quadrilateralcowboy/d3xp/SecurityCamera.cpp
2020-06-12 14:06:25 -07:00

1199 lines
32 KiB
C++

/*
===========================================================================
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.
===========================================================================
*/
/*
SecurityCamera.cpp
Security camera that triggers targets when player is in view
*/
#include "../idlib/precompiled.h"
#pragma hdrstop
#include "Game_local.h"
#define CAMERAGHOST_LIFETIME 20 //how long ghost sits there.
/***********************************************************************
idSecurityCamera
***********************************************************************/
const idEventDef EV_SecurityCam_ReverseSweep( "<reverseSweep>" );
const idEventDef EV_SecurityCam_ContinueSweep( "<continueSweep>" );
const idEventDef EV_SecurityCam_Pause( "<pause>" );
const idEventDef EV_SecurityCam_Alert( "<alert>" );
const idEventDef EV_SecurityCam_AddLight( "<addLight>" );
const idEventDef EV_SecurityCam_camOff( "camOff" );
const idEventDef EV_SecurityCam_camOn( "camOn" );
const idEventDef EV_SecurityCam_KillGhost( "<killghost>" );
const idEventDef EV_SecurityCam_reset( "camreset" );
CLASS_DECLARATION( idEntity, idSecurityCamera )
EVENT( EV_SecurityCam_ReverseSweep, idSecurityCamera::Event_ReverseSweep )
EVENT( EV_SecurityCam_ContinueSweep, idSecurityCamera::Event_ContinueSweep )
EVENT( EV_SecurityCam_Pause, idSecurityCamera::Event_Pause )
EVENT( EV_SecurityCam_Alert, idSecurityCamera::Event_Alert )
EVENT( EV_SecurityCam_AddLight, idSecurityCamera::Event_AddLight )
EVENT( EV_SecurityCam_camOff, idSecurityCamera::Event_camOff)
EVENT( EV_SecurityCam_camOn, idSecurityCamera::Event_camOn)
EVENT( EV_SecurityCam_KillGhost, idSecurityCamera::Event_KillGhost)
EVENT( EV_SecurityCam_reset, idSecurityCamera::reset)
END_CLASS
/*
================
idSecurityCamera::Save
================
*/
void idSecurityCamera::Save( idSaveGame *savefile ) const {
savefile->WriteFloat( angle );
savefile->WriteFloat( sweepAngle );
savefile->WriteInt( modelAxis );
savefile->WriteBool( flipAxis );
savefile->WriteFloat( scanDist );
savefile->WriteFloat( scanFov );
savefile->WriteFloat( sweepStart );
savefile->WriteFloat( sweepEnd );
savefile->WriteBool( negativeSweep );
savefile->WriteBool( sweeping );
savefile->WriteInt( alertMode );
savefile->WriteFloat( stopSweeping );
savefile->WriteFloat( scanFovCos );
savefile->WriteVec3( viewOffset );
savefile->WriteInt( pvsArea );
savefile->WriteStaticObject( physicsObj );
savefile->WriteTraceModel( trm );
savefile->WriteBool(camActive);
savefile->WriteFloat(softAlarmTimer);
savefile->WriteBool(softAlarmActivated);
savefile->WriteFloat(targetDist);
savefile->WriteFloat(closeTolerance);
lastSpottedEnt.Save(savefile);
savefile->WriteObject(beam);
savefile->WriteObject(beamTarget);
savefile->WriteObject(ghostImage);
int i;
for (i = 0; i < VIEWCONE_SPOKES; i++)
{
savefile->WriteObject(boundBeam[i]);
savefile->WriteObject(boundBeamTarget[i]);
}
}
/*
================
idSecurityCamera::Restore
================
*/
void idSecurityCamera::Restore( idRestoreGame *savefile ) {
savefile->ReadFloat( angle );
savefile->ReadFloat( sweepAngle );
savefile->ReadInt( modelAxis );
savefile->ReadBool( flipAxis );
savefile->ReadFloat( scanDist );
savefile->ReadFloat( scanFov );
savefile->ReadFloat( sweepStart );
savefile->ReadFloat( sweepEnd );
savefile->ReadBool( negativeSweep );
savefile->ReadBool( sweeping );
savefile->ReadInt( alertMode );
savefile->ReadFloat( stopSweeping );
savefile->ReadFloat( scanFovCos );
savefile->ReadVec3( viewOffset );
savefile->ReadInt( pvsArea );
savefile->ReadStaticObject( physicsObj );
savefile->ReadTraceModel( trm );
savefile->ReadBool(camActive);
savefile->ReadFloat(softAlarmTimer);
savefile->ReadBool(softAlarmActivated);
savefile->ReadFloat(targetDist);
savefile->ReadFloat(closeTolerance);
lastSpottedEnt.Restore(savefile);
savefile->ReadObject(reinterpret_cast<idClass *&>(beam));
savefile->ReadObject(reinterpret_cast<idClass *&>(beamTarget));
savefile->ReadObject(reinterpret_cast<idClass *&>(ghostImage));
int i;
for (i = 0; i < VIEWCONE_SPOKES; i++)
{
savefile->ReadObject(reinterpret_cast<idClass *&>(boundBeam[i]));
savefile->ReadObject(reinterpret_cast<idClass *&>(boundBeamTarget[i]));
}
}
/*
================
idSecurityCamera::Spawn
================
*/
void idSecurityCamera::Spawn( void ) {
idStr str;
int pitch;
int i;
sweepAngle = spawnArgs.GetFloat( "sweepAngle", "90" );
health = spawnArgs.GetInt( "health", "100" );
scanFov = spawnArgs.GetFloat( "scanFov", "90" );
scanDist = spawnArgs.GetFloat( "scanDist", "200" );
flipAxis = spawnArgs.GetBool( "flipAxis" );
modelAxis = spawnArgs.GetInt( "modelAxis" );
if ( modelAxis < 0 || modelAxis > 2 ) {
modelAxis = 0;
}
//bc tilt the camera down.
