2 Copyright (C) 2003, 2010 - Wolfire Games
4 This file is part of Lugaru.
6 Lugaru is free software; you can redistribute it and/or
7 modify it under the terms of the GNU General Public License
8 as published by the Free Software Foundation; either version 2
9 of the License, or (at your option) any later version.
11 This program is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
15 See the GNU General Public License for more details.
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "openal_wrapper.h"
24 #include "SDL_thread.h"
29 int numdialogueboxes[max_dialogues];
30 int dialoguetype[max_dialogues];
31 int dialogueboxlocation[max_dialogues][max_dialoguelength];
32 float dialogueboxcolor[max_dialogues][max_dialoguelength][3];
33 int dialogueboxsound[max_dialogues][max_dialoguelength];
34 char dialoguetext[max_dialogues][max_dialoguelength][128];
35 char dialoguename[max_dialogues][max_dialoguelength][64];
36 XYZ dialoguecamera[max_dialogues][max_dialoguelength];
37 XYZ participantlocation[max_dialogues][10];
38 int participantfocus[max_dialogues][max_dialoguelength];
39 int participantaction[max_dialogues][max_dialoguelength];
40 float participantyaw[max_dialogues][10];
41 XYZ participantfacing[max_dialogues][max_dialoguelength][10];
42 float dialoguecamerayaw[max_dialogues][max_dialoguelength];
43 float dialoguecamerapitch[max_dialogues][max_dialoguelength];
48 int dialoguegonethrough[20];
52 Texture terraintexture;
53 Texture terraintexture2;
54 Texture loadscreentexture;
55 Texture Maparrowtexture;
56 Texture Mapboxtexture;
57 Texture Mapcircletexture;
58 Texture cursortexture;
59 GLuint screentexture = 0;
60 GLuint screentexture2 = 0;
61 Texture Mainmenuitems[10];
67 int newscreenwidth = 0;
68 int newscreenheight = 0;
75 int oldmousecoordh = 0;
76 int oldmousecoordv = 0;
79 SkyBox *skybox = NULL;
85 float hawkcalldelay = 0;
97 bool stealthloading = 0;
107 bool editorenabled = 0;
109 float editorsize = 0;
111 float editorpitch = 0;
116 int numpathpoints = 0;
117 int numpathpointconnect[30] = {};
118 int pathpointconnect[30][30] = {};
119 int pathpointselected = 0;
123 int numchallengelevels = 0;
125 bool console = false;
126 char consoletext[15][256] = {};
127 int consolechars[15] = {};
129 char displaytext[15][256] = {};
130 int displaychars[15] = {};
131 float displaytime[15] = {};
132 float displayblinkdelay = 0;
133 bool displayblink = 0;
134 int displayselected = 0;
135 float consoleblinkdelay = 0;
136 bool consoleblink = 0;
137 int consoleselected = 0;
139 unsigned short crouchkey = 0, jumpkey = 0, forwardkey = 0, chatkey = 0, backkey = 0, leftkey = 0, rightkey = 0, drawkey = 0, throwkey = 0, attackkey = 0;
140 unsigned short consolekey = 0;
144 int oldenvironment = 0;
146 float changedelay = 0;
148 bool waiting = false;
149 Account* accountactive = NULL;
152 void Game::fireSound(int sound)
154 emit_sound_at(sound);
157 void Game::inputText(char* str, int* charselected, int* nb_chars)
163 SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
164 SDL_EnableUNICODE(true);
167 while (SDL_PollEvent(&evenement)) {
169 switch (evenement.type) {
171 if (evenement.key.keysym.sym == SDLK_ESCAPE) {
172 for (int i = 0; i < 255; i++)
177 } else if (evenement.key.keysym.sym == SDLK_BACKSPACE) {
178 if ((*charselected) != 0) {
179 for (int i = (*charselected) - 1; i < 255; i++)
185 } else if (evenement.key.keysym.sym == SDLK_DELETE) {
186 if ((*charselected) < (*nb_chars)) {
187 for (int i = (*charselected); i < 255; i++)
192 } else if (evenement.key.keysym.sym == SDLK_HOME) {
194 } else if (evenement.key.keysym.sym == SDLK_END) {
195 (*charselected) = (*nb_chars);
196 } else if (evenement.key.keysym.sym == SDLK_LEFT) {
197 if ((*charselected) != 0)
199 } else if (evenement.key.keysym.sym == SDLK_RIGHT) {
200 if ((*charselected) < (*nb_chars))
202 } else if (evenement.key.keysym.sym == SDLK_RETURN) {
204 } else if (evenement.key.keysym.unicode >= 32 && evenement.key.keysym.unicode < 127 && (*nb_chars) < 60) {
205 for (int i = 255; i >= (*charselected) + 1; i--)
207 str[*charselected] = evenement.key.keysym.unicode;
216 SDL_EnableKeyRepeat(0, 0); // disable key repeat
217 SDL_EnableUNICODE(false);
221 int setKeySelected_thread(void* data)
223 using namespace Game;
226 while (keycode == -1) {
227 SDL_WaitEvent(&evenement);
228 switch (evenement.type) {
230 keycode = evenement.key.keysym.sym;
232 case SDL_MOUSEBUTTONDOWN:
233 keycode = SDLK_LAST + evenement.button.button;
239 if (keycode != SDLK_ESCAPE) {
243 forwardkey = keycode;
270 consolekey = keycode;
282 void Game::setKeySelected()
285 printf("launch thread\n");
286 SDL_Thread* thread = SDL_CreateThread(setKeySelected_thread, NULL);
287 if ( thread == NULL ) {
288 fprintf(stderr, "Unable to create thread: %s\n", SDL_GetError());