UFO: Alien Invasion
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cp_mission_callbacks.cpp
Go to the documentation of this file.
1
7
8/*
9Copyright (C) 2002-2025 UFO: Alien Invasion.
10
11This program is free software; you can redistribute it and/or
12modify it under the terms of the GNU General Public License
13as published by the Free Software Foundation; either version 2
14of the License, or (at your option) any later version.
15
16This program is distributed in the hope that it will be useful,
17but WITHOUT ANY WARRANTY; without even the implied warranty of
18MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
19
20See the GNU General Public License for more details.
21
22You should have received a copy of the GNU General Public License
23along with this program; if not, write to the Free Software
24Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
25*/
26
28#include "../../cl_shared.h"
29#include "../../ui/ui_dataids.h"
30#include "cp_campaign.h"
31#include "cp_geoscape.h"
32#include "cp_missions.h"
33#include "cp_auto_mission.h"
34#include "cp_popup.h"
35
39static void AM_Go_f (void)
40{
42 missionResults_t* results = &(mission->missionResults);
43 battleParam_t* battleParam = &ccs.battleParameters;
44
45 if (!mission) {
46 cgi->Com_DPrintf(DEBUG_CLIENT, "GAME_CP_MissionAutoGo_f: No update after automission\n");
47 return;
48 }
49
50 if (GEO_GetMissionAircraft() == nullptr) {
51 cgi->Com_Printf("GAME_CP_MissionAutoGo_f: No aircraft at target pos\n");
52 return;
53 }
54
55 if (GEO_GetInterceptorAircraft() == nullptr) {
56 cgi->Com_Printf("GAME_CP_MissionAutoGo_f: No intercept aircraft given\n");
57 return;
58 }
59
60 cgi->UI_PopWindow(false);
61
62 if (mission->stage != STAGE_BASE_ATTACK) {
63 if (!mission->active) {
64 MS_AddNewMessage(_("Notice"), _("Your dropship is not near the landing zone"));
65 return;
66 } else if (mission->mapDef->storyRelated) {
67 cgi->Com_DPrintf(DEBUG_CLIENT, "You have to play this mission, because it's story related\n");
68 /* ensure, that the automatic button is no longer visible */
69 cgi->Cvar_Set("cp_mission_autogo_available", "0");
70 return;
71 }
72 }
73
74 /* start the map */
76 battleParam->retriable = false;
77
78 results->state = LOST;
79 AM_Go(mission, GEO_GetInterceptorAircraft(), ccs.curCampaign, battleParam, results);
80}
81
89static void AM_Check_f (void)
90{
91 const mission_t* mission = GEO_GetSelectedMission();
92
93 if (!mission || GEO_GetInterceptorAircraft() == nullptr) {
94 cgi->Com_DPrintf(DEBUG_CLIENT, "GAME_CP_MissionAutoCheck_f: No update after automission\n");
95 return;
96 }
97
98 if (mission->mapDef->storyRelated) {
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");
101 } else {
102 cgi->Com_DPrintf(DEBUG_CLIENT, "GAME_CP_MissionAutoCheck_f: auto mission is enabled\n");
103 cgi->Cvar_Set("cp_mission_autogo_available", "1");
104 }
105}
106
112{
113 linkedList_t* list = nullptr;
114
115 /* init result text */
116 cgi->UI_ResetData(TEXT_LIST2);
117
118 /* aliens */
119 cgi->LIST_AddString(&list, va("%s\t%i", _("Aliens killed"), results->aliensKilled));
120 cgi->LIST_AddString(&list, va("%s\t%i", _("Aliens captured"), results->aliensStunned));
121 cgi->LIST_AddString(&list, va("%s\t%i", _("Alien survivors"), results->aliensSurvived));
122 cgi->LIST_AddString(&list, "");
123 /* phalanx */
124 cgi->LIST_AddString(&list, va("%s\t%i", _("PHALANX soldiers killed in action"), results->ownKilled));
125 /* @todo FIXME right now stunned soldiers are shown as MIA when the game ends in a draw or the
126 * mission is aborted and they are in the rescue zone, and in both cases they aren't MIA they'll,
127 * return safely to base, on the other hand stunned soldiers left behind when aborting are
128 * killed at mission end, so there's never a valid case of soldiers going MIA */
129 cgi->LIST_AddString(&list, va("%s\t%i", _("PHALANX soldiers missing in action"), results->ownStunned));
130 cgi->LIST_AddString(&list, va("%s\t%i", _("PHALANX friendly fire losses"), results->ownKilledFriendlyFire));
131 cgi->LIST_AddString(&list, va("%s\t%i", _("PHALANX survivors"), results->ownSurvived));
132 cgi->LIST_AddString(&list, "");
133
134 cgi->LIST_AddString(&list, va("%s\t%i", _("Civilians killed"), results->civiliansKilled));
135 cgi->LIST_AddString(&list, va("%s\t%i", _("Civilians killed by friendly fire"), results->civiliansKilledFriendlyFire));
136 cgi->LIST_AddString(&list, va("%s\t%i", _("Civilians saved"), results->civiliansSurvived));
137 cgi->LIST_AddString(&list, "");
138
139 if (results->itemTypes > 0 && results->itemAmount > 0)
140 cgi->LIST_AddString(&list, va("%s\t%i/%i", _("Gathered items (types/all)"), results->itemTypes, results->itemAmount));
141
142 cgi->UI_RegisterLinkedListText(TEXT_LIST2, list);
143}
144
148static void MIS_GeoSelectMission_f (void)
149{
150 if (cgi->Cmd_Argc() < 2) {
151 return;
152 }
153
154 const int index = atoi(cgi->Cmd_Argv(1));
155 mission_t* mission = MIS_GetByIdx(index);
156 if (mission == nullptr)
157 return;
158
159 if (!GEO_IsMissionSelected(mission))
160 GEO_SelectMission(mission);
163}
164
165static const cmdList_t missionCallbacks[] = {
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"},
168 {"geo_mission_select", MIS_GeoSelectMission_f, nullptr},
169 {nullptr, nullptr, nullptr}
170};
171
175{
176 cgi->Cmd_TableAddList(missionCallbacks);
177}
178
183{
184 cgi->Cmd_TableRemoveList(missionCallbacks);
185}
Share stuff between the different cgame implementations.
#define _(String)
Definition cl_shared.h:44
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...
ccs_t ccs
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()
Definition cp_geoscape.h:60
#define GEO_GetSelectedMission()
Definition cp_geoscape.h:59
#define GEO_GetInterceptorAircraft()
Definition cp_geoscape.h:57
#define GEO_IsMissionSelected(mission)
Definition cp_geoscape.h:54
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.
@ LOST
Definition cp_missions.h:57
@ STAGE_BASE_ATTACK
Definition cp_missions.h:43
void CL_DisplayPopupInterceptMission(mission_t *mission)
Display the popup_mission.
Definition cp_popup.cpp:185
#define DEBUG_CLIENT
Definition defines.h:59
QGL_EXTERN GLuint index
Definition r_gl.h:110
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...
Definition shared.cpp:410
bool storyRelated
Definition q_shared.h:489
mission definition
Definition cp_missions.h:86
missionResults_t missionResults
mapDef_t * mapDef
Definition cp_missions.h:89
bool active
Definition cp_missions.h:90
missionStage_t stage
Definition cp_missions.h:99
Structure with mission info needed to create results summary at menu won.
Definition cp_missions.h:61
int civiliansKilledFriendlyFire
Definition cp_missions.h:78
missionState_t state
Definition cp_missions.h:63
@ TEXT_LIST2
Definition ui_dataids.h:32