1487 lines
38 KiB
C++
1487 lines
38 KiB
C++
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#include "../idlib/precompiled.h"
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#pragma hdrstop
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#include "Game_local.h"
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/*
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===============================================================================
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idLight
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===============================================================================
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*/
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const idEventDef EV_Light_SetShader( "setShader", "s" );
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const idEventDef EV_Light_GetLightParm( "getLightParm", "d", 'f' );
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const idEventDef EV_Light_SetLightParm( "setLightParm", "df" );
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const idEventDef EV_Light_SetLightParms( "setLightParms", "ffff" );
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const idEventDef EV_Light_SetRadiusXYZ( "setRadiusXYZ", "fff" );
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const idEventDef EV_Light_SetRadius( "setRadius", "f" );
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const idEventDef EV_Light_On( "On", NULL );
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const idEventDef EV_Light_Off( "Off", NULL );
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const idEventDef EV_Light_FadeOut( "fadeOutLight", "f" );
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const idEventDef EV_Light_FadeIn( "fadeInLight", "f" );
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// RAVEN BEGIN
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// bdube: added
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const idEventDef EV_Light_SetLightGUI ( "setLightGUI", "s" );
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// jscott: added for modview
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const idEventDef EV_Light_SetCurrentLightLevel( "setCurrentLightLevel", "d" );
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const idEventDef EV_Light_SetMaxLightLevel( "setMaxLightLevel", "d" );
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// kfuller: 8/11/03
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const idEventDef EV_Light_IsOn( "isOn", NULL, 'f' );
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const idEventDef EV_Light_Break( "break", "ef" );
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// kfuller: lights that blink to life
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const idEventDef EV_Light_DoneBlinking( "doneBlinking", NULL );
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// kfuller: lights that blink off
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const idEventDef EV_Light_DoneBlinkingOff( "doneBlinkingOff", NULL );
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// abahr:
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const idEventDef EV_Light_Timer( "<lightTimer>" );
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// RAVEN END
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CLASS_DECLARATION( idEntity, idLight )
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EVENT( EV_Light_SetShader, idLight::Event_SetShader )
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EVENT( EV_Light_GetLightParm, idLight::Event_GetLightParm )
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EVENT( EV_Light_SetLightParm, idLight::Event_SetLightParm )
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EVENT( EV_Light_SetLightParms, idLight::Event_SetLightParms )
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EVENT( EV_Light_SetRadiusXYZ, idLight::Event_SetRadiusXYZ )
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EVENT( EV_Light_SetRadius, idLight::Event_SetRadius )
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EVENT( EV_Hide, idLight::Event_Hide )
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EVENT( EV_Show, idLight::Event_Show )
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EVENT( EV_Light_On, idLight::Event_On )
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EVENT( EV_Light_Off, idLight::Event_Off )
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EVENT( EV_Activate, idLight::Event_ToggleOnOff )
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EVENT( EV_PostSpawn, idLight::Event_SetSoundHandles )
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EVENT( EV_Light_FadeOut, idLight::Event_FadeOut )
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EVENT( EV_Light_FadeIn, idLight::Event_FadeIn )
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// RAVEN BEGIN
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// bdube: added
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EVENT( EV_Light_SetLightGUI, idLight::Event_SetLightGUI )
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EVENT( EV_Light_SetCurrentLightLevel, idLight::Event_SetCurrentLightLevel )
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EVENT( EV_Light_SetMaxLightLevel, idLight::Event_SetMaxLightLevel )
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// kfuller: 8/11/03
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EVENT( EV_Light_IsOn, idLight::Event_IsOn )
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EVENT( EV_Light_Break, idLight::Event_Break )
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// kfuller: lights that blink to life
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EVENT( EV_Light_DoneBlinking, idLight::Event_DoneBlinking )
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// kfuller: lights that blink off
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EVENT( EV_Light_DoneBlinkingOff, idLight::Event_DoneBlinkingOff )
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EVENT( EV_Earthquake, idLight::Event_EarthQuake )
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// abahr:
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EVENT( EV_Light_Timer, idLight::Event_Timer )
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// RAVEN END
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END_CLASS
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/*
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================
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idGameEdit::ParseSpawnArgsToRenderLight
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parse the light parameters
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this is the canonical renderLight parm parsing,
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which should be used by dmap and the editor
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================
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*/
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bool idGameEdit::ParseSpawnArgsToRenderLight( const idDict *args, renderLight_t *renderLight ) {
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bool gotTarget, gotUp, gotRight;
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const char *texture;
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idVec3 color;
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bool rv = true;
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memset( renderLight, 0, sizeof( *renderLight ) );
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if (!args->GetVector("light_origin", "", renderLight->origin)) {
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args->GetVector( "origin", "", renderLight->origin );
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}
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gotTarget = args->GetVector( "light_target", "", renderLight->target );
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gotUp = args->GetVector( "light_up", "", renderLight->up );
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gotRight = args->GetVector( "light_right", "", renderLight->right );
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args->GetVector( "light_start", "0 0 0", renderLight->start );
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if ( !args->GetVector( "light_end", "", renderLight->end ) ) {
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renderLight->end = renderLight->target;
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}
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// we should have all of the target/right/up or none of them
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if ( ( gotTarget || gotUp || gotRight ) != ( gotTarget && gotUp && gotRight ) ) {
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gameLocal.Warning( "Light at (%f,%f,%f) has bad target info\n",
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renderLight->origin[0], renderLight->origin[1], renderLight->origin[2] );
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return false;
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}
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if ( !gotTarget ) {
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renderLight->pointLight = true;
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// allow an optional relative center of light and shadow offset
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args->GetVector( "light_center", "0 0 0", renderLight->lightCenter );
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// RAVEN BEGIN
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// bdube: default light radius changed to 320
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// create a point light
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if (!args->GetVector( "light_radius", "320 320 320", renderLight->lightRadius ) ) {
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float radius;
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args->GetFloat( "light", "320", radius );
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// RAVEN END
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renderLight->lightRadius[0] = renderLight->lightRadius[1] = renderLight->lightRadius[2] = radius;
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}
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if ( renderLight->lightRadius[0] == 0 ||
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renderLight->lightRadius[1] == 0 ||
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renderLight->lightRadius[2] == 0 ) {
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gameLocal.Warning( "PointLight at ( %d, %d, %d ) has at least one radius component of 0!",
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( int )renderLight->origin[0], ( int )renderLight->origin[1], ( int )renderLight->origin[2] );
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rv = false;
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}
