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level.c
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level.c
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#include "config.h"
#include "allegro.h"
#include <math.h>
#include "globvars.h"
#include "stuff.h"
#include "bullet.h"
#include "bullet.h"
#include "ship.h"
#include "palette.h"
#include "text.h"
#include "message.h"
#include "sound.h"
#define CV convoy[cv]
void set_turret(int a, int e, int t, int type, int rest_angle);
void init_level(void);
void run_convoys(void);
void run_level(void);
void start_script(int scr);
void start_new_script(int news);
void pcon_met(int scr, int pcon);
void call_condition(int ccon_type, int val1, int val2, int val3);
void condition_eship_destroyed(int e);
void condition_ecarrier_disabled(int e);
void condition_fship_destroyed(int e);
void ccon_met(int scr, int ccon);
void set_convoy_turning(int cv);
void run_messages(void);
void new_message(int m, int m_from, int m_from2, int m_to);
int new_message_text(int m, int comm);
void pack_messages(int deleted);
void setup_new_ship(int a, int e, int subtype);
int activate_carrier_launch(int a, int cv, int type);
void set_approach_target(int cv1, int cv2, int x_offset, int y_offset);
void about_to_end_script(int scr);
int get_convoy_speed(int cv);
void convoy_jump_out(int a, int cv);
void setup_player_wing(int p, int type, int number);
void calculate_threat(void);
void add_ship_to_command(int a, int e, int command);
void add_ship_to_letter(int a, int e, int letter);
void display_team(void);
void ship_from_level_data(int s, int a, int e);
void convoy_jumps_in(int cv, int flag);
void setup_special_stage_conditions(void);
void special_convoy(int cv);
char nearby(int x, int y);
//void init_stars(int p);
struct levelstruct
{
int team;
int type;
int subtype; // doesn't affect basic type of enemy, but can affect turrets and a few details.
int mission; // irrelevant for wships
int action;
int group; // groups are for fighters and for wships that are being guarded (a wship can only be leader)
int group_position;
int x, y; // for fighters (group leaders only)
int convoy; // convoys are for wships
int flags; // various settings e.g. command. Data type needs to contain enough bits to store all flags
int flags_2; // various settings e.g. command. Data type needs to contain enough bits to store all flags
// ships should be in order of command
int convoy_position [CONVOY_ARRANGEMENTS] [2]; // angle, distance
// int convoy_angle [CONVOY_ARRANGEMENTS]; // angle of the wship's displacement from the convoy centre, in different arrangements
// int convoy_dist [CONVOY_ARRANGEMENTS]; // distance from convoy centre
};
#define NO_LEVELS 10
#define LEVEL_SHIPS 100
#define LEVEL_SCRIPTS 50
#define GROUPS 28
int group_leader [GROUPS];
enum
{
VAR_NONE,
VAR_HEAVY,
VAR_ANTI,
VAR_LONG
};
#define POLLED_CONDITIONS 5
// polled conditions are tested for each tick (or each <x> ticks as they might be slow)
#define CALLED_CONDITIONS 5
// called conditions are tested for when particular events occur, e.g. a particular ship is destroyed
#define CON_VALUES 4
enum
{
PCON_NONE,
PCON_SETUP_CONVOY,
PCON_XY, // vals: x, y
PCON_TIME, // vals: the time that running_script_time must equal to trigger PCON (in seconds)
PCON_LEVEL_TIME, // vals: the time that arena.time must equal to trigger (in seconds)
PCON_CONVOY_DIST, // vals: the distance that the convoy must be from the other convoy to trigger
PCON_CONVOY_DIST_APART, // vals: like convoy_dist but for moving away
PCON_LEVEL_TIME_SPECIAL, // uses an scon value for the time waited. vals: index of the scon.
PCON_ALWAYS_PASS, // easy
};
enum
{
CCON_NONE,
CCON_SHIP_DESTROYED, // not yet implemented
CCON_ECONVOY_DESTROYED_REMAIN, // convoy destroyed! But some wships (+fighters maybe) remain
CCON_ECONVOY_DESTROYED_FREMAIN, // convoy and all ewships destroyed! But some fighters remain
CCON_ECONVOY_DESTROYED_ALL, // called if this was the last convoy
// For the convoy_destroyed ones, the relevant convoy is set in the CCON data; it's not the script convoy.
CCON_EFIGHTERS_DESTROYED_REMAIN, // called if all efighters (inc bombers) destroyed, but ewships remain
CCON_EWSHIPS_DESTROYED_FREMAIN, // called if all efighters (inc bombers) destroyed, but ewships remain
CCON_THREAT_FALLS, // called if arena.threat falls below a certain level
CCON_FTHREAT_FALLS, // called if threat value for fighters only falls below a certain level
CCON_WSTHREAT_FALLS, // called if threat value for wships only falls below a certain level
CCON_EALL_DESTROYED,
CCON_FWSHIPS_DESTROYED,
CCON_FCONVOY_DESTROYED_REMAIN,
CCON_FFIGHTERS_DESTROYED_REMAIN,
CCON_ECARRIERS_DISABLED, // no more enemy carriers with can_launch == 1 (through either damage or destruction)
CCON_CONVOY_DESTROYED // can be friendly or enemy
};
struct conditionstruct
{
int type;
int val [CON_VALUES];
int result_type;
int result;
int msg;
// int msg_source;
int msg_from;
int msg_from2; // usually will contain command rank number - but if some members of a command have
// beean destroyed, the message source will count from zero and skip them.
int msg_to;
int test; // if 1, condition only passed if convoy of script still has ships in it
};
enum
{
TEST_NONE,
TEST_CONVOY_EXISTS
};
// special conditions:
#define SCON 10
int scon [SCON];
enum
{
S2SCON_C4WAIT,
S2SCON_C5WAIT,
S2SCON_C6WAIT,
S2SCON_C7ANGLE, // angle from base it appears at
S2SCON_C7WAIT,
S2SCON_C8ANGLE, // angle from base it appears at
S2SCON_C8WAIT,
};
enum
{
RESULT_NONE,
RESULT_NEXT_SCRIPT,
RESULT_START_SCRIPT, // starts new script without killing current one
RESULT_END_SCRIPT,
RESULT_LAUNCH,
RESULT_JOIN_CONVOY, // also kills script even if joined convoy no longer exists
RESULT_CONVOY_JUMP_OUT, // also kills script
RESULT_MISSION_OVER,
RESULT_MISSION_FAIL, // only happens if all friendly wships destroyed
RESULT_CHANGE_ARRANGE // change arrangement without changing anything else
};
enum
{
MSOURCE_NONE,
MSOURCE_COMMAND
};
#define FLAGS 0
#define FLAG_COMMAND_1 1
#define FLAG_COMMAND_2 (1<<1)
#define FLAG_COMMAND_3 (1<<2)
#define FLAG_ALPHA (1<<3)
#define FLAG_BETA (1<<4)
#define FLAG_GAMMA (1<<5)
#define FLAG_SPAWN_1 (1<<6)
#define FLAG_SPAWN_2 (1<<7)
#define FLAG_SPAWN_3 (1<<8)
#define FLAG_JUMP_1 (1<<9)
#define FLAG_JUMP_2 (1<<10)
#define FLAG_JUMP_3 (1<<11)
#define FLAG_JUMP_4 (1<<12)
// if adding jumps, add to init_level as well or they won't be skipped at start.
