Remap all the static object ids (objects that must have a specific index) into their assigned slots.
| 346 | |
| 347 | // Remap all the static object ids (objects that must have a specific index) into their assigned slots. |
| 348 | void RemapStaticIDs() { |
| 349 | bool f_anim = false; |
| 350 | bool f_weapons = false; |
| 351 | bool f_ai = false; |
| 352 | |
| 353 | for (int i = 0; i < NUM_STATIC_OBJECTS; i++) { |
| 354 | |
| 355 | int cur_index = FindObjectIDName(IGNORE_TABLE(Static_object_names[i])); |
| 356 | |
| 357 | if (cur_index == -1) { |
| 358 | // The object we are trying to find is not loaded or doesn't exist |
| 359 | Error("Cannot find object <%s>", Static_object_names[i]); |
| 360 | continue; |
| 361 | } |
| 362 | |
| 363 | if (cur_index == i) |
| 364 | continue; // hurray, we're already matched up! |
| 365 | |
| 366 | // If our slot is already used, move the ID somewhere else |
| 367 | if (Object_info[i].type != OBJ_NONE) { |
| 368 | // int new_index = AllocObjectID(Object_info[i].type, Object_info[i].flags); |
| 369 | if (Object_info[i].anim) |
| 370 | f_anim = true; |
| 371 | if (Object_info[i].static_wb) |
| 372 | f_weapons = true; |
| 373 | if (Object_info[i].ai_info) |
| 374 | f_ai = true; |
| 375 | int new_index = AllocObjectID(Object_info[i].type, f_anim, f_weapons, f_ai); |
| 376 | if (new_index >= 0) { // DAJ -1FIX |
| 377 | Object_info[new_index] = Object_info[i]; |
| 378 | RemapObjects(i, new_index); |
| 379 | } |
| 380 | } |
| 381 | |
| 382 | // Copy static ID into new slot |
| 383 | Object_info[i] = Object_info[cur_index]; |
| 384 | |
| 385 | // Free up the old slot |
| 386 | Object_info[cur_index].type = OBJ_NONE; |
| 387 | |
| 388 | // Remap the objects that used this ID |
| 389 | RemapObjects(cur_index, i); |
| 390 | } |
| 391 | } |
| 392 | |
| 393 | // Changes all existing objects model_nums to a new model num |
| 394 | void ChangeOldModelsForObjects(int old_handle, int new_handle) { |
no test coverage detected