Update some headers to 2022 and improve their comments

This commit is contained in:
UnknownShadow200 2022-06-14 21:13:23 +10:00
parent 2ee4a911d0
commit ec2d69a6d9
27 changed files with 111 additions and 79 deletions

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@ -1,8 +1,9 @@
#ifndef CC_ANIMATIONS_H
#define CC_ANIMATIONS_H
/* Contains everything relating to texture animations (including default water/lava ones)
Copyright 2014-2021 ClassiCube | Licensed under BSD-3
*/
/*
Contains everything relating to texture animations (including default water/lava ones)
Copyright 2014-2022 ClassiCube | Licensed under BSD-3
*/
struct IGameComponent;
extern struct IGameComponent Animations_Component;

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@ -1,12 +1,13 @@
#ifndef CC_BUILDER_H
#define CC_BUILDER_H
#include "Core.h"
/* Converts a 16x16x16 chunk into a mesh of vertices.
NormalMeshBuilder:
Implements a simple chunk mesh builder, where each block face is a single colour.
(whatever lighting engine returns as light colour for given block face at given coordinates)
/*
Converts a 16x16x16 chunk into a mesh of vertices
NormalMeshBuilder:
Implements a simple chunk mesh builder, where each block face is a single colour
(whatever lighting engine returns as light colour for given block face at given coordinates)
Copyright 2014-2021 ClassiCube | Licensed under BSD-3
Copyright 2014-2022 ClassiCube | Licensed under BSD-3
*/
struct ChunkInfo;
struct IGameComponent;

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@ -1,9 +1,9 @@
#ifndef CC_CAMERA_H
#define CC_CAMERA_H
#include "Vectors.h"
/* Represents a camera, may be first or third person.
Copyright 2014-2021 ClassiCube | Licensed under BSD-3
/*
Represents a camera, may be first or third person
Copyright 2014-2022 ClassiCube | Licensed under BSD-3
*/
struct RayTracer;
struct Camera;

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@ -1,7 +1,8 @@
#ifndef CC_CONSTANTS_H
#define CC_CONSTANTS_H
/* Defines useful constants.
Copyright 2014-2021 ClassiCube | Licensed under BSD-3
/*
Defines useful constants
Copyright 2014-2022 ClassiCube | Licensed under BSD-3
*/
#define GAME_MAX_CMDARGS 5

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@ -1,7 +1,8 @@
#ifndef CC_CORE_H
#define CC_CORE_H
/* Core fixed-size integer types, automatic platform detection, and common small structs.
Copyright 2014-2021 ClassiCube | Licensed under BSD-3
/*
Core fixed-size integer types, automatic platform detection, and common small structs
Copyright 2014-2022 ClassiCube | Licensed under BSD-3
*/
#if _MSC_VER

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@ -2,8 +2,9 @@
#define CC_DRAWER_H
#include "PackedCol.h"
#include "Vectors.h"
/* Draws the vertices for a cuboid region.
Copyright 2014-2021 ClassiCube | Licensed under BSD-3
/*
Draws the vertices for a cuboid region
Copyright 2014-2022 ClassiCube | Licensed under BSD-3
*/
struct VertexTextured;

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@ -1,8 +1,9 @@
#ifndef CC_ENVRENDERER_H
#define CC_ENVRENDERER_H
#include "Core.h"
/* Renders environment of the map. (clouds, sky, fog, map sides/edges, skybox, rain/snow)
Copyright 2014-2021 ClassiCube | Licensed under BSD-3
/*
Renders environment of the map (clouds, sky, fog, map sides/edges, skybox, rain/snow)
Copyright 2014-2022 ClassiCube | Licensed under BSD-3
*/
struct IGameComponent;
extern struct IGameComponent EnvRenderer_Component;

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@ -1,7 +1,8 @@
#ifndef CC_ERRORS_H
#define CC_ERRORS_H
/* Contains list of internal ClassiCube errors.
Copyright 2014-2021 ClassiCube | Licensed under BSD-3
/*
Provides a list list of internal ClassiCube errors
Copyright 2014-2022 ClassiCube | Licensed under BSD-3
*/
/* NOTE: When adding errors, remember to keep Logger.c up to date! */