#define FLAGS_2 0
#define SCRIPT_VALS 5
struct scriptstruct
{
int team; // may or may not be relevant
int convoy;
int type;
int x, y; // means:
// starting position for setup
// target for move_xy
// convoy for approach_convoy
int throttle;
int arrange;
int val [SCRIPT_VALS];
// int pcons;
struct conditionstruct pcon [POLLED_CONDITIONS];
// int ccons;
struct conditionstruct ccon [CALLED_CONDITIONS];
};
enum
{
SCRIPT_L1_EMPTY,
SCRIPT_L1C0_SETUP,
SCRIPT_L1C0_MOVE,
SCRIPT_L1C0_MOVE2,
SCRIPT_L1C0_MOVE3,
SCRIPT_L1C0_MESSAGE1,
SCRIPT_L1C0_MESSAGE2,
//SCRIPT_L1C0_MOVE2,
SCRIPT_L1C1_SETUP,
SCRIPT_L1C1_MOVE,
SCRIPT_L1C2_SETUP,
SCRIPT_L1C2_MOVE,
SCRIPT_L1C3_SETUP,
SCRIPT_L1C3_MOVE,
SCRIPT_L1C4_SETUP,
SCRIPT_L1C4_MOVE,
SCRIPT_L1C5_SETUP,
SCRIPT_L1C5_MOVE,
SCRIPT_L1C6_SETUP,
SCRIPT_L1C6_MOVE,
SCRIPT_L1C7_SETUP,
SCRIPT_L1C7_MOVE,
SCRIPT_L1C8_SETUP,
SCRIPT_L1C8_MOVE,
SCRIPT_L1C9_SETUP,
SCRIPT_L1C9_MOVE,
SCRIPT_L1C10_SETUP,
SCRIPT_L1C10_MOVE,
//SCRIPT_L1C1_MOVE2,
SCRIPT_L1_MESSAGE
};
enum
{
SCRIPT_L2_EMPTY,
SCRIPT_L2_BASIC,
SCRIPT_L2C0_SETUP,
SCRIPT_L2C0_MOVE,
SCRIPT_L2C0_MOVE2,
SCRIPT_L2C0_ATTACK,
SCRIPT_L2C0_ESCAPE,
SCRIPT_L2C1_SETUP,
SCRIPT_L2C1_MOVE,
SCRIPT_L2C1_MOVE2,
SCRIPT_L2C1_ATTACK,
SCRIPT_L2C1_ESCAPE,
SCRIPT_L2C2_SETUP,
SCRIPT_L2C2_MOVE,
SCRIPT_L2C2_MOVE2,
SCRIPT_L2C2_ATTACK,
SCRIPT_L2C2_ESCAPE,
SCRIPT_L2C3_SETUP,
SCRIPT_L2C3_RUN,
SCRIPT_L2C4_SETUP,
SCRIPT_L2C4_MOVE,
SCRIPT_L2C4_MOVE2,
SCRIPT_L2C4_MOVE3,
SCRIPT_L2C4_DEFEND,
SCRIPT_L2C4_DEFEND2,
SCRIPT_L2C5_SETUP,
SCRIPT_L2C5_MOVE,
SCRIPT_L2C5_MOVE2,
SCRIPT_L2C5_MOVE3,
SCRIPT_L2C5_DEFEND,
SCRIPT_L2C5_DEFEND2,
SCRIPT_L2C6_SETUP,
SCRIPT_L2C6_MOVE,
SCRIPT_L2C6_MOVE2,
SCRIPT_L2C6_MOVE3,
SCRIPT_L2C6_DEFEND,
SCRIPT_L2C6_DEFEND2,
SCRIPT_L2C7_WAIT,
SCRIPT_L2C7_JUMP,
SCRIPT_L2C7_LAUNCH,
SCRIPT_L2C7_LAUNCH2,
SCRIPT_L2C7_LAUNCH3,
SCRIPT_L2C8_WAIT,
SCRIPT_L2C8_JUMP,
SCRIPT_L2C8_MOVE,
SCRIPT_L2C8_MOVE2,
SCRIPT_L2C8_MOVE3,
SCRIPT_L2C8_MOVE4,
SCRIPT_L2C8_MOVE5,
};
enum
{
SCRIPT_L3_EMPTY,
SCRIPT_L3_BASIC,
SCRIPT_L3C0_SETUP,
SCRIPT_L3C0_MOVE,
SCRIPT_L3CO_TURN,
SCRIPT_L3CO_CARRIERS,
SCRIPT_L3C0_ATTACK,
SCRIPT_L3C0_JOIN,
SCRIPT_L3C0_HOLD,
SCRIPT_L3C0_ESCAPE,
SCRIPT_L3C1_WAIT,
SCRIPT_L3C1_JUMP,
SCRIPT_L3C1_MOVE,
SCRIPT_L3C1_HOLD,
SCRIPT_L3C1_ESCAPE,
SCRIPT_L3C2_SETUP,
SCRIPT_L3C2_RUN,
SCRIPT_L3C3_START,
SCRIPT_L3C3_WAIT,
SCRIPT_L3C3_MOVE,
SCRIPT_L3C3_DEFEND,
SCRIPT_L3C3_DEFEND2,
SCRIPT_L3C4_START,
SCRIPT_L3C4_WAIT,
SCRIPT_L3C4_ATTACK,
SCRIPT_L3C4_FIGHT,
SCRIPT_L3C4_ATTACK2,
SCRIPT_L3C4_FIGHT2,
SCRIPT_L3C4_FOLLOW,
SCRIPT_L3C5_WAIT,
SCRIPT_L3C5_JUMP,
SCRIPT_L3C5_ATTACK_C0,
SCRIPT_L3C5_ATTACK_C0_2,
SCRIPT_L3C5_MOVE,
SCRIPT_L3C5_DEFEND,
SCRIPT_L3C7_WAIT,
SCRIPT_L3C7_JUMP,
SCRIPT_L3C7_RUN,
SCRIPT_L3C7_LAUNCH,
SCRIPT_L3C7_MSG,
SCRIPT_L3C7_NOTHING,
SCRIPT_L3C8_WAIT,
SCRIPT_L3C8_JUMP,
SCRIPT_L3C8_MOVE,
SCRIPT_L3C8_ATTACK,
SCRIPT_L3C8_FOLLOW
};
enum
{
STYPE_EMPTY,
STYPE_SETUP_CONVOY, // sets a convoy up using the settings given in the script
STYPE_SPECIAL_CONVOY, // sets a convoy up and calls special_convoy() to place it etc - for randomness etc
STYPE_MOVE_XY,
STYPE_MOVE_FORWARDS, // just moves forwards
STYPE_APPROACH_CONVOY, // convoy heads for another convoy (leads target, sort of). Other convoy must exist
// when this script starts.
