mirror of
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736ec20d4d
Don't include the lazy precompiled.h everywhere, only what's required for the compilation unit. platform.h needs to be included instead to provide all essential defines and types. All includes use the relative path to the neo or the game specific root. Move all idlib related includes from idlib/Lib.h to precompiled.h. precompiled.h still exists for the MFC stuff in tools/. Add some missing header guards.
586 lines
16 KiB
C++
586 lines
16 KiB
C++
/*
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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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#include "sys/platform.h"
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#include "gamesys/SysCvar.h"
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#include "physics/Physics_RigidBody.h"
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#include "Entity.h"
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#include "Light.h"
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#include "Player.h"
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#include "Fx.h"
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#include "SecurityCamera.h"
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/***********************************************************************
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idSecurityCamera
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Security camera that triggers targets when player is in view
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***********************************************************************/
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const idEventDef EV_SecurityCam_ReverseSweep( "<reverseSweep>" );
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const idEventDef EV_SecurityCam_ContinueSweep( "<continueSweep>" );
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const idEventDef EV_SecurityCam_Pause( "<pause>" );
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const idEventDef EV_SecurityCam_Alert( "<alert>" );
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const idEventDef EV_SecurityCam_AddLight( "<addLight>" );
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CLASS_DECLARATION( idEntity, idSecurityCamera )
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EVENT( EV_SecurityCam_ReverseSweep, idSecurityCamera::Event_ReverseSweep )
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EVENT( EV_SecurityCam_ContinueSweep, idSecurityCamera::Event_ContinueSweep )
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EVENT( EV_SecurityCam_Pause, idSecurityCamera::Event_Pause )
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EVENT( EV_SecurityCam_Alert, idSecurityCamera::Event_Alert )
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EVENT( EV_SecurityCam_AddLight, idSecurityCamera::Event_AddLight )
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END_CLASS
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/*
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================
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idSecurityCamera::Save
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================
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*/
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void idSecurityCamera::Save( idSaveGame *savefile ) const {
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savefile->WriteFloat( angle );
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savefile->WriteFloat( sweepAngle );
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savefile->WriteInt( modelAxis );
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savefile->WriteBool( flipAxis );
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savefile->WriteFloat( scanDist );
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savefile->WriteFloat( scanFov );
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savefile->WriteFloat( sweepStart );
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savefile->WriteFloat( sweepEnd );
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savefile->WriteBool( negativeSweep );
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savefile->WriteBool( sweeping );
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savefile->WriteInt( alertMode );
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savefile->WriteFloat( stopSweeping );
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savefile->WriteFloat( scanFovCos );
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savefile->WriteVec3( viewOffset );
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savefile->WriteInt( pvsArea );
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savefile->WriteStaticObject( physicsObj );
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savefile->WriteTraceModel( trm );
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}
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/*
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================
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idSecurityCamera::Restore
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================
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*/
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void idSecurityCamera::Restore( idRestoreGame *savefile ) {
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savefile->ReadFloat( angle );
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savefile->ReadFloat( sweepAngle );
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savefile->ReadInt( modelAxis );
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savefile->ReadBool( flipAxis );
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savefile->ReadFloat( scanDist );
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savefile->ReadFloat( scanFov );
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savefile->ReadFloat( sweepStart );
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savefile->ReadFloat( sweepEnd );
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savefile->ReadBool( negativeSweep );
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savefile->ReadBool( sweeping );
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savefile->ReadInt( alertMode );
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savefile->ReadFloat( stopSweeping );
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savefile->ReadFloat( scanFovCos );
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savefile->ReadVec3( viewOffset );
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savefile->ReadInt( pvsArea );
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savefile->ReadStaticObject( physicsObj );
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savefile->ReadTraceModel( trm );
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}
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/*
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================
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idSecurityCamera::Spawn
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================
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*/
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void idSecurityCamera::Spawn( void ) {
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idStr str;
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sweepAngle = spawnArgs.GetFloat( "sweepAngle", "90" );
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health = spawnArgs.GetInt( "health", "100" );
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scanFov = spawnArgs.GetFloat( "scanFov", "90" );
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scanDist = spawnArgs.GetFloat( "scanDist", "200" );
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flipAxis = spawnArgs.GetBool( "flipAxis" );
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modelAxis = spawnArgs.GetInt( "modelAxis" );
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if ( modelAxis < 0 || modelAxis > 2 ) {
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modelAxis = 0;
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}
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spawnArgs.GetVector( "viewOffset", "0 0 0", viewOffset );
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if ( spawnArgs.GetBool( "spotLight" ) ) {
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PostEventMS( &EV_SecurityCam_AddLight, 0 );
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}
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negativeSweep = ( sweepAngle < 0 ) ? true : false;
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sweepAngle = abs( sweepAngle );