pitch = spawnArgs.GetInt("pitch", "35");
idAngles curAng = GetPhysics()->GetAxis().ToAngles();
curAng.pitch = pitch;
SetAxis( curAng.ToMat3() );
this->closeTolerance = spawnArgs.GetInt("closeTolerance", "130");
this->camActive = true;
spawnArgs.GetVector( "viewOffset", "0 0 0", viewOffset );
if ( spawnArgs.GetBool( "spotLight" ) ) {
PostEventMS( &EV_SecurityCam_AddLight, 0 );
}
negativeSweep = ( sweepAngle < 0 ) ? true : false;
sweepAngle = abs( sweepAngle );
scanFovCos = cos( scanFov * idMath::PI / 360.0f );
angle = GetPhysics()->GetAxis().ToAngles().yaw;
this->baseAngle = this->angle;
if (this->baseAngle < 0)
this->baseAngle += 360.0f;
StartSweep();
SetAlertMode( SCANNING );
BecomeActive( TH_THINK );
if ( health ) {
fl.takedamage = true;
}
pvsArea = gameLocal.pvs.GetPVSArea( GetPhysics()->GetOrigin() );
// if no target specified use ourself
str = spawnArgs.GetString( "cameraTarget" );
if ( str.Length() == 0 ) {
spawnArgs.Set( "cameraTarget", spawnArgs.GetString( "name" ) );
}
// check if a clip model is set
spawnArgs.GetString( "clipmodel", "", str );
if ( !str[0] ) {
str = spawnArgs.GetString( "model" ); // use the visual model
}
if ( !collisionModelManager->TrmFromModel( str, trm ) ) {
gameLocal.Error( "idSecurityCamera '%s': cannot load collision model %s", name.c_str(), str.c_str() );
return;
}
GetPhysics()->SetContents( CONTENTS_SOLID );
GetPhysics()->SetClipMask( MASK_SOLID | CONTENTS_BODY | CONTENTS_CORPSE | CONTENTS_MOVEABLECLIP );
// setup the physics
UpdateChangeableSpawnArgs( NULL );
//Beam stuff.
idDict args;
args.SetVector( "origin", vec3_origin );
args.SetBool( "start_off", true );
this->beamTarget = ( idBeam * )gameLocal.SpawnEntityType( idBeam::Type, &args );
args.Clear();
args.Set( "target", beamTarget->name.c_str() );
args.SetVector( "origin", vec3_origin );
args.SetBool( "start_off", false );
args.Set( "width", "2" );
args.Set( "skin", "skins/beam_cameraline" );
this->beam = ( idBeam * )gameLocal.SpawnEntityType( idBeam::Type, &args );
for ( i = 0; i < VIEWCONE_SPOKES; i++ )
{
args.Clear();
args.SetVector( "origin", vec3_origin );
args.SetBool( "start_off", false );
this->boundBeamTarget[ i ] = ( idBeam * )gameLocal.SpawnEntityType( idBeam::Type, &args );
args.Clear();
args.Set( "target", this->boundBeamTarget[ i ]->name.c_str() );
args.SetVector( "origin", vec3_origin );
args.SetBool( "start_off", false );
args.Set( "width", "12" );
args.Set( "skin", "skins/beam_camera" );
this->boundBeam[ i ] = ( idBeam * )gameLocal.SpawnEntityType( idBeam::Type, &args );
this->boundBeam[ i ]->GetRenderEntity()->shaderParms[ SHADERPARM_RED ] = 0;
this->boundBeam[ i ]->GetRenderEntity()->shaderParms[ SHADERPARM_GREEN ] = 1.0f;
this->boundBeam[ i ]->GetRenderEntity()->shaderParms[ SHADERPARM_BLUE ] = 0;
this->boundBeam[ i ]->GetRenderEntity()->shaderParms[ SHADERPARM_TIMESCALE ] = 0.3f;
}
args.Clear();
//args.SetInt( "solid", 0 );
args.SetVector( "origin", vec3_origin );
//args.Set( "model", "models/monster_npc/tris.md5mesh" );
//this->ghostImage = ( idAnimated * )gameLocal.SpawnEntityType( idAnimated::Type, &args );
args.Set( "classname", "env_cameradummy" );
gameLocal.SpawnEntityDef( args, &this->ghostImage );
this->beam->Hide();
this->ghostImage->Hide();
renderEntity.shaderParms[ SHADERPARM_RED ] = 0;
renderEntity.shaderParms[ SHADERPARM_GREEN ] = 1.0f;
renderEntity.shaderParms[ SHADERPARM_BLUE ] = 0;
StartSound( "snd_hum", SND_CHANNEL_DEMONIC, 0, false, NULL );
}
/*
================
idSecurityCamera::Event_AddLight
================
*/
void idSecurityCamera::Event_AddLight( void ) {
