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#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>
#include "../include/string.h"
#include "obj.h"
#include "objutils.h"
#include "messages.h"
#include "mission.h"
#include "missionio.h"
#include "simutils.h"
#include "sar.h"
#include "config.h"
#ifdef __MSW__
static double rint(double x);
#endif /* __MSW__ */
static sar_mission_objective_struct *SARMissionObjectiveGetCurrentPtr(
sar_mission_struct *mission
);
static int SARMissionGetObjectPassengers(
sar_core_struct *core_ptr, sar_object_struct *obj_ptr
);
static Boolean SARMissionGroundContactMatchName(
sar_core_struct *core_ptr, sar_scene_struct *scene,
sar_object_struct **ptr, int total,
const int *ground_contact, int total_ground_contacts,
const char *name
);
sar_mission_struct *SARMissionNew(void);
void SARMissionDelete(sar_mission_struct *mission);
void SARMissionPrintStats(
sar_core_struct *core_ptr,
sar_scene_struct *scene,
sar_mission_struct *mission,
sar_object_struct *obj_ptr
);
static int SARMissionDoObjectiveSuccess(
sar_mission_struct *mission, sar_scene_struct *scene
);
static int SARMissionDoObjectiveFailed(
sar_mission_struct *mission, sar_scene_struct *scene
);
void SARMissionDestroyNotify(
sar_core_struct *core_ptr, sar_object_struct *obj_ptr
);
void SARMissionHoistInNotify(
sar_core_struct *core_ptr, sar_object_struct *obj_ptr,
int hoisted_in /* Number of humans hoisted in */
);
void SARMissionPassengersEnterNotify(
sar_core_struct *core_ptr, sar_object_struct *obj_ptr,
int passengers_entered /* Number of passengers entered */
);
void SARMissionPassengersLeaveNotify(
sar_core_struct *core_ptr, sar_object_struct *obj_ptr,
int passengers_left /* Number of passengers that left */
);
void SARMissionLandNotify(
sar_core_struct *core_ptr, sar_object_struct *obj_ptr,
const int *ground_contact, int total_ground_contacts
);
static void SARMissionObjectiveManage(
sar_core_struct *core_ptr, sar_mission_struct *mission,
sar_mission_objective_struct *objective
);
int SARMissionManage(sar_core_struct *core_ptr);
#define ATOI(s) (((s) != NULL) ? atoi(s) : 0)
#define ATOL(s) (((s) != NULL) ? atol(s) : 0)
#define ATOF(s) (((s) != NULL) ? atof(s) : 0.0f)
#define STRDUP(s) (((s) != NULL) ? strdup(s) : NULL)
#define MAX(a,b) (((a) > (b)) ? (a) : (b))
#define MIN(a,b) (((a) < (b)) ? (a) : (b))
#define CLIP(a,l,h) (MIN(MAX((a),(l)),(h)))
#define STRLEN(s) (((s) != NULL) ? ((int)strlen(s)) : 0)
#define ISCOMMENT(c) ((c) == SAR_COMMENT_CHAR)
#define ISCR(c) (((c) == '\n') || ((c) == '\r'))
/*
* Interval between mission end check and leaving simulation to
* go back to the menus (in milliseconds):
*/
#define DEF_MISSION_END_INT 5000
#ifdef __MSW__
static double rint(double x)
{
if((double)((double)x - (int)x) > (double)0.5)
return((double)((int)x + (int)1));
else
return((double)((int)x));
}
#endif /* __MSW__ */
/*
* Returns the pointer to the current mission objective structure on
* the given mission structure. Can return NULL on error.
*/
static sar_mission_objective_struct *SARMissionObjectiveGetCurrentPtr(
sar_mission_struct *mission
)
{
int i;
if(mission == NULL)
return(NULL);
i = mission->cur_objective;
if((i < 0) || (i >= mission->total_objectives))
return(NULL);
else
return(&mission->objective[i]);
}
/*
* Returns the number of passengers on the object, depending on the
* object type it may not have any objects. Does not include crew
* or any fixed on-board `individuals'.
*
* For any object that has a hoist and rescue basket, any passengers
* in the rescue basket are NOT counted.
*
* The object is assumed valid.
