vrheights

annotate src/game.cc @ 8:3f221bdc9bab

mesh loading walk polys
author John Tsiombikas <nuclear@member.fsf.org>
date Fri, 03 Oct 2014 04:16:16 +0300
parents 0eca023ed909
children df3a70664a7d
rev   line source
nuclear@2 1 #include <stdio.h>
nuclear@2 2 #include <assert.h>
nuclear@6 3 #include <vector>
nuclear@2 4 #include <algorithm>
nuclear@4 5 #include <vmath/vmath.h>
nuclear@2 6 #include "opengl.h"
nuclear@2 7 #include "game.h"
nuclear@2 8 #include "goatvr.h"
nuclear@3 9 #include "teapot.h"
nuclear@5 10 #include "console.h"
nuclear@5 11 #include "drawtext.h"
nuclear@7 12 #include "game_var.h"
nuclear@8 13 #include "scenefile.h"
nuclear@2 14
nuclear@2 15 static void draw_scene();
nuclear@4 16 static void material(float r, float g, float b, float roughness);
nuclear@2 17 static void toggle_hmd_fullscr();
nuclear@2 18 static void create_rtarg(int x, int y);
nuclear@2 19 static int next_pow2(int x);
nuclear@6 20 static void con_handle(const char *cmd);
nuclear@2 21
nuclear@2 22 static int win_width, win_height;
nuclear@2 23 static unsigned int fb_tex;
nuclear@2 24 static unsigned int fbo, fb_depth;
nuclear@2 25 static int fb_xsz, fb_ysz;
nuclear@2 26 static int fb_tex_xsz, fb_tex_ysz;
nuclear@2 27
nuclear@5 28 static unsigned int chess_tex;
nuclear@5 29
nuclear@8 30 static float cam_theta = -90, cam_phi;
nuclear@8 31 static Vector3 cam_pos = {15.4, 0, 0};
nuclear@4 32 static bool keystate[256];
nuclear@4 33
nuclear@5 34 static Console con;
nuclear@5 35 static dtx_font *con_font;
nuclear@5 36
nuclear@8 37 static SceneFile scn;
nuclear@8 38
nuclear@8 39 #define GVAR_LOOK_WALK "look-walk"
nuclear@8 40 #define GVAR_MAX_STEP "max-step"
nuclear@7 41
nuclear@2 42 bool game_init()
nuclear@2 43 {
nuclear@2 44 init_opengl();
nuclear@2 45
nuclear@8 46 if(!(con_font = dtx_open_font_glyphmap("data/mono14.glyphmap"))) {
nuclear@8 47 fprintf(stderr, "failed to open console font\n");
nuclear@8 48 return false;
nuclear@8 49 }
nuclear@8 50 con.set_font(con_font, 14);
nuclear@8 51 con.set_size(7, 52);
nuclear@8 52 con.set_position(0, 0, Console::CENTER);
nuclear@8 53 con.set_command_func(con_handle);
nuclear@8 54 con.set_echo(false);
nuclear@8 55
nuclear@8 56
nuclear@2 57 if(vr_init() == -1) {
nuclear@2 58 return false;
nuclear@2 59 }
nuclear@2 60
nuclear@2 61 glEnable(GL_DEPTH_TEST);
nuclear@2 62 glEnable(GL_CULL_FACE);
nuclear@3 63 glEnable(GL_LIGHTING);
nuclear@2 64
nuclear@5 65 unsigned char chess_pixels[] = {
nuclear@5 66 0xff, 0x00, 0xff, 0x00, 0x00, 0xff, 0x00, 0xff,
nuclear@5 67 0xff, 0x00, 0xff, 0x00, 0x00, 0xff, 0x00, 0xff
nuclear@5 68 };
nuclear@5 69 glGenTextures(1, &chess_tex);
nuclear@5 70 glBindTexture(GL_TEXTURE_2D, chess_tex);
nuclear@5 71 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
nuclear@5 72 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
nuclear@5 73 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 4, 4, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, chess_pixels);
