2 * $Logfile: /Freespace2/code/Mission/MissionParse.cpp $
7 * main upper level code for pasring stuff
10 * Revision 1.2 2002/05/07 03:16:46 theoddone33
11 * The Great Newline Fix
13 * Revision 1.1.1.1 2002/05/03 03:28:09 root
17 * 63 9/12/99 8:09p Dave
18 * Fixed problem where skip-training button would cause mission messages
19 * not to get paged out for the current mission.
21 * 62 9/09/99 3:53a Andsager
22 * Only reposition HUGE ships to center of knossos device on warp in
24 * 61 8/27/99 9:07p Dave
25 * LOD explosions. Improved beam weapon accuracy.
27 * 60 8/26/99 8:51p Dave
28 * Gave multiplayer TvT messaging a heavy dose of sanity. Cheat codes.
30 * 59 8/25/99 10:06a Jefff
31 * vasudan pilots get a vasudan support ship.
33 * 58 8/24/99 5:27p Andsager
34 * Make subsystems with zero strength before mission blown off. Protect
35 * red alert pilot against dying between orders and jump.
37 * 57 8/18/99 10:07p Johnson
38 * Fix Fred bug in positioning of Knossos device (when trying to warp in
41 * 56 8/18/99 3:57p Andsager
42 * Add warning for invalid alt_name.
44 * 55 8/18/99 3:48p Andsager
45 * Make support ship take default name and not 0th alt_name.
47 * 54 8/16/99 3:53p Andsager
48 * Add special warp in interface in Fred and saving / reading.
50 * 53 8/16/99 2:01p Andsager
51 * Knossos warp-in warp-out.
53 * 52 8/03/99 5:35p Andsager
54 * Dont draw target dot for instructor in training mission
56 * 51 7/30/99 7:01p Dave
57 * Dogfight escort gauge. Fixed up laser rendering in Glide.
59 * 50 7/28/99 1:36p Andsager
60 * Modify cargo1 to include flag CARGO_NO_DEPLETE. Add sexp
61 * cargo-no-deplete (only for BIG / HUGE). Modify ship struct to pack
64 * 49 7/26/99 5:50p Dave
65 * Revised ingame join. Better? We'll see....
67 * 48 7/19/99 3:01p Dave
68 * Fixed icons. Added single transport icon.
70 * 47 7/15/99 9:20a Andsager
71 * FS2_DEMO initial checkin
73 * 46 7/13/99 5:03p Alanl
74 * make sure object sounds get assigned to ships
76 * 45 7/11/99 2:14p Dave
77 * Added Fred names for the new icon types.
79 * 44 7/02/99 4:\31p Dave
80 * Much more sophisticated lightning support.
82 * 43 7/01/99 4:23p Dave
83 * Full support for multiple linked ambient engine sounds. Added "big
86 * 42 6/28/99 4:51p Andsager
87 * Add ship-guardian sexp (does not allow ship to be killed)
89 * 41 6/21/99 1:34p Alanl
92 * 40 6/16/99 10:20a Dave
93 * Added send-message-list sexpression.
95 * 39 6/14/99 2:06p Andsager
96 * Default load brown asteroids
98 * 38 6/10/99 11:06a Andsager
99 * Mission designed selection of asteroid types.
101 * 37 6/03/99 6:37p Dave
102 * More TNT fun. Made perspective bitmaps more flexible.
104 * 36 5/20/99 7:00p Dave
105 * Added alternate type names for ships. Changed swarm missile table
108 * 35 4/26/99 8:49p Dave
109 * Made all pof based nebula stuff full customizable through fred.
111 * 34 4/26/99 12:49p Andsager
112 * Add protect object from beam support to Fred
114 * 33 4/16/99 2:34p Andsager
115 * Second pass on debris fields
117 * 32 4/15/99 5:00p Andsager
118 * Frist pass on Debris field
120 * 31 4/07/99 6:22p Dave
121 * Fred and Freespace support for multiple background bitmaps and suns.
122 * Fixed link errors on all subprojects. Moved encrypt_init() to
123 * cfile_init() and lcl_init(), since its safe to call twice.
125 * 30 3/31/99 9:52a Andsager
126 * generalization for debris field
128 * 29 3/30/99 5:40p Dave
129 * Fixed reinforcements for TvT in multiplayer.
131 * 28 3/29/99 6:17p Dave
132 * More work on demo system. Got just about everything in except for
133 * blowing ships up, secondary weapons and player death/warpout.
135 * 27 3/24/99 6:23p Dave
136 * Make sure we only apply squadron changes to the player in single-player
139 * 26 3/24/99 4:05p Dave
140 * Put in support for assigning the player to a specific squadron with a
141 * specific logo. Preliminary work for doing pos/orient checksumming in
142 * multiplayer to reduce bandwidth.
144 * 25 3/01/99 7:39p Dave
145 * Added prioritizing ship respawns. Also fixed respawns in TvT so teams
146 * don't mix respawn points.
148 * 24 2/26/99 6:01p Andsager
149 * Add sexp has-been-tagged-delay and cap-subsys-cargo-known-delay
151 * 23 2/24/99 2:25p Dave
152 * Fixed up chatbox bugs. Made squad war reporting better. Fixed a respawn
153 * bug for dogfight more.
155 * 22 2/23/99 8:11p Dave
156 * Tidied up dogfight mode. Fixed TvT ship type problems for alpha wing.
157 * Small pass over todolist items.
159 * 21 2/17/99 2:10p Dave
160 * First full run of squad war. All freespace and tracker side stuff
163 * 20 2/11/99 3:08p Dave
164 * PXO refresh button. Very preliminary squad war support.
166 * 19 2/11/99 2:15p Andsager
167 * Add ship explosion modification to FRED
169 * 18 2/07/99 8:51p Andsager
170 * Add inner bound to asteroid field. Inner bound tries to stay astroid
171 * free. Wrap when within and don't throw at ships inside.
173 * 17 2/05/99 10:38a Johnson
174 * Fixed improper object array reference.
176 * 16 2/04/99 1:23p Andsager
177 * Apply max spark limit to ships created in mission parse
179 * 15 2/03/99 12:42p Andsager
180 * Add escort priority. Modify ship_flags_dlg to include field. Save and
181 * Load. Add escort priority field to ship.
183 * 14 1/27/99 9:56a Dave
184 * Temporary checkin of beam weapons for Dan to make cool sounds.
186 * 13 1/25/99 5:03a Dave
187 * First run of stealth, AWACS and TAG missile support. New mission type
190 * 12 1/19/99 3:57p Andsager
191 * Round 2 of variables
193 * 11 1/07/99 1:52p Andsager
194 * Initial check in of Sexp_variables
196 * 10 11/14/98 5:32p Dave
197 * Lots of nebula work. Put in ship contrails.
199 * 9 11/12/98 12:13a Dave
200 * Tidied code up for multiplayer test. Put in network support for flak
203 * 8 11/05/98 5:55p Dave
204 * Big pass at reducing #includes
206 * 7 11/05/98 4:18p Dave
207 * First run nebula support. Beefed up localization a bit. Removed all
208 * conditional compiles for foreign versions. Modified mission file
211 * 6 10/29/98 9:23p Dave
212 * Removed minor bug concerning externalization of campaign files.
214 * 5 10/23/98 3:51p Dave
215 * Full support for tstrings.tbl and foreign languages. All that remains
216 * is to make it active in Fred.
218 * 4 10/20/98 10:44a Andsager
219 * Add comment for creating sparks before mission starts
221 * 3 10/07/98 6:27p Dave
222 * Globalized mission and campaign file extensions. Removed Silent Threat
223 * special code. Moved \cache \players and \multidata into the \data
226 * 2 10/07/98 10:53a Dave
229 * 1 10/07/98 10:49a Dave
231 * 503 9/21/98 8:46p Dave
232 * Put in special check in fred for identifying unknown ships.
234 * 502 9/14/98 5:09p Dave
235 * Massive hack to always ignore m-clash
237 * 501 9/14/98 3:40p Allender
238 * better error checking for invalid number of waves for player wings in a
239 * multiplayer game. Better popup message in FreeSpace side.
241 * 500 9/11/98 2:05p Allender
242 * make reinforcements work correctly in multiplayer games. There still
243 * may be a team vs team issue that I haven't thought of yet :-(
245 * 499 8/07/98 9:48a Allender
246 * changed how SF_FROM_PLAYER_WING is assigned for team vs. team games
248 * 498 7/16/98 2:22p Allender
249 * don't do wave check in single player
251 * 497 7/13/98 5:19p Dave
253 * 496 7/13/98 3:15p Allender
254 * don't allow multiple waves for any player wings
256 * 495 7/10/98 12:11a Allender
257 * fixed problem where missions files of 0 length would cause game to
260 * 494 5/21/98 3:31p Allender
261 * fix bug where Ship_obj_list was getting overwritten by the exited ships
264 * 493 5/20/98 1:04p Hoffoss
265 * Made credits screen use new artwork and removed rating field usage from
266 * Fred (a goal struct member).
268 * 492 5/18/98 4:41p Comet
269 * allender: fix problem where ships in wings were not deleted on clients
270 * when a new wing create packet came in. A serious hack of all hacks
272 * 491 5/18/98 3:37p Jasen
273 * move Int3() about too many ships in wing to before where ship actually
276 * 490 5/18/98 1:58a Mike
277 * Make Phoenix not be fired at fighters (but yes bombers).
278 * Improve positioning of ships in guard mode.
279 * Make turrets on player ship not fire near end of support ship docking.
281 * 489 5/15/98 9:52a Allender
282 * added code to give Warning when orders accepted don't match the default
285 * 488 5/13/98 4:41p Mike
286 * Make big ships try a tiny bit to avoid collision with each other when
287 * attacking another big ship. Make ships a little less likely to collide
288 * into player when in formation, drop off if player flying wacky.
290 * 487 5/13/98 3:07p Mitri
291 * fixed problem with checking current count of the mission against max
294 * 486 5/11/98 4:33p Allender
295 * fixed ingame join problems -- started to work on new object updating
296 * code (currently ifdef'ed out)
298 * 485 5/08/98 5:05p Dave
299 * Go to the join game screen when quitting multiplayer. Fixed mission
300 * text chat bugs. Put mission type symbols on the create game list.
301 * Started updating standalone gui controls.
313 #include "freespace.h"
315 #include "missionparse.h"
316 #include "missiongoals.h"
317 #include "missionlog.h"
318 #include "missionmessage.h"
320 #include "linklist.h"
326 #include "starfield.h"
328 #include "lighting.h"
329 #include "eventmusic.h"
330 #include "missionbriefcommon.h"
332 #include "multiutil.h"
333 #include "multimsgs.h"
337 #include "fireballs.h"
339 #include "gamesequence.h"
344 #include "missionhotkey.h"
345 #include "hudescort.h"
346 #include "asteroid.h"
348 #include "staticrand.h"
349 #include "missioncmdbrief.h"
350 #include "redalert.h"
351 #include "multi_respawn.h"
352 #include "hudwingmanstatus.h"
353 #include "jumpnode.h"
354 #include "multi_endgame.h"
355 #include "localize.h"
358 #include "neblightning.h"
363 char dockee[NAME_LENGTH];
364 char docker_point[NAME_LENGTH];
365 char dockee_point[NAME_LENGTH];
366 } Initially_docked[MAX_SHIPS];
368 int Total_initially_docked;
371 char Mission_filename[80];
373 int Mission_palette; // index into Nebula_palette_filenames[] of palette file to use for mission
374 int Nebula_index; // index into Nebula_filenames[] of nebula to use in mission.
375 int Num_iff = MAX_IFF;
376 int Num_ai_behaviors = MAX_AI_BEHAVIORS;
378 int Num_status_names = MAX_STATUS_NAMES;
379 int Num_arrival_names = MAX_ARRIVAL_NAMES;
380 int Num_goal_type_names = MAX_GOAL_TYPE_NAMES;
381 int Num_team_names = MAX_TEAM_NAMES;
383 int Player_starts = 1;
385 fix Entry_delay_time;
387 ushort Current_file_checksum = 0;
388 ushort Last_file_checksum = 0;
389 int Current_file_length = 0;
391 // alternate ship type names
392 char Mission_alt_types[MAX_ALT_TYPE_NAMES][NAME_LENGTH];
393 int Mission_alt_type_count = 0;
395 #define SHIP_WARP_TIME 5.0f // how many seconds it takes for ship to warp in
397 // the ship arrival list will contain a list of ships that are yet to arrive. This
398 // list could also include ships that are part of wings!
400 p_object ship_arrivals[MAX_SHIP_ARRIVALS], ship_arrival_list; // for linked list of ships to arrive later
401 int num_ship_arrivals;
403 #define MAX_SHIP_ORIGINAL 100
404 p_object ship_original[MAX_SHIP_ORIGINAL];
405 int num_ship_original;
407 // list for arriving support ship
408 p_object Support_ship_pobj;
409 p_object *Arriving_support_ship;
410 char Arriving_repair_targets[MAX_AI_GOALS][NAME_LENGTH];
411 int Num_arriving_repair_targets;
413 subsys_status Subsys_status[MAX_SUBSYS_STATUS];
416 char Mission_parse_storm_name[NAME_LENGTH] = "none";
418 team_data Team_data[MAX_TEAMS];
420 // variables for player start in single player
421 char Player_start_shipname[NAME_LENGTH];
422 int Player_start_shipnum;
423 p_object Player_start_pobject;
425 // name of all ships to use while parsing a mission (since a ship might be referenced by
426 // something before that ship has even been loaded yet)
427 char Parse_names[MAX_SHIPS + MAX_WINGS][NAME_LENGTH];
432 char *Nebula_filenames[NUM_NEBULAS] = {
438 char *Neb2_filenames[NUM_NEBULAS] = {
444 // Note: Nebula_colors[] and Nebula_palette_filenames are linked via index numbers
445 char *Nebula_colors[NUM_NEBULA_COLORS] = {
457 char *Iff_names[MAX_IFF] = { {"IFF 1"}, {"IFF 2"}, {"IFF 3"},
460 char *Ai_behavior_names[MAX_AI_BEHAVIORS] = {
484 char *Cargo_names[MAX_CARGO];
485 char Cargo_names_buf[MAX_CARGO][NAME_LENGTH];
487 char *Ship_class_names[MAX_SHIP_TYPES]; // to be filled in from Ship_info array
489 char *Icon_names[MAX_BRIEF_ICONS] = {
490 {"Fighter"}, {"Fighter Wing"}, {"Cargo"}, {"Cargo Wing"}, {"Largeship"},
491 {"Largeship Wing"}, {"Capital"}, {"Planet"}, {"Asteroid Field"}, {"Waypoint"},
492 {"Support Ship"}, {"Freighter(no cargo)"}, {"Freighter(has cargo)"},
493 {"Freighter Wing(no cargo)"}, {"Freighter Wing(has cargo)"}, {"Installation"},
494 {"Bomber"}, {"Bomber Wing"}, {"Cruiser"}, {"Cruiser Wing"}, {"Unknown"}, {"Unknown Wing"},
495 {"Player Fighter"}, {"Player Fighter Wing"}, {"Player Bomber"}, {"Player Bomber Wing"},
496 {"Knossos Device"}, {"Transport Wing"}, {"Corvette"}, {"Gas Miner"}, {"Awacs"}, {"Supercap"}, {"Sentry Gun"}, {"Jump Node"}, {"Transport"}
499 // Translate team mask values like TEAM_FRIENDLY to indices in Team_names array.
500 // -1 means an illegal value.
501 int Team_names_index_xlate[MAX_TEAM_NAMES_INDEX+1] = {-1, 0, 1, -1, 2, -1, -1, -1, 3};
503 char *Team_names[MAX_TEAM_NAMES] = {
504 {"Hostile"}, {"Friendly"}, {"Neutral"}, {"Unknown"},
507 char *Status_desc_names[MAX_STATUS_NAMES] = {
508 {"Shields Critical"}, {"Engines Damaged"}, {"Fully Operational"},
511 char *Status_type_names[MAX_STATUS_NAMES] = {
512 {"Damaged"}, {"Disabled"}, {"Corroded"},
515 char *Status_target_names[MAX_STATUS_NAMES] = {
516 {"Weapons"}, {"Engines"}, {"Cable TV"},
519 // definitions for arrival locations for ships/wings
520 char *Arrival_location_names[MAX_ARRIVAL_NAMES] = {
521 {"Hyperspace"}, {"Near Ship"}, {"In front of ship"}, {"Docking Bay"},
524 char *Special_arrival_anchor_names[MAX_SPECIAL_ARRIVAL_ANCHORS] =
529 "<any friendly player>",
530 "<any hostile player>",
531 "<any neutral player>",
534 char *Departure_location_names[MAX_ARRIVAL_NAMES] = {
535 {"Hyperspace"}, {"Docking Bay"},
538 char *Goal_type_names[MAX_GOAL_TYPE_NAMES] = {
539 {"Primary"}, {"Secondary"}, {"Bonus"},
542 char *Species_names[MAX_SPECIES_NAMES] = {
543 {"Terran"}, {"Vasudan"}, {"Shivan"},
546 char *Reinforcement_type_names[] = {
551 char *Old_game_types[OLD_MAX_GAME_TYPES] = {
552 "Single Player Only",
554 "Single/Multi Player",
558 char *Parse_object_flags[MAX_PARSE_OBJECT_FLAGS] = {
571 "hidden-from-sensors",
581 char *Starting_wing_names[MAX_STARTING_WINGS+1] = {
590 int Num_reinforcement_type_names = sizeof(Reinforcement_type_names) / sizeof(char *);
592 vector Parse_viewer_pos;
593 matrix Parse_viewer_orient;
595 // definitions for timestamps for eval'ing arrival/departure cues
596 int Mission_arrival_timestamp;
597 int Mission_departure_timestamp;
598 fix Mission_end_time;
600 #define ARRIVAL_TIMESTAMP 2000 // every 2 seconds
601 #define DEPARTURE_TIMESTAMP 2200 // every 2.2 seconds -- just to be a little different
603 // calculates a "unique" file signature as a ushort (checksum) and an int (file length)
604 // the amount of The_mission we're going to checksum
605 // WARNING : do NOT call this function on the server - it will overwrite goals, etc
606 #define MISSION_CHECKSUM_SIZE (NAME_LENGTH + NAME_LENGTH + 4 + DATE_TIME_LENGTH + DATE_TIME_LENGTH)
608 // timers used to limit arrival messages and music
609 #define ARRIVAL_MUSIC_MIN_SEPARATION 60000
610 #define ARRIVAL_MESSAGE_MIN_SEPARATION 30000
612 #define ARRIVAL_MESSAGE_DELAY_MIN 2000
613 #define ARRIVAL_MESSAGE_DELAY_MAX 3000
615 static int Allow_arrival_music_timestamp;
616 static int Allow_arrival_message_timestamp;
617 static int Arrival_message_delay_timestamp;
620 static int Allow_arrival_music_timestamp_m[2];
621 static int Allow_arrival_message_timestamp_m[2];
622 static int Arrival_message_delay_timestamp_m[2];
625 void parse_player_info2(mission *pm);
626 void post_process_mission();
627 int allocate_subsys_status();
628 void parse_common_object_data(p_object *objp);
629 void parse_asteroid_fields(mission *pm);
630 int mission_set_arrival_location(int anchor, int location, int distance, int objnum, vector *new_pos, matrix *new_orient);
631 int get_parse_name_index(char *name);
632 int get_anchor(char *name);
633 void mission_parse_do_initial_docks();
634 void mission_parse_set_arrival_locations();
635 void mission_set_wing_arrival_location( wing *wingp, int num_to_set );
636 int parse_lookup_alt_name(char *name);
638 void parse_mission_info(mission *pm)
641 char game_string[NAME_LENGTH];
643 required_string("#Mission Info");
645 required_string("$Version:");
646 stuff_float(&pm->version);
647 if (pm->version != MISSION_VERSION)
648 mprintf(("Older mission, should update it (%.2f<-->%.2f)", pm->version, MISSION_VERSION));
650 required_string("$Name:");
651 stuff_string(pm->name, F_NAME, NULL);
653 required_string("$Author:");
654 stuff_string(pm->author, F_NAME, NULL);
656 required_string("$Created:");
657 stuff_string(pm->created, F_DATE, NULL);
659 required_string("$Modified:");
660 stuff_string(pm->modified, F_DATE, NULL);
662 required_string("$Notes:");
663 stuff_string(pm->notes, F_NOTES, NULL);
665 if (optional_string("$Mission Desc:"))
666 stuff_string(pm->mission_desc, F_MULTITEXT, NULL, MISSION_DESC_LENGTH);
668 strcpy(pm->mission_desc, NOX("No description\n"));
670 pm->game_type = MISSION_TYPE_SINGLE; // default to single player only
671 if ( optional_string("+Game Type:")) {
672 // HACK HACK HACK -- stuff_string was changed to *not* ignore carriage returns. Since the
673 // old style missions may have carriage returns, deal with it here.
674 ignore_white_space();
675 stuff_string(game_string, F_NAME, NULL);
676 for ( i = 0; i < OLD_MAX_GAME_TYPES; i++ ) {
677 if ( !stricmp(game_string, Old_game_types[i]) ) {
679 // this block of code is now old mission compatibility code. We specify game
680 // type in a different manner than before.
681 if ( i == OLD_GAME_TYPE_SINGLE_ONLY )
682 pm->game_type = MISSION_TYPE_SINGLE;
683 else if ( i == OLD_GAME_TYPE_MULTI_ONLY )
684 pm->game_type = MISSION_TYPE_MULTI;
685 else if ( i == OLD_GAME_TYPE_SINGLE_MULTI )
686 pm->game_type = (MISSION_TYPE_SINGLE | MISSION_TYPE_MULTI );
687 else if ( i == OLD_GAME_TYPE_TRAINING )
688 pm->game_type = MISSION_TYPE_TRAINING;
692 if ( pm->game_type & MISSION_TYPE_MULTI )
693 pm->game_type |= MISSION_TYPE_MULTI_COOP;
700 if ( optional_string("+Game Type Flags:") ) {
701 stuff_int(&pm->game_type);
705 if (optional_string("+Flags:")){
706 stuff_int(&pm->flags);
709 // nebula mission stuff
711 if(optional_string("+NebAwacs:")){
712 if(pm->flags & MISSION_FLAG_FULLNEB){
713 stuff_float(&Neb2_awacs);
719 if(optional_string("+Storm:")){
720 stuff_string(Mission_parse_storm_name, F_NAME, NULL);
721 nebl_set_storm(Mission_parse_storm_name);
724 // get the number of players if in a multiplayer mission
726 if ( pm->game_type & MISSION_TYPE_MULTI ) {
727 if ( optional_string("+Num Players:") ) {
728 stuff_int( &(pm->num_players) );
732 // get the number of respawns
733 pm->num_respawns = 0;
734 if ( pm->game_type & MISSION_TYPE_MULTI ) {
735 if ( optional_string("+Num Respawns:") ){
736 stuff_int( (int*)&(pm->num_respawns) );
741 if ( optional_string("+Red Alert:")) {
742 stuff_int(&pm->red_alert);
744 red_alert_set_status(pm->red_alert);
747 if ( optional_string("+Scramble:")) {
748 stuff_int(&pm->scramble);
751 pm->disallow_support = 0;
752 if ( optional_string("+Disallow Support:")) {
753 stuff_int(&pm->disallow_support);
756 if (optional_string("+All Teams Attack")){
757 Mission_all_attack = 1;
759 Mission_all_attack = 0;
762 // Maybe delay the player's entry.
