raze/source/core/actorinfo.h
Christoph Oelckers 5aac77784a - fix construction of FActorInfo.
For some reason this lost the copy constructing part from GZDoom resulting in bad data.
2022-11-14 18:15:58 +01:00

91 lines
2 KiB
C++

#pragma once
#include <stddef.h>
#include <stdint.h>
#include "maptypes.h"
#include "dobject.h"
#include "m_fixed.h"
#include "m_random.h"
class FScanner;
class FInternalLightAssociation;
enum EDefaultFlags
{
DEFF_PICNUM = 1,
DEFF_STATNUM = 2,
DEFF_ANG = 4,
DEFF_XVEL = 8,
DEFF_YVEL = 16,
DEFF_ZVEL = 32,
DEFF_HITAG = 64,
DEFF_LOTAG = 128,
DEFF_EXTRA = 256,
DEFF_DETAIL = 512,
DEFF_SHADE = 1024,
DEFF_PAL = 2048,
DEFF_CLIPDIST = 8192,
DEFF_BLEND = 16384,
DEFF_XREPEAT = 32768,
DEFF_YREPEAT = 65536,
DEFF_XOFFSET = 0x20000,
DEFF_YOFFSET = 0x40000,
DEFF_OWNER = 0x80000,
};
struct FActorInfo
{
TArray<FInternalLightAssociation *> LightAssociations;
TArray<int> SpriteSet;
PClassActor *Replacement = nullptr;
PClassActor *Replacee = nullptr;
int TypeNum = -1;
int DefaultFlags = 0;
int DefaultCstat = 0;
spritetype defsprite{}; // Due to how the map format works we cannot define defaults for the sprite itself. These must be applied later.
// these are temporary. Due to how Build games handle their tiles, we cannot look up the textures when scripts are being parsed.
FString PicName;
TArray<FString> SpriteSetNames;
FActorInfo() = default;
FActorInfo(const FActorInfo& other)
{
// only copy the fields that get inherited
TypeNum = other.TypeNum;
DefaultFlags = other.DefaultFlags;
DefaultCstat = other.DefaultCstat;
defsprite = other.defsprite;
PicName = other.PicName;
SpriteSetNames = other.SpriteSetNames;
}
void ResolveTextures(const char* clsname);
};
// No objects of this type will be created ever - its only use is to static_cast
// PClass to it.
class PClassActor : public PClass
{
protected:
public:
static void StaticInit ();
void BuildDefaults();
void ApplyDefaults(uint8_t *defaults);
bool SetReplacement(FName replaceName);
void InitializeDefaults();
FActorInfo *ActorInfo() const
{
return (FActorInfo*)Meta;
}
PClassActor *GetReplacement();
PClassActor *GetReplacee();
// For those times when being able to scan every kind of actor is convenient
inline static TArray<PClassActor *> AllActorClasses;
};