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100 lines
3.2 KiB
C++
100 lines
3.2 KiB
C++
#pragma once
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struct CColModel;
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#define MAX_MODEL_NAME (24)
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enum ModelInfoType
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{
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MITYPE_NA,
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MITYPE_SIMPLE,
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MITYPE_MLO, // unused but still in enum
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MITYPE_TIME,
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MITYPE_WEAPON,
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MITYPE_CLUMP,
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MITYPE_VEHICLE,
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MITYPE_PED,
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MITYPE_XTRACOMPS, // unused but still in enum
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MITYPE_HAND // xbox and mobile
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};
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class C2dEffect;
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class CBaseModelInfo
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{
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protected:
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uint32 m_unk1;
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uint32 m_unk2;
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uint32 m_nameKey;
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union {
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char *m_name; // if not using chunks
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void *m_chunk; // else
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};
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uint8 m_type;
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uint8 m_num2dEffects;
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bool m_bOwnsColModel;
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public: // need this in colstore
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CColModel *m_colModel;
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protected:
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int16 m_2dEffectsID;
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int16 m_objectId;
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uint16 m_refCount;
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int16 m_txdSlot;
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public:
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CBaseModelInfo(ModelInfoType type);
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#ifdef FIX_BUGS
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virtual ~CBaseModelInfo() { delete []m_name; }
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#else
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virtual ~CBaseModelInfo() {}
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#endif
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virtual void Shutdown(void);
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virtual void DeleteRwObject(void) = 0;
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virtual RwObject *CreateInstance(void) = 0;
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virtual RwObject *CreateInstance(RwMatrix *) = 0;
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virtual RwObject *GetRwObject(void) = 0;
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virtual void SetAnimFile(const char *file) {}
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virtual void ConvertAnimFileIndex(void) {}
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virtual int GetAnimFileIndex(void) { return -1; }
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virtual void LoadModel(void *model, const void *chunk) = 0;
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virtual void DeleteChunk(void);
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// this writes the modelinfo struct, possibly including actual RW models
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virtual void Write(base::cRelocatableChunkWriter &writer);
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// this writes the RW models
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virtual void *WriteModel(base::cRelocatableChunkWriter &writer) { return nil; } // = 0; // this is not in the vtable for some reason???
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// these allocate the space for a modelinfo struct and patch the vtable pointer
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virtual void RcWriteThis(base::cRelocatableChunkWriter &writer) = 0;
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virtual void RcWriteEmpty(base::cRelocatableChunkWriter &writer) = 0;
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// one day it becomes virtual
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uint8 GetModelType() const { return m_type; }
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bool IsBuilding(void) { return m_type == MITYPE_SIMPLE || m_type == MITYPE_TIME; }
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bool IsSimple(void) { return m_type == MITYPE_SIMPLE || m_type == MITYPE_TIME || m_type == MITYPE_WEAPON; }
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bool IsClump(void) { return m_type == MITYPE_CLUMP || m_type == MITYPE_PED || m_type == MITYPE_VEHICLE; }
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char *GetModelName(void) { return m_name; }
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void SetModelName(const char *name);
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uint32 GetNameHashKey() { return m_nameKey; }
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void SetColModel(CColModel *col, bool owns = false){
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m_colModel = col; m_bOwnsColModel = owns; }
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CColModel *GetColModel(void) { return m_colModel; }
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bool DoesOwnColModel(void) { return m_bOwnsColModel; }
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void DeleteCollisionModel(void);
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void ClearTexDictionary(void) { m_txdSlot = -1; }
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int16 GetObjectID(void) { return m_objectId; }
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void SetObjectID(int16 id) { m_objectId = id; }
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int16 GetTxdSlot(void) { return m_txdSlot; }
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void AddRef(void);
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void RemoveRef(void);
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void SetTexDictionary(const char *name);
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void AddTexDictionaryRef(void);
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void AddTexDictionaryRefGu(void);
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void RemoveTexDictionaryRef(void);
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void RemoveTexDictionaryRefGu(void);
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void Init2dEffects(void);
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void Add2dEffect(C2dEffect *fx);
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C2dEffect *Get2dEffect(int n);
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uint8 GetNum2dEffects() const { return m_num2dEffects; }
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uint16 GetNumRefs() const { return m_refCount; }
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};
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