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1 #include "Game.h"
2 #include "openal_wrapper.h"
3 #include "SDL_thread.h"
4
5 extern int mainmenu;
6 extern int channels[100];
7 extern "C" void PlaySoundEx(int channel, OPENAL_SAMPLE *sptr, OPENAL_DSPUNIT *dsp, signed char startpaused);
8
9
10
11 Game::Game()
12 {
13         terraintexture = 0;
14         terraintexture2 = 0;
15         terraintexture3 = 0;
16         screentexture = 0;
17         screentexture2 = 0;
18         logotexture = 0;
19         loadscreentexture = 0;
20         Maparrowtexture = 0;
21         Mapboxtexture = 0;
22         Mapcircletexture = 0;
23         cursortexture = 0;
24
25         memset(Mainmenuitems, 0, sizeof(Mainmenuitems));
26
27         nummenuitems = 0;
28
29         memset(startx, 0, sizeof(startx));
30         memset(starty, 0, sizeof(starty));
31         memset(endx, 0, sizeof(endx));
32         memset(endy, 0, sizeof(endy));
33
34         memset(selectedlong, 0, sizeof(selectedlong));
35         memset(offsetx, 0, sizeof(offsetx));
36         memset(offsety, 0, sizeof(offsety));
37         memset(movex, 0, sizeof(movex));
38         memset(movey, 0, sizeof(movey));
39         memset(endy, 0, sizeof(endy));
40
41         transition = 0;
42         anim = 0;
43         selected = 0;
44         loaddistrib = 0;
45         keyselect = 0;
46         indemo = 0;
47
48         won = 0;
49
50         entername = 0;
51
52         memset(menustring, 0, sizeof(menustring));
53         memset(registrationname, 0, sizeof(registrationname));
54         registrationnumber = 0;
55
56         newdetail = 0;
57         newscreenwidth = 0;
58         newscreenheight = 0;
59
60         gameon = 0;
61         deltah = 0,deltav = 0;
62         mousecoordh = 0,mousecoordv = 0;
63         oldmousecoordh = 0,oldmousecoordv = 0;
64         rotation = 0,rotation2 = 0;
65
66 //      SkyBox skybox;
67
68         cameramode = 0;
69         cameratogglekeydown = 0;
70         chattogglekeydown = 0;
71         olddrawmode = 0;
72         drawmode = 0;
73         drawmodetogglekeydown = 0;
74         explodetogglekeydown = 0;
75         detailtogglekeydown = 0;
76         firstload = 0;
77         oldbutton = 0;
78
79         leveltime = 0;
80         loadtime = 0;
81
82 //      Model hawk;
83
84 //      XYZ hawkcoords;
85 //      XYZ realhawkcoords;
86
87         hawktexture = 0;
88         hawkrotation = 0;
89         hawkcalldelay = 0;
90 /*
91         Model eye;
92         Model iris;
93         Model cornea;
94 */
95         stealthloading = 0;
96
97         campaignnumlevels = 0;
98
99         memset(campaignmapname, 0, sizeof(campaignmapname));
100         memset(campaigndescription, 0, sizeof(campaigndescription));
101         memset(campaignchoosenext, 0, sizeof(campaignchoosenext));
102         memset(campaignnumnext, 0, sizeof(campaignnumnext));
103         memset(campaignnextlevel, 0, sizeof(campaignnextlevel));
104         int campaignchoicesmade;
105         memset(campaignchoices, 0, sizeof(campaignchoices));
106         memset(campaignlocationx, 0, sizeof(campaignlocationx));
107         memset(campaignlocationy, 0, sizeof(campaignlocationy));
108         memset(campaignlocationy, 0, sizeof(campaignlocationy));
109
110         campaignchoicenum = 0;
111
112         memset(campaignchoicewhich, 0, sizeof(campaignchoicewhich));
113
114         whichchoice = 0;
115
116         numlevelspassed = 0;
117
118         memset(levelorder, 0, sizeof(levelorder));
119         memset(levelvisible, 0, sizeof(levelvisible));
120         memset(levelhighlight, 0, sizeof(levelhighlight));
121
122         minimap = 0;
123
124         musictype = 0,oldmusictype = 0,oldoldmusictype = 0;
125         realthreat = 0;
126
127 //      Model rabbit;
128 //      XYZ rabbitcoords;
129
130 //      XYZ mapcenter;
131         mapradius = 0;
132
133 //      Text text;
134         fps = 0;
135
136 //      XYZ cameraloc;
137         cameradist = 0;
138
139         envtogglekeydown = 0;
140         slomotogglekeydown = 0;
141         texturesizetogglekeydown = 0;
142         freezetogglekeydown = 0;
143         drawtoggle = 0;
144
