void mission_eval_goals()
{
	int i, result;

	// before checking whether or not we should evaluate goals, we should run through the events and
	// process any whose timestamp is valid and has expired.  This would catch repeating events only
	for (i=0; i<Num_mission_events; i++) {
		if (Mission_events[i].formula != -1) {
			if ( !timestamp_valid(Mission_events[i].timestamp) || !timestamp_elapsed(Mission_events[i].timestamp) ){
				continue;
			}

			// if we get here, then the timestamp on the event has popped -- we should reevaluate
			PROFILE("Repeating events", mission_process_event(i));
		}
	}
	
	if ( !timestamp_elapsed(Mission_goal_timestamp) ){
		return;
	}

	// first evaluate the players goals
	for (i=0; i<Num_goals; i++) {
		// don't evaluate invalid goals
		if (Mission_goals[i].type & INVALID_GOAL){
			continue;
		}

		if (Mission_goals[i].satisfied == GOAL_INCOMPLETE) {
			result = eval_sexp(Mission_goals[i].formula);
			if ( Sexp_nodes[Mission_goals[i].formula].value == SEXP_KNOWN_FALSE ) {
				mission_goal_status_change( i, GOAL_FAILED );

			} else if (result) {
				mission_goal_status_change(i, GOAL_COMPLETE );
			} // end if result

		}	// end if goals[i].satsified != GOAL_COMPLETE
	} // end for

	// now evaluate any mission events
	for (i=0; i<Num_mission_events; i++) {
		if ( Mission_events[i].formula != -1 ) {
			// only evaluate this event if the timestamp is not valid.  We do this since
			// we will evaluate repeatable events at the top of the file so we can get
			// the exact interval that the designer asked for.
			if ( !timestamp_valid( Mission_events[i].timestamp) ){
				PROFILE("Nonrepeating events", mission_process_event( i ));
			}
		}
	}

	// send and remaining sexp data to the clients
	if (MULTIPLAYER_MASTER) {
		multi_sexp_flush_packet();
	}

	if (The_mission.game_type & MISSION_TYPE_TRAINING){
		Mission_goal_timestamp = timestamp(GOAL_TIMESTAMP_TRAINING);
	} else {
		Mission_goal_timestamp = timestamp(GOAL_TIMESTAMP);
	}

	if ( !hud_disabled() && hud_gauge_active(HUD_DIRECTIVES_VIEW) ) {
		mission_maybe_play_directive_success_sound();
	}

   // update goal status if playing on a multiplayer standalone server
	if (Game_mode & GM_STANDALONE_SERVER){
		std_multi_update_goals();
	}
	
	Snapshot_all_events = false;
}
Exemple #2
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void mission_eval_goals()
{
	int i, result, goal_changed = 0;

	// before checking whether or not we should evaluate goals, we should run through the events and
	// process any whose timestamp is valid and has expired.  This would catch repeating events only
	for (i=0; i<Num_mission_events; i++) {
		if (Mission_events[i].formula != -1) {
			if ( !timestamp_valid(Mission_events[i].timestamp) || !timestamp_elapsed(Mission_events[i].timestamp) ){
				continue;
			}

			// if we get here, then the timestamp on the event has popped -- we should reevaluate
			mission_process_event(i);
		}
	}
	
	if ( !timestamp_elapsed(Mission_goal_timestamp) ){
		return;
	}

	// first evaluate the players goals
	for (i=0; i<Num_goals; i++) {
		// don't evaluate invalid goals
		if (Mission_goals[i].type & INVALID_GOAL){
			continue;
		}

		if (Mission_goals[i].satisfied == GOAL_INCOMPLETE) {
			result = eval_sexp(Mission_goals[i].formula);
			if ( Sexp_nodes[Mission_goals[i].formula].value == SEXP_KNOWN_FALSE ) {
				goal_changed = 1;
				mission_goal_status_change( i, GOAL_FAILED );

			} else if (result) {
				goal_changed = 1;
				mission_goal_status_change(i, GOAL_COMPLETE );
			} // end if result
			
			// tell the player how to end the mission
			//if ( goal_changed && mission_evaluate_primary_goals() != PRIMARY_GOALS_INCOMPLETE ) {
			//	HUD_sourced_printf(HUD_SOURCE_IMPORTANT, "Press %s to end mission and return to base", textify_scancode(Control_config[END_MISSION].key_id) );
			//}
		}	// end if goals[i].satsified != GOAL_COMPLETE
	} // end for

	// now evaluate any mission events
	for (i=0; i<Num_mission_events; i++) {
		if ( Mission_events[i].formula != -1 ) {
			// only evaluate this event if the timestamp is not valid.  We do this since
			// we will evaluate repeatable events at the top of the file so we can get
			// the exact interval that the designer asked for.
			if ( !timestamp_valid( Mission_events[i].timestamp) ){
				mission_process_event( i );
			}
		}
	}

	if (The_mission.game_type & MISSION_TYPE_TRAINING){
		Mission_goal_timestamp = timestamp(GOAL_TIMESTAMP_TRAINING);
	} else {
		Mission_goal_timestamp = timestamp(GOAL_TIMESTAMP);
	}

	if ( !hud_disabled() && hud_gauge_active(HUD_DIRECTIVES_VIEW) ) {
		mission_maybe_play_directive_success_sound();
	}

   // update goal status if playing on a multiplayer standalone server
	if (Game_mode & GM_STANDALONE_SERVER){
		std_multi_update_goals();
	}
}