gzdoom-gles/src/g_shared/a_camera.cpp

199 lines
5.1 KiB
C++

/*
** 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"
/*
== 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:
angle_t Center;
angle_t Acc;
angle_t Delta;
angle_t Range;
};
IMPLEMENT_CLASS (ASecurityCamera)
void ASecurityCamera::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << Center << Acc << Delta << Range;
}
void ASecurityCamera::PostBeginPlay ()
{
Super::PostBeginPlay ();
Center = angle;
if (args[2])
Delta = ANGLE_MAX / (args[2] * TICRATE / 8);
else
Delta = 0;
if (args[1])
Delta /= 2;
Acc = 0;
pitch = (signed int)((char)args[0]) * ANGLE_1;
if (pitch <= -ANGLE_90)
pitch = -ANGLE_90 + ANGLE_1;
else if (pitch >= ANGLE_90)
pitch = ANGLE_90 - ANGLE_1;
Range = (angle_t)((float)args[1] * 536870912.f / 45.f);
}
void ASecurityCamera::Tick ()
{
Acc += Delta;
if (Range)
angle = Center + FixedMul (Range, finesine[Acc >> ANGLETOFINESHIFT]);
else if (Delta)
angle = 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:
int 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 = (int)((float)changepitch * 536870912.f / 45.f / (float)TICRATE);
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)
{
angle_t delta;
int dir = P_FaceMobj (this, tracer, &delta);
if (delta > Range)
{
delta = Range;
}
if (dir)
{
angle += delta;
}
else
{
angle -= delta;
}
if (MaxPitchChange)
{ // Aim camera's pitch; use floats for precision
fixedvec2 fv3 = tracer->Vec2To(this);
TVector2<double> vect(fv3.x, fv3.y);
double dz = Z() - tracer->Z() - tracer->height/2;
double dist = vect.Length();
double ang = dist != 0.f ? atan2 (dz, dist) : 0;
int desiredpitch = (angle_t)(ang * 2147483648.f / PI);
if (abs (desiredpitch - pitch) < MaxPitchChange)
{
pitch = desiredpitch;
}
else if (desiredpitch < pitch)
{
pitch -= MaxPitchChange;
}
else
{
pitch += MaxPitchChange;
}
}
}
}