Descent3/manage/shippage.cpp
2024-11-04 10:20:54 +01:00

1295 lines
44 KiB
C++

/*
* Descent 3
* Copyright (C) 2024 Parallax Software
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
--- HISTORICAL COMMENTS FOLLOW ---
* $Logfile: /DescentIII/Main/manage/shippage.cpp $
* $Revision: 46 $
* $Date: 10/22/01 12:41p $
* $Author: Matt $
*
* $Log: /DescentIII/Main/manage/shippage.cpp $
*
* 46 10/22/01 12:41p Matt
* After loading a ship model to check for errors, unload it so it can get
* loaded again later after the textures have been read in.
*
* 45 10/08/01 4:20p Matt
* Added system to check for errors when reading in add-on data.
*
* 44 9/06/01 10:32a Matt
* Added code to fix problem poping add-on pages when the original pages
* were in the extra.gam file.
*
* 43 4/19/00 5:07p Matt
* From Duane for 1.4
* Added checks, asserts, and fixes for bad return values
*
* 42 10/26/99 3:30p Jeff
* handle extra.gam addon tablefile
*
* 41 10/20/99 6:27p Jeff
* sped up addon page popping (by saving page offsets)
*
* 40 10/20/99 1:30p Jeff
* fixed fusion recharge hack
*
* 39 8/11/99 5:32p Jeff
* changes to fix addon tablefile support so it works correctly
*
* 38 7/27/99 1:14p Jason
* fixed fusion firing time
*
* 37 5/14/99 11:56a Jeff
* fixed copy/paste bug (Jason)
*
* 36 4/14/99 1:33a Jeff
* fixed case mismatched #includes
*
* 35 3/04/99 4:47p Jason
* temp fix (ie BAD HACK) for OEM table file woes
*
* 34 1/13/99 7:05a Jeff
* put #ifdef around #include <windows.h>
*
* 33 12/29/98 4:30p Jason
* added add-on data functionality
*
* 32 11/13/98 12:30p Jason
* changes for weapons
*
* 31 11/06/98 12:35p Jason
* more speedups for manage system
*
* 30 11/05/98 7:55p Jason
* changes for new manage system
*
* 29 11/03/98 6:16p Chris
* Starting to make on/off and spray weapons accessable to robots
*
* 28 11/02/98 6:02p Jason
* made yes network updates much faster
*
* 27 10/13/98 12:56p Matt
* Finished (hopefully) with the ammo system. Added support for napalm
* fuel.
*
* 26 10/09/98 2:27p Jason
* reorganized table file system
*
* 25 10/02/98 1:47p Jason
* added lod player ships
*
* 24 10/01/98 11:51a Matt
* When loading or saving the player ship page, check for spew powerups
* that aren't powerups & fix them.
*
* 23 9/21/98 8:19p Chris
* Improved volatile and forcefield hits
*
* 22 9/10/98 11:53a Jason
* added hud config filename to ship page
*
* 21 8/24/98 2:37p Jason
* made table file more efficient with regards to invalid names
*
* 20 8/14/98 5:25p Jeff
* fixed stupid bug setting wrong varible (nothing dangerous)
*
* 19 8/14/98 4:56p Jeff
* added quad fire mask for weapon battery
*
* 18 8/07/98 2:06p Jason
* now saves flags field
*
* 17 7/31/98 5:23p Jason
* added ship armor scalars
*
* 16 6/01/98 10:37a Matt
* Added system to spew powerups when the player dies. Still needs Jason
* to deal with mng_FindSpecificGenericPage().
*
* 15 5/04/98 6:08p Jason
* sped up predictive pagefile loading
*
* 14 4/02/98 3:54p Jason
* first pass in getting polymodel paging to work
*
* 13 3/19/98 1:07p Jason
* added cockpit name
*
* 12 2/23/98 1:22p Jason
* made FindSpecific* read from the local drive, not the net drive - when
* starting the editor
*
* 11 2/17/98 8:12p Matt
* Added looping & release sounds for player weapons
*
* 10 1/23/98 6:25p Jason
* Got spray weapons working
*
* 9 1/15/98 6:22p Jason
* added safety checks so the network won't copy over a primitive you have
* held locally
*
* 8 12/22/97 6:19p Chris
* Moved weapon battery firing sound off the projectile (weapon) and into
* the weapon battery.
*
* 7 11/12/97 5:35p Jason
* made energy/ammo usage work with weapon batteries
*
* 6 11/12/97 1:13p Jason
* added weapons that can ramp up
*
* 5 11/05/97 12:22p Chris
* Fixed size of wb_info in the page file
*
* 4 11/05/97 10:45a Chris
* Now init's the ship struct to zero (and fills in some values) before
* reading.
*
* 3 11/04/97 6:18p Chris
* Added support so that the player ship uses the robot's firing dialog.
*
* 2 10/21/97 11:57a Jason
* added ability to set dying model for player ship
*
* 8 5/08/97 12:41p Jason
* made manage system work with device dependant path names
*
* 7 4/25/97 6:16p Jason
* added switcheroo function
*
* 6 4/09/97 9:57p Chris
* Added more ability to customize ships/objects.
*
* 5 4/08/97 1:16a Chris
* Fixed the bug with initial values for some items being random. It also
* fixed a intermitent bug that was caused because the used flag was
* random... we wanted it to be 1 (non-zero), but it was random so there
* was a chance it could be zero(1 in 2^(sizeof(used_flag)))
*
* 4 4/07/97 3:13p Chris
*
* 3 4/04/97 2:44p Matt
* Changed object pages to store physics info in a physics_info structure.
