/* =========================================================================== 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 . 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. =========================================================================== */ #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; }