Files
Goober5000 0d56bb9999 restore retail behavior of chaining to repeating events
To avoid changing behavior of existing mods, simulate the retail behavior unless the bugfix is explicitly activated.  The buggy retail behavior is to evaluate a chained event, not skip it, if the event is repeating, regardless of whether the repeat timestamp has elapsed.
2023-01-03 01:37:18 -05:00

1542 lines
46 KiB
C++

/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
#include "debugconsole/console.h"
#include "freespace.h"
#include "gamesequence/gamesequence.h"
#include "gamesnd/eventmusic.h"
#include "gamesnd/gamesnd.h"
#include "globalincs/alphacolors.h"
#include "hud/hud.h"
#include "hud/hudmessage.h"
#include "io/key.h"
#include "io/timer.h"
#include "localization/localize.h"
#include "mission/missiongoals.h"
#include "mission/missionlog.h"
#include "missionui/missionscreencommon.h"
#include "mod_table/mod_table.h"
#include "network/multi.h"
#include "network/multi_sexp.h"
#include "network/multi_team.h"
#include "network/multimsgs.h"
#include "network/stand_gui.h"
#include "parse/parselo.h"
#include "parse/sexp.h"
#include "playerman/player.h"
#include "tracing/tracing.h"
#include "ui/ui.h"
// timestamp stuff for evaluating mission goals
#define GOAL_TIMESTAMP 0 // make immediately eval
#define GOAL_TIMESTAMP_TRAINING 500 // every half second
#define MAX_GOALS_PER_LIST 15
#define MAX_GOAL_LINES 200
// indicies for coordinates
#define GOAL_SCREEN_X_COORD 0
#define GOAL_SCREEN_Y_COORD 1
#define GOAL_SCREEN_W_COORD 2
#define GOAL_SCREEN_H_COORD 3
/*
#define GOAL_SCREEN_TEXT_X 81
#define GOAL_SCREEN_TEXT_Y 95
#define GOAL_SCREEN_TEXT_W 385
#define GOAL_SCREEN_TEXT_H 299
#define GOAL_SCREEN_ICON_X 45
*/
static int Goal_screen_text_coords[GR_NUM_RESOLUTIONS][4] = {
{
81,95,385,299 // GR_640
},
{
130,152,385,299 // GR_1024
}
};
static int Goal_screen_icon_xcoord[GR_NUM_RESOLUTIONS] = {
45, // GR_640
72 // GR_1024
};
// german version gets slightly diff coords
static int Objective_key_text_coords_gr[GR_NUM_RESOLUTIONS][3][2] = {
{
// GR_640
{175, 344},
{316, 344},
{432, 344}
},
{
// GR_1024
{310, 546},
{536, 546},
{688, 546}
}
};
static int Objective_key_icon_coords_gr[GR_NUM_RESOLUTIONS][3][2] = {
{
// GR_640
{150, 339},
{290, 339},
{406, 339}
},
{
// GR_1024
{272, 542},
{498, 542},
{650, 542}
}
};
static int Objective_key_text_coords[GR_NUM_RESOLUTIONS][3][2] = {
{
// GR_640
{195, 344},
{306, 344},
{432, 344}
},
{
// GR_1024
{310, 546},
{486, 546},
{688, 546}
}
};
static int Objective_key_icon_coords[GR_NUM_RESOLUTIONS][3][2] = {
{
// GR_640
{170, 339},
{280, 339},
{406, 339}
},
{
// GR_1024
{272, 542},
{448, 542},
{650, 542}
}
};
#define NUM_GOAL_SCREEN_BUTTONS 3 // total number of buttons
#define GOAL_SCREEN_BUTTON_SCROLL_UP 0
#define GOAL_SCREEN_BUTTON_SCROLL_DOWN 1
#define GOAL_SCREEN_BUTTON_RETURN 2
struct goal_list {
int count;
mission_goal *list[MAX_GOALS_PER_LIST];
int line_offsets[MAX_GOALS_PER_LIST];
int line_spans[MAX_GOALS_PER_LIST];
goal_list() : count(0) {}
void add(mission_goal *m);
void set();
void icons_display(int y);
};
struct goal_buttons {
const char *filename;
int x, y;
int hotspot;
UI_BUTTON button; // because we have a class inside this struct, we need the constructor below..
goal_buttons(const char *name, int x1, int y1, int h) : filename(name), x(x1), y(y1), hotspot(h) {}
};
struct goal_text {
int m_num_lines;
int m_line_sizes[MAX_GOAL_LINES];
const char *m_lines[MAX_GOAL_LINES];
void init();
int add(const char *text = NULL);
void display(int n, int y);
};
int Event_index = -1; // used by sexp code to tell what event it came from
bool Log_event = false;
bool Snapshot_all_events = false;
TIMESTAMP Mission_goal_timestamp;
SCP_vector<mission_event> Mission_events;
SCP_vector<mission_goal> Mission_goals; // structure for the goals of this mission
static goal_text Goal_text;
SCP_vector<event_annotation> Event_annotations;
#define DIRECTIVE_SOUND_DELAY 500 // time directive success sound effect is delayed
#define DIRECTIVE_SPECIAL_DELAY 7000 // mark special directives as true after 7 seconds
static TIMESTAMP Mission_directive_sound_timestamp; // timestamp to control when directive succcess sound gets played
static TIMESTAMP Mission_directive_special_timestamp; // used to specially mark a directive as true even though it's not
const char *Goal_type_text(int n)
{
switch (n) {
case 0:
return XSTR( "Primary", 396);
case 1:
return XSTR( "Secondary", 397);
case 2:
return XSTR( "Bonus", 398);
}
return NULL;
}
static int Goal_screen_text_x;
static int Goal_screen_text_y;
static int Goal_screen_text_w;
static int Goal_screen_text_h;
static int Goal_screen_icon_x;
static goal_list Primary_goal_list;
static goal_list Secondary_goal_list;
static goal_list Bonus_goal_list;
static int Scroll_offset;
static int Goals_screen_bg_bitmap;
static int Goal_complete_bitmap;
static int Goal_incomplete_bitmap;
static int Goal_failed_bitmap;
static UI_WINDOW Goals_screen_ui_window;
goal_buttons Goal_buttons[NUM_GOAL_SCREEN_BUTTONS] = {
//XSTR:OFF
goal_buttons("MOB_00", 475, 288, 0),
goal_buttons("MOB_01", 475, 336, 1),
goal_buttons("MOB_02", 553, 409, 2),
//XSTR:ON
};
void goal_screen_button_pressed(int num);
void goal_screen_scroll_up();
void goal_screen_scroll_down();
//
/// goal_list structure functions
//
void goal_list::add(mission_goal *m)
{
Assert(count < MAX_GOALS_PER_LIST);
list[count++] = m;
}
void goal_list::set()
{
int i;
for (i=0; i<count; i++) {
line_offsets[i] = Goal_text.m_num_lines;
line_spans[i] = Goal_text.add(list[i]->message.c_str());
if (i < count - 1)
Goal_text.add();
}
}
void goal_list::icons_display(int yoff)
{
int i, y, ys, bmp, font_height;
font_height = gr_get_font_height();
for (i=0; i<count; i++) {
y = line_offsets[i] - yoff;
bmp = -1; // initialize for safety.
