1 // a dummy macro that prevents the "hanging ;" warning
2 #define ENDS_WITH_CURLY_BRACE
4 #ifdef HAVE_YO_DAWG_CPP
5 // TODO make ascii art pic of xzibit
7 // I HERD YO LIEK MACROS
8 // SO I PUT A MACRO DEFINITION IN YO MACRO DEFINITION
9 // SO YO CAN EXPAND MACROS WHILE YO EXPAND MACROS
10 # define ACCUMULATE_FUNCTION(func,otherfunc) \
12 void __merge__##otherfunc() { func(); otherfunc(); } \
14 #define func __merge__##otherfunc \
16 #define func otherfunc \
18 # define CALL_ACCUMULATED_FUNCTION(func) \
21 # define ACCUMULATE_FUNCTION(func,otherfunc) \
22 .void _ACCUMULATE_##func##__##otherfunc;
23 void ACCUMULATE_call(string func)
26 float n = numentityfields();
27 string funcprefix = strcat("_ACCUMULATE_", func, "__");
28 float funcprefixlen = strlen(funcprefix);
29 for(i = 0; i < n; ++i)
31 string name = entityfieldname(i);
32 if(substring(name, 0, funcprefixlen) == funcprefix)
33 callfunction(substring(name, funcprefixlen, -1));
36 # define CALL_ACCUMULATED_FUNCTION(func) \
37 ACCUMULATE_call(#func)
40 // 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
41 // NOTE: s IS allowed to be a tempstring
42 string wordwrap(string s, float l);
45 void wordwrap_sprint(string s, float l);
48 void wordwrap_cb(string s, float l, void(string) callback);
51 string draw_currentSkin;
52 string draw_UseSkinFor(string pic);
55 // iterative depth-first search, with fields that go "up", "down left" and "right" in a tree
56 // for each element, funcPre is called first, then funcPre and funcPost for all its children, and funcPost last
57 void depthfirst(entity start, .entity up, .entity downleft, .entity right, void(entity, entity) funcPre, void(entity, entity) funcPost, entity pass);
59 float median(float a, float b, float c);
61 // converts a number to a string with the indicated number of decimals
62 // works for up to 10 decimals!
63 string ftos_decimals(float number, float decimals);
65 float fexists(string f);
67 vector colormapPaletteColor(float c, float isPants);
69 // unzone the string, and return it as tempstring. Safe to be called on string_null
70 string fstrunzone(string s);
72 // database (NOTE: keys are case sensitive)
73 void db_save(float db, string filename);
74 void db_dump(float db, string pFilename);
76 float db_load(string filename);
77 void db_close(float db);
78 string db_get(float db, string key);
79 void db_put(float db, string key, string value);
81 // stringbuffer loading/saving
82 float buf_load(string filename);
83 void buf_save(float buf, string filename);
87 float mod(float a, float b) { return a - (floor(a / b) * b); }
90 #define TIME_TO_NTHS(t,n) floor((t) * (n) + 0.4)
91 string mmsss(float t);
92 string mmssss(float t);
94 #define TIME_DECIMALS 2
95 #define TIME_FACTOR 100
96 #define TIME_ENCODED_TOSTRING(n) mmssss(n)
97 #define RACE_RECORD "/race100record/"
98 #define CTS_RECORD "/cts100record/"
99 #define TIME_ENCODE(t) TIME_TO_NTHS(t, TIME_FACTOR)
100 #define TIME_DECODE(n) ((n) / TIME_FACTOR)
102 string ScoreString(float vflags, float value);
104 float dotproduct(vector a, vector b);
105 vector cross(vector a, vector b);
107 void compressShortVector_init();
108 vector decompressShortVector(float data);
109 float compressShortVector(vector vec);
112 float CheckWireframeBox(entity forent, vector v0, vector dvx, vector dvy, vector dvz);
115 string fixPriorityList(string pl, float from, float to, float subtract, float complete);
116 string mapPriorityList(string order, string(string) mapfunc);
117 string swapInPriorityList(string order, float i, float j);
119 float cvar_value_issafe(string s);
121 float cvar_settemp(string pKey, string pValue);
122 float cvar_settemp_restore();
125 // modes: 0 = trust q3map2 (_mini images)
126 // 1 = trust tracebox (_radar images)
127 // in both modes, mapinfo's "size" overrides
132 void get_mi_min_max(float mode);
134 vector mi_picmin; // adjusted mins that map to the picture (square)
135 vector mi_picmax; // adjusted maxs that map to the picture (square)
136 vector mi_pictexcoord0; // texcoords of the image corners (after transforming, these are 2D coords too)
137 vector mi_pictexcoord1; // texcoords of the image corners (after transforming, these are 2D coords too)
138 vector mi_pictexcoord2; // texcoords of the image corners (after transforming, these are 2D coords too)
