]> git.jsancho.org Git - lugaru.git/blobdiff - Source/Game.cpp
Added braces to all statements with clang-tidy and ran clang-format again
[lugaru.git] / Source / Game.cpp
index 7e671e050fcd0de93ca7fe864f532dfabffa7bdf..d362a54c97b322fa6ef9fbca778a6c73d5420e38 100644 (file)
@@ -1,51 +1,37 @@
 /*
 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 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.
 
-This program is distributed in the hope that it will be useful,
+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.
+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 this program; if not, write to the Free Software
-Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
+along with Lugaru.  If not, see <http://www.gnu.org/licenses/>.
 */
 
-#include "Game.h"
-#include "openal_wrapper.h"
-#include "SDL_thread.h"
+#include "Game.hpp"
+
+#include "Audio/openal_wrapper.hpp"
+#include "Level/Dialog.hpp"
+
+#include <SDL_thread.h>
 
 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
 {
@@ -76,14 +62,16 @@ int oldmousecoordh = 0;
 int oldmousecoordv = 0;
 float yaw = 0;
 float pitch = 0;
-SkyBox *skybox = NULL;
+SkyBoxskybox = 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;
@@ -101,7 +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;
@@ -123,20 +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;
@@ -146,7 +127,6 @@ int targetlevel = 0;
 float changedelay = 0;
 
 bool waiting = false;
-Account* accountactive = NULL;
 }
 
 void Game::fireSound(int sound)
@@ -154,139 +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();
     }
 }