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fs2open.github.com/code/ship/ship.h
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Goober5000 d634ce6b62 Merge pull request #3786 from Goober5000/submodel_turn_accel
refactor submodel flags and add $rotate_accel
2021-11-17 22:16:25 -05:00

2025 lines
78 KiB
C++

/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
#ifndef _SHIP_H
#define _SHIP_H
#include "ai/ai.h"
#include "fireball/fireballs.h"
#include "globalincs/globals.h" // for defintions of token lengths -- maybe move this elsewhere later (Goober5000 - moved to globals.h)
#include "globalincs/pstypes.h"
#include "graphics/2d.h" // for color def
#include "hud/hud.h"
#include "hud/hudparse.h"
#include "model/model.h"
#include "model/modelanimation.h"
#include "network/multi_obj.h"
#include "radar/radarsetup.h"
#include "render/3d.h"
#include "species_defs/species_defs.h"
#include "weapon/shockwave.h"
#include "weapon/trails.h"
#include "ship/ship_flags.h"
#include "weapon/weapon_flags.h"
#include "ai/ai.h"
#include <string>
#include <particle/ParticleManager.h>
class object;
class WarpEffect;
namespace scripting
{
class Hook;
}
// Part of the player died system.
extern vec3d Original_vec_to_deader;
// States for player death sequence, stuffed in Player_died_state.
#define PDS_NONE 1
#define PDS_DIED 2
#define PDS_EJECTED 3
#define SHIP_GUARDIAN_THRESHOLD_DEFAULT 1 // Goober5000
#define HULL_DAMAGE_THRESHOLD_PERCENT 0.25f // Apply damage to hull, not shield if shield < this
// the #defines below are to avoid round-off errors
#define WEAPON_RESERVE_THRESHOLD 0.01f // energy threshold where ship is considered to have no weapon energy system
#define SUBSYS_MAX_HITS_THRESHOLD 0.01f // max_hits threshold where subsys is considered to take damage
#define HP_SCALE 1.2 // 1.2 means die when 20% of hits remaining
#define MAX_SHIP_HITS 8 // hits to kill a ship
#define MAX_SHIP_DETAIL_LEVELS 5 // maximum detail levels that a ship can render at
#define MAX_REINFORCEMENTS 32
// defines for 'direction' parameter of ship_select_next_primary()
#define CYCLE_PRIMARY_NEXT 0
#define CYCLE_PRIMARY_PREV 1
#define BANK_1 0
#define BANK_2 1
#define BANK_3 2
#define BANK_4 3
#define BANK_5 4
#define BANK_6 5
#define BANK_7 6
#define BANK_8 7
#define BANK_9 8
#define TYPE_ATTACK_PROTECT 0
#define TYPE_REPAIR_REARM 1
#define MAX_REINFORCEMENT_MESSAGES 5
#define RF_IS_AVAILABLE (1<<0) // reinforcement is now available
typedef struct {
char name[NAME_LENGTH]; // ship or wing name (ship and wing names don't collide)
int type; // what operations this reinforcement unit can perform
int uses; // number of times reinforcemnt unit can be used
int num_uses; // number of times this reinforcement was actually used
int arrival_delay; // how long after called does this reinforcement appear
int flags;
char no_messages[MAX_REINFORCEMENT_MESSAGES][NAME_LENGTH]; // list of messages to possibly send when calling for reinforcement not available
char yes_messages[MAX_REINFORCEMENT_MESSAGES][NAME_LENGTH]; // list of messages to acknowledge reinforcement on the way
} reinforcements;
class ship_weapon {
public:
int num_primary_banks; // Number of primary banks (same as model)
int num_secondary_banks; // Number of secondary banks (same as model)
int num_tertiary_banks;
int primary_bank_weapons[MAX_SHIP_PRIMARY_BANKS]; // Weapon_info[] index for the weapon in the bank
int secondary_bank_weapons[MAX_SHIP_SECONDARY_BANKS]; // Weapon_info[] index for the weapon in the bank
int primary_bank_external_model_instance[MAX_SHIP_PRIMARY_BANKS];
bool primary_bank_model_instance_check[MAX_SHIP_PRIMARY_BANKS];
int current_primary_bank; // currently selected primary bank
int current_secondary_bank; // currently selected secondary bank
int current_tertiary_bank;
int previous_primary_bank;
int previous_secondary_bank; // currently selected secondary bank
int next_primary_fire_stamp[MAX_SHIP_PRIMARY_BANKS]; // next time this primary bank can fire
int last_primary_fire_stamp[MAX_SHIP_PRIMARY_BANKS]; // last time this primary bank fired (mostly used by SEXPs)
int next_secondary_fire_stamp[MAX_SHIP_SECONDARY_BANKS]; // next time this secondary bank can fire
int last_secondary_fire_stamp[MAX_SHIP_SECONDARY_BANKS]; // last time this secondary bank fired (mostly used by SEXPs)
int next_tertiary_fire_stamp;
int last_primary_fire_sound_stamp[MAX_SHIP_PRIMARY_BANKS]; // trailing end of the last time this primary bank was fired, for purposes of timing the pre-launch sound
// ballistic primary support - by Goober5000
int primary_bank_ammo[MAX_SHIP_PRIMARY_BANKS]; // Number of missiles left in primary bank
int primary_bank_start_ammo[MAX_SHIP_PRIMARY_BANKS]; // Number of missiles starting in primary bank
int primary_bank_capacity[MAX_SHIP_PRIMARY_BANKS]; // Max number of projectiles in bank
int primary_next_slot[MAX_SHIP_PRIMARY_BANKS]; // Next slot to fire in the bank
int primary_bank_rearm_time[MAX_SHIP_PRIMARY_BANKS]; // timestamp which indicates when bank can get new projectile
// end ballistic primary support
float primary_bank_fof_cooldown[MAX_SHIP_PRIMARY_BANKS]; // SUSHI: Current FOF cooldown level for the primary weapon
// dynamic weapon linking - by RSAXVC
int primary_bank_slot_count[MAX_SHIP_PRIMARY_BANKS]; // Fire this many slots at a time
// end dynamic weapon linking
int secondary_bank_ammo[MAX_SHIP_SECONDARY_BANKS]; // Number of missiles left in secondary bank
int secondary_bank_start_ammo[MAX_SHIP_SECONDARY_BANKS]; // Number of missiles starting in secondary bank -- Every time the secondary bank changes, this must change too!
int secondary_bank_capacity[MAX_SHIP_SECONDARY_BANKS]; // Max number of missiles in bank
int secondary_next_slot[MAX_SHIP_SECONDARY_BANKS]; // Next slot to fire in the bank
int secondary_bank_rearm_time[MAX_SHIP_SECONDARY_BANKS]; // timestamp which indicates when bank can get new missile
int tertiary_bank_ammo; // Number of shots left tertiary bank
int tertiary_bank_start_ammo; // Number of shots starting in tertiary bank
int tertiary_bank_capacity; // Max number of shots in bank
int tertiary_bank_rearm_time; // timestamp which indicates when bank can get new something (used for ammopod or boostpod)
int remote_detonaters_active;
int detonate_weapon_time; // time at which last fired weapon can be detonated
int ai_class;
flagset<Ship::Weapon_Flags> flags;
EModelAnimationPosition primary_animation_position[MAX_SHIP_PRIMARY_BANKS];
EModelAnimationPosition secondary_animation_position[MAX_SHIP_SECONDARY_BANKS];
int primary_animation_done_time[MAX_SHIP_PRIMARY_BANKS];
int secondary_animation_done_time[MAX_SHIP_SECONDARY_BANKS];
int burst_counter[MAX_SHIP_PRIMARY_BANKS + MAX_SHIP_SECONDARY_BANKS];
int burst_seed[MAX_SHIP_PRIMARY_BANKS + MAX_SHIP_SECONDARY_BANKS]; // A random seed, recalculated only when the weapon's burst resets
int external_model_fp_counter[MAX_SHIP_PRIMARY_BANKS + MAX_SHIP_SECONDARY_BANKS];
size_t primary_bank_pattern_index[MAX_SHIP_PRIMARY_BANKS];
size_t secondary_bank_pattern_index[MAX_SHIP_SECONDARY_BANKS];
// for type5 beams, keeps track of accumulated per burst rotation, added to with each shot (or burst)
float per_burst_rot;
/**
* @brief Constructor. Calls clear()
*/
ship_weapon();
/**
* @brief Inits ship_weapon
*/
void clear();
};
//**************************************************************
//WMC - Damage type handling code
int damage_type_add(char *name);
//**************************************************************
//WMC - Armor stuff
// Nuke: some defines for difficulty scaling type
#define ADT_DIFF_SCALE_BAD_VAL -1 // error mode
#define ADT_DIFF_SCALE_FIRST 0
#define ADT_DIFF_SCALE_LAST 1
#define ADT_DIFF_SCALE_MANUAL 2 // this is the user defined mode where the modder has to handle difficulty scaling in their calculations
// Nuke: +value: replacing constants
// these are stored as altArguments, positive values mean storage idxes and -1 means not used, anything below that is fair game
#define AT_CONSTANT_NOT_USED -1 // will probibly never get used
#define AT_CONSTANT_BAD_VAL -2 // this conveys table error to the user
#define AT_CONSTANT_BASE_DMG -3 // what the damage was at start of calculations
#define AT_CONSTANT_CURRENT_DMG -4 // what the damage currently is
#define AT_CONSTANT_DIFF_FACTOR -5 // difficulty factor (by default 0.2 (easy) to 1.0 (insane))
#define AT_CONSTANT_RANDOM -6 // number between 0 and 1 (redundant but saves a calculation)
#define AT_CONSTANT_PI -7 // because everyone likes pi
struct ArmorDamageType
{
friend class ArmorType;
private:
//Rather than make an extra struct,
//I just made two arrays
int DamageTypeIndex;
SCP_vector<int> Calculations;
SCP_vector<float> Arguments;
SCP_vector<int> altArguments; // Nuke: to facilitate optional importation of data in place of +value: tag -nuke
float shieldpierce_pct;
// piercing effect data
float piercing_start_pct;
int piercing_type;
// Nuke: difficulty scale type
int difficulty_scale_type;
public:
void clear();
};
class ArmorType
{
private:
char Name[NAME_LENGTH];
SCP_vector<ArmorDamageType> DamageTypes;
public:
ArmorType(const char* in_name);
int flags;
//Get
char *GetNamePtr(){return Name;}
bool IsName(const char* in_name) { return (stricmp(in_name, Name) == 0); }
float GetDamage(float damage_applied, int in_damage_type_idx, float diff_dmg_scale, int is_beam = 0);
float GetShieldPiercePCT(int damage_type_idx);
int GetPiercingType(int damage_type_idx);
float GetPiercingLimit(int damage_type_idx);
//Set
void ParseData();
};
extern SCP_vector<ArmorType> Armor_types;
//**************************************************************
//WMC - Damage type handling code
typedef struct DamageTypeStruct
{
char name[NAME_LENGTH];
} DamageTypeStruct;
extern SCP_vector<DamageTypeStruct> Damage_types;
#define SAF_IGNORE_SS_ARMOR (1 << 0) // hull armor is applied regardless of the subsystem armor for hull damage
#define SADTF_PIERCING_NONE 0 // no piercing effects, no beam tooling
#define SADTF_PIERCING_DEFAULT 1 // piercing effects, beam tooling
#define SADTF_PIERCING_RETAIL 2 // no piercing effects, beam tooling
//SUSHI: Damage lightning types. SLT = Ship Lighting Type.