STYPE_APPROACH_CONVOY_OFFSET, // vals are x/y offsets from the target convoy
STYPE_HOLD, // hold course/position: like move_xy but doesn't reset target_x/y. Can change throttle/arrange.
STYPE_START_WAIT, // like wait, but runs from start of mission
STYPE_WAIT, // doesn't do anything by itself, but conditions can do things like spawn other scripts
STYPE_STOP, // sets convoy's throttle to zero, leaves it facing same direction. Can change arrangement.
STYPE_CONVOY_JUMP, // convoy jumps in. team value of script is the jump flag of ships that arrive.
// Remember - jump scripts don't automatically go to the next script like setup_convoy!
STYPE_CONVOY_JUMP_SPECIAL, // like the last one but also calls special_convoy
// remember - when adding movement scripts, can_turn must be 1
};
#define MSG_NONE 0
#define LEVEL_MSGS 25
enum
{
MSG_L1_NONE,
MSG_L1_START1,
MSG_L1_START2,
MSG_L1_START3,
MSG_L1_START4,
MSG_L1_START5,
MSG_L1_START6,
MSG_L1_START7,
MSG_L1_START8,
MSG_L1_ENGAGE,
MSG_L1_EWSHIPS_DESTROYED,
MSG_L1_EFIGHTERS_DESTROYED,
MSG_L1_MISSION_COMPLETE
};
enum
{
MSG_L3_NONE,
MSG_L3K1,
MSG_L3K2,
MSG_L3K3,
MSG_L3K4,
MSG_L3K5,
MSG_L3K6,
MSG_L3K7,
MSG_L3M1,
MSG_L3M2,
MSG_L3M3,
MSG_L3M4,
MSG_L3M5,
MSG_L3M6,
MSG_L3M7,
MSG_L3M8,
MSG_L3M9,
MSG_L3M10,
MSG_L3M11,
MSG_L3M12,
MSG_L3M13,
MSG_L3M14,
MSG_L3M15,
MSG_L3M16,
MSG_L3M17,
};
#define RUNNING_SCRIPTS 16
int running_script [RUNNING_SCRIPTS];
int running_script_time [RUNNING_SCRIPTS];
int running_script_subtime [RUNNING_SCRIPTS];
struct overlevelstruct
{
struct msgstruct lmsg [LEVEL_MSGS];
struct levelstruct level_data [LEVEL_SHIPS];
struct scriptstruct script_data [LEVEL_SCRIPTS];
};
struct overlevelstruct ol [NO_LEVELS] =
{
{
},
{
// S1M
{
{""},
{"This is $BAlpha 1$C to $BAlpha group$C. We're picking up a large number of hostile ships. ", {WAV_SELECT0, NOTE_2G}}, // MSG_L1_START1
{"How many of them are there? ", {WAV_SELECT0, NOTE_2A}}, // MSG_L1_START2
{"Our scanners count nine... no, ten warships. At least twice that many fighters. ", {WAV_SELECT0, NOTE_2G}}, // MSG_L1_START3
{"Ten?? We won't even slow them down. Request permission for evasive manoeuvres. ", {WAV_SELECT0, NOTE_2A}}, // MSG_L1_START4
{"Negative. Our orders are clear, $BAlpha 2$C. We can't let these ships through. Hold course and prepare to engage. ", {WAV_SELECT0, NOTE_2G}}, // MSG_L1_START5
{"The enemy convoy is spread out over a wide area; they must have come in on a bad jump pattern. ", {WAV_SELECT0, NOTE_2G}}, // MSG_L1_START6
{" $BAngry Moth$C, fly out and do as much damage as you can before they're able to regroup. ", {WAV_SELECT1, NOTE_2G}}, // MSG_L1_START7
{"Concentrate on the ships with heavy weaponry. Ships with anti-fighter weapons are low priority. ", {WAV_SELECT1, NOTE_2G}}, // MSG_L1_START8
// MSG_L1_CHANGE
{" $BAlpha group$C, prepare to engage enemy at close range. ", {WAV_SELECT0, NOTE_2G}},
{"All enemy warships destroyed! Now we just need to clean up the remaining fighters. ", {WAV_SELECT0, NOTE_2G}},
{"All enemy fighters destroyed. Concentrate fire on the remaining warships. ", {WAV_SELECT0, NOTE_2G}},
{"All enemy ships destroyed! Prepare to return to base. ", {WAV_SELECT1, NOTE_3C}},
},
{
// group position values must not be duplicated but can appear in any order
// except for group leader (0), which must be first.
// convoy value must be -1 for fighters.
