2 * Copyright (C) Volition, Inc. 1999. All rights reserved.
4 * All source code herein is the property of Volition, Inc. You may not sell
5 * or otherwise commercially exploit the source or things you created based on
10 * $Logfile: /Freespace2/code/Mission/MissionCampaign.cpp $
15 * source for dealing with campaigns
18 * Revision 1.6 2002/07/24 00:20:42 relnev
21 * Revision 1.5 2002/06/21 03:34:05 relnev
22 * implemented a stub and fixed a path
24 * Revision 1.4 2002/06/09 04:41:22 relnev
25 * added copyright header
27 * Revision 1.3 2002/06/09 03:16:04 relnev
30 * removed unneeded asm, old sdl 2d setup.
32 * fixed crash caused by opengl_get_region.
34 * Revision 1.2 2002/06/02 04:26:34 relnev
37 * Revision 1.1.1.1 2002/05/03 03:28:09 root
41 * 23 9/14/99 4:35a Dave
42 * Argh. Added all kinds of code to handle potential crashes in debriefing
45 * 22 9/09/99 11:40p Dave
46 * Handle an Assert() in beam code. Added supernova sounds. Play the right
47 * 2 end movies properly, based upon what the player did in the mission.
49 * 21 9/09/99 9:34a Jefff
50 * fixed a potential exit-loop bug
52 * 20 9/07/99 6:55p Jefff
53 * functionality to break out of a loop. hacked functionality to jump to
54 * a specific mission in a campaign -- doesnt grant ships/weapons from
55 * skipped missions tho.
57 * 19 9/07/99 2:19p Jefff
58 * clear skip mission player vars on mission skip
60 * 18 9/06/99 9:45p Jefff
61 * break out of loop and skip mission support
63 * 17 9/06/99 6:38p Dave
64 * Improved CD detection code.
66 * 16 9/03/99 1:32a Dave
67 * CD checking by act. Added support to play 2 cutscenes in a row
68 * seamlessly. Fixed super low level cfile bug related to files in the
69 * root directory of a CD. Added cheat code to set campaign mission # in
72 * 15 8/27/99 12:04a Dave
73 * Campaign loop screen.
75 * 14 8/04/99 5:36p Andsager
76 * Show upsell screens at end of demo campaign before returning to main
79 * 13 2/05/99 3:50p Anoop
80 * Removed dumb campaign mission stats saving from multiplayer.
82 * 12 12/17/98 2:43p Andsager
83 * Modify fred campaign save file to include optional mission loops
85 * 11 12/12/98 3:17p Andsager
86 * Clean up mission eval, goal, event and mission scoring.
88 * 10 12/10/98 9:59a Andsager
89 * Fix some bugs with mission loops
91 * 9 12/09/98 1:56p Andsager
92 * Initial checkin of mission loop
94 * 8 11/05/98 5:55p Dave
95 * Big pass at reducing #includes
97 * 7 11/03/98 4:48p Johnson
98 * Fixed campaign file versioning bug left over from Silent Threat port.
100 * 6 10/23/98 3:51p Dave
101 * Full support for tstrings.tbl and foreign languages. All that remains
102 * is to make it active in Fred.
104 * 5 10/13/98 2:47p Andsager
105 * Remove reference to Tech_shivan_species_avail
107 * 4 10/13/98 9:28a Dave
108 * Started neatening up freespace.h. Many variables renamed and
109 * reorganized. Added AlphaColors.[h,cpp]
111 * 3 10/07/98 6:27p Dave
112 * Globalized mission and campaign file extensions. Removed Silent Threat
113 * special code. Moved \cache \players and \multidata into the \data
116 * 2 10/07/98 10:53a Dave
119 * 1 10/07/98 10:49a Dave
121 * 95 9/10/98 1:17p Dave
122 * Put in code to flag missions and campaigns as being MD or not in Fred
123 * and Freespace. Put in multiplayer support for filtering out MD
124 * missions. Put in multiplayer popups for warning of non-valid missions.
126 * 94 9/01/98 4:25p Dave
127 * Put in total (I think) backwards compatibility between mission disk
128 * freespace and non mission disk freespace, including pilot files and
129 * campaign savefiles.
131 * 93 7/06/98 4:10p Hoffoss
132 * Fixed some bugs that presented themselves when trying to use a pilot
133 * that has a no longer existent campaign active. Also expanded the
134 * campaign load code to actually return a proper error code, instead of
135 * always trapping errors internally and crashing, and always returning 0.
137 * 92 6/17/98 9:30a Allender
138 * fixed red alert replay stats clearing problem
140 * 91 6/01/98 11:43a John
141 * JAS & MK: Classified all strings for localization.
143 * 90 5/25/98 1:29p Allender
144 * end mission sequencing
146 * 89 5/21/98 9:25p Allender
147 * endgame movie always viewable at end of campaign
149 * 88 5/13/98 5:14p Allender
150 * red alert support to go back to previous mission
152 * 87 5/12/98 4:16p Hoffoss
153 * Fixed bug where not all missions in all campaigns were being filtered
154 * out of stand alone mission listing in simulator room.
156 * 86 5/05/98 3:29p Hoffoss
157 * Changed code so description is BEFORE num players in campaign file.
158 * Other code is relying on this ordering.
160 * 85 5/05/98 12:19p Dave
161 * campaign description goes *after* num players
163 * 84 5/04/98 5:52p Comet
164 * Fixed bug with Galatea/Bastion selection when finishing missions.
166 * 83 5/01/98 2:46p Duncan
167 * fix a cfile problem with campaigns related to the new cfile stuff
169 * 82 5/01/98 12:34p John
170 * Added code to force FreeSpace to run in the same dir as exe and made
171 * all the parse error messages a little nicer.
173 * 81 4/30/98 7:01p Duncan
174 * AL: don't allow deletion of campaign files in multiplayer
176 * 80 4/30/98 4:53p John
177 * Restructured and cleaned up cfile code. Added capability to read off
178 * of CD-ROM drive and out of multiple pack files.