763 if (optional_string("+Player Entry Delay:")) {
767 Assert(temp >= 0.0f);
768 Entry_delay_time = fl2f(temp);
771 if (optional_string("+Viewer pos:")){
772 stuff_vector(&Parse_viewer_pos);
775 if (optional_string("+Viewer orient:")){
776 stuff_matrix(&Parse_viewer_orient);
779 // possible squadron reassignment
780 strcpy(The_mission.squad_name, "");
781 strcpy(The_mission.squad_filename, "");
782 if(optional_string("+SquadReassignName:")){
783 stuff_string(The_mission.squad_name, F_NAME, NULL);
784 if(optional_string("+SquadReassignLogo:")){
785 stuff_string(The_mission.squad_filename, F_NAME, NULL);
788 // always clear out squad reassignments if not single player
789 if(Game_mode & GM_MULTIPLAYER){
790 strcpy(The_mission.squad_name, "");
791 strcpy(The_mission.squad_filename, "");
792 mprintf(("Ignoring squadron reassignment"));
794 // reassign the player
796 if(!Fred_running && (Player != NULL) && (strlen(The_mission.squad_name) > 0) && (Game_mode & GM_CAMPAIGN_MODE)){
797 mprintf(("Reassigning player to squadron %s\n", The_mission.squad_name));
798 player_set_squad(Player, The_mission.squad_name);
799 player_set_squad_bitmap(Player, The_mission.squad_filename);
803 // set up the Num_teams variable accoriding to the game_type variable'
804 Num_teams = 1; // assume 1
806 // multiplayer team v. team games have two teams. If we have three teams, we need to use
807 // a new mission mode!
808 if ( (pm->game_type & MISSION_TYPE_MULTI) && (pm->game_type & MISSION_TYPE_MULTI_TEAMS) ){
813 void parse_player_info(mission *pm)
815 char alt[NAME_LENGTH + 2] = "";
818 // alternate type names begin here
819 mission_parse_reset_alt();
820 if(optional_string("#Alternate Types:")){
822 while(!optional_string("#end")){
823 required_string("$Alt:");
824 stuff_string(alt, F_NAME, NULL, NAME_LENGTH);
827 mission_parse_add_alt(alt);
832 required_string("#Players");
834 while (required_string_either("#Objects", "$")){
835 parse_player_info2(pm);
839 void parse_player_info2(mission *pm)
841 char str[NAME_LENGTH];
842 int nt, i, total, list[MAX_SHIP_TYPES * 2], list2[MAX_WEAPON_TYPES * 2], num_starting_wings;
844 char starting_wings[MAX_PLAYER_WINGS][NAME_LENGTH];
846 // read in a ship/weapon pool for each team.
847 for ( nt = 0; nt < Num_teams; nt++ ) {
848 int num_ship_choices;
850 ptr = &Team_data[nt];
851 // get the shipname for single player missions
852 // MWA -- make this required later!!!!
853 if ( optional_string("$Starting Shipname:") )
854 stuff_string( Player_start_shipname, F_NAME, NULL );
856 required_string("$Ship Choices:");
857 total = stuff_int_list(list, MAX_SHIP_TYPES * 2, SHIP_INFO_TYPE);
859 Assert(!(total & 0x01)); // make sure we have an even count
861 num_ship_choices = 0;
862 total /= 2; // there are only 1/2 the ships really on the list.
863 for (i=0; i<total; i++) {
864 // in a campaign, see if the player is allowed the ships or not. Remove them from the
865 // pool if they are not allowed
866 if (Game_mode & GM_CAMPAIGN_MODE || ((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER))) {
867 if ( !Campaign.ships_allowed[list[i*2]] )
871 ptr->ship_list[num_ship_choices] = list[i * 2];
872 ptr->ship_count[num_ship_choices] = list[i * 2 + 1];
875 ptr->number_choices = num_ship_choices;
877 num_starting_wings = 0;
878 if (optional_string("+Starting Wings:"))
879 num_starting_wings = stuff_string_list(starting_wings, MAX_PLAYER_WINGS);
881 ptr->default_ship = -1;
882 if (optional_string("+Default_ship:")) {
883 stuff_string(str, F_NAME, NULL);
884 ptr->default_ship = ship_info_lookup(str);
885 // see if the player's default ship is an allowable ship (campaign only). If not, then what
886 // do we do? choose the first allowable one?
887 if (Game_mode & GM_CAMPAIGN_MODE || ((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER))) {
888 if ( !(Campaign.ships_allowed[ptr->default_ship]) ) {
889 for (i = 0; i < MAX_SHIP_TYPES; i++ ) {
890 if ( Campaign.ships_allowed[ptr->default_ship] ) {
891 ptr->default_ship = i;
895 Assert( i < MAX_SHIP_TYPES );
900 if (ptr->default_ship == -1) // invalid or not specified, make first in list
901 ptr->default_ship = ptr->ship_list[0];
903 for (i=0; i<MAX_WEAPON_TYPES; i++)
904 ptr->weaponry_pool[i] = 0;
906 if (optional_string("+Weaponry Pool:")) {
907 total = stuff_int_list(list2, MAX_WEAPON_TYPES * 2, WEAPON_POOL_TYPE);
909 Assert(!(total & 0x01)); // make sure we have an even count
911 for (i=0; i<total; i++) {
912 // in a campaign, see if the player is allowed the weapons or not. Remove them from the
913 // pool if they are not allowed
914 if (Game_mode & GM_CAMPAIGN_MODE || ((Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER))) {
915 if ( !Campaign.weapons_allowed[list2[i*2]] )
919 if ((list2[i * 2] >= 0) && (list2[i * 2] < MAX_WEAPON_TYPES))
920 ptr->weaponry_pool[list2[i * 2]] = list2[i * 2 + 1];
925 if ( nt != Num_teams )
926 Error(LOCATION, "Not enough ship/weapon pools for mission. There are %d teams and only %d pools.", Num_teams, nt);
929 void parse_plot_info(mission *pm)
931 required_string("#Plot Info");
933 required_string("$Tour:");
934 stuff_string(pm->tour_name, F_NAME, NULL);
936 required_string("$Pre-Briefing Cutscene:");
937 stuff_string(pm->pre_briefing_cutscene, F_FILESPEC, NULL);
939 required_string("$Pre-Mission Cutscene:");
940 stuff_string(pm->pre_mission_cutscene, F_FILESPEC, NULL);
942 required_string("$Next Mission Success:");
943 stuff_string(pm->next_mission_success, F_NAME, NULL);
945 required_string("$Next Mission Partial:");
946 stuff_string(pm->next_mission_partial, F_NAME, NULL);
948 required_string("$Next Mission Failure:");
949 stuff_string(pm->next_mission_failure, F_NAME, NULL);
952 void parse_briefing_info(mission *pm)
956 if ( !optional_string("#Briefing Info") )
959 required_string("$Briefing Voice 1:");
960 stuff_string(junk, F_FILESPEC, NULL);
962 required_string("$Briefing Text 1:");
963 stuff_string(junk, F_MULTITEXTOLD, NULL);
965 required_string("$Briefing Voice 2:");
966 stuff_string(junk, F_FILESPEC, NULL);
968 required_string("$Briefing Text 2:");
969 stuff_string(junk, F_MULTITEXTOLD, NULL);
971 required_string("$Briefing Voice 3:");
972 stuff_string(junk, F_FILESPEC, NULL);
974 required_string("$Briefing Text 3:");
975 stuff_string(junk, F_MULTITEXTOLD, NULL);
977 required_string("$Debriefing Voice 1:");
978 stuff_string(junk, F_FILESPEC, NULL);
980 required_string("$Debriefing Text 1:");
981 stuff_string(junk, F_MULTITEXTOLD, NULL);
983 required_string("$Debriefing Voice 2:");
984 stuff_string(junk, F_FILESPEC, NULL);
986 required_string("$Debriefing Text 2:");
987 stuff_string(junk, F_MULTITEXTOLD, NULL);
989 required_string("$Debriefing Voice 3:");
990 stuff_string(junk, F_FILESPEC, NULL);
992 required_string("$Debriefing Text 3:");
993 stuff_string(junk, F_MULTITEXTOLD, NULL);
996 // parse the event music and briefing music for the mission
997 void parse_music(mission *pm)
999 char name[NAME_LENGTH];
1001 event_music_reset_choices();
1003 if ( !optional_string("#Music") ) {
1007 required_string("$Event Music:");
1008 stuff_string(name, F_NAME, NULL);
1009 event_music_set_soundtrack(name);
1011 required_string("$Briefing Music:");
1012 stuff_string(name, F_NAME, NULL);
1013 event_music_set_score(SCORE_BRIEFING, name);
1015 if ( optional_string("$Debriefing Success Music:") ) {
1016 stuff_string(name, F_NAME, NULL);
1017 event_music_set_score(SCORE_DEBRIEF_SUCCESS, name);
1020 if ( optional_string("$Debriefing Fail Music:") ) {
1021 stuff_string(name, F_NAME, NULL);
1022 event_music_set_score(SCORE_DEBRIEF_FAIL, name);
1026 void parse_cmd_brief(mission *pm)
1030 Assert(!Cur_cmd_brief->num_stages);
1033 required_string("#Command Briefing");
1034 while (optional_string("$Stage Text:")) {
1035 Assert(stage < CMD_BRIEF_STAGES_MAX);
1036 Cur_cmd_brief->stage[stage].text = stuff_and_malloc_string(F_MULTITEXT, NULL, CMD_BRIEF_TEXT_MAX);
1037 Assert(Cur_cmd_brief->stage[stage].text);
1039 required_string("$Ani Filename:");
1040 stuff_string(Cur_cmd_brief->stage[stage].ani_filename, F_FILESPEC, NULL);
1041 if (optional_string("+Wave Filename:"))
1042 stuff_string(Cur_cmd_brief->stage[stage].wave_filename, F_FILESPEC, NULL);
1044 Cur_cmd_brief->stage[stage].wave_filename[0] = 0;
1049 Cur_cmd_brief->num_stages = stage;
1052 void parse_cmd_briefs(mission *pm)
1057 // a hack follows because old missions don't have a command briefing
1058 if (required_string_either("#Command Briefing", "#Briefing"))
1061 for (i=0; i<Num_teams; i++) {
1062 Cur_cmd_brief = &Cmd_briefs[i];
1063 parse_cmd_brief(pm);
1067 // -------------------------------------------------------------------------------------------------
1070 // Parse the data required for the mission briefing
1072 // NOTE: This updates the global Briefing struct with all the data necessary to drive the briefing
1074 void parse_briefing(mission *pm)
1076 int nt, i, j, stage_num = 0, icon_num = 0, team_index;
1081 char not_used_text[MAX_ICON_TEXT_LEN];
1085 // MWA -- 2/3/98. we can now have multiple briefing and debreifings in a mission
1086 for ( nt = 0; nt < Num_teams; nt++ ) {
1087 if ( !optional_string("#Briefing") )
1090 bp = &Briefings[nt];
1092 required_string("$start_briefing");
1093 required_string("$num_stages:");
1094 stuff_int(&bp->num_stages);
1095 Assert(bp->num_stages <= MAX_BRIEF_STAGES);
1098 while (required_string_either("$end_briefing", "$start_stage")) {
1099 required_string("$start_stage");
1100 Assert(stage_num < MAX_BRIEF_STAGES);
1101 bs = &bp->stages[stage_num++];
1102 required_string("$multi_text");
1103 if ( Fred_running ) {
1104 stuff_string(bs->new_text, F_MULTITEXT, NULL, MAX_BRIEF_LEN);
1106 bs->new_text = stuff_and_malloc_string(F_MULTITEXT, NULL, MAX_BRIEF_LEN);
1108 required_string("$voice:");
1109 stuff_string(bs->voice, F_FILESPEC, NULL);
1110 required_string("$camera_pos:");
1111 stuff_vector(&bs->camera_pos);
1112 required_string("$camera_orient:");
1113 stuff_matrix(&bs->camera_orient);
1114 required_string("$camera_time:");
1115 stuff_int(&bs->camera_time);
1117 if ( optional_string("$num_lines:") ) {
1118 stuff_int(&bs->num_lines);
1120 if ( Fred_running ) {
1121 Assert(bs->lines!=NULL);
1123 if ( bs->num_lines > 0 ) {
1124 bs->lines = (brief_line *)malloc(sizeof(brief_line)*bs->num_lines);
1125 Assert(bs->lines!=NULL);
1129 for (i=0; i<bs->num_lines; i++) {
1130 required_string("$line_start:");
1131 stuff_int(&bs->lines[i].start_icon);
1132 required_string("$line_end:");
1133 stuff_int(&bs->lines[i].end_icon);
1140 required_string("$num_icons:");
1141 stuff_int(&bs->num_icons);
1143 if ( Fred_running ) {
1144 Assert(bs->lines!=NULL);
1146 if ( bs->num_icons > 0 ) {
1147 bs->icons = (brief_icon *)malloc(sizeof(brief_icon)*bs->num_icons);
1148 Assert(bs->icons!=NULL);
1152 if ( optional_string("$flags:") )
1153 stuff_int(&bs->flags);
1157 if ( optional_string("$formula:") )
1158 bs->formula = get_sexp_main();
1160 bs->formula = Locked_sexp_true;
1162 Assert(bs->num_icons <= MAX_STAGE_ICONS );
1164 while (required_string_either("$end_stage", "$start_icon")) {
1165 required_string("$start_icon");
1166 Assert(icon_num < MAX_STAGE_ICONS);
1167 bi = &bs->icons[icon_num++];
1169 required_string("$type:");
1170 stuff_int(&bi->type);
1172 find_and_stuff("$team:", &team_index, F_NAME, Team_names, Num_team_names, "team name");
1173 Assert((team_index >= 0) && (team_index < MAX_TEAM_NAMES));
1174 bi->team = 1 << team_index;
1176 find_and_stuff("$class:", &bi->ship_class, F_NAME, Ship_class_names, Num_ship_types, "ship class");
1178 required_string("$pos:");
1179 stuff_vector(&bi->pos);
1182 if (optional_string("$label:"))
1183 stuff_string(bi->label, F_MESSAGE, NULL);
1185 if (optional_string("+id:")) {
1187 if (bi->id >= Cur_brief_id)
1188 Cur_brief_id = bi->id + 1;
1192 for (i=0; i<stage_num-1; i++)
1193 for (j=0; j < bp->stages[i].num_icons; j++)
1195 if (!stricmp(bp->stages[i].icons[j].label, bi->label))
1196 bi->id = bp->stages[i].icons[j].id;
1200 bi->id = Cur_brief_id++;
1203 required_string("$hlight:");
1207 bi->flags = BI_HIGHLIGHT;
1212 required_string("$multi_text");
1213 // stuff_string(bi->text, F_MULTITEXT, NULL, MAX_ICON_TEXT_LEN);
1214 stuff_string(not_used_text, F_MULTITEXT, NULL, MAX_ICON_TEXT_LEN);
1215 required_string("$end_icon");
1217 Assert(bs->num_icons == icon_num);
1219 required_string("$end_stage");
1222 Assert(bp->num_stages == stage_num);
1223 required_string("$end_briefing");
1226 if ( nt != Num_teams )
1227 Error(LOCATION, "Not enough briefings in mission file. There are %d teams and only %d briefings.", Num_teams, nt );
1230 // -------------------------------------------------------------------------------------------------
1231 // parse_debriefing_old()
1233 // Parse the data required for the mission debriefings
1234 void parse_debriefing_old(mission *pm)
1237 char waste[MAX_DEBRIEF_LEN];
1239 if ( !optional_string("#Debriefing") )
1242 required_string("$num_debriefings:");
1245 while (required_string_either("#Players", "$start_debriefing")) {
1246 required_string("$start_debriefing");
1247 required_string("$formula:");
1248 junk = get_sexp_main();
1249 required_string("$num_stages:");
1251 while (required_string_either("$end_debriefing", "$start_stage")) {
1252 required_string("$start_stage");
1253 required_string("$multi_text");
1254 stuff_string(waste, F_MULTITEXT, NULL, MAX_DEBRIEF_LEN);
1255 required_string("$voice:");
1256 stuff_string(waste, F_FILESPEC, NULL);
1257 required_string("$end_stage");
1259 required_string("$end_debriefing");
1263 // -------------------------------------------------------------------------------------------------
1264 // parse_debriefing_new()
1266 // Parse the data required for the mission debriefings
1267 void parse_debriefing_new(mission *pm)
1275 // next code should be old -- hopefully not called anymore
1276 //if (!optional_string("#Debriefing_info")) {
1277 // parse_debriefing_old(pm);
1281 // 2/3/98 -- MWA. We can now have multiple briefings and debriefings on a team
1282 for ( nt = 0; nt < Num_teams; nt++ ) {
1284 if ( !optional_string("#Debriefing_info") )
1289 db = &Debriefings[nt];
1291 required_string("$Num stages:");
1292 stuff_int(&db->num_stages);
1293 Assert(db->num_stages <= MAX_DEBRIEF_STAGES);
1295 while (required_string_either("#", "$Formula")) {
1296 Assert(stage_num < MAX_DEBRIEF_STAGES);
1297 dbs = &db->stages[stage_num++];
1298 required_string("$Formula:");
1299 dbs->formula = get_sexp_main();
1300 required_string("$multi text");
1301 if ( Fred_running ) {
1302 stuff_string(dbs->new_text, F_MULTITEXT, NULL, MAX_DEBRIEF_LEN);
1304 dbs->new_text = stuff_and_malloc_string(F_MULTITEXT, NULL, MAX_DEBRIEF_LEN);
1306 required_string("$Voice:");
1307 stuff_string(dbs->voice, F_FILESPEC, NULL);
1308 required_string("$Recommendation text:");
1309 if ( Fred_running ) {
1310 stuff_string( dbs->new_recommendation_text, F_MULTITEXT, NULL, MAX_RECOMMENDATION_LEN);
1312 dbs->new_recommendation_text = stuff_and_malloc_string( F_MULTITEXT, NULL, MAX_RECOMMENDATION_LEN);
1316 Assert(db->num_stages == stage_num);
1319 if ( nt != Num_teams )
1320 Error(LOCATION, "Not enough debriefings for mission. There are %d teams and only %d debriefings;\n", Num_teams, nt );
1323 void position_ship_for_knossos_warpin(p_object *objp, int shipnum, int objnum)
1325 // Assume no valid knossos device
1326 Ships[shipnum].special_warp_objnum = -1;
1328 // find knossos device
1331 int knossos_num = -1;
1332 for (so=GET_FIRST(&Ship_obj_list); so!=END_OF_LIST(&Ship_obj_list); so=GET_NEXT(so)) {
1333 knossos_num = Objects[so->objnum].instance;
1334 if (Ship_info[Ships[knossos_num].ship_info_index].flags & SIF_KNOSSOS_DEVICE) {
1335 // be close to the right device [allow multiple knossos's
1336 if (vm_vec_dist_quick(&Objects[knossos_num].pos, &objp->pos) < 2.0f*(Objects[knossos_num].radius + Objects[objnum].radius) ) {
1344 // set ship special_warp_objnum
1345 Ships[shipnum].special_warp_objnum = knossos_num;
1347 // position self for warp on plane of device
1349 float dist = fvi_ray_plane(&new_point, &Objects[knossos_num].pos, &Objects[knossos_num].orient.fvec, &objp->pos, &objp->orient.fvec, 0.0f);
1350 polymodel *pm = model_get(Ship_info[Ships[shipnum].ship_info_index].modelnum);
1351 float desired_dist = -pm->mins.z;
1352 vm_vec_scale_add2(&Objects[objnum].pos, &Objects[objnum].orient.fvec, (dist - desired_dist));
1353 // if ship is BIG or HUGE, make it go through the center of the knossos
1354 if (Ship_info[Ships[shipnum].ship_info_index].flags & SIF_HUGE_SHIP) {
1356 vm_vec_sub(&offset, &Objects[knossos_num].pos, &new_point);
1357 vm_vec_add2(&Objects[objnum].pos, &offset);
1362 // Given a stuffed p_object struct, create an object and fill in the necessary fields.
1363 // Return object number.
