doom3-bfg/neo/d3xp/SecurityCamera.h

98 lines
3.1 KiB
C++

/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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.
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 Save( idSaveGame* savefile ) const;
void Restore( idRestoreGame* savefile );
virtual void Think();
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();
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();
bool CanSeePlayer();
void SetAlertMode( int status );
void DrawFov();
const idVec3 GetAxis() const;
float SweepSpeed() const;
void Event_ReverseSweep();
void Event_ContinueSweep();
void Event_Pause();
void Event_Alert();
void Event_AddLight();
};
#endif /* !__GAME_SECURITYCAMERA_H__ */