*
* 2 3/31/97 4:34p Jason
* added player ship page
*
* 1 3/31/97 12:10p Jason
* Page file for player ship management
*
* $NoKeywords: $
*/
#include <cstring>
#include <filesystem>
#include "cfile.h"
#include "manage.h"
#include "ship.h"
#include "shippage.h"
#include "log.h"
#include "pserror.h"
#include "polymodel.h"
#include "weaponpage.h"
#include "soundload.h"
#include "sounds.h"
#include "soundpage.h"
#include "genericpage.h"
#include "args.h"
// shippage commands that are read/written
// A command is followed by a byte count describing how many bytes
// are in the data for the command
#define SHIPPAGE_COMMAND_NAME 1
#define SHIPPAGE_COMMAND_END 2
#define SHIPPAGE_COMMAND_IMAGE_NAME 3
#define SHIPPAGE_COMMAND_VERSION 4
#define SHIPPAGE_COMMAND_MASS 5
#define SHIPPAGE_COMMAND_DRAG 6
#define SHIPPAGE_COMMAND_SIZE 7
#define SHIPPAGE_COMMAND_WIGGLE_AMPLITUDE 8
#define SHIPPAGE_COMMAND_THRUST 9
#define SHIPPAGE_COMMAND_ROTTHRUST 10
#define SHIPPAGE_COMMAND_TURNROLLRATE 11
#define SHIPPAGE_COMMAND_ROTDRAG 12
#define SHIPPAGE_COMMAND_PHYSICS_FLAGS 13
#define SHIPPAGE_COMMAND_WIGGLE_PER_SEC 14
#define SHIPPAGE_COMMAND_TURNROLL_RATIO 15
#define SHIPPAGE_COMMAND_DYING_IMAGE_NAME 16
#define SHIPPAGE_COMMAND_WB_INFO 17
#define SHIPPAGE_COMMAND_WB_WEAPON 18
#define SHIPPAGE_COMMAND_FIRE_FLAGS 19
#define SHIPPAGE_COMMAND_RESOURCE_USAGE 20
#define SHIPPAGE_COMMAND_WB_FIRE_SOUND 21
#define SHIPPAGE_COMMAND_WB_FLAGS 22
#define SHIPPAGE_COMMAND_FIRING_SOUND 23
#define SHIPPAGE_COMMAND_RELEASE_SOUND 24
#define SHIPPAGE_COMMAND_COCKPIT_NAME 25
#define SHIPPAGE_COMMAND_SPEW_POWERUP 26
#define SHIPPAGE_COMMAND_ARMOR_SCALAR 27
#define SHIPPAGE_COMMAND_FLAGS 28
#define SHIPPAGE_COMMAND_WB_QUADMASK 29
#define SHIPPAGE_COMMAND_HUD_NAME 30
#define SHIPPAGE_COMMAND_LOD_MODELS 31
#define SHIPPAGE_COMMAND_LOD_DISTANCE 32
#define SHIPPAGE_COMMAND_MAX_AMMO 33
#define SHIPPAGE_VERSION 6
extern char *TablefileNameOverride;
// Given an open file pointer and a ship_page struct, writes that ship page out
void mng_WriteShipPage(CFILE *outfile, mngs_ship_page *shippage) {
int i;
int j;
int size;
ASSERT(outfile != NULL);
ASSERT(shippage != NULL);
cf_WriteByte(outfile, PAGETYPE_SHIP);
cf_WriteByte(outfile, SHIPPAGE_COMMAND_VERSION);
cf_WriteByte(outfile, 1);
cf_WriteByte(outfile, SHIPPAGE_VERSION);
cf_WriteByte(outfile, SHIPPAGE_COMMAND_NAME); // write out ship name
cf_WriteByte(outfile, PAGENAME_LEN);
for (i = 0; i < PAGENAME_LEN; i++)
cf_WriteByte(outfile, shippage->ship_struct.name[i]);
// Write out cockpit name
cf_WriteByte(outfile, SHIPPAGE_COMMAND_COCKPIT_NAME); // write out ship name
cf_WriteByte(outfile, strlen(shippage->ship_struct.cockpit_name) + 1);
cf_WriteString(outfile, shippage->ship_struct.cockpit_name);
// Write out hud config name
cf_WriteByte(outfile, SHIPPAGE_COMMAND_HUD_NAME); // write out ship name
cf_WriteByte(outfile, strlen(shippage->ship_struct.hud_config_name) + 1);
cf_WriteString(outfile, shippage->ship_struct.hud_config_name);
// Write out its models name
cf_WriteByte(outfile, SHIPPAGE_COMMAND_IMAGE_NAME); // get ready to write out name
cf_WriteByte(outfile, PAGENAME_LEN);
for (i = 0; i < PAGENAME_LEN; i++)
cf_WriteByte(outfile, shippage->image_name[i]);
cf_WriteByte(outfile, SHIPPAGE_COMMAND_DYING_IMAGE_NAME); // get ready to write out name
cf_WriteByte(outfile, strlen(shippage->dying_image_name) + 1);
cf_WriteString(outfile, shippage->dying_image_name);
cf_WriteByte(outfile, SHIPPAGE_COMMAND_MASS);
cf_WriteByte(outfile, 4);
cf_WriteFloat(outfile, shippage->ship_struct.phys_info.mass);
cf_WriteByte(outfile, SHIPPAGE_COMMAND_DRAG);
cf_WriteByte(outfile, 4);
cf_WriteFloat(outfile, shippage->ship_struct.phys_info.drag);
cf_WriteByte(outfile, SHIPPAGE_COMMAND_SIZE);
cf_WriteByte(outfile, 4);
cf_WriteFloat(outfile, shippage->ship_struct.size);
cf_WriteByte(outfile, SHIPPAGE_COMMAND_WIGGLE_AMPLITUDE);
cf_WriteByte(outfile, 4);
cf_WriteFloat(outfile, shippage->ship_struct.phys_info.wiggle_amplitude);
cf_WriteByte(outfile, SHIPPAGE_COMMAND_THRUST);
cf_WriteByte(outfile, 4);
cf_WriteFloat(outfile, shippage->ship_struct.phys_info.full_thrust);
cf_WriteByte(outfile, SHIPPAGE_COMMAND_ROTTHRUST);
cf_WriteByte(outfile, 4);
cf_WriteFloat(outfile, shippage->ship_struct.phys_info.full_rotthrust);
cf_WriteByte(outfile, SHIPPAGE_COMMAND_TURNROLLRATE);
cf_WriteByte(outfile, 4);
cf_WriteFloat(outfile, shippage->ship_struct.phys_info.max_turnroll_rate);
cf_WriteByte(outfile, SHIPPAGE_COMMAND_ROTDRAG);
cf_WriteByte(outfile, 4);
cf_WriteFloat(outfile, shippage->ship_struct.phys_info.rotdrag);
cf_WriteByte(outfile, SHIPPAGE_COMMAND_WIGGLE_PER_SEC);
cf_WriteByte(outfile, 4);
cf_WriteFloat(outfile, shippage->ship_struct.phys_info.wiggles_per_sec);
cf_WriteByte(outfile, SHIPPAGE_COMMAND_TURNROLL_RATIO);
