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- /*
- ===========================================================================
- Doom 3 GPL Source Code
- Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
- Doom 3 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 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 Source Code. If not, see <http://www.gnu.org/licenses/>.
- In addition, the Doom 3 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 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.
- ===========================================================================
- */
- /*
- SecurityCamera.cpp
- Security camera that triggers targets when player is in view
- */
- #include "../idlib/precompiled.h"
- #pragma hdrstop
- #include "Game_local.h"
- /***********************************************************************
- idSecurityCamera
-
- ***********************************************************************/
- const idEventDef EV_SecurityCam_ReverseSweep( "<reverseSweep>" );
- const idEventDef EV_SecurityCam_ContinueSweep( "<continueSweep>" );
- const idEventDef EV_SecurityCam_Pause( "<pause>" );
- const idEventDef EV_SecurityCam_Alert( "<alert>" );
- const idEventDef EV_SecurityCam_AddLight( "<addLight>" );
- CLASS_DECLARATION( idEntity, idSecurityCamera )
- EVENT( EV_SecurityCam_ReverseSweep, idSecurityCamera::Event_ReverseSweep )
- EVENT( EV_SecurityCam_ContinueSweep, idSecurityCamera::Event_ContinueSweep )
- EVENT( EV_SecurityCam_Pause, idSecurityCamera::Event_Pause )
- EVENT( EV_SecurityCam_Alert, idSecurityCamera::Event_Alert )
- EVENT( EV_SecurityCam_AddLight, idSecurityCamera::Event_AddLight )
- END_CLASS
- /*
- ================
- idSecurityCamera::Save
- ================
- */
- void idSecurityCamera::Save( idSaveGame *savefile ) const {
- savefile->WriteFloat( angle );
- savefile->WriteFloat( sweepAngle );
- savefile->WriteInt( modelAxis );
- savefile->WriteBool( flipAxis );
- savefile->WriteFloat( scanDist );
- savefile->WriteFloat( scanFov );
-
- savefile->WriteFloat( sweepStart );
- savefile->WriteFloat( sweepEnd );
- savefile->WriteBool( negativeSweep );
- savefile->WriteBool( sweeping );
- savefile->WriteInt( alertMode );
- savefile->WriteFloat( stopSweeping );
- savefile->WriteFloat( scanFovCos );
- savefile->WriteVec3( viewOffset );
-
- savefile->WriteInt( pvsArea );
- savefile->WriteStaticObject( physicsObj );
- savefile->WriteTraceModel( trm );
- }
- /*
- ================
- idSecurityCamera::Restore
- ================
- */
- void idSecurityCamera::Restore( idRestoreGame *savefile ) {
- savefile->ReadFloat( angle );
- savefile->ReadFloat( sweepAngle );
- savefile->ReadInt( modelAxis );
- savefile->ReadBool( flipAxis );
- savefile->ReadFloat( scanDist );
- savefile->ReadFloat( scanFov );
-
- savefile->ReadFloat( sweepStart );
- savefile->ReadFloat( sweepEnd );
- savefile->ReadBool( negativeSweep );
- savefile->ReadBool( sweeping );
- savefile->ReadInt( alertMode );
- savefile->ReadFloat( stopSweeping );
- savefile->ReadFloat( scanFovCos );
- savefile->ReadVec3( viewOffset );
-
- savefile->ReadInt( pvsArea );
- savefile->ReadStaticObject( physicsObj );
- savefile->ReadTraceModel( trm );
- }
- /*
- ================
- idSecurityCamera::Spawn
- ================
- */
- void idSecurityCamera::Spawn( void ) {
- idStr str;
- sweepAngle = spawnArgs.GetFloat( "sweepAngle", "90" );
- health = spawnArgs.GetInt( "health", "100" );
- scanFov = spawnArgs.GetFloat( "scanFov", "90" );
- scanDist = spawnArgs.GetFloat( "scanDist", "200" );
- flipAxis = spawnArgs.GetBool( "flipAxis" );
- modelAxis = spawnArgs.GetInt( "modelAxis" );
- if ( modelAxis < 0 || modelAxis > 2 ) {
- modelAxis = 0;
- }
- spawnArgs.GetVector( "viewOffset", "0 0 0", viewOffset );
- if ( spawnArgs.GetBool( "spotLight" ) ) {
- PostEventMS( &EV_SecurityCam_AddLight, 0 );
