remove bits of iengine.hh

master
Daniel Kolesa 2020-06-23 00:48:38 +02:00
parent 154eef2478
commit 2e6e1aa3de
18 changed files with 38 additions and 37 deletions

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@ -1,4 +1,6 @@
#include "aa.hh" #include "aa.hh"
#include "main.hh" // fatal
#include "rendergl.hh" #include "rendergl.hh"
#include "renderlights.hh" #include "renderlights.hh"
#include "texture.hh" #include "texture.hh"

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@ -2,6 +2,7 @@
#include "console.hh" /* conoutf */ #include "console.hh" /* conoutf */
#include "light.hh" #include "light.hh"
#include "main.hh" // multiplayer
#include "octaedit.hh" #include "octaedit.hh"
#include "rendergl.hh" /* has* */ #include "rendergl.hh" /* has* */
#include "renderva.hh" #include "renderva.hh"

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@ -4,6 +4,7 @@
#include "command.hh" #include "command.hh"
#include "console.hh" #include "console.hh"
#include "main.hh" // fatal
#include "engine.hh" #include "engine.hh"

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@ -28,6 +28,8 @@ static void swapbuffers(bool overlay = true);
VAR(mainmenu, 1, 1, 0); VAR(mainmenu, 1, 1, 0);
bool haslocalclients(); // game, FIXME
void clientkeepalive() {} void clientkeepalive() {}
bool multiplayer(bool msg) bool multiplayer(bool msg)

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@ -43,4 +43,9 @@ enum { TI_CONSOLE = 1<<0, TI_GUI = 1<<1 };
void textinput(bool on, int mask = ~0); void textinput(bool on, int mask = ~0);
void fatal(const char *s, ...) PRINTFARGS(1, 2);
bool isconnected(bool attempt = false, bool local = true);
bool multiplayer(bool msg = true);
#endif #endif

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@ -3,7 +3,7 @@
#include "blend.hh" #include "blend.hh"
#include "console.hh" /* conoutf */ #include "console.hh" /* conoutf */
#include "light.hh" #include "light.hh"
#include "main.hh" // mainmenu, keyrepeat, renderedframe, player #include "main.hh" // mainmenu, keyrepeat, renderedframe, player, isconnected, multiplayer
#include "material.hh" #include "material.hh"
#include "octa.hh" #include "octa.hh"
#include "octarender.hh" #include "octarender.hh"

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@ -6,7 +6,7 @@
#include "console.hh" /* conoutf */ #include "console.hh" /* conoutf */
#include "grass.hh" #include "grass.hh"
#include "light.hh" #include "light.hh"
#include "main.hh" // mainmenu, laodprogress #include "main.hh" // mainmenu, laodprogress, isconnected
#include "material.hh" #include "material.hh"
#include "rendergl.hh" #include "rendergl.hh"
#include "renderlights.hh" #include "renderlights.hh"

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@ -4,7 +4,7 @@
#include "blend.hh" #include "blend.hh"
#include "console.hh" #include "console.hh"
#include "grass.hh" #include "grass.hh"
#include "main.hh" // mainmenu, renderbackground, getfps, getclockmillis, screenw/h, inbetweenframes, renderedframe, player #include "main.hh" // mainmenu, renderbackground, getfps, getclockmillis, screenw/h, inbetweenframes, renderedframe, player, fatal
#include "material.hh" #include "material.hh"
#include "pvs.hh" #include "pvs.hh"
#include "octaedit.hh" #include "octaedit.hh"

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@ -3,7 +3,7 @@
#include "aa.hh" #include "aa.hh"
#include "dynlight.hh" #include "dynlight.hh"
#include "light.hh" #include "light.hh"
#include "main.hh" // initwarning #include "main.hh" // initwarning, fatal
#include "material.hh" #include "material.hh"
#include "octaedit.hh" // editmode #include "octaedit.hh" // editmode
#include "octarender.hh" #include "octarender.hh"

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@ -10,6 +10,7 @@
#include "rendertext.hh" #include "rendertext.hh"
#include "renderva.hh" #include "renderva.hh"
#include "shader.hh" #include "shader.hh"
#include "stain.hh"
#include "texture.hh" #include "texture.hh"
#include "water.hh" #include "water.hh"
#include "world.hh" #include "world.hh"

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@ -1,5 +1,6 @@
#include "rendertext.hh" #include "rendertext.hh"
#include "main.hh" // fatal
#include "rendergl.hh" // xtraverts #include "rendergl.hh" // xtraverts
#include "texture.hh" #include "texture.hh"

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@ -4,7 +4,7 @@
#include "command.hh" // identflags #include "command.hh" // identflags
#include "console.hh" /* conoutf */ #include "console.hh" /* conoutf */
#include "main.hh" // loadprogress, renderprogress #include "main.hh" // loadprogress, renderprogress, fatal
#include "octarender.hh" #include "octarender.hh"
#include "rendergl.hh" #include "rendergl.hh"
#include "rendermodel.hh" // cleanupmodels #include "rendermodel.hh" // cleanupmodels