*/
static int SARMissionGetObjectPassengers(
sar_core_struct *core_ptr, sar_object_struct *obj_ptr
)
{
int *passengers;
if(obj_ptr == NULL)
return(0);
if(SARObjGetOnBoardPtr(
obj_ptr,
NULL, &passengers, NULL,
NULL,
NULL, NULL
))
return(0);
if(passengers != NULL)
return(MAX(*passengers, 0));
else
return(0);
}
/*
* Checks for all objects in the given objects list who's name
* matches the given name and who's index is found on the given
* ground_contact list.
*
* Any special object numbers in the given ground_contact list will
* be ignored.
*
* Returns True on match or False on no match or error.
*/
static Boolean SARMissionGroundContactMatchName(
sar_core_struct *core_ptr, sar_scene_struct *scene,
sar_object_struct **ptr, int total,
const int *ground_contact, int total_ground_contacts,
const char *name
)
{
int i, obj_num;
sar_object_struct *obj_ptr;
if((name == NULL) || (ground_contact == NULL) || (ptr == NULL))
return(False);
/* Check if landed at right place, iterate through list of
* ground contact objects for matching name
*/
for(i = 0; i < total_ground_contacts; i++)
{
obj_num = ground_contact[i];
obj_ptr = SARObjGetPtr(ptr, total, obj_num);
if((obj_ptr == NULL) ? 1 : (obj_ptr->name == NULL))
continue;
/* Names match? */
if(!strcasecmp(obj_ptr->name, name))
break;
}
/* No match? */
if(i >= total_ground_contacts)
return(False);
else
return(True);
}
/*
* Allocates a new mission structure with all its members
* reset.
*/
sar_mission_struct *SARMissionNew(void)
{
return(
(sar_mission_struct *)calloc(1, sizeof(sar_mission_struct))
);
}
/*
* Deletes the given mission structure and all its substructures,
* including the mission structure itself.
*/
void SARMissionDelete(sar_mission_struct *mission)
{
if(mission == NULL)
return;
/* Need to delete objective(s)? */
if(mission->objective != NULL)
{
int i;
sar_mission_objective_struct *objective;
/* Iterate through each objective and delete its members */
for(i = mission->total_objectives - 1; i >= 0; i--)
{
objective = &mission->objective[i];
free(objective->arrive_at_name);
free(objective->message_success);
free(objective->message_fail);
}
/* Delete all objectives */
free(mission->objective);
mission->objective = NULL;
mission->total_objectives = 0;
}
/* Delete the rest of the mission structure */
free(mission->title);
free(mission->description);
free(mission->start_location_name);
free(mission->scene_file);
free(mission->player_model_file);
free(mission->player_stats_file);
free(mission->objective);
free(mission);
}
/*
* Prints mission stats to the scene's message output with respect
* to the given object and mission structures.
*/
void SARMissionPrintStats(
sar_core_struct *core_ptr, sar_scene_struct *scene,
sar_mission_struct *mission,
sar_object_struct *obj_ptr
)
{
int *passengers = NULL,
*passengers_max = NULL;
char text[1024];
/* First print object statistics if object is valid */
SARObjGetOnBoardPtr(
obj_ptr,
NULL, &passengers, &passengers_max,
NULL,
NULL, NULL
);
/* Format passengers on board string */
sprintf(
text,
"%s: %i(%i)",
SAR_MESG_PASSENGERS,
(passengers != NULL) ? *passengers : 0,
(passengers_max != NULL) ? *passengers_max : 0
);
SARMessageAdd(scene, text);
/* Valid mission structure given? */
if(mission != NULL)
{
sar_mission_objective_struct *objective = SARMissionObjectiveGetCurrentPtr(mission);
/* Is there a current mission objective? */
if(objective != NULL)
{
#define tmp_name_len 80
char tmp_name[tmp_name_len];
/* Handle by mission objective type */
switch(objective->type)
{
case SAR_MISSION_OBJECTIVE_ARRIVE_AT:
strncpy(
tmp_name,
(objective->arrive_at_name != NULL) ?
