/* entities.h (description) Copyright (C) 1996-1997 Id Software, Inc. Copyright (C) 2002 Colin Thompson This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to: Free Software Foundation, Inc. 59 Temple Place - Suite 330 Boston, MA 02111-1307, USA */ #ifndef __entities_h #define __entities_h #include "light.h" /** \defgroup qflight_entities Light entity data. \ingroup qflight */ ///@{ #define DEFAULTLIGHTLEVEL 300 #define DEFAULTFALLOFF 1.0f // Open Quartz - attenuation types #define LIGHT_LINEAR 0 // regular attenuation (light - distance) #define LIGHT_RADIUS 1 // light * (distance - radius) / radius #define LIGHT_INVERSE 2 // light / distance #define LIGHT_REALISTIC 3 // light / (distance * distance) #define LIGHT_NO_ATTEN 4 // no attenuation #define LIGHT_LH 5 // LordHavocs version of realistic // Open Quartz - noise type flags #define NOISE_RANDOM 0 // completely random noise (default) #define NOISE_SMOOTH 1 // low res noise with interpolation #define NOISE_PERLIN 2 // combines several noise frequencies typedef struct entity_s { const char *classname; vec3_t origin; vec_t angle; vec_t light; int sun_light[2]; vec3_t sun_color[2]; int num_suns; vec3_t sun_dir[NUMSUNS]; float shadow_sense; // LordHavoc: added falloff (smaller fractions = bigger light area), // color, and lightradius (also subbrightness to implement lightradius) vec_t falloff; vec_t lightradius; vec_t subbrightness; vec_t lightoffset; vec3_t color, color2; vec3_t spotdir; vec_t spotcone; unsigned short visbyte, visbit; // which byte and bit to look at in // the visdata for the leaf this light // is in int style; // Open Quartz - special light feilds int noisetype; // random noise type float noise; // noise intensity float resolution; // noise blockiness float persistence; // perlin noise decay per octave int attenuation; // light attenuation type float radius; // the light's maximum range, minimum // of cutoff range and _radius key, 0 // for no maximum const char *target; const char *targetname; struct entity_s *targetent; struct plitem_s *dict; } entity_t; extern entity_t *entities; extern int num_entities; extern entity_t *world_entity; const char *ValueForKey (entity_t *ent, const char *key); void SetKeyValue (entity_t *ent, const char *key, const char *value); entity_t *FindEntityWithKeyPair(const char *key, const char *value); void GetVectorForKey (entity_t *ent, const char *key, vec3_t vec); void LoadEntities (void); void WriteEntitiesToString (void); ///@} #endif// __entities_h