#define SLT_NONE 0
#define SLT_DEFAULT 1
#define NUM_TURRET_ORDER_TYPES 3
extern const char *Turret_target_order_names[NUM_TURRET_ORDER_TYPES]; //aiturret.cpp
// Swifty: Cockpit displays
typedef struct cockpit_display {
int target;
int source;
int foreground;
int background;
int offset[2];
int size[2];
char name[MAX_FILENAME_LEN];
} cockpit_display;
extern SCP_vector<cockpit_display> Player_displays;
typedef struct cockpit_display_info {
char name[MAX_FILENAME_LEN];
char filename[MAX_FILENAME_LEN];
char fg_filename[MAX_FILENAME_LEN];
char bg_filename[MAX_FILENAME_LEN];
int offset[2];
int size[2];
} cockpit_display_info;
// structure to keep track of ship locks
typedef struct lock_info {
object *obj;
ship_subsys *subsys;
vec3d world_pos;
int current_target_sx;
int current_target_sy;
bool locked;
int maintain_lock_count;
int indicator_x;
int indicator_y;
int indicator_start_x;
int indicator_start_y;
bool indicator_visible;
float time_to_lock;
float dist_to_lock;
int catching_up;
float catch_up_distance;
float last_dist_to_target;
double accumulated_x_pixels;
double accumulated_y_pixels;
bool need_new_start_pos;
bool target_in_lock_cone;
float lock_gauge_time_elapsed;
float lock_anim_time_elapsed;
} lock_info;
// structure definition for a linked list of subsystems for a ship. Each subsystem has a pointer
// to the static data for the subsystem. The obj_subsystem data is defined and read in the model
// code. Other dynamic data (such as current_hits) should remain in this structure.
class ship_subsys
{
public:
class ship_subsys *next, *prev; // Index of next and previous objects in list.
model_subsystem *system_info; // pointer to static data for this subsystem -- see model.h for definition
int parent_objnum; // objnum of the parent ship
char sub_name[NAME_LENGTH]; //WMC - Name that overrides name of original
float current_hits; // current number of hits this subsystem has left.
float max_hits;
flagset<Ship::Subsystem_Flags> flags; // Goober5000
int subsys_guardian_threshold; // Goober5000
int armor_type_idx; // FUBAR
// turret info
//Important -WMC
//With the new turret code, indexes run from 0 to MAX_SHIP_WEAPONS; a value of MAX_SHIP_PRIMARY_WEAPONS
//or higher, an index into the turret weapons is considered to be an index into the secondary weapons
//for much of the code. See turret_next_weap_fire_stamp.
vec3d turret_last_fire_direction; // direction pointing last time this turret fired
int turret_next_enemy_check_stamp; // time at which to next look for a new enemy.
int turret_next_fire_stamp; // next time this turret can fire
int turret_enemy_objnum; // object index of ship this turret is firing upon
int turret_enemy_sig; // signature of object ship this turret is firing upon
int turret_next_fire_pos; // counter which tells us which gun position to fire from next
float turret_time_enemy_in_range; // Number of seconds enemy in view cone, accuracy improves over time.
int turret_targeting_order[NUM_TURRET_ORDER_TYPES]; //Order that turrets target different types of things.
float optimum_range;
float favor_current_facing;
ship_subsys *targeted_subsys; // subsystem this turret is attacking
bool scripting_target_override;
int last_fired_weapon_info_index; // which weapon class was last fired
int turret_pick_big_attack_point_timestamp; // Next time to pick an attack point for this turret
vec3d turret_big_attack_point; // local coordinate of point for this turret to attack on enemy
float turret_inaccuracy; // additional SEXP inaccuracy, field of fire degrees
EModelAnimationPosition turret_animation_position;
int turret_animation_done_time;
// swarm (rapid fire) info
int turret_swarm_info_index[MAX_TFP];
int turret_swarm_num;
// awacs info
float awacs_intensity;
float awacs_radius;
ship_weapon weapons;
// Data the renderer needs for ship instance specific data, like
// angles and if it is blown off or not.
// There are 2 of these because turrets need one for the turret and one for the barrel.
// Things like radar dishes would only use one.
submodel_instance *submodel_instance_1; // Instance data for main turret or main object
submodel_instance *submodel_instance_2; // Instance data for turret guns, if there is one
int disruption_timestamp; // time at which subsystem isn't disrupted
int subsys_cargo_name; // cap ship cargo on subsys
fix time_subsys_cargo_revealed; // added by Goober5000
int triggered_rotation_index; //the actual currently running animation and assosiated states
float points_to_target;
float base_rotation_rate_pct;
float gun_rotation_rate_pct;
// still going through these...
flagset<Ship::Subsys_Sound_Flags> subsys_snd_flags;
int rotation_timestamp;
// target priority setting for turrets
int target_priority[32];
int num_target_priorities;
//SUSHI: Fields for max_turret_aim_update_delay
//Only used when targeting small ships
fix next_aim_pos_time;
vec3d last_aim_enemy_pos;
vec3d last_aim_enemy_vel;
//scaler for setting adjusted turret rof
float rof_scaler;
//Per-turret ownage settings - SUSHI
int turret_max_bomb_ownage;
int turret_max_target_ownage;
ship_subsys()
: next(NULL), prev(NULL)
{}
void clear();
};
// structure for subsystems which tells us the total count of a particular type of subsystem (i.e.
// we might have 3 engines), and the relative strength of the subsystem. The #defines in model.h
// for SUBSYSTEM_xxx will be used as indices into this array.
typedef struct ship_subsys_info {
int type_count; // number of subsystems of type on this ship;
float aggregate_max_hits; // maximum number of hits for all subsystems of this type.
float aggregate_current_hits; // current count of hits for all subsystems of this type.
} ship_subsys_info;
// Karajorma - Used by the alter-ship-flag SEXP as an alternative to having lots of ship flag SEXPs
typedef struct ship_flag_name {
Ship::Ship_Flags flag; // the actual ship flag constant as given by the define below
char flag_name[TOKEN_LENGTH]; // the name written to the mission file for its corresponding parse_object flag
} ship_flag_name;
#define MAX_SHIP_FLAG_NAMES 21
extern ship_flag_name Ship_flag_names[];
#define DEFAULT_SHIP_PRIMITIVE_SENSOR_RANGE 10000 // Goober5000
#define MAX_DAMAGE_SLOTS 32
#define MAX_SHIP_ARCS 5 // How many "arcs" can be active at once... Must be less than MAX_ARC_EFFECTS in model.h.
#define NUM_SUB_EXPL_HANDLES 2 // How many different big ship sub explosion sounds can be played.
#define MAX_SHIP_CONTRAILS 24
#define MAX_MAN_THRUSTERS 128
typedef struct ship_spark {
vec3d pos; // position of spark in the submodel's RF
int submodel_num; // which submodel is making the spark
int end_time;
} ship_spark;
template <class T>
struct reload_pct
{
void init(int num_banks, int points_per_bank, T value)
{
_points_per_bank = points_per_bank;
_buffer.clear();
_buffer.resize(num_banks * points_per_bank, value);
_value = value;
}
T& get(int bank, int point)
{
int pos = bank * _points_per_bank + point;
// this can happen with mismatched ships.tbl and models
if (pos >= (int)_buffer.size())
return _value;
return _buffer[pos];
}
void set(int bank, int point, T value)
{
int pos = bank * _points_per_bank + point;
// this can happen with mismatched ships.tbl and models
if (pos >= (int)_buffer.size())
return;
_buffer[pos] = value;
}
private:
int _points_per_bank = 0;
T _value;
SCP_vector<T> _buffer;
};
// NOTE: Can't be treated as a struct anymore, since it has STL data structures in its object tree!
class ship
{
public:
int objnum;
int ai_index; // Index in Ai_info of ai_info associated with this ship.
int ship_info_index; // Index in ship_info for this ship
int hotkey;
int escort_priority;
int score;
float assist_score_pct;
int respawn_priority;
// BEGIN PACK ubytes and chars
ubyte pre_death_explosion_happened; // If set, it means the 4 or 5 smaller explosions
ubyte wash_killed;
char cargo1;
// ship wing status info
char wing_status_wing_index; // wing index (0-4) in wingman status gauge
char wing_status_wing_pos; // wing position (0-5) in wingman status gauge
// alternate indexes
int alt_type_index; // only used for display purposes (read : safe)
int callsign_index; // ditto
// targeting laser info
char targeting_laser_bank; // -1 if not firing, index into polymodel gun points if it _is_ firing
int targeting_laser_objnum; // -1 if invalid, beam object # otherwise
// corkscrew missile stuff
ubyte num_corkscrew_to_fire; // # of corkscrew missiles lef to fire
int corkscrew_missile_bank;
int next_corkscrew_fire; // next time to fire a corkscrew missile
// END PACK
int final_death_time; // Time until big fireball starts
int death_time; // Time until big fireball starts
int end_death_time; // Time until big fireball starts
int really_final_death_time; // Time until ship breaks up and disappears
vec3d deathroll_rotvel; // Desired death rotational velocity
WarpEffect *warpin_effect;
WarpEffect *warpout_effect;
int warpin_params_index;
int warpout_params_index;
int next_fireball;
int next_hit_spark;
int num_hits; // Note, this is the number of spark emitter positions!
