123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136 |
- /*
- ===========================================================================
- Doom 3 GPL Source Code
- Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
- Doom 3 Source Code is free software: you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation, either version 3 of the License, or
- (at your option) any later version.
- Doom 3 Source Code is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
- In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
- If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
- ===========================================================================
- */
- #ifndef __GAME_LIGHT_H__
- #define __GAME_LIGHT_H__
- /*
- ===============================================================================
- Generic light.
- ===============================================================================
- */
- extern const idEventDef EV_Light_GetLightParm;
- extern const idEventDef EV_Light_SetLightParm;
- extern const idEventDef EV_Light_SetLightParms;
- class idLight : public idEntity {
- public:
- CLASS_PROTOTYPE( idLight );
- idLight();
- ~idLight();
- void Spawn( void );
- void Save( idSaveGame *savefile ) const; // archives object for save game file
- void Restore( idRestoreGame *savefile ); // unarchives object from save game file
- virtual void UpdateChangeableSpawnArgs( const idDict *source );
- virtual void Think( void );
- virtual void FreeLightDef( void );
- virtual bool GetPhysicsToSoundTransform( idVec3 &origin, idMat3 &axis );
- void Present( void );
- void SaveState( idDict *args );
- virtual void SetColor( float red, float green, float blue );
- virtual void SetColor( const idVec4 &color );
- virtual void GetColor( idVec3 &out ) const;
- virtual void GetColor( idVec4 &out ) const;
- const idVec3 & GetBaseColor( void ) const { return baseColor; }
- void SetShader( const char *shadername );
- void SetLightParm( int parmnum, float value );
- void SetLightParms( float parm0, float parm1, float parm2, float parm3 );
- void SetRadiusXYZ( float x, float y, float z );
- void SetRadius( float radius );
- void On( void );
- void Off( void );
- void Fade( const idVec4 &to, float fadeTime );
- void FadeOut( float time );
- void FadeIn( float time );
- void Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location );
- void BecomeBroken( idEntity *activator );
- qhandle_t GetLightDefHandle( void ) const { return lightDefHandle; }
- void SetLightParent( idEntity *lparent ) { lightParent = lparent; }
- void SetLightLevel( void );
- virtual void ShowEditingDialog( void );
- enum {
- EVENT_BECOMEBROKEN = idEntity::EVENT_MAXEVENTS,
- EVENT_MAXEVENTS
- };
- virtual void ClientPredictionThink( void );
- virtual void WriteToSnapshot( idBitMsgDelta &msg ) const;
- virtual void ReadFromSnapshot( const idBitMsgDelta &msg );
- virtual bool ClientReceiveEvent( int event, int time, const idBitMsg &msg );
- private:
- renderLight_t renderLight; // light presented to the renderer
- idVec3 localLightOrigin; // light origin relative to the physics origin
- idMat3 localLightAxis; // light axis relative to physics axis
- qhandle_t lightDefHandle; // handle to renderer light def
- idStr brokenModel;
- int levels;
- int currentLevel;
- idVec3 baseColor;
- bool breakOnTrigger;
- int count;
- int triggercount;
- idEntity * lightParent;
- idVec4 fadeFrom;
- idVec4 fadeTo;
- int fadeStart;
- int fadeEnd;
- bool soundWasPlaying;
- private:
- void PresentLightDefChange( void );
- void PresentModelDefChange( void );
- void Event_SetShader( const char *shadername );
- void Event_GetLightParm( int parmnum );
- void Event_SetLightParm( int parmnum, float value );
- void Event_SetLightParms( float parm0, float parm1, float parm2, float parm3 );
- void Event_SetRadiusXYZ( float x, float y, float z );
- void Event_SetRadius( float radius );
- void Event_Hide( void );
- void Event_Show( void );
- void Event_On( void );
- void Event_Off( void );
- void Event_ToggleOnOff( idEntity *activator );
- void Event_SetSoundHandles( void );
- void Event_FadeOut( float time );
- void Event_FadeIn( float time );
- };
- #endif /* !__GAME_LIGHT_H__ */
|