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/*
* 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 <limits.h> // this is need even when not building debug!!
#include "gamesequence/gamesequence.h"
#include "network/multi.h"
#include "network/multiui.h"
#include "freespace2/freespace.h"
#include "network/multimsgs.h"
#include "network/multiutil.h"
#include "popup/popup.h"
#include "network/multi_campaign.h"
#include "network/multi_endgame.h"
#include "network/stand_gui.h"
#include "mission/missiongoals.h"
#include "mission/missioncampaign.h"
#include "mission/missionparse.h"
// ------------------------------------------------------------------------------------
// MULTIPLAYER CAMPAIGN DEFINES/VARS
//
// packet codes
#define MC_CODE_POOL 0 // pool/weapons update
#define MC_CODE_DONE 1 // campaign is "done"
#define MC_CODE_DEBRIEF 2 // debrief info
#define MC_CODE_START 3 // start campaign information
// packet code for ingame joining
#define MC_JIP_INITIAL_PACKET 1 // initial data
#define MC_JIP_GE_STATUS 2 // goal event status for all missions
#define MC_JIP_GOAL_NAMES 3 // goal names
#define MC_JIP_EVENT_NAMES 4 // event names
#define MC_JIP_END_DATA 5 // this is the end of the data
#define MC_INGAME_DATA_SLOP 50
// flags indicating the "accept" status of all players involved in a campaign
int Multi_campaign_accept_flags[MAX_PLAYERS];
// ------------------------------------------------------------------------------------
// MULTIPLAYER CAMPAIGN FUNCTIONS
//
// load a new campaign file or notify the standalone if we're not the server
void multi_campaign_start(char *filename)
{
char str[255];
// set the netgame mode
Netgame.campaign_mode = MP_CAMPAIGN;
// set the campaign filename
strcpy_s(Netgame.campaign_name,filename);
// add the campaign mode flag
Game_mode |= GM_CAMPAIGN_MODE;
// if we're the server of the game we should also be loading the campaign up. otherwise, we let the standalone do it
if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
// start the campaign, passing 0 so we do _not_ load the savefile. this is only for starting
// new campaigns
mission_campaign_load(filename);
mission_campaign_next_mission();
// setup various filenames and mission names
strcpy_s(Netgame.mission_name,Campaign.missions[Campaign.current_mission].name);
strcpy_s(Netgame.campaign_name,filename);
strcpy_s(Game_current_mission_filename,Netgame.mission_name);
// if we're the standalone server, set the mission and campaign names
if(Game_mode & GM_STANDALONE_SERVER){
memset(str,0,255);
strcpy_s(str,Netgame.mission_name);
strcat_s(str," (");
strcat_s(str,Netgame.campaign_name);
strcat_s(str,")");
// set the control on the stand_gui
std_multi_set_standalone_mission_name(str);
}
// maybe override the Netgame.respawn setting
Netgame.respawn = The_mission.num_respawns;
nprintf(("Network","MULTI CAMPAIGN : overriding respawn setting with mission max %d\n",The_mission.num_respawns));
// send a "start campaign" packet
multi_campaign_send_start();
}
}
// client-side start of a campaign
void multi_campaign_client_start()
{
memset(&Campaign,0,sizeof(Campaign));
// set campaign mode. why not.
