/*
===========================================================================

Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.

This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").

Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code.  If not, see <http://www.gnu.org/licenses/>.

In addition, the Doom 3 BFG Edition 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 BFG Edition 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.

===========================================================================
*/

#ifndef __GAME_SECURITYCAMERA_H__
#define __GAME_SECURITYCAMERA_H__

/*
===================================================================================

	Security camera

===================================================================================
*/


class idSecurityCamera : public idEntity
{
public:
	CLASS_PROTOTYPE( idSecurityCamera );
	
	void					Spawn();
	
	void					Save( idSaveGame* savefile ) const;
	void					Restore( idRestoreGame* savefile );
	
	virtual void			Think();
	
	virtual renderView_t* 	GetRenderView();
	virtual void			Killed( idEntity* inflictor, idEntity* attacker, int damage, const idVec3& dir, int location );
	virtual bool			Pain( idEntity* inflictor, idEntity* attacker, int damage, const idVec3& dir, int location );
	virtual void			Present();
	
	
private:

	enum { SCANNING, LOSINGINTEREST, ALERT, ACTIVATED };
	
	float					angle;
	float					sweepAngle;
	int						modelAxis;
	bool					flipAxis;
	float					scanDist;
	float					scanFov;
	
	float					sweepStart;
	float					sweepEnd;
	bool					negativeSweep;
	bool					sweeping;
	int						alertMode;
	float					stopSweeping;
	float					scanFovCos;
	
	idVec3					viewOffset;
	
	int						pvsArea;
	idPhysics_RigidBody		physicsObj;
	idTraceModel			trm;
	
	void					StartSweep();
	bool					CanSeePlayer();
	void					SetAlertMode( int status );
	void					DrawFov();
	const idVec3			GetAxis() const;
	float					SweepSpeed() const;
	
	void					Event_ReverseSweep();
	void					Event_ContinueSweep();
	void					Event_Pause();
	void					Event_Alert();
	void					Event_AddLight();
};

#endif /* !__GAME_SECURITYCAMERA_H__ */