139 vector mi_pictexcoord3; // texcoords of the image corners (after transforming, these are 2D coords too)
140 void get_mi_min_max_texcoords(float mode);
143 float almost_equals(float a, float b);
144 float almost_in_bounds(float a, float b, float c);
146 float power2of(float e);
147 float log2of(float x);
149 string HEXDIGITS = "0123456789ABCDEF0123456789abcdef";
150 #define HEXDIGIT_TO_DEC_RAW(d) (strstrofs(HEXDIGITS, (d), 0))
151 #define HEXDIGIT_TO_DEC(d) ((HEXDIGIT_TO_DEC_RAW(d) | 0x10) - 0x10)
152 #define DEC_TO_HEXDIGIT(d) (substring(HEXDIGITS, (d), 1))
154 vector rgb_to_hsl(vector rgb);
155 vector hsl_to_rgb(vector hsl);
156 vector rgb_to_hsv(vector rgb);
157 vector hsv_to_rgb(vector hsv);
158 string rgb_to_hexcolor(vector rgb);
160 float boxesoverlap(vector m1, vector m2, vector m3, vector m4);
161 float boxinsidebox(vector smins, vector smaxs, vector bmins, vector bmaxs);
163 typedef float(string s, vector size) textLengthUpToWidth_widthFunction_t;
164 typedef float(string s) textLengthUpToLength_lenFunction_t;
165 float textLengthUpToWidth(string theText, float maxWidth, vector size, textLengthUpToWidth_widthFunction_t tw);
166 string textShortenToWidth(string theText, float maxWidth, vector size, textLengthUpToWidth_widthFunction_t tw);
167 float textLengthUpToLength(string theText, float maxWidth, textLengthUpToLength_lenFunction_t tw);
168 string textShortenToLength(string theText, float maxWidth, textLengthUpToLength_lenFunction_t tw);
170 string getWrappedLine_remaining;
171 string getWrappedLine(float w, vector size, textLengthUpToWidth_widthFunction_t tw);
172 string getWrappedLineLen(float w, textLengthUpToLength_lenFunction_t tw);
174 float isGametypeInFilter(float gt, float tp, float ts, string pattern);
176 typedef void(float i1, float i2, entity pass) swapfunc_t; // is only ever called for i1 < i2
177 typedef float(float i1, float i2, entity pass) comparefunc_t; // <0 for <, ==0 for ==, >0 for > (like strcmp)
178 void shuffle(float n, swapfunc_t swap, entity pass);
179 void heapsort(float n, swapfunc_t swap, comparefunc_t cmp, entity pass);
181 string swapwords(string str, float i, float j);
182 string shufflewords(string str);
184 string substring_range(string s, float b, float e);
186 vector solve_quadratic(float a, float b, float c);
189 // z = 1 if a real solution exists, 0 if not
190 // if no real solution exists, x contains the real part and y the imaginary part of the complex solutions x+iy and x-iy
192 vector solve_shotdirection(vector myorg, vector myvel, vector eorg, vector evel, float spd, float newton_style);
193 vector get_shotvelocity(vector myvel, vector mydir, float spd, float newton_style, float mi, float ma);
195 void check_unacceptable_compiler_bugs();
197 float compressShotOrigin(vector v);
198 vector decompressShotOrigin(float f);
201 string rankings_reply, ladder_reply, lsmaps_reply, lsnewmaps_reply, maplist_reply; // cached replies
202 string records_reply[10];
205 float RandomSelection_totalweight;
206 float RandomSelection_best_priority;
207 entity RandomSelection_chosen_ent;
208 float RandomSelection_chosen_float;
209 string RandomSelection_chosen_string;
210 void RandomSelection_Init();
211 void RandomSelection_Add(entity e, float f, string s, float weight, float priority);
213 vector healtharmor_maxdamage(float h, float a, float armorblock); // returns vector: maxdamage, armorideal, 1 if fully armored
214 vector healtharmor_applydamage(float a, float armorblock, float damage); // returns vector: take, save, 0
216 string getcurrentmod();
222 void WriteInt24_t(float dest, float val);
228 #define func_null nil
229 #define string_null nil
231 var void func_null(void);
232 var string string_null;
234 float float2range11(float f);
235 float float2range01(float f);
237 float gsl_ran_gaussian(float sigma);
239 string car(string s); // returns first word
240 string cdr(string s); // returns all but first word
241 float matchacl(string acl, string str); // matches str against ACL acl (with entries +foo*, +foo, +*foo, +*foo*, and same with - for forbidding)
242 float startsWith(string haystack, string needle);
243 float startsWithNocase(string haystack, string needle);
245 string get_model_datafilename(string mod, float skn, string fil); // skin -1 will return wildcard, mod string_null will also put wildcard there