Game_mode |= GM_CAMPAIGN_MODE;
}
// move everything and eveyrone into the next mission state
void multi_campaign_next_mission()
{
char str[255];
// flush the important data
multi_campaign_flush_data();
// call the campaign over function
mission_campaign_mission_over();
// now we should be sequencing through the next stage (mission load, etc)
// this will eventually be replaced with the real filename of the next mission
if(Campaign.current_mission != -1){
strncpy(Game_current_mission_filename, Campaign.missions[Campaign.current_mission].name, MAX_FILENAME_LEN);
strcpy_s(Netgame.mission_name,Game_current_mission_filename);
// if we're the standalone server, set the mission and campaign names
if(Game_mode & GM_STANDALONE_SERVER){
memset(str,0,255);
strcpy_s(str,Netgame.mission_name);
strcat_s(str," (");
strcat_s(str,Netgame.campaign_name);
strcat_s(str,")");
// set the control on the stand_gui
std_multi_set_standalone_mission_name(str);
}
}
}
// flush all important data between missions
void multi_campaign_flush_data()
{
// blast the accept flags
memset(Multi_campaign_accept_flags,0,sizeof(int) * MAX_PLAYERS);
// flush mission stuff
multi_flush_mission_stuff();
}
// call in the debriefing stage to evaluate what we should be doing in regards to the campaign
// if player_status == 0, nothing should be done
// == 1, players want to continue to the next mission
// == 2, players want to repeat the previous mission
void multi_campaign_do_debrief(int player_status)
{
// the server (standalone or no)
if((Net_player->flags & NETINFO_FLAG_AM_MASTER) && (Campaign.current_mission != -1) && player_status){
// if players want to go to the next mission
if(player_status == 1){
// move the multiplayer campaign along
multi_campaign_next_mission();
// if we're at the end of the campaign
if(Campaign.current_mission == -1){
// set the netgame state to be forming and continue
Netgame.game_state = NETGAME_STATE_FORMING;
send_netgame_update_packet();
if(Game_mode & GM_STANDALONE_SERVER){
gameseq_post_event(GS_EVENT_STANDALONE_MAIN);
} else {
gameseq_post_event(GS_EVENT_MULTI_HOST_SETUP);
}
multi_reset_timestamps();
}
// if we're still in the campaign
else {
Netgame.game_state = NETGAME_STATE_MISSION_SYNC;
send_netgame_update_packet();
Multi_sync_mode = MULTI_SYNC_PRE_BRIEFING;
gameseq_post_event(GS_EVENT_MULTI_MISSION_SYNC);
multi_reset_timestamps();
}
}
// if the players want to replay the current mission
else if(player_status == 2){
Netgame.game_state = NETGAME_STATE_MISSION_SYNC;
send_netgame_update_packet();
Multi_sync_mode = MULTI_SYNC_PRE_BRIEFING;
gameseq_post_event(GS_EVENT_MULTI_MISSION_SYNC);
multi_reset_timestamps();
} else {
Int3();
}
}
}
// display the done popup
void multi_campaign_done_popup()
{
popup(PF_BODY_BIG | PF_USE_AFFIRMATIVE_ICON,1,POPUP_OK,XSTR("The Campaign Is Complete. Thank You For Playing",643));
multi_quit_game(PROMPT_NONE);
}
// evaluate post mission goal stuff for the campaign and send all relevant stuff to clients
void multi_campaign_eval_debrief()
{
// evaluate mission stuff (fills in structures, etc).
