mirror of
https://github.com/blendogames/quadrilateralcowboy.git
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133 lines
3.8 KiB
C
133 lines
3.8 KiB
C
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/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#ifndef __GAME_SECURITYCAMERA_H__
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#define __GAME_SECURITYCAMERA_H__
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#define VIEWCONE_SPOKES 24
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/*
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===================================================================================
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Security camera
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===================================================================================
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*/
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class idSecurityCamera : public idEntity {
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public:
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CLASS_PROTOTYPE( idSecurityCamera );
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void Spawn( void );
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void Save( idSaveGame *savefile ) const;
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void Restore( idRestoreGame *savefile );
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virtual void Think( void );
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virtual renderView_t * GetRenderView();
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virtual void Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location );
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virtual bool Pain( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location );
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virtual void Present( void );
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void reset( void );
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private:
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enum { SCANNING, LOSINGINTEREST, ALERT, ACTIVATED };
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float angle;
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float baseAngle;
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float sweepAngle;
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int modelAxis;
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bool flipAxis;
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float scanDist;
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float scanFov;
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float sweepStart;
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float sweepEnd;
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bool negativeSweep;
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bool sweeping;
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int alertMode;
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float stopSweeping;
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float scanFovCos;
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idVec3 viewOffset;
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int pvsArea;
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idPhysics_RigidBody physicsObj;
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idTraceModel trm;
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void StartSweep( void );
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bool CanSeePlayer( void );
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void SetAlertMode( int status );
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void DrawFov( void );
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void DrawBounds( void );
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const idVec3 GetAxis( void ) const;
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float SweepSpeed( void ) const;
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void Event_ReverseSweep( void );
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void Event_ContinueSweep( void );
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void Event_Pause( void );
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void Event_Alert( void );
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void Event_AddLight( void );
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void Event_KillGhost( void );
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//BC
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idVec3 GetLensPos( void );
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void Event_camOff( void );
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void Event_camOn( void );
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bool camActive;
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float softAlarmTimer;
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bool softAlarmActivated;
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float targetDist; //distance of target to camera.
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float closeTolerance; //how close player has to be in order to immediately trigger cam sighting.
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idEntityPtr<idEntity> lastSpottedEnt;
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idBeam* beam;
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idBeam* beamTarget;
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idEntity* ghostImage;
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idBeam* boundBeam[ VIEWCONE_SPOKES ];
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idBeam* boundBeamTarget[ VIEWCONE_SPOKES ];
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};
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#endif /* !__GAME_SECURITYCAMERA_H__ */
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