doom3-bfg/neo/d3xp/Light.h

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__ */