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568 lines
18 KiB
C++
568 lines
18 KiB
C++
/*
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* Copyright (C) Volition, Inc. 1999. All rights reserved.
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*
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* All source code herein is the property of Volition, Inc. You may not sell
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* or otherwise commercially exploit the source or things you created based on the
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* source.
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*
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*/
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#ifndef _PARSE_H
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#define _PARSE_H
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#include <csetjmp>
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#include "ai/ai.h"
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#include "ai/ai_profiles.h"
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#include "graphics/2d.h"
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#include "io/keycontrol.h"
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#include "model/model.h"
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#include "object/object.h"
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#include "parse/sexp.h"
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#include "sound/sound.h"
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#include "mission/mission_flags.h"
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//WMC - This should be here
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#define FS_MISSION_FILE_EXT NOX(".fs2")
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struct wing;
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struct p_dock_instance;
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#define NUM_NEBULAS 3 // how many background nebulas we have altogether
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#define NUM_NEBULA_COLORS 9
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#define DEFAULT_AMBIENT_LIGHT_LEVEL 0x00787878
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// arrival anchor types
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// mask should be high enough to avoid conflicting with ship anchors
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#define SPECIAL_ARRIVAL_ANCHOR_FLAG 0x1000
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#define SPECIAL_ARRIVAL_ANCHOR_PLAYER_FLAG 0x0100
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int get_special_anchor(const char *name);
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// update version when mission file format changes, and add approprate code
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// to check loaded mission version numbers in the parse code. Also, be sure
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// to update both MissionParse and MissionSave (FRED) when changing the
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// mission file format!
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#define MISSION_VERSION 0.10f
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#define FRED_MISSION_VERSION 0.10f
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#define WING_PLAYER_BASE 0x80000 // used by Fred to tell ship_index in a wing points to a player
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// mission parse flags used for parse_mission() to tell what kind of information to get from the mission file
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#define MPF_ONLY_MISSION_INFO (1 << 0)
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#define MPF_IMPORT_FSM (1 << 1)
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// bitfield definitions for missions game types
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#define OLD_MAX_GAME_TYPES 4 // needed for compatibility
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#define OLD_GAME_TYPE_SINGLE_ONLY 0
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#define OLD_GAME_TYPE_MULTI_ONLY 1
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#define OLD_GAME_TYPE_SINGLE_MULTI 2
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#define OLD_GAME_TYPE_TRAINING 3
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#define MAX_MISSION_TYPES 5
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#define MISSION_TYPE_SINGLE (1<<0)
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#define MISSION_TYPE_MULTI (1<<1)
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#define MISSION_TYPE_TRAINING (1<<2)
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#define MISSION_TYPE_MULTI_COOP (1<<3)
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#define MISSION_TYPE_MULTI_TEAMS (1<<4)
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#define MISSION_TYPE_MULTI_DOGFIGHT (1<<5)
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// some mice macros for mission type
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#define IS_MISSION_MULTI_COOP (The_mission.game_type & MISSION_TYPE_MULTI_COOP)
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#define IS_MISSION_MULTI_TEAMS (The_mission.game_type & MISSION_TYPE_MULTI_TEAMS)
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#define IS_MISSION_MULTI_DOGFIGHT (The_mission.game_type & MISSION_TYPE_MULTI_DOGFIGHT)
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// Goober5000
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typedef struct support_ship_info {
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int arrival_location; // arrival location
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int arrival_anchor; // arrival anchor
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int departure_location; // departure location
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int departure_anchor; // departure anchor
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float max_hull_repair_val; // % of a ship's hull that can be repaired -C
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float max_subsys_repair_val; // same thing, except for subsystems -C
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int max_support_ships; // max number of consecutive support ships
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int max_concurrent_ships; // max number of concurrent support ships in mission per team
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int ship_class; // ship class of support ship
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int tally; // number of support ships so far
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int support_available_for_species; // whether support is available for a given species (this is a bitfield)
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} support_ship_info;
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// movie type defines
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#define MOVIE_PRE_FICTION 0
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#define MOVIE_PRE_CMD_BRIEF 1
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#define MOVIE_PRE_BRIEF 2
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#define MOVIE_PRE_GAME 3
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#define MOVIE_PRE_DEBRIEF 4
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#define MOVIE_END_CAMPAIGN 5
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// defines a mission cutscene.
