/*
===========================================================================

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__

/*
===================================================================================

	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 );


private:

	enum { SCANNING, LOSINGINTEREST, ALERT, ACTIVATED };

	float					angle;
	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 );
	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 );
};

#endif /* !__GAME_SECURITYCAMERA_H__ */