idDict args;
idVec3 right, up, target, temp;
idVec3 dir;
float radius;
idVec3 lightOffset;
idLight *spotLight;
dir = GetAxis();
dir.NormalVectors( right, up );
target = GetPhysics()->GetOrigin() + dir * scanDist;
radius = tan( scanFov * idMath::PI / 360.0f );
up = dir + up * radius;
up.Normalize();
up = GetPhysics()->GetOrigin() + up * scanDist;
up -= target;
right = dir + right * radius;
right.Normalize();
right = GetPhysics()->GetOrigin() + right * scanDist;
right -= target;
spawnArgs.GetVector( "lightOffset", "0 0 0", lightOffset );
args.Set( "origin", ( GetPhysics()->GetOrigin() + lightOffset ).ToString() );
args.Set( "light_target", target.ToString() );
args.Set( "light_right", right.ToString() );
args.Set( "light_up", up.ToString() );
args.SetFloat( "angle", GetPhysics()->GetAxis()[0].ToYaw() );
args.SetInt("alarmlight", 0);
spotLight = static_cast<idLight *>( gameLocal.SpawnEntityType( idLight::Type, &args ) );
spotLight->Bind( this, true );
spotLight->UpdateVisuals();
}
/*
================
idSecurityCamera::DrawFov
================
*/
void idSecurityCamera::DrawFov( void ) {
int i;
float radius, a, s, c, halfRadius;
idVec3 right, up;
idVec4 color(1, 0, 0, 1), color2(0, 0, 1, 1);
idVec3 lastPoint, point, lastHalfPoint, halfPoint, center;
idVec3 dir = GetAxis();
dir.NormalVectors( right, up );
radius = tan( scanFov * idMath::PI / 360.0f );
halfRadius = radius * 0.5f;
lastPoint = dir + up * radius;
lastPoint.Normalize();
lastPoint = GetPhysics()->GetOrigin() + lastPoint * scanDist;
lastHalfPoint = dir + up * halfRadius;
lastHalfPoint.Normalize();
lastHalfPoint = GetPhysics()->GetOrigin() + lastHalfPoint * scanDist;
center = GetPhysics()->GetOrigin() + dir * scanDist;
for ( i = 1; i < 12; i++ ) {
a = idMath::TWO_PI * i / 12.0f;
idMath::SinCos( a, s, c );
point = dir + right * s * radius + up * c * radius;
point.Normalize();
point = GetPhysics()->GetOrigin() + point * scanDist;
gameRenderWorld->DebugLine( color, lastPoint, point );
gameRenderWorld->DebugLine( color, GetPhysics()->GetOrigin(), point );
lastPoint = point;
halfPoint = dir + right * s * halfRadius + up * c * halfRadius;
halfPoint.Normalize();
halfPoint = GetPhysics()->GetOrigin() + halfPoint * scanDist;
gameRenderWorld->DebugLine( color2, point, halfPoint );
gameRenderWorld->DebugLine( color2, lastHalfPoint, halfPoint );
lastHalfPoint = halfPoint;
gameRenderWorld->DebugLine( color2, halfPoint, center );
}
}
idVec3 idSecurityCamera::GetLensPos()
{
idVec3 forward, right, up;
GetPhysics()->GetAxis().ToAngles().ToVectors( &forward, &right, &up );
return GetPhysics()->GetOrigin() + (forward * viewOffset.x) + (right * viewOffset.y) + (up * viewOffset.z);
}
/*
================
idSecurityCamera::GetRenderView
================
*/
renderView_t *idSecurityCamera::GetRenderView()
{
idVec3 forward, right, up;
GetPhysics()->GetAxis().ToAngles().ToVectors( &forward, &right, &up );
renderView_t *rv = idEntity::GetRenderView();
rv->fov_x = scanFov;
rv->fov_y = scanFov;
rv->viewaxis = GetAxis().ToAngles().ToMat3();
rv->vieworg = GetLensPos();
return rv;
}
/*
================
idSecurityCamera::CanSeePlayer
================
*/
bool idSecurityCamera::CanSeePlayer( void ) {
int i;
float dist;
idPlayer *ent;
trace_t tr;
idVec3 dir;
pvsHandle_t handle;
idEntity *projector = NULL; //bc
if (this->IsHidden())
return false;
if (g_skill.GetInteger() <= 0)
return false;
handle = gameLocal.pvs.SetupCurrentPVS( pvsArea );
for ( i = 0; i < gameLocal.num_entities; i++ )
{
if ( !gameLocal.entities[ i ] )
continue;
//check if the classname matches.
