quakeforge/include/client/temp_entities.h
Bill Currie 8acd5c558b [scene] Make entity_t just an entity id for ECS
This puts the hierarchy (transform) reference, animation, visibility,
renderer, active, and old_origin data in separate components. There are
a few bugs (crashes on grenade explosions in gl/glsl/vulkan, immediately
in sw, reasons known, missing brush models in vulkan).

While quake doesn't really need an ECS, the direction I want to take QF
does, and it does seem to have improved memory bandwidth a little
(uncertain). However, there's a lot more work to go (especially fixing
the above bugs), but this seems to be a good start.
2022-10-23 22:24:36 +09:00

119 lines
3.1 KiB
C

/*
temp_entities.h
Temporary entity management
Copyright (C) 2021 Bill Currie <bill@taniwha.org>
Author: Bill Currie <bill@taniwha.org>
Date: 2021/3/10
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 __client_temp_entities_h
#define __client_temp_entities_h
#include "QF/simd/vec4f.h"
typedef enum TE_Effect {
TE_NoEffect, // for invalid nq/qw -> qf mapping
TE_Beam, // grappling hook beam
TE_Blood, // bullet hitting body
TE_Explosion, // rocket explosion
TE_Explosion2, // color mapped explosion
TE_Explosion3, // Nehahra colored light explosion
TE_Gunshot1, // NQ gunshot (20 particles)
TE_Gunshot2, // QW gunshot (has particle count)
TE_KnightSpike, // spike hitting wall
TE_LavaSplash,
TE_Lightning1, // lightning bolts
TE_Lightning2, // lightning bolts
TE_Lightning3, // lightning bolts
TE_Lightning4, // Nehahra lightning
TE_LightningBlood, // lightning hitting body
TE_Spike, // spike hitting wall
TE_SuperSpike, // super spike hitting wall
TE_TarExplosion, // tarbaby explosion
TE_Teleport,
TE_WizSpike, // spike hitting wall
} TE_Effect;
typedef enum TE_nqEffect {
TE_nqSpike,
TE_nqSuperSpike,
TE_nqGunshot,
TE_nqExplosion,
TE_nqTarExplosion,
TE_nqLightning1,
TE_nqLightning2,
TE_nqWizSpike,
TE_nqKnightSpike,
TE_nqLightning3,
TE_nqLavaSplash,
TE_nqTeleport,
TE_nqExplosion2,
TE_nqBeam,
TE_nqExplosion3 = 16,
TE_nqLightning4,
} TE_nqEffect;
typedef enum TE_qwEffect {
TE_qwSpike,
TE_qwSuperSpike,
TE_qwGunshot,
TE_qwExplosion,
TE_qwTarExplosion,
TE_qwLightning1,
TE_qwLightning2,
TE_qwWizSpike,
TE_qwKnightSpike,
TE_qwLightning3,
TE_qwLavaSplash,
TE_qwTeleport,
TE_qwBlood,
TE_qwLightningBlood,
TE_qwExplosion2 = 16,
TE_qwBeam,
} TE_qwEffect;
//FIXME find a better way to get this info from the parser
typedef struct TEntContext_s {
vec4f_t simorg;
int playerEntity;
} TEntContext_t;
struct msg_s;
struct entity_s;
void CL_TEnts_Init (void);
void CL_TEnts_Precache (void);
void CL_Init_Entity (struct entity_s ent);
void CL_ClearTEnts (void);
void CL_UpdateTEnts (double time, TEntContext_t *ctx);
void CL_ParseTEnt_nq (struct msg_s *net_message, double time,
TEntContext_t *ctx);
void CL_ParseTEnt_qw (struct msg_s *net_message, double time,
TEntContext_t *ctx);
void CL_ParseParticleEffect (struct msg_s *net_message);
void CL_ClearProjectiles (void);
void CL_ParseProjectiles (struct msg_s *net_message, qboolean nail2,
TEntContext_t *ctx);
#endif//__client_temp_entities_h