class
#include <Spore/Simulator/cGameData.h>
cGameData Base class for most Simulator objects.
Contents
All cGameData objects have a political ID that uniquely identifies the object, and is often used to reference it in other classes.
Base classes
- class ISimulatorSerializable
- class DefaultRefCounted
- The default implementation of a reference counted class.
Derived classes
- class cBuilding
- Base class for all buildings in Simulator game modes.
- class cCelestialBody
- Represents celestial bodies in a solar system (except planets), that is, the star and the comets.
- class cCityTerritory
- class cCityWalls
- class cCivilization
- class cCommodityNode
- Represents a spice geyser in civilization stage, maybe it is also used elsewhere.
- class cCommunity
- The following attributes are saved:
- class cCreatureBase
- The base class for all creatures in the Simulator.
- class cDefaultAoEArea
- class cDefaultBeamProjectile
- class cEgg
- Default model is
0x00000000!0xA76CD528
, defaultmMaterialType
is 5. - class cGameDataUFO
- class cGamePlant
- class cGameplayMarker
- class cGameTerrainCursor
- class cHerd
- class cInteractableObject
- class cInterCityRoad
- class cMission
- Base class for all missions, this class cannot be instantiated.
- class cNest
- class cOrnament
- Used, among other things, for adventure objects (except pickable ones)
- class cPlanet
- Visual representation of a planet (or asteroids).
- class cResourceProjectile
- Projectile used in civilization stage to capture spice geysers. Might be used for other things too.
- class cSpaceInventory
- class cStar
- class cTotemPole
- The totem pole of a tribe. Default model is
TribalTools!0x93256BA
, defaultmMaterialType
is 2. - class cTribeFoodMat
- The food mat of a tribe. Default model is
TribalTools!trg_sacrifice_altar1
, defaultmMaterialType
is 2. - class cTribeHut
- class cTribeTool
- class cVehicle
- class cVisiblePlanet
Public static variables
Constructors, destructors, conversion operators
- cGameData()
- ~cGameData() virtual
Public functions
- auto AddRef() -> int override
- auto Release() -> int override
- auto Cast(uint32_t type) const -> void* override
- auto Write(ISerializerStream* stream) -> bool override
- auto Read(ISerializerStream* stream) -> bool override
- auto ISimulatorSerializable_func18h() -> bool override
- auto WriteToXML(XmlSerializer*) -> bool override
- auto SetDefinitionID(int, int, int) -> bool virtual
- arg0->field_4 is definition ID, field_C is prop, field_0 is noun ID
- void SetGameDataOwner(cGameData* pOwner) virtual
- auto IsDestroyed() -> bool virtual
- auto GetGameDataOwner() -> cGameData* virtual
- void SetGameDataOwner2(cGameData* pOwner) virtual
- auto GetCastID() const -> uint32_t pure virtual
- Returns the TYPE field of the class, that is used for object casting.
- auto cGameData_func3Ch(int) -> bool virtual
- auto cGameData_func40h() -> bool virtual
- void RemoveOwner() virtual
- void SetPoliticalID(uint32_t id) virtual
- auto GetPoliticalID() -> uint32_t virtual
- auto WriteAsText(int) -> int virtual
- auto GetScenarioClass() -> cScenarioClass*
- Returns the scenario class for this game data, if any; if scenario data is not available (for example, player is not in an adventure), the game will crash.
Public variables
- IGameDataView* mpView
- cScenarioMarker* mpScenarioMarker
- int mScenarioClassIndex
- bool field_20
- bool mbIsDestroyed
- uint32_t mID
- uint32_t mDefinitionID
- cGameDataPtr mpGameDataOwner
- uint32_t mPoliticalID
Function documentation
cScenarioClass* Simulator:: cGameData:: GetScenarioClass()
Returns the scenario class for this game data, if any; if scenario data is not available (for example, player is not in an adventure), the game will crash.
Returns | The scenario class for this object. |
---|
The scenario class is the object that holds all the adventure-related data of this object.