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typedef struct mission_cutscene {
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int type;
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char filename[MAX_FILENAME_LEN];
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int formula;
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} mission_cutscene;
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typedef struct mission {
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char name[NAME_LENGTH];
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char author[NAME_LENGTH];
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float version;
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char created[DATE_TIME_LENGTH];
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char modified[DATE_TIME_LENGTH];
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char notes[NOTES_LENGTH];
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char mission_desc[MISSION_DESC_LENGTH];
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int game_type;
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flagset<Mission::Mission_Flags> flags;
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int num_players; // valid in multiplayer missions -- number of players supported
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uint num_respawns; // valid in multiplayer missions -- number of respawns allowed
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int max_respawn_delay; // valid in multiplayer missions -- number of respawns allowed
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support_ship_info support_ships; // Goober5000
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char squad_filename[MAX_FILENAME_LEN]; // if the player has been reassigned to a squadron, this is the filename of the logo, otherwise empty string
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char squad_name[NAME_LENGTH]; // if the player has been reassigned to a squadron, this is the name of the squadron, otherwise empty string
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char loading_screen[GR_NUM_RESOLUTIONS][MAX_FILENAME_LEN];
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char skybox_model[MAX_FILENAME_LEN];
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matrix skybox_orientation;
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char envmap_name[MAX_FILENAME_LEN];
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int skybox_flags;
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int contrail_threshold;
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int ambient_light_level;
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float neb_far_multi;
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float neb_near_multi;
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sound_env sound_environment;
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// Goober5000
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int command_persona;
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char command_sender[NAME_LENGTH];
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int debriefing_persona;
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// Goober5000
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char event_music_name[NAME_LENGTH];
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char briefing_music_name[NAME_LENGTH];
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char substitute_event_music_name[NAME_LENGTH];
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char substitute_briefing_music_name[NAME_LENGTH];
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// Goober5000
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ai_profile_t *ai_profile;
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SCP_vector<mission_cutscene> cutscenes;
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void Reset( )
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{
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int i = 0;
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name[ 0 ] = '\0';
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author[ 0 ] = '\0';
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version = 0.;
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created[ 0 ] = '\0';
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modified[ 0 ] = '\0';
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notes[ 0 ] = '\0';
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mission_desc[ 0 ] = '\0';
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game_type = 0;
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flags.reset();
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num_players = 0;
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num_respawns = 0;
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max_respawn_delay = 0;
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memset(&Ignored_keys, 0, sizeof(int)*CCFG_MAX);
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memset( &support_ships, 0, sizeof( support_ships ) );
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squad_filename[ 0 ] = '\0';
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squad_name[ 0 ] = '\0';
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for ( i = 0; i < GR_NUM_RESOLUTIONS; i++ )
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loading_screen[ i ][ 0 ] = '\0';
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skybox_model[ 0 ] = '\0';
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vm_set_identity(&skybox_orientation);
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skybox_flags = 0;
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envmap_name[ 0 ] = '\0';
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contrail_threshold = 0;
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ambient_light_level = DEFAULT_AMBIENT_LIGHT_LEVEL;
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sound_environment.id = -1;
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command_persona = 0;
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command_sender[ 0 ] = '\0';
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debriefing_persona = -1;
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event_music_name[ 0 ] = '\0';
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briefing_music_name[ 0 ] = '\0';
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substitute_event_music_name[ 0 ] = '\0';
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substitute_briefing_music_name[ 0 ] = '\0';
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ai_profile = NULL;
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cutscenes.clear( );
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}
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mission( )
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{
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Reset( );
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}
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} mission;
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// cargo defines
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// NOTE: MAX_CARGO MUST REMAIN <= 64 (CARGO_NO_DEPLETE) for NO_DEPLETE to work.