switch (list[i]->satisfied) {
case GOAL_COMPLETE:
bmp = Goal_complete_bitmap;
break;
case GOAL_INCOMPLETE:
bmp = Goal_incomplete_bitmap;
break;
case GOAL_FAILED:
bmp = Goal_failed_bitmap;
break;
}
if (bmp >= 0) {
bm_get_info(bmp, NULL, &ys, NULL);
y = Goal_screen_text_y // offset of text window on screen
+ y * font_height // relative line position offset
+ line_spans[i] * font_height / 2 // center of text offset
- ys / 2; // center of icon offest
if ((y >= Goal_screen_text_y - ys / 2) && (y + ys <= Goal_screen_text_y + Goal_screen_text_h + ys / 2)) {
gr_set_bitmap(bmp);
gr_bitmap(Goal_screen_icon_x, y, GR_RESIZE_MENU);
}
}
}
}
//
/// goal_text structure functions
//
// initializes the goal text struct (empties it out)
void goal_text::init()
{
m_num_lines = 0;
}
// Adds lines of goal text. If passed NULL (or nothing passed) a blank line is added. If
// the text is too long, it is automatically split into more than one line.
// Returns the number of lines added.
int goal_text::add(const char *text)
{
int max, count;
max = MAX_GOAL_LINES - m_num_lines;
if (max < 1) {
Error(LOCATION, "Goal text space exhausted");
return 0;
}
if (!text) {
m_lines[m_num_lines] = NULL;
m_line_sizes[m_num_lines++] = 0;
return 1;
}
count = split_str(text, Goal_screen_text_w - Goal_screen_text_coords[gr_screen.res][GOAL_SCREEN_X_COORD] + Goal_screen_icon_xcoord[gr_screen.res], m_line_sizes + m_num_lines, m_lines + m_num_lines, max, MAX_GOAL_TEXT);
m_num_lines += count;
return count;
}
// Display a line of goal text
// n = goal text line number
// y = y offset to draw relative to goal text area top
void goal_text::display(int n, int y)
{
int y1, w, h;
char buf[MAX_GOAL_TEXT];
if ((n < 0) || (n >= m_num_lines) || (m_line_sizes[n] < 1))
return; // out of range, don't draw anything
Assert(m_line_sizes[n] < MAX_GOAL_TEXT);
y += Goal_screen_text_y;
if (*m_lines[n] == '*') { // header line
gr_set_color_fast(&Color_text_heading);
strncpy(buf, m_lines[n] + 1, m_line_sizes[n] - 1);
buf[m_line_sizes[n] - 1] = 0;
gr_get_string_size(&w, &h, buf);
y1 = y + h / 2 - 1;
// custom_size me
gr_line(Goal_screen_icon_x, y1, Goal_screen_text_x - 2, y1, GR_RESIZE_MENU);
gr_line(Goal_screen_text_x + w + 1, y1, Goal_screen_icon_x + Goal_screen_text_w, y1, GR_RESIZE_MENU);
} else {
gr_set_color_fast(&Color_text_normal);
strncpy(buf, m_lines[n], m_line_sizes[n]);
buf[m_line_sizes[n]] = 0;
}
gr_printf_menu(Goal_screen_text_x, y, "%s", buf);
}
// Called as part of mission initialization.
void mission_goals_and_events_init()
{
Mission_goals.clear();
Mission_events.clear();
Mission_goal_timestamp = _timestamp(GOAL_TIMESTAMP);
Mission_directive_sound_timestamp = TIMESTAMP::invalid();
Mission_directive_special_timestamp = TIMESTAMP::invalid(); // need to make invalid right away
}
// called once right before entering the show goals screen to do initializations.
void mission_show_goals_init()
{
int i, type, team_num=0; // JAS: I set team_num to 0 because it was used without being initialized.
goal_buttons *b;
Scroll_offset = 0;
Primary_goal_list.count = 0;
Secondary_goal_list.count = 0;
Bonus_goal_list.count = 0;
Goal_screen_text_x = Goal_screen_text_coords[gr_screen.res][GOAL_SCREEN_X_COORD];
Goal_screen_text_y = Goal_screen_text_coords[gr_screen.res][GOAL_SCREEN_Y_COORD];
Goal_screen_text_w = Goal_screen_text_coords[gr_screen.res][GOAL_SCREEN_W_COORD];
Goal_screen_text_h = Goal_screen_text_coords[gr_screen.res][GOAL_SCREEN_H_COORD];
Goal_screen_icon_x = Goal_screen_icon_xcoord[gr_screen.res];
// fill up the lists so we can display the goals appropriately
for (i=0; i<(int)Mission_goals.size(); i++) {
if (Mission_goals[i].type & INVALID_GOAL){ // don't count invalid goals here
continue;
}
if ( (Game_mode & GM_MULTIPLAYER) && (The_mission.game_type & MISSION_TYPE_MULTI_TEAMS) && (Mission_goals[i].team != team_num) ){
continue;
}
type = Mission_goals[i].type & GOAL_TYPE_MASK;
switch (type) {
case PRIMARY_GOAL:
Primary_goal_list.add(&Mission_goals[i]);
break;
case SECONDARY_GOAL:
Secondary_goal_list.add(&Mission_goals[i]);
break;
case BONUS_GOAL:
if (Mission_goals[i].satisfied == GOAL_COMPLETE){
Bonus_goal_list.add(&Mission_goals[i]);
}
break;
default:
Error(LOCATION, "Unknown goal priority encountered when displaying goals in mission\n");
break;
} // end switch
} // end for
Goal_text.init();
Goal_text.add(XSTR( "*Primary Objectives", 399));
Goal_text.add();
Primary_goal_list.set();
if (Secondary_goal_list.count) {
Goal_text.add();
Goal_text.add();
Goal_text.add(XSTR( "*Secondary Objectives", 400));
Goal_text.add();
Secondary_goal_list.set();
}
if (Bonus_goal_list.count) {
Goal_text.add();
Goal_text.add();
Goal_text.add(XSTR( "*Bonus Objectives", 401));
Goal_text.add();
Bonus_goal_list.set();
}
common_set_interface_palette("ObjectivesPalette"); // set the interface palette
Goals_screen_ui_window.create(0, 0, gr_screen.max_w_unscaled, gr_screen.max_h_unscaled, 0);
Goals_screen_ui_window.set_mask_bmap("Objectives-m");
for (i=0; i<NUM_GOAL_SCREEN_BUTTONS; i++) {
b = &Goal_buttons[i];
b->button.create(&Goals_screen_ui_window, "", b->x, b->y, 60, 30, (i < 2), 1);
// set up callback for when a mouse first goes over a button