188 #include <sys/types.h>
189 #include <sys/stat.h>
200 #include "missioncampaign.h"
201 #include "gamesequence.h"
204 #include "missionload.h"
205 #include "freespace.h"
209 #include "missiongoals.h"
212 #include "techmenu.h"
213 #include "eventmusic.h"
214 #include "alphacolors.h"
215 #include "localize.h"
216 #include "supernova.h"
218 // mission disk stuff
219 #define CAMPAIGN_SAVEFILE_MAX_SHIPS_OLD 75
220 #define CAMPAIGN_SAVEFILE_MAX_WEAPONS_OLD 44
222 #define CAMPAIGN_INITIAL_RELEASE_FILE_VERSION 6
224 // campaign wasn't ended
225 int Campaign_ended_in_mission = 0;
227 // stuff for selecting campaigns. We need to keep both arrays around since we display the
228 // list of campaigns by name, but must load campaigns by filename
229 char *Campaign_names[MAX_CAMPAIGNS];
230 char *Campaign_file_names[MAX_CAMPAIGNS];
233 char *campaign_types[MAX_CAMPAIGN_TYPES] =
242 // modules local variables to deal with getting new ships/weapons available to the player
243 int Num_granted_ships, Num_granted_weapons; // per mission counts of new ships and weapons
244 int Granted_ships[MAX_SHIP_TYPES];
245 int Granted_weapons[MAX_WEAPON_TYPES];
247 // variables to control the UI stuff for loading campaigns
248 LOCAL UI_WINDOW Campaign_window;
249 LOCAL UI_LISTBOX Campaign_listbox;
250 LOCAL UI_BUTTON Campaign_okb, Campaign_cancelb;
255 // variables with deal with the campaign save file
256 #define CAMPAIGN_FILE_VERSION 12
257 //#define CAMPAIGN_FILE_COMPATIBLE_VERSION CAMPAIGN_INITIAL_RELEASE_FILE_VERSION
258 #define CAMPAIGN_FILE_COMPATIBLE_VERSION CAMPAIGN_FILE_VERSION
259 #define CAMPAIGN_FILE_ID 0xbeefcafe
261 // variables with deal with the campaign stats save file
262 #define CAMPAIGN_STATS_FILE_VERSION 1
263 #define CAMPAIGN_STATS_FILE_COMPATIBLE_VERSION 1
264 #define CAMPAIGN_STATS_FILE_ID 0xabbadaad
266 // mission_campaign_get_name returns a string (which is malloced in this routine) of the name
267 // of the given freespace campaign file. In the type field, we return if the campaign is a single
268 // player or multiplayer campaign. The type field will only be valid if the name returned is non-NULL
269 int mission_campaign_get_info(char *filename, char *name, int *type, int *max_players, char **desc)
272 char campaign_type[NAME_LENGTH], fname[MAX_FILENAME_LEN];
274 Assert( name != NULL );
275 Assert( type != NULL );
280 strcpy(fname, filename);
281 if ((strlen(fname) < 4) || stricmp(fname + strlen(fname) - 4, FS_CAMPAIGN_FILE_EXT)){
282 strcat(fname, FS_CAMPAIGN_FILE_EXT);
285 Assert(strlen(fname) < MAX_FILENAME_LEN);
287 if ((rval = setjmp(parse_abort)) != 0) {
289 // close localization
295 Error(LOCATION, "Error parsing '%s'\r\nError code = %i.\r\n", fname, rval);
298 read_file_text( fname );
300 required_string("$Name:");
302 stuff_string( name, F_NAME, NULL );
303 if ( name == NULL ) {
305 nprintf(("Warning", "No name found for campaign file %s\n", filename));
307 // close localization
313 required_string( "$Type:" );
314 stuff_string( campaign_type, F_NAME, NULL );
317 for (i=0; i<MAX_CAMPAIGN_TYPES; i++) {
318 if ( !stricmp(campaign_type, campaign_types[i]) ) {
325 if (optional_string("+Description:")) {
326 *desc = stuff_and_malloc_string(F_MULTITEXT, NULL, MISSION_DESC_LENGTH);
330 // if this is a multiplayer campaign, get the max players
332 skip_to_string("+Num Players:");
333 stuff_int(max_players);
336 // if we found a valid campaign type
338 // close localization
345 Int3(); // get Allender -- incorrect type found
347 // close localization
353 // parses campaign and returns a list of missions in it. Returns number of missions added to
354 // the 'list', and up to 'max' missions may be added to 'list'. Returns negative on error.
356 int mission_campaign_get_mission_list(char *filename, char **list, int max)
358 int rval, i, num = 0;
359 char name[NAME_LENGTH];
361 filename = cf_add_ext(filename, FS_CAMPAIGN_FILE_EXT);
363 // read the mission file and get the list of mission filenames
364 if ((rval = setjmp(parse_abort)) != 0) {
365 // since we can't return count of allocated elements, free them instead
366 for (i=0; i<num; i++)
372 read_file_text(filename);
375 while (skip_to_string("$Mission:") > 0) {
376 stuff_string(name, F_NAME, NULL);
378 list[num++] = strdup(name);
385 void mission_campaign_maybe_add( char *filename, int multiplayer )
387 char name[NAME_LENGTH];
388 int type,max_players;
390 if ( mission_campaign_get_info( filename, name, &type, &max_players) ) {
391 if ( !multiplayer && ( type == CAMPAIGN_TYPE_SINGLE) ) {
392 Campaign_names[Num_campaigns] = strdup(name);
393 Campaign_file_names[Num_campaigns] = strdup(filename);
399 // mission_campaign_build_list() builds up the list of campaigns that the user might
400 // be able to pick from. It uses the multiplayer flag to tell if we should display a list
401 // of single or multiplayer campaigns. This routine sets the Num_campaigns and Campaign_names
403 void mission_campaign_build_list( int multiplayer )
411 mission_campaign_maybe_add( BUILTIN_CAMPAIGN, multiplayer);
413 strcpy(wild_card, "Data/Missions");
415 dirp = opendir(wild_card);
417 while ((dir = readdir(dirp)) != NULL) {
418 if ( Num_campaigns >= MAX_CAMPAIGNS )
421 if (fnmatch("*"FS_CAMPAIGN_FILE_EXT, dir->d_name, 0) == 0) {
422 if (stricmp(dir->d_name, BUILTIN_CAMPAIGN) == 0)
426 snprintf(fn, MAX_PATH-1, "%s/%s", wild_card, dir->d_name);
430 if (stat(fn, &buf) == -1) {
434 if (!S_ISREG(buf.st_mode)) {
438 mission_campaign_maybe_add(dir->d_name, multiplayer);
449 mission_campaign_maybe_add( BUILTIN_CAMPAIGN, multiplayer);
451 memset(wild_card, 0, 256);
452 strcpy(wild_card, NOX("data\\missions\\*"));
453 strcat(wild_card, FS_CAMPAIGN_FILE_EXT);
454 find_handle = _findfirst( wild_card, &find );
455 if( find_handle != -1 ) {
456 if ( !(find.attrib & _A_SUBDIR) && stricmp(find.name, BUILTIN_CAMPAIGN) ){
457 mission_campaign_maybe_add( find.name, multiplayer);
460 while( !_findnext( find_handle, &find ) ) {
461 if ( !(find.attrib & _A_SUBDIR) && stricmp(find.name, BUILTIN_CAMPAIGN) ) {
462 if ( Num_campaigns >= MAX_CAMPAIGNS ){
463 //MessageBox( -2,-2, 1, "Only the first 300 files will be displayed.", "Ok" );
466 mission_campaign_maybe_add( find.name, multiplayer);
474 // gets optional ship/weapon information
475 void mission_campaign_get_sw_info()
477 int i, count, ship_list[MAX_SHIP_TYPES], weapon_list[MAX_WEAPON_TYPES];
479 // set allowable ships to the SIF_PLAYER_SHIPs
480 memset( Campaign.ships_allowed, 0, sizeof(Campaign.ships_allowed) );
481 for (i = 0; i < MAX_SHIP_TYPES; i++ ) {
482 if ( Ship_info[i].flags & SIF_PLAYER_SHIP )
483 Campaign.ships_allowed[i] = 1;
486 for (i = 0; i < MAX_WEAPON_TYPES; i++ )
487 Campaign.weapons_allowed[i] = 1;
489 if ( optional_string("+Starting Ships:") ) {
490 for (i = 0; i < MAX_SHIP_TYPES; i++ )
491 Campaign.ships_allowed[i] = 0;
493 count = stuff_int_list(ship_list, MAX_SHIP_TYPES, SHIP_INFO_TYPE);
495 // now set the array elements stating which ships we are allowed
496 for (i = 0; i < count; i++ ) {
497 if ( Ship_info[ship_list[i]].flags & SIF_PLAYER_SHIP )
498 Campaign.ships_allowed[ship_list[i]] = 1;
502 if ( optional_string("+Starting Weapons:") ) {
503 for (i = 0; i < MAX_WEAPON_TYPES; i++ )
504 Campaign.weapons_allowed[i] = 0;
506 count = stuff_int_list(weapon_list, MAX_WEAPON_TYPES, WEAPON_POOL_TYPE);
508 // now set the array elements stating which ships we are allowed
509 for (i = 0; i < count; i++ )
510 Campaign.weapons_allowed[weapon_list[i]] = 1;
514 // mission_campaign_load starts a new campaign. It reads in the mission information in the campaign file
515 // It also sets up all variables needed inside of the game to deal with starting mission numbers, etc
517 // Note: Due to difficulties in generalizing this function, parts of it are duplicated throughout
518 // this file. If you change the format of the campaign file, you should be sure these related
519 // functions work properly and update them if it breaks them.
520 int mission_campaign_load( char *filename, int load_savefile )
523 char name[NAME_LENGTH], type[NAME_LENGTH];
525 filename = cf_add_ext(filename, FS_CAMPAIGN_FILE_EXT);
530 // read the mission file and get the list of mission filenames
531 if ((rval = setjmp(parse_abort)) != 0) {
532 mprintf(("Error parsing '%s'\r\nError code = %i.\r\n", filename, rval));
534 // close localization
537 return CAMPAIGN_ERROR_CORRUPT;
540 // be sure to remove all old malloced strings of Mission_names
541 // we must also free any goal stuff that was from a previous campaign
542 // this also frees sexpressions so the next call to init_sexp will be able to reclaim
543 // nodes previously used by another campaign.
