mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-29 23:52:22 +00:00
c0f8d102ad
I guess I wasn't sure how to find all the allocated entities from within the registry, but it turned out to be trivial. This takes care of leaked static entities (and, in a later commit, leaked light entities, which is how I found the problem).
72 lines
2 KiB
C
72 lines
2 KiB
C
/*
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world.h
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Client world scene management
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Copyright (C) 2022 Bill Currie <bill@taniwha.org>
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Author: Bill Currie <bill@taniwha.org>
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Date: 2022/3/4
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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_world_h
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#define __client_world_h
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#include "QF/darray.h"
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#include "QF/msg.h"
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#include "QF/qtypes.h"
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#include "QF/simd/types.h"
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typedef struct modelset_s DARRAY_TYPE (struct model_s *) modelset_t;
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typedef struct worldscene_s {
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struct scene_s *scene;
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struct plitem_s *edicts;
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struct plitem_s *worldspawn;
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modelset_t models;
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} worldscene_t;
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extern worldscene_t cl_world;
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struct msg_s;
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struct entity_state_s;
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struct lightingdata_s;
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void CL_World_Init (void);
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// PROTOCOL_FITZQUAKE -- flags for entity baseline messages
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#define B_LARGEMODEL (1<<0) // modelindex is short instead of byte
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#define B_LARGEFRAME (1<<1) // frame is short instead of byte
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#define B_ALPHA (1<<2) // 1 byte, uses ENTALPHA_ENCODE, not sent if ENTALPHA_DEFAULT
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void CL_ParseBaseline (struct msg_s *msg, struct entity_state_s *baseline,
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int version);
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/*
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Static entities are non-interactive world objects like torches
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*/
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void CL_ParseStatic (struct msg_s *msg, int version);
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void CL_MapCfg (const char *mapname);
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void CL_World_NewMap (const char *mapname, const char *skyname);
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void CL_World_Clear (void);
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void CL_LoadLights (struct plitem_s *entities, struct scene_s *scene);
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#endif//__client_world_h
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