/* =========================================================================== 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 . 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 lastSpottedEnt; idBeam* beam; idBeam* beamTarget; idEntity* ghostImage; idBeam* boundBeam[ VIEWCONE_SPOKES ]; idBeam* boundBeamTarget[ VIEWCONE_SPOKES ]; }; #endif /* !__GAME_SECURITYCAMERA_H__ */