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scanFovCos = cos( scanFov * idMath::PI / 360.0f );
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angle = GetPhysics()->GetAxis().ToAngles().yaw;
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StartSweep();
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SetAlertMode( SCANNING );
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BecomeActive( TH_THINK );
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if ( health ) {
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fl.takedamage = true;
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}
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pvsArea = gameLocal.pvs.GetPVSArea( GetPhysics()->GetOrigin() );
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// if no target specified use ourself
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str = spawnArgs.GetString( "cameraTarget" );
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if ( str.Length() == 0 ) {
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spawnArgs.Set( "cameraTarget", spawnArgs.GetString( "name" ) );
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}
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// check if a clip model is set
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spawnArgs.GetString( "clipmodel", "", str );
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if ( !str[0] ) {
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str = spawnArgs.GetString( "model" ); // use the visual model
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}
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if ( !collisionModelManager->TrmFromModel( str, trm ) ) {
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gameLocal.Error( "idSecurityCamera '%s': cannot load collision model %s", name.c_str(), str.c_str() );
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return;
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}
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GetPhysics()->SetContents( CONTENTS_SOLID );
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GetPhysics()->SetClipMask( MASK_SOLID | CONTENTS_BODY | CONTENTS_CORPSE | CONTENTS_MOVEABLECLIP );
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// setup the physics
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UpdateChangeableSpawnArgs( NULL );
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}
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/*
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================
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idSecurityCamera::Event_AddLight
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================
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*/
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void idSecurityCamera::Event_AddLight( void ) {
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idDict args;
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idVec3 right, up, target, temp;
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idVec3 dir;
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float radius;
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idVec3 lightOffset;
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idLight *spotLight;
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dir = GetAxis();
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dir.NormalVectors( right, up );
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target = GetPhysics()->GetOrigin() + dir * scanDist;
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radius = tan( scanFov * idMath::PI / 360.0f );
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up = dir + up * radius;
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up.Normalize();
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up = GetPhysics()->GetOrigin() + up * scanDist;
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up -= target;
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right = dir + right * radius;
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right.Normalize();
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right = GetPhysics()->GetOrigin() + right * scanDist;
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right -= target;
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spawnArgs.GetVector( "lightOffset", "0 0 0", lightOffset );
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args.Set( "origin", ( GetPhysics()->GetOrigin() + lightOffset ).ToString() );
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args.Set( "light_target", target.ToString() );
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args.Set( "light_right", right.ToString() );
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args.Set( "light_up", up.ToString() );
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args.SetFloat( "angle", GetPhysics()->GetAxis()[0].ToYaw() );
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spotLight = static_cast<idLight *>( gameLocal.SpawnEntityType( idLight::Type, &args ) );
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spotLight->Bind( this, true );
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spotLight->UpdateVisuals();
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}
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/*
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================
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idSecurityCamera::DrawFov
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================
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*/
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void idSecurityCamera::DrawFov( void ) {
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int i;
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float radius, a, s, c, halfRadius;
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idVec3 right, up;
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idVec4 color(1, 0, 0, 1), color2(0, 0, 1, 1);
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idVec3 lastPoint, point, lastHalfPoint, halfPoint, center;
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idVec3 dir = GetAxis();
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dir.NormalVectors( right, up );
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radius = tan( scanFov * idMath::PI / 360.0f );
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halfRadius = radius * 0.5f;
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lastPoint = dir + up * radius;
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lastPoint.Normalize();
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lastPoint = GetPhysics()->GetOrigin() + lastPoint * scanDist;
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lastHalfPoint = dir + up * halfRadius;
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lastHalfPoint.Normalize();
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lastHalfPoint = GetPhysics()->GetOrigin() + lastHalfPoint * scanDist;
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center = GetPhysics()->GetOrigin() + dir * scanDist;
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for ( i = 1; i < 12; i++ ) {
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a = idMath::TWO_PI * i / 12.0f;
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idMath::SinCos( a, s, c );
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point = dir + right * s * radius + up * c * radius;
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point.Normalize();
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point = GetPhysics()->GetOrigin() + point * scanDist;
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gameRenderWorld->DebugLine( color, lastPoint, point );
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gameRenderWorld->DebugLine( color, GetPhysics()->GetOrigin(), point );
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lastPoint = point;
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halfPoint = dir + right * s * halfRadius + up * c * halfRadius;
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halfPoint.Normalize();
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halfPoint = GetPhysics()->GetOrigin() + halfPoint * scanDist;
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gameRenderWorld->DebugLine( color2, point, halfPoint );
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gameRenderWorld->DebugLine( color2, lastHalfPoint, halfPoint );
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lastHalfPoint = halfPoint;
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gameRenderWorld->DebugLine( color2, halfPoint, center );