b->button.set_highlight_action(common_play_highlight_sound);
b->button.set_bmaps(b->filename);
b->button.link_hotspot(b->hotspot);
}
// set up hotkeys for buttons so we draw the correct animation frame when a key is pressed
Goal_buttons[GOAL_SCREEN_BUTTON_SCROLL_UP].button.set_hotkey(KEY_UP);
Goal_buttons[GOAL_SCREEN_BUTTON_SCROLL_DOWN].button.set_hotkey(KEY_DOWN);
Goals_screen_bg_bitmap = bm_load("ObjectivesBG");
Goal_complete_bitmap = bm_load("ObjComp");
Goal_incomplete_bitmap = bm_load("ObjIncomp");
Goal_failed_bitmap = bm_load("ObjFail");
if (Goals_screen_bg_bitmap < 0) {
Warning(LOCATION, "Could not load the background bitmap: ObjectivesBG.pcx");
}
}
// cleanup called when exiting the show goals screen
void mission_show_goals_close()
{
if (Goals_screen_bg_bitmap >= 0)
bm_release(Goals_screen_bg_bitmap);
if (Goal_complete_bitmap)
bm_release(Goal_complete_bitmap);
if (Goal_incomplete_bitmap)
bm_release(Goal_incomplete_bitmap);
if (Goal_failed_bitmap)
bm_release(Goal_failed_bitmap);
Goals_screen_ui_window.destroy();
common_free_interface_palette(); // restore game palette
game_flush();
}
// called once a frame during show goals state to process events and render the screen
void mission_show_goals_do_frame(float /*frametime*/)
{
int k, i, y, z;
int font_height = gr_get_font_height();
k = Goals_screen_ui_window.process();
switch (k) {
case KEY_ESC:
mission_goal_exit();
break;
case KEY_DOWN:
goal_screen_scroll_down();
break;
case KEY_UP:
goal_screen_scroll_up();
break;
default:
// do nothing
break;
} // end switch
for (i=0; i<NUM_GOAL_SCREEN_BUTTONS; i++){
if (Goal_buttons[i].button.pressed()){
goal_screen_button_pressed(i);
}
}
GR_MAYBE_CLEAR_RES(Goals_screen_bg_bitmap);
if (Goals_screen_bg_bitmap >= 0) {
gr_set_bitmap(Goals_screen_bg_bitmap);
gr_bitmap(0, 0, GR_RESIZE_MENU);
}
Goals_screen_ui_window.draw();
y = 0;
z = Scroll_offset;
while (y + font_height <= Goal_screen_text_h) {
Goal_text.display(z, y);
y += font_height;
z++;
}
Primary_goal_list.icons_display(Scroll_offset);
Secondary_goal_list.icons_display(Scroll_offset);
Bonus_goal_list.icons_display(Scroll_offset);
gr_flip();
}
// Mission Log Objectives subscreen init.
// Called once right before entering the Mission Log screen to do initializations.
int ML_objectives_init(int x, int y, int w, int h)
{
int i, type, team_num;
Primary_goal_list.count = 0;
Secondary_goal_list.count = 0;
Bonus_goal_list.count = 0;
Goal_screen_text_x = x - Goal_screen_icon_xcoord[gr_screen.res] + Goal_screen_text_coords[gr_screen.res][GOAL_SCREEN_X_COORD];
Goal_screen_text_y = y;
Goal_screen_text_w = w;
Goal_screen_text_h = h;
Goal_screen_icon_x = x;
team_num = 0; // this is the default team -- we will change it if in a multiplayer team v. team game
if ( (Game_mode & GM_MULTIPLAYER) && (The_mission.game_type & MISSION_TYPE_MULTI_TEAMS) ){
team_num = Net_player->p_info.team;
}
// fill up the lists so we can display the goals appropriately
for (i=0; i<(int)Mission_goals.size(); i++) {
if (Mission_goals[i].type & INVALID_GOAL){ // don't count invalid goals here
continue;
}
if ( (Game_mode & GM_MULTIPLAYER) && (The_mission.game_type & MISSION_TYPE_MULTI_TEAMS) && (Mission_goals[i].team != team_num) ){
continue;
}
type = Mission_goals[i].type & GOAL_TYPE_MASK;
switch (type) {
case PRIMARY_GOAL:
Primary_goal_list.add(&Mission_goals[i]);
break;
case SECONDARY_GOAL:
Secondary_goal_list.add(&Mission_goals[i]);
break;
case BONUS_GOAL:
if (Mission_goals[i].satisfied == GOAL_COMPLETE){
Bonus_goal_list.add(&Mission_goals[i]);
}
break;
default:
Error(LOCATION, "Unknown goal priority encountered when displaying goals in mission\n");
break;
} // end switch
} // end for
Goal_text.init();
Goal_text.add(XSTR( "*Primary Objectives", 399));
Goal_text.add();
Primary_goal_list.set();
if (Secondary_goal_list.count) {
Goal_text.add();
Goal_text.add();
Goal_text.add(XSTR( "*Secondary Objectives", 400));
Goal_text.add();
Secondary_goal_list.set();
}
if (Bonus_goal_list.count) {
Goal_text.add();
Goal_text.add();
Goal_text.add(XSTR( "*Bonus Objectives", 401));
Goal_text.add();
Bonus_goal_list.set();
}
Goal_complete_bitmap = bm_load("ObjComp");
Goal_incomplete_bitmap = bm_load("ObjIncomp");
Goal_failed_bitmap = bm_load("ObjFail");
return Goal_text.m_num_lines;
}
// cleanup called when exiting the show goals screen
void ML_objectives_close()
{
if (Goal_complete_bitmap >= 0) {
bm_release(Goal_complete_bitmap);
}
if (Goal_incomplete_bitmap >= 0) {
bm_release(Goal_incomplete_bitmap);
}
if (Goal_failed_bitmap >= 0) {
bm_release(Goal_failed_bitmap);
}
}
void ML_objectives_do_frame(int scroll_offset)
{
int y, z;
int font_height = gr_get_font_height();
y = 0;
z = scroll_offset;
while (y + font_height <= Goal_screen_text_h) {
Goal_text.display(z, y);
y += font_height;
z++;
}
Primary_goal_list.icons_display(scroll_offset);
Secondary_goal_list.icons_display(scroll_offset);
Bonus_goal_list.icons_display(scroll_offset);
}
void ML_render_objectives_key()
{
// display icon key at the bottom
if (Lcl_gr) {
gr_set_bitmap(Goal_complete_bitmap);
gr_bitmap(Objective_key_icon_coords_gr[gr_screen.res][0][0], Objective_key_icon_coords_gr[gr_screen.res][0][1], GR_RESIZE_MENU);