cf_WriteByte(outfile, 4);
cf_WriteFloat(outfile, shippage->ship_struct.phys_info.turnroll_ratio);
cf_WriteByte(outfile, SHIPPAGE_COMMAND_PHYSICS_FLAGS);
cf_WriteByte(outfile, 4);
cf_WriteInt(outfile, shippage->ship_struct.phys_info.flags);
// Write the LOD model names
cf_WriteByte(outfile, SHIPPAGE_COMMAND_LOD_MODELS);
size = strlen(shippage->med_image_name) + 1;
size += strlen(shippage->lo_image_name) + 1;
cf_WriteByte(outfile, size);
cf_WriteString(outfile, shippage->med_image_name);
cf_WriteString(outfile, shippage->lo_image_name);
cf_WriteByte(outfile, SHIPPAGE_COMMAND_LOD_DISTANCE);
cf_WriteByte(outfile, 8);
cf_WriteFloat(outfile, shippage->ship_struct.med_lod_distance);
cf_WriteFloat(outfile, shippage->ship_struct.lo_lod_distance);
cf_WriteByte(outfile, SHIPPAGE_COMMAND_ARMOR_SCALAR);
cf_WriteByte(outfile, 4);
cf_WriteFloat(outfile, shippage->ship_struct.armor_scalar);
cf_WriteByte(outfile, SHIPPAGE_COMMAND_FLAGS);
cf_WriteByte(outfile, 4);
cf_WriteInt(outfile, shippage->ship_struct.flags);
for (i = 0; i < MAX_PLAYER_WEAPONS; i++) {
int j;
int size;
cf_WriteByte(outfile, SHIPPAGE_COMMAND_WB_INFO);
size = sizeof(otype_wb_info);
size++; // add a byte for the wb index
cf_WriteByte(outfile, size);
cf_WriteByte(outfile, i);
for (j = 0; j < MAX_WB_GUNPOINTS; j++)
cf_WriteShort(outfile, shippage->ship_struct.static_wb[i].gp_weapon_index[j]);
cf_WriteShort(outfile, shippage->ship_struct.static_wb[i].aiming_gp_index);
cf_WriteByte(outfile, shippage->ship_struct.static_wb[i].num_masks);
for (j = 0; j < MAX_WB_FIRING_MASKS; j++)
cf_WriteByte(outfile, shippage->ship_struct.static_wb[i].gp_fire_masks[j]);
for (j = 0; j < MAX_WB_FIRING_MASKS; j++)
cf_WriteFloat(outfile, shippage->ship_struct.static_wb[i].gp_fire_wait[j]);
cf_WriteByte(outfile, shippage->ship_struct.static_wb[i].aiming_flags);
cf_WriteFloat(outfile, shippage->ship_struct.static_wb[i].aiming_3d_dot);
cf_WriteFloat(outfile, shippage->ship_struct.static_wb[i].aiming_3d_dist);
cf_WriteFloat(outfile, shippage->ship_struct.static_wb[i].aiming_XZ_dot);
}
cf_WriteByte(outfile, SHIPPAGE_COMMAND_WB_FLAGS);
cf_WriteByte(outfile, MAX_PLAYER_WEAPONS);
for (i = 0; i < MAX_PLAYER_WEAPONS; i++)
cf_WriteByte(outfile, shippage->ship_struct.static_wb[i].flags);
cf_WriteByte(outfile, SHIPPAGE_COMMAND_WB_QUADMASK);
cf_WriteByte(outfile, MAX_PLAYER_WEAPONS);
for (i = 0; i < MAX_PLAYER_WEAPONS; i++)
cf_WriteByte(outfile, shippage->ship_struct.static_wb[i].gp_quad_fire_mask);
for (i = 0; i < MAX_PLAYER_WEAPONS; i++) {
for (j = 0; j < MAX_WB_GUNPOINTS; j++) {
cf_WriteByte(outfile, SHIPPAGE_COMMAND_WB_WEAPON);
size = strlen(shippage->weapon_name[i][j]) + 1 + 2; // 1 for the null character and 2 for the 2 indices
cf_WriteByte(outfile, size);
cf_WriteByte(outfile, i);
cf_WriteByte(outfile, j);
cf_WriteString(outfile, shippage->weapon_name[i][j]);
}
}
for (i = 0; i < MAX_PLAYER_WEAPONS; i++) {
for (j = 0; j < MAX_WB_FIRING_MASKS; j++) {
cf_WriteByte(outfile, SHIPPAGE_COMMAND_WB_FIRE_SOUND);
size = strlen(shippage->fire_sound_name[i][j]) + 1 + 2; // 1 for the null character and 2 for the 2 indices
cf_WriteByte(outfile, size);
cf_WriteByte(outfile, i);
cf_WriteByte(outfile, j);
cf_WriteString(outfile, shippage->fire_sound_name[i][j]);
}
}
for (i = 0; i < MAX_PLAYER_WEAPONS; i++) {
cf_WriteByte(outfile, SHIPPAGE_COMMAND_FIRE_FLAGS);
cf_WriteByte(outfile, 2);
cf_WriteByte(outfile, i);
cf_WriteByte(outfile, shippage->ship_struct.fire_flags[i]);
}
for (i = 0; i < MAX_PLAYER_WEAPONS; i++) {
cf_WriteByte(outfile, SHIPPAGE_COMMAND_RESOURCE_USAGE);
cf_WriteByte(outfile, 9);
cf_WriteByte(outfile, i);
cf_WriteFloat(outfile, shippage->ship_struct.static_wb[i].energy_usage);
cf_WriteFloat(outfile, shippage->ship_struct.static_wb[i].ammo_usage);
}
for (i = 0; i < MAX_PLAYER_WEAPONS; i++) {
if (shippage->firing_sound_name[i][0] != 0) {
cf_WriteByte(outfile, SHIPPAGE_COMMAND_FIRING_SOUND);
size = strlen(shippage->firing_sound_name[i]) + 1 + 1; // 1 for the null character and 1 for the index
cf_WriteByte(outfile, size);
cf_WriteByte(outfile, i);
cf_WriteString(outfile, shippage->firing_sound_name[i]);
}
}
for (i = 0; i < MAX_PLAYER_WEAPONS; i++) {
if (shippage->release_sound_name[i][0] != 0) {
cf_WriteByte(outfile, SHIPPAGE_COMMAND_RELEASE_SOUND);
size = strlen(shippage->release_sound_name[i]) + 1 + 1; // 1 for the null character and 1 for the index
cf_WriteByte(outfile, size);
cf_WriteByte(outfile, i);
cf_WriteString(outfile, shippage->release_sound_name[i]);
}
}
for (i = 0; i < MAX_PLAYER_WEAPONS; i++) {
if (shippage->spew_powerup_name[i][0] != 0) {
cf_WriteByte(outfile, SHIPPAGE_COMMAND_SPEW_POWERUP);
size = strlen(shippage->spew_powerup_name[i]) + 1 + 1; // 1 for the null character and 1 for the index
cf_WriteByte(outfile, size);
cf_WriteByte(outfile, i);
