#ifndef WEAPONPAGE_H #define WEAPONPAGE_H #include "manage.h" #include "weapon.h" #include "CFILE.H" #include "pstypes.h" typedef struct { weapon weapon_struct; char hud_image_name[PAGENAME_LEN]; char fire_image_name[PAGENAME_LEN]; char explode_image_name[PAGENAME_LEN]; char smoke_image_name[PAGENAME_LEN]; char scorch_image_name[PAGENAME_LEN]; char icon_name[PAGENAME_LEN]; char spawn_name[PAGENAME_LEN]; char alternate_spawn_name[PAGENAME_LEN]; char particle_name[PAGENAME_LEN]; char robot_spawn_name[PAGENAME_LEN]; char sound_name[MAX_WEAPON_SOUNDS][PAGENAME_LEN]; } mngs_weapon_page; // Weapon page functions //--------------------------------------------------------------- // Given an open file pointer and a weapon_page struct, writes that weaponpage out void mng_WriteWeaponPage(CFILE *outfile, mngs_weapon_page *weaponpage); // Reads a weapon page from an open file. Returns 0 on error. int mng_ReadWeaponPage(CFILE *infile, mngs_weapon_page *weaponpage); // Given an open file pointer and a weapon_page struct, writes that weaponpage out void mng_WriteNewWeaponPage(CFILE *outfile, mngs_weapon_page *weaponpage); // Reads a weapon page from an open file. Returns 0 on error. int mng_ReadNewWeaponPage(CFILE *infile, mngs_weapon_page *weaponpage); // Reads in the weaponpage named "name" into weaponpage struct // Returns 0 on error or couldn't find, else 1 if all is good int mng_FindSpecificWeaponPage(char *name, mngs_weapon_page *weaponpage, int offset = 0); int mng_FindSpecificWeaponPage(char *name, mngs_weapon_page *weaponpage); // Given a weapon page, allocs a weapon and calls AssignWeaponPageToWeapon to actually // load model and values. Rturns weapon handle on success, -1 if fail int mng_SetAndLoadWeapon(mngs_weapon_page *weaponpage, CFILE *infile); // Given a weaponpage and a weapon handle, attempts to make weapon n correspond to // to the weaponpage. // Returns 1 on success, 0 otherwise int mng_AssignWeaponPageToWeapon(mngs_weapon_page *weaponpage, int n, CFILE *infile = NULL); // Copies values from a Weapon into a weapon_page void mng_AssignWeaponToWeaponPage(int n, mngs_weapon_page *weaponpage); // Reads in a weapon page from the local table file, superseding any weapon // already in RAM with that same name void mng_LoadLocalWeaponPage(CFILE *); // Reads in a page off the net void mng_LoadNetWeaponPage(CFILE *, bool overlay = false); int mng_GetGuaranteedWeaponPage(char *name, CFILE *infile = NULL); #endif