if (idStr::Icmp( "env_projector", gameLocal.entities[ i ]->spawnArgs.GetString( "classname" )) == 0)
{
projector = gameLocal.entities[i];
break;
}
}
/*
if (projector)
{
float leftLength = projector->spawnArgs.GetFloat("leftlength", "");
float ceilingLength = projector->spawnArgs.GetFloat("ceilinglength", "");
float rightLength = projector->spawnArgs.GetFloat("rightlength", "");
idBounds bounds = idBounds( idVec3( -4, -rightLength, 0 ), idVec3( 4, leftLength, ceilingLength ) );
bounds.RotateSelf( projector->GetPhysics()->GetAxis().ToAngles().ToMat3() );
gameRenderWorld->DebugBounds( colorMagenta, bounds, projector->GetPhysics()->GetOrigin(), gameLocal.msec );
}
*/
for ( i = 0; i < gameLocal.numClients; i++ )
{
ent = static_cast<idPlayer*>(gameLocal.entities[ i ]);
//if ( !ent || ( ent->fl.notarget ) )
if ( !ent || ( ent->fl.notarget ) || ent->noclip)
{
continue;
}
// if there is no way we can see this player
if ( !gameLocal.pvs.InCurrentPVS( handle, ent->GetPVSAreas(), ent->GetNumPVSAreas() ) ) {
continue;
}
dir = ent->GetPhysics()->GetOrigin() - GetPhysics()->GetOrigin();
dist = dir.Normalize();
if ( dist > scanDist ) {
continue;
}
if ( dir * GetAxis() < scanFovCos ) {
continue;
}
idVec3 eye;
eye = ent->EyeOffset();
//gameRenderWorld->DebugLine( colorWhite, GetPhysics()->GetOrigin(), ent->GetPhysics()->GetOrigin() + eye + idVec3(0,0,-1), 1000 );
//gameRenderWorld->DebugCircle( colorWhite, GetPhysics()->GetOrigin() + idVec3(0,0,-3.5f) /*close to where lens is*/, idVec3(0,0,1), 2, 5, 200);
//gameRenderWorld->DebugCircle( colorWhite, GetPhysics()->GetOrigin() + (GetPhysics()->GetAxis().ToAngles().ToForward() * 6), idVec3(0,0,1), 2, 5, 200);
gameLocal.clip.TracePoint( tr, GetLensPos()/*close to where lens is*/,
ent->GetPhysics()->GetOrigin() + eye, /*MASK_OPAQUE*/MASK_SOLID, this );
if (projector)
{
if (gameLocal.GetTraceEntity( tr ) == projector)
{
float projectorDot = DotProduct( this->GetPhysics()->GetAxis().ToAngles().ToForward(), projector->GetPhysics()->GetAxis().ToAngles().ToForward() );
//if blocked by the projector screen...
if (projectorDot > 0)
{
continue;
}
else
{
//projector is facing away from camera. Therefore we need the trace to now IGNORE the projector screen.
gameLocal.clip.TracePoint( tr, GetPhysics()->GetOrigin() + idVec3(0,0,-3), ent->GetPhysics()->GetOrigin() + eye,
MASK_SOLID, projector );
}
}
}
if ( tr.fraction >= 1.0 || ( gameLocal.GetTraceEntity( tr ) == ent ) )
{
gameLocal.pvs.FreeCurrentPVS( handle );
this->targetDist = dist;
this->lastSpottedEnt = ent;
return true;
}
}
gameLocal.pvs.FreeCurrentPVS( handle );
this->lastSpottedEnt = NULL;
return false;
}
/*
================
idSecurityCamera::SetAlertMode
================
*/
void idSecurityCamera::SetAlertMode( int alert ) {
if (alert >= SCANNING && alert <= ACTIVATED) {
alertMode = alert;
}
renderEntity.shaderParms[ SHADERPARM_MODE ] = alertMode;
UpdateVisuals();
}
void idSecurityCamera::DrawBounds( void ) {
int i;
float radius, a, s, c, halfRadius;
idVec3 right, up;
idVec4 color(1, 1, 1, 0.1f), color2(1, 0.5f, 0, 1);
idVec3 lastPoint, point, lastHalfPoint, halfPoint, center;
idVec3 last3dPoint, first3dPoint;
idVec3 dir = GetAxis();
dir.NormalVectors( right, up );
radius = tan( scanFov * idMath::PI / 360.0f );
halfRadius = radius * 0.5f;
lastPoint = dir + up * radius;
lastPoint.Normalize();
lastPoint = GetPhysics()->GetOrigin() + lastPoint * scanDist;
lastHalfPoint = dir + up * halfRadius;
lastHalfPoint.Normalize();
lastHalfPoint = GetPhysics()->GetOrigin() + lastHalfPoint * scanDist;
center = GetPhysics()->GetOrigin() + dir * scanDist;
first3dPoint.Set( 0,0,0 );
for ( i = 1; i < VIEWCONE_SPOKES; i++ )
{
trace_t tr;
a = idMath::TWO_PI * i / (VIEWCONE_SPOKES * 1.0f);
idMath::SinCos( a, s, c );
point = dir + right * s * radius + up * c * radius;
point.Normalize();
point = GetPhysics()->GetOrigin() + point * scanDist;
//gameRenderWorld->DebugLine( color, lastPoint, point ); //draw circle.
