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https://git.code.sf.net/p/quake/quakeforge
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8acd5c558b
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.
119 lines
3.1 KiB
C
119 lines
3.1 KiB
C
/*
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temp_entities.h
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Temporary entity management
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Copyright (C) 2021 Bill Currie <bill@taniwha.org>
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Author: Bill Currie <bill@taniwha.org>
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Date: 2021/3/10
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifndef __client_temp_entities_h
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#define __client_temp_entities_h
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#include "QF/simd/vec4f.h"
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typedef enum TE_Effect {
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TE_NoEffect, // for invalid nq/qw -> qf mapping
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TE_Beam, // grappling hook beam
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TE_Blood, // bullet hitting body
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TE_Explosion, // rocket explosion
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TE_Explosion2, // color mapped explosion
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TE_Explosion3, // Nehahra colored light explosion
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TE_Gunshot1, // NQ gunshot (20 particles)
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TE_Gunshot2, // QW gunshot (has particle count)
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TE_KnightSpike, // spike hitting wall
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TE_LavaSplash,
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TE_Lightning1, // lightning bolts
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TE_Lightning2, // lightning bolts
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TE_Lightning3, // lightning bolts
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TE_Lightning4, // Nehahra lightning
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TE_LightningBlood, // lightning hitting body
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TE_Spike, // spike hitting wall
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TE_SuperSpike, // super spike hitting wall
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TE_TarExplosion, // tarbaby explosion
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TE_Teleport,
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TE_WizSpike, // spike hitting wall
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} TE_Effect;
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typedef enum TE_nqEffect {
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TE_nqSpike,
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TE_nqSuperSpike,
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TE_nqGunshot,
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TE_nqExplosion,
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TE_nqTarExplosion,
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TE_nqLightning1,
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TE_nqLightning2,
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TE_nqWizSpike,
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TE_nqKnightSpike,
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TE_nqLightning3,
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TE_nqLavaSplash,
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TE_nqTeleport,
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TE_nqExplosion2,
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TE_nqBeam,
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TE_nqExplosion3 = 16,
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TE_nqLightning4,
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} TE_nqEffect;
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typedef enum TE_qwEffect {
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TE_qwSpike,
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TE_qwSuperSpike,
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TE_qwGunshot,
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TE_qwExplosion,
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TE_qwTarExplosion,
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TE_qwLightning1,
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TE_qwLightning2,
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TE_qwWizSpike,
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TE_qwKnightSpike,
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TE_qwLightning3,
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TE_qwLavaSplash,
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TE_qwTeleport,
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TE_qwBlood,
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TE_qwLightningBlood,
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TE_qwExplosion2 = 16,
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TE_qwBeam,
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} TE_qwEffect;
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//FIXME find a better way to get this info from the parser
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typedef struct TEntContext_s {
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vec4f_t simorg;
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int playerEntity;
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} TEntContext_t;
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struct msg_s;
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struct entity_s;
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void CL_TEnts_Init (void);
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void CL_TEnts_Precache (void);
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void CL_Init_Entity (struct entity_s ent);
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void CL_ClearTEnts (void);
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void CL_UpdateTEnts (double time, TEntContext_t *ctx);
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void CL_ParseTEnt_nq (struct msg_s *net_message, double time,
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TEntContext_t *ctx);
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void CL_ParseTEnt_qw (struct msg_s *net_message, double time,
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TEntContext_t *ctx);
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void CL_ParseParticleEffect (struct msg_s *net_message);
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void CL_ClearProjectiles (void);
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void CL_ParseProjectiles (struct msg_s *net_message, qboolean nail2,
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TEntContext_t *ctx);
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#endif//__client_temp_entities_h
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