207 lines
6.6 KiB
C++
207 lines
6.6 KiB
C++
#ifndef __ENGINE_H__
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#define __ENGINE_H__
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#include "cube.hh"
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#include "world.hh"
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#ifndef STANDALONE
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#include "light.hh"
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#include "bih.hh"
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extern dynent *player;
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extern physent *camera1; // special ent that acts as camera, same object as player1 in FPS mode
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extern int worldscale, worldsize;
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extern int mapversion;
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extern char *maptitle;
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extern vector<ushort> texmru;
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extern int xtraverts, xtravertsva;
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extern const ivec cubecoords[8];
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extern const ivec facecoords[6][4];
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extern const uchar fv[6][4];
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extern const uchar fvmasks[64];
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extern const uchar faceedgesidx[6][4];
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extern bool inbetweenframes, renderedframe;
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extern SDL_Window *screen;
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extern int screenw, screenh;
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// texture
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struct cubemapside;
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extern void drawcubemap(int size, const vec &o, float yaw, float pitch, const cubemapside &side, bool onlysky = false);
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extern void compacteditvslots();
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extern void compactmruvslots();
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// renderlights
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extern int calcshadowinfo(const extentity &e, vec &origin, float &radius, vec &spotloc, int &spotangle, float &bias);
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extern void rendershadowatlas();
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extern bool useradiancehints();
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extern void renderradiancehints();
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extern void clearradiancehintscache();
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extern void cleanuplights();
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extern void workinoq();
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extern int calcbbcsmsplits(const ivec &bbmin, const ivec &bbmax);
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extern int calcspherecsmsplits(const vec ¢er, float radius);
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extern int calcbbrsmsplits(const ivec &bbmin, const ivec &bbmax);
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extern int calcspherersmsplits(const vec ¢er, float radius);
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extern int transparentlayer;
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extern int gw, gh, gdepthformat, ghasstencil;
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extern GLuint gdepthtex, gcolortex, gnormaltex, gglowtex, gdepthrb, gstencilrb;
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extern int msaasamples, msaalight;
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extern GLuint msdepthtex, mscolortex, msnormaltex, msglowtex, msdepthrb, msstencilrb;
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extern vector<vec2> msaapositions;
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enum { AA_UNUSED = 0, AA_LUMA, AA_MASKED, AA_SPLIT, AA_SPLIT_LUMA, AA_SPLIT_MASKED };
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extern void cleanupgbuffer();
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extern void initgbuffer();
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extern bool usepacknorm();
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extern void maskgbuffer(const char *mask);
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extern void bindgdepth();
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extern void preparegbuffer(bool depthclear = true);
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extern void rendergbuffer(bool depthclear = true);
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extern void shadesky();
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extern void shadegbuffer();
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extern void shademinimap(const vec &color = vec(-1, -1, -1));
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extern void shademodelpreview(int x, int y, int w, int h, bool background = true, bool scissor = false);
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extern void rendertransparent();
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extern void renderao();
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extern void loadhdrshaders(int aa = AA_UNUSED);
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extern void processhdr(GLuint outfbo = 0, int aa = AA_UNUSED);
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extern void copyhdr(int sw, int sh, GLuint fbo, int dw = 0, int dh = 0, bool flipx = false, bool flipy = false, bool swapxy = false);
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extern void setuplights();
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extern void setupgbuffer();
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extern GLuint shouldscale();
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extern void doscale(GLuint outfbo = 0);
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extern bool debuglights();
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extern void cleanuplights();
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extern int avatarmask;
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extern bool useavatarmask();
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extern void enableavatarmask();
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extern void disableavatarmask();
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// octaedit
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extern void cancelsel();
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extern void rendertexturepanel(int w, int h);
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extern void addundo(undoblock *u);
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extern void commitchanges(bool force = false);
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extern void changed(const ivec &bbmin, const ivec &bbmax, bool commit = true);
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extern void changed(const block3 &sel, bool commit = true);
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extern void rendereditcursor();
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extern void tryedit();
