2 * $Logfile: /Freespace2/code/Mission/MissionParse.cpp $
7 * main upper level code for pasring stuff
10 * Revision 1.1 2002/05/03 03:28:09 root
14 * 63 9/12/99 8:09p Dave
15 * Fixed problem where skip-training button would cause mission messages
16 * not to get paged out for the current mission.
18 * 62 9/09/99 3:53a Andsager
19 * Only reposition HUGE ships to center of knossos device on warp in
21 * 61 8/27/99 9:07p Dave
22 * LOD explosions. Improved beam weapon accuracy.
24 * 60 8/26/99 8:51p Dave
25 * Gave multiplayer TvT messaging a heavy dose of sanity. Cheat codes.
27 * 59 8/25/99 10:06a Jefff
28 * vasudan pilots get a vasudan support ship.
30 * 58 8/24/99 5:27p Andsager
31 * Make subsystems with zero strength before mission blown off. Protect
32 * red alert pilot against dying between orders and jump.
34 * 57 8/18/99 10:07p Johnson
35 * Fix Fred bug in positioning of Knossos device (when trying to warp in
38 * 56 8/18/99 3:57p Andsager
39 * Add warning for invalid alt_name.
41 * 55 8/18/99 3:48p Andsager
42 * Make support ship take default name and not 0th alt_name.
44 * 54 8/16/99 3:53p Andsager
45 * Add special warp in interface in Fred and saving / reading.
47 * 53 8/16/99 2:01p Andsager
48 * Knossos warp-in warp-out.
50 * 52 8/03/99 5:35p Andsager
51 * Dont draw target dot for instructor in training mission
53 * 51 7/30/99 7:01p Dave
54 * Dogfight escort gauge. Fixed up laser rendering in Glide.
56 * 50 7/28/99 1:36p Andsager
57 * Modify cargo1 to include flag CARGO_NO_DEPLETE. Add sexp
58 * cargo-no-deplete (only for BIG / HUGE). Modify ship struct to pack
61 * 49 7/26/99 5:50p Dave
62 * Revised ingame join. Better? We'll see....
64 * 48 7/19/99 3:01p Dave
65 * Fixed icons. Added single transport icon.
67 * 47 7/15/99 9:20a Andsager
68 * FS2_DEMO initial checkin
70 * 46 7/13/99 5:03p Alanl
71 * make sure object sounds get assigned to ships
73 * 45 7/11/99 2:14p Dave
74 * Added Fred names for the new icon types.
76 * 44 7/02/99 4:\31p Dave
77 * Much more sophisticated lightning support.
79 * 43 7/01/99 4:23p Dave
80 * Full support for multiple linked ambient engine sounds. Added "big
83 * 42 6/28/99 4:51p Andsager
84 * Add ship-guardian sexp (does not allow ship to be killed)
86 * 41 6/21/99 1:34p Alanl
89 * 40 6/16/99 10:20a Dave
90 * Added send-message-list sexpression.
92 * 39 6/14/99 2:06p Andsager
93 * Default load brown asteroids
95 * 38 6/10/99 11:06a Andsager
96 * Mission designed selection of asteroid types.
98 * 37 6/03/99 6:37p Dave
99 * More TNT fun. Made perspective bitmaps more flexible.
101 * 36 5/20/99 7:00p Dave
102 * Added alternate type names for ships. Changed swarm missile table
105 * 35 4/26/99 8:49p Dave
106 * Made all pof based nebula stuff full customizable through fred.
108 * 34 4/26/99 12:49p Andsager
109 * Add protect object from beam support to Fred
111 * 33 4/16/99 2:34p Andsager
112 * Second pass on debris fields
114 * 32 4/15/99 5:00p Andsager
115 * Frist pass on Debris field
117 * 31 4/07/99 6:22p Dave
118 * Fred and Freespace support for multiple background bitmaps and suns.
119 * Fixed link errors on all subprojects. Moved encrypt_init() to
120 * cfile_init() and lcl_init(), since its safe to call twice.
122 * 30 3/31/99 9:52a Andsager
123 * generalization for debris field
125 * 29 3/30/99 5:40p Dave
126 * Fixed reinforcements for TvT in multiplayer.
128 * 28 3/29/99 6:17p Dave
129 * More work on demo system. Got just about everything in except for
130 * blowing ships up, secondary weapons and player death/warpout.
132 * 27 3/24/99 6:23p Dave
133 * Make sure we only apply squadron changes to the player in single-player
136 * 26 3/24/99 4:05p Dave
137 * Put in support for assigning the player to a specific squadron with a
138 * specific logo. Preliminary work for doing pos/orient checksumming in
139 * multiplayer to reduce bandwidth.
141 * 25 3/01/99 7:39p Dave
142 * Added prioritizing ship respawns. Also fixed respawns in TvT so teams
143 * don't mix respawn points.
145 * 24 2/26/99 6:01p Andsager
146 * Add sexp has-been-tagged-delay and cap-subsys-cargo-known-delay
148 * 23 2/24/99 2:25p Dave
149 * Fixed up chatbox bugs. Made squad war reporting better. Fixed a respawn
150 * bug for dogfight more.
152 * 22 2/23/99 8:11p Dave
153 * Tidied up dogfight mode. Fixed TvT ship type problems for alpha wing.
154 * Small pass over todolist items.
156 * 21 2/17/99 2:10p Dave
157 * First full run of squad war. All freespace and tracker side stuff
160 * 20 2/11/99 3:08p Dave
161 * PXO refresh button. Very preliminary squad war support.
163 * 19 2/11/99 2:15p Andsager
164 * Add ship explosion modification to FRED
166 * 18 2/07/99 8:51p Andsager
167 * Add inner bound to asteroid field. Inner bound tries to stay astroid
168 * free. Wrap when within and don't throw at ships inside.
170 * 17 2/05/99 10:38a Johnson
171 * Fixed improper object array reference.
173 * 16 2/04/99 1:23p Andsager
174 * Apply max spark limit to ships created in mission parse
176 * 15 2/03/99 12:42p Andsager
177 * Add escort priority. Modify ship_flags_dlg to include field. Save and
178 * Load. Add escort priority field to ship.
180 * 14 1/27/99 9:56a Dave
181 * Temporary checkin of beam weapons for Dan to make cool sounds.
183 * 13 1/25/99 5:03a Dave
184 * First run of stealth, AWACS and TAG missile support. New mission type
187 * 12 1/19/99 3:57p Andsager
188 * Round 2 of variables
190 * 11 1/07/99 1:52p Andsager
191 * Initial check in of Sexp_variables
193 * 10 11/14/98 5:32p Dave
194 * Lots of nebula work. Put in ship contrails.
196 * 9 11/12/98 12:13a Dave
197 * Tidied code up for multiplayer test. Put in network support for flak
200 * 8 11/05/98 5:55p Dave
201 * Big pass at reducing #includes
203 * 7 11/05/98 4:18p Dave
204 * First run nebula support. Beefed up localization a bit. Removed all
205 * conditional compiles for foreign versions. Modified mission file
208 * 6 10/29/98 9:23p Dave
209 * Removed minor bug concerning externalization of campaign files.
211 * 5 10/23/98 3:51p Dave
212 * Full support for tstrings.tbl and foreign languages. All that remains
213 * is to make it active in Fred.
215 * 4 10/20/98 10:44a Andsager
216 * Add comment for creating sparks before mission starts
218 * 3 10/07/98 6:27p Dave
219 * Globalized mission and campaign file extensions. Removed Silent Threat
220 * special code. Moved \cache \players and \multidata into the \data
223 * 2 10/07/98 10:53a Dave
226 * 1 10/07/98 10:49a Dave
228 * 503 9/21/98 8:46p Dave
229 * Put in special check in fred for identifying unknown ships.
231 * 502 9/14/98 5:09p Dave
232 * Massive hack to always ignore m-clash
234 * 501 9/14/98 3:40p Allender
235 * better error checking for invalid number of waves for player wings in a
236 * multiplayer game. Better popup message in FreeSpace side.
238 * 500 9/11/98 2:05p Allender
239 * make reinforcements work correctly in multiplayer games. There still
240 * may be a team vs team issue that I haven't thought of yet :-(
242 * 499 8/07/98 9:48a Allender
243 * changed how SF_FROM_PLAYER_WING is assigned for team vs. team games
245 * 498 7/16/98 2:22p Allender
246 * don't do wave check in single player
248 * 497 7/13/98 5:19p Dave
250 * 496 7/13/98 3:15p Allender
251 * don't allow multiple waves for any player wings
253 * 495 7/10/98 12:11a Allender
254 * fixed problem where missions files of 0 length would cause game to
257 * 494 5/21/98 3:31p Allender
258 * fix bug where Ship_obj_list was getting overwritten by the exited ships
261 * 493 5/20/98 1:04p Hoffoss
262 * Made credits screen use new artwork and removed rating field usage from
263 * Fred (a goal struct member).
265 * 492 5/18/98 4:41p Comet
266 * allender: fix problem where ships in wings were not deleted on clients
267 * when a new wing create packet came in. A serious hack of all hacks
269 * 491 5/18/98 3:37p Jasen
270 * move Int3() about too many ships in wing to before where ship actually
273 * 490 5/18/98 1:58a Mike
274 * Make Phoenix not be fired at fighters (but yes bombers).
275 * Improve positioning of ships in guard mode.
276 * Make turrets on player ship not fire near end of support ship docking.
278 * 489 5/15/98 9:52a Allender
279 * added code to give Warning when orders accepted don't match the default
282 * 488 5/13/98 4:41p Mike
283 * Make big ships try a tiny bit to avoid collision with each other when
284 * attacking another big ship. Make ships a little less likely to collide
285 * into player when in formation, drop off if player flying wacky.
287 * 487 5/13/98 3:07p Mitri
288 * fixed problem with checking current count of the mission against max
291 * 486 5/11/98 4:33p Allender
292 * fixed ingame join problems -- started to work on new object updating
293 * code (currently ifdef'ed out)
295 * 485 5/08/98 5:05p Dave
296 * Go to the join game screen when quitting multiplayer. Fixed mission
297 * text chat bugs. Put mission type symbols on the create game list.
298 * Started updating standalone gui controls.
310 #include "freespace.h"
312 #include "missionparse.h"
313 #include "missiongoals.h"
314 #include "missionlog.h"
315 #include "missionmessage.h"
317 #include "linklist.h"
323 #include "starfield.h"
325 #include "lighting.h"
326 #include "eventmusic.h"
327 #include "missionbriefcommon.h"
329 #include "multiutil.h"
330 #include "multimsgs.h"
334 #include "fireballs.h"
336 #include "gamesequence.h"
341 #include "missionhotkey.h"
342 #include "hudescort.h"
343 #include "asteroid.h"
345 #include "staticrand.h"
346 #include "missioncmdbrief.h"
347 #include "redalert.h"
348 #include "multi_respawn.h"
349 #include "hudwingmanstatus.h"
350 #include "jumpnode.h"
351 #include "multi_endgame.h"
352 #include "localize.h"
355 #include "neblightning.h"
360 char dockee[NAME_LENGTH];
361 char docker_point[NAME_LENGTH];
362 char dockee_point[NAME_LENGTH];
363 } Initially_docked[MAX_SHIPS];
365 int Total_initially_docked;
368 char Mission_filename[80];
370 int Mission_palette; // index into Nebula_palette_filenames[] of palette file to use for mission
371 int Nebula_index; // index into Nebula_filenames[] of nebula to use in mission.
372 int Num_iff = MAX_IFF;
373 int Num_ai_behaviors = MAX_AI_BEHAVIORS;
375 int Num_status_names = MAX_STATUS_NAMES;
376 int Num_arrival_names = MAX_ARRIVAL_NAMES;
377 int Num_goal_type_names = MAX_GOAL_TYPE_NAMES;
378 int Num_team_names = MAX_TEAM_NAMES;
380 int Player_starts = 1;
382 fix Entry_delay_time;
384 ushort Current_file_checksum = 0;
385 ushort Last_file_checksum = 0;
386 int Current_file_length = 0;
388 // alternate ship type names
389 char Mission_alt_types[MAX_ALT_TYPE_NAMES][NAME_LENGTH];
390 int Mission_alt_type_count = 0;
392 #define SHIP_WARP_TIME 5.0f // how many seconds it takes for ship to warp in
394 // the ship arrival list will contain a list of ships that are yet to arrive. This
395 // list could also include ships that are part of wings!
397 p_object ship_arrivals[MAX_SHIP_ARRIVALS], ship_arrival_list; // for linked list of ships to arrive later
398 int num_ship_arrivals;
400 #define MAX_SHIP_ORIGINAL 100
401 p_object ship_original[MAX_SHIP_ORIGINAL];
402 int num_ship_original;
404 // list for arriving support ship
405 p_object Support_ship_pobj;
406 p_object *Arriving_support_ship;
407 char Arriving_repair_targets[MAX_AI_GOALS][NAME_LENGTH];
408 int Num_arriving_repair_targets;
410 subsys_status Subsys_status[MAX_SUBSYS_STATUS];
413 char Mission_parse_storm_name[NAME_LENGTH] = "none";
415 team_data Team_data[MAX_TEAMS];
417 // variables for player start in single player
418 char Player_start_shipname[NAME_LENGTH];
419 int Player_start_shipnum;
420 p_object Player_start_pobject;
422 // name of all ships to use while parsing a mission (since a ship might be referenced by
423 // something before that ship has even been loaded yet)
424 char Parse_names[MAX_SHIPS + MAX_WINGS][NAME_LENGTH];
429 char *Nebula_filenames[NUM_NEBULAS] = {
435 char *Neb2_filenames[NUM_NEBULAS] = {
441 // Note: Nebula_colors[] and Nebula_palette_filenames are linked via index numbers
442 char *Nebula_colors[NUM_NEBULA_COLORS] = {
454 char *Iff_names[MAX_IFF] = { {"IFF 1"}, {"IFF 2"}, {"IFF 3"},
457 char *Ai_behavior_names[MAX_AI_BEHAVIORS] = {
481 char *Cargo_names[MAX_CARGO];
482 char Cargo_names_buf[MAX_CARGO][NAME_LENGTH];
484 char *Ship_class_names[MAX_SHIP_TYPES]; // to be filled in from Ship_info array
486 char *Icon_names[MAX_BRIEF_ICONS] = {
487 {"Fighter"}, {"Fighter Wing"}, {"Cargo"}, {"Cargo Wing"}, {"Largeship"},
488 {"Largeship Wing"}, {"Capital"}, {"Planet"}, {"Asteroid Field"}, {"Waypoint"},
489 {"Support Ship"}, {"Freighter(no cargo)"}, {"Freighter(has cargo)"},
490 {"Freighter Wing(no cargo)"}, {"Freighter Wing(has cargo)"}, {"Installation"},
491 {"Bomber"}, {"Bomber Wing"}, {"Cruiser"}, {"Cruiser Wing"}, {"Unknown"}, {"Unknown Wing"},
492 {"Player Fighter"}, {"Player Fighter Wing"}, {"Player Bomber"}, {"Player Bomber Wing"},
493 {"Knossos Device"}, {"Transport Wing"}, {"Corvette"}, {"Gas Miner"}, {"Awacs"}, {"Supercap"}, {"Sentry Gun"}, {"Jump Node"}, {"Transport"}
496 // Translate team mask values like TEAM_FRIENDLY to indices in Team_names array.
497 // -1 means an illegal value.
498 int Team_names_index_xlate[MAX_TEAM_NAMES_INDEX+1] = {-1, 0, 1, -1, 2, -1, -1, -1, 3};
500 char *Team_names[MAX_TEAM_NAMES] = {
501 {"Hostile"}, {"Friendly"}, {"Neutral"}, {"Unknown"},
504 char *Status_desc_names[MAX_STATUS_NAMES] = {
505 {"Shields Critical"}, {"Engines Damaged"}, {"Fully Operational"},
508 char *Status_type_names[MAX_STATUS_NAMES] = {
509 {"Damaged"}, {"Disabled"}, {"Corroded"},
512 char *Status_target_names[MAX_STATUS_NAMES] = {
513 {"Weapons"}, {"Engines"}, {"Cable TV"},
516 // definitions for arrival locations for ships/wings
517 char *Arrival_location_names[MAX_ARRIVAL_NAMES] = {
518 {"Hyperspace"}, {"Near Ship"}, {"In front of ship"}, {"Docking Bay"},
521 char *Special_arrival_anchor_names[MAX_SPECIAL_ARRIVAL_ANCHORS] =
526 "<any friendly player>",
527 "<any hostile player>",
528 "<any neutral player>",
531 char *Departure_location_names[MAX_ARRIVAL_NAMES] = {
532 {"Hyperspace"}, {"Docking Bay"},
535 char *Goal_type_names[MAX_GOAL_TYPE_NAMES] = {
536 {"Primary"}, {"Secondary"}, {"Bonus"},
539 char *Species_names[MAX_SPECIES_NAMES] = {
540 {"Terran"}, {"Vasudan"}, {"Shivan"},
543 char *Reinforcement_type_names[] = {
548 char *Old_game_types[OLD_MAX_GAME_TYPES] = {
549 "Single Player Only",
551 "Single/Multi Player",
555 char *Parse_object_flags[MAX_PARSE_OBJECT_FLAGS] = {
568 "hidden-from-sensors",
578 char *Starting_wing_names[MAX_STARTING_WINGS+1] = {
587 int Num_reinforcement_type_names = sizeof(Reinforcement_type_names) / sizeof(char *);
589 vector Parse_viewer_pos;
590 matrix Parse_viewer_orient;
592 // definitions for timestamps for eval'ing arrival/departure cues
593 int Mission_arrival_timestamp;
594 int Mission_departure_timestamp;
595 fix Mission_end_time;
597 #define ARRIVAL_TIMESTAMP 2000 // every 2 seconds
598 #define DEPARTURE_TIMESTAMP 2200 // every 2.2 seconds -- just to be a little different
600 // calculates a "unique" file signature as a ushort (checksum) and an int (file length)
601 // the amount of The_mission we're going to checksum
602 // WARNING : do NOT call this function on the server - it will overwrite goals, etc
603 #define MISSION_CHECKSUM_SIZE (NAME_LENGTH + NAME_LENGTH + 4 + DATE_TIME_LENGTH + DATE_TIME_LENGTH)
605 // timers used to limit arrival messages and music
606 #define ARRIVAL_MUSIC_MIN_SEPARATION 60000
607 #define ARRIVAL_MESSAGE_MIN_SEPARATION 30000
609 #define ARRIVAL_MESSAGE_DELAY_MIN 2000
610 #define ARRIVAL_MESSAGE_DELAY_MAX 3000
612 static int Allow_arrival_music_timestamp;
613 static int Allow_arrival_message_timestamp;
614 static int Arrival_message_delay_timestamp;
617 static int Allow_arrival_music_timestamp_m[2];
618 static int Allow_arrival_message_timestamp_m[2];
619 static int Arrival_message_delay_timestamp_m[2];
622 void parse_player_info2(mission *pm);
623 void post_process_mission();
624 int allocate_subsys_status();
625 void parse_common_object_data(p_object *objp);
626 void parse_asteroid_fields(mission *pm);
627 int mission_set_arrival_location(int anchor, int location, int distance, int objnum, vector *new_pos, matrix *new_orient);
628 int get_parse_name_index(char *name);
629 int get_anchor(char *name);
630 void mission_parse_do_initial_docks();
631 void mission_parse_set_arrival_locations();
632 void mission_set_wing_arrival_location( wing *wingp, int num_to_set );
633 int parse_lookup_alt_name(char *name);
635 void parse_mission_info(mission *pm)
638 char game_string[NAME_LENGTH];
640 required_string("#Mission Info");
642 required_string("$Version:");
643 stuff_float(&pm->version);
644 if (pm->version != MISSION_VERSION)
645 mprintf(("Older mission, should update it (%.2f<-->%.2f)", pm->version, MISSION_VERSION));
647 required_string("$Name:");
648 stuff_string(pm->name, F_NAME, NULL);
650 required_string("$Author:");
651 stuff_string(pm->author, F_NAME, NULL);
653 required_string("$Created:");
654 stuff_string(pm->created, F_DATE, NULL);
656 required_string("$Modified:");
657 stuff_string(pm->modified, F_DATE, NULL);
659 required_string("$Notes:");
660 stuff_string(pm->notes, F_NOTES, NULL);
662 if (optional_string("$Mission Desc:"))
663 stuff_string(pm->mission_desc, F_MULTITEXT, NULL, MISSION_DESC_LENGTH);
665 strcpy(pm->mission_desc, NOX("No description\n"));
667 pm->game_type = MISSION_TYPE_SINGLE; // default to single player only
668 if ( optional_string("+Game Type:")) {
669 // HACK HACK HACK -- stuff_string was changed to *not* ignore carriage returns. Since the
670 // old style missions may have carriage returns, deal with it here.
671 ignore_white_space();
672 stuff_string(game_string, F_NAME, NULL);
673 for ( i = 0; i < OLD_MAX_GAME_TYPES; i++ ) {
674 if ( !stricmp(game_string, Old_game_types[i]) ) {
676 // this block of code is now old mission compatibility code. We specify game
677 // type in a different manner than before.
678 if ( i == OLD_GAME_TYPE_SINGLE_ONLY )
679 pm->game_type = MISSION_TYPE_SINGLE;
680 else if ( i == OLD_GAME_TYPE_MULTI_ONLY )
681 pm->game_type = MISSION_TYPE_MULTI;
682 else if ( i == OLD_GAME_TYPE_SINGLE_MULTI )
683 pm->game_type = (MISSION_TYPE_SINGLE | MISSION_TYPE_MULTI );
684 else if ( i == OLD_GAME_TYPE_TRAINING )
685 pm->game_type = MISSION_TYPE_TRAINING;
689 if ( pm->game_type & MISSION_TYPE_MULTI )
690 pm->game_type |= MISSION_TYPE_MULTI_COOP;
697 if ( optional_string("+Game Type Flags:") ) {
698 stuff_int(&pm->game_type);
702 if (optional_string("+Flags:")){
703 stuff_int(&pm->flags);
706 // nebula mission stuff
708 if(optional_string("+NebAwacs:")){
709 if(pm->flags & MISSION_FLAG_FULLNEB){
710 stuff_float(&Neb2_awacs);
716 if(optional_string("+Storm:")){
717 stuff_string(Mission_parse_storm_name, F_NAME, NULL);
718 nebl_set_storm(Mission_parse_storm_name);
721 // get the number of players if in a multiplayer mission
723 if ( pm->game_type & MISSION_TYPE_MULTI ) {
724 if ( optional_string("+Num Players:") ) {
725 stuff_int( &(pm->num_players) );
729 // get the number of respawns
730 pm->num_respawns = 0;
731 if ( pm->game_type & MISSION_TYPE_MULTI ) {
732 if ( optional_string("+Num Respawns:") ){
733 stuff_int( (int*)&(pm->num_respawns) );
738 if ( optional_string("+Red Alert:")) {
739 stuff_int(&pm->red_alert);
741 red_alert_set_status(pm->red_alert);
744 if ( optional_string("+Scramble:")) {
745 stuff_int(&pm->scramble);
748 pm->disallow_support = 0;
749 if ( optional_string("+Disallow Support:")) {
750 stuff_int(&pm->disallow_support);
753 if (optional_string("+All Teams Attack")){
754 Mission_all_attack = 1;
756 Mission_all_attack = 0;
759 // Maybe delay the player's entry.
