1 // commonly used, but better make them macros
5 // a dummy macro that prevents the "hanging ;" warning
6 #define ENDS_WITH_CURLY_BRACE
9 # define ACCUMULATE_FUNCTION(func,otherfunc) \
10 [[accumulate]] void func() { otherfunc(); }
11 # define CALL_ACCUMULATED_FUNCTION(func) \
14 #ifdef HAVE_YO_DAWG_CPP
15 // TODO make ascii art pic of xzibit
17 // I HERD YO LIEK MACROS
18 // SO I PUT A MACRO DEFINITION IN YO MACRO DEFINITION
19 // SO YO CAN EXPAND MACROS WHILE YO EXPAND MACROS
20 # define ACCUMULATE_FUNCTION(func,otherfunc) \
22 void __merge__##otherfunc() { func(); otherfunc(); } \
24 #define func __merge__##otherfunc \
26 #define func otherfunc \
28 # define CALL_ACCUMULATED_FUNCTION(func) \
31 # define ACCUMULATE_FUNCTION(func,otherfunc) \
32 .float _ACCUMULATE_##func##__##otherfunc
33 void ACCUMULATE_call(string func)
36 float n = numentityfields();
37 string funcprefix = strcat("_ACCUMULATE_", func, "__");
38 float funcprefixlen = strlen(funcprefix);
39 for(i = 0; i < n; ++i)
41 string name = entityfieldname(i);
42 if(substring(name, 0, funcprefixlen) == funcprefix)
43 callfunction(substring(name, funcprefixlen, -1));
46 # define CALL_ACCUMULATED_FUNCTION(func) \
47 ACCUMULATE_call(#func)
51 // used for simplifying ACCUMULATE_FUNCTIONs
52 #define SET_FIRST_OR_LAST(input,first,count) if(!input) { input = (first + count); }
53 #define SET_FIELD_COUNT(field,first,count) if(!field) { field = (first + count); ++count; }
54 #define CHECK_MAX_COUNT(name,max,count,type) if(count > max) { error(strcat("Maximum ", type, " hit: ", #name, ": ", ftos(count), ".\n")); }
56 // this returns a tempstring containing a copy of s with additional \n newlines added, it also replaces \n in the text with a real newline
57 // NOTE: s IS allowed to be a tempstring
58 string wordwrap(string s, float l);
61 void wordwrap_sprint(string s, float l);
64 void wordwrap_cb(string s, float l, void(string) callback);
67 string draw_currentSkin;
68 string draw_UseSkinFor(string pic);
71 // iterative depth-first search, with fields that go "up", "down left" and "right" in a tree
72 // for each element, funcPre is called first, then funcPre and funcPost for all its children, and funcPost last
73 void depthfirst(entity start, .entity up, .entity downleft, .entity right, void(entity, entity) funcPre, void(entity, entity) funcPost, entity pass);
75 float median(float a, float b, float c);
77 // converts a number to a string with the indicated number of decimals
78 // works for up to 10 decimals!
79 string ftos_decimals(float number, float decimals);
81 float fexists(string f);
83 vector colormapPaletteColor(float c, float isPants);
85 // unzone the string, and return it as tempstring. Safe to be called on string_null
86 string fstrunzone(string s);
88 // database (NOTE: keys are case sensitive)
89 void db_save(float db, string filename);
90 void db_dump(float db, string pFilename);
92 float db_load(string filename);
93 void db_close(float db);
94 string db_get(float db, string key);
95 void db_put(float db, string key, string value);
97 // stringbuffer loading/saving
98 float buf_load(string filename);
99 void buf_save(float buf, string filename);
101 #define TIME_TO_NTHS(t,n) floor((t) * (n) + 0.4)
102 string format_time(float seconds);
103 string mmsss(float t);
104 string mmssss(float t);
106 #define TIME_DECIMALS 2
107 #define TIME_FACTOR 100
108 #define TIME_ENCODED_TOSTRING(n) mmssss(n)
109 #define RACE_RECORD "/race100record/"
110 #define CTS_RECORD "/cts100record/"
111 #define TIME_ENCODE(t) TIME_TO_NTHS(t, TIME_FACTOR)
112 #define TIME_DECODE(n) ((n) / TIME_FACTOR)
114 string ScoreString(float vflags, float value);
116 float dotproduct(vector a, vector b);
117 vector cross(vector a, vector b);
119 void compressShortVector_init();
120 vector decompressShortVector(float data);
121 float compressShortVector(vector vec);
124 float CheckWireframeBox(entity forent, vector v0, vector dvx, vector dvy, vector dvz);
127 string fixPriorityList(string pl, float from, float to, float subtract, float complete);
128 string mapPriorityList(string order, string(string) mapfunc);
129 string swapInPriorityList(string order, float i, float j);
131 float cvar_value_issafe(string s);
133 float cvar_settemp(string pKey, string pValue);