544 mission_campaign_close();
546 strcpy( Campaign.filename, filename );
548 // only initialize the sexpression stuff when Fred isn't running. It'll screw things up major
550 if ( !Fred_running ){
551 init_sexp(); // must initialize the sexpression stuff
554 read_file_text( filename );
556 memset( &Campaign, 0, sizeof(Campaign) );
558 // copy filename to campaign structure minus the extension
559 len = strlen(filename) - 4;
560 Assert(len < MAX_FILENAME_LEN);
561 strncpy(Campaign.filename, filename, len);
562 Campaign.filename[len] = 0;
564 required_string("$Name:");
565 stuff_string( name, F_NAME, NULL );
567 //Store campaign name in the global struct
568 strcpy( Campaign.name, name );
570 required_string( "$Type:" );
571 stuff_string( type, F_NAME, NULL );
573 for (i = 0; i < MAX_CAMPAIGN_TYPES; i++ ) {
574 if ( !stricmp(type, campaign_types[i]) ) {
580 if ( i == MAX_CAMPAIGN_TYPES )
581 Error(LOCATION, "Unknown campaign type %s!", type);
583 Campaign.desc = NULL;
584 if (optional_string("+Description:"))
585 Campaign.desc = stuff_and_malloc_string(F_MULTITEXT, NULL, MISSION_DESC_LENGTH);
587 // if the type is multiplayer -- get the number of players
588 Campaign.num_players = 0;
589 if ( Campaign.type != CAMPAIGN_TYPE_SINGLE) {
590 required_string("+Num players:");
591 stuff_int( &(Campaign.num_players) );
594 // parse the optional ship/weapon information
595 mission_campaign_get_sw_info();
597 // parse the mission file and actually read in the mission stuff
598 Campaign.num_missions = 0;
599 while ( required_string_either("#End", "$Mission:") ) {
602 required_string("$Mission:");
603 stuff_string(name, F_NAME, NULL);
604 cm = &Campaign.missions[Campaign.num_missions];
605 cm->name = strdup(name);
607 cm->briefing_cutscene[0] = 0;
608 if ( optional_string("+Briefing Cutscene:") )
609 stuff_string( cm->briefing_cutscene, F_NAME, NULL );
612 if (optional_string("+Flags:"))
613 stuff_int(&cm->flags);
616 if ( optional_string("+Formula:") ) {
617 cm->formula = get_sexp_main();
618 if ( !Fred_running ) {
619 Assert ( cm->formula != -1 );
620 sexp_mark_persistent( cm->formula );
623 if ( cm->formula == -1 ){
624 // close localization
627 return CAMPAIGN_ERROR_SEXP_EXHAUSTED;
632 // Do misison looping stuff
633 cm->has_mission_loop = 0;
634 if ( optional_string("+Mission Loop:") ) {
635 cm->has_mission_loop = 1;
638 cm->mission_loop_desc = NULL;
639 if ( optional_string("+Mission Loop Text:")) {
640 cm->mission_loop_desc = stuff_and_malloc_string(F_MULTITEXT, NULL, MISSION_DESC_LENGTH);
643 cm->mission_loop_brief_anim = NULL;
644 if ( optional_string("+Mission Loop Brief Anim:")) {
645 cm->mission_loop_brief_anim = stuff_and_malloc_string(F_MULTITEXT, NULL, MAX_FILENAME_LEN);
648 cm->mission_loop_brief_sound = NULL;
649 if ( optional_string("+Mission Loop Brief Sound:")) {
650 cm->mission_loop_brief_sound = stuff_and_malloc_string(F_MULTITEXT, NULL, MAX_FILENAME_LEN);
653 cm->mission_loop_formula = -1;
654 if ( optional_string("+Formula:") ) {
655 cm->mission_loop_formula = get_sexp_main();
656 if ( !Fred_running ) {
657 Assert ( cm->mission_loop_formula != -1 );
658 sexp_mark_persistent( cm->mission_loop_formula );
661 if ( cm->mission_loop_formula == -1 ){
662 // close localization
665 return CAMPAIGN_ERROR_SEXP_EXHAUSTED;
670 if (optional_string("+Level:")) {
671 stuff_int( &cm->level );
672 if ( cm->level == 0 ) // check if the top (root) of the whole tree
673 Campaign.next_mission = Campaign.num_missions;
676 Campaign.realign_required = 1;
678 if (optional_string("+Position:"))
679 stuff_int( &cm->pos );
681 Campaign.realign_required = 1;
695 Campaign.num_missions++;
699 // set up the other variables for the campaign stuff. After initializing, we must try and load
700 // the campaign save file for this player. Since all campaign loads go through this routine, I
701 // think this place should be the only necessary place to load the campaign save stuff. The campaign
702 // save file will get written when a mission has ended by player choice.
703 Campaign.next_mission = 0;
704 Campaign.prev_mission = -1;
705 Campaign.current_mission = -1;
707 // loading the campaign will get us to the current and next mission that the player must fly
708 // plus load all of the old goals that future missions might rely on.
709 if (!Fred_running && load_savefile && (Campaign.type == CAMPAIGN_TYPE_SINGLE)) {
710 mission_campaign_savefile_load(Campaign.filename);
713 // close localization
719 // mission_campaign_load_by_name() loads up a freespace campaign given the filename. This routine
720 // is used to load up campaigns when a pilot file is loaded. Generally, the
721 // filename will probably be the freespace campaign file, but not necessarily.
722 int mission_campaign_load_by_name( char *filename )
724 char name[NAME_LENGTH],test[5];
725 int type,max_players;
727 // make sure to tack on .fsc on the end if its not there already
728 if(strlen(filename) > 0){
729 if(strlen(filename) > 4){
730 strcpy(test,filename+(strlen(filename)-4));
731 if(strcmp(test, FS_CAMPAIGN_FILE_EXT)!=0){
732 strcat(filename, FS_CAMPAIGN_FILE_EXT);
735 strcat(filename, FS_CAMPAIGN_FILE_EXT);
738 Error(LOCATION,"Tried to load campaign file with illegal length/extension!");
741 if (!mission_campaign_get_info(filename, name, &type, &max_players)){
746 Campaign_file_names[Num_campaigns] = filename;
747 Campaign_names[Num_campaigns] = name;
749 mission_campaign_load(filename);
753 int mission_campaign_load_by_name_csfe( char *filename, char *callsign )
755 Game_mode |= GM_NORMAL;
756 strcpy(Player->callsign, callsign);
757 return mission_campaign_load_by_name( filename);
761 // mission_campaign_init initializes some variables then loads the default Freespace single player campaign.
762 void mission_campaign_init()
764 memset(&Campaign, 0, sizeof(Campaign) );
767 // Fill in the root of the campaign save filename
768 void mission_campaign_savefile_generate_root(char *filename)
770 char base[_MAX_FNAME];
772 Assert ( strlen(Campaign.filename) != 0 );
774 // build up the filename for the save file. There could be a problem with filename length,
775 // but this problem can get fixed in several ways -- ignore the problem for now though.
776 _splitpath( Campaign.filename, NULL, NULL, base, NULL );
777 Assert ( (strlen(base) + strlen(Player->callsign) + 1) < _MAX_FNAME );
779 sprintf( filename, NOX("%s.%s."), Player->callsign, base );
782 // mission_campaign_savefile_save saves the state of the campaign. This function will probably always be called
783 // then the player is done flying a mission in the campaign path. It will save the missions played, the
784 // state of the goals, etc.
