X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FGame.cpp;h=0fe8e53fea2da730f42650ce8bf25e8d05cf28f5;hb=d5f64d3689e1ce594e22ad0f6d372cee143872fd;hp=16014421732bfa4904e70777d8efc968c85c2265;hpb=dcacd1c62fda9af9a042b2327041ea057652f1b3;p=lugaru.git diff --git a/Source/Game.cpp b/Source/Game.cpp index 1601442..0fe8e53 100644 --- a/Source/Game.cpp +++ b/Source/Game.cpp @@ -1,51 +1,37 @@ /* 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 . */ -#include "Game.h" -#include "openal_wrapper.h" -#include "SDL_thread.h" +#include "Game.hpp" + +#include "Audio/openal_wrapper.hpp" +#include "Level/Dialog.hpp" + +#include 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 { @@ -78,12 +64,14 @@ float yaw = 0; float pitch = 0; SkyBox *skybox = NULL; bool cameramode = 0; -bool firstload = 0; +bool firstLoadDone = false; Texture hawktexture; float hawkyaw = 0; float hawkcalldelay = 0; + float leveltime = 0; +float wonleveltime = 0; float loadtime = 0; Model hawk; @@ -102,6 +90,7 @@ XYZ mapcenter; float mapradius = 0; Text *text = NULL; +Text *textmono = NULL; float fps = 0; bool editorenabled = 0; @@ -124,17 +113,11 @@ int numchallengelevels = 0; 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; 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; @@ -144,7 +127,6 @@ int targetlevel = 0; float changedelay = 0; bool waiting = false; -Account* accountactive = NULL; } void Game::fireSound(int sound) @@ -152,7 +134,7 @@ 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; @@ -162,6 +144,10 @@ void Game::inputText(string& str, int* charselected) } 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 */ @@ -205,76 +191,3 @@ void Game::inputText(string& str, int* charselected) 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; - } -}