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}
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// get the rotation matrix in either full form, or single angle form
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idAngles angles;
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idMat3 mat;
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if ( !args->GetMatrix( "light_rotation", "1 0 0 0 1 0 0 0 1", mat ) ) {
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if ( !args->GetMatrix( "rotation", "1 0 0 0 1 0 0 0 1", mat ) ) {
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args->GetFloat( "angle", "0", angles[ 1 ] );
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angles[ 0 ] = 0;
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angles[ 1 ] = idMath::AngleNormalize360( angles[ 1 ] );
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angles[ 2 ] = 0;
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mat = angles.ToMat3();
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}
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}
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// fix degenerate identity matrices
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mat[0].FixDegenerateNormal();
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mat[1].FixDegenerateNormal();
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mat[2].FixDegenerateNormal();
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renderLight->axis = mat;
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// check for other attributes
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args->GetVector( "_color", "1 1 1", color );
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renderLight->shaderParms[ SHADERPARM_RED ] = color[0];
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renderLight->shaderParms[ SHADERPARM_GREEN ] = color[1];
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renderLight->shaderParms[ SHADERPARM_BLUE ] = color[2];
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args->GetFloat( "shaderParm3", "1", renderLight->shaderParms[ SHADERPARM_TIMESCALE ] );
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if ( !args->GetFloat( "shaderParm4", "0", renderLight->shaderParms[ SHADERPARM_TIMEOFFSET ] ) ) {
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// offset the start time of the shader to sync it to the game time
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renderLight->shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( gameLocal.time );
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}
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args->GetFloat( "shaderParm5", "0", renderLight->shaderParms[5] );
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args->GetFloat( "shaderParm6", "0", renderLight->shaderParms[6] );
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args->GetFloat( "shaderParm7", "0", renderLight->shaderParms[ SHADERPARM_MODE ] );
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args->GetBool( "noshadows", "0", renderLight->noShadows );
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// RAVEN BEGIN
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// dluetscher: added a min light detail level setting that describes when this light is visible
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args->GetFloat( "detailLevel", "10", renderLight->detailLevel );
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// RAVEN END
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// RAVEN BEGIN
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// ddynerman: dynamic shadows
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args->GetBool( "noDynamicShadows", "0", renderLight->noDynamicShadows );
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// RAVEN END
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args->GetBool( "nospecular", "0", renderLight->noSpecular );
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args->GetBool( "parallel", "0", renderLight->parallel );
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args->GetString( "texture", "lights/squarelight1", &texture );
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// allow this to be NULL
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renderLight->shader = declManager->FindMaterial( texture, false );
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return rv;
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}
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/*
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================
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idLight::UpdateChangeableSpawnArgs
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================
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*/
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void idLight::UpdateChangeableSpawnArgs( const idDict *source ) {
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idEntity::UpdateChangeableSpawnArgs( source );
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if ( source ) {
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source->Print();
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}
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FreeSoundEmitter( true );
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gameEdit->ParseSpawnArgsToRefSound( source ? source : &spawnArgs, &refSound );
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if ( refSound.shader && !refSound.waitfortrigger ) {
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StartSoundShader( refSound.shader, SND_CHANNEL_ANY, 0, false, NULL );
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}
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gameEdit->ParseSpawnArgsToRenderLight( source ? source : &spawnArgs, &renderLight );
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UpdateVisuals();
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}
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/*
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================
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idLight::idLight
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================
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*/
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idLight::idLight() {
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memset( &renderLight, 0, sizeof( renderLight ) );
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// RAVEN BEGIN
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// dluetscher: added a default detail level to each render light
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renderLight.detailLevel = DEFAULT_LIGHT_DETAIL_LEVEL;
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// RAVEN END
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localLightOrigin = vec3_zero;
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localLightAxis = mat3_identity;
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lightDefHandle = -1;
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levels = 0;
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currentLevel = 0;
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baseColor = vec3_zero;
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breakOnTrigger = false;
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count = 0;
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triggercount = 0;
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lightParent = NULL;
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fadeFrom.Set( 1, 1, 1, 1 );
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fadeTo.Set( 1, 1, 1, 1 );
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fadeStart = 0;
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fadeEnd = 0;
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soundWasPlaying = false;
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// RAVEN BEGIN
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// bdube: light gui
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lightGUI = NULL;
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random = 0.0f;
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wait = 0.0f;
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// RAVEN END
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}
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/*
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================
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idLight::~idLight
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================
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*/
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idLight::~idLight() {
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if ( lightDefHandle != -1 ) {
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gameRenderWorld->FreeLightDef( lightDefHandle );
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}
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}
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/*
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================
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idLight::Save
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archives object for save game file
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================
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*/
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void idLight::Save( idSaveGame *savefile ) const {
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savefile->WriteRenderLight( renderLight );
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savefile->WriteBool( renderLight.prelightModel != NULL );
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savefile->WriteVec3( localLightOrigin );
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savefile->WriteMat3( localLightAxis );
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//qhandle_t lightDefHandle; // cnicholson: This wasn't here from id, so I didnt add it either.
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savefile->WriteString( brokenModel );
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savefile->WriteInt( levels );
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savefile->WriteInt( currentLevel );
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savefile->WriteVec3( baseColor );
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savefile->WriteBool( breakOnTrigger );
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savefile->WriteInt( count );
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savefile->WriteInt( triggercount );
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savefile->WriteObject( lightParent );
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savefile->WriteVec4( fadeFrom );
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savefile->WriteVec4( fadeTo );
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savefile->WriteInt( fadeStart );
