mirror of
https://github.com/blendogames/quadrilateralcowboy.git
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151 lines
5.2 KiB
C
151 lines
5.2 KiB
C
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/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code 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. See the
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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 Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#ifndef __GAME_LIGHT_H__
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#define __GAME_LIGHT_H__
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/*
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===============================================================================
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Generic light.
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===============================================================================
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*/
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extern const idEventDef EV_Light_GetLightParm;
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extern const idEventDef EV_Light_SetLightParm;
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extern const idEventDef EV_Light_SetLightParms;
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class idLight : public idEntity {
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public:
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CLASS_PROTOTYPE( idLight );
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idLight();
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~idLight();
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void Spawn( void );
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void Save( idSaveGame *savefile ) const; // archives object for save game file
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void Restore( idRestoreGame *savefile ); // unarchives object from save game file
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virtual void UpdateChangeableSpawnArgs( const idDict *source );
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virtual void Think( void );
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virtual void FreeLightDef( void );
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virtual bool GetPhysicsToSoundTransform( idVec3 &origin, idMat3 &axis );
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void Present( void );
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void SaveState( idDict *args );
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virtual void SetColor( float red, float green, float blue );
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virtual void SetColor( const idVec4 &color );
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virtual void GetColor( idVec3 &out ) const;
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virtual void GetColor( idVec4 &out ) const;
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const idVec3 & GetBaseColor( void ) const { return baseColor; }
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void SetShader( const char *shadername );
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void SetLightParm( int parmnum, float value );
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void SetLightParms( float parm0, float parm1, float parm2, float parm3 );
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void SetRadiusXYZ( float x, float y, float z );
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void SetRadius( float radius );
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void On( void );
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void Off( void );
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void Fade( const idVec4 &to, float fadeTime );
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void FadeOut( float time );
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void FadeIn( float time );
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void Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location );
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void BecomeBroken( idEntity *activator );
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qhandle_t GetLightDefHandle( void ) const { return lightDefHandle; }
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void SetLightParent( idEntity *lparent ) { lightParent = lparent; }
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void SetLightLevel( void );
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virtual void ShowEditingDialog( void );
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enum {
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EVENT_BECOMEBROKEN = idEntity::EVENT_MAXEVENTS,
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EVENT_MAXEVENTS
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};
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virtual void ClientPredictionThink( void );
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virtual void WriteToSnapshot( idBitMsgDelta &msg ) const;
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virtual void ReadFromSnapshot( const idBitMsgDelta &msg );
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virtual bool ClientReceiveEvent( int event, int time, const idBitMsg &msg );
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void Event_FadeLight( float time, const idVec3 &color );
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void Event_On( void );
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void Event_Off( void );
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bool isOn;
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private:
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renderLight_t renderLight; // light presented to the renderer
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idVec3 localLightOrigin; // light origin relative to the physics origin
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idMat3 localLightAxis; // light axis relative to physics axis
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qhandle_t lightDefHandle; // handle to renderer light def
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idStr brokenModel;
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int levels;
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int currentLevel;
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idVec3 baseColor;
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idVec3 originalColor; //BC this stores the color the light spawned with.
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void Event_Reset( float time );
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bool breakOnTrigger;
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int count;
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int triggercount;
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idEntity * lightParent;
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idVec4 fadeFrom;
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idVec4 fadeTo;
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int fadeStart;
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int fadeEnd;
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bool soundWasPlaying;
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private:
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void PresentLightDefChange( void );
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void PresentModelDefChange( void );
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void Event_SetShader( const char *shadername );
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void Event_GetLightParm( int parmnum );
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void Event_SetLightParm( int parmnum, float value );
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void Event_SetLightParms( float parm0, float parm1, float parm2, float parm3 );
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void Event_SetRadiusXYZ( float x, float y, float z );
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void Event_SetRadius( float radius );
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void Event_Hide( void );
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void Event_Show( void );
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void Event_ToggleOnOff( idEntity *activator );
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void Event_SetSoundHandles( void );
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void Event_FadeOut( float time );
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void Event_FadeIn( float time );
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void Event_IsOn( void );
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};
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#endif /* !__GAME_LIGHT_H__ */
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