246 string get_model_parameters_modelname;
247 float get_model_parameters_modelskin;
248 string get_model_parameters_name;
249 float get_model_parameters_species;
250 string get_model_parameters_sex;
251 float get_model_parameters_weight;
252 float get_model_parameters_age;
253 string get_model_parameters_bone_upperbody;
254 string get_model_parameters_bone_weapon;
255 float get_model_parameters_fixbone;
256 string get_model_parameters_desc;
257 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
259 // stupid stupid stupid FTEQCC has a max limit on macro sizes, let's work around by splitting the macro into two macros! :(
260 #define HUD_Panel_GetName_Part2(id) \
262 case HUD_PANEL_ENGINEINFO: panel_name = HUD_PANELNAME_ENGINEINFO; break; \
263 case HUD_PANEL_INFOMESSAGES: panel_name = HUD_PANELNAME_INFOMESSAGES; break; \
264 case HUD_PANEL_PHYSICS: panel_name = HUD_PANELNAME_PHYSICS; break; \
265 case HUD_PANEL_CENTERPRINT: panel_name = HUD_PANELNAME_CENTERPRINT; break; \
266 } ENDS_WITH_CURLY_BRACE
268 // Get name of specified panel id
269 #define HUD_Panel_GetName(id) \
271 case HUD_PANEL_WEAPONS: panel_name = HUD_PANELNAME_WEAPONS; break; \
272 case HUD_PANEL_AMMO: panel_name = HUD_PANELNAME_AMMO; break; \
273 case HUD_PANEL_POWERUPS: panel_name = HUD_PANELNAME_POWERUPS; break; \
274 case HUD_PANEL_HEALTHARMOR: panel_name = HUD_PANELNAME_HEALTHARMOR; break; \
275 case HUD_PANEL_NOTIFY: panel_name = HUD_PANELNAME_NOTIFY; break; \
276 case HUD_PANEL_TIMER: panel_name = HUD_PANELNAME_TIMER; break; \
277 case HUD_PANEL_RADAR: panel_name = HUD_PANELNAME_RADAR; break; \
278 case HUD_PANEL_SCORE: panel_name = HUD_PANELNAME_SCORE; break; \
279 case HUD_PANEL_RACETIMER: panel_name = HUD_PANELNAME_RACETIMER; break; \
280 case HUD_PANEL_VOTE: panel_name = HUD_PANELNAME_VOTE; break; \
281 case HUD_PANEL_MODICONS: panel_name = HUD_PANELNAME_MODICONS; break; \
282 case HUD_PANEL_PRESSEDKEYS: panel_name = HUD_PANELNAME_PRESSEDKEYS; break; \
283 case HUD_PANEL_CHAT: panel_name = HUD_PANELNAME_CHAT; break; \
284 default: HUD_Panel_GetName_Part2(id)\
287 vector vec2(vector v);
290 vector NearestPointOnBox(entity box, vector org);
293 float vercmp(string v1, string v2);
295 float u8_strsize(string s);
297 // translation helpers
298 string prvm_language;
299 string language_filename(string s);
300 string CTX(string s);
301 #define ZCTX(s) strzone(CTX(s))
303 // x-encoding (encoding as zero length invisible string)
304 // encodes approx. 14 bits into 5 bytes of color code string
305 const float XENCODE_MAX = 21295; // 2*22*22*22-1
306 const float XENCODE_LEN = 5;
307 string xencode(float f);
308 float xdecode(string s);
310 #ifndef COMPAT_XON010_CHANNELS
311 #define sound(e,c,s,v,a) sound7(e,c,s,v,a,0,0)
314 float lowestbit(float f);
317 entity ReadCSQCEntity();
321 string strtolower(string s);
324 string MakeConsoleSafe(string input);
327 float InterpretBoolean(string input);
330 // generic shutdown handler
334 .float skeleton_bones;
335 void Skeleton_SetBones(entity e);
336 // loops through the tags of model v using counter tagnum
337 #define FOR_EACH_TAG(v) float tagnum; Skeleton_SetBones(v); for(tagnum = 0; tagnum < v.skeleton_bones; tagnum++, gettaginfo(v, tagnum))
340 void WriteApproxPastTime(float dst, float t);
343 float ReadApproxPastTime();
346 // execute-stuff-next-frame subsystem
347 void execute_next_frame();
348 void queue_to_execute_next_frame(string s);
350 // for marking written-to values as unused where it's a good idea to do this
351 noref float unused_float;
355 // a function f with:
358 // f'(0) = startspeedfactor
359 // f'(1) = endspeedfactor
360 float cubic_speedfunc(float startspeedfactor, float endspeedfactor, float x);
362 // checks whether f'(x) = 0 anywhere from 0 to 1
363 // because if this is the case, the function is not usable for platforms
364 // as it may exceed 0..1 bounds, or go in reverse
365 float cubic_speedfunc_is_sane(float startspeedfactor, float endspeedfactor);
367 typedef entity(entity cur, entity near, entity pass) findNextEntityNearFunction_t;
368 typedef float(entity a, entity b, entity pass) isConnectedFunction_t;
369 void FindConnectedComponent(entity e, .entity fld, findNextEntityNearFunction_t nxt, isConnectedFunction_t iscon, entity pass);
371 vector vec3(float x, float y, float z);
374 vector animfixfps(entity e, vector a, vector b);