// {TEAM_ENEMY, SHIP_SCOUT2, VAR_ANTI, 0, ACT_NONE, 0, 0, 0,0,
// 0, {0, 0, 0}, {0, 0, 0}},
// S1L
{TEAM_FRIEND, SHIP_OLD2, VAR_NONE, 0, ACT_NONE, 1, 0, 0,0,
CONVOY_0, FLAG_COMMAND_1|FLAG_ALPHA|FLAG_SPAWN_1, FLAGS_2,
{{0, 0}, {-ANGLE_8, 120}}},
{TEAM_FRIEND, SHIP_OLD2, VAR_NONE, 0, ACT_NONE, 2, 0, 0,0,
CONVOY_0, FLAG_COMMAND_1|FLAG_ALPHA|FLAG_SPAWN_1, FLAGS_2,
{{-ANGLE_4-ANGLE_8, 150}, {-ANGLE_4-ANGLE_8, 120}}},
{TEAM_FRIEND, SHIP_OLD2, VAR_NONE, 0, ACT_NONE, 3, 0, 0,0,
CONVOY_0, FLAG_COMMAND_1|FLAG_ALPHA|FLAG_SPAWN_1, FLAGS_2,
{{ANGLE_4+ANGLE_8, 150}, {ANGLE_8, 120}}},
{TEAM_FRIEND, SHIP_OLD2, VAR_NONE, 0, ACT_NONE, 0, 0, 0,0,
CONVOY_0, FLAG_COMMAND_1|FLAG_ALPHA|FLAG_SPAWN_1, FLAGS_2,
{{ANGLE_2, 180}, {ANGLE_4 + ANGLE_8, 120}}},
{TEAM_FRIEND, SHIP_FIGHTER_FRIEND, VAR_NONE, MISSION_GUARD, ACT_AWAY, 1, 1, 0,0,
CONVOY_NONE, FLAGS, FLAGS_2, {{0,0}}},
{TEAM_FRIEND, SHIP_FIGHTER_FRIEND, VAR_NONE, MISSION_GUARD, ACT_AWAY, 1, 2, 0,0,
CONVOY_NONE, FLAGS, FLAGS_2, {{0,0}}},
{TEAM_ENEMY, SHIP_SCOUT3, VAR_NONE, 0, ACT_NONE, 5, 0, 0,0,
CONVOY_1, FLAGS, FLAGS_2,
{{0, 0}, {0, 0}}},
{TEAM_ENEMY, SHIP_SCOUT2, VAR_NONE, 0, ACT_NONE, 6, 0, 0,0,
CONVOY_2, FLAGS, FLAGS_2,
{{ANGLE_4 + ANGLE_16, 250}, {0, 0}}},
{TEAM_ENEMY, SHIP_SCOUT2, VAR_NONE, 0, ACT_NONE, 7, 0, 0,0,
CONVOY_3, FLAGS, FLAGS_2,
{{ANGLE_2, 200}, {0, 0}}},
{TEAM_ENEMY, SHIP_SCOUT2, VAR_LONG, 0, ACT_NONE, 8, 0, 0,0,
CONVOY_4, FLAGS, FLAGS_2,
{{-ANGLE_4-ANGLE_16, 250}, {0, 0}}},
{TEAM_ENEMY, SHIP_SCOUT2, VAR_ANTI, 0, ACT_NONE, 9, 0, 0,0,
CONVOY_5, FLAGS, FLAGS_2,
{{ANGLE_2, 400}, {0, 0}}},
{TEAM_ENEMY, SHIP_SCOUT2, VAR_ANTI, 0, ACT_NONE, 10, 0, 0,0,
CONVOY_6, FLAGS, FLAGS_2,
{{-ANGLE_4 - ANGLE_8, 400}, {0, 0}}},
{TEAM_ENEMY, SHIP_SCOUT2, VAR_NONE, 0, ACT_NONE, 11, 0, 0,0,
CONVOY_7, FLAGS, FLAGS_2,
{{ANGLE_2 - ANGLE_16, 400}, {0, 0}}},
{TEAM_ENEMY, SHIP_SCOUT2, VAR_ANTI, 0, ACT_NONE, 12, 0, 0,0,
CONVOY_8, FLAGS, FLAGS_2,
{{ANGLE_2, 600}, {0, 0}}},
{TEAM_ENEMY, SHIP_SCOUT2, VAR_LONG, 0, ACT_NONE, 13, 0, 0,0,
CONVOY_9, FLAGS, FLAGS_2,
{{ANGLE_2 - ANGLE_16, 500}, {0, 0}}},
{TEAM_ENEMY, SHIP_SCOUT2, VAR_NONE, 0, ACT_NONE, 14, 0, 0,0,
CONVOY_10, FLAGS, FLAGS_2,
{{ANGLE_2 + ANGLE_16, 500}, {0, 0}}},
{TEAM_ENEMY, SHIP_EINT, VAR_NONE, MISSION_GUARD, ACT_AWAY, 5, 1, 0,0,
CONVOY_NONE, FLAGS, FLAGS_2, {{0,0}}},
{TEAM_ENEMY, SHIP_EINT, VAR_NONE, MISSION_GUARD, ACT_AWAY, 5, 2, 0,0,
CONVOY_NONE, FLAGS, FLAGS_2, {{0,0}}},
{TEAM_ENEMY, SHIP_EINT, VAR_NONE, MISSION_GUARD, ACT_AWAY, 5, 3, 0,0,
CONVOY_NONE, FLAGS, FLAGS_2, {{0,0}}},
{TEAM_ENEMY, SHIP_EINT, VAR_NONE, MISSION_GUARD, ACT_AWAY, 5, 4, 0,0,
CONVOY_NONE, FLAGS, FLAGS_2, {{0,0}}},
{TEAM_ENEMY, SHIP_EINT, VAR_NONE, MISSION_GUARD, ACT_AWAY, 5, 5, 0,0,
CONVOY_NONE, FLAGS, FLAGS_2, {{0,0}}},
{TEAM_ENEMY, SHIP_EINT, VAR_NONE, MISSION_GUARD, ACT_AWAY, 5, 6, 0,0,
CONVOY_NONE, FLAGS, FLAGS_2, {{0,0}}},
{TEAM_ENEMY, SHIP_FIGHTER, VAR_NONE, MISSION_GUARD, ACT_AWAY, 6, 1, 0,0,
CONVOY_NONE, FLAGS, FLAGS_2, {{0,0}}},
{TEAM_ENEMY, SHIP_FIGHTER, VAR_NONE, MISSION_GUARD, ACT_AWAY, 6, 2, 0,0,
CONVOY_NONE, FLAGS, FLAGS_2, {{0,0}}},
{TEAM_ENEMY, SHIP_FIGHTER, VAR_NONE, MISSION_GUARD, ACT_AWAY, 7, 1, 0,0,
CONVOY_NONE, FLAGS, FLAGS_2, {{0,0}}},
{TEAM_ENEMY, SHIP_FIGHTER, VAR_NONE, MISSION_GUARD, ACT_AWAY, 7, 2, 0,0,
CONVOY_NONE, FLAGS, FLAGS_2, {{0,0}}},
{TEAM_ENEMY, SHIP_FIGHTER, VAR_NONE, MISSION_GUARD, ACT_AWAY, 8, 1, 0,0,
CONVOY_NONE, FLAGS, FLAGS_2, {{0,0}}},
{TEAM_ENEMY, SHIP_FIGHTER, VAR_NONE, MISSION_GUARD, ACT_AWAY, 8, 2, 0,0,
CONVOY_NONE, FLAGS, FLAGS_2, {{0,0}}},
{TEAM_ENEMY, SHIP_FIGHTER, VAR_NONE, MISSION_GUARD, ACT_AWAY, 9, 1, 0,0,
CONVOY_NONE, FLAGS, FLAGS_2, {{0,0}}},
{TEAM_ENEMY, SHIP_FIGHTER, VAR_NONE, MISSION_GUARD, ACT_AWAY, 9, 2, 0,0,
CONVOY_NONE, FLAGS, FLAGS_2, {{0,0}}},
{TEAM_ENEMY, SHIP_FIGHTER, VAR_NONE, MISSION_GUARD, ACT_AWAY, 10, 1, 0,0,
CONVOY_NONE, FLAGS, FLAGS_2, {{0,0}}},
{TEAM_ENEMY, SHIP_FIGHTER, VAR_NONE, MISSION_GUARD, ACT_AWAY, 10, 2, 0,0,
CONVOY_NONE, FLAGS, FLAGS_2, {{0,0}}},
{TEAM_ENEMY, SHIP_FIGHTER, VAR_NONE, MISSION_GUARD, ACT_AWAY, 11, 1, 0,0,
CONVOY_NONE, FLAGS, FLAGS_2, {{0,0}}},
{TEAM_ENEMY, SHIP_FIGHTER, VAR_NONE, MISSION_GUARD, ACT_AWAY, 11, 2, 0,0,
CONVOY_NONE, FLAGS, FLAGS_2, {{0,0}}},
{TEAM_ENEMY, SHIP_FIGHTER, VAR_NONE, MISSION_GUARD, ACT_AWAY, 12, 1, 0,0,
CONVOY_NONE, FLAGS, FLAGS_2, {{0,0}}},
{TEAM_ENEMY, SHIP_FIGHTER, VAR_NONE, MISSION_GUARD, ACT_AWAY, 12, 2, 0,0,
CONVOY_NONE, FLAGS, FLAGS_2, {{0,0}}},
{TEAM_ENEMY, SHIP_FIGHTER, VAR_NONE, MISSION_GUARD, ACT_AWAY, 13, 1, 0,0,
CONVOY_NONE, FLAGS, FLAGS_2, {{0,0}}},
{TEAM_ENEMY, SHIP_FIGHTER, VAR_NONE, MISSION_GUARD, ACT_AWAY, 13, 2, 0,0,
CONVOY_NONE, FLAGS, FLAGS_2, {{0,0}}},
{TEAM_ENEMY, SHIP_FIGHTER, VAR_NONE, MISSION_GUARD, ACT_AWAY, 14, 1, 0,0,
CONVOY_NONE, FLAGS, FLAGS_2, {{0,0}}},
{TEAM_ENEMY, SHIP_FIGHTER, VAR_NONE, MISSION_GUARD, ACT_AWAY, 14, 2, 0,0,
CONVOY_NONE, FLAGS, FLAGS_2, {{0,0}}},
{TEAM_NONE}
// THINK ABOUT: making PREF_FIGHTER (e.g. EANTI) turrets FIGHTER_ONLY if there is a WSHIP_ONLY turret on
// the same ship.