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// FURTHER NOTE (Goober5000): If a new flag is added here, the code (particularly in sexp.cpp)
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// must be reworked so that all the flags are maintained from function to function
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#define CARGO_INDEX_MASK 0xBF
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#define CARGO_NO_DEPLETE 0x40 // CARGO_NO_DEPLETE + CARGO_INDEX_MASK must == FF
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#define MAX_CARGO 30
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// Goober5000 - contrail threshold (previously defined in ShipContrails.cpp)
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#define CONTRAIL_THRESHOLD_DEFAULT 45
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extern mission The_mission;
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extern char Mission_filename[80]; // filename of mission in The_mission (Fred only)
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#define MAX_FORMATION_NAMES 3
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#define MAX_STATUS_NAMES 3
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// defines for arrival locations. These defines should match their counterparts in the arrival location
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// array
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#define MAX_ARRIVAL_NAMES 4
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#define ARRIVE_AT_LOCATION 0
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#define ARRIVE_NEAR_SHIP 1
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#define ARRIVE_IN_FRONT_OF_SHIP 2
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#define ARRIVE_FROM_DOCK_BAY 3
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// defines for departure locations. These defines should match their counterparts in the departure location
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// array
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#define MAX_DEPARTURE_NAMES 2
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#define DEPART_AT_LOCATION 0
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#define DEPART_AT_DOCK_BAY 1
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#define MAX_GOAL_TYPE_NAMES 3
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// alternate ship type names
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#define MAX_ALT_TYPE_NAMES 100
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extern char Mission_alt_types[MAX_ALT_TYPE_NAMES][NAME_LENGTH];
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extern int Mission_alt_type_count;
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// callsign
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#define MAX_CALLSIGNS 100
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extern char Mission_callsigns[MAX_CALLSIGNS][NAME_LENGTH];
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extern int Mission_callsign_count;
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// path restrictions
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#define MAX_PATH_RESTRICTIONS 10
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typedef struct path_restriction_t {
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int num_paths;
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int cached_mask;
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char path_names[MAX_SHIP_BAY_PATHS][MAX_NAME_LEN];
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} path_restriction_t;
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extern const char *Ship_class_names[MAX_SHIP_CLASSES];
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extern const char *Ai_behavior_names[MAX_AI_BEHAVIORS];
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extern char *Formation_names[MAX_FORMATION_NAMES];
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extern const char *Status_desc_names[MAX_STATUS_NAMES];
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extern const char *Status_type_names[MAX_STATUS_NAMES];
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extern const char *Status_target_names[MAX_STATUS_NAMES];
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extern const char *Arrival_location_names[MAX_ARRIVAL_NAMES];
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extern const char *Departure_location_names[MAX_DEPARTURE_NAMES];
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extern const char *Goal_type_names[MAX_GOAL_TYPE_NAMES];
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extern const char *Reinforcement_type_names[];
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extern char *Object_flags[];
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extern flag_def_list_new<Mission::Parse_Object_Flags> Parse_object_flags[];
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extern const size_t num_parse_object_flags;
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extern const char *Icon_names[];
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extern const char *Mission_event_log_flags[];
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extern int Num_mission_event_flags;
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extern flag_def_list Mission_event_flags[];
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extern char *Cargo_names[MAX_CARGO];
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extern char Cargo_names_buf[MAX_CARGO][NAME_LENGTH];
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extern char Mission_parse_storm_name[NAME_LENGTH];
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extern int Num_iff;
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extern int Num_ai_behaviors;
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extern int Num_ai_classes;
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extern int Num_cargo;
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extern int Num_status_names;
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extern int Num_arrival_names;
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extern int Num_formation_names;
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extern int Num_goal_type_names;
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extern int Num_reinforcement_type_names;
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extern int Player_starts;
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extern fix Entry_delay_time;
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extern int Loading_screen_bm_index;
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extern int Num_unknown_ship_classes;
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extern int Num_unknown_weapon_classes;
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extern int Num_unknown_loadout_classes;
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extern ushort Current_file_checksum;
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extern int Current_file_length;
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#define SUBSYS_STATUS_NO_CHANGE -999
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// Squadron Default Name
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#define NO_SQUAD "<none>"
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typedef struct subsys_status {
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char name[NAME_LENGTH];
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float percent; // percent damaged
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int primary_banks[MAX_SHIP_PRIMARY_BANKS];
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int primary_ammo[MAX_SHIP_PRIMARY_BANKS];
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int secondary_banks[MAX_SHIP_SECONDARY_BANKS];
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int secondary_ammo[MAX_SHIP_SECONDARY_BANKS];
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int ai_class;
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int subsys_cargo_name;
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} subsys_status;
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typedef struct texture_replace {
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char ship_name[NAME_LENGTH];
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char old_texture[MAX_FILENAME_LEN];
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char new_texture[MAX_FILENAME_LEN];
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int new_texture_id;
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bool from_table;
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} texture_replace;
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extern SCP_vector<texture_replace> Fred_texture_replacements;
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typedef struct alt_class {
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int ship_class;
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int variable_index; // if set allows the class to be set by a variable
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bool default_to_this_class;
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}alt_class;
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#define MAX_OBJECT_STATUS 10
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// a parse object
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// information from a $OBJECT: definition is read into this struct to
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// be copied into the real object, ship, etc. structs
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class p_object
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{
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public:
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char name[NAME_LENGTH];
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SCP_string display_name;
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p_object *next, *prev;
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vec3d pos;
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matrix orient;
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int ship_class;
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int team;
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int loadout_team; // original team, should never be changed after being set!!