//gameRenderWorld->DebugLine( color, GetPhysics()->GetOrigin(), point ); //draw spokes.
gameLocal.clip.TracePoint( tr, GetPhysics()->GetOrigin(), point, MASK_SOLID, this );
if (i >= 2)
{
//gameRenderWorld->DebugLine( color, last3dPoint, tr.endpos );
this->boundBeam[ i - 1 ]->SetOrigin( last3dPoint + dir * -4 );
this->boundBeamTarget[ i - 1 ]->SetOrigin( tr.endpos + dir * -4 );
}
if ( first3dPoint.x == 0 && first3dPoint.y == 0 && first3dPoint.z == 0 )
{
first3dPoint.Set( tr.endpos.x, tr.endpos.y, tr.endpos.z );
}
last3dPoint = tr.endpos;
lastPoint = point;
halfPoint = dir + right * s * halfRadius + up * c * halfRadius;
halfPoint.Normalize();
halfPoint = GetPhysics()->GetOrigin() + halfPoint * scanDist;
//gameRenderWorld->DebugLine( color2, point, halfPoint );
//gameRenderWorld->DebugLine( color2, lastHalfPoint, halfPoint );
lastHalfPoint = halfPoint;
//gameRenderWorld->DebugLine( color2, halfPoint, center );
}
this->boundBeam[ VIEWCONE_SPOKES - 1 ]->SetOrigin( last3dPoint + dir * -4 );
this->boundBeamTarget[ VIEWCONE_SPOKES - 1 ]->SetOrigin( first3dPoint + dir * -4 );
//gameRenderWorld->DebugLine( color, first3dPoint, last3dPoint );
}
/*
================
idSecurityCamera::Think
================
*/
void idSecurityCamera::Think( void ) {
float pct;
float travel;
if ( thinkFlags & TH_THINK ) {
if ( g_showEntityInfo.GetBool() ) {
DrawFov();
}
DrawBounds();
if (health <= 0) {
BecomeInactive( TH_THINK );
return;
}
}
// run physics
RunPhysics();
if ( thinkFlags & TH_THINK )
{
if (!this->camActive)
{
//do nothing.
if (gameLocal.time > this->softAlarmTimer && !this->softAlarmActivated)
{
uiAlarmTimer = gameLocal.time + UIALARMTIME;
//trigger soft alarm.
this->softAlarmActivated = true;
gameLocal.GetLocalPlayer()->Event_hudMessage( va( common->GetLanguageDict()->GetString( "#str_01203" ), this->GetName() ) );
idStr funcname = spawnArgs.GetString( "softalarmtarget", "" );
if ( funcname.Length() )
{
idEntity *softAlarmEnt;
softAlarmEnt = gameLocal.FindEntity( funcname );
if ( softAlarmEnt->RespondsTo( EV_Activate ) || softAlarmEnt->HasSignal( SIG_TRIGGER ) )
{
softAlarmEnt->Signal( SIG_TRIGGER );
softAlarmEnt->ProcessEvent( &EV_Activate, this );
}
}
}
Present();
return;
}
if (CanSeePlayer())
{
if (alertMode == SCANNING)
{
float sightTime;
int i;
SetAlertMode(ALERT);
stopSweeping = gameLocal.time;
if (sweeping)
{
CancelEvents( &EV_SecurityCam_Pause );
}
else
{
CancelEvents( &EV_SecurityCam_ReverseSweep );
}
sweeping = false;
StopSound( SND_CHANNEL_ANY, false );
StartSound( "snd_sight", SND_CHANNEL_BODY, 0, false, NULL );
renderEntity.shaderParms[ SHADERPARM_RED ] = 1;
renderEntity.shaderParms[ SHADERPARM_GREEN ] = .9f;
renderEntity.shaderParms[ SHADERPARM_BLUE ] = 0;
for ( i = 0; i < VIEWCONE_SPOKES; i++ )
{
//re-enable the boundbeam. Suspicious.
