#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 ); 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( void ); virtual void FreeLightDef( void ); virtual bool GetPhysicsToSoundTransform( idVec3 &origin, idMat3 &axis ); void Present( void ); void SaveState( idDict *args ); virtual void SetColor( float red, float green, float blue ); virtual void SetColor( const idVec4 &color ); virtual void GetColor( idVec3 &out ) const; virtual void GetColor( idVec4 &out ) const; const idVec3 & GetBaseColor( void ) 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 ); void Off( void ); 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( void ) const { return lightDefHandle; } void SetLightParent( idEntity *lparent ) { lightParent = lparent; } void SetLightLevel( void ); // RAVEN BEGIN // jshepard: other entities (speakers) need access to the refSound of a light object void SetRefSound( int rSound ) { refSound.referenceSoundHandle = rSound;} // ddynerman: sometimes the game needs to know if this light is ambient bool IsAmbient( void ) { return renderLight.shader->IsAmbientLight(); } // RAVEN END virtual void ShowEditingDialog( void ); enum { EVENT_BECOMEBROKEN = idEntity::EVENT_MAXEVENTS, EVENT_MAXEVENTS }; virtual void ClientPredictionThink( void ); virtual void WriteToSnapshot( idBitMsgDelta &msg ) const; virtual void ReadFromSnapshot( const idBitMsgDelta &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; bool breakOnTrigger; int count; int triggercount; idEntity * lightParent; idVec4 fadeFrom; idVec4 fadeTo; int fadeStart; int fadeEnd; // RAVEN BEGIN // bdube: light gui idEntityPtr lightGUI; // abahr: float wait; float random; // RAVEN END private: bool soundWasPlaying; void PresentLightDefChange( void ); void PresentModelDefChange( void ); // RAVEN BEGIN // jscott: added events for light level private: void Event_SetCurrentLightLevel ( int in ); void Event_SetMaxLightLevel ( int in ); void Event_IsOn( void ); void Event_Break( idEntity *activator, float turnOff ); void Event_DoneBlinking( void ); void Event_DoneBlinkingOff( void ); void Event_EarthQuake( float requiresLOS ); void Event_Timer( void ); // RAVEN END private: 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 ); void Event_Show( void ); void Event_On( void ); void Event_Off( void ); void Event_ToggleOnOff( idEntity *activator ); void Event_SetSoundHandles( void ); void Event_FadeOut( float time ); void Event_FadeIn( float time ); // RAVEN BEGIN // bdube: set light gui void Event_SetLightGUI( const char* gui ); // RAVEN END }; // RAVEN BEGIN // bdube: externed events extern const idEventDef EV_Light_SetCurrentLightLevel; extern const idEventDef EV_Light_SetMaxLightLevel; extern const idEventDef EV_Light_SetRadius; // RAVEN END #endif /* !__GAME_LIGHT_H__ */