1364 int parse_create_object(p_object *objp)
1366 int i, j, k, objnum, shipnum;
1370 subsys_status *sssp;
1373 // base level creation
1374 objnum = ship_create(&objp->orient, &objp->pos, objp->ship_class);
1375 Assert(objnum != -1);
1376 shipnum = Objects[objnum].instance;
1378 // if arriving through knossos, adjust objpj->pos to plane of knossos and set flag
1379 // special warp is single player only
1380 if ((objp->flags & P_KNOSSOS_WARP_IN) && !(Game_mode & GM_MULTIPLAYER)) {
1381 if (!Fred_running) {
1382 position_ship_for_knossos_warpin(objp, shipnum, objnum);
1386 Ships[shipnum].group = objp->group;
1387 Ships[shipnum].team = objp->team;
1388 strcpy(Ships[shipnum].ship_name, objp->name);
1389 Ships[shipnum].escort_priority = objp->escort_priority;
1390 Ships[shipnum].special_exp_index = objp->special_exp_index;
1391 Ships[shipnum].respawn_priority = objp->respawn_priority;
1392 // if this is a multiplayer dogfight game, and its from a player wing, make it team traitor
1393 if((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_DOGFIGHT) && (objp->wingnum >= 0)){
1394 for (i = 0; i < MAX_STARTING_WINGS; i++ ) {
1395 if ( !stricmp(Starting_wing_names[i], Wings[objp->wingnum].name) ) {
1396 Ships[shipnum].team = TEAM_TRAITOR;
1401 sip = &Ship_info[Ships[shipnum].ship_info_index];
1403 if ( !Fred_running ) {
1404 ship_assign_sound(&Ships[shipnum]);
1407 aip = &(Ai_info[Ships[shipnum].ai_index]);
1408 aip->behavior = objp->behavior;
1409 aip->mode = aip->behavior;
1411 // alternate type name
1412 Ships[shipnum].alt_type_index = objp->alt_type_index;
1414 aip->ai_class = objp->ai_class;
1415 Ships[shipnum].weapons.ai_class = objp->ai_class; // Fred uses this instead of above.
1417 // must reset the number of ai goals when the object is created
1418 for (i = 0; i < MAX_AI_GOALS; i++ ){
1419 aip->goals[i].ai_mode = AI_GOAL_NONE;
1422 Ships[shipnum].cargo1 = objp->cargo1;
1424 Ships[shipnum].arrival_location = objp->arrival_location;
1425 Ships[shipnum].arrival_distance = objp->arrival_distance;
1426 Ships[shipnum].arrival_anchor = objp->arrival_anchor;
1427 Ships[shipnum].arrival_cue = objp->arrival_cue;
1428 Ships[shipnum].arrival_delay = objp->arrival_delay;
1429 Ships[shipnum].departure_location = objp->departure_location;
1430 Ships[shipnum].departure_anchor = objp->departure_anchor;
1431 Ships[shipnum].departure_cue = objp->departure_cue;
1432 Ships[shipnum].departure_delay = objp->departure_delay;
1433 Ships[shipnum].determination = objp->determination;
1434 Ships[shipnum].wingnum = objp->wingnum;
1435 Ships[shipnum].hotkey = objp->hotkey;
1436 Ships[shipnum].score = objp->score;
1437 Ships[shipnum].persona_index = objp->persona_index;
1439 // set the orders that this ship will accept. It will have already been set to default from the
1440 // ship create code, so only set them if the parse object flags say they are unique
1441 if ( objp->flags & P_SF_USE_UNIQUE_ORDERS ) {
1442 Ships[shipnum].orders_accepted = objp->orders_accepted;
1444 // MWA 5/15/98 -- Added the following debug code because some orders that ships
1445 // will accept were apparently written out incorrectly with Fred. This Int3() should
1446 // trap these instances.
1448 if ( Fred_running ) {
1449 int default_orders, remaining_orders;
1451 default_orders = ship_get_default_orders_accepted( &Ship_info[Ships[shipnum].ship_info_index] );
1452 remaining_orders = objp->orders_accepted & ~default_orders;
1453 if ( remaining_orders ) {
1454 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);
1460 // check the parse object's flags for possible flags to set on this newly created ship
1461 if ( objp->flags & P_OF_PROTECTED ) {
1462 Objects[objnum].flags |= OF_PROTECTED;
1465 if ( objp->flags & P_OF_BEAM_PROTECTED ) {
1466 Objects[objnum].flags |= OF_BEAM_PROTECTED;
1469 if (objp->flags & P_OF_CARGO_KNOWN) {
1470 Ships[shipnum].flags |= SF_CARGO_REVEALED;
1473 if ( objp->flags & P_SF_IGNORE_COUNT )
1474 Ships[shipnum].flags |= SF_IGNORE_COUNT;
1476 if ( objp->flags & P_SF_REINFORCEMENT )
1477 Ships[shipnum].flags |= SF_REINFORCEMENT;
1479 if (objp->flags & P_OF_NO_SHIELDS || sip->shields == 0 )
1480 Objects[objnum].flags |= OF_NO_SHIELDS;
1482 if (objp->flags & P_SF_ESCORT)
1483 Ships[shipnum].flags |= SF_ESCORT;
1485 if (objp->flags & P_KNOSSOS_WARP_IN) {
1486 Objects[objnum].flags |= OF_SPECIAL_WARP;
1489 // don't set the flag if the mission is ongoing in a multiplayer situation. This will be set by the players in the
1490 // game only before the game or during respawning.
1491 // MWA -- changed the next line to remove the !(Game_mode & GM_MULTIPLAYER). We shouldn't be setting
1492 // this flag in single player mode -- it gets set in post process mission.
1493 //if ((objp->flags & P_OF_PLAYER_START) && (((Game_mode & GM_MULTIPLAYER) && !(Game_mode & GM_IN_MISSION)) || !(Game_mode & GM_MULTIPLAYER)))
1494 if ( (objp->flags & P_OF_PLAYER_START) && (Fred_running || ((Game_mode & GM_MULTIPLAYER) && !(Game_mode & GM_IN_MISSION))) )
1495 Objects[objnum].flags |= OF_PLAYER_SHIP;
1497 if (objp->flags & P_SF_NO_ARRIVAL_MUSIC)
1498 Ships[shipnum].flags |= SF_NO_ARRIVAL_MUSIC;
1500 if ( objp->flags & P_SF_NO_ARRIVAL_WARP )
1501 Ships[shipnum].flags |= SF_NO_ARRIVAL_WARP;
1503 if ( objp->flags & P_SF_NO_DEPARTURE_WARP )
1504 Ships[shipnum].flags |= SF_NO_DEPARTURE_WARP;
1506 if ( objp->flags & P_SF_INITIALLY_DOCKED )
1507 Ships[shipnum].flags |= SF_INITIALLY_DOCKED;
1509 if ( objp->flags & P_SF_LOCKED )
1510 Ships[shipnum].flags |= SF_LOCKED;
1512 if ( objp->flags & P_SF_WARP_BROKEN )
1513 Ships[shipnum].flags |= SF_WARP_BROKEN;
1515 if ( objp->flags & P_SF_WARP_NEVER )
1516 Ships[shipnum].flags |= SF_WARP_NEVER;
1518 if ( objp->flags & P_SF_HIDDEN_FROM_SENSORS )
1519 Ships[shipnum].flags |= SF_HIDDEN_FROM_SENSORS;
1521 // if ship is in a wing, and the wing's no_warp_effect flag is set, then set the equivalent
1522 // flag for the ship
1523 if ( (Ships[shipnum].wingnum != -1) && (Wings[Ships[shipnum].wingnum].flags & WF_NO_ARRIVAL_WARP) )
1524 Ships[shipnum].flags |= SF_NO_ARRIVAL_WARP;
1526 if ( (Ships[shipnum].wingnum != -1) && (Wings[Ships[shipnum].wingnum].flags & WF_NO_DEPARTURE_WARP) )
1527 Ships[shipnum].flags |= SF_NO_DEPARTURE_WARP;
1529 // mwa -- 1/30/98. Do both flags. Fred uses the ship flag, and FreeSpace will use the object
1530 // flag. I'm to lazy at this point to deal with consolidating them.
1531 if ( objp->flags & P_SF_INVULNERABLE ) {
1532 Ships[shipnum].flags |= SF_INVULNERABLE;
1533 Objects[objnum].flags |= OF_INVULNERABLE;
1536 if ( objp->flags & P_SF_GUARDIAN ) {
1537 Objects[objnum].flags |= OF_GUARDIAN;
1540 if ( objp->flags & P_SF_SCANNABLE )
1541 Ships[shipnum].flags |= SF_SCANNABLE;
1543 if ( objp->flags & P_SF_RED_ALERT_STORE_STATUS ){
1544 Assert(!(Game_mode & GM_MULTIPLAYER));
1545 Ships[shipnum].flags |= SF_RED_ALERT_STORE_STATUS;
1548 // a couple of ai_info flags. Also, do a reasonable default for the kamikaze damage regardless of
1549 // whether this flag is set or not
1550 if ( objp->flags & P_AIF_KAMIKAZE ) {
1551 Ai_info[Ships[shipnum].ai_index].ai_flags |= AIF_KAMIKAZE;
1552 Ai_info[Ships[shipnum].ai_index].kamikaze_damage = objp->kamikaze_damage;
1555 if ( objp->flags & P_AIF_NO_DYNAMIC )
1556 Ai_info[Ships[shipnum].ai_index].ai_flags |= AIF_NO_DYNAMIC;
1558 // if the wing index and wing pos are set for this parse object, set them for the ship. This
1559 // is useful in multiplayer when ships respawn
1560 Ships[shipnum].wing_status_wing_index = objp->wing_status_wing_index;
1561 Ships[shipnum].wing_status_wing_pos = objp->wing_status_wing_pos;
1563 // set up the ai_goals for this object -- all ships created here are AI controlled.
1564 if ( objp->ai_goals != -1 ) {
1567 for ( sexp = CDR(objp->ai_goals); sexp != -1; sexp = CDR(sexp) )
1568 // make a call to the routine in MissionGoals.cpp to set up the ai goals for this object.
1569 ai_add_ship_goal_sexp( sexp, AIG_TYPE_EVENT_SHIP, aip );
1571 if ( objp->wingnum == -1 ) // free the sexpression nodes only for non-wing ships. wing code will handle it's own case
1572 free_sexp2(objp->ai_goals); // free up sexp nodes for reused, since they aren't needed anymore.
1575 Assert(Ships[shipnum].modelnum != -1);
1577 // initialize subsystem statii here. The subsystems are given a percentage damaged. So a percent value
1578 // of 20% means that the subsystem is 20% damaged (*not* 20% of max hits). This is opposite the way
1579 // that the initial velocity/hull strength/shields work
1580 i = objp->subsys_count;
1582 sssp = &Subsys_status[objp->subsys_index + i];
1583 if (!stricmp(sssp->name, NOX("Pilot"))) {
1584 wp = &Ships[shipnum].weapons;
1585 if (sssp->primary_banks[0] != SUBSYS_STATUS_NO_CHANGE) {
1586 for (j=k=0; j<MAX_PRIMARY_BANKS; j++) {
1587 if ( (sssp->primary_banks[j] >= 0) || Fred_running ){
1588 wp->primary_bank_weapons[k] = sssp->primary_banks[j];
1596 wp->num_primary_banks = sip->num_primary_banks;
1598 wp->num_primary_banks = k;
1602 if (sssp->secondary_banks[0] != SUBSYS_STATUS_NO_CHANGE) {
1603 for (j=k=0; j<MAX_SECONDARY_BANKS; j++) {
1604 if ( (sssp->secondary_banks[j] >= 0) || Fred_running ){
1605 wp->secondary_bank_weapons[k++] = sssp->secondary_banks[j];
1610 wp->num_secondary_banks = sip->num_secondary_banks;
1612 wp->num_secondary_banks = k;
1616 for (j=0; j < wp->num_secondary_banks; j++)
1618 wp->secondary_bank_ammo[j] = sssp->secondary_ammo[j];
1620 int capacity = fl2i(sssp->secondary_ammo[j]/100.0f * sip->secondary_bank_ammo_capacity[j] + 0.5f );
1621 wp->secondary_bank_ammo[j] = fl2i(capacity / Weapon_info[wp->secondary_bank_weapons[j]].cargo_size + 0.5f);
1626 ptr = GET_FIRST(&Ships[shipnum].subsys_list);
1627 while (ptr != END_OF_LIST(&Ships[shipnum].subsys_list)) {
1628 if (!stricmp(ptr->system_info->subobj_name, sssp->name)) {
1630 ptr->current_hits = sssp->percent;
1633 new_hits = ptr->system_info->max_hits * (100.0f - sssp->percent) / 100.f;
1634 Ships[shipnum].subsys_info[ptr->system_info->type].current_hits -= (ptr->system_info->max_hits - new_hits);
1635 if ( (100.0f - sssp->percent) < 0.5) {
1636 ptr->current_hits = 0.0f;
1637 ptr->submodel_info_1.blown_off = 1;
1639 ptr->current_hits = new_hits;
1643 if (sssp->primary_banks[0] != SUBSYS_STATUS_NO_CHANGE)
1644 for (j=0; j<MAX_PRIMARY_BANKS; j++)
1645 ptr->weapons.primary_bank_weapons[j] = sssp->primary_banks[j];
1647 if (sssp->secondary_banks[0] != SUBSYS_STATUS_NO_CHANGE)
1648 for (j=0; j<MAX_SECONDARY_BANKS; j++)
1649 ptr->weapons.secondary_bank_weapons[j] = sssp->secondary_banks[j];
1651 for (j=0; j<MAX_SECONDARY_BANKS; j++) {
1652 // AL 3-5-98: This is correct for FRED, but not for FreeSpace... but is this even used?
1653 // As far as I know, turrets cannot run out of ammo
1654 ptr->weapons.secondary_bank_ammo[j] = sssp->secondary_ammo[j];
1657 ptr->subsys_cargo_name = sssp->subsys_cargo_name;
1659 if (sssp->ai_class != SUBSYS_STATUS_NO_CHANGE)
1660 ptr->weapons.ai_class = sssp->ai_class;
1662 ai_turret_select_default_weapon(ptr);
1665 ptr = GET_NEXT(ptr);
1669 // initial hull strength, shields, and velocity are all expressed as a percentage of the max value/
1670 // so a initial_hull value of 90% means 90% of max. This way is opposite of how subsystems are dealt
1673 Objects[objnum].phys_info.speed = (float) objp->initial_velocity;
1674 // Ships[shipnum].hull_hit_points_taken = (float) objp->initial_hull;
1675 Objects[objnum].hull_strength = (float) objp->initial_hull;
1676 Objects[objnum].shields[0] = (float) objp->initial_shields;
1679 int max_allowed_sparks, num_sparks, i;
1682 // Ships[shipnum].hull_hit_points_taken = (float)objp->initial_hull * sip->max_hull_hit_points / 100.0f;
1683 Objects[objnum].hull_strength = objp->initial_hull * sip->initial_hull_strength / 100.0f;
1684 for (i = 0; i<MAX_SHIELD_SECTIONS; i++)
1685 Objects[objnum].shields[i] = (float)(objp->initial_shields * sip->shields / 100.0f) / MAX_SHIELD_SECTIONS;
1687 // initial velocities now do not apply to ships which warp in after mission starts
1688 if ( !(Game_mode & GM_IN_MISSION) ) {
1689 Objects[objnum].phys_info.speed = (float)objp->initial_velocity * sip->max_speed / 100.0f;
1690 Objects[objnum].phys_info.vel.z = Objects[objnum].phys_info.speed;
1691 Objects[objnum].phys_info.prev_ramp_vel = Objects[objnum].phys_info.vel;
1692 Objects[objnum].phys_info.desired_vel = Objects[objnum].phys_info.vel;
1695 // recalculate damage of subsystems
1696 ship_recalc_subsys_strength( &Ships[shipnum] );
1698 // create sparks on a ship whose hull is damaged. We will create two sparks for every 20%
1699 // of hull damage done. 100 means no sparks. between 80 and 100 do two sparks. 60 and 80 is
1701 pm = model_get( sip->modelnum );
1702 max_allowed_sparks = get_max_sparks(&Objects[objnum]);
1703 num_sparks = (int)((100.0f - objp->initial_hull) / 5.0f);
1704 if (num_sparks > max_allowed_sparks) {
1705 num_sparks = max_allowed_sparks;
1708 for (i = 0; i < num_sparks; i++ ) {
1711 // DA 10/20/98 - sparks must be chosen on the hull and not any submodel
1712 submodel_get_two_random_points(sip->modelnum, pm->detail[0], &v1, &v2);
1713 ship_hit_sparks_no_rotate(&Objects[objnum], &v1);
1714 // ship_hit_sparks_no_rotate(&Objects[objnum], &v2);
1718 // in mission, we add a log entry -- set ship positions for ships not in wings, and then do
1720 if ( (Game_mode & GM_IN_MISSION) && (!Fred_running) ) {
1721 mission_log_add_entry( LOG_SHIP_ARRIVE, Ships[shipnum].ship_name, NULL );
1723 // if this ship isn't in a wing, determine it's arrival location
1724 if ( !Game_restoring ) {
1725 if ( Ships[shipnum].wingnum == -1 ) {
1727 // multiplayer clients set the arrival location of ships to be at location since their
1728 // position has already been determined. Don't actually set the variable since we
1729 // don't want the warp effect to show if coming from a dock bay.
1730 location = objp->arrival_location;
1731 if ( MULTIPLAYER_CLIENT )
1732 location = ARRIVE_AT_LOCATION;
1733 mission_set_arrival_location(objp->arrival_anchor, location, objp->arrival_distance, objnum, NULL, NULL);
1734 if ( objp->arrival_location != ARRIVE_FROM_DOCK_BAY )
1735 shipfx_warpin_start( &Objects[objnum] );
1739 // possibly add this ship to a hotkey set
1740 if ( (Ships[shipnum].wingnum == -1) && (Ships[shipnum].hotkey != -1 ) )
1741 mission_hotkey_mf_add( Ships[shipnum].hotkey, Ships[shipnum].objnum, HOTKEY_MISSION_FILE_ADDED );
1742 else if ( (Ships[shipnum].wingnum != -1) && (Wings[Ships[shipnum].wingnum].hotkey != -1 ) )
1743 mission_hotkey_mf_add( Wings[Ships[shipnum].wingnum].hotkey, Ships[shipnum].objnum, HOTKEY_MISSION_FILE_ADDED );
1745 // possibly add this ship to the hud escort list
1746 if ( Ships[shipnum].flags & SF_ESCORT ){
1747 hud_add_remove_ship_escort( objnum, 1 );
1751 // for multiplayer games, make a call to the network code to assign the object signature
1752 // of the newly created object. The network host of the netgame will always assign a signature
1753 // to a newly created object. The network signature will get to the clients of the game in
1754 // different manners depending on whether or not an individual ship or a wing was created.
1755 if ( Game_mode & GM_MULTIPLAYER ) {
1756 Objects[objnum].net_signature = objp->net_signature;
1758 if ( (Game_mode & GM_IN_MISSION) && MULTIPLAYER_MASTER && (objp->wingnum == -1) ){
1759 send_ship_create_packet( &Objects[objnum], (objp==Arriving_support_ship)?1:0 );
1763 // if recording a demo, post the event
1764 if(Game_mode & GM_DEMO_RECORD){
1765 demo_POST_obj_create(objp->name, Objects[objnum].signature);
1771 // Mp points at the text of an object, which begins with the "$Name:" field.
1772 // Snags all object information and calls parse_create_object to create a ship.
1773 // Why create a ship? Why not an object? Stay tuned...
1775 // flag is parameter that is used to tell what kind information we are retrieving from the mission.
1776 // if we are just getting player starts, then don't create the objects
1777 int parse_object(mission *pm, int flag, p_object *objp)
1779 // p_object temp_object;
1781 int i, j, count, shipnum, delay, destroy_before_mission_time;
1782 char name[NAME_LENGTH], flag_strings[MAX_PARSE_OBJECT_FLAGS][NAME_LENGTH];
1786 // objp = &temp_object;
1788 required_string("$Name:");
1789 stuff_string(objp->name, F_NAME, NULL);
1790 shipnum = ship_name_lookup(objp->name);
1792 error_display(0, NOX("Redundant ship name: %s\n"), objp->name);
1795 find_and_stuff("$Class:", &objp->ship_class, F_NAME, Ship_class_names, Num_ship_types, "ship class");
1796 if (objp->ship_class < 0) {
1797 Warning(LOCATION, "Ship \"%s\" has an invalid ship type (ships.tbl probably changed). Making it type 0", objp->name);
1799 // if fred is running, maybe notify the user that the mission contains MD content
1801 Fred_found_unknown_ship_during_parsing = 1;
1804 objp->ship_class = 0;
1807 // if this is a multiplayer dogfight mission, skip support ships
1808 if((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_DOGFIGHT) && (Ship_info[objp->ship_class].flags & SIF_SUPPORT)){
1812 // optional alternate name type
1813 objp->alt_type_index = -1;
1814 if(optional_string("$Alt:")){
1816 stuff_string(name, F_NAME, NULL, NAME_LENGTH);
1818 // try and find the alternate name
1819 objp->alt_type_index = (char)mission_parse_lookup_alt(name);
1820 Assert(objp->alt_type_index >= 0);
1821 if(objp->alt_type_index < 0){
1822 mprintf(("Error looking up alternate ship type name!\n"));
1824 mprintf(("Using alternate ship type name : %s\n", name));
1829 find_and_stuff("$Team:", &team_index, F_NAME, Team_names, Num_team_names, "team name");
1830 Assert((team_index >= 0) && (team_index < MAX_TEAM_NAMES));
1831 objp->team = 1 << team_index;
1833 required_string("$Location:");
1834 stuff_vector(&objp->pos);
1836 required_string("$Orientation:");
1837 stuff_matrix(&objp->orient);
1839 find_and_stuff("$IFF:", &objp->iff, F_NAME, Iff_names, Num_iff, "IFF");
1840 find_and_stuff("$AI Behavior:", &objp->behavior, F_NAME, Ai_behavior_names, Num_ai_behaviors, "AI behavior");
1841 objp->ai_goals = -1;
1843 if ( optional_string("+AI Class:")) {
1844 objp->ai_class = match_and_stuff(F_NAME, Ai_class_names, Num_ai_classes, "AI class");
1845 Assert(objp->ai_class > -1 );
1847 objp->ai_class = Ship_info[objp->ship_class].ai_class;
1850 if ( optional_string("$AI Goals:") ){
1851 objp->ai_goals = get_sexp_main();
1854 if ( !required_string_either("$AI Goals:", "$Cargo 1:") ) {
1855 required_string("$AI Goals:");
1856 objp->ai_goals = get_sexp_main();
1861 find_and_stuff_or_add("$Cargo 1:", &temp, F_NAME, Cargo_names, &Num_cargo, MAX_CARGO, "cargo");
1862 objp->cargo1 = char(temp);
1863 if ( optional_string("$Cargo 2:") ) {
1864 char buf[NAME_LENGTH];
1865 stuff_string(buf, F_NAME, NULL);
1868 parse_common_object_data(objp); // get initial conditions and subsys status
1870 while (required_string_either("$Arrival Location:", "$Status Description:")) {
1871 Assert(count < MAX_OBJECT_STATUS);
1873 find_and_stuff("$Status Description:", &objp->status_type[count], F_NAME, Status_desc_names, Num_status_names, "Status Description");
1874 find_and_stuff("$Status:", &objp->status[count], F_NAME, Status_type_names, Num_status_names, "Status Type");
1875 find_and_stuff("$Target:", &objp->target[count], F_NAME, Status_target_names, Num_status_names, "Target");
1878 objp->status_count = count;
1880 objp->arrival_anchor = -1;
1881 objp->arrival_distance = 0;
1882 find_and_stuff("$Arrival Location:", &objp->arrival_location, F_NAME, Arrival_location_names, Num_arrival_names, "Arrival Location");
1883 if ( optional_string("+Arrival Distance:") ) {
1884 stuff_int( &objp->arrival_distance );
1885 if ( objp->arrival_location != ARRIVE_AT_LOCATION ) {
1886 required_string("$Arrival Anchor:");
1887 stuff_string(name, F_NAME, NULL);
1888 objp->arrival_anchor = get_anchor(name);
1892 if (optional_string("+Arrival Delay:")) {
1895 Error(LOCATION, "Cannot have arrival delay < 0 (ship %s)", objp->name);
1899 if ( !Fred_running ){
1900 objp->arrival_delay = -delay; // use negative numbers to mean we haven't set up a timer yet
1902 objp->arrival_delay = delay;
1905 required_string("$Arrival Cue:");
1906 objp->arrival_cue = get_sexp_main();
1907 if ( !Fred_running && (objp->arrival_cue >= 0) ) {
1908 // eval the arrival cue. if the cue is true, set up the timestamp for the arrival delay
1909 Assert ( objp->arrival_delay <= 0 );
1911 // don't eval arrival_cues when just looking for player information.
