Go to most recent revision | Blame | Compare with Previous | Last modification | View Log | RSS feed
#include "ShipData.h"
#include "spkdef.h"
CShipData::CShipData(void)
{
this->CreateDefault();
}
CShipData::~CShipData(void)
{
this->ClearLists();
}
CyString CShipData::CreateData()
{
CyString data = this->sModel;
data.AddToken(";", CyString::Number(this->iPictureID));
data.AddToken(";", CyString::CreateFromFloat(this->fRotX, -1));
data.AddToken(";", CyString::CreateFromFloat(this->fRotY, -1));
data.AddToken(";", CyString::CreateFromFloat(this->fRotZ, -1));
data.AddToken(";", CShipData::ConvertShipSubType(this->iSubType));
data.AddToken(";", CyString::Number(this->iDesc));
data.AddToken(";", CyString::Number(this->iSpeed));
data.AddToken(";", CyString::Number(this->iAccel));
data.AddToken(";", CyString::Number(this->iEngineSound));
data.AddToken(";", CyString::Number(this->iReactionDelay));
data.AddToken(";", CyString::Number(this->iEngineEffect));
data.AddToken(";", CyString::Number(this->iEngineGlow));
data.AddToken(";", CyString::Number(this->iPower));
data.AddToken(";", CyString::Number(this->iSoundMin));
data.AddToken(";", CyString::Number(this->iSoundMax));
data.AddToken(";", this->sModelScene);
data.AddToken(";", this->sCockpitScene);
data.AddToken(";", CyString::Number(this->iLaserMask));
data.AddToken(";", CyString::Number(this->iGunCount));
data.AddToken(";", CyString::Number(this->iLaserEnergy));
data.AddToken(";", CyString::CreateFromFloat(this->fLaserRecharge, -1));
data.AddToken(";", CyString::Number(this->iShieldType));
data.AddToken(";", CyString::Number(this->iMaxShields));
data.AddToken(";", CyString::Number(this->iMissileMask));
data.AddToken(";", CyString::Number(this->iMissileCount));
data.AddToken(";", CyString::Number(this->iSpeedExtension));
data.AddToken(";", CyString::Number(this->iSteeringExtension));
data.AddToken(";", CyString::Number(this->iCargoMin));
data.AddToken(";", CyString::Number(this->iCargoMax));
data.AddToken(";", CyString::Number(this->iWareListID));
// 6 turrets next
for ( int i = 0; i < 6; i++ )
{
if ( this->cockpits[i].sCockpit.Empty() )
data.AddToken(";", CyString::Number(this->cockpits[i].iCockpit));
else
{
if ( this->cockpits[i].iCockpit > -1 )
data.AddToken(";", this->cockpits[i].sCockpit + "(" + (long)this->cockpits[i].iCockpit + ")");
else
data.AddToken(";", this->cockpits[i].sCockpit);
}
data.AddToken(";", CyString::Number(this->cockpits[i].iPos));
}
data.AddToken(";", CyString::Number(this->iDocking));
data.AddToken(";", CyString::Number(this->iCargoClass));
data.AddToken(";", CyString::Number(this->iRace));
data.AddToken(";", CyString::Number(this->iHull));
data.AddToken(";", CyString::Number(this->iExplosionDef));