// set skin.
this->boundBeam[ i ]->SetSkin( declManager->FindSkin( "skins/beam_camera" ) );
this->boundBeam[ i ]->GetRenderEntity()->shaderParms[ SHADERPARM_RED ] = 1;
this->boundBeam[ i ]->GetRenderEntity()->shaderParms[ SHADERPARM_GREEN ] = 0.8f;
this->boundBeam[ i ]->GetRenderEntity()->shaderParms[ SHADERPARM_BLUE ] = 0;
}
//bc if player is very close, then player is spotted immediately.
if (this->targetDist < this->closeTolerance)
{
sightTime = spawnArgs.GetFloat( "closeSightTime", "0.3" );
}
else
{
sightTime = spawnArgs.GetFloat( "sightTime", "0.6" );
}
PostEventSec(&EV_SecurityCam_Alert, sightTime);
}
}
else
{
if (alertMode == ALERT)
{
float sightResume;
SetAlertMode(LOSINGINTEREST);
CancelEvents( &EV_SecurityCam_Alert );
sightResume = spawnArgs.GetFloat( "sightResume", "3" );
PostEventSec( &EV_SecurityCam_ContinueSweep, sightResume );
}
if ( sweeping && sweepAngle > 0)
{
idAngles a = GetPhysics()->GetAxis().ToAngles();
pct = ( gameLocal.time - sweepStart ) / ( sweepEnd - sweepStart );
travel = pct * sweepAngle;
if ( negativeSweep )
{
a.yaw = angle + travel;
}
else
{
a.yaw = angle - travel;
}
/*
//verify the camera isn't using some wacky angle.
if (idMath::Fabs(a.yaw) > this->baseAngle + 2)
{
a.yaw = this->baseAngle + 2;
}
if (idMath::Fabs(a.yaw) < this->baseAngle - this->sweepAngle - 2)
{
a.yaw = this->baseAngle - this->sweepAngle - 2;
}
*/
SetAngles( a );
}
}
}
Present();
}
/*
================
idSecurityCamera::GetAxis
================
*/
const idVec3 idSecurityCamera::GetAxis( void ) const {
return (flipAxis) ? -GetPhysics()->GetAxis()[modelAxis] : GetPhysics()->GetAxis()[modelAxis];
};
/*
================
idSecurityCamera::SweepSpeed
================
*/
float idSecurityCamera::SweepSpeed( void ) const {
return spawnArgs.GetFloat( "sweepSpeed", "5" );
}
/*
================
idSecurityCamera::StartSweep
================
*/
void idSecurityCamera::StartSweep( void ) {
int speed;
sweeping = true;
sweepStart = gameLocal.time;
speed = SEC2MS( SweepSpeed() );
sweepEnd = sweepStart + speed;
PostEventMS( &EV_SecurityCam_Pause, speed );
if ( this->sweepAngle != 0 )
StartSound( "snd_moving", SND_CHANNEL_BODY, 0, false, NULL );
}
void idSecurityCamera::Event_KillGhost( void )
{
this->beam->Hide();
this->ghostImage->Hide();
}
/*
================
idSecurityCamera::Event_ContinueSweep
================
*/
void idSecurityCamera::Event_ContinueSweep( void ) {
int i;
float pct = (stopSweeping - sweepStart) / (sweepEnd - sweepStart);
float f = gameLocal.time - (sweepEnd - sweepStart) * pct;
int speed;
sweepStart = f;
//speed = MS2SEC( SweepSpeed() );
speed = SEC2MS( SweepSpeed() ); //bc fixed bug.
sweepEnd = sweepStart + speed;
PostEventMS( &EV_SecurityCam_Pause, speed * (1.0 - pct));
if ( this->sweepAngle != 0 )
StartSound( "snd_moving", SND_CHANNEL_BODY, 0, false, NULL );
SetAlertMode(SCANNING);
sweeping = true;
renderEntity.shaderParms[ SHADERPARM_RED ] = 0;
renderEntity.shaderParms[ SHADERPARM_GREEN ] = 1.0f;
renderEntity.shaderParms[ SHADERPARM_BLUE ] = 0;
for ( i = 0; i < VIEWCONE_SPOKES; i++ )
{
//re-enable the boundbeam.
// set skin.
this->boundBeam[ i ]->SetSkin( declManager->FindSkin( "skins/beam_camera" ) );
this->boundBeam[ i ]->GetRenderEntity()->shaderParms[ SHADERPARM_RED ] = 0;
this->boundBeam[ i ]->GetRenderEntity()->shaderParms[ SHADERPARM_GREEN ] = 1.0f;
this->boundBeam[ i ]->GetRenderEntity()->shaderParms[ SHADERPARM_BLUE ] = 0;
}
StartSound( "snd_hum", SND_CHANNEL_DEMONIC, 0, false, NULL );
}
/*
================
idSecurityCamera::Event_Alert
================
*/
void idSecurityCamera::Event_Alert( void ) {
float wait;
int i;
//the camera has confirmed the suspicious thingamajig. Go red.
if ( this->lastSpottedEnt.IsValid() )
{
CancelEvents( &EV_SecurityCam_KillGhost );
this->beam->Show();
this->ghostImage->Show();
//draw the beam to the entity.
this->beam->SetOrigin( GetLensPos() );
this->beamTarget->SetOrigin( this->lastSpottedEnt.GetEntity()->GetPhysics()->GetAbsBounds().GetCenter() );
this->ghostImage->SetOrigin( this->lastSpottedEnt.GetEntity()->GetPhysics()->GetOrigin() );
//set the ghost angle.
