/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see .
*/
/***********************************************************************************************
*** Confidential - Westwood Studios ***
***********************************************************************************************
* *
* Project Name : Commando *
* *
* $Archive:: /Commando/Code/Commando/campaign.cpp $*
* *
* $Author:: Ian_l $*
* *
* $Modtime:: 1/19/02 12:30p $*
* *
* $Revision:: 33 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "campaign.h"
#include "debug.h"
#include "gamemode.h"
#include "gamedata.h"
#include "singlepl.h"
#include "gdsingleplayer.h"
#include "cnetwork.h"
#include "playertype.h"
#include "gameinitmgr.h"
#include "scorescreen.h"
#include "assets.h"
#include "movie.h"
#include "consolefunction.h"
#include "renegadedialogmgr.h"
#include "registry.h"
#include "_globals.h"
#include "crandom.h"
#include "god.h"
#include "dlgloadspgame.h"
#include "ccamera.h"
/*
**
*/
int CampaignManager::State = 0;
int CampaignManager::BackdropIndex = 0;
#define CAMPAIGN_INI_FILENAME "campaign.ini"
#define SECTION_CAMPAIGN "Campaign"
#define NOT_IN_CAMPAIGN_STATE -10
#define REPLAY_LEVEL -11
#define REPLAY_SCORE -12
DynamicVectorClass CampaignFlowDescriptions;
struct BackdropDescriptionStruct {
int State;
DynamicVectorClass Lines;
bool operator == (BackdropDescriptionStruct const & rec) const { return false; }
bool operator != (BackdropDescriptionStruct const & rec) const { return true; }
};
DynamicVectorClass BackdropDescriptions;
/*
**
*/
void CampaignManager::Init( void )
{
State = NOT_IN_CAMPAIGN_STATE;
BackdropIndex = 0;
// Load CAMPAIGN.INI to get campain flow
INIClass * campaignINI = Get_INI( CAMPAIGN_INI_FILENAME );
if (campaignINI != NULL) {
WWASSERT( campaignINI && campaignINI->Section_Count() > 0 );
int count = campaignINI->Entry_Count( SECTION_CAMPAIGN );
for ( int entry = 0; entry < count; entry++ ) {
StringClass description(0,true);
campaignINI->Get_String(description, SECTION_CAMPAIGN, campaignINI->Get_Entry( SECTION_CAMPAIGN, entry) );
CampaignFlowDescriptions.Add( description );
}
// Load Backdrop Descriptions
// Load the first 100, because 90-95 are multiplay.. :)
for ( int state = 0; state < 100; state++ ) {
StringClass section_name;
section_name.Format( "Backdrop%d", state );
int count = campaignINI->Entry_Count( section_name );
if ( count != 0 ) {
int index = BackdropDescriptions.Count();
BackdropDescriptions.Uninitialized_Add();
BackdropDescriptions[index].State = state;
for ( int entry = 0; entry < count; entry++ ) {
StringClass description(0,true);
campaignINI->Get_String(description, section_name, campaignINI->Get_Entry( section_name, entry) );
BackdropDescriptions[index].Lines.Add( description );
}
}
}
Release_INI( campaignINI );
} else {
Debug_Say(("CampaignManager::Init - Unable to load %s\n", CAMPAIGN_INI_FILENAME));
}
}
/*
**
*/
void CampaignManager::Shutdown( void )
{
CampaignFlowDescriptions.Clear();
}
/*
**
*/
//-----------------------------------------------------------------------------
enum {
CHUNKID_VARIABLES = 906011356,
MICROCHUNK_STATE = 1,
MICROCHUNK_BACKDROP_INDEX,
};
//-----------------------------------------------------------------------------
bool CampaignManager::Save(ChunkSaveClass & csave)
{
csave.Begin_Chunk(CHUNKID_VARIABLES);
WRITE_MICRO_CHUNK(csave, MICROCHUNK_STATE, State);
WRITE_MICRO_CHUNK(csave, MICROCHUNK_BACKDROP_INDEX, BackdropIndex);
csave.End_Chunk();
return true;
}
//-----------------------------------------------------------------------------
bool CampaignManager::Load(ChunkLoadClass &cload)
{
while (cload.Open_Chunk()) {
switch(cload.Cur_Chunk_ID()) {
case CHUNKID_VARIABLES:
while (cload.Open_Micro_Chunk()) {
switch(cload.Cur_Micro_Chunk_ID()) {
READ_MICRO_CHUNK(cload, MICROCHUNK_STATE, State);
READ_MICRO_CHUNK(cload, MICROCHUNK_BACKDROP_INDEX, BackdropIndex);
default:
Debug_Say(( "Unrecognized Campaign Variable chunkID\n" ));
break;
}
cload.Close_Micro_Chunk();
}
break;
default:
Debug_Say(( "Unrecognized campaign chunkID\n" ));
break;
}
cload.Close_Chunk();
}
return true;
}
/*
**
*/
void CampaignManager::Start_Campaign( int difficulty )
{
Debug_Say(( "CampaignManager::Start_Campaign( %d )\n", difficulty ));
State = -1;
BackdropIndex = 0;
// Why was this commented out???
