/*
Copyright (C) 2003, 2010 - Wolfire Games
+Copyright (C) 2010-2016 - Lugaru contributors (see AUTHORS file)
This file is part of Lugaru.
-Lugaru 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 2
-of the License, or (at your option) any later version.
+Lugaru 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 2 of the License, or
+(at your option) any later version.
-This program is distributed in the hope that it will be useful,
+Lugaru 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.
+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 this program; if not, write to the Free Software
-Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
*/
-#include "Game.h"
-#include "openal_wrapper.h"
-#include "SDL_thread.h"
+#include "Game.hpp"
+
+#include "Audio/openal_wrapper.hpp"
+#include "Level/Dialog.hpp"
+
+#include <SDL_thread.h>
extern int mainmenu;
-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 participantyaw[max_dialogues][10];
-XYZ participantfacing[max_dialogues][max_dialoguelength][10];
-float dialoguecamerayaw[max_dialogues][max_dialoguelength];
-float dialoguecamerapitch[max_dialogues][max_dialoguelength];
-int indialogue;
-int whichdialogue;
-int directing;
-float dialoguetime;
-int dialoguegonethrough[20];
+const char *pathtypenames[] = {"keepwalking", "pause"};
+const char *editortypenames[] = {
+ "active", "sitting", "sitting wall", "sleeping",
+ "dead1", "dead2", "dead3", "dead4"
+};
namespace Game
{
Texture hawktexture;
float hawkyaw = 0;
float hawkcalldelay = 0;
+
float leveltime = 0;
+float wonleveltime = 0;
float loadtime = 0;
Model hawk;
bool console = false;
std::string consoletext[15] = {};
-bool chatting = 0;
std::string displaytext[15] = {};
float displaytime[15] = {};
float displayblinkdelay = 0;
bool displayblink = 0;
-int displayselected = 0;
+unsigned displayselected = 0;
float consoleblinkdelay = 0;
bool consoleblink = 0;
-int consoleselected = 0;
+unsigned consoleselected = 0;
-unsigned short crouchkey = 0, jumpkey = 0, forwardkey = 0, chatkey = 0, backkey = 0, leftkey = 0, rightkey = 0, drawkey = 0, throwkey = 0, attackkey = 0;
+unsigned short crouchkey = 0, jumpkey = 0, forwardkey = 0, backkey = 0, leftkey = 0, rightkey = 0, drawkey = 0, throwkey = 0, attackkey = 0;
unsigned short consolekey = 0;
int loading = 0;
float changedelay = 0;
bool waiting = false;
-Account* accountactive = NULL;
}
void Game::fireSound(int sound)
emit_sound_at(sound);
}
-void Game::inputText(string& str, int* charselected)
+void Game::inputText(string& str, unsigned* charselected)
{
SDL_Event evenement;
}
while (SDL_PollEvent(&evenement)) {
+ if (!sdlEventProc(evenement)) {
+ tryquit = 1;
+ break;
+ }
switch (evenement.type) {
case SDL_TEXTEDITING:
/* FIXME - We should handle this for complete input method support */
SDL_StopTextInput();
}
}
-
-int setKeySelected_thread(void* data)
-{
- using namespace Game;
- int scancode = -1;
- SDL_Event evenement;
- while (scancode == -1) {
- SDL_WaitEvent(&evenement);
- switch (evenement.type) {
- case SDL_KEYDOWN:
- scancode = evenement.key.keysym.scancode;
- break;
- case SDL_MOUSEBUTTONDOWN:
- scancode = SDL_NUM_SCANCODES + evenement.button.button;
- break;
- default:
- break;
- }
- }
- if (scancode != SDL_SCANCODE_ESCAPE) {
- fireSound();
- switch (keyselect) {
- case 0:
- forwardkey = scancode;
- break;
- case 1:
- backkey = scancode;
- break;
- case 2:
- leftkey = scancode;
- break;
- case 3:
- rightkey = scancode;
- break;
- case 4:
- crouchkey = scancode;
- break;
- case 5:
- jumpkey = scancode;
- break;
- case 6:
- drawkey = scancode;
- break;
- case 7:
- throwkey = scancode;
- break;
- case 8:
- attackkey = scancode;
- break;
- case 9:
- consolekey = scancode;
- break;
- default:
- break;
- }
- }
- keyselect = -1;
- waiting = false;
- LoadMenu();
- return 0;
-}
-
-void Game::setKeySelected()
-{
- waiting = true;
- printf("launch thread\n");
- SDL_Thread* thread = SDL_CreateThread(setKeySelected_thread, NULL, NULL);
- if ( thread == NULL ) {
- fprintf(stderr, "Unable to create thread: %s\n", SDL_GetError());
- waiting = false;
- return;
- }
-}