Artifact 135758e2d72c5cc5fce8c4dc1454724bd1816939380be6d0d780c7e6b090a2f3:
- File
src/protos.h
— part of check-in
[1ee33c9983]
at
2024-08-03 14:50:31
on branch trunk
— Don't depend on global constructors for commands
This breaks when using ObjC, as these can run before the ObjC module is initialized, resulting in non-working message sends as the selectors are not registered yet. (user: js, size: 9432) [annotate] [blame] [check-ins using]
// protos for ALL external functions in cube... // command extern int variable(char *name, int min, int cur, int max, int *storage, void (*fun)(), bool persist); extern void setvar(char *name, int i); extern int getvar(char *name); extern bool identexists(char *name); extern bool addcommand(char *name, void (*fun)(), int narg); extern int execute(char *p, bool down = true); extern void exec(char *cfgfile); extern bool execfile(char *cfgfile); extern void resetcomplete(); extern void complete(char *s); extern void alias(char *name, char *action); extern char *getalias(char *name); extern void writecfg(); // console extern void keypress(int code, bool isdown, int cooked); extern void renderconsole(); extern void conoutf(const char *s, ...); extern char *getcurcommand(); extern void writebinds(FILE *f); // init extern void enqueueInit(const char *name, void (^init)(void)); extern void processInitQueue(void); // menus extern bool rendermenu(); extern void menuset(int menu); extern void menumanual(int m, int n, char *text); extern void sortmenu(int start, int num); extern bool menukey(int code, bool isdown); extern void newmenu(char *name); // serverbrowser extern void addserver(char *servername); extern char *getservername(int n); extern void writeservercfg(); // rendergl extern void gl_init(int w, int h); extern void cleangl(); extern void gl_drawframe(int w, int h, float curfps); extern bool installtex( int tnum, char *texname, int &xs, int &ys, bool clamp = false); extern void mipstats(int a, int b, int c); extern void vertf(float v1, float v2, float v3, sqr *ls, float t1, float t2); extern void addstrip(int tex, int start, int n); extern int lookuptexture(int tex, int &xs, int &ys); // rendercubes extern void resetcubes(); extern void render_flat(int tex, int x, int y, int size, int h, sqr *l1, sqr *l2, sqr *l3, sqr *l4, bool isceil); extern void render_flatdelta(int wtex, int x, int y, int size, float h1, float h2, float h3, float h4, sqr *l1, sqr *l2, sqr *l3, sqr *l4, bool isceil); extern void render_square(int wtex, float floor1, float floor2, float ceil1, float ceil2, int x1, int y1, int x2, int y2, int size, sqr *l1, sqr *l2, bool topleft); extern void render_tris(int x, int y, int size, bool topleft, sqr *h1, sqr *h2, sqr *s, sqr *t, sqr *u, sqr *v); extern void addwaterquad(int x, int y, int size); extern int renderwater(float hf); extern void finishstrips(); extern void setarraypointers(); // client extern void localservertoclient(uchar *buf, int len); extern void connects(char *servername); extern void disconnect(int onlyclean = 0, int async = 0); extern void toserver(char *text); extern void addmsg(int rel, int num, int type, ...); extern bool multiplayer(); extern bool allowedittoggle(); extern void sendpackettoserv(void *packet); extern void gets2c(); extern void c2sinfo(dynent *d); extern void neterr(char *s); extern void initclientnet(); extern bool netmapstart(); extern int getclientnum(); extern void changemapserv(char *name, int mode); extern void writeclientinfo(FILE *f); // clientgame extern void mousemove(int dx, int dy); extern void updateworld(int millis); extern void startmap(char *name); extern void changemap(char *name); extern void initclient(); extern void spawnplayer(dynent *d); extern void selfdamage(int damage, int actor, dynent *act); extern dynent *newdynent(); extern char *getclientmap(); extern const char *modestr(int n); extern void zapdynent(dynent *&d); extern dynent *getclient(int cn); extern void timeupdate(int timeremain); extern void resetmovement(dynent *d); extern void fixplayer1range(); // clientextras extern void renderclients(); extern void renderclient( dynent *d, bool team, char *mdlname, bool hellpig, float scale); void showscores(bool on); extern void renderscores(); // world extern void setupworld(int factor); extern void empty_world(int factor, bool force); extern void remip(block &b, int level = 0); extern void remipmore(block &b, int level = 0); extern int closestent(); extern int findentity(int type, int index = 0); extern void trigger(int tag, int type, bool savegame); extern void resettagareas(); extern void settagareas(); extern entity *newentity( int x, int y, int z, char *what, int v1, int v2, int v3, int v4); // worldlight extern void calclight(); extern void dodynlight( vec &vold, vec &v, int reach, int strength, dynent *owner); extern void cleardlights(); extern block *blockcopy(block &b); extern