- }
- negativeSweep = ( sweepAngle < 0 ) ? true : false;
- sweepAngle = abs( sweepAngle );
- scanFovCos = cos( scanFov * idMath::PI / 360.0f );
- angle = GetPhysics()->GetAxis().ToAngles().yaw;
- StartSweep();
- SetAlertMode( SCANNING );
- BecomeActive( TH_THINK );
- if ( health ) {
- fl.takedamage = true;
- }
- pvsArea = gameLocal.pvs.GetPVSArea( GetPhysics()->GetOrigin() );
- // if no target specified use ourself
- str = spawnArgs.GetString( "cameraTarget" );
- if ( str.Length() == 0 ) {
- spawnArgs.Set( "cameraTarget", spawnArgs.GetString( "name" ) );
- }
- // check if a clip model is set
- spawnArgs.GetString( "clipmodel", "", str );
- if ( !str[0] ) {
- str = spawnArgs.GetString( "model" ); // use the visual model
- }
- if ( !collisionModelManager->TrmFromModel( str, trm ) ) {
- gameLocal.Error( "idSecurityCamera '%s': cannot load collision model %s", name.c_str(), str.c_str() );
- return;
- }
- GetPhysics()->SetContents( CONTENTS_SOLID );
- GetPhysics()->SetClipMask( MASK_SOLID | CONTENTS_BODY | CONTENTS_CORPSE | CONTENTS_MOVEABLECLIP );
- // setup the physics
- UpdateChangeableSpawnArgs( NULL );
- }
- /*
- ================
- idSecurityCamera::Event_AddLight
- ================
- */
- void idSecurityCamera::Event_AddLight( void ) {
- idDict args;
- idVec3 right, up, target, temp;
- idVec3 dir;
- float radius;
- idVec3 lightOffset;
- idLight *spotLight;
-
- dir = GetAxis();
- dir.NormalVectors( right, up );
- target = GetPhysics()->GetOrigin() + dir * scanDist;
-
- radius = tan( scanFov * idMath::PI / 360.0f );
- up = dir + up * radius;
- up.Normalize();
- up = GetPhysics()->GetOrigin() + up * scanDist;
- up -= target;
-
- right = dir + right * radius;
- right.Normalize();
- right = GetPhysics()->GetOrigin() + right * scanDist;
- right -= target;
- spawnArgs.GetVector( "lightOffset", "0 0 0", lightOffset );
-
- args.Set( "origin", ( GetPhysics()->GetOrigin() + lightOffset ).ToString() );
- args.Set( "light_target", target.ToString() );
- args.Set( "light_right", right.ToString() );
- args.Set( "light_up", up.ToString() );
- args.SetFloat( "angle", GetPhysics()->GetAxis()[0].ToYaw() );
- spotLight = static_cast<idLight *>( gameLocal.SpawnEntityType( idLight::Type, &args ) );
- spotLight->Bind( this, true );
- spotLight->UpdateVisuals();
- }
- /*
- ================
- idSecurityCamera::DrawFov
- ================
- */
- void idSecurityCamera::DrawFov( void ) {
- int i;
- float radius, a, s, c, halfRadius;
- idVec3 right, up;
- idVec4 color(1, 0, 0, 1), color2(0, 0, 1, 1);
- idVec3 lastPoint, point, lastHalfPoint, halfPoint, center;
- idVec3 dir = GetAxis();
- dir.NormalVectors( right, up );
- radius = tan( scanFov * idMath::PI / 360.0f );
- halfRadius = radius * 0.5f;
- lastPoint = dir + up * radius;
- lastPoint.Normalize();
- lastPoint = GetPhysics()->GetOrigin() + lastPoint * scanDist;
- lastHalfPoint = dir + up * halfRadius;
- lastHalfPoint.Normalize();
- lastHalfPoint = GetPhysics()->GetOrigin() + lastHalfPoint * scanDist;
- center = GetPhysics()->GetOrigin() + dir * scanDist;
- for ( i = 1; i < 12; i++ ) {
- a = idMath::TWO_PI * i / 12.0f;
- idMath::SinCos( a, s, c );
- point = dir + right * s * radius + up * c * radius;
- point.Normalize();
- point = GetPhysics()->GetOrigin() + point * scanDist;
- gameRenderWorld->DebugLine( color, lastPoint, point );
- gameRenderWorld->DebugLine( color, GetPhysics()->GetOrigin(), point );
- lastPoint = point;
- halfPoint = dir + right * s * halfRadius + up * c * halfRadius;
- halfPoint.Normalize();
- halfPoint = GetPhysics()->GetOrigin() + halfPoint * scanDist;
- gameRenderWorld->DebugLine( color2, point, halfPoint );
- gameRenderWorld->DebugLine( color2, lastHalfPoint, halfPoint );
- lastHalfPoint = halfPoint;
- gameRenderWorld->DebugLine( color2, halfPoint, center );
- }
- }
- /*
- ================