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savefile->WriteInt( fadeEnd );
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lightGUI.Save( savefile ); // cnicholson: added unsaved var
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savefile->WriteBool( soundWasPlaying );
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}
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/*
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================
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idLight::Restore
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unarchives object from save game file
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================
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*/
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void idLight::Restore( idRestoreGame *savefile ) {
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// RAVEN BEGIN
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// jscott: constants can be read from the spawnargs
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wait = spawnArgs.GetFloat( "wait" );
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random = spawnArgs.GetFloat( "random" );
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// RAVEN END
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bool hadPrelightModel;
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savefile->ReadRenderLight( renderLight );
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savefile->ReadBool( hadPrelightModel );
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renderLight.prelightModel = renderModelManager->CheckModel( va( "_prelight_%s", name.c_str() ) );
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if ( ( renderLight.prelightModel == NULL ) && hadPrelightModel ) {
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assert( 0 );
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if ( developer.GetBool() ) {
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// we really want to know if this happens
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gameLocal.Error( "idLight::Restore: prelightModel '_prelight_%s' not found", name.c_str() );
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} else {
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// but let it slide after release
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gameLocal.Warning( "idLight::Restore: prelightModel '_prelight_%s' not found", name.c_str() );
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}
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}
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savefile->ReadVec3( localLightOrigin );
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savefile->ReadMat3( localLightAxis );
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savefile->ReadString( brokenModel );
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savefile->ReadInt( levels );
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savefile->ReadInt( currentLevel );
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savefile->ReadVec3( baseColor );
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savefile->ReadBool( breakOnTrigger );
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savefile->ReadInt( count );
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savefile->ReadInt( triggercount );
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savefile->ReadObject( reinterpret_cast<idClass *&>( lightParent ) );
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savefile->ReadVec4( fadeFrom );
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savefile->ReadVec4( fadeTo );
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savefile->ReadInt( fadeStart );
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savefile->ReadInt( fadeEnd );
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// RAVEN BEGIN
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// bdube: light gui
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lightGUI.Restore ( savefile );
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// RAVEN END
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savefile->ReadBool( soundWasPlaying );
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lightDefHandle = -1;
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SetLightLevel();
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}
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/*
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================
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idLight::Spawn
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================
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*/
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void idLight::Spawn( void ) {
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bool start_off;
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bool needBroken;
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const char *demonic_shader;
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// do the parsing the same way dmap and the editor do
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if ( !gameEdit->ParseSpawnArgsToRenderLight( &spawnArgs, &renderLight ) ) {
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gameLocal.Warning( "Removing invalid light named: %s", GetName() );
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PostEventMS( &EV_Remove, 0 );
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return;
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}
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// we need the origin and axis relative to the physics origin/axis
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localLightOrigin = ( renderLight.origin - GetPhysics()->GetOrigin() ) * GetPhysics()->GetAxis().Transpose();
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localLightAxis = renderLight.axis * GetPhysics()->GetAxis().Transpose();
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// set the base color from the shader parms
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baseColor.Set( renderLight.shaderParms[ SHADERPARM_RED ], renderLight.shaderParms[ SHADERPARM_GREEN ], renderLight.shaderParms[ SHADERPARM_BLUE ] );
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// set the number of light levels
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spawnArgs.GetInt( "levels", "1", levels );
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currentLevel = levels;
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if ( levels <= 0 ) {
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gameLocal.Error( "Invalid light level set on entity #%d(%s)", entityNumber, name.c_str() );
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}
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// make sure the demonic shader is cached
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||
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if ( spawnArgs.GetString( "mat_demonic", NULL, &demonic_shader ) ) {
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declManager->FindType( DECL_MATERIAL, demonic_shader );
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}
|
||
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|
||
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// game specific functionality, not mirrored in
|
||
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// editor or dmap light parsing
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||
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||
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// also put the light texture on the model, so light flares
|
||
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// can get the current intensity of the light
|
||
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renderEntity.referenceShader = renderLight.shader;
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||
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||
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lightDefHandle = -1; // no static version yet
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||
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|
||
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// see if an optimized shadow volume exists
|
||
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// the renderer will ignore this value after a light has been moved,
|
||
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// but there may still be a chance to get it wrong if the game moves
|
||
|
// a light before the first present, and doesn't clear the prelight
|
||
|
renderLight.prelightModel = 0;
|
||
|
if ( name[ 0 ] ) {
|
||
|
// this will return 0 if not found
|
||
|
renderLight.prelightModel = renderModelManager->CheckModel( va( "_prelight_%s", name.c_str() ) );
|
||
|
}
|
||
|
|
||
|
spawnArgs.GetBool( "start_off", "0", start_off );
|
||
|
if ( start_off ) {
|
||
|
Off();
|
||
|
}
|
||
|
|
||
|
health = spawnArgs.GetInt( "health", "0" );
|
||
|
spawnArgs.GetString( "broken", "", brokenModel );
|
||
|
spawnArgs.GetBool( "break", "0", breakOnTrigger );
|
||
|
spawnArgs.GetInt( "count", "1", count );
|
||
|
|
||
|
triggercount = 0;
|
||
|
|
||
|
fadeFrom.Set( 1, 1, 1, 1 );
|
||
|
fadeTo.Set( 1, 1, 1, 1 );
|
||
|
fadeStart = 0;
|
||
|
fadeEnd = 0;
|
||
|
|
||
|
// if we have a health make light breakable
|
||
|
if ( health ) {
|
||
|
idStr model = spawnArgs.GetString( "model" ); // get the visual model
|
||
|
if ( !model.Length() ) {
|
||
|
gameLocal.Error( "Breakable light without a model set on entity #%d(%s)", entityNumber, name.c_str() );
|
||
|
}
|
||
|
|
||
|
fl.takedamage = true;
|
||
|
|
||
|
// see if we need to create a broken model name
|
||
|
needBroken = true;
|
||
|
if ( model.Length() && !brokenModel.Length() ) {
|
||
|
int pos;
|
||
|
|
||
|
needBroken = false;
|
||
|
|
||
|
pos = model.Find( "." );
|
||
|
if ( pos < 0 ) {
|
||
|
pos = model.Length();
|
||
|
}
|
||
|
if ( pos > 0 ) {
|
||
|
model.Left( pos, brokenModel );
|
||
|
}
|
||
|
brokenModel += "_broken";
|
||
|
if ( pos > 0 ) {
|
||
|
brokenModel += &model[ pos ];
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// make sure the model gets cached
|
||
|
if ( !renderModelManager->CheckModel( brokenModel ) ) {
|
||
|
if ( needBroken ) {
|
||
|
gameLocal.Error( "Model '%s' not found for entity %d(%s)", brokenModel.c_str(), entityNumber, name.c_str() );
|
||
|
} else {
|
||
|
brokenModel = "";
|
||
|
}
|
||
|
}
|
||
|
|
||
|
GetPhysics()->SetContents( spawnArgs.GetBool( "nonsolid" ) ? 0 : CONTENTS_SOLID );
|
||
|
}
|
||
|
|
||
|
PostEventMS( &EV_PostSpawn, 0 );
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// bdube: light guis
|
||
|
const char* lightGUI;
|
||
|
if ( spawnArgs.GetString ( "light_gui", "", &lightGUI ) ) {
|
||
|
PostEventMS( &EV_Light_SetLightGUI, 0, lightGUI );
|
||
|
}
|
||
|
|
||
|
// abahr:
|
||
|
wait = spawnArgs.GetFloat( "wait" );
|
||
|
random = spawnArgs.GetFloat( "random" );
|
||
|
// AReis: Minor light optimization stuff.
