mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-02 17:02:17 +00:00
153 lines
5.2 KiB
C++
153 lines
5.2 KiB
C++
/*
|
|
===========================================================================
|
|
|
|
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 <http://www.gnu.org/licenses/>.
|
|
|
|
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__ */
|