gr_set_bitmap(Goal_incomplete_bitmap);
gr_bitmap(Objective_key_icon_coords_gr[gr_screen.res][1][0], Objective_key_icon_coords_gr[gr_screen.res][1][1], GR_RESIZE_MENU);
gr_set_bitmap(Goal_failed_bitmap);
gr_bitmap(Objective_key_icon_coords_gr[gr_screen.res][2][0], Objective_key_icon_coords_gr[gr_screen.res][2][1], GR_RESIZE_MENU);
gr_string(Objective_key_text_coords_gr[gr_screen.res][0][0], Objective_key_text_coords_gr[gr_screen.res][0][1] , XSTR("Complete", 1437), GR_RESIZE_MENU);
gr_string(Objective_key_text_coords_gr[gr_screen.res][1][0], Objective_key_text_coords_gr[gr_screen.res][1][1] , XSTR("Incomplete", 1438), GR_RESIZE_MENU);
gr_string(Objective_key_text_coords_gr[gr_screen.res][2][0], Objective_key_text_coords_gr[gr_screen.res][2][1] , XSTR("Failed", 1439), GR_RESIZE_MENU);
} else {
gr_set_bitmap(Goal_complete_bitmap);
gr_bitmap(Objective_key_icon_coords[gr_screen.res][0][0], Objective_key_icon_coords[gr_screen.res][0][1], GR_RESIZE_MENU);
gr_set_bitmap(Goal_incomplete_bitmap);
gr_bitmap(Objective_key_icon_coords[gr_screen.res][1][0], Objective_key_icon_coords[gr_screen.res][1][1], GR_RESIZE_MENU);
gr_set_bitmap(Goal_failed_bitmap);
gr_bitmap(Objective_key_icon_coords[gr_screen.res][2][0], Objective_key_icon_coords[gr_screen.res][2][1], GR_RESIZE_MENU);
gr_string(Objective_key_text_coords[gr_screen.res][0][0], Objective_key_text_coords[gr_screen.res][0][1] , XSTR("Complete", 1437), GR_RESIZE_MENU);
gr_string(Objective_key_text_coords[gr_screen.res][1][0], Objective_key_text_coords[gr_screen.res][1][1] , XSTR("Incomplete", 1438), GR_RESIZE_MENU);
gr_string(Objective_key_text_coords[gr_screen.res][2][0], Objective_key_text_coords[gr_screen.res][2][1] , XSTR("Failed", 1439), GR_RESIZE_MENU);
}
}
// maybe distribute the event/goal score between the players on that team
void multi_player_maybe_add_score (int score, int team)
{
int players_in_team = 0;
int idx;
// if i'm not the server of a multiplayer game, bail here
if(!MULTIPLAYER_MASTER){
return;
}
if (!(The_mission.ai_profile->flags[AI::Profile_Flags::Allow_multi_event_scoring])) {
return;
}
// first count the number of players in this team
for (idx=0; idx<MAX_PLAYERS; idx++) {
if (MULTI_CONNECTED(Net_players[idx]) && (Net_players[idx].p_info.team == team)) {
players_in_team++;
}
}
if (!players_in_team) {
return;
}
for (idx=0; idx<MAX_PLAYERS; idx++) {
if (MULTI_CONNECTED(Net_players[idx]) && (Net_players[idx].p_info.team == team)) {
Net_players[idx].m_player->stats.m_score += (int)(score * scoring_get_scale_factor() / players_in_team );
}
}
}
/**
* Hook for temporarily displaying objective completion/failure
*/
void mission_goal_status_change( int goal_num, int new_status)
{
int type;
Assert(goal_num < (int)Mission_goals.size());
Assert((new_status == GOAL_FAILED) || (new_status == GOAL_COMPLETE));
// if in a multiplayer game, send a status change to clients
if ( MULTIPLAYER_MASTER ){
send_mission_goal_info_packet( goal_num, new_status, -1 );
}
type = Mission_goals[goal_num].type & GOAL_TYPE_MASK;
Mission_goals[goal_num].satisfied = new_status;
if ( new_status == GOAL_FAILED ) {
// don't display bonus goal failure
if ( type != BONUS_GOAL ) {
// only do HUD and music is goals are my teams goals.
if ( (Game_mode & GM_NORMAL) || ((Net_player != NULL) && (Net_player->p_info.team == Mission_goals[goal_num].team)) ) {
hud_add_objective_messsage(type, new_status);
if ( !( Mission_goals[goal_num].flags & MGF_NO_MUSIC ) ) { // maybe play event music
event_music_primary_goal_failed();
}
}
}
mission_log_add_entry( LOG_GOAL_FAILED, Mission_goals[goal_num].name.c_str(), nullptr, goal_num );
} else if ( new_status == GOAL_COMPLETE ) {
if ( (Game_mode & GM_NORMAL) || ((Net_player != NULL) && (Net_player->p_info.team == Mission_goals[goal_num].team))) {
hud_add_objective_messsage(type, new_status);
// cue for Event Music
if ( !(Mission_goals[goal_num].flags & MGF_NO_MUSIC) ) {
event_music_primary_goals_met();
}
mission_log_add_entry( LOG_GOAL_SATISFIED, Mission_goals[goal_num].name.c_str(), nullptr, goal_num );
}
if(Game_mode & GM_MULTIPLAYER){
multi_team_maybe_add_score(Mission_goals[goal_num].score, Mission_goals[goal_num].team);
multi_player_maybe_add_score(Mission_goals[goal_num].score, Mission_goals[goal_num].team);
} else {
// deal with the score
Player->stats.m_score += (int)(Mission_goals[goal_num].score * scoring_get_scale_factor());
}
}
}
// return value:
// EVENT_UNBORN = event has yet to be available (not yet evaluatable)
// EVENT_CURRENT = current (evaluatable), but not yet true
// EVENT_SATISFIED = event has occured (true)
// EVENT_FAILED = event failed, can't possibly become true anymore
int mission_get_event_status(int event)
{
// check for directive special events first. We will always return from this part of the if statement
if ( Mission_events[event].flags & MEF_DIRECTIVE_SPECIAL ) {
// if this event is temporarily true, return as such
if ( Mission_events[event].flags & MEF_DIRECTIVE_TEMP_TRUE ){
return EVENT_SATISFIED;
}
// if the timestamp has elapsed, we can "mark" this directive as true although it's really not.