ship_spark sparks[MAX_SHIP_HITS];
bool use_special_explosion;
int special_exp_damage; // new special explosion/hitpoints system
int special_exp_blast;
int special_exp_inner;
int special_exp_outer;
bool use_shockwave;
int special_exp_shockwave_speed;
int special_exp_deathroll_time;
int special_hitpoints;
int special_shield;
float ship_max_shield_strength;
float ship_max_hull_strength;
float max_shield_recharge;
float max_shield_regen_per_second; // wookieejedi - make this a ship object variable
float max_weapon_regen_per_second; // wookieejedi - make this a ship object variable
int ship_guardian_threshold; // Goober5000 - now also determines whether ship is guardian'd
char ship_name[NAME_LENGTH];
SCP_string display_name;
int team; // Which team it's on, HOSTILE, FRIENDLY, UNKNOWN, NEUTRAL
fix time_cargo_revealed; // time at which the cargo was revealed
int arrival_location;
int arrival_distance; // how far away this ship should arrive
int arrival_anchor; // name of object this ship arrives near (or in front of)
int arrival_path_mask; // Goober5000 - possible restrictions on which bay paths to use
int arrival_cue;
int arrival_delay;
int departure_location; // depart to hyperspace or someplace else (like docking bay)
int departure_anchor; // when docking bay -- index of ship to use
int departure_path_mask; // Goober5000 - possible restrictions on which bay paths to use
int departure_cue; // sexpression to eval when departing
int departure_delay; // time in seconds after sexp is true that we delay.
int wingnum; // wing number this ship is in. -1 if in no wing, Wing array index otherwise
int orders_accepted; // set of orders this ship will accept from the player.
// Subsystem fields. The subsys_list is a list of all subsystems (which might include multiple types
// of a particular subsystem, like engines). The subsys_info struct is information for particular
// types of subsystems. (i.e. the list might contain 3 engines. There will be one subsys_info entry
// describing the state of all engines combined) -- MWA 4/1/97
ship_subsys subsys_list; // linked list of subsystems for this ship.
ship_subsys *last_targeted_subobject[MAX_PLAYERS]; // Last subobject that has been targeted. NULL if none;(player specific)
ship_subsys_info subsys_info[SUBSYSTEM_MAX]; // info on particular generic types of subsystems
// ETS fields
int shield_recharge_index; // index into array holding the shield recharge rate
int weapon_recharge_index; // index into array holding the weapon recharge rate
int engine_recharge_index; // index into array holding the engine recharge rate
float weapon_energy; // Number of EUs in energy reserves
float current_max_speed; // Max ship speed (based on energy diverted to engines)
int next_manage_ets; // timestamp for when ai can next modify ets ( -1 means never )
flagset<Ship::Ship_Flags> flags; // flag variable to contain ship state
int reinforcement_index; // index into reinforcement struct or -1
float afterburner_fuel; // amount of afterburner fuel remaining (capacity is stored
// as afterburner_fuel_capacity in ship_info).
float afterburner_last_engage_fuel; // the fuel level when the afterburners were last engaged
int afterburner_last_end_time; // timestamp when the ship last stopped its afterburner
int cmeasure_count; // Number of charges of countermeasures this ship can hold.
int current_cmeasure; // Currently selected countermeasure.
int cmeasure_fire_stamp; // Time at which can fire countermeasure.
float target_shields_delta; // Target for shield recharge system.
float target_weapon_energy_delta; // Target for recharge system.
ship_weapon weapons;
int shield_hits; // Number of hits on shield this frame.
SCP_vector<vec3d> shield_points;
float wash_intensity;
vec3d wash_rot_axis;
int wash_timestamp;
SCP_vector<lock_info> missile_locks;
SCP_vector<lock_info> missile_locks_firing;
int num_swarm_missiles_to_fire; // number of swarm missiles that need to be launched
int next_swarm_fire; // timestamp of next swarm missile to fire
int num_turret_swarm_info; // number of turrets in process of launching swarm
int swarm_missile_bank; // The missilebank the swarm was originally launched from
int group; // group ship is in, or -1 if none. Fred thing
sound_handle death_roll_snd; // id of death roll sound, may need to be stopped early
int ship_list_index; // index of ship in Ship_objs[] array
int thruster_bitmap; // What frame the current thruster bitmap is at for this ship
float thruster_frame; // Used to keep track of which frame the animation should be on.
int thruster_glow_bitmap; // What frame the current thruster engine glow bitmap is at for this ship
float thruster_glow_frame; // Used to keep track of which frame the engine glow animation should be on.
float thruster_glow_noise; // Noise for current frame
int thruster_secondary_glow_bitmap; // Bobboau
int thruster_tertiary_glow_bitmap; // Bobboau
int thruster_distortion_bitmap; // Valathil
int next_engine_stutter; // timestamp to time the engine stuttering when a ship dies
fix base_texture_anim_frametime; // Goober5000 - zero mark for texture animations
float total_damage_received; // total damage received (for scoring purposes)
float damage_ship[MAX_DAMAGE_SLOTS]; // damage applied from each player
int damage_ship_id[MAX_DAMAGE_SLOTS]; // signature of the damager (corresponds to each entry in damage_ship)
int persona_index; // which persona is this guy.
int subsys_disrupted_flags; // bitflags used to check if SUBYSTEM_* is disrupted or not
int subsys_disrupted_check_timestamp; // timer to control how oftern flags are set/cleared in subsys_disrupted_flags
uint create_time; // time ship was created, set by gettime()
// keep multiplayer specific stuff below this point
int ts_index; // index into the team select and Wss_slots array (or -1 if not in one of those arrays)
int large_ship_blowup_index; // -1 if not a large ship exploding, else this is an index used by the shipfx large ship exploding code.
std::array<sound_handle, NUM_SUB_EXPL_HANDLES> sub_expl_sound_handle;
// Stuff for showing electrical arcs on damaged ships
vec3d arc_pts[MAX_SHIP_ARCS][2]; // The endpoints of each arc
int arc_timestamp[MAX_SHIP_ARCS]; // When this times out, the spark goes away. -1 is not used
ubyte arc_type[MAX_SHIP_ARCS]; // see MARC_TYPE_* defines in model.h
int arc_next_time; // When the next damage/emp arc will be created.
SCP_vector<int> passive_arc_next_times; // When the next passive ship arc will be created.
// emp missile stuff
float emp_intensity; // <= 0.0f if no emp effect present
float emp_decr; // how much to decrement EMP effect per second for this ship
// contrail stuff
trail *trail_ptr[MAX_SHIP_CONTRAILS];
// tag stuff
float tag_total; // total tag time
float tag_left; // total tag remaining
fix time_first_tagged;
float level2_tag_total; // total tag time
float level2_tag_left; // total tag remaining
// lightning timestamp
int lightning_stamp;
// AWACS warning flag
flagset<Ship::Awacs_Warning_Flags> awacs_warning_flag;
// Special warp objnum (warping at knossos)
int special_warpin_objnum;
int special_warpout_objnum;
ship_subsys fighter_beam_turret_data; //a fake subsystem that pretends to be a turret for fighter beams
model_subsystem beam_sys_info;
int was_firing_last_frame[MAX_SHIP_PRIMARY_BANKS];
// Goober5000 - range of primitive sensors
int primitive_sensor_range;
// Goober5000 - revised nameplate implementation
int *ship_replacement_textures;
// Goober5000 - index into pm->view_positions[]
// apparently, early in FS1 development, there was a field called current_eye_index
// that had this same functionality
int current_viewpoint;
trail *ABtrail_ptr[MAX_SHIP_CONTRAILS]; //after burner trails -Bobboau
trail_info ab_info[MAX_SHIP_CONTRAILS];
int ab_count;
// glow points
std::deque<bool> glow_point_bank_active;
//Animated Shader effects
int shader_effect_num;
int shader_effect_duration;
int shader_effect_start_time;
bool shader_effect_active;
float alpha_mult;
int last_fired_point[MAX_SHIP_PRIMARY_BANKS]; //for fire point cylceing
ship_subsys *last_fired_turret; // which turret has fired last
// fighter bay door stuff, parent side
int bay_doors_anim_done_time; // ammount of time to transition from one animation state to another
EModelAnimationPosition bay_doors_status; // anim status of the bay doors (closed/not-animating, opening, open/not-animating)
int bay_doors_wanting_open; // how many ships want/need the bay door open
// figther bay door stuff, client side
ubyte bay_doors_launched_from; // the bay door that I launched from
bool bay_doors_need_open; // keep track of whether I need the door open or not
int bay_doors_parent_shipnum; // our parent ship, what we are entering/leaving
reload_pct<float> secondary_point_reload_pct; //after fireing a secondary it takes some time for that secondary weapon to reload, this is how far along in that proces it is (from 0 to 1)
float primary_rotate_rate[MAX_SHIP_PRIMARY_BANKS];
float primary_rotate_ang[MAX_SHIP_PRIMARY_BANKS];
int thrusters_start[MAX_MAN_THRUSTERS]; //Timestamp of when thrusters started
int thrusters_sounds[MAX_MAN_THRUSTERS]; //Sound index for thrusters
SCP_vector<alt_class> s_alt_classes;
SCP_map<std::pair<int, int>, int> ship_iff_color;
int ammo_low_complaint_count; // number of times this ship has complained about low ammo
int armor_type_idx;
int shield_armor_type_idx;
int collision_damage_type_idx;
int debris_damage_type_idx;
ushort debris_net_sig; // net signiture of the first piece of debris this ship has
int model_instance_num;
fix time_created;
fix radar_visible_since; // The first time this ship was visible on the radar. Gets reset when ship is not visible anymore
fix radar_last_contact; // The last time this ship appeared on the radar. When it is currently visible this has the value if Missiontime
RadarVisibility radar_last_status; // Last radar status
RadarVisibility radar_current_status; // Current radar status
SCP_string team_name;
SCP_string secondary_team_name; //If the change-team-color sexp is used, these fields control the fading behaviour
fix team_change_timestamp;
int team_change_time;
float autoaim_fov;
enum warpstage {
STAGE1 = 0,
STAGE2,
BOTH,
};
// reset to a completely blank ship
void clear();
//Helper functions
bool is_arriving(ship::warpstage stage = ship::warpstage::BOTH, bool dock_leader_or_single = false);
inline bool is_departing() { return flags[Ship::Ship_Flags::Depart_warp, Ship::Ship_Flags::Depart_dockbay]; }
inline bool cannot_warp_flags() { return flags[Ship::Ship_Flags::Warp_broken, Ship::Ship_Flags::Warp_never, Ship::Ship_Flags::Disabled, Ship::Ship_Flags::No_subspace_drive]; }
inline bool is_dying_or_departing() { return is_departing() || flags[Ship::Ship_Flags::Dying]; }
const char* get_display_name() const;
bool has_display_name() const;
void apply_replacement_textures(SCP_vector<texture_replace> &replacements);
};
struct ai_target_priority {
char name[NAME_LENGTH];
int obj_type;
SCP_vector <int> ship_type;
SCP_vector <int> ship_class;
SCP_vector <int> weapon_class;
flagset<Object::Object_Flags> obj_flags;
flagset<Ship::Info_Flags> sif_flags;
flagset<Weapon::Info_Flags> wif_flags;
};
extern SCP_vector <ai_target_priority> Ai_tp_list;
void parse_ai_target_priorities();
void parse_weapon_targeting_priorities();
ai_target_priority init_ai_target_priorities();
// structure and array def for ships that have exited the game. Keeps track of certain useful
// information.