// - also: for escorting or guarding fighters, randomising the distance that they'll follow something each time
// they start following.
},
{
{
},
// S1S
{TEAM_FRIEND, CONVOY_0, // SCRIPT_L1C0_START
STYPE_SETUP_CONVOY, -3500, 0, 2, 0, {0},
{{PCON_SETUP_CONVOY, {19500, 0, 10}, RESULT_NEXT_SCRIPT, SCRIPT_L1C0_MOVE}, // setup scripts can't have messages
{PCON_NONE},
},
{{CCON_NONE},
}
},
{TEAM_FRIEND, CONVOY_0, // SCRIPT_L1C0_MOVE
STYPE_MOVE_XY, 19500, 0, 17, 0, {0},
// {{PCON_LEVEL_TIME, {4}, RESULT_CONVOY_JUMP_OUT},
{{PCON_CONVOY_DIST, {CONVOY_1, 700}, RESULT_NEXT_SCRIPT, SCRIPT_L1C0_MOVE2, MSG_L1_ENGAGE, MSG_FROM_COMMAND_1, 1, MSG_TO_ALL},
{PCON_NONE},
},
{{CCON_NONE},
}
},
{TEAM_FRIEND, CONVOY_0, // SCRIPT_L1C0_MOVE2
STYPE_MOVE_XY, 19500, 0, 17, 1, {0},
{{PCON_CONVOY_DIST, {CONVOY_1, 50}, RESULT_NEXT_SCRIPT, SCRIPT_L1C0_MOVE3, MSG_NONE},
{PCON_NONE},
},
{{CCON_NONE},
}
},
{TEAM_FRIEND, CONVOY_0, // SCRIPT_L1C0_MOVE3
STYPE_MOVE_XY, 19500, 0, 9, 1, {0}, // note lower throttle!
{{PCON_NONE},
},
{{CCON_NONE},
}
},
{TEAM_FRIEND, CONVOY_NONE, // SCRIPT_L1C0_MESSAGE1
STYPE_START_WAIT, 19500, 0, 17, 0, {0},
{{PCON_LEVEL_TIME, {2}, RESULT_NONE, 0, MSG_L1_START1, MSG_FROM_COMMAND_1, 1, MSG_TO_ALL},
{PCON_LEVEL_TIME, {7}, RESULT_NONE, 0, MSG_L1_START2, MSG_FROM_COMMAND_1, 2, MSG_TO_ALL},
{PCON_LEVEL_TIME, {13}, RESULT_NONE, 0, MSG_L1_START3, MSG_FROM_COMMAND_1, 1, MSG_TO_ALL},
{PCON_LEVEL_TIME, {20}, RESULT_NONE, 0, MSG_L1_START4, MSG_FROM_COMMAND_1, 2, MSG_TO_ALL},
{PCON_LEVEL_TIME, {26}, RESULT_NEXT_SCRIPT, SCRIPT_L1C0_MESSAGE2, MSG_L1_START5, MSG_FROM_COMMAND_1, 1, MSG_TO_ALL}
},
{{CCON_NONE},
}
},
{TEAM_FRIEND, CONVOY_NONE, // SCRIPT_L1C0_MESSAGE2
STYPE_WAIT, 19500, 0, 17, 0, {0},
{{PCON_LEVEL_TIME, {34}, RESULT_NONE, 0, MSG_L1_START6, MSG_FROM_COMMAND_1, 1, MSG_TO_ALL},
{PCON_LEVEL_TIME, {40}, RESULT_NONE, 0, MSG_L1_START7, MSG_FROM_COMMAND_1, 1, MSG_TO_AM},
{PCON_LEVEL_TIME, {47}, RESULT_NONE, 0, MSG_L1_START8, MSG_FROM_COMMAND_1, 1, MSG_TO_AM},
{PCON_NONE},
},
{{CCON_EWSHIPS_DESTROYED_FREMAIN, {0}, RESULT_NONE, 0, MSG_L1_EWSHIPS_DESTROYED, MSG_FROM_COMMAND_1, 1, MSG_TO_ALL},
{CCON_EFIGHTERS_DESTROYED_REMAIN, {0}, RESULT_NONE, 0, MSG_L1_EFIGHTERS_DESTROYED, MSG_FROM_COMMAND_1, 1, MSG_TO_ALL},
{CCON_EALL_DESTROYED, {0}, RESULT_MISSION_OVER, 0, MSG_L1_MISSION_COMPLETE, MSG_FROM_COMMAND_1, 1, MSG_TO_ALL},
{CCON_FWSHIPS_DESTROYED, {0}, RESULT_MISSION_FAIL, MSG_NONE},
{CCON_NONE},
}
},
/*
{TEAM_ENEMY, CONVOY_1, // SCRIPT_L1C1_START
STYPE_SETUP_CONVOY, -5500, 0, 13, 0,
{{PCON_SETUP_CONVOY, {5500, 0, 180}, RESULT_NEXT_SCRIPT, SCRIPT_L1C1_MOVE},
{PCON_NONE},
},
{{CCON_NONE},
}
},*/
{TEAM_ENEMY, CONVOY_1, // SCRIPT_L1C1_START
STYPE_SETUP_CONVOY, 2000, 0, 9, 0, {0},
// STYPE_SETUP_CONVOY, -4100, 100, 9, 0,
{{PCON_SETUP_CONVOY, {5500, 0, 180}, RESULT_NEXT_SCRIPT, SCRIPT_L1C1_MOVE},
{PCON_NONE},
},
{{CCON_NONE},
}
},
{TEAM_ENEMY, CONVOY_1, // SCRIPT_L1C1_MOVE
STYPE_MOVE_XY, 19500, 0, 9, 0, {0},
{{PCON_NONE},
},
{{CCON_NONE},
}
},
{TEAM_ENEMY, CONVOY_2, // SCRIPT_L1C1_START
STYPE_SPECIAL_CONVOY, 500, 0, 15, 0, {0},
{{PCON_SETUP_CONVOY, {1500, 0, 200}, RESULT_NEXT_SCRIPT, SCRIPT_L1C2_MOVE},
{PCON_NONE},
},
{{CCON_NONE},
}
},
{TEAM_ENEMY, CONVOY_2, // SCRIPT_L1C1_MOVE