// DKA 12/12/98 already done
// mission_campaign_eval_next_mission();
// send the campaign debriefing packet
multi_campaign_send_debrief_info();
}
// clients should store mission goal/event names in the campaign now
void multi_campaign_client_store_goals(int mission_num)
{
int idx;
// copy mission goals into the campaign goals
for(idx=0;idx<Num_goals;idx++){
strcpy_s(Campaign.missions[mission_num].goals[idx].name,Mission_goals[idx].name);
}
// copy mission events into the campaign events
for(idx=0;idx<Num_mission_events;idx++){
strcpy_s(Campaign.missions[mission_num].events[idx].name,Mission_events[idx].name);
}
}
// ------------------------------------------------------------------------------------
// MULTIPLAYER CAMPAIGN PACKET HANDLERS
//
extern int Num_ship_classes;
extern int Num_weapon_types;
// process a campaign update packet
void multi_campaign_process_update(ubyte *data, header *hinfo)
{
int offset = HEADER_LENGTH;
char fname[255];
ubyte val,spool_size,wpool_size;
ubyte code;
ubyte cur_mission,next_mission;
int idx;
// get the packet code
GET_DATA(code);
switch(code){
case MC_CODE_DONE:
// display the done popup
multi_campaign_done_popup();
break;
case MC_CODE_POOL:
// get the campaign status byte
GET_DATA(val);
// if we're not in campaign mode, bash all weapons and ships to be "allowed"
if(!val){
// all ships
for(idx=0;idx<Num_ship_classes;idx++){
Campaign.ships_allowed[idx] = 1;
}
// all weapons
for(idx=0;idx<Num_weapon_types;idx++){
Campaign.weapons_allowed[idx] = 1;
}
} else {
// clear the ships and weapons allowed arrays
memset(Campaign.ships_allowed,0,MAX_SHIP_CLASSES);
memset(Campaign.weapons_allowed,0,MAX_WEAPON_TYPES);
// get all ship classes
GET_DATA(spool_size);
for(idx=0;idx<spool_size;idx++){
GET_DATA(val);
Campaign.ships_allowed[val] = 1;
}
// get all weapon classes
GET_DATA(wpool_size);
for(idx=0;idx<wpool_size;idx++){
GET_DATA(val);
Campaign.weapons_allowed[val] = 1;
}
}
// ack the server
Net_player->state = NETPLAYER_STATE_CPOOL_ACK;
send_netplayer_update_packet();
break;
case MC_CODE_DEBRIEF:
GET_DATA(cur_mission);
GET_DATA(next_mission);
// add the filename
GET_STRING(fname);
Campaign.missions[cur_mission].name = vm_strdup(fname);
// add the # of goals and events
GET_DATA(val);
Campaign.missions[cur_mission].num_goals = val;
Campaign.missions[cur_mission].goals = (mgoal*)vm_malloc(sizeof(mgoal) * val);
GET_DATA(val);
Campaign.missions[cur_mission].num_events = val;
Campaign.missions[cur_mission].events = (mevent*)vm_malloc(sizeof(mevent) * val);
// add the goals
for(idx=0;idx<Campaign.missions[cur_mission].num_goals;idx++){
GET_DATA(val);
Campaign.missions[cur_mission].goals[idx].status = val;
}
// add the events
for(idx=0;idx<Campaign.missions[cur_mission].num_events;idx++){
GET_DATA(val);
Campaign.missions[cur_mission].events[idx].status = val;
}
// now set the "next mission to be the "current mission"
Campaign.prev_mission = cur_mission;
Campaign.current_mission = next_mission;
// clients should store mission goal/event names in the campaign now
multi_campaign_client_store_goals(cur_mission);
break;
case MC_CODE_START:
// clear the campaign
multi_campaign_client_start();
// read in the # of missions
GET_INT(Campaign.num_missions);
// read in the mission filenames
for(idx=0;idx<Campaign.num_missions;idx++){
GET_STRING(fname);
Campaign.missions[idx].name = vm_strdup(fname);
}
break;
}
PACKET_SET_SIZE();
}
// send a "campaign finished" packet
void multi_campaign_send_done()
{
ubyte data[10],val;
int packet_size = 0;
// build the header
