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e396798198
They cannot be parsed directly into the actor's sprite because that gets used in ways that require a different setup. This alsp adds a property parser and a setter function for the SpriteSet array. The idea here is to write code that does not need to use actual tile indices so it can later be refactored to real textures.
76 lines
1.6 KiB
C++
76 lines
1.6 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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};
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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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spritetype defsprite{}; // Due to how the map format works we cannot define defaults for the sprite itself. These must be applied later.
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FActorInfo() = default;
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FActorInfo(const FActorInfo & other) = delete;
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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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