134 float cvar_settemp_restore();
137 // modes: 0 = trust q3map2 (_mini images)
138 // 1 = trust tracebox (_radar images)
139 // in both modes, mapinfo's "size" overrides
144 void get_mi_min_max(float mode);
146 vector mi_picmin; // adjusted mins that map to the picture (square)
147 vector mi_picmax; // adjusted maxs that map to the picture (square)
148 vector mi_pictexcoord0; // texcoords of the image corners (after transforming, these are 2D coords too)
149 vector mi_pictexcoord1; // texcoords of the image corners (after transforming, these are 2D coords too)
150 vector mi_pictexcoord2; // texcoords of the image corners (after transforming, these are 2D coords too)
151 vector mi_pictexcoord3; // texcoords of the image corners (after transforming, these are 2D coords too)
152 void get_mi_min_max_texcoords(float mode);
155 float almost_equals(float a, float b);
156 float almost_in_bounds(float a, float b, float c);
158 float power2of(float e);
159 float log2of(float x);
161 const string HEXDIGITS = "0123456789ABCDEF0123456789abcdef";
162 #define HEXDIGIT_TO_DEC_RAW(d) (strstrofs(HEXDIGITS, (d), 0))
163 #define HEXDIGIT_TO_DEC(d) ((HEXDIGIT_TO_DEC_RAW(d) | 0x10) - 0x10)
164 #define DEC_TO_HEXDIGIT(d) (substring(HEXDIGITS, (d), 1))
166 vector rgb_to_hsl(vector rgb);
167 vector hsl_to_rgb(vector hsl);
168 vector rgb_to_hsv(vector rgb);
169 vector hsv_to_rgb(vector hsv);
170 string rgb_to_hexcolor(vector rgb);
172 float boxesoverlap(vector m1, vector m2, vector m3, vector m4);
173 float boxinsidebox(vector smins, vector smaxs, vector bmins, vector bmaxs);
175 typedef float(string s, vector size) textLengthUpToWidth_widthFunction_t;
176 typedef float(string s) textLengthUpToLength_lenFunction_t;
177 float textLengthUpToWidth(string theText, float maxWidth, vector size, textLengthUpToWidth_widthFunction_t tw);
178 string textShortenToWidth(string theText, float maxWidth, vector size, textLengthUpToWidth_widthFunction_t tw);
179 float textLengthUpToLength(string theText, float maxWidth, textLengthUpToLength_lenFunction_t tw);
180 string textShortenToLength(string theText, float maxWidth, textLengthUpToLength_lenFunction_t tw);
182 string getWrappedLine_remaining;
183 string getWrappedLine(float w, vector size, textLengthUpToWidth_widthFunction_t tw);
184 string getWrappedLineLen(float w, textLengthUpToLength_lenFunction_t tw);
186 float isGametypeInFilter(float gt, float tp, float ts, string pattern);
188 typedef void(float i1, float i2, entity pass) swapfunc_t; // is only ever called for i1 < i2
189 typedef float(float i1, float i2, entity pass) comparefunc_t; // <0 for <, ==0 for ==, >0 for > (like strcmp)
190 void shuffle(float n, swapfunc_t swap, entity pass);
191 void heapsort(float n, swapfunc_t swap, comparefunc_t cmp, entity pass);
193 string swapwords(string str, float i, float j);
194 string shufflewords(string str);
196 string substring_range(string s, float b, float e);
198 vector solve_quadratic(float a, float b, float c);
201 // z = 1 if a real solution exists, 0 if not
202 // if no real solution exists, x contains the real part and y the imaginary part of the complex solutions x+iy and x-iy
204 vector solve_shotdirection(vector myorg, vector myvel, vector eorg, vector evel, float spd, float newton_style);
205 vector get_shotvelocity(vector myvel, vector mydir, float spd, float newton_style, float mi, float ma);
207 float compressShotOrigin(vector v);
208 vector decompressShotOrigin(float f);
211 string rankings_reply, ladder_reply, lsmaps_reply, maplist_reply, monsterlist_reply; // cached replies
212 string records_reply[10];
215 float RandomSelection_totalweight;
216 float RandomSelection_best_priority;
217 entity RandomSelection_chosen_ent;
218 float RandomSelection_chosen_float;
219 string RandomSelection_chosen_string;
220 void RandomSelection_Init();
221 void RandomSelection_Add(entity e, float f, string s, float weight, float priority);
224 vector healtharmor_maxdamage(float h, float a, float armorblock, float deathtype); // returns vector: maxdamage, armorideal, 1 if fully armored
225 vector healtharmor_applydamage(float a, float armorblock, float deathtype, float damage); // returns vector: take, save, 0
228 string getcurrentmod();
233 vector ReadInt48_t();