if ( timestamp_elapsed(Mission_directive_special_timestamp) ) {
Mission_events[event].satisfied_time = _timestamp();
Mission_events[event].flags |= MEF_DIRECTIVE_TEMP_TRUE;
}
return EVENT_CURRENT;
} else if (Mission_events[event].flags & MEF_CURRENT) {
if (!Mission_events[event].born_on_date.isValid()) {
Mission_events[event].born_on_date = _timestamp();
}
if (Mission_events[event].result) {
return EVENT_SATISFIED;
}
if (Mission_events[event].formula < 0) {
return EVENT_FAILED;
}
return EVENT_CURRENT;
}
return EVENT_UNBORN;
}
void mission_event_set_directive_special(int event)
{
// bogus
if((event < 0) || (event >= (int)Mission_events.size())){
return;
}
Mission_events[event].flags |= MEF_DIRECTIVE_SPECIAL;
// start from a known state
Mission_events[event].flags &= ~MEF_DIRECTIVE_TEMP_TRUE;
Mission_directive_special_timestamp = _timestamp(DIRECTIVE_SPECIAL_DELAY);
}
void mission_event_unset_directive_special(int event)
{
// bogus
if((event < 0) || (event >= (int)Mission_events.size())){
return;
}
Mission_events[event].flags &= ~(MEF_DIRECTIVE_SPECIAL);
// this event may be marked temporarily true -- if so, then unmark this value!!!
if ( Mission_events[event].flags & MEF_DIRECTIVE_TEMP_TRUE ){
Mission_events[event].flags &= ~MEF_DIRECTIVE_TEMP_TRUE;
}
Mission_events[event].satisfied_time = TIMESTAMP::invalid();
Mission_directive_special_timestamp = TIMESTAMP::invalid();
}
void mission_event_set_completion_sound_timestamp()
{
Mission_directive_sound_timestamp = _timestamp(DIRECTIVE_SOUND_DELAY);
}
// function which evaluates and processes the given event
void mission_process_event( int event )
{
int store_flags = Mission_events[event].flags;
int store_formula = Mission_events[event].formula;
int store_result = Mission_events[event].result;
int store_count = Mission_events[event].count;
int result, sindex;
bool bump_timestamp = false;
Log_event = false;
Directive_count = 0;
Event_index = event;
sindex = Mission_events[event].formula;
result = Mission_events[event].result;
// if chained, insure that previous event is true and next event is false
if (Mission_events[event].chain_delay >= 0) { // this indicates it's chained
int offset;
if (Mission_events[event].flags & MEF_USE_MSECS) {
offset = Mission_events[event].chain_delay;
} else {
offset = Mission_events[event].chain_delay * MILLISECONDS_PER_SECOND;
}
// What everyone expected the chaining behavior to be, as specified in Karajorma's original fix to Mantis #82
if (Alternate_chaining_behavior) {
if (event > 0){
if (!Mission_events[event - 1].result || !timestamp_elapsed(timestamp_delta(Mission_events[event - 1].satisfied_time, offset))) {
sindex = -1; // bypass evaluation
}
}
}
// Volition's original chaining behavior as used in retail and demonstrated in e.g. btm-01.fsm (or btm-01.fs2 in the Port)
else {
if (event > 0){
// This flag is needed because of a remarkable coincidence of mistakes that all counteracted each other perfectly to produce an important feature.
// It appears that originally mission_event.timestamp was in fix units, like satisfied_time and born_on_date. At some point this was changed to
// a timestamp, but not every assignment was changed. And since a fix is an int under the hood, there were no type conflicts. Surprisingly there
// were no logic errors either; the fix/Missiontime assignments happened after the timestamps were needed, and the only places where the timestamp
// field was treated as a fix (here and in sexp_event_delay_status) happened after the event had been resolved and the Missiontime assignments had
// occurred. The mission_event.timestamp field spent half its life as one unit and half as another, successfully.
//
// The following chaining behavior check typically occurred during the fix/Missiontime part of the life cycle. However, for chained events that
// repeat, the event is granted a new timestamp and the chain check is performed on mixed units. Due to the way the condition was written, the
// much-too-small comparison evaluated to false successfully and allowed the event subsequent to the chained repeating event to become current.
// This is the behavior necessary to allow the "Match Speed 1 1/2" event in btm-01.fsm to activate, display the "Match Speed" directive, and
// continue with the mission. Without this behavior, the mission would break.
//
// Naturally, upgrading the timestamps caused all evaluations to use consistent units and broke the mission. Due to the long repeat interval, the
// timestamp was evaluated too late when the event was likely to have become false. The previous mixed-units comparison avoided the repeat interval
// precisely at the right time, and then became consistent units when the repeat interval no longer mattered. In order to restore the expected
// behavior while keeping all units consistent, it is necessary to set a flag when a timestamp includes an interval so that the interval can be
// deducted from the period of time that evaluation is bypassed.
//
// To say this another way, the timestamp field represents the time at which the event will be evaluated again, not the time at which the event
// was last evaluated. Subtracting the interval accounts for this difference.
//
if (Mission_events[event - 1].flags & MEF_TIMESTAMP_HAS_INTERVAL) {
if (Mission_events[event - 1].flags & MEF_USE_MSECS) {
offset -= Mission_events[event - 1].interval;
} else {
offset -= Mission_events[event - 1].interval * MILLISECONDS_PER_SECOND;
}
}
if (!Mission_events[event - 1].result) {
sindex = -1; // bypass evaluation
}
// For compatibility reasons, simulate the old buggy behavior if we don't explicitly activate the bugfix.
// That is, if the timestamp has been set with an interval, always evaluate the event.
else if (!Fixed_chaining_to_repeat && Mission_events[event - 1].flags & MEF_TIMESTAMP_HAS_INTERVAL) {
/* do not bypass */;
}
else if (!timestamp_elapsed(timestamp_delta(Mission_events[event - 1].timestamp, offset))) {
sindex = -1; // bypass evaluation
}
}
if ((event < (int)Mission_events.size() - 1) && Mission_events[event + 1].result && (Mission_events[event + 1].chain_delay >= 0)){
sindex = -1; // bypass evaluation
}
}
}
if (sindex >= 0) {
Sexp_useful_number = 1;
if (Snapshot_all_events || Mission_events[event].mission_log_flags != 0) {
Log_event = true;
Current_event_log_buffer = &Mission_events[event].event_log_buffer;
Current_event_log_variable_buffer = &Mission_events[event].event_log_variable_buffer;
Current_event_log_container_buffer = &Mission_events[event].event_log_container_buffer;
Current_event_log_argument_buffer = &Mission_events[event].event_log_argument_buffer;
}
result = eval_sexp(sindex);
// if the directive count is a special value, deal with that first. Mark the event as a special
// event, and unmark it when the directive is true again.