786 int mission_campaign_savefile_save()
788 char filename[_MAX_FNAME];
790 int i,j, mission_count;
792 memset(filename, 0, _MAX_FNAME);
793 mission_campaign_savefile_generate_root(filename);
795 // name the file differently depending on whether we're in single player or multiplayer mode
796 // single player : *.csg
797 strcat( filename, NOX("csg"));
799 fp = cfopen(filename,"wb", CFILE_NORMAL, CF_TYPE_SINGLE_PLAYERS);
804 // Write out campaign file info
805 cfwrite_int( CAMPAIGN_FILE_ID,fp );
806 cfwrite_int( CAMPAIGN_FILE_VERSION,fp );
808 // put in the file signature (single or multiplayer campaign) - see MissionCampaign.h for the #defines
809 cfwrite_int( CAMPAIGN_SINGLE_PLAYER_SIG, fp );
811 // do we need to write out the filename of the campaign?
812 cfwrite_string_len( Campaign.filename, fp );
813 cfwrite_int( Campaign.prev_mission, fp );
814 cfwrite_int( Campaign.next_mission, fp );
815 cfwrite_int( Campaign.loop_reentry, fp );
816 cfwrite_int( Campaign.loop_enabled, fp );
818 // write out the information for ships/weapons which this player is allowed to use
819 cfwrite_int(Num_ship_types, fp);
820 cfwrite_int(Num_weapon_types, fp);
821 for ( i = 0; i < Num_ship_types; i++ ){
822 cfwrite_char( Campaign.ships_allowed[i], fp );
825 for ( i = 0; i < Num_weapon_types; i++ ){
826 cfwrite_char( Campaign.weapons_allowed[i], fp );
829 // write out the completed mission matrix. Used to tell which missions the player
830 // can replay in the simulator. Also, each completed mission contains a list of the goals
831 // that were in the mission along with the goal completion status.
832 cfwrite_int( Campaign.num_missions_completed, fp );
833 for (i = 0; i < MAX_CAMPAIGN_MISSIONS; i++ ) {
834 if ( Campaign.missions[i].completed ) {
835 cfwrite_int( i, fp );
836 cfwrite_int( Campaign.missions[i].num_goals, fp );
837 for ( j = 0; j < Campaign.missions[i].num_goals; j++ ) {
838 cfwrite_string_len( Campaign.missions[i].goals[j].name, fp );
839 cfwrite_char( Campaign.missions[i].goals[j].status, fp );
841 cfwrite_int( Campaign.missions[i].num_events, fp );
842 for ( j = 0; j < Campaign.missions[i].num_events; j++ ) {
843 cfwrite_string_len( Campaign.missions[i].events[j].name, fp );
844 cfwrite_char( Campaign.missions[i].events[j].status, fp );
848 cfwrite_int(Campaign.missions[i].flags, fp);
855 // ugh! due to horrible bug, the stats saved at the end of every level were not written
856 // out to disk. Write out a seperate file to do this. We will only read it in if we actually
858 memset(filename, 0, _MAX_FNAME);
859 mission_campaign_savefile_generate_root(filename);
861 // name the file differently depending on whether we're in single player or multiplayer mode
862 // single player : *.csg
863 strcat( filename, NOX("css"));
865 fp = cfopen(filename,"wb", CFILE_NORMAL, CF_TYPE_SINGLE_PLAYERS);
870 // Write out campaign file info
871 cfwrite_int( CAMPAIGN_STATS_FILE_ID,fp );
872 cfwrite_int( CAMPAIGN_STATS_FILE_VERSION,fp );
874 // determine how many missions we are saving -- I think that this method is safer than the method
875 // I used for release
877 for ( i = 0; i < Campaign.num_missions; i++ ) {
878 if ( Campaign.missions[i].completed ) {
883 // write out the stats information to disk.
884 cfwrite_int( mission_count, fp );
885 for (i = 0; i < Campaign.num_missions; i++ ) {
886 if ( Campaign.missions[i].completed ) {
887 cfwrite_int( i, fp );
888 cfwrite( &Campaign.missions[i].stats, sizeof(scoring_struct), 1, fp );
897 // The following function always only ever ever ever called by CSFE!!!!!
898 int campaign_savefile_save(char *pname)
900 if (Campaign.type == CAMPAIGN_TYPE_SINGLE)
901 Game_mode &= ~GM_MULTIPLAYER;
903 Game_mode |= GM_MULTIPLAYER;
905 strcpy(Player->callsign, pname);
906 //memcpy(&Campaign, camp, sizeof(campaign));
907 return mission_campaign_savefile_save();
911 // the below two functions is internal to this module. It is here so that I can group the save/load
912 // functions together.
915 // mission_campaign_savefile_delete deletes any save file in the players directory for the given
917 void mission_campaign_savefile_delete( char *cfilename, int is_multi )
919 char filename[_MAX_FNAME], base[_MAX_FNAME];
921 _splitpath( cfilename, NULL, NULL, base, NULL );
923 if ( Player->flags & PLAYER_FLAGS_IS_MULTI ) {
924 return; // no such thing as a multiplayer campaign savefile
927 sprintf( filename, NOX("%s.%s.csg"), Player->callsign, base );
929 cf_delete( filename, CF_TYPE_SINGLE_PLAYERS );
932 void campaign_delete_save( char *cfn, char *pname)
934 strcpy(Player->callsign, pname);
935 mission_campaign_savefile_delete(cfn);
938 // next function deletes all the save files for this particular pilot. Just call cfile function
939 // which will delete multiple files
940 // Player_select_mode tells us whether we are deleting single or multiplayer files
941 void mission_campaign_delete_all_savefiles( char *pilot_name, int is_multi )
943 int dir_type, num_files, i;
944 char *names[MAX_CAMPAIGNS], spec[MAX_FILENAME_LEN + 2], *ext;
946 int (*filter_save)(char *filename);
949 return; // can't have multiplayer campaign save files
953 dir_type = CF_TYPE_SINGLE_PLAYERS;
955 sprintf(spec, NOX("%s.*%s"), pilot_name, ext);
957 // HACK HACK HACK HACK!!!! cf_get_file_list is not reentrant. Pretty dumb because it should
958 // be. I have to save any file filters
959 filter_save = Get_file_list_filter;
960 Get_file_list_filter = NULL;
961 num_files = cf_get_file_list(MAX_CAMPAIGNS, names, dir_type, spec);
962 Get_file_list_filter = filter_save;
964 for (i=0; i<num_files; i++) {
965 strcpy(filename, names[i]);
966 strcat(filename, ext);
967 cf_delete(filename, dir_type);
972 // mission_campaign_savefile_load takes a filename of a campaign file as a parameter and loads all
973 // of the information stored in the campaign file.
974 void mission_campaign_savefile_load( char *cfilename )
976 char filename[_MAX_FNAME], base[_MAX_FNAME];
977 int id, version, i, num, j, num_stats_blocks;
981 Assert ( strlen(cfilename) != 0 );
983 // probably only called from single player games anymore!!! should be anyway
984 Assert( Game_mode & GM_NORMAL ); // get allender or DaveB. trying to save campaign in multiplayer
986 // build up the filename for the save file. There could be a problem with filename length,
987 // but this problem can get fixed in several ways -- ignore the problem for now though.
988 _splitpath( cfilename, NULL, NULL, base, NULL );
989 Assert ( (strlen(base) + strlen(Player->callsign) + 1) < _MAX_FNAME );
991 if(Game_mode & GM_MULTIPLAYER)
992 sprintf( filename, NOX("%s.%s.msg"), Player->callsign, base );
994 sprintf( filename, NOX("%s.%s.csg"), Player->callsign, base );
996 fp = cfopen(filename, "rb", CFILE_NORMAL, CF_TYPE_SINGLE_PLAYERS );
1000 id = cfread_int( fp );
1001 if ( id != CAMPAIGN_FILE_ID ) {
1002 Warning(LOCATION, "Campaign save file has invalid signature");
1007 version = cfread_int( fp );
1008 if ( version < CAMPAIGN_FILE_COMPATIBLE_VERSION ) {
1009 Warning(LOCATION, "Campaign save file too old -- not compatible. Deleting file.\nYou can continue from here without trouble\n\n");
1011 cf_delete( filename, CF_TYPE_SINGLE_PLAYERS );
1015 // verify that we are loading the correct type of campaign file for the mode that we are in.