void blockpaste(block &b); // worldrender extern void render_world(float vx, float vy, float vh, int yaw, int pitch, float widef, int w, int h); // worldocull extern void computeraytable(float vx, float vy); extern int isoccluded(float vx, float vy, float cx, float cy, float csize); // main extern void fatal(char *s, char *o = ""); extern void *alloc(int s); extern void keyrepeat(bool on); // rendertext extern void draw_text(char *str, int left, int top, int gl_num); extern void draw_textf(char *fstr, int left, int top, int gl_num, ...); extern int text_width(char *str); extern void draw_envbox(int t, int fogdist); // editing extern void cursorupdate(); extern void toggleedit(); extern void editdrag(bool isdown); extern void setvdeltaxy(int delta, block &sel); extern void editequalisexy(bool isfloor, block &sel); extern void edittypexy(int type, block &sel); extern void edittexxy(int type, int t, block &sel); extern void editheightxy(bool isfloor, int amount, block &sel); extern bool noteditmode(); extern void pruneundos(int maxremain = 0); // renderextras extern void line(int x1, int y1, float z1, int x2, int y2, float z2); extern void box(block &b, float z1, float z2, float z3, float z4); extern void dot(int x, int y, float z); extern void linestyle(float width, int r, int g, int b); extern void newsphere(vec &o, float max, int type); extern void renderspheres(int time); extern void gl_drawhud( int w, int h, int curfps, int nquads, int curvert, bool underwater); extern void readdepth(int w, int h); extern void blendbox(int x1, int y1, int x2, int y2, bool border); extern void damageblend(int n); // renderparticles extern void setorient(vec &r, vec &u); extern void particle_splash(int type, int num, int fade, vec &p); extern void particle_trail(int type, int fade, vec &from, vec &to); extern void render_particles(int time); // worldio extern void save_world(char *fname); extern void load_world(char *mname); extern void writemap(char *mname, int msize, uchar *mdata); extern uchar *readmap(char *mname, int *msize); extern void loadgamerest(); extern void incomingdemodata(uchar *buf, int len, bool extras = false); extern void demoplaybackstep(); extern void stop(); extern void stopifrecording(); extern void demodamage(int damage, vec &o); extern void demoblend(int damage); // physics extern void moveplayer(dynent *pl, int moveres, bool local); extern bool collide(dynent *d, bool spawn, float drop, float rise); extern void entinmap(dynent *d); extern void setentphysics(int mml, int mmr); extern void physicsframe(); // sound extern void playsound(int n, vec *loc = 0); extern void playsoundc(int n); extern void initsound(); extern void cleansound(); // rendermd2 extern void rendermodel(char *mdl, int frame, int range, int tex, float rad, float x, float y, float z, float yaw, float pitch, bool teammate, float scale, float speed, int snap = 0, int basetime = 0); extern mapmodelinfo *getmminfo(int i); // server extern void initserver(bool dedicated, int uprate, char *sdesc, char *ip, char *master, char *passwd, int maxcl); extern void cleanupserver(); extern void localconnect(); extern void localdisconnect(); extern void localclienttoserver(struct _ENetPacket *); extern void serverslice(int seconds, unsigned int timeout); extern void putint(uchar *&p, int n); extern int getint(uchar *&p); extern void sendstring(char *t, uchar *&p); extern void startintermission(); extern void restoreserverstate(vector<entity> &ents); extern uchar *retrieveservers(uchar *buf, int buflen); extern char msgsizelookup(int msg); extern void serverms(int mode, int numplayers, int minremain, char *smapname, int seconds, bool isfull); extern void servermsinit(const char *master, char *sdesc, bool listen); extern void sendmaps(int n, string mapname, int mapsize, uchar *mapdata); extern ENetPacket *recvmap(int n); // weapon extern void selectgun(int a = -1, int b = -1, int c = -1); extern void shoot(dynent *d, vec &to); extern void shootv( int gun, vec &from, vec &to, dynent *d = 0, bool local = false); extern void createrays(vec &from, vec &to); extern void moveprojectiles(float time); extern void projreset(); extern char *playerincrosshair(); extern int reloadtime(int gun); // monster extern void monsterclear(); extern void restoremonsterstate(); extern void monsterthink(); extern void monsterrender(); extern dvector &getmonsters(); extern void monsterpain(dynent *m, int damage, dynent *d); extern void endsp(bool allkilled); // entities extern void renderents(); extern void putitems(uchar *&p); extern void checkquad(int time); extern void checkitems(); extern void realpickup(int n, dynent *d); extern void renderentities(); extern void resetspawns(); extern void setspawn(uint i, bool on); extern void teleport(int n, dynent *d); extern void baseammo(int gun); // rndmap extern void perlinarea(block &b, int scale, int seed, int psize);