mirror of
https://github.com/ClassiCube/ClassiCube.git
synced 2025-09-09 07:18:34 -04:00
Update some headers to 2022 and improve their comments
This commit is contained in:
parent
2ee4a911d0
commit
ec2d69a6d9
@ -1,8 +1,9 @@
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#ifndef CC_ANIMATIONS_H
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#define CC_ANIMATIONS_H
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/* Contains everything relating to texture animations (including default water/lava ones)
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Copyright 2014-2021 ClassiCube | Licensed under BSD-3
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*/
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/*
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Contains everything relating to texture animations (including default water/lava ones)
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Copyright 2014-2022 ClassiCube | Licensed under BSD-3
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*/
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struct IGameComponent;
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extern struct IGameComponent Animations_Component;
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@ -1,12 +1,13 @@
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#ifndef CC_BUILDER_H
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#define CC_BUILDER_H
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#include "Core.h"
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/* Converts a 16x16x16 chunk into a mesh of vertices.
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NormalMeshBuilder:
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Implements a simple chunk mesh builder, where each block face is a single colour.
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(whatever lighting engine returns as light colour for given block face at given coordinates)
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/*
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Converts a 16x16x16 chunk into a mesh of vertices
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NormalMeshBuilder:
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Implements a simple chunk mesh builder, where each block face is a single colour
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(whatever lighting engine returns as light colour for given block face at given coordinates)
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Copyright 2014-2021 ClassiCube | Licensed under BSD-3
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Copyright 2014-2022 ClassiCube | Licensed under BSD-3
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*/
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struct ChunkInfo;
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struct IGameComponent;
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@ -1,9 +1,9 @@
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#ifndef CC_CAMERA_H
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#define CC_CAMERA_H
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#include "Vectors.h"
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/* Represents a camera, may be first or third person.
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Copyright 2014-2021 ClassiCube | Licensed under BSD-3
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/*
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Represents a camera, may be first or third person
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Copyright 2014-2022 ClassiCube | Licensed under BSD-3
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*/
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struct RayTracer;
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struct Camera;
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@ -1,7 +1,8 @@
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#ifndef CC_CONSTANTS_H
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#define CC_CONSTANTS_H
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/* Defines useful constants.
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Copyright 2014-2021 ClassiCube | Licensed under BSD-3
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/*
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Defines useful constants
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Copyright 2014-2022 ClassiCube | Licensed under BSD-3
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*/
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#define GAME_MAX_CMDARGS 5
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@ -1,7 +1,8 @@
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#ifndef CC_CORE_H
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#define CC_CORE_H
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/* Core fixed-size integer types, automatic platform detection, and common small structs.
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Copyright 2014-2021 ClassiCube | Licensed under BSD-3
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/*
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Core fixed-size integer types, automatic platform detection, and common small structs
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Copyright 2014-2022 ClassiCube | Licensed under BSD-3
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*/
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#if _MSC_VER
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@ -2,8 +2,9 @@
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#define CC_DRAWER_H
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#include "PackedCol.h"
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#include "Vectors.h"
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/* Draws the vertices for a cuboid region.
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Copyright 2014-2021 ClassiCube | Licensed under BSD-3
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/*
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Draws the vertices for a cuboid region
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Copyright 2014-2022 ClassiCube | Licensed under BSD-3
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*/
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struct VertexTextured;
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@ -1,8 +1,9 @@
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#ifndef CC_ENVRENDERER_H
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#define CC_ENVRENDERER_H
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#include "Core.h"
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/* Renders environment of the map. (clouds, sky, fog, map sides/edges, skybox, rain/snow)
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Copyright 2014-2021 ClassiCube | Licensed under BSD-3
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/*
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Renders environment of the map (clouds, sky, fog, map sides/edges, skybox, rain/snow)
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Copyright 2014-2022 ClassiCube | Licensed under BSD-3
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*/
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struct IGameComponent;
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extern struct IGameComponent EnvRenderer_Component;
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@ -1,7 +1,8 @@
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#ifndef CC_ERRORS_H
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#define CC_ERRORS_H
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/* Contains list of internal ClassiCube errors.
