dhewm3-sdk/d3xp/EndLevel.cpp
Daniel Gibson 4dd278d6fb Make game dll names and compiler defines for mods configurable
so mod authors can tell cmake to call it mymod.dll instead of base.dll
or d3xp.dll

and the compiler defines are also easily configurable now

I also added a comment to EndLevel.cpp, which was released with the GPL
source (and in d3xp/ it already existed in the SDK), but has not been
used to build the dlls.
2018-08-26 04:47:00 +02:00

187 lines
4.6 KiB
C++

/*
===========================================================================
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.
===========================================================================
*/
// NOTE: even though this file is part of the Doom3 GPL source (and the original SDK in d3xp/),
// it has never been part of the build (=> not compiled into d3xp.dll)
#include "sys/platform.h"
#include "EndLevel.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;
}