234 vector ReadInt72_t();
236 void WriteInt24_t(float dest, float val);
237 void WriteInt48_t(float dest, vector val);
238 void WriteInt72_t(float dest, vector val);
244 #define func_null nil
245 #define string_null nil
247 var void func_null(void);
248 var string string_null;
250 float float2range11(float f);
251 float float2range01(float f);
253 float gsl_ran_gaussian(float sigma);
255 string car(string s); // returns first word
256 string cdr(string s); // returns all but first word
257 float matchacl(string acl, string str); // matches str against ACL acl (with entries +foo*, +foo, +*foo, +*foo*, and same with - for forbidding)
258 float startsWith(string haystack, string needle);
259 float startsWithNocase(string haystack, string needle);
261 string get_model_datafilename(string mod, float skn, string fil); // skin -1 will return wildcard, mod string_null will also put wildcard there
262 string get_model_parameters_modelname;
263 float get_model_parameters_modelskin;
264 string get_model_parameters_name;
265 float get_model_parameters_species;
266 string get_model_parameters_sex;
267 float get_model_parameters_weight;
268 float get_model_parameters_age;
269 string get_model_parameters_description;
270 string get_model_parameters_bone_upperbody;
271 string get_model_parameters_bone_weapon;
272 #define MAX_AIM_BONES 4
273 string get_model_parameters_bone_aim[MAX_AIM_BONES];
274 float get_model_parameters_bone_aimweight[MAX_AIM_BONES];
275 float get_model_parameters_fixbone;
276 string get_model_parameters_desc;
277 float get_model_parameters(string mod, float skn); // call with string_null to clear; skin -1 means mod is the filename of the txt file and is to be split
279 vector vec2(vector v);
282 vector NearestPointOnBox(entity box, vector org);
285 float vercmp(string v1, string v2);
287 float u8_strsize(string s);
289 // translation helpers
290 string prvm_language;
291 string language_filename(string s);
292 string CTX(string s);
293 #define ZCTX(s) strzone(CTX(s))
295 // x-encoding (encoding as zero length invisible string)
296 // encodes approx. 14 bits into 5 bytes of color code string
297 const float XENCODE_MAX = 21295; // 2*22*22*22-1
298 const float XENCODE_LEN = 5;
299 string xencode(float f);
300 float xdecode(string s);
302 // Play all sounds via sound7, for access to the extra channels.
303 // Otherwise, channels 8 to 15 would be blocked for a weird QW feature.
304 #define sound(e,c,s,v,a) sound7(e,c,s,v,a,0,0)
306 float lowestbit(float f);
309 entity ReadCSQCEntity();
313 string strtolower(string s);
316 string MakeConsoleSafe(string input);
319 float InterpretBoolean(string input);
322 // generic shutdown handler
326 .float skeleton_bones;
327 void Skeleton_SetBones(entity e);
328 // loops through the tags of model v using counter tagnum
329 #define FOR_EACH_TAG(v) float tagnum; Skeleton_SetBones(v); for(tagnum = 0; tagnum < v.skeleton_bones; tagnum++, gettaginfo(v, tagnum))
332 void WriteApproxPastTime(float dst, float t);
335 float ReadApproxPastTime();
338 // execute-stuff-next-frame subsystem
339 void execute_next_frame();
340 void queue_to_execute_next_frame(string s);
342 // for marking written-to values as unused where it's a good idea to do this
343 noref float unused_float;
345 // a function f with:
348 // f'(0) = startspeedfactor
349 // f'(1) = endspeedfactor
350 float cubic_speedfunc(float startspeedfactor, float endspeedfactor, float x);
352 // checks whether f'(x) = 0 anywhere from 0 to 1
353 // because if this is the case, the function is not usable for platforms
354 // as it may exceed 0..1 bounds, or go in reverse
355 float cubic_speedfunc_is_sane(float startspeedfactor, float endspeedfactor);
357 typedef entity(entity cur, entity near, entity pass) findNextEntityNearFunction_t;
358 typedef float(entity a, entity b, entity pass) isConnectedFunction_t;
359 void FindConnectedComponent(entity e, .entity fld, findNextEntityNearFunction_t nxt, isConnectedFunction_t iscon, entity pass);
362 vector combine_to_vector(float x, float y, float z);
363 vector get_corner_position(entity box, float corner);
366 // expand multiple arguments into one argument by stripping parenthesis
367 #define XPD(...) __VA_ARGS__
369 // Some common varargs functions. Lowercase as they match C.
