// protos for ALL external functions in cube... #ifdef __cplusplus extern "C" { #endif // command extern void setvar(OFString *name, int i); extern int getvar(OFString *name); extern bool identexists(OFString *name); extern int execute(OFString *p, bool down); extern void exec(OFString *cfgfile); extern bool execfile(OFIRI *cfgfile); extern void resetcomplete(); extern void complete(OFMutableString *s); extern void alias(OFString *name, OFString *action); extern OFString *getalias(OFString *name); extern void writecfg(); // console extern void keypress(int code, bool isDown); extern void input(OFString *text); extern void renderconsole(); extern void conoutf(OFConstantString *format, ...); extern OFString *getcurcommand(); extern void writebinds(OFStream *stream); // init extern void enqueueInit(void (^init)(void)); extern void processInitQueue(void); // menus extern bool rendermenu(); extern void menuset(int menu); extern void menumanual(int m, int n, OFString *text); extern void sortmenu(); extern bool menukey(int code, bool isdown); extern void newmenu(OFString *name); // serverbrowser extern void addserver(OFString *servername); extern OFString *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, OFIRI *IRI, int *xs, int *ys, bool clamp); extern void mipstats(int a, int b, int c); extern void vertf( float v1, float v2, float v3, struct 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, struct sqr *l1, struct sqr *l2, struct sqr *l3, struct sqr *l4, bool isceil); extern void render_flatdelta(int wtex, int x, int y, int size, float h1, float h2, float h3, float h4, struct sqr *l1, struct sqr *l2, struct sqr *l3, struct 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, struct sqr *l1, struct sqr *l2, bool topleft); extern void render_tris(int x, int y, int size, bool topleft, struct sqr *h1, struct sqr *h2, struct sqr *s, struct sqr *t, struct sqr *u, struct 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(unsigned char *buf, int len); extern void connects(OFString *servername); extern void disconnect(bool onlyclean, bool async); extern void toserver(OFString *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(Player *d); extern void neterr(OFString *s); extern void initclientnet(); extern bool netmapstart(); extern int getclientnum(); extern void changemapserv(OFString *name, int mode); extern void writeclientinfo(OFStream *stream); // clientgame extern void initPlayers(); extern void mousemove(int dx, int dy); extern void updateworld(int millis); extern void startmap(OFString *name); extern void changemap(OFString *name); extern void initclient(); extern void spawnplayer(DynamicEntity *d); extern void selfdamage(int damage, int actor, DynamicEntity *act); extern OFString *getclientmap(); extern OFString *modestr(int n); extern Player *getclient(int cn); extern void setclient(int cn, id client); extern void timeupdate(int timeremain); extern void fixplayer1range(); // clientextras extern void renderclients(); extern void renderclient( DynamicEntity *d, bool team, OFString *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(const struct block *b, int level); extern void remipmore(const struct block *b, int level); extern int closestent(); extern int findentity(int type, int index); extern void trigger(int tag, int type, bool savegame); extern void resettagareas(); extern void settagareas(); extern Entity *newentity( int x, int y, int z, OFString *what, int v1, int v2, int v3, int v4); // worldlight extern void calclight(); extern void dodynlight(OFVector3D vold, OFVector3D v, int reach, int strength, DynamicEntity *owner); extern void cleardlights(); extern struct block *blockcopy(const struct block *b); extern void blockpaste(const struct 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(OFConstantString *s, ...); // rendertext extern void draw_text(OFString *string, int left, int top, int gl_num); extern void draw_textf( OFConstantString *format, int left, int top, int gl_num, ...); extern int text_width(OFString *string); 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, const struct block *sel); extern void editequalisexy(bool isfloor, const struct block *sel); extern void edittypexy(int type, const struct block *sel); extern void edittexxy(int type, int t, const struct block *sel); extern void editheightxy(bool isfloor, int amount, const struct block *sel); extern bool noteditmode(); extern void pruneundos(int maxremain); // renderextras extern void line(int x1, int y1, float z1, int x2, int y2, float z2); extern void box(const struct block *b, float z1, float z2, float z3, float z4); extern void dot(int x, int y, float z); extern void linestyle(float width, OFColor *color); extern void newsphere(OFVector3D 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(OFVector3D r, OFVector3D u); extern void particle_splash(int type, int num, int fade, OFVector3D p); extern void particle_trail(int type, int fade, OFVector3D from, OFVector3D to); extern void render_particles(int time); // worldio extern void save_world(OFString *fname); extern void load_world(OFString *mname); extern void writemap(OFString *mname, int msize, unsigned char *mdata); extern OFData *readmap(OFString *mname); extern void loadgamerest(); extern void incomingdemodata(unsigned char *buf, int len, bool extras); extern void demoplaybackstep(); extern void stop(); extern void stopifrecording(); extern void demodamage(int damage, OFVector3D o); extern void demoblend(int damage); // physics extern void moveplayer(DynamicEntity *pl, int moveres, bool local); extern bool collide(DynamicEntity *d, bool spawn, float drop, float rise); extern void entinmap(DynamicEntity *d); extern void setentphysics(int mml, int mmr); extern void physicsframe(); // sound extern void playsound(int n, const OFVector3D *loc); extern void playsoundc(int n); extern void initsound(); extern void cleansound(); // rendermd2 extern void rendermodel(OFString *mdl, int frame, int range, int tex, float rad, OFVector3D position, float yaw, float pitch, bool teammate, float scale, float speed, int snap, int basetime); @class MapModelInfo; extern MapModelInfo *getmminfo(int i); // server extern void initserver(bool dedicated, int uprate, OFString *sdesc, OFString *ip, OFString *master, OFString *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(unsigned char **p, int n); extern int getint(unsigned char **p); extern void sendstring(OFString *t, unsigned char **p); extern void startintermission(); extern void restoreserverstate(OFArray *ents); extern unsigned char *retrieveservers(unsigned char *buf, int buflen); extern char msgsizelookup(int msg); extern void serverms(int mode, int numplayers, int minremain, OFString *smapname, int seconds, bool isfull); extern void servermsinit(OFString *master, OFString *sdesc, bool listen); extern void sendmaps( int n, OFString *mapname, int mapsize, unsigned char *mapdata); extern ENetPacket *recvmap(int n); // weapon extern void selectgun(int a, int b, int c); extern void shoot(DynamicEntity *d, OFVector3D to); extern void shootv( int gun, OFVector3D from, OFVector3D to, DynamicEntity *d, bool local); extern void createrays(OFVector3D from, OFVector3D to); extern void moveprojectiles(float time); extern void projreset(); extern OFString *playerincrosshair(); extern int reloadtime(int gun); // entities extern void initEntities(); extern void renderents(); extern void putitems(unsigned char **p); extern void checkquad(int time); extern void checkitems(); extern void realpickup(int n, Player *d); extern void renderentities(); extern void resetspawns(); extern void setspawn(size_t i, bool on); extern void teleport(int n, DynamicEntity *d); extern void baseammo(int gun); // rndmap extern void perlinarea(const struct block *b, int scale, int seed, int psize); #ifdef __cplusplus } #endif