1912 if ( eval_sexp(objp->arrival_cue) ){ // evaluate to determine if sexp is always false.
1913 objp->arrival_delay = timestamp( -objp->arrival_delay * 1000 );
1917 find_and_stuff("$Departure Location:", &objp->departure_location, F_NAME, Departure_location_names, Num_arrival_names, "Departure Location");
1918 objp->departure_anchor = -1;
1919 if ( objp->departure_location == DEPART_AT_DOCK_BAY ) {
1920 required_string("$Departure Anchor:");
1921 stuff_string(name, F_NAME, NULL);
1922 objp->departure_anchor = get_anchor(name);
1925 if (optional_string("+Departure Delay:")) {
1928 Error(LOCATION, "Cannot have departure delay < 0 (ship %s)", objp->name);
1934 if ( !Fred_running ){
1935 objp->departure_delay = -delay;
1937 objp->departure_delay = delay;
1940 required_string("$Departure Cue:");
1941 objp->departure_cue = get_sexp_main();
1943 if (optional_string("$Misc Properties:"))
1944 stuff_string(objp->misc, F_NAME, NULL);
1946 required_string("$Determination:");
1947 stuff_int(&objp->determination);
1950 if (optional_string("+Flags:")) {
1951 count = stuff_string_list(flag_strings, MAX_PARSE_OBJECT_FLAGS);
1952 for (i=0; i<count; i++) {
1953 for (j=0; j<MAX_PARSE_OBJECT_FLAGS; j++) {
1954 if (!stricmp(flag_strings[i], Parse_object_flags[j])) {
1955 objp->flags |= (1 << j);
1960 if (j == MAX_PARSE_OBJECT_FLAGS)
1961 Warning(LOCATION, "Unknown flag in mission file: %s\n", flag_strings[i]);
1965 // always store respawn priority, just for ease of implementation
1966 objp->respawn_priority = 0;
1967 if(optional_string("+Respawn Priority:" )){
1968 stuff_int(&objp->respawn_priority);
1971 objp->escort_priority = 0;
1972 if ( optional_string("+Escort Priority:" ) ) {
1973 Assert(objp->flags & P_SF_ESCORT);
1974 stuff_int(&objp->escort_priority);
1977 if ( objp->flags & P_OF_PLAYER_START ) {
1978 objp->flags |= P_OF_CARGO_KNOWN; // make cargo known for players
1982 objp->special_exp_index = -1;
1983 if ( optional_string("+Special Exp index:" ) ) {
1984 stuff_int(&objp->special_exp_index);
1987 // if the kamikaze flag is set, we should have the next flag
1988 if ( optional_string("+Kamikaze Damage:") ) {
1992 objp->kamikaze_damage = i2fl(damage);
1996 if (optional_string("+Hotkey:")) {
1997 stuff_int(&objp->hotkey);
1998 Assert((objp->hotkey >= 0) && (objp->hotkey < 10));
2001 objp->docked_with[0] = 0;
2002 if (optional_string("+Docked With:")) {
2003 stuff_string(objp->docked_with, F_NAME, NULL);
2004 required_string("$Docker Point:");
2005 stuff_string(objp->docker_point, F_NAME, NULL);
2006 required_string("$Dockee Point:");
2007 stuff_string(objp->dockee_point, F_NAME, NULL);
2009 objp->flags |= P_SF_INITIALLY_DOCKED;
2011 // put this information into the Initially_docked array. We will need to use this
2012 // informatin later since not all ships will initially get created.
2013 strcpy(Initially_docked[Total_initially_docked].dockee, objp->docked_with);
2014 strcpy(Initially_docked[Total_initially_docked].docker_point, objp->docker_point);
2015 strcpy(Initially_docked[Total_initially_docked].dockee_point, objp->dockee_point);
2016 Initially_docked[Total_initially_docked].docker = objp;
2017 Total_initially_docked++;
2020 // check the optional parameter for destroying the ship before the mission starts. If this parameter is
2021 // here, then we need to destroy the ship N seconds before the mission starts (for debris purposes).
2022 // store the time value here. We want to create this object for sure. Set the arrival cue and arrival
2023 // delay to bogus values
2024 destroy_before_mission_time = -1;
2025 if ( optional_string("+Destroy At:") ) {
2027 stuff_int(&destroy_before_mission_time);
2028 Assert ( destroy_before_mission_time >= 0 );
2029 objp->arrival_cue = Locked_sexp_true;
2030 objp->arrival_delay = timestamp(0);
2033 // check for the optional "orders accepted" string which contains the orders from the default
2034 // set that this ship will actually listen to
2035 if ( optional_string("+Orders Accepted:") ) {
2036 stuff_int( &objp->orders_accepted );
2037 if ( objp->orders_accepted != -1 ){
2038 objp->flags |= P_SF_USE_UNIQUE_ORDERS;
2042 if (optional_string("+Group:")){
2043 stuff_int(&objp->group);
2048 if (optional_string("+Score:")){
2049 stuff_int(&objp->score);
2054 // parse the persona index if present
2055 if ( optional_string("+Persona Index:")){
2056 stuff_int(&objp->persona_index);
2058 objp->persona_index = -1;
2061 objp->wingnum = -1; // set the wing number to -1 -- possibly to be set later
2063 // for multiplayer, assign a network signature to this parse object. Doing this here will
2064 // allow servers to use the signature with clients when creating new ships, instead of having
2065 // to pass ship names all the time
2066 if ( Game_mode & GM_MULTIPLAYER ){
2067 objp->net_signature = multi_assign_network_signature( MULTI_SIG_SHIP );
2070 // set the wing_status position to be -1 for all objects. This will get set to an appropriate
2071 // value when the wing positions are finally determined.
2072 objp->wing_status_wing_index = -1;
2073 objp->wing_status_wing_pos = -1;
2074 objp->respawn_count = 0;
2076 // if this if the starting player ship, then copy if to Starting_player_pobject (used for ingame join)
2077 if ( !stricmp( objp->name, Player_start_shipname) ) {
2078 Player_start_pobject = *objp;
2079 Player_start_pobject.flags |= P_SF_PLAYER_START_VALID;
2083 // Now create the object.
2084 // Don't create the new ship blindly. First, check the sexp for the arrival cue
2085 // to determine when this ship should arrive. If not right away, stick this ship
2086 // onto the ship arrival list to be looked at later. Also check to see if it should use the
2087 // wings arrival cue. The ship may get created later depending on whether or not the wing
2089 // always create ships when FRED is running
2091 // don't create the object if it is intially docked for either FreeSpcae or Fred. Fred will
2092 // create the object later in post_process_mission
2093 if ( (objp->flags & P_SF_INITIALLY_DOCKED) || (!Fred_running && (!eval_sexp(objp->arrival_cue) || !timestamp_elapsed(objp->arrival_delay) || (objp->flags & P_SF_REINFORCEMENT))) ) {
2094 Assert ( destroy_before_mission_time == -1 ); // we can't add ships getting destroyed to the arrival list!!!
2095 Assert ( num_ship_arrivals < MAX_SHIP_ARRIVALS );
2096 memcpy( &ship_arrivals[num_ship_arrivals], objp, sizeof(p_object) );
2097 list_append(&ship_arrival_list, &ship_arrivals[num_ship_arrivals]);
2098 num_ship_arrivals++;
2100 // ingame joiners bail here.
2101 else if((Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_INGAME_JOIN)){
2107 real_objnum = parse_create_object(objp); // this object may later get destroyed depending on wing status!!!!
2109 Subsys_index = objp->subsys_index; // free elements that are no longer needed.
2111 // if the ship is supposed to be destroyed before the mission, then blow up the ship, mark the pieces
2112 // as last forever. Only call this stuff when you are blowing up the ship
2113 if ( destroy_before_mission_time >= 0 ) {
2116 objp = &Objects[real_objnum];
2117 if ( !Fred_running ) {
2119 shipfx_blow_up_model( objp, Ships[objp->instance].modelnum, 0, 0, &objp->pos );
2120 objp->flags |= OF_SHOULD_BE_DEAD;
2122 // once the ship is exploded, find the debris pieces belonging to this object, mark them
2123 // as not to expire, and move them forward in time N seconds
2124 for (i = 0; i < MAX_DEBRIS_PIECES; i++ ) {
2128 if ( !db->flags & DEBRIS_USED ) // not used, move onto the next one.
2130 if ( db->source_objnum != real_objnum ) // not from this ship, move to next one
2133 debris_clear_expired_flag(db); // mark as don't expire
2134 db->lifeleft = -1.0f; // be sure that lifeleft == -1.0 so that it really doesn't expire!
2136 // now move the debris along it's path for N seconds
2137 objp = &Objects[db->objnum];
2138 physics_sim( &objp->pos, &objp->orient, &objp->phys_info, (float)destroy_before_mission_time );
2141 // be sure to set the variable in the ships structure for the final death time!!!
2142 Ships[objp->instance].final_death_time = destroy_before_mission_time;
2143 Ships[objp->instance].flags |= SF_KILL_BEFORE_MISSION;
2151 void parse_common_object_data(p_object *objp)
2155 // set some defaults..
2156 objp->initial_velocity = 0;
2157 objp->initial_hull = 100;
2158 objp->initial_shields = 100;
2160 // now change defaults if present
2161 if (optional_string("+Initial Velocity:")) {
2162 stuff_int(&objp->initial_velocity);
2165 if (optional_string("+Initial Hull:"))
2166 stuff_int(&objp->initial_hull);
2167 if (optional_string("+Initial Shields:"))
2168 stuff_int(&objp->initial_shields);
2170 objp->subsys_index = Subsys_index;
2171 objp->subsys_count = 0;
2172 while (optional_string("+Subsystem:")) {
2173 i = allocate_subsys_status();
2175 objp->subsys_count++;
2176 stuff_string(Subsys_status[i].name, F_NAME, NULL);
2178 if (optional_string("$Damage:"))
2179 stuff_float(&Subsys_status[i].percent);
2181 Subsys_status[i].subsys_cargo_name = -1;
2182 if (optional_string("+Cargo Name:")) {
2183 char cargo_name[256];
2184 stuff_string(cargo_name, F_NAME, NULL);
2185 int index = string_lookup(cargo_name, Cargo_names, Num_cargo, "cargo", 0);
2186 if (index == -1 && (Num_cargo < MAX_CARGO)) {
2188 strcpy(Cargo_names[Num_cargo++], cargo_name);
2190 Subsys_status[i].subsys_cargo_name = index;
2193 if (optional_string("+AI Class:"))
2194 Subsys_status[i].ai_class = match_and_stuff(F_NAME, Ai_class_names, Num_ai_classes, "AI class");
2196 if (optional_string("+Primary Banks:"))
2197 stuff_int_list(Subsys_status[i].primary_banks, MAX_PRIMARY_BANKS, WEAPON_LIST_TYPE);
2199 if (optional_string("+Secondary Banks:"))
2200 stuff_int_list(Subsys_status[i].secondary_banks, MAX_SECONDARY_BANKS, WEAPON_LIST_TYPE);
2202 if (optional_string("+Sbank Ammo:"))
2203 stuff_int_list(Subsys_status[i].secondary_ammo, MAX_SECONDARY_BANKS, RAW_INTEGER_TYPE);
2208 void parse_objects(mission *pm, int flag)
2214 required_string("#Objects");
2217 num_ship_original = 0;
2218 while (required_string_either("#Wings", "$Name:")){
2219 // not all objects are always valid or legal
2220 if(parse_object(pm, flag, &temp)){
2221 // add to the default list
2222 if(num_ship_original < MAX_SHIP_ORIGINAL){
2223 memcpy(&ship_original[num_ship_original++], &temp, sizeof(p_object));
2229 p_object *mission_parse_get_original_ship( ushort net_signature )
2233 // look for original ships
2234 for(idx=0; idx<num_ship_original; idx++){
2235 if(ship_original[idx].net_signature == net_signature){
2236 return &ship_original[idx];
2244 int find_wing_name(char *name)
2248 for (i=0; i<num_wings; i++){
2249 if (!strcmp(name, Wings[i].name)){
2257 // function to create ships in the wing that need to be created. We psas the wing pointer, it's index
2258 // into the Wings array
2259 int parse_wing_create_ships( wing *wingp, int num_to_create, int force, int specific_instance )
2262 int wingnum, objnum, num_create_save;
2264 int pre_create_count;
2266 // we need to send this in multiplayer
2267 pre_create_count = wingp->total_arrived_count;
2269 // force is used to force creation of the wing -- used for multiplayer
2271 // we only want to evaluate the arrival cue of the wing if:
2273 // 2) multiplayer and I am the host of the game
2274 // can't create any ships if the arrival cue is false or the timestamp has not elapsed.
2276 if ( !eval_sexp(wingp->arrival_cue) ) /* || !timestamp_elapsed(wingp->arrival_delay) ) */
2279 // once the sexpressions becomes true, then check the arrival delay on the wing. The first time, the
2280 // arrival delay will be <= 0 meaning that no timer object has been set yet. Set up the timestamp
2281 // which should always give a number >= 0;
2282 if ( wingp->arrival_delay <= 0 ) {
2283 wingp->arrival_delay = timestamp( -wingp->arrival_delay * 1000 );
2284 Assert ( wingp->arrival_delay >= 0 );
2287 if ( !timestamp_elapsed( wingp->arrival_delay ) )
2290 // if wing is coming from docking bay, then be sure that ship we are arriving from actually exists
2292 if ( wingp->arrival_location == ARRIVE_FROM_DOCK_BAY ) {
2296 Assert( wingp->arrival_anchor >= 0 );
2297 name = Parse_names[wingp->arrival_anchor];
2299 // see if ship is yet to arrive. If so, then return -1 so we can evaluate again later.
2300 if ( mission_parse_get_arrival_ship( name ) )
2303 // see if ship is in mission. If not, then we can assume it was destroyed or departed since
2304 // it is not on the arrival list (as shown by above if statement).
2305 shipnum = ship_name_lookup( name );
2306 if ( shipnum == -1 ) {
2308 // since this wing cannot arrive from this place, we need to mark the wing as destroyed and
2309 // set the wing variables appropriatly. Good for directives.
2311 // set the gone flag
2312 wingp->flags |= WF_WING_GONE;
2314 // if the current wave is zero, it never existed
2315 wingp->flags |= WF_NEVER_EXISTED;
2317 // mark the number of waves and number of ships destroyed equal to the last wave and the number
2318 // of ships yet to arrive
2319 num_remaining = ( (wingp->num_waves - wingp->current_wave) * wingp->wave_count);
2320 wingp->total_arrived_count += num_remaining;
2321 wingp->current_wave = wingp->num_waves;
2323 // replaced following three lines of code with mission log call because of bug with
2324 // the Ships_exited list.
2325 //index = ship_find_exited_ship_by_name( name );
2326 //Assert( index != -1 );
2327 //if (Ships_exited[index].flags & SEF_DESTROYED ) {
2328 if ( mission_log_get_time(LOG_SHIP_DESTROYED, name, NULL, NULL) ) {
2329 wingp->total_destroyed += num_remaining;
2331 wingp->total_departed += num_remaining;
2334 Sexp_nodes[wingp->arrival_cue].value = SEXP_KNOWN_FALSE;
2339 if ( num_to_create == 0 )
2342 // check the wave_delay_timestamp field. If it is not valid, make it valid (based on wave delay min
2343 // and max valuds). If it is valid, and not elapsed, then return. If it is valid and elasped, then
2345 if ( !timestamp_valid(wingp->wave_delay_timestamp) ) {
2347 // if at least one of these is valid, then reset the timestamp. If they are both zero, we will create the
2349 if ( (wingp->wave_delay_min > 0) || (wingp->wave_delay_max > 0) ) {
2350 Assert ( wingp->wave_delay_min <= wingp->wave_delay_max );
2351 time_to_arrive = wingp->wave_delay_min + (int)(frand() * (wingp->wave_delay_max - wingp->wave_delay_min));
2354 // HACK HACK -- in the presense of Mike Comet and Mitri, I have introduced one of the most
2355 // serious breaches of coding standards. I'm to lazy to fix this the correct way. Insert
2356 // a delay before the next wave of the wing can arrive to that clients in the game have ample
2357 // time to kill off any ships in the wing before the next wave arrives.
2358 if ( Game_mode & GM_MULTIPLAYER ){
2359 time_to_arrive += 7;
2361 wingp->wave_delay_timestamp = timestamp(time_to_arrive * 1000);
2365 // if we get here, both min and max values are 0; See comments above for a most serious hack
2367 if ( Game_mode & GM_MULTIPLAYER )
2368 time_to_arrive += 7;
2369 time_to_arrive *= 1000;
2370 wingp->wave_delay_timestamp = timestamp(time_to_arrive);
2373 // now check to see if the wave_delay_timestamp is elapsed or not
2374 if ( !timestamp_elapsed(wingp->wave_delay_timestamp) )
2378 // finally we can create the wing.
2380 num_create_save = num_to_create;
2382 wingnum = wingp - Wings; // get the wing number
2384 // if there are no ships to create, then all ships must be player start ships -- do nothing in this case.
2385 if ( num_to_create == 0 ){
2389 wingp->current_wave++; // we are creating new ships
2390 // we need to create num_to_create ships. Since the arrival cues for ships in a wing
2391 // are ignored, then *all* ships must be in the ship_arrival_list.
2394 objp = GET_FIRST(&ship_arrival_list);
2395 while( objp != END_OF_LIST(&ship_arrival_list) ) {
2396 p_object *temp = GET_NEXT(objp);
2398 // compare the wingnums. When they are equal, we can create the ship. In the case of
2399 // wings that have multiple waves, this code implies that we essentially creating clones
2400 // of the ships that were created in Fred for the wing when more ships for a new wave
2401 // arrive. The threshold value of a wing can also make one of the ships in a wing be "cloned"
2402 // more often than other ships in the wing. I don't think this matters much.
2403 if ( objp->wingnum == wingnum ) {
2406 // when ingame joining, we need to create a specific ship out of the list of ships for a
2407 // wing. specific_instance is a 0 based integer which specified which ship in the wing
2408 // to create. So, only create the ship we actually need to.
2409 if ( (Game_mode & GM_MULTIPLAYER) && (specific_instance > 0) ) {
2410 specific_instance--;
2415 Assert ( !(objp->flags & P_SF_CANNOT_ARRIVE) ); // get allender
2419 // if we have the maximum number of ships in the wing, we must bail as well
2420 if ( wingp->current_count >= MAX_SHIPS_PER_WING ) {
2421 Int3(); // this is bogus -- we should always allow all ships to be created
2426 // bash the ship name to be the name of the wing + sone number if there is > 1 wave in
2428 // also, if multplayer, set the parse object's net signature to be wing's net signature
2429 // base + total_arrived_count (before adding 1)
2430 if ( Game_mode & GM_MULTIPLAYER ){
2431 objp->net_signature = (ushort)(wingp->net_signature + wingp->total_arrived_count);
2434 wingp->total_arrived_count++;
2435 if ( wingp->num_waves > 1 ){
2436 sprintf(objp->name, NOX("%s %d"), wingp->name, wingp->total_arrived_count);
2439 objnum = parse_create_object(objp);
2440 aip = &Ai_info[Ships[Objects[objnum].instance].ai_index];
2442 // copy any goals from the wing to the newly created ship
2443 for (index = 0; index < MAX_AI_GOALS; index++) {
2444 if ( wingp->ai_goals[index].ai_mode != AI_GOAL_NONE ){
2445 ai_copy_mission_wing_goal( &wingp->ai_goals[index], aip );
2449 Ai_info[Ships[Objects[objnum].instance].ai_index].wing = wingnum;
2451 if ( wingp->flags & WF_NO_DYNAMIC ){
2452 aip->ai_flags |= AIF_NO_DYNAMIC;
2455 // update housekeeping variables
2456 wingp->ship_index[wingp->current_count] = Objects[objnum].instance;
2458 // set up wingman status index
2459 hud_wingman_status_set_index(wingp->ship_index[wingp->current_count]);
2461 objp->wing_status_wing_index = Ships[Objects[objnum].instance].wing_status_wing_index;
2462 objp->wing_status_wing_pos = Ships[Objects[objnum].instance].wing_status_wing_pos;
2464 wingp->current_count++;
2466 // keep any player ship on the parse object list -- used for respawns
2467 // 5/8/98 -- MWA -- don't remove ships from the list when you are ingame joining
2468 if ( !(objp->flags & P_OF_PLAYER_START) ) {
2469 if ( (Game_mode & GM_NORMAL) || !(Net_player->flags & NETINFO_FLAG_INGAME_JOIN) ) {
2470 if ( wingp->num_waves == wingp->current_wave ) { // only remove ship if one wave in wing
2471 list_remove( &ship_arrival_list, objp); // remove objp from the list
2472 if ( objp->ai_goals != -1 ){
2473 free_sexp2(objp->ai_goals); // free up sexp nodes for reuse
2479 // flag ship with SF_FROM_PLAYER_WING if a member of player starting wings
2480 if ( (Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM) ) {
2481 // but for team vs. team games, then just check the alpha and zeta wings
2482 if ( !(stricmp(Starting_wing_names[STARTING_WING_ALPHA], wingp->name)) || !(stricmp(Starting_wing_names[STARTING_WING_ZETA], wingp->name)) ) {
2483 Ships[Objects[objnum].instance].flags |= SF_FROM_PLAYER_WING;
2486 for (int i = 0; i < MAX_STARTING_WINGS; i++ ) {
2487 if ( !stricmp(Starting_wing_names[i], wingp->name) ) {
2488 Ships[Objects[objnum].instance].flags |= SF_FROM_PLAYER_WING;
2493 // keep track of how many ships to create. Stop when we have done all that we are supposed
2496 if ( !num_to_create ){
2503 Assert ( num_to_create == 0 ); // we should always have enough ships in the list!!!
2505 // possibly play some event driven music here. Send a network packet indicating the wing was
2506 // created. Only do this stuff if actually in the mission.