1017 type_sig = cfread_int( fp );
1019 type_sig = CAMPAIGN_SINGLE_PLAYER_SIG;
1021 Assert( ((Game_mode & GM_MULTIPLAYER) && (type_sig==CAMPAIGN_MULTI_PLAYER_SIG)) || (!(Game_mode & GM_MULTIPLAYER) && (type_sig==CAMPAIGN_SINGLE_PLAYER_SIG)) );
1023 Campaign.type = type_sig == CAMPAIGN_SINGLE_PLAYER_SIG ? CAMPAIGN_TYPE_SINGLE : CAMPAIGN_TYPE_MULTI_COOP;
1025 // read in the filename of the campaign and compare the filenames to be sure that
1026 // we are reading data that really belongs to this campaign. I think that this check
1028 cfread_string_len( filename, _MAX_FNAME, fp );
1029 /*if ( stricmp( filename, cfilename) ) { // Used to be !stricmp. How did this ever work? --MK, 11/9/97
1030 Warning(LOCATION, "Campaign save file appears corrupt because of mismatching filenames.");
1035 Campaign.prev_mission = cfread_int( fp );
1036 Campaign.next_mission = cfread_int( fp );
1037 Campaign.loop_reentry = cfread_int( fp );
1038 Campaign.loop_enabled = cfread_int( fp );
1040 // load information about ships/weapons allowed
1041 int ship_count, weapon_count;
1043 // if earlier than mission disk version, use old MAX_SHIP_TYPES, otherwise read from the file
1044 if(version <= CAMPAIGN_INITIAL_RELEASE_FILE_VERSION){
1045 ship_count = CAMPAIGN_SAVEFILE_MAX_SHIPS_OLD;
1046 weapon_count = CAMPAIGN_SAVEFILE_MAX_WEAPONS_OLD;
1048 ship_count = cfread_int(fp);
1049 weapon_count = cfread_int(fp);
1052 for ( i = 0; i < ship_count; i++ ){
1053 Campaign.ships_allowed[i] = cfread_ubyte( fp );
1056 for ( i = 0; i < weapon_count; i++ ){
1057 Campaign.weapons_allowed[i] = cfread_ubyte( fp );
1060 // read in the completed mission matrix. Used to tell which missions the player
1061 // can replay in the simulator. Also, each completed mission contains a list of the goals
1062 // that were in the mission along with the goal completion status.
1063 Campaign.num_missions_completed = cfread_int( fp );
1064 for (i = 0; i < Campaign.num_missions_completed; i++ ) {
1065 num = cfread_int( fp );
1066 Campaign.missions[num].completed = 1;
1067 Campaign.missions[num].num_goals = cfread_int( fp );
1069 // be sure to malloc out space for the goals stuff, then zero the memory!!! Don't do malloc
1070 // if there are no goals
1071 Campaign.missions[num].goals = (mgoal *)malloc( Campaign.missions[num].num_goals * sizeof(mgoal) );
1072 if ( Campaign.missions[num].num_goals > 0 ) {
1073 memset( Campaign.missions[num].goals, 0, sizeof(mgoal) * Campaign.missions[num].num_goals );
1074 Assert( Campaign.missions[num].goals != NULL );
1077 // now read in the goal information for this mission
1078 for ( j = 0; j < Campaign.missions[num].num_goals; j++ ) {
1079 cfread_string_len( Campaign.missions[num].goals[j].name, NAME_LENGTH, fp );
1080 Campaign.missions[num].goals[j].status = cfread_char( fp );
1083 // get the events from the savefile
1084 Campaign.missions[num].num_events = cfread_int( fp );
1086 // be sure to malloc out space for the events stuff, then zero the memory!!! Don't do malloc
1087 // if there are no events
1088 // if (Campaign.missions[num].events < 0)
1089 // Campaign.missions[num].events = 0;
1090 Campaign.missions[num].events = (mevent *)malloc( Campaign.missions[num].num_events * sizeof(mevent) );
1091 if ( Campaign.missions[num].num_events > 0 ) {
1092 memset( Campaign.missions[num].events, 0, sizeof(mevent) * Campaign.missions[num].num_events );
1093 Assert( Campaign.missions[num].events != NULL );
1096 // now read in the event information for this mission
1097 for ( j = 0; j < Campaign.missions[num].num_events; j++ ) {
1098 cfread_string_len( Campaign.missions[num].events[j].name, NAME_LENGTH, fp );
1099 Campaign.missions[num].events[j].status = cfread_char( fp );
1103 Campaign.missions[num].flags = cfread_int(fp);
1109 // now, try and read in the campaign stats saved information. This code was added for the 1.03 patch
1110 // since the stats data was never written out to disk. We try and open the file, and if we cannot find
1111 // it, then simply return
1112 sprintf( filename, NOX("%s.%s.css"), Player->callsign, base );
1114 fp = cfopen(filename, "rb", CFILE_NORMAL, CF_TYPE_SINGLE_PLAYERS );
1118 id = cfread_int( fp );
1119 if ( id != CAMPAIGN_STATS_FILE_ID ) {
1120 Warning(LOCATION, "Campaign stats save file has invalid signature");
1125 version = cfread_int( fp );
1126 if ( version < CAMPAIGN_STATS_FILE_COMPATIBLE_VERSION ) {
1127 Warning(LOCATION, "Campaign save file too old -- not compatible. Deleting file.\nYou can continue from here without trouble\n\n");
1129 cf_delete( filename, CF_TYPE_SINGLE_PLAYERS );
1133 num_stats_blocks = cfread_int( fp );
1134 for (i = 0; i < num_stats_blocks; i++ ) {
1135 num = cfread_int( fp );
1136 cfread( &Campaign.missions[num].stats, sizeof(scoring_struct), 1, fp );
1142 // the following code only ever called by CSFE!!!!
1143 void campaign_savefile_load(char *fname, char *pname)
1145 if (Campaign.type==CAMPAIGN_TYPE_SINGLE) {
1146 Game_mode &= ~GM_MULTIPLAYER;
1147 Game_mode &= GM_NORMAL;
1150 Game_mode |= GM_MULTIPLAYER;
1151 strcpy(Player->callsign, pname);
1152 mission_campaign_savefile_load(fname);
1155 // mission_campaign_next_mission sets up the internal veriables of the campaign
1156 // structure so the player can play the next mission. If there are no more missions
1157 // available in the campaign, this function returns -1, else 0 if the mission was
1159 int mission_campaign_next_mission()
1161 if ( (Campaign.next_mission == -1) || (strlen(Campaign.name) == 0) ) // will be set to -1 when there is no next mission
1164 Campaign.current_mission = Campaign.next_mission;
1165 strncpy( Game_current_mission_filename, Campaign.missions[Campaign.current_mission].name, MAX_FILENAME_LEN );
1167 // check for end of loop.
1168 if (Campaign.current_mission == Campaign.loop_reentry) {
1169 Campaign.loop_enabled = 0;
1172 // reset the number of persistent ships and weapons for the next campaign mission
1173 Num_granted_ships = 0;
1174 Num_granted_weapons = 0;
1178 // mission_campaign_previous_mission() gets called to go to the previous mission in
1179 // the campaign. Used only for Red Alert missions
1180 int mission_campaign_previous_mission()
1182 if ( !(Game_mode & GM_CAMPAIGN_MODE) )
1185 if ( Campaign.prev_mission == -1 )
1188 Campaign.current_mission = Campaign.prev_mission;
1189 Campaign.next_mission = Campaign.current_mission;
1190 Campaign.num_missions_completed--;
1191 Campaign.missions[Campaign.next_mission].completed = 0;
1192 mission_campaign_savefile_save();
1194 // reset the player stats to be the stats from this level
1195 memcpy( &Player->stats, &Campaign.missions[Campaign.current_mission].stats, sizeof(Player->stats) );
1197 strncpy( Game_current_mission_filename, Campaign.missions[Campaign.current_mission].name, MAX_FILENAME_LEN );
1198 Num_granted_ships = 0;
1199 Num_granted_weapons = 0;
1205 // determine what the next mission is after the current one. Because this evaluates an sexp,
1206 // and that could check just about anything, the results are only going to be valid in
1208 // DA 12/09/98 -- To allow for mission loops, need to maintain call with store stats
1209 int mission_campaign_eval_next_mission( int store_stats )
1215 Campaign.next_mission = -1;
1216 cur = Campaign.current_mission;
1217 name = Campaign.missions[cur].name;
1219 mission = &Campaign.missions[cur];
1221 // first we must save the status of the current missions goals in the campaign mission structure.
