vkdoom_m/src/g_shared/a_camera.cpp
Randy Heit 18205c82a6 - Modify AimingCamera so that it can pick up targets after spawning, since this is the only way
for it to aim at players, who cannot be spawned with TIDs.

SVN r2973 (trunk)
2010-11-03 02:27:46 +00:00

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 "r_main.h"
#include "p_local.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
float dx = FIXED2FLOAT(x - tracer->x);
float dy = FIXED2FLOAT(y - tracer->y);
float dz = FIXED2FLOAT(z - tracer->z - tracer->height/2);
float dist = (float)sqrt (dx*dx + dy*dy);
float ang = dist != 0.f ? (float)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;
}
}
}
}