dhewm3/neo/d3xp/SecurityCamera.cpp

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/*
===========================================================================
Doom 3 GPL Source Code
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
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.
===========================================================================
*/
#include "sys/platform.h"
#include "gamesys/SysCvar.h"
#include "physics/Physics_RigidBody.h"
#include "Entity.h"
#include "Light.h"
#include "Player.h"
#include "Fx.h"
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#include "SecurityCamera.h"
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/***********************************************************************
idSecurityCamera
Security camera that triggers targets when player is in view
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***********************************************************************/
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>" );
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 )
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 );
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savefile->WriteFloat( sweepStart );
savefile->WriteFloat( sweepEnd );
savefile->WriteBool( negativeSweep );
savefile->WriteBool( sweeping );
savefile->WriteInt( alertMode );
savefile->WriteFloat( stopSweeping );
savefile->WriteFloat( scanFovCos );
savefile->WriteVec3( viewOffset );
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savefile->WriteInt( pvsArea );
savefile->WriteStaticObject( physicsObj );
savefile->WriteTraceModel( trm );
}
/*
================
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 );
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savefile->ReadFloat( sweepStart );
savefile->ReadFloat( sweepEnd );
savefile->ReadBool( negativeSweep );
savefile->ReadBool( sweeping );
savefile->ReadInt( alertMode );
savefile->ReadFloat( stopSweeping );
savefile->ReadFloat( scanFovCos );
savefile->ReadVec3( viewOffset );
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savefile->ReadInt( pvsArea );
savefile->ReadStaticObject( physicsObj );
savefile->ReadTraceModel( trm );
}
/*
================
idSecurityCamera::Spawn
================
*/
void idSecurityCamera::Spawn( void ) {
idStr str;
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;
}
spawnArgs.GetVector( "viewOffset", "0 0 0", viewOffset );
if ( spawnArgs.GetBool( "spotLight" ) ) {
PostEventMS( &EV_SecurityCam_AddLight, 0 );
}
negativeSweep = ( sweepAngle < 0 ) ? true : false;
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sweepAngle = idMath::Fabs( sweepAngle );
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scanFovCos = cos( scanFov * idMath::PI / 360.0f );
angle = GetPhysics()->GetAxis().ToAngles().yaw;
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 );
}
/*
================
idSecurityCamera::Event_AddLight
================
*/
void idSecurityCamera::Event_AddLight( void ) {
idDict args;
idVec3 right, up, target, temp;
idVec3 dir;
float radius;
idVec3 lightOffset;
idLight *spotLight;
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dir = GetAxis();
dir.NormalVectors( right, up );
target = GetPhysics()->GetOrigin() + dir * scanDist;
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radius = tan( scanFov * idMath::PI / 360.0f );
up = dir + up * radius;
up.Normalize();
up = GetPhysics()->GetOrigin() + up * scanDist;
up -= target;
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right = dir + right * radius;
right.Normalize();
right = GetPhysics()->GetOrigin() + right * scanDist;
right -= target;
spawnArgs.GetVector( "lightOffset", "0 0 0", lightOffset );
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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() );
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 );
}
}
/*
================
idSecurityCamera::GetRenderView
================
*/
renderView_t *idSecurityCamera::GetRenderView() {
renderView_t *rv = idEntity::GetRenderView();
rv->fov_x = scanFov;
rv->fov_y = scanFov;
rv->viewaxis = GetAxis().ToAngles().ToMat3();
rv->vieworg = GetPhysics()->GetOrigin() + viewOffset;
return rv;
}
/*
================
idSecurityCamera::CanSeePlayer
================
*/
bool idSecurityCamera::CanSeePlayer( void ) {
int i;
float dist;
idPlayer *ent;
trace_t tr;
idVec3 dir;
pvsHandle_t handle;
handle = gameLocal.pvs.SetupCurrentPVS( pvsArea );
for ( i = 0; i < gameLocal.numClients; i++ ) {
ent = static_cast<idPlayer*>(gameLocal.entities[ i ]);
if ( !ent || ( ent->fl.notarget ) ) {
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();
gameLocal.clip.TracePoint( tr, GetPhysics()->GetOrigin(), ent->GetPhysics()->GetOrigin() + eye, MASK_OPAQUE, this );
if ( tr.fraction == 1.0 || ( gameLocal.GetTraceEntity( tr ) == ent ) ) {
gameLocal.pvs.FreeCurrentPVS( handle );
return true;
}
}
gameLocal.pvs.FreeCurrentPVS( handle );
return false;
}
/*
================
idSecurityCamera::SetAlertMode
================
*/
void idSecurityCamera::SetAlertMode( int alert ) {
if (alert >= SCANNING && alert <= ACTIVATED) {
alertMode = alert;
}
renderEntity.shaderParms[ SHADERPARM_MODE ] = alertMode;
UpdateVisuals();
}
/*
================
idSecurityCamera::Think
================
*/
void idSecurityCamera::Think( void ) {
float pct;
float travel;
if ( thinkFlags & TH_THINK ) {
if ( g_showEntityInfo.GetBool() ) {
DrawFov();
}
if (health <= 0) {
BecomeInactive( TH_THINK );
return;
}
}
// run physics
RunPhysics();
if ( thinkFlags & TH_THINK ) {
if (CanSeePlayer()) {
if (alertMode == SCANNING) {
float sightTime;
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 );
sightTime = spawnArgs.GetFloat( "sightTime", "5" );
PostEventSec(&EV_SecurityCam_Alert, sightTime);
}
} else {
if (alertMode == ALERT) {
float sightResume;
SetAlertMode(LOSINGINTEREST);
CancelEvents( &EV_SecurityCam_Alert );
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sightResume = spawnArgs.GetFloat( "sightResume", "1.5" );
PostEventSec( &EV_SecurityCam_ContinueSweep, sightResume );
}
if ( sweeping ) {
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;
}
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 );
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StartSound( "snd_moving", SND_CHANNEL_BODY, 0, false, NULL );
}
/*
================
idSecurityCamera::Event_ContinueSweep
================
*/
void idSecurityCamera::Event_ContinueSweep( void ) {
float pct = (stopSweeping - sweepStart) / (sweepEnd - sweepStart);
float f = gameLocal.time - (sweepEnd - sweepStart) * pct;
int speed;
sweepStart = f;
speed = MS2SEC( SweepSpeed() );
sweepEnd = sweepStart + speed;
PostEventMS( &EV_SecurityCam_Pause, speed * (1.0 - pct));
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StartSound( "snd_moving", SND_CHANNEL_BODY, 0, false, NULL );
SetAlertMode(SCANNING);
sweeping = true;
}
/*
================
idSecurityCamera::Event_Alert
================
*/
void idSecurityCamera::Event_Alert( void ) {
float wait;
SetAlertMode(ACTIVATED);
StopSound( SND_CHANNEL_ANY, false );
StartSound( "snd_activate", SND_CHANNEL_BODY, 0, false, NULL );
ActivateTargets(this);
CancelEvents( &EV_SecurityCam_ContinueSweep );
wait = spawnArgs.GetFloat( "wait", "20" );
PostEventSec( &EV_SecurityCam_ContinueSweep, wait );
}
/*
================
idSecurityCamera::Event_ReverseSweep
================
*/
void idSecurityCamera::Event_ReverseSweep( void ) {
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_ANY, false );
StartSound( "snd_stop", SND_CHANNEL_BODY, 0, false, NULL );
PostEventSec( &EV_SecurityCam_ReverseSweep, sweepWait );
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}
/*
============
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;
}
/*
================
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 );
}
}