760 if (optional_string("+Player Entry Delay:")) {
764 Assert(temp >= 0.0f);
765 Entry_delay_time = fl2f(temp);
768 if (optional_string("+Viewer pos:")){
769 stuff_vector(&Parse_viewer_pos);
772 if (optional_string("+Viewer orient:")){
773 stuff_matrix(&Parse_viewer_orient);
776 // possible squadron reassignment
777 strcpy(The_mission.squad_name, "");
778 strcpy(The_mission.squad_filename, "");
779 if(optional_string("+SquadReassignName:")){
780 stuff_string(The_mission.squad_name, F_NAME, NULL);
781 if(optional_string("+SquadReassignLogo:")){
782 stuff_string(The_mission.squad_filename, F_NAME, NULL);
785 // always clear out squad reassignments if not single player
786 if(Game_mode & GM_MULTIPLAYER){
787 strcpy(The_mission.squad_name, "");
788 strcpy(The_mission.squad_filename, "");
789 mprintf(("Ignoring squadron reassignment"));
791 // reassign the player
793 if(!Fred_running && (Player != NULL) && (strlen(The_mission.squad_name) > 0) && (Game_mode & GM_CAMPAIGN_MODE)){
794 mprintf(("Reassigning player to squadron %s\n", The_mission.squad_name));
795 player_set_squad(Player, The_mission.squad_name);
796 player_set_squad_bitmap(Player, The_mission.squad_filename);
800 // set up the Num_teams variable accoriding to the game_type variable'
801 Num_teams = 1; // assume 1
803 // multiplayer team v. team games have two teams. If we have three teams, we need to use
804 // a new mission mode!
805 if ( (pm->game_type & MISSION_TYPE_MULTI) && (pm->game_type & MISSION_TYPE_MULTI_TEAMS) ){
810 void parse_player_info(mission *pm)
812 char alt[NAME_LENGTH + 2] = "";
815 // alternate type names begin here
816 mission_parse_reset_alt();
817 if(optional_string("#Alternate Types:")){
819 while(!optional_string("#end")){
820 required_string("$Alt:");
821 stuff_string(alt, F_NAME, NULL, NAME_LENGTH);
824 mission_parse_add_alt(alt);
829 required_string("#Players");
831 while (required_string_either("#Objects", "$")){
832 parse_player_info2(pm);
836 void parse_player_info2(mission *pm)
838 char str[NAME_LENGTH];
839 int nt, i, total, list[MAX_SHIP_TYPES * 2], list2[MAX_WEAPON_TYPES * 2], num_starting_wings;
841 char starting_wings[MAX_PLAYER_WINGS][NAME_LENGTH];
843 // read in a ship/weapon pool for each team.
844 for ( nt = 0; nt < Num_teams; nt++ ) {
845 int num_ship_choices;
847 ptr = &Team_data[nt];
848 // get the shipname for single player missions
849 // MWA -- make this required later!!!!
850 if ( optional_string("$Starting Shipname:") )
851 stuff_string( Player_start_shipname, F_NAME, NULL );
853 required_string("$Ship Choices:");
854 total = stuff_int_list(list, MAX_SHIP_TYPES * 2, SHIP_INFO_TYPE);
856 Assert(!(total & 0x01)); // make sure we have an even count
858 num_ship_choices = 0;
859 total /= 2; // there are only 1/2 the ships really on the list.
860 for (i=0; i<total; i++) {
861 // in a campaign, see if the player is allowed the ships or not. Remove them from the
862 // pool if they are not allowed
863 if (Game_mode & GM_CAMPAIGN_MODE || ((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER))) {
864 if ( !Campaign.ships_allowed[list[i*2]] )
868 ptr->ship_list[num_ship_choices] = list[i * 2];
869 ptr->ship_count[num_ship_choices] = list[i * 2 + 1];
872 ptr->number_choices = num_ship_choices;
874 num_starting_wings = 0;
875 if (optional_string("+Starting Wings:"))
876 num_starting_wings = stuff_string_list(starting_wings, MAX_PLAYER_WINGS);
878 ptr->default_ship = -1;
879 if (optional_string("+Default_ship:")) {
880 stuff_string(str, F_NAME, NULL);
881 ptr->default_ship = ship_info_lookup(str);
882 // see if the player's default ship is an allowable ship (campaign only). If not, then what
883 // do we do? choose the first allowable one?
884 if (Game_mode & GM_CAMPAIGN_MODE || ((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER))) {
885 if ( !(Campaign.ships_allowed[ptr->default_ship]) ) {
886 for (i = 0; i < MAX_SHIP_TYPES; i++ ) {
887 if ( Campaign.ships_allowed[ptr->default_ship] ) {
888 ptr->default_ship = i;
892 Assert( i < MAX_SHIP_TYPES );
897 if (ptr->default_ship == -1) // invalid or not specified, make first in list
898 ptr->default_ship = ptr->ship_list[0];
900 for (i=0; i<MAX_WEAPON_TYPES; i++)
901 ptr->weaponry_pool[i] = 0;
903 if (optional_string("+Weaponry Pool:")) {
904 total = stuff_int_list(list2, MAX_WEAPON_TYPES * 2, WEAPON_POOL_TYPE);
906 Assert(!(total & 0x01)); // make sure we have an even count
908 for (i=0; i<total; i++) {
909 // in a campaign, see if the player is allowed the weapons or not. Remove them from the
910 // pool if they are not allowed
911 if (Game_mode & GM_CAMPAIGN_MODE || ((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER))) {
912 if ( !Campaign.weapons_allowed[list2[i*2]] )
916 if ((list2[i * 2] >= 0) && (list2[i * 2] < MAX_WEAPON_TYPES))
917 ptr->weaponry_pool[list2[i * 2]] = list2[i * 2 + 1];
922 if ( nt != Num_teams )
923 Error(LOCATION, "Not enough ship/weapon pools for mission. There are %d teams and only %d pools.", Num_teams, nt);
926 void parse_plot_info(mission *pm)
928 required_string("#Plot Info");
930 required_string("$Tour:");
931 stuff_string(pm->tour_name, F_NAME, NULL);
933 required_string("$Pre-Briefing Cutscene:");
934 stuff_string(pm->pre_briefing_cutscene, F_FILESPEC, NULL);
936 required_string("$Pre-Mission Cutscene:");
937 stuff_string(pm->pre_mission_cutscene, F_FILESPEC, NULL);
939 required_string("$Next Mission Success:");
940 stuff_string(pm->next_mission_success, F_NAME, NULL);
942 required_string("$Next Mission Partial:");
943 stuff_string(pm->next_mission_partial, F_NAME, NULL);
945 required_string("$Next Mission Failure:");
946 stuff_string(pm->next_mission_failure, F_NAME, NULL);
949 void parse_briefing_info(mission *pm)
953 if ( !optional_string("#Briefing Info") )
956 required_string("$Briefing Voice 1:");
957 stuff_string(junk, F_FILESPEC, NULL);
959 required_string("$Briefing Text 1:");
960 stuff_string(junk, F_MULTITEXTOLD, NULL);
962 required_string("$Briefing Voice 2:");
963 stuff_string(junk, F_FILESPEC, NULL);
965 required_string("$Briefing Text 2:");
966 stuff_string(junk, F_MULTITEXTOLD, NULL);
968 required_string("$Briefing Voice 3:");
969 stuff_string(junk, F_FILESPEC, NULL);
971 required_string("$Briefing Text 3:");
972 stuff_string(junk, F_MULTITEXTOLD, NULL);
974 required_string("$Debriefing Voice 1:");
975 stuff_string(junk, F_FILESPEC, NULL);
977 required_string("$Debriefing Text 1:");
978 stuff_string(junk, F_MULTITEXTOLD, NULL);
980 required_string("$Debriefing Voice 2:");
981 stuff_string(junk, F_FILESPEC, NULL);
983 required_string("$Debriefing Text 2:");
984 stuff_string(junk, F_MULTITEXTOLD, NULL);
986 required_string("$Debriefing Voice 3:");
987 stuff_string(junk, F_FILESPEC, NULL);
989 required_string("$Debriefing Text 3:");
990 stuff_string(junk, F_MULTITEXTOLD, NULL);
993 // parse the event music and briefing music for the mission
994 void parse_music(mission *pm)
996 char name[NAME_LENGTH];
998 event_music_reset_choices();
1000 if ( !optional_string("#Music") ) {
1004 required_string("$Event Music:");
1005 stuff_string(name, F_NAME, NULL);
1006 event_music_set_soundtrack(name);
1008 required_string("$Briefing Music:");
1009 stuff_string(name, F_NAME, NULL);
1010 event_music_set_score(SCORE_BRIEFING, name);
1012 if ( optional_string("$Debriefing Success Music:") ) {
1013 stuff_string(name, F_NAME, NULL);
1014 event_music_set_score(SCORE_DEBRIEF_SUCCESS, name);
1017 if ( optional_string("$Debriefing Fail Music:") ) {
1018 stuff_string(name, F_NAME, NULL);
1019 event_music_set_score(SCORE_DEBRIEF_FAIL, name);
1023 void parse_cmd_brief(mission *pm)
1027 Assert(!Cur_cmd_brief->num_stages);
1030 required_string("#Command Briefing");
1031 while (optional_string("$Stage Text:")) {
1032 Assert(stage < CMD_BRIEF_STAGES_MAX);
1033 Cur_cmd_brief->stage[stage].text = stuff_and_malloc_string(F_MULTITEXT, NULL, CMD_BRIEF_TEXT_MAX);
1034 Assert(Cur_cmd_brief->stage[stage].text);
1036 required_string("$Ani Filename:");
1037 stuff_string(Cur_cmd_brief->stage[stage].ani_filename, F_FILESPEC, NULL);
1038 if (optional_string("+Wave Filename:"))
1039 stuff_string(Cur_cmd_brief->stage[stage].wave_filename, F_FILESPEC, NULL);
1041 Cur_cmd_brief->stage[stage].wave_filename[0] = 0;
1046 Cur_cmd_brief->num_stages = stage;
1049 void parse_cmd_briefs(mission *pm)
1054 // a hack follows because old missions don't have a command briefing
1055 if (required_string_either("#Command Briefing", "#Briefing"))
1058 for (i=0; i<Num_teams; i++) {
1059 Cur_cmd_brief = &Cmd_briefs[i];
1060 parse_cmd_brief(pm);
1064 // -------------------------------------------------------------------------------------------------
1067 // Parse the data required for the mission briefing
1069 // NOTE: This updates the global Briefing struct with all the data necessary to drive the briefing
1071 void parse_briefing(mission *pm)
1073 int nt, i, j, stage_num = 0, icon_num = 0, team_index;
1078 char not_used_text[MAX_ICON_TEXT_LEN];
1082 // MWA -- 2/3/98. we can now have multiple briefing and debreifings in a mission
1083 for ( nt = 0; nt < Num_teams; nt++ ) {
1084 if ( !optional_string("#Briefing") )
1087 bp = &Briefings[nt];
1089 required_string("$start_briefing");
1090 required_string("$num_stages:");
1091 stuff_int(&bp->num_stages);
1092 Assert(bp->num_stages <= MAX_BRIEF_STAGES);
1095 while (required_string_either("$end_briefing", "$start_stage")) {
1096 required_string("$start_stage");
1097 Assert(stage_num < MAX_BRIEF_STAGES);
1098 bs = &bp->stages[stage_num++];
1099 required_string("$multi_text");
1100 if ( Fred_running ) {
1101 stuff_string(bs->new_text, F_MULTITEXT, NULL, MAX_BRIEF_LEN);
1103 bs->new_text = stuff_and_malloc_string(F_MULTITEXT, NULL, MAX_BRIEF_LEN);
1105 required_string("$voice:");
1106 stuff_string(bs->voice, F_FILESPEC, NULL);
1107 required_string("$camera_pos:");
1108 stuff_vector(&bs->camera_pos);
1109 required_string("$camera_orient:");
1110 stuff_matrix(&bs->camera_orient);
1111 required_string("$camera_time:");
1112 stuff_int(&bs->camera_time);
1114 if ( optional_string("$num_lines:") ) {
1115 stuff_int(&bs->num_lines);
1117 if ( Fred_running ) {
1118 Assert(bs->lines!=NULL);
1120 if ( bs->num_lines > 0 ) {
1121 bs->lines = (brief_line *)malloc(sizeof(brief_line)*bs->num_lines);
1122 Assert(bs->lines!=NULL);
1126 for (i=0; i<bs->num_lines; i++) {
1127 required_string("$line_start:");
1128 stuff_int(&bs->lines[i].start_icon);
1129 required_string("$line_end:");
1130 stuff_int(&bs->lines[i].end_icon);
1137 required_string("$num_icons:");
1138 stuff_int(&bs->num_icons);
1140 if ( Fred_running ) {
1141 Assert(bs->lines!=NULL);
1143 if ( bs->num_icons > 0 ) {
1144 bs->icons = (brief_icon *)malloc(sizeof(brief_icon)*bs->num_icons);
1145 Assert(bs->icons!=NULL);
1149 if ( optional_string("$flags:") )
1150 stuff_int(&bs->flags);
1154 if ( optional_string("$formula:") )
1155 bs->formula = get_sexp_main();
1157 bs->formula = Locked_sexp_true;
1159 Assert(bs->num_icons <= MAX_STAGE_ICONS );
1161 while (required_string_either("$end_stage", "$start_icon")) {
1162 required_string("$start_icon");
1163 Assert(icon_num < MAX_STAGE_ICONS);
1164 bi = &bs->icons[icon_num++];
1166 required_string("$type:");
1167 stuff_int(&bi->type);
1169 find_and_stuff("$team:", &team_index, F_NAME, Team_names, Num_team_names, "team name");
1170 Assert((team_index >= 0) && (team_index < MAX_TEAM_NAMES));
1171 bi->team = 1 << team_index;
1173 find_and_stuff("$class:", &bi->ship_class, F_NAME, Ship_class_names, Num_ship_types, "ship class");
1175 required_string("$pos:");
1176 stuff_vector(&bi->pos);
1179 if (optional_string("$label:"))
1180 stuff_string(bi->label, F_MESSAGE, NULL);
1182 if (optional_string("+id:")) {
1184 if (bi->id >= Cur_brief_id)
1185 Cur_brief_id = bi->id + 1;
1189 for (i=0; i<stage_num-1; i++)
1190 for (j=0; j < bp->stages[i].num_icons; j++)
1192 if (!stricmp(bp->stages[i].icons[j].label, bi->label))
1193 bi->id = bp->stages[i].icons[j].id;
1197 bi->id = Cur_brief_id++;
1200 required_string("$hlight:");
1204 bi->flags = BI_HIGHLIGHT;
1209 required_string("$multi_text");
1210 // stuff_string(bi->text, F_MULTITEXT, NULL, MAX_ICON_TEXT_LEN);
1211 stuff_string(not_used_text, F_MULTITEXT, NULL, MAX_ICON_TEXT_LEN);
1212 required_string("$end_icon");
1214 Assert(bs->num_icons == icon_num);
1216 required_string("$end_stage");
1219 Assert(bp->num_stages == stage_num);
1220 required_string("$end_briefing");
1223 if ( nt != Num_teams )
1224 Error(LOCATION, "Not enough briefings in mission file. There are %d teams and only %d briefings.", Num_teams, nt );
1227 // -------------------------------------------------------------------------------------------------
1228 // parse_debriefing_old()
1230 // Parse the data required for the mission debriefings
1231 void parse_debriefing_old(mission *pm)
1234 char waste[MAX_DEBRIEF_LEN];
1236 if ( !optional_string("#Debriefing") )
1239 required_string("$num_debriefings:");
1242 while (required_string_either("#Players", "$start_debriefing")) {
1243 required_string("$start_debriefing");
1244 required_string("$formula:");
1245 junk = get_sexp_main();
1246 required_string("$num_stages:");
1248 while (required_string_either("$end_debriefing", "$start_stage")) {
1249 required_string("$start_stage");
1250 required_string("$multi_text");
1251 stuff_string(waste, F_MULTITEXT, NULL, MAX_DEBRIEF_LEN);
1252 required_string("$voice:");
1253 stuff_string(waste, F_FILESPEC, NULL);
1254 required_string("$end_stage");
1256 required_string("$end_debriefing");
1260 // -------------------------------------------------------------------------------------------------
1261 // parse_debriefing_new()
1263 // Parse the data required for the mission debriefings
1264 void parse_debriefing_new(mission *pm)
1272 // next code should be old -- hopefully not called anymore
1273 //if (!optional_string("#Debriefing_info")) {
1274 // parse_debriefing_old(pm);
1278 // 2/3/98 -- MWA. We can now have multiple briefings and debriefings on a team
1279 for ( nt = 0; nt < Num_teams; nt++ ) {
1281 if ( !optional_string("#Debriefing_info") )
1286 db = &Debriefings[nt];
1288 required_string("$Num stages:");
1289 stuff_int(&db->num_stages);
1290 Assert(db->num_stages <= MAX_DEBRIEF_STAGES);
1292 while (required_string_either("#", "$Formula")) {
1293 Assert(stage_num < MAX_DEBRIEF_STAGES);
1294 dbs = &db->stages[stage_num++];
1295 required_string("$Formula:");
1296 dbs->formula = get_sexp_main();
1297 required_string("$multi text");
1298 if ( Fred_running ) {
1299 stuff_string(dbs->new_text, F_MULTITEXT, NULL, MAX_DEBRIEF_LEN);
1301 dbs->new_text = stuff_and_malloc_string(F_MULTITEXT, NULL, MAX_DEBRIEF_LEN);
1303 required_string("$Voice:");
1304 stuff_string(dbs->voice, F_FILESPEC, NULL);
1305 required_string("$Recommendation text:");
1306 if ( Fred_running ) {
1307 stuff_string( dbs->new_recommendation_text, F_MULTITEXT, NULL, MAX_RECOMMENDATION_LEN);
1309 dbs->new_recommendation_text = stuff_and_malloc_string( F_MULTITEXT, NULL, MAX_RECOMMENDATION_LEN);
1313 Assert(db->num_stages == stage_num);
1316 if ( nt != Num_teams )
1317 Error(LOCATION, "Not enough debriefings for mission. There are %d teams and only %d debriefings;\n", Num_teams, nt );
1320 void position_ship_for_knossos_warpin(p_object *objp, int shipnum, int objnum)
1322 // Assume no valid knossos device
1323 Ships[shipnum].special_warp_objnum = -1;
1325 // find knossos device
1328 int knossos_num = -1;
1329 for (so=GET_FIRST(&Ship_obj_list); so!=END_OF_LIST(&Ship_obj_list); so=GET_NEXT(so)) {
1330 knossos_num = Objects[so->objnum].instance;
1331 if (Ship_info[Ships[knossos_num].ship_info_index].flags & SIF_KNOSSOS_DEVICE) {
1332 // be close to the right device [allow multiple knossos's
1333 if (vm_vec_dist_quick(&Objects[knossos_num].pos, &objp->pos) < 2.0f*(Objects[knossos_num].radius + Objects[objnum].radius) ) {
1341 // set ship special_warp_objnum
1342 Ships[shipnum].special_warp_objnum = knossos_num;
1344 // position self for warp on plane of device
1346 float dist = fvi_ray_plane(&new_point, &Objects[knossos_num].pos, &Objects[knossos_num].orient.fvec, &objp->pos, &objp->orient.fvec, 0.0f);
1347 polymodel *pm = model_get(Ship_info[Ships[shipnum].ship_info_index].modelnum);
1348 float desired_dist = -pm->mins.z;
1349 vm_vec_scale_add2(&Objects[objnum].pos, &Objects[objnum].orient.fvec, (dist - desired_dist));
1350 // if ship is BIG or HUGE, make it go through the center of the knossos
1351 if (Ship_info[Ships[shipnum].ship_info_index].flags & SIF_HUGE_SHIP) {
1353 vm_vec_sub(&offset, &Objects[knossos_num].pos, &new_point);
1354 vm_vec_add2(&Objects[objnum].pos, &offset);
1359 // Given a stuffed p_object struct, create an object and fill in the necessary fields.
1360 // Return object number.
1361 int parse_create_object(p_object *objp)
1363 int i, j, k, objnum, shipnum;
1367 subsys_status *sssp;
1370 // base level creation
1371 objnum = ship_create(&objp->orient, &objp->pos, objp->ship_class);
1372 Assert(objnum != -1);
1373 shipnum = Objects[objnum].instance;
1375 // if arriving through knossos, adjust objpj->pos to plane of knossos and set flag
1376 // special warp is single player only
1377 if ((objp->flags & P_KNOSSOS_WARP_IN) && !(Game_mode & GM_MULTIPLAYER)) {
1378 if (!Fred_running) {
1379 position_ship_for_knossos_warpin(objp, shipnum, objnum);
1383 Ships[shipnum].group = objp->group;
1384 Ships[shipnum].team = objp->team;
1385 strcpy(Ships[shipnum].ship_name, objp->name);
1386 Ships[shipnum].escort_priority = objp->escort_priority;
1387 Ships[shipnum].special_exp_index = objp->special_exp_index;
1388 Ships[shipnum].respawn_priority = objp->respawn_priority;
1389 // if this is a multiplayer dogfight game, and its from a player wing, make it team traitor
1390 if((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_DOGFIGHT) && (objp->wingnum >= 0)){
1391 for (i = 0; i < MAX_STARTING_WINGS; i++ ) {
1392 if ( !stricmp(Starting_wing_names[i], Wings[objp->wingnum].name) ) {
1393 Ships[shipnum].team = TEAM_TRAITOR;
1398 sip = &Ship_info[Ships[shipnum].ship_info_index];
1400 if ( !Fred_running ) {
1401 ship_assign_sound(&Ships[shipnum]);
1404 aip = &(Ai_info[Ships[shipnum].ai_index]);
1405 aip->behavior = objp->behavior;
1406 aip->mode = aip->behavior;
1408 // alternate type name
1409 Ships[shipnum].alt_type_index = objp->alt_type_index;
1411 aip->ai_class = objp->ai_class;
1412 Ships[shipnum].weapons.ai_class = objp->ai_class; // Fred uses this instead of above.
1414 // must reset the number of ai goals when the object is created
1415 for (i = 0; i < MAX_AI_GOALS; i++ ){
1416 aip->goals[i].ai_mode = AI_GOAL_NONE;
1419 Ships[shipnum].cargo1 = objp->cargo1;
1421 Ships[shipnum].arrival_location = objp->arrival_location;
1422 Ships[shipnum].arrival_distance = objp->arrival_distance;
1423 Ships[shipnum].arrival_anchor = objp->arrival_anchor;
1424 Ships[shipnum].arrival_cue = objp->arrival_cue;
1425 Ships[shipnum].arrival_delay = objp->arrival_delay;
1426 Ships[shipnum].departure_location = objp->departure_location;
1427 Ships[shipnum].departure_anchor = objp->departure_anchor;
1428 Ships[shipnum].departure_cue = objp->departure_cue;
1429 Ships[shipnum].departure_delay = objp->departure_delay;
1430 Ships[shipnum].determination = objp->determination;
1431 Ships[shipnum].wingnum = objp->wingnum;
1432 Ships[shipnum].hotkey = objp->hotkey;
1433 Ships[shipnum].score = objp->score;
1434 Ships[shipnum].persona_index = objp->persona_index;
1436 // set the orders that this ship will accept. It will have already been set to default from the
1437 // ship create code, so only set them if the parse object flags say they are unique
1438 if ( objp->flags & P_SF_USE_UNIQUE_ORDERS ) {
1439 Ships[shipnum].orders_accepted = objp->orders_accepted;
1441 // MWA 5/15/98 -- Added the following debug code because some orders that ships
1442 // will accept were apparently written out incorrectly with Fred. This Int3() should
1443 // trap these instances.
