138 lines
3.2 KiB
C++
138 lines
3.2 KiB
C++
//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Code/DLLs/game/light.cpp $
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// $Revision:: 9 $
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// $Author:: Steven $
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// $Date:: 10/08/02 7:35a $
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//
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// Copyright (C) 1997 by Ritual Entertainment, Inc.
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// All rights reserved.
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//
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// This source is may not be distributed and/or modified without
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// expressly written permission by Ritual Entertainment, Inc.
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//
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//
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// DESCRIPTION:
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// Classes for creating and controlling lights.
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//
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#include "_pch_cpp.h"
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#include "entity.h"
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#include "trigger.h"
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#include "light.h"
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#include "scriptmaster.h"
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/*****************************************************************************/
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/*QUAKED light (0.75 0.5 0) (-8 -8 -8) (8 8 8) LINEAR NO_ENTITIES ENTITY_TRACE SUN DYNAMIC LENSFLARE NO_WORLD
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Non-displayed light. If it targets another entity it will become a spot light
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if "LINEAR" is set, it will be a linear light
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if "NO_ENTITIES" is set, this light will only affect the world, not entities
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if "ENTITY_TRACE" is set, a trace is done betwee the light and the entity.
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if "SUN" is set, the light basically acts like a sun (infinite distance away, no falloff, etc.)
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if "DYNAMIC" is set, the light can be dynamicly changed on & off
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if "LENSFLARE" is set, the light will always have a lensflare attached to it
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if "NO_WORLD" is set, the light will not affect the world
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The light is only added if the trace is clear
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"no_entity_light" - this light will not effect entities, just the world
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"light" - the intensity of the light, default 300
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"color" - the color of the light
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"falloff" - if linear, specify the linear falloff (defaults to 1)
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"radius" - make this a spot light of the given radius
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"angles" - make this a spot light centered on angles
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"spot_angle" - if this is a spot light, what angle to use (default 45)
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"entity_trace" - trace between the entity and the light
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Dynamic light stuff
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"minlight" - the intensity of the light, default 0
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"group_name" - specifies the dynamic light group name for this light
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******************************************************************************/
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Event EV_Light_SetLight
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(
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"light",
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EV_DEFAULT,
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NULL,
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NULL,
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"Set the intensity of the light"
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);
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Event EV_Light_SetColor
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(
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"color",
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EV_DEFAULT,
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NULL,
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NULL,
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""
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);
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Event EV_Light_SetFalloff
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(
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"falloff",
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EV_CODEONLY,
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NULL,
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NULL,
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""
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);
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Event EV_Light_SetRadius
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(
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"falloff",
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EV_CODEONLY,
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NULL,
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NULL,
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""
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);
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Event EV_Light_SpotDir
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(
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"spot_dir",
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EV_CODEONLY,
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NULL,
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NULL,
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""
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);
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Event EV_Light_SpotRadiusByDistance
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(
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"spot_radiusbydistance",
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EV_CODEONLY,
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NULL,
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NULL,
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""
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);
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Event EV_Light_NoEntityLight
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(
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"no_entity_light",
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EV_CODEONLY,
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NULL,
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NULL,
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""
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);
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Event EV_Light_EntityTrace
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(
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"entity_trace",
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EV_CODEONLY,
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NULL,
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NULL,
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""
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);
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Event EV_Light_SpotAngle
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(
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"spot_angle",
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EV_CODEONLY,
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NULL,
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NULL,
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""
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);
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CLASS_DECLARATION( Entity, Light, "light" )
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{
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{ &EV_Light_SetLight, NULL },
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{ NULL, NULL }
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};
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Light::Light()
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{
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PostEvent( EV_Remove, 0.0f );
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}
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