nuclear@5 74
nuclear@8 75 if(!scn.load("data/sibenik.goatsce")) {
nuclear@8 76 fprintf(stderr, "failed to load scene file\n");
nuclear@5 77 return false;
nuclear@5 78 }
nuclear@7 79
nuclear@7 80 /* initialize all option variables */
nuclear@8 81 set_gvar_bool(GVAR_LOOK_WALK, true);
nuclear@8 82 set_gvar_num(GVAR_MAX_STEP, 0.5);
nuclear@5 83
nuclear@2 84 return true;
nuclear@2 85 }
nuclear@2 86
nuclear@2 87 void game_cleanup()
nuclear@2 88 {
nuclear@2 89 vr_shutdown();
nuclear@2 90 }
nuclear@2 91
nuclear@2 92 void game_update(long tm)
nuclear@2 93 {
nuclear@4 94 static long prev_upd;
nuclear@4 95 float dt = (tm - prev_upd) / 1000.0;
nuclear@4 96 prev_upd = tm;
nuclear@4 97
nuclear@5 98 if(con.is_visible()) {
nuclear@5 99 con.update();
nuclear@5 100 return;
nuclear@5 101 }
nuclear@5 102
nuclear@5 103 float offs = dt * 5.0;
nuclear@4 104 Vector3 dir;
nuclear@4 105
nuclear@4 106 if(keystate['d'] || keystate['D']) {
nuclear@4 107 dir += Vector3(offs, 0, 0);
nuclear@4 108 }
nuclear@4 109 if(keystate['a'] || keystate['A']) {
nuclear@4 110 dir += Vector3(-offs, 0, 0);
nuclear@4 111 }
nuclear@4 112 if(keystate['w'] || keystate['W']) {
nuclear@4 113 dir += Vector3(0, 0, -offs);
nuclear@4 114 }
nuclear@4 115 if(keystate['s'] || keystate['S']) {
nuclear@4 116 dir += Vector3(0, 0, offs);
nuclear@4 117 }
nuclear@4 118
nuclear@8 119 if(get_gvar_bool(GVAR_LOOK_WALK)) {
nuclear@7 120 float rot[4];
nuclear@7 121 vr_view_rotation(0, rot);
nuclear@7 122 Quaternion q(rot[3], rot[0], rot[1], rot[2]);
nuclear@7 123
nuclear@7 124 dir.transform(q);
nuclear@7 125 }
nuclear@7 126
nuclear@5 127 float cos_theta = cos(DEG_TO_RAD(cam_theta));
nuclear@5 128 float sin_theta = sin(DEG_TO_RAD(cam_theta));
nuclear@5 129 cam_pos.x += dir.x * cos_theta - dir.z * sin_theta;
nuclear@5 130 cam_pos.z += dir.x * sin_theta + dir.z * cos_theta;
nuclear@5 131
nuclear@8 132 float max_step = get_gvar_num(GVAR_MAX_STEP);
nuclear@8 133 cam_pos = scn.find_walk_pos(cam_pos + Vector3(0, max_step, 0));
nuclear@2 134 }
nuclear@2 135
nuclear@2 136 void game_display()
nuclear@2 137 {
nuclear@2 138 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
nuclear@2 139 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
nuclear@2 140
nuclear@2 141 for(int i=0; i<2; i++) {
nuclear@2 142 glViewport(i == 0 ? 0 : fb_xsz / 2, 0, fb_xsz / 2, fb_ysz);
nuclear@2 143 vr_begin(i);
nuclear@2 144
nuclear@2 145 float proj[16];
nuclear@2 146 if(vr_proj_matrix(i, 0.5, 500.0, proj)) {
nuclear@2 147 glMatrixMode(GL_PROJECTION);
nuclear@2 148 glLoadMatrixf(proj);
nuclear@2 149 }
nuclear@2 150
nuclear@2 151 glMatrixMode(GL_MODELVIEW);
nuclear@2 152
nuclear@2 153 float view[16];
nuclear@2 154 vr_view_matrix(i, view);
nuclear@2 155 glLoadMatrixf(view);
nuclear@4 156 glRotatef(cam_phi, 1, 0, 0);
nuclear@4 157 glRotatef(cam_theta, 0, 1, 0);
nuclear@2 158 /* move the camera to the eye level of the user */