1445 if ( Fred_running ) {
1446 int default_orders, remaining_orders;
1448 default_orders = ship_get_default_orders_accepted( &Ship_info[Ships[shipnum].ship_info_index] );
1449 remaining_orders = objp->orders_accepted & ~default_orders;
1450 if ( remaining_orders ) {
1451 Warning(LOCATION, "Ship %s has orders which it will accept that are\nnot part of default orders accepted.\n\nPlease reedit this ship and change the orders again\n", Ships[shipnum].ship_name);
1457 // check the parse object's flags for possible flags to set on this newly created ship
1458 if ( objp->flags & P_OF_PROTECTED ) {
1459 Objects[objnum].flags |= OF_PROTECTED;
1462 if ( objp->flags & P_OF_BEAM_PROTECTED ) {
1463 Objects[objnum].flags |= OF_BEAM_PROTECTED;
1466 if (objp->flags & P_OF_CARGO_KNOWN) {
1467 Ships[shipnum].flags |= SF_CARGO_REVEALED;
1470 if ( objp->flags & P_SF_IGNORE_COUNT )
1471 Ships[shipnum].flags |= SF_IGNORE_COUNT;
1473 if ( objp->flags & P_SF_REINFORCEMENT )
1474 Ships[shipnum].flags |= SF_REINFORCEMENT;
1476 if (objp->flags & P_OF_NO_SHIELDS || sip->shields == 0 )
1477 Objects[objnum].flags |= OF_NO_SHIELDS;
1479 if (objp->flags & P_SF_ESCORT)
1480 Ships[shipnum].flags |= SF_ESCORT;
1482 if (objp->flags & P_KNOSSOS_WARP_IN) {
1483 Objects[objnum].flags |= OF_SPECIAL_WARP;
1486 // don't set the flag if the mission is ongoing in a multiplayer situation. This will be set by the players in the
1487 // game only before the game or during respawning.
1488 // MWA -- changed the next line to remove the !(Game_mode & GM_MULTIPLAYER). We shouldn't be setting
1489 // this flag in single player mode -- it gets set in post process mission.
1490 //if ((objp->flags & P_OF_PLAYER_START) && (((Game_mode & GM_MULTIPLAYER) && !(Game_mode & GM_IN_MISSION)) || !(Game_mode & GM_MULTIPLAYER)))
1491 if ( (objp->flags & P_OF_PLAYER_START) && (Fred_running || ((Game_mode & GM_MULTIPLAYER) && !(Game_mode & GM_IN_MISSION))) )
1492 Objects[objnum].flags |= OF_PLAYER_SHIP;
1494 if (objp->flags & P_SF_NO_ARRIVAL_MUSIC)
1495 Ships[shipnum].flags |= SF_NO_ARRIVAL_MUSIC;
1497 if ( objp->flags & P_SF_NO_ARRIVAL_WARP )
1498 Ships[shipnum].flags |= SF_NO_ARRIVAL_WARP;
1500 if ( objp->flags & P_SF_NO_DEPARTURE_WARP )
1501 Ships[shipnum].flags |= SF_NO_DEPARTURE_WARP;
1503 if ( objp->flags & P_SF_INITIALLY_DOCKED )
1504 Ships[shipnum].flags |= SF_INITIALLY_DOCKED;
1506 if ( objp->flags & P_SF_LOCKED )
1507 Ships[shipnum].flags |= SF_LOCKED;
1509 if ( objp->flags & P_SF_WARP_BROKEN )
1510 Ships[shipnum].flags |= SF_WARP_BROKEN;
1512 if ( objp->flags & P_SF_WARP_NEVER )
1513 Ships[shipnum].flags |= SF_WARP_NEVER;
1515 if ( objp->flags & P_SF_HIDDEN_FROM_SENSORS )
1516 Ships[shipnum].flags |= SF_HIDDEN_FROM_SENSORS;
1518 // if ship is in a wing, and the wing's no_warp_effect flag is set, then set the equivalent
1519 // flag for the ship
1520 if ( (Ships[shipnum].wingnum != -1) && (Wings[Ships[shipnum].wingnum].flags & WF_NO_ARRIVAL_WARP) )
1521 Ships[shipnum].flags |= SF_NO_ARRIVAL_WARP;
1523 if ( (Ships[shipnum].wingnum != -1) && (Wings[Ships[shipnum].wingnum].flags & WF_NO_DEPARTURE_WARP) )
1524 Ships[shipnum].flags |= SF_NO_DEPARTURE_WARP;
1526 // mwa -- 1/30/98. Do both flags. Fred uses the ship flag, and FreeSpace will use the object
1527 // flag. I'm to lazy at this point to deal with consolidating them.
1528 if ( objp->flags & P_SF_INVULNERABLE ) {
1529 Ships[shipnum].flags |= SF_INVULNERABLE;
1530 Objects[objnum].flags |= OF_INVULNERABLE;
1533 if ( objp->flags & P_SF_GUARDIAN ) {
1534 Objects[objnum].flags |= OF_GUARDIAN;
1537 if ( objp->flags & P_SF_SCANNABLE )
1538 Ships[shipnum].flags |= SF_SCANNABLE;
1540 if ( objp->flags & P_SF_RED_ALERT_STORE_STATUS ){
1541 Assert(!(Game_mode & GM_MULTIPLAYER));
1542 Ships[shipnum].flags |= SF_RED_ALERT_STORE_STATUS;
1545 // a couple of ai_info flags. Also, do a reasonable default for the kamikaze damage regardless of
1546 // whether this flag is set or not
1547 if ( objp->flags & P_AIF_KAMIKAZE ) {
1548 Ai_info[Ships[shipnum].ai_index].ai_flags |= AIF_KAMIKAZE;
1549 Ai_info[Ships[shipnum].ai_index].kamikaze_damage = objp->kamikaze_damage;
1552 if ( objp->flags & P_AIF_NO_DYNAMIC )
1553 Ai_info[Ships[shipnum].ai_index].ai_flags |= AIF_NO_DYNAMIC;
1555 // if the wing index and wing pos are set for this parse object, set them for the ship. This
1556 // is useful in multiplayer when ships respawn
1557 Ships[shipnum].wing_status_wing_index = objp->wing_status_wing_index;
1558 Ships[shipnum].wing_status_wing_pos = objp->wing_status_wing_pos;
1560 // set up the ai_goals for this object -- all ships created here are AI controlled.
1561 if ( objp->ai_goals != -1 ) {
1564 for ( sexp = CDR(objp->ai_goals); sexp != -1; sexp = CDR(sexp) )
1565 // make a call to the routine in MissionGoals.cpp to set up the ai goals for this object.
1566 ai_add_ship_goal_sexp( sexp, AIG_TYPE_EVENT_SHIP, aip );
1568 if ( objp->wingnum == -1 ) // free the sexpression nodes only for non-wing ships. wing code will handle it's own case
1569 free_sexp2(objp->ai_goals); // free up sexp nodes for reused, since they aren't needed anymore.
1572 Assert(Ships[shipnum].modelnum != -1);
1574 // initialize subsystem statii here. The subsystems are given a percentage damaged. So a percent value
1575 // of 20% means that the subsystem is 20% damaged (*not* 20% of max hits). This is opposite the way
1576 // that the initial velocity/hull strength/shields work
1577 i = objp->subsys_count;
1579 sssp = &Subsys_status[objp->subsys_index + i];
1580 if (!stricmp(sssp->name, NOX("Pilot"))) {
1581 wp = &Ships[shipnum].weapons;
1582 if (sssp->primary_banks[0] != SUBSYS_STATUS_NO_CHANGE) {
1583 for (j=k=0; j<MAX_PRIMARY_BANKS; j++) {
1584 if ( (sssp->primary_banks[j] >= 0) || Fred_running ){
1585 wp->primary_bank_weapons[k] = sssp->primary_banks[j];
1593 wp->num_primary_banks = sip->num_primary_banks;
1595 wp->num_primary_banks = k;
1599 if (sssp->secondary_banks[0] != SUBSYS_STATUS_NO_CHANGE) {
1600 for (j=k=0; j<MAX_SECONDARY_BANKS; j++) {
1601 if ( (sssp->secondary_banks[j] >= 0) || Fred_running ){
1602 wp->secondary_bank_weapons[k++] = sssp->secondary_banks[j];
1607 wp->num_secondary_banks = sip->num_secondary_banks;
1609 wp->num_secondary_banks = k;
1613 for (j=0; j < wp->num_secondary_banks; j++)
1615 wp->secondary_bank_ammo[j] = sssp->secondary_ammo[j];
1617 int capacity = fl2i(sssp->secondary_ammo[j]/100.0f * sip->secondary_bank_ammo_capacity[j] + 0.5f );
1618 wp->secondary_bank_ammo[j] = fl2i(capacity / Weapon_info[wp->secondary_bank_weapons[j]].cargo_size + 0.5f);
1623 ptr = GET_FIRST(&Ships[shipnum].subsys_list);
1624 while (ptr != END_OF_LIST(&Ships[shipnum].subsys_list)) {
1625 if (!stricmp(ptr->system_info->subobj_name, sssp->name)) {
1627 ptr->current_hits = sssp->percent;
1630 new_hits = ptr->system_info->max_hits * (100.0f - sssp->percent) / 100.f;
1631 Ships[shipnum].subsys_info[ptr->system_info->type].current_hits -= (ptr->system_info->max_hits - new_hits);
1632 if ( (100.0f - sssp->percent) < 0.5) {
1633 ptr->current_hits = 0.0f;
1634 ptr->submodel_info_1.blown_off = 1;
1636 ptr->current_hits = new_hits;
1640 if (sssp->primary_banks[0] != SUBSYS_STATUS_NO_CHANGE)
1641 for (j=0; j<MAX_PRIMARY_BANKS; j++)
1642 ptr->weapons.primary_bank_weapons[j] = sssp->primary_banks[j];
1644 if (sssp->secondary_banks[0] != SUBSYS_STATUS_NO_CHANGE)
1645 for (j=0; j<MAX_SECONDARY_BANKS; j++)
1646 ptr->weapons.secondary_bank_weapons[j] = sssp->secondary_banks[j];
1648 for (j=0; j<MAX_SECONDARY_BANKS; j++) {
1649 // AL 3-5-98: This is correct for FRED, but not for FreeSpace... but is this even used?
1650 // As far as I know, turrets cannot run out of ammo
1651 ptr->weapons.secondary_bank_ammo[j] = sssp->secondary_ammo[j];
1654 ptr->subsys_cargo_name = sssp->subsys_cargo_name;
1656 if (sssp->ai_class != SUBSYS_STATUS_NO_CHANGE)
1657 ptr->weapons.ai_class = sssp->ai_class;
1659 ai_turret_select_default_weapon(ptr);
1662 ptr = GET_NEXT(ptr);
1666 // initial hull strength, shields, and velocity are all expressed as a percentage of the max value/
1667 // so a initial_hull value of 90% means 90% of max. This way is opposite of how subsystems are dealt
1670 Objects[objnum].phys_info.speed = (float) objp->initial_velocity;
1671 // Ships[shipnum].hull_hit_points_taken = (float) objp->initial_hull;
1672 Objects[objnum].hull_strength = (float) objp->initial_hull;
1673 Objects[objnum].shields[0] = (float) objp->initial_shields;
1676 int max_allowed_sparks, num_sparks, i;
1679 // Ships[shipnum].hull_hit_points_taken = (float)objp->initial_hull * sip->max_hull_hit_points / 100.0f;
1680 Objects[objnum].hull_strength = objp->initial_hull * sip->initial_hull_strength / 100.0f;
1681 for (i = 0; i<MAX_SHIELD_SECTIONS; i++)
1682 Objects[objnum].shields[i] = (float)(objp->initial_shields * sip->shields / 100.0f) / MAX_SHIELD_SECTIONS;
1684 // initial velocities now do not apply to ships which warp in after mission starts
1685 if ( !(Game_mode & GM_IN_MISSION) ) {
1686 Objects[objnum].phys_info.speed = (float)objp->initial_velocity * sip->max_speed / 100.0f;
1687 Objects[objnum].phys_info.vel.z = Objects[objnum].phys_info.speed;
1688 Objects[objnum].phys_info.prev_ramp_vel = Objects[objnum].phys_info.vel;
1689 Objects[objnum].phys_info.desired_vel = Objects[objnum].phys_info.vel;
1692 // recalculate damage of subsystems
1693 ship_recalc_subsys_strength( &Ships[shipnum] );
1695 // create sparks on a ship whose hull is damaged. We will create two sparks for every 20%
1696 // of hull damage done. 100 means no sparks. between 80 and 100 do two sparks. 60 and 80 is
1698 pm = model_get( sip->modelnum );
1699 max_allowed_sparks = get_max_sparks(&Objects[objnum]);
1700 num_sparks = (int)((100.0f - objp->initial_hull) / 5.0f);
1701 if (num_sparks > max_allowed_sparks) {
1702 num_sparks = max_allowed_sparks;
1705 for (i = 0; i < num_sparks; i++ ) {
1708 // DA 10/20/98 - sparks must be chosen on the hull and not any submodel
1709 submodel_get_two_random_points(sip->modelnum, pm->detail[0], &v1, &v2);
1710 ship_hit_sparks_no_rotate(&Objects[objnum], &v1);
1711 // ship_hit_sparks_no_rotate(&Objects[objnum], &v2);
1715 // in mission, we add a log entry -- set ship positions for ships not in wings, and then do
1717 if ( (Game_mode & GM_IN_MISSION) && (!Fred_running) ) {
1718 mission_log_add_entry( LOG_SHIP_ARRIVE, Ships[shipnum].ship_name, NULL );
1720 // if this ship isn't in a wing, determine it's arrival location
1721 if ( !Game_restoring ) {
1722 if ( Ships[shipnum].wingnum == -1 ) {
1724 // multiplayer clients set the arrival location of ships to be at location since their
1725 // position has already been determined. Don't actually set the variable since we
1726 // don't want the warp effect to show if coming from a dock bay.
1727 location = objp->arrival_location;
1728 if ( MULTIPLAYER_CLIENT )
1729 location = ARRIVE_AT_LOCATION;
1730 mission_set_arrival_location(objp->arrival_anchor, location, objp->arrival_distance, objnum, NULL, NULL);
1731 if ( objp->arrival_location != ARRIVE_FROM_DOCK_BAY )
1732 shipfx_warpin_start( &Objects[objnum] );
1736 // possibly add this ship to a hotkey set
1737 if ( (Ships[shipnum].wingnum == -1) && (Ships[shipnum].hotkey != -1 ) )
1738 mission_hotkey_mf_add( Ships[shipnum].hotkey, Ships[shipnum].objnum, HOTKEY_MISSION_FILE_ADDED );
1739 else if ( (Ships[shipnum].wingnum != -1) && (Wings[Ships[shipnum].wingnum].hotkey != -1 ) )
1740 mission_hotkey_mf_add( Wings[Ships[shipnum].wingnum].hotkey, Ships[shipnum].objnum, HOTKEY_MISSION_FILE_ADDED );
1742 // possibly add this ship to the hud escort list
1743 if ( Ships[shipnum].flags & SF_ESCORT ){
1744 hud_add_remove_ship_escort( objnum, 1 );
1748 // for multiplayer games, make a call to the network code to assign the object signature
1749 // of the newly created object. The network host of the netgame will always assign a signature
1750 // to a newly created object. The network signature will get to the clients of the game in
1751 // different manners depending on whether or not an individual ship or a wing was created.
1752 if ( Game_mode & GM_MULTIPLAYER ) {
1753 Objects[objnum].net_signature = objp->net_signature;
1755 if ( (Game_mode & GM_IN_MISSION) && MULTIPLAYER_MASTER && (objp->wingnum == -1) ){
1756 send_ship_create_packet( &Objects[objnum], (objp==Arriving_support_ship)?1:0 );
1760 // if recording a demo, post the event
1761 if(Game_mode & GM_DEMO_RECORD){
1762 demo_POST_obj_create(objp->name, Objects[objnum].signature);
1768 // Mp points at the text of an object, which begins with the "$Name:" field.
1769 // Snags all object information and calls parse_create_object to create a ship.
1770 // Why create a ship? Why not an object? Stay tuned...
1772 // flag is parameter that is used to tell what kind information we are retrieving from the mission.
1773 // if we are just getting player starts, then don't create the objects
1774 int parse_object(mission *pm, int flag, p_object *objp)
1776 // p_object temp_object;
1778 int i, j, count, shipnum, delay, destroy_before_mission_time;
1779 char name[NAME_LENGTH], flag_strings[MAX_PARSE_OBJECT_FLAGS][NAME_LENGTH];
1783 // objp = &temp_object;
1785 required_string("$Name:");
1786 stuff_string(objp->name, F_NAME, NULL);
1787 shipnum = ship_name_lookup(objp->name);
1789 error_display(0, NOX("Redundant ship name: %s\n"), objp->name);
1792 find_and_stuff("$Class:", &objp->ship_class, F_NAME, Ship_class_names, Num_ship_types, "ship class");
1793 if (objp->ship_class < 0) {
1794 Warning(LOCATION, "Ship \"%s\" has an invalid ship type (ships.tbl probably changed). Making it type 0", objp->name);
1796 // if fred is running, maybe notify the user that the mission contains MD content
1798 Fred_found_unknown_ship_during_parsing = 1;
1801 objp->ship_class = 0;
1804 // if this is a multiplayer dogfight mission, skip support ships
1805 if((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_DOGFIGHT) && (Ship_info[objp->ship_class].flags & SIF_SUPPORT)){
1809 // optional alternate name type
1810 objp->alt_type_index = -1;
1811 if(optional_string("$Alt:")){
1813 stuff_string(name, F_NAME, NULL, NAME_LENGTH);
1815 // try and find the alternate name
1816 objp->alt_type_index = (char)mission_parse_lookup_alt(name);
1817 Assert(objp->alt_type_index >= 0);
1818 if(objp->alt_type_index < 0){
1819 mprintf(("Error looking up alternate ship type name!\n"));
1821 mprintf(("Using alternate ship type name : %s\n", name));
1826 find_and_stuff("$Team:", &team_index, F_NAME, Team_names, Num_team_names, "team name");
1827 Assert((team_index >= 0) && (team_index < MAX_TEAM_NAMES));
1828 objp->team = 1 << team_index;
1830 required_string("$Location:");
1831 stuff_vector(&objp->pos);
1833 required_string("$Orientation:");
1834 stuff_matrix(&objp->orient);
1836 find_and_stuff("$IFF:", &objp->iff, F_NAME, Iff_names, Num_iff, "IFF");
1837 find_and_stuff("$AI Behavior:", &objp->behavior, F_NAME, Ai_behavior_names, Num_ai_behaviors, "AI behavior");
1838 objp->ai_goals = -1;
1840 if ( optional_string("+AI Class:")) {
1841 objp->ai_class = match_and_stuff(F_NAME, Ai_class_names, Num_ai_classes, "AI class");
1842 Assert(objp->ai_class > -1 );
1844 objp->ai_class = Ship_info[objp->ship_class].ai_class;
1847 if ( optional_string("$AI Goals:") ){
1848 objp->ai_goals = get_sexp_main();
1851 if ( !required_string_either("$AI Goals:", "$Cargo 1:") ) {
1852 required_string("$AI Goals:");
1853 objp->ai_goals = get_sexp_main();
1858 find_and_stuff_or_add("$Cargo 1:", &temp, F_NAME, Cargo_names, &Num_cargo, MAX_CARGO, "cargo");
1859 objp->cargo1 = char(temp);
1860 if ( optional_string("$Cargo 2:") ) {
1861 char buf[NAME_LENGTH];
1862 stuff_string(buf, F_NAME, NULL);
1865 parse_common_object_data(objp); // get initial conditions and subsys status
1867 while (required_string_either("$Arrival Location:", "$Status Description:")) {
1868 Assert(count < MAX_OBJECT_STATUS);
1870 find_and_stuff("$Status Description:", &objp->status_type[count], F_NAME, Status_desc_names, Num_status_names, "Status Description");
1871 find_and_stuff("$Status:", &objp->status[count], F_NAME, Status_type_names, Num_status_names, "Status Type");
1872 find_and_stuff("$Target:", &objp->target[count], F_NAME, Status_target_names, Num_status_names, "Target");
1875 objp->status_count = count;
1877 objp->arrival_anchor = -1;
1878 objp->arrival_distance = 0;
1879 find_and_stuff("$Arrival Location:", &objp->arrival_location, F_NAME, Arrival_location_names, Num_arrival_names, "Arrival Location");
1880 if ( optional_string("+Arrival Distance:") ) {
1881 stuff_int( &objp->arrival_distance );
1882 if ( objp->arrival_location != ARRIVE_AT_LOCATION ) {
1883 required_string("$Arrival Anchor:");
1884 stuff_string(name, F_NAME, NULL);
1885 objp->arrival_anchor = get_anchor(name);
1889 if (optional_string("+Arrival Delay:")) {
1892 Error(LOCATION, "Cannot have arrival delay < 0 (ship %s)", objp->name);
1896 if ( !Fred_running ){
1897 objp->arrival_delay = -delay; // use negative numbers to mean we haven't set up a timer yet
1899 objp->arrival_delay = delay;
1902 required_string("$Arrival Cue:");
1903 objp->arrival_cue = get_sexp_main();
1904 if ( !Fred_running && (objp->arrival_cue >= 0) ) {
1905 // eval the arrival cue. if the cue is true, set up the timestamp for the arrival delay
1906 Assert ( objp->arrival_delay <= 0 );
1908 // don't eval arrival_cues when just looking for player information.