data.AddToken(";", CyString::Number(this->iExplosionBody));
data.AddToken(";", CyString::Number(this->iParticle));
data.AddToken(";", CyString::Number(this->iVariation));
data.AddToken(";", CyString::Number(this->iRotationAccel));
data.AddToken(";", CyString::Number(this->iClass));
data.AddToken(";", CyString::Number(this->iTurretCount));
// now do the turrets
for ( int i = 0; i < this->iTurretCount; i++ )
{
STurretEntry *t = this->lTurrets[i];
data.AddToken(";", CyString::Number(t->iIndex));
data.AddToken(";", CyString::Number(t->iTurret));
data.AddToken(";", t->sModel);
data.AddToken(";", CyString::Number(t->iSceneNode));
}
// the gun entries next
data.AddToken(";", CyString::Number(this->iGunsCount));
for ( int i = 0; i < this->iGunsCount; i++ )
{
SGunGroup *g = this->lGuns[i];
data.AddToken(";", CyString::Number(g->iGunIndex));
data.AddToken(";", CyString::Number(g->iLaserCount));
data.AddToken(";", CyString::Number(g->iIndex));
data.AddToken(";", CyString::Number(g->iWeaponCount));
for ( int j = 0; j < g->iWeaponCount; j++ )
{
SWeaponGroup *w = g->lWeapons[j];
data.AddToken(";", CyString::Number(w->iGunIndex));
data.AddToken(";", CyString::Number(w->iLaser));
data.AddToken(";", w->sModel1);
data.AddToken(";", CyString::Number(w->iNode1));
data.AddToken(";", w->sModel2);
data.AddToken(";", CyString::Number(w->iNode2));
}
}
// now the rest of the data
data.AddToken(";", CyString::Number(this->iVolumn));
data.AddToken(";", CyString::Number(this->iRelVal));
data.AddToken(";", CyString::Number(this->iPriceMod1));
data.AddToken(";", CyString::Number(this->iPriceMod2));
data.AddToken(";", CyString::Number(this->iSize));
data.AddToken(";", CyString::Number(this->iRelValPlayer));
data.AddToken(";", CyString::Number(this->iMinNoto));
data.AddToken(";", CyString::Number(this->iVideoID));
data.AddToken(";", CyString::Number(this->iSkin));
data.AddToken(";", this->sID);
data += ";"; // add the end ;
return data;
}
void CShipData::CreateDefault()
{
this->sModel = "0";
this->iPictureID = 0;
this->fRotX = 0.00f;
this->fRotY = 0.00f;
this->fRotZ = 0.00f;
this->iSubType = 0;
this->iDesc = 0;
this->iSpeed = 0;
this->iAccel = 0;
this->iEngineSound = 106;
this->iReactionDelay = 1;
this->iEngineEffect = 5;
this->iEngineGlow = 37;
this->iPower = 0;
this->iSoundMin = 112;
this->iSoundMax = 202;
this->sModelScene = "";
this->sCockpitScene = "";
this->iLaserMask = 0;
this->iGunCount = 0;
this->iLaserEnergy = 0;
this->fLaserRecharge = 0.00f;
this->iShieldType = 0;
this->iMaxShields = 0;
this->iMissileMask = 0;
this->iMissileCount = 0;
this->iSpeedExtension = 0;
this->iSteeringExtension = 0;
this->iCargoMin = 0;
this->iCargoMax = 0;
this->iWareListID = 0;
this->iDocking = 0;