if ( (Directive_count == DIRECTIVE_WING_ZERO) && !(Mission_events[event].flags & MEF_DIRECTIVE_SPECIAL) ) {
// make it special - which basically just means that its true until the next wave arrives
mission_event_set_directive_special(event);
Directive_count = 0;
} else if ( (Mission_events[event].flags & MEF_DIRECTIVE_SPECIAL) && Directive_count > 1 ) {
// make it non special
mission_event_unset_directive_special(event);
}
if (Mission_events[event].count || (Directive_count > 1)){
Mission_events[event].count = Directive_count;
}
if (Sexp_useful_number){
Mission_events[event].flags |= MEF_CURRENT;
}
if ((Mission_events[event].mission_log_flags != 0) || Snapshot_all_events){
maybe_write_to_event_log(result);
}
}
Log_event = false;
Event_index = -1;
Mission_events[event].result = result;
// if the sexpression is known false, then no need to evaluate anymore
if ((sindex >= 0) && (Sexp_nodes[sindex].value == SEXP_KNOWN_FALSE)) {
Mission_events[event].timestamp = _timestamp();
Mission_events[event].flags &= ~MEF_TIMESTAMP_HAS_INTERVAL;
Mission_events[event].satisfied_time = _timestamp();
// _argv[-1] - repeat_count of -1 would mean repeat indefinitely, so set to 0 instead.
Mission_events[event].repeat_count = 0;
Mission_events[event].formula = -1;
// Also send an update, if necessary.
if(MULTIPLAYER_MASTER && ((store_flags != Mission_events[event].flags) || (sindex != Mission_events[event].formula) || (store_formula != Mission_events[event].formula) || (store_result != Mission_events[event].result) || (store_count != Mission_events[event].count)) ){
send_event_update_packet(event);
}
return;
}
if (result && !Mission_events[event].satisfied_time.isValid()) {
Mission_events[event].satisfied_time = _timestamp();
if ( !Mission_events[event].objective_text.empty() ) {
mission_event_set_completion_sound_timestamp();
}
}
// decrement the trigger count. When at 0, set the repeat count to 0 so we don't eval this function anymore
if (result && (Mission_events[event].trigger_count != 0) && (Mission_events[event].flags & MEF_USING_TRIGGER_COUNT) ) {
if (Mission_events[event].trigger_count > 0)
Mission_events[event].trigger_count--;
if (Mission_events[event].trigger_count == 0) {
Mission_events[event].repeat_count = 0;
}
else {
bump_timestamp = true;
}
}
// decrement the repeat count. When at 0, don't eval this function anymore
if ( result || Mission_events[event].timestamp.isValid() ) {
// _argv[-1] - negative repeat count means repeat indefinitely.
if ( Mission_events[event].repeat_count > 0 )
Mission_events[event].repeat_count--;
if ( Mission_events[event].repeat_count == 0 ) {
Mission_events[event].timestamp = _timestamp();
Mission_events[event].flags &= ~MEF_TIMESTAMP_HAS_INTERVAL;
Mission_events[event].formula = -1;
if(Game_mode & GM_MULTIPLAYER){
// multiplayer missions (scoring is scaled in the multi_team_maybe_add_score() function)
multi_team_maybe_add_score(Mission_events[event].score, Mission_events[event].team);
multi_player_maybe_add_score(Mission_events[event].score, Mission_events[event].team);
} else {
// deal with the player's score
Player->stats.m_score += (int)(Mission_events[event].score * scoring_get_scale_factor());
}
}
// Set the timestamp for the next check on this event unless we only have a trigger count and no repeat count and
// this event didn't trigger this frame.
else if (bump_timestamp || (!((Mission_events[event].repeat_count == -1) && (Mission_events[event].flags & MEF_USING_TRIGGER_COUNT) && (Mission_events[event].trigger_count != 0)))) {
int interval = Mission_events[event].interval;
if (!(Mission_events[event].flags & MEF_USE_MSECS))
interval *= MILLISECONDS_PER_SECOND;
// set the timestamp to time out 'interval' milliseconds in the future.
Mission_events[event].timestamp = _timestamp( interval );
Mission_events[event].flags |= MEF_TIMESTAMP_HAS_INTERVAL;
}
}
// see if anything has changed
if(MULTIPLAYER_MASTER && ((store_flags != Mission_events[event].flags) || (store_formula != Mission_events[event].formula) || (store_result != Mission_events[event].result) || (store_count != Mission_events[event].count)) ){
send_event_update_packet(event);
}
}
// Maybe play a directive success sound... need to poll since the sound is delayed from when
// the directive is actually satisfied.
void mission_maybe_play_directive_success_sound()
{
if ( timestamp_elapsed(Mission_directive_sound_timestamp) ) {
Mission_directive_sound_timestamp = TIMESTAMP::invalid();
snd_play( gamesnd_get_game_sound(GameSounds::DIRECTIVE_COMPLETE) );
}
}
void mission_eval_goals()
{
int i, result;
// before checking whether or not we should evaluate goals, we should run through the events and
// process any whose timestamp is valid and has expired. This would catch repeating events only
for (i=0; i<(int)Mission_events.size(); i++) {
if (Mission_events[i].formula != -1) {
if ( !Mission_events[i].timestamp.isValid() || !timestamp_elapsed(Mission_events[i].timestamp) ){
continue;
}
// if we get here, then the timestamp on the event has popped -- we should reevaluate
TRACE_SCOPE(tracing::RepeatingEvents);
mission_process_event(i);
}
}
if ( !timestamp_elapsed(Mission_goal_timestamp) ){
return;
}
// first evaluate the players goals
for (i=0; i<(int)Mission_goals.size(); i++) {
// don't evaluate invalid goals
if (Mission_goals[i].type & INVALID_GOAL){
continue;
}
if (Mission_goals[i].satisfied == GOAL_INCOMPLETE) {
result = eval_sexp(Mission_goals[i].formula);
if ( Sexp_nodes[Mission_goals[i].formula].value == SEXP_KNOWN_FALSE ) {
mission_goal_status_change( i, GOAL_FAILED );
} else if (result) {
mission_goal_status_change(i, GOAL_COMPLETE );
} // end if result
} // end if goals[i].satsified != GOAL_COMPLETE
} // end for
// now evaluate any mission events
for (i=0; i<(int)Mission_events.size(); i++) {
if ( Mission_events[i].formula != -1 ) {
// only evaluate this event if the timestamp is not valid. We do this since
// we will evaluate repeatable events at the top of the file so we can get
// the exact interval that the designer asked for.