typedef struct exited_ship {
char ship_name[NAME_LENGTH];
SCP_string display_name;
int obj_signature;
int ship_class;
int team;
flagset<Ship::Exit_Flags> flags;
fix time;
int hull_strength;
fix time_cargo_revealed;
char cargo1;
float damage_ship[MAX_DAMAGE_SLOTS]; // A copy of the arrays from the ship so that we can figure out what damaged it
int damage_ship_id[MAX_DAMAGE_SLOTS];
} exited_ship;
extern SCP_vector<exited_ship> Ships_exited;
// a couple of functions to get at the data
extern void ship_add_exited_ship( ship *shipp, Ship::Exit_Flags reason );
extern int ship_find_exited_ship_by_name( const char *name );
extern int ship_find_exited_ship_by_signature( int signature);
// Stuff for overall ship status, useful for reference by sexps and scripts. Status changes occur in the same frame as mission log entries.
enum ShipStatus
{
// A ship is on the arrival list as a parse object
NOT_YET_PRESENT,
// A ship is currently in-mission, and its objp and shipp pointers are valid
PRESENT,
// A ship is destroyed, departed, or vanished. Note however that for destroyed ships,
// ship_cleanup is not called until the death roll is complete, which means there is a
// period of time where the ship is "exited", but objp and shipp are still valid and
// exited_index is not yet assigned.
EXITED
};
struct ship_registry_entry
{
ShipStatus status = ShipStatus::NOT_YET_PRESENT;
char name[NAME_LENGTH];
p_object *p_objp = nullptr;
object *objp = nullptr;
ship *shipp = nullptr;
int cleanup_mode = 0;
int exited_index = -1;
ship_registry_entry(const char *_name)
{
strcpy_s(name, _name);
}
};
extern SCP_vector<ship_registry_entry> Ship_registry;
extern SCP_unordered_map<SCP_string, int, SCP_string_lcase_hash, SCP_string_lcase_equal_to> Ship_registry_map;
extern const ship_registry_entry *ship_registry_get(const char *name);
#define REGULAR_WEAPON (1<<0)
#define DOGFIGHT_WEAPON (1<<1)
typedef struct ship_passive_arc_info {
std::pair<int, int> submodels;
std::pair<SCP_string, SCP_string> submodel_strings; // the string names from parsing, to be looked up and used to fill the above later when the model is ready
std::pair<vec3d, vec3d> pos;
float duration;
float frequency;
} ship_lightning_data;
typedef struct thruster_particles {
generic_anim thruster_bitmap;
float min_rad;
float max_rad;
int n_high;
int n_low;
float variance;
} thruster_particles;
typedef struct particle_effect {
int n_low;
int n_high;
float min_rad;
float max_rad;
float min_life;
float max_life;
float min_vel;
float max_vel;
float variance;
} particle_effect;
typedef struct ship_type_info {
char name[NAME_LENGTH];
flagset<Ship::Type_Info_Flags> flags;
float debris_max_speed;
float ff_multiplier;
float emp_multiplier;
//Fog
float fog_start_dist;
float fog_complete_dist;
//AI
int ai_valid_goals;
int ai_player_orders;
int ai_active_dock;
int ai_passive_dock;
SCP_vector<int> ai_actively_pursues;
SCP_vector<int> ai_cripple_ignores;
//Explosions
float vaporize_chance;
//Resources
SCP_vector<int> explosion_bitmap_anims;
//Regen values - need to be converted after all types have loaded
SCP_vector<SCP_string> ai_actively_pursues_temp;
SCP_vector<SCP_string> ai_cripple_ignores_temp;
ship_type_info( )
: debris_max_speed( 0.f ),
ff_multiplier( 0.f ), emp_multiplier( 0.f ),
fog_start_dist( 0.f ), fog_complete_dist( 0.f ),
ai_valid_goals( 0 ), ai_player_orders( 0 ), ai_active_dock( 0 ), ai_passive_dock( 0 ),
vaporize_chance( 0.f )
{
flags.reset();
name[ 0 ] = '\0';
}
} ship_type_info;
extern SCP_vector<ship_type_info> Ship_types;
class man_thruster {
public:
flagset<Ship::Thruster_Flags> use_flags;
gamesnd_id start_snd;
gamesnd_id loop_snd;
gamesnd_id stop_snd;
int tex_id;
int tex_nframes;
int tex_fps;
float length;
float radius;
vec3d pos, norm;
void reset() {
length = 0;
norm.xyz.x = norm.xyz.y = norm.xyz.z = 0.0f; // I wanted to do norm = ZERO_VECTOR here, but apparently that breaks the MSVC 2015 compiler....
pos.xyz.x = pos.xyz.y = pos.xyz.z = 0.0f;
radius = 0.0f;
tex_fps = 0;
tex_nframes = 0;
use_flags.reset();
start_snd = gamesnd_id();
loop_snd = gamesnd_id();
stop_snd = gamesnd_id();
tex_id = -1;
}
};
// Holds variables for collision physics (Gets its own struct purely for clarity purposes)
// Most of this only really applies properly to small ships
typedef struct ship_collision_physics {
// Collision physics definitions: how a ship responds to collisions
float both_small_bounce{}; // Bounce factor when both ships are small
// This currently only comes into play if one ship is the player...
// blame retail for that.
float bounce{}; // Bounce factor for all other cases
float friction{}; // Controls lateral velocity lost when colliding with a large ship
float rotation_factor{}; // Affects the rotational energy of collisions... TBH not sure how.
// Speed & angle constraints for a smooth landing
// Note that all angles are stored as a dotproduct between normalized vectors instead. This saves us from having
// to do a lot of dot product calculations later.
float landing_max_z{};
float landing_min_z{};
float landing_min_y{};
float landing_max_x{};
float landing_max_angle{};
float landing_min_angle{};
float landing_max_rot_angle{};
// Speed & angle constraints for a "rough" landing (one with normal collision consequences, but where
// the ship is still reoriented towards its resting orientation)
float reorient_max_z{};
float reorient_min_z{};
float reorient_min_y{};
float reorient_max_x{};
float reorient_max_angle{};
float reorient_min_angle{};
float reorient_max_rot_angle{};
// Landing response parameters
float reorient_mult{}; // How quickly the ship will reorient towards it's resting position
float landing_rest_angle{}; // The vertical angle where the ship's orientation comes to rest
gamesnd_id landing_sound_idx; //Sound to play on successful landing collisions
// Collision sounds
gamesnd_id collision_sound_light_idx;
gamesnd_id collision_sound_heavy_idx;
gamesnd_id collision_sound_shielded_idx;
} ship_collision_physics;
typedef struct path_metadata {
vec3d departure_rvec;
vec3d arrival_rvec;
float arrive_speed_mult;
float depart_speed_mult;
} path_metadata;
class allowed_weapon_bank
{
public:
SCP_vector<std::pair<int, ubyte>> weapon_and_flags;
ubyte find_flags(int weapon_info_index) const;
void set_flag(int weapon_info_index, ubyte flag);
void clear_flag(int weapon_info_index, ubyte flag);
void clear_flag(ubyte flag);
void clear();
ubyte operator[](int index) const;
ubyte operator[](size_t index) const;
};
// The real FreeSpace ship_info struct.