1222 // After that, we can determine which mission is tagged as the next mission. Finally, we
1223 // can save the campaign save file
1224 // we might have goal and event status if the player replayed a mission
1225 if ( mission->num_goals > 0 ) {
1226 free( mission->goals );
1229 mission->num_goals = Num_goals;
1230 if ( mission->num_goals > 0 ) {
1231 mission->goals = (mgoal *)malloc( sizeof(mgoal) * Num_goals );
1232 Assert( mission->goals != NULL );
1235 // copy the needed info from the Mission_goal struct to our internal structure
1236 for (i = 0; i < Num_goals; i++ ) {
1237 if ( strlen(Mission_goals[i].name) == 0 ) {
1238 char name[NAME_LENGTH];
1240 sprintf(name, NOX("Goal #%d"), i);
1241 //Warning(LOCATION, "Mission goal in mission %s must have a +Name field! using %s for campaign save file\n", mission->name, name);
1242 strcpy( mission->goals[i].name, name);
1244 strcpy( mission->goals[i].name, Mission_goals[i].name );
1245 Assert ( Mission_goals[i].satisfied != GOAL_INCOMPLETE ); // should be true or false at this point!!!
1246 mission->goals[i].status = (char)Mission_goals[i].satisfied;
1249 // do the same thing for events as we did for goals
1250 // we might have goal and event status if the player replayed a mission
1251 if ( mission->num_events > 0 ) {
1252 free( mission->events );
1255 mission->num_events = Num_mission_events;
1256 if ( mission->num_events > 0 ) {
1257 mission->events = (mevent *)malloc( sizeof(mevent) * Num_mission_events );
1258 Assert( mission->events != NULL );
1261 // copy the needed info from the Mission_goal struct to our internal structure
1262 for (i = 0; i < Num_mission_events; i++ ) {
1263 if ( strlen(Mission_events[i].name) == 0 ) {
1264 char name[NAME_LENGTH];
1266 sprintf(name, NOX("Event #%d"), i);
1267 nprintf(("Warning", "Mission goal in mission %s must have a +Name field! using %s for campaign save file\n", mission->name, name));
1268 strcpy( mission->events[i].name, name);
1270 strcpy( mission->events[i].name, Mission_events[i].name );
1272 // getting status for the events is a little different. If the formula value for the event entry
1273 // is -1, then we know the value of the result field will never change. If the formula is
1274 // not -1 (i.e. still being evaluated at mission end time), we will write "incomplete" for the
1276 if ( Mission_events[i].formula == -1 ) {
1277 if ( Mission_events[i].result )
1278 mission->events[i].status = EVENT_SATISFIED;
1280 mission->events[i].status = EVENT_FAILED;
1285 // maybe store the alltime stats which would be current at the end of this mission
1286 if ( store_stats ) {
1287 memcpy( &mission->stats, &Player->stats, sizeof(Player->stats) );
1288 scoring_backout_accept( &mission->stats );
1291 if ( store_stats ) { // second (last) time through, so use choose loop_mission if chosen
1292 if ( Campaign.loop_enabled ) {
1293 Campaign.next_mission = Campaign.loop_mission;
1295 // evaluate next mission (straight path)
1296 if (Campaign.missions[cur].formula != -1) {
1297 flush_sexp_tree(Campaign.missions[cur].formula); // force formula to be re-evaluated
1298 eval_sexp(Campaign.missions[cur].formula); // this should reset Campaign.next_mission to proper value
1303 // evaluate next mission (straight path)
1304 if (Campaign.missions[cur].formula != -1) {
1305 flush_sexp_tree(Campaign.missions[cur].formula); // force formula to be re-evaluated
1306 eval_sexp(Campaign.missions[cur].formula); // this should reset Campaign.next_mission to proper value
1309 // evaluate mission loop mission (if any) so it can be used if chosen
1310 if ( Campaign.missions[cur].has_mission_loop ) {
1311 int copy_next_mission = Campaign.next_mission;
1312 // Set temporarily to -1 so we know if loop formula fails to assign
1313 Campaign.next_mission = -1; // Cannot exit campaign from loop
1314 if (Campaign.missions[cur].mission_loop_formula != -1) {
1315 flush_sexp_tree(Campaign.missions[cur].mission_loop_formula); // force formula to be re-evaluated
1316 eval_sexp(Campaign.missions[cur].mission_loop_formula); // this should reset Campaign.next_mission to proper value
1319 Campaign.loop_mission = Campaign.next_mission;
1320 Campaign.next_mission = copy_next_mission;
1324 if (Campaign.next_mission == -1)
1325 nprintf(("allender", "No next mission to proceed to.\n"));
1327 nprintf(("allender", "Next mission is number %d [%s]\n", Campaign.next_mission, Campaign.missions[Campaign.next_mission].name));
1329 return Campaign.next_mission;
1332 // Evaluate next campaign mission - set as Campaign.next_mission. Also set Campaign.loop_mission
1333 void mission_campaign_eval_next_mission()
1335 Campaign.next_mission = -1;
1336 int cur = Campaign.current_mission;
1338 // evaluate next mission (straight path)
1339 if (Campaign.missions[cur].formula != -1) {
1340 flush_sexp_tree(Campaign.missions[cur].formula); // force formula to be re-evaluated
1341 eval_sexp(Campaign.missions[cur].formula); // this should reset Campaign.next_mission to proper value
1344 // evaluate mission loop mission (if any) so it can be used if chosen
1345 if ( Campaign.missions[cur].has_mission_loop ) {
1346 int copy_next_mission = Campaign.next_mission;
1347 // Set temporarily to -1 so we know if loop formula fails to assign
1348 Campaign.next_mission = -1;
1349 if (Campaign.missions[cur].mission_loop_formula != -1) {
1350 flush_sexp_tree(Campaign.missions[cur].mission_loop_formula); // force formula to be re-evaluated
1351 eval_sexp(Campaign.missions[cur].mission_loop_formula); // this should reset Campaign.next_mission to proper value
1354 Campaign.loop_mission = Campaign.next_mission;
1355 Campaign.next_mission = copy_next_mission;
1358 if (Campaign.next_mission == -1) {
1359 nprintf(("allender", "No next mission to proceed to.\n"));
1361 nprintf(("allender", "Next mission is number %d [%s]\n", Campaign.next_mission, Campaign.missions[Campaign.next_mission].name));
1366 // Store mission's goals and events in Campaign struct
1367 void mission_campaign_store_goals_and_events()
1373 cur = Campaign.current_mission;
1374 name = Campaign.missions[cur].name;
1376 mission = &Campaign.missions[cur];
1378 // first we must save the status of the current missions goals in the campaign mission structure.