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Copyright 2014-2021 ClassiCube | Licensed under BSD-3
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/*
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Provides a list list of internal ClassiCube errors
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Copyright 2014-2022 ClassiCube | Licensed under BSD-3
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*/
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/* NOTE: When adding errors, remember to keep Logger.c up to date! */
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@ -1,9 +1,10 @@
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#ifndef CC_FUNCS_H
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#define CC_FUNCS_H
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#include "Core.h"
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/* Simple function implementations
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NOTE: doing min(x++, y) etc will increment x twice!
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Copyright 2014-2021 ClassiCube | Licensed under BSD-3
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/*
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Simple function implementations
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NOTE: doing min(x++, y) etc will increment x twice!
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Copyright 2014-2022 ClassiCube | Licensed under BSD-3
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*/
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#define min(x, y) ((x) < (y) ? (x) : (y))
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@ -1,8 +1,9 @@
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#ifndef CC_HELDBLOCKRENDERER_H
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#define CC_HELDBLOCKRENDERER_H
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#include "Core.h"
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/* Implements rendering of held block/arm at bottom right of game.
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Copyright 2014-2021 ClassiCube | Licensed under BSD-3
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/*
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Renders the held block/arm at bottom right of game
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Copyright 2014-2022 ClassiCube | Licensed under BSD-3
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*/
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struct IGameComponent;
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extern struct IGameComponent HeldBlockRenderer_Component;
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@ -2,9 +2,10 @@
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#define CC_HTTP_H
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#include "Constants.h"
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#include "Core.h"
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/* Aysnchronously performs http GET, HEAD, and POST requests.
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Typically this is used to download skins, texture packs, etc.
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Copyright 2014-2021 ClassiCube | Licensed under BSD-3
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/*
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Aysnchronously performs http GET, HEAD, and POST requests
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Typically this is used to download skins, texture packs, etc
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Copyright 2014-2022 ClassiCube | Licensed under BSD-3
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*/
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struct IGameComponent;
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struct ScheduledTask;
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@ -1,9 +1,9 @@
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#ifndef CC_INPUT_H
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#define CC_INPUT_H
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#include "Core.h"
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/* Manages keyboard, mouse, and touch state.
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Raises events when keys are pressed etc, and implements base handlers for them.
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Copyright 2014-2021 ClassiCube | Licensed under BSD-3
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/*
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Manages input state, raising input related events, and base input handling
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Copyright 2014-2022 ClassiCube | Licensed under BSD-3
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*/
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struct IGameComponent;
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struct StringsBuffer;
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@ -360,12 +360,12 @@ static void ClassicLighting_LightHint(int startX, int startZ) {
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}
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}
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static void ClassicLighting_OnReset(void) {
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static void ClassicLighting_FreeState(void) {
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Mem_Free(classic_heightmap);
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classic_heightmap = NULL;
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}
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static void ClassicLighting_OnNewMapLoaded(void) {
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static void ClassicLighting_AllocState(void) {
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classic_heightmap = (cc_int16*)Mem_TryAlloc(World.Width * World.Length, 2);
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if (classic_heightmap) {
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ClassicLighting_Refresh();
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@ -388,9 +388,9 @@ static void ClassicLighting_SetActive(void) {
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Lighting.Color_XSide_Fast = ClassicLighting_Color_XSide_Fast;
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Lighting.Color_ZSide_Fast = ClassicLighting_Color_ZSide_Fast;
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Lighting.HandleReset = ClassicLighting_OnReset;
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Lighting.HandleNewMapLoaded = ClassicLighting_OnNewMapLoaded;
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Lighting.LightHint = ClassicLighting_LightHint;
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Lighting.FreeState = ClassicLighting_FreeState;
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Lighting.AllocState = ClassicLighting_AllocState;
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Lighting.LightHint = ClassicLighting_LightHint;
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}
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@ -398,9 +398,9 @@ static void ClassicLighting_SetActive(void) {
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*---------------------------------------------------Lighting component----------------------------------------------------*
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*#########################################################################################################################*/
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static void OnInit(void) { ClassicLighting_SetActive(); }
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static void OnReset(void) { Lighting.HandleReset(); }
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static void OnNewMapLoaded(void) { Lighting.HandleNewMapLoaded(); }
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static void OnInit(void) { ClassicLighting_SetActive(); }
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static void OnReset(void) { Lighting.FreeState(); }
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static void OnNewMapLoaded(void) { Lighting.AllocState(); }
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struct IGameComponent Lighting_Component = {
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OnInit, /* Init */
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#ifndef CC_WORLDLIGHTING_H
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#define CC_WORLDLIGHTING_H
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#include "PackedCol.h"
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/* Manages lighting of blocks in the world
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ClassicLighting: Uses a simple heightmap, where each block is either in sun or shadow.
