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https://git.code.sf.net/p/quake/quakeforge
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d69355f521
While there's currently only the one still, this will allow the entities to be multiply queued for multi-pass rendering (eg, shadows). As the avoidance of putting an entity in the same queue more than once relies on the entity id, all entities now come from the scene (which is stored in cl_world in the client code for nq and qw), thus the extensive changes in the clients.
118 lines
3.1 KiB
C
118 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_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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