// NOTE: Can't be treated as a struct anymore, since it has STL data structures in its object tree!
class ship_info
{
public:
char name[NAME_LENGTH]; // name for the ship
char display_name[NAME_LENGTH]; // display another name for the ship
char short_name[NAME_LENGTH]; // short name, for use in the editor?
int species; // which species this craft belongs to
int class_type; //For type table
char *type_str; // type string used by tooltips
char *maneuverability_str; // string used by tooltips
char *armor_str; // string used by tooltips
char *manufacturer_str; // string used by tooltips
char *desc; // string used by tooltips
char *tech_desc; // string used by tech database
char tech_title[NAME_LENGTH]; // ship's name (in tech database)
char *ship_length; // string used by multiplayer ship desc
char *gun_mounts; // string used by multiplayer ship desc
char *missile_banks; // string used by multiplayer ship desc
char cockpit_pof_file[MAX_FILENAME_LEN]; // POF file for cockpit view
vec3d cockpit_offset;
char pof_file[MAX_FILENAME_LEN]; // POF file to load/associate with ship
char pof_file_hud[MAX_FILENAME_LEN]; // POF file to load for the HUD target box
char pof_file_tech[MAX_FILENAME_LEN]; // POF file to load for the techroom
int num_detail_levels; // number of detail levels for this ship
int detail_distance[MAX_SHIP_DETAIL_LEVELS]; // distance to change detail levels at
int collision_lod; // check for collisions using a LOD
int cockpit_model_num; // cockpit model
int model_num; // ship model
int model_num_hud; // model to use when rendering to the HUD (eg, mini supercap)
int hud_target_lod; // LOD to use for rendering to the HUD targetbox (if not already using special HUD model)
float density; // density of the ship in g/cm^3 (water = 1)
float damp; // drag
float rotdamp; // rotational drag
float delta_bank_const;
vec3d max_vel; // max velocity of the ship in the linear directions -- read from ships.tbl
vec3d min_vel; // min velocity of the ship in the linear directions -- read from ships.tbl
vec3d max_rotvel; // maximum rotational velocity
vec3d rotation_time; // time to rotate in x/y/z dimension traveling at max rotvel
float srotation_time; // scalar, computed at runtime as (rotation_time.x + rotation_time.y)/2
float max_rear_vel; // max speed ship can go backwards.
float forward_accel;
float forward_decel;
float slide_accel;
float slide_decel;
int warpin_params_index;
int warpout_params_index;
flagset<Ship::Info_Flags> flags; // See SIF_xxxx - changed to uint by Goober5000, changed back by Zacam, and changed to something entirely different by The E!
int ai_class; // Index into Ai_classes[]. Defined in ai.tbl
float max_speed, min_speed, max_accel;
//Collision
int collision_damage_type_idx;
ship_collision_physics collision_physics;
// ship explosion info
shockwave_create_info shockwave;
int explosion_propagates; // If true, then the explosion propagates
bool explosion_splits_ship; // If true, then the ship 'splits in two' when it blows up
float big_exp_visual_rad; //SUSHI: The visual size of the main explosion
float prop_exp_rad_mult; // propagating explosions radius multiplier
float death_roll_r_mult;
float death_fx_r_mult;
float death_roll_time_mult;
float death_roll_rotation_mult;
float death_roll_xrotation_cap; // max rotation around x-axis in radians-per-sec (aka pitch)
float death_roll_yrotation_cap; // max rotation around y-axis in radians-per-sec (aka yaw)
float death_roll_zrotation_cap; // max rotation around z-axis in radians-per-sec (aka roll)
int death_roll_base_time;
int death_fx_count;
int shockwave_count; // the # of total shockwaves
SCP_vector<int> explosion_bitmap_anims;
float vaporize_chance;
particle_effect impact_spew;
particle_effect damage_spew;
particle_effect split_particles;
particle_effect knossos_end_particles;
particle_effect regular_end_particles;
particle::ParticleEffectHandle death_effect;
//Debris stuff
float debris_min_lifetime;
float debris_max_lifetime;
float debris_min_speed;
float debris_max_speed;
float debris_min_rotspeed;
float debris_max_rotspeed;
int debris_damage_type_idx;
float debris_min_hitpoints;
float debris_max_hitpoints;
float debris_damage_mult;
float debris_arc_percent;
gamesnd_id debris_ambient_sound;
gamesnd_id debris_collision_sound_light;
gamesnd_id debris_collision_sound_heavy;
gamesnd_id debris_explosion_sound;
char generic_debris_pof_file[MAX_FILENAME_LEN]; // smaller debris bits thrown around willy-nilly on death
int generic_debris_model_num;
int generic_debris_num_submodels;
int generic_debris_spew_num;
// subsystem information
int n_subsystems; // this number comes from ships.tbl
model_subsystem *subsystems; // see model.h for structure definition
// Energy Transfer System fields
float power_output; // power output of ships reactor (EU/s)
float max_overclocked_speed; // max speed when 100% power output sent to engines
float max_weapon_reserve; // maximum energy that can be stored for primary weapon usage
float max_shield_regen_per_second; // Goober5000 - max percent/100 of shield energy regenerated per second
float shield_regen_hit_delay; // Asteroth - delay after being hit before shield will start recharging again
float max_weapon_regen_per_second; // Goober5000 - max percent/100 of weapon energy regenerated per second
// Fields for tuning the ETS' direct shield<->weapon transfer feature
float shield_weap_amount; // fraction of shield capacity to transfer
float shield_weap_efficiency; // efficiency multiplier for output into weapons capacitor
float shield_weap_speed; // rate that energy will be added to the weap capacitor
float weap_shield_amount; // ...
float weap_shield_efficiency; // ditto, but reverse the direction
float weap_shield_speed; // ...
// Afterburner fields
vec3d afterburner_max_vel; // max velocity of the ship in the linear directions when afterburners are engaged -- read from ships.tbl
float afterburner_forward_accel; // forward acceleration with afterburner engaged
float afterburner_fuel_capacity; // maximum afterburner fuel that can be stored
float afterburner_burn_rate; // rate in fuel/second that afterburner consumes fuel
float afterburner_recover_rate; // rate in fuel/second that afterburner recovers fuel
float afterburner_min_start_fuel; // must have at least this much fuel to start
float afterburner_min_fuel_to_burn; // consumes at least this much fuel before allowing to stop
float afterburner_cooldown_time; // minimum time between last afterburner finish and next start
//SparK: reverse afterburner
float afterburner_max_reverse_vel;
float afterburner_reverse_accel;
int cmeasure_type; // Type of countermeasures this ship carries
int cmeasure_max; // Number of charges of countermeasures this ship can hold.
int num_primary_banks; // Actual number of primary banks (property of model)
int primary_bank_weapons[MAX_SHIP_PRIMARY_BANKS]; // Weapon_info[] index for the weapon in the bank
// Goober5000's ballistic conversion
int primary_bank_ammo_capacity[MAX_SHIP_PRIMARY_BANKS]; // Capacity of primary ballistic bank
int num_secondary_banks; // Actual number of secondary banks (property of model)
int secondary_bank_weapons[MAX_SHIP_SECONDARY_BANKS]; // Weapon_info[] index for the weapon in the bank
int secondary_bank_ammo_capacity[MAX_SHIP_SECONDARY_BANKS]; // Capacity of bank (not number of missiles)
bool draw_primary_models[MAX_SHIP_PRIMARY_BANKS];
bool draw_secondary_models[MAX_SHIP_SECONDARY_BANKS];
float weapon_model_draw_distance;
// Recoil modifier for the ship
float ship_recoil_modifier;
float max_hull_strength; // Max hull strength of this class of ship.
float max_shield_strength;
float auto_shield_spread; // Thickness of the shield
bool auto_shield_spread_bypass; // Whether weapons fired up close can bypass shields
int auto_shield_spread_from_lod; // Which LOD to project the shield from
float auto_shield_spread_min_span; // Minimum distance weapons must travel until allowed to collide with the shield
int shield_point_augment_ctrls[4]; // Re-mapping of shield augmentation controls for model point shields
float max_shield_recharge;
float hull_repair_rate; //How much of the hull is repaired every second
float subsys_repair_rate; //How fast
float sup_hull_repair_rate;
float sup_shield_repair_rate;
float sup_subsys_repair_rate;
vec3d closeup_pos; // position for camera when using ship in closeup view (eg briefing and techroom)
float closeup_zoom; // zoom when using ship in closeup view (eg briefing and techroom)
vec3d closeup_pos_targetbox; // position for camera when using ship in closeup view for hud target monitor
float closeup_zoom_targetbox; // zoom when using ship in closeup view for hud target monitor
vec3d chase_view_offset; // special offset for chase view
float chase_view_rigidity; // how 'floaty' this ship is when viewed in chase view
allowed_weapon_bank allowed_weapons; // specifies which weapons can be loaded out by the
// player during weapons loadout.
