/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see . In addition, the Doom 3 BFG Edition 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 BFG Edition 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 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(); virtual void ClientThink( const int curTime, const float fraction, const bool predict ); virtual void FreeLightDef(); virtual bool GetPhysicsToSoundTransform( idVec3& origin, idMat3& axis ); void Present(); void SaveState( idDict* args ); virtual void SetColor( float red, float green, float blue ); virtual void SetColor( const idVec4& color ); void SetColor( const idVec3& color ); virtual void GetColor( idVec3& out ) const; virtual void GetColor( idVec4& out ) const; const idVec3& GetBaseColor() 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 Off(); 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() const { return lightDefHandle; } void SetLightParent( idEntity* lparent ) { lightParent = lparent; } void SetLightLevel(); virtual void ShowEditingDialog(); enum { EVENT_BECOMEBROKEN = idEntity::EVENT_MAXEVENTS, EVENT_MAXEVENTS }; virtual void ClientPredictionThink(); virtual void WriteToSnapshot( idBitMsg& msg ) const; virtual void ReadFromSnapshot( const idBitMsg& 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; // Colors used for client-side interpolation. idVec3 previousBaseColor; idVec3 nextBaseColor; bool breakOnTrigger; int count; int triggercount; idEntity* lightParent; idVec4 fadeFrom; idVec4 fadeTo; int fadeStart; int fadeEnd; bool soundWasPlaying; private: void PresentLightDefChange(); void PresentModelDefChange(); 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 Event_Show(); void Event_On(); void Event_Off(); void Event_ToggleOnOff( idEntity* activator ); void Event_SetSoundHandles(); void Event_FadeOut( float time ); void Event_FadeIn( float time ); }; #endif /* !__GAME_LIGHT_H__ */