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64d8fd6072
This was merely a testbed with a limited amount of code, the biggest gain here is that the spawning no longer depends on item IDs but classes so new ones can be added later.
117 lines
2.8 KiB
C++
117 lines
2.8 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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#include "states.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_SCALE = 4,
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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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TArrayView<FTextureID> SpriteSet;
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PClassActor *Replacement = nullptr;
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PClassActor *Replacee = nullptr;
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DVector2 DefaultScale = { 0, 0 };
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int TypeNum = -1; // game specific identifier.
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int FirstAction = -1;
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int NumActions = 0;
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int FirstMove = -1;
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int NumMoves = 0;
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int FirstAI = -1;
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int NumAIs = 0;
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FName DefaultAction = NAME_Null; // 'none' is valĂd content here so use 'null' as 'not set'.
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FName DefaultMove = NAME_Null;
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int DefaultMoveflags = 0;
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int DefaultFlags = 0;
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int DefaultCstat = 0;
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FName DamageType = NAME_None; // damage type this item inflicts
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TArray<PClassActor*> precacheClasses;
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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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FState* OwnedStates = nullptr;
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int NumOwnedStates = 0;
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FStateLabels* StateList = nullptr;
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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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DefaultScale = other.DefaultScale;
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DefaultAction = other.DefaultAction;
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DefaultMove = other.DefaultMove;
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DefaultMoveflags = other.DefaultMoveflags;
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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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bool OwnsState(const FState* state) const
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{
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auto i = ActorInfo();
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return i != nullptr && state >= i->OwnedStates && state < i->OwnedStates + i->NumOwnedStates;
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}
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FState* GetStates() const
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{
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return ActorInfo()->OwnedStates;
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}
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FStateLabels* GetStateLabels() const
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{
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return ActorInfo()->StateList;
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}
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FState* FindState(int numnames, FName* names, bool exact = false) const;
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FState* FindStateByString(const char* name, bool exact = false);
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FState* FindState(FName name) const
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{
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return FindState(1, &name);
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}
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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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