objective->arrive_at_name : "(null)",
tmp_name_len
);
tmp_name[tmp_name_len - 1] = '\0';
/* Print arrive mission status */
sprintf(
text,
"%s %s",
SAR_MESG_MISSION_IN_PROGRESS_ENROUTE, tmp_name
);
SARMessageAdd(scene, text);
/* Is there a time limit? */
if(objective->time_left > 0.0)
{
sprintf(text,
"%s %s",
SAR_MESG_TIME_LEFT,
SARDeltaTimeString(
core_ptr,
(time_t)objective->time_left
)
);
SARMessageAdd(scene, text);
}
break;
case SAR_MISSION_OBJECTIVE_PICK_UP:
case SAR_MISSION_OBJECTIVE_PICK_UP_ARRIVE_AT:
/* Print how many more we need to find */
if(objective->humans_need_rescue > 0)
sprintf(
text,
"%s, %i %s",
SAR_MESG_MISSION_RESCUE_IN_PROGRESS,
objective->humans_need_rescue,
SAR_MESG_MISSION_MORE_TO_FIND
);
else
sprintf(
text,
"%s, %s",
SAR_MESG_MISSION_RESCUE_IN_PROGRESS,
SAR_MESG_MISSION_ALL_FOUND
);
SARMessageAdd(scene, text);
/* Is there a time limit? */
if(objective->time_left > 0.0)
{
/* Need to check objective type again */
switch(objective->type)
{
/* Pick up all and get them to safety */
case SAR_MISSION_OBJECTIVE_PICK_UP_ARRIVE_AT:
sprintf(
text,
"%s %s %s",
SAR_MESG_TIME_LEFT,
SARDeltaTimeString(
core_ptr,
(time_t)objective->time_left
),
SAR_MESG_MISSION_TO_GET_ALL_TO_SAFETY
);
SARMessageAdd(scene, text);
break;
/* Just pick up all */
case SAR_MISSION_OBJECTIVE_PICK_UP:
sprintf(
text,
"%s %s %s",
SAR_MESG_TIME_LEFT,
SARDeltaTimeString(
core_ptr,
(time_t)objective->time_left
),
SAR_MESG_MISSION_TO_PICK_UP_ALL
);
SARMessageAdd(scene, text);
break;
}
}
break;
}
#undef tmp_name_len
} /* Is there a current mission objective? */
else
{
/* No current mission objective, implying mission is
* completed or failed. Check master mission state.
*/
switch(mission->state)
{
case MISSION_STATE_IN_PROGRESS:
/* Still in progress but no current objectives? Must be
* a delay in the updates (hopefully), print a standby
* message.
*/
SARMessageAdd(scene, SAR_MESG_MISSION_STANDBY);
break;
case MISSION_STATE_FAILED:
/* Print generic mission objectives failed message */
SARMessageAdd(scene, SAR_MESG_MISSION_FAILED);
break;
case MISSION_STATE_ACCOMPLISHED:
/* Print generic mission accomplished message */
SARMessageAdd(scene, SAR_MESG_MISSION_RESCUE_COMPLETE);
break;
}
}
} /* Valid mission structure given? */
}
/*
* Procedure to mark current objective on the given mission structure
* as success and go on to the next objective. If there are no more
* objectives then the entire mission has been accomplished.
*
* Returns:
*
* -1 General error
* 0 Went on to next objective
* 1 All objectives completed, mission accomplished
*/
static int SARMissionDoObjectiveSuccess(
sar_mission_struct *mission, sar_scene_struct *scene
)
{
int player_obj_num;
sar_object_struct *player_obj_ptr;
sar_mission_objective_struct *objective;
if((mission == NULL) || (scene == NULL))
return(-1);
/* Get player object references from scene structure */
player_obj_num = scene->player_obj_num;
player_obj_ptr = scene->player_obj_ptr;
/* Get current mission objective */
objective = SARMissionObjectiveGetCurrentPtr(mission);
if(objective != NULL)
{
sar_object_aircraft_struct *obj_aircraft_ptr;
const char *mesg_ptr = objective->message_success;
/* Mark current objective as success */
objective->state = SAR_MISSION_OBJECTIVE_STATE_SUCCESS;
/* Print success message? */
if(mesg_ptr != NULL)
SARMessageAdd(scene, mesg_ptr);
/* Update way point on player object */
obj_aircraft_ptr = SAR_OBJ_GET_AIRCRAFT(player_obj_ptr);
if(obj_aircraft_ptr != NULL)
{
obj_aircraft_ptr->cur_intercept++;
if(obj_aircraft_ptr->cur_intercept >= obj_aircraft_ptr->total_intercepts)
obj_aircraft_ptr->cur_intercept = obj_aircraft_ptr->total_intercepts - 1;
}
/* Increment to next objective */
mission->cur_objective++;
}
/* All objectives completed? */
if((mission->cur_objective >= mission->total_objectives) ||
(objective == NULL)
)
{
/* Mark mission progress state as accomplished */
mission->state = MISSION_STATE_ACCOMPLISHED;
/* Set mission accomplished banner */
SARBannerMessageAppend(scene, NULL);
SARBannerMessageAppend(scene,
SAR_MESG_MISSION_ACCOMPLISHED_BANNER
);
#if 0
SARBannerMessageAppend(
scene,
((mesg_ptr != NULL) ? mesg_ptr :
SAR_MESG_MISSION_ARRIVE_COMPLETE
)
);
#endif
/* Do not set continue banner message for mission accomplished */
/* Schedual next mission check in 5 seconds which will
* detect acomplished state
*/
mission->next_check = cur_millitime + DEF_MISSION_END_INT;
/* Return indicating all objectives completed, mission
* accomplished
*/
return(1);
}
else
{
/* Return indicating went on to next objective */
return(0);
}
}
/*
* Procedure to mark current objective on the given mission structure
* as failed and mark the entire mission as failed.
