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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.
- ===========================================================================
- */
- #include "../idlib/precompiled.h"
- #pragma hdrstop
- #include "Game_local.h"
- /*
- game_endlevel.cpp
- This entity is targeted to complete a level, and it also handles
- running the stats and moving the camera.
- */
- CLASS_DECLARATION( idEntity, idTarget_EndLevel )
- EVENT( EV_Activate, idTarget_EndLevel::Event_Trigger )
- END_CLASS
- /*
- ================
- idTarget_EndLevel::Spawn
- ================
- */
- void idTarget_EndLevel::Spawn( void ) {
- idStr guiName;
- gui = NULL;
- noGui = spawnArgs.GetBool("noGui");
- if (!noGui) {
- spawnArgs.GetString( "guiName", "guis/EndLevel.gui", guiName );
- if (guiName.Length()) {
- gui = idUserInterface::FindGui( guiName, true, false, true );
- }
- }
- buttonsReleased = false;
- readyToExit = false;
- exitCommand = "";
- }
- /*
- ================
- idTarget_EndLevel::~idTarget_EndLevel()
- ================
- */
- idTarget_EndLevel::~idTarget_EndLevel() {
- //FIXME: need to go to smart ptrs for gui allocs or the unique method
- //delete gui;
- }
- /*
- ================
- idTarget_EndLevel::Event_Trigger
- ================
- */
- void idTarget_EndLevel::Event_Trigger( idEntity *activator ) {
- if ( gameLocal.endLevel ) {
- return;
- }
-
- // mark the endLevel, which will modify some game actions
- // and pass control to us for drawing the stats and camera position
- gameLocal.endLevel = this;
- // grab the activating player view position
- idPlayer *player = (idPlayer *)(activator);
- initialViewOrg = player->GetEyePosition();
- initialViewAngles = idVec3( player->viewAngles[0], player->viewAngles[1], player->viewAngles[2] );
- // kill all the sounds
- gameSoundWorld->StopAllSounds();
- if ( noGui ) {
- readyToExit = true;
- }
- }
- /*
- ================
- idTarget_EndLevel::Draw
- ================
- */
- void idTarget_EndLevel::Draw() {
- if (noGui) {
- return;
- }
- renderView_t renderView;
- memset( &renderView, 0, sizeof( renderView ) );
- renderView.width = SCREEN_WIDTH;
- renderView.height = SCREEN_HEIGHT;
- renderView.x = 0;
- renderView.y = 0;
- renderView.fov_x = 90;
- renderView.fov_y = gameLocal.CalcFovY( renderView.fov_x );
- renderView.time = gameLocal.time;
- #if 0
- renderView.vieworg = initialViewOrg;
- renderView.viewaxis = idAngles(initialViewAngles).toMat3();
- #else
- renderView.vieworg = renderEntity.origin;
- renderView.viewaxis = renderEntity.axis;
- #endif
- gameRenderWorld->RenderScene( &renderView );
- // draw the gui on top of the 3D view
- gui->Redraw(gameLocal.time);
- }
- /*
- ================
- idTarget_EndLevel::PlayerCommand
- ================
- */
- void idTarget_EndLevel::PlayerCommand( int buttons ) {
- if ( !( buttons & BUTTON_ATTACK ) ) {
- buttonsReleased = true;
- return;
- }
- if ( !buttonsReleased ) {
- return;
- }
- // we will exit at the end of the next game frame
- readyToExit = true;
- }
- /*
- ================
- idTarget_EndLevel::ExitCommand
- ================
- */
- const char *idTarget_EndLevel::ExitCommand() {
- if ( !readyToExit ) {
- return NULL;
- }
- idStr nextMap;
- if (spawnArgs.GetString( "nextMap", "", nextMap )) {
- sprintf( exitCommand, "map %s", nextMap.c_str() );
- } else {
- exitCommand = "";
- }
- return exitCommand;
- }
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