|
||
|
spawnArgs.GetBool( "globalLight", "0", renderLight.globalLight );
|
||
|
// RAVEN END
|
||
|
|
||
|
UpdateVisuals();
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// ddynerman: ambient lights added clientside
|
||
|
if( renderLight.shader && renderLight.shader->IsAmbientLight() ) {
|
||
|
if ( !gameLocal.ambientLights.Find( static_cast<idEntity*>(this) ) ) {
|
||
|
gameLocal.ambientLights.Append( static_cast<idEntity*>(this) );
|
||
|
}
|
||
|
fl.networkSync = false; // don't transmit ambient lights
|
||
|
}
|
||
|
// RAVEN END
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idLight::SetLightLevel
|
||
|
================
|
||
|
*/
|
||
|
void idLight::SetLightLevel( void ) {
|
||
|
idVec3 color;
|
||
|
float intensity;
|
||
|
|
||
|
intensity = ( float )currentLevel / ( float )levels;
|
||
|
color = baseColor * intensity;
|
||
|
renderLight.shaderParms[ SHADERPARM_RED ] = color[ 0 ];
|
||
|
renderLight.shaderParms[ SHADERPARM_GREEN ] = color[ 1 ];
|
||
|
renderLight.shaderParms[ SHADERPARM_BLUE ] = color[ 2 ];
|
||
|
renderEntity.shaderParms[ SHADERPARM_RED ] = color[ 0 ];
|
||
|
renderEntity.shaderParms[ SHADERPARM_GREEN ]= color[ 1 ];
|
||
|
renderEntity.shaderParms[ SHADERPARM_BLUE ] = color[ 2 ];
|
||
|
PresentLightDefChange();
|
||
|
PresentModelDefChange();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idLight::GetColor
|
||
|
================
|
||
|
*/
|
||
|
void idLight::GetColor( idVec3 &out ) const {
|
||
|
out[ 0 ] = renderLight.shaderParms[ SHADERPARM_RED ];
|
||
|
out[ 1 ] = renderLight.shaderParms[ SHADERPARM_GREEN ];
|
||
|
out[ 2 ] = renderLight.shaderParms[ SHADERPARM_BLUE ];
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idLight::GetColor
|
||
|
================
|
||
|
*/
|
||
|
void idLight::GetColor( idVec4 &out ) const {
|
||
|
out[ 0 ] = renderLight.shaderParms[ SHADERPARM_RED ];
|
||
|
out[ 1 ] = renderLight.shaderParms[ SHADERPARM_GREEN ];
|
||
|
out[ 2 ] = renderLight.shaderParms[ SHADERPARM_BLUE ];
|
||
|
out[ 3 ] = renderLight.shaderParms[ SHADERPARM_ALPHA ];
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idLight::SetColor
|
||
|
================
|
||
|
*/
|
||
|
void idLight::SetColor( float red, float green, float blue ) {
|
||
|
baseColor.Set( red, green, blue );
|
||
|
SetLightLevel();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idLight::SetColor
|
||
|
================
|
||
|
*/
|
||
|
void idLight::SetColor( const idVec4 &color ) {
|
||
|
baseColor = color.ToVec3();
|
||
|
renderLight.shaderParms[ SHADERPARM_ALPHA ] = color[ 3 ];
|
||
|
renderEntity.shaderParms[ SHADERPARM_ALPHA ] = color[ 3 ];
|
||
|
SetLightLevel();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idLight::SetShader
|
||
|
================
|
||
|
*/
|
||
|
void idLight::SetShader( const char *shadername ) {
|
||
|
// allow this to be NULL
|
||
|
renderLight.shader = declManager->FindMaterial( shadername, false );
|
||
|
PresentLightDefChange();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idLight::SetLightParm
|
||
|
================
|
||
|
*/
|
||
|
void idLight::SetLightParm( int parmnum, float value ) {
|
||
|
if ( ( parmnum < 0 ) || ( parmnum >= MAX_ENTITY_SHADER_PARMS ) ) {
|
||
|
gameLocal.Error( "shader parm index (%d) out of range", parmnum );
|
||
|
}
|
||
|
|
||
|
renderLight.shaderParms[ parmnum ] = value;
|
||
|
PresentLightDefChange();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idLight::SetLightParms
|
||
|
================
|
||
|
*/
|
||
|
void idLight::SetLightParms( float parm0, float parm1, float parm2, float parm3 ) {
|
||
|
renderLight.shaderParms[ SHADERPARM_RED ] = parm0;
|
||
|
renderLight.shaderParms[ SHADERPARM_GREEN ] = parm1;
|
||
|
renderLight.shaderParms[ SHADERPARM_BLUE ] = parm2;
|
||
|
renderLight.shaderParms[ SHADERPARM_ALPHA ] = parm3;
|
||
|
renderEntity.shaderParms[ SHADERPARM_RED ] = parm0;
|
||
|
renderEntity.shaderParms[ SHADERPARM_GREEN ] = parm1;
|
||
|
renderEntity.shaderParms[ SHADERPARM_BLUE ] = parm2;
|
||
|
renderEntity.shaderParms[ SHADERPARM_ALPHA ] = parm3;
|
||
|
baseColor.Set( parm0, parm1, parm2 );
|
||
|
PresentLightDefChange();
|
||
|
PresentModelDefChange();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idLight::SetRadiusXYZ
|
||
|
================
|
||
|
*/
|
||
|
void idLight::SetRadiusXYZ( float x, float y, float z ) {
|
||
|
renderLight.lightRadius[0] = x;
|
||
|
renderLight.lightRadius[1] = y;
|
||
|
renderLight.lightRadius[2] = z;
|
||
|
PresentLightDefChange();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idLight::SetRadius
|
||
|
================
|
||
|
*/
|
||
|
void idLight::SetRadius( float radius ) {
|
||
|
renderLight.lightRadius[0] = renderLight.lightRadius[1] = renderLight.lightRadius[2] = radius;
|
||
|
PresentLightDefChange();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idLight::On
|
||
|
================
|
||
|
*/
|
||
|
void idLight::On( void ) {
|
||
|
currentLevel = levels;
|
||
|
// offset the start time of the shader to sync it to the game time
|
||
|
renderLight.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( gameLocal.time );
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
idStr blinkOnSound;
|
||
|
if (spawnArgs.GetString("snd_blinkOn", "", blinkOnSound))
|
||
|
{
|
||
|
refSound.shader = declManager->FindSound(blinkOnSound);
|
||
|
int howLongInMS = StartSoundShader( refSound.shader, SND_CHANNEL_ANY, 0, false, NULL );
|
||
|
PostEventMS(&EV_Light_DoneBlinking, howLongInMS);
|
||
|
soundWasPlaying = false;
|
||
|
idStr blinkOnTexture;
|
||
|
if (spawnArgs.GetString( "mtr_blinkOn", "", blinkOnTexture ))
|
||
|
{
|
||
|
renderLight.shader = declManager->FindMaterial( blinkOnTexture, false );
|
||
|
UpdateVisuals();
|
||
|
Present();
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
// RAVEN END
|
||
|
|
||
|
if ( ( soundWasPlaying || refSound.waitfortrigger ) && refSound.shader ) {
|
||
|
StartSoundShader( refSound.shader, SND_CHANNEL_ANY, 0, false, NULL );
|
||
|
soundWasPlaying = false;
|
||
|
}
|
||
|
SetLightLevel();
|
||
|
BecomeActive( TH_UPDATEVISUALS );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idLight::Off
|
||
|
================
|
||
|
*/
|
||
|