nuclear@2 159 glTranslatef(0, -vr_getf_def(VR_EYE_HEIGHT, 1.65), 0);
nuclear@4 160 glTranslatef(-cam_pos.x, -cam_pos.y, -cam_pos.z);
nuclear@2 161
nuclear@2 162 draw_scene();
nuclear@5 163 con.draw();
nuclear@2 164
nuclear@2 165 vr_end();
nuclear@2 166 }
nuclear@2 167
nuclear@2 168 glBindFramebuffer(GL_FRAMEBUFFER, 0);
nuclear@2 169 glViewport(0, 0, win_width, win_height);
nuclear@2 170
nuclear@2 171 vr_swap_buffers();
nuclear@2 172 assert(glGetError() == GL_NO_ERROR);
nuclear@2 173 }
nuclear@2 174
nuclear@2 175 void game_reshape(int x, int y)
nuclear@2 176 {
nuclear@2 177 win_width = x;
nuclear@2 178 win_height = y;
nuclear@2 179
nuclear@5 180 create_rtarg(vr_geti_def(VR_RENDER_XRES, x * 2), vr_geti_def(VR_RENDER_YRES, y));
nuclear@2 181 vr_output_texture(fb_tex, 0, 0, (float)fb_xsz / (float)fb_tex_xsz, (float)fb_ysz / (float)fb_tex_ysz);
nuclear@2 182
nuclear@2 183 /* these might be overriden in VR mode (see game_display) */
nuclear@2 184 glViewport(0, 0, x, y);
nuclear@2 185 glMatrixMode(GL_PROJECTION);
nuclear@2 186 glLoadIdentity();
nuclear@2 187 gluPerspective(50.0, (float)x / (float)y, 0.5, 500.0);
nuclear@2 188 }
nuclear@2 189
nuclear@2 190 void game_keyboard(int key, bool pressed)
nuclear@2 191 {
nuclear@2 192 if(pressed) {
nuclear@5 193 if(con.is_visible()) {
nuclear@5 194 if(key == 27 || key == '`') {
nuclear@5 195 con.hide();
nuclear@5 196 } else {
nuclear@5 197 con.input_key(key);
nuclear@5 198 }
nuclear@5 199 } else {
nuclear@5 200 switch(key) {
nuclear@5 201 case 27:
nuclear@5 202 exit_game();
nuclear@5 203 break;
nuclear@2 204
nuclear@5 205 case 'f':
nuclear@5 206 toggle_hmd_fullscr();
nuclear@5 207 break;
nuclear@2 208
nuclear@5 209 case 'r':
nuclear@5 210 vr_recenter();
nuclear@5 211 break;
nuclear@2 212
nuclear@5 213 case '`':
nuclear@5 214 con.show();
nuclear@5 215 break;
nuclear@5 216
nuclear@5 217 default:
nuclear@5 218 break;
nuclear@5 219 }
nuclear@2 220 }
nuclear@2 221 }
nuclear@4 222
nuclear@4 223 if(key < 256) {
nuclear@4 224 keystate[key] = pressed;
nuclear@4 225 }
nuclear@2 226 }
nuclear@2 227
nuclear@4 228
nuclear@4 229 static int prev_x, prev_y;
nuclear@4 230 static bool bnstate[32];
nuclear@4 231
nuclear@2 232 void game_mouse_button(int bn, bool state, int x, int y)
nuclear@2 233 {
nuclear@4 234 bnstate[bn] = state;
nuclear@4 235 prev_x = x;
nuclear@4 236 prev_y = y;
nuclear@2 237 }
nuclear@2 238
nuclear@2 239 void game_mouse_motion(int x, int y)
nuclear@2 240 {
nuclear@4 241 int dx = x - prev_x;
nuclear@4 242 int dy = y - prev_y;
nuclear@4 243 prev_x = x;
nuclear@4 244 prev_y = y;
nuclear@2 245
nuclear@4 246 if(!dx && !dy) {
nuclear@4 247 return;
nuclear@4 248 }
nuclear@4 249 if(bnstate[0]) {
nuclear@4 250 cam_theta += dx * 0.5;
nuclear@4 251 cam_phi += dy * 0.5;
nuclear@3 252
nuclear@4 253 if(cam_phi < -90) cam_phi = -90;
nuclear@4 254 if(cam_phi > 90) cam_phi = 90;
nuclear@4 255 }
nuclear@3 256 }
nuclear@3 257
nuclear@8 258 MeshFace dbg_walk_face;
nuclear@8 259