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@ -1,9 +1,10 @@
#ifndef CC_FUNCS_H
#define CC_FUNCS_H
#include "Core.h"
/* Simple function implementations
NOTE: doing min(x++, y) etc will increment x twice!
Copyright 2014-2021 ClassiCube | Licensed under BSD-3
/*
Simple function implementations
NOTE: doing min(x++, y) etc will increment x twice!
Copyright 2014-2022 ClassiCube | Licensed under BSD-3
*/
#define min(x, y) ((x) < (y) ? (x) : (y))

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@ -1,8 +1,9 @@
#ifndef CC_HELDBLOCKRENDERER_H
#define CC_HELDBLOCKRENDERER_H
#include "Core.h"
/* Implements rendering of held block/arm at bottom right of game.
Copyright 2014-2021 ClassiCube | Licensed under BSD-3
/*
Renders the held block/arm at bottom right of game
Copyright 2014-2022 ClassiCube | Licensed under BSD-3
*/
struct IGameComponent;
extern struct IGameComponent HeldBlockRenderer_Component;

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@ -2,9 +2,10 @@
#define CC_HTTP_H
#include "Constants.h"
#include "Core.h"
/* Aysnchronously performs http GET, HEAD, and POST requests.
Typically this is used to download skins, texture packs, etc.
Copyright 2014-2021 ClassiCube | Licensed under BSD-3
/*
Aysnchronously performs http GET, HEAD, and POST requests
Typically this is used to download skins, texture packs, etc
Copyright 2014-2022 ClassiCube | Licensed under BSD-3
*/
struct IGameComponent;
struct ScheduledTask;

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@ -1,9 +1,9 @@
#ifndef CC_INPUT_H
#define CC_INPUT_H
#include "Core.h"
/* Manages keyboard, mouse, and touch state.
Raises events when keys are pressed etc, and implements base handlers for them.
Copyright 2014-2021 ClassiCube | Licensed under BSD-3
/*
Manages input state, raising input related events, and base input handling
Copyright 2014-2022 ClassiCube | Licensed under BSD-3
*/
struct IGameComponent;
struct StringsBuffer;

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@ -360,12 +360,12 @@ static void ClassicLighting_LightHint(int startX, int startZ) {
}
}
static void ClassicLighting_OnReset(void) {
static void ClassicLighting_FreeState(void) {
Mem_Free(classic_heightmap);
classic_heightmap = NULL;
}
static void ClassicLighting_OnNewMapLoaded(void) {
static void ClassicLighting_AllocState(void) {
classic_heightmap = (cc_int16*)Mem_TryAlloc(World.Width * World.Length, 2);
if (classic_heightmap) {
ClassicLighting_Refresh();
@ -388,9 +388,9 @@ static void ClassicLighting_SetActive(void) {
Lighting.Color_XSide_Fast = ClassicLighting_Color_XSide_Fast;
Lighting.Color_ZSide_Fast = ClassicLighting_Color_ZSide_Fast;
Lighting.HandleReset = ClassicLighting_OnReset;
Lighting.HandleNewMapLoaded = ClassicLighting_OnNewMapLoaded;
Lighting.LightHint = ClassicLighting_LightHint;
Lighting.FreeState = ClassicLighting_FreeState;
Lighting.AllocState = ClassicLighting_AllocState;
Lighting.LightHint = ClassicLighting_LightHint;
}
@ -398,9 +398,9 @@ static void ClassicLighting_SetActive(void) {
*---------------------------------------------------Lighting component----------------------------------------------------*
*#########################################################################################################################*/
static void OnInit(void) { ClassicLighting_SetActive(); }
static void OnReset(void) { Lighting.HandleReset(); }
static void OnNewMapLoaded(void) { Lighting.HandleNewMapLoaded(); }
static void OnInit(void) { ClassicLighting_SetActive(); }
static void OnReset(void) { Lighting.FreeState(); }
static void OnNewMapLoaded(void) { Lighting.AllocState(); }
struct IGameComponent Lighting_Component = {
OnInit, /* Init */

