2 #include "openal_wrapper.h"
3 #include "SDL_thread.h"
8 int numdialogueboxes[max_dialogues];
9 int dialoguetype[max_dialogues];
10 int dialogueboxlocation[max_dialogues][max_dialoguelength];
11 float dialogueboxcolor[max_dialogues][max_dialoguelength][3];
12 int dialogueboxsound[max_dialogues][max_dialoguelength];
13 char dialoguetext[max_dialogues][max_dialoguelength][128];
14 char dialoguename[max_dialogues][max_dialoguelength][64];
15 XYZ dialoguecamera[max_dialogues][max_dialoguelength];
16 XYZ participantlocation[max_dialogues][10];
17 int participantfocus[max_dialogues][max_dialoguelength];
18 int participantaction[max_dialogues][max_dialoguelength];
19 float participantrotation[max_dialogues][10];
20 XYZ participantfacing[max_dialogues][max_dialoguelength][10];
21 float dialoguecamerarotation[max_dialogues][max_dialoguelength];
22 float dialoguecamerarotation2[max_dialogues][max_dialoguelength];
27 int dialoguegonethrough[20];
29 std::vector<TextureInfo> Game::textures;
39 loadscreentexture = 0;
45 memset(Mainmenuitems, 0, sizeof(Mainmenuitems));
49 memset(startx, 0, sizeof(startx));
50 memset(starty, 0, sizeof(starty));
51 memset(endx, 0, sizeof(endx));
52 memset(endy, 0, sizeof(endy));
54 memset(selectedlong, 0, sizeof(selectedlong));
55 memset(offsetx, 0, sizeof(offsetx));
56 memset(offsety, 0, sizeof(offsety));
66 memset(menustring, 0, sizeof(menustring));
67 memset(registrationname, 0, sizeof(registrationname));
68 registrationnumber = 0;
75 deltah = 0,deltav = 0;
76 mousecoordh = 0,mousecoordv = 0;
77 oldmousecoordh = 0,oldmousecoordv = 0;
78 rotation = 0,rotation2 = 0;
94 // XYZ realhawkcoords;
111 musictype = 0,oldmusictype = 0,oldoldmusictype = 0;
139 // XYZ pathpoint[30];
141 memset(numpathpointconnect, 0, sizeof(numpathpointconnect));
142 memset(pathpointconnect, 0, sizeof(pathpointconnect));
143 pathpointselected = 0;
147 numchallengelevels = 0;
152 memset(consoletext, 0, sizeof(consoletext));
153 memset(consolechars, 0, sizeof(consolechars));
155 memset(displaytext, 0, sizeof(displaytext));
156 memset(displaychars, 0, sizeof(displaychars));
157 memset(displaytime, 0, sizeof(displaytime));
158 displayblinkdelay = 0;
162 consoleblinkdelay = 0;
167 crouchkey = 0,jumpkey = 0,forwardkey = 0,chatkey = 0,backkey = 0,leftkey = 0,rightkey = 0,drawkey = 0,throwkey = 0,attackkey = 0;
174 // XYZ boundary[360];
181 memset(musicvolume, 0, sizeof(musicvolume));
182 memset(oldmusicvolume, 0, sizeof(oldmusicvolume));
191 accountactive = NULL;
196 void (Game::*method)();
199 void Game::fireSound(int sound) {
200 emit_sound_at(sound);
203 void Game::inputText(char* str, int* charselected, int* nb_chars) {
209 SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY,SDL_DEFAULT_REPEAT_INTERVAL);
210 SDL_EnableUNICODE(true);
213 SDL_PollEvent(&evenement);
215 switch(evenement.type) {
217 if(evenement.key.keysym.sym == SDLK_ESCAPE) {
223 } else if(evenement.key.keysym.sym==SDLK_BACKSPACE){
224 if((*charselected)!=0) {
225 for(i=(*charselected)-1;i<255;i++)
231 } else if(evenement.key.keysym.sym==SDLK_DELETE){
232 if((*charselected)<(*nb_chars)){
233 for(i=(*charselected);i<255;i++)
238 } else if(evenement.key.keysym.sym==SDLK_HOME){
240 } else if(evenement.key.keysym.sym==SDLK_END){
241 (*charselected)=(*nb_chars);
242 } else if(evenement.key.keysym.sym==SDLK_LEFT){
243 if((*charselected)!=0)
245 } else if(evenement.key.keysym.sym==SDLK_RIGHT){
246 if((*charselected)<(*nb_chars))
248 } else if(evenement.key.keysym.sym==SDLK_RETURN) {
250 } else if(evenement.key.keysym.unicode>=32&&evenement.key.keysym.unicode<127&&(*nb_chars)<60){
251 for(i=255;i>=(*charselected)+1;i--)
253 str[*charselected]=evenement.key.keysym.unicode;
261 SDL_EnableKeyRepeat(0,0); // disable key repeat
262 SDL_EnableUNICODE(false);
266 void Game::setKeySelected() {
268 params_thread* data = new params_thread;
270 data->method = &Game::setKeySelected_thread;
271 printf("launch thread\n");
272 SDL_Thread* thread = SDL_CreateThread(Game::thread, data);
273 if ( thread == NULL ) {
274 fprintf(stderr, "Unable to create thread: %s\n", SDL_GetError());
280 void Game::setKeySelected_thread() {
284 SDL_WaitEvent(&evenement);
285 switch(evenement.type) {
287 keycode = evenement.key.keysym.sym;
289 case SDL_MOUSEBUTTONDOWN:
290 keycode = SDLK_LAST+evenement.button.button;
296 if(keycode != SDLK_ESCAPE) {
299 case 0: forwardkey=keycode;
301 case 1: backkey=keycode;
303 case 2: leftkey=keycode;
305 case 3: rightkey=keycode;
307 case 4: crouchkey=keycode;
309 case 5: jumpkey=keycode;
311 case 6: drawkey=keycode;
313 case 7: throwkey=keycode;
315 case 8: attackkey=keycode;
325 int Game::thread(void *data) {
326 params_thread* pt = (params_thread*)data;
328 (pt->game->*(pt->method))();
332 void Game::DrawGL() {
333 if ( stereomode == stereoNone ) {
334 DrawGLScene(stereoCenter);
336 DrawGLScene(stereoLeft);
337 DrawGLScene(stereoRight);