this->iCargoClass = 0;
this->iRace = 1;
this->iHull = 0;
this->iExplosionDef = 35;
this->iExplosionBody = 36;
this->iParticle = 1;
this->iVariation = 0;
this->iRotationAccel = 0;
this->iClass = 0;
this->iTurretCount = 0;
this->iGunsCount = 0;
this->iVolumn = 1;
this->iRelVal = 0;
this->iPriceMod1 = 25;
this->iPriceMod2 = 1;
this->iSize = 0;
this->iRelValPlayer = 0;
this->iMinNoto = 0;
this->iVideoID = 0;
this->iSkin = 0;
this->sID = "SC_NEW_SHIP";
// make sure the lists are clear
this->ClearLists();
}
void CShipData::ClearLists()
{
this->lTurrets.MemoryClear();
for ( SGunGroup *g = this->lGuns.First(); g; g = this->lGuns.Next() )
g->lWeapons.MemoryClear();
this->lGuns.MemoryClear();
}
bool CShipData::ReadShipData(CyString a_data)
{
int max;
CyString *entries = a_data.SplitToken(";", &max);
if ( max >= 60 && entries )
{
this->sModel = entries[0];
this->iPictureID = entries[1].ToInt();
this->fRotX = entries[2].ToFloat();
this->fRotY = entries[3].ToFloat();
this->fRotZ = entries[4].ToFloat();
if ( entries[5].IsNumber() )
this->iSubType = entries[5].ToInt();
else
this->iSubType = CShipData::ConvertShipSubType(entries[5]);
this->iDesc = entries[6].ToInt();
this->iSpeed = entries[7].ToInt();
this->iAccel = entries[8].ToInt();
this->iEngineSound = entries[9].ToInt();
this->iReactionDelay = entries[10].ToInt();
this->iEngineEffect = entries[11].ToInt();
this->iEngineGlow = entries[12].ToInt();
this->iPower = entries[13].ToInt();
this->iSoundMin = entries[14].ToInt();
this->iSoundMax = entries[15].ToInt();
this->sModelScene = entries[16];
this->sCockpitScene = entries[17];
this->iLaserMask = entries[18].ToInt();
this->iGunCount = entries[19].ToInt();
this->iLaserEnergy = entries[20].ToInt();
this->fLaserRecharge = entries[21].ToFloat();
this->iShieldType = entries[22].ToInt();
this->iMaxShields = entries[23].ToInt();
this->iMissileMask = entries[24].ToInt();
this->iMissileCount = entries[25].ToInt();
this->iSpeedExtension = entries[26].ToInt();
this->iSteeringExtension = entries[27].ToInt();
this->iCargoMin = entries[28].ToInt();
this->iCargoMax = entries[29].ToInt();
this->iWareListID = entries[30].ToInt();
for ( int i = 0; i < 6; i++ )
{
this->cockpits[i].iPos = entries[(i * 2) + 32].ToInt();
if ( entries[(i * 2) + 31].IsNumber() )
this->cockpits[i].iCockpit = entries[(i * 2) + 31].ToInt();
else
{
this->cockpits[i].sCockpit = entries[(i * 2) + 31];
this->cockpits[i].iCockpit = -1; // custom cockpit
}
}
this->iDocking = entries[43].ToInt();
this->iCargoClass = entries[44].ToInt();
this->iRace = entries[45].ToInt();
this->iHull = entries[46].ToInt();
this->iExplosionDef = entries[47].ToInt();
this->iExplosionBody = entries[48].ToInt();
this->iParticle = entries[49].ToInt();