STYPE_APPROACH_CONVOY, CONVOY_1, 0, 15, 0, {0},
{{PCON_CONVOY_DIST, {CONVOY_1, 100}, RESULT_JOIN_CONVOY, CONVOY_1},
},
{{CCON_NONE},
}
},
{TEAM_ENEMY, CONVOY_3, // SCRIPT_L1C1_START
STYPE_SPECIAL_CONVOY, 200, 0, 15, 0, {0},
{{PCON_SETUP_CONVOY, {1500, 0, 200}, RESULT_NEXT_SCRIPT, SCRIPT_L1C3_MOVE},
{PCON_NONE},
},
{{CCON_NONE},
}
},
{TEAM_ENEMY, CONVOY_3, // SCRIPT_L1C1_MOVE
STYPE_APPROACH_CONVOY, CONVOY_1, 0, 15, 0, {0},
{{PCON_CONVOY_DIST, {CONVOY_1, 100}, RESULT_JOIN_CONVOY, CONVOY_1},
},
{{CCON_NONE},
}
},
{TEAM_ENEMY, CONVOY_4, // SCRIPT_L1C1_START
STYPE_SPECIAL_CONVOY, -100, 0, 15, 0, {0},
{{PCON_SETUP_CONVOY, {1500, 0, 200}, RESULT_NEXT_SCRIPT, SCRIPT_L1C4_MOVE},
{PCON_NONE},
},
{{CCON_NONE},
}
},
{TEAM_ENEMY, CONVOY_4, // SCRIPT_L1C1_MOVE
STYPE_APPROACH_CONVOY, CONVOY_1, 0, 15, 0, {0},
{{PCON_CONVOY_DIST, {CONVOY_1, 100}, RESULT_JOIN_CONVOY, CONVOY_1},
},
{{CCON_NONE},
}
},
{TEAM_ENEMY, CONVOY_5, // SCRIPT_L1C1_START
STYPE_SPECIAL_CONVOY, -400, 0, 15, 0, {0},
{{PCON_SETUP_CONVOY, {2500, 0, 200}, RESULT_NEXT_SCRIPT, SCRIPT_L1C5_MOVE},
{PCON_NONE},
},
{{CCON_NONE},
}
},
{TEAM_ENEMY, CONVOY_5, // SCRIPT_L1C1_MOVE
STYPE_APPROACH_CONVOY, CONVOY_1, 0, 15, 0, {0},
{{PCON_CONVOY_DIST, {CONVOY_1, 100}, RESULT_JOIN_CONVOY, CONVOY_1},
},
{{CCON_NONE},
}
},
{TEAM_ENEMY, CONVOY_6, // SCRIPT_L1C1_START
STYPE_SPECIAL_CONVOY, -700, 00, 15, 0, {0},
{{PCON_SETUP_CONVOY, {2500, 0, 200}, RESULT_NEXT_SCRIPT, SCRIPT_L1C6_MOVE},
{PCON_NONE},
},
{{CCON_NONE},
}
},
{TEAM_ENEMY, CONVOY_6, // SCRIPT_L1C1_MOVE
STYPE_APPROACH_CONVOY, CONVOY_1, 0, 15, 0, {0},
{{PCON_CONVOY_DIST, {CONVOY_1, 100}, RESULT_JOIN_CONVOY, CONVOY_1},
},
{{CCON_NONE},
}
},
{TEAM_ENEMY, CONVOY_7, // SCRIPT_L1C1_START
STYPE_SPECIAL_CONVOY, -1000, 0, 15, 0, {0},
{{PCON_SETUP_CONVOY, {2500, 0, 200}, RESULT_NEXT_SCRIPT, SCRIPT_L1C7_MOVE},
{PCON_NONE},
},
{{CCON_NONE},
}
},
{TEAM_ENEMY, CONVOY_7, // SCRIPT_L1C1_MOVE
STYPE_APPROACH_CONVOY, CONVOY_1, 0, 15, 0, {0},
{{PCON_CONVOY_DIST, {CONVOY_1, 100}, RESULT_JOIN_CONVOY, CONVOY_1},
},
{{CCON_NONE},
}
},
{TEAM_ENEMY, CONVOY_8, // SCRIPT_L1C1_START
STYPE_SPECIAL_CONVOY, -1300, 0, 15, 0, {0},
{{PCON_SETUP_CONVOY, {2500, 0, 200}, RESULT_NEXT_SCRIPT, SCRIPT_L1C8_MOVE},
{PCON_NONE},
},
{{CCON_NONE},
}
},
{TEAM_ENEMY, CONVOY_8, // SCRIPT_L1C1_MOVE
STYPE_APPROACH_CONVOY, CONVOY_1, 0, 15, 0, {0},
{{PCON_CONVOY_DIST, {CONVOY_1, 200}, RESULT_JOIN_CONVOY, CONVOY_1},
{PCON_NONE},
},
{{CCON_NONE},
}
},
{TEAM_ENEMY, CONVOY_9, // SCRIPT_L1C1_START
STYPE_SPECIAL_CONVOY, -1600, 0, 15, 0, {0},
{{PCON_SETUP_CONVOY, {2500, 0, 200}, RESULT_NEXT_SCRIPT, SCRIPT_L1C9_MOVE},
{PCON_NONE},
},
{{CCON_NONE},
}
},
{TEAM_ENEMY, CONVOY_9, // SCRIPT_L1C1_MOVE
STYPE_APPROACH_CONVOY, CONVOY_1, 0, 15, 0, {0},
{{PCON_CONVOY_DIST, {CONVOY_1, 200}, RESULT_JOIN_CONVOY, CONVOY_1},
},
{{CCON_NONE},
}
},
{TEAM_ENEMY, CONVOY_10, // SCRIPT_L1C1_START
STYPE_SPECIAL_CONVOY, -1900, 0, 15, 0, {0},
{{PCON_SETUP_CONVOY, {2500, 0, 200}, RESULT_NEXT_SCRIPT, SCRIPT_L1C10_MOVE},
{PCON_NONE},
},
{{CCON_NONE},
}
},
{TEAM_ENEMY, CONVOY_10, // SCRIPT_L1C1_MOVE
STYPE_APPROACH_CONVOY, CONVOY_1, 0, 15, 0, {0},
{{PCON_CONVOY_DIST, {CONVOY_1, 200}, RESULT_JOIN_CONVOY, CONVOY_1},
},
{{CCON_NONE},
}
},
},
}, // end stage 1
{ // Stage 2!
