/* 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; /* * Light attenuation formalae * (relative to distance 'x' from the light source) */ #define LF_SCALE 128 typedef enum { LF_LINEAR = 0, /* Linear (x) (DEFAULT) */ LF_INVERSE = 1, /* Inverse (1/x), scaled by 1/128 */ LF_INVERSE2 = 2, /* Inverse square (1/(x^2)), scaled by 1/(128^2) */ LF_INFINITE = 3, /* No attenuation, same brightness at any distance */ LF_LOCALMIN = 4, /* No attenuation, non-additive minlight effect within line of sight of the light source. */ LF_INVERSE2A = 5, /* Inverse square, with distance adjusted to avoid exponentially bright values near the source. (1/(x+128)^2), scaled by 1/(128^2) */ LF_COUNT } light_formula_t; typedef struct entity_s { char classname[MAX_ENT_VALUE]; vec3_t origin; qboolean spotlight; vec3_t spotvec; float spotangle; float spotfalloff; float spotangle2; float spotfalloff2; int style; int light; float atten; light_formula_t formula; vec3_t lightcolor; vec_t fadedist; char target[MAX_ENT_VALUE]; char targetname[MAX_ENT_VALUE]; struct epair_s *epairs; const struct entity_s *targetent; } entity_t; /* * 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); const 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__ */