nuclear@2 260 static void draw_scene()
nuclear@2 261 {
nuclear@3 262 float lpos[][4] = {
nuclear@3 263 {-0.7, 0.7, 1, 0},
nuclear@3 264 {1, 0, 1, 0}
nuclear@3 265 };
nuclear@3 266 float lcol[][4] = {
nuclear@3 267 {0.9, 0.7, 0.6, 1},
nuclear@3 268 {0.3, 0.4, 0.75, 1}
nuclear@3 269 };
nuclear@3 270 for(int i=0; i<2; i++) {
nuclear@3 271 glEnable(GL_LIGHT0 + i);
nuclear@3 272 glLightfv(GL_LIGHT0 + i, GL_POSITION, lpos[i]);
nuclear@3 273 glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, lcol[i]);
nuclear@3 274 glLightfv(GL_LIGHT0 + i, GL_SPECULAR, lcol[i]);
nuclear@3 275 }
nuclear@3 276
nuclear@3 277 glMatrixMode(GL_MODELVIEW);
nuclear@3 278
nuclear@8 279 /*
nuclear@5 280 glBindTexture(GL_TEXTURE_2D, chess_tex);
nuclear@5 281 glEnable(GL_TEXTURE_2D);
nuclear@3 282 material(1, 1, 1, 1);
nuclear@3 283 glBegin(GL_QUADS);
nuclear@3 284 glNormal3f(0, 1, 0);
nuclear@5 285 glTexCoord2f(0, 0); glVertex3f(-10, 0, 10);
nuclear@5 286 glTexCoord2f(1, 0); glVertex3f(10, 0, 10);
nuclear@5 287 glTexCoord2f(1, 1); glVertex3f(10, 0, -10);
nuclear@5 288 glTexCoord2f(0, 1); glVertex3f(-10, 0, -10);
nuclear@3 289 glEnd();
nuclear@5 290 glDisable(GL_TEXTURE_2D);
nuclear@8 291 */
nuclear@3 292
nuclear@8 293 /*material(1, 1, 1, 0.4);
nuclear@3 294 glPushMatrix();
nuclear@3 295 glTranslatef(0, 1.3, -10);
nuclear@3 296 glFrontFace(GL_CW);
nuclear@3 297 bezier_teapot(2.0);
nuclear@3 298 glFrontFace(GL_CCW);
nuclear@8 299 glPopMatrix();*/
nuclear@8 300
nuclear@8 301 for(size_t i=0; i<scn.obj.size(); i++) {
nuclear@8 302 scn.obj[i]->draw();
nuclear@8 303 }
nuclear@8 304
nuclear@8 305 glPushAttrib(GL_ENABLE_BIT);
nuclear@8 306 glDisable(GL_DEPTH_TEST);
nuclear@8 307 glDisable(GL_LIGHTING);
nuclear@8 308
nuclear@8 309 glBegin(GL_TRIANGLES);
nuclear@8 310 glColor3f(0, 1, 0);
nuclear@8 311 glVertex3fv(&dbg_walk_face.v[0].x);
nuclear@8 312 glVertex3fv(&dbg_walk_face.v[1].x);
nuclear@8 313 glVertex3fv(&dbg_walk_face.v[2].x);
nuclear@8 314 glColor3f(1, 1, 1);
nuclear@8 315 glEnd();
nuclear@8 316
nuclear@8 317 glPopAttrib();
nuclear@2 318 }
nuclear@2 319
nuclear@4 320 static void material(float r, float g, float b, float roughness)
nuclear@4 321 {
nuclear@4 322 float gloss = 1.0 - roughness;
nuclear@4 323 float diffuse[] = {r * roughness, g * roughness, b * roughness, 1.0};
nuclear@4 324 float specular[] = {gloss, gloss, gloss, 1.0};
nuclear@4 325 float shin = gloss * 128.0;
nuclear@4 326
nuclear@4 327 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, diffuse);
nuclear@4 328 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, specular);
nuclear@4 329 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shin);
nuclear@4 330 }
nuclear@4 331
nuclear@4 332
nuclear@2 333 static void toggle_hmd_fullscr()
nuclear@2 334 {
nuclear@2 335 static bool fullscr;
nuclear@2 336 static int prev_x, prev_y;
nuclear@2 337 //static int prev_xsz, prev_ysz;
nuclear@2 338
nuclear@2 339 fullscr = !fullscr;
nuclear@2 340 if(fullscr) {