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@ -1,16 +1,22 @@
#ifndef CC_WORLDLIGHTING_H
#define CC_WORLDLIGHTING_H
#include "PackedCol.h"
/* Manages lighting of blocks in the world
ClassicLighting: Uses a simple heightmap, where each block is either in sun or shadow.
Copyright 2014-2021 ClassiCube | Licensed under BSD-3
/*
Abstracts lighting of blocks in the world
Built-in lighting engines:
- ClassicLighting: Uses a simple heightmap, where each block is either in sun or shadow
Copyright 2014-2022 ClassiCube | Licensed under BSD-3
*/
struct IGameComponent;
extern struct IGameComponent Lighting_Component;
CC_VAR extern struct _Lighting {
void (*HandleReset)(void);
void (*HandleNewMapLoaded)(void);
/* Releases/Frees the per-level lighting state */
void (*FreeState)(void);
/* Allocates the per-level lighting state */
/* (called after map has been fully loaded) */
void (*AllocState)(void);
/* Equivalent to (but far more optimised form of)
* for x = startX; x < startX + 18; x++
* for z = startZ; z < startZ + 18; z++
@ -20,6 +26,8 @@ CC_VAR extern struct _Lighting {
/* Called when a block is changed to update internal lighting state. */
/* NOTE: Implementations ***MUST*** mark all chunks affected by this lighting change as needing to be refreshed. */
void (*OnBlockChanged)(int x, int y, int z, BlockID oldBlock, BlockID newBlock);
/* Invalidates/Resets lighting state for all of the blocks in the world */
/* (e.g. because a block changed whether it is full bright or not) */
void (*Refresh)(void);
/* Returns whether the block at the given coordinates is fully in sunlight. */

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@ -1,8 +1,9 @@
#ifndef CC_LOGGER_H
#define CC_LOGGER_H
#include "Core.h"
/* Support methods for logging errors.
Copyright 2014-2021 ClassiCube | Licensed under BSD-3
/*
Logs warnings/errors and also abstracts platform specific logging for fatal errors
Copyright 2014-2022 ClassiCube | Licensed under BSD-3
*/
typedef cc_bool (*Logger_DescribeError)(cc_result res, cc_string* dst);

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@ -1,8 +1,9 @@
#ifndef CC_OPTIONS_H
#define CC_OPTIONS_H
#include "Core.h"
/* Manages loading and saving options.
Copyright 2014-2021 ClassiCube | Licensed under BSD-3
/*
Manages loading and saving options
Copyright 2014-2022 ClassiCube | Licensed under BSD-3
*/
#define OPT_MUSIC_VOLUME "musicvolume"

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@ -2,8 +2,9 @@
#define CC_PARTICLE_H
#include "Vectors.h"
#include "PackedCol.h"
/* Represents particle effects, and manages rendering and spawning particles.
Copyright 2014-2021 ClassiCube | Licensed under BSD-3
/*
Represents particle effects, and manages rendering and spawning particles
Copyright 2014-2022 ClassiCube | Licensed under BSD-3
*/
struct IGameComponent;

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@ -1,11 +1,12 @@
#ifndef CC_PHYSICS_H
#define CC_PHYSICS_H
#include "Vectors.h"
/* Contains:
/*
Provides various physics related structs and methods such as:
- An axis aligned bounding box, and various methods related to them.
- Various methods for intersecting geometry.
- Calculates all possible blocks that a moving entity can intersect with.
Copyright 2014-2021 ClassiCube | Licensed under BSD-3
- Calculates all possible blocks that a moving entity can intersect with
Copyright 2014-2022 ClassiCube | Licensed under BSD-3
*/
struct Entity;

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@ -1,8 +1,10 @@
#ifndef CC_PICKING_H
#define CC_PICKING_H
#include "Vectors.h"
/* Data for picking/selecting block by the user, and clipping the camera.
Copyright 2014-2021 ClassiCube | Licensed under BSD-3
/*
Provides ray tracer functionality for calculating picking/selecting intersection
e.g. calculating block selected in the world by the user, clipping the camera
Copyright 2014-2022 ClassiCube | Licensed under BSD-3
*/
/* Implements a voxel ray tracer