- idSecurityCamera::GetRenderView
- ================
- */
- renderView_t *idSecurityCamera::GetRenderView() {
- renderView_t *rv = idEntity::GetRenderView();
- rv->fov_x = scanFov;
- rv->fov_y = scanFov;
- rv->viewaxis = GetAxis().ToAngles().ToMat3();
- rv->vieworg = GetPhysics()->GetOrigin() + viewOffset;
- return rv;
- }
- /*
- ================
- idSecurityCamera::CanSeePlayer
- ================
- */
- bool idSecurityCamera::CanSeePlayer( void ) {
- int i;
- float dist;
- idPlayer *ent;
- trace_t tr;
- idVec3 dir;
- pvsHandle_t handle;
- handle = gameLocal.pvs.SetupCurrentPVS( pvsArea );
- for ( i = 0; i < gameLocal.numClients; i++ ) {
- ent = static_cast<idPlayer*>(gameLocal.entities[ i ]);
- if ( !ent || ( ent->fl.notarget ) ) {
- continue;
- }
- // if there is no way we can see this player
- if ( !gameLocal.pvs.InCurrentPVS( handle, ent->GetPVSAreas(), ent->GetNumPVSAreas() ) ) {
- continue;
- }
- dir = ent->GetPhysics()->GetOrigin() - GetPhysics()->GetOrigin();
- dist = dir.Normalize();
- if ( dist > scanDist ) {
- continue;
- }
- if ( dir * GetAxis() < scanFovCos ) {
- continue;
- }
- idVec3 eye;
- eye = ent->EyeOffset();
- gameLocal.clip.TracePoint( tr, GetPhysics()->GetOrigin(), ent->GetPhysics()->GetOrigin() + eye, MASK_OPAQUE, this );
- if ( tr.fraction == 1.0 || ( gameLocal.GetTraceEntity( tr ) == ent ) ) {
- gameLocal.pvs.FreeCurrentPVS( handle );
- return true;
- }
- }
- gameLocal.pvs.FreeCurrentPVS( handle );
- return false;
- }
- /*
- ================
- idSecurityCamera::SetAlertMode
- ================
- */
- void idSecurityCamera::SetAlertMode( int alert ) {
- if (alert >= SCANNING && alert <= ACTIVATED) {
- alertMode = alert;
- }
- renderEntity.shaderParms[ SHADERPARM_MODE ] = alertMode;
- UpdateVisuals();
- }
- /*
- ================
- idSecurityCamera::Think
- ================
- */
- void idSecurityCamera::Think( void ) {
- float pct;
- float travel;
- if ( thinkFlags & TH_THINK ) {
- if ( g_showEntityInfo.GetBool() ) {
- DrawFov();
- }
- if (health <= 0) {
- BecomeInactive( TH_THINK );
- return;
- }
- }
- // run physics
- RunPhysics();
- if ( thinkFlags & TH_THINK ) {
- if (CanSeePlayer()) {
- if (alertMode == SCANNING) {
- float sightTime;
- SetAlertMode(ALERT);
- stopSweeping = gameLocal.time;
- if (sweeping) {
- CancelEvents( &EV_SecurityCam_Pause );
- } else {
- CancelEvents( &EV_SecurityCam_ReverseSweep );
- }
- sweeping = false;
- StopSound( SND_CHANNEL_ANY, false );
- StartSound( "snd_sight", SND_CHANNEL_BODY, 0, false, NULL );
- sightTime = spawnArgs.GetFloat( "sightTime", "5" );
- PostEventSec(&EV_SecurityCam_Alert, sightTime);
- }
- } else {
- if (alertMode == ALERT) {
- float sightResume;
- SetAlertMode(LOSINGINTEREST);
- CancelEvents( &EV_SecurityCam_Alert );
-
- sightResume = spawnArgs.GetFloat( "sightResume", "1.5" );
- PostEventSec( &EV_SecurityCam_ContinueSweep, sightResume );
- }
- if ( sweeping ) {
- idAngles a = GetPhysics()->GetAxis().ToAngles();
- pct = ( gameLocal.time - sweepStart ) / ( sweepEnd - sweepStart );
- travel = pct * sweepAngle;
- if ( negativeSweep ) {
- a.yaw = angle + travel;
- } else {
- a.yaw = angle - travel;
- }
- SetAngles( a );
- }
- }
- }
- Present();
- }
- /*
- ================
- idSecurityCamera::GetAxis
- ================
- */
- const idVec3 idSecurityCamera::GetAxis( void ) const {
- return (flipAxis) ? -GetPhysics()->GetAxis()[modelAxis] : GetPhysics()->GetAxis()[modelAxis];
- };
- /*
- ================
- idSecurityCamera::SweepSpeed
- ================
- */
- float idSecurityCamera::SweepSpeed( void ) const {
- return spawnArgs.GetFloat( "sweepSpeed", "5" );
- }
- /*
- ================
- idSecurityCamera::StartSweep
- ================
- */
- void idSecurityCamera::StartSweep( void ) {
- int speed;
- sweeping = true;
- sweepStart = gameLocal.time;
- speed = SEC2MS( SweepSpeed() );