idAngles playerAng;
playerAng.yaw = static_cast<idPlayer *>( this->lastSpottedEnt.GetEntity() )->viewAngles.yaw;
playerAng.pitch = 0;
playerAng.roll = 0;
this->ghostImage->SetAxis( playerAng.ToMat3() );
PostEventSec( &EV_SecurityCam_KillGhost, CAMERAGHOST_LIFETIME );
//common->Printf("Event: CAUGHT BY CAMERA: %s\n", this->GetName() );
gameLocal.GetLocalPlayer()->Event_hudMessage( va( common->GetLanguageDict()->GetString( "#str_01202" ), this->GetName() ) );
}
renderEntity.shaderParms[ SHADERPARM_RED ] = 1;
renderEntity.shaderParms[ SHADERPARM_GREEN ] = 0;
renderEntity.shaderParms[ SHADERPARM_BLUE ] = 0;
for ( i = 0; i < VIEWCONE_SPOKES; i++ )
{
//re-enable the boundbeam. Caught player.
// set skin.
this->boundBeam[ i ]->SetSkin( declManager->FindSkin( "skins/beam_camera" ) );
this->boundBeam[ i ]->GetRenderEntity()->shaderParms[ SHADERPARM_RED ] = 1;
this->boundBeam[ i ]->GetRenderEntity()->shaderParms[ SHADERPARM_GREEN ] = 0;
this->boundBeam[ i ]->GetRenderEntity()->shaderParms[ SHADERPARM_BLUE ] = 0;
}
SetAlertMode(ACTIVATED);
StopSound( SND_CHANNEL_ANY, false );
StartSound( "snd_activate", SND_CHANNEL_BODY, 0, false, NULL ); //"You've been spotted!" sound.
ActivateTargets(this);
CancelEvents( &EV_SecurityCam_ContinueSweep );
wait = spawnArgs.GetFloat( "wait", "2" );
PostEventSec( &EV_SecurityCam_ContinueSweep, wait );
}
/*
================
idSecurityCamera::Event_ReverseSweep
================
*/
void idSecurityCamera::Event_ReverseSweep( void ) {
if (spawnArgs.GetBool("hidebeam"))
{
int i;
for ( i = 0; i < VIEWCONE_SPOKES; i++ )
{
this->boundBeam[i]->Hide();
}
}
angle = GetPhysics()->GetAxis().ToAngles().yaw;
negativeSweep = !negativeSweep;
StartSweep();
}
/*
================
idSecurityCamera::Event_Pause
================
*/
void idSecurityCamera::Event_Pause( void ) {
float sweepWait;
sweepWait = spawnArgs.GetFloat( "sweepWait", "0.5" );
sweeping = false;
StopSound( SND_CHANNEL_BODY, false );
StartSound( "snd_stop", SND_CHANNEL_BODY, 0, false, NULL );
PostEventSec( &EV_SecurityCam_ReverseSweep, sweepWait );
}
void idSecurityCamera::Event_camOff( void )
{
int i;
idDict args;
if (!this->camActive)
return;
this->camActive = false;
StopSound( SND_CHANNEL_ANY, false );
CancelEvents( &EV_SecurityCam_ContinueSweep );
CancelEvents( &EV_SecurityCam_Pause );
CancelEvents( &EV_SecurityCam_ReverseSweep );
CancelEvents( &EV_SecurityCam_Alert );
this->stopSweeping = gameLocal.time;
this->softAlarmTimer = gameLocal.time + 100 /*leeway time*/ + (spawnArgs.GetFloat( "softalarmtime", "3" ) * 1000.0f);
for ( i = 0; i < VIEWCONE_SPOKES; i++ )
{
//this->boundBeamTarget[ i ]->Hide();
//this->boundBeam[ i ]->Hide();
//cam has been disabled.
//this->boundBeam[ i ]->GetRenderEntity()->shaderParms[ SHADERPARM_RED ] = 0.1f;
//this->boundBeam[ i ]->GetRenderEntity()->shaderParms[ SHADERPARM_GREEN ] = 0.1f;
//this->boundBeam[ i ]->GetRenderEntity()->shaderParms[ SHADERPARM_BLUE ] = 0.1f;
// set skin.
this->boundBeam[ i ]->SetSkin( declManager->FindSkin( "skins/beam_camera_noscroll" ) );
}
//StopSound( SND_CHANNEL_ANY, false );
StartSound( "snd_off", SND_CHANNEL_BODY2, 0, false, NULL );
args.Clear();
args.SetVector( "origin", this->GetPhysics()->GetOrigin() +idVec3(0,0,-4) );
args.Set( "model", "sparkburst3.prt" );
args.SetBool( "start_off", false );
gameLocal.SpawnEntityType( idExplodable::Type, &args );
renderEntity.shaderParms[ SHADERPARM_RED ] = 0;
renderEntity.shaderParms[ SHADERPARM_GREEN ] = 0;
renderEntity.shaderParms[ SHADERPARM_BLUE ] = 0;
UpdateVisuals();
uiHackTimer = gameLocal.time + UIHACKTIME;
}
void idSecurityCamera::Event_camOn( void )
{
int i;
if (this->camActive)
return;
StopSound( SND_CHANNEL_ANY, false );
renderEntity.shaderParms[ SHADERPARM_RED ] = 0;
renderEntity.shaderParms[ SHADERPARM_GREEN ] = 1.0f;
renderEntity.shaderParms[ SHADERPARM_BLUE ] = 0;
for ( i = 0; i < VIEWCONE_SPOKES; i++ )
{
//re-enable the boundbeam. Normal idle.