370 #define printf(...) print(sprintf(__VA_ARGS__))
371 #define dprintf(...) dprint(sprintf(__VA_ARGS__))
372 #define fprintf(file, ...) fputs(file, sprintf(__VA_ARGS__))
373 #define bprintf(...) bprint(sprintf(__VA_ARGS__))
376 void backtrace(string msg);
379 // color code replace, place inside of sprintf and parse the string... defaults described as constants
380 // foreground/normal colors
381 var string autocvar_hud_colorset_foreground_1 = "2"; // F1 - Green // primary priority (important names, etc)
382 var string autocvar_hud_colorset_foreground_2 = "3"; // F2 - Yellow // secondary priority (items, locations, numbers, etc)
383 var string autocvar_hud_colorset_foreground_3 = "4"; // F3 - Blue // tertiary priority or relatively inconsequential text
384 var string autocvar_hud_colorset_foreground_4 = "1"; // F4 - Red // notice/attention grabbing texting
386 var string autocvar_hud_colorset_kill_1 = "1"; // K1 - Red // "bad" or "dangerous" text (death messages against you, kill notifications, etc)
387 var string autocvar_hud_colorset_kill_2 = "3"; // K2 - Yellow // similar to above, but less important... OR, a highlight out of above message type
388 var string autocvar_hud_colorset_kill_3 = "4"; // K3 - Blue // "good" or "beneficial" text (you fragging someone, etc)
390 var string autocvar_hud_colorset_background = "7"; // BG - White // neutral/unimportant text
392 string CCR(string input);
396 #define GENTLE (autocvar_cl_gentle || autocvar_cl_gentle_messages)
398 #define GENTLE autocvar_sv_gentle
400 #define normal_or_gentle(normal,gentle) (GENTLE ? ((gentle != "") ? gentle : normal) : normal)
403 // allow writing to also pass through to spectators (like so spectators see the same centerprints as players for example)
404 #define WRITESPECTATABLE_MSG_ONE_VARNAME(varname,statement) entity varname; varname = msg_entity; FOR_EACH_REALCLIENT(msg_entity) if(msg_entity == varname || (msg_entity.classname == STR_SPECTATOR && msg_entity.enemy == varname)) statement msg_entity = varname
405 #define WRITESPECTATABLE_MSG_ONE(statement) WRITESPECTATABLE_MSG_ONE_VARNAME(oldmsg_entity, statement)
406 #define WRITESPECTATABLE(msg,statement) if(msg == MSG_ONE) { WRITESPECTATABLE_MSG_ONE(statement); } else statement float WRITESPECTATABLE_workaround = 0
408 vector vec3(float x, float y, float z);
411 vector animfixfps(entity e, vector a, vector b);
415 void dedicated_print(string input);
418 // todo: better way to do this?
420 #define PROGNAME "MENUQC"
423 #define PROGNAME "SVQC"
425 #define PROGNAME "CSQC"
431 #define CNT_GAMESTART 2
434 #define CNT_RESPAWN 5
435 #define CNT_ROUNDSTART 6
436 float Announcer_PickNumber(float type, float num);
440 float Mod_Q1BSP_SuperContentsFromNativeContents(float nativecontents);
441 float Mod_Q1BSP_NativeContentsFromSuperContents(float supercontents);
444 // Quadratic splines (bezier)
445 vector bezier_quadratic_getpoint(vector a, vector p, vector b, float t);
446 vector bezier_quadratic_getderivative(vector a, vector p, vector b, float t);
448 #define APPEND_TO_STRING(list,sep,add) ((list) = (((list) != "") ? strcat(list, sep, add) : (add)))
450 // Returns the correct difference between two always increasing numbers
451 #define COMPARE_INCREASING(to,from) (to < from ? from + to + 2 : to - from)