*
* Returns:
*
* -1 General error
* 0 Went on to next objective
* 1 Entire mission failed
*/
static int SARMissionDoObjectiveFailed(
sar_mission_struct *mission, sar_scene_struct *scene
)
{
sar_mission_objective_struct *objective;
if((mission == NULL) || (scene == NULL))
return(-1);
/* Get current mission objective */
objective = SARMissionObjectiveGetCurrentPtr(mission);
if(objective != NULL)
{
const char *mesg_ptr = objective->message_fail;
/* Mark current objective as failed */
objective->state = SAR_MISSION_OBJECTIVE_STATE_FAILED;
/* Print failed message? */
if(mesg_ptr != NULL)
SARMessageAdd(scene, mesg_ptr);
/* For now, set current objective to reffer past the
* highest objective
*/
/* This might change later, some objectives might allow fail in
* the future, thus allowing the next objective to be playable and
* not have the entire mission fail
*
* Check if player has crashed on the scene structure?
*/
mission->cur_objective = mission->total_objectives;
}
/* All objectives failed? */
if((mission->cur_objective >= mission->total_objectives) ||
(objective == NULL)
)
{
/* Mark mission progress state as failed */
mission->state = MISSION_STATE_FAILED;
/* Set mission failed banner */
SARBannerMessageAppend(scene, NULL);
SARBannerMessageAppend(scene,
SAR_MESG_MISSION_FAILED_BANNER
);
#if 0
SARBannerMessageAppend(
scene,
(mesg_ptr != NULL) ? mesg_ptr :
SAR_MESG_MISSION_ARRIVE_FAILED_TIME
);
#endif
/* Set continue message */
SARBannerMessageAppend(
scene,
SAR_MESG_MISSION_POST_FAILED_BANNER
);
/* Schedual next mission check in 5 seconds which will
* detect failed state.
*/
mission->next_check = cur_millitime + DEF_MISSION_END_INT;
/* Return indicating entire mission failed */
return(1);
}
else
{
/* Return indicating went on to next objective */
return(0);
}
}
/*
* Destroy notify. This function should be called whenever an
* object is *about* to be destroyed.
*/
void SARMissionDestroyNotify(
sar_core_struct *core_ptr, sar_object_struct *obj_ptr
)
{
int player_obj_num;
sar_object_struct *player_obj_ptr;
sar_mission_objective_struct *objective;
sar_mission_struct *mission = core_ptr->mission;
sar_scene_struct *scene = core_ptr->scene;
const sar_option_struct *opt = &core_ptr->option;
if((scene == NULL) || (mission == NULL) || (obj_ptr == NULL))
return;
if(opt->runtime_debug)
printf(
"SARMissionDestroyNotify():\
Got destroy notify for object \"%s\".\n",
obj_ptr->name
);
/* Get references to player object */
player_obj_num = scene->player_obj_num;
player_obj_ptr = scene->player_obj_ptr;
/* Get current mission objective, return if there isn't one */
objective = SARMissionObjectiveGetCurrentPtr(mission);
if(objective == NULL)
return;
/* Log object crash event */
if(True)
{
char *s;
const char *name = obj_ptr->name;
/* If this is the player object then get player's name */
if(player_obj_ptr == obj_ptr)
{
sar_player_stat_struct *pstat = SARPlayerStatCurrent(
core_ptr, NULL
);
if(pstat != NULL)
{
pstat->crashes++;
name = pstat->name;
}
}
s = (char *)malloc(
(80 + STRLEN(name)) * sizeof(char)
);
sprintf(
s,
"%s crashed",
name
);
SARMissionLogEvent(
core_ptr, mission,
SAR_MISSION_LOG_EVENT_CRASH,
-1.0,
&obj_ptr->pos,
NULL, 0,
s,
fname.mission_log
);
free(s);
}
/* Handle by current objective type */
switch(objective->type)
{
case SAR_MISSION_OBJECTIVE_ARRIVE_AT:
case SAR_MISSION_OBJECTIVE_PICK_UP:
case SAR_MISSION_OBJECTIVE_PICK_UP_ARRIVE_AT:
/* Is the player object the object that was destroyed? */
if(player_obj_ptr == obj_ptr)
{
/* Player object has been destroyed, this means that for
* this type of objective the objective has failed.