// S2M
{
{""},
// {"This is $BAlpha 1$C to $BAlpha group$C. We're picking up a large number of hostile ships. ", {wav, freq}}, // MSG_L1_START1
},
/*
************************************************************************************************
LEVEL 2!!!
************************************************************************************************
Convoys:
Friendly:
0 - bottom left
1 - bottom right
2 - top
Each convoy consists of 1 BC and 5 LCs. BC and rearmost LC each have 2 fighter escorts.
Enemy:
3 - base
4 - loose defensive convoy
5 - loose defensive convoy
6 - loose defensive convoy
7 - carriers - jump in after a few minutes, to a random location
8 - heavy - jump in later, to a random location, then approach base - possibly swirl around it?
- the defensive convoys surround the base at a different distance on each side.
- pull together to attack friendly convoys, each encounter at a slightly different time
*/
// FIRST friendly convoy
// S2L
{
{TEAM_FRIEND, SHIP_OLD3, VAR_NONE, 0, ACT_NONE, 1, 0, 0,0,
CONVOY_0, FLAG_COMMAND_1|FLAG_ALPHA|FLAG_SPAWN_1, FLAGS_2,
{{0, 0}, {0, 0}}},
{TEAM_FRIEND, SHIP_OLD2, VAR_NONE, 0, ACT_NONE, 0, 0, 0,0,
CONVOY_0, FLAG_COMMAND_1|FLAG_ALPHA|FLAG_SPAWN_1, FLAGS_2,
{{-ANGLE_8, 150}, {-ANGLE_4, 150}}},
{TEAM_FRIEND, SHIP_OLD2, VAR_NONE, 0, ACT_NONE, 0, 0, 0,0,
CONVOY_0, FLAG_COMMAND_1|FLAG_ALPHA|FLAG_SPAWN_1, FLAGS_2,
{{ANGLE_8, 150}, {ANGLE_4, 150}}},
{TEAM_FRIEND, SHIP_OLD2, VAR_NONE, 0, ACT_NONE, 0, 0, 0,0,
CONVOY_0, FLAG_COMMAND_1|FLAG_ALPHA|FLAG_SPAWN_1, FLAGS_2,
{{-ANGLE_4-ANGLE_16, 180}, {-ANGLE_4 + ANGLE_16, 250}}},
{TEAM_FRIEND, SHIP_OLD2, VAR_NONE, 0, ACT_NONE, 0, 0, 0,0,
CONVOY_0, FLAG_COMMAND_1|FLAG_ALPHA|FLAG_SPAWN_1, FLAGS_2,
{{ANGLE_4+ANGLE_16, 180}, {ANGLE_4-ANGLE_16, 250}}},
{TEAM_FRIEND, SHIP_OLD2, VAR_NONE, 0, ACT_NONE, 2, 0, 0,0,
CONVOY_0, FLAG_COMMAND_1|FLAG_ALPHA|FLAG_SPAWN_1, FLAGS_2,
{{ANGLE_2, 170}, {ANGLE_2, 150}}},
{TEAM_FRIEND, SHIP_FIGHTER_FRIEND, VAR_NONE, MISSION_GUARD, ACT_AWAY, 1, 1, 0,0,
CONVOY_NONE, FLAGS, FLAGS_2, {{0,0}}},
{TEAM_FRIEND, SHIP_FIGHTER_FRIEND, VAR_NONE, MISSION_GUARD, ACT_AWAY, 1, 2, 0,0,
CONVOY_NONE, FLAGS, FLAGS_2, {{0,0}}},
{TEAM_FRIEND, SHIP_FIGHTER_FRIEND, VAR_NONE, MISSION_GUARD, ACT_AWAY, 2, 1, 0,0,
CONVOY_NONE, FLAGS, FLAGS_2, {{0,0}}},
{TEAM_FRIEND, SHIP_FIGHTER_FRIEND, VAR_NONE, MISSION_GUARD, ACT_AWAY, 2, 2, 0,0,
CONVOY_NONE, FLAGS, FLAGS_2, {{0,0}}},
// SECOND friendly convoy
{TEAM_FRIEND, SHIP_OLD3, VAR_NONE, 0, ACT_NONE, 3, 0, 0,0,
CONVOY_1, FLAG_COMMAND_2|FLAG_BETA|FLAG_SPAWN_2, FLAGS_2,
{{0, 0}, {0, 0}}},
{TEAM_FRIEND, SHIP_OLD2, VAR_NONE, 0, ACT_NONE, 0, 0, 0,0,
CONVOY_1, FLAG_COMMAND_2|FLAG_BETA|FLAG_SPAWN_2, FLAGS_2,
{{-ANGLE_8, 150}, {-ANGLE_4, 150}}},
{TEAM_FRIEND, SHIP_OLD2, VAR_NONE, 0, ACT_NONE, 0, 0, 0,0,
CONVOY_1, FLAG_COMMAND_2|FLAG_BETA|FLAG_SPAWN_2, FLAGS_2,
{{ANGLE_8, 150}, {ANGLE_4, 150}}},
{TEAM_FRIEND, SHIP_OLD2, VAR_NONE, 0, ACT_NONE, 0, 0, 0,0,
CONVOY_1, FLAG_COMMAND_2|FLAG_BETA|FLAG_SPAWN_2, FLAGS_2,
{{-ANGLE_4-ANGLE_8, 180}, {-ANGLE_4 + ANGLE_16, 250}}},
{TEAM_FRIEND, SHIP_OLD2, VAR_NONE, 0, ACT_NONE, 0, 0, 0,0,
CONVOY_1, FLAG_COMMAND_2|FLAG_BETA|FLAG_SPAWN_2, FLAGS_2,
{{ANGLE_4+ANGLE_8, 180}, {ANGLE_4-ANGLE_16, 250}}},
{TEAM_FRIEND, SHIP_OLD2, VAR_NONE, 0, ACT_NONE, 4, 0, 0,0,
