X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FGame.cpp;h=d362a54c97b322fa6ef9fbca778a6c73d5420e38;hb=9ab405b6543dfd6ea0eef8e5e80d76ffa9d4dd04;hp=3e6b25c8f79d1e941c615ceb48610dd32be9e745;hpb=24004d6ab1e68faaf85ece11b566449997da5013;p=lugaru.git
diff --git a/Source/Game.cpp b/Source/Game.cpp
index 3e6b25c..d362a54 100644
--- a/Source/Game.cpp
+++ b/Source/Game.cpp
@@ -1,30 +1,37 @@
-#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];
+const char* pathtypenames[] = { "keepwalking", "pause" };
+const char* editortypenames[] = {
+ "active", "sitting", "sitting wall", "sleeping",
+ "dead1", "dead2", "dead3", "dead4"
+};
namespace Game
{
@@ -55,14 +62,16 @@ int oldmousecoordh = 0;
int oldmousecoordv = 0;
float yaw = 0;
float pitch = 0;
-SkyBox *skybox = NULL;
+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;
@@ -80,7 +89,8 @@ int musictype = 0;
XYZ mapcenter;
float mapradius = 0;
-Text *text = NULL;
+Text* text = NULL;
+Text* textmono = NULL;
float fps = 0;
bool editorenabled = 0;
@@ -102,20 +112,12 @@ 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;
+std::string consoletext[15] = {};
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;
@@ -125,7 +127,6 @@ int targetlevel = 0;
float changedelay = 0;
bool waiting = false;
-Account* accountactive = NULL;
}
void Game::fireSound(int sound)
@@ -133,139 +134,62 @@ void Game::fireSound(int sound)
emit_sound_at(sound);
}
-void Game::inputText(char* str, int* charselected, int* nb_chars)
+void Game::inputText(string& str, unsigned* charselected)
{
SDL_Event evenement;
if (!waiting) {
+ SDL_StartTextInput();
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)++;
- }
+ if (!sdlEventProc(evenement)) {
+ tryquit = 1;
break;
}
- }
-
- if (!waiting) {
- SDL_EnableKeyRepeat(0, 0); // disable key repeat
- SDL_EnableUNICODE(false);
- }
-}
-
-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;
+ 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;
}
}
- keyselect = -1;
- waiting = false;
- LoadMenu();
- return 0;
-}
-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();
}
}