1909 if ( eval_sexp(objp->arrival_cue) ){ // evaluate to determine if sexp is always false.
1910 objp->arrival_delay = timestamp( -objp->arrival_delay * 1000 );
1914 find_and_stuff("$Departure Location:", &objp->departure_location, F_NAME, Departure_location_names, Num_arrival_names, "Departure Location");
1915 objp->departure_anchor = -1;
1916 if ( objp->departure_location == DEPART_AT_DOCK_BAY ) {
1917 required_string("$Departure Anchor:");
1918 stuff_string(name, F_NAME, NULL);
1919 objp->departure_anchor = get_anchor(name);
1922 if (optional_string("+Departure Delay:")) {
1925 Error(LOCATION, "Cannot have departure delay < 0 (ship %s)", objp->name);
1931 if ( !Fred_running ){
1932 objp->departure_delay = -delay;
1934 objp->departure_delay = delay;
1937 required_string("$Departure Cue:");
1938 objp->departure_cue = get_sexp_main();
1940 if (optional_string("$Misc Properties:"))
1941 stuff_string(objp->misc, F_NAME, NULL);
1943 required_string("$Determination:");
1944 stuff_int(&objp->determination);
1947 if (optional_string("+Flags:")) {
1948 count = stuff_string_list(flag_strings, MAX_PARSE_OBJECT_FLAGS);
1949 for (i=0; i<count; i++) {
1950 for (j=0; j<MAX_PARSE_OBJECT_FLAGS; j++) {
1951 if (!stricmp(flag_strings[i], Parse_object_flags[j])) {
1952 objp->flags |= (1 << j);
1957 if (j == MAX_PARSE_OBJECT_FLAGS)
1958 Warning(LOCATION, "Unknown flag in mission file: %s\n", flag_strings[i]);
1962 // always store respawn priority, just for ease of implementation
1963 objp->respawn_priority = 0;
1964 if(optional_string("+Respawn Priority:" )){
1965 stuff_int(&objp->respawn_priority);
1968 objp->escort_priority = 0;
1969 if ( optional_string("+Escort Priority:" ) ) {
1970 Assert(objp->flags & P_SF_ESCORT);
1971 stuff_int(&objp->escort_priority);
1974 if ( objp->flags & P_OF_PLAYER_START ) {
1975 objp->flags |= P_OF_CARGO_KNOWN; // make cargo known for players
1979 objp->special_exp_index = -1;
1980 if ( optional_string("+Special Exp index:" ) ) {
1981 stuff_int(&objp->special_exp_index);
1984 // if the kamikaze flag is set, we should have the next flag
1985 if ( optional_string("+Kamikaze Damage:") ) {
1989 objp->kamikaze_damage = i2fl(damage);
1993 if (optional_string("+Hotkey:")) {
1994 stuff_int(&objp->hotkey);
1995 Assert((objp->hotkey >= 0) && (objp->hotkey < 10));
1998 objp->docked_with[0] = 0;
1999 if (optional_string("+Docked With:")) {
2000 stuff_string(objp->docked_with, F_NAME, NULL);
2001 required_string("$Docker Point:");
2002 stuff_string(objp->docker_point, F_NAME, NULL);
2003 required_string("$Dockee Point:");
2004 stuff_string(objp->dockee_point, F_NAME, NULL);
2006 objp->flags |= P_SF_INITIALLY_DOCKED;
2008 // put this information into the Initially_docked array. We will need to use this
2009 // informatin later since not all ships will initially get created.
2010 strcpy(Initially_docked[Total_initially_docked].dockee, objp->docked_with);
2011 strcpy(Initially_docked[Total_initially_docked].docker_point, objp->docker_point);
2012 strcpy(Initially_docked[Total_initially_docked].dockee_point, objp->dockee_point);
2013 Initially_docked[Total_initially_docked].docker = objp;
2014 Total_initially_docked++;
2017 // check the optional parameter for destroying the ship before the mission starts. If this parameter is
2018 // here, then we need to destroy the ship N seconds before the mission starts (for debris purposes).
2019 // store the time value here. We want to create this object for sure. Set the arrival cue and arrival
2020 // delay to bogus values
2021 destroy_before_mission_time = -1;
2022 if ( optional_string("+Destroy At:") ) {
2024 stuff_int(&destroy_before_mission_time);
2025 Assert ( destroy_before_mission_time >= 0 );
2026 objp->arrival_cue = Locked_sexp_true;
2027 objp->arrival_delay = timestamp(0);
2030 // check for the optional "orders accepted" string which contains the orders from the default
2031 // set that this ship will actually listen to
2032 if ( optional_string("+Orders Accepted:") ) {
2033 stuff_int( &objp->orders_accepted );
2034 if ( objp->orders_accepted != -1 ){
2035 objp->flags |= P_SF_USE_UNIQUE_ORDERS;
2039 if (optional_string("+Group:")){
2040 stuff_int(&objp->group);
2045 if (optional_string("+Score:")){
2046 stuff_int(&objp->score);
2051 // parse the persona index if present
2052 if ( optional_string("+Persona Index:")){
2053 stuff_int(&objp->persona_index);
2055 objp->persona_index = -1;
2058 objp->wingnum = -1; // set the wing number to -1 -- possibly to be set later
2060 // for multiplayer, assign a network signature to this parse object. Doing this here will
2061 // allow servers to use the signature with clients when creating new ships, instead of having
2062 // to pass ship names all the time
2063 if ( Game_mode & GM_MULTIPLAYER ){
2064 objp->net_signature = multi_assign_network_signature( MULTI_SIG_SHIP );
2067 // set the wing_status position to be -1 for all objects. This will get set to an appropriate
2068 // value when the wing positions are finally determined.
2069 objp->wing_status_wing_index = -1;
2070 objp->wing_status_wing_pos = -1;
2071 objp->respawn_count = 0;
2073 // if this if the starting player ship, then copy if to Starting_player_pobject (used for ingame join)
2074 if ( !stricmp( objp->name, Player_start_shipname) ) {
2075 Player_start_pobject = *objp;
2076 Player_start_pobject.flags |= P_SF_PLAYER_START_VALID;
2080 // Now create the object.
2081 // Don't create the new ship blindly. First, check the sexp for the arrival cue
2082 // to determine when this ship should arrive. If not right away, stick this ship
2083 // onto the ship arrival list to be looked at later. Also check to see if it should use the
2084 // wings arrival cue. The ship may get created later depending on whether or not the wing
2086 // always create ships when FRED is running
2088 // don't create the object if it is intially docked for either FreeSpcae or Fred. Fred will
2089 // create the object later in post_process_mission
2090 if ( (objp->flags & P_SF_INITIALLY_DOCKED) || (!Fred_running && (!eval_sexp(objp->arrival_cue) || !timestamp_elapsed(objp->arrival_delay) || (objp->flags & P_SF_REINFORCEMENT))) ) {
2091 Assert ( destroy_before_mission_time == -1 ); // we can't add ships getting destroyed to the arrival list!!!
2092 Assert ( num_ship_arrivals < MAX_SHIP_ARRIVALS );
2093 memcpy( &ship_arrivals[num_ship_arrivals], objp, sizeof(p_object) );
2094 list_append(&ship_arrival_list, &ship_arrivals[num_ship_arrivals]);
2095 num_ship_arrivals++;
2097 // ingame joiners bail here.
2098 else if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_INGAME_JOIN)){
2104 real_objnum = parse_create_object(objp); // this object may later get destroyed depending on wing status!!!!
2106 Subsys_index = objp->subsys_index; // free elements that are no longer needed.
2108 // if the ship is supposed to be destroyed before the mission, then blow up the ship, mark the pieces
2109 // as last forever. Only call this stuff when you are blowing up the ship
2110 if ( destroy_before_mission_time >= 0 ) {
2113 objp = &Objects[real_objnum];
2114 if ( !Fred_running ) {
2116 shipfx_blow_up_model( objp, Ships[objp->instance].modelnum, 0, 0, &objp->pos );
2117 objp->flags |= OF_SHOULD_BE_DEAD;
2119 // once the ship is exploded, find the debris pieces belonging to this object, mark them
2120 // as not to expire, and move them forward in time N seconds
2121 for (i = 0; i < MAX_DEBRIS_PIECES; i++ ) {
2125 if ( !db->flags & DEBRIS_USED ) // not used, move onto the next one.
2127 if ( db->source_objnum != real_objnum ) // not from this ship, move to next one
2130 debris_clear_expired_flag(db); // mark as don't expire
2131 db->lifeleft = -1.0f; // be sure that lifeleft == -1.0 so that it really doesn't expire!
2133 // now move the debris along it's path for N seconds
2134 objp = &Objects[db->objnum];
2135 physics_sim( &objp->pos, &objp->orient, &objp->phys_info, (float)destroy_before_mission_time );
2138 // be sure to set the variable in the ships structure for the final death time!!!
2139 Ships[objp->instance].final_death_time = destroy_before_mission_time;
2140 Ships[objp->instance].flags |= SF_KILL_BEFORE_MISSION;
2148 void parse_common_object_data(p_object *objp)
2152 // set some defaults..
2153 objp->initial_velocity = 0;
2154 objp->initial_hull = 100;
2155 objp->initial_shields = 100;
2157 // now change defaults if present
2158 if (optional_string("+Initial Velocity:")) {
2159 stuff_int(&objp->initial_velocity);
2162 if (optional_string("+Initial Hull:"))
2163 stuff_int(&objp->initial_hull);
2164 if (optional_string("+Initial Shields:"))
2165 stuff_int(&objp->initial_shields);
2167 objp->subsys_index = Subsys_index;
2168 objp->subsys_count = 0;
2169 while (optional_string("+Subsystem:")) {
2170 i = allocate_subsys_status();
2172 objp->subsys_count++;
2173 stuff_string(Subsys_status[i].name, F_NAME, NULL);
2175 if (optional_string("$Damage:"))
2176 stuff_float(&Subsys_status[i].percent);
2178 Subsys_status[i].subsys_cargo_name = -1;
2179 if (optional_string("+Cargo Name:")) {
2180 char cargo_name[256];
2181 stuff_string(cargo_name, F_NAME, NULL);
2182 int index = string_lookup(cargo_name, Cargo_names, Num_cargo, "cargo", 0);
2183 if (index == -1 && (Num_cargo < MAX_CARGO)) {
2185 strcpy(Cargo_names[Num_cargo++], cargo_name);
2187 Subsys_status[i].subsys_cargo_name = index;
2190 if (optional_string("+AI Class:"))
2191 Subsys_status[i].ai_class = match_and_stuff(F_NAME, Ai_class_names, Num_ai_classes, "AI class");
2193 if (optional_string("+Primary Banks:"))
2194 stuff_int_list(Subsys_status[i].primary_banks, MAX_PRIMARY_BANKS, WEAPON_LIST_TYPE);
2196 if (optional_string("+Secondary Banks:"))
2197 stuff_int_list(Subsys_status[i].secondary_banks, MAX_SECONDARY_BANKS, WEAPON_LIST_TYPE);
2199 if (optional_string("+Sbank Ammo:"))
2200 stuff_int_list(Subsys_status[i].secondary_ammo, MAX_SECONDARY_BANKS, RAW_INTEGER_TYPE);
2205 void parse_objects(mission *pm, int flag)
2211 required_string("#Objects");
2214 num_ship_original = 0;
2215 while (required_string_either("#Wings", "$Name:")){
2216 // not all objects are always valid or legal
2217 if(parse_object(pm, flag, &temp)){
2218 // add to the default list
2219 if(num_ship_original < MAX_SHIP_ORIGINAL){
2220 memcpy(&ship_original[num_ship_original++], &temp, sizeof(p_object));
2226 p_object *mission_parse_get_original_ship( ushort net_signature )
2230 // look for original ships
2231 for(idx=0; idx<num_ship_original; idx++){
2232 if(ship_original[idx].net_signature == net_signature){
2233 return &ship_original[idx];
2241 int find_wing_name(char *name)
2245 for (i=0; i<num_wings; i++){
2246 if (!strcmp(name, Wings[i].name)){
2254 // function to create ships in the wing that need to be created. We psas the wing pointer, it's index
2255 // into the Wings array
2256 int parse_wing_create_ships( wing *wingp, int num_to_create, int force, int specific_instance )
2259 int wingnum, objnum, num_create_save;
2261 int pre_create_count;
2263 // we need to send this in multiplayer
2264 pre_create_count = wingp->total_arrived_count;
2266 // force is used to force creation of the wing -- used for multiplayer
2268 // we only want to evaluate the arrival cue of the wing if:
2270 // 2) multiplayer and I am the host of the game
2271 // can't create any ships if the arrival cue is false or the timestamp has not elapsed.
2273 if ( !eval_sexp(wingp->arrival_cue) ) /* || !timestamp_elapsed(wingp->arrival_delay) ) */
2276 // once the sexpressions becomes true, then check the arrival delay on the wing. The first time, the
2277 // arrival delay will be <= 0 meaning that no timer object has been set yet. Set up the timestamp
2278 // which should always give a number >= 0;
2279 if ( wingp->arrival_delay <= 0 ) {
2280 wingp->arrival_delay = timestamp( -wingp->arrival_delay * 1000 );
2281 Assert ( wingp->arrival_delay >= 0 );
2284 if ( !timestamp_elapsed( wingp->arrival_delay ) )
2287 // if wing is coming from docking bay, then be sure that ship we are arriving from actually exists
2289 if ( wingp->arrival_location == ARRIVE_FROM_DOCK_BAY ) {
2293 Assert( wingp->arrival_anchor >= 0 );
2294 name = Parse_names[wingp->arrival_anchor];
2296 // see if ship is yet to arrive. If so, then return -1 so we can evaluate again later.
2297 if ( mission_parse_get_arrival_ship( name ) )
2300 // see if ship is in mission. If not, then we can assume it was destroyed or departed since
2301 // it is not on the arrival list (as shown by above if statement).
2302 shipnum = ship_name_lookup( name );
2303 if ( shipnum == -1 ) {
2305 // since this wing cannot arrive from this place, we need to mark the wing as destroyed and
2306 // set the wing variables appropriatly. Good for directives.
2308 // set the gone flag
2309 wingp->flags |= WF_WING_GONE;
2311 // if the current wave is zero, it never existed
2312 wingp->flags |= WF_NEVER_EXISTED;
2314 // mark the number of waves and number of ships destroyed equal to the last wave and the number
2315 // of ships yet to arrive
2316 num_remaining = ( (wingp->num_waves - wingp->current_wave) * wingp->wave_count);
2317 wingp->total_arrived_count += num_remaining;
2318 wingp->current_wave = wingp->num_waves;
2320 // replaced following three lines of code with mission log call because of bug with
2321 // the Ships_exited list.
2322 //index = ship_find_exited_ship_by_name( name );
2323 //Assert( index != -1 );
2324 //if (Ships_exited[index].flags & SEF_DESTROYED ) {
2325 if ( mission_log_get_time(LOG_SHIP_DESTROYED, name, NULL, NULL) ) {
2326 wingp->total_destroyed += num_remaining;
2328 wingp->total_departed += num_remaining;
2331 Sexp_nodes[wingp->arrival_cue].value = SEXP_KNOWN_FALSE;
2336 if ( num_to_create == 0 )
2339 // check the wave_delay_timestamp field. If it is not valid, make it valid (based on wave delay min
2340 // and max valuds). If it is valid, and not elapsed, then return. If it is valid and elasped, then
2342 if ( !timestamp_valid(wingp->wave_delay_timestamp) ) {
2344 // if at least one of these is valid, then reset the timestamp. If they are both zero, we will create the
2346 if ( (wingp->wave_delay_min > 0) || (wingp->wave_delay_max > 0) ) {
2347 Assert ( wingp->wave_delay_min <= wingp->wave_delay_max );
2348 time_to_arrive = wingp->wave_delay_min + (int)(frand() * (wingp->wave_delay_max - wingp->wave_delay_min));
2351 // HACK HACK -- in the presense of Mike Comet and Mitri, I have introduced one of the most
2352 // serious breaches of coding standards. I'm to lazy to fix this the correct way. Insert
2353 // a delay before the next wave of the wing can arrive to that clients in the game have ample
2354 // time to kill off any ships in the wing before the next wave arrives.
2355 if ( Game_mode & GM_MULTIPLAYER ){
2356 time_to_arrive += 7;
2358 wingp->wave_delay_timestamp = timestamp(time_to_arrive * 1000);
2362 // if we get here, both min and max values are 0; See comments above for a most serious hack
2364 if ( Game_mode & GM_MULTIPLAYER )
2365 time_to_arrive += 7;
2366 time_to_arrive *= 1000;
2367 wingp->wave_delay_timestamp = timestamp(time_to_arrive);
2370 // now check to see if the wave_delay_timestamp is elapsed or not
2371 if ( !timestamp_elapsed(wingp->wave_delay_timestamp) )
2375 // finally we can create the wing.
2377 num_create_save = num_to_create;
2379 wingnum = wingp - Wings; // get the wing number
2381 // if there are no ships to create, then all ships must be player start ships -- do nothing in this case.
2382 if ( num_to_create == 0 ){
2386 wingp->current_wave++; // we are creating new ships
2387 // we need to create num_to_create ships. Since the arrival cues for ships in a wing
2388 // are ignored, then *all* ships must be in the ship_arrival_list.
2391 objp = GET_FIRST(&ship_arrival_list);
2392 while( objp != END_OF_LIST(&ship_arrival_list) ) {
2393 p_object *temp = GET_NEXT(objp);
2395 // compare the wingnums. When they are equal, we can create the ship. In the case of
2396 // wings that have multiple waves, this code implies that we essentially creating clones
2397 // of the ships that were created in Fred for the wing when more ships for a new wave
2398 // arrive. The threshold value of a wing can also make one of the ships in a wing be "cloned"
2399 // more often than other ships in the wing. I don't think this matters much.
2400 if ( objp->wingnum == wingnum ) {
2403 // when ingame joining, we need to create a specific ship out of the list of ships for a
2404 // wing. specific_instance is a 0 based integer which specified which ship in the wing
2405 // to create. So, only create the ship we actually need to.
2406 if ( (Game_mode & GM_MULTIPLAYER) && (specific_instance > 0) ) {
2407 specific_instance--;
2412 Assert ( !(objp->flags & P_SF_CANNOT_ARRIVE) ); // get allender
2416 // if we have the maximum number of ships in the wing, we must bail as well
2417 if ( wingp->current_count >= MAX_SHIPS_PER_WING ) {
2418 Int3(); // this is bogus -- we should always allow all ships to be created
2423 // bash the ship name to be the name of the wing + sone number if there is > 1 wave in
2425 // also, if multplayer, set the parse object's net signature to be wing's net signature
2426 // base + total_arrived_count (before adding 1)
2427 if ( Game_mode & GM_MULTIPLAYER ){
2428 objp->net_signature = (ushort)(wingp->net_signature + wingp->total_arrived_count);
2431 wingp->total_arrived_count++;
2432 if ( wingp->num_waves > 1 ){
2433 sprintf(objp->name, NOX("%s %d"), wingp->name, wingp->total_arrived_count);
2436 objnum = parse_create_object(objp);
2437 aip = &Ai_info[Ships[Objects[objnum].instance].ai_index];
2439 // copy any goals from the wing to the newly created ship
2440 for (index = 0; index < MAX_AI_GOALS; index++) {
2441 if ( wingp->ai_goals[index].ai_mode != AI_GOAL_NONE ){
2442 ai_copy_mission_wing_goal( &wingp->ai_goals[index], aip );
2446 Ai_info[Ships[Objects[objnum].instance].ai_index].wing = wingnum;
2448 if ( wingp->flags & WF_NO_DYNAMIC ){
2449 aip->ai_flags |= AIF_NO_DYNAMIC;
2452 // update housekeeping variables
2453 wingp->ship_index[wingp->current_count] = Objects[objnum].instance;
2455 // set up wingman status index
2456 hud_wingman_status_set_index(wingp->ship_index[wingp->current_count]);
2458 objp->wing_status_wing_index = Ships[Objects[objnum].instance].wing_status_wing_index;
2459 objp->wing_status_wing_pos = Ships[Objects[objnum].instance].wing_status_wing_pos;
2461 wingp->current_count++;
2463 // keep any player ship on the parse object list -- used for respawns
2464 // 5/8/98 -- MWA -- don't remove ships from the list when you are ingame joining
2465 if ( !(objp->flags & P_OF_PLAYER_START) ) {
2466 if ( (Game_mode & GM_NORMAL) || !(Net_player->flags & NETINFO_FLAG_INGAME_JOIN) ) {
2467 if ( wingp->num_waves == wingp->current_wave ) { // only remove ship if one wave in wing
2468 list_remove( &ship_arrival_list, objp); // remove objp from the list
2469 if ( objp->ai_goals != -1 ){
2470 free_sexp2(objp->ai_goals); // free up sexp nodes for reuse
2476 // flag ship with SF_FROM_PLAYER_WING if a member of player starting wings
2477 if ( (Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM) ) {
2478 // but for team vs. team games, then just check the alpha and zeta wings
2479 if ( !(stricmp(Starting_wing_names[STARTING_WING_ALPHA], wingp->name)) || !(stricmp(Starting_wing_names[STARTING_WING_ZETA], wingp->name)) ) {
2480 Ships[Objects[objnum].instance].flags |= SF_FROM_PLAYER_WING;
2483 for (int i = 0; i < MAX_STARTING_WINGS; i++ ) {
2484 if ( !stricmp(Starting_wing_names[i], wingp->name) ) {
2485 Ships[Objects[objnum].instance].flags |= SF_FROM_PLAYER_WING;
2490 // keep track of how many ships to create. Stop when we have done all that we are supposed
2493 if ( !num_to_create ){
2500 Assert ( num_to_create == 0 ); // we should always have enough ships in the list!!!
2502 // possibly play some event driven music here. Send a network packet indicating the wing was
2503 // created. Only do this stuff if actually in the mission.
2504 if ( (objnum != -1) && (Game_mode & GM_IN_MISSION) ) { // if true, we have created at least one new ship.
