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147f5ac8a0
We will need this for SW's actors
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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TArray<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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