if ( !Mission_events[i].timestamp.isValid() ){
TRACE_SCOPE(tracing::NonrepeatingEvents);
mission_process_event( i );
}
}
}
// send and remaining sexp data to the clients
if (MULTIPLAYER_MASTER) {
Current_sexp_network_packet.sexp_flush_packet();
}
if (The_mission.game_type & MISSION_TYPE_TRAINING){
Mission_goal_timestamp = _timestamp(GOAL_TIMESTAMP_TRAINING);
} else {
Mission_goal_timestamp = _timestamp(GOAL_TIMESTAMP);
}
if ( !hud_disabled() && hud_gauge_active(HUD_DIRECTIVES_VIEW) ) {
mission_maybe_play_directive_success_sound();
}
// update goal status if playing on a multiplayer standalone server
if (Game_mode & GM_STANDALONE_SERVER){
std_multi_update_goals();
}
Snapshot_all_events = false;
}
// evaluate_primary_goals() will determine if the primary goals for a mission are complete
//
// returns 1 - all primary goals are all complete or imcomplete (or there are no primary goals at all)
// returns 0 - not all primary goals are complete
int mission_evaluate_primary_goals()
{
int i, primary_goals_complete = PRIMARY_GOALS_COMPLETE;
for (i=0; i<(int)Mission_goals.size(); i++) {
if ( Mission_goals[i].type & INVALID_GOAL ) {
continue;
}
if ( (Mission_goals[i].type & GOAL_TYPE_MASK) == PRIMARY_GOAL ) {
if ( Mission_goals[i].satisfied == GOAL_INCOMPLETE ) {
return PRIMARY_GOALS_INCOMPLETE;
} else if ( Mission_goals[i].satisfied == GOAL_FAILED ) {
primary_goals_complete = PRIMARY_GOALS_FAILED;
}
}
} // end for
return primary_goals_complete;
}
// return 1 if all primary/secondary goals are complete... otherwise return 0
int mission_goals_met()
{
int i, all_goals_met = 1;
for (i=0; i<(int)Mission_goals.size(); i++) {
if ( Mission_goals[i].type & INVALID_GOAL ) {
continue;
}
if ( ((Mission_goals[i].type & GOAL_TYPE_MASK) == PRIMARY_GOAL) || ((Mission_goals[i].type & GOAL_TYPE_MASK) == SECONDARY_GOAL) ) {
if ( Mission_goals[i].satisfied == GOAL_INCOMPLETE ) {
all_goals_met = 0;
break;
} else if ( Mission_goals[i].satisfied == GOAL_FAILED ) {
all_goals_met = 0;
break;
}
}
} // end for
return all_goals_met;
}
// function used to actually change the status (valid/invalid) of a goal. Called externally
// with multiplayer code
void mission_goal_validation_change( int goal_num, bool valid )
{
// only incomplete goals can have their status changed
if ( Mission_goals[goal_num].satisfied != GOAL_INCOMPLETE ){
return;
}
// if in multiplayer, then send a packet
if ( MULTIPLAYER_MASTER ){
send_mission_goal_info_packet( goal_num, -1, valid );
}
// change the valid status
if ( valid ){
Mission_goals[goal_num].type &= ~INVALID_GOAL;
} else {
Mission_goals[goal_num].type |= INVALID_GOAL;
}
}
// the following function marks a goal valid or invalid.
// * It can only mark the goal invalid if the goal is not complete. The name passed into this function should match the name field in the goal structure
// * A goal may always be marked valid.
void mission_goal_mark_valid( const char *name, bool valid )
{
int i;
for (i=0; i<(int)Mission_goals.size(); i++) {
if ( !stricmp(Mission_goals[i].name.c_str(), name) ) {
mission_goal_validation_change( i, valid );
return;
}
}
}
// function to fail all mission goals. Don't fail events here since this funciton is currently
// called in mission when something bad happens to the player (like he makes too many shots on friendlies).
// Events can still happen. Things will just be really bad for the player.
void mission_goal_fail_all()
{
int i;
for (i=0; i<(int)Mission_goals.size(); i++) {
Mission_goals[i].satisfied = GOAL_FAILED;
mission_log_add_entry( LOG_GOAL_FAILED, Mission_goals[i].name.c_str(), nullptr, i );
}
}
// function to mark all incomplete goals as failed. Happens at the end of a mission
// mark the events which are not currently satisfied as failed as well.
void mission_goal_fail_incomplete()
{
int i;
for (i = 0; i < (int)Mission_goals.size(); i++ ) {
if ( Mission_goals[i].satisfied == GOAL_INCOMPLETE ) {
Mission_goals[i].satisfied = GOAL_FAILED;
mission_log_add_entry( LOG_GOAL_FAILED, Mission_goals[i].name.c_str(), nullptr, i );
}
}
// now for the events. Must set the formula to -1 and the result to 0 to be a failed
// event.
for ( i = 0; i < (int)Mission_events.size(); i++ ) {
if ( Mission_events[i].formula != -1 ) {
Mission_events[i].formula = -1;
Mission_events[i].result = 0;
}
}
}
// small function used to mark all objectives as true. Used as a debug function and as a way
// to skip past training misisons
void mission_goal_mark_objectives_complete()
{
int i;
for (i = 0; i < (int)Mission_goals.size(); i++ ) {
Mission_goals[i].satisfied = GOAL_COMPLETE;
}
}
// small function used to mark all events as completed. Used in the skipping of missions.