cf_WriteString(outfile, shippage->spew_powerup_name[i]);
}
}
for (i = 0; i < MAX_PLAYER_WEAPONS; i++) {
cf_WriteByte(outfile, SHIPPAGE_COMMAND_MAX_AMMO);
cf_WriteByte(outfile, 5);
cf_WriteByte(outfile, i);
cf_WriteInt(outfile, shippage->ship_struct.max_ammo[i]);
}
cf_WriteByte(outfile, SHIPPAGE_COMMAND_END); // we're all done
cf_WriteByte(outfile, 0);
}
// Given an open file pointer and a ship_page struct, writes that ship page out
void mng_WriteNewShipPage(CFILE *outfile, mngs_ship_page *shippage) {
int i;
ASSERT(outfile != NULL);
ASSERT(shippage != NULL);
int offset = StartManagePage(outfile, PAGETYPE_SHIP);
cf_WriteShort(outfile, SHIPPAGE_VERSION);
cf_WriteString(outfile, shippage->ship_struct.name);
cf_WriteString(outfile, shippage->ship_struct.cockpit_name);
cf_WriteString(outfile, shippage->ship_struct.hud_config_name);
// Write out its models name
cf_WriteString(outfile, shippage->image_name);
cf_WriteString(outfile, shippage->dying_image_name);
cf_WriteString(outfile, shippage->med_image_name);
cf_WriteString(outfile, shippage->lo_image_name);
// Write out lod distance
cf_WriteFloat(outfile, shippage->ship_struct.med_lod_distance);
cf_WriteFloat(outfile, shippage->ship_struct.lo_lod_distance);
mng_WritePhysicsChunk(&shippage->ship_struct.phys_info, outfile);
cf_WriteFloat(outfile, shippage->ship_struct.size);
cf_WriteFloat(outfile, shippage->ship_struct.armor_scalar);
cf_WriteInt(outfile, shippage->ship_struct.flags);
for (i = 0; i < MAX_PLAYER_WEAPONS; i++) {
int j;
cf_WriteByte(outfile, shippage->ship_struct.fire_flags[i]);
cf_WriteString(outfile, shippage->firing_sound_name[i]);
cf_WriteString(outfile, shippage->release_sound_name[i]);
cf_WriteString(outfile, shippage->spew_powerup_name[i]);
cf_WriteInt(outfile, shippage->ship_struct.max_ammo[i]);
mng_WriteWeaponBatteryChunk(&shippage->ship_struct.static_wb[i], outfile);
for (j = 0; j < MAX_WB_GUNPOINTS; j++)
cf_WriteString(outfile, shippage->fire_sound_name[i][j]);
for (j = 0; j < MAX_WB_FIRING_MASKS; j++)
cf_WriteString(outfile, shippage->weapon_name[i][j]);
}
EndManagePage(outfile, offset);
}
// Reads a ship page from an open file. Returns 0 on error.
int mng_ReadNewShipPage(CFILE *infile, mngs_ship_page *shippage) {
int i, j;
ASSERT(infile != NULL);
// Defaults
memset(shippage, 0, sizeof(mngs_ship_page));
int version = cf_ReadShort(infile);
// Read In misc names
cf_ReadString(shippage->ship_struct.name, PAGENAME_LEN, infile);
cf_ReadString(shippage->ship_struct.cockpit_name, PAGENAME_LEN, infile);
cf_ReadString(shippage->ship_struct.hud_config_name, PAGENAME_LEN, infile);
// Read in model names
cf_ReadString(shippage->image_name, PAGENAME_LEN, infile);
cf_ReadString(shippage->dying_image_name, PAGENAME_LEN, infile);
cf_ReadString(shippage->med_image_name, PAGENAME_LEN, infile);
cf_ReadString(shippage->lo_image_name, PAGENAME_LEN, infile);
// read lod distance
shippage->ship_struct.med_lod_distance = cf_ReadFloat(infile);
shippage->ship_struct.lo_lod_distance = cf_ReadFloat(infile);
// Read physics
mng_ReadPhysicsChunk(&shippage->ship_struct.phys_info, infile);
shippage->ship_struct.size = cf_ReadFloat(infile);
shippage->ship_struct.armor_scalar = cf_ReadFloat(infile);
shippage->ship_struct.flags = cf_ReadInt(infile);
for (i = 0; i < MAX_PLAYER_WEAPONS; i++) {
shippage->ship_struct.fire_flags[i] = cf_ReadByte(infile);
cf_ReadString(shippage->firing_sound_name[i], PAGENAME_LEN, infile);
cf_ReadString(shippage->release_sound_name[i], PAGENAME_LEN, infile);
cf_ReadString(shippage->spew_powerup_name[i], PAGENAME_LEN, infile);
shippage->ship_struct.max_ammo[i] = cf_ReadInt(infile);
if (version >= 6)
mng_ReadWeaponBatteryChunk(&shippage->ship_struct.static_wb[i], infile, 2);
else
mng_ReadWeaponBatteryChunk(&shippage->ship_struct.static_wb[i], infile, 1);
for (j = 0; j < MAX_WB_GUNPOINTS; j++)
cf_ReadString(shippage->fire_sound_name[i][j], PAGENAME_LEN, infile);
for (j = 0; j < MAX_WB_FIRING_MASKS; j++)
cf_ReadString(shippage->weapon_name[i][j], PAGENAME_LEN, infile);
}
// Mark the newly filled structure as used
shippage->ship_struct.used = 1;
// Bash Fusion recharge times for the ships
if (!stricmp(shippage->ship_struct.name, "Pyro-GL")) {
// Pyro-GL
for (j = 0; j < MAX_WB_FIRING_MASKS; j++)
shippage->ship_struct.static_wb[FUSION_INDEX].gp_fire_wait[j] = 0.66f;
} else if (!stricmp(shippage->ship_struct.name, "Phoenix")) {
// Phoenix
for (j = 0; j < MAX_WB_FIRING_MASKS; j++)
shippage->ship_struct.static_wb[FUSION_INDEX].gp_fire_wait[j] = 0.792f;
} else if (!stricmp(shippage->ship_struct.name, "Magnum-AHT")) {
// Magnum
for (j = 0; j < MAX_WB_FIRING_MASKS; j++)
shippage->ship_struct.static_wb[FUSION_INDEX].gp_fire_wait[j] = 1.122f;
} else {
// Other
}
return 1; // successfully read
}
// Reads a ship page from an open file. Returns 0 on error.