* Mark this objective as failed and go on to the next
* objective or possibly fail the entire mission
*/
SARMissionDoObjectiveFailed(mission, scene);
}
break;
}
}
/*
* Hoist in notify, this function should be called whenever a number
* of human objects have been deleted because they were hoisted
* into the object specified by obj_ptr.
*
* Note that for events of humans entering an object, should call
* the notify function SARMissionPassengerEnterNotify().
*/
void SARMissionHoistInNotify(
sar_core_struct *core_ptr, sar_object_struct *obj_ptr,
int hoisted_in /* Number of humans hoisted in */
)
{
char *s;
const char *name;
sar_mission_objective_struct *objective;
sar_mission_struct *mission = core_ptr->mission;
sar_scene_struct *scene = core_ptr->scene;
const sar_option_struct *opt = &core_ptr->option;
if((scene == NULL) || (mission == NULL) || (obj_ptr == NULL) ||
(hoisted_in <= 0)
)
return;
if(opt->runtime_debug)
printf(
"SARMissionHoistInNotify(): Got hoist in notify for object \"%s\" for %i humans.\n",
obj_ptr->name, hoisted_in
);
/* Get current mission objective, return if there isn't one */
objective = SARMissionObjectiveGetCurrentPtr(mission);
if(objective == NULL)
return;
name = obj_ptr->name;
/* If this is the player then add score */
if(scene->player_obj_ptr == obj_ptr)
{
sar_player_stat_struct *pstat = SARPlayerStatCurrent(
core_ptr, NULL
);
if(pstat != NULL)
{
pstat->score += SAR_POINTS_VICTIM_PICKED_UP * hoisted_in;
name = pstat->name;
}
}
/* Log human picked up event */
s = (char *)malloc((80 + STRLEN(name)) * sizeof(char));
sprintf(
s,
"%s picked up %i passenger%s",
name,
hoisted_in,
(hoisted_in == 1) ? "" : "s"
);
SARMissionLogEvent(
core_ptr, mission,
SAR_MISSION_LOG_EVENT_PICKUP,
-1.0,
&obj_ptr->pos,
NULL, 0,
s,
fname.mission_log
);
free(s);
/* Handle by current objective type */
switch(objective->type)
{
/* Only need to check for objectives of type
* SAR_MISSION_OBJECTIVE_PICK_UP since they get passed the
* instant all humans have been picked up.
*/
case SAR_MISSION_OBJECTIVE_PICK_UP:
/* Reduce number of humans that still need rescue, note that
* we do not care which object hoisted in these humans.
*/
objective->humans_need_rescue -= hoisted_in;
/* All humans picked up? */
if(objective->humans_need_rescue <= 0)
{
/* This objective has been passed with success, call
* procedure to go on to the next objective.
*/
SARMissionDoObjectiveSuccess(mission, scene);
}
break;
}
}
/*
* Passengers enter notify, this function should be called
* whenever a number of people have volentarly (not hoisted in)
* entered the object specified by obj_ptr.
*
* The value passengers_entered indicates how many passengers
* entered the given object (since the object's current passenger
* count is not checked).
