#include <algorithm>
using namespace std;
+using namespace Game;
// Added more evilness needed for MSVC
#ifdef _MSC_VER
#undef DECLARE_COMMAND
};
-typedef void (*console_handler)(Game *game, const char *args);
+typedef void (*console_handler)(const char *args);
-#define DECLARE_COMMAND(cmd) static void ch_##cmd(Game *game, const char *args);
+#define DECLARE_COMMAND(cmd) static void ch_##cmd(const char *args);
#include "ConsoleCmds.h"
#undef DECLARE_COMMAND
-static void ch_quit(Game *game, const char *args)
+static void ch_quit(const char *args)
{
- game->tryquit = 1;
+ tryquit = 1;
}
-static void ch_map(Game *game, const char *args)
+static void ch_map(const char *args)
{
- game->Loadlevel(args);
- game->whichlevel = -2;
+ Loadlevel(args);
+ whichlevel = -2;
campaign = 0;
}
-static void ch_save(Game *game, const char *args){
+static void ch_save(const char *args){
char buf[64];
snprintf(buf, 63, ":Data:Maps:%s", args);
}
}
- fpackf(tfile, "Bi", game->numpathpoints);
- for(int j=0;j<game->numpathpoints;j++){
- fpackf(tfile, "Bf Bf Bf Bi", game->pathpoint[j].x, game->pathpoint[j].y, game->pathpoint[j].z, game->numpathpointconnect[j]);
- for(int k=0;k<game->numpathpointconnect[j];k++)
- fpackf(tfile, "Bi", game->pathpointconnect[j][k]);
+ fpackf(tfile, "Bi", numpathpoints);
+ for(int j=0;j<numpathpoints;j++){
+ fpackf(tfile, "Bf Bf Bf Bi", pathpoint[j].x, pathpoint[j].y, pathpoint[j].z, numpathpointconnect[j]);
+ for(int k=0;k<numpathpointconnect[j];k++)
+ fpackf(tfile, "Bi", pathpointconnect[j][k]);
}
- fpackf(tfile, "Bf Bf Bf Bf", game->mapcenter.x, game->mapcenter.y, game->mapcenter.z, game->mapradius);
+ fpackf(tfile, "Bf Bf Bf Bf", mapcenter.x, mapcenter.y, mapcenter.z, mapradius);
fclose(tfile);
}
-static void ch_cellar(Game *game, const char *args)
+static void ch_cellar(const char *args)
{
- game->LoadTextureSave(":Data:Textures:Furdarko.jpg",&player[0].skeleton.drawmodel.textureptr,1,&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
+ LoadTextureSave(":Data:Textures:Furdarko.jpg",&player[0].skeleton.drawmodel.textureptr,1,&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
}
-static void ch_tint(Game *game, const char *args)
+static void ch_tint(const char *args)
{
sscanf(args, "%f%f%f", &tintr, &tintg, &tintb);
}
-static void ch_tintr(Game *game, const char *args)
+static void ch_tintr(const char *args)
{
tintr = atof(args);
}
-static void ch_tintg(Game *game, const char *args)
+static void ch_tintg(const char *args)
{
tintg = atof(args);
}
-static void ch_tintb(Game *game, const char *args)
+static void ch_tintb(const char *args)
{
tintb = atof(args);
}
-static void ch_speed(Game *game, const char *args)
+static void ch_speed(const char *args)
{
player[0].speedmult = atof(args);
}
-static void ch_strength(Game *game, const char *args)
+static void ch_strength(const char *args)
{
player[0].power = atof(args);
}
-static void ch_power(Game *game, const char *args)
+static void ch_power(const char *args)
{
player[0].power = atof(args);
}
-static void ch_size(Game *game, const char *args)
+static void ch_size(const char *args)
{
player[0].scale = atof(args) * .2;
}
return closest;
}
-static void ch_sizenear(Game *game, const char *args)
+static void ch_sizenear(const char *args)
{
int closest = find_closest();
}
}
-static void ch_proportion(Game *game, const char *args)
+static void ch_proportion(const char *args)
{
set_proportion(0, args);
}
-static void ch_proportionnear(Game *game, const char *args)
+static void ch_proportionnear(const char *args)
{
int closest = find_closest();
if (closest)
player[pnum].protectionlow = low;
}
-static void ch_protection(Game *game, const char *args)
+static void ch_protection(const char *args)
{
set_protection(0, args);
}
-static void ch_protectionnear(Game *game, const char *args)
+static void ch_protectionnear(const char *args)
{
int closest = find_closest();
if (closest)
player[pnum].armorlow = low;
}
-static void ch_armor(Game *game, const char *args)
+static void ch_armor(const char *args)
{
set_armor(0, args);
}
-static void ch_armornear(Game *game, const char *args)
+static void ch_armornear(const char *args)