CONVOY_1, FLAG_COMMAND_2|FLAG_BETA|FLAG_SPAWN_2, FLAGS_2,
{{ANGLE_2, 170}, {ANGLE_2, 150}}},
{TEAM_FRIEND, SHIP_FIGHTER_FRIEND, VAR_NONE, MISSION_GUARD, ACT_AWAY, 3, 1, 0,0,
CONVOY_NONE, FLAGS, FLAGS_2, {{0,0}}},
{TEAM_FRIEND, SHIP_FIGHTER_FRIEND, VAR_NONE, MISSION_GUARD, ACT_AWAY, 3, 2, 0,0,
CONVOY_NONE, FLAGS, FLAGS_2, {{0,0}}},
{TEAM_FRIEND, SHIP_FIGHTER_FRIEND, VAR_NONE, MISSION_GUARD, ACT_AWAY, 4, 1, 0,0,
CONVOY_NONE, FLAGS, FLAGS_2, {{0,0}}},
{TEAM_FRIEND, SHIP_FIGHTER_FRIEND, VAR_NONE, MISSION_GUARD, ACT_AWAY, 4, 2, 0,0,
CONVOY_NONE, FLAGS, FLAGS_2, {{0,0}}},
// THIRD friendly convoy
{TEAM_FRIEND, SHIP_OLD3, VAR_NONE, 0, ACT_NONE, 5, 0, 0,0,
CONVOY_2, FLAG_COMMAND_3|FLAG_GAMMA|FLAG_SPAWN_2, FLAGS_2,
{{0, 0}, {0, 0}}},
{TEAM_FRIEND, SHIP_OLD2, VAR_NONE, 0, ACT_NONE, 0, 0, 0,0,
CONVOY_2, FLAG_COMMAND_3|FLAG_GAMMA|FLAG_SPAWN_2, FLAGS_2,
{{-ANGLE_8, 150}, {-ANGLE_4, 150}}},
{TEAM_FRIEND, SHIP_OLD2, VAR_NONE, 0, ACT_NONE, 0, 0, 0,0,
CONVOY_2, FLAG_COMMAND_3|FLAG_GAMMA|FLAG_SPAWN_2, FLAGS_2,
{{ANGLE_8, 150}, {ANGLE_4, 150}}},
{TEAM_FRIEND, SHIP_OLD2, VAR_NONE, 0, ACT_NONE, 0, 0, 0,0,
CONVOY_2, FLAG_COMMAND_3|FLAG_GAMMA|FLAG_SPAWN_2, FLAGS_2,
{{-ANGLE_4-ANGLE_8, 180}, {-ANGLE_4 + ANGLE_16, 250}}},
{TEAM_FRIEND, SHIP_OLD2, VAR_NONE, 0, ACT_NONE, 0, 0, 0,0,
CONVOY_2, FLAG_COMMAND_3|FLAG_GAMMA|FLAG_SPAWN_2, FLAGS_2,
{{ANGLE_4+ANGLE_8, 180}, {ANGLE_4-ANGLE_16, 250}}},
{TEAM_FRIEND, SHIP_OLD2, VAR_NONE, 0, ACT_NONE, 6, 0, 0,0,
CONVOY_2, FLAG_COMMAND_3|FLAG_GAMMA|FLAG_SPAWN_2, FLAGS_2,
{{ANGLE_2, 170}, {ANGLE_2, 150}}},
{TEAM_FRIEND, SHIP_FIGHTER_FRIEND, VAR_NONE, MISSION_GUARD, ACT_AWAY, 5, 1, 0,0,
CONVOY_NONE, FLAGS, FLAGS_2, {{0,0}}},
{TEAM_FRIEND, SHIP_FIGHTER_FRIEND, VAR_NONE, MISSION_GUARD, ACT_AWAY, 5, 2, 0,0,
CONVOY_NONE, FLAGS, FLAGS_2, {{0,0}}},
{TEAM_FRIEND, SHIP_FIGHTER_FRIEND, VAR_NONE, MISSION_GUARD, ACT_AWAY, 6, 1, 0,0,
CONVOY_NONE, FLAGS, FLAGS_2, {{0,0}}},
{TEAM_FRIEND, SHIP_FIGHTER_FRIEND, VAR_NONE, MISSION_GUARD, ACT_AWAY, 6, 2, 0,0,
CONVOY_NONE, FLAGS, FLAGS_2, {{0,0}}},
// ENEMY BASE
{TEAM_ENEMY, SHIP_EBASE, VAR_NONE, 0, ACT_NONE, 0, 0, 0,0,
CONVOY_3, FLAGS, FLAGS_2,
{{0, 0}, {0, 0}}},
// Convoy 4 - defends the base, present from start
{TEAM_ENEMY, SHIP_SCOUT3, VAR_NONE, 0, ACT_NONE, 7, 0, 0,0,
CONVOY_4, FLAGS, FLAGS_2,
{{ANGLE_4, 250}, {ANGLE_8, 350}}},
{TEAM_ENEMY, SHIP_SCOUT2, VAR_NONE, 0, ACT_NONE, 0, 0, 0,0,
CONVOY_4, FLAGS, FLAGS_2,
{{ANGLE_4 + ANGLE_32, 750}, {ANGLE_4, 300}}},
{TEAM_ENEMY, SHIP_SCOUT2, VAR_ANTI, 0, ACT_NONE, 0, 0, 0,0,
CONVOY_4, FLAGS, FLAGS_2,
{{ANGLE_4 + ANGLE_16, 1250}, {ANGLE_4 + ANGLE_8, 350}}},
{TEAM_ENEMY, SHIP_SCOUT2, VAR_NONE, 0, ACT_NONE, 8, 0, 0,0,
CONVOY_4, FLAGS, FLAGS_2,
{{-ANGLE_4, 250}, {-ANGLE_8, 350}}},
{TEAM_ENEMY, SHIP_SCOUT2, VAR_NONE, 0, ACT_NONE, 0, 0, 0,0,
CONVOY_4, FLAGS, FLAGS_2,
{{-ANGLE_4 - ANGLE_32, 750}, {-ANGLE_4, 300}}},
{TEAM_ENEMY, SHIP_SCOUT2, VAR_ANTI, 0, ACT_NONE, 0, 0, 0,0,
CONVOY_4, FLAGS, FLAGS_2,
{{-ANGLE_4 - ANGLE_16, 1250}, {-ANGLE_4 - ANGLE_8, 350}}},
{TEAM_ENEMY, SHIP_FIGHTER, VAR_NONE, MISSION_GUARD, ACT_AWAY, 7, 1, 0,0,
CONVOY_NONE, FLAGS, FLAGS_2, {{0,0}}},
{TEAM_ENEMY, SHIP_FIGHTER, VAR_NONE, MISSION_GUARD, ACT_AWAY, 7, 2, 0,0,
CONVOY_NONE, FLAGS, FLAGS_2, {{0,0}}},