2507 // see if this wing is a player starting wing, and if so, call the maybe_add_form_goal
2508 // function to possibly make the wing form on the player
2509 for (i = 0; i < MAX_STARTING_WINGS; i++ ) {
2510 if ( Starting_wings[i] == wingnum ){
2514 if ( i < MAX_STARTING_WINGS ){
2515 ai_maybe_add_form_goal( wingp );
2518 mission_log_add_entry( LOG_WING_ARRIVE, wingp->name, NULL, wingp->current_wave );
2519 ship_num = wingp->ship_index[0];
2521 if ( !(Ships[ship_num].flags & SF_NO_ARRIVAL_MUSIC) && !(wingp->flags & WF_NO_ARRIVAL_MUSIC) ) {
2522 if ( timestamp_elapsed(Allow_arrival_music_timestamp) ) {
2523 Allow_arrival_music_timestamp = timestamp(ARRIVAL_MUSIC_MIN_SEPARATION);
2524 event_music_arrival(Ships[ship_num].team);
2528 // possibly change the location where these ships arrive based on the wings arrival location
2529 mission_set_wing_arrival_location( wingp, num_create_save );
2531 // if in multiplayer (and I am the host) and in the mission, send a wing create command to all
2533 if ( MULTIPLAYER_MASTER ){
2534 send_wing_create_packet( wingp, num_create_save, pre_create_count );
2538 // test code to check to be sure that all ships in the wing are ignoring the same types
2539 // of orders from the player
2540 if ( Fred_running ) {
2541 Assert( wingp->ship_index[0] != -1 );
2542 int orders = Ships[wingp->ship_index[0]].orders_accepted;
2543 for (i = 1; i < wingp->current_count; i++ ) {
2544 if ( orders != Ships[wingp->ship_index[i]].orders_accepted ) {
2545 Warning(LOCATION, "ships in wing %s are ignoring different player orders. Please find Mark A\nto talk to him about this.", wingp->name );
2554 wingp->wave_delay_timestamp = timestamp(-1); // we will need to set this up properly for the next wave
2555 return num_create_save;
2558 void parse_wing(mission *pm)
2560 int wingnum, i, wing_goals, delay;
2561 char name[NAME_LENGTH], ship_names[MAX_SHIPS_PER_WING][NAME_LENGTH];
2562 char wing_flag_strings[MAX_WING_FLAGS][NAME_LENGTH];
2566 wingp = &Wings[num_wings];
2568 required_string("$Name:");
2569 stuff_string(wingp->name, F_NAME, NULL);
2570 wingnum = find_wing_name(wingp->name);
2572 error_display(0, NOX("Redundant wing name: %s\n"), wingp->name);
2573 wingnum = num_wings;
2575 wingp->total_arrived_count = 0;
2576 wingp->total_destroyed = 0;
2579 required_string("$Waves:");
2580 stuff_int(&wingp->num_waves);
2581 Assert ( wingp->num_waves >= 1 ); // there must be at least 1 wave
2583 wingp->current_wave = 0;
2585 required_string("$Wave Threshold:");
2586 stuff_int(&wingp->threshold);
2588 required_string("$Special Ship:");
2589 stuff_int(&wingp->special_ship);
2591 wingp->arrival_anchor = -1;
2592 find_and_stuff("$Arrival Location:", &wingp->arrival_location, F_NAME, Arrival_location_names, Num_arrival_names, "Arrival Location");
2593 if ( optional_string("+Arrival Distance:") ) {
2594 stuff_int( &wingp->arrival_distance );
2595 if ( wingp->arrival_location != ARRIVE_AT_LOCATION ) {
2596 required_string("$Arrival Anchor:");
2597 stuff_string(name, F_NAME, NULL);
2598 wingp->arrival_anchor = get_anchor(name);
2602 if (optional_string("+Arrival delay:")) {
2605 Error(LOCATION, "Cannot have arrival delay < 0 on wing %s", wingp->name );
2609 if ( !Fred_running ){
2610 wingp->arrival_delay = -delay;
2612 wingp->arrival_delay = delay;
2615 required_string("$Arrival Cue:");
2616 wingp->arrival_cue = get_sexp_main();
2617 if ( !Fred_running && (wingp->arrival_cue >= 0) ) {
2618 if ( eval_sexp(wingp->arrival_cue) ) // evaluate to determine if sexp is always false.
2619 wingp->arrival_delay = timestamp( -wingp->arrival_delay * 1000 );
2623 find_and_stuff("$Departure Location:", &wingp->departure_location, F_NAME, Departure_location_names, Num_arrival_names, "Departure Location");
2624 wingp->departure_anchor = -1;
2625 if ( wingp->departure_location == DEPART_AT_DOCK_BAY ) {
2626 required_string("$Departure Anchor:");
2627 stuff_string( name, F_NAME, NULL );
2628 wingp->departure_anchor = get_anchor(name);
2631 if (optional_string("+Departure delay:")) {
2634 Error(LOCATION, "Cannot have departure delay < 0 on wing %s", wingp->name );
2639 if ( !Fred_running )
2640 wingp->departure_delay = -delay; // use negative numbers to mean that delay timer not yet set
2642 wingp->departure_delay = delay;
2644 required_string("$Departure Cue:");
2645 wingp->departure_cue = get_sexp_main();
2647 // stores a list of all names of ships in the wing
2648 required_string("$Ships:");
2649 wingp->wave_count = stuff_string_list( ship_names, MAX_SHIPS_PER_WING );
2650 wingp->current_count = 0;
2652 // get the wings goals, if any
2654 if ( optional_string("$AI Goals:") )
2655 wing_goals = get_sexp_main();
2658 if (optional_string("+Hotkey:")) {
2659 stuff_int(&wingp->hotkey);
2660 Assert((wingp->hotkey >= 0) && (wingp->hotkey < 10));
2663 if (optional_string("+Flags:")) {
2666 count = stuff_string_list( wing_flag_strings, MAX_WING_FLAGS );
2667 for (i = 0; i < count; i++ ) {
2668 if ( !stricmp( wing_flag_strings[i], NOX("ignore-count")) )
2669 wingp->flags |= WF_IGNORE_COUNT;
2670 else if ( !stricmp( wing_flag_strings[i], NOX("reinforcement")) )
2671 wingp->flags |= WF_REINFORCEMENT;
2672 else if ( !stricmp( wing_flag_strings[i], NOX("no-arrival-music")) )
2673 wingp->flags |= WF_NO_ARRIVAL_MUSIC;
2674 else if ( !stricmp( wing_flag_strings[i], NOX("no-arrival-message")) )
2675 wingp->flags |= WF_NO_ARRIVAL_MESSAGE;
2676 else if ( !stricmp( wing_flag_strings[i], NOX("no-arrival-warp")) )
2677 wingp->flags |= WF_NO_ARRIVAL_WARP;
2678 else if ( !stricmp( wing_flag_strings[i], NOX("no-departure-warp")) )
2679 wingp->flags |= WF_NO_DEPARTURE_WARP;
2680 else if ( !stricmp( wing_flag_strings[i], NOX("no-dynamic")) )
2681 wingp->flags |= WF_NO_DYNAMIC;
2683 Warning(LOCATION, "unknown wing flag\n%s\n\nSkipping.", wing_flag_strings[i]);
2687 // get the wave arrival delay bounds (if present). Used as lower and upper bounds (in seconds)
2688 // which determine when new waves of a wing should arrive.
2689 wingp->wave_delay_min = 0;
2690 wingp->wave_delay_max = 0;
2691 if ( optional_string("+Wave Delay Min:") )
2692 stuff_int( &(wingp->wave_delay_min) );
2693 if ( optional_string("+Wave Delay Max:") )
2694 stuff_int( &(wingp->wave_delay_max) );
2696 // be sure to set the wave arrival timestamp of this wing to pop right away so that the
2697 // wing could be created if it needs to be
2698 wingp->wave_delay_timestamp = timestamp(0);
2700 // initialize wing goals
2701 for (i=0; i<MAX_AI_GOALS; i++) {
2702 wingp->ai_goals[i].ai_mode = AI_GOAL_NONE;
2703 wingp->ai_goals[i].priority = -1;
2707 // error checking against the player ship wings to be sure that wave count doesn't exceed one for
2709 if ( Game_mode & GM_MULTIPLAYER ) {
2710 for (i = 0; i < MAX_STARTING_WINGS+1; i++ ) {
2711 if ( !stricmp(Starting_wing_names[i], wingp->name) ) {
2712 if ( wingp->num_waves > 1 ) {
2713 // only end the game if we're the server - clients will eventually find out :)
2714 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
2715 multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_WAVE_COUNT);
2717 // Error(LOCATION, "Player wings Alpha, Beta, Gamma, or Zeta cannot have more than 1 wave.");
2723 // Get the next starting signature for this in this wing. We want to reserve wave_count * num_waves
2724 // of signature. These can be used to construct wings for ingame joiners.
2725 if ( Game_mode & GM_MULTIPLAYER ) {
2728 wingp->net_signature = multi_assign_network_signature( MULTI_SIG_SHIP );
2729 next_signature = wingp->net_signature + (wingp->wave_count * wingp->num_waves);
2730 if ( next_signature > SHIP_SIG_MAX )
2731 Error(LOCATION, "Too many total ships in mission (%d) for network signature assignment", SHIP_SIG_MAX);
2732 multi_set_network_signature( (ushort)next_signature, MULTI_SIG_SHIP );
2735 for (i=0; i<MAX_SHIPS_PER_WING; i++)
2736 wingp->ship_index[i] = -1;
2738 // set up the ai_goals for this wing -- all ships created from this wing will inherit these goals
2739 // goals for the wing are stored slightly differently than for ships. We simply store the index
2740 // into the sexpression array of each goal (max 10). When a ship in this wing is created, each
2741 // goal in the wings goal array is given to the ship.
2742 if ( wing_goals != -1 ) {
2745 // this will assign the goals to the wings as well as to any ships in the wing that have been
2748 for ( sexp = CDR(wing_goals); sexp != -1; sexp = CDR(sexp) )
2749 ai_add_wing_goal_sexp(sexp, AIG_TYPE_EVENT_WING, wingnum); // used by Fred
2752 free_sexp2(wing_goals); // free up sexp nodes for reused, since they aren't needed anymore.
2755 // set the wing number for all ships in the wing
2756 for (i = 0; i < wingp->wave_count; i++ ) {
2757 //char *ship_name = wingp->ship_names[i];
2759 int num, assigned = 0;
2762 ship_name = ship_names[i];
2764 num = wingp->ship_index[i] = ship_name_lookup(ship_name, 1);
2765 Assert ( num != -1 );
2767 // hack code -- REMOVE
2768 if ( Objects[Ships[num].objnum].flags & OF_PLAYER_SHIP )
2769 Ships[num].wingnum = wingnum;
2772 // determine if this ship is a player ship, and deal with it appropriately.
2773 if ( !strnicmp(ship_name, NOX("Player "), 7) ) {
2774 Error(LOCATION, "Old mission file -- please convert by loading/saving in Fred -- see Allender/Hoffoss for help.");
2777 // assign the wing number to the ship -- if the ship has arrived, doulble check that
2778 // there is only one wave of this wing since ships with their own arrival cue cannot be
2779 // in a wing with > 1 wave. Otherwise, find the ship on the ship arrival list and set
2780 // their wing number
2781 if ( (num = ship_name_lookup(ship_name)) != -1 ) {
2782 Int3(); // this is impossible under the new system
2785 objp = GET_FIRST(&ship_arrival_list);
2786 while( objp != END_OF_LIST(&ship_arrival_list) ) {
2787 if ( !strcmp(ship_name, objp->name) ) {
2788 Assert ( objp->wingnum == -1 ); // get Allender -- ship appears to be in multiple wings
2789 objp->wingnum = wingnum;
2792 objp = GET_NEXT(objp);
2796 if ( !assigned || (assigned > 1) )
2797 Error(LOCATION, "Cannot load mission -- wing %s -- ship %s not present in #Objects section (or specified multiple times in wing.\n", wingp->name, ship_name);
2801 // Fred doesn't create the wing. otherwise, create the wing if is isn't a reinforcement.
2802 if ( !Fred_running && !(wingp->flags & WF_REINFORCEMENT) )
2803 parse_wing_create_ships( wingp, wingp->wave_count );
2806 void parse_wings(mission *pm)
2808 required_string("#Wings");
2809 while (required_string_either("#Events", "$Name:")) {
2810 Assert(num_wings < MAX_WINGS);
2816 // mission events are sexpressions which cause things to happen based on the outcome
2817 // of other events in a mission. Essentially scripting the different things that can happen
2820 void parse_event(mission *pm)
2823 mission_event *event;
2825 event = &Mission_events[Num_mission_events];
2826 event->chain_delay = -1;
2828 required_string( "$Formula:" );
2829 event->formula = get_sexp_main();
2831 if (optional_string("+Name:")){
2832 stuff_string(event->name, F_NAME, NULL);
2837 if ( optional_string("+Repeat Count:")){
2838 stuff_int( &(event->repeat_count) );
2840 event->repeat_count = 1;
2843 event->interval = -1;
2844 if ( optional_string("+Interval:")){
2845 stuff_int( &(event->interval) );
2849 if ( optional_string("+Score:") ){
2850 stuff_int(&event->score);
2853 if ( optional_string("+Chained:") ){
2854 stuff_int(&event->chain_delay);
2857 if ( optional_string("+Objective:") ) {
2858 stuff_string(buf, F_NAME, NULL);
2859 event->objective_text = strdup(buf);
2861 event->objective_text = NULL;
2864 if ( optional_string("+Objective key:") ) {
2865 stuff_string(buf, F_NAME, NULL);
2866 event->objective_key_text = strdup(buf);
2868 event->objective_key_text = NULL;
2872 if( optional_string("+Team:") ) {
2873 stuff_int(&event->team);
2876 event->timestamp = timestamp(-1);
2878 // sanity check on the repeat count variable
2879 if ( event->repeat_count <= 0 ){
2880 Error (LOCATION, "Repeat count for mission event %s is <=0.\nMust be >= 1!", event->name );
2884 void parse_events(mission *pm)
2886 required_string("#Events");
2888 while (required_string_either( "#Goals", "$Formula:")) {
2889 Assert( Num_mission_events < MAX_MISSION_EVENTS );
2891 Num_mission_events++;
2895 void parse_goal(mission *pm)
2899 mission_goal *goalp;
2901 goalp = &Mission_goals[Num_goals++];
2903 Assert(Num_goals < MAX_GOALS);
2906 find_and_stuff("$Type:", &goalp->type, F_NAME, Goal_type_names, Num_goal_type_names, "goal type");
2908 required_string("+Name:");
2909 stuff_string(goalp->name, F_NAME, NULL);
2911 // backwards compatibility for old Fred missions - all new missions should use $MessageNew
2912 if(optional_string("$Message:")){
2913 stuff_string(goalp->message, F_NAME, NULL, MAX_GOAL_TEXT);
2915 required_string("$MessageNew:");
2916 stuff_string(goalp->message, F_MULTITEXT, NULL, MAX_GOAL_TEXT);
2919 if (optional_string("$Rating:")){
2920 stuff_int(&dummy); // not used
2923 required_string("$Formula:");
2924 goalp->formula = get_sexp_main();
2927 if ( optional_string("+Invalid:") )
2928 goalp->type |= INVALID_GOAL;
2929 if ( optional_string("+Invalid") )
2930 goalp->type |= INVALID_GOAL;
2931 if ( optional_string("+No music") )
2932 goalp->flags |= MGF_NO_MUSIC;
2935 if ( optional_string("+Score:") ){
2936 stuff_int(&goalp->score);
2940 if ( optional_string("+Team:") ){
2941 stuff_int( &goalp->team );
2945 void parse_goals(mission *pm)
2947 required_string("#Goals");
2949 while (required_string_either("#Waypoints", "$Type:")){
2954 void parse_waypoint_list(mission *pm)
2959 Assert(Num_waypoint_lists < MAX_WAYPOINT_LISTS);
2961 wpl = &Waypoint_lists[Num_waypoint_lists];
2963 required_string("$Name:");
2964 stuff_string(wpl->name, F_NAME, NULL);
2966 required_string("$List:");
2967 wpl->count = stuff_vector_list(wpl->waypoints, MAX_WAYPOINTS_PER_LIST);
2969 Num_waypoint_lists++;
2972 void parse_waypoints(mission *pm)
2977 required_string("#Waypoints");
2980 while (optional_string("$Jump Node:")) {
2981 Assert(Num_jump_nodes < MAX_JUMP_NODES);
2983 z = jumpnode_create(&pos);
2986 if (optional_string("$Jump Node Name:")) {
2987 stuff_string(Jump_nodes[Num_jump_nodes - 1].name, F_NAME, NULL);
2990 // If no name exists, then use a standard name
2991 if ( Jump_nodes[Num_jump_nodes - 1].name[0] == 0 ) {
2992 sprintf(Jump_nodes[Num_jump_nodes - 1].name, "Jump Node %d", Num_jump_nodes);
2996 while (required_string_either("#Messages", "$Name:"))
2997 parse_waypoint_list(pm);
3000 void parse_messages(mission *pm)
3002 required_string("#Messages");
3004 mprintf(("Starting mission message count : %d\n", Num_message_waves));
3006 // the message_parse function can be found in MissionMessage.h. The format in the
3007 // mission file takes the same format as the messages in messages,tbl. Make parsing
3008 // a whole lot easier!!!
3009 while ( required_string_either("#Reinforcements", "$Name")){
3010 message_parse(); // call the message parsing system
3013 mprintf(("Ending mission message count : %d\n", Num_message_waves));
3016 void parse_reinforcement(mission *pm)
3018 reinforcements *ptr;
3021 Assert(Num_reinforcements < MAX_REINFORCEMENTS);
3023 ptr = &Reinforcements[Num_reinforcements];
3025 required_string("$Name:");
3026 stuff_string(ptr->name, F_NAME, NULL);
3028 find_and_stuff("$Type:", &ptr->type, F_NAME, Reinforcement_type_names, Num_reinforcement_type_names, "reinforcement type");
3030 required_string("$Num times:");
3031 stuff_int(&ptr->uses);
3034 // reset the flags to 0
3037 if ( optional_string("+Arrival delay:") ){
3038 stuff_int( &(ptr->arrival_delay) );
3041 if ( optional_string("+No Messages:") ){
3042 stuff_string_list( ptr->no_messages, MAX_REINFORCEMENT_MESSAGES );
3045 if ( optional_string("+Yes Messages:") ){
3046 stuff_string_list( ptr->yes_messages, MAX_REINFORCEMENT_MESSAGES );
3049 // sanity check on the names of reinforcements -- must either be wings/ships/arrival list.