- sweepEnd = sweepStart + speed;
- PostEventMS( &EV_SecurityCam_Pause, speed );
- StartSound( "snd_moving", SND_CHANNEL_BODY, 0, false, NULL );
- }
- /*
- ================
- idSecurityCamera::Event_ContinueSweep
- ================
- */
- void idSecurityCamera::Event_ContinueSweep( void ) {
- float pct = (stopSweeping - sweepStart) / (sweepEnd - sweepStart);
- float f = gameLocal.time - (sweepEnd - sweepStart) * pct;
- int speed;
- sweepStart = f;
- speed = MS2SEC( SweepSpeed() );
- sweepEnd = sweepStart + speed;
- PostEventMS( &EV_SecurityCam_Pause, speed * (1.0 - pct));
- StartSound( "snd_moving", SND_CHANNEL_BODY, 0, false, NULL );
- SetAlertMode(SCANNING);
- sweeping = true;
- }
- /*
- ================
- idSecurityCamera::Event_Alert
- ================
- */
- void idSecurityCamera::Event_Alert( void ) {
- float wait;
- SetAlertMode(ACTIVATED);
- StopSound( SND_CHANNEL_ANY, false );
- StartSound( "snd_activate", SND_CHANNEL_BODY, 0, false, NULL );
- ActivateTargets(this);
- CancelEvents( &EV_SecurityCam_ContinueSweep );
- wait = spawnArgs.GetFloat( "wait", "20" );
- PostEventSec( &EV_SecurityCam_ContinueSweep, wait );
- }
- /*
- ================
- idSecurityCamera::Event_ReverseSweep
- ================
- */
- void idSecurityCamera::Event_ReverseSweep( void ) {
- angle = GetPhysics()->GetAxis().ToAngles().yaw;
- negativeSweep = !negativeSweep;
- StartSweep();
- }
- /*
- ================
- idSecurityCamera::Event_Pause
- ================
- */
- void idSecurityCamera::Event_Pause( void ) {
- float sweepWait;
- sweepWait = spawnArgs.GetFloat( "sweepWait", "0.5" );
- sweeping = false;
- StopSound( SND_CHANNEL_ANY, false );
- StartSound( "snd_stop", SND_CHANNEL_BODY, 0, false, NULL );
- PostEventSec( &EV_SecurityCam_ReverseSweep, sweepWait );
- }
- /*
- ============
- idSecurityCamera::Killed
- ============
- */
- void idSecurityCamera::Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location ) {
- sweeping = false;
- StopSound( SND_CHANNEL_ANY, false );
- const char *fx = spawnArgs.GetString( "fx_destroyed" );
- if ( fx[0] != '\0' ) {
- idEntityFx::StartFx( fx, NULL, NULL, this, true );
- }
- physicsObj.SetSelf( this );
- physicsObj.SetClipModel( new idClipModel( trm ), 0.02f );
- physicsObj.SetOrigin( GetPhysics()->GetOrigin() );
- physicsObj.SetAxis( GetPhysics()->GetAxis() );
- physicsObj.SetBouncyness( 0.2f );
- physicsObj.SetFriction( 0.6f, 0.6f, 0.2f );
- physicsObj.SetGravity( gameLocal.GetGravity() );
- physicsObj.SetContents( CONTENTS_SOLID );
- physicsObj.SetClipMask( MASK_SOLID | CONTENTS_BODY | CONTENTS_CORPSE | CONTENTS_MOVEABLECLIP );
- SetPhysics( &physicsObj );
- physicsObj.DropToFloor();
- }
- /*
- ============
- idSecurityCamera::Pain
- ============
- */
- bool idSecurityCamera::Pain( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location ) {
- const char *fx = spawnArgs.GetString( "fx_damage" );
- if ( fx[0] != '\0' ) {
- idEntityFx::StartFx( fx, NULL, NULL, this, true );
- }
- return true;
- }
- /*
- ================
- idSecurityCamera::Present
- Present is called to allow entities to generate refEntities, lights, etc for the renderer.
- ================
- */
- void idSecurityCamera::Present( void ) {
- // don't present to the renderer if the entity hasn't changed
- if ( !( thinkFlags & TH_UPDATEVISUALS ) ) {
- return;
- }
- BecomeInactive( TH_UPDATEVISUALS );
- // camera target for remote render views
- if ( cameraTarget ) {
- renderEntity.remoteRenderView = cameraTarget->GetRenderView();
- }
- // if set to invisible, skip
- if ( !renderEntity.hModel || IsHidden() ) {
- return;
- }
- // add to refresh list
- if ( modelDefHandle == -1 ) {
- modelDefHandle = gameRenderWorld->AddEntityDef( &renderEntity );
- } else {
- gameRenderWorld->UpdateEntityDef( modelDefHandle, &renderEntity );
- }
- }
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