mirror of
https://github.com/id-Software/DOOM-3-BFG.git
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98 lines
3.1 KiB
C++
98 lines
3.1 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition 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 BFG Edition 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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#ifndef __GAME_SECURITYCAMERA_H__
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#define __GAME_SECURITYCAMERA_H__
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/*
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===================================================================================
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Security camera
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===================================================================================
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*/
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class idSecurityCamera : public idEntity
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{
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public:
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CLASS_PROTOTYPE( idSecurityCamera );
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void Spawn();
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void Save( idSaveGame* savefile ) const;
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void Restore( idRestoreGame* savefile );
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virtual void Think();
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virtual renderView_t* GetRenderView();
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virtual void Killed( idEntity* inflictor, idEntity* attacker, int damage, const idVec3& dir, int location );
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virtual bool Pain( idEntity* inflictor, idEntity* attacker, int damage, const idVec3& dir, int location );
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virtual void Present();
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private:
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enum { SCANNING, LOSINGINTEREST, ALERT, ACTIVATED };
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float angle;
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float sweepAngle;
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int modelAxis;
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bool flipAxis;
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float scanDist;
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float scanFov;
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float sweepStart;
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float sweepEnd;
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bool negativeSweep;
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bool sweeping;
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int alertMode;
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float stopSweeping;
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float scanFovCos;
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idVec3 viewOffset;
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int pvsArea;
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idPhysics_RigidBody physicsObj;
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idTraceModel trm;
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void StartSweep();
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bool CanSeePlayer();
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void SetAlertMode( int status );
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void DrawFov();
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const idVec3 GetAxis() const;
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float SweepSpeed() const;
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void Event_ReverseSweep();
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void Event_ContinueSweep();
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void Event_Pause();
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void Event_Alert();
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void Event_AddLight();
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};
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#endif /* !__GAME_SECURITYCAMERA_H__ */
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