irrlicht/examples/21.Quake3Explorer/q3factory.h

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/*!
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__