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 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));
- memset(offsetx, 0, sizeof(offsetx));
- memset(offsety, 0, sizeof(offsety));
- memset(movex, 0, sizeof(movex));
- memset(movey, 0, sizeof(movey));
- memset(endy, 0, sizeof(endy));
-
- transition = 0;
- anim = 0;
selected = 0;
- loaddistrib = 0;
keyselect = 0;
indemo = 0;
entername = 0;
- memset(menustring, 0, sizeof(menustring));
memset(registrationname, 0, sizeof(registrationname));
registrationnumber = 0;
// SkyBox skybox;
cameramode = 0;
- cameratogglekeydown = 0;
- chattogglekeydown = 0;
olddrawmode = 0;
drawmode = 0;
- drawmodetogglekeydown = 0;
- explodetogglekeydown = 0;
- detailtogglekeydown = 0;
firstload = 0;
oldbutton = 0;
*/
stealthloading = 0;
- campaignnumlevels = 0;
-
- memset(campaignmapname, 0, sizeof(campaignmapname));
- memset(campaigndescription, 0, sizeof(campaigndescription));
- memset(campaignchoosenext, 0, sizeof(campaignchoosenext));
- memset(campaignnumnext, 0, sizeof(campaignnumnext));
- memset(campaignnextlevel, 0, sizeof(campaignnextlevel));
- int campaignchoicesmade;
- memset(campaignchoices, 0, sizeof(campaignchoices));
- memset(campaignlocationx, 0, sizeof(campaignlocationx));
- memset(campaignlocationy, 0, sizeof(campaignlocationy));
- memset(campaignlocationy, 0, sizeof(campaignlocationy));
-
- campaignchoicenum = 0;
-
- memset(campaignchoicewhich, 0, sizeof(campaignchoicewhich));
-
whichchoice = 0;
-
- numlevelspassed = 0;
-
- memset(levelorder, 0, sizeof(levelorder));
- memset(levelvisible, 0, sizeof(levelvisible));
- memset(levelhighlight, 0, sizeof(levelhighlight));
+ actuallevel = 0;
+ winhotspot = false;
+ windialogue = false;
minimap = 0;
// XYZ cameraloc;
cameradist = 0;
- envtogglekeydown = 0;
- slomotogglekeydown = 0;
- texturesizetogglekeydown = 0;
- freezetogglekeydown = 0;
drawtoggle = 0;
editorenabled = 0;
scoreadded = 0;
numchallengelevels = 0;
- console = 0;
+ console = false;
archiveselected = 0;
memset(consoletext, 0, sizeof(consoletext));
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;
+ consolekey = 0;
oldattackkey = 0;
loading = 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::inputText(char* str, int* charselected, int* nb_chars) {
SDL_Event evenement;
- int i;
if(!waiting) {
waiting=true;
SDL_EnableUNICODE(true);
}
- SDL_PollEvent(&evenement);
+ while(SDL_PollEvent(&evenement)) {
- switch(evenement.type) {
- case SDL_KEYDOWN:
- if(evenement.key.keysym.sym == SDLK_ESCAPE) {
- for(i=0;i<255;i++){
- str[i]=' ';
- }
- *nb_chars=0;
- *charselected=0;
- waiting=false;
- } else if(evenement.key.keysym.sym==SDLK_BACKSPACE){
- if((*charselected)!=0) {
- for(i=(*charselected)-1;i<255;i++){
- str[i]=str[i+1];
+ switch(evenement.type) {
+ case SDL_KEYDOWN:
+ if(evenement.key.keysym.sym == SDLK_ESCAPE) {
+ for(int i=0;i<255;i++)
+ str[i]=0;
+ *nb_chars=0;
+ *charselected=0;
+ waiting=false;
+ } else if(evenement.key.keysym.sym==SDLK_BACKSPACE){
+ if((*charselected)!=0) {
+ for(int i=(*charselected)-1;i<255;i++)
+ str[i]=str[i+1];
+ str[255]=0;
+ (*charselected)--;
+ (*nb_chars)--;
}
- str[255]=' ';
- (*charselected)--;
- (*nb_chars)--;
- }
- } else if(evenement.key.keysym.sym==SDLK_DELETE){
- for(i=(*charselected);i<255;i++){
- str[i]=str[i+1];
- }
- str[255]=' ';
- (*nb_chars)--;
- } else if(evenement.key.keysym.sym==SDLK_LEFT){
- if((*charselected)!=0)
- (*charselected)--;
- } else if(evenement.key.keysym.sym==SDLK_RIGHT){
- if((*charselected)<(*nb_chars))
+ } else if(evenement.key.keysym.sym==SDLK_DELETE){
+ if((*charselected)<(*nb_chars)){
+ for(int i=(*charselected);i<255;i++)
+ str[i]=str[i+1];
+ str[255]=0;
+ (*nb_chars)--;
+ }
+ } else if(evenement.key.keysym.sym==SDLK_HOME){
+ (*charselected)=0;
+ } else if(evenement.key.keysym.sym==SDLK_END){
+ (*charselected)=(*nb_chars);
+ } else if(evenement.key.keysym.sym==SDLK_LEFT){
+ if((*charselected)!=0)
+ (*charselected)--;
+ } else if(evenement.key.keysym.sym==SDLK_RIGHT){
+ if((*charselected)<(*nb_chars))
+ (*charselected)++;
+ } else if(evenement.key.keysym.sym==SDLK_RETURN) {
+ waiting=false;
+ } else if(evenement.key.keysym.unicode>=32&&evenement.key.keysym.unicode<127&&(*nb_chars)<60){
+ for(int i=255;i>=(*charselected)+1;i--)
+ str[i]=str[i-1];
+ str[*charselected]=evenement.key.keysym.unicode;
(*charselected)++;
- } else if(evenement.key.keysym.sym==SDLK_RETURN) {
- waiting=false;
- } else if((evenement.key.keysym.unicode<127)&&((*nb_chars)<60)&&(evenement.key.keysym.sym!=SDLK_LSHIFT)&&(evenement.key.keysym.sym!=SDLK_RSHIFT)) {
- for(i=255;i>=(*charselected)+1;i--){
- str[i]=str[i-1];
+ (*nb_chars)++;
}
- str[*charselected]=evenement.key.keysym.unicode;
- (*charselected)++;
- (*nb_chars)++;
- }
- break;
+ break;
+ }
}
if(!waiting) {
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) {
break;
case 8: attackkey=keycode;
break;
+ case 9: consolekey=keycode;
+ break;
default:
break;
}
}
keyselect=-1;
waiting=false;
-}
-
-int Game::thread(void *data) {
- params_thread* pt = (params_thread*)data;
- if(pt) {
- (pt->game->*(pt->method))();
- }
+ LoadMenu();
+ return 0;
}
void Game::DrawGL() {