nuclear@2 341 /* entering fullscreen on the HMD */
nuclear@2 342 int xoffs = vr_geti_def(VR_WIN_XOFFS, -1);
nuclear@2 343 int yoffs = vr_geti_def(VR_WIN_YOFFS, -1);
nuclear@2 344 if(xoffs != -1) {
nuclear@2 345 get_window_pos(&prev_x, &prev_y);
nuclear@2 346 move_window(xoffs, yoffs);
nuclear@2 347 }
nuclear@2 348
nuclear@2 349 int xsz = vr_geti_def(VR_DISPLAY_WIDTH, -1);
nuclear@2 350 int ysz = vr_geti_def(VR_DISPLAY_HEIGHT, -1);
nuclear@2 351 if(xsz != -1) {
nuclear@2 352 //prev_xsz = win_width;
nuclear@2 353 //prev_ysz = win_height;
nuclear@2 354 resize_window(xsz, ysz);
nuclear@2 355 }
nuclear@2 356 enter_fullscreen();
nuclear@2 357
nuclear@2 358 } else {
nuclear@2 359 /* leaving fullscreen */
nuclear@2 360 leave_fullscreen();
nuclear@2 361 /*move_window(prev_x, prev_y);
nuclear@2 362 resize_window(prev_xsz, prev_ysz);*/
nuclear@2 363 }
nuclear@2 364 }
nuclear@2 365
nuclear@2 366 static void create_rtarg(int x, int y)
nuclear@2 367 {
nuclear@2 368 if(x == fb_xsz && y == fb_ysz) {
nuclear@2 369 return; // nothing changed
nuclear@2 370 }
nuclear@2 371
nuclear@2 372 fb_xsz = x;
nuclear@2 373 fb_ysz = y;
nuclear@2 374 fb_tex_xsz = next_pow2(fb_xsz);
nuclear@2 375 fb_tex_ysz = next_pow2(fb_ysz);
nuclear@2 376
nuclear@5 377 printf("creating %dx%d render target (tex size: %dx%d)\n", fb_xsz, fb_ysz, fb_tex_xsz, fb_tex_ysz);
nuclear@5 378
nuclear@2 379 if(!fbo) {
nuclear@2 380 glGenFramebuffers(1, &fbo);
nuclear@2 381
nuclear@2 382 glGenTextures(1, &fb_tex);
nuclear@2 383 glBindTexture(GL_TEXTURE_2D, fb_tex);
nuclear@2 384 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
nuclear@2 385 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
nuclear@2 386
nuclear@2 387 glGenRenderbuffers(1, &fb_depth);
nuclear@2 388 }
nuclear@2 389
nuclear@2 390 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
nuclear@2 391
nuclear@2 392 glBindTexture(GL_TEXTURE_2D, fb_tex);
nuclear@2 393 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, fb_tex_xsz, fb_tex_ysz, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
nuclear@2 394 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fb_tex, 0);
nuclear@2 395
nuclear@2 396 glBindRenderbuffer(GL_RENDERBUFFER, fb_depth);
nuclear@2 397 glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, fb_tex_xsz, fb_tex_ysz);
nuclear@2 398 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, fb_depth);
nuclear@2 399
nuclear@2 400 assert(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
nuclear@2 401 glBindFramebuffer(GL_FRAMEBUFFER, 0);
nuclear@2 402 }
nuclear@2 403
nuclear@2 404 static int next_pow2(int x)
nuclear@2 405 {
nuclear@2 406 x -= 1;
nuclear@2 407 x |= x >> 1;
nuclear@2 408 x |= x >> 2;
nuclear@2 409 x |= x >> 4;
nuclear@2 410 x |= x >> 8;
nuclear@2 411 x |= x >> 16;
nuclear@2 412 return x + 1;
nuclear@2 413 }
nuclear@6 414
nuclear@6 415 static const char *strip_spaces(const char *str)
nuclear@6 416 {