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Copyright 2014-2021 ClassiCube | Licensed under BSD-3
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/*
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Abstracts lighting of blocks in the world
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Built-in lighting engines:
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- ClassicLighting: Uses a simple heightmap, where each block is either in sun or shadow
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Copyright 2014-2022 ClassiCube | Licensed under BSD-3
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*/
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struct IGameComponent;
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extern struct IGameComponent Lighting_Component;
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CC_VAR extern struct _Lighting {
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void (*HandleReset)(void);
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void (*HandleNewMapLoaded)(void);
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/* Releases/Frees the per-level lighting state */
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void (*FreeState)(void);
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/* Allocates the per-level lighting state */
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/* (called after map has been fully loaded) */
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void (*AllocState)(void);
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/* Equivalent to (but far more optimised form of)
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* for x = startX; x < startX + 18; x++
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* for z = startZ; z < startZ + 18; z++
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@ -20,6 +26,8 @@ CC_VAR extern struct _Lighting {
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/* Called when a block is changed to update internal lighting state. */
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/* NOTE: Implementations ***MUST*** mark all chunks affected by this lighting change as needing to be refreshed. */
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void (*OnBlockChanged)(int x, int y, int z, BlockID oldBlock, BlockID newBlock);
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/* Invalidates/Resets lighting state for all of the blocks in the world */
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/* (e.g. because a block changed whether it is full bright or not) */
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void (*Refresh)(void);
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/* Returns whether the block at the given coordinates is fully in sunlight. */
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#ifndef CC_LOGGER_H
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#define CC_LOGGER_H
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#include "Core.h"
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/* Support methods for logging errors.
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Copyright 2014-2021 ClassiCube | Licensed under BSD-3
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/*
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Logs warnings/errors and also abstracts platform specific logging for fatal errors
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Copyright 2014-2022 ClassiCube | Licensed under BSD-3
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*/
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typedef cc_bool (*Logger_DescribeError)(cc_result res, cc_string* dst);
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#ifndef CC_OPTIONS_H
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#define CC_OPTIONS_H
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#include "Core.h"
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/* Manages loading and saving options.
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Copyright 2014-2021 ClassiCube | Licensed under BSD-3
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/*
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Manages loading and saving options
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Copyright 2014-2022 ClassiCube | Licensed under BSD-3
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*/
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#define OPT_MUSIC_VOLUME "musicvolume"
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#define CC_PARTICLE_H
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#include "Vectors.h"
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#include "PackedCol.h"
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/* Represents particle effects, and manages rendering and spawning particles.
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Copyright 2014-2021 ClassiCube | Licensed under BSD-3
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/*
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Represents particle effects, and manages rendering and spawning particles
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Copyright 2014-2022 ClassiCube | Licensed under BSD-3
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*/
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struct IGameComponent;
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#ifndef CC_PHYSICS_H
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#define CC_PHYSICS_H
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#include "Vectors.h"
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/* Contains:
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/*
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Provides various physics related structs and methods such as:
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- An axis aligned bounding box, and various methods related to them.
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- Various methods for intersecting geometry.
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- Calculates all possible blocks that a moving entity can intersect with.
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Copyright 2014-2021 ClassiCube | Licensed under BSD-3
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- Calculates all possible blocks that a moving entity can intersect with
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Copyright 2014-2022 ClassiCube | Licensed under BSD-3
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*/
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struct Entity;
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#ifndef CC_PICKING_H
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#define CC_PICKING_H
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#include "Vectors.h"
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/* Data for picking/selecting block by the user, and clipping the camera.
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Copyright 2014-2021 ClassiCube | Licensed under BSD-3
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/*
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Provides ray tracer functionality for calculating picking/selecting intersection
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e.g. calculating block selected in the world by the user, clipping the camera
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Copyright 2014-2022 ClassiCube | Licensed under BSD-3
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*/
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/* Implements a voxel ray tracer
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#ifndef CC_PLATFORM_H
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#define CC_PLATFORM_H
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#include "Core.h"
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/* Abstracts platform specific memory management, I/O, etc.