1379 // After that, we can determine which mission is tagged as the next mission. Finally, we
1380 // can save the campaign save file
1381 // we might have goal and event status if the player replayed a mission
1382 if ( mission->num_goals > 0 ) {
1383 free( mission->goals );
1386 mission->num_goals = Num_goals;
1387 if ( mission->num_goals > 0 ) {
1388 mission->goals = (mgoal *)malloc( sizeof(mgoal) * Num_goals );
1389 Assert( mission->goals != NULL );
1392 // copy the needed info from the Mission_goal struct to our internal structure
1393 for (i = 0; i < Num_goals; i++ ) {
1394 if ( strlen(Mission_goals[i].name) == 0 ) {
1395 char name[NAME_LENGTH];
1397 sprintf(name, NOX("Goal #%d"), i);
1398 //Warning(LOCATION, "Mission goal in mission %s must have a +Name field! using %s for campaign save file\n", mission->name, name);
1399 strcpy( mission->goals[i].name, name);
1401 strcpy( mission->goals[i].name, Mission_goals[i].name );
1402 Assert ( Mission_goals[i].satisfied != GOAL_INCOMPLETE ); // should be true or false at this point!!!
1403 mission->goals[i].status = (char)Mission_goals[i].satisfied;
1406 // do the same thing for events as we did for goals
1407 // we might have goal and event status if the player replayed a mission
1408 if ( mission->num_events > 0 ) {
1409 free( mission->events );
1412 mission->num_events = Num_mission_events;
1413 if ( mission->num_events > 0 ) {
1414 mission->events = (mevent *)malloc( sizeof(mevent) * Num_mission_events );
1415 Assert( mission->events != NULL );
1418 // copy the needed info from the Mission_goal struct to our internal structure
1419 for (i = 0; i < Num_mission_events; i++ ) {
1420 if ( strlen(Mission_events[i].name) == 0 ) {
1421 char name[NAME_LENGTH];
1423 sprintf(name, NOX("Event #%d"), i);
1424 nprintf(("Warning", "Mission goal in mission %s must have a +Name field! using %s for campaign save file\n", mission->name, name));
1425 strcpy( mission->events[i].name, name);
1427 strcpy( mission->events[i].name, Mission_events[i].name );
1429 // getting status for the events is a little different. If the formula value for the event entry
1430 // is -1, then we know the value of the result field will never change. If the formula is
1431 // not -1 (i.e. still being evaluated at mission end time), we will write "incomplete" for the
1433 if ( Mission_events[i].formula == -1 ) {
1434 if ( Mission_events[i].result )
1435 mission->events[i].status = EVENT_SATISFIED;
1437 mission->events[i].status = EVENT_FAILED;
1443 // this function is called when the player's mission is over. It updates the internal store of goals
1444 // and their status then saves the state of the campaign in the campaign file. This gets called
1445 // after player accepts mission results in debriefing.
1446 void mission_campaign_mission_over()
1451 // I don't think that we should have a record for these -- maybe we might?????? If we do,
1452 // then we should free them
1453 if ( !(Game_mode & GM_CAMPAIGN_MODE) ){
1457 mission_num = Campaign.current_mission;
1458 Assert( mission_num != -1 );
1459 mission = &Campaign.missions[mission_num];
1461 // determine if any ships/weapons were granted this mission
1462 for ( i=0; i<Num_granted_ships; i++ ){
1463 Campaign.ships_allowed[Granted_ships[i]] = 1;
1466 for ( i=0; i<Num_granted_weapons; i++ ){
1467 Campaign.weapons_allowed[Granted_weapons[i]] = 1;
1470 // DKA 12/11/98 - Unneeded already evaluated and stored
1471 // determine what new mission we are moving to.
1472 // mission_campaign_eval_next_mission(1);
1474 // update campaign.mission stats (used to allow backout inRedAlert)
1475 memcpy( &mission->stats, &Player->stats, sizeof(Player->stats) );
1476 if(!(Game_mode & GM_MULTIPLAYER)){
1477 scoring_backout_accept( &mission->stats );
1480 // if we are moving to a new mission, then change our data. If we are staying on the same mission,
1481 // then we don't want to do anything. Remove information about goals/events
1482 if ( Campaign.next_mission != mission_num ) {
1483 Campaign.prev_mission = mission_num;
1484 Campaign.current_mission = -1;
1485 Campaign.num_missions_completed++;
1486 Campaign.missions[mission_num].completed = 1;
1488 // save the scoring values from the previous mission at the start of this mission -- for red alert
1490 // save the state of the campaign in the campaign save file and move to the end_game state
1491 if (Campaign.type == CAMPAIGN_TYPE_SINGLE) {
1492 mission_campaign_savefile_save();
1496 // free up the goals and events which were just malloced. It's kind of like erasing any fact
1497 // that the player played this mission in the campaign.
1498 free( mission->goals );
1499 mission->num_goals = 0;
1501 free( mission->events );
1502 mission->num_events = 0;
1504 Sexp_nodes[mission->formula].value = SEXP_UNKNOWN;
1508 if (Campaign.missions[Campaign.next_mission].flags & CMISSION_FLAG_BASTION){
1509 Player->on_bastion = 1;
1511 Player->on_bastion = 0;
1514 mission_campaign_next_mission(); // sets up whatever needs to be set to actually play next mission
1517 // called when the game closes -- to get rid of memory errors for Bounds checker
1518 void mission_campaign_close()
1523 free(Campaign.desc);
1525 // be sure to remove all old malloced strings of Mission_names
1526 // we must also free any goal stuff that was from a previous campaign
1527 for ( i=0; i<Campaign.num_missions; i++ ) {
1528 if ( Campaign.missions[i].name ){
1529 free(Campaign.missions[i].name);
1532 if (Campaign.missions[i].notes){
1533 free(Campaign.missions[i].notes);
1536 if ( Campaign.missions[i].num_goals > 0 ){
1537 free ( Campaign.missions[i].goals );
1540 if ( Campaign.missions[i].num_events > 0 ){
1541 free ( Campaign.missions[i].events );
1544 if ( !Fred_running ){
1545 sexp_unmark_persistent(Campaign.missions[i].formula); // free any sexpression nodes used by campaign.
1548 Campaign.missions[i].num_goals = 0;
1549 Campaign.missions[i].num_events = 0;
1553 // extract the mission filenames for a campaign.
1555 // filename => name of campaign file
1556 // dest => storage for the mission filename, must be already allocated
1557 // num => output parameter for the number of mission filenames in the campaign
1559 // note that dest should allocate at least dest[MAX_CAMPAIGN_MISSIONS][NAME_LENGTH]
1560 int mission_campaign_get_filenames(char *filename, char dest[][NAME_LENGTH], int *num)
1564 // read the mission file and get the list of mission filenames
1565 if ((rval = setjmp(parse_abort)) != 0) {
1569 read_file_text(filename);
1570 Assert(strlen(filename) < MAX_FILENAME_LEN - 1); // make sure no overflow
1573 required_string("$Name:");
1574 advance_to_eoln(NULL);
1576 required_string( "$Type:" );
1577 advance_to_eoln(NULL);
1579 // parse the mission file and actually read in the mission stuff
1581 while ( skip_to_string("$Mission:") == 1 ) {
1582 stuff_string(dest[*num], F_NAME, NULL);
1590 // function to read the goals and events from a mission in a campaign file and store that information
1591 // in the campaign structure for use in the campaign editor, error checking, etc
1592 void read_mission_goal_list(int num)
1594 char *filename, notes[NOTES_LENGTH], goals[MAX_GOALS][NAME_LENGTH];
1595 char events[MAX_MISSION_EVENTS][NAME_LENGTH];
1596 int i, z, r, event_count, count = 0;
1598 filename = Campaign.missions[num].name;
1599 if ((r = setjmp(parse_abort))>0) {
1600 Warning(LOCATION, "Error reading \"%s\" (code = %d)", filename, r);
1604 // open localization
1607 read_file_text(filename);
1610 // first, read the mission notes for this mission. Used in campaign editor
1611 if (skip_to_string("#Mission Info")) {
1612 if (skip_to_string("$Notes:")) {
1613 stuff_string(notes, F_NOTES, NULL);
1614 if (Campaign.missions[num].notes){
1615 free(Campaign.missions[num].notes);
1618 Campaign.missions[num].notes = (char *) malloc(strlen(notes) + 1);
1619 strcpy(Campaign.missions[num].notes, notes);
1624 // skip to events section in the mission file. Events come before goals, so we process them first
1625 if ( skip_to_string("#Events") ) {
1627 if (skip_to_string("$Formula:", "#Goals") != 1){
1631 z = skip_to_string("+Name:", "$Formula:");
1637 stuff_string(events[event_count], F_NAME, NULL);
1639 sprintf(events[event_count], NOX("Event #%d"), event_count + 1);
1643 Assert(event_count < MAX_MISSION_EVENTS);
1648 if (skip_to_string("#Goals")) {
1650 if (skip_to_string("$Type:", "#End") != 1){
1654 z = skip_to_string("+Name:", "$Type:");
1660 stuff_string(goals[count], F_NAME, NULL);
1662 sprintf(goals[count], NOX("Goal #%d"), count + 1);
1666 Assert(count < MAX_GOALS);
1670 Campaign.missions[num].num_goals = count;
1672 Campaign.missions[num].goals = (mgoal *) malloc(count * sizeof(mgoal));
1673 Assert(Campaign.missions[num].goals); // make sure we got the memory
1674 memset(Campaign.missions[num].goals, 0, count * sizeof(mgoal));
1676 for (i=0; i<count; i++){
1677 strcpy(Campaign.missions[num].goals[i].name, goals[i]);
1681 Campaign.missions[num].num_events = event_count;
1683 Campaign.missions[num].events = (mevent *)malloc(event_count * sizeof(mevent));
1684 Assert ( Campaign.missions[num].events );
1685 memset(Campaign.missions[num].events, 0, event_count * sizeof(mevent));
1687 for (i = 0; i < event_count; i++ ){
1688 strcpy(Campaign.missions[num].events[i].name, events[i]);
1692 // close localization
1696 // function to return index into Campaign's list of missions of the mission with the given
1697 // filename. This function tried to be a little smart about filename looking for the .fsm
1698 // extension since filenames are stored with the extension in the campaign file. Returns
1699 // index of mission in campaign structure. -1 if mission name not found.
