quadrilateralcowboy/d3xp/SecurityCamera.h

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2020-06-12 21:06:25 +00:00
/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
Doom 3 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 3 of the License, or
(at your option) any later version.
Doom 3 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 Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#ifndef __GAME_SECURITYCAMERA_H__
#define __GAME_SECURITYCAMERA_H__
#define VIEWCONE_SPOKES 24
/*
===================================================================================
Security camera
===================================================================================
*/
class idSecurityCamera : public idEntity {
public:
CLASS_PROTOTYPE( idSecurityCamera );
void Spawn( void );
void Save( idSaveGame *savefile ) const;
void Restore( idRestoreGame *savefile );
virtual void Think( void );
virtual renderView_t * GetRenderView();
virtual void Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location );
virtual bool Pain( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location );
virtual void Present( void );
void reset( void );
private:
enum { SCANNING, LOSINGINTEREST, ALERT, ACTIVATED };
float angle;
float baseAngle;
float sweepAngle;
int modelAxis;
bool flipAxis;
float scanDist;
float scanFov;
float sweepStart;
float sweepEnd;
bool negativeSweep;
bool sweeping;
int alertMode;
float stopSweeping;
float scanFovCos;
idVec3 viewOffset;
int pvsArea;
idPhysics_RigidBody physicsObj;
idTraceModel trm;
void StartSweep( void );
bool CanSeePlayer( void );
void SetAlertMode( int status );
void DrawFov( void );
void DrawBounds( void );
const idVec3 GetAxis( void ) const;
float SweepSpeed( void ) const;
void Event_ReverseSweep( void );
void Event_ContinueSweep( void );
void Event_Pause( void );
void Event_Alert( void );
void Event_AddLight( void );
void Event_KillGhost( void );
//BC
idVec3 GetLensPos( void );
void Event_camOff( void );
void Event_camOn( void );
bool camActive;
float softAlarmTimer;
bool softAlarmActivated;
float targetDist; //distance of target to camera.
float closeTolerance; //how close player has to be in order to immediately trigger cam sighting.
idEntityPtr<idEntity> lastSpottedEnt;
idBeam* beam;
idBeam* beamTarget;
idEntity* ghostImage;
idBeam* boundBeam[ VIEWCONE_SPOKES ];
idBeam* boundBeamTarget[ VIEWCONE_SPOKES ];
};
#endif /* !__GAME_SECURITYCAMERA_H__ */