{
int closest = find_closest();
if (closest)
set_armor(closest, args);
}
-static void ch_protectionreset(Game *game, const char *args)
+static void ch_protectionreset(const char *args)
{
set_protection(0, "1 1 1");
set_armor(0, "1 1 1");
player[pnum].metallow = low;
}
-static void ch_metal(Game *game, const char *args)
+static void ch_metal(const char *args)
{
set_metal(0, args);
}
-static void set_noclothes(int pnum, Game *game, const char *args)
+static void set_noclothes(int pnum, const char *args)
{
player[pnum].numclothes = 0;
- game->LoadTextureSave(creatureskin[player[pnum].creature][player[pnum].whichskin],
+ LoadTextureSave(creatureskin[player[pnum].creature][player[pnum].whichskin],
&player[pnum].skeleton.drawmodel.textureptr,1,
&player[pnum].skeleton.skinText[0],&player[pnum].skeleton.skinsize);
}
-static void ch_noclothes(Game *game, const char *args)
+static void ch_noclothes(const char *args)
{
- set_noclothes(0, game, args);
+ set_noclothes(0, args);
}
-static void ch_noclothesnear(Game *game, const char *args)
+static void ch_noclothesnear(const char *args)
{
int closest = find_closest();
if (closest)
- set_noclothes(closest, game, args);
+ set_noclothes(closest, args);
}
-static void set_clothes(int pnum, Game *game, const char *args)
+static void set_clothes(int pnum, const char *args)
{
char buf[64];
snprintf(buf, 63, ":Data:Textures:%s.png", args);
- if (!game->AddClothes(buf,&player[pnum].skeleton.skinText[pnum]))
+ if (!AddClothes(buf,&player[pnum].skeleton.skinText[pnum]))
return;
player[pnum].DoMipmaps();
player[pnum].numclothes++;
}
-static void ch_clothes(Game *game, const char *args)
+static void ch_clothes(const char *args)
{
- set_clothes(0, game, args);
+ set_clothes(0, args);
}
-static void ch_clothesnear(Game *game, const char *args)
+static void ch_clothesnear(const char *args)
{
int closest = find_closest();
if (closest)
- set_clothes(closest, game, args);
+ set_clothes(closest, args);
}
-static void ch_belt(Game *game, const char *args)
+static void ch_belt(const char *args)
{
player[0].skeleton.clothes = !player[0].skeleton.clothes;
}
-static void ch_cellophane(Game *game, const char *args)
+static void ch_cellophane(const char *args)
{
cellophane = !cellophane;
float mul = cellophane ? 0 : 1;
}
}
-static void ch_funnybunny(Game *game, const char *args)
+static void ch_funnybunny(const char *args)
{
player[0].skeleton.id=0;
player[0].skeleton.Load(":Data:Skeleton:Basic Figure",":Data:Skeleton:Basic Figurelow",
":Data:Models:Body4.solid",":Data:Models:Body5.solid",
":Data:Models:Body6.solid",":Data:Models:Body7.solid",
":Data:Models:Bodylow.solid",":Data:Models:Belt.solid",1);
- game->LoadTextureSave(":Data:Textures:fur3.jpg",&player[0].skeleton.drawmodel.textureptr,1,
+ LoadTextureSave(":Data:Textures:fur3.jpg",&player[0].skeleton.drawmodel.textureptr,1,
&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
player[0].creature=rabbittype;
player[0].scale=.2;
set_proportion(0, "1 1 1 1");
}
-static void ch_wolfie(Game *game, const char *args)
+static void ch_wolfie(const char *args)
{
player[0].skeleton.id=0;
player[0].skeleton.Load(":Data:Skeleton:Basic Figure Wolf",":Data:Skeleton:Basic Figure Wolf Low",
":Data:Models:Wolf4.solid",":Data:Models:Wolf5.solid",
":Data:Models:Wolf6.solid",":Data:Models:Wolf7.solid",
":Data:Models:Wolflow.solid",":Data:Models:Belt.solid",0);
- game->LoadTextureSave(":Data:Textures:Wolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
+ LoadTextureSave(":Data:Textures:Wolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
player[0].creature=wolftype;
player[0].damagetolerance=300;
set_proportion(0, "1 1 1 1");
}
-static void ch_wolfieisgod(Game *game, const char *args)
+static void ch_wolfieisgod(const char *args)
{
- ch_wolfie(game, args);
+ ch_wolfie(args);
}
-static void ch_wolf(Game *game, const char *args)
+static void ch_wolf(const char *args)
{
- game->LoadTextureSave(":Data:Textures:Wolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
+ LoadTextureSave(":Data:Textures:Wolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
}
-static void ch_snowwolf(Game *game, const char *args)
