gzdoom-gles/src/g_shared/a_camera.cpp

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/*
** a_camera.cpp
** Implements the Duke Nukem 3D-ish security camera
**
**---------------------------------------------------------------------------
** Copyright 1998-2006 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "actor.h"
#include "info.h"
#include "a_sharedglobal.h"
#include "p_local.h"
#include "farchive.h"
#include "math/cmath.h"
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/*
== SecurityCamera
==
== args[0] = pitch
== args[1] = amount camera turns to either side of its initial position
== (in degrees)
== args[2] = octics to complete one cycle
*/
class ASecurityCamera : public AActor
{
DECLARE_CLASS (ASecurityCamera, AActor)
public:
void PostBeginPlay ();
void Tick ();
void Serialize (FArchive &arc);
protected:
DAngle Center;
DAngle Acc;
DAngle Delta;
DAngle Range;
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};
IMPLEMENT_CLASS (ASecurityCamera)
void ASecurityCamera::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << Center << Acc << Delta << Range;
}
void ASecurityCamera::PostBeginPlay ()
{
Super::PostBeginPlay ();
Center = Angles.Yaw;
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if (args[2])
Delta = 360. / (args[2] * TICRATE / 8);
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else
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Delta = 0.;
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if (args[1])
Delta /= 2;
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Acc = 0.;
Angles.Pitch = (double)clamp<int>((signed char)args[0], -89, 89);
Range = (double)args[1];
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}
void ASecurityCamera::Tick ()
{
Acc += Delta;
if (Range != 0)
Angles.Yaw = Center + Range * Acc.Sin();
else if (Delta != 0)
Angles.Yaw = Acc;
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}
/*
== AimingCamera
==
== args[0] = pitch
== args[1] = max turn (in degrees)
== args[2] = max pitch turn (in degrees)
== args[3] = tid of thing to look at
==
== Also uses:
== tracer: thing to look at
*/
class AAimingCamera : public ASecurityCamera
{
DECLARE_CLASS (AAimingCamera, ASecurityCamera)
public:
void PostBeginPlay ();
void Tick ();
void Serialize (FArchive &arc);
protected:
DAngle MaxPitchChange;
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};
IMPLEMENT_CLASS (AAimingCamera)
void AAimingCamera::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << MaxPitchChange;
}
void AAimingCamera::PostBeginPlay ()
{
int changepitch = args[2];
args[2] = 0;
Super::PostBeginPlay ();
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MaxPitchChange = double(changepitch / TICRATE);
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Range /= TICRATE;
TActorIterator<AActor> iterator (args[3]);
tracer = iterator.Next ();
if (tracer == NULL)
{
//Printf ("AimingCamera %d: Can't find TID %d\n", tid, args[3]);
}
else
{ // Don't try for a new target upon losing this one.
args[3] = 0;
}
}
void AAimingCamera::Tick ()
{
if (tracer == NULL && args[3] != 0)
{ // Recheck, in case something with this TID was created since the last time.
TActorIterator<AActor> iterator (args[3]);
tracer = iterator.Next ();
}
if (tracer != NULL)
{
DAngle delta;
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int dir = P_FaceMobj (this, tracer, &delta);
if (delta > Range)
{
delta = Range;
}
if (dir)
{
Angles.Yaw += delta;
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}
else
{
Angles.Yaw -= delta;
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}
if (MaxPitchChange != 0)
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{ // Aim camera's pitch; use floats for precision
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DVector2 vect = tracer->Vec2To(this);
double dz = Z() - tracer->Z() - tracer->Height/2;
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double dist = vect.Length();
DAngle desiredPitch = dist != 0.f ? VecToAngle(dist, dz) : 0.;
DAngle diff = deltaangle(Angles.Pitch, desiredPitch);
if (fabs (diff) < MaxPitchChange)
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{
Angles.Pitch = desiredPitch;
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}
else if (diff < 0)
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{
Angles.Pitch -= MaxPitchChange;
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}
else
{
Angles.Pitch += MaxPitchChange;
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}
}
}
}