openmohaa/code/fgame/light.cpp
2023-06-15 23:44:02 +02:00

152 lines
3.2 KiB
C++

/*
===========================================================================
Copyright (C) 2015 the OpenMoHAA team
This file is part of OpenMoHAA source code.
OpenMoHAA 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 2 of the License,
or (at your option) any later version.
OpenMoHAA 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 OpenMoHAA source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// light.cpp: Classes for creating and controlling lights.
//
#include "g_local.h"
#include "entity.h"
#include "trigger.h"
#include "light.h"
#include "scriptmaster.h"
/*****************************************************************************/
/*QUAKED light (0.75 0.5 0) (-8 -8 -8) (8 8 8) LINEAR NO_ENTITIES ENTITY_TRACE
Non-displayed light. If it targets another entity it will become a spot light
if "LINEAR" is set, it will be a linear light
if "NO_ENTITIES" is set, this light will only effect the world, not entities
if "ENTITY_TRACE" is set, a trace is done betwee the light and the entity.\
The light is only added if the trace is clear
"no_entity_light" - this light will not effect entities, just the world
"light" - the intensity of the light, default 300
"color" - the color of the light
"falloff" - if linear, specify the linear falloff (defaults to 1)
"radius" - make this a spot light of the given radius
"angles" - make this a spot light centered on angles
"spot_angle" - if this is a spot light, what angle to use (default 45)
"entity_trace" - trace between the entity and the light
******************************************************************************/
Event EV_Light_SetLight
(
"light",
EV_DEFAULT,
NULL,
NULL,
"Set the intensity of the light",
EV_NORMAL
);
Event EV_Light_SetColor
(
"color",
EV_DEFAULT,
NULL,
NULL,
"",
EV_NORMAL
);
Event EV_Light_SetFalloff
(
"falloff",
EV_CODEONLY,
NULL,
NULL,
"",
EV_NORMAL
);
Event EV_Light_SetRadius
(
"falloff",
EV_CODEONLY,
NULL,
NULL,
"",
EV_NORMAL
);
Event EV_Light_SpotDir
(
"spot_dir",
EV_CODEONLY,
NULL,
NULL,
"",
EV_NORMAL
);
Event EV_Light_SpotRadiusByDistance
(
"spot_radiusbydistance",
EV_CODEONLY,
NULL,
NULL,
"",
EV_NORMAL
);
Event EV_Light_NoEntityLight
(
"no_entity_light",
EV_CODEONLY,
NULL,
NULL,
"",
EV_NORMAL
);
Event EV_Light_EntityTrace
(
"entity_trace",
EV_CODEONLY,
NULL,
NULL,
"",
EV_NORMAL
);
Event EV_Light_SpotAngle
(
"spot_angle",
EV_CODEONLY,
NULL,
NULL,
"",
EV_NORMAL
);
CLASS_DECLARATION( Entity, Light, "light" )
{
{ &EV_Light_SetLight, NULL },
{ NULL, NULL }
};
Light::Light()
{
PostEvent( EV_Remove, 0 );
}