int mng_ReadShipPage(CFILE *infile, mngs_ship_page *shippage) {
int done = 0;
char command;
uint8_t len;
int i;
int version = 0;
if (!Old_table_method)
return mng_ReadNewShipPage(infile, shippage);
strcpy(shippage->dying_image_name, "");
ASSERT(infile != NULL);
// Defaults
memset(shippage, 0, sizeof(mngs_ship_page));
shippage->ship_struct.armor_scalar = 1.0;
strcpy(shippage->med_image_name, "");
strcpy(shippage->lo_image_name, "");
shippage->ship_struct.med_lod_distance = DEFAULT_MED_LOD_DISTANCE;
shippage->ship_struct.lo_lod_distance = DEFAULT_LO_LOD_DISTANCE;
for (i = 0; i < MAX_PLAYER_WEAPONS; i++) {
shippage->ship_struct.static_wb[i].aiming_3d_dist = 1.0;
shippage->ship_struct.static_wb[i].num_masks = 1;
shippage->ship_struct.fire_flags[i] = 0;
shippage->firing_sound_name[i][0] = 0;
shippage->release_sound_name[i][0] = 0;
shippage->spew_powerup_name[i][0] = 0;
shippage->ship_struct.max_ammo[i] = 0;
}
while (!done) {
// Read in command byte then read in the length of that commands data
command = cf_ReadByte(infile);
len = cf_ReadByte(infile);
switch (command) {
case SHIPPAGE_COMMAND_END:
done = 1;
break;
case SHIPPAGE_COMMAND_VERSION:
version = cf_ReadByte(infile);
break;
case SHIPPAGE_COMMAND_IMAGE_NAME: // the name of the ship model
for (i = 0; i < PAGENAME_LEN; i++)
shippage->image_name[i] = cf_ReadByte(infile);
break;
case SHIPPAGE_COMMAND_DYING_IMAGE_NAME:
cf_ReadString(shippage->dying_image_name, PAGENAME_LEN, infile);
break;
case SHIPPAGE_COMMAND_LOD_MODELS: // the name of the lower res models
cf_ReadString(shippage->med_image_name, len + 1, infile);
cf_ReadString(shippage->lo_image_name, len + 1, infile);
break;
case SHIPPAGE_COMMAND_LOD_DISTANCE:
shippage->ship_struct.med_lod_distance = cf_ReadFloat(infile);
shippage->ship_struct.lo_lod_distance = cf_ReadFloat(infile);
break;
case SHIPPAGE_COMMAND_COCKPIT_NAME:
cf_ReadString(shippage->ship_struct.cockpit_name, PAGENAME_LEN, infile);
break;
case SHIPPAGE_COMMAND_HUD_NAME:
cf_ReadString(shippage->ship_struct.hud_config_name, PAGENAME_LEN, infile);
break;
case SHIPPAGE_COMMAND_NAME:
for (i = 0; i < PAGENAME_LEN; i++)
shippage->ship_struct.name[i] = cf_ReadByte(infile);
break;
case SHIPPAGE_COMMAND_SIZE:
shippage->ship_struct.size = cf_ReadFloat(infile);
break;
case SHIPPAGE_COMMAND_ARMOR_SCALAR:
shippage->ship_struct.armor_scalar = cf_ReadFloat(infile);
break;
case SHIPPAGE_COMMAND_MASS:
shippage->ship_struct.phys_info.mass = cf_ReadFloat(infile);
break;
case SHIPPAGE_COMMAND_DRAG:
shippage->ship_struct.phys_info.drag = cf_ReadFloat(infile);
break;
case SHIPPAGE_COMMAND_WIGGLE_AMPLITUDE:
shippage->ship_struct.phys_info.wiggle_amplitude = cf_ReadFloat(infile);
break;
case SHIPPAGE_COMMAND_THRUST:
shippage->ship_struct.phys_info.full_thrust = cf_ReadFloat(infile);
break;
case SHIPPAGE_COMMAND_ROTTHRUST:
shippage->ship_struct.phys_info.full_rotthrust = cf_ReadFloat(infile);
break;
case SHIPPAGE_COMMAND_TURNROLLRATE:
shippage->ship_struct.phys_info.max_turnroll_rate = cf_ReadFloat(infile);
break;
case SHIPPAGE_COMMAND_ROTDRAG:
shippage->ship_struct.phys_info.rotdrag = cf_ReadFloat(infile);
break;
case SHIPPAGE_COMMAND_WIGGLE_PER_SEC:
shippage->ship_struct.phys_info.wiggles_per_sec = cf_ReadFloat(infile);
break;
case SHIPPAGE_COMMAND_TURNROLL_RATIO:
shippage->ship_struct.phys_info.turnroll_ratio = cf_ReadFloat(infile);
break;
case SHIPPAGE_COMMAND_PHYSICS_FLAGS:
shippage->ship_struct.phys_info.flags = cf_ReadInt(infile);
break;
case SHIPPAGE_COMMAND_FLAGS:
shippage->ship_struct.flags = cf_ReadInt(infile);
break;
case SHIPPAGE_COMMAND_WB_FLAGS: {
for (int i = 0; i < MAX_PLAYER_WEAPONS; i++)
shippage->ship_struct.static_wb[i].flags = cf_ReadByte(infile);
} break;
case SHIPPAGE_COMMAND_WB_QUADMASK: {
for (int i = 0; i < MAX_PLAYER_WEAPONS; i++)
shippage->ship_struct.static_wb[i].gp_quad_fire_mask = cf_ReadByte(infile);
} break;
case SHIPPAGE_COMMAND_WB_INFO: {
int i, j;
i = cf_ReadByte(infile);
if (version < 1) {
for (j = 0; j < MAX_WB_GUNPOINTS; j++)
shippage->ship_struct.static_wb[i].gp_weapon_index[j] = cf_ReadInt(infile);
shippage->ship_struct.static_wb[i].aiming_gp_index = cf_ReadInt(infile);
} else {
for (j = 0; j < MAX_WB_GUNPOINTS; j++)
shippage->ship_struct.static_wb[i].gp_weapon_index[j] = cf_ReadShort(infile);
shippage->ship_struct.static_wb[i].aiming_gp_index = cf_ReadShort(infile);
}
shippage->ship_struct.static_wb[i].num_masks = cf_ReadByte(infile);
