raze/source/core/actorinfo.h

72 lines
1.7 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,
};
struct FActorInfo
{
TArray<FInternalLightAssociation *> LightAssociations;
TArray<int> SpriteSet;
PClassActor *Replacement = nullptr;
PClassActor *Replacee = nullptr;
int TypeNum = -1;
int DefaultFlags = 0;
int DefaultCstat = 0;
int Health = 0; // not used yet - this will stand in if no CON defines a health value for Duke.
FName DamageType = NAME_None; // damage type this item inflicts
// these are temporary. Due to how Build games handle their tiles, we cannot look up the textures when scripts are being parsed.
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;
SpriteSetNames = other.SpriteSetNames;
}
void ResolveTextures(const char* clsname, DCoreActor *defaults);
};
// 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;
};