Files
Client/GameTools/Zallad3D SceneClass/H3DWeaponTable.h
LGram16 dd97ddec92 Restructure repository to include all source folders
Move git root from Client/ to src/ to track all source code:
- Client: Game client source (moved to Client/Client/)
- Server: Game server source
- GameTools: Development tools
- CryptoSource: Encryption utilities
- database: Database scripts
- Script: Game scripts
- rylCoder_16.02.2008_src: Legacy coder tools
- GMFont, Game: Additional resources

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-29 20:17:20 +09:00

63 lines
1.3 KiB
C++

// H3DWeaponTable.h: interface for the CH3DWeaponTable class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_H3DWEAPONTABLE_H__AAFF1DDB_05DD_4D2C_BAA4_F0483EBC4503__INCLUDED_)
#define AFX_H3DWEAPONTABLE_H__AAFF1DDB_05DD_4D2C_BAA4_F0483EBC4503__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include "misc.h"
#include "Z3D_CONSTANTS.h"
#include "vector.h"
#include "quaternion.h"
#include <map>
struct H3DWeaponInfo
{
void Flush()
{
SAFE_DELETEA( szTexName );
SAFE_DELETEA( szMeshName );
SAFE_DELETEA( szItemName );
}
char* szItemName;
char* szMeshName;
char* szTexName;
long lWeaponType;
Z3D_CHR_SKELETONPART hskel;
vector3 vecHpos; // position in hand
quaternion quatHrot; // rotation in hand
Z3D_CHR_SKELETONPART skel;
vector3 vecPos;
quaternion quatRot;
};
class CH3DWeaponTable
{
public:
CH3DWeaponTable();
virtual ~CH3DWeaponTable();
bool Load( const char* szFileName );
bool GetWeaponInfo( H3DWeaponInfo* &pWi, char* szWeaponName );
protected:
Z3D_CHR_SKELETONPART GetSkelPartByString( const char* sz );
bool AddItem( H3DWeaponInfo &wi );
std::map<char*, H3DWeaponInfo, szi_less> m_mapName2WeaponInfo;
};
#endif // !defined(AFX_H3DWEAPONTABLE_H__AAFF1DDB_05DD_4D2C_BAA4_F0483EBC4503__INCLUDED_)