3050 if ( ship_name_lookup(ptr->name) == -1 ) {
3051 if ( wing_name_lookup(ptr->name, 1) == -1 ) {
3054 for ( p_objp = GET_FIRST(&ship_arrival_list); p_objp != END_OF_LIST(&ship_arrival_list); p_objp = GET_NEXT(p_objp) ) {
3055 if ( !stricmp(ptr->name, p_objp->name) ){
3060 if ( p_objp == END_OF_LIST(&ship_arrival_list) ) {
3061 Warning(LOCATION, "Reinforcement %s not found as ship or wing", ptr->name);
3067 // now, if the reinforcement is a wing, then set the number of waves of the wing == number of
3068 // uses of the reinforcement
3069 instance = wing_name_lookup(ptr->name, 1);
3070 if ( instance != -1 )
3071 Wings[instance].num_waves = ptr->uses;
3073 Num_reinforcements++;
3076 void parse_reinforcements(mission *pm)
3078 Num_reinforcements = 0;
3079 required_string("#Reinforcements");
3081 while (required_string_either("#Background bitmaps", "$Name:"))
3082 parse_reinforcement(pm);
3085 void parse_bitmap(mission *pm)
3088 char name[NAME_LENGTH];
3090 starfield_bitmaps *ptr;
3092 Assert(Num_starfield_bitmaps < MAX_STARFIELD_BITMAPS);
3094 ptr = &Starfield_bitmaps[Num_starfield_bitmaps];
3096 required_string("$Bitmap:");
3097 stuff_string(name, F_NAME, NULL);
3098 for (z=0; z<Num_starfield_bitmap_lists; z++) {
3099 if (!stricmp(name, Starfield_bitmap_list[z].name)){
3104 if ( z >= Num_starfield_bitmap_lists ) {
3105 Warning( LOCATION, "Bitmap specified in mission not in game!\n" );
3109 ptr->bitmap_index = z;
3110 required_string("$Orientation:");
3111 stuff_matrix(&ptr->m);
3113 required_string("$Rotation rate:");
3114 stuff_float(&ptr->rot);
3116 required_string("$Distance:");
3117 stuff_float(&ptr->dist);
3119 required_string("$Light:");
3120 stuff_int(&ptr->light);
3121 Num_starfield_bitmaps++;
3122 calculate_bitmap_points(ptr);
3127 void parse_bitmaps(mission *pm)
3129 char str[MAX_FILENAME_LEN+1] = "";
3130 starfield_bitmap_instance b;
3133 Num_starfield_bitmaps = 0;
3134 required_string("#Background bitmaps");
3136 required_string("$Num stars:");
3137 stuff_int(&Num_stars);
3138 if (Num_stars >= MAX_STARS)
3139 Num_stars = MAX_STARS;
3141 int Ambient_light_level;
3142 required_string("$Ambient light level:");
3143 stuff_int(&Ambient_light_level);
3145 // This should call light_set_ambient() to
3146 // set the ambient light
3149 Mission_palette = 1;
3151 if(The_mission.flags & MISSION_FLAG_FULLNEB){
3152 // no regular nebula stuff
3156 strcpy(Neb2_texture_name, "Eraseme3");
3157 Neb2_poof_flags = ((1<<0) | (1<<1) | (1<<2) | (1<<3) | (1<<4) | (1<<5));
3158 if(optional_string("+Neb2:")){
3159 stuff_string(Neb2_texture_name, F_NAME, NULL);
3161 required_string("+Neb2Flags:");
3162 stuff_int(&Neb2_poof_flags);
3164 // initialize neb effect. its gross to do this here, but Fred is dumb so I have no choice ... :(
3170 if (optional_string("+Nebula:")) {
3171 stuff_string(str, F_NAME, NULL, MAX_FILENAME_LEN);
3173 // parse the proper nebula type (full or not)
3174 for (z=0; z<NUM_NEBULAS; z++){
3175 if(The_mission.flags & MISSION_FLAG_FULLNEB){
3176 if (!stricmp(str, Neb2_filenames[z])) {
3181 if (!stricmp(str, Nebula_filenames[z])) {
3188 if (optional_string("+Color:")) {
3189 stuff_string(str, F_NAME, NULL, MAX_FILENAME_LEN);
3190 for (z=0; z<NUM_NEBULA_COLORS; z++){
3191 if (!stricmp(str, Nebula_colors[z])) {
3192 Mission_palette = z;
3198 if (optional_string("+Pitch:")){
3199 stuff_int(&Nebula_pitch);
3204 if (optional_string("+Bank:")){
3205 stuff_int(&Nebula_bank);
3210 if (optional_string("+Heading:")){
3211 stuff_int(&Nebula_heading);
3217 if (Nebula_index >= 0){
3218 nebula_init(Nebula_filenames[Nebula_index], Nebula_pitch, Nebula_bank, Nebula_heading);
3226 while(optional_string("$Sun:")){
3228 stuff_string(b.filename, F_NAME, NULL);
3231 required_string("+Angles:");
3232 stuff_float(&b.ang.p);
3233 stuff_float(&b.ang.b);
3234 stuff_float(&b.ang.h);
3237 required_string("+Scale:");
3238 stuff_float(&b.scale_x);
3239 b.scale_y = b.scale_x;
3243 // if we have room, store it
3244 if(Num_suns < MAX_STARFIELD_BITMAPS){
3246 strcpy(Suns[Num_suns].filename, b.filename);
3251 // parse background bitmaps
3252 Num_starfield_bitmaps = 0;
3253 while(optional_string("$Starbitmap:")){
3255 stuff_string(b.filename, F_NAME, NULL);
3258 required_string("+Angles:");
3259 stuff_float(&b.ang.p);
3260 stuff_float(&b.ang.b);
3261 stuff_float(&b.ang.h);
3265 if(optional_string("+Scale:")){
3266 stuff_float(&b.scale_x);
3267 b.scale_y = b.scale_x;
3271 required_string("+ScaleX:");
3272 stuff_float(&b.scale_x);
3274 required_string("+ScaleY:");
3275 stuff_float(&b.scale_y);
3277 required_string("+DivX:");
3278 stuff_int(&b.div_x);
3280 required_string("+DivY:");
3281 stuff_int(&b.div_y);
3284 // if we have room, store it
3285 if(Num_starfield_bitmaps < MAX_STARFIELD_BITMAPS){
3286 Starfield_bitmap_instance[Num_starfield_bitmaps] = b;
3287 strcpy(Starfield_bitmap_instance[Num_starfield_bitmaps].filename, b.filename);
3288 Num_starfield_bitmaps++;
3292 if ( optional_string("#Asteroid Fields") ){
3293 parse_asteroid_fields(pm);
3297 void parse_asteroid_fields(mission *pm)
3301 int i, count, subtype;
3304 for (i=0; i<MAX_ASTEROID_FIELDS; i++)
3305 Asteroid_field.num_initial_asteroids = 0;
3309 // required_string("#Asteroid Fields");
3310 while (required_string_either("#", "$density:")) {
3311 float speed, density;
3315 required_string("$Density:");
3316 stuff_float(&density);
3318 Asteroid_field.num_initial_asteroids = (int) density;
3320 Asteroid_field.field_type = FT_ACTIVE;
3321 if (optional_string("+Field Type:")) {
3322 stuff_int((int*)&Asteroid_field.field_type);
3325 Asteroid_field.debris_genre = DG_ASTEROID;
3326 if (optional_string("+Debris Genre:")) {
3327 stuff_int((int*)&Asteroid_field.debris_genre);
3330 Asteroid_field.field_debris_type[0] = -1;
3331 Asteroid_field.field_debris_type[1] = -1;
3332 Asteroid_field.field_debris_type[2] = -1;
3333 if (Asteroid_field.debris_genre == DG_SHIP) {
3334 if (optional_string("+Field Debris Type:")) {
3335 stuff_int(&Asteroid_field.field_debris_type[0]);
3337 if (optional_string("+Field Debris Type:")) {
3338 stuff_int(&Asteroid_field.field_debris_type[1]);
3340 if (optional_string("+Field Debris Type:")) {
3341 stuff_int(&Asteroid_field.field_debris_type[2]);
3345 if (optional_string("+Field Debris Type:")) {
3346 stuff_int(&subtype);
3347 Asteroid_field.field_debris_type[subtype] = 1;
3350 if (optional_string("+Field Debris Type:")) {
3351 stuff_int(&subtype);
3352 Asteroid_field.field_debris_type[subtype] = 1;
3355 if (optional_string("+Field Debris Type:")) {
3356 stuff_int(&subtype);
3357 Asteroid_field.field_debris_type[subtype] = 1;
3362 // backward compatibility
3363 if ( (Asteroid_field.debris_genre == DG_ASTEROID) && (count == 0) ) {
3364 Asteroid_field.field_debris_type[0] = 0;
3367 required_string("$Average Speed:");
3368 stuff_float(&speed);
3370 vm_vec_rand_vec_quick(&Asteroid_field.vel);
3371 vm_vec_scale(&Asteroid_field.vel, speed);
3373 Asteroid_field.speed = speed;
3375 required_string("$Minimum:");
3376 stuff_vector(&Asteroid_field.min_bound);
3378 required_string("$Maximum:");
3379 stuff_vector(&Asteroid_field.max_bound);
3381 if (optional_string("+Inner Bound:")) {
3382 Asteroid_field.has_inner_bound = 1;
3384 required_string("$Minimum:");
3385 stuff_vector(&Asteroid_field.inner_min_bound);
3387 required_string("$Maximum:");
3388 stuff_vector(&Asteroid_field.inner_max_bound);
3390 Asteroid_field.has_inner_bound = 0;
3397 void parse_variables()
3399 if (! optional_string("#Sexp_variables") ) {
3403 num_variables = stuff_sexp_variable_list();
3408 void parse_mission(mission *pm, int flag)
3412 Player_starts = Num_cargo = Num_waypoint_lists = Num_goals = num_wings = num_ship_arrivals = 0;
3413 Player_start_shipnum = -1;
3414 *Player_start_shipname = 0; // make the string 0 length for checking later
3415 memset( &Player_start_pobject, 0, sizeof(Player_start_pobject) );
3417 // initialize the initially_docked array.
3418 for ( i = 0; i < MAX_SHIPS; i++ ) {
3419 Initially_docked[i].docker = NULL;
3420 Initially_docked[i].dockee[0] = '\0';
3421 Initially_docked[i].docker_point[0] = '\0';
3422 Initially_docked[i].dockee_point[0] = '\0';
3424 Total_initially_docked = 0;
3426 list_init( &ship_arrival_list ); // init lists for arrival objects and wings
3431 parse_mission_info(pm);
3432 Current_file_checksum = netmisc_calc_checksum(pm,MISSION_CHECKSUM_SIZE);
3433 if ( flag == MISSION_PARSE_MISSION_INFO )
3435 parse_plot_info(pm);
3437 parse_briefing_info(pm); // TODO: obsolete code, keeping so we don't obsolete existing mission files
3438 parse_cmd_briefs(pm);
3440 parse_debriefing_new(pm);
3441 parse_player_info(pm);
3442 parse_objects(pm, flag);
3446 parse_waypoints(pm);
3448 parse_reinforcements(pm);
3452 post_process_mission();
3455 void post_process_mission()
3458 int indices[MAX_SHIPS], objnum;
3463 // the player_start_shipname had better exist at this point!
3464 Player_start_shipnum = ship_name_lookup( Player_start_shipname );
3465 Assert ( Player_start_shipnum != -1 );
3466 Assert ( Player_start_pobject.flags & P_SF_PLAYER_START_VALID );
3468 // Assign objnum, shipnum, etc. to the player structure
3469 objnum = Ships[Player_start_shipnum].objnum;
3470 Player_obj = &Objects[objnum];
3472 Player->objnum = objnum;
3475 Player_obj->flags |= OF_PLAYER_SHIP; // make this object a player controlled ship.
3476 Player_ship = &Ships[Player_start_shipnum];
3477 Player_ai = &Ai_info[Player_ship->ai_index];
3479 Player_ai->targeted_subsys = NULL;
3480 Player_ai->targeted_subsys_parent = -1;
3482 // determine if player start has initial velocity and set forward cruise percent to relect this
3483 if ( Player_obj->phys_info.vel.z > 0.0f )
3484 Player->ci.forward_cruise_percent = Player_obj->phys_info.vel.z / Player_ship->current_max_speed * 100.0f;
3486 // put in hard coded starting wing names.
3487 if((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM)){
3488 Starting_wings[0] = wing_name_lookup(Starting_wing_names[0],1);
3489 Starting_wings[1] = wing_name_lookup(Starting_wing_names[MAX_STARTING_WINGS],1);
3491 for (i = 0; i < MAX_STARTING_WINGS; i++ ) {
3492 Starting_wings[i] = wing_name_lookup(Starting_wing_names[i], 1);
3498 // call a function to deal with intially docked ships
3499 mission_parse_do_initial_docks();
3501 // deal with setting up arrival location for all ships. Must do this now after all ships are created
3502 mission_parse_set_arrival_locations();
3504 // clear out information about arriving support ships
3505 Arriving_support_ship = NULL;
3506 Num_arriving_repair_targets = 0;
3508 // convert all ship name indices to ship indices now that mission has been loaded
3510 for (i=0; i<Num_parse_names; i++) {
3511 indices[i] = ship_name_lookup(Parse_names[i], 1);
3513 Warning(LOCATION, "Ship name \"%s\" referenced, but this ship doesn't exist", Parse_names[i]);
3516 for (i=0; i<MAX_SHIPS; i++) {
3517 if ((Ships[i].objnum >= 0) && (Ships[i].arrival_anchor >= 0) && (Ships[i].arrival_anchor < SPECIAL_ARRIVAL_ANCHORS_OFFSET))
3518 Ships[i].arrival_anchor = indices[Ships[i].arrival_anchor];
3520 if ( (Ships[i].objnum >= 0) && (Ships[i].departure_anchor >= 0) )
3521 Ships[i].departure_anchor = indices[Ships[i].departure_anchor];
3524 for (i=0; i<MAX_WINGS; i++) {
3525 if (Wings[i].wave_count && (Wings[i].arrival_anchor >= 0) && (Wings[i].arrival_anchor < SPECIAL_ARRIVAL_ANCHORS_OFFSET))
3526 Wings[i].arrival_anchor = indices[Wings[i].arrival_anchor];
3528 if (Wings[i].wave_count && (Wings[i].departure_anchor >= 0) )
3529 Wings[i].departure_anchor = indices[Wings[i].departure_anchor];
3534 // before doing anything else, we must validate all of the sexpressions that were loaded into the mission.
3535 // Loop through the Sexp_nodes array and send the top level functions to the check_sexp_syntax parser
3537 for (i = 0; i < MAX_SEXP_NODES; i++) {
3538 if ( is_sexp_top_level(i) && (!Fred_running || (i != Sexp_clipboard))) {
3539 int result, bindex, op;
3541 op = identify_operator(CTEXT(i));
3542 Assert(op != -1); // need to make sure it is an operator before we treat it like one..
3543 result = check_sexp_syntax( i, query_operator_return_type(op), 1, &bindex);
3545 // entering this if statement will result in program termination!!!!!
3546 // print out an error based on the return value from check_sexp_syntax()
3548 char sexp_str[8192], text[8192];
3550 convert_sexp_to_string( i, sexp_str, SEXP_ERROR_CHECK_MODE);
3551 sprintf(text, "%s.\n\nIn sexpression: %s\n(Error appears to be: %s)",
3552 sexp_error_message(result), sexp_str, Sexp_nodes[bindex].text);
3555 Error( LOCATION, text );
3557 Warning( LOCATION, text );
3562 ai_post_process_mission();
3566 for (i=0; i<Total_initially_docked; i++) {
3567 z = ship_name_lookup(Initially_docked[i].dockee);
3569 Assert(Initially_docked[i].docker->type == OBJ_SHIP);
3570 p1 = model_find_dock_name_index(Ships[Initially_docked[i].docker->instance].modelnum,
3571 Initially_docked[i].docker_point);
3572 Assert(Objects[z].type == OBJ_SHIP);
3573 p2 = model_find_dock_name_index(Ships[Objects[z].instance].modelnum,
3574 Initially_docked[i].dockee_point);
3576 if ((p1 >= 0) && (p2 >= 0)) {
3577 nprintf(("AI", "Initially Docked: %s with %s\n", Ships[Initially_docked[i].docker->instance].ship_name, Ships[Objects[z].instance].ship_name));
3578 if (ship_docking_valid(Initially_docked[i].docker->instance, Objects[z].instance)) // only dock if they are allowed to be docked.
3579 ai_dock_with_object(Initially_docked[i].docker, &Objects[z], 89, AIDO_DOCK_NOW, p1, p2);
3582 Int3(); // Curious. Two ships told to dock, but one of the dock points is bogus.
3583 // Get Allender or Hoffoss, one of whom probably wrote the above if ()
3588 // we must also count all of the ships of particular types. We count all of the ships that do not have
3589 // their SF_IGNORE_COUNT flag set. We don't count ships in wings when the equivalent wing flag is set.
3590 // in counting ships in wings, we increment the count by the wing's wave count to account for everyone.
3591 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
3592 int siflags, num, shipnum;
3594 shipnum = Objects[so->objnum].instance;
3595 // pass over non-ship objects and player ship objects
3596 if ( Ships[shipnum].objnum == -1 || (Objects[Ships[shipnum].objnum].flags & OF_PLAYER_SHIP) )
3598 if ( Ships[shipnum].flags & SF_IGNORE_COUNT )
3600 if ( (Ships[shipnum].wingnum != -1) && (Wings[Ships[shipnum].wingnum].flags & WF_IGNORE_COUNT) )
3603 siflags = Ship_info[Ships[shipnum].ship_info_index].flags;
3605 // determine the number of times we need to add this ship into the count
3606 // if ( Ships[i].wingnum == -1 )
3609 // num = Wings[Ships[i].wingnum].num_waves;
3611 ship_add_ship_type_count( siflags, num );
3613 // now go through the list of ships yet to arrive
3614 for ( p_objp = GET_FIRST(&ship_arrival_list); p_objp != END_OF_LIST(&ship_arrival_list); p_objp = GET_NEXT(p_objp) ) {
3617 // go through similar motions as above
3618 if ( p_objp->flags & P_SF_IGNORE_COUNT )
3620 if ( (p_objp->wingnum != -1) && (Wings[p_objp->wingnum].flags & WF_IGNORE_COUNT) )
3623 siflags = Ship_info[p_objp->ship_class].flags;
3625 if ( p_objp->wingnum == -1 )
3628 num = Wings[p_objp->wingnum].num_waves - 1; // subtract one since we already counted the first wave
3630 ship_add_ship_type_count( siflags, num );
3633 // set player weapons that are selected by default
3634 // AL 09/17/97: I added this code to select the first primary/secondary weapons,
3635 // since I noticed the player ship sometimes doesn't get default weapons selected
3637 // DB: modified 4/23/98 to take multiplayer into account. Under certain circumstances, multiplayer netplayer ships
3638 // had their current_primary_bank and current_secondary_bank set to -1 (from ship_set()) and left there since
3639 // Player_ship is not the only one we need to need about.
3640 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
3641 ship *shipp = &Ships[Objects[so->objnum].instance];
3643 // don't process non player wing ships
3644 if ( !(shipp->flags & SF_FROM_PLAYER_WING ) )
3647 swp = &shipp->weapons;
3649 // swp = &Player_ship->weapons;
3650 if ( swp->num_primary_banks > 0 ) {
3651 swp->current_primary_bank = 0; // currently selected primary bank
3654 if ( swp->num_secondary_banks > 0 ) {
3655 swp->current_secondary_bank = 0; // currently selected secondary bank
3659 ets_init_ship(Player_obj); // init ETS data for the player
3661 // put the timestamp stuff here for now
3662 Mission_arrival_timestamp = timestamp( ARRIVAL_TIMESTAMP );
3663 Mission_departure_timestamp = timestamp( DEPARTURE_TIMESTAMP );
3664 Mission_end_time = -1;
3666 if(Game_mode & GM_MULTIPLAYER){
3667 multi_respawn_build_points();
3670 // maybe reset hotkey defaults when loading new mission
3671 if ( Last_file_checksum != Current_file_checksum ){
3672 mission_hotkey_reset_saved();
3675 Allow_arrival_music_timestamp=timestamp(0);
3676 Allow_arrival_message_timestamp=timestamp(0);
3677 Arrival_message_delay_timestamp = timestamp(-1);
3680 for(idx=0; idx<2; idx++){
3681 Allow_arrival_music_timestamp_m[idx]=timestamp(0);
3682 Allow_arrival_message_timestamp_m[idx]=timestamp(0);
3683 Arrival_message_delay_timestamp_m[idx] = timestamp(-1);
3686 Last_file_checksum = Current_file_checksum;
3689 int get_mission_info(char *filename, mission *mission_p)
3693 // if mission_p is NULL, make it point to The_mission
3694 if ( mission_p == NULL )
3695 mission_p = &The_mission;
3697 if ((rval = setjmp(parse_abort)) != 0) {
3698 nprintf(("Error", "Error abort! Code = %d", rval));
3704 // open localization
3707 CFILE *ftemp = cfopen(filename, "rt");
3709 // close localization
3715 // 7/9/98 -- MWA -- check for 0 length file.
3716 filelength = cfilelength(ftemp);
3718 if ( filelength == 0 ){
3719 // close localization
3725 read_file_text(filename, CF_TYPE_MISSIONS);
3726 memset( mission_p, 0, sizeof(mission) );
3728 parse_mission_info(mission_p);
3730 // close localization
3737 // mai parse routine for parsing a mission. The default parameter flags tells us which information
3738 // to get when parsing the mission. 0 means get everything (default). Other flags just gets us basic
3739 // info such as game type, number of players etc.
3740 int parse_main(char *mission_name, int flags)
3744 // fill in Ship_class_names array with the names from the ship_info struct;
3745 Num_parse_names = 0;
3746 Mission_all_attack = 0; // Might get set in mission load.
3747 Assert(Num_ship_types < MAX_SHIP_TYPES);
3749 for (i = 0; i < Num_ship_types; i++)
3750 Ship_class_names[i] = Ship_info[i].name;
3752 if ((rval = setjmp(parse_abort)) != 0) {
3753 nprintf(("Error", "Error abort! Code = %i.", rval));
3757 // open localization
3760 CFILE *ftemp = cfopen(mission_name, "rt", CFILE_NORMAL, CF_TYPE_MISSIONS);
3764 Error( LOCATION, "Couldn't open mission '%s'\n", mission_name );
3766 Current_file_length = -1;
3767 Current_file_checksum = 0;
3769 // close localization
3775 Current_file_length = cfilelength(ftemp);
3778 read_file_text(mission_name, CF_TYPE_MISSIONS);
3779 memset(&The_mission, 0, sizeof(The_mission));
3780 parse_mission(&The_mission, flags);
3781 display_parse_diagnostics();
3783 // close localization
3788 strcpy(Mission_filename, mission_name);
3793 // sets the arrival lcoation of the ships in wingp. pass num_to_set since the threshold value
3794 // for wings may have us create more ships in the wing when there are still some remaining
3795 void mission_set_wing_arrival_location( wing *wingp, int num_to_set )
3799 // get the starting index into the ship_index array of the first ship whose location we need set.
3801 index = wingp->current_count - num_to_set;
3802 if ( (wingp->arrival_location == ARRIVE_FROM_DOCK_BAY) || (wingp->arrival_location == ARRIVE_AT_LOCATION) ) {
3803 while ( index < wingp->current_count ) {
3806 objp = &Objects[Ships[wingp->ship_index[index]].objnum];
3807 mission_set_arrival_location(wingp->arrival_anchor, wingp->arrival_location, wingp->arrival_distance, OBJ_INDEX(objp), NULL, NULL);
3812 object *leader_objp;
3817 // wing is not arriving from a docking bay -- possibly move them based on arriving near
3818 // or in front of some other ship.
3819 index = wingp->current_count - num_to_set;
3820 leader_objp = &Objects[Ships[wingp->ship_index[index]].objnum];
3821 if (mission_set_arrival_location(wingp->arrival_anchor, wingp->arrival_location, wingp->arrival_distance, OBJ_INDEX(leader_objp), &pos, &orient)) {
3822 // modify the remaining ships created
3825 while ( index < wingp->current_count ) {
3828 objp = &Objects[Ships[wingp->ship_index[index]].objnum];
3830 // change the position of the next ships in the wing. Use the cool function in AiCode.cpp which
3831 // Mike K wrote to give new positions to the wing members.
3832 get_absolute_wing_pos( &objp->pos, leader_objp, wing_index++, 0);
3833 memcpy( &objp->orient, &orient, sizeof(matrix) );
3840 // create warp effect if in mission and not arriving from docking bay
3841 if ( (Game_mode & GM_IN_MISSION) && (wingp->arrival_location != ARRIVE_FROM_DOCK_BAY) ) {
3842 for ( index = wingp->current_count - num_to_set; index < wingp->current_count; index ++ ) {
3843 shipfx_warpin_start( &Objects[Ships[wingp->ship_index[index]].objnum] );
3848 // this function is called after a mission is parsed to set the arrival locations of all ships in the
3849 // mission to the apprioriate spot. Mainly needed because ships might be in dock bays to start
3850 // the mission, so their AI mode must be set appropriately.
3851 void mission_parse_set_arrival_locations()
3859 obj_merge_created_list();
3860 for ( objp = GET_FIRST(&obj_used_list); objp != END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
3863 if ( objp->type != OBJ_SHIP )
3866 shipp = &Ships[objp->instance];
3867 // if the ship is in a wing -- ignore the info and let the wing info handle it
3868 if ( shipp->wingnum != -1 )
3871 // call function to set arrival location for this ship.
3872 mission_set_arrival_location( shipp->arrival_anchor, shipp->arrival_location, shipp->arrival_distance, OBJ_INDEX(objp), NULL, NULL);
3876 for ( i = 0; i < num_wings; i++ ) {
3878 // if wing has no ships, then don't process it.
3879 if ( Wings[i].current_count == 0 )
3882 mission_set_wing_arrival_location( &Wings[i], Wings[i].current_count );
3887 // function which iterates through the ship_arrival_list and creates any ship which
3888 // should be intially docked with a ship which currently exists in the mission
3889 void mission_parse_do_initial_docks()
3891 p_object *pobjp, *tmp;
3893 pobjp = GET_FIRST( &ship_arrival_list );
3894 while ( pobjp != END_OF_LIST(&ship_arrival_list) ) {
3897 tmp = GET_NEXT(pobjp);
3899 // see if the flag for initial docked is set
3900 if ( pobjp->flags & P_SF_INITIALLY_DOCKED ) {
3901 // see if who this parse object is supposed to be docked with is in the mission
3902 shipnum = ship_name_lookup( pobjp->docked_with );
3903 if ( shipnum != -1 ) {
3906 // the ship exists, so create this object, then dock the two.