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@ -1,8 +1,9 @@
#ifndef CC_PLATFORM_H
#define CC_PLATFORM_H
#include "Core.h"
/* Abstracts platform specific memory management, I/O, etc.
Copyright 2014-2021 ClassiCube | Licensed under BSD-3
/*
Abstracts platform specific memory management, I/O, etc
Copyright 2014-2022 ClassiCube | Licensed under BSD-3
*/
struct DateTime;

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@ -1,8 +1,9 @@
#ifndef CC_PROTOCOL_H
#define CC_PROTOCOL_H
#include "Vectors.h"
/* Implements network protocols for original classic, CPE, and WoM textures.
Copyright 2014-2021 ClassiCube | Licensed under BSD-3
/*
Implements network protocols for original classic, CPE, and WoM textures
Copyright 2014-2022 ClassiCube | Licensed under BSD-3
*/
struct RayTracer;

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@ -1,8 +1,9 @@
#ifndef CC_SERVERCONNECTION_H
#define CC_SERVERCONNECTION_H
#include "Vectors.h"
/* Represents a connection to either a multiplayer or an internal singleplayer server.
Copyright 2014-2021 ClassiCube | Licensed under BSD-3
/*
Represents a connection to either a multiplayer or an internal singleplayer server
Copyright 2014-2022 ClassiCube | Licensed under BSD-3
*/
struct IGameComponent;

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@ -1,11 +1,12 @@
#ifndef CC_STRING_H
#define CC_STRING_H
#include "Core.h"
/* Implements operations for a string.
Also implements conversions betweens strings and numbers.
Also implements converting code page 437 indices to/from unicode.
Also implements wrapping a single line of text into multiple lines.
Copyright 2014-2021 ClassiCube | Licensed under BSD-3
/*
Provides various string related operations
Also provides conversions betweens strings and numbers
Also provides converting code page 437 indices to/from unicode
Also provides wrapping a single line of text into multiple lines
Copyright 2014-2022 ClassiCube | Licensed under BSD-3
*/
#define STRING_INT_CHARS 24

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@ -1,11 +1,12 @@
#ifndef CC_TEXPACKS_H
#define CC_TEXPACKS_H
#include "Bitmap.h"
/* Contains everything relating to texture packs.
- Extracting the textures from a .zip archive
- Caching terrain atlases and texture packs to avoid redundant downloads
- Terrain atlas (including breaking it down into multiple 1D atlases)
Copyright 2014-2021 ClassiCube | Licensed under BSD-3
/*
Contains everything relating to texture packs
- Extracting the textures from a .zip archive
- Caching terrain atlases and texture packs to avoid redundant downloads
- Terrain atlas (including breaking it down into multiple 1D atlases)
Copyright 2014-2022 ClassiCube | Licensed under BSD-3
*/
struct Stream;

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@ -1,8 +1,9 @@
#ifndef CC_UTILS_H
#define CC_UTILS_H
#include "Core.h"
/* Implements various utility functions.
Copyright 2014-2021 ClassiCube | Licensed under BSD-3
/*
Provides various utility functions
Copyright 2014-2022 ClassiCube | Licensed under BSD-3
*/
struct Bitmap;

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@ -2,9 +2,10 @@
#define CC_VECTORS_H
#include "Core.h"
#include "Constants.h"
/* Represents 2 and 3 component vectors, and 4 x 4 matrix.
Frustum culling sourced from http://www.crownandcutlass.com/features/technicaldetails/frustum.html
Copyright 2014-2021 ClassiCube | Licensed under BSD-3
/*
Represents 2 and 3 component vectors, and 4 x 4 matrix
Frustum culling sourced from http://www.crownandcutlass.com/features/technicaldetails/frustum.html
Copyright 2014-2022 ClassiCube | Licensed under BSD-3
*/
/* 2 component vector (2D vector) */

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@ -1,8 +1,9 @@
#ifndef CC_WINDOW_H
#define CC_WINDOW_H
#include "Core.h"
/* Abstracts creating and managing the native window.
Copyright 2014-2021 ClassiCube | Licensed under BSD-3 | Based on OpenTK code
/*
Abstracts interaction with a windowing system (creating window, moving cursor, etc)
Copyright 2014-2022 ClassiCube | Licensed under BSD-3
*/
/*