46 cgi->Com_DPrintf(
DEBUG_CLIENT,
"GAME_CP_MissionAutoGo_f: No update after automission\n");
51 cgi->Com_Printf(
"GAME_CP_MissionAutoGo_f: No aircraft at target pos\n");
56 cgi->Com_Printf(
"GAME_CP_MissionAutoGo_f: No intercept aircraft given\n");
60 cgi->UI_PopWindow(
false);
67 cgi->Com_DPrintf(
DEBUG_CLIENT,
"You have to play this mission, because it's story related\n");
69 cgi->Cvar_Set(
"cp_mission_autogo_available",
"0");
94 cgi->Com_DPrintf(
DEBUG_CLIENT,
"GAME_CP_MissionAutoCheck_f: No update after automission\n");
99 cgi->Com_DPrintf(
DEBUG_CLIENT,
"GAME_CP_MissionAutoCheck_f: story related - auto mission is disabled\n");
100 cgi->Cvar_Set(
"cp_mission_autogo_available",
"0");
102 cgi->Com_DPrintf(
DEBUG_CLIENT,
"GAME_CP_MissionAutoCheck_f: auto mission is enabled\n");
103 cgi->Cvar_Set(
"cp_mission_autogo_available",
"1");
122 cgi->LIST_AddString(&list,
"");
124 cgi->LIST_AddString(&list,
va(
"%s\t%i",
_(
"PHALANX soldiers killed in action"), results->
ownKilled));
129 cgi->LIST_AddString(&list,
va(
"%s\t%i",
_(
"PHALANX soldiers missing in action"), results->
ownStunned));
131 cgi->LIST_AddString(&list,
va(
"%s\t%i",
_(
"PHALANX survivors"), results->
ownSurvived));
132 cgi->LIST_AddString(&list,
"");
137 cgi->LIST_AddString(&list,
"");
150 if (
cgi->Cmd_Argc() < 2) {
154 const int index = atoi(
cgi->Cmd_Argv(1));
156 if (mission ==
nullptr)
166 {
"cp_missionauto_check",
AM_Check_f,
"Checks whether this mission can be done automatically"},
167 {
"cp_mission_autogo",
AM_Go_f,
"Let the current selection mission be done automatically"},
169 {
nullptr,
nullptr,
nullptr}
Share stuff between the different cgame implementations.
void AM_Go(mission_t *mission, aircraft_t *aircraft, const campaign_t *campaign, const battleParam_t *battleParameters, missionResults_t *results)
Handles the auto mission.
Header file for single player automatic (quick, simulated) missions, without going to the battlescape...
Header file for single player campaign control.
const cgame_import_t * cgi
mission_t * GEO_SelectMission(mission_t *mission)
Select the specified mission.
Header for Geoscape management.
#define GEO_GetMissionAircraft()
#define GEO_GetSelectedMission()
#define GEO_GetInterceptorAircraft()
#define GEO_IsMissionSelected(mission)
uiMessageListNodeMessage_t * MS_AddNewMessage(const char *title, const char *text, messageType_t type, technology_t *pedia, bool popup, bool playSound)
Adds a new message to message stack.
void MIS_InitResultScreen(const missionResults_t *results)
Updates mission result menu text with appropriate values.
static void AM_Check_f(void)
Checks whether you have to play this mission or can be done via automission You can mark a mission as...
void MIS_InitCallbacks(void)
Init UI callbacks for missions-subsystem.
static void AM_Go_f(void)
Callback function to start automission.
static const cmdList_t missionCallbacks[]
void MIS_ShutdownCallbacks(void)
Close UI callbacks for missions-subsystem.
static void MIS_GeoSelectMission_f(void)
Select mission on Geoscape.
header file UI callbacks for missions.
void CP_CreateBattleParameters(mission_t *mission, battleParam_t *param, const aircraft_t *aircraft)
Create parameters needed for battle. This is the data that is used for starting the tactical part of ...
mission_t * MIS_GetByIdx(int id)
Find mission corresponding to idx.
Campaign missions headers.
const char * va(const char *format,...)
does a varargs printf into a temp buffer, so I don't need to have varargs versions of all text functi...
missionResults_t missionResults
Structure with mission info needed to create results summary at menu won.
int civiliansKilledFriendlyFire
int ownKilledFriendlyFire