*/
void SARMissionPassengersEnterNotify(
sar_core_struct *core_ptr, sar_object_struct *obj_ptr,
int passengers_entered /* Number of passengers entered */
)
{
char *s;
const char *name;
sar_mission_objective_struct *objective;
sar_mission_struct *mission = core_ptr->mission;
sar_scene_struct *scene = core_ptr->scene;
const sar_option_struct *opt = &core_ptr->option;
if((scene == NULL) || (mission == NULL) || (obj_ptr == NULL) ||
(passengers_entered <= 0)
)
return;
if(opt->runtime_debug)
printf(
"SARMissionPassengersEnterNotify(): Got enter notify for object \"%s\" for %i humans.\n",
obj_ptr->name, passengers_entered
);
/* Get current mission objective, return if there isn't one */
objective = SARMissionObjectiveGetCurrentPtr(mission);
if(objective == NULL)
return;
name = obj_ptr->name;
/* If this is the player then add score */
if(scene->player_obj_ptr == obj_ptr)
{
sar_player_stat_struct *pstat = SARPlayerStatCurrent(
core_ptr, NULL
);
if(pstat != NULL)
{
pstat->score += SAR_POINTS_VICTIM_PICKED_UP * passengers_entered;
name = pstat->name;
}
}
/* Log human enter event */
s = (char *)malloc((80 + STRLEN(name)) * sizeof(char));
sprintf(
s,
"%s picked up %i passenger%s",
name,
passengers_entered,
(passengers_entered == 1) ? "" : "s"
);
SARMissionLogEvent(
core_ptr, mission,
SAR_MISSION_LOG_EVENT_PICKUP,
-1.0,
&obj_ptr->pos,
NULL, 0,
s,
fname.mission_log
);
free(s);
/* Handle by current objective type */
switch(objective->type)
{
/* Only need to check for objectives of type
* SAR_MISSION_OBJECTIVE_PICK_UP since they get passed the
* instant all humans have been picked up.
*/
case SAR_MISSION_OBJECTIVE_PICK_UP:
/* Reduce number of humans that still need rescue, note that
* we do not care which object hoisted in these humans.
*/
objective->humans_need_rescue -= passengers_entered;
/* All humans picked up? */
if(objective->humans_need_rescue <= 0)
{
/* This objective has been passed with success, call
* procedure to go on to the next objective.
*/
SARMissionDoObjectiveSuccess(mission, scene);
}
break;
}
}
/*
* Passengers leave notify, this function should be called
* whenever the given object safely lets off passengers.
*
* The value passengers_left indicates how many passengers
* left the given object (since the object's current passenger
* count is not checked).
*/
void SARMissionPassengersLeaveNotify(
sar_core_struct *core_ptr, sar_object_struct *obj_ptr,
int passengers_left /* Number of passengers that left */
)
{
sar_mission_struct *mission = core_ptr->mission;
if((mission == NULL) || (obj_ptr == NULL))
return;
/* This is not implemented yet, when it does however it will check if
* the number of passengers let off meets the mission requirements
* (if this is a rescue mission) and in which case then mark the
* mission as successfully ended.
*/
}
/*
* Land notify callback, this function should be called whenever an
* object specified by obj_ptr has landed.
*
* The ground_contact is an array of object indices that are the
* indices of objects that the given object has landed on. This value
* can be NULL if there are no objects that the given object has
* landed on.
