#include "legoobjectfactory.h" #include "carrace.h" #include "decomp.h" #include "dunebuggy.h" #include "elevatorbottom.h" #include "gasstation.h" #include "gasstationstate.h" #include "helicopter.h" #include "helicopterstate.h" #include "historybook.h" #include "hospital.h" #include "hospitalstate.h" #include "infocenter.h" #include "infocenterdoor.h" #include "infocenterstate.h" #include "isle.h" #include "jetskirace.h" #include "lego3dwavepresenter.h" #include "legoact2.h" #include "legoact2state.h" #include "legoactioncontrolpresenter.h" #include "legoactor.h" #include "legoactorpresenter.h" #include "legoanimactor.h" #include "legoanimpresenter.h" #include "legocarbuild.h" #include "legocarbuildanimpresenter.h" #include "legocarraceactor.h" #include "legoentity.h" #include "legoentitypresenter.h" #include "legoflctexturepresenter.h" #include "legohideanimpresenter.h" #include "legojetski.h" #include "legojetskiraceactor.h" #include "legoloadcachesoundpresenter.h" #include "legolocomotionanimpresenter.h" #include "legoloopinganimpresenter.h" #include "legomodelpresenter.h" #include "legopalettepresenter.h" #include "legopartpresenter.h" #include "legopathactor.h" #include "legopathpresenter.h" #include "legophonemepresenter.h" #include "legoracecar.h" #include "legotexturepresenter.h" #include "legoworld.h" #include "legoworldpresenter.h" #include "mxcontrolpresenter.h" #include "mxvideopresenter.h" #include "pizza.h" #include "pizzamissionstate.h" #include "police.h" #include "policestate.h" #include "registrationbook.h" #include "score.h" #include "scorestate.h" #include "skateboard.h" // #include "act2actor.h" #include "act2brick.h" // #include "act2genactor.h" #include "act2policestation.h" #include "act3.h" #include "act3state.h" #include "ambulance.h" #include "ambulancemissionstate.h" #include "bike.h" #include "doors.h" #include "jetski.h" #include "legoanimmmpresenter.h" #include "motorcycle.h" #include "racecar.h" #include "towtrack.h" #include "towtrackmissionstate.h" // #include "act3cop.h" // #include "act3brickster.h" #include "act1state.h" #include "act3actor.h" #include "act3shark.h" #include "beachhouseentity.h" #include "bumpbouy.h" #include "carracestate.h" #include "gasstationentity.h" #include "hospitalentity.h" #include "infocenterentity.h" #include "jetskiracestate.h" #include "jukeboxentity.h" #include "pizzeria.h" #include "pizzeriastate.h" #include "policeentity.h" #include "racestandsentity.h" #include "radiostate.h" // #include "caveentity.h" // #include "jailentity.h" #include "jukebox.h" #include "jukeboxstate.h" #include "mxcompositemediapresenter.h" // #include "raceskel.h" #include "animstate.h" // TODO: Before HospitalState, add all of the different LegoVehicleBuildState's // TODO: Uncomment once we have all the relevant types ready // DECOMP_SIZE_ASSERT(LegoObjectFactory, 0x1c8); // FUNCTION: LEGO1 0x10006e40 LegoObjectFactory::LegoObjectFactory() { #define X(V) this->m_id##V = MxAtomId(#V, LookupMode_Exact); FOR_LEGOOBJECTFACTORY_OBJECTS(X) #undef X } // FUNCTION: LEGO1 0x10009a90 MxCore* LegoObjectFactory::Create(const char* p_name) { MxAtomId atom(p_name, LookupMode_Exact); #define X(V) \ if (this->m_id##V == atom) { \ return new V; \ } \ else FOR_LEGOOBJECTFACTORY_OBJECTS(X) #undef X { return MxObjectFactory::Create(p_name); } } // FUNCTION: LEGO1 0x1000fb30 void LegoObjectFactory::Destroy(MxCore* p_object) { delete p_object; }