3907 objnum = parse_create_object( pobjp );
3908 Assert ( objnum != -1 );
3910 list_remove( &ship_arrival_list, pobjp);
3912 // p1 is the parse object's docking point.
3913 // p2 is the existing objects docking point.
3914 p1 = model_find_dock_name_index(Ships[shipnum].modelnum, pobjp->docker_point);
3915 p2 = model_find_dock_name_index(Ships[Objects[objnum].instance].modelnum, pobjp->dockee_point);
3917 if ((p1 >= 0) && (p2 >= 0)) {
3918 nprintf(("AI", "Initially Docked: %s with %s\n", Ships[shipnum].ship_name, Ships[Objects[objnum].instance].ship_name));
3919 if (ship_docking_valid(shipnum, Objects[objnum].instance)) // only dock if they are allowed to be docked.
3920 ai_dock_with_object(&Objects[Ships[shipnum].objnum], &Objects[objnum], 89, AIDO_DOCK_NOW, p1, p2);
3922 ai_dock_with_object(&Objects[objnum], &Objects[Ships[shipnum].objnum], 89, AIDO_DOCK_NOW, p2, p1);
3925 Int3(); // Curious. Two ships told to dock, but one of the dock points is bogus.
3926 // Get Allender or Hoffoss, one of whom probably wrote the above if ()
3934 // function which returns true or false if the given mission support multiplayers
3935 int mission_parse_is_multi(char *filename, char *mission_name)
3937 int rval, game_type;
3941 // new way of getting information. Open the file, and just get the name and the game_type flags.
3942 // return the flags if a multiplayer mission
3946 ftemp = cfopen(filename, "rt");
3950 // 7/9/98 -- MWA -- check for 0 length file.
3951 filelength = cfilelength(ftemp);
3953 if ( filelength == 0 )
3956 // open localization
3959 if ((rval = setjmp(parse_abort)) != 0) {
3960 Error(LOCATION, "Bogus! Trying to get multi game type on mission %s returned as a mission from cf_get_filelist\n");
3962 read_file_text(filename, CF_TYPE_MISSIONS);
3964 if ( skip_to_string("$Name:") != 1 ) {
3965 nprintf(("Network", "Unable to process %s because we couldn't find $Name:", filename));
3967 // close localization
3972 stuff_string( mission_name, F_NAME, NULL );
3973 if ( skip_to_string("+Game Type Flags:") != 1 ) {
3974 nprintf(("Network", "Unable to process %s because we couldn't find +Game Type Flags:\n", filename));
3976 // close localization
3981 stuff_int(&game_type);
3983 if ( game_type & MISSION_TYPE_MULTI ){
3984 // close localization
3990 // close localization
3996 // function which gets called to retrieve useful information about a mission. We will get the
3997 // name, description, and number of players for a mission. Probably used for multiplayer only?
3998 // The calling function can use the information in The_mission to get the name/description of the mission
4001 int mission_parse_get_multi_mission_info( char *filename )
4003 if ( parse_main(filename, MISSION_PARSE_MISSION_INFO) ){
4007 Assert( The_mission.game_type & MISSION_TYPE_MULTI ); // assume multiplayer only for now?
4009 // return the number of parse_players. later, we might want to include (optionally?) the number
4010 // of other ships in the main players wing (usually wing 'alpha') for inclusion of number of
4013 return The_mission.num_players;
4016 // returns true or false if this is on the yet to arrive list
4017 int mission_parse_ship_arrived( char *shipname )
4021 for ( objp = GET_FIRST(&ship_arrival_list); objp !=END_OF_LIST(&ship_arrival_list); objp = GET_NEXT(objp) ) {
4022 if ( !stricmp( objp->name, shipname) )
4023 return 0; // still on the arrival list
4028 // return the parse object on the ship arrival list associated with the given name
4029 p_object *mission_parse_get_arrival_ship( char *name )
4033 for ( objp = GET_FIRST(&ship_arrival_list); objp !=END_OF_LIST(&ship_arrival_list); objp = GET_NEXT(objp) ) {
4034 if ( !stricmp( objp->name, name) )
4035 return objp; // still on the arrival list
4041 // return the parse object on the ship arrival list associated with the given signature
4042 p_object *mission_parse_get_arrival_ship( ushort net_signature )
4046 for ( objp = GET_FIRST(&ship_arrival_list); objp !=END_OF_LIST(&ship_arrival_list); objp = GET_NEXT(objp) ) {
4047 if ( objp->net_signature == net_signature )
4048 return objp; // still on the arrival list
4054 // mission_set_arrival_location() sets the arrival location of a parse object according to the arrival location
4055 // of the object. Returns true if object set to new position, false if not.
4056 int mission_set_arrival_location(int anchor, int location, int dist, int objnum, vector *new_pos, matrix *new_orient)
4058 int shipnum, anchor_objnum;
4059 vector anchor_pos, rand_vec, new_fvec;
4062 if ( location == ARRIVE_AT_LOCATION )
4065 Assert(anchor >= 0);
4067 // this ship might possibly arrive at another location. The location is based on the
4068 // proximity of some ship (and some other special tokens)
4070 // if we didn't find the arrival anchor in the list of special nodes, then do a
4071 // ship name lookup on the anchor
4072 if (anchor < SPECIAL_ARRIVAL_ANCHORS_OFFSET) {
4073 shipnum = ship_name_lookup(Parse_names[anchor]);
4074 if ( shipnum == -1 ) {
4075 Assert ( location != ARRIVE_FROM_DOCK_BAY ); // bogus data somewhere!!! get mwa
4076 nprintf (("allender", "couldn't find ship for arrival anchor -- using location ship created at"));
4081 // come up with a position based on the special token names
4084 if (anchor == ANY_FRIENDLY) {
4085 shipnum = ship_get_random_team_ship( TEAM_FRIENDLY, SHIP_GET_ANY_SHIP );
4086 } else if (anchor == ANY_HOSTILE) {
4087 shipnum = ship_get_random_team_ship( opposing_team_mask(Player_ship->team), SHIP_GET_ANY_SHIP );
4088 } else if (anchor == ANY_FRIENDLY_PLAYER) {
4089 shipnum = ship_get_random_team_ship( TEAM_FRIENDLY, SHIP_GET_ONLY_PLAYERS );
4090 } else if (anchor == ANY_HOSTILE_PLAYER) {
4091 shipnum = ship_get_random_team_ship( opposing_team_mask(Player_ship->team), SHIP_GET_ONLY_PLAYERS );
4093 Int3(); // get allender -- unknown special arrival instructions
4095 // if we didn't get an object from one of the above functions, then make the object
4096 // arrive at it's placed location
4097 if ( shipnum == -1 ) {
4098 nprintf (("Allender", "Couldn't find random ship for arrival anchor -- using default location\n"));
4103 // take the shipnum and get the position. once we have positions, we can determine where
4104 // to make this ship appear
4105 Assert ( shipnum != -1 );
4106 anchor_objnum = Ships[shipnum].objnum;
4107 anchor_pos = Objects[anchor_objnum].pos;
4109 // if arriving from docking bay, then set ai mode and call function as per AL's instructions.
4110 if ( location == ARRIVE_FROM_DOCK_BAY ) {
4113 // if we get an error, just let the ship arrive(?)
4114 if ( ai_acquire_emerge_path(&Objects[objnum], anchor_objnum, &pos, &fvec) == -1 ) {
4115 Int3(); // get MWA or AL -- not sure what to do here when we cannot acquire a path
4118 Objects[objnum].pos = pos;
4119 Objects[objnum].orient.fvec = fvec;
4122 // AL: ensure dist > 0 (otherwise get errors in vecmat)
4123 // TODO: maybe set distance to 2x ship radius of ship appearing in front of?
4125 Error(LOCATION, "Distance of %d is invalid in mission_set_arrival_location\n", dist);
4129 // get a vector which is the ships arrival position based on the type of arrival
4130 // this ship should have. Arriving near a ship we use a random normalized vector
4131 // scaled by the distance given by the designer. Arriving in front of a ship means
4132 // entering the battle in the view cone.
4133 if ( location == ARRIVE_NEAR_SHIP ) {
4134 // get a random vector -- use static randvec if in multiplayer
4135 if ( Game_mode & GM_NORMAL )
4136 vm_vec_rand_vec_quick(&rand_vec);
4138 static_randvec( Objects[objnum].net_signature, &rand_vec );
4139 } else if ( location == ARRIVE_IN_FRONT_OF_SHIP ) {
4144 // cool function by MK to give a reasonable random vector "in front" of a ship
4145 // rvec and uvec are the right and up vectors.
4146 // If these are not available, this would be an expensive method.
4148 x = (float)cos(ANG_TO_RAD(45));
4149 if ( Game_mode & GM_NORMAL ) {
4150 r1 = rand() < RAND_MAX/2 ? -1 : 1;
4151 r2 = rand() < RAND_MAX/2 ? -1 : 1;
4153 // in multiplayer, use the static rand functions so that all clients can get the
4154 // same information.
4155 r1 = static_rand(Objects[objnum].net_signature) < RAND_MAX/2 ? -1 : 1;
4156 r2 = static_rand(Objects[objnum].net_signature+1) < RAND_MAX/2 ? -1 : 1;
4159 vm_vec_copy_scale(&t1, &(Objects[anchor_objnum].orient.fvec), x);
4160 vm_vec_copy_scale(&t2, &(Objects[anchor_objnum].orient.rvec), (1.0f - x) * r1);
4161 vm_vec_copy_scale(&t3, &(Objects[anchor_objnum].orient.uvec), (1.0f - x) * r2);
4163 vm_vec_add(&rand_vec, &t1, &t2);
4164 vm_vec_add2(&rand_vec, &t3);
4165 vm_vec_normalize(&rand_vec);
4168 // add in the radius of the two ships involved. This will make the ship arrive further than
4169 // specified, but will appear more accurate since we are pushing the edge of the model to the
4170 // specified distance. large objects appears to be a lot closer without the following line because
4171 // the object centers were at the correct distance, but the model itself was much closer to the
4173 dist += (int)Objects[objnum].radius + (int)Objects[anchor_objnum].radius;
4174 vm_vec_scale_add(&Objects[objnum].pos, &anchor_pos, &rand_vec, (float)dist);
4176 // I think that we will always want to orient the ship that is arriving to face towards
4177 // the ship it is arriving near/in front of. The effect will be cool!
4179 // calculate the new fvec of the ship arriving and use only that to get the matrix. isn't a big
4180 // deal not getting bank.
4181 vm_vec_sub(&new_fvec, &anchor_pos, &Objects[objnum].pos );
4182 vm_vector_2_matrix( &orient, &new_fvec, NULL, NULL );
4183 Objects[objnum].orient = orient;
4186 // set the new_pos parameter since it might be used outside the function (i.e. when dealing with wings).
4188 memcpy(new_pos, &Objects[objnum].pos, sizeof(vector) );
4191 memcpy( new_orient, &Objects[objnum].orient, sizeof(matrix) );
4196 // mark a reinforcement as available
4197 void mission_parse_mark_reinforcement_available(char *name)
4202 for (i = 0; i < Num_reinforcements; i++) {
4203 rp = &Reinforcements[i];
4204 if ( !stricmp(rp->name, name) ) {
4205 if ( !(rp->flags & RF_IS_AVAILABLE) ) {
4206 rp->flags |= RF_IS_AVAILABLE;
4208 // tell all of the clients.
4209 if ( MULTIPLAYER_MASTER ) {
4210 send_reinforcement_avail( i );
4217 Assert ( i < Num_reinforcements );
4220 // mission_did_ship_arrive takes a parse object and checked the arrival cue and delay and
4221 // creates the object if necessary. Returns -1 if not created. objnum of created ship otherwise
4222 int mission_did_ship_arrive(p_object *objp)
4226 // find out in the arrival cue became true
4227 did_arrive = eval_sexp(objp->arrival_cue);
4229 // we must first check to see if this ship is a reinforcement or not. If so, then don't
4231 if ( objp->flags & P_SF_REINFORCEMENT ) {
4233 // if this ship did arrive, mark the reinforcement as available, and tell clients if in multiplayer
4236 mission_parse_mark_reinforcement_available(objp->name);
4241 if ( did_arrive ) { // has the arrival criteria been met?
4244 Assert ( !(objp->flags & P_SF_CANNOT_ARRIVE) ); // get allender
4246 // check to see if the delay field <= 0. if so, then create a timestamp and then maybe
4247 // create the object
4248 if ( objp->arrival_delay <= 0 ) {
4249 objp->arrival_delay = timestamp( -objp->arrival_delay * 1000 );
4250 Assert( objp->arrival_delay >= 0 );
4253 // if the timestamp hasn't elapsed, move onto the next ship.
4254 if ( !timestamp_elapsed(objp->arrival_delay) )
4257 // check to see if this ship is to arrive via a docking bay. If so, and the ship to arrive from
4258 // doesn't exist, don't create.
4259 if ( objp->arrival_location == ARRIVE_FROM_DOCK_BAY ) {
4263 Assert( objp->arrival_anchor >= 0 );
4264 name = Parse_names[objp->arrival_anchor];
4266 // see if ship is yet to arrive. If so, then return -1 so we can evaluate again later.
4267 if ( mission_parse_get_arrival_ship( name ) )
4270 // see if ship is in mission. If not, then we can assume it was destroyed or departed since
4271 // it is not on the arrival list (as shown by above if statement).
4272 shipnum = ship_name_lookup( name );
4273 if ( shipnum == -1 ) {
4274 Sexp_nodes[objp->arrival_cue].value = SEXP_KNOWN_FALSE;
4279 object_num = parse_create_object(objp); // create the ship
4281 // since this ship is not in a wing, create a SHIP_ARRIVE entry
4282 //mission_log_add_entry( LOG_SHIP_ARRIVE, objp->name, NULL );
4283 Assert(object_num >= 0 && object_num < MAX_OBJECTS);
4285 // Play the music track for an arrival
4286 if ( !(Ships[Objects[object_num].instance].flags & SF_NO_ARRIVAL_MUSIC) )
4287 if ( timestamp_elapsed(Allow_arrival_music_timestamp) ) {
4288 Allow_arrival_music_timestamp = timestamp(ARRIVAL_MUSIC_MIN_SEPARATION);
4289 event_music_arrival(Ships[Objects[object_num].instance].team);
4293 // check to see if the arrival cue of this ship is known false -- if so, then remove
4294 // the parse object from the ship
4295 if ( Sexp_nodes[objp->arrival_cue].value == SEXP_KNOWN_FALSE )
4296 objp->flags |= P_SF_CANNOT_ARRIVE;
4303 // funciton to set a flag on all parse objects on ship arrival list which cannot
4304 // arrive in the mission
4305 void mission_parse_mark_non_arrivals()
4309 for ( pobjp = GET_FIRST(&ship_arrival_list); pobjp != END_OF_LIST(&ship_arrival_list); pobjp = GET_NEXT(pobjp) ) {
4310 if ( pobjp->wingnum != -1 ) {
4311 if ( Sexp_nodes[Wings[pobjp->wingnum].arrival_cue].value == SEXP_KNOWN_FALSE )
4312 pobjp->flags |= P_SF_CANNOT_ARRIVE;
4314 if ( Sexp_nodes[pobjp->arrival_cue].value == SEXP_KNOWN_FALSE )
4315 pobjp->flags |= P_SF_CANNOT_ARRIVE;
4320 // function to deal with support ship arrival. objnum is the object number of the arriving support
4321 // ship. This function can get called from either single or multiplayer. Needed to that clients
4322 // can know when to abort rearm.
4323 void mission_parse_support_arrived( int objnum )
4327 // when the support ship arrives, the shipname it is supposed to repair is in the 'misc'
4328 // field of the parse_object. If the ship still exists, call ai function which actually
4329 // issues the goal for the repair
4330 for ( i = 0; i < Num_arriving_repair_targets; i++ ) {
4333 shipnum = ship_name_lookup( Arriving_repair_targets[i] );
4335 if ( shipnum != -1 ) {
4336 object *requester_objp, *support_objp;
4338 support_objp = &Objects[objnum];
4339 requester_objp = &Objects[Ships[shipnum].objnum];
4340 ai_add_rearm_goal( requester_objp, support_objp );
4344 // MK: A bit of a hack. If on player's team and player isn't allowed shields, don't give this ship shields.
4345 if ((Player_obj->flags & OF_NO_SHIELDS) && (Player_ship->team == Ships[Objects[objnum].instance].team))
4346 Objects[objnum].flags |= OF_NO_SHIELDS;
4348 Ships[Objects[objnum].instance].flags |= SF_WARPED_SUPPORT;
4350 Arriving_support_ship = NULL;
4351 Num_arriving_repair_targets = 0;
4354 MONITOR(NumShipArrivals);
4356 // mission_parse_arrivals will parse the lists of arriving ships and
4357 // wings -- creating new ships/wings if the arrival criteria have been
4359 void mission_eval_arrivals()
4365 // before checking arrivals, check to see if we should play a message concerning arrivals
4366 // of other wings. We use the timestamps to delay the arrival message slightly for
4368 if ( timestamp_valid(Arrival_message_delay_timestamp) && timestamp_elapsed(Arrival_message_delay_timestamp) && !((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM)) ){
4369 int rship, use_terran;
4371 // use terran command 25% of time
4372 use_terran = ((frand() - 0.75) > 0.0f)?1:0;
4374 rship = ship_get_random_player_wing_ship( SHIP_GET_NO_PLAYERS );
4375 if ( (rship == -1) || use_terran ){
4376 message_send_builtin_to_player( MESSAGE_ARRIVE_ENEMY, NULL, MESSAGE_PRIORITY_LOW, MESSAGE_TIME_SOON, 0, 0, -1, -1 );
4377 } else if ( rship != -1 ) {
4378 message_send_builtin_to_player( MESSAGE_ARRIVE_ENEMY, &Ships[rship], MESSAGE_PRIORITY_LOW, MESSAGE_TIME_SOON, 0, 0, -1, -1 );
4381 Arrival_message_delay_timestamp = timestamp(-1); // make the stamp invalid
4384 // if ( !timestamp_elapsed(Mission_arrival_timestamp) )
4387 // check the ship_arrival_list
4389 objp = GET_FIRST(&ship_arrival_list);
4390 while( objp !=END_OF_LIST(&ship_arrival_list) ) {
4391 p_object *temp = GET_NEXT(objp);
4392 if ( objp->wingnum == -1 ) { // if this object has a wing -- let code for wings determine if it should be created
4394 objnum = mission_did_ship_arrive( objp );
4395 if ( objnum != -1 ) {
4396 list_remove( &ship_arrival_list, objp);
4397 MONITOR_INC(NumShipArrivals,1);
4404 // check for any initially docked ships. Do it after all are created since the next function
4405 // messes with the ship_arrival_list
4406 mission_parse_do_initial_docks(); // maybe create it's docked counterpart
4408 mission_parse_mark_non_arrivals(); // mark parse objects which can no longer arrive
4410 // check the support ship arrival list
4411 if ( Arriving_support_ship ) {
4414 objnum = mission_did_ship_arrive( Arriving_support_ship );
4416 if ( objnum != -1 ) {
4417 MONITOR_INC(NumShipArrivals,1);
4418 mission_parse_support_arrived( objnum );
4422 // we must also check to see if there are waves of a wing that must
4423 // reappear if all the ships of the current wing have been destroyed or
4424 // have departed. If this is the case, then create the next wave.
4426 for ( i = 0; i < num_wings; i++ ) {
4429 // should we process this wing anymore
4430 if ( wingp->flags & WF_WING_GONE )
4433 // if we have a reinforcement wing, then don't try to create new ships automatically.
4434 if ( wingp->flags & WF_REINFORCEMENT ) {
4436 // check to see in the wings arrival cue is true, and if so, then mark the reinforcement
4438 if ( eval_sexp(wingp->arrival_cue) ) {
4439 mission_parse_mark_reinforcement_available(wingp->name);
4444 // don't do evaluations for departing wings
4445 if ( wingp->flags & WF_WING_DEPARTING ){
4449 // must check to see if we are at the last wave. Code above to determine when a wing is gone only
4450 // gets run when a ship is destroyed (not every N seconds like it used to). Do a quick check
4452 if ( wingp->current_wave == wingp->num_waves ){
4456 // if the current wave of this wing is 0, then we haven't created the ships in the wing yet.
4457 // call parse_wing_create_ships to try and create it. That function will eval the arrival
4458 // cue of the wing and create the ships if necessary, or if the threshold of the wing has
4459 // been reached, then try and create more ships
4460 if ( (wingp->current_wave == 0) || (wingp->current_count <= wingp->threshold) ) {
4463 created = parse_wing_create_ships( wingp, wingp->wave_count );
4465 // if we created ships in this wing, check to see if the wings was int the reinforcements
4466 // array. If so, then if we have more uses, then reset the reinforcement flag for the wing
4467 // so the user can call in another set if need be.
4468 if ( created > 0 ) {
4471 mission_parse_do_initial_docks(); // maybe create other initially docked ships
4472 if ( Wings[i].flags & WF_RESET_REINFORCEMENT ) {
4473 Wings[i].flags &= ~WF_RESET_REINFORCEMENT;
4474 Wings[i].flags |= WF_REINFORCEMENT;
4477 // possibly send a message to the player when this wing arrives.
4478 if ( wingp->flags & WF_NO_ARRIVAL_MESSAGE ){
4482 // multiplayer team vs. team
4483 if((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM)){
4484 // send a hostile wing arrived message
4485 rship = Wings[i].ship_index[0];
4487 int multi_team_filter = Ships[rship].team == TEAM_FRIENDLY ? 1 : 0;
4489 // there are two timestamps at work here. One to control how often the player receives
4490 // messages about incoming hostile waves, and the other to control how long after
4491 // the wing arrives does the player actually get the message.