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int behavior; // ai_class;
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int ai_goals; // sexp of lists of goals that this ship should try and do
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char cargo1;
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SCP_string team_color_setting;
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int status_count;
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int status_type[MAX_OBJECT_STATUS];
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int status[MAX_OBJECT_STATUS];
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int target[MAX_OBJECT_STATUS];
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int subsys_index; // index into subsys_status array
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int subsys_count; // number of elements used in subsys_status array
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int initial_velocity;
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int initial_hull;
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int initial_shields;
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int arrival_location;
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int arrival_distance; // used when arrival location is near or in front of some ship
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int arrival_anchor; // ship used for anchoring an arrival point
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int arrival_path_mask; // Goober5000
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int arrival_cue; // Index in Sexp_nodes of this sexp.
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int arrival_delay;
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int departure_location;
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int departure_anchor;
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int departure_path_mask; // Goober5000
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int departure_cue; // Index in Sexp_nodes of this sexp.
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int departure_delay;
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int warpin_params_index;
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int warpout_params_index;
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char misc[NAME_LENGTH];
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int wingnum; // set to -1 if not in a wing -- Wing array index otherwise
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int pos_in_wing; // Goober5000 - needed for FRED with the new way things work
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flagset<Mission::Parse_Object_Flags> flags; // mission savable flags
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int escort_priority; // priority in escort list
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int ai_class;
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int hotkey; // hotkey number (between 0 and 9) -1 means no hotkey
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int score;
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float assist_score_pct; // percentage of the score which players who gain an assist will get when this ship is killed
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int orders_accepted; // which orders this ship will accept from the player
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p_dock_instance *dock_list; // Goober5000 - parse objects this parse object is docked to
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object *created_object; // Goober5000
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int group; // group object is within or -1 if none.
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int persona_index;
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int kamikaze_damage; // base damage for a kamikaze attack
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bool use_special_explosion; // new special explosion/hitpoints system
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int special_exp_damage;
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int special_exp_blast;
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int special_exp_inner;
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int special_exp_outer;
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bool use_shockwave;
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int special_exp_shockwave_speed;
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int special_exp_deathroll_time;
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int special_hitpoints;
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int special_shield;
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ushort net_signature; // network signature this object can have
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int destroy_before_mission_time;
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char wing_status_wing_index; // wing index (0-4) in wingman status gauge
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char wing_status_wing_pos; // wing position (0-5) in wingman status gauge
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uint respawn_count; // number of respawns for this object. Applies only to player wing ships in multiplayer
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int respawn_priority; // priority this ship has for controlling respawn points
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int alt_type_index; // optional alt type index
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int callsign_index; // optional callsign index
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float ship_max_hull_strength; // Needed to deal with special hitpoints
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float ship_max_shield_strength;
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float max_shield_recharge;
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// Goober5000
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SCP_vector<texture_replace> replacement_textures;
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SCP_vector<alt_class> alt_classes;
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int alt_iff_color[MAX_IFFS][MAX_IFFS];
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p_object();
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~p_object();
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const char* get_display_name();
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bool has_display_name();
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};
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// Goober5000 - this is now dynamic
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extern SCP_vector<p_object> Parse_objects;
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#define POBJ_INDEX(pobjp) (int)(pobjp - &Parse_objects[0]) // yes, this arithmetic is valid :D
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extern p_object Support_ship_pobj, *Arriving_support_ship;
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extern p_object Ship_arrival_list;
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typedef struct {
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// ships
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int default_ship; // default ship type for player start point (recommended choice)
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int num_ship_choices; // number of ship choices inside ship_list
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int loadout_total; // Total number of ships available of all classes
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int ship_list[MAX_SHIP_CLASSES];
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char ship_list_variables[MAX_SHIP_CLASSES][TOKEN_LENGTH];
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int ship_count[MAX_SHIP_CLASSES];
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char ship_count_variables[MAX_SHIP_CLASSES][TOKEN_LENGTH];
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// weapons
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int num_weapon_choices;
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int weaponry_pool[MAX_WEAPON_TYPES];
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int weaponry_count[MAX_WEAPON_TYPES];
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char weaponry_pool_variable[MAX_WEAPON_TYPES][TOKEN_LENGTH];
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char weaponry_amount_variable[MAX_WEAPON_TYPES][TOKEN_LENGTH];
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bool weapon_required[MAX_WEAPON_TYPES];
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} team_data;
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#define MAX_P_WINGS 16
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#define MAX_SHIP_LIST 16
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extern team_data Team_data[MAX_TVT_TEAMS];
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extern subsys_status *Subsys_status;
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extern int Subsys_index;
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extern vec3d Parse_viewer_pos;
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extern matrix Parse_viewer_orient;
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extern int Mission_arrival_timestamp;
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extern int Mission_departure_timestamp;
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extern fix Mission_end_time;
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extern char Parse_names[MAX_SHIPS + MAX_WINGS][NAME_LENGTH];
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extern int Num_parse_names;
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extern int Num_teams;
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extern char Player_start_shipname[NAME_LENGTH];
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extern int Player_start_shipnum;
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extern p_object *Player_start_pobject;
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extern int Mission_palette; // index of palette file to use for mission
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extern int Nebula_index; // index into Nebula_filenames[] of nebula to use in mission.