for (j = 0; j < MAX_WB_FIRING_MASKS; j++)
shippage->ship_struct.static_wb[i].gp_fire_masks[j] = cf_ReadByte(infile);
for (j = 0; j < MAX_WB_FIRING_MASKS; j++)
shippage->ship_struct.static_wb[i].gp_fire_wait[j] = cf_ReadFloat(infile);
shippage->ship_struct.static_wb[i].aiming_flags = cf_ReadByte(infile);
shippage->ship_struct.static_wb[i].aiming_3d_dot = cf_ReadFloat(infile);
shippage->ship_struct.static_wb[i].aiming_3d_dist = cf_ReadFloat(infile);
shippage->ship_struct.static_wb[i].aiming_XZ_dot = cf_ReadFloat(infile);
break;
}
case SHIPPAGE_COMMAND_WB_WEAPON: {
int i, j;
i = cf_ReadByte(infile);
j = cf_ReadByte(infile);
cf_ReadString(shippage->weapon_name[i][j], len - 1, infile);
break;
}
case SHIPPAGE_COMMAND_WB_FIRE_SOUND: {
int i, j;
i = cf_ReadByte(infile);
j = cf_ReadByte(infile);
cf_ReadString(shippage->fire_sound_name[i][j], len - 1, infile);
break;
}
case SHIPPAGE_COMMAND_FIRING_SOUND: {
int i = cf_ReadByte(infile);
cf_ReadString(shippage->firing_sound_name[i], len, infile);
break;
}
case SHIPPAGE_COMMAND_RELEASE_SOUND: {
int i = cf_ReadByte(infile);
cf_ReadString(shippage->release_sound_name[i], len, infile);
break;
}
case SHIPPAGE_COMMAND_SPEW_POWERUP: {
int i = cf_ReadByte(infile);
cf_ReadString(shippage->spew_powerup_name[i], len, infile);
break;
}
case SHIPPAGE_COMMAND_FIRE_FLAGS: {
uint8_t slot;
slot = cf_ReadByte(infile);
shippage->ship_struct.fire_flags[slot] = cf_ReadByte(infile);
break;
}
case SHIPPAGE_COMMAND_MAX_AMMO: {
uint8_t slot;
slot = cf_ReadByte(infile);
shippage->ship_struct.max_ammo[slot] = cf_ReadInt(infile);
break;
}
case SHIPPAGE_COMMAND_RESOURCE_USAGE: {
uint8_t slot;
slot = cf_ReadByte(infile);
shippage->ship_struct.static_wb[slot].energy_usage = cf_ReadFloat(infile);
shippage->ship_struct.static_wb[slot].ammo_usage = cf_ReadFloat(infile);
break;
}
default:
// Ignore the ones we don't know
for (i = 0; i < len; i++)
cf_ReadByte(infile);
break;
}
}
for (int xxx = 0; xxx < MAX_WBS_PER_OBJ; xxx++) {
if ((version < 5) && (shippage->ship_struct.fire_flags[xxx] & 2)) {
shippage->ship_struct.static_wb[xxx].flags |= WBF_ON_OFF;
}
}
shippage->ship_struct.phys_info.num_bounces = -1;
shippage->ship_struct.phys_info.coeff_restitution = 1.0f;
// Mark the newly filled structure as used
shippage->ship_struct.used = 1;
return 1; // successfully read
}
// Reads in the ship named "name" into shippage struct
// Returns 0 on error or couldn't find, else 1 if all is good
int mng_FindSpecificShipPage(char *name, mngs_ship_page *shippage, int offset) {
CFILE *infile;
uint8_t pagetype;
int done = 0, found = 0;
int first_try = 1;
std::filesystem::path tablename;
if (Loading_locals) {
infile = cfopen(LocalTableFilename, "rb");
} else if (Loading_addon_table != -1) {
infile = cfopen(AddOnDataTables[Loading_addon_table].AddOnTableFilename, "rb");
} else {
if (Network_up && Starting_editor) {
int farg = FindArg("-filter");
if (farg)
tablename = GameArgs[farg + 1];
else
tablename = LocalTableDir / NET_TABLE;
infile = cfopen(tablename, "rb");
} else {
infile = NULL;
if (TablefileNameOverride) {
infile = cfopen(TablefileNameOverride, "rb");
}
if (!infile)
infile = cfopen(TableFilename, "rb");
}
}
if (!infile) {
LOG_ERROR << "Couldn't open table file to find ship!";
Int3();
return 0;
}
try_again:;
if (offset)
cfseek(infile, offset, SEEK_SET);
// Read in the entire page file until we find the page we want
while (!done) {
if (cfeof(infile)) {
done = 1;
continue;
}
pagetype = cf_ReadByte(infile);
int len = cf_ReadInt(infile);
// If not a ship page, just read it in and ignore it
if (pagetype != PAGETYPE_SHIP) {
cfseek(infile, len - 4, SEEK_CUR);
continue;
}
mng_ReadNewShipPage(infile, shippage);
if (!stricmp(name, shippage->ship_struct.name)) {
// This is the page we want
found = 1;
done = 1;
}
}
cfclose(infile);
if (!found && first_try) {
done = first_try = 0;
infile = cfopen("extra.gam", "rb");
if (infile)
goto try_again;
}
return found; // successful!
}
// Given a ship page, allocs a ship and calls AssignShipPageToShip to actually
// load models and values. Returns ship handle on success, -1 if fail
int mng_SetAndLoadShip(mngs_ship_page *shippage, CFILE *infile) {
int n;
n = AllocShip();
if (n < 0)
return -1;
if (!mng_AssignShipPageToShip(shippage, n, infile))
return -1;
return n;
}
// Given a shippage and a ship handle, attempts to make ship n correspond to
// to the shippage.
