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