void idLight::Off( void ) {
|
||
|
// RAVEN BEGIN
|
||
|
// kfuller: lights can flicker off
|
||
|
idStr blinkOffSound;
|
||
|
if (spawnArgs.GetString("snd_blinkOff", "", blinkOffSound))
|
||
|
{
|
||
|
refSound.shader = declManager->FindSound(blinkOffSound);
|
||
|
int howLongInMS = StartSoundShader( refSound.shader, SND_CHANNEL_ANY, 0, false, NULL );//*1000;
|
||
|
PostEventMS(&EV_Light_DoneBlinkingOff, howLongInMS);
|
||
|
soundWasPlaying = false;
|
||
|
idStr blinkOffTexture;
|
||
|
if (spawnArgs.GetString( "mtr_blinkOff", "", blinkOffTexture ))
|
||
|
{
|
||
|
renderLight.shader = declManager->FindMaterial( blinkOffTexture, false );
|
||
|
UpdateVisuals();
|
||
|
Present();
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
currentLevel = 0;
|
||
|
// kill any sound it was making
|
||
|
idSoundEmitter *emitter = soundSystem->EmitterForIndex( SOUNDWORLD_GAME, refSound.referenceSoundHandle );
|
||
|
if ( emitter && emitter->CurrentlyPlaying() ) {
|
||
|
StopSound( SND_CHANNEL_ANY, false );
|
||
|
soundWasPlaying = true;
|
||
|
}
|
||
|
}
|
||
|
// RAVEN END
|
||
|
SetLightLevel();
|
||
|
BecomeActive( TH_UPDATEVISUALS );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idLight::Fade
|
||
|
================
|
||
|
*/
|
||
|
void idLight::Fade( const idVec4 &to, float fadeTime ) {
|
||
|
GetColor( fadeFrom );
|
||
|
fadeTo = to;
|
||
|
fadeStart = gameLocal.time;
|
||
|
fadeEnd = gameLocal.time + SEC2MS( fadeTime );
|
||
|
BecomeActive( TH_THINK );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idLight::FadeOut
|
||
|
================
|
||
|
*/
|
||
|
void idLight::FadeOut( float time ) {
|
||
|
Fade( colorBlack, time );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idLight::FadeIn
|
||
|
================
|
||
|
*/
|
||
|
void idLight::FadeIn( float time ) {
|
||
|
idVec3 color;
|
||
|
idVec4 color4;
|
||
|
|
||
|
currentLevel = levels;
|
||
|
spawnArgs.GetVector( "_color", "1 1 1", color );
|
||
|
color4.Set( color.x, color.y, color.z, 1.0f );
|
||
|
Fade( color4, time );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idLight::Killed
|
||
|
================
|
||
|
*/
|
||
|
void idLight::Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location ) {
|
||
|
BecomeBroken( attacker );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idLight::BecomeBroken
|
||
|
================
|
||
|
*/
|
||
|
void idLight::BecomeBroken( idEntity *activator ) {
|
||
|
const char *damageDefName;
|
||
|
|
||
|
fl.takedamage = false;
|
||
|
|
||
|
if ( brokenModel.Length() ) {
|
||
|
SetModel( brokenModel );
|
||
|
|
||
|
if ( !spawnArgs.GetBool( "nonsolid" ) ) {
|
||
|
// RAVEN BEGIN
|
||
|
// mwhitlock: Dynamic memory consolidation
|
||
|
RV_PUSH_HEAP_MEM(this);
|
||
|
// RAVEN END
|
||
|
GetPhysics()->SetClipModel( new idClipModel( brokenModel.c_str() ), 1.0f );
|
||
|
// RAVEN BEGIN
|
||
|
// mwhitlock: Dynamic memory consolidation
|
||
|
RV_POP_HEAP();
|
||
|
// RAVEN END
|
||
|
GetPhysics()->SetContents( CONTENTS_SOLID );
|
||
|
}
|
||
|
} else if ( spawnArgs.GetBool( "hideModelOnBreak" ) ) {
|
||
|
SetModel( "" );
|
||
|
GetPhysics()->SetContents( 0 );
|
||
|
}
|
||
|
|
||
|
if ( gameLocal.isServer ) {
|
||
|
|
||
|
ServerSendInstanceEvent( EVENT_BECOMEBROKEN, NULL, true, -1 );
|
||
|
|
||
|
if ( spawnArgs.GetString( "def_damage", "", &damageDefName ) ) {
|
||
|
idVec3 origin = renderEntity.origin + renderEntity.bounds.GetCenter() * renderEntity.axis;
|
||
|
gameLocal.RadiusDamage( origin, activator, activator, this, this, damageDefName );
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
ActivateTargets( activator );
|
||
|
|
||
|
// offset the start time of the shader to sync it to the game time
|
||
|
renderEntity.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( gameLocal.time );
|
||
|
renderLight.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( gameLocal.time );
|
||
|
|
||
|
// set the state parm
|
||
|
renderEntity.shaderParms[ SHADERPARM_MODE ] = 1;
|
||
|
renderLight.shaderParms[ SHADERPARM_MODE ] = 1;
|
||
|
|
||
|
// if the light has a sound, either start the alternate (broken) sound, or stop the sound
|
||
|
const char *parm = spawnArgs.GetString( "snd_broken" );
|
||
|
if ( refSound.shader || ( parm && *parm ) ) {
|
||
|
StopSound( SND_CHANNEL_ANY, false );
|
||
|
const idSoundShader *alternate = refSound.shader ? refSound.shader->GetAltSound() : declManager->FindSound( parm );
|
||
|
if ( alternate ) {
|
||
|
// start it with no diversity, so the leadin break sound plays
|
||
|
idSoundEmitter *emitter = soundSystem->EmitterForIndex( SOUNDWORLD_GAME, refSound.referenceSoundHandle );
|
||
|
if( emitter ) {
|
||
|
emitter->UpdateEmitter( refSound.origin, refSound.velocity, refSound.listenerId, &refSound.parms );
|
||
|
emitter->StartSound( alternate, SND_CHANNEL_ANY, 0.0, 0 );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
parm = spawnArgs.GetString( "mtr_broken" );
|
||
|
if ( parm && *parm ) {
|
||
|
SetShader( parm );
|
||
|
}
|
||
|
|
||
|
UpdateVisuals();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idLight::PresentLightDefChange
|
||
|
================
|
||
|
*/
|
||
|
void idLight::PresentLightDefChange( void ) {
|
||
|
// let the renderer apply it to the world
|
||
|
if ( ( lightDefHandle != -1 ) ) {
|
||
|
gameRenderWorld->UpdateLightDef( lightDefHandle, &renderLight );
|
||
|
} else {
|
||
|
lightDefHandle = gameRenderWorld->AddLightDef( &renderLight );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idLight::PresentModelDefChange
|
||
|
================
|
||
|
*/
|
||
|
void idLight::PresentModelDefChange( void ) {
|
||
|
|
||
|
if ( !renderEntity.hModel || IsHidden() ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// add to refresh list
|
||
|
if ( modelDefHandle == -1 ) {
|
||
|
modelDefHandle = gameRenderWorld->AddEntityDef( &renderEntity );
|
||
|
} else {
|
||
|
gameRenderWorld->UpdateEntityDef( modelDefHandle, &renderEntity );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idLight::Present
|
||
|
================
|
||
|
*/
|
||
|
void idLight::Present( void ) {
|
||
|
// RAVEN BEGIN
|
||
|
// jnewquist: Tag scope and callees to track allocations using "new".