2507 if ( (objnum != -1) && (Game_mode & GM_IN_MISSION) ) { // if true, we have created at least one new ship.
2510 // see if this wing is a player starting wing, and if so, call the maybe_add_form_goal
2511 // function to possibly make the wing form on the player
2512 for (i = 0; i < MAX_STARTING_WINGS; i++ ) {
2513 if ( Starting_wings[i] == wingnum ){
2517 if ( i < MAX_STARTING_WINGS ){
2518 ai_maybe_add_form_goal( wingp );
2521 mission_log_add_entry( LOG_WING_ARRIVE, wingp->name, NULL, wingp->current_wave );
2522 ship_num = wingp->ship_index[0];
2524 if ( !(Ships[ship_num].flags & SF_NO_ARRIVAL_MUSIC) && !(wingp->flags & WF_NO_ARRIVAL_MUSIC) ) {
2525 if ( timestamp_elapsed(Allow_arrival_music_timestamp) ) {
2526 Allow_arrival_music_timestamp = timestamp(ARRIVAL_MUSIC_MIN_SEPARATION);
2527 event_music_arrival(Ships[ship_num].team);
2531 // possibly change the location where these ships arrive based on the wings arrival location
2532 mission_set_wing_arrival_location( wingp, num_create_save );
2534 // if in multiplayer (and I am the host) and in the mission, send a wing create command to all
2536 if ( MULTIPLAYER_MASTER ){
2537 send_wing_create_packet( wingp, num_create_save, pre_create_count );
2541 // test code to check to be sure that all ships in the wing are ignoring the same types
2542 // of orders from the player
2543 if ( Fred_running ) {
2544 Assert( wingp->ship_index[0] != -1 );
2545 int orders = Ships[wingp->ship_index[0]].orders_accepted;
2546 for (i = 1; i < wingp->current_count; i++ ) {
2547 if ( orders != Ships[wingp->ship_index[i]].orders_accepted ) {
2548 Warning(LOCATION, "ships in wing %s are ignoring different player orders. Please find Mark A\nto talk to him about this.", wingp->name );
2557 wingp->wave_delay_timestamp = timestamp(-1); // we will need to set this up properly for the next wave
2558 return num_create_save;
2561 void parse_wing(mission *pm)
2563 int wingnum, i, wing_goals, delay;
2564 char name[NAME_LENGTH], ship_names[MAX_SHIPS_PER_WING][NAME_LENGTH];
2565 char wing_flag_strings[MAX_WING_FLAGS][NAME_LENGTH];
2569 wingp = &Wings[num_wings];
2571 required_string("$Name:");
2572 stuff_string(wingp->name, F_NAME, NULL);
2573 wingnum = find_wing_name(wingp->name);
2575 error_display(0, NOX("Redundant wing name: %s\n"), wingp->name);
2576 wingnum = num_wings;
2578 wingp->total_arrived_count = 0;
2579 wingp->total_destroyed = 0;
2582 required_string("$Waves:");
2583 stuff_int(&wingp->num_waves);
2584 Assert ( wingp->num_waves >= 1 ); // there must be at least 1 wave
2586 wingp->current_wave = 0;
2588 required_string("$Wave Threshold:");
2589 stuff_int(&wingp->threshold);
2591 required_string("$Special Ship:");
2592 stuff_int(&wingp->special_ship);
2594 wingp->arrival_anchor = -1;
2595 find_and_stuff("$Arrival Location:", &wingp->arrival_location, F_NAME, Arrival_location_names, Num_arrival_names, "Arrival Location");
2596 if ( optional_string("+Arrival Distance:") ) {
2597 stuff_int( &wingp->arrival_distance );
2598 if ( wingp->arrival_location != ARRIVE_AT_LOCATION ) {
2599 required_string("$Arrival Anchor:");
2600 stuff_string(name, F_NAME, NULL);
2601 wingp->arrival_anchor = get_anchor(name);
2605 if (optional_string("+Arrival delay:")) {
2608 Error(LOCATION, "Cannot have arrival delay < 0 on wing %s", wingp->name );
2612 if ( !Fred_running ){
2613 wingp->arrival_delay = -delay;
2615 wingp->arrival_delay = delay;
2618 required_string("$Arrival Cue:");
2619 wingp->arrival_cue = get_sexp_main();
2620 if ( !Fred_running && (wingp->arrival_cue >= 0) ) {
2621 if ( eval_sexp(wingp->arrival_cue) ) // evaluate to determine if sexp is always false.
2622 wingp->arrival_delay = timestamp( -wingp->arrival_delay * 1000 );
2626 find_and_stuff("$Departure Location:", &wingp->departure_location, F_NAME, Departure_location_names, Num_arrival_names, "Departure Location");
2627 wingp->departure_anchor = -1;
2628 if ( wingp->departure_location == DEPART_AT_DOCK_BAY ) {
2629 required_string("$Departure Anchor:");
2630 stuff_string( name, F_NAME, NULL );
2631 wingp->departure_anchor = get_anchor(name);
2634 if (optional_string("+Departure delay:")) {
2637 Error(LOCATION, "Cannot have departure delay < 0 on wing %s", wingp->name );
2642 if ( !Fred_running )
2643 wingp->departure_delay = -delay; // use negative numbers to mean that delay timer not yet set
2645 wingp->departure_delay = delay;
2647 required_string("$Departure Cue:");
2648 wingp->departure_cue = get_sexp_main();
2650 // stores a list of all names of ships in the wing
2651 required_string("$Ships:");
2652 wingp->wave_count = stuff_string_list( ship_names, MAX_SHIPS_PER_WING );
2653 wingp->current_count = 0;
2655 // get the wings goals, if any
2657 if ( optional_string("$AI Goals:") )
2658 wing_goals = get_sexp_main();
2661 if (optional_string("+Hotkey:")) {
2662 stuff_int(&wingp->hotkey);
2663 Assert((wingp->hotkey >= 0) && (wingp->hotkey < 10));
2666 if (optional_string("+Flags:")) {
2669 count = stuff_string_list( wing_flag_strings, MAX_WING_FLAGS );
2670 for (i = 0; i < count; i++ ) {
2671 if ( !stricmp( wing_flag_strings[i], NOX("ignore-count")) )
2672 wingp->flags |= WF_IGNORE_COUNT;
2673 else if ( !stricmp( wing_flag_strings[i], NOX("reinforcement")) )
2674 wingp->flags |= WF_REINFORCEMENT;
2675 else if ( !stricmp( wing_flag_strings[i], NOX("no-arrival-music")) )
2676 wingp->flags |= WF_NO_ARRIVAL_MUSIC;
2677 else if ( !stricmp( wing_flag_strings[i], NOX("no-arrival-message")) )
2678 wingp->flags |= WF_NO_ARRIVAL_MESSAGE;
2679 else if ( !stricmp( wing_flag_strings[i], NOX("no-arrival-warp")) )
2680 wingp->flags |= WF_NO_ARRIVAL_WARP;
2681 else if ( !stricmp( wing_flag_strings[i], NOX("no-departure-warp")) )
2682 wingp->flags |= WF_NO_DEPARTURE_WARP;
2683 else if ( !stricmp( wing_flag_strings[i], NOX("no-dynamic")) )
2684 wingp->flags |= WF_NO_DYNAMIC;
2686 Warning(LOCATION, "unknown wing flag\n%s\n\nSkipping.", wing_flag_strings[i]);
2690 // get the wave arrival delay bounds (if present). Used as lower and upper bounds (in seconds)
2691 // which determine when new waves of a wing should arrive.
2692 wingp->wave_delay_min = 0;
2693 wingp->wave_delay_max = 0;
2694 if ( optional_string("+Wave Delay Min:") )
2695 stuff_int( &(wingp->wave_delay_min) );
2696 if ( optional_string("+Wave Delay Max:") )
2697 stuff_int( &(wingp->wave_delay_max) );
2699 // be sure to set the wave arrival timestamp of this wing to pop right away so that the
2700 // wing could be created if it needs to be
2701 wingp->wave_delay_timestamp = timestamp(0);
2703 // initialize wing goals
2704 for (i=0; i<MAX_AI_GOALS; i++) {
2705 wingp->ai_goals[i].ai_mode = AI_GOAL_NONE;
2706 wingp->ai_goals[i].priority = -1;
2710 // error checking against the player ship wings to be sure that wave count doesn't exceed one for
2712 if ( Game_mode & GM_MULTIPLAYER ) {
2713 for (i = 0; i < MAX_STARTING_WINGS+1; i++ ) {
2714 if ( !stricmp(Starting_wing_names[i], wingp->name) ) {
2715 if ( wingp->num_waves > 1 ) {
2716 // only end the game if we're the server - clients will eventually find out :)
2717 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
2718 multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_WAVE_COUNT);
2720 // Error(LOCATION, "Player wings Alpha, Beta, Gamma, or Zeta cannot have more than 1 wave.");
2726 // Get the next starting signature for this in this wing. We want to reserve wave_count * num_waves
2727 // of signature. These can be used to construct wings for ingame joiners.
2728 if ( Game_mode & GM_MULTIPLAYER ) {
2731 wingp->net_signature = multi_assign_network_signature( MULTI_SIG_SHIP );
2732 next_signature = wingp->net_signature + (wingp->wave_count * wingp->num_waves);
2733 if ( next_signature > SHIP_SIG_MAX )
2734 Error(LOCATION, "Too many total ships in mission (%d) for network signature assignment", SHIP_SIG_MAX);
2735 multi_set_network_signature( (ushort)next_signature, MULTI_SIG_SHIP );
2738 for (i=0; i<MAX_SHIPS_PER_WING; i++)
2739 wingp->ship_index[i] = -1;
2741 // set up the ai_goals for this wing -- all ships created from this wing will inherit these goals
2742 // goals for the wing are stored slightly differently than for ships. We simply store the index
2743 // into the sexpression array of each goal (max 10). When a ship in this wing is created, each
2744 // goal in the wings goal array is given to the ship.
2745 if ( wing_goals != -1 ) {
2748 // this will assign the goals to the wings as well as to any ships in the wing that have been
2751 for ( sexp = CDR(wing_goals); sexp != -1; sexp = CDR(sexp) )
2752 ai_add_wing_goal_sexp(sexp, AIG_TYPE_EVENT_WING, wingnum); // used by Fred
2755 free_sexp2(wing_goals); // free up sexp nodes for reused, since they aren't needed anymore.
2758 // set the wing number for all ships in the wing
2759 for (i = 0; i < wingp->wave_count; i++ ) {
2760 //char *ship_name = wingp->ship_names[i];
2762 int num, assigned = 0;
2765 ship_name = ship_names[i];
2767 num = wingp->ship_index[i] = ship_name_lookup(ship_name, 1);
2768 Assert ( num != -1 );
2770 // hack code -- REMOVE
2771 if ( Objects[Ships[num].objnum].flags & OF_PLAYER_SHIP )
2772 Ships[num].wingnum = wingnum;
2775 // determine if this ship is a player ship, and deal with it appropriately.
2776 if ( !strnicmp(ship_name, NOX("Player "), 7) ) {
2777 Error(LOCATION, "Old mission file -- please convert by loading/saving in Fred -- see Allender/Hoffoss for help.");
2780 // assign the wing number to the ship -- if the ship has arrived, doulble check that
2781 // there is only one wave of this wing since ships with their own arrival cue cannot be
2782 // in a wing with > 1 wave. Otherwise, find the ship on the ship arrival list and set
2783 // their wing number
2784 if ( (num = ship_name_lookup(ship_name)) != -1 ) {
2785 Int3(); // this is impossible under the new system
2788 objp = GET_FIRST(&ship_arrival_list);
2789 while( objp != END_OF_LIST(&ship_arrival_list) ) {
2790 if ( !strcmp(ship_name, objp->name) ) {
2791 Assert ( objp->wingnum == -1 ); // get Allender -- ship appears to be in multiple wings
2792 objp->wingnum = wingnum;
2795 objp = GET_NEXT(objp);
2799 if ( !assigned || (assigned > 1) )
2800 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);
2804 // Fred doesn't create the wing. otherwise, create the wing if is isn't a reinforcement.
2805 if ( !Fred_running && !(wingp->flags & WF_REINFORCEMENT) )
2806 parse_wing_create_ships( wingp, wingp->wave_count );
2809 void parse_wings(mission *pm)
2811 required_string("#Wings");
2812 while (required_string_either("#Events", "$Name:")) {
2813 Assert(num_wings < MAX_WINGS);
2819 // mission events are sexpressions which cause things to happen based on the outcome
2820 // of other events in a mission. Essentially scripting the different things that can happen
2823 void parse_event(mission *pm)
2826 mission_event *event;
2828 event = &Mission_events[Num_mission_events];
2829 event->chain_delay = -1;
2831 required_string( "$Formula:" );
2832 event->formula = get_sexp_main();
2834 if (optional_string("+Name:")){
2835 stuff_string(event->name, F_NAME, NULL);
2840 if ( optional_string("+Repeat Count:")){
2841 stuff_int( &(event->repeat_count) );
2843 event->repeat_count = 1;
2846 event->interval = -1;
2847 if ( optional_string("+Interval:")){
2848 stuff_int( &(event->interval) );
2852 if ( optional_string("+Score:") ){
2853 stuff_int(&event->score);
2856 if ( optional_string("+Chained:") ){
2857 stuff_int(&event->chain_delay);
2860 if ( optional_string("+Objective:") ) {
2861 stuff_string(buf, F_NAME, NULL);
2862 event->objective_text = strdup(buf);
2864 event->objective_text = NULL;
2867 if ( optional_string("+Objective key:") ) {
2868 stuff_string(buf, F_NAME, NULL);
2869 event->objective_key_text = strdup(buf);
2871 event->objective_key_text = NULL;
2875 if( optional_string("+Team:") ) {
2876 stuff_int(&event->team);
2879 event->timestamp = timestamp(-1);
2881 // sanity check on the repeat count variable
2882 if ( event->repeat_count <= 0 ){
2883 Error (LOCATION, "Repeat count for mission event %s is <=0.\nMust be >= 1!", event->name );
2887 void parse_events(mission *pm)
2889 required_string("#Events");
2891 while (required_string_either( "#Goals", "$Formula:")) {
2892 Assert( Num_mission_events < MAX_MISSION_EVENTS );
2894 Num_mission_events++;
2898 void parse_goal(mission *pm)
2902 mission_goal *goalp;
2904 goalp = &Mission_goals[Num_goals++];
2906 Assert(Num_goals < MAX_GOALS);
2909 find_and_stuff("$Type:", &goalp->type, F_NAME, Goal_type_names, Num_goal_type_names, "goal type");
2911 required_string("+Name:");
2912 stuff_string(goalp->name, F_NAME, NULL);
2914 // backwards compatibility for old Fred missions - all new missions should use $MessageNew
2915 if(optional_string("$Message:")){
2916 stuff_string(goalp->message, F_NAME, NULL, MAX_GOAL_TEXT);
2918 required_string("$MessageNew:");
2919 stuff_string(goalp->message, F_MULTITEXT, NULL, MAX_GOAL_TEXT);
2922 if (optional_string("$Rating:")){
2923 stuff_int(&dummy); // not used
2926 required_string("$Formula:");
2927 goalp->formula = get_sexp_main();
2930 if ( optional_string("+Invalid:") )
2931 goalp->type |= INVALID_GOAL;
2932 if ( optional_string("+Invalid") )
2933 goalp->type |= INVALID_GOAL;
2934 if ( optional_string("+No music") )
2935 goalp->flags |= MGF_NO_MUSIC;
2938 if ( optional_string("+Score:") ){
2939 stuff_int(&goalp->score);
2943 if ( optional_string("+Team:") ){
2944 stuff_int( &goalp->team );
2948 void parse_goals(mission *pm)
2950 required_string("#Goals");
2952 while (required_string_either("#Waypoints", "$Type:")){
2957 void parse_waypoint_list(mission *pm)
2962 Assert(Num_waypoint_lists < MAX_WAYPOINT_LISTS);
2964 wpl = &Waypoint_lists[Num_waypoint_lists];
2966 required_string("$Name:");
2967 stuff_string(wpl->name, F_NAME, NULL);
2969 required_string("$List:");
2970 wpl->count = stuff_vector_list(wpl->waypoints, MAX_WAYPOINTS_PER_LIST);
2972 Num_waypoint_lists++;
2975 void parse_waypoints(mission *pm)
2980 required_string("#Waypoints");
2983 while (optional_string("$Jump Node:")) {
2984 Assert(Num_jump_nodes < MAX_JUMP_NODES);
2986 z = jumpnode_create(&pos);
2989 if (optional_string("$Jump Node Name:")) {
2990 stuff_string(Jump_nodes[Num_jump_nodes - 1].name, F_NAME, NULL);
2993 // If no name exists, then use a standard name
2994 if ( Jump_nodes[Num_jump_nodes - 1].name[0] == 0 ) {
2995 sprintf(Jump_nodes[Num_jump_nodes - 1].name, "Jump Node %d", Num_jump_nodes);
2999 while (required_string_either("#Messages", "$Name:"))
3000 parse_waypoint_list(pm);
3003 void parse_messages(mission *pm)
3005 required_string("#Messages");
3007 mprintf(("Starting mission message count : %d\n", Num_message_waves));
3009 // the message_parse function can be found in MissionMessage.h. The format in the
3010 // mission file takes the same format as the messages in messages,tbl. Make parsing
3011 // a whole lot easier!!!
3012 while ( required_string_either("#Reinforcements", "$Name")){
3013 message_parse(); // call the message parsing system
3016 mprintf(("Ending mission message count : %d\n", Num_message_waves));
3019 void parse_reinforcement(mission *pm)
3021 reinforcements *ptr;
3024 Assert(Num_reinforcements < MAX_REINFORCEMENTS);
3026 ptr = &Reinforcements[Num_reinforcements];
3028 required_string("$Name:");
3029 stuff_string(ptr->name, F_NAME, NULL);
3031 find_and_stuff("$Type:", &ptr->type, F_NAME, Reinforcement_type_names, Num_reinforcement_type_names, "reinforcement type");
3033 required_string("$Num times:");
3034 stuff_int(&ptr->uses);
3037 // reset the flags to 0
3040 if ( optional_string("+Arrival delay:") ){
3041 stuff_int( &(ptr->arrival_delay) );
3044 if ( optional_string("+No Messages:") ){
3045 stuff_string_list( ptr->no_messages, MAX_REINFORCEMENT_MESSAGES );
3048 if ( optional_string("+Yes Messages:") ){
3049 stuff_string_list( ptr->yes_messages, MAX_REINFORCEMENT_MESSAGES );
3052 // sanity check on the names of reinforcements -- must either be wings/ships/arrival list.
