mirror of
https://github.com/id-Software/DOOM-3-BFG.git
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153 lines
5.2 KiB
C++
153 lines
5.2 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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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{
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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();
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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();
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virtual void ClientThink( const int curTime, const float fraction, const bool predict );
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virtual void FreeLightDef();
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virtual bool GetPhysicsToSoundTransform( idVec3& origin, idMat3& axis );
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void Present();
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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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void SetColor( const idVec3& 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() const
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{
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return baseColor;
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}
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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();
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void Off();
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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() const
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{
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return lightDefHandle;
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}
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void SetLightParent( idEntity* lparent )
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{
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lightParent = lparent;
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}
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void SetLightLevel();
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virtual void ShowEditingDialog();
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enum
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{
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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();
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virtual void WriteToSnapshot( idBitMsg& msg ) const;
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virtual void ReadFromSnapshot( const idBitMsg& msg );
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virtual bool ClientReceiveEvent( int event, int time, const idBitMsg& msg );
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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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// Colors used for client-side interpolation.
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idVec3 previousBaseColor;
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idVec3 nextBaseColor;
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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();
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void PresentModelDefChange();
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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();
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void Event_Show();
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void Event_On();
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void Event_Off();
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void Event_ToggleOnOff( idEntity* activator );
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void Event_SetSoundHandles();
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void Event_FadeOut( float time );
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void Event_FadeIn( float time );
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};
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#endif /* !__GAME_LIGHT_H__ */
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