this->iVariation = entries[50].ToInt();
this->iRotationAccel = entries[51].ToInt();
if ( entries[52].IsNumber() )
this->iClass = entries[52].ToInt();
else
this->iClass = CShipData::ConvertShipClass(entries[52]);
this->iTurretCount = entries[53].ToInt();
// now read in the turret data
int pos = 54;
for ( int i = 0; i < this->iTurretCount; i++ )
{
STurretEntry *t = new STurretEntry;
t->iIndex = entries[pos].ToInt();
t->iTurret = entries[pos + 1].ToInt();
t->sModel = entries[pos + 2];
t->iSceneNode = entries[pos + 3].ToInt();
this->lTurrets.push_back(t);
pos += 4;
}
if ( this->iTurretCount == 0 )
{
this->iTurretCount = 1;
STurretEntry *t = this->lTurrets.push_back(new STurretEntry);
t->iIndex = 0;
t->iTurret = 1;
t->iSceneNode = 0;
t->sModel = "0";
}
// next pos should be gun count
this->iGunsCount = entries[pos].ToInt();
++pos;
for ( int i = 0; i < this->iGunsCount; i++ )
{
SGunGroup *gun = new SGunGroup;
gun->iGunIndex = entries[pos].ToInt();
gun->iLaserCount = entries[pos + 1].ToInt();
gun->iIndex = entries[pos + 2].ToInt();
gun->iWeaponCount = entries[pos + 3].ToInt();
pos += 4;
for ( int j = 0; j < gun->iWeaponCount; j++ )
{
SWeaponGroup *weapon = new SWeaponGroup;
weapon->iGunIndex = entries[pos].ToInt();
weapon->iLaser = entries[pos + 1].ToInt();
weapon->sModel1 = entries[pos + 2];
weapon->iNode1 = entries[pos + 3].ToInt();
weapon->sModel2 = entries[pos + 4];
weapon->iNode2 = entries[pos + 5].ToInt();
pos += 6;
gun->lWeapons.push_back(weapon);
}
this->lGuns.push_back(gun);
}
if ( !this->iGunsCount )
{
this->iGunCount = 1;
SGunGroup *gun = this->lGuns.push_back(new SGunGroup);
gun->iGunIndex = 0;
gun->iIndex = 0;
gun->iLaserCount = 0;
gun->iWeaponCount = 0;
}
this->iVolumn = entries[pos].ToInt();
this->iRelVal = entries[pos + 1].ToInt();
this->iPriceMod1 = entries[pos + 2].ToInt();
this->iPriceMod2 = entries[pos + 3].ToInt();
this->iSize = entries[pos + 4].ToInt();
this->iRelValPlayer = entries[pos + 5].ToInt();
this->iMinNoto = entries[pos + 6].ToInt();
this->iVideoID = entries[pos + 7].ToInt();
this->iSkin = entries[pos + 8].ToInt();
this->sID = entries[pos + 9];
this->UpdateGunEntries();
CLEANSPLIT(entries, max);
return true;
}
CLEANSPLIT(entries, max);
return false;
}
int CShipData::GetShipClassFromNum(int shipclass)
{
int classes[OBJ_SHIP_MAX];
classes[0] = OBJ_SHIP_TL;
classes[1] = OBJ_SHIP_TS;
classes[2] = OBJ_SHIP_TP;
classes[3] = OBJ_SHIP_TM;
classes[4] = OBJ_SHIP_TL_PIRATE;
classes[5] = OBJ_SHIP_TS_PIRATE;
classes[6] = OBJ_SHIP_GONER;
classes[7] = OBJ_SHIP_M0;
classes[8] = OBJ_SHIP_M1;
classes[9] = OBJ_SHIP_M2;
classes[10] = OBJ_SHIP_M3;
classes[11] = OBJ_SHIP_M4;
classes[12] = OBJ_SHIP_M5;
classes[13] = OBJ_SHIP_M6;
classes[14] = OBJ_SHIP_M7;