CombatManager::Set_Difficulty_Level( difficulty );
StringClass diff_string;
diff_string.Format( "difficulty %d", difficulty );
ConsoleFunctionManager::Parse_Input( diff_string );
cGod::Reset_Inventory();
Continue();
}
/*
**
*/
void CampaignManager::Continue( bool success )
{
BackdropIndex = 0;
if ( State == REPLAY_LEVEL ) {
State = REPLAY_SCORE;
// Activeate the Score screen before the combat deactivates, so we can get the stats
ScoreScreenGameModeClass * ss = (ScoreScreenGameModeClass *)GameModeManager::Find ("ScoreScreen");
if ( ss != NULL ) {
ss->Save_Stats();
}
GameModeManager::Find ("Movie")->Deactivate();
GameModeManager::Find ("Combat")->Suspend();
GameInitMgrClass::End_Game();
GameModeManager::Find ("Menu")->Deactivate();
if ( ss != NULL ) {
ss->Activate();
}
return;
}
if ( State == NOT_IN_CAMPAIGN_STATE || State == REPLAY_SCORE || ( State >= CampaignFlowDescriptions.Count() - 1 ) ) {
State = NOT_IN_CAMPAIGN_STATE;
GameModeManager::Find ("Movie")->Deactivate();
GameModeManager::Find ("ScoreScreen")->Deactivate(); // BMG???
GameModeManager::Find ("Combat")->Suspend();
GameInitMgrClass::End_Game();
GameInitMgrClass::Display_End_Game_Menu();
return;
}
State = State+1;
Debug_Say(( "CampaignManager::Continue %d\n", State ));
const char * state_description = CampaignFlowDescriptions[State];
#define StringMatch(a,b) (!::strncmp( a,b,strlen(b) ))
if ( StringMatch( state_description, "Message " ) ) {
state_description += ::strlen( "Message " );
GameModeManager::Find ("Movie")->Deactivate();
GameModeManager::Find ("Combat")->Suspend();
GameInitMgrClass::End_Game();
GameModeManager::Find ("Menu")->Deactivate();
GameModeManager::Find ("ScoreScreen")->Activate();
} else if ( StringMatch( state_description, "Score" ) ) {
state_description += ::strlen( "Score" );
// Activeate the Score screen before the combat deactivates, so we can get the stats
ScoreScreenGameModeClass * ss = (ScoreScreenGameModeClass *)GameModeManager::Find ("ScoreScreen");
if ( ss != NULL ) {
ss->Save_Stats();
}
GameModeManager::Find ("Movie")->Deactivate();
GameModeManager::Find ("Combat")->Suspend();
GameInitMgrClass::End_Game();
GameModeManager::Find ("Menu")->Deactivate();
if ( ss != NULL ) {
ss->Activate();
}
} else if ( StringMatch( state_description, "Level " ) ) {
GameModeManager::Find ("Combat")->Suspend();
GameModeManager::Find ("Movie")->Deactivate();
GameModeManager::Find ("ScoreScreen")->Deactivate ();
GameInitMgrClass::End_Game();
state_description += ::strlen( "Level " );
int mission = cGameData::Get_Mission_Number_From_Map_Name( state_description );
Select_Backdrop_Number( mission );
GameInitMgrClass::Start_Game ( state_description, PLAYERTYPE_RENEGADE, 0 );
// Hack to not autosave for Mission 0 (M13)
if ( ::strnicmp( state_description, "M13", 3 ) != 0 ) {
CombatManager::Request_Autosave();
}
} else if ( StringMatch( state_description, "Movie " ) ) {
if (COMBAT_CAMERA != NULL) {
COMBAT_CAMERA->Set_Host_Model (NULL);
}
GameModeManager::Find ("Combat")->Suspend();
GameInitMgrClass::End_Game();
GameModeManager::Find ("Menu")->Deactivate();
GameModeManager::Find ("ScoreScreen")->Deactivate ();
//
// Parse the parameters
//
int len = ::strlen( state_description );
