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https://git.code.sf.net/p/quake/quakeforge
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102 lines
3.1 KiB
C
102 lines
3.1 KiB
C
/*
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entities.h
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(description)
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Copyright (C) 1996-1997 Id Software, Inc.
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Copyright (C) 2002 Colin Thompson
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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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$Id$
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*/
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#ifndef __entities_h
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#define __entities_h
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#define DEFAULTLIGHTLEVEL 300
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#define DEFAULTFALLOFF 1.0f
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// Open Quartz - attenuation types
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#define LIGHT_LINEAR 0 // regular attenuation (light - distance)
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#define LIGHT_RADIUS 1 // light * (distance - radius) / radius
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#define LIGHT_INVERSE 2 // light / distance
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#define LIGHT_REALISTIC 3 // light / (distance * distance)
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#define LIGHT_NO_ATTEN 4 // no attenuation
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#define LIGHT_LH 5 // LordHavocs version of realistic
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// Open Quartz - noise type flags
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#define NOISE_RANDOM 0 // completely random noise (default)
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#define NOISE_SMOOTH 1 // low res noise with interpolation
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#define NOISE_PERLIN 2 // combines several noise frequencies
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typedef struct epair_s {
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struct epair_s *next;
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const char *key;
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const char *value;
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} epair_t;
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typedef struct entity_s {
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const char *classname;
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vec3_t origin;
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vec_t angle;
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int light;
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// LordHavoc: added falloff (smaller fractions = bigger light area),
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// color, and lightradius (also subbrightness to implement lightradius)
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vec_t falloff;
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vec_t lightradius;
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vec_t subbrightness;
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vec_t lightoffset;
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vec3_t color, color2;
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vec3_t spotdir;
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vec_t spotcone;
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unsigned short visbyte, visbit; // which byte and bit to look at in
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// the visdata for the leaf this light
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// is in
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int style;
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// Open Quartz - special light feilds
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int noisetype; // random noise type
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float noise; // noise intensity
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float resolution; // noise blockiness
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float persistence; // perlin noise decay per octave
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int attenuation; // light attenuation type
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float radius; // the light's maximum range, minimum
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// of cutoff range and _radius key, 0
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// for no maximum
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const char *target;
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const char *targetname;
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struct epair_s *epairs;
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struct entity_s *targetent;
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} entity_t;
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extern entity_t *entities;
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extern int num_entities;
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const char *ValueForKey (entity_t *ent, const char *key);
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void SetKeyValue (entity_t *ent, const char *key, const char *value);
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float FloatForKey (entity_t *ent, const char *key);
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entity_t *FindEntityWithKeyPair(const char *key, const char *value);
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void GetVectorForKey (entity_t *ent, const char *key, vec3_t vec);
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void LoadEntities (void);
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void WriteEntitiesToString (void);
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#endif// __entities_h
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