*/
void SARMissionLandNotify(
sar_core_struct *core_ptr, sar_object_struct *obj_ptr,
const int *ground_contact, int total_ground_contacts
)
{
int passengers_unloaded;
sar_mission_objective_struct *objective;
sar_mission_struct *mission = core_ptr->mission;
sar_scene_struct *scene = core_ptr->scene;
const sar_option_struct *opt = &core_ptr->option;
if((scene == NULL) || (mission == NULL) || (obj_ptr == NULL))
return;
if(opt->runtime_debug)
printf(
"SARMissionLandNotify(): Got land notify for object \"%s\".\n",
obj_ptr->name
);
/* Get current mission objective, return if there isn't one */
objective = SARMissionObjectiveGetCurrentPtr(mission);
if(objective == NULL)
return;
#define ACCOUNT_PASSENGERS_DROPPED(i) \
{ if(obj_ptr != NULL) { \
char *s; \
const char *name = obj_ptr->name; \
\
/* Add score if this is the player */ \
if(scene->player_obj_ptr == obj_ptr) \
{ \
sar_player_stat_struct *pstat = SARPlayerStatCurrent(core_ptr, NULL); \
if(pstat != NULL) \
{ \
pstat->rescues += i; \
pstat->score += SAR_POINTS_VICTIM_RESCUED * i; \
name = pstat->name; \
} \
} \
\
/* Log the number of passengers dropped */ \
s = (char *)malloc( \
(256 + STRLEN(obj_ptr->name)) * sizeof(char) \
); \
sprintf( \
s, \
"%s dropped off %i passenger%s", \
name, i, (i == 1) ? "" : "s" \
); \
SARMissionLogEvent( \
core_ptr, mission, \
SAR_MISSION_LOG_EVENT_DROPOFF, \
-1.0f, \
(obj_ptr != NULL) ? &obj_ptr->pos : NULL, \
NULL, 0, \
s, \
fname.mission_log \
); \
free(s); \
} }
/* Handle by current objective type */
switch(objective->type)
{
case SAR_MISSION_OBJECTIVE_ARRIVE_AT:
/* Not landed at right place? */
if(!SARMissionGroundContactMatchName(
core_ptr, scene,
core_ptr->object, core_ptr->total_objects,
ground_contact, total_ground_contacts,
objective->arrive_at_name
))
break;
/* Unload passengers */
/* We may need to do a more prettier unload and also check for when
* exactly the passengers are actually unloaded
*/
passengers_unloaded = SARSimOpPassengersUnloadAll(
scene, obj_ptr
);
if(passengers_unloaded > 0)
{
ACCOUNT_PASSENGERS_DROPPED(passengers_unloaded);
}
/* Is the given object the player object? */
if((scene->player_obj_ptr == obj_ptr) &&
(objective->state == SAR_MISSION_OBJECTIVE_STATE_INCOMPLETE) &&
(mission->state == MISSION_STATE_IN_PROGRESS)
)
{
/* This objective has been passed with success, call
* procedure to go on to the next objective.
*/
SARMissionDoObjectiveSuccess(mission, scene);
}
break;
case SAR_MISSION_OBJECTIVE_PICK_UP:
/* Skip this case, since it has no arrive at object there
* is no way to check if landed at the correct place.
* Do not unload passengers either.
*/
break;
case SAR_MISSION_OBJECTIVE_PICK_UP_ARRIVE_AT:
/* Landed at the right place? */
if(SARMissionGroundContactMatchName(
core_ptr, scene,
core_ptr->object, core_ptr->total_objects,
ground_contact, total_ground_contacts,
objective->arrive_at_name
))
{
int *passengers = NULL,
*total_passengers = NULL;
int passengers_onboard;
/* Get number of passengers on board the given object,
* note that the given object may not be the player object
* but it is okay because any object is accepted to unload
* passengers for this kind of objective
*/
SARObjGetOnBoardPtr(
obj_ptr,
NULL, &passengers, &total_passengers,
NULL,
NULL, NULL
);
passengers_onboard = ((passengers != NULL) ?
*passengers : 0
);
/* Unload passengers */
/* We may need to do a more prettier unload, letting passengers leave
* and also check for *when* passengers have all left (but not in this
* land notify function)
*/
passengers_unloaded = SARSimOpPassengersUnloadAll(
scene, obj_ptr
);
if(passengers_unloaded > 0)
{
ACCOUNT_PASSENGERS_DROPPED(passengers_unloaded);
}
/* Reduce number of humans that need rescue on the
* objective structure
*/
objective->humans_need_rescue -= passengers_onboard;
/* If no more humans need rescue then this objective is
* done and will be marked as success
*/
if((objective->humans_need_rescue <= 0) &&
(objective->state == SAR_MISSION_OBJECTIVE_STATE_INCOMPLETE) &&
(mission->state == MISSION_STATE_IN_PROGRESS)
)
{
/* This objective has been passed with success, call
* procedure to go on to the next objective.
*/
SARMissionDoObjectiveSuccess(mission, scene);
}
}
break;
} /* Handle by current objective type */
#undef ACCOUNT_PASSENGERS_DROPPED
}
/*
* Manages the given mission objective. This function should be
* called from SARMissionManage().