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}
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}
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/*
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================
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idSecurityCamera::GetRenderView
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================
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*/
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renderView_t *idSecurityCamera::GetRenderView() {
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renderView_t *rv = idEntity::GetRenderView();
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rv->fov_x = scanFov;
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rv->fov_y = scanFov;
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rv->viewaxis = GetAxis().ToAngles().ToMat3();
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rv->vieworg = GetPhysics()->GetOrigin() + viewOffset;
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return rv;
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}
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/*
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================
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idSecurityCamera::CanSeePlayer
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================
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*/
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bool idSecurityCamera::CanSeePlayer( void ) {
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int i;
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float dist;
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idPlayer *ent;
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trace_t tr;
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idVec3 dir;
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pvsHandle_t handle;
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handle = gameLocal.pvs.SetupCurrentPVS( pvsArea );
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for ( i = 0; i < gameLocal.numClients; i++ ) {
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ent = static_cast<idPlayer*>(gameLocal.entities[ i ]);
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if ( !ent || ( ent->fl.notarget ) ) {
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continue;
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}
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// if there is no way we can see this player
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if ( !gameLocal.pvs.InCurrentPVS( handle, ent->GetPVSAreas(), ent->GetNumPVSAreas() ) ) {
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continue;
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}
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dir = ent->GetPhysics()->GetOrigin() - GetPhysics()->GetOrigin();
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dist = dir.Normalize();
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if ( dist > scanDist ) {
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continue;
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}
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if ( dir * GetAxis() < scanFovCos ) {
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continue;
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}
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idVec3 eye;
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eye = ent->EyeOffset();
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gameLocal.clip.TracePoint( tr, GetPhysics()->GetOrigin(), ent->GetPhysics()->GetOrigin() + eye, MASK_OPAQUE, this );
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if ( tr.fraction == 1.0 || ( gameLocal.GetTraceEntity( tr ) == ent ) ) {
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gameLocal.pvs.FreeCurrentPVS( handle );
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return true;
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}
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}
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gameLocal.pvs.FreeCurrentPVS( handle );
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return false;
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}
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/*
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================
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idSecurityCamera::SetAlertMode
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================
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*/
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void idSecurityCamera::SetAlertMode( int alert ) {
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if (alert >= SCANNING && alert <= ACTIVATED) {
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alertMode = alert;
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}
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renderEntity.shaderParms[ SHADERPARM_MODE ] = alertMode;
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UpdateVisuals();
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}
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/*
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================
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idSecurityCamera::Think
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================
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*/
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void idSecurityCamera::Think( void ) {
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float pct;
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float travel;
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if ( thinkFlags & TH_THINK ) {
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if ( g_showEntityInfo.GetBool() ) {
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DrawFov();
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}
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if (health <= 0) {
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BecomeInactive( TH_THINK );
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return;
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}
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}
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// run physics
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RunPhysics();
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if ( thinkFlags & TH_THINK ) {
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if (CanSeePlayer()) {
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if (alertMode == SCANNING) {
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float sightTime;
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SetAlertMode(ALERT);
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stopSweeping = gameLocal.time;
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if (sweeping) {
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CancelEvents( &EV_SecurityCam_Pause );
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} else {
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CancelEvents( &EV_SecurityCam_ReverseSweep );
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}
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sweeping = false;
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StopSound( SND_CHANNEL_ANY, false );
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StartSound( "snd_sight", SND_CHANNEL_BODY, 0, false, NULL );
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sightTime = spawnArgs.GetFloat( "sightTime", "5" );
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PostEventSec(&EV_SecurityCam_Alert, sightTime);
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}
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} else {
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if (alertMode == ALERT) {
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float sightResume;
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SetAlertMode(LOSINGINTEREST);
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CancelEvents( &EV_SecurityCam_Alert );
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sightResume = spawnArgs.GetFloat( "sightResume", "1.5" );
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PostEventSec( &EV_SecurityCam_ContinueSweep, sightResume );
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}
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if ( sweeping ) {
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idAngles a = GetPhysics()->GetAxis().ToAngles();
