re3-wiiu/src/modelinfo/BaseModelInfo.h

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#pragma once
#include "Collision.h"
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#define MAX_MODEL_NAME (21)
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enum ModelInfoType
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{
MITYPE_NA,
MITYPE_SIMPLE,
MITYPE_MLO, // unused but still in enum
MITYPE_TIME,
MITYPE_WEAPON,
MITYPE_CLUMP,
MITYPE_VEHICLE,
MITYPE_PED,
MITYPE_XTRACOMPS, // unused but still in enum
MITYPE_HAND // xbox and mobile
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};
class C2dEffect;
class CBaseModelInfo
{
protected:
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char m_name[MAX_MODEL_NAME];
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uint8 m_type;
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uint8 m_num2dEffects;
bool m_bOwnsColModel;
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CColModel *m_colModel;
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int16 m_2dEffectsID;
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int16 m_objectId;
uint16 m_refCount;
int16 m_txdSlot;
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public:
CBaseModelInfo(ModelInfoType type);
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virtual ~CBaseModelInfo() {}
virtual void Shutdown(void);
virtual void DeleteRwObject(void) = 0;
virtual RwObject *CreateInstance(RwMatrix *) = 0;
virtual RwObject *CreateInstance(void) = 0;
virtual RwObject *GetRwObject(void) = 0;
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virtual void SetAnimFile(const char *file) {}
virtual void ConvertAnimFileIndex(void) {}
virtual int GetAnimFileIndex(void) { return -1; }
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// one day it becomes virtual
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uint8 GetModelType() const { return m_type; }
bool IsBuilding(void) { return m_type == MITYPE_SIMPLE || m_type == MITYPE_TIME; }
bool IsSimple(void) { return m_type == MITYPE_SIMPLE || m_type == MITYPE_TIME || m_type == MITYPE_WEAPON; }
bool IsClump(void) { return m_type == MITYPE_CLUMP || m_type == MITYPE_PED || m_type == MITYPE_VEHICLE; }
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char *GetName(void) { return m_name; }
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void SetName(const char *name) { strncpy(m_name, name, MAX_MODEL_NAME); }
void SetColModel(CColModel *col, bool owns = false){
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);
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);
void RemoveRef(void);
void SetTexDictionary(const char *name);
void AddTexDictionaryRef(void);
void RemoveTexDictionaryRef(void);
void Init2dEffects(void);
void Add2dEffect(C2dEffect *fx);
C2dEffect *Get2dEffect(int n);
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uint8 GetNum2dEffects() const { return m_num2dEffects; }
uint16 GetNumRefs() const { return m_refCount; }
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};