*/
static void SARMissionObjectiveManage(
sar_core_struct *core_ptr, sar_mission_struct *mission,
sar_mission_objective_struct *objective
)
{
int player_obj_num;
sar_object_struct *player_obj_ptr;
sar_scene_struct *scene = core_ptr->scene;
const sar_option_struct *opt = &core_ptr->option;
if((scene == NULL) || (mission == NULL) || (objective == NULL))
return;
/* Get pointer to player object */
player_obj_num = scene->player_obj_num;
player_obj_ptr = scene->player_obj_ptr;
/* Handle by objective type */
switch(objective->type)
{
case SAR_MISSION_OBJECTIVE_ARRIVE_AT:
/* Is there a time limit? */
if(objective->time_left > 0.0f)
{
/* Reduce time left */
objective->time_left -= (float)lapsed_millitime *
time_compression / 1000.0f;
/* Time limit exceeded? */
if(objective->time_left <= 0.0f)
{
if(opt->runtime_debug)
printf(
"SARMissionObjectiveManage(): Mission objective time expired to arrive.\n"
);
/* Time limit exceeded and did not reach arrive at
* object. Mark this objective as failed and go on to
* the next objective or possibly fail entire mission.
*/
SARMissionDoObjectiveFailed(mission, scene);
}
}
break;
case SAR_MISSION_OBJECTIVE_PICK_UP:
/* Is there a time limit? */
if(objective->time_left > 0.0f)
{
/* Reduce time left */
objective->time_left -= (float)lapsed_millitime *
time_compression / 1000.0f;
/* Time limit exceeded? */
if(objective->time_left <= 0.0f)
{
/* Time limit has exceeded, check if all humans that
* still need to be brought to safety are in the
* player object.
*/
int passengers = SARMissionGetObjectPassengers(
core_ptr, player_obj_ptr
);
if((objective->humans_need_rescue - passengers) > 0)
{
if(opt->runtime_debug)
printf(
"SARMissionObjectiveManage(): Mission objective time expired to pick up.\n"
);
/* There are still more unpicked up humans out
* there. Mark this objective as failed and go on
* to the next objective or possibly fail entire
* mission.
*/
SARMissionDoObjectiveFailed(mission, scene);
}
}
}
break;
case SAR_MISSION_OBJECTIVE_PICK_UP_ARRIVE_AT:
/* Is there a time limit? */
if(objective->time_left > 0.0f)
{
/* Reduce time left */
objective->time_left -= (float)lapsed_millitime *
time_compression / 1000.0f;
/* Time limit exceeded? */
if(objective->time_left <= 0.0f)
{
if(opt->runtime_debug)
printf(
"SARMissionObjectiveManage(): Mission objective time expired to pick up and arrive.\n"
);
/* Time limit exceeded and not all have been rescued
* and brought to safety. Mark this objective as
* failed and go on to the next objective or possibly
* fail entire mission.
*/
SARMissionDoObjectiveFailed(mission, scene);
}
}
break;
}
}
/*
* Manages mission, this function should be called once per loop.
*
* Return codes are as follows:
*
* -1 Error.
* 0 Nothing happened or not time to manage.
* 1 Mission end success.
* 2 Mission end failure.
*/
int SARMissionManage(sar_core_struct *core_ptr)
{
sar_mission_struct *mission = core_ptr->mission;
sar_mission_objective_struct *objective;
if(mission == NULL)
return(-1);
/* Update time spent on mission */
mission->time_spent += (float)lapsed_millitime *
time_compression / 1000.0f;
/* Not time to manage mission yet? */
if(mission->next_check > cur_millitime)
{
/* Skip and return success */
return(0);
}
else
{
/* Yes its time to check mission status */
/* Schedual next time to check mission.
*
* Note that mission->next_check may be modified again by
* one of the mission manage handler functions farther
* below.
*/
mission->next_check = cur_millitime + mission->check_int;
}
/* Get current mission objective */
objective = SARMissionObjectiveGetCurrentPtr(mission);
/* Mission no longer in progress? */
if((mission->state != MISSION_STATE_IN_PROGRESS) ||
(objective == NULL)
)
{
/* Check the resulting state of the mission */
switch(mission->state)
{
case MISSION_STATE_ACCOMPLISHED:
return(1);
break;
case MISSION_STATE_FAILED:
return(2);
break;
default:
/* Unsupported mission state, return error */
fprintf(
stderr,
"SARMissionManage(): Unsupported mission state %i, returning as error.\n",
mission->state
);
return(-1);
break;
}
}
/* Mission still in progress, manage current mission objective */
SARMissionObjectiveManage(core_ptr, mission, objective);
return(0);
}
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