// Goober5000 - fix for restricted banks mod
SCP_vector<ubyte> restricted_loadout_flag;
SCP_vector<allowed_weapon_bank> allowed_bank_restricted_weapons;
ubyte shield_icon_index; // index to locate ship-specific animation frames for the shield on HUD
char icon_filename[MAX_FILENAME_LEN]; // filename for icon that is displayed in ship selection
angles model_icon_angles; // angle from which the model icon should be rendered (if not 0,0,0)
char anim_filename[MAX_FILENAME_LEN]; // filename for animation that plays in ship selection
char overhead_filename[MAX_FILENAME_LEN]; // filename for animation that plays weapons loadout
int selection_effect;
int wingmen_status_dot_override; // optional wingmen dot status animation to use instead of default --wookieejedi
int bii_index_ship; // if this ship has a briefing icon that overrides the normal icon set
int bii_index_ship_with_cargo;
int bii_index_wing;
int bii_index_wing_with_cargo;
int score; // default score for this ship
int scan_time; // time to scan this ship (in ms)
float scan_range_normal; // this ship can scan other normal/small ships at this range
float scan_range_capital; // this ship can scan other capital/large ships at this range
float ask_help_shield_percent;
float ask_help_hull_percent;
// contrail info
trail_info ct_info[MAX_SHIP_CONTRAILS];
int ct_count;
// rgb shield color
ubyte shield_color[3];
// HW2-style team coloring
bool uses_team_colors;
SCP_string default_team_name;
// optional afterburner trail values
generic_bitmap afterburner_trail;
float afterburner_trail_tex_stretch;
float afterburner_trail_width_factor;
float afterburner_trail_alpha_factor;
float afterburner_trail_alpha_end_factor;
float afterburner_trail_alpha_decay_exponent;
float afterburner_trail_life;
float afterburner_trail_spread;
int afterburner_trail_faded_out_sections;
// thruster particles
SCP_vector<thruster_particles> normal_thruster_particles;
SCP_vector<thruster_particles> afterburner_thruster_particles;
// Bobboau's extra thruster stuff
thrust_pair thruster_flame_info;
thrust_pair thruster_glow_info;
thrust_pair_bitmap thruster_secondary_glow_info;
thrust_pair_bitmap thruster_tertiary_glow_info;
thrust_pair_bitmap thruster_distortion_info;
float thruster01_glow_rad_factor;
float thruster02_glow_rad_factor;
float thruster03_glow_rad_factor;
float thruster02_glow_len_factor;
float thruster_dist_rad_factor;
float thruster_dist_len_factor;
float thruster_glow_noise_mult;
bool draw_distortion;
int splodeing_texture;
char splodeing_texture_name[MAX_FILENAME_LEN];
// Goober5000
SCP_vector<texture_replace> replacement_textures;
int armor_type_idx;
int shield_armor_type_idx;
bool can_glide;
float glide_cap; //Backslash - for 'newtonian'-style gliding, the cap on velocity
bool glide_dynamic_cap; //SUSHI: Whether or not we are using a dynamic glide cap
float glide_accel_mult; //SUSHI: acceleration multiplier for glide mode
bool use_newtonian_damp; //SUSHI: Whether or not to use newtonian dampening for this ship
bool newtonian_damp_override;
float autoaim_fov;
bool topdown_offset_def;
vec3d topdown_offset;
gamesnd_id engine_snd; // handle to engine sound for ship (-1 if no engine sound)
float min_engine_vol; // minimum volume modifier for engine sound when ship is stationary
gamesnd_id glide_start_snd; // handle to sound to play at the beginning of a glide maneuver (default is 0 for regular throttle down sound)
gamesnd_id glide_end_snd; // handle to sound to play at the end of a glide maneuver (default is 0 for regular throttle up sound)
gamesnd_id flyby_snd; // handle to sound to play with ship flyby
SCP_map<GameSounds, gamesnd_id> ship_sounds; // specifies ship-specific sound indexes
SCP_map<SCP_string, SCP_string> custom_data;
int num_maneuvering;
man_thruster maneuvering[MAX_MAN_THRUSTERS];
int radar_image_2d_idx;
int radar_color_image_2d_idx;
int radar_image_size;
float radar_projection_size_mult;
SCP_map<std::pair<int, int>, int> ship_iff_info;
flagset<Ship::Aiming_Flags> aiming_flags;
float minimum_convergence_distance;
float convergence_distance;
vec3d convergence_offset;
gamesnd_id autoaim_lock_snd;
gamesnd_id autoaim_lost_snd;
float emp_resistance_mod;
float piercing_damage_draw_limit;
int shield_impact_explosion_anim;
int damage_lightning_type;
SCP_vector<std::unique_ptr<HudGauge>> hud_gauges;
bool hud_enabled;
bool hud_retail;
SCP_vector<cockpit_display_info> displays;
SCP_map<SCP_string, path_metadata> pathMetadata;
SCP_unordered_map<int, void*> glowpoint_bank_override_map;
animation::ModelAnimationSet animations;
SCP_vector<ship_passive_arc_info> ship_passive_arcs;
ship_info();
~ship_info();
void clone(const ship_info& other);
ship_info(ship_info&& other) noexcept;
ship_info &operator=(ship_info&& other) noexcept;
void free_strings();
//Helper functions
inline bool is_small_ship() const { return flags[Ship::Info_Flags::Fighter, Ship::Info_Flags::Bomber, Ship::Info_Flags::Support, Ship::Info_Flags::Escapepod]; }
inline bool is_big_ship() const { return flags[Ship::Info_Flags::Cruiser, Ship::Info_Flags::Freighter, Ship::Info_Flags::Transport, Ship::Info_Flags::Corvette, Ship::Info_Flags::Gas_miner, Ship::Info_Flags::Awacs]; }
inline bool is_huge_ship() const { return flags[Ship::Info_Flags::Capital, Ship::Info_Flags::Supercap, Ship::Info_Flags::Drydock, Ship::Info_Flags::Knossos_device]; }
inline bool is_flyable() const { return !(flags[Ship::Info_Flags::Cargo, Ship::Info_Flags::Navbuoy, Ship::Info_Flags::Sentrygun]); } // AL 11-24-97: this useful to know for targeting reasons
// note: code that previously used is_harmless() / SIF_HARMLESS now uses several flags defined in objecttypes.tbl
// inline bool is_harmless() const { return flags[Ship::Info_Flags::Cargo, Ship::Info_Flags::Navbuoy, Ship::Info_Flags::Escapepod]; } // AL 12-3-97: ships that are not a threat
inline bool is_fighter_bomber() const { return flags[Ship::Info_Flags::Fighter, Ship::Info_Flags::Bomber]; }
inline bool is_big_or_huge() const { return is_big_ship() || is_huge_ship(); }
inline bool avoids_shockwaves() const { return is_small_ship(); }
const char* get_display_name() const;
bool has_display_name() const;
private:
void move(ship_info&& other);
// Private and unimplemented so nobody tries to use them by accident.
ship_info(const ship_info& other);
const ship_info &operator=(const ship_info& other);
};
extern flag_def_list_new<Ship::Info_Flags> Ship_flags[];
extern const size_t Num_ship_flags;
extern int Num_wings;
extern ship Ships[MAX_SHIPS];
extern ship *Player_ship;
extern int *Player_cockpit_textures;
// Data structure to track the active missiles
typedef struct ship_obj {
ship_obj *next, *prev;
int flags, objnum;
} ship_obj;
extern ship_obj Ship_obj_list;
typedef struct engine_wash_info
{
char name[NAME_LENGTH];
float angle; // half angle of cone around engine thruster
float radius_mult; // multiplier for radius
float length; // length of engine wash, measured from thruster
float intensity; // intensity of engine wash
} engine_wash_info;
extern SCP_vector<engine_wash_info> Engine_wash_info;
// Defines a wing of ships.
typedef struct wing {
char name[NAME_LENGTH];
char wing_squad_filename[MAX_FILENAME_LEN]; // Goober5000
int reinforcement_index; // index in reinforcement struct or -1
int hotkey;
int num_waves, current_wave; // members for dealing with waves
int threshold; // when number of ships in the wing reaches this number -- new wave
fix time_gone; // time into the mission when this wing is officially gone.
int wave_count; // max ships per wave (as defined by the number of ships in the ships list)
int total_arrived_count; // count of number of ships that we have created, regardless of wave
int red_alert_skipped_ships; // Goober5000 - if we skipped over any indexes while creating red-alert ships
int current_count; // count of number of ships actually in this wing -- used for limit in next array
int ship_index[MAX_SHIPS_PER_WING]; // index into ships array of all ships currently in the wing
int total_destroyed; // total number of ships destroyed in the wing (including all waves)
int total_departed; // total number of ships departed in this wing (including all waves)
int total_vanished; // total number of ships vanished in this wing (including all waves)
int special_ship; // the leader of the wing. An index into ship_index[].
int arrival_location; // arrival and departure information for wings -- similar to info for ships
int arrival_distance; // distance from some ship where this ship arrives
int arrival_anchor; // name of object this ship arrives near (or in front of)
int arrival_path_mask; // Goober5000 - possible restrictions on which bay paths to use
int arrival_cue;
int arrival_delay;
int departure_location;
int departure_anchor; // name of object that we depart to (in case of dock bays)
int departure_path_mask; // Goober5000 - possible restrictions on which bay paths to use
int departure_cue;
int departure_delay;
int wave_delay_min; // minimum number of seconds before new wave can arrive
int wave_delay_max; // maximum number of seconds before new wave can arrive
int wave_delay_timestamp; // timestamp used for delaying arrival of next wave
flagset<Ship::Wing_Flags> flags;
ai_goal ai_goals[MAX_AI_GOALS]; // goals for the wing -- converted to ai_goal struct
ushort net_signature; // starting net signature for ships in this wing. assiged at mission load time
// Goober5000 - if this wing has a unique squad logo
// it's specified for the wing rather than each individual ship to cut down on the amount
// of stuff that needs to be sitting in memory at once - each ship uses the wing texture;
// and it also makes practical sense: no wing has two different squadrons in it :)
int wing_insignia_texture;
// if -1, retail formation, else a custom one defined in ships.tbl
int formation;
} wing;
extern wing Wings[MAX_WINGS];
extern int Starting_wings[MAX_STARTING_WINGS];
extern int Squadron_wings[MAX_SQUADRON_WINGS];
extern int TVT_wings[MAX_TVT_WINGS];
extern char Starting_wing_names[MAX_STARTING_WINGS][NAME_LENGTH];
extern char Squadron_wing_names[MAX_SQUADRON_WINGS][NAME_LENGTH];
extern bool Squadron_wing_names_found[MAX_SQUADRON_WINGS];
extern char TVT_wing_names[MAX_TVT_WINGS][NAME_LENGTH];
extern int ai_paused;
extern int Num_reinforcements;
extern SCP_vector<ship_info> Ship_info;
extern reinforcements Reinforcements[MAX_REINFORCEMENTS];
// structure definition for ship type counts. Used to give a count of the number of ships
// of a particular type, and the number of times that a ship of that particular type has been
// killed. When changing any info here, be sure to update the ship_type_names array in Ship.cpp
// the order of the types here MUST match the order of the types in the array
typedef struct ship_counts {
int total;
int killed;
ship_counts(){total=0;killed=0;}
} ship_counts;
extern SCP_vector<ship_counts> Ship_type_counts;
// Formations
typedef struct wing_formation {
char name[NAME_LENGTH];
std::array<vec3d, MAX_SHIPS_PER_WING - 1> positions; // does NOT include wing leader, so index 0 for each formation is the second in the wing, 1 is third, etc
} wing_formation;
extern SCP_vector<wing_formation> Wing_formations;
// Use the below macros when you want to find the index of an array element in the
// Wings[] or Ships[] arrays.