BUILD_HEADER(CAMPAIGN_UPDATE);
// add the code
val = MC_CODE_DONE;
ADD_DATA(val);
// broadcast the packet
multi_io_send_to_all_reliable(data, packet_size);
}
// send a campaign debrief update packet
void multi_campaign_send_debrief_info()
{
ubyte data[MAX_PACKET_SIZE],val;
int idx;
int packet_size = 0;
// build the header
BUILD_HEADER(CAMPAIGN_UPDATE);
// add the code
val = MC_CODE_DEBRIEF;
ADD_DATA(val);
// add the mission # we're including
val = (ubyte)Campaign.current_mission;
ADD_DATA(val);
// add the next mission
val = (ubyte)Campaign.next_mission;
ADD_DATA(val);
// add the filename
Assert(Campaign.missions[Campaign.current_mission].name != NULL);
ADD_STRING(Campaign.missions[Campaign.current_mission].name);
// add the # of goals and events
val = (ubyte)Campaign.missions[Campaign.current_mission].num_goals;
ADD_DATA(val);
val = (ubyte)Campaign.missions[Campaign.current_mission].num_events;
ADD_DATA(val);
// add the goals
for(idx=0;idx<Campaign.missions[Campaign.current_mission].num_goals;idx++){
val = (ubyte)Campaign.missions[Campaign.current_mission].goals[idx].status;
ADD_DATA(val);
}
// add the events
for(idx=0;idx<Campaign.missions[Campaign.current_mission].num_events;idx++){
val = (ubyte)Campaign.missions[Campaign.current_mission].events[idx].status;
ADD_DATA(val);
}
// send to all players
multi_io_send_to_all_reliable(data, packet_size);
}
// send a campaign pool status packet
void multi_campaign_send_pool_status()
{
ubyte data[MAX_PACKET_SIZE],val;
int idx;
int spool_size;
int wpool_size;
int packet_size = 0;
// build the header
BUILD_HEADER(CAMPAIGN_UPDATE);
// add the code
val = MC_CODE_POOL;
ADD_DATA(val);
// if we're not in campaign mode, send a single byte saying "allow all ships and weapons"
if(!(Game_mode & GM_CAMPAIGN_MODE)){
val = 0x0;
ADD_DATA(val);
}
// otherwise add all relevant ship/weapon pool data
else {
val = 0x1;
ADD_DATA(val);
// determine how many ship types we're going to add
spool_size = 0;
for(idx=0;idx<Num_ship_classes;idx++){
if(Campaign.ships_allowed[idx]){
spool_size++;
}
}
// determine how many weapon types we're going to add
wpool_size = 0;
for(idx=0;idx<Num_weapon_types;idx++){
if(Campaign.weapons_allowed[idx]){
wpool_size++;
}
}
// make sure it'll all fit into this packet
Assert((wpool_size + spool_size) < 480);
// add all ship types
val = (ubyte)spool_size;
ADD_DATA(val);
for(idx=0;idx<Num_ship_classes;idx++){
if(Campaign.ships_allowed[idx]){
val = (ubyte)idx;
ADD_DATA(val);
}
}
// add all weapon types
val = (ubyte)wpool_size;
ADD_DATA(val);
for(idx=0;idx<Num_weapon_types;idx++){
if(Campaign.weapons_allowed[idx]){
val = (ubyte)idx;
ADD_DATA(val);
}
}
}
// send to all players
Assert(Net_player->flags & NETINFO_FLAG_AM_MASTER);
multi_io_send_to_all_reliable(data, packet_size);
// notification message
multi_common_add_text(XSTR("Campaign ship/weapon pool\n",644),1);
}
// send a "start campaign" packet
void multi_campaign_send_start(net_player *pl)
{
ubyte data[MAX_PACKET_SIZE],val;
int idx;
int packet_size = 0;
// build the header
BUILD_HEADER(CAMPAIGN_UPDATE);
// add the code
val = MC_CODE_START;
ADD_DATA(val);
// add the # of missions, and their filenames
ADD_DATA(Campaign.num_missions);
for(idx=0;idx<Campaign.num_missions;idx++){
Assert(Campaign.missions[idx].name != NULL);
ADD_STRING(Campaign.missions[idx].name);
}
// if we're targeting a specific player
if(pl != NULL){
multi_io_send_reliable(pl, data, packet_size);
}
// send to all players
else {
multi_io_send_to_all_reliable(data, packet_size);
}
}
