Ejemplo n.º 1
0
void mission_goal_status_change( int goal_num, int new_status)
{
	int type;

	Assert(goal_num < Num_goals);
	Assert((new_status == GOAL_FAILED) || (new_status == GOAL_COMPLETE));

	// if in a multiplayer game, send a status change to clients
	if ( MULTIPLAYER_MASTER ){
		send_mission_goal_info_packet( goal_num, new_status, -1 );
	}

	type = Mission_goals[goal_num].type & GOAL_TYPE_MASK;
	Mission_goals[goal_num].satisfied = new_status;
	if ( new_status == GOAL_FAILED ) {
		// don't display bonus goal failure
		if ( type != BONUS_GOAL ) {

			// only do HUD and music is goals are my teams goals.
			if ( (Game_mode & GM_NORMAL) || ((Net_player != NULL) && (Net_player->p_info.team == Mission_goals[goal_num].team)) ) {
				hud_add_objective_messsage(type, new_status);
				if ( !Mission_goals[goal_num].flags & MGF_NO_MUSIC ) {	// maybe play event music
					event_music_primary_goal_failed();
				}
				//HUD_sourced_printf(HUD_SOURCE_FAILED, "%s goal failed at time %6.1f!", Goal_type_text(type), f2fl(Missiontime) );
			}
		}
		mission_log_add_entry( LOG_GOAL_FAILED, Mission_goals[goal_num].name, NULL, goal_num );
	} else if ( new_status == GOAL_COMPLETE ) {
		if ( (Game_mode & GM_NORMAL) || ((Net_player != NULL) && (Net_player->p_info.team == Mission_goals[goal_num].team))) {
			hud_add_objective_messsage(type, new_status);
			// cue for Event Music
			if ( !(Mission_goals[goal_num].flags & MGF_NO_MUSIC) ) {
				event_music_primary_goals_met();
			}			
			mission_log_add_entry( LOG_GOAL_SATISFIED, Mission_goals[goal_num].name, NULL, goal_num );
		}	
		
		if(Game_mode & GM_MULTIPLAYER){
			// squad war
			multi_team_maybe_add_score((int)(Mission_goals[goal_num].score * scoring_get_scale_factor()), Mission_goals[goal_num].team);	
		} else {
			// deal with the score
			Player->stats.m_score += (int)(Mission_goals[goal_num].score * scoring_get_scale_factor());			
		}
	}
}
Ejemplo n.º 2
0
// function used to actually change the status (valid/invalid) of a goal.  Called externally
// with multiplayer code
void mission_goal_validation_change( int goal_num, int valid )
{
	// only incomplete goals can have their status changed
	if ( Mission_goals[goal_num].satisfied != GOAL_INCOMPLETE ){
		return;
	}

	// if in multiplayer, then send a packet
	if ( MULTIPLAYER_MASTER ){
		send_mission_goal_info_packet( goal_num, -1, valid );
	}

	// change the valid status
	if ( valid ){
		Mission_goals[goal_num].type &= ~INVALID_GOAL;
	} else {
		Mission_goals[goal_num].type |= INVALID_GOAL;
	}
}