nuclear@6 417 while(*str && isspace(*str)) str++;
nuclear@6 418 return str;
nuclear@6 419 }
nuclear@6 420
nuclear@7 421 struct Variable {
nuclear@7 422 const char *var;
nuclear@7 423 enum { BOOL, NUM } type;
nuclear@7 424 bool bool_val;
nuclear@7 425 float num_val;
nuclear@7 426 };
nuclear@7 427
nuclear@6 428 static void con_handle(const char *cmd)
nuclear@6 429 {
nuclear@8 430 /* set debug values */
nuclear@8 431 set_gvar_num("cam-pos-x", cam_pos[0]);
nuclear@8 432 set_gvar_num("cam-pos-y", cam_pos[1]);
nuclear@8 433 set_gvar_num("cam-pos-z", cam_pos[2]);
nuclear@8 434
nuclear@6 435 std::vector<char*> argv;
nuclear@6 436 cmd = strip_spaces(cmd);
nuclear@6 437
nuclear@6 438 if(!*cmd || *cmd == '#') {
nuclear@6 439 return;
nuclear@6 440 }
nuclear@6 441
nuclear@6 442 char *line = (char*)alloca(strlen(cmd) + 1);
nuclear@6 443 strcpy(line, cmd);
nuclear@6 444
nuclear@6 445 char *tok = 0;
nuclear@6 446 while((tok = strtok(tok ? 0 : line, " \t\v\n\r"))) {
nuclear@6 447 argv.push_back(tok);
nuclear@6 448 }
nuclear@6 449
nuclear@6 450 if(strcmp(argv[0], "set") == 0) {
nuclear@6 451 if(argv.size() < 3) {
nuclear@7 452 con.printf("set must be followed by 2 arguments\n");
nuclear@6 453 return;
nuclear@6 454 }
nuclear@7 455 if(have_gvar(argv[1])) {
nuclear@7 456 GameVariable &gv = get_gvar(argv[1]);
nuclear@7 457 con.printf("%s->%s (prev: %s)\n", argv[1], argv[2], gv.to_str().c_str());
nuclear@6 458 } else {
nuclear@7 459 con.printf("%s->%s\n", argv[1], argv[2]);
nuclear@6 460 }
nuclear@7 461 set_gvar_parse(argv[1], argv[2]);
nuclear@7 462
nuclear@7 463 } else if(strcmp(argv[0], "get") == 0) {
nuclear@7 464 if(argv.size() < 2) {
nuclear@7 465 con.printf("get must be followed by the variable name\n");
nuclear@7 466 return;
nuclear@7 467 }
nuclear@7 468 if(have_gvar(argv[1])) {
nuclear@7 469 GameVariable &gv = get_gvar(argv[1]);
nuclear@7 470 con.printf("%s: %s\n", argv[1], gv.to_str().c_str());
nuclear@7 471 }
nuclear@7 472
nuclear@7 473 } else if(strcmp(argv[0], "vars") == 0) {
nuclear@7 474 std::list<std::string> vars = get_gvar_list();
nuclear@7 475 std::list<std::string>::const_iterator it = vars.begin();
nuclear@7 476 while(it != vars.end()) {
nuclear@7 477 con.printf(" %s\n", it++->c_str());
nuclear@7 478 }
nuclear@7 479
nuclear@6 480 } else if(strcmp(argv[0], "exit") == 0 || strcmp(argv[0], "quit") == 0) {
nuclear@6 481 exit_game();
nuclear@7 482
nuclear@7 483 } else if(strcmp(argv[0], "help") == 0) {
nuclear@7 484 con.printf("available commands:\n");
nuclear@7 485 con.printf(" set <var> <val> set value to a variable\n");
nuclear@7 486 con.printf(" get <var> print the value of a variable\n");
nuclear@7 487 con.printf(" vars print a list of all variables\n");
nuclear@7 488 con.printf(" help print this help screen\n");
nuclear@7 489 con.printf(" exit or quit quit the program\n");
nuclear@7 490
nuclear@6 491 } else {
nuclear@6 492 con.printf("invalid command: %s\n", argv[0]);
nuclear@6 493 }
nuclear@6 494 }