// campaign start packet for ingame joiners. Sends filename and goal/event name and status
void multi_campaign_send_ingame_start( net_player *pl )
{
ubyte data[MAX_PACKET_SIZE], packet_type, num_goals, num_events, *ptr;
int packet_size, i, j;
Assert( pl != NULL );
packet_size = 0;
if ( Game_mode & GM_CAMPAIGN_MODE ) {
// first -- add the number of missions and the mission names
// add the # of missions, and their filenames
BUILD_HEADER(CAMPAIGN_UPDATE_INGAME);
packet_type = MC_JIP_INITIAL_PACKET;
ADD_DATA(packet_type);
ADD_INT(Campaign.num_missions);
for( i = 0; i < Campaign.num_missions; i++) {
Assert(Campaign.missions[i].name != NULL);
ADD_STRING(Campaign.missions[i].name);
}
multi_io_send_reliable(pl, data, packet_size);
// send the number and status of all goals event for all previous missions
for (i = 0; i < Campaign.num_missions; i++ ) {
ubyte status;
// don't send data for the current mission being played, or if both goals and events are 0
Assert( Campaign.missions[i].num_goals < UCHAR_MAX );
Assert( Campaign.missions[i].num_events < UCHAR_MAX );
num_goals = (ubyte)Campaign.missions[i].num_goals;
num_events = (ubyte)Campaign.missions[i].num_events;
// don't do anything if mission hasn't been completed
if ( !Campaign.missions[i].completed )
continue;
// add the mission number and the goal/event status
BUILD_HEADER( CAMPAIGN_UPDATE_INGAME );
packet_type = MC_JIP_GE_STATUS;
ADD_DATA( packet_type );
ADD_INT(i);
ADD_DATA( num_goals );
for ( j = 0; j < num_goals; j++ ) {
status = (ubyte)Campaign.missions[i].goals[j].status;
ADD_DATA(status);
}
// now the events
ADD_DATA( num_events );
for ( j = 0; j < num_events; j++ ) {
status = (ubyte)Campaign.missions[i].events[j].status;
ADD_DATA(status);
}
multi_io_send_reliable(pl, data, packet_size);
}
// send the goal/event names.
for ( i = 0; i < Campaign.num_missions; i++ ) {
ubyte goal_count, starting_goal_num;
// first the goal names
Assert( Campaign.missions[i].num_goals < UCHAR_MAX );
num_goals = (ubyte)Campaign.missions[i].num_goals;
// don't do anything if mission hasn't been completed
if ( !Campaign.missions[i].completed ){
continue;
}
BUILD_HEADER( CAMPAIGN_UPDATE_INGAME );
packet_type = MC_JIP_GOAL_NAMES;
ADD_DATA(packet_type);
ADD_INT(i);
// save a pointer so we can put the number of goals written here.
ptr = &data[packet_size];
goal_count = 0;
ADD_DATA( goal_count );
starting_goal_num = 0;
ADD_DATA( starting_goal_num );
for ( j = 0; j < num_goals; j++ ) {
ADD_STRING( Campaign.missions[i].goals[j].name );
goal_count++;
// if packet will get too big, send it off.
if ( (packet_size + MC_INGAME_DATA_SLOP) > MAX_PACKET_SIZE ) {
*ptr = goal_count;
multi_io_send_reliable(pl, data, packet_size);
BUILD_HEADER(CAMPAIGN_UPDATE_INGAME);
packet_type = MC_JIP_GOAL_NAMES;
ADD_DATA( packet_type );
ADD_INT(i);
ptr = &data[packet_size];
goal_count = 0;
ADD_DATA( goal_count );
starting_goal_num = (ubyte)j;
ADD_DATA( starting_goal_num );
}
}
*ptr = goal_count;
multi_io_send_reliable(pl, data, packet_size);
}
// send the goal/event names.
for ( i = 0; i < Campaign.num_missions; i++ ) {
ubyte event_count, starting_event_num;
// first the goal names
Assert( Campaign.missions[i].num_events < UCHAR_MAX );
num_events = (ubyte)Campaign.missions[i].num_events;
// don't do anything if mission hasn't been completed
if ( !Campaign.missions[i].completed )
continue;
BUILD_HEADER(CAMPAIGN_UPDATE_INGAME);
packet_type = MC_JIP_EVENT_NAMES;
ADD_DATA(packet_type);
ADD_INT(i);
// save a pointer so we can put the number of goals written here.