classes[15] = OBJ_SHIP_M8;
return classes[shipclass];
}
int CShipData::ConvertShipClassToNum(int shipclass)
{
int classes[OBJ_SHIP_MAX];
classes[0] = OBJ_SHIP_TL;
classes[1] = OBJ_SHIP_TS;
classes[2] = OBJ_SHIP_TP;
classes[3] = OBJ_SHIP_TM;
classes[4] = OBJ_SHIP_TL_PIRATE;
classes[5] = OBJ_SHIP_TS_PIRATE;
classes[6] = OBJ_SHIP_GONER;
classes[7] = OBJ_SHIP_M0;
classes[8] = OBJ_SHIP_M1;
classes[9] = OBJ_SHIP_M2;
classes[10] = OBJ_SHIP_M3;
classes[11] = OBJ_SHIP_M4;
classes[12] = OBJ_SHIP_M5;
classes[13] = OBJ_SHIP_M6;
classes[14] = OBJ_SHIP_M7;
classes[15] = OBJ_SHIP_M8;
for ( int i = 0; i < OBJ_SHIP_MAX; i++ )
{
if ( classes[i] == shipclass )
return i;
}
return 0;
}
int CShipData::ConvertShipClass(CyString shipclass)
{
for ( int i = 0; i < OBJ_SHIP_MAX; i++ )
{
int c = CShipData::GetShipClassFromNum(i);
if ( CShipData::ConvertShipClass(c).Compare(shipclass) )
return c;
}
return OBJ_SHIP_TL;
}
CyString CShipData::ConvertShipClass(int shipclass)
{
switch ( shipclass )
{
case OBJ_SHIP_TL:
return "OBJ_SHIP_TL";
case OBJ_SHIP_TS:
return "OBJ_SHIP_TS";
case OBJ_SHIP_TP:
return "OBJ_SHIP_TP";
case OBJ_SHIP_TM:
return "OBJ_SHIP_TS";
case OBJ_SHIP_TL_PIRATE:
return "OBJ_SHIP_TL_PIRATE";
case OBJ_SHIP_TS_PIRATE:
return "OBJ_SHIP_TS_PIRATE";
case OBJ_SHIP_GONER:
return "OBJ_SHIP_GONER";
case OBJ_SHIP_M0:
return "OBJ_SHIP_M0";
case OBJ_SHIP_M1:
return "OBJ_SHIP_M1";
case OBJ_SHIP_M2:
return "OBJ_SHIP_M2";
case OBJ_SHIP_M3:
return "OBJ_SHIP_M3";
case OBJ_SHIP_M4:
return "OBJ_SHIP_M4";
case OBJ_SHIP_M5:
return "OBJ_SHIP_M5";
case OBJ_SHIP_M6:
return "OBJ_SHIP_M6";
case OBJ_SHIP_M7:
return "OBJ_SHIP_M7";
case OBJ_SHIP_M8:
return "OBJ_SHIP_M8";
}
return "OBJ_SHIP_TL";
}
CyString CShipData::ConvertShipSubType(int subtype)
{
switch ( subtype )
{
case SG_SH_TL:
return "SG_SH_TL";
case SG_SH_TS:
return "SG_SH_TS";
case SG_SH_M0:
return "SG_SH_M0";
case SG_SH_M1:
return "SG_SH_M1";
case SG_SH_M2:
return "SG_SH_M2";
case SG_SH_M3:
return "SG_SH_M3";
case SG_SH_M4:
return "SG_SH_M4";
case SG_SH_M5:
return "SG_SH_M5";
case SG_SH_TL_P:
return "SG_SH_TL_P";
case SG_SH_TS_P:
return "SG_SH_TS_P";
case SG_SH_GO:
return "SG_SH_GO";
case SG_SH_M6:
return "SG_SH_M6";
case SG_SH_TP:
return "SG_SH_TP";
case SG_SH_M7:
return "SG_SH_M7";
case SG_SH_TM:
return "SG_SH_TM";
case SG_SH_M8:
return "SG_SH_M8";
}
return "SG_SH_TL";
}
int CShipData::ConvertShipSubType(CyString subtype)
{
int num = 0;
for ( int i = 0; i < SG_SH_MAX; i++ )
{
if ( subtype.Compare(CShipData::ConvertShipSubType(i)) )
return i;
}
return 0;
}
void CShipData::RemoveTurret(int t)
{
if ( t >= 1 && t <= 6 )
{
if ( t >= this->lTurrets.size() )
return;
// remove the turret entry
this->lTurrets.erase(t, true);
int index = 0;