// Returns 1 on success, 0 otherwise
int mng_AssignShipPageToShip(mngs_ship_page *shippage, int n, CFILE *infile) {
ship *shippointer = &Ships[n];
int img_handle;
int i, j;
// copy our values
memcpy(shippointer, &shippage->ship_struct, sizeof(ship));
strcpy(shippointer->name, shippage->ship_struct.name);
// First see if our image differs from the one on the net
// If it is, make a copy
// If it is a release version, don't do any of this
#ifndef RELEASE
if (Network_up) {
UpdatePrimitive(LocalModelsDir / shippage->image_name, NetModelsDir / shippage->image_name, shippage->image_name,
PAGETYPE_SHIP, shippointer->name);
if (stricmp("INVALID IMAGE NAME", shippage->dying_image_name) != 0 && shippage->dying_image_name[0] != 0) {
UpdatePrimitive(LocalModelsDir / shippage->dying_image_name, NetModelsDir / shippage->dying_image_name,
shippage->dying_image_name, PAGETYPE_SHIP, shippointer->name);
}
if (shippage->med_image_name[0] != 0) {
UpdatePrimitive(LocalModelsDir / shippage->med_image_name, NetModelsDir / shippage->med_image_name,
shippage->med_image_name, PAGETYPE_SHIP, shippointer->name);
}
if (shippage->lo_image_name[0] != 0) {
UpdatePrimitive(LocalModelsDir / shippage->lo_image_name, NetModelsDir / shippage->lo_image_name,
shippage->lo_image_name, PAGETYPE_SHIP, shippointer->name);
}
}
#endif
// Try and load our ship model from the disk
img_handle = LoadPolyModel(shippage->image_name, 1);
if (img_handle < 0) {
LOG_ERROR.printf("Couldn't load file '%s' in AssignShipPage...", shippage->image_name);
shippointer->model_handle = -1;
return 0;
} else
shippointer->model_handle = img_handle;
if (stricmp("INVALID IMAGE NAME", shippage->dying_image_name) && shippage->dying_image_name[0] != 0) {
img_handle = LoadPolyModel(shippage->dying_image_name, 1);
if (img_handle < 0) {
LOG_ERROR.printf("Couldn't load file '%s' in AssignShipPage...", shippage->dying_image_name);
shippointer->dying_model_handle = -1;
return 0;
} else
shippointer->dying_model_handle = img_handle;
} else
shippointer->dying_model_handle = -1;
// Load lo-res stuff
if (shippage->med_image_name[0] != 0) {
img_handle = LoadPolyModel(shippage->med_image_name, 1);
if (img_handle < 0) {
LOG_ERROR.printf("Couldn't load file '%s' in AssignShipPage...", shippage->med_image_name);
shippointer->med_render_handle = -1;
return 0;
} else
shippointer->med_render_handle = img_handle;
} else
shippointer->med_render_handle = -1;
if (shippage->lo_image_name[0] != 0) {
img_handle = LoadPolyModel(shippage->lo_image_name, 1);
if (img_handle < 0) {
LOG_ERROR.printf("Couldn't load file '%s' in AssignGenericPage...", shippage->lo_image_name);
shippointer->lo_render_handle = -1;
return 0;
} else
shippointer->lo_render_handle = img_handle;
} else
shippointer->lo_render_handle = -1;
// Try and load the various weapons
for (i = 0; i < MAX_PLAYER_WEAPONS; i++) {
for (j = 0; j < MAX_WB_GUNPOINTS; j++) {
if (shippage->weapon_name[i][j][0] != '\0') {
int weapon_handle = mng_GetGuaranteedWeaponPage(shippage->weapon_name[i][j], infile);
if (weapon_handle < 0) {
LOG_WARNING.printf("Couldn't load weapon file '%s' in AssignPowPage %s...", shippage->weapon_name[i][j],
shippage->ship_struct.name);
shippointer->static_wb[i].gp_weapon_index[j] = LASER_INDEX;
} else
shippointer->static_wb[i].gp_weapon_index[j] = weapon_handle;
} else
shippointer->static_wb[i].gp_weapon_index[j] = LASER_INDEX;
}
}
// Try and load the various weapons
for (i = 0; i < MAX_PLAYER_WEAPONS; i++) {
for (j = 0; j < MAX_WB_FIRING_MASKS; j++) {
if (shippage->fire_sound_name[i][j][0] != '\0') {
int fire_sound_handle = mng_GetGuaranteedSoundPage(shippage->fire_sound_name[i][j], infile);
if (fire_sound_handle < 0) {
LOG_WARNING.printf("Couldn't load fire_sound file '%s' in AssignPowPage %s...",
shippage->fire_sound_name[i][j], shippage->ship_struct.name);
shippointer->static_wb[i].fm_fire_sound_index[j] = SOUND_NONE_INDEX;
} else
shippointer->static_wb[i].fm_fire_sound_index[j] = fire_sound_handle;
} else
shippointer->static_wb[i].fm_fire_sound_index[j] = SOUND_NONE_INDEX;
}
}
for (i = 0; i < MAX_PLAYER_WEAPONS; i++) {
if (shippage->firing_sound_name[i][0] != 0) {
int sound_handle = mng_GetGuaranteedSoundPage(shippage->firing_sound_name[i], infile);
if (sound_handle < 0) {
LOG_WARNING.printf("Couldn't load firing_sound file '%s' in AssignPowPage %s...",
shippage->firing_sound_name[i], shippage->ship_struct.name);
shippointer->firing_sound[i] = SOUND_NONE_INDEX;
} else
shippointer->firing_sound[i] = sound_handle;
} else
shippointer->firing_sound[i] = -1;
if (shippage->release_sound_name[i][0] != 0) {
int sound_handle = mng_GetGuaranteedSoundPage(shippage->release_sound_name[i], infile);
if (sound_handle < 0) {
LOG_WARNING.printf("Couldn't load firing_sound file '%s' in AssignPowPage %s...",
shippage->release_sound_name[i], shippage->ship_struct.name);
shippointer->firing_release_sound[i] = SOUND_NONE_INDEX;
} else
shippointer->firing_release_sound[i] = sound_handle;
} else
shippointer->firing_release_sound[i] = -1;
if (shippage->spew_powerup_name[i][0] != 0) {
shippointer->spew_powerup[i] = mng_GetGuaranteedGenericPage(shippage->spew_powerup_name[i], infile);
if (shippointer->spew_powerup[i] > -1 &&
Object_info[shippointer->spew_powerup[i]].type != OBJ_POWERUP) { // DAJ -1FIX
LOG_WARNING << "Spew powerup is not a powerup! Setting to none.";
shippointer->spew_powerup[i] = -1;
}
} else
shippointer->spew_powerup[i] = -1;
}
return 1;
}
// Copies values from a ship into a ship_page
void mng_AssignShipToShipPage(int n, mngs_ship_page *shippage) {
ship *shippointer = &Ships[n];
int i, j;
// Assign the values
memcpy(&shippage->ship_struct, shippointer, sizeof(ship));
strcpy(shippage->ship_struct.name, shippointer->name);
if (shippointer->model_handle != -1)
strcpy(shippage->image_name, Poly_models[shippointer->model_handle].name);
else
strcpy(shippage->image_name, "");
if (shippointer->dying_model_handle != -1)
strcpy(shippage->dying_image_name, Poly_models[shippointer->dying_model_handle].name);