|
||
|
MEM_SCOPED_TAG( tag, MA_RENDER );
|
||
|
// RAVEN END
|
||
|
// don't present to the renderer if the entity hasn't changed
|
||
|
if ( !( thinkFlags & TH_UPDATEVISUALS ) ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// add the model
|
||
|
idEntity::Present();
|
||
|
|
||
|
// current transformation
|
||
|
renderLight.axis = localLightAxis * GetPhysics()->GetAxis();
|
||
|
renderLight.origin = GetPhysics()->GetOrigin() + GetPhysics()->GetAxis() * localLightOrigin;
|
||
|
|
||
|
// reference the sound for shader synced effects
|
||
|
if ( lightParent ) {
|
||
|
// RAVEN BEGIN
|
||
|
renderLight.referenceSoundHandle = lightParent->GetSoundEmitter();
|
||
|
renderEntity.referenceSoundHandle = lightParent->GetSoundEmitter();
|
||
|
}
|
||
|
else {
|
||
|
renderLight.referenceSoundHandle = refSound.referenceSoundHandle;
|
||
|
renderEntity.referenceSoundHandle = refSound.referenceSoundHandle;
|
||
|
// RAVEN END
|
||
|
}
|
||
|
|
||
|
// update the renderLight and renderEntity to render the light and flare
|
||
|
PresentLightDefChange();
|
||
|
PresentModelDefChange();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idLight::Think
|
||
|
================
|
||
|
*/
|
||
|
void idLight::Think( void ) {
|
||
|
idVec4 color;
|
||
|
|
||
|
if ( thinkFlags & TH_THINK ) {
|
||
|
if ( fadeEnd > 0 ) {
|
||
|
if ( gameLocal.time < fadeEnd ) {
|
||
|
color.Lerp( fadeFrom, fadeTo, ( float )( gameLocal.time - fadeStart ) / ( float )( fadeEnd - fadeStart ) );
|
||
|
} else {
|
||
|
color = fadeTo;
|
||
|
fadeEnd = 0;
|
||
|
BecomeInactive( TH_THINK );
|
||
|
}
|
||
|
SetColor( color );
|
||
|
}
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// bdube: gui controlled lights
|
||
|
if ( lightGUI ) {
|
||
|
SetColor ( lightGUI->GetRenderEntity()->gui[0]->GetLightColor ( ) );
|
||
|
}
|
||
|
// RAVEN END
|
||
|
}
|
||
|
|
||
|
RunPhysics();
|
||
|
Present();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idLight::GetPhysicsToSoundTransform
|
||
|
================
|
||
|
*/
|
||
|
bool idLight::GetPhysicsToSoundTransform( idVec3 &origin, idMat3 &axis ) {
|
||
|
origin = localLightOrigin + renderLight.lightCenter;
|
||
|
axis = localLightAxis * GetPhysics()->GetAxis();
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idLight::FreeLightDef
|
||
|
================
|
||
|
*/
|
||
|
void idLight::FreeLightDef( void ) {
|
||
|
if ( lightDefHandle != -1 ) {
|
||
|
gameRenderWorld->FreeLightDef( lightDefHandle );
|
||
|
lightDefHandle = -1;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idLight::SaveState
|
||
|
================
|
||
|
*/
|
||
|
void idLight::SaveState( idDict *args ) {
|
||
|
int i, c = spawnArgs.GetNumKeyVals();
|
||
|
for ( i = 0; i < c; i++ ) {
|
||
|
const idKeyValue *pv = spawnArgs.GetKeyVal(i);
|
||
|
if ( pv->GetKey().Find( "editor_", false ) >= 0 || pv->GetKey().Find( "parse_", false ) >= 0 ) {
|
||
|
continue;
|
||
|
}
|
||
|
args->Set( pv->GetKey(), pv->GetValue() );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idLight::ShowEditingDialog
|
||
|
===============
|
||
|
*/
|
||
|
void idLight::ShowEditingDialog( void ) {
|
||
|
if ( g_editEntityMode.GetInteger() == 1 ) {
|
||
|
common->InitTool( EDITOR_LIGHT, &spawnArgs );
|
||
|
} else {
|
||
|
common->InitTool( EDITOR_SOUND, &spawnArgs );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idLight::Event_SetShader
|
||
|
================
|
||
|
*/
|
||
|
void idLight::Event_SetShader( const char *shadername ) {
|
||
|
SetShader( shadername );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idLight::Event_GetLightParm
|
||
|
================
|
||
|
*/
|
||
|
void idLight::Event_GetLightParm( int parmnum ) {
|
||
|
if ( ( parmnum < 0 ) || ( parmnum >= MAX_ENTITY_SHADER_PARMS ) ) {
|
||
|
gameLocal.Error( "shader parm index (%d) out of range", parmnum );
|
||
|
}
|
||
|
|
||
|
idThread::ReturnFloat( renderLight.shaderParms[ parmnum ] );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idLight::Event_SetLightParm
|
||
|
================
|
||
|
*/
|
||
|
void idLight::Event_SetLightParm( int parmnum, float value ) {
|
||
|
SetLightParm( parmnum, value );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idLight::Event_SetLightParms
|
||
|
================
|
||
|
*/
|
||
|
void idLight::Event_SetLightParms( float parm0, float parm1, float parm2, float parm3 ) {
|
||
|
SetLightParms( parm0, parm1, parm2, parm3 );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idLight::Event_SetRadiusXYZ
|
||
|
================
|
||
|
*/
|
||
|
void idLight::Event_SetRadiusXYZ( float x, float y, float z ) {
|
||
|
SetRadiusXYZ( x, y, z );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idLight::Event_SetRadius
|
||
|
================
|
||
|
*/
|
||
|
void idLight::Event_SetRadius( float radius ) {
|
||
|
SetRadius( radius );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idLight::Event_Hide
|
||
|
================
|
||
|
*/
|
||
|
void idLight::Event_Hide( void ) {
|
||
|
Hide();
|
||
|
PresentModelDefChange();
|
||
|
Off();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idLight::Event_Show
|
||
|
================
|
||
|
*/
|
||
|
void idLight::Event_Show( void ) {
|
||
|
Show();
|
||
|
PresentModelDefChange();
|
||
|
On();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idLight::Event_On
|
||
|
================
|
||
|
*/
|
||
|
void idLight::Event_On( void ) {
|
||
|
On();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idLight::Event_Off
|
||
|
================
|
||
|
*/
|
||
|
void idLight::Event_Off( void ) {
|
||
|
Off();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idLight::Event_ToggleOnOff
|
||
|
================
|
||
|
*/
|
||
|
void idLight::Event_ToggleOnOff( idEntity *activator ) {
|
||
|
// RAVEN BEGIN
|
||
|
// abahr:
|
||
|
if( wait > 0 ) {
|
||
|
if( EventIsPosted(&EV_Light_Timer) ) {