4492 if ( timestamp_elapsed(Allow_arrival_message_timestamp_m[multi_team_filter]) ) {
4493 if ( !timestamp_valid(Arrival_message_delay_timestamp_m[multi_team_filter]) ){
4494 Arrival_message_delay_timestamp_m[multi_team_filter] = timestamp_rand(ARRIVAL_MESSAGE_DELAY_MIN, ARRIVAL_MESSAGE_DELAY_MAX );
4496 Allow_arrival_message_timestamp_m[multi_team_filter] = timestamp(ARRIVAL_MESSAGE_MIN_SEPARATION);
4498 // send to the proper team
4499 message_send_builtin_to_player( MESSAGE_ARRIVE_ENEMY, NULL, MESSAGE_PRIORITY_LOW, MESSAGE_TIME_SOON, 0, 0, -1, multi_team_filter );
4504 // see if this is a starting player wing
4505 if ( i == Starting_wings[STARTING_WING_BETA] ) { // this is the beta wing
4506 rship = ship_get_random_ship_in_wing( i, SHIP_GET_NO_PLAYERS );
4508 message_send_builtin_to_player( MESSAGE_BETA_ARRIVED, &Ships[rship], MESSAGE_PRIORITY_LOW, MESSAGE_TIME_SOON, 0, 0, -1, -1 );
4510 } else if ( i == Starting_wings[STARTING_WING_GAMMA] ) { // this is the gamma wing
4511 rship = ship_get_random_ship_in_wing( i, SHIP_GET_NO_PLAYERS );
4512 if ( rship != -1 ) {
4513 message_send_builtin_to_player( MESSAGE_GAMMA_ARRIVED, &Ships[rship], MESSAGE_PRIORITY_LOW, MESSAGE_TIME_SOON, 0, 0, -1, -1 );
4515 } else if ( !stricmp( wingp->name, "delta") ) {
4516 rship = ship_get_random_ship_in_wing( i, SHIP_GET_NO_PLAYERS );
4517 if ( rship != -1 ) {
4518 message_send_builtin_to_player( MESSAGE_DELTA_ARRIVED, &Ships[rship], MESSAGE_PRIORITY_LOW, MESSAGE_TIME_SOON, 0, 0, -1, -1 );
4520 } else if ( !stricmp(wingp->name, "epsilon") ) {
4521 rship = ship_get_random_ship_in_wing( i, SHIP_GET_NO_PLAYERS );
4522 if ( rship != -1 ) {
4523 message_send_builtin_to_player( MESSAGE_EPSILON_ARRIVED, &Ships[rship], MESSAGE_PRIORITY_LOW, MESSAGE_TIME_SOON, 0, 0, -1, -1 );
4526 // see if we have a hostile wing that arrived
4527 rship = Wings[i].ship_index[0];
4528 if ( Ships[rship].team != TEAM_FRIENDLY ) {
4530 // there are two timestamps at work here. One to control how often the player receives
4531 // messages about incoming hostile waves, and the other to control how long after
4532 // the wing arrives does the player actually get the message.
4533 if ( timestamp_elapsed(Allow_arrival_message_timestamp) ) {
4534 if ( !timestamp_valid(Arrival_message_delay_timestamp) ){
4535 Arrival_message_delay_timestamp = timestamp_rand(ARRIVAL_MESSAGE_DELAY_MIN, ARRIVAL_MESSAGE_DELAY_MAX );
4537 Allow_arrival_message_timestamp = timestamp(ARRIVAL_MESSAGE_MIN_SEPARATION);
4545 Mission_arrival_timestamp = timestamp(ARRIVAL_TIMESTAMP);
4548 MONITOR(NumShipDepartures);
4550 // called to make object objp depart.
4551 void mission_do_departure( object *objp )
4556 MONITOR_INC(NumShipDepartures,1);
4558 Assert ( objp->type == OBJ_SHIP );
4559 shipp = &Ships[objp->instance];
4561 // if departing to a docking bay, try to find the anchor ship to depart to. If not found, then
4562 // just make it warp out like anything else.
4563 if ( shipp->departure_location == DEPART_AT_DOCK_BAY ) {
4567 Assert( shipp->departure_anchor >= 0 );
4568 name = Parse_names[shipp->departure_anchor];
4570 // see if ship is yet to arrive. If so, then return -1 so we can evaluate again later.
4571 if ( mission_parse_get_arrival_ship( name ) )
4572 goto do_departure_warp;
4574 // see if ship is in mission. If not, then we can assume it was destroyed or departed since
4575 // it is not on the arrival list (as shown by above if statement).
4576 anchor_shipnum = ship_name_lookup( name );
4577 if ( anchor_shipnum == -1 )
4578 goto do_departure_warp;
4580 ai_acquire_depart_path(objp, Ships[anchor_shipnum].objnum);
4585 ai_set_mode_warp_out( objp, &Ai_info[Ships[objp->instance].ai_index] );
4589 // put here because mission_eval_arrivals is here. Might move these to a better location
4591 void mission_eval_departures()
4597 // if ( !timestamp_elapsed(Mission_departure_timestamp) )
4600 // scan through the active ships an evaluate their departure cues. For those
4601 // ships whose time has come, set their departing flag.
4603 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
4604 if (objp->type == OBJ_SHIP) {
4607 Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
4609 shipp = &Ships[objp->instance];
4611 // don't process a ship that is already departing or dying or disabled
4612 // AL 12-30-97: Added SF_CANNOT_WARP to check
4613 if ( (shipp->flags & (SF_DEPARTING | SF_DYING | SF_CANNOT_WARP )) || ship_subsys_disrupted(shipp, SUBSYSTEM_ENGINE) ) {
4617 // don't process ships that are part of a wing -- handled in seperate case
4618 if ( shipp->wingnum != -1 )
4621 // && (!timestamp_valid(shipp->departure_delay) || timestamp_elapsed(shipp->departure_delay)) )
4622 // when the departure cue becomes true, set off the departure delay timer. We store the
4623 // timer as -seconds in Freespace which indicates that the timer has not been set. If the timer
4624 // is not set, then turn it into a valid timer and keep evaluating the timer until it is elapsed
4625 if ( eval_sexp(shipp->departure_cue) ) {
4626 if ( shipp->departure_delay <= 0 )
4627 shipp->departure_delay = timestamp(-shipp->departure_delay * 1000 );
4628 if ( timestamp_elapsed(shipp->departure_delay) )
4629 mission_do_departure( objp );
4634 // now scan through the list of wings and check their departure cues. For wings with
4635 // that cue being true, we must update internal variables to indicate that the wing is
4636 // departed and that no further waves of this wing will appear
4638 for ( i = 0; i < num_wings; i++ ) {
4641 // should we process this wing anymore
4642 if ( wingp->flags & WF_WING_DEPARTING )
4645 // evaluate the sexpression. If true, mark all the ships in this wing as departing and increment
4646 // the num departed in the wing structure. Then add number of remaining waves * ships/wave to
4647 // departed count to get total count of ships in the wing which departed. (We are counting ships
4648 // that have not yet arrived as departed if they never arrive -- this may be bad, but for some reason
4649 // seems like the right thing to do).
4650 //&& (!timestamp_valid(wingp->departure_delay) || timestamp_elapsed(wingp->departure_delay)) ) {
4652 if ( eval_sexp(wingp->departure_cue) ) {
4653 // if we haven't set up the departure timer yet (would be <= 0) setup the timer to pop N seconds
4655 if ( wingp->departure_delay <= 0 )
4656 wingp->departure_delay = timestamp( -wingp->departure_delay * 1000 );
4657 if ( !timestamp_elapsed(wingp->departure_delay) )
4660 wingp->flags |= WF_WING_DEPARTING;
4661 for ( j = 0; j < wingp->current_count; j++ ) {
4664 shipp = &Ships[wingp->ship_index[j]];
4665 if ( (shipp->flags & SF_DEPARTING) || (shipp->flags & SF_DYING) )
4668 // shipp->flags |= SF_DEPARTING;
4669 // shipp->final_depart_time = timestamp(3*1000);
4671 Assert ( shipp->objnum != -1 );
4672 objp = &Objects[shipp->objnum];
4674 // copy the wing's depature information to the ship
4675 shipp->departure_location = wingp->departure_location;
4676 shipp->departure_anchor = wingp->departure_anchor;
4678 mission_do_departure( objp );
4679 // don't add to wingp->total_departed here -- this is taken care of in ship code.
4682 // MWA 2/25/98 -- don't do the follwoing wing member updates. It makes the accurate counts
4683 // sort of messed up and causes problems for the event log. The code in ship_wing_cleanup()
4684 // now keys off of the WF_WING_DEPARTING flag instead of the counts below.
4687 // now be sure that we update wing structure members if there are any remaining waves left
4688 if ( wingp->current_wave < wingp->num_waves ) {
4691 num_remaining = ( (wingp->num_waves - wingp->current_wave) * wingp->wave_count);
4692 wingp->total_departed += num_remaining;
4693 wingp->total_arrived_count += num_remaining;
4694 wingp->current_wave = wingp->num_waves;
4700 Mission_departure_timestamp = timestamp(DEPARTURE_TIMESTAMP);
4703 // function called from high level game loop to do mission evaluation stuff
4704 void mission_parse_eval_stuff()
4706 mission_eval_arrivals();
4707 mission_eval_departures();
4710 int allocate_subsys_status()
4714 Assert(Subsys_index < MAX_SUBSYS_STATUS);
4715 Subsys_status[Subsys_index].percent = 0.0f;
4716 Subsys_status[Subsys_index].primary_banks[0] = SUBSYS_STATUS_NO_CHANGE;
4717 for (i=1; i<MAX_PRIMARY_BANKS; i++)
4718 Subsys_status[Subsys_index].primary_banks[i] = -1; // none
4720 Subsys_status[Subsys_index].secondary_banks[0] = SUBSYS_STATUS_NO_CHANGE;
4721 Subsys_status[Subsys_index].secondary_ammo[0] = 100;
4722 for (i=1; i<MAX_SECONDARY_BANKS; i++) {
4723 Subsys_status[Subsys_index].secondary_banks[i] = -1;
4724 Subsys_status[Subsys_index].secondary_ammo[i] = 100;
4727 Subsys_status[Subsys_index].ai_class = SUBSYS_STATUS_NO_CHANGE;
4728 return Subsys_index++;
4731 // find (or add) the name in the list and return an index to it.
4732 int get_parse_name_index(char *name)
4736 for (i=0; i<Num_parse_names; i++)
4737 if (!stricmp(name, Parse_names[i]))
4740 Assert(i < MAX_SHIPS + MAX_WINGS);
4741 Assert(strlen(name) < NAME_LENGTH);
4742 strcpy(Parse_names[i], name);
4743 return Num_parse_names++;
4746 int get_anchor(char *name)
4750 for (i=0; i<MAX_SPECIAL_ARRIVAL_ANCHORS; i++)
4751 if (!stricmp(name, Special_arrival_anchor_names[i]))
4752 return SPECIAL_ARRIVAL_ANCHORS_OFFSET + i;
4754 return get_parse_name_index(name);
4757 // function to fixup the goals/ai references for player objects in the mission
4758 void mission_parse_fixup_players()
4762 // merge created list to have all objects on used list
4763 obj_merge_created_list();
4764 for ( objp = GET_FIRST(&obj_used_list); objp != END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
4765 if ( (objp->type == OBJ_SHIP) && (objp->flags & OF_PLAYER_SHIP) ) {
4766 ai_clear_ship_goals( &Ai_info[Ships[objp->instance].ai_index] );
4767 init_ai_object( OBJ_INDEX(objp) );
4772 // code to warp in a new support ship. It works by finding the average position of all ships
4773 // in the mission, creating a vector from that position to the player, and scaling out behind the
4774 // player some distance. Should be sufficient.
4776 #define WARP_IN_MIN_DISTANCE 1000.0f
4777 #define WARP_IN_TIME_MIN 3000 // warps in min 3 seconds later
4778 #define WARP_IN_TIME_MAX 6000 // warps in max 6 seconds later
4780 // function which adds requester_objp onto the queue of ships for the arriving support ship to service
4781 void mission_add_to_arriving_support( object *requester_objp )
4786 Assert ( Arriving_support_ship );
4788 if ( Num_arriving_repair_targets == MAX_AI_GOALS ) {
4789 // Int3(); // get allender -- ship isn't going to get repair, but I hope they never queue up this far!!!
4790 mprintf(("Reached MAX_AI_GOALS trying to add repair request!\n"));
4794 shipp = &Ships[requester_objp->instance];
4795 // check for duplicates before adding
4796 for (i = 0; i < Num_arriving_repair_targets; i++ ) {
4797 if ( !stricmp(Arriving_repair_targets[i], shipp->ship_name) ){
4801 if ( i != Num_arriving_repair_targets ){ // found the ship before reaching the end -- ignore it!
4805 strcpy( Arriving_repair_targets[Num_arriving_repair_targets], Ships[requester_objp->instance].ship_name );
4806 Num_arriving_repair_targets++;
4808 if ( MULTIPLAYER_MASTER ){
4809 multi_maybe_send_repair_info( requester_objp, NULL, REPAIR_INFO_WARP_ADD );
4813 extern int pp_collide_any(vector *curpos, vector *goalpos, float radius, object *ignore_objp1, object *ignore_objp2, int big_only_flag);
4815 // Set the warp in position for a support ship relative to an object.
4816 // Caller tries several positions, passing vector in x, y, z.
4817 int get_warp_in_pos(vector *pos, object *objp, float x, float y, float z)
4821 if ( Game_mode & GM_NORMAL )
4824 rand_val = static_randf(objp->net_signature);
4826 rand_val = 1.0f + (rand_val - 0.5f)*0.2f;
4830 vm_vec_scale_add2( pos, &objp->orient.rvec, x*rand_val*800.0f);
4831 vm_vec_scale_add2( pos, &objp->orient.uvec, y*rand_val*800.0f);
4832 vm_vec_scale_add2( pos, &objp->orient.fvec, z*rand_val*800.0f);
4834 return pp_collide_any(&objp->pos, pos, objp->radius, objp, NULL, 1);
4837 void mission_warp_in_support_ship( object *requester_objp )
4839 vector center, warp_in_pos;
4842 int i, requester_species;
4843 ship *requester_shipp;
4845 Assert ( requester_objp->type == OBJ_SHIP );
4846 requester_shipp = &Ships[requester_objp->instance]; // MK, 10/23/97, used to be ->type, bogus, no?
4848 // if the support ship is already arriving, add the requester to the list
4849 if ( Arriving_support_ship ) {
4850 mission_add_to_arriving_support( requester_objp );
4854 // get average position of all ships
4855 obj_get_average_ship_pos( ¢er );
4856 vm_vec_sub( &warp_in_pos, ¢er, &(requester_objp->pos) );
4858 // be sure to account for case as player being only ship left in mission
4860 if ( !(IS_VEC_NULL( warp_in_pos)) ) {
4861 mag = vm_vec_mag( &warp_in_pos );
4862 if ( mag < WARP_IN_MIN_DISTANCE )
4863 vm_vec_scale( &warp_in_pos, WARP_IN_MIN_DISTANCE/mag);
4867 // take -player_pos.fvec scaled by 1000.0f;
4868 warp_in_pos = Player_obj->orient.fvec;
4869 vm_vec_scale( &warp_in_pos, -1000.0f );
4873 // Choose position to warp in ship.
4874 // Temporary, but changed by MK because it used to be exactly behind the player.
4875 // This could cause an Assert if the player immediately targeted it (before moving).
4876 // Tend to put in front of the player to aid him in flying towards the ship.
4878 if (!get_warp_in_pos(&warp_in_pos, requester_objp, 1.0f, 0.1f, 1.0f))
4879 if (!get_warp_in_pos(&warp_in_pos, requester_objp, 1.0f, 0.2f, -1.0f))
4880 if (!get_warp_in_pos(&warp_in_pos, requester_objp, -1.0f, -0.2f, -1.0f))
4881 if (!get_warp_in_pos(&warp_in_pos, requester_objp, -1.0f, -0.1f, 1.0f))
4882 get_warp_in_pos(&warp_in_pos, requester_objp, 0.1f, 1.0f, 0.2f);
4884 // create a parse object, and put it onto the ship_arrival_list. This whole thing kind of sucks.
4885 // I want to put it into a parse object since it needs to arrive just a little later than
4886 // this function is called. I have to make some assumptions in the code about values for the parse
4887 // object since I'm no longer working with a mission file. These exceptions will be noted with
4890 Arriving_support_ship = &Support_ship_pobj;
4891 pobj = Arriving_support_ship;
4893 // create a name for the ship. use "Support #". look for collisions until one isn't found anymore
4896 sprintf(pobj->name, NOX("Support %d"), i);
4897 if ( (ship_name_lookup(pobj->name) == -1) && (ship_find_exited_ship_by_name(pobj->name) == -1) )
4902 pobj->pos = warp_in_pos;
4903 vm_set_identity( &(pobj->orient) );
4905 // *sigh*. Gotta get the ship class. For now, this will amount to finding a ship in the ship_info
4906 // array with the same team as the requester of type SIF_SUPPORT. Might need to be changed, but who knows
4907 // vasudans use the terran support ship.
4908 requester_species = Ship_info[requester_shipp->ship_info_index].species;
4910 // 5/6/98 -- MWA Don't need to do anything for multiplayer. I think that we always want to use
4911 // the species of the caller ship.
4912 Assert( (requester_species == SPECIES_TERRAN) || (requester_species == SPECIES_VASUDAN) );
4913 // if ( (Game_mode & GM_NORMAL) && (requester_species == SPECIES_VASUDAN) ) { // make vasundan's use the terran support ship
4914 // requester_species = SPECIES_TERRAN;
4917 // get index of correct species support ship
4918 for (i=0; i < Num_ship_types; i++) {
4919 if ( (Ship_info[i].species == requester_species) && (Ship_info[i].flags & SIF_SUPPORT) )
4923 if ( i < Num_ship_types )
4924 pobj->ship_class = i;
4926 Int3(); // BOGUS!!!! gotta figure something out here
4928 pobj->team = requester_shipp->team;
4930 pobj->behavior = AIM_NONE; // ASSUMPTION: the mission file has the string "None" which maps to AIM_NONE
4932 // set the ai_goals to -1. We will put the requester object shipname in repair target array and then take
4933 // care of setting up the goal when creating the ship!!!!
4934 pobj->ai_goals = -1;
4935 Num_arriving_repair_targets = 0;
4936 mission_add_to_arriving_support( requester_objp );
4938 // need to set ship's cargo to nothing. scan the cargo_names array looking for the string nothing.
4939 // add it if not found
4940 for (i = 0; i < Num_cargo; i++ )
4941 if ( !stricmp(Cargo_names[i], NOX("nothing")) )
4944 if ( i == Num_cargo ) {
4945 strcpy(Cargo_names[i], NOX("Nothing"));
4948 pobj->cargo1 = char(i);
4950 pobj->status_count = 0;
4952 pobj->arrival_location = 0; // ASSUMPTION: this is index to arrival_lcation string array for hyperspace!!!!
4953 pobj->arrival_distance = 0;
4954 pobj->arrival_anchor = -1;
4955 pobj->arrival_cue = Locked_sexp_true;
4956 pobj->arrival_delay = timestamp_rand(WARP_IN_TIME_MIN, WARP_IN_TIME_MAX);
4958 pobj->subsys_count = 0; // number of elements used in subsys_status array
4959 pobj->initial_velocity = 100; // start at 100% velocity
4960 pobj->initial_hull = 100; // start at 100% hull
4961 pobj->initial_shields = 100; // and 100% shields
4963 pobj->departure_location = 0; // ASSUMPTION: this is index to departure_lcation string array for hyperspace!!!!
4964 pobj->departure_anchor = -1;
4965 pobj->departure_cue = Locked_sexp_false;
4966 pobj->departure_delay= 0;
4968 pobj->determination = 10; // ASSUMPTION: mission file always had this number written out
4970 if ( Player_obj->flags & P_OF_NO_SHIELDS )
4971 pobj->flags = P_OF_NO_SHIELDS; // support ships have no shields when player has not shields
4973 pobj->ai_class = Ship_info[pobj->ship_class].ai_class;
4977 pobj->docked_with[0] = '\0';
4979 pobj->persona_index = -1;
4980 pobj->net_signature = multi_assign_network_signature(MULTI_SIG_SHIP);
4981 pobj->wing_status_wing_index = -1;
4982 pobj->wing_status_wing_pos = -1;
4983 pobj->respawn_count = 0;
4984 pobj->alt_type_index = -1;
4988 // returns true if a support ship is currently in the process of warping in.
4989 int mission_is_support_ship_arriving()
4991 if ( Arriving_support_ship )
4997 // returns true if the given ship is scheduled to be repaired by the arriving support ship
4998 int mission_is_repair_scheduled( object *objp )
5003 if ( !Arriving_support_ship )
5006 Assert ( objp->type == OBJ_SHIP );
5007 name = Ships[objp->instance].ship_name;
5008 for (i = 0; i < Num_arriving_repair_targets; i++ ) {
5009 if ( !strcmp( name, Arriving_repair_targets[i]) )
5016 // function which removed the given ship from the list of ships that are to get repair
5017 // by arriving support ship
5018 int mission_remove_scheduled_repair( object *objp )
5023 if ( !Arriving_support_ship )
5026 // itereate through the target list looking for this ship name. If not found, we
5027 // can simply return.
5028 Assert ( objp->type == OBJ_SHIP );
5029 name = Ships[objp->instance].ship_name;
5030 for (index = 0; index < Num_arriving_repair_targets; index++ ) {
5031 if ( !strcmp( name, Arriving_repair_targets[index]) )
5034 if ( index == Num_arriving_repair_targets )
5037 // ship is found -- compress the array
5038 for ( i = index; i < Num_arriving_repair_targets - 1; i++ )
5039 strcpy( Arriving_repair_targets[i], Arriving_repair_targets[i+1] );
5041 Num_arriving_repair_targets--;
5043 if ( MULTIPLAYER_MASTER )
5044 multi_maybe_send_repair_info( objp, NULL, REPAIR_INFO_WARP_REMOVE );
5049 // alternate name stuff
5050 int mission_parse_lookup_alt(char *name)
5060 for(idx=0; idx<Mission_alt_type_count; idx++){
5061 if(!strcmp(Mission_alt_types[idx], name)){
5070 static int mission_parse_lookup_alt_index_warn = 1;
5071 void mission_parse_lookup_alt_index(int index, char *out)
5077 if((index < 0) || (index > Mission_alt_type_count)){
5078 if (mission_parse_lookup_alt_index_warn) {
5079 Warning(LOCATION, "Ship with invalid alt_name. Get a programmer");
5080 mission_parse_lookup_alt_index_warn = 0;
5086 strcpy(out, Mission_alt_types[index]);
5089 int mission_parse_add_alt(char *name)
5097 if(Mission_alt_type_count < MAX_ALT_TYPE_NAMES){
5099 strncpy(Mission_alt_types[Mission_alt_type_count++], name, NAME_LENGTH);
5102 return Mission_alt_type_count - 1;
5108 void mission_parse_reset_alt()
5110 Mission_alt_type_count = 0;
5113 int is_training_mission()
5115 return (The_mission.game_type & MISSION_TYPE_TRAINING);