#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;
Person::players[pnum]->metallow = low;
}
-static void set_noclothes(int pnum, const char *args)
+static void set_noclothes(int pnum, const char*)
{
Person::players[pnum]->numclothes = 0;
Person::players[pnum]->skeleton.drawmodel.textureptr.load(
/* Console commands themselves */
-void ch_quit(const char *args)
+void ch_quit(const char *)
{
tryquit = 1;
}
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 (unsigned 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;
fclose(tfile);
}
-void ch_cellar(const char *args)
+void ch_cellar(const char *)
{
Person::players[0]->skeleton.drawmodel.textureptr.load("Textures/Furdarko.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
}
set_armor(closest, args);
}
-void ch_protectionreset(const char *args)
+void ch_protectionreset(const char *)
{
set_protection(0, "1 1 1");
set_armor(0, "1 1 1");
set_clothes(closest, args);
}
-void ch_belt(const char *args)
+void ch_belt(const char *)
{
Person::players[0]->skeleton.clothes = !Person::players[0]->skeleton.clothes;
}
-void ch_cellophane(const char *args)
+void ch_cellophane(const char *)
{
cellophane = !cellophane;
float mul = (cellophane ? 0 : 1);
}
}
-void ch_funnybunny(const char *args)
+void ch_funnybunny(const char *)
{
Person::players[0]->creature = rabbittype;
Person::players[0]->skeletonLoad(true);
set_proportion(0, "1 1 1 1");
}
-void ch_wolfie(const char *args)
+void ch_wolfie(const char *)
{
Person::players[0]->creature = wolftype;
Person::players[0]->skeletonLoad();
ch_wolfie(args);
}
-void ch_wolf(const char *args)
+void ch_wolf(const char *)
{
Person::players[0]->skeleton.drawmodel.textureptr.load("Textures/Wolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
}
-void ch_snowwolf(const char *args)
+void ch_snowwolf(const char *)
{
Person::players[0]->skeleton.drawmodel.textureptr.load("Textures/SnowWolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
}
-void ch_darkwolf(const char *args)
+void ch_darkwolf(const char *)
{
Person::players[0]->skeleton.drawmodel.textureptr.load("Textures/DarkWolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
}
-void ch_lizardwolf(const char *args)
+void ch_lizardwolf(const char *)
{
Person::players[0]->skeleton.drawmodel.textureptr.load("Textures/LizardWolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
}
-void ch_white(const char *args)
+void ch_white(const char *)
{
Person::players[0]->skeleton.drawmodel.textureptr.load("Textures/Fur.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
}
-void ch_brown(const char *args)
+void ch_brown(const char *)
{
Person::players[0]->skeleton.drawmodel.textureptr.load("Textures/Fur3.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
}
-void ch_black(const char *args)
+void ch_black(const char *)
{
Person::players[0]->skeleton.drawmodel.textureptr.load("Textures/Fur2.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
}
-void ch_sizemin(const char *args)
+void ch_sizemin(const char *)
{
for (unsigned i = 1; i < Person::players.size(); i++)
if (Person::players[i]->scale < 0.8 * 0.2)
void ch_tutorial(const char *args)
{
- tutoriallevel = atoi(args);
+ Tutorial::active = atoi(args);
}
void ch_hostile(const char *args)
void ch_path(const char *args)
{
- int n = sizeof(pathtypenames) / sizeof(pathtypenames[0]);
- for (int i = 0; i < n; i++)
+ unsigned int n = sizeof(pathtypenames) / sizeof(pathtypenames[0]);
+ for (unsigned int i = 0; i < n; i++)
if (stripfx(args, pathtypenames[i])) {
editorpathtype = i;
break;
Dialog::dialogs[0].type = dlg;
}
-void ch_fixrotation(const char *args)
+void ch_fixrotation(const char *)
{
int playerId = Dialog::currentScene().participantfocus;
Dialog::currentDialog().participantyaw[playerId] = Person::players[playerId]->yaw;
}
-void ch_ddialogue(const char *args)
+void ch_ddialogue(const char *)
{
if (!Dialog::dialogs.empty()) {
Dialog::dialogs.pop_back();
}
}
-void ch_dhs(const char *args)
+void ch_dhs(const char *)
{
if (!Hotspot::hotspots.empty()) {
Hotspot::hotspots.pop_back();
}
}
-void ch_immobile(const char *args)
+void ch_immobile(const char *)
{
Person::players[0]->immobile = 1;
}
-void ch_allimmobile(const char *args)
+void ch_allimmobile(const char *)
{
for (unsigned i = 1; i < Person::players.size(); i++)
Person::players[i]->immobile = 1;
}
-void ch_mobile(const char *args)
+void ch_mobile(const char *)
{
Person::players[0]->immobile = 0;
}
-void ch_default(const char *args)
+void ch_default(const char *)
{
Person::players[0]->armorhead = 1;
Person::players[0]->armorhigh = 1;
sscanf(args, "%d", &dlg);
Dialog::whichdialogue = dlg;
- if (Dialog::whichdialogue >= Dialog::dialogs.size()) {
+ if (Dialog::whichdialogue >= int(Dialog::dialogs.size())) {
return;
}
Dialog::currentDialog().play();
}
-void ch_mapkilleveryone(const char *args)
+void ch_mapkilleveryone(const char *)
{
maptype = mapkilleveryone;
}
-void ch_mapkillmost(const char *args)
+void ch_mapkillmost(const char *)
{
maptype = mapkillmost;
}
-void ch_mapkillsomeone(const char *args)
+void ch_mapkillsomeone(const char *)
{
maptype = mapkillsomeone;
}
-void ch_mapgosomewhere(const char *args)
+void ch_mapgosomewhere(const char *)
{
maptype = mapgosomewhere;
}
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)
+void ch_skybox(const char*)
{
skyboxtexture = !skyboxtexture;
SetUpLighting();
terrain.DoShadows();
- objects.DoShadows();
+ Object::DoShadows();
}