X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FGame.cpp;h=54b4f2f6907d11bc702ef2e972d2e602ad7ed433;hb=8b6e8f3ad7390309795eb35c0959264cb7924402;hp=2beac5a342b9d21beff4582ae6b9318a3fdebab2;hpb=9e06cb73424ca3f0eb971350c5dfb3cdaec0d5bf;p=lugaru.git diff --git a/Source/Game.cpp b/Source/Game.cpp index 2beac5a..54b4f2f 100644 --- a/Source/Game.cpp +++ b/Source/Game.cpp @@ -1,258 +1,193 @@ -#include "Game.h" -#include "openal_wrapper.h" -#include "SDL_thread.h" +/* +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 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. + +You should have received a copy of the GNU General Public License +along with Lugaru. If not, see . +*/ + +#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]; - -namespace Game{ - GLuint terraintexture = 0; - GLuint terraintexture2 = 0; - GLuint terraintexture3 = 0; - GLuint screentexture = 0; - GLuint screentexture2 = 0; - GLuint logotexture = 0; - GLuint loadscreentexture = 0; - GLuint Maparrowtexture = 0; - GLuint Mapboxtexture = 0; - GLuint Mapcircletexture = 0; - GLuint cursortexture = 0; - GLuint Mainmenuitems[10] = {}; - - int selected = 0; - int keyselect = 0; - - int newdetail = 0; - int newscreenwidth = 0; - int newscreenheight = 0; - - bool gameon = 0; - float deltah = 0; - float deltav = 0; - int mousecoordh = 0; - int mousecoordv = 0; - int oldmousecoordh = 0; - int oldmousecoordv = 0; - float yaw = 0; - float pitch = 0; - SkyBox *skybox = NULL; - bool cameramode = 0; - bool firstload = 0; - - GLuint hawktexture = 0; - float hawkyaw = 0; - float hawkcalldelay = 0; - float leveltime = 0; - float loadtime = 0; - - Model hawk; - XYZ hawkcoords; - XYZ realhawkcoords; - - Model eye; - Model iris; - Model cornea; - - bool stealthloading = 0; - - int musictype = 0; - - XYZ mapcenter; - float mapradius = 0; - - Text *text = NULL; - float fps = 0; - - bool editorenabled = 0; - int editortype = 0; - float editorsize = 0; - float editoryaw = 0; - float editorpitch = 0; - - int tryquit = 0; - - XYZ pathpoint[30]; - int numpathpoints = 0; - int numpathpointconnect[30] = {}; - int pathpointconnect[30][30] = {}; - int pathpointselected = 0; - - int endgame = 0; - bool scoreadded = 0; - int numchallengelevels = 0; - - bool console = false; - char consoletext[15][256] = {}; - int consolechars[15] = {}; - bool chatting = 0; - char displaytext[15][256] = {}; - int displaychars[15] = {}; - float displaytime[15] = {}; - float displayblinkdelay = 0; - bool displayblink = 0; - int displayselected = 0; - float consoleblinkdelay = 0; - bool consoleblink = 0; - int 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 consolekey=0; - - int loading = 0; - - int oldenvironment = 0; - int targetlevel = 0; - float changedelay = 0; - - bool waiting = false; - Account* accountactive = NULL; +const char* pathtypenames[] = { "keepwalking", "pause" }; +const char* editortypenames[] = { + "active", "sitting", "sitting wall", "sleeping", + "dead1", "dead2", "dead3", "dead4" +}; + +namespace Game +{ +Texture terraintexture; +Texture terraintexture2; +Texture loadscreentexture; +Texture Maparrowtexture; +Texture Mapboxtexture; +Texture Mapcircletexture; +Texture cursortexture; +GLuint screentexture = 0; +GLuint screentexture2 = 0; +Texture Mainmenuitems[10]; + +int selected = 0; +int keyselect = 0; + +int newdetail = 0; +int newscreenwidth = 0; +int newscreenheight = 0; + +bool gameon = 0; +float deltah = 0; +float deltav = 0; +int mousecoordh = 0; +int mousecoordv = 0; +int oldmousecoordh = 0; +int oldmousecoordv = 0; +float yaw = 0; +float pitch = 0; +SkyBox* skybox = NULL; +bool cameramode = 0; +bool firstLoadDone = false; + +Texture hawktexture; +float hawkyaw = 0; +float hawkcalldelay = 0; + +float leveltime = 0; +float wonleveltime = 0; +float loadtime = 0; + +Model hawk; +XYZ hawkcoords; +XYZ realhawkcoords; + +Model eye; +Model iris; +Model cornea; + +bool