The-Simpsons-Hit-and-Run/game/code/stateprop/statepropdata.hpp

100 lines
3.2 KiB
C++

#ifndef _STATEPROPDATA_HPP_
#define _STATEPROPDATA_HPP_
#include <radmath/radmath.hpp>
#include <p3d/loadmanager.hpp>
#include "stateprop/statepropdatatypes.hpp"
//=============================================================================
// Forward Class/Struct Declarations
//=============================================================================
class CStateProp;
class tAnimatedObjectFactory;
class CStatePropDataLoader;
//=============================================================================
// Definitions
//=============================================================================
//State data
struct StateData
{
StatePropDataTypes::TransitionData transitionData;
StatePropDataTypes::VisibilityData* visibilityData;
StatePropDataTypes::FrameControllerData* frameControllerData;
StatePropDataTypes::EventData* eventData;
StatePropDataTypes::CallbackData* callbackData;
unsigned int numEvents;
unsigned int numCallbacks;
};
//=============================================================================
// Class Declarations
// Prop
//=============================================================================
class CStatePropData : public tEntity
{
public:
friend class CStatePropDataLoader;
CStatePropData();
~CStatePropData();
// State Data =====================================================================================
unsigned int GetNumberOfStates();
StateData GetStateData( unsigned int state );
//Transition Data ==================================================================================
StatePropDataTypes::TransitionData GetTransitionData( int state );
//Visibility Data ==================================================================================
StatePropDataTypes::VisibilityData GetVisibilityData( int state , int index);
//Frame Controller Data =============================================================================
StatePropDataTypes::FrameControllerData GetFrameControllerData( int state, int fc );
//Event Data ========================================================================================
unsigned int GetNumberOfEvents( int state );
StatePropDataTypes::EventData GetEventData( int state , int eventindex );
//Callback Data ======================================================================================
unsigned int GetNumberOfCallbacks( int state );
StatePropDataTypes::CallbackData GetCallbackData( int state , int eventindex );
tAnimatedObjectFactory* GetAnimatedObjectFactory() { return m_ObjectFactory; }
private:
//animated object factory
char m_FactoryName[64];
tAnimatedObjectFactory* m_ObjectFactory;
//total number of states
unsigned int m_NumStates;
StateData** m_StateData;
};
//=============================================================================
// Class Declarations
// PropLoader
//=============================================================================
class CStatePropDataLoader : public tSimpleChunkHandler
{
public:
CStatePropDataLoader();
tEntity* LoadObject(tChunkFile* file, tEntityStore* store);
protected:
~CStatePropDataLoader() {};
};
#endif //_STATEPROPDATA_HPP_