Files
Client/Engine/Zalla3D Scene Class/H3DWeaponTable.h
LGram16 e067522598 Initial commit: ROW Client source code
Game client codebase including:
- CharacterActionControl: Character and creature management
- GlobalScript: Network, items, skills, quests, utilities
- RYLClient: Main client application with GUI and event handlers
- Engine: 3D rendering engine (RYLGL)
- MemoryManager: Custom memory allocation
- Library: Third-party dependencies (DirectX, boost, etc.)
- Tools: Development utilities

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-29 16:24:34 +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_)