|
||
|
CancelEvents( &EV_Light_Timer );
|
||
|
} else {
|
||
|
ProcessEvent( &EV_Light_Timer );
|
||
|
}
|
||
|
} else {
|
||
|
// RAVEN END
|
||
|
triggercount++;
|
||
|
if ( triggercount < count ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// reset trigger count
|
||
|
triggercount = 0;
|
||
|
|
||
|
if ( breakOnTrigger ) {
|
||
|
BecomeBroken( activator );
|
||
|
breakOnTrigger = false;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !currentLevel ) {
|
||
|
On();
|
||
|
}
|
||
|
else {
|
||
|
currentLevel--;
|
||
|
if ( !currentLevel ) {
|
||
|
Off();
|
||
|
}
|
||
|
else {
|
||
|
SetLightLevel();
|
||
|
}
|
||
|
}
|
||
|
// RAVEN BEGIN
|
||
|
// abahr:
|
||
|
}
|
||
|
// RAVEN END
|
||
|
}
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// abahr:
|
||
|
/*
|
||
|
================
|
||
|
idSound::Event_Timer
|
||
|
================
|
||
|
*/
|
||
|
void idLight::Event_Timer( void ) {
|
||
|
// FIXME: think about putting this logic in helper function so we don't have cut and pasted code
|
||
|
if ( !currentLevel ) {
|
||
|
On();
|
||
|
}
|
||
|
else {
|
||
|
currentLevel--;
|
||
|
if ( !currentLevel ) {
|
||
|
Off();
|
||
|
}
|
||
|
else {
|
||
|
SetLightLevel();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
PostEventSec( &EV_Light_Timer, wait + gameLocal.random.CRandomFloat() * random );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idLight::Event_SetSoundHandles
|
||
|
|
||
|
set the same sound def handle on all targeted lights
|
||
|
================
|
||
|
*/
|
||
|
void idLight::Event_SetSoundHandles( void ) {
|
||
|
int i;
|
||
|
idEntity *targetEnt;
|
||
|
|
||
|
if ( !soundSystem->EmitterForIndex( SOUNDWORLD_GAME, refSound.referenceSoundHandle ) ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
for ( i = 0; i < targets.Num(); i++ ) {
|
||
|
targetEnt = targets[ i ].GetEntity();
|
||
|
if ( targetEnt && targetEnt->IsType( idLight::Type ) ) {
|
||
|
idLight *light = static_cast<idLight*>(targetEnt);
|
||
|
light->lightParent = this;
|
||
|
|
||
|
// explicitly delete any sounds on the entity
|
||
|
light->FreeSoundEmitter( true );
|
||
|
|
||
|
// manually set the refSound to this light's refSound
|
||
|
light->renderEntity.referenceSoundHandle = renderEntity.referenceSoundHandle;
|
||
|
|
||
|
// update the renderEntity to the renderer
|
||
|
light->UpdateVisuals();
|
||
|
}
|
||
|
// RAVEN BEGIN
|
||
|
// rjohnson: func_static's can now have their color parms affected by lights
|
||
|
else if ( targetEnt && targetEnt->IsType( idStaticEntity::GetClassType() ) ) {
|
||
|
targetEnt->GetRenderEntity()->referenceShader = renderLight.shader;
|
||
|
targetEnt->GetRenderEntity()->referenceSoundHandle = renderEntity.referenceSoundHandle;
|
||
|
}
|
||
|
// RAVEN END
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idLight::Event_FadeOut
|
||
|
================
|
||
|
*/
|
||
|
void idLight::Event_FadeOut( float time ) {
|
||
|
FadeOut( time );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idLight::Event_FadeIn
|
||
|
================
|
||
|
*/
|
||
|
void idLight::Event_FadeIn( float time ) {
|
||
|
FadeIn( time );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idLight::ClientPredictionThink
|
||
|
================
|
||
|
*/
|
||
|
void idLight::ClientPredictionThink( void ) {
|
||
|
Think();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idLight::WriteToSnapshot
|
||
|
================
|
||
|
*/
|
||
|
void idLight::WriteToSnapshot( idBitMsgDelta &msg ) const {
|
||
|
|
||
|
GetPhysics()->WriteToSnapshot( msg );
|
||
|
WriteBindToSnapshot( msg );
|
||
|
|
||
|
msg.WriteByte( currentLevel );
|
||
|
msg.WriteLong( PackColor( baseColor ) );
|
||
|
// msg.WriteBits( lightParent.GetEntityNum(), GENTITYNUM_BITS );
|
||
|
|
||
|
/* // only helps prediction
|
||
|
msg.WriteLong( PackColor( fadeFrom ) );
|
||
|
msg.WriteLong( PackColor( fadeTo ) );
|
||
|
msg.WriteLong( fadeStart );
|
||
|
msg.WriteLong( fadeEnd );
|
||
|
*/
|
||
|
|
||
|
// FIXME: send renderLight.shader
|
||
|
msg.WriteFloat( renderLight.lightRadius[0], 5, 10 );
|
||
|
msg.WriteFloat( renderLight.lightRadius[1], 5, 10 );
|
||
|
msg.WriteFloat( renderLight.lightRadius[2], 5, 10 );
|
||
|
|
||
|
msg.WriteLong( PackColor( idVec4( renderLight.shaderParms[SHADERPARM_RED],
|
||
|
renderLight.shaderParms[SHADERPARM_GREEN],
|
||
|
renderLight.shaderParms[SHADERPARM_BLUE],
|
||
|
renderLight.shaderParms[SHADERPARM_ALPHA] ) ) );
|
||
|
|
||
|
msg.WriteFloat( renderLight.shaderParms[SHADERPARM_TIMESCALE], 5, 10 );
|
||
|
msg.WriteLong( renderLight.shaderParms[SHADERPARM_TIMEOFFSET] );
|
||
|
//msg.WriteByte( renderLight.shaderParms[SHADERPARM_DIVERSITY] );
|
||
|
msg.WriteShort( renderLight.shaderParms[SHADERPARM_MODE] );
|
||
|
|
||
|
WriteColorToSnapshot( msg );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idLight::ReadFromSnapshot
|
||
|
================
|
||
|
*/
|
||
|
void idLight::ReadFromSnapshot( const idBitMsgDelta &msg ) {
|
||
|
idVec4 shaderColor;
|
||
|
int oldCurrentLevel = currentLevel;
|
||
|
idVec3 oldBaseColor = baseColor;
|
||
|
|
||
|
GetPhysics()->ReadFromSnapshot( msg );
|
||
|
ReadBindFromSnapshot( msg );
|
||
|
|
||
|
currentLevel = msg.ReadByte();
|
||
|
if ( currentLevel != oldCurrentLevel ) {
|
||
|
// need to call On/Off for flickering lights to start/stop the sound
|
||
|
// while doing it this way rather than through events, the flickering is out of sync between clients
|
||
|
// but at least there is no question about saving the event and having them happening globally in the world
|
||
|
if ( currentLevel ) {
|
||
|
On();
|
||
|
} else {
|
||
|
Off();
|
||
|
}
|
||
|
}
|
||
|
UnpackColor( msg.ReadLong(), baseColor );
|
||
|
// lightParentEntityNum = msg.ReadBits( GENTITYNUM_BITS );
|
||
|
|
||
|
/* // only helps prediction
|
||
|