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extern const char *Nebula_filenames[NUM_NEBULAS];
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extern const char *Nebula_colors[NUM_NEBULA_COLORS];
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extern p_object *Arriving_support_ship;
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extern char Neb2_texture_name[MAX_FILENAME_LEN];
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bool parse_main(const char *mission_name, int flags = 0);
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p_object *mission_parse_get_arrival_ship(ushort net_signature);
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p_object *mission_parse_get_arrival_ship(const char *name);
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bool mission_check_ship_yet_to_arrive(const char *name);
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p_object *mission_parse_get_parse_object(ushort net_signature);
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p_object *mission_parse_get_parse_object(const char *name);
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int parse_create_object(p_object *objp);
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void resolve_parse_flags(object *objp, flagset<Mission::Parse_Object_Flags> &parse_flags);
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void mission_parse_close();
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// used in squadmate messaging stuff to create wings from reinforcements.
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int parse_wing_create_ships(wing *wingp, int num_to_create, int force = 0, int specific_instance = -1 );
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// function for getting basic mission data without loading whole mission
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int mission_parse_is_multi(const char *filename, char *mission_name );
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int mission_parse_get_multi_mission_info(const char *filename);
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// called externally from multiplayer code
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int mission_do_departure(object *objp, bool goal_is_to_warp = false);
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// called externally from freespace.cpp
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void mission_parse_fixup_players(void);
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// get a index to a perminently kept around name of a ship or wing
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int get_parse_name_index(const char *name);
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// called from freespace game level loop
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void mission_parse_eval_stuff();
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// function to set the ramaing time left in the mission
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void mission_parse_set_end_time( int seconds );
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// code to bring in a repair ship.
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void mission_bring_in_support_ship( object *requester_objp );
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int mission_is_support_ship_arriving( void );
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void mission_add_to_arriving_support( object *requester_objp );
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int mission_is_repair_scheduled( object *objp );
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int mission_remove_scheduled_repair( object *objp );
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void mission_parse_support_arrived( int objnum );
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// alternate name stuff
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int mission_parse_lookup_alt(const char *name);
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const char *mission_parse_lookup_alt_index(int index);
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int mission_parse_add_alt(const char *name);
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void mission_parse_remove_alt(const char *name);
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void mission_parse_reset_alt();
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// callsign stuff
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int mission_parse_lookup_callsign(const char *name);
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const char *mission_parse_lookup_callsign_index(int index);
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int mission_parse_add_callsign(const char *name);
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void mission_parse_remove_callsign(const char *name);
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void mission_parse_reset_callsign();
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// is training mission
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int is_training_mission();
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// code to save/restore mission parse stuff
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int get_mission_info(const char *filename, mission *missionp = NULL, bool basic = true);
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// Goober5000
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void parse_dock_one_docked_object(p_object *pobjp, p_object *parent_pobjp);
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// Goober5000
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extern int Knossos_warp_ani_used;
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// Karajorma
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void swap_parse_object(p_object *p_obj, int ship_class);
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void clear_texture_replacements();
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// Goober5000
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subsys_status *parse_get_subsys_status(p_object *pobjp, const char *subsys_name);
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#endif
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