void mission_goal_mark_events_complete()
{
int i;
for (i = 0; i < (int)Mission_events.size(); i++ ) {
Mission_events[i].result = 1;
Mission_events[i].formula = -1;
}
}
// some debug console functions to help list and change the status of mission goals
DCF(show_mission_goals,"Lists the status of mission goals")
{
int i, type;
if (dc_optional_string_either("help", "--help")) {
dc_printf("Usage: show_mission_goals\n\nList all mission goals and their current status.\n");
return;
}
if (dc_optional_string_either("status", "--status") || dc_optional_string_either("?", "--?")) {
// Don't do anything, but advance the parser past the flag
}
for (i=0; i<(int)Mission_goals.size(); i++) {
type = Mission_goals[i].type & GOAL_TYPE_MASK;
dc_printf("%2d. %32s(%10s) -- ", i, Mission_goals[i].name.c_str(), Goal_type_text(type));
if ( Mission_goals[i].satisfied == GOAL_COMPLETE )
dc_printf("satisfied.\n");
else if ( Mission_goals[i].satisfied == GOAL_INCOMPLETE )
dc_printf("unsatisfied\n");
else if ( Mission_goals[i].satisfied == GOAL_FAILED )
dc_printf("failed\n");
else
dc_printf("Warning! Mission goal %i is in an invalid state! (value: %i)", i, Mission_goals[i].satisfied);
}
}
//XSTR:OFF
DCF(change_mission_goal, "Changes the mission goal status")
{
int num;
bool val_b;
const char *string;
if (dc_optional_string_either("help", "--help")) {
dc_printf("Usage: change_mission_goal <goal_num> [status]\n");
dc_printf("<goal_num> -- Integer number of goal to change. See show_mission_goals\n");
dc_printf("[status] -- Goal status to change to.\n\n");
dc_printf("The optional [status] field may be either a bool type or a string.\n");
dc_printf("\ttrue -- Goal status set to 'complete'\n");
dc_printf("\tfalse -- Goal status set to 'failed'\n\n");
dc_printf("A string value of 'satisfied', 'failed', or 'unknown' will set the goal status to the respective state.\n");
dc_printf("If [status] is not given, then the goal status will be set to 'unknown'");
dc_printf("Examples:\n");
dc_printf("\t'change_mission_goal 1 true' makes goal 1 as successful.\n");
dc_printf("\t'change_mission_goal 2' marks goal 2 as unknown/incomplete\n");
dc_printf("\t'change_mission_goal 0 satisfied' marks goal 0 as satisfied\n");
return;
}
dc_stuff_int(&num);
if ( num >= (int)Mission_goals.size() ) {
dc_printf (" Error: Invalid value for <goal_num>. Valid values: 0 - " SIZE_T_ARG "\n", Mission_goals.size());
return;
}
if (dc_optional_string("satisfied")) {
Mission_goals[num].satisfied = GOAL_COMPLETE;
} else if (dc_optional_string("failed")) {
Mission_goals[num].satisfied = GOAL_FAILED;
} else if (dc_optional_string("unsatisfied")) {
Mission_goals[num].satisfied = GOAL_INCOMPLETE;
} else if (dc_maybe_stuff_boolean(&val_b)) {
val_b ? Mission_goals[num].satisfied = GOAL_COMPLETE : Mission_goals[num].satisfied = GOAL_FAILED;
} else {
// No argument given
Mission_goals[num].satisfied = GOAL_INCOMPLETE;
}
switch(Mission_goals[num].satisfied) {
case GOAL_COMPLETE:
string = "satisfied";
break;
case GOAL_FAILED:
string = "failed";
break;
case GOAL_INCOMPLETE:
string = "unsatisfied";
break;
default:
dc_printf("Warning! Mission goal %i is in an invalid state! (value: %i)", num, Mission_goals[num].satisfied);
return;
}
dc_printf("Mission goal %i set to '%s'\n", num, string);
}
//XSTR:ON
// debug functions to mark all primary/secondary/bonus goals as true
void mission_goal_mark_all_true(int type)
{
int i;
for (i = 0; i < (int)Mission_goals.size(); i++ ) {
if ( (Mission_goals[i].type & GOAL_TYPE_MASK) == type )
Mission_goals[i].satisfied = GOAL_COMPLETE;
}
HUD_sourced_printf(HUD_SOURCE_HIDDEN, NOX("All %s goals marked true"), Goal_type_text(type) );
}
void goal_screen_button_pressed(int num)
{
switch (num) {
case GOAL_SCREEN_BUTTON_SCROLL_UP:
goal_screen_scroll_up();
break;
case GOAL_SCREEN_BUTTON_SCROLL_DOWN:
goal_screen_scroll_down();
break;
case GOAL_SCREEN_BUTTON_RETURN:
mission_goal_exit();
break;
}
}
void goal_screen_scroll_up()
{
if (Scroll_offset) {
Scroll_offset--;
gamesnd_play_iface(InterfaceSounds::SCROLL);
} else {
gamesnd_play_iface(InterfaceSounds::GENERAL_FAIL);
}
}
void goal_screen_scroll_down()
{
int max_lines;
max_lines = Goal_screen_text_h / gr_get_font_height();
if (Scroll_offset + max_lines < Goal_text.m_num_lines) {
Scroll_offset++;
gamesnd_play_iface(InterfaceSounds::SCROLL);
} else {
gamesnd_play_iface(InterfaceSounds::GENERAL_FAIL);
}
}
// Return the number of resolved goals in num_resolved, return the total
// number of valid goals in total
void mission_goal_fetch_num_resolved(int desired_type, int *num_resolved, int *total, int team)
{
int i,type;
*num_resolved=0;
*total=0;
for (i=0; i<(int)Mission_goals.size(); i++) {
// if we're checking for team
if((team >= 0) && (Mission_goals[i].team != team)){
continue;
}
if (Mission_goals[i].type & INVALID_GOAL) {
continue;
}
type = Mission_goals[i].type & GOAL_TYPE_MASK;
if ( type != desired_type ) {
continue;
}
*total = *total + 1;
if (Mission_goals[i].satisfied != GOAL_INCOMPLETE) {
*num_resolved = *num_resolved + 1;
}
}
}
// Return whether there are any incomplete goals of the specified type
int mission_goals_incomplete(int desired_type, int team)
{
int i, type;
for (i=0; i<(int)Mission_goals.size(); i++) {
// if we're checking for team
if((team >= 0) && (Mission_goals[i].team != team)){
continue;
}
if (Mission_goals[i].type & INVALID_GOAL) {
continue;
}
type = Mission_goals[i].type & GOAL_TYPE_MASK;
if ( type != desired_type ) {
continue;
}
if (Mission_goals[i].satisfied == GOAL_INCOMPLETE) {
return 1;
}
}
return 0;
}
void mission_goal_exit()
{
snd_play( gamesnd_get_interface_sound(InterfaceSounds::USER_SELECT) );
gameseq_post_event(GS_EVENT_PREVIOUS_STATE);
}
int mission_goal_find_sexp_tree(int root_node)
{
for (int i = 0; i < (int)Mission_goals.size(); ++i)
if (Mission_goals[i].formula == root_node)
return i;
return -1;
}
int mission_event_find_sexp_tree(int root_node)
{
for (int i = 0; i < (int)Mission_events.size(); ++i)
if (Mission_events[i].formula == root_node)
return i;
return -1;
}
int mission_goal_lookup(const char *name)
{
Assertion(name != nullptr, "Goal name cannot be null!");
for (int i = 0; i < (int)Mission_goals.size(); ++i)
if (!stricmp(Mission_goals[i].name.c_str(), name))
return i;
return -1;
}
int mission_event_lookup(const char *name)
{
Assertion(name != nullptr, "Event name cannot be null!");
for (int i = 0; i < (int)Mission_events.size(); ++i)
if (!stricmp(Mission_events[i].name.c_str(), name))
return i;
return -1;
}