From 7028cbe09c688437910a25623098762bf0fa592d Mon Sep 17 00:00:00 2001 From: David Walter Seikel Date: Mon, 28 Mar 2016 22:28:34 +1000 Subject: Move Irrlicht to src/others. --- .../examples/21.Quake3Explorer/q3factory.h | 149 +++++++++++++++++++++ 1 file changed, 149 insertions(+) create mode 100644 src/others/irrlicht-1.8.1/examples/21.Quake3Explorer/q3factory.h (limited to 'src/others/irrlicht-1.8.1/examples/21.Quake3Explorer/q3factory.h') diff --git a/src/others/irrlicht-1.8.1/examples/21.Quake3Explorer/q3factory.h b/src/others/irrlicht-1.8.1/examples/21.Quake3Explorer/q3factory.h new file mode 100644 index 0000000..d9606ed --- /dev/null +++ b/src/others/irrlicht-1.8.1/examples/21.Quake3Explorer/q3factory.h @@ -0,0 +1,149 @@ +/*! + Model Factory. + create the additional scenenodes for ( bullets, health... ) + + Defines the Entities for Quake3 +*/ +#ifndef __QUAKE3_FACTORY__H_INCLUDED__ +#define __QUAKE3_FACTORY__H_INCLUDED__ + +using namespace irr; +using namespace scene; +using namespace gui; +using namespace video; +using namespace core; +using namespace quake3; +using namespace io; + + + +//! Defines to which group the entities belong +enum eItemGroup +{ + WEAPON, + AMMO, + ARMOR, + HEALTH, + POWERUP +}; + +//! define a supgroup for the item. for e.q the Weapons +enum eItemSubGroup +{ + SUB_NONE = 0, + GAUNTLET, + MACHINEGUN, + SHOTGUN, + GRENADE_LAUNCHER, + ROCKET_LAUNCHER, + LIGHTNING, + RAILGUN, + PLASMAGUN, + BFG, + GRAPPLING_HOOK, + NAILGUN, + PROX_LAUNCHER, + CHAINGUN, +}; + +//! aplly a special effect to the shader +enum eItemSpecialEffect +{ + SPECIAL_SFX_NONE = 0, + SPECIAL_SFX_ROTATE = 1, + SPECIAL_SFX_BOUNCE = 2, + SPECIAL_SFX_ROTATE_1 = 4, +}; + +// a List for defining a model +struct SItemElement +{ + const c8 *key; + const c8 *model[2]; + const c8 *sound; + const c8 *icon; + const c8 *pickup; + s32 value; + eItemGroup group; + eItemSubGroup sub; + u32 special; +}; + + +//! Get's an entity based on it's key +const SItemElement * getItemElement ( const stringc& key ); + +/*! + Quake3 Model Factory. + Takes the mesh buffers and creates scenenodes for their associated shaders +*/ +void Q3ShaderFactory ( Q3LevelLoadParameter &loadParam, + IrrlichtDevice *device, + IQ3LevelMesh* mesh, + eQ3MeshIndex meshIndex, + ISceneNode *parent, + IMetaTriangleSelector *meta, + bool showShaderName + ); + + +/*! + Creates Model based on the entity list +*/ +void Q3ModelFactory ( Q3LevelLoadParameter &loadParam, + IrrlichtDevice *device, + IQ3LevelMesh* masterMesh, + ISceneNode *parent, + bool showShaderName + ); + +/*! + so we need a good starting Position in the level. + we can ask the Quake3 Loader for all entities with class_name "info_player_deathmatch" +*/ +s32 Q3StartPosition ( IQ3LevelMesh* mesh, + ICameraSceneNode* camera, + s32 startposIndex, + const vector3df &translation + ); +/*! + gets a accumulated force on a given surface +*/ +vector3df getGravity ( const c8 * surface ); + + +/* + Dynamically load the Irrlicht Library +*/ +funcptr_createDevice load_createDevice ( const c8 * filename); +funcptr_createDeviceEx load_createDeviceEx ( const c8 * filename); + + +//! Macro for save Dropping an Element +#define dropElement(x) if (x) { x->remove(); x = 0; } + + +/* + get the current collision respone camera animator +*/ +ISceneNodeAnimatorCollisionResponse* camCollisionResponse( IrrlichtDevice * device ); + +//! internal Animation +enum eTimeFireFlag +{ + FIRED = 1, +}; + +struct TimeFire +{ + u32 flags; + u32 next; + u32 delta; +}; + +void setTimeFire ( TimeFire *t, u32 delta, u32 flags = 0 ); +void checkTimeFire ( TimeFire *t, u32 listSize, u32 now ); + +#endif // __QUAKE3_FACTORY__H_INCLUDED__ + + -- cgit v1.1