]> git.jsancho.org Git - lugaru.git/blobdiff - Source/GameDraw.cpp
Move dialogue stuff to Game.{cpp,h}
[lugaru.git] / Source / GameDraw.cpp
index 3b93f28ddbe4831fd6a92dd976845f8fe92316a3..3d4b9f782391ac38ffb7796fa238f6307464e5c1 100644 (file)
@@ -81,13 +81,6 @@ extern bool decals;
 //extern int texdetail;
 extern float texdetail;
 extern bool musictoggle;
-extern int bonus;
-extern float bonusvalue;
-extern float bonustotal;
-extern float bonustime;
-extern int oldbonus;
-extern float startbonustotal;
-extern float bonusnum[100];
 extern int tutoriallevel;
 extern float smoketex;
 extern float tutorialstagetime;
@@ -113,34 +106,14 @@ extern float menupulse;
 
 extern bool gamestart;
 
-extern int numdialogues;
-extern int numdialogueboxes[max_dialogues];
-extern int dialoguetype[max_dialogues];
-extern int dialogueboxlocation[max_dialogues][max_dialoguelength];
-extern float dialogueboxcolor[max_dialogues][max_dialoguelength][3];
-extern int dialogueboxsound[max_dialogues][max_dialoguelength];
-extern char dialoguetext[max_dialogues][max_dialoguelength][128];
-extern char dialoguename[max_dialogues][max_dialoguelength][64];
-extern XYZ dialoguecamera[max_dialogues][max_dialoguelength];
-extern XYZ participantlocation[max_dialogues][10];
-extern int participantfocus[max_dialogues][max_dialoguelength];
-extern int participantaction[max_dialogues][max_dialoguelength];
-extern float participantrotation[max_dialogues][10];
-extern XYZ participantfacing[max_dialogues][max_dialoguelength][10];
-extern float dialoguecamerarotation[max_dialogues][max_dialoguelength];
-extern float dialoguecamerarotation2[max_dialogues][max_dialoguelength];
-extern int indialogue;
-extern int whichdialogue;
-extern int directing;
-extern float dialoguetime;
-extern int dialoguegonethrough[20];
-
 extern bool gamestarted;
 
 extern bool showdamagebar;
 
-extern int channels[100];
-extern "C"     void PlaySoundEx(int channel, OPENAL_SAMPLE *sptr, OPENAL_DSPUNIT *dsp, signed char startpaused);
+enum drawmodes {
+  normalmode, motionblurmode, radialzoommode,
+  realmotionblurmode, doublevisionmode, glowmode,
+};
 
 void Game::flash() { // shouldn't be that way, these should be attributes and Person class should not change rendering.
        flashr=1;
@@ -961,14 +934,6 @@ int Game::DrawGLScene(StereoSide side)
                                                        indialogue=0;
                                                        dialoguegonethrough[whichdialogue]++;
                                                        if(dialogueboxsound[whichdialogue][indialogue]!=0){
-                                                               static float gLoc[3];
-                                                               static float vel[3];
-                                                               gLoc[0]=player[participantfocus[whichdialogue][indialogue]].coords.x;
-                                                               gLoc[1]=player[participantfocus[whichdialogue][indialogue]].coords.y;
-                                                               gLoc[2]=player[participantfocus[whichdialogue][indialogue]].coords.z;
-                                                               vel[0]=0;
-                                                               vel[1]=0;
-                                                               vel[2]=0;
                                                                int whichsoundplay;
                                                                if(dialogueboxsound[whichdialogue][indialogue]==1)whichsoundplay=rabbitchitter;
                                                                if(dialogueboxsound[whichdialogue][indialogue]==2)whichsoundplay=rabbitchitter2;
@@ -990,10 +955,7 @@ int Game::DrawGLScene(StereoSide side)
                                                                if(dialogueboxsound[whichdialogue][indialogue]==-2)whichsoundplay=firestartsound;
                                                                if(dialogueboxsound[whichdialogue][indialogue]==-3)whichsoundplay=consolesuccesssound;
                                                                if(dialogueboxsound[whichdialogue][indialogue]==-4)whichsoundplay=consolefailsound;
-                                                               PlaySoundEx( whichsoundplay, samp[whichsoundplay], NULL, true);
-                                                               OPENAL_3D_SetAttributes(channels[whichsoundplay], gLoc, vel);
-                                                               OPENAL_SetVolume(channels[whichsoundplay], 256);
-                                                               OPENAL_SetPaused(channels[whichsoundplay], false);
+                                                               emit_sound_at(whichsoundplay, player[participantfocus[whichdialogue][indialogue]].coords);
                                                        }
                                                }
                                        }