3053 if ( ship_name_lookup(ptr->name) == -1 ) {
3054 if ( wing_name_lookup(ptr->name, 1) == -1 ) {
3057 for ( p_objp = GET_FIRST(&ship_arrival_list); p_objp != END_OF_LIST(&ship_arrival_list); p_objp = GET_NEXT(p_objp) ) {
3058 if ( !stricmp(ptr->name, p_objp->name) ){
3063 if ( p_objp == END_OF_LIST(&ship_arrival_list) ) {
3064 Warning(LOCATION, "Reinforcement %s not found as ship or wing", ptr->name);
3070 // now, if the reinforcement is a wing, then set the number of waves of the wing == number of
3071 // uses of the reinforcement
3072 instance = wing_name_lookup(ptr->name, 1);
3073 if ( instance != -1 )
3074 Wings[instance].num_waves = ptr->uses;
3076 Num_reinforcements++;
3079 void parse_reinforcements(mission *pm)
3081 Num_reinforcements = 0;
3082 required_string("#Reinforcements");
3084 while (required_string_either("#Background bitmaps", "$Name:"))
3085 parse_reinforcement(pm);
3088 void parse_bitmap(mission *pm)
3091 char name[NAME_LENGTH];
3093 starfield_bitmaps *ptr;
3095 Assert(Num_starfield_bitmaps < MAX_STARFIELD_BITMAPS);
3097 ptr = &Starfield_bitmaps[Num_starfield_bitmaps];
3099 required_string("$Bitmap:");
3100 stuff_string(name, F_NAME, NULL);
3101 for (z=0; z<Num_starfield_bitmap_lists; z++) {
3102 if (!stricmp(name, Starfield_bitmap_list[z].name)){
3107 if ( z >= Num_starfield_bitmap_lists ) {
3108 Warning( LOCATION, "Bitmap specified in mission not in game!\n" );
3112 ptr->bitmap_index = z;
3113 required_string("$Orientation:");
3114 stuff_matrix(&ptr->m);
3116 required_string("$Rotation rate:");
3117 stuff_float(&ptr->rot);
3119 required_string("$Distance:");
3120 stuff_float(&ptr->dist);
3122 required_string("$Light:");
3123 stuff_int(&ptr->light);
3124 Num_starfield_bitmaps++;
3125 calculate_bitmap_points(ptr);
3130 void parse_bitmaps(mission *pm)
3132 char str[MAX_FILENAME_LEN+1] = "";
3133 starfield_bitmap_instance b;
3136 Num_starfield_bitmaps = 0;
3137 required_string("#Background bitmaps");
3139 required_string("$Num stars:");
3140 stuff_int(&Num_stars);
3141 if (Num_stars >= MAX_STARS)
3142 Num_stars = MAX_STARS;
3144 int Ambient_light_level;
3145 required_string("$Ambient light level:");
3146 stuff_int(&Ambient_light_level);
3148 // This should call light_set_ambient() to
3149 // set the ambient light
3152 Mission_palette = 1;
3154 if(The_mission.flags & MISSION_FLAG_FULLNEB){
3155 // no regular nebula stuff
3159 strcpy(Neb2_texture_name, "Eraseme3");
3160 Neb2_poof_flags = ((1<<0) | (1<<1) | (1<<2) | (1<<3) | (1<<4) | (1<<5));
3161 if(optional_string("+Neb2:")){
3162 stuff_string(Neb2_texture_name, F_NAME, NULL);
3164 required_string("+Neb2Flags:");
3165 stuff_int(&Neb2_poof_flags);
3167 // initialize neb effect. its gross to do this here, but Fred is dumb so I have no choice ... :(
3173 if (optional_string("+Nebula:")) {
3174 stuff_string(str, F_NAME, NULL, MAX_FILENAME_LEN);
3176 // parse the proper nebula type (full or not)
3177 for (z=0; z<NUM_NEBULAS; z++){
3178 if(The_mission.flags & MISSION_FLAG_FULLNEB){
3179 if (!stricmp(str, Neb2_filenames[z])) {
3184 if (!stricmp(str, Nebula_filenames[z])) {
3191 if (optional_string("+Color:")) {
3192 stuff_string(str, F_NAME, NULL, MAX_FILENAME_LEN);
3193 for (z=0; z<NUM_NEBULA_COLORS; z++){
3194 if (!stricmp(str, Nebula_colors[z])) {
3195 Mission_palette = z;
3201 if (optional_string("+Pitch:")){
3202 stuff_int(&Nebula_pitch);
3207 if (optional_string("+Bank:")){
3208 stuff_int(&Nebula_bank);
3213 if (optional_string("+Heading:")){
3214 stuff_int(&Nebula_heading);
3220 if (Nebula_index >= 0){
3221 nebula_init(Nebula_filenames[Nebula_index], Nebula_pitch, Nebula_bank, Nebula_heading);
3229 while(optional_string("$Sun:")){
3231 stuff_string(b.filename, F_NAME, NULL);
3234 required_string("+Angles:");
3235 stuff_float(&b.ang.p);
3236 stuff_float(&b.ang.b);
3237 stuff_float(&b.ang.h);
3240 required_string("+Scale:");
3241 stuff_float(&b.scale_x);
3242 b.scale_y = b.scale_x;
3246 // if we have room, store it
3247 if(Num_suns < MAX_STARFIELD_BITMAPS){
3249 strcpy(Suns[Num_suns].filename, b.filename);
3254 // parse background bitmaps
3255 Num_starfield_bitmaps = 0;
3256 while(optional_string("$Starbitmap:")){
3258 stuff_string(b.filename, F_NAME, NULL);
3261 required_string("+Angles:");
3262 stuff_float(&b.ang.p);
3263 stuff_float(&b.ang.b);
3264 stuff_float(&b.ang.h);
3268 if(optional_string("+Scale:")){
3269 stuff_float(&b.scale_x);
3270 b.scale_y = b.scale_x;
3274 required_string("+ScaleX:");
3275 stuff_float(&b.scale_x);
3277 required_string("+ScaleY:");
3278 stuff_float(&b.scale_y);
3280 required_string("+DivX:");
3281 stuff_int(&b.div_x);
3283 required_string("+DivY:");
3284 stuff_int(&b.div_y);
3287 // if we have room, store it
3288 if(Num_starfield_bitmaps < MAX_STARFIELD_BITMAPS){
3289 Starfield_bitmap_instance[Num_starfield_bitmaps] = b;
3290 strcpy(Starfield_bitmap_instance[Num_starfield_bitmaps].filename, b.filename);
3291 Num_starfield_bitmaps++;
3295 if ( optional_string("#Asteroid Fields") ){
3296 parse_asteroid_fields(pm);
3300 void parse_asteroid_fields(mission *pm)
3304 int i, count, subtype;
3307 for (i=0; i<MAX_ASTEROID_FIELDS; i++)
3308 Asteroid_field.num_initial_asteroids = 0;
3312 // required_string("#Asteroid Fields");
3313 while (required_string_either("#", "$density:")) {
3314 float speed, density;
3318 required_string("$Density:");
3319 stuff_float(&density);
3321 Asteroid_field.num_initial_asteroids = (int) density;
3323 Asteroid_field.field_type = FT_ACTIVE;
3324 if (optional_string("+Field Type:")) {
3325 stuff_int((int*)&Asteroid_field.field_type);
3328 Asteroid_field.debris_genre = DG_ASTEROID;
3329 if (optional_string("+Debris Genre:")) {
3330 stuff_int((int*)&Asteroid_field.debris_genre);
3333 Asteroid_field.field_debris_type[0] = -1;
3334 Asteroid_field.field_debris_type[1] = -1;
3335 Asteroid_field.field_debris_type[2] = -1;
3336 if (Asteroid_field.debris_genre == DG_SHIP) {
3337 if (optional_string("+Field Debris Type:")) {
3338 stuff_int(&Asteroid_field.field_debris_type[0]);
3340 if (optional_string("+Field Debris Type:")) {
3341 stuff_int(&Asteroid_field.field_debris_type[1]);
3343 if (optional_string("+Field Debris Type:")) {
3344 stuff_int(&Asteroid_field.field_debris_type[2]);
3348 if (optional_string("+Field Debris Type:")) {
3349 stuff_int(&subtype);
3350 Asteroid_field.field_debris_type[subtype] = 1;
3353 if (optional_string("+Field Debris Type:")) {
3354 stuff_int(&subtype);
3355 Asteroid_field.field_debris_type[subtype] = 1;
3358 if (optional_string("+Field Debris Type:")) {
3359 stuff_int(&subtype);
3360 Asteroid_field.field_debris_type[subtype] = 1;
3365 // backward compatibility
3366 if ( (Asteroid_field.debris_genre == DG_ASTEROID) && (count == 0) ) {
3367 Asteroid_field.field_debris_type[0] = 0;
3370 required_string("$Average Speed:");
3371 stuff_float(&speed);
3373 vm_vec_rand_vec_quick(&Asteroid_field.vel);
3374 vm_vec_scale(&Asteroid_field.vel, speed);
3376 Asteroid_field.speed = speed;
3378 required_string("$Minimum:");
3379 stuff_vector(&Asteroid_field.min_bound);
3381 required_string("$Maximum:");
3382 stuff_vector(&Asteroid_field.max_bound);
3384 if (optional_string("+Inner Bound:")) {
3385 Asteroid_field.has_inner_bound = 1;
3387 required_string("$Minimum:");
3388 stuff_vector(&Asteroid_field.inner_min_bound);
3390 required_string("$Maximum:");
3391 stuff_vector(&Asteroid_field.inner_max_bound);
3393 Asteroid_field.has_inner_bound = 0;
3400 void parse_variables()
3402 if (! optional_string("#Sexp_variables") ) {
3406 num_variables = stuff_sexp_variable_list();
3411 void parse_mission(mission *pm, int flag)
3415 Player_starts = Num_cargo = Num_waypoint_lists = Num_goals = num_wings = num_ship_arrivals = 0;
3416 Player_start_shipnum = -1;
3417 *Player_start_shipname = 0; // make the string 0 length for checking later
3418 memset( &Player_start_pobject, 0, sizeof(Player_start_pobject) );
3420 // initialize the initially_docked array.
3421 for ( i = 0; i < MAX_SHIPS; i++ ) {
3422 Initially_docked[i].docker = NULL;
3423 Initially_docked[i].dockee[0] = '\0';
3424 Initially_docked[i].docker_point[0] = '\0';
3425 Initially_docked[i].dockee_point[0] = '\0';
3427 Total_initially_docked = 0;
3429 list_init( &ship_arrival_list ); // init lists for arrival objects and wings
3434 parse_mission_info(pm);
3435 Current_file_checksum = netmisc_calc_checksum(pm,MISSION_CHECKSUM_SIZE);
3436 if ( flag == MISSION_PARSE_MISSION_INFO )
3438 parse_plot_info(pm);
3440 parse_briefing_info(pm); // TODO: obsolete code, keeping so we don't obsolete existing mission files
3441 parse_cmd_briefs(pm);
3443 parse_debriefing_new(pm);
3444 parse_player_info(pm);
3445 parse_objects(pm, flag);
3449 parse_waypoints(pm);
3451 parse_reinforcements(pm);
3455 post_process_mission();
3458 void post_process_mission()
3461 int indices[MAX_SHIPS], objnum;
3466 // the player_start_shipname had better exist at this point!
3467 Player_start_shipnum = ship_name_lookup( Player_start_shipname );
3468 Assert ( Player_start_shipnum != -1 );
3469 Assert ( Player_start_pobject.flags & P_SF_PLAYER_START_VALID );
3471 // Assign objnum, shipnum, etc. to the player structure
3472 objnum = Ships[Player_start_shipnum].objnum;
3473 Player_obj = &Objects[objnum];
3475 Player->objnum = objnum;
3478 Player_obj->flags |= OF_PLAYER_SHIP; // make this object a player controlled ship.
3479 Player_ship = &Ships[Player_start_shipnum];
3480 Player_ai = &Ai_info[Player_ship->ai_index];
3482 Player_ai->targeted_subsys = NULL;
3483 Player_ai->targeted_subsys_parent = -1;
3485 // determine if player start has initial velocity and set forward cruise percent to relect this
3486 if ( Player_obj->phys_info.vel.z > 0.0f )
3487 Player->ci.forward_cruise_percent = Player_obj->phys_info.vel.z / Player_ship->current_max_speed * 100.0f;
3489 // put in hard coded starting wing names.
3490 if((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM)){
3491 Starting_wings[0] = wing_name_lookup(Starting_wing_names[0],1);
3492 Starting_wings[1] = wing_name_lookup(Starting_wing_names[MAX_STARTING_WINGS],1);
3494 for (i = 0; i < MAX_STARTING_WINGS; i++ ) {
3495 Starting_wings[i] = wing_name_lookup(Starting_wing_names[i], 1);
3501 // call a function to deal with intially docked ships
3502 mission_parse_do_initial_docks();
3504 // deal with setting up arrival location for all ships. Must do this now after all ships are created
3505 mission_parse_set_arrival_locations();
3507 // clear out information about arriving support ships
3508 Arriving_support_ship = NULL;
3509 Num_arriving_repair_targets = 0;
3511 // convert all ship name indices to ship indices now that mission has been loaded
3513 for (i=0; i<Num_parse_names; i++) {
3514 indices[i] = ship_name_lookup(Parse_names[i], 1);
3516 Warning(LOCATION, "Ship name \"%s\" referenced, but this ship doesn't exist", Parse_names[i]);
3519 for (i=0; i<MAX_SHIPS; i++) {
3520 if ((Ships[i].objnum >= 0) && (Ships[i].arrival_anchor >= 0) && (Ships[i].arrival_anchor < SPECIAL_ARRIVAL_ANCHORS_OFFSET))
3521 Ships[i].arrival_anchor = indices[Ships[i].arrival_anchor];
3523 if ( (Ships[i].objnum >= 0) && (Ships[i].departure_anchor >= 0) )
3524 Ships[i].departure_anchor = indices[Ships[i].departure_anchor];
3527 for (i=0; i<MAX_WINGS; i++) {
3528 if (Wings[i].wave_count && (Wings[i].arrival_anchor >= 0) && (Wings[i].arrival_anchor < SPECIAL_ARRIVAL_ANCHORS_OFFSET))
3529 Wings[i].arrival_anchor = indices[Wings[i].arrival_anchor];
3531 if (Wings[i].wave_count && (Wings[i].departure_anchor >= 0) )
3532 Wings[i].departure_anchor = indices[Wings[i].departure_anchor];
3537 // before doing anything else, we must validate all of the sexpressions that were loaded into the mission.
3538 // Loop through the Sexp_nodes array and send the top level functions to the check_sexp_syntax parser
3540 for (i = 0; i < MAX_SEXP_NODES; i++) {
3541 if ( is_sexp_top_level(i) && (!Fred_running || (i != Sexp_clipboard))) {
3542 int result, bindex, op;
3544 op = identify_operator(CTEXT(i));
3545 Assert(op != -1); // need to make sure it is an operator before we treat it like one..
3546 result = check_sexp_syntax( i, query_operator_return_type(op), 1, &bindex);
3548 // entering this if statement will result in program termination!!!!!
3549 // print out an error based on the return value from check_sexp_syntax()
3551 char sexp_str[8192], text[8192];
3553 convert_sexp_to_string( i, sexp_str, SEXP_ERROR_CHECK_MODE);
3554 sprintf(text, "%s.\n\nIn sexpression: %s\n(Error appears to be: %s)",
3555 sexp_error_message(result), sexp_str, Sexp_nodes[bindex].text);
3558 Error( LOCATION, text );
3560 Warning( LOCATION, text );
3565 ai_post_process_mission();
3569 for (i=0; i<Total_initially_docked; i++) {
3570 z = ship_name_lookup(Initially_docked[i].dockee);
3572 Assert(Initially_docked[i].docker->type == OBJ_SHIP);
3573 p1 = model_find_dock_name_index(Ships[Initially_docked[i].docker->instance].modelnum,
3574 Initially_docked[i].docker_point);
3575 Assert(Objects[z].type == OBJ_SHIP);
3576 p2 = model_find_dock_name_index(Ships[Objects[z].instance].modelnum,
3577 Initially_docked[i].dockee_point);
3579 if ((p1 >= 0) && (p2 >= 0)) {
3580 nprintf(("AI", "Initially Docked: %s with %s\n", Ships[Initially_docked[i].docker->instance].ship_name, Ships[Objects[z].instance].ship_name));
3581 if (ship_docking_valid(Initially_docked[i].docker->instance, Objects[z].instance)) // only dock if they are allowed to be docked.
3582 ai_dock_with_object(Initially_docked[i].docker, &Objects[z], 89, AIDO_DOCK_NOW, p1, p2);
3585 Int3(); // Curious. Two ships told to dock, but one of the dock points is bogus.
3586 // Get Allender or Hoffoss, one of whom probably wrote the above if ()
3591 // we must also count all of the ships of particular types. We count all of the ships that do not have
3592 // their SF_IGNORE_COUNT flag set. We don't count ships in wings when the equivalent wing flag is set.
3593 // in counting ships in wings, we increment the count by the wing's wave count to account for everyone.
3594 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
3595 int siflags, num, shipnum;
3597 shipnum = Objects[so->objnum].instance;
3598 // pass over non-ship objects and player ship objects
3599 if ( Ships[shipnum].objnum == -1 || (Objects[Ships[shipnum].objnum].flags & OF_PLAYER_SHIP) )
3601 if ( Ships[shipnum].flags & SF_IGNORE_COUNT )
3603 if ( (Ships[shipnum].wingnum != -1) && (Wings[Ships[shipnum].wingnum].flags & WF_IGNORE_COUNT) )
3606 siflags = Ship_info[Ships[shipnum].ship_info_index].flags;
3608 // determine the number of times we need to add this ship into the count
3609 // if ( Ships[i].wingnum == -1 )
3612 // num = Wings[Ships[i].wingnum].num_waves;
3614 ship_add_ship_type_count( siflags, num );
3616 // now go through the list of ships yet to arrive
3617 for ( p_objp = GET_FIRST(&ship_arrival_list); p_objp != END_OF_LIST(&ship_arrival_list); p_objp = GET_NEXT(p_objp) ) {
3620 // go through similar motions as above
3621 if ( p_objp->flags & P_SF_IGNORE_COUNT )
3623 if ( (p_objp->wingnum != -1) && (Wings[p_objp->wingnum].flags & WF_IGNORE_COUNT) )
3626 siflags = Ship_info[p_objp->ship_class].flags;
3628 if ( p_objp->wingnum == -1 )
3631 num = Wings[p_objp->wingnum].num_waves - 1; // subtract one since we already counted the first wave
3633 ship_add_ship_type_count( siflags, num );
3636 // set player weapons that are selected by default
3637 // AL 09/17/97: I added this code to select the first primary/secondary weapons,
3638 // since I noticed the player ship sometimes doesn't get default weapons selected
3640 // DB: modified 4/23/98 to take multiplayer into account. Under certain circumstances, multiplayer netplayer ships
3641 // had their current_primary_bank and current_secondary_bank set to -1 (from ship_set()) and left there since
3642 // Player_ship is not the only one we need to need about.
3643 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
3644 ship *shipp = &Ships[Objects[so->objnum].instance];
3646 // don't process non player wing ships
3647 if ( !(shipp->flags & SF_FROM_PLAYER_WING ) )
3650 swp = &shipp->weapons;
3652 // swp = &Player_ship->weapons;
3653 if ( swp->num_primary_banks > 0 ) {
3654 swp->current_primary_bank = 0; // currently selected primary bank
3657 if ( swp->num_secondary_banks > 0 ) {
3658 swp->current_secondary_bank = 0; // currently selected secondary bank
3662 ets_init_ship(Player_obj); // init ETS data for the player
3664 // put the timestamp stuff here for now
3665 Mission_arrival_timestamp = timestamp( ARRIVAL_TIMESTAMP );
3666 Mission_departure_timestamp = timestamp( DEPARTURE_TIMESTAMP );
3667 Mission_end_time = -1;
3669 if(Game_mode & GM_MULTIPLAYER){
3670 multi_respawn_build_points();
3673 // maybe reset hotkey defaults when loading new mission
3674 if ( Last_file_checksum != Current_file_checksum ){
3675 mission_hotkey_reset_saved();
3678 Allow_arrival_music_timestamp=timestamp(0);
3679 Allow_arrival_message_timestamp=timestamp(0);
3680 Arrival_message_delay_timestamp = timestamp(-1);
3683 for(idx=0; idx<2; idx++){
3684 Allow_arrival_music_timestamp_m[idx]=timestamp(0);
3685 Allow_arrival_message_timestamp_m[idx]=timestamp(0);
3686 Arrival_message_delay_timestamp_m[idx] = timestamp(-1);
3689 Last_file_checksum = Current_file_checksum;
3692 int get_mission_info(char *filename, mission *mission_p)
3696 // if mission_p is NULL, make it point to The_mission
3697 if ( mission_p == NULL )
3698 mission_p = &The_mission;
3700 if ((rval = setjmp(parse_abort)) != 0) {
3701 nprintf(("Error", "Error abort! Code = %d", rval));
3707 // open localization
3710 CFILE *ftemp = cfopen(filename, "rt");
3712 // close localization
3718 // 7/9/98 -- MWA -- check for 0 length file.
3719 filelength = cfilelength(ftemp);
3721 if ( filelength == 0 ){
3722 // close localization
3728 read_file_text(filename, CF_TYPE_MISSIONS);
3729 memset( mission_p, 0, sizeof(mission) );
3731 parse_mission_info(mission_p);
3733 // close localization
3740 // mai parse routine for parsing a mission. The default parameter flags tells us which information
3741 // to get when parsing the mission. 0 means get everything (default). Other flags just gets us basic
3742 // info such as game type, number of players etc.
3743 int parse_main(char *mission_name, int flags)
3747 // fill in Ship_class_names array with the names from the ship_info struct;
3748 Num_parse_names = 0;
3749 Mission_all_attack = 0; // Might get set in mission load.
3750 Assert(Num_ship_types < MAX_SHIP_TYPES);
3752 for (i = 0; i < Num_ship_types; i++)
3753 Ship_class_names[i] = Ship_info[i].name;
3755 if ((rval = setjmp(parse_abort)) != 0) {
3756 nprintf(("Error", "Error abort! Code = %i.", rval));
3760 // open localization
3763 CFILE *ftemp = cfopen(mission_name, "rt", CFILE_NORMAL, CF_TYPE_MISSIONS);
3767 Error( LOCATION, "Couldn't open mission '%s'\n", mission_name );
3769 Current_file_length = -1;
3770 Current_file_checksum = 0;
3772 // close localization
3778 Current_file_length = cfilelength(ftemp);
3781 read_file_text(mission_name, CF_TYPE_MISSIONS);
3782 memset(&The_mission, 0, sizeof(The_mission));
3783 parse_mission(&The_mission, flags);
3784 display_parse_diagnostics();
3786 // close localization
3791 strcpy(Mission_filename, mission_name);
3796 // sets the arrival lcoation of the ships in wingp. pass num_to_set since the threshold value
3797 // for wings may have us create more ships in the wing when there are still some remaining
3798 void mission_set_wing_arrival_location( wing *wingp, int num_to_set )
3802 // get the starting index into the ship_index array of the first ship whose location we need set.
3804 index = wingp->current_count - num_to_set;
3805 if ( (wingp->arrival_location == ARRIVE_FROM_DOCK_BAY) || (wingp->arrival_location == ARRIVE_AT_LOCATION) ) {
3806 while ( index < wingp->current_count ) {
3809 objp = &Objects[Ships[wingp->ship_index[index]].objnum];
3810 mission_set_arrival_location(wingp->arrival_anchor, wingp->arrival_location, wingp->arrival_distance, OBJ_INDEX(objp), NULL, NULL);
3815 object *leader_objp;
3820 // wing is not arriving from a docking bay -- possibly move them based on arriving near
3821 // or in front of some other ship.
3822 index = wingp->current_count - num_to_set;
3823 leader_objp = &Objects[Ships[wingp->ship_index[index]].objnum];
3824 if (mission_set_arrival_location(wingp->arrival_anchor, wingp->arrival_location, wingp->arrival_distance, OBJ_INDEX(leader_objp), &pos, &orient)) {
3825 // modify the remaining ships created
3828 while ( index < wingp->current_count ) {
3831 objp = &Objects[Ships[wingp->ship_index[index]].objnum];
3833 // change the position of the next ships in the wing. Use the cool function in AiCode.cpp which
3834 // Mike K wrote to give new positions to the wing members.
3835 get_absolute_wing_pos( &objp->pos, leader_objp, wing_index++, 0);
3836 memcpy( &objp->orient, &orient, sizeof(matrix) );
3843 // create warp effect if in mission and not arriving from docking bay
3844 if ( (Game_mode & GM_IN_MISSION) && (wingp->arrival_location != ARRIVE_FROM_DOCK_BAY) ) {
3845 for ( index = wingp->current_count - num_to_set; index < wingp->current_count; index ++ ) {
3846 shipfx_warpin_start( &Objects[Ships[wingp->ship_index[index]].objnum] );
3851 // this function is called after a mission is parsed to set the arrival locations of all ships in the
3852 // mission to the apprioriate spot. Mainly needed because ships might be in dock bays to start
3853 // the mission, so their AI mode must be set appropriately.
3854 void mission_parse_set_arrival_locations()
3862 obj_merge_created_list();
3863 for ( objp = GET_FIRST(&obj_used_list); objp != END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
3866 if ( objp->type != OBJ_SHIP )
3869 shipp = &Ships[objp->instance];
3870 // if the ship is in a wing -- ignore the info and let the wing info handle it
3871 if ( shipp->wingnum != -1 )
3874 // call function to set arrival location for this ship.
3875 mission_set_arrival_location( shipp->arrival_anchor, shipp->arrival_location, shipp->arrival_distance, OBJ_INDEX(objp), NULL, NULL);
3879 for ( i = 0; i < num_wings; i++ ) {
3881 // if wing has no ships, then don't process it.
3882 if ( Wings[i].current_count == 0 )
3885 mission_set_wing_arrival_location( &Wings[i], Wings[i].current_count );
3890 // function which iterates through the ship_arrival_list and creates any ship which
3891 // should be intially docked with a ship which currently exists in the mission
3892 void mission_parse_do_initial_docks()
3894 p_object *pobjp, *tmp;
3896 pobjp = GET_FIRST( &ship_arrival_list );
3897 while ( pobjp != END_OF_LIST(&ship_arrival_list) ) {
3900 tmp = GET_NEXT(pobjp);
3902 // see if the flag for initial docked is set
3903 if ( pobjp->flags & P_SF_INITIALLY_DOCKED ) {
3904 // see if who this parse object is supposed to be docked with is in the mission
3905 shipnum = ship_name_lookup( pobjp->docked_with );
3906 if ( shipnum != -1 ) {
3909 // the ship exists, so create this object, then dock the two.