145         editorenabled = 0;
146         editortype = 0;
147         editorsize = 0;
148         editorrotation = 0;
149         editorrotation2 = 0;
150
151         brightness = 0;
152
153         quit = 0;
154         tryquit = 0;
155
156 //      XYZ pathpoint[30];
157         numpathpoints = 0;
158         memset(numpathpointconnect, 0, sizeof(numpathpointconnect));
159         memset(pathpointconnect, 0, sizeof(pathpointconnect));
160         pathpointselected = 0;
161
162         endgame = 0;
163         scoreadded = 0;
164         numchallengelevels = 0;
165
166         console = 0;
167         archiveselected = 0;
168
169         memset(consoletext, 0, sizeof(consoletext));
170         memset(consolechars, 0, sizeof(consolechars));
171         chatting = 0;
172         memset(displaytext, 0, sizeof(displaytext));
173         memset(displaychars, 0, sizeof(displaychars));
174         memset(displaytime, 0, sizeof(displaytime));
175         displayblinkdelay = 0;
176         displayblink = 0;
177         displayselected = 0;
178         consolekeydown = 0;
179         consoletogglekeydown = 0;
180         consoleblinkdelay = 0;
181         consoleblink = 0;
182         consoleselected = 0;
183 //      memset(togglekey, 0, sizeof(togglekey));
184 //      memset(togglekeydelay, 0, sizeof(togglekeydelay));
185         registernow = 0;
186         autocam = 0;
187
188         crouchkey = 0,jumpkey = 0,forwardkey = 0,chatkey = 0,backkey = 0,leftkey = 0,rightkey = 0,drawkey = 0,throwkey = 0,attackkey = 0;
189         oldattackkey = 0;
190
191         loading = 0;
192         talkdelay = 0;
193
194         numboundaries = 0;
195 //      XYZ boundary[360];
196
197         whichlevel = 0;
198         oldenvironment = 0;
199         targetlevel = 0;
200         changedelay = 0;
201
202         memset(musicvolume, 0, sizeof(musicvolume));
203         memset(oldmusicvolume, 0, sizeof(oldmusicvolume));
204         musicselected = 0;
205         change = 0;
206         
207 //------------
208
209         waiting = false;
210         mainmenu = 0;
211         
212         accountactive = NULL;
213 }
214
215 typedef struct {
216         Game* game;
217         void (Game::*method)();
218 } params_thread;
219
220 void Game::fireSound(int sound) {
221         float gLoc[3]={0,0,0};
222         float vel[3]={0,0,0};
223         PlaySoundEx( sound, samp[sound], NULL, true);
224         OPENAL_3D_SetAttributes(channels[sound], gLoc, vel);
225         OPENAL_SetVolume(channels[sound], 256);
226         OPENAL_SetPaused(channels[sound], false);
227 }
228
229 void Game::inputText(char* str, int* charselected, int* nb_chars) {
230         SDL_Event evenement;
231         int i;
232         
233         if(!waiting) {
234                 waiting=true;
235                 SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY,SDL_DEFAULT_REPEAT_INTERVAL);
236                 SDL_EnableUNICODE(true);
237         }
238
239         SDL_PollEvent(&evenement);
240         
241         switch(evenement.type) {
242                 case SDL_KEYDOWN:
243                         if(evenement.key.keysym.sym == SDLK_ESCAPE) {
244                                 for(i=0;i<255;i++){
245                                         str[i]=' ';
246                                 }
247                                 *nb_chars=0;
248                                 *charselected=0;
249                                 waiting=false;
250                         } else if(evenement.key.keysym.sym==SDLK_BACKSPACE){
251                                 if((*charselected)!=0) {
252                                         for(i=(*charselected)-1;i<255;i++){
253                                                 str[i]=str[i+1];
254                                         }
255                                         str[255]=' ';
256                                         (*charselected)--;
257                                         (*nb_chars)--;
258                                 }
259                         } else if(evenement.key.keysym.sym==SDLK_DELETE){
260                                 for(i=(*charselected);i<255;i++){