for ( CListNode<STurretEntry> *node = this->lTurrets.Front(); node; node = node->next() )
{
node->Data()->iTurret = index;
++index;
node->Data()->iIndex = index;
}
--this->iTurretCount;
// shuffle the other entries
for ( int i = (t - 1); i < 5; i++ )
{
this->cockpits[i].iCockpit = this->cockpits[i + 1].iCockpit;
this->cockpits[i].iPos = this->cockpits[i + 1].iPos;
this->cockpits[i].sCockpit = this->cockpits[i + 1].sCockpit;
}
// zero out the remaining
this->cockpits[5].iCockpit = 0;
this->cockpits[5].iPos = 0;
this->cockpits[5].sCockpit = "";
// now remove the gun entries connected to the turret
SGunGroup *g = this->lGuns.Get(t);
if ( g )
{
g->lWeapons.MemoryClear();
this->lGuns.remove(g, true);
--this->iGunsCount;
}
// now we need to readjust the gun entrys
this->UpdateGunEntries();
}
}
void CShipData::UpdateGunEntries()
{
int index = 1;
int count = 1;
int gunindex = 1;
this->iGunCount = 0;
for ( CListNode<SGunGroup> *node = this->lGuns.Front(); node; node = node->next() )
{
SGunGroup *g = node->Data();
g->iLaserCount = 0;
for ( CListNode<SWeaponGroup> *wNode = g->lWeapons.Front(); wNode; wNode = wNode->next() )
{
SWeaponGroup *w = wNode->Data();
if ( (w->iNode1 > 0 || (w->iNode1 == 0 && w->sModel1 != "0")) && !w->sModel1.Empty() )
{
w->iLaser = 1;
if ( (w->iNode2 > 0 || (w->iNode2 == 0 && w->sModel2 != "0")) && !w->sModel2.Empty() )
w->iLaser = 2;
}
else
{
w->iLaser = 0;
w->iNode2 = -1;
w->sModel2 = "";
}
w->iGunIndex = gunindex;
gunindex += w->iLaser;
g->iLaserCount += w->iLaser;
}
g->iWeaponCount = g->lWeapons.size();
g->iGunIndex = index;
index += g->iLaserCount;
this->iGunCount += g->iLaserCount;
g->iIndex = count;
++count;
}
this->iTurretCount = this->lTurrets.size();
this->iGunsCount = this->lGuns.size();
}
void CShipData::ClearTurrets()
{
for ( int i = 0; i < 6; i++ )
{
this->cockpits[i].iCockpit = 0;
this->cockpits[i].iPos = 0;
this->cockpits[i].sCockpit = "";
}
while ( this->lTurrets.size() > 1 )
this->lTurrets.erase(1, true);
while ( this->lGuns.size() > 1 )
this->lGuns.erase(1, true);
this->iTurretCount = 1;
this->iGunsCount = 1;
}
void CShipData::AddNewTurret(int dir)
{
if ( this->iTurretCount >= 7 )
return;
STurretEntry *t = new STurretEntry;
SGunGroup *g = new SGunGroup;
t->iSceneNode = 0;
t->iIndex = this->iTurretCount + 1;
t->iTurret = this->iTurretCount;
this->cockpits[(this->iTurretCount - 1)].iCockpit = 0;
this->cockpits[(this->iTurretCount - 1)].iPos = dir;
g->iWeaponCount = 1;
g->iLaserCount = 0;
SWeaponGroup *w = new SWeaponGroup;
w->iLaser = 0;
w->iNode1 = 0;
w->iNode2 = -1;
w->sModel1 = "0";
g->lWeapons.push_back(w);
this->lTurrets.push_back(t);
this->lGuns.push_back(g);
++this->iTurretCount;
++this->iGunsCount;
this->UpdateGunEntries();
