/* Copyright (C) 1996-1997 Id Software, Inc. This program 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. This program 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 this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA See file, 'COPYING', for details. */ #ifndef __LIGHT_ENTITIES_H__ #define __LIGHT_ENTITIES_H__ #include #define DEFAULTLIGHTLEVEL 300 typedef struct epair_s { struct epair_s *next; char key[MAX_ENT_KEY]; char value[MAX_ENT_VALUE]; } epair_t; typedef struct entity_s { char classname[MAX_ENT_VALUE]; vec3_t origin; float angle; /* TYR - added fields */ int formula; float atten; vec3_t mangle; qboolean use_mangle; vec3_t lightcolor; int light; int style; char target[MAX_ENT_VALUE]; char targetname[MAX_ENT_VALUE]; struct epair_s *epairs; struct entity_s *targetent; } entity_t; /* Explanation of values added to struct entity_s * * formula: * takes a value 0-3 (default 0) * 0 - Standard lighting formula like original light * 1 - light fades as 1/x * 2 - light fades as 1/(x^2) * 3 - Light stays same brightness reguardless of distance * * atten: * Takes a float as a value (default 1.0). * This reflects how fast a light fades with distance. * For example a value of 2 will fade twice as fast, and a value of 0.5 * will fade half as fast. (Just like arghlite) * * mangle: * If the entity is a light, then point the spotlight in this direction. * If it is the worldspawn, then this is the sunlight mangle * * lightcolor: * Stores the RGB values to determine the light color */ extern entity_t entities[MAX_MAP_ENTITIES]; extern int num_entities; entity_t *FindEntityWithKeyPair(const char *key, const char *value); char *ValueForKey(const entity_t *ent, const char *key); void GetVectorForKey(const entity_t *ent, const char *key, vec3_t vec); void LoadEntities(void); void WriteEntitiesToString(void); #endif /* __LIGHT_ENTITIES_H__ */