float dialoguetime;
int dialoguegonethrough[20];
-Game::Game()
+namespace Game{
+ GLuint terraintexture;
+ GLuint terraintexture2;
+ GLuint terraintexture3;
+ GLuint screentexture;
+ GLuint screentexture2;
+ GLuint logotexture;
+ GLuint loadscreentexture;
+ GLuint Maparrowtexture;
+ GLuint Mapboxtexture;
+ GLuint Mapcircletexture;
+ GLuint cursortexture;
+ GLuint Mainmenuitems[10];
+
+ int selected;
+ int keyselect;
+ int indemo;
+
+ bool won;
+
+ bool entername;
+
+ char menustring[100][256];
+ char registrationname[256];
+ float registrationnumber;
+
+ int newdetail;
+ int newscreenwidth;
+ int newscreenheight;
+
+ bool gameon;
+ float deltah,deltav;
+ int mousecoordh,mousecoordv;
+ int oldmousecoordh,oldmousecoordv;
+ float rotation,rotation2;
+ SkyBox skybox;
+ bool cameramode;
+ int olddrawmode;
+ int drawmode;
+ bool firstload;
+ bool oldbutton;
+
+ float leveltime;
+ float loadtime;
+
+ Model hawk;
+ XYZ hawkcoords;
+ XYZ realhawkcoords;
+ GLuint hawktexture;
+ float hawkrotation;
+ float hawkcalldelay;
+
+ Model eye;
+ Model iris;
+ Model cornea;
+
+ bool stealthloading;
+
+ std::vector<CampaignLevel> campaignlevels;
+ int whichchoice;
+ int actuallevel;
+ bool winhotspot;
+ bool windialogue;
+
+ bool minimap;
+
+ int musictype,oldmusictype,oldoldmusictype;
+ bool realthreat;
+
+ Model rabbit;
+ XYZ rabbitcoords;
+
+ XYZ mapcenter;
+ float mapradius;
+
+ Text* text;
+ float fps;
+
+ XYZ cameraloc;
+ float cameradist;
+
+ int drawtoggle;
+
+ bool editorenabled;
+ int editortype;
+ float editorsize;
+ float editorrotation;
+ float editorrotation2;
+
+ float brightness;
+
+ int quit;
+ int tryquit;
+
+ XYZ pathpoint[30];
+ int numpathpoints;
+ int numpathpointconnect[30];
+ int pathpointconnect[30][30];
+ int pathpointselected;
+
+ int endgame;
+ bool scoreadded;
+ int numchallengelevels;
+
+ bool console;
+ int archiveselected;
+ char consoletext[15][256];
+ int consolechars[15];
+ bool chatting;
+ char displaytext[15][256];
+ int displaychars[15];
+ float displaytime[15];
+ float displayblinkdelay;
+ bool displayblink;
+ int displayselected;
+ bool consolekeydown;
+ float consoleblinkdelay;
+ bool consoleblink;
+ int consoleselected;
+ bool autocam;
+
+ unsigned short crouchkey,jumpkey,forwardkey,chatkey,backkey,leftkey,rightkey,drawkey,throwkey,attackkey;
+ unsigned short consolekey;
+ bool oldattackkey;
+
+ int loading;
+ float talkdelay;
+
+ int numboundaries;
+ XYZ boundary[360];
+
+ int whichlevel;
+ int oldenvironment;
+ int targetlevel;
+ float changedelay;
+
+ float musicvolume[4];
+ float oldmusicvolume[4];
+ int musicselected;
+ int change;
+
+ bool waiting;
+ Account* accountactive;
+}
+
+void Game::newGame()
{
+ text=NULL;
+ text=new Text();
+
terraintexture = 0;
terraintexture2 = 0;
terraintexture3 = 0;
memset(Mainmenuitems, 0, sizeof(Mainmenuitems));
- nummenuitems = 0;
-
- memset(startx, 0, sizeof(startx));
- memset(starty, 0, sizeof(starty));
- memset(endx, 0, sizeof(endx));
- memset(endy, 0, sizeof(endy));
-
- memset(selectedlong, 0, sizeof(selectedlong));
-
selected = 0;
keyselect = 0;
indemo = 0;
accountactive = NULL;
}
-typedef struct {
- Game* game;
- void (Game::*method)();
-} params_thread;
+void Game::deleteGame(){
+ if(text)
+ delete text;
+ for(int i=0;i<10;i++){
+ if(Mainmenuitems[i])glDeleteTextures( 1, &Mainmenuitems[i] );
+ }
+ glDeleteTextures( 1, &cursortexture );
+ glDeleteTextures( 1, &Maparrowtexture );
+ glDeleteTextures( 1, &Mapboxtexture );
+ glDeleteTextures( 1, &Mapcircletexture );
+ glDeleteTextures( 1, &terraintexture );
+ glDeleteTextures( 1, &terraintexture2 );
+ if(screentexture>0)glDeleteTextures( 1, &screentexture );
+ if(screentexture2>0)glDeleteTextures( 1, &screentexture2 );
+ glDeleteTextures( 1, &hawktexture );
+ glDeleteTextures( 1, &logotexture );
+ glDeleteTextures( 1, &loadscreentexture );
+
+ Dispose();
+}
void Game::fireSound(int sound) {
emit_sound_at(sound);
void Game::setKeySelected() {
waiting=true;
- params_thread* data = new params_thread;
- data->game = this;
- data->method = &Game::setKeySelected_thread;
printf("launch thread\n");
- SDL_Thread* thread = SDL_CreateThread(Game::thread, data);
+ SDL_Thread* thread = SDL_CreateThread(Game::setKeySelected_thread,NULL);
if ( thread == NULL ) {
fprintf(stderr, "Unable to create thread: %s\n", SDL_GetError());
waiting=false;
}
}
-void Game::setKeySelected_thread() {
+int Game::setKeySelected_thread(void* data) {
int keycode=-1;
SDL_Event evenement;
while(keycode==-1) {
}
keyselect=-1;
waiting=false;
-}
-
-int Game::thread(void *data) {
- params_thread* pt = (params_thread*)data;
- if(pt) {
- (pt->game->*(pt->method))();
- }
+ return 0;
}
void Game::DrawGL() {