StringClass foo( len + 1, true );
StringClass filename( len + 1, true );
StringClass description( len + 1, true );
::sscanf (state_description, "%s %s %s", foo.Peek_Buffer (), filename.Peek_Buffer (), description.Peek_Buffer ());
MovieGameModeClass * mode = (MovieGameModeClass *)GameModeManager::Find ("Movie");
if ( mode ) {
mode->Activate();
mode->Start_Movie( filename );
//
// Add this movie name to the registry (that way the user
// can watch it later)
//
RegistryClass registry( APPLICATION_SUB_KEY_NAME_MOVIES );
if ( registry.Is_Valid() ) {
registry.Set_String( filename, description );
}
}
} else {
Debug_Say(( "Failed to Parse Campaign Description %s\n", state_description ));
State = NOT_IN_CAMPAIGN_STATE;
RenegadeDialogMgrClass::Goto_Location (RenegadeDialogMgrClass::LOC_MAIN_MENU);
}
}
void CampaignManager::Reset()
{
State = NOT_IN_CAMPAIGN_STATE;
}
/*
**
*/
void CampaignManager::Replay_Level( const char * mission_name, int difficulty )
{
State = REPLAY_LEVEL;
cGod::Reset_Inventory();
CombatManager::Set_Difficulty_Level( difficulty );
GameInitMgrClass::Start_Game( mission_name, PLAYERTYPE_RENEGADE, 0 );
}
/*
**
*/
int CampaignManager::Get_Backdrop_Description_Count( void )
{
if (BackdropDescriptions.Count() > 0) {
return BackdropDescriptions[BackdropIndex].Lines.Count();
}
return 0;
}
const char * CampaignManager::Get_Backdrop_Description( int index )
{
return BackdropDescriptions[BackdropIndex].Lines[index];
}
void CampaignManager::Select_Backdrop_Number( int state_number )
{
// Find Backdrop Index
BackdropIndex = 0;
for ( int i = 0; i < BackdropDescriptions.Count(); i++ ) {
if ( BackdropDescriptions[i].State == state_number ) {
BackdropIndex = i;
}
}
if ( BackdropIndex == 0 ) {
Debug_Say(( "Failed to find load menu for state %d\n", state_number ));
}
}
void CampaignManager::Select_Backdrop_Number_By_MP_Type( int type )
{
//
// Setup Load Menu
//
/*
#define MULTIPLAY_LOAD_MENU_NUMBER_DEATHMATCH 91
#define MULTIPLAY_LOAD_MENU_NUMBER_TEAM_DEATHMATCH 92
#define MULTIPLAY_LOAD_MENU_NUMBER_CTF 93
#define MULTIPLAY_LOAD_MENU_NUMBER_CNC1 94
#define MULTIPLAY_LOAD_MENU_NUMBER_CNC2 95
int load_menu_number = 0;
if ( type == cGameData::GAME_TYPE_DEATHMATCH ) {
load_menu_number = MULTIPLAY_LOAD_MENU_NUMBER_DEATHMATCH;
}
if ( type == cGameData::GAME_TYPE_TEAM_DEATHMATCH ) {
load_menu_number = MULTIPLAY_LOAD_MENU_NUMBER_TEAM_DEATHMATCH;
}
if ( type == cGameData::GAME_TYPE_CNC ) {
load_menu_number = MULTIPLAY_LOAD_MENU_NUMBER_CNC1;
if ( FreeRandom.Get_Int() & 1 ) {
load_menu_number = MULTIPLAY_LOAD_MENU_NUMBER_CNC2;
}
}
Select_Backdrop_Number( load_menu_number );
*/
WWASSERT(type == cGameData::GAME_TYPE_CNC);
#define MULTIPLAY_LOAD_MENU_NUMBER_CNC1 94
#define MULTIPLAY_LOAD_MENU_NUMBER_CNC2 95
int load_menu_number = 0;
if (FreeRandom.Get_Int() & 1) {
load_menu_number = MULTIPLAY_LOAD_MENU_NUMBER_CNC1;
} else {
load_menu_number = MULTIPLAY_LOAD_MENU_NUMBER_CNC2;
}
// Select_Backdrop_Number(load_menu_number);
//forget the random screen, alwayds do 94 (BMG 11/24/01)
Select_Backdrop_Number( MULTIPLAY_LOAD_MENU_NUMBER_CNC1 );
}
/*
if ( type == cGameData::GAME_TYPE_CTF ) {
load_menu_number = MULTIPLAY_LOAD_MENU_NUMBER_CTF;
}
*/