261                                         str[i]=str[i+1];
262                                 }
263                                 str[255]=' ';
264                                 (*nb_chars)--;
265                         } else if(evenement.key.keysym.sym==SDLK_LEFT){
266                                 if((*charselected)!=0)
267                                         (*charselected)--;
268                         } else if(evenement.key.keysym.sym==SDLK_RIGHT){
269                                 if((*charselected)<(*nb_chars))
270                                         (*charselected)++;
271                         } else if(evenement.key.keysym.sym==SDLK_RETURN) {
272                                 waiting=false;
273                         } else if((evenement.key.keysym.unicode<127)&&((*nb_chars)<60)&&(evenement.key.keysym.sym!=SDLK_LSHIFT)&&(evenement.key.keysym.sym!=SDLK_RSHIFT)) {
274                                 for(i=255;i>=(*charselected)+1;i--){
275                                         str[i]=str[i-1];
276                                 }
277                                 str[*charselected]=evenement.key.keysym.unicode;
278                                 (*charselected)++;
279                                 (*nb_chars)++;
280                         }
281                 break;
282         }
283         
284         if(!waiting) {
285                 SDL_EnableKeyRepeat(0,0); // disable key repeat
286                 SDL_EnableUNICODE(false);
287         }
288 }
289
290 void Game::setKeySelected() {
291         waiting=true;
292         params_thread* data = new params_thread;
293     data->game = this;
294     data->method = &Game::setKeySelected_thread;
295     printf("launch thread\n");
296         SDL_Thread* thread = SDL_CreateThread(Game::thread, data);
297     if ( thread == NULL ) {
298         fprintf(stderr, "Unable to create thread: %s\n", SDL_GetError());
299                 waiting=false;
300         return;
301     }
302 }
303
304 void Game::setKeySelected_thread() {
305         int keycode=-1;
306         SDL_Event evenement;
307         while(keycode==-1) {
308                 SDL_WaitEvent(&evenement);
309                 switch(evenement.type) {
310                         case SDL_KEYDOWN:
311                                 keycode = evenement.key.keysym.sym;
312                         break;
313                         case SDL_MOUSEBUTTONDOWN:
314                                 keycode = SDLK_LAST+evenement.button.button;
315                         break;
316                         default:
317                         break;
318                 }
319         }
320         if(keycode != SDLK_ESCAPE) {
321                 fireSound();
322                 switch(keyselect) {
323                         case 0: forwardkey=keycode;
324                         break;
325                         case 1: backkey=keycode;
326                         break;
327                         case 2: leftkey=keycode;
328                         break;
329                         case 3: rightkey=keycode;
330                         break;
331                         case 4: crouchkey=keycode;
332                         break;
333                         case 5: jumpkey=keycode;
334                         break;
335                         case 6: drawkey=keycode;
336                         break;
337                         case 7: throwkey=keycode;
338                         break;
339                         case 8: attackkey=keycode;
340                         break;
341                         default:
342                         break;
343                 }
344         }
345         keyselect=-1;
346         waiting=false;
347 }
348
349 int Game::thread(void *data) {
350         params_thread* pt = (params_thread*)data;
351     if(pt) {
352         (pt->game->*(pt->method))();
353     }
354 }
355
356 void Game::DrawGL() {
357         if ( stereomode == stereoNone ) {
358                 DrawGLScene(stereoCenter);
359         } else {
360                 DrawGLScene(stereoLeft);
361                 DrawGLScene(stereoRight);
362         }
363 }