#define WING_INDEX(wingp) ((int)(wingp-Wings))
#define SHIP_INDEX(shipp) ((int)(shipp-Ships))
extern void ship_init(); // called once at game start
extern void ship_level_init(); // called before the start of each level
//returns -1 if failed
extern int ship_create(matrix* orient, vec3d* pos, int ship_type, const char* ship_name = nullptr);
extern void change_ship_type(int n, int ship_type, int by_sexp = 0);
extern void ship_process_pre( object * objp, float frametime );
extern void ship_process_post( object * objp, float frametime );
extern void ship_render( object * obj, model_draw_list * scene );
extern void ship_render_cockpit( object * objp);
extern void ship_render_show_ship_cockpit( object * objp);
extern void ship_delete( object * objp );
extern int ship_check_collision_fast( object * obj, object * other_obj, vec3d * hitpos );
extern int ship_get_num_ships();
#define SHIP_VANISHED (1<<0)
#define SHIP_DESTROYED (1<<1)
#define SHIP_DEPARTED_WARP (1<<2)
#define SHIP_DEPARTED_BAY (1<<3)
#define SHIP_DEPARTED ( SHIP_DEPARTED_BAY | SHIP_DEPARTED_WARP )
#define SHIP_DESTROYED_REDALERT (1<<4)
#define SHIP_DEPARTED_REDALERT (1<<5)
/**
* @brief Deletes and de-inits a ship.
*
* @param[in] shipnum Index of this ship in Ships[]
* @param[in] cleanup_mode Flags describing how this ship is to be removed. See SHIP_VANISHED, SHIP_DESTROYED, etc.
*
* @details This is the deconstructor of a ship, it does all the necassary processes to remove the ship from the Ships
* array, and frees the slot for use by others. De-init of its Objects[] slot is handled by obj_delete_all_that_should_be_dead().
*
* @author Goober5000
* @sa obj_delete_all_that_should_be_dead()
*/
extern void ship_cleanup(int shipnum, int cleanup_mode);
// Goober5000
extern void ship_destroy_instantly(object *ship_obj, bool with_debris = false);
extern void ship_actually_depart(int shipnum, int method = SHIP_DEPARTED_WARP);
extern const std::shared_ptr<scripting::Hook> OnShipDeathStartedHook;
extern bool in_autoaim_fov(ship *shipp, int bank_to_fire, object *obj);
extern int ship_stop_fire_primary(object * obj);
extern int ship_fire_primary(object * objp, int force = 0, bool rollback_shot = false);
extern int ship_fire_secondary(object * objp, int allow_swarm = 0, bool rollback_shot = false );
bool ship_start_secondary_fire(object* objp);
bool ship_stop_secondary_fire(object* objp);
extern int ship_launch_countermeasure(object *objp, int rand_val = -1);
// for special targeting lasers
extern void ship_process_targeting_lasers();
extern int ship_select_next_primary(object *objp, int direction);
extern int ship_select_next_secondary(object *objp);
// Goober5000
extern int get_available_primary_weapons(object *objp, int *outlist, int *outbanklist);
extern int get_available_secondary_weapons(object *objp, int *outlist, int *outbanklist);
extern void ship_recalc_subsys_strength( ship *shipp );
extern void physics_ship_init(object *objp);
// Note: This is not a general purpose routine.
// It is specifically used for targeting.
// Return true/false for subsystem found/not found.
// Stuff vector *pos with absolute position.
extern int get_subsystem_pos(vec3d *pos, object *objp, ship_subsys *subsysp);
extern int ship_info_lookup(const char *name);
extern int ship_name_lookup(const char *name, int inc_players = 0); // returns the index into Ship array of name
extern int ship_type_name_lookup(const char *name);
inline int ship_info_size()
{
return static_cast<int>(Ship_info.size());
}
extern int wing_lookup(const char *name);
extern int wing_formation_lookup(const char *formation_name);
// returns 0 if no conflict, 1 if conflict, -1 on some kind of error with wing struct
extern int wing_has_conflicting_teams(int wing_index);
// next function takes optional second parameter which says to ignore the current count of ships
// in the wing -- used to tell is the wing exists or not, not whether it exists and has ships currently
// present.
extern int wing_name_lookup(const char *name, int ignore_count = 0);
extern bool wing_has_yet_to_arrive(const wing *wingp);
// for generating a ship name for arbitrary waves/indexes of that wing... correctly handles the # character
extern void wing_bash_ship_name(char *ship_name, const char *wing_name, int index, bool *needs_display_name = nullptr);
extern int Player_ship_class;
// Do the special effect for energy dissipating into the shield for a hit.
// model_num = index in Polygon_models[]
// centerp = pos of object, sort of the center of the shield
// tcp = hit point, probably the global hit_point set in polygon_check_face
// tr0 = index of polygon in shield pointer in polymodel.
extern void create_shield_explosion(int objnum, int model_num, matrix *orient, vec3d *centerp, vec3d *tcp, int tr0);
// Initialize shield hit system.
extern void shield_hit_init();
extern void create_shield_explosion_all(object *objp);
extern void shield_frame_init();
extern void add_shield_point(int objnum, int tri_num, vec3d *hit_pos);
extern void add_shield_point_multi(int objnum, int tri_num, vec3d *hit_pos);
extern void shield_point_multi_setup();
extern void shield_hit_close();
// Returns true if the shield presents any opposition to something
// trying to force through it.
// If quadrant is -1, looks at entire shield, otherwise
// just one quadrant
int ship_is_shield_up( object *obj, int quadrant );
//=================================================
void ship_model_replicate_submodels(object *objp);
//============================================
extern int ship_find_num_crewpoints(object *objp);
extern int ship_find_num_turrets(object *objp);
extern void compute_slew_matrix(matrix *orient, angles *a);
extern void ship_get_eye( vec3d *eye_pos, matrix *eye_orient, object *obj, bool do_slew = true, bool from_origin = false); // returns in eye the correct viewing position for the given object
//extern camid ship_get_followtarget_eye(object *obj);
extern ship_subsys *ship_get_indexed_subsys( ship *sp, int index, vec3d *attacker_pos = NULL ); // returns index'th subsystem of this ship
extern int ship_get_index_from_subsys(ship_subsys *ssp, int objnum);
extern int ship_get_subsys_index(ship *sp, const char* ss_name); // returns numerical index in linked list of subsystems
extern int ship_get_subsys_index(ship *shipp, ship_subsys *subsys);
extern float ship_get_subsystem_strength( ship *shipp, int type, bool skip_dying_check = false );
extern ship_subsys *ship_get_subsys(const ship *shipp, const char *subsys_name);
extern int ship_get_num_subsys(ship *shipp);
extern ship_subsys *ship_get_closest_subsys_in_sight(ship *sp, int subsys_type, vec3d *attacker_pos);
//WMC
char *ship_subsys_get_name(ship_subsys *ss);
bool ship_subsys_has_instance_name(ship_subsys *ss);
void ship_subsys_set_name(ship_subsys* ss, const char* n_name);
// subsys disruption
extern int ship_subsys_disrupted(ship_subsys *ss);
extern int ship_subsys_disrupted(ship *sp, int type);
extern void ship_subsys_set_disrupted(ship_subsys *ss, int time);
extern int ship_do_rearm_frame( object *objp, float frametime );
extern float ship_calculate_rearm_duration( object *objp );
extern void ship_wing_cleanup( int shipnum, wing *wingp );
extern int ship_find_repair_ship( object *requester_obj, object **ship_we_found = NULL );
extern void ship_close(); // called in game_shutdown() to free malloced memory
extern void ship_assign_sound_all();
extern void ship_assign_sound(ship *sp);
extern void ship_clear_ship_type_counts();
extern void ship_add_ship_type_count( int ship_info_index, int num );
extern int ship_get_type(char* output, ship_info* sip);
extern int ship_get_default_orders_accepted( ship_info *sip );
extern int ship_query_general_type(int ship);
extern int ship_class_query_general_type(int ship_class);
extern int ship_query_general_type(ship *shipp);
extern int ship_docking_valid(int docker, int dockee);
extern int get_quadrant(vec3d *hit_pnt, object *shipobjp = NULL); // Return quadrant num of given hit point.
int ship_secondary_bank_has_ammo(int shipnum); // check if current secondary bank has ammo
int ship_engine_ok_to_warp(ship *sp); // check if ship has engine power to warp
int ship_navigation_ok_to_warp(ship *sp); // check if ship has navigation power to warp
bool ship_can_warp_full_check(ship *sp); // checks both the warp flags and ship_engine_ok_to_warp() and ship_navigation_ok_to_warp() --wookieejedi
bool ship_can_bay_depart(ship *sp); // checks to see if a ship has a departure location as a bay and if the mothership is present
int ship_return_subsys_path_normal(ship *sp, ship_subsys *ss, vec3d *gsubpos, vec3d *norm);
int ship_subsystem_in_sight(object* objp, ship_subsys* subsys, vec3d *eye_pos, vec3d* subsys_pos, int do_facing_check=1, float *dot_out=NULL, vec3d *vec_out=NULL);
ship_subsys *ship_return_next_subsys(ship *shipp, int type, vec3d *attacker_pos);
// defines and definition for function to get a random ship of a particular team (any ship,
// any ship but player ships, or only players)
#define SHIP_GET_ANY_SHIP 0
#define SHIP_GET_NO_PLAYERS 1
#define SHIP_GET_ONLY_PLAYERS 2
#define SHIP_GET_UNSILENCED 3 // Karajorma - Returns no_players that can send builtin messages.
