTS];
769 int remove_count = 0;
771 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
772 ship_objp = &Objects[so->objnum];
773 Assert(ship_objp->type == OBJ_SHIP);
774 shipp = &Ships[ship_objp->instance];
776 if ( !(shipp->flags & SF_FROM_PLAYER_WING) && !(shipp->flags & SF_RED_ALERT_STORE_STATUS) ) {
782 for ( i = 0; i < Red_alert_num_slots_used; i++ ) {
783 ras = &Red_alert_wingman_status[i];
785 if ( !stricmp(ras->name, shipp->ship_name) ) {
787 if ( ras->ship_class == RED_ALERT_EXITED_SHIP_CLASS) {
788 // if exited ship, we can only restore hull strength
789 ship_objp->hull_strength = ras->hull;
791 // if necessary, restore correct ship class
792 if ( ras->ship_class != shipp->ship_info_index ) {
793 change_ship_type(SHIP_INDEX(shipp), ras->ship_class);
795 // restore hull and weapons
796 ship_objp->hull_strength = ras->hull;
797 red_alert_bash_weapons(ras, &shipp->weapons);
798 red_alert_bash_subsys_status(ras, shipp);
803 if ( !found_match ) {
804 remove_list[remove_count++] = SHIP_INDEX(shipp);
809 for ( i = 0; i < remove_count; i++ ) {
811 red_alert_delete_ship(&Ships[remove_list[i]]);
815 // write wingman status out to the specified file
816 void red_alert_write_wingman_status(CFILE *fp)
819 red_alert_ship_status *ras;
821 cfwrite_int(Red_alert_num_slots_used, fp);
823 if ( Red_alert_num_slots_used <= 0 ) {
827 Assert(strlen(Red_alert_precursor_mission) > 0 );
828 cfwrite_string(Red_alert_precursor_mission, fp);
830 for ( i = 0; i < Red_alert_num_slots_used; i++ ) {
831 ras = &Red_alert_wingman_status[i];
832 cfwrite_string(ras->name, fp);
833 cfwrite_float(ras->hull, fp);
834 cfwrite_int(ras->ship_class, fp);
836 for ( j = 0; j < MAX_RED_ALERT_SUBSYSTEMS; j++ ) {
837 cfwrite_float(ras->subsys_current_hits[j], fp);
840 for ( j = 0; j < SUBSYSTEM_MAX; j++ ) {
841 cfwrite_float(ras->subsys_aggregate_current_hits[j], fp);
844 for ( j = 0; j < MAX_WL_WEAPONS; j++ ) {
845 cfwrite_int( ras->wep[j], fp ) ;
846 cfwrite_int( ras->wep_count[j], fp );
851 // red wingman status out of the specified file
852 void red_alert_read_wingman_status(CFILE *fp, int version)
855 red_alert_ship_status *ras;
857 Red_alert_num_slots_used = cfread_int(fp);
859 if ( Red_alert_num_slots_used <= 0 ) {
863 cfread_string(Red_alert_precursor_mission, MAX_FILENAME_LEN, fp);
865 for ( i = 0; i < Red_alert_num_slots_used; i++ ) {
866 ras = &Red_alert_wingman_status[i];
867 cfread_string(ras->name, NAME_LENGTH, fp);
868 ras->hull = cfread_float(fp);
869 ras->ship_class = cfread_int(fp);
871 for ( j = 0; j < MAX_RED_ALERT_SUBSYSTEMS; j++ ) {
872 ras->subsys_current_hits[j] = cfread_float(fp);
875 for ( j = 0; j < SUBSYSTEM_MAX; j++ ) {
876 ras->subsys_aggregate_current_hits[j] = cfread_float(fp);
879 for ( j = 0; j < MAX_WL_WEAPONS; j++ ) {
880 ras->wep[j] = cfread_int(fp) ;
881 ras->wep_count[j] = cfread_int(fp);
886 // return !0 if this is a red alert mission, otherwise return 0
887 int red_alert_mission()
889 if ( Red_alert_status == RED_ALERT_MISSION ) {
896 // called from sexpression code to start a red alert mission
897 void red_alert_start_mission()
899 // if we are not in campaign mode, go to debriefing
900 // if ( !(Game_mode & GM_CAMPAIGN_MODE) ) {
901 // gameseq_post_event( GS_EVENT_DEBRIEF ); // proceed to debriefing
905 // check player health here.
906 // if we're dead (or about to die), don't start red alert mission.
907 if (Player_obj->type == OBJ_SHIP) {
908 if (Player_obj->hull_strength > 0) {
909 // make sure we don't die
910 Player_obj->flags |= OF_GUARDIAN;
912 // do normal red alert stuff
913 Red_alert_new_mission_timestamp = timestamp(RED_ALERT_WARN_TIME);
915 // throw down a sound here to make the warning seem ultra-important
916 // gamesnd_play_iface(SND_USER_SELECT);
917 snd_play(&(Snds[SND_DIRECTIVE_COMPLETE]));
922 // called from main game loop to check to see if we should move to a red alert mission
923 int red_alert_check_status()
925 // if the timestamp is invalid, do nothing.
926 if ( !timestamp_valid(Red_alert_new_mission_timestamp) )
929 // return if the timestamp hasn't elapsed yet
930 if ( timestamp_elapsed(Red_alert_new_mission_timestamp) ) {
932 // basic premise here is to stop the current mission, and then set the next mission in the campaign
933 // which better be a red alert mission
934 if ( Game_mode & GM_CAMPAIGN_MODE ) {
935 red_alert_store_wingman_status();
936 mission_goal_fail_incomplete();
937 mission_campaign_store_goals_and_events();
938 scoring_level_close();
939 mission_campaign_eval_next_mission();
940 mission_campaign_mission_over();
943 gameseq_post_event(GS_EVENT_START_GAME);
945 gameseq_post_event(GS_EVENT_END_GAME);