along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
*/
-#include "Game.h"
-#include "Devtools/ConsoleCmds.h"
-#include "Level/Dialog.h"
-#include "Level/Hotspot.h"
-#include "Utils/Folders.h"
+#include "Devtools/ConsoleCmds.hpp"
+
+#include "Game.hpp"
+#include "Level/Dialog.hpp"
+#include "Level/Hotspot.hpp"
+#include "Utils/Folders.hpp"
+#include "Tutorial.hpp"
const char *cmd_names[cmd_count] = {
#define DECLARE_COMMAND(cmd) #cmd,
extern float fadestart;
extern float slomospeed;
extern float slomofreq;
-extern int tutoriallevel;
extern int hostile;
extern int maptype;
-extern Objects objects;
extern int slomo;
extern float slomodelay;
extern bool skyboxtexture;
fpackf(tfile, "Bi", environment);
- fpackf(tfile, "Bi", objects.numobjects);
+ fpackf(tfile, "Bi", Object::objects.size());
- for (int k = 0; k < objects.numobjects; k++)
- fpackf(tfile, "Bi Bf Bf Bf Bf Bf Bf", objects.type[k], objects.yaw[k], objects.pitch[k],
- objects.position[k].x, objects.position[k].y, objects.position[k].z, objects.scale[k]);
+ for (int k = 0; k < Object::objects.size(); k++)
+ fpackf(tfile, "Bi Bf Bf Bf Bf Bf Bf", Object::objects[k]->type, Object::objects[k]->yaw, Object::objects[k]->pitch,
+ Object::objects[k]->position.x, Object::objects[k]->position.y, Object::objects[k]->position.z, Object::objects[k]->scale);
fpackf(tfile, "Bi", Hotspot::hotspots.size());
- for (int i = 0; i < Hotspot::hotspots.size(); i++) {
+ for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
fpackf(tfile, "Bi Bf Bf Bf Bf", Hotspot::hotspots[i].type, Hotspot::hotspots[i].size, Hotspot::hotspots[i].position.x, Hotspot::hotspots[i].position.y, Hotspot::hotspots[i].position.z);
int templength = strlen(Hotspot::hotspots[i].text);
fpackf(tfile, "Bi", templength);
bodyprop = Person::players[j]->proportionbody.x / 1.1;
armprop = Person::players[j]->proportionarms.x / 1.1;
legprop = Person::players[j]->proportionlegs.x / 1.1;
- } else if (Person::players[j]->creature == rabbittype) {
+ } else {
+ // rabbittype
headprop = Person::players[j]->proportionhead.x / 1.2;
bodyprop = Person::players[j]->proportionbody.x / 1.05;
armprop = Person::players[j]->proportionarms.x / 1.00;
void ch_tutorial(const char *args)
{
- tutoriallevel = atoi(args);
+ Tutorial::active = atoi(args);
}
void ch_hostile(const char *args)
sscanf(args, "%d", &dlg);
Dialog::whichdialogue = dlg;
- if (Dialog::whichdialogue >= Dialog::dialogs.size()) {
+ if (Dialog::whichdialogue >= int(Dialog::dialogs.size())) {
return;
}
SetUpLighting();
terrain.DoShadows();
- objects.DoShadows();
+ Object::DoShadows();
}
void ch_skylight(const char *args)
SetUpLighting();
terrain.DoShadows();
- objects.DoShadows();
+ Object::DoShadows();
}
void ch_skybox(const char *args)
SetUpLighting();
terrain.DoShadows();
- objects.DoShadows();
+ Object::DoShadows();
}