quadrilateralcowboy/d3xp/Light.h
2020-06-12 14:06:25 -07:00

150 lines
5.2 KiB
C++

/*
===========================================================================
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 );
void Event_FadeLight( float time, const idVec3 &color );
void Event_On( void );
void Event_Off( void );
bool isOn;
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;
idVec3 originalColor; //BC this stores the color the light spawned with.
void Event_Reset( float time );
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_ToggleOnOff( idEntity *activator );
void Event_SetSoundHandles( void );
void Event_FadeOut( float time );
void Event_FadeIn( float time );
void Event_IsOn( void );
};
#endif /* !__GAME_LIGHT_H__ */