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@ -13,4 +13,20 @@ bool renderstains(int sbuf, bool gbuf, int layer = 0);
void cleanupstains(); void cleanupstains();
void genstainmmtri(stainrenderer *s, const vec v[3]); void genstainmmtri(stainrenderer *s, const vec v[3]);
enum
{
STAIN_BLOOD = 0,
STAIN_PULSE_SCORCH,
STAIN_RAIL_HOLE,
STAIN_PULSE_GLOW,
STAIN_RAIL_GLOW
};
extern void addstain(int type, const vec &center, const vec &surface, float radius, const bvec &color = bvec(0xFF, 0xFF, 0xFF), int info = 0);
static inline void addstain(int type, const vec &center, const vec &surface, float radius, int color, int info = 0)
{
addstain(type, center, surface, radius, bvec::hexcolor(color), info);
}
#endif #endif

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@ -5,7 +5,7 @@
#include "command.hh" // identflags #include "command.hh" // identflags
#include "console.hh" /* conoutf */ #include "console.hh" /* conoutf */
#include "light.hh" #include "light.hh"
#include "main.hh" // initwarning, loadprogress, renderprogress, screenw/h, renderedframe #include "main.hh" // initwarning, loadprogress, renderprogress, screenw/h, renderedframe, fatal, multiplayer
#include "material.hh" #include "material.hh"
#include "octaedit.hh" #include "octaedit.hh"
#include "octarender.hh" #include "octarender.hh"

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@ -4,7 +4,7 @@
#include "command.hh" #include "command.hh"
#include "console.hh" /* conoutf */ #include "console.hh" /* conoutf */
#include "light.hh" #include "light.hh"
#include "main.hh" // clearmainmenu, player #include "main.hh" // clearmainmenu, player, isconnected, multiplayer
#include "octa.hh" #include "octa.hh"
#include "octaedit.hh" #include "octaedit.hh"
#include "octarender.hh" #include "octarender.hh"

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@ -3,7 +3,7 @@
#include "blend.hh" #include "blend.hh"
#include "command.hh" // idents, identflags #include "command.hh" // idents, identflags
#include "console.hh" /* conoutf */ #include "console.hh" /* conoutf */
#include "main.hh" // clearmainmenu, renderbackground #include "main.hh" // clearmainmenu, renderbackground, multiplayer
#include "octa.hh" #include "octa.hh"
#include "octaedit.hh" // texmru #include "octaedit.hh" // texmru
#include "octarender.hh" #include "octarender.hh"

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@ -85,13 +85,6 @@ extern void loopend(ident *id, identstack &stack);
static inline void loopiter(ident *id, identstack &stack, int i) { tagval v; v.setint(i); loopiter(id, stack, v); } static inline void loopiter(ident *id, identstack &stack, int i) { tagval v; v.setint(i); loopiter(id, stack, v); }
static inline void loopiter(ident *id, identstack &stack, float f) { tagval v; v.setfloat(f); loopiter(id, stack, v); } static inline void loopiter(ident *id, identstack &stack, float f) { tagval v; v.setfloat(f); loopiter(id, stack, v); }
// main
extern void fatal(const char *s, ...) PRINTFARGS(1, 2);
// texture
struct VSlot;
// rendergl // rendergl
extern physent *camera1; extern physent *camera1;
extern vec worldpos, camdir, camright, camup; extern vec worldpos, camdir, camright, camup;
@ -117,23 +110,6 @@ extern void pushhudscale(float sx, float sy = 0);
extern void pushhudtranslate(float tx, float ty, float sx = 0, float sy = 0); extern void pushhudtranslate(float tx, float ty, float sx = 0, float sy = 0);
extern void resethudshader(); extern void resethudshader();
// stain
enum
{
STAIN_BLOOD = 0,
STAIN_PULSE_SCORCH,
STAIN_RAIL_HOLE,
STAIN_PULSE_GLOW,
STAIN_RAIL_GLOW
};
extern void addstain(int type, const vec &center, const vec &surface, float radius, const bvec &color = bvec(0xFF, 0xFF, 0xFF), int info = 0);
static inline void addstain(int type, const vec &center, const vec &surface, float radius, int color, int info = 0)
{
addstain(type, center, surface, radius, bvec::hexcolor(color), info);
}
// physics // physics
extern vec collidewall; extern vec collidewall;
extern int collideinside; extern int collideinside;
@ -159,8 +135,3 @@ extern void cleardynentcache();
extern void updatedynentcache(physent *d); extern void updatedynentcache(physent *d);
extern bool entinmap(dynent *d, bool avoidplayers = false); extern bool entinmap(dynent *d, bool avoidplayers = false);
extern void findplayerspawn(dynent *d, int forceent = -1, int tag = 0); extern void findplayerspawn(dynent *d, int forceent = -1, int tag = 0);
// client
extern bool haslocalclients();
extern bool isconnected(bool attempt = false, bool local = true);
extern bool multiplayer(bool msg = true);

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@ -1,6 +1,7 @@
// the interface the engine uses to run the gameplay module // the interface the engine uses to run the gameplay module
struct selinfo; struct selinfo;
struct VSlot;
namespace entities namespace entities
{ {