+static void ch_snowwolf(const char *args)
{
- game->LoadTextureSave(":Data:Textures:SnowWolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
+ LoadTextureSave(":Data:Textures:SnowWolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
}
-static void ch_darkwolf(Game *game, const char *args)
+static void ch_darkwolf(const char *args)
{
- game->LoadTextureSave(":Data:Textures:DarkWolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
+ LoadTextureSave(":Data:Textures:DarkWolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
}
-static void ch_lizardwolf(Game *game, const char *args)
+static void ch_lizardwolf(const char *args)
{
- game->LoadTextureSave(":Data:Textures:Lizardwolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
+ LoadTextureSave(":Data:Textures:Lizardwolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
}
-static void ch_white(Game *game, const char *args)
+static void ch_white(const char *args)
{
- game->LoadTextureSave(":Data:Textures:fur.jpg",&player[0].skeleton.drawmodel.textureptr,1,
+ LoadTextureSave(":Data:Textures:fur.jpg",&player[0].skeleton.drawmodel.textureptr,1,
&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
}
-static void ch_brown(Game *game, const char *args)
+static void ch_brown(const char *args)
{
- game->LoadTextureSave(":Data:Textures:fur3.jpg",&player[0].skeleton.drawmodel.textureptr,1,
+ LoadTextureSave(":Data:Textures:fur3.jpg",&player[0].skeleton.drawmodel.textureptr,1,
&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
}
-static void ch_black(Game *game, const char *args)
+static void ch_black(const char *args)
{
- game->LoadTextureSave(":Data:Textures:fur2.jpg",&player[0].skeleton.drawmodel.textureptr,1,
+ LoadTextureSave(":Data:Textures:fur2.jpg",&player[0].skeleton.drawmodel.textureptr,1,
&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
}
-static void ch_sizemin(Game *game, const char *args)
+static void ch_sizemin(const char *args)
{
for (int i = 1; i < numplayers; i++)
if (player[i].scale < 0.8 * 0.2)
player[i].scale = 0.8 * 0.2;
}
-static void ch_tutorial(Game *game, const char *args)
+static void ch_tutorial(const char *args)
{
tutoriallevel = atoi(args);
}
-static void ch_hostile(Game *game, const char *args)
+static void ch_hostile(const char *args)
{
hostile = atoi(args);
}
-static void ch_indemo(Game *game, const char *args)
+static void ch_indemo(const char *args)
{
- game->indemo=1;
+ indemo=1;
hotspot[numhotspots]=player[0].coords;
hotspotsize[numhotspots]=0;
hotspottype[numhotspots]=-111;
numhotspots++;
}
-static void ch_notindemo(Game *game, const char *args)
+static void ch_notindemo(const char *args)
{
- game->indemo=0;
+ indemo=0;
numhotspots--;
}
-static void ch_type(Game *game, const char *args)
+static void ch_type(const char *args)
{
int n = sizeof(editortypenames) / sizeof(editortypenames[0]);
for (int i = 0; i < n; i++)
}
}
-static void ch_path(Game *game, const char *args)
+static void ch_path(const char *args)
{
int n = sizeof(pathtypenames) / sizeof(pathtypenames[0]);
for (int i = 0; i < n; i++)
}
}
-static void ch_hs(Game *game, const char *args)
+static void ch_hs(const char *args)
{
hotspot[numhotspots]=player[0].coords;
numhotspots++;
}
-static void ch_dialogue(Game *game, const char *args)
+static void ch_dialogue(const char *args)
{
int dlg;
char buf1[32], buf2[64];
numdialogues++;
}
-static void ch_fixdialogue(Game *game, const char *args)
+static void ch_fixdialogue(const char *args)
{
char buf1[32], buf2[64];
int whichdi;
ipstream.close();
}
-static void ch_fixtype(Game *game, const char *args)
+static void ch_fixtype(const char *args)
{
int dlg;
sscanf(args, "%d", &dlg);
dialoguetype[0] = dlg;
}
-static void ch_fixrotation(Game *game, const char *args)
+static void ch_fixrotation(const char *args)
{
participantrotation[whichdialogue][participantfocus[whichdialogue][indialogue]]=player[participantfocus[whichdialogue][indialogue]].rotation;
}
-static void ch_ddialogue(Game *game, const char *args)
+static void ch_ddialogue(const char *args)
{
if (numdialogues)
numdialogues--;
}
-static void ch_dhs(Game *game, const char *args)