3910 objnum = parse_create_object( pobjp );
3911 Assert ( objnum != -1 );
3913 list_remove( &ship_arrival_list, pobjp);
3915 // p1 is the parse object's docking point.
3916 // p2 is the existing objects docking point.
3917 p1 = model_find_dock_name_index(Ships[shipnum].modelnum, pobjp->docker_point);
3918 p2 = model_find_dock_name_index(Ships[Objects[objnum].instance].modelnum, pobjp->dockee_point);
3920 if ((p1 >= 0) && (p2 >= 0)) {
3921 nprintf(("AI", "Initially Docked: %s with %s\n", Ships[shipnum].ship_name, Ships[Objects[objnum].instance].ship_name));
3922 if (ship_docking_valid(shipnum, Objects[objnum].instance)) // only dock if they are allowed to be docked.
3923 ai_dock_with_object(&Objects[Ships[shipnum].objnum], &Objects[objnum], 89, AIDO_DOCK_NOW, p1, p2);
3925 ai_dock_with_object(&Objects[objnum], &Objects[Ships[shipnum].objnum], 89, AIDO_DOCK_NOW, p2, p1);
3928 Int3(); // Curious. Two ships told to dock, but one of the dock points is bogus.
3929 // Get Allender or Hoffoss, one of whom probably wrote the above if ()
3937 // function which returns true or false if the given mission support multiplayers
3938 int mission_parse_is_multi(char *filename, char *mission_name)
3940 int rval, game_type;
3944 // new way of getting information. Open the file, and just get the name and the game_type flags.
3945 // return the flags if a multiplayer mission
3949 ftemp = cfopen(filename, "rt");
3953 // 7/9/98 -- MWA -- check for 0 length file.
3954 filelength = cfilelength(ftemp);
3956 if ( filelength == 0 )
3959 // open localization
3962 if ((rval = setjmp(parse_abort)) != 0) {
3963 Error(LOCATION, "Bogus! Trying to get multi game type on mission %s returned as a mission from cf_get_filelist\n");
3965 read_file_text(filename, CF_TYPE_MISSIONS);
3967 if ( skip_to_string("$Name:") != 1 ) {
3968 nprintf(("Network", "Unable to process %s because we couldn't find $Name:", filename));
3970 // close localization
3975 stuff_string( mission_name, F_NAME, NULL );
3976 if ( skip_to_string("+Game Type Flags:") != 1 ) {
3977 nprintf(("Network", "Unable to process %s because we couldn't find +Game Type Flags:\n", filename));
3979 // close localization
3984 stuff_int(&game_type);
3986 if ( game_type & MISSION_TYPE_MULTI ){
3987 // close localization
3993 // close localization
3999 // function which gets called to retrieve useful information about a mission. We will get the
4000 // name, description, and number of players for a mission. Probably used for multiplayer only?
4001 // The calling function can use the information in The_mission to get the name/description of the mission
4004 int mission_parse_get_multi_mission_info( char *filename )
4006 if ( parse_main(filename, MISSION_PARSE_MISSION_INFO) ){
4010 Assert( The_mission.game_type & MISSION_TYPE_MULTI ); // assume multiplayer only for now?
4012 // return the number of parse_players. later, we might want to include (optionally?) the number
4013 // of other ships in the main players wing (usually wing 'alpha') for inclusion of number of
4016 return The_mission.num_players;
4019 // returns true or false if this is on the yet to arrive list
4020 int mission_parse_ship_arrived( char *shipname )
4024 for ( objp = GET_FIRST(&ship_arrival_list); objp !=END_OF_LIST(&ship_arrival_list); objp = GET_NEXT(objp) ) {
4025 if ( !stricmp( objp->name, shipname) )
4026 return 0; // still on the arrival list
4031 // return the parse object on the ship arrival list associated with the given name
4032 p_object *mission_parse_get_arrival_ship( char *name )
4036 for ( objp = GET_FIRST(&ship_arrival_list); objp !=END_OF_LIST(&ship_arrival_list); objp = GET_NEXT(objp) ) {
4037 if ( !stricmp( objp->name, name) )
4038 return objp; // still on the arrival list
4044 // return the parse object on the ship arrival list associated with the given signature
4045 p_object *mission_parse_get_arrival_ship( ushort net_signature )
4049 for ( objp = GET_FIRST(&ship_arrival_list); objp !=END_OF_LIST(&ship_arrival_list); objp = GET_NEXT(objp) ) {
4050 if ( objp->net_signature == net_signature )
4051 return objp; // still on the arrival list
4057 // mission_set_arrival_location() sets the arrival location of a parse object according to the arrival location
4058 // of the object. Returns true if object set to new position, false if not.
4059 int mission_set_arrival_location(int anchor, int location, int dist, int objnum, vector *new_pos, matrix *new_orient)
4061 int shipnum, anchor_objnum;
4062 vector anchor_pos, rand_vec, new_fvec;
4065 if ( location == ARRIVE_AT_LOCATION )
4068 Assert(anchor >= 0);
4070 // this ship might possibly arrive at another location. The location is based on the
4071 // proximity of some ship (and some other special tokens)
4073 // if we didn't find the arrival anchor in the list of special nodes, then do a
4074 // ship name lookup on the anchor
4075 if (anchor < SPECIAL_ARRIVAL_ANCHORS_OFFSET) {
4076 shipnum = ship_name_lookup(Parse_names[anchor]);
4077 if ( shipnum == -1 ) {
4078 Assert ( location != ARRIVE_FROM_DOCK_BAY ); // bogus data somewhere!!! get mwa
4079 nprintf (("allender", "couldn't find ship for arrival anchor -- using location ship created at"));
4084 // come up with a position based on the special token names
4087 if (anchor == ANY_FRIENDLY) {
4088 shipnum = ship_get_random_team_ship( TEAM_FRIENDLY, SHIP_GET_ANY_SHIP );
4089 } else if (anchor == ANY_HOSTILE) {
4090 shipnum = ship_get_random_team_ship( opposing_team_mask(Player_ship->team), SHIP_GET_ANY_SHIP );
4091 } else if (anchor == ANY_FRIENDLY_PLAYER) {
4092 shipnum = ship_get_random_team_ship( TEAM_FRIENDLY, SHIP_GET_ONLY_PLAYERS );
4093 } else if (anchor == ANY_HOSTILE_PLAYER) {
4094 shipnum = ship_get_random_team_ship( opposing_team_mask(Player_ship->team), SHIP_GET_ONLY_PLAYERS );
4096 Int3(); // get allender -- unknown special arrival instructions
4098 // if we didn't get an object from one of the above functions, then make the object
4099 // arrive at it's placed location
4100 if ( shipnum == -1 ) {
4101 nprintf (("Allender", "Couldn't find random ship for arrival anchor -- using default location\n"));
4106 // take the shipnum and get the position. once we have positions, we can determine where
4107 // to make this ship appear
4108 Assert ( shipnum != -1 );
4109 anchor_objnum = Ships[shipnum].objnum;
4110 anchor_pos = Objects[anchor_objnum].pos;
4112 // if arriving from docking bay, then set ai mode and call function as per AL's instructions.
4113 if ( location == ARRIVE_FROM_DOCK_BAY ) {
4116 // if we get an error, just let the ship arrive(?)
4117 if ( ai_acquire_emerge_path(&Objects[objnum], anchor_objnum, &pos, &fvec) == -1 ) {
4118 Int3(); // get MWA or AL -- not sure what to do here when we cannot acquire a path
4121 Objects[objnum].pos = pos;
4122 Objects[objnum].orient.fvec = fvec;
4125 // AL: ensure dist > 0 (otherwise get errors in vecmat)
4126 // TODO: maybe set distance to 2x ship radius of ship appearing in front of?
4128 Error(LOCATION, "Distance of %d is invalid in mission_set_arrival_location\n", dist);
4132 // get a vector which is the ships arrival position based on the type of arrival
4133 // this ship should have. Arriving near a ship we use a random normalized vector
4134 // scaled by the distance given by the designer. Arriving in front of a ship means
4135 // entering the battle in the view cone.
4136 if ( location == ARRIVE_NEAR_SHIP ) {
4137 // get a random vector -- use static randvec if in multiplayer
4138 if ( Game_mode & GM_NORMAL )
4139 vm_vec_rand_vec_quick(&rand_vec);
4141 static_randvec( Objects[objnum].net_signature, &rand_vec );
4142 } else if ( location == ARRIVE_IN_FRONT_OF_SHIP ) {
4147 // cool function by MK to give a reasonable random vector "in front" of a ship
4148 // rvec and uvec are the right and up vectors.
4149 // If these are not available, this would be an expensive method.
4151 x = (float)cos(ANG_TO_RAD(45));
4152 if ( Game_mode & GM_NORMAL ) {
4153 r1 = rand() < RAND_MAX/2 ? -1 : 1;
4154 r2 = rand() < RAND_MAX/2 ? -1 : 1;
4156 // in multiplayer, use the static rand functions so that all clients can get the
4157 // same information.
4158 r1 = static_rand(Objects[objnum].net_signature) < RAND_MAX/2 ? -1 : 1;
4159 r2 = static_rand(Objects[objnum].net_signature+1) < RAND_MAX/2 ? -1 : 1;
4162 vm_vec_copy_scale(&t1, &(Objects[anchor_objnum].orient.fvec), x);
4163 vm_vec_copy_scale(&t2, &(Objects[anchor_objnum].orient.rvec), (1.0f - x) * r1);
4164 vm_vec_copy_scale(&t3, &(Objects[anchor_objnum].orient.uvec), (1.0f - x) * r2);
4166 vm_vec_add(&rand_vec, &t1, &t2);
4167 vm_vec_add2(&rand_vec, &t3);
4168 vm_vec_normalize(&rand_vec);
4171 // add in the radius of the two ships involved. This will make the ship arrive further than
4172 // specified, but will appear more accurate since we are pushing the edge of the model to the
4173 // specified distance. large objects appears to be a lot closer without the following line because
4174 // the object centers were at the correct distance, but the model itself was much closer to the
4176 dist += (int)Objects[objnum].radius + (int)Objects[anchor_objnum].radius;
4177 vm_vec_scale_add(&Objects[objnum].pos, &anchor_pos, &rand_vec, (float)dist);
4179 // I think that we will always want to orient the ship that is arriving to face towards
4180 // the ship it is arriving near/in front of. The effect will be cool!
4182 // calculate the new fvec of the ship arriving and use only that to get the matrix. isn't a big
4183 // deal not getting bank.
4184 vm_vec_sub(&new_fvec, &anchor_pos, &Objects[objnum].pos );
4185 vm_vector_2_matrix( &orient, &new_fvec, NULL, NULL );
4186 Objects[objnum].orient = orient;
4189 // set the new_pos parameter since it might be used outside the function (i.e. when dealing with wings).
4191 memcpy(new_pos, &Objects[objnum].pos, sizeof(vector) );
4194 memcpy( new_orient, &Objects[objnum].orient, sizeof(matrix) );
4199 // mark a reinforcement as available
4200 void mission_parse_mark_reinforcement_available(char *name)
4205 for (i = 0; i < Num_reinforcements; i++) {
4206 rp = &Reinforcements[i];
4207 if ( !stricmp(rp->name, name) ) {
4208 if ( !(rp->flags & RF_IS_AVAILABLE) ) {
4209 rp->flags |= RF_IS_AVAILABLE;
4211 // tell all of the clients.
4212 if ( MULTIPLAYER_MASTER ) {
4213 send_reinforcement_avail( i );
4220 Assert ( i < Num_reinforcements );
4223 // mission_did_ship_arrive takes a parse object and checked the arrival cue and delay and
4224 // creates the object if necessary. Returns -1 if not created. objnum of created ship otherwise
4225 int mission_did_ship_arrive(p_object *objp)
4229 // find out in the arrival cue became true
4230 did_arrive = eval_sexp(objp->arrival_cue);
4232 // we must first check to see if this ship is a reinforcement or not. If so, then don't
4234 if ( objp->flags & P_SF_REINFORCEMENT ) {
4236 // if this ship did arrive, mark the reinforcement as available, and tell clients if in multiplayer
4239 mission_parse_mark_reinforcement_available(objp->name);
4244 if ( did_arrive ) { // has the arrival criteria been met?
4247 Assert ( !(objp->flags & P_SF_CANNOT_ARRIVE) ); // get allender
4249 // check to see if the delay field <= 0. if so, then create a timestamp and then maybe
4250 // create the object
4251 if ( objp->arrival_delay <= 0 ) {
4252 objp->arrival_delay = timestamp( -objp->arrival_delay * 1000 );
4253 Assert( objp->arrival_delay >= 0 );
4256 // if the timestamp hasn't elapsed, move onto the next ship.
4257 if ( !timestamp_elapsed(objp->arrival_delay) )
4260 // check to see if this ship is to arrive via a docking bay. If so, and the ship to arrive from
4261 // doesn't exist, don't create.
4262 if ( objp->arrival_location == ARRIVE_FROM_DOCK_BAY ) {
4266 Assert( objp->arrival_anchor >= 0 );
4267 name = Parse_names[objp->arrival_anchor];
4269 // see if ship is yet to arrive. If so, then return -1 so we can evaluate again later.
4270 if ( mission_parse_get_arrival_ship( name ) )
4273 // see if ship is in mission. If not, then we can assume it was destroyed or departed since
4274 // it is not on the arrival list (as shown by above if statement).
4275 shipnum = ship_name_lookup( name );
4276 if ( shipnum == -1 ) {
4277 Sexp_nodes[objp->arrival_cue].value = SEXP_KNOWN_FALSE;
4282 object_num = parse_create_object(objp); // create the ship
4284 // since this ship is not in a wing, create a SHIP_ARRIVE entry
4285 //mission_log_add_entry( LOG_SHIP_ARRIVE, objp->name, NULL );
4286 Assert(object_num >= 0 && object_num < MAX_OBJECTS);
4288 // Play the music track for an arrival
4289 if ( !(Ships[Objects[object_num].instance].flags & SF_NO_ARRIVAL_MUSIC) )
4290 if ( timestamp_elapsed(Allow_arrival_music_timestamp) ) {
4291 Allow_arrival_music_timestamp = timestamp(ARRIVAL_MUSIC_MIN_SEPARATION);
4292 event_music_arrival(Ships[Objects[object_num].instance].team);
4296 // check to see if the arrival cue of this ship is known false -- if so, then remove
4297 // the parse object from the ship
4298 if ( Sexp_nodes[objp->arrival_cue].value == SEXP_KNOWN_FALSE )
4299 objp->flags |= P_SF_CANNOT_ARRIVE;
4306 // funciton to set a flag on all parse objects on ship arrival list which cannot
4307 // arrive in the mission
4308 void mission_parse_mark_non_arrivals()
4312 for ( pobjp = GET_FIRST(&ship_arrival_list); pobjp != END_OF_LIST(&ship_arrival_list); pobjp = GET_NEXT(pobjp) ) {
4313 if ( pobjp->wingnum != -1 ) {
4314 if ( Sexp_nodes[Wings[pobjp->wingnum].arrival_cue].value == SEXP_KNOWN_FALSE )
4315 pobjp->flags |= P_SF_CANNOT_ARRIVE;
4317 if ( Sexp_nodes[pobjp->arrival_cue].value == SEXP_KNOWN_FALSE )
4318 pobjp->flags |= P_SF_CANNOT_ARRIVE;
4323 // function to deal with support ship arrival. objnum is the object number of the arriving support
4324 // ship. This function can get called from either single or multiplayer. Needed to that clients
4325 // can know when to abort rearm.
4326 void mission_parse_support_arrived( int objnum )
4330 // when the support ship arrives, the shipname it is supposed to repair is in the 'misc'
4331 // field of the parse_object. If the ship still exists, call ai function which actually
4332 // issues the goal for the repair
4333 for ( i = 0; i < Num_arriving_repair_targets; i++ ) {
4336 shipnum = ship_name_lookup( Arriving_repair_targets[i] );
4338 if ( shipnum != -1 ) {
4339 object *requester_objp, *support_objp;
4341 support_objp = &Objects[objnum];
4342 requester_objp = &Objects[Ships[shipnum].objnum];
4343 ai_add_rearm_goal( requester_objp, support_objp );
4347 // MK: A bit of a hack. If on player's team and player isn't allowed shields, don't give this ship shields.
4348 if ((Player_obj->flags & OF_NO_SHIELDS) && (Player_ship->team == Ships[Objects[objnum].instance].team))
4349 Objects[objnum].flags |= OF_NO_SHIELDS;
4351 Ships[Objects[objnum].instance].flags |= SF_WARPED_SUPPORT;
4353 Arriving_support_ship = NULL;
4354 Num_arriving_repair_targets = 0;
4357 MONITOR(NumShipArrivals);
4359 // mission_parse_arrivals will parse the lists of arriving ships and
4360 // wings -- creating new ships/wings if the arrival criteria have been
4362 void mission_eval_arrivals()
4368 // before checking arrivals, check to see if we should play a message concerning arrivals
4369 // of other wings. We use the timestamps to delay the arrival message slightly for
4371 if ( timestamp_valid(Arrival_message_delay_timestamp) && timestamp_elapsed(Arrival_message_delay_timestamp) && !((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM)) ){
4372 int rship, use_terran;
4374 // use terran command 25% of time
4375 use_terran = ((frand() - 0.75) > 0.0f)?1:0;
4377 rship = ship_get_random_player_wing_ship( SHIP_GET_NO_PLAYERS );
4378 if ( (rship == -1) || use_terran ){
4379 message_send_builtin_to_player( MESSAGE_ARRIVE_ENEMY, NULL, MESSAGE_PRIORITY_LOW, MESSAGE_TIME_SOON, 0, 0, -1, -1 );
4380 } else if ( rship != -1 ) {
4381 message_send_builtin_to_player( MESSAGE_ARRIVE_ENEMY, &Ships[rship], MESSAGE_PRIORITY_LOW, MESSAGE_TIME_SOON, 0, 0, -1, -1 );
4384 Arrival_message_delay_timestamp = timestamp(-1); // make the stamp invalid
4387 // if ( !timestamp_elapsed(Mission_arrival_timestamp) )
4390 // check the ship_arrival_list
4392 objp = GET_FIRST(&ship_arrival_list);
4393 while( objp !=END_OF_LIST(&ship_arrival_list) ) {
4394 p_object *temp = GET_NEXT(objp);
4395 if ( objp->wingnum == -1 ) { // if this object has a wing -- let code for wings determine if it should be created
4397 objnum = mission_did_ship_arrive( objp );
4398 if ( objnum != -1 ) {
4399 list_remove( &ship_arrival_list, objp);
4400 MONITOR_INC(NumShipArrivals,1);
4407 // check for any initially docked ships. Do it after all are created since the next function
4408 // messes with the ship_arrival_list
4409 mission_parse_do_initial_docks(); // maybe create it's docked counterpart
4411 mission_parse_mark_non_arrivals(); // mark parse objects which can no longer arrive
4413 // check the support ship arrival list
4414 if ( Arriving_support_ship ) {
4417 objnum = mission_did_ship_arrive( Arriving_support_ship );
4419 if ( objnum != -1 ) {
4420 MONITOR_INC(NumShipArrivals,1);
4421 mission_parse_support_arrived( objnum );
4425 // we must also check to see if there are waves of a wing that must
4426 // reappear if all the ships of the current wing have been destroyed or
4427 // have departed. If this is the case, then create the next wave.
4429 for ( i = 0; i < num_wings; i++ ) {
4432 // should we process this wing anymore
4433 if ( wingp->flags & WF_WING_GONE )
4436 // if we have a reinforcement wing, then don't try to create new ships automatically.
4437 if ( wingp->flags & WF_REINFORCEMENT ) {
4439 // check to see in the wings arrival cue is true, and if so, then mark the reinforcement
4441 if ( eval_sexp(wingp->arrival_cue) ) {
4442 mission_parse_mark_reinforcement_available(wingp->name);
4447 // don't do evaluations for departing wings
4448 if ( wingp->flags & WF_WING_DEPARTING ){
4452 // must check to see if we are at the last wave. Code above to determine when a wing is gone only
4453 // gets run when a ship is destroyed (not every N seconds like it used to). Do a quick check
4455 if ( wingp->current_wave == wingp->num_waves ){
4459 // if the current wave of this wing is 0, then we haven't created the ships in the wing yet.
4460 // call parse_wing_create_ships to try and create it. That function will eval the arrival
4461 // cue of the wing and create the ships if necessary, or if the threshold of the wing has
4462 // been reached, then try and create more ships
4463 if ( (wingp->current_wave == 0) || (wingp->current_count <= wingp->threshold) ) {
4466 created = parse_wing_create_ships( wingp, wingp->wave_count );
4468 // if we created ships in this wing, check to see if the wings was int the reinforcements
4469 // array. If so, then if we have more uses, then reset the reinforcement flag for the wing
4470 // so the user can call in another set if need be.
4471 if ( created > 0 ) {
4474 mission_parse_do_initial_docks(); // maybe create other initially docked ships
4475 if ( Wings[i].flags & WF_RESET_REINFORCEMENT ) {
4476 Wings[i].flags &= ~WF_RESET_REINFORCEMENT;
4477 Wings[i].flags |= WF_REINFORCEMENT;
4480 // possibly send a message to the player when this wing arrives.
4481 if ( wingp->flags & WF_NO_ARRIVAL_MESSAGE ){
4485 // multiplayer team vs. team
4486 if((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM)){
4487 // send a hostile wing arrived message
4488 rship = Wings[i].ship_index[0];
4490 int multi_team_filter = Ships[rship].team == TEAM_FRIENDLY ? 1 : 0;
4492 // there are two timestamps at work here. One to control how often the player receives
4493 // messages about incoming hostile waves, and the other to control how long after
4494 // the wing arrives does the player actually get the message.