else
strcpy(shippage->dying_image_name, "");
if (shippointer->med_render_handle != -1)
strcpy(shippage->med_image_name, Poly_models[shippointer->med_render_handle].name);
else
strcpy(shippage->med_image_name, "");
if (shippointer->lo_render_handle != -1)
strcpy(shippage->lo_image_name, Poly_models[shippointer->lo_render_handle].name);
else
strcpy(shippage->lo_image_name, "");
for (i = 0; i < MAX_PLAYER_WEAPONS; i++) {
for (j = 0; j < MAX_WB_GUNPOINTS; j++) {
if (shippointer->static_wb[i].gp_weapon_index[j] >= 0)
strcpy(shippage->weapon_name[i][j], Weapons[shippointer->static_wb[i].gp_weapon_index[j]].name);
else
strcpy(shippage->weapon_name[i][j], "Laser");
}
}
for (i = 0; i < MAX_PLAYER_WEAPONS; i++) {
for (j = 0; j < MAX_WB_FIRING_MASKS; j++) {
if (shippointer->static_wb[i].fm_fire_sound_index[j] >= 0)
strcpy(shippage->fire_sound_name[i][j], Sounds[shippointer->static_wb[i].fm_fire_sound_index[j]].name);
else
strcpy(shippage->fire_sound_name[i][j], "");
}
}
for (i = 0; i < MAX_PLAYER_WEAPONS; i++) {
if (shippointer->firing_sound[i] != -1)
strcpy(shippage->firing_sound_name[i], Sounds[shippointer->firing_sound[i]].name);
else
shippage->firing_sound_name[i][0] = 0;
if (shippointer->firing_release_sound[i] != -1)
strcpy(shippage->release_sound_name[i], Sounds[shippointer->firing_release_sound[i]].name);
else
shippage->release_sound_name[i][0] = 0;
if (shippointer->spew_powerup[i] != -1) {
if (Object_info[shippointer->spew_powerup[i]].type != OBJ_POWERUP) {
LOG_WARNING << "Spew powerup is not a powerup! Setting to none.";
shippage->spew_powerup_name[i][0] = 0;
} else
strcpy(shippage->spew_powerup_name[i], Object_info[shippointer->spew_powerup[i]].name);
} else
shippage->spew_powerup_name[i][0] = 0;
}
}
// Loads a ship found in the net table file. It then allocs a ship and
// then calls SetAndLoadShip to actually load in any images/models associated
// with it
void mng_LoadNetShipPage(CFILE *infile, bool overlay) {
mngs_ship_page shippage;
// Have to zero out all fields that are not in the page (some physics fields), else we
// end up with random values for initial velocity and the such... :)
memset(&shippage, 0, sizeof(mngs_ship_page));
if (mng_ReadNewShipPage(infile, &shippage)) {
int n = FindShipName(shippage.ship_struct.name);
if (n != -1) {
if (overlay) {
LOG_DEBUG.printf("OVERLAYING SHIP %s", shippage.ship_struct.name);
mng_FreePagetypePrimitives(PAGETYPE_SHIP, shippage.ship_struct.name, 0);
mng_AssignShipPageToShip(&shippage, n);
}
return;
}
int ret = mng_SetAndLoadShip(&shippage, infile);
ASSERT(ret >= 0);
} else
LOG_WARNING.printf("Could not load shippage named %s!", shippage.ship_struct.name);
}
// Reads a ship page from a local table file. It then allocs a ship and
// loads any images/models associated with that ship
void mng_LoadLocalShipPage(CFILE *infile) {
mngs_ship_page shippage;
int ok = 0;
// Have to zero out all fields that are not in the page (some physics fields), else we
// end up with random values for initial velocity and the such... :)
memset(&shippage, 0, sizeof(mngs_ship_page));
if (mng_ReadNewShipPage(infile, &shippage)) {
// Check to see if this is a local copy that is supposed
// to go over a network copy (supersede the net copy)
int i = FindShipName(shippage.ship_struct.name);
if (i != -1) {
// Make sure we really have this page checked out
mngs_Pagelock pl;
strcpy(pl.name, shippage.ship_struct.name);
pl.pagetype = PAGETYPE_SHIP;
/*if (Network_up && Stand_alone==0)
{
int locked=mng_CheckIfPageOwned(&pl,TableUser);
if (locked!=1)
Int3(); // Your local vs net copies of the lock file do not match
}*/
ok = 1;
bool need_to_load_page = true;
if (Loading_addon_table != -1) {
AddOnTablefile *addon;
int tidx;
// see if we really need to load this page
// check to see if we already have loaded this page (because it was
// a dependancy of another)
addon = &AddOnDataTables[Loading_addon_table];
for (tidx = 0; tidx < addon->Num_addon_tracklocks; tidx++) {
if (addon->Addon_tracklocks[tidx].pagetype == PAGETYPE_SHIP &&
!stricmp(addon->Addon_tracklocks[tidx].name, shippage.ship_struct.name)) {
// found it!!
LOG_DEBUG.printf("ShipPage: %s previously loaded\n", shippage.ship_struct.name);
need_to_load_page = false;
break;
}
}
}
if (need_to_load_page) {
mng_FreePagetypePrimitives(PAGETYPE_SHIP, shippage.ship_struct.name, 0);
mng_AssignShipPageToShip(&shippage, i);
// For addon data
if (ok && Loading_addon_table != -1) {
// this is an overlay of some sort..see which we are overlaying
int overlay = 1;
int addidx, tidx;
bool found = false;
for (addidx = Num_addon_tables - 1; addidx >= 0; addidx--) {
if (addidx == Loading_addon_table)
continue;
AddOnTablefile *addon = &AddOnDataTables[addidx];
// look for the page in this table file
for (tidx = 0; tidx < addon->Num_addon_tracklocks; tidx++) {
if (addon->Addon_tracklocks[tidx].pagetype == PAGETYPE_SHIP &&
!stricmp(addon->Addon_tracklocks[tidx].name, shippage.ship_struct.name)) {
// found it!!
found = true;
overlay = addidx + 2;
break;
}
}
if (found)
break;
}
mng_PushAddonPage(PAGETYPE_SHIP, shippage.ship_struct.name, overlay);
}
}
} else {
// This is a local ship that has never been checked in
if ((i = mng_SetAndLoadShip(&shippage, infile)) < 0)
ok = 0;
else
ok = 1;
// For addon data
if (ok && Loading_addon_table != -1)
mng_PushAddonPage(PAGETYPE_SHIP, shippage.ship_struct.name, 0);
}
ASSERT(ok == 1);
if (Loading_addon_table == -1)
mng_AllocTrackLock(shippage.ship_struct.name, PAGETYPE_SHIP);
if (i != -1) {
poly_model *pm = GetPolymodelPointer(Ships[i].model_handle); // page in the model
if (pm->n_attach < 3) { // check for enough attach points
DataError("Model <%s> for ship <%s> has %d attach points (must have at least 3)\n", pm->name, Ships[i].name,
pm->n_attach);
}
FreePolymodelData(
Ships[i].model_handle); // Unload the data so it will get loaded later after the textures are in memory
}
} else
LOG_WARNING.printf("Could not load shippage named %s!", shippage.ship_struct.name);
}