+static void ch_dhs(const char *args)
{
if (numhotspots)
numhotspots--;
}
-static void ch_immobile(Game *game, const char *args)
+static void ch_immobile(const char *args)
{
player[0].immobile = 1;
}
-static void ch_allimmobile(Game *game, const char *args)
+static void ch_allimmobile(const char *args)
{
for (int i = 1; i < numplayers; i++)
player[i].immobile = 1;
}
-static void ch_mobile(Game *game, const char *args)
+static void ch_mobile(const char *args)
{
player[0].immobile = 0;
}
-static void ch_default(Game *game, const char *args)
+static void ch_default(const char *args)
{
player[0].armorhead=1;
player[0].armorhigh=1;
}
player[0].numclothes=0;
- game->LoadTextureSave(creatureskin[player[0].creature][player[0].whichskin],
+ LoadTextureSave(creatureskin[player[0].creature][player[0].whichskin],
&player[0].skeleton.drawmodel.textureptr,1,&player[0].skeleton.skinText[0],
&player[0].skeleton.skinsize);
player[0].immobile=0;
}
-static void ch_play(Game *game, const char *args)
+static void ch_play(const char *args)
{
int dlg;
sscanf(args, "%d", &dlg);
playdialogueboxsound();
}
-static void ch_mapkilleveryone(Game *game, const char *args)
+static void ch_mapkilleveryone(const char *args)
{
maptype = mapkilleveryone;
}
-static void ch_mapkillmost(Game *game, const char *args)
+static void ch_mapkillmost(const char *args)
{
maptype = mapkillmost;
}
-static void ch_mapkillsomeone(Game *game, const char *args)
+static void ch_mapkillsomeone(const char *args)
{
maptype = mapkillsomeone;
}
-static void ch_mapgosomewhere(Game *game, const char *args)
+static void ch_mapgosomewhere(const char *args)
{
maptype = mapgosomewhere;
}
-static void ch_viewdistance(Game *game, const char *args)
+static void ch_viewdistance(const char *args)
{
viewdistance = atof(args)*100;
}
-static void ch_fadestart(Game *game, const char *args)
+static void ch_fadestart(const char *args)
{
fadestart = atof(args);
}
-static void ch_slomo(Game *game, const char *args)
+static void ch_slomo(const char *args)
{
slomospeed = atof(args);
slomo = !slomo;
slomodelay = 1000;
}
-static void ch_slofreq(Game *game, const char *args)
+static void ch_slofreq(const char *args)
{
slomofreq = atof(args);
}
-static void ch_skytint(Game *game, const char *args)
+static void ch_skytint(const char *args)
{
sscanf(args, "%f%f%f", &skyboxr, &skyboxg, &skyboxb);
skyboxlightg=skyboxg;
skyboxlightb=skyboxb;
- game->SetUpLighting();
+ SetUpLighting();
terrain.DoShadows();
objects.DoShadows();
}
-static void ch_skylight(Game *game, const char *args)
+static void ch_skylight(const char *args)
{
sscanf(args, "%f%f%f", &skyboxlightr, &skyboxlightg, &skyboxlightb);
- game->SetUpLighting();
+ SetUpLighting();
terrain.DoShadows();
objects.DoShadows();
}
-static void ch_skybox(Game *game, const char *args)
+static void ch_skybox(const char *args)
{
skyboxtexture = !skyboxtexture;
- game->SetUpLighting();
+ SetUpLighting();
terrain.DoShadows();
objects.DoShadows();
}
-static void cmd_dispatch(Game *game, const string cmd)
+static void cmd_dispatch(const string cmd)
{
int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
if (cmd.substr(0,cmd.find(' '))==string(cmd_names[i]))
{
cout << "|" << cmd.substr(cmd.find(' ')+1) << "|" << endl;
- cmd_handlers[i](game, cmd.substr(cmd.find(' ')+1).c_str());
+ cmd_handlers[i](cmd.substr(cmd.find(' ')+1).c_str());
break;
}
emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
case 8:
flash();
- SaveSettings(*this);
+ SaveSettings();
mainmenu=gameon?2:1;
break;
case 9:
if(Input::isKeyDown(SDLK_q) && Input::isKeyDown(SDLK_LMETA)){
tryquit=1;
if(mainmenu==3) {
- SaveSettings(*this);
+ SaveSettings();
}
}
}
//finished with settings menu
if(mainmenu==3){
- SaveSettings(*this);
+ SaveSettings();
}
//effects
if(mainmenu>=3&&mainmenu!=8){
archiveselected=0;
if(consolechars[0]>0) {
consoletext[0][consolechars[0]]='\0';
- cmd_dispatch(this, consoletext[0]);
+ cmd_dispatch(consoletext[0]);
for(int k=14;k>=1;k--) {
for(int j=0;j<255;j++)
consoletext[k][j]=consoletext[k-1][j];
if(Input::isKeyDown(SDLK_q)&&Input::isKeyDown(SDLK_LMETA)){
tryquit=1;
if(mainmenu==3) {
- SaveSettings(*this);
+ SaveSettings();
}
}