4495 if ( timestamp_elapsed(Allow_arrival_message_timestamp_m[multi_team_filter]) ) {
4496 if ( !timestamp_valid(Arrival_message_delay_timestamp_m[multi_team_filter]) ){
4497 Arrival_message_delay_timestamp_m[multi_team_filter] = timestamp_rand(ARRIVAL_MESSAGE_DELAY_MIN, ARRIVAL_MESSAGE_DELAY_MAX );
4499 Allow_arrival_message_timestamp_m[multi_team_filter] = timestamp(ARRIVAL_MESSAGE_MIN_SEPARATION);
4501 // send to the proper team
4502 message_send_builtin_to_player( MESSAGE_ARRIVE_ENEMY, NULL, MESSAGE_PRIORITY_LOW, MESSAGE_TIME_SOON, 0, 0, -1, multi_team_filter );
4507 // see if this is a starting player wing
4508 if ( i == Starting_wings[STARTING_WING_BETA] ) { // this is the beta wing
4509 rship = ship_get_random_ship_in_wing( i, SHIP_GET_NO_PLAYERS );
4511 message_send_builtin_to_player( MESSAGE_BETA_ARRIVED, &Ships[rship], MESSAGE_PRIORITY_LOW, MESSAGE_TIME_SOON, 0, 0, -1, -1 );
4513 } else if ( i == Starting_wings[STARTING_WING_GAMMA] ) { // this is the gamma wing
4514 rship = ship_get_random_ship_in_wing( i, SHIP_GET_NO_PLAYERS );
4515 if ( rship != -1 ) {
4516 message_send_builtin_to_player( MESSAGE_GAMMA_ARRIVED, &Ships[rship], MESSAGE_PRIORITY_LOW, MESSAGE_TIME_SOON, 0, 0, -1, -1 );
4518 } else if ( !stricmp( wingp->name, "delta") ) {
4519 rship = ship_get_random_ship_in_wing( i, SHIP_GET_NO_PLAYERS );
4520 if ( rship != -1 ) {
4521 message_send_builtin_to_player( MESSAGE_DELTA_ARRIVED, &Ships[rship], MESSAGE_PRIORITY_LOW, MESSAGE_TIME_SOON, 0, 0, -1, -1 );
4523 } else if ( !stricmp(wingp->name, "epsilon") ) {
4524 rship = ship_get_random_ship_in_wing( i, SHIP_GET_NO_PLAYERS );
4525 if ( rship != -1 ) {
4526 message_send_builtin_to_player( MESSAGE_EPSILON_ARRIVED, &Ships[rship], MESSAGE_PRIORITY_LOW, MESSAGE_TIME_SOON, 0, 0, -1, -1 );
4529 // see if we have a hostile wing that arrived
4530 rship = Wings[i].ship_index[0];
4531 if ( Ships[rship].team != TEAM_FRIENDLY ) {
4533 // there are two timestamps at work here. One to control how often the player receives
4534 // messages about incoming hostile waves, and the other to control how long after
4535 // the wing arrives does the player actually get the message.
4536 if ( timestamp_elapsed(Allow_arrival_message_timestamp) ) {
4537 if ( !timestamp_valid(Arrival_message_delay_timestamp) ){
4538 Arrival_message_delay_timestamp = timestamp_rand(ARRIVAL_MESSAGE_DELAY_MIN, ARRIVAL_MESSAGE_DELAY_MAX );
4540 Allow_arrival_message_timestamp = timestamp(ARRIVAL_MESSAGE_MIN_SEPARATION);
4548 Mission_arrival_timestamp = timestamp(ARRIVAL_TIMESTAMP);
4551 MONITOR(NumShipDepartures);
4553 // called to make object objp depart.
4554 void mission_do_departure( object *objp )
4559 MONITOR_INC(NumShipDepartures,1);
4561 Assert ( objp->type == OBJ_SHIP );
4562 shipp = &Ships[objp->instance];
4564 // if departing to a docking bay, try to find the anchor ship to depart to. If not found, then
4565 // just make it warp out like anything else.
4566 if ( shipp->departure_location == DEPART_AT_DOCK_BAY ) {
4570 Assert( shipp->departure_anchor >= 0 );
4571 name = Parse_names[shipp->departure_anchor];
4573 // see if ship is yet to arrive. If so, then return -1 so we can evaluate again later.
4574 if ( mission_parse_get_arrival_ship( name ) )
4575 goto do_departure_warp;
4577 // see if ship is in mission. If not, then we can assume it was destroyed or departed since
4578 // it is not on the arrival list (as shown by above if statement).
4579 anchor_shipnum = ship_name_lookup( name );
4580 if ( anchor_shipnum == -1 )
4581 goto do_departure_warp;
4583 ai_acquire_depart_path(objp, Ships[anchor_shipnum].objnum);
4588 ai_set_mode_warp_out( objp, &Ai_info[Ships[objp->instance].ai_index] );
4592 // put here because mission_eval_arrivals is here. Might move these to a better location
4594 void mission_eval_departures()
4600 // if ( !timestamp_elapsed(Mission_departure_timestamp) )
4603 // scan through the active ships an evaluate their departure cues. For those
4604 // ships whose time has come, set their departing flag.
4606 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
4607 if (objp->type == OBJ_SHIP) {
4610 Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
4612 shipp = &Ships[objp->instance];
4614 // don't process a ship that is already departing or dying or disabled
4615 // AL 12-30-97: Added SF_CANNOT_WARP to check
4616 if ( (shipp->flags & (SF_DEPARTING | SF_DYING | SF_CANNOT_WARP )) || ship_subsys_disrupted(shipp, SUBSYSTEM_ENGINE) ) {
4620 // don't process ships that are part of a wing -- handled in seperate case
4621 if ( shipp->wingnum != -1 )
4624 // && (!timestamp_valid(shipp->departure_delay) || timestamp_elapsed(shipp->departure_delay)) )
4625 // when the departure cue becomes true, set off the departure delay timer. We store the
4626 // timer as -seconds in Freespace which indicates that the timer has not been set. If the timer
4627 // is not set, then turn it into a valid timer and keep evaluating the timer until it is elapsed
4628 if ( eval_sexp(shipp->departure_cue) ) {
4629 if ( shipp->departure_delay <= 0 )
4630 shipp->departure_delay = timestamp(-shipp->departure_delay * 1000 );
4631 if ( timestamp_elapsed(shipp->departure_delay) )
4632 mission_do_departure( objp );
4637 // now scan through the list of wings and check their departure cues. For wings with
4638 // that cue being true, we must update internal variables to indicate that the wing is
4639 // departed and that no further waves of this wing will appear
4641 for ( i = 0; i < num_wings; i++ ) {
4644 // should we process this wing anymore
4645 if ( wingp->flags & WF_WING_DEPARTING )
4648 // evaluate the sexpression. If true, mark all the ships in this wing as departing and increment
4649 // the num departed in the wing structure. Then add number of remaining waves * ships/wave to
4650 // departed count to get total count of ships in the wing which departed. (We are counting ships
4651 // that have not yet arrived as departed if they never arrive -- this may be bad, but for some reason
4652 // seems like the right thing to do).
4653 //&& (!timestamp_valid(wingp->departure_delay) || timestamp_elapsed(wingp->departure_delay)) ) {
4655 if ( eval_sexp(wingp->departure_cue) ) {
4656 // if we haven't set up the departure timer yet (would be <= 0) setup the timer to pop N seconds
4658 if ( wingp->departure_delay <= 0 )
4659 wingp->departure_delay = timestamp( -wingp->departure_delay * 1000 );
4660 if ( !timestamp_elapsed(wingp->departure_delay) )
4663 wingp->flags |= WF_WING_DEPARTING;
4664 for ( j = 0; j < wingp->current_count; j++ ) {
4667 shipp = &Ships[wingp->ship_index[j]];
4668 if ( (shipp->flags & SF_DEPARTING) || (shipp->flags & SF_DYING) )
4671 // shipp->flags |= SF_DEPARTING;
4672 // shipp->final_depart_time = timestamp(3*1000);
4674 Assert ( shipp->objnum != -1 );
4675 objp = &Objects[shipp->objnum];
4677 // copy the wing's depature information to the ship
4678 shipp->departure_location = wingp->departure_location;
4679 shipp->departure_anchor = wingp->departure_anchor;
4681 mission_do_departure( objp );
4682 // don't add to wingp->total_departed here -- this is taken care of in ship code.
4685 // MWA 2/25/98 -- don't do the follwoing wing member updates. It makes the accurate counts
4686 // sort of messed up and causes problems for the event log. The code in ship_wing_cleanup()
4687 // now keys off of the WF_WING_DEPARTING flag instead of the counts below.
4690 // now be sure that we update wing structure members if there are any remaining waves left
4691 if ( wingp->current_wave < wingp->num_waves ) {
4694 num_remaining = ( (wingp->num_waves - wingp->current_wave) * wingp->wave_count);
4695 wingp->total_departed += num_remaining;
4696 wingp->total_arrived_count += num_remaining;
4697 wingp->current_wave = wingp->num_waves;
4703 Mission_departure_timestamp = timestamp(DEPARTURE_TIMESTAMP);
4706 // function called from high level game loop to do mission evaluation stuff
4707 void mission_parse_eval_stuff()
4709 mission_eval_arrivals();
4710 mission_eval_departures();
4713 int allocate_subsys_status()
4717 Assert(Subsys_index < MAX_SUBSYS_STATUS);
4718 Subsys_status[Subsys_index].percent = 0.0f;
4719 Subsys_status[Subsys_index].primary_banks[0] = SUBSYS_STATUS_NO_CHANGE;
4720 for (i=1; i<MAX_PRIMARY_BANKS; i++)
4721 Subsys_status[Subsys_index].primary_banks[i] = -1; // none
4723 Subsys_status[Subsys_index].secondary_banks[0] = SUBSYS_STATUS_NO_CHANGE;
4724 Subsys_status[Subsys_index].secondary_ammo[0] = 100;
4725 for (i=1; i<MAX_SECONDARY_BANKS; i++) {
4726 Subsys_status[Subsys_index].secondary_banks[i] = -1;
4727 Subsys_status[Subsys_index].secondary_ammo[i] = 100;
4730 Subsys_status[Subsys_index].ai_class = SUBSYS_STATUS_NO_CHANGE;
4731 return Subsys_index++;
4734 // find (or add) the name in the list and return an index to it.
4735 int get_parse_name_index(char *name)
4739 for (i=0; i<Num_parse_names; i++)
4740 if (!stricmp(name, Parse_names[i]))
4743 Assert(i < MAX_SHIPS + MAX_WINGS);
4744 Assert(strlen(name) < NAME_LENGTH);
4745 strcpy(Parse_names[i], name);
4746 return Num_parse_names++;
4749 int get_anchor(char *name)
4753 for (i=0; i<MAX_SPECIAL_ARRIVAL_ANCHORS; i++)
4754 if (!stricmp(name, Special_arrival_anchor_names[i]))
4755 return SPECIAL_ARRIVAL_ANCHORS_OFFSET + i;
4757 return get_parse_name_index(name);
4760 // function to fixup the goals/ai references for player objects in the mission
4761 void mission_parse_fixup_players()
4765 // merge created list to have all objects on used list
4766 obj_merge_created_list();
4767 for ( objp = GET_FIRST(&obj_used_list); objp != END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
4768 if ( (objp->type == OBJ_SHIP) && (objp->flags & OF_PLAYER_SHIP) ) {
4769 ai_clear_ship_goals( &Ai_info[Ships[objp->instance].ai_index] );
4770 init_ai_object( OBJ_INDEX(objp) );
4775 // code to warp in a new support ship. It works by finding the average position of all ships
4776 // in the mission, creating a vector from that position to the player, and scaling out behind the
4777 // player some distance. Should be sufficient.
4779 #define WARP_IN_MIN_DISTANCE 1000.0f
4780 #define WARP_IN_TIME_MIN 3000 // warps in min 3 seconds later
4781 #define WARP_IN_TIME_MAX 6000 // warps in max 6 seconds later
4783 // function which adds requester_objp onto the queue of ships for the arriving support ship to service
4784 void mission_add_to_arriving_support( object *requester_objp )
4789 Assert ( Arriving_support_ship );
4791 if ( Num_arriving_repair_targets == MAX_AI_GOALS ) {
4792 // Int3(); // get allender -- ship isn't going to get repair, but I hope they never queue up this far!!!
4793 mprintf(("Reached MAX_AI_GOALS trying to add repair request!\n"));
4797 shipp = &Ships[requester_objp->instance];
4798 // check for duplicates before adding
4799 for (i = 0; i < Num_arriving_repair_targets; i++ ) {
4800 if ( !stricmp(Arriving_repair_targets[i], shipp->ship_name) ){
4804 if ( i != Num_arriving_repair_targets ){ // found the ship before reaching the end -- ignore it!
4808 strcpy( Arriving_repair_targets[Num_arriving_repair_targets], Ships[requester_objp->instance].ship_name );
4809 Num_arriving_repair_targets++;
4811 if ( MULTIPLAYER_MASTER ){
4812 multi_maybe_send_repair_info( requester_objp, NULL, REPAIR_INFO_WARP_ADD );
4816 extern int pp_collide_any(vector *curpos, vector *goalpos, float radius, object *ignore_objp1, object *ignore_objp2, int big_only_flag);
4818 // Set the warp in position for a support ship relative to an object.
4819 // Caller tries several positions, passing vector in x, y, z.
4820 int get_warp_in_pos(vector *pos, object *objp, float x, float y, float z)
4824 if ( Game_mode & GM_NORMAL )
4827 rand_val = static_randf(objp->net_signature);
4829 rand_val = 1.0f + (rand_val - 0.5f)*0.2f;
4833 vm_vec_scale_add2( pos, &objp->orient.rvec, x*rand_val*800.0f);
4834 vm_vec_scale_add2( pos, &objp->orient.uvec, y*rand_val*800.0f);
4835 vm_vec_scale_add2( pos, &objp->orient.fvec, z*rand_val*800.0f);
4837 return pp_collide_any(&objp->pos, pos, objp->radius, objp, NULL, 1);
4840 void mission_warp_in_support_ship( object *requester_objp )
4842 vector center, warp_in_pos;
4845 int i, requester_species;
4846 ship *requester_shipp;
4848 Assert ( requester_objp->type == OBJ_SHIP );
4849 requester_shipp = &Ships[requester_objp->instance]; // MK, 10/23/97, used to be ->type, bogus, no?
4851 // if the support ship is already arriving, add the requester to the list
4852 if ( Arriving_support_ship ) {
4853 mission_add_to_arriving_support( requester_objp );
4857 // get average position of all ships
4858 obj_get_average_ship_pos( ¢er );
4859 vm_vec_sub( &warp_in_pos, ¢er, &(requester_objp->pos) );
4861 // be sure to account for case as player being only ship left in mission
4863 if ( !(IS_VEC_NULL( warp_in_pos)) ) {
4864 mag = vm_vec_mag( &warp_in_pos );
4865 if ( mag < WARP_IN_MIN_DISTANCE )
4866 vm_vec_scale( &warp_in_pos, WARP_IN_MIN_DISTANCE/mag);
4870 // take -player_pos.fvec scaled by 1000.0f;
4871 warp_in_pos = Player_obj->orient.fvec;
4872 vm_vec_scale( &warp_in_pos, -1000.0f );
4876 // Choose position to warp in ship.
4877 // Temporary, but changed by MK because it used to be exactly behind the player.
4878 // This could cause an Assert if the player immediately targeted it (before moving).
4879 // Tend to put in front of the player to aid him in flying towards the ship.
4881 if (!get_warp_in_pos(&warp_in_pos, requester_objp, 1.0f, 0.1f, 1.0f))
4882 if (!get_warp_in_pos(&warp_in_pos, requester_objp, 1.0f, 0.2f, -1.0f))
4883 if (!get_warp_in_pos(&warp_in_pos, requester_objp, -1.0f, -0.2f, -1.0f))
4884 if (!get_warp_in_pos(&warp_in_pos, requester_objp, -1.0f, -0.1f, 1.0f))
4885 get_warp_in_pos(&warp_in_pos, requester_objp, 0.1f, 1.0f, 0.2f);
4887 // create a parse object, and put it onto the ship_arrival_list. This whole thing kind of sucks.
4888 // I want to put it into a parse object since it needs to arrive just a little later than
4889 // this function is called. I have to make some assumptions in the code about values for the parse
4890 // object since I'm no longer working with a mission file. These exceptions will be noted with
4893 Arriving_support_ship = &Support_ship_pobj;
4894 pobj = Arriving_support_ship;
4896 // create a name for the ship. use "Support #". look for collisions until one isn't found anymore
4899 sprintf(pobj->name, NOX("Support %d"), i);
4900 if ( (ship_name_lookup(pobj->name) == -1) && (ship_find_exited_ship_by_name(pobj->name) == -1) )
4905 pobj->pos = warp_in_pos;
4906 vm_set_identity( &(pobj->orient) );
4908 // *sigh*. Gotta get the ship class. For now, this will amount to finding a ship in the ship_info
4909 // array with the same team as the requester of type SIF_SUPPORT. Might need to be changed, but who knows
4910 // vasudans use the terran support ship.
4911 requester_species = Ship_info[requester_shipp->ship_info_index].species;
4913 // 5/6/98 -- MWA Don't need to do anything for multiplayer. I think that we always want to use
4914 // the species of the caller ship.
4915 Assert( (requester_species == SPECIES_TERRAN) || (requester_species == SPECIES_VASUDAN) );
4916 // if ( (Game_mode & GM_NORMAL) && (requester_species == SPECIES_VASUDAN) ) { // make vasundan's use the terran support ship
4917 // requester_species = SPECIES_TERRAN;
4920 // get index of correct species support ship
4921 for (i=0; i < Num_ship_types; i++) {
4922 if ( (Ship_info[i].species == requester_species) && (Ship_info[i].flags & SIF_SUPPORT) )
4926 if ( i < Num_ship_types )
4927 pobj->ship_class = i;
4929 Int3(); // BOGUS!!!! gotta figure something out here
4931 pobj->team = requester_shipp->team;
4933 pobj->behavior = AIM_NONE; // ASSUMPTION: the mission file has the string "None" which maps to AIM_NONE
4935 // set the ai_goals to -1. We will put the requester object shipname in repair target array and then take
4936 // care of setting up the goal when creating the ship!!!!
4937 pobj->ai_goals = -1;
4938 Num_arriving_repair_targets = 0;
4939 mission_add_to_arriving_support( requester_objp );
4941 // need to set ship's cargo to nothing. scan the cargo_names array looking for the string nothing.
4942 // add it if not found
4943 for (i = 0; i < Num_cargo; i++ )
4944 if ( !stricmp(Cargo_names[i], NOX("nothing")) )
4947 if ( i == Num_cargo ) {
4948 strcpy(Cargo_names[i], NOX("Nothing"));
4951 pobj->cargo1 = char(i);
4953 pobj->status_count = 0;
4955 pobj->arrival_location = 0; // ASSUMPTION: this is index to arrival_lcation string array for hyperspace!!!!
4956 pobj->arrival_distance = 0;
4957 pobj->arrival_anchor = -1;
4958 pobj->arrival_cue = Locked_sexp_true;
4959 pobj->arrival_delay = timestamp_rand(WARP_IN_TIME_MIN, WARP_IN_TIME_MAX);
4961 pobj->subsys_count = 0; // number of elements used in subsys_status array
4962 pobj->initial_velocity = 100; // start at 100% velocity
4963 pobj->initial_hull = 100; // start at 100% hull
4964 pobj->initial_shields = 100; // and 100% shields
4966 pobj->departure_location = 0; // ASSUMPTION: this is index to departure_lcation string array for hyperspace!!!!
4967 pobj->departure_anchor = -1;
4968 pobj->departure_cue = Locked_sexp_false;
4969 pobj->departure_delay= 0;
4971 pobj->determination = 10; // ASSUMPTION: mission file always had this number written out
4973 if ( Player_obj->flags & P_OF_NO_SHIELDS )
4974 pobj->flags = P_OF_NO_SHIELDS; // support ships have no shields when player has not shields
4976 pobj->ai_class = Ship_info[pobj->ship_class].ai_class;
4980 pobj->docked_with[0] = '\0';
4982 pobj->persona_index = -1;
4983 pobj->net_signature = multi_assign_network_signature(MULTI_SIG_SHIP);
4984 pobj->wing_status_wing_index = -1;
4985 pobj->wing_status_wing_pos = -1;
4986 pobj->respawn_count = 0;
4987 pobj->alt_type_index = -1;
4991 // returns true if a support ship is currently in the process of warping in.
4992 int mission_is_support_ship_arriving()
4994 if ( Arriving_support_ship )
5000 // returns true if the given ship is scheduled to be repaired by the arriving support ship
5001 int mission_is_repair_scheduled( object *objp )
5006 if ( !Arriving_support_ship )
5009 Assert ( objp->type == OBJ_SHIP );
5010 name = Ships[objp->instance].ship_name;
5011 for (i = 0; i < Num_arriving_repair_targets; i++ ) {
5012 if ( !strcmp( name, Arriving_repair_targets[i]) )
5019 // function which removed the given ship from the list of ships that are to get repair
5020 // by arriving support ship
5021 int mission_remove_scheduled_repair( object *objp )
5026 if ( !Arriving_support_ship )
5029 // itereate through the target list looking for this ship name. If not found, we
5030 // can simply return.
5031 Assert ( objp->type == OBJ_SHIP );
5032 name = Ships[objp->instance].ship_name;
5033 for (index = 0; index < Num_arriving_repair_targets; index++ ) {
5034 if ( !strcmp( name, Arriving_repair_targets[index]) )
5037 if ( index == Num_arriving_repair_targets )
5040 // ship is found -- compress the array
5041 for ( i = index; i < Num_arriving_repair_targets - 1; i++ )
5042 strcpy( Arriving_repair_targets[i], Arriving_repair_targets[i+1] );
5044 Num_arriving_repair_targets--;
5046 if ( MULTIPLAYER_MASTER )
5047 multi_maybe_send_repair_info( objp, NULL, REPAIR_INFO_WARP_REMOVE );
5052 // alternate name stuff
5053 int mission_parse_lookup_alt(char *name)
5063 for(idx=0; idx<Mission_alt_type_count; idx++){
5064 if(!strcmp(Mission_alt_types[idx], name)){
5073 static int mission_parse_lookup_alt_index_warn = 1;
5074 void mission_parse_lookup_alt_index(int index, char *out)
5080 if((index < 0) || (index > Mission_alt_type_count)){
5081 if (mission_parse_lookup_alt_index_warn) {
5082 Warning(LOCATION, "Ship with invalid alt_name. Get a programmer");
5083 mission_parse_lookup_alt_index_warn = 0;
5089 strcpy(out, Mission_alt_types[index]);
5092 int mission_parse_add_alt(char *name)
5100 if(Mission_alt_type_count < MAX_ALT_TYPE_NAMES){
5102 strncpy(Mission_alt_types[Mission_alt_type_count++], name, NAME_LENGTH);
5105 return Mission_alt_type_count - 1;
5111 void mission_parse_reset_alt()
5113 Mission_alt_type_count = 0;
5116 int is_training_mission()
5118 return (The_mission.game_type & MISSION_TYPE_TRAINING);