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extern void renderprefab(const char *name, const vec &o, float yaw, float pitch, float roll, float size = 1, const vec &color = vec(1, 1, 1));
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extern void previewprefab(const char *name, const vec &color);
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extern void cleanupprefabs();
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// octarender
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extern ivec worldmin, worldmax, nogimin, nogimax;
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extern vector<tjoint> tjoints;
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extern vector<vtxarray *> varoot, valist;
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extern ushort encodenormal(const vec &n);
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extern vec decodenormal(ushort norm);
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extern void guessnormals(const vec *pos, int numverts, vec *normals);
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extern void reduceslope(ivec &n);
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extern void findtjoints();
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extern void octarender();
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extern void allchanged(bool load = false);
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extern void clearvas(cube *c);
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extern void destroyva(vtxarray *va, bool reparent = true);
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extern void updatevabb(vtxarray *va, bool force = false);
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extern void updatevabbs(bool force = false);
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// dynlight
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extern void updatedynlights();
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extern int finddynlights();
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extern bool getdynlight(int n, vec &o, float &radius, vec &color, vec &dir, int &spot, int &flags);
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// client
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extern void localdisconnect(bool cleanup = true);
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extern void clientkeepalive();
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// command
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extern hashnameset<ident> idents;
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extern int identflags;
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extern void clearoverrides();
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extern void writecfg(const char *name = NULL);
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extern void checksleep(int millis);
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extern void clearsleep(bool clearoverrides = true);
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// console
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extern float conscale;
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extern void processkey(int code, bool isdown, int modstate = 0);
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extern void processtextinput(const char *str, int len);
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extern float rendercommand(float x, float y, float w);
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extern float renderfullconsole(float w, float h);
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extern float renderconsole(float w, float h, float abovehud);
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extern void conoutf(const char *s, ...) PRINTFARGS(1, 2);
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extern void conoutf(int type, const char *s, ...) PRINTFARGS(2, 3);
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extern void resetcomplete();
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extern void complete(char *s, int maxlen, const char *cmdprefix);
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const char *getkeyname(int code);
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extern const char *addreleaseaction(char *s);
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extern tagval *addreleaseaction(ident *id, int numargs);
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extern void writebinds(stream *f);
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extern void writecompletions(stream *f);
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// main
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extern int mainmenu;
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extern void clearmainmenu();
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enum
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{
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NOT_INITING = 0,
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INIT_GAME,
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INIT_LOAD,
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INIT_RESET
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};
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extern int initing, numcpus;
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extern bool initwarning(const char *desc, int level = INIT_RESET, int type = 0);
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extern bool grabinput, minimized;
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extern void pushevent(const SDL_Event &e);
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extern bool interceptkey(int sym);
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extern float loadprogress;
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extern void renderbackground(const char *caption = NULL, Texture *mapshot = NULL, const char *mapname = NULL, const char *mapinfo = NULL, bool force = false);
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extern void renderprogress(float bar, const char *text, bool background = false);
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extern void getframemillis(float &avg, float &best, float &worst);
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extern void getfps(int &fps, int &bestdiff, int &worstdiff);
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extern void swapbuffers(bool overlay = true);
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extern int getclockmillis();
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enum { KR_CONSOLE = 1<<0, KR_GUI = 1<<1, KR_EDITMODE = 1<<2 };
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extern void keyrepeat(bool on, int mask = ~0);
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enum { TI_CONSOLE = 1<<0, TI_GUI = 1<<1 };
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extern void textinput(bool on, int mask = ~0);
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// physics
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extern void mousemove(int dx, int dy);
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extern bool overlapsdynent(const vec &o, float radius);
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extern void rotatebb(vec ¢er, vec &radius, int yaw, int pitch, int roll = 0);
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extern float shadowray(const vec &o, const vec &ray, float radius, int mode, extentity *t = NULL);
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#endif
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#endif
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