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deaec2d91d
As it turned out this is simply too dangerous - these should be left to be loaded from the map data or set manually. All remaining setups using this feature have either been moved to Initialize or other meta properties that are not affected by map loading.
71 lines
1.6 KiB
C++
71 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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};
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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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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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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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