stealthloading = 0; + +int musictype = 0; + +XYZ mapcenter; +float mapradius = 0; + +Text* text = NULL; +Text* textmono = NULL; +float fps = 0; + +bool editorenabled = 0; +int editortype = 0; +float editorsize = 0; +float editoryaw = 0; +float editorpitch = 0; + +int tryquit = 0; + +XYZ pathpoint[30]; +int numpathpoints = 0; +int numpathpointconnect[30] = {}; +int pathpointconnect[30][30] = {}; +int pathpointselected = 0; + +int endgame = 0; +bool scoreadded = 0; +int numchallengelevels = 0; + +bool console = false; +std::string consoletext[15] = {}; +float consoleblinkdelay = 0; +bool consoleblink = 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; + +int loading = 0; + +int oldenvironment = 0; +int targetlevel = 0; +float changedelay = 0; + +bool waiting = false; } -void Game::fireSound(int sound) { - emit_sound_at(sound); +void Game::fireSound(int sound) +{ + emit_sound_at(sound); } -void Game::inputText(char* str, int* charselected, int* nb_chars) { - SDL_Event evenement; - - if(!waiting) { - waiting=true; - SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY,SDL_DEFAULT_REPEAT_INTERVAL); - SDL_EnableUNICODE(true); - } - - while(SDL_PollEvent(&evenement)) { - - 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)--; - } - } 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)++; - (*nb_chars)++; - } - break; - } - } - - if(!waiting) { - SDL_EnableKeyRepeat(0,0); // disable key repeat - SDL_EnableUNICODE(false); - } -} +void Game::inputText(string& str, unsigned* charselected) +{ + SDL_Event evenement; -int setKeySelected_thread(void* data) { - using namespace Game; - int keycode=-1; - SDL_Event evenement; - while(keycode==-1) { - SDL_WaitEvent(&evenement); - switch(evenement.type) { - case SDL_KEYDOWN: - keycode = evenement.key.keysym.sym; - break; - case SDL_MOUSEBUTTONDOWN: - keycode = SDLK_LAST+evenement.button.button; - break; - default: - break; - } - } - if(keycode != SDLK_ESCAPE) { - fireSound(); - switch(keyselect) { - case 0: forwardkey=keycode; - break; - case 1: backkey=keycode; - break; - case 2: leftkey=keycode; - break; - case 3: rightkey=keycode; - break; - case 4: crouchkey=keycode; - break; - case 5: jumpkey=keycode; - break; - case 6: drawkey=keycode; - break; - case 7: throwkey=keycode; - break; - case 8: attackkey=keycode; - break; - case 9: consolekey=keycode; - break; - default: - break; - } - } - keyselect=-1; - waiting=false; - LoadMenu(); - return 0; -} + if (!waiting) { + SDL_StartTextInput(); + waiting = true; + } + + 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 */ + break; + case SDL_TEXTINPUT: + str.insert(*charselected, evenement.text.text); + (*charselected) += strlen(evenement.text.text); + break; + case SDL_KEYDOWN: + if (evenement.key.keysym.sym == SDLK_ESCAPE) { + str.clear(); + *charselected = 0; + waiting = false; + } else if (evenement.key.keysym.sym == SDLK_BACKSPACE) { + if ((*charselected) > 0) { + (*charselected)--; + str.erase(*charselected, 1); + } + } else if (evenement.key.keysym.sym == SDLK_DELETE) { + if ((*charselected) < str.size()) { + str.erase(*charselected, 1); + } + } else if (evenement.key.keysym.sym == SDLK_HOME) { + (*charselected) = 0; + } else if (evenement.key.keysym.sym == SDLK_END) { + (*charselected) = str.size(); + } else if (evenement.key.keysym.sym == SDLK_LEFT) { + if ((*charselected) != 0) + (*charselected)--; + } else if (evenement.key.keysym.sym == SDLK_RIGHT) { + if ((*charselected) < str.size()) + (*charselected)++; + } else if (evenement.key.keysym.sym == SDLK_RETURN) { + waiting = false; + } + break; + } + } -void Game::setKeySelected() { - waiting=true; - printf("launch thread\n"); - SDL_Thread* thread = SDL_CreateThread(setKeySelected_thread,NULL); - if ( thread == NULL ) { - fprintf(stderr, "Unable to create thread: %s\n", SDL_GetError()); - waiting=false; - return; + if (!waiting) { + SDL_StopTextInput(); } }