}
CyString CShipData::ConvertMissileGroup(int type)
{
switch ( type )
{
case SG_MISSILE_LIGHT:
return "SG_MISSILE_LIGHT";
case SG_MISSILE_MEDIUM:
return "SG_MISSILE_MEDIUM";
case SG_MISSILE_HEAVY:
return "SG_MISSILE_HEAVY";
case SG_MISSILE_TR_LIGHT:
return "SG_MISSILE_TR_LIGHT";
case SG_MISSILE_TR_MEDIUM:
return "SG_MISSILE_TR_MEDIUM";
case SG_MISSILE_TR_HEAVY:
return "SG_MISSILE_TR_HEAVY";
case SG_MISSILE_KHAAK:
return "SG_MISSILE_KHAAK";
case SG_MISSILE_BOMBER:
return "SG_MISSILE_BOMBOER";
case SG_MISSILE_TORP_CAPTIAL:
return "SG_MISSILE_TORP_CAPTIAL";
case SG_MISSILE_AF_CAPTIAL:
return "SG_MISSILE_AF_CAPTIAL";
case SG_MISSILE_TR_BOMBER:
return "SG_MISSILE_TR_BOMBER";
case SG_MISSILE_TR_TORP_CAPTIAL:
return "SG_MISSILE_TR_TORP_CAPTIAL";
case SG_MISSILE_TR_AF_CAPTIAL:
return "SG_MISSILE_TR_AF_CAPTIAL";
case SG_MISSILE_BOARDINGPOD:
return "SG_MISSILE_BOARDINGPOD";
case SG_MISSILE_DMBF:
return "SG_MISSILE_DMBF";
}
return "";
}
int CShipData::ConvertMissileGroupToID(int type)
{
int arr[] = {SG_MISSILE_LIGHT, SG_MISSILE_MEDIUM, SG_MISSILE_HEAVY, SG_MISSILE_TR_LIGHT, SG_MISSILE_TR_MEDIUM, SG_MISSILE_TR_HEAVY, SG_MISSILE_KHAAK, SG_MISSILE_BOMBER, SG_MISSILE_TORP_CAPTIAL,
SG_MISSILE_AF_CAPTIAL, SG_MISSILE_TR_BOMBER, SG_MISSILE_TR_TORP_CAPTIAL, SG_MISSILE_AF_CAPTIAL, SG_MISSILE_BOARDINGPOD, SG_MISSILE_DMBF};
for ( int i = 0; i < SG_MISSILE_MAX; i++ )
{
if ( arr[i] == type )
return i;
}
return 0;
}
int CShipData::ConvertMissileGroupToID(CyString type)
{
return CShipData::ConvertMissileGroupToID(CShipData::ConvertMissileGroup(type));
}
int CShipData::ConvertMissileGroup(CyString type)
{
if ( type.Compare("SG_MISSILE_LIGHT") )
return SG_MISSILE_LIGHT;
if ( type.Compare("SG_MISSILE_MEDIUM") )
return SG_MISSILE_MEDIUM;
if ( type.Compare("SG_MISSILE_HEAVY") )
return SG_MISSILE_HEAVY;
if ( type.Compare("SG_MISSILE_TR_LIGHT") )
return SG_MISSILE_TR_LIGHT;
if ( type.Compare("SG_MISSILE_TR_MEDIUM") )
return SG_MISSILE_TR_MEDIUM;
if ( type.Compare("SG_MISSILE_TR_HEAVY") )
return SG_MISSILE_TR_HEAVY;
if ( type.Compare("SG_MISSILE_KHAAK") )
return SG_MISSILE_KHAAK;
if ( type.Compare("SG_MISSILE_BOMBER") )
return SG_MISSILE_BOMBER;
if ( type.Compare("SG_MISSILE_TORP_CAPTIAL") )
return SG_MISSILE_TORP_CAPTIAL;
if ( type.Compare("SG_MISSILE_AF_CAPTIAL") )
return SG_MISSILE_AF_CAPTIAL;
if ( type.Compare("SG_MISSILE_TR_BOMBER") )
return SG_MISSILE_TR_BOMBER;
if ( type.Compare("SG_MISSILE_TR_TORP_CAPTIAL") )
return SG_MISSILE_TR_TORP_CAPTIAL;
if ( type.Compare("SG_MISSILE_TR_AF_CAPTIAL") )
return SG_MISSILE_TR_AF_CAPTIAL;
if ( type.Compare("SG_MISSILE_BOARDINGPOD") )
return SG_MISSILE_BOARDINGPOD;
if ( type.Compare("SG_MISSILE_DMBF") )
return SG_MISSILE_DMBF;
return 0;
}