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Copyright 2014-2021 ClassiCube | Licensed under BSD-3
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/*
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Abstracts platform specific memory management, I/O, etc
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Copyright 2014-2022 ClassiCube | Licensed under BSD-3
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*/
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struct DateTime;
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#ifndef CC_PROTOCOL_H
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#define CC_PROTOCOL_H
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#include "Vectors.h"
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/* Implements network protocols for original classic, CPE, and WoM textures.
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Copyright 2014-2021 ClassiCube | Licensed under BSD-3
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/*
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Implements network protocols for original classic, CPE, and WoM textures
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Copyright 2014-2022 ClassiCube | Licensed under BSD-3
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*/
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struct RayTracer;
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#ifndef CC_SERVERCONNECTION_H
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#define CC_SERVERCONNECTION_H
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#include "Vectors.h"
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/* Represents a connection to either a multiplayer or an internal singleplayer server.
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Copyright 2014-2021 ClassiCube | Licensed under BSD-3
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/*
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Represents a connection to either a multiplayer or an internal singleplayer server
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Copyright 2014-2022 ClassiCube | Licensed under BSD-3
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*/
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struct IGameComponent;
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11
src/String.h
11
src/String.h
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#ifndef CC_STRING_H
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#define CC_STRING_H
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#include "Core.h"
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/* Implements operations for a string.
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Also implements conversions betweens strings and numbers.
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Also implements converting code page 437 indices to/from unicode.
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Also implements wrapping a single line of text into multiple lines.
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Copyright 2014-2021 ClassiCube | Licensed under BSD-3
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/*
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Provides various string related operations
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Also provides conversions betweens strings and numbers
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Also provides converting code page 437 indices to/from unicode
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Also provides wrapping a single line of text into multiple lines
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Copyright 2014-2022 ClassiCube | Licensed under BSD-3
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*/
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#define STRING_INT_CHARS 24
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#ifndef CC_TEXPACKS_H
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#define CC_TEXPACKS_H
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#include "Bitmap.h"
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/* Contains everything relating to texture packs.
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- Extracting the textures from a .zip archive
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- Caching terrain atlases and texture packs to avoid redundant downloads
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- Terrain atlas (including breaking it down into multiple 1D atlases)
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Copyright 2014-2021 ClassiCube | Licensed under BSD-3
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/*
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Contains everything relating to texture packs
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- Extracting the textures from a .zip archive
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- Caching terrain atlases and texture packs to avoid redundant downloads
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- Terrain atlas (including breaking it down into multiple 1D atlases)
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Copyright 2014-2022 ClassiCube | Licensed under BSD-3
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*/
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struct Stream;
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#ifndef CC_UTILS_H
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#define CC_UTILS_H
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#include "Core.h"
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/* Implements various utility functions.
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Copyright 2014-2021 ClassiCube | Licensed under BSD-3
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/*
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Provides various utility functions
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Copyright 2014-2022 ClassiCube | Licensed under BSD-3
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*/
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struct Bitmap;
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#define CC_VECTORS_H
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#include "Core.h"
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#include "Constants.h"
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/* Represents 2 and 3 component vectors, and 4 x 4 matrix.
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Frustum culling sourced from http://www.crownandcutlass.com/features/technicaldetails/frustum.html
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Copyright 2014-2021 ClassiCube | Licensed under BSD-3
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/*
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Represents 2 and 3 component vectors, and 4 x 4 matrix
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Frustum culling sourced from http://www.crownandcutlass.com/features/technicaldetails/frustum.html
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Copyright 2014-2022 ClassiCube | Licensed under BSD-3
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*/
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/* 2 component vector (2D vector) */
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#ifndef CC_WINDOW_H
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#define CC_WINDOW_H
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#include "Core.h"
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/* Abstracts creating and managing the native window.
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Copyright 2014-2021 ClassiCube | Licensed under BSD-3 | Based on OpenTK code
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/*
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Abstracts interaction with a windowing system (creating window, moving cursor, etc)
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Copyright 2014-2022 ClassiCube | Licensed under BSD-3
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*/
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/*
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