/*
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"
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 terraintexture;
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, backkey = 0, leftkey = 0, rightkey = 0, drawkey = 0, throwkey = 0, attackkey = 0;
unsigned short consolekey = 0;
emit_sound_at(sound);
}
-void Game::inputText(string& str, int* charselected)
+void Game::inputText(string& str, unsigned* charselected)
{
SDL_Event evenement;