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Diffstat (limited to 'libraries/irrlicht-1.8/examples/21.Quake3Explorer/q3factory.h')
-rw-r--r-- | libraries/irrlicht-1.8/examples/21.Quake3Explorer/q3factory.h | 149 |
1 files changed, 149 insertions, 0 deletions
diff --git a/libraries/irrlicht-1.8/examples/21.Quake3Explorer/q3factory.h b/libraries/irrlicht-1.8/examples/21.Quake3Explorer/q3factory.h new file mode 100644 index 0000000..d9606ed --- /dev/null +++ b/libraries/irrlicht-1.8/examples/21.Quake3Explorer/q3factory.h | |||
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1 | /*! | ||
2 | Model Factory. | ||
3 | create the additional scenenodes for ( bullets, health... ) | ||
4 | |||
5 | Defines the Entities for Quake3 | ||
6 | */ | ||
7 | #ifndef __QUAKE3_FACTORY__H_INCLUDED__ | ||
8 | #define __QUAKE3_FACTORY__H_INCLUDED__ | ||
9 | |||
10 | using namespace irr; | ||
11 | using namespace scene; | ||
12 | using namespace gui; | ||
13 | using namespace video; | ||
14 | using namespace core; | ||
15 | using namespace quake3; | ||
16 | using namespace io; | ||
17 | |||
18 | |||
19 | |||
20 | //! Defines to which group the entities belong | ||
21 | enum eItemGroup | ||
22 | { | ||
23 | WEAPON, | ||
24 | AMMO, | ||
25 | ARMOR, | ||
26 | HEALTH, | ||
27 | POWERUP | ||
28 | }; | ||
29 | |||
30 | //! define a supgroup for the item. for e.q the Weapons | ||
31 | enum eItemSubGroup | ||
32 | { | ||
33 | SUB_NONE = 0, | ||
34 | GAUNTLET, | ||
35 | MACHINEGUN, | ||
36 | SHOTGUN, | ||
37 | GRENADE_LAUNCHER, | ||
38 | ROCKET_LAUNCHER, | ||
39 | LIGHTNING, | ||
40 | RAILGUN, | ||
41 | PLASMAGUN, | ||
42 | BFG, | ||
43 | GRAPPLING_HOOK, | ||
44 | NAILGUN, | ||
45 | PROX_LAUNCHER, | ||
46 | CHAINGUN, | ||
47 | }; | ||
48 | |||
49 | //! aplly a special effect to the shader | ||
50 | enum eItemSpecialEffect | ||
51 | { | ||
52 | SPECIAL_SFX_NONE = 0, | ||
53 | SPECIAL_SFX_ROTATE = 1, | ||
54 | SPECIAL_SFX_BOUNCE = 2, | ||
55 | SPECIAL_SFX_ROTATE_1 = 4, | ||
56 | }; | ||
57 | |||
58 | // a List for defining a model | ||
59 | struct SItemElement | ||
60 | { | ||
61 | const c8 *key; | ||
62 | const c8 *model[2]; | ||
63 | const c8 *sound; | ||
64 | const c8 *icon; | ||
65 | const c8 *pickup; | ||
66 | s32 value; | ||
67 | eItemGroup group; | ||
68 | eItemSubGroup sub; | ||
69 | u32 special; | ||
70 | }; | ||
71 | |||
72 | |||
73 | //! Get's an entity based on it's key | ||
74 | const SItemElement * getItemElement ( const stringc& key ); | ||
75 | |||
76 | /*! | ||
77 | Quake3 Model Factory. | ||
78 | Takes the mesh buffers and creates scenenodes for their associated shaders | ||
79 | */ | ||
80 | void Q3ShaderFactory ( Q3LevelLoadParameter &loadParam, | ||
81 | IrrlichtDevice *device, | ||
82 | IQ3LevelMesh* mesh, | ||
83 | eQ3MeshIndex meshIndex, | ||
84 | ISceneNode *parent, | ||
85 | IMetaTriangleSelector *meta, | ||
86 | bool showShaderName | ||
87 | ); | ||
88 | |||
89 | |||
90 | /*! | ||
91 | Creates Model based on the entity list | ||
92 | */ | ||
93 | void Q3ModelFactory ( Q3LevelLoadParameter &loadParam, | ||
94 | IrrlichtDevice *device, | ||
95 | IQ3LevelMesh* masterMesh, | ||
96 | ISceneNode *parent, | ||
97 | bool showShaderName | ||
98 | ); | ||
99 | |||
100 | /*! | ||
101 | so we need a good starting Position in the level. | ||
102 | we can ask the Quake3 Loader for all entities with class_name "info_player_deathmatch" | ||
103 | */ | ||
104 | s32 Q3StartPosition ( IQ3LevelMesh* mesh, | ||
105 | ICameraSceneNode* camera, | ||
106 | s32 startposIndex, | ||
107 | const vector3df &translation | ||
108 | ); | ||
109 | /*! | ||
110 | gets a accumulated force on a given surface | ||
111 | */ | ||
112 | vector3df getGravity ( const c8 * surface ); | ||
113 | |||
114 | |||
115 | /* | ||
116 | Dynamically load the Irrlicht Library | ||
117 | */ | ||
118 | funcptr_createDevice load_createDevice ( const c8 * filename); | ||
119 | funcptr_createDeviceEx load_createDeviceEx ( const c8 * filename); | ||
120 | |||
121 | |||
122 | //! Macro for save Dropping an Element | ||
123 | #define dropElement(x) if (x) { x->remove(); x = 0; } | ||
124 | |||
125 | |||
126 | /* | ||
127 | get the current collision respone camera animator | ||
128 | */ | ||
129 | ISceneNodeAnimatorCollisionResponse* camCollisionResponse( IrrlichtDevice * device ); | ||
130 | |||
131 | //! internal Animation | ||
132 | enum eTimeFireFlag | ||
133 | { | ||
134 | FIRED = 1, | ||
135 | }; | ||
136 | |||
137 | struct TimeFire | ||
138 | { | ||
139 | u32 flags; | ||
140 | u32 next; | ||
141 | u32 delta; | ||
142 | }; | ||
143 | |||
144 | void setTimeFire ( TimeFire *t, u32 delta, u32 flags = 0 ); | ||
145 | void checkTimeFire ( TimeFire *t, u32 listSize, u32 now ); | ||
146 | |||
147 | #endif // __QUAKE3_FACTORY__H_INCLUDED__ | ||
148 | |||
149 | |||