/* ** 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" /* == 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; }; IMPLEMENT_CLASS (ASecurityCamera) void ASecurityCamera::Serialize (FArchive &arc) { Super::Serialize (arc); arc << Center << Acc << Delta << Range; } void ASecurityCamera::PostBeginPlay () { Super::PostBeginPlay (); Center = Angles.Yaw; if (args[2]) Delta = 360. / (args[2] * TICRATE / 8); else Delta = 0.; if (args[1]) Delta /= 2; Acc = 0.; Angles.Pitch = (double)clamp((signed char)args[0], -89, 89); Range = (double)args[1]; } void ASecurityCamera::Tick () { Acc += Delta; if (Range != 0) Angles.Yaw = Center + Range * Acc.Sin(); else if (Delta != 0) Angles.Yaw = Acc; } /* == 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; }; 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 (); MaxPitchChange = double(changepitch / TICRATE); Range /= TICRATE; TActorIterator 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 iterator (args[3]); tracer = iterator.Next (); } if (tracer != NULL) { DAngle delta; int dir = P_FaceMobj (this, tracer, &delta); if (delta > Range) { delta = Range; } if (dir) { Angles.Yaw += delta; } else { Angles.Yaw -= delta; } if (MaxPitchChange != 0) { // Aim camera's pitch; use floats for precision fixedvec2 fv3 = tracer->Vec2To(this); DVector2 vect(fv3.x, fv3.y); double dz = Z() - tracer->Z() - tracer->height/2; double dist = vect.Length(); DAngle desiredPitch = dist != 0.f ? vectoyaw(dist, dz) : 0.; DAngle diff = deltaangle(Angles.Pitch, desiredPitch); if (fabs (diff) < MaxPitchChange) { Angles.Pitch = desiredPitch; } else if (diff < 0) { Angles.Pitch -= MaxPitchChange; } else { Angles.Pitch += MaxPitchChange; } } } }