#include "SDL_thread.h"
extern int mainmenu;
-extern OPENAL_SAMPLE *samp[100];
-extern int channels[100];
-extern "C" void PlaySoundEx(int channel, OPENAL_SAMPLE *sptr, OPENAL_DSPUNIT *dsp, signed char startpaused);
-
+int numdialogues;
+int numdialogueboxes[max_dialogues];
+int dialoguetype[max_dialogues];
+int dialogueboxlocation[max_dialogues][max_dialoguelength];
+float dialogueboxcolor[max_dialogues][max_dialoguelength][3];
+int dialogueboxsound[max_dialogues][max_dialoguelength];
+char dialoguetext[max_dialogues][max_dialoguelength][128];
+char dialoguename[max_dialogues][max_dialoguelength][64];
+XYZ dialoguecamera[max_dialogues][max_dialoguelength];
+XYZ participantlocation[max_dialogues][10];
+int participantfocus[max_dialogues][max_dialoguelength];
+int participantaction[max_dialogues][max_dialoguelength];
+float participantrotation[max_dialogues][10];
+XYZ participantfacing[max_dialogues][max_dialoguelength][10];
+float dialoguecamerarotation[max_dialogues][max_dialoguelength];
+float dialoguecamerarotation2[max_dialogues][max_dialoguelength];
+int indialogue;
+int whichdialogue;
+int directing;
+float dialoguetime;
+int dialoguegonethrough[20];
Game::Game()
{
// SkyBox skybox;
cameramode = 0;
- cameratogglekeydown = 0;
- chattogglekeydown = 0;
olddrawmode = 0;
drawmode = 0;
- drawmodetogglekeydown = 0;
- explodetogglekeydown = 0;
- detailtogglekeydown = 0;
firstload = 0;
oldbutton = 0;
// XYZ cameraloc;
cameradist = 0;
- envtogglekeydown = 0;
- slomotogglekeydown = 0;
- texturesizetogglekeydown = 0;
- freezetogglekeydown = 0;
drawtoggle = 0;
editorenabled = 0;
displayblink = 0;
displayselected = 0;
consolekeydown = 0;
- consoletogglekeydown = 0;
consoleblinkdelay = 0;
consoleblink = 0;
consoleselected = 0;
-// memset(togglekey, 0, sizeof(togglekey));
-// memset(togglekeydelay, 0, sizeof(togglekeydelay));
- registernow = 0;
autocam = 0;
crouchkey = 0,jumpkey = 0,forwardkey = 0,chatkey = 0,backkey = 0,leftkey = 0,rightkey = 0,drawkey = 0,throwkey = 0,attackkey = 0;
} params_thread;
void Game::fireSound(int sound) {
- float gLoc[3]={0,0,0};
- float vel[3]={0,0,0};
- OPENAL_Sample_SetMinMaxDistance(samp[sound], 9999.0f, 99999.0f);
- PlaySoundEx( sound, samp[sound], NULL, true);
- OPENAL_3D_SetAttributes(channels[sound], gLoc, vel);
- OPENAL_SetVolume(channels[sound], 256);
- OPENAL_SetPaused(channels[sound], false);
- OPENAL_Sample_SetMinMaxDistance(samp[sound], 8.0f, 2000.0f);
+ emit_sound_at(sound);
}
void Game::inputText(char* str, int* charselected, int* nb_chars) {
(pt->game->*(pt->method))();
}
}
+
+void Game::DrawGL() {
+ if ( stereomode == stereoNone ) {
+ DrawGLScene(stereoCenter);
+ } else {
+ DrawGLScene(stereoLeft);
+ DrawGLScene(stereoRight);
+ }
+}