ptr = &data[packet_size];
event_count = 0;
ADD_DATA( event_count );
starting_event_num = 0;
ADD_DATA( starting_event_num );
for ( j = 0; j < num_events; j++ ) {
ADD_STRING( Campaign.missions[i].events[j].name );
event_count++;
// if packet will get too big, send it off.
if ( (packet_size + MC_INGAME_DATA_SLOP) > MAX_PACKET_SIZE ) {
*ptr = event_count;
multi_io_send_reliable(pl, data, packet_size);
BUILD_HEADER(CAMPAIGN_UPDATE_INGAME);
packet_type = MC_JIP_EVENT_NAMES;
ADD_DATA( packet_type );
ADD_INT(i);
ptr = &data[packet_size];
event_count = 0;
ADD_DATA( event_count );
starting_event_num = (ubyte)j;
ADD_DATA( starting_event_num );
}
}
*ptr = event_count;
multi_io_send_reliable(pl, data, packet_size);
}
}
// add the stop byte
BUILD_HEADER(CAMPAIGN_UPDATE_INGAME);
packet_type = MC_JIP_END_DATA;
ADD_DATA(packet_type);
multi_io_send_reliable(pl, data, packet_size);
}
void multi_campaign_process_ingame_start( ubyte *data, header *hinfo )
{
int offset, mission_num, i;
ubyte packet_type, num_goals, num_events, status, starting_num;
char fname[255];
offset = HEADER_LENGTH;
GET_DATA( packet_type );
switch( packet_type ) {
case MC_JIP_INITIAL_PACKET:
// clear out the names of the missions
mission_campaign_clear(); // should free all data structures which need to be freed
// get the number of campaigns and their names.
GET_INT(Campaign.num_missions);
for( i = 0; i < Campaign.num_missions ; i++) {
GET_STRING(fname);
Campaign.missions[i].name = vm_strdup(fname);
}
break;
case MC_JIP_GE_STATUS:
GET_INT( mission_num );
GET_DATA( num_goals );
// need to malloc out the data
Assert( Campaign.missions[mission_num].num_goals == 0 );
Campaign.missions[mission_num].num_goals = num_goals;
if ( num_goals > 0 ){
Campaign.missions[mission_num].goals = (mgoal *)vm_malloc( sizeof(mgoal) * num_goals );
}
for ( i = 0; i < num_goals; i++ ) {
GET_DATA(status);
// AL: .goals was a NULL pointer here! I have no idea why. Putting
// in a check to avoid the unhandled exception
if ( Campaign.missions[mission_num].goals ) {
Campaign.missions[mission_num].goals[i].status = status;
}
}
// now the events
GET_DATA( num_events );
// need to malloc out the data
Assert( Campaign.missions[mission_num].num_events == 0 );
Campaign.missions[mission_num].num_events = num_events;
if ( num_events > 0 ){
Campaign.missions[mission_num].events = (mevent *)vm_malloc( sizeof(mevent) * num_events );
}
for ( i = 0; i < num_events; i++ ) {
GET_DATA(status);
Campaign.missions[mission_num].events[i].status = status;
}
break;
case MC_JIP_GOAL_NAMES:
GET_INT( mission_num );
GET_DATA( num_goals );
GET_DATA( starting_num );
for ( i = starting_num; i < (starting_num + num_goals); i++ ) {
GET_STRING(Campaign.missions[mission_num].goals[i].name);
}
break;
case MC_JIP_EVENT_NAMES:
GET_INT( mission_num );
GET_DATA( num_events );
GET_DATA( starting_num );
for ( i = starting_num; i < (starting_num + num_events); i++ ) {
GET_STRING(Campaign.missions[mission_num].events[i].name);
}
break;
case MC_JIP_END_DATA:
Net_player->state = NETPLAYER_STATE_INGAME_CINFO;
send_netplayer_update_packet();
break;
}
PACKET_SET_SIZE();
}
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