Import cube_2005_08_29_src_zlib.zip
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249
src/protos.h
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249
src/protos.h
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// protos for ALL external functions in cube...
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// command
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extern int variable(char *name, int min, int cur, int max, int *storage, void (*fun)(), bool persist);
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extern void setvar(char *name, int i);
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extern int getvar(char *name);
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extern bool identexists(char *name);
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extern bool addcommand(char *name, void (*fun)(), int narg);
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extern int execute(char *p, bool down = true);
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extern void exec(char *cfgfile);
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extern bool execfile(char *cfgfile);
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extern void resetcomplete();
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extern void complete(char *s);
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extern void alias(char *name, char *action);
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extern char *getalias(char *name);
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extern void writecfg();
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// console
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extern void keypress(int code, bool isdown, int cooked);
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extern void renderconsole();
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extern void conoutf(const char *s, ...);
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extern char *getcurcommand();
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extern void writebinds(FILE *f);
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// menus
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extern bool rendermenu();
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extern void menuset(int menu);
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extern void menumanual(int m, int n, char *text);
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extern void sortmenu(int start, int num);
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extern bool menukey(int code, bool isdown);
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extern void newmenu(char *name);
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// serverbrowser
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extern void addserver(char *servername);
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extern char *getservername(int n);
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extern void writeservercfg();
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// rendergl
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extern void gl_init(int w, int h);
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extern void cleangl();
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extern void gl_drawframe(int w, int h, float curfps);
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extern bool installtex(int tnum, char *texname, int &xs, int &ys, bool clamp = false);
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extern void mipstats(int a, int b, int c);
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extern void vertf(float v1, float v2, float v3, sqr *ls, float t1, float t2);
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extern void addstrip(int tex, int start, int n);
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extern int lookuptexture(int tex, int &xs, int &ys);
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// rendercubes
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extern void resetcubes();
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extern void render_flat(int tex, int x, int y, int size, int h, sqr *l1, sqr *l2, sqr *l3, sqr *l4, bool isceil);
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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);
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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);
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extern void render_tris(int x, int y, int size, bool topleft, sqr *h1, sqr *h2, sqr *s, sqr *t, sqr *u, sqr *v);
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extern void addwaterquad(int x, int y, int size);
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extern int renderwater(float hf);
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extern void finishstrips();
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extern void setarraypointers();
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// client
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extern void localservertoclient(uchar *buf, int len);
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extern void connects(char *servername);
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extern void disconnect(int onlyclean = 0, int async = 0);
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extern void toserver(char *text);
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extern void addmsg(int rel, int num, int type, ...);
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extern bool multiplayer();
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extern bool allowedittoggle();
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extern void sendpackettoserv(void *packet);
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extern void gets2c();
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extern void c2sinfo(dynent *d);
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extern void neterr(char *s);
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extern void initclientnet();
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extern bool netmapstart();
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extern int getclientnum();
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extern void changemapserv(char *name, int mode);
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extern void writeclientinfo(FILE *f);
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// clientgame
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extern void mousemove(int dx, int dy);
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extern void updateworld(int millis);
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extern void startmap(char *name);
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extern void changemap(char *name);
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extern void initclient();
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extern void spawnplayer(dynent *d);
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extern void selfdamage(int damage, int actor, dynent *act);
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extern dynent *newdynent();
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extern char *getclientmap();
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extern const char *modestr(int n);
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extern void zapdynent(dynent *&d);
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extern dynent *getclient(int cn);
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extern void timeupdate(int timeremain);
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extern void resetmovement(dynent *d);
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extern void fixplayer1range();
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// clientextras
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extern void renderclients();
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extern void renderclient(dynent *d, bool team, char *mdlname, bool hellpig, float scale);
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void showscores(bool on);
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extern void renderscores();
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// world
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extern void setupworld(int factor);
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extern void empty_world(int factor, bool force);
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extern void remip(block &b, int level = 0);
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extern void remipmore(block &b, int level = 0);
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extern int closestent();
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extern int findentity(int type, int index = 0);
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extern void trigger(int tag, int type, bool savegame);
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extern void resettagareas();
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extern void settagareas();
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extern entity *newentity(int x, int y, int z, char *what, int v1, int v2, int v3, int v4);
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// worldlight
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extern void calclight();
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extern void dodynlight(vec &vold, vec &v, int reach, int strength, dynent *owner);
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extern void cleardlights();
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extern block *blockcopy(block &b);
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extern void blockpaste(block &b);
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// worldrender
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extern void render_world(float vx, float vy, float vh, int yaw, int pitch, float widef, int w, int h);
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// worldocull
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extern void computeraytable(float vx, float vy);
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extern int isoccluded(float vx, float vy, float cx, float cy, float csize);