UnpackColor( msg.ReadLong(), fadeFrom );
|
||
|
UnpackColor( msg.ReadLong(), fadeTo );
|
||
|
fadeStart = msg.ReadLong();
|
||
|
fadeEnd = msg.ReadLong();
|
||
|
*/
|
||
|
|
||
|
// FIXME: read renderLight.shader
|
||
|
renderLight.lightRadius[0] = msg.ReadFloat( 5, 10 );
|
||
|
renderLight.lightRadius[1] = msg.ReadFloat( 5, 10 );
|
||
|
renderLight.lightRadius[2] = msg.ReadFloat( 5, 10 );
|
||
|
|
||
|
UnpackColor( msg.ReadLong(), shaderColor );
|
||
|
renderLight.shaderParms[SHADERPARM_RED] = shaderColor[0];
|
||
|
renderLight.shaderParms[SHADERPARM_GREEN] = shaderColor[1];
|
||
|
renderLight.shaderParms[SHADERPARM_BLUE] = shaderColor[2];
|
||
|
renderLight.shaderParms[SHADERPARM_ALPHA] = shaderColor[3];
|
||
|
|
||
|
renderLight.shaderParms[SHADERPARM_TIMESCALE] = msg.ReadFloat( 5, 10 );
|
||
|
renderLight.shaderParms[SHADERPARM_TIMEOFFSET] = msg.ReadLong();
|
||
|
//renderLight.shaderParms[SHADERPARM_DIVERSITY] = msg.ReadFloat();
|
||
|
renderLight.shaderParms[SHADERPARM_MODE] = msg.ReadShort();
|
||
|
|
||
|
ReadColorFromSnapshot( msg );
|
||
|
|
||
|
if ( msg.HasChanged() ) {
|
||
|
if ( ( currentLevel != oldCurrentLevel ) || ( baseColor != oldBaseColor ) ) {
|
||
|
SetLightLevel();
|
||
|
} else {
|
||
|
PresentLightDefChange();
|
||
|
PresentModelDefChange();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idLight::ClientReceiveEvent
|
||
|
================
|
||
|
*/
|
||
|
bool idLight::ClientReceiveEvent( int event, int time, const idBitMsg &msg ) {
|
||
|
|
||
|
switch( event ) {
|
||
|
case EVENT_BECOMEBROKEN: {
|
||
|
BecomeBroken( NULL );
|
||
|
return true;
|
||
|
}
|
||
|
default: {
|
||
|
return idEntity::ClientReceiveEvent( event, time, msg );
|
||
|
}
|
||
|
}
|
||
|
//unreachable
|
||
|
// return false;
|
||
|
}
|
||
|
|
||
|
// RAVEN BEGIN
|
||
|
// kfuller: 8/11/03
|
||
|
void idLight::Event_IsOn()
|
||
|
{
|
||
|
// not entirely sure this is the best way to check for offness
|
||
|
if (currentLevel == 0)
|
||
|
{
|
||
|
idThread::ReturnFloat( false );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
idThread::ReturnFloat( true );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void idLight::Event_Break(idEntity *activator, float turnOff)
|
||
|
{
|
||
|
BecomeBroken(activator);
|
||
|
if (turnOff)
|
||
|
{
|
||
|
Off();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void idLight::Event_DoneBlinking()
|
||
|
{
|
||
|
// switch to a new (possibly non-blinking) shader for the light as well as a new looping sound
|
||
|
idStr blinkedOn;
|
||
|
if (spawnArgs.GetString( "mtr_doneBlinking", "", blinkedOn ))
|
||
|
{
|
||
|
renderLight.shader = declManager->FindMaterial( blinkedOn, false );
|
||
|
UpdateVisuals();
|
||
|
Present();
|
||
|
}
|
||
|
idStr doneBlinkingSound;
|
||
|
if (spawnArgs.GetBool("doneBlinkingNoSound"))
|
||
|
{
|
||
|
StopSound( SCHANNEL_ANY, false );
|
||
|
}
|
||
|
else if (spawnArgs.GetString("snd_doneBlinking", "", doneBlinkingSound))
|
||
|
{
|
||
|
StopSound( SCHANNEL_ANY, false );
|
||
|
if (doneBlinkingSound.Icmp("none"))
|
||
|
{
|
||
|
refSound.shader = declManager->FindSound(doneBlinkingSound);
|
||
|
StartSoundShader( refSound.shader, SND_CHANNEL_ANY, 0, false, NULL );
|
||
|
soundWasPlaying = false;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void idLight::Event_DoneBlinkingOff()
|
||
|
{
|
||
|
// switch light and sound off
|
||
|
currentLevel = 0;
|
||
|
SetLightLevel();
|
||
|
// RAVEN BEGIN
|
||
|
// kill any sound it was making
|
||
|
idSoundEmitter *emitter = soundSystem->EmitterForIndex( SOUNDWORLD_GAME, refSound.referenceSoundHandle );
|
||
|
if ( emitter && emitter->CurrentlyPlaying ( ) ) {
|
||
|
// RAVEN END
|
||
|
StopSound( SCHANNEL_ANY, false );
|
||
|
soundWasPlaying = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// kfuller: want fx entities to be able to respond to earthquakes
|
||
|
void idLight::Event_EarthQuake(float requiresLOS)
|
||
|
{
|
||
|
// does this entity even care about earthquakes?
|
||
|
float quakeChance = 0;
|
||
|
|
||
|
if (!spawnArgs.GetFloat("quakeChance", "0", quakeChance))
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
if (rvRandom::flrand(0, 1.0f) > quakeChance)
|
||
|
{
|
||
|
// failed its activation roll
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if (requiresLOS)
|
||
|
{
|
||
|
bool inPVS = gameLocal.InPlayerPVS( this );
|
||
|
|
||
|
// for lights, a line-of-sight check doesn't make as much sense, so if the quake requires an LOS check
|
||
|
//we'll actually perform a PVS check
|
||
|
if (!inPVS)
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
// do something with this light
|
||
|
if (spawnArgs.GetBool("quakeBreak"))
|
||
|
{
|
||
|
spawnArgs.SetBool("quakeBreak", false);
|
||
|
BecomeBroken(gameLocal.entities[ENTITYNUM_WORLD]);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
float offTime = spawnArgs.GetFloat("quakeOffTime", "1.0");
|
||
|
|
||
|
Off();
|
||
|
PostEventMS(&EV_Light_On, offTime*1000.0f);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idLight::Event_SetLightGUI
|
||
|
================
|
||
|
*/
|
||
|
void idLight::Event_SetLightGUI ( const char* gui ) {
|
||
|
lightGUI = gameLocal.FindEntity( gui );
|
||
|
if ( lightGUI && lightGUI->GetRenderEntity() && lightGUI->GetRenderEntity()->gui[0] ) {
|
||
|
BecomeActive( TH_THINK );
|
||
|
} else {
|
||
|
lightGUI = NULL;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idLight::Event_SetCurrentLightLevel
|
||
|
================
|
||
|
*/
|
||
|
void idLight::Event_SetCurrentLightLevel( int in ) {
|
||
|
currentLevel = in;
|
||
|
SetLightLevel();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idLight::Event_SetMaxLightLevel
|
||
|
================
|
||
|
*/
|
||
|
void idLight::Event_SetMaxLightLevel( int in ) {
|
||
|
levels = in;
|
||
|
SetLightLevel();
|
||
|
}
|
||
|
|
||
|
// RAVEN END
|