// set skin.
this->boundBeam[ i ]->SetSkin( declManager->FindSkin( "skins/beam_camera" ) );
this->boundBeam[ i ]->GetRenderEntity()->shaderParms[ SHADERPARM_RED ] = 0;
this->boundBeam[ i ]->GetRenderEntity()->shaderParms[ SHADERPARM_GREEN ] = 1.0f;
this->boundBeam[ i ]->GetRenderEntity()->shaderParms[ SHADERPARM_BLUE ] = 0;
}
this->camActive = true;
this->softAlarmActivated = false;
Event_ContinueSweep();
StartSound( "snd_on", SND_CHANNEL_BODY2, 0, false, NULL );
StartSound( "snd_hum", SND_CHANNEL_DEMONIC, 0, false, NULL );
}
/*
============
idSecurityCamera::Killed
============
*/
void idSecurityCamera::Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location ) {
sweeping = false;
StopSound( SND_CHANNEL_ANY, false );
const char *fx = spawnArgs.GetString( "fx_destroyed" );
if ( fx[0] != '\0' ) {
idEntityFx::StartFx( fx, NULL, NULL, this, true );
}
physicsObj.SetSelf( this );
physicsObj.SetClipModel( new idClipModel( trm ), 0.02f );
physicsObj.SetOrigin( GetPhysics()->GetOrigin() );
physicsObj.SetAxis( GetPhysics()->GetAxis() );
physicsObj.SetBouncyness( 0.2f );
physicsObj.SetFriction( 0.6f, 0.6f, 0.2f );
physicsObj.SetGravity( gameLocal.GetGravity() );
physicsObj.SetContents( CONTENTS_SOLID );
physicsObj.SetClipMask( MASK_SOLID | CONTENTS_BODY | CONTENTS_CORPSE | CONTENTS_MOVEABLECLIP );
SetPhysics( &physicsObj );
physicsObj.DropToFloor();
}
/*
============
idSecurityCamera::Pain
============
*/
bool idSecurityCamera::Pain( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location ) {
const char *fx = spawnArgs.GetString( "fx_damage" );
if ( fx[0] != '\0' ) {
idEntityFx::StartFx( fx, NULL, NULL, this, true );
}
return true;
}
void idSecurityCamera::reset( void )
{
int i;
CancelEvents( &EV_SecurityCam_Alert );
this->beam->Hide();
this->ghostImage->Hide();
this->camActive = false;
StopSound( SND_CHANNEL_ANY, false );
renderEntity.shaderParms[ SHADERPARM_RED ] = 0;
renderEntity.shaderParms[ SHADERPARM_GREEN ] = 1.0f;
renderEntity.shaderParms[ SHADERPARM_BLUE ] = 0;
for ( i = 0; i < VIEWCONE_SPOKES; i++ )
{
//re-enable the boundbeam. Normal idle.
// set skin.
this->boundBeam[ i ]->SetSkin( declManager->FindSkin( "skins/beam_camera" ) );
this->boundBeam[ i ]->GetRenderEntity()->shaderParms[ SHADERPARM_RED ] = 0;
this->boundBeam[ i ]->GetRenderEntity()->shaderParms[ SHADERPARM_GREEN ] = 1.0f;
this->boundBeam[ i ]->GetRenderEntity()->shaderParms[ SHADERPARM_BLUE ] = 0;
}
this->camActive = true;
this->softAlarmActivated = false;
alertMode = SCANNING;
StartSound( "snd_hum", SND_CHANNEL_DEMONIC, 0, false, NULL );
}
/*
================
idSecurityCamera::Present
Present is called to allow entities to generate refEntities, lights, etc for the renderer.
================
*/
void idSecurityCamera::Present( void ) {
// don't present to the renderer if the entity hasn't changed
if ( !( thinkFlags & TH_UPDATEVISUALS ) ) {
return;
}
BecomeInactive( TH_UPDATEVISUALS );
// camera target for remote render views
if ( cameraTarget ) {
renderEntity.remoteRenderView = cameraTarget->GetRenderView();
}
// if set to invisible, skip
if ( !renderEntity.hModel || IsHidden() ) {
return;
}
// add to refresh list
if ( modelDefHandle == -1 ) {
modelDefHandle = gameRenderWorld->AddEntityDef( &renderEntity );
} else {
gameRenderWorld->UpdateEntityDef( modelDefHandle, &renderEntity );
}
}