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// main
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extern void fatal(char *s, char *o = "");
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extern void *alloc(int s);
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extern void keyrepeat(bool on);
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// rendertext
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extern void draw_text(char *str, int left, int top, int gl_num);
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extern void draw_textf(char *fstr, int left, int top, int gl_num, ...);
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extern int text_width(char *str);
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extern void draw_envbox(int t, int fogdist);
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// editing
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extern void cursorupdate();
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extern void toggleedit();
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extern void editdrag(bool isdown);
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extern void setvdeltaxy(int delta, block &sel);
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extern void editequalisexy(bool isfloor, block &sel);
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extern void edittypexy(int type, block &sel);
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extern void edittexxy(int type, int t, block &sel);
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extern void editheightxy(bool isfloor, int amount, block &sel);
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extern bool noteditmode();
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extern void pruneundos(int maxremain = 0);
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// renderextras
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extern void line(int x1, int y1, float z1, int x2, int y2, float z2);
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extern void box(block &b, float z1, float z2, float z3, float z4);
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extern void dot(int x, int y, float z);
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extern void linestyle(float width, int r, int g, int b);
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extern void newsphere(vec &o, float max, int type);
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extern void renderspheres(int time);
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extern void gl_drawhud(int w, int h, int curfps, int nquads, int curvert, bool underwater);
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extern void readdepth(int w, int h);
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extern void blendbox(int x1, int y1, int x2, int y2, bool border);
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extern void damageblend(int n);
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// renderparticles
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extern void setorient(vec &r, vec &u);
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extern void particle_splash(int type, int num, int fade, vec &p);
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extern void particle_trail(int type, int fade, vec &from, vec &to);
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extern void render_particles(int time);
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// worldio
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extern void save_world(char *fname);
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extern void load_world(char *mname);
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extern void writemap(char *mname, int msize, uchar *mdata);
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extern uchar *readmap(char *mname, int *msize);
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extern void loadgamerest();
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extern void incomingdemodata(uchar *buf, int len, bool extras = false);
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extern void demoplaybackstep();
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extern void stop();
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extern void stopifrecording();
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extern void demodamage(int damage, vec &o);
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extern void demoblend(int damage);
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// physics
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extern void moveplayer(dynent *pl, int moveres, bool local);
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extern bool collide(dynent *d, bool spawn, float drop, float rise);
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extern void entinmap(dynent *d);
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extern void setentphysics(int mml, int mmr);
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extern void physicsframe();
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// sound
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extern void playsound(int n, vec *loc = 0);
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extern void playsoundc(int n);
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extern void initsound();
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extern void cleansound();
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// rendermd2
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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);
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extern mapmodelinfo &getmminfo(int i);
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// server
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extern void initserver(bool dedicated, int uprate, char *sdesc, char *ip, char *master, char *passwd, int maxcl);
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extern void cleanupserver();
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extern void localconnect();
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extern void localdisconnect();
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extern void localclienttoserver(struct _ENetPacket *);
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extern void serverslice(int seconds, unsigned int timeout);
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extern void putint(uchar *&p, int n);
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extern int getint(uchar *&p);
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extern void sendstring(char *t, uchar *&p);
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extern void startintermission();
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extern void restoreserverstate(vector<entity> &ents);
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extern uchar *retrieveservers(uchar *buf, int buflen);
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extern char msgsizelookup(int msg);
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extern void serverms(int mode, int numplayers, int minremain, char *smapname, int seconds, bool isfull);
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extern void servermsinit(const char *master, char *sdesc, bool listen);
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extern void sendmaps(int n, string mapname, int mapsize, uchar *mapdata);
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extern ENetPacket *recvmap(int n);
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// weapon
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extern void selectgun(int a = -1, int b = -1, int c =-1);
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extern void shoot(dynent *d, vec &to);
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extern void shootv(int gun, vec &from, vec &to, dynent *d = 0, bool local = false);
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extern void createrays(vec &from, vec &to);
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extern void moveprojectiles(float time);
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extern void projreset();
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extern char *playerincrosshair();
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extern int reloadtime(int gun);
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// monster
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extern void monsterclear();
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extern void restoremonsterstate();
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extern void monsterthink();
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extern void monsterrender();
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extern dvector &getmonsters();
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extern void monsterpain(dynent *m, int damage, dynent *d);
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extern void endsp(bool allkilled);
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// entities
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extern void renderents();
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extern void putitems(uchar *&p);
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extern void checkquad(int time);
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extern void checkitems();
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extern void realpickup(int n, dynent *d);
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extern void renderentities();
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extern void resetspawns();
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extern void setspawn(uint i, bool on);
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extern void teleport(int n, dynent *d);
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extern void baseammo(int gun);
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// rndmap
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extern void perlinarea(block &b, int scale, int seed, int psize);
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