1700 int mission_campaign_find_mission( char *name )
1703 char realname[_MAX_PATH];
1705 // look for an extension on the file. If no extension, add default ".fsm" onto the
1706 // end of the filename
1707 strcpy(realname, name );
1708 if ( strchr(name, '.') == NULL ){
1709 sprintf(realname, NOX("%s%s"), name, FS_MISSION_FILE_EXT );
1712 for (i = 0; i < Campaign.num_missions; i++ ) {
1713 if ( !stricmp(realname, Campaign.missions[i].name) ){
1721 void mission_campaign_maybe_play_movie(int type)
1726 // only support pre mission movies for now.
1727 Assert ( type == CAMPAIGN_MOVIE_PRE_MISSION );
1729 if ( !(Game_mode & GM_CAMPAIGN_MODE) )
1732 mission = Campaign.current_mission;
1733 Assert( mission != -1 );
1735 // get a possible filename for a movie to play.
1738 case CAMPAIGN_MOVIE_PRE_MISSION:
1739 if ( strlen(Campaign.missions[mission].briefing_cutscene) )
1740 filename = Campaign.missions[mission].briefing_cutscene;
1748 // no filename, no movie!
1752 movie_play( filename );
1755 // return nonzero if the passed filename is a multiplayer campaign, 0 otherwise
1756 int mission_campaign_parse_is_multi(char *filename, char *name)
1761 read_file_text( filename );
1764 required_string("$Name:");
1765 stuff_string( temp, F_NAME, NULL );
1767 strcpy( name, temp );
1769 required_string( "$Type:" );
1770 stuff_string( temp, F_NAME, NULL );
1772 for (i = 0; i < MAX_CAMPAIGN_TYPES; i++ ) {
1773 if ( !stricmp(temp, campaign_types[i]) ) {
1778 Error(LOCATION, "Unknown campaign type %s", temp );
1782 // functions to save persistent information during a mission -- which then might or might not get
1783 // saved out when the mission is over depending on whether player replays mission or commits.
1784 void mission_campaign_save_persistent( int type, int sindex )
1786 // based on the type of information, save it off for possible saving into the campsign
1787 // savefile when the mission is over
1788 if ( type == CAMPAIGN_PERSISTENT_SHIP ) {
1789 Assert( Num_granted_ships < MAX_SHIP_TYPES );
1790 Granted_ships[Num_granted_ships] = sindex;
1791 Num_granted_ships++;
1792 } else if ( type == CAMPAIGN_PERSISTENT_WEAPON ) {
1793 Assert( Num_granted_weapons < MAX_WEAPON_TYPES );
1794 Granted_weapons[Num_granted_weapons] = sindex;
1795 Num_granted_weapons++;
1800 // returns 0: loaded, !0: error
1801 int mission_load_up_campaign()
1803 if (strlen(Player->current_campaign))
1804 return mission_campaign_load(Player->current_campaign);
1806 return mission_campaign_load(BUILTIN_CAMPAIGN);
1809 // for end of campaign in the single player game. Called when the end of campaign state is
1810 // entered, which is triggered when the end-campaign sexpression is hit
1812 void mission_campaign_end_init()
1814 // no need to do any initialization.
1817 void mission_campaign_end_do()
1820 event_music_level_close();
1821 mission_goal_fail_incomplete();
1822 scoring_level_close();
1823 mission_campaign_mission_over();
1825 // eventually we'll want to play one of two options (good ending or bad ending)
1826 // did the supernova blow?
1827 if(Supernova_status == SUPERNOVA_HIT){
1828 movie_play_two("endpart1.mve", "endprt2b.mve"); // good ending
1830 movie_play_two("endpart1.mve", "endprt2a.mve"); // good ending
1834 gameseq_post_event( GS_EVENT_END_DEMO );
1836 gameseq_post_event( GS_EVENT_MAIN_MENU );
1840 void mission_campaign_end_close()
1842 // nothing to do here.
1846 // skip to the next mission in the campaign
1847 // this also posts the state change by default. pass 0 to override that
1848 void mission_campaign_skip_to_next(int start_game)
1850 // mark all goals/events complete
1851 // these do not really matter, since is-previous-event-* and is-previous-goal-* sexps check
1852 // to see if the mission was skipped, and use defaults accordingly.
1853 mission_goal_mark_objectives_complete();
1854 mission_goal_mark_events_complete();
1856 // mark mission as skipped
1857 Campaign.missions[Campaign.current_mission].flags |= CMISSION_FLAG_SKIPPED;
1860 mission_campaign_store_goals_and_events();
1862 // now set the next mission
1863 mission_campaign_eval_next_mission();
1865 // clear out relevant player vars
1866 Player->failures_this_session = 0;
1867 Player->show_skip_popup = 1;
1870 // proceed to next mission or main hall
1871 if ((Campaign.missions[Campaign.current_mission].has_mission_loop) && (Campaign.loop_mission != -1)) {
1872 // go to loop solicitation
1873 gameseq_post_event(GS_EVENT_LOOP_BRIEF);
1875 // closes out mission stuff, sets up next one
1876 mission_campaign_mission_over();
1878 if ( Campaign.next_mission == -1 ) {
1879 // go to main hall, tha campaign is over!
1880 gameseq_post_event(GS_EVENT_MAIN_MENU);
1882 // go to next mission
1883 gameseq_post_event(GS_EVENT_START_GAME);
1890 // breaks your ass out of the loop
1891 // this also posts the state change
1892 void mission_campaign_exit_loop()
1894 // set campaign to loop reentry point
1895 Campaign.next_mission = Campaign.loop_reentry;
1896 Campaign.current_mission = -1;
1897 Campaign.loop_enabled = 0;
1899 // set things up for next mission
1900 mission_campaign_next_mission();
1901 gameseq_post_event(GS_EVENT_START_GAME);
1905 // used for jumping to a particular campaign mission
1906 // all pvs missions marked skipped
1907 // this relies on correct mission ordering in the campaign file
1908 void mission_campaign_jump_to_mission(char *name)
1913 // load in the campaign junk
1914 mission_load_up_campaign();
1916 // tack the .fs2 onto the input name
1917 strcpy(dest_name, name);
1918 strcat(name, ".fs2");
1920 // search for our mission
1921 for (i=0; i<Campaign.num_missions; i++) {
1922 if ((Campaign.missions[i].name != NULL) && !stricmp(Campaign.missions[i].name, name) ) {
1923 Campaign.next_mission = i;
1924 Campaign.prev_mission = i-1;
1925 mission_campaign_next_mission();
1926 Game_mode |= GM_CAMPAIGN_MODE;
1927 gameseq_post_event(GS_EVENT_START_GAME);
1930 Campaign.missions[i].flags |= CMISSION_FLAG_SKIPPED;
1931 Campaign.num_missions_completed = i;
1935 // if we got here, no match was found
1936 // restart the campaign
1937 mission_campaign_savefile_delete(Campaign.filename);
1938 mission_campaign_load(Campaign.filename);