extern int ship_get_random_team_ship(int team_mask, int flags = SHIP_GET_ANY_SHIP, float max_dist = 0.0f);
extern int ship_get_random_player_wing_ship(int flags = SHIP_GET_ANY_SHIP, float max_dist = 0.0f, int persona_index = -1, int get_first = 0, int multi_team = -1);
extern int ship_get_random_ship_in_wing(int wingnum, int flags = SHIP_GET_ANY_SHIP, float max_dist = 0.0f, int get_first = 0);
// return ship index
int ship_get_random_targetable_ship();
extern int ship_get_by_signature(int signature);
#ifndef NDEBUG
extern int Ai_render_debug_flag;
extern int Show_shield_mesh;
extern int Ship_auto_repair; // flag to indicate auto-repair of subsystem should occur
#endif
void ship_subsystem_delete(ship *shipp);
float ship_quadrant_shield_strength(object *hit_objp, int quadrant_num);
int ship_dumbfire_threat(ship *sp);
int ship_lock_threat(ship *sp);
int bitmask_2_bitnum(int num);
SCP_string ship_return_orders(ship *sp);
char *ship_return_time_to_goal(char *outbuf, ship *sp);
int ship_return_seconds_to_goal(ship *sp);
void ship_maybe_warn_player(ship *enemy_sp, float dist);
void ship_maybe_praise_player(ship *deader_sp);
void ship_maybe_praise_self(ship *deader_sp, ship *killer_sp);
void ship_maybe_ask_for_help(ship *sp);
void ship_scream(ship *sp);
void ship_maybe_scream(ship *sp);
void ship_maybe_tell_about_rearm(ship *sp);
void ship_maybe_tell_about_low_ammo(ship *sp);
void ship_maybe_lament();
void ship_primary_changed(ship *sp);
void ship_secondary_changed(ship *sp);
// get the Ship_info flags for a given ship
flagset<Ship::Info_Flags> ship_get_SIF(ship *shipp);
flagset<Ship::Info_Flags> ship_get_SIF(int sh);
// get the ship type info (objecttypes.tbl)
ship_type_info *ship_get_type_info(object *objp);
extern void ship_do_cargo_revealed( ship *shipp, int from_network = 0 );
extern void ship_do_cargo_hidden( ship *shipp, int from_network = 0 );
extern void ship_do_cap_subsys_cargo_revealed( ship *shipp, ship_subsys *subsys, int from_network = 0);
extern void ship_do_cap_subsys_cargo_hidden( ship *shipp, ship_subsys *subsys, int from_network = 0);
float ship_get_secondary_weapon_range(ship *shipp);
// Goober5000
int get_max_ammo_count_for_primary_bank(int ship_class, int bank, int ammo_type);
int get_max_ammo_count_for_bank(int ship_class, int bank, int ammo_type);
int get_max_ammo_count_for_turret_bank(ship_weapon *swp, int bank, int ammo_type);
int is_support_allowed(object *objp, bool do_simple_check = false);
// Given an object and a turret on that object, return the actual firing point of the gun
// and its normal. This uses the current turret angles. We are keeping track of which
// gun to fire next in the ship specific info for this turret subobject. Use this info
// to determine which position to fire from next.
// Stuffs:
// *gpos: absolute position of gun firing point
// *gvec: vector fro *gpos to *targetp
void ship_get_global_turret_gun_info(object *objp, ship_subsys *ssp, vec3d *gpos, vec3d *gvec, int use_angles, vec3d *targetp);
// Given an object and a turret on that object, return the global position and forward vector
// of the turret. The gun normal is the unrotated gun normal, (the center of the FOV cone), not
// the actual gun normal given using the current turret heading. But it _is_ rotated into the model's orientation
// in global space.
void ship_get_global_turret_info(const object *objp, const model_subsystem *tp, vec3d *gpos, vec3d *gvec);
// return 1 if objp is in fov of the specified turret, tp. Otherwise return 0.
// dist = distance from turret to center point of object
bool object_in_turret_fov(object *objp, ship_subsys *ss, vec3d *tvec, vec3d *tpos, float dist);
// functions for testing fov.. returns true if fov test is passed.
bool turret_std_fov_test(ship_subsys *ss, vec3d *gvec, vec3d *v2e, float size_mod = 0);
bool turret_adv_fov_test(ship_subsys *ss, vec3d *gvec, vec3d *v2e, float size_mod = 0);
bool turret_fov_test(ship_subsys *ss, vec3d *gvec, vec3d *v2e, float size_mod = 0);
// function for checking adjusted turret rof
float get_adjusted_turret_rof(ship_subsys *ss);
// forcible jettison cargo from a ship
void object_jettison_cargo(object *objp, object *cargo_objp, float jettison_speed, bool jettison_new);
// get damage done by exploding ship, takes into account mods for individual ship
float ship_get_exp_damage(object* objp);
// get outer radius of damage, takes into account mods for individual ship
float ship_get_exp_outer_rad(object *ship_objp);
// externed by Goober5000
extern int ship_explode_area_calc_damage( vec3d *pos1, vec3d *pos2, float inner_rad, float outer_rad, float max_damage, float max_blast, float *damage, float *blast );
// determine turret status of a given subsystem, returns 0 for no turret, 1 for "fixed turret", 2 for "rotating" turret
int ship_get_turret_type(ship_subsys *subsys);
// get ship by object signature, returns OBJECT INDEX
int ship_get_by_signature(int sig);
// get the team of a reinforcement item
int ship_get_reinforcement_team(int r_index);
// page in bitmaps for all ships on a given level
void ship_page_in();
// Goober5000 - helper for above
void ship_page_in_textures(int ship_index = -1);
// fixer for above - taylor
void ship_page_out_textures(int ship_index, bool release = false);
// replaces a texture on a ship with a different texture
void ship_replace_active_texture(int ship_index, const char* old_name, const char* new_name);
// update artillery lock info
void ship_update_artillery_lock();
// checks if a world point is inside the extended bounding box of a ship
int check_world_pt_in_expanded_ship_bbox(vec3d *world_pt, object *objp, float delta_box);
// returns true if objp is ship and is tagged
int ship_is_tagged(object *objp);
// returns max normal speed of ship (overclocked / afterburned)
float ship_get_max_speed(ship *shipp);
// returns warpout speed of ship
float ship_get_warpout_speed(object *objp, ship_info *sip = nullptr, float half_length = 0.0f, float warping_dist = 0.0f);
// returns true if ship is beginning to speed up in warpout
int ship_is_beginning_warpout_speedup(object *objp);
// return the length of the ship class
float ship_class_get_length(const ship_info *sip);
// return the actual center of the ship class
void ship_class_get_actual_center(const ship_info *sip, vec3d *center_pos);
// Goober5000 - used by change-ai-class
extern void ship_set_new_ai_class(ship *shipp, int new_ai_class);
extern void ship_subsystem_set_new_ai_class(ship *shipp, const char *subsystem, int new_ai_class);
// wing squad logos - Goober5000
extern void wing_load_squad_bitmap(wing *w);
// Goober5000 - needed by new hangar depart code
extern bool ship_has_dock_bay(int shipnum);
extern bool ship_useful_for_departure(int shipnum, int path_mask = 0);
extern int ship_get_ship_for_departure(int team);
// Goober5000
extern bool ship_fighterbays_all_destroyed(ship *shipp);
// Goober5000
extern bool ship_subsys_takes_damage(ship_subsys *ss);
// Goober5000 - handles submodel rotation for subsystems, excluding turrets
extern void ship_move_subsystems(object *objp);
// Goober5000 - shortcut hud stuff
extern int ship_has_energy_weapons(ship *shipp);
extern int ship_has_engine_power(ship *shipp);
// Swifty - Cockpit displays
void ship_init_cockpit_displays(ship *shipp);
void ship_clear_cockpit_displays();
int ship_start_render_cockpit_display(size_t cockpit_display_num);
void ship_end_render_cockpit_display(size_t cockpit_display_num);
// Goober5000
int ship_starting_wing_lookup(const char *wing_name);
int ship_squadron_wing_lookup(const char *wing_name);
int ship_tvt_wing_lookup(const char *wing_name);
// Goober5000
int ship_class_compare(int ship_class_1, int ship_class_2);
int armor_type_get_idx(const char* name);
void armor_init();
// Sushi - Path metadata
void init_path_metadata(path_metadata& metadata);
typedef struct ship_effect {
char name[NAME_LENGTH];
bool disables_rendering;
bool invert_timer;
int shader_effect;
} ship_effect;
extern SCP_vector<ship_effect> Ship_effects;
/**
* @brief Returns a ship-specific sound index
*
* @param objp An object pointer. Has to be of type OBJ_SHIP
* @param id A sound id as defined in gamsesnd.h. If the given id is unknown then the game_snd with the id as index is returned.
*
* @return An index into the Snds vector, if the specified index could not be found then the id itself will be returned
*/
gamesnd_id ship_get_sound(object *objp, GameSounds id);
/**
* @brief Specifies if a ship has a custom sound for the specified id
*
* @param objp An object pointer. Has to be of type OBJ_SHIP
* @param id A sound id as defined in gamsesnd.h
*
* @return True if this object has the specified sound, false otherwise
*/
bool ship_has_sound(object *objp, GameSounds id);
/**
* @brief Returns the index of the default player ship
*
* @return An index into Ship_info[], location of the default player ship.
*/
int get_default_player_ship_index();
/**
* Given a ship with bounding box and a point, find the closest point on the bbox
*
* @param ship_obj Object that has the bounding box (should be a ship)
* @param start World position of the point being compared
* @param box_pt OUTPUT PARAMETER: closest point on the bbox to start
*
* @return point is inside bbox, TRUE/1
* @return point is outside bbox, FALSE/0
*/
int get_nearest_bbox_point(object *ship_obj, vec3d *start, vec3d *box_pt);
extern flagset<Ship::Ship_Flags> Ignore_List;
inline bool should_be_ignored(ship* shipp) {
return (shipp->flags & Ignore_List).any_set();
}
extern void set_default_ignore_list();
extern void toggle_ignore_list_flag(Ship::Ship_Flags flag);
ship_subsys* ship_get_subsys_for_submodel(ship* shipp, int submodel);
// Clears a lock_info struct with defaults
void ship_clear_lock(lock_info *slot);
// queues up locks
void ship_queue_missile_locks(ship *shipp);
// snoops missile locks to see if any are ready to fire.
bool ship_lock_present(ship *shipp);
bool ship_secondary_has_ammo(ship_weapon* swp, int bank_index);
#endif