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pct = ( gameLocal.time - sweepStart ) / ( sweepEnd - sweepStart );
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travel = pct * sweepAngle;
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if ( negativeSweep ) {
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a.yaw = angle + travel;
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} else {
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a.yaw = angle - travel;
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}
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SetAngles( a );
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}
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}
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}
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Present();
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}
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/*
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================
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idSecurityCamera::GetAxis
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================
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*/
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const idVec3 idSecurityCamera::GetAxis( void ) const {
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return (flipAxis) ? -GetPhysics()->GetAxis()[modelAxis] : GetPhysics()->GetAxis()[modelAxis];
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};
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/*
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================
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idSecurityCamera::SweepSpeed
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================
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*/
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float idSecurityCamera::SweepSpeed( void ) const {
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return spawnArgs.GetFloat( "sweepSpeed", "5" );
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}
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/*
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================
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idSecurityCamera::StartSweep
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================
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*/
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void idSecurityCamera::StartSweep( void ) {
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int speed;
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sweeping = true;
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sweepStart = gameLocal.time;
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speed = SEC2MS( SweepSpeed() );
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sweepEnd = sweepStart + speed;
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PostEventMS( &EV_SecurityCam_Pause, speed );
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StartSound( "snd_moving", SND_CHANNEL_BODY, 0, false, NULL );
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}
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/*
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================
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idSecurityCamera::Event_ContinueSweep
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================
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*/
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void idSecurityCamera::Event_ContinueSweep( void ) {
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float pct = (stopSweeping - sweepStart) / (sweepEnd - sweepStart);
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float f = gameLocal.time - (sweepEnd - sweepStart) * pct;
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int speed;
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sweepStart = f;
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speed = MS2SEC( SweepSpeed() );
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sweepEnd = sweepStart + speed;
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PostEventMS( &EV_SecurityCam_Pause, speed * (1.0 - pct));
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StartSound( "snd_moving", SND_CHANNEL_BODY, 0, false, NULL );
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SetAlertMode(SCANNING);
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sweeping = true;
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}
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/*
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================
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idSecurityCamera::Event_Alert
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================
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*/
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void idSecurityCamera::Event_Alert( void ) {
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float wait;
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SetAlertMode(ACTIVATED);
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StopSound( SND_CHANNEL_ANY, false );
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StartSound( "snd_activate", SND_CHANNEL_BODY, 0, false, NULL );
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ActivateTargets(this);
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CancelEvents( &EV_SecurityCam_ContinueSweep );
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wait = spawnArgs.GetFloat( "wait", "20" );
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PostEventSec( &EV_SecurityCam_ContinueSweep, wait );
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}
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/*
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================
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idSecurityCamera::Event_ReverseSweep
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================
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*/
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void idSecurityCamera::Event_ReverseSweep( void ) {
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angle = GetPhysics()->GetAxis().ToAngles().yaw;
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negativeSweep = !negativeSweep;
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StartSweep();
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}
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/*
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================
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idSecurityCamera::Event_Pause
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================
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*/
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void idSecurityCamera::Event_Pause( void ) {
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float sweepWait;
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sweepWait = spawnArgs.GetFloat( "sweepWait", "0.5" );
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sweeping = false;
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StopSound( SND_CHANNEL_ANY, false );
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StartSound( "snd_stop", SND_CHANNEL_BODY, 0, false, NULL );
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PostEventSec( &EV_SecurityCam_ReverseSweep, sweepWait );
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}
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/*
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============
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idSecurityCamera::Killed
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============
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*/
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void idSecurityCamera::Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location ) {
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sweeping = false;
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StopSound( SND_CHANNEL_ANY, false );
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const char *fx = spawnArgs.GetString( "fx_destroyed" );
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if ( fx[0] != '\0' ) {
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idEntityFx::StartFx( fx, NULL, NULL, this, true );
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}
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physicsObj.SetSelf( this );
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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 );
|
|
}
|
|
}
|