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9cf6f5dabc
Order of application with map sprites was not correct. This also simplifies how the defaults are stored - the separate data is gone, they now use the regular defaults.
91 lines
2 KiB
C++
91 lines
2 KiB
C++
#pragma once
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#include <stddef.h>
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#include <stdint.h>
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#include "maptypes.h"
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#include "dobject.h"
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#include "m_fixed.h"
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#include "m_random.h"
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class FScanner;
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class FInternalLightAssociation;
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enum EDefaultFlags
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{
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DEFF_PICNUM = 1,
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DEFF_STATNUM = 2,
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DEFF_ANG = 4,
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DEFF_XVEL = 8,
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DEFF_YVEL = 16,
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DEFF_ZVEL = 32,
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DEFF_HITAG = 64,
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DEFF_LOTAG = 128,
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DEFF_EXTRA = 256,
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DEFF_DETAIL = 512,
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DEFF_SHADE = 1024,
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DEFF_PAL = 2048,
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DEFF_CLIPDIST = 8192,
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DEFF_BLEND = 16384,
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DEFF_XREPEAT = 32768,
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DEFF_YREPEAT = 65536,
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DEFF_XOFFSET = 0x20000,
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DEFF_YOFFSET = 0x40000,
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DEFF_OWNER = 0x80000,
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DEFF_INTANG = 0x100000
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};
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struct FActorInfo
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{
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TArray<FInternalLightAssociation *> LightAssociations;
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TArray<int> SpriteSet;
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PClassActor *Replacement = nullptr;
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PClassActor *Replacee = nullptr;
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int TypeNum = -1;
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int DefaultFlags = 0;
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int DefaultCstat = 0;
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int Health = 0; // not used yet - this will stand in if no CON defines a health value for Duke.
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// these are temporary. Due to how Build games handle their tiles, we cannot look up the textures when scripts are being parsed.
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FString PicName;
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TArray<FString> SpriteSetNames;
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FActorInfo() = default;
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FActorInfo(const FActorInfo& other)
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{
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// only copy the fields that get inherited
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TypeNum = other.TypeNum;
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DefaultFlags = other.DefaultFlags;
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DefaultCstat = other.DefaultCstat;
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PicName = other.PicName;
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SpriteSetNames = other.SpriteSetNames;
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}
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void ResolveTextures(const char* clsname, DCoreActor *defaults);
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};
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// No objects of this type will be created ever - its only use is to static_cast
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// PClass to it.
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class PClassActor : public PClass
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{
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protected:
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public:
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static void StaticInit ();
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void BuildDefaults();
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void ApplyDefaults(uint8_t *defaults);
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bool SetReplacement(FName replaceName);
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void InitializeDefaults();
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FActorInfo *ActorInfo() const
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{
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return (FActorInfo*)Meta;
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}
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PClassActor *GetReplacement();
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PClassActor *GetReplacee();
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// For those times when being able to scan every kind of actor is convenient
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inline static TArray<PClassActor *> AllActorClasses;
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};
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