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 // used for simplifying ACCUMULATE_FUNCTIONs
41 #define SET_FIRST_OR_LAST(input,first,count) if(!input) { input = (first + count); }
42 #define SET_FIELD_COUNT(field,first,count) if(!field) { field = (first + count); ++count; }
43 #define CHECK_MAX_COUNT(name,max,count,type) if(count == max) { error(strcat("Maximum ", type, " hit: ", #name, ": ", ftos(count), ".\n")); }
45 // 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
46 // NOTE: s IS allowed to be a tempstring
47 string wordwrap(string s, float l);
50 void wordwrap_sprint(string s, float l);
53 void wordwrap_cb(string s, float l, void(string) callback);
56 string draw_currentSkin;
57 string draw_UseSkinFor(string pic);
60 // iterative depth-first search, with fields that go "up", "down left" and "right" in a tree
61 // for each element, funcPre is called first, then funcPre and funcPost for all its children, and funcPost last
62 void depthfirst(entity start, .entity up, .entity downleft, .entity right, void(entity, entity) funcPre, void(entity, entity) funcPost, entity pass);
64 float median(float a, float b, float c);
66 // converts a number to a string with the indicated number of decimals
67 // works for up to 10 decimals!
68 string ftos_decimals(float number, float decimals);
70 float fexists(string f);
72 vector colormapPaletteColor(float c, float isPants);
74 // unzone the string, and return it as tempstring. Safe to be called on string_null
75 string fstrunzone(string s);
77 // database (NOTE: keys are case sensitive)
78 void db_save(float db, string filename);
79 void db_dump(float db, string pFilename);
81 float db_load(string filename);
82 void db_close(float db);
83 string db_get(float db, string key);
84 void db_put(float db, string key, string value);
86 // stringbuffer loading/saving
87 float buf_load(string filename);
88 void buf_save(float buf, string filename);
92 float mod(float a, float b) { return a - (floor(a / b) * b); }
95 #define TIME_TO_NTHS(t,n) floor((t) * (n) + 0.4)
96 string mmsss(float t);
97 string mmssss(float t);
99 #define TIME_DECIMALS 2
100 #define TIME_FACTOR 100
101 #define TIME_ENCODED_TOSTRING(n) mmssss(n)
102 #define RACE_RECORD "/race100record/"
103 #define CTS_RECORD "/cts100record/"
104 #define TIME_ENCODE(t) TIME_TO_NTHS(t, TIME_FACTOR)
105 #define TIME_DECODE(n) ((n) / TIME_FACTOR)
107 string ScoreString(float vflags, float value);
109 float dotproduct(vector a, vector b);
110 vector cross(vector a, vector b);
112 void compressShortVector_init();
113 vector decompressShortVector(float data);
114 float compressShortVector(vector vec);
117 float CheckWireframeBox(entity forent, vector v0, vector dvx, vector dvy, vector dvz);
120 string fixPriorityList(string pl, float from, float to, float subtract, float complete);
121 string mapPriorityList(string order, string(string) mapfunc);
122 string swapInPriorityList(string order, float i, float j);
124 float cvar_value_issafe(string s);
126 float cvar_settemp(string pKey, string pValue);
127 float cvar_settemp_restore();
130 // modes: 0 = trust q3map2 (_mini images)
131 // 1 = trust tracebox (_radar images)
132 // in both modes, mapinfo's "size" overrides
137 void get_mi_min_max(float mode);
139 vector mi_picmin; // adjusted mins that map to the picture (square)
140 vector mi_picmax; // adjusted maxs that map to the picture (square)
141 vector mi_pictexcoord0; // texcoords of the image corners (after transforming, these are 2D coords too)
142 vector mi_pictexcoord1; // texcoords of the image corners (after transforming, these are 2D coords too)
143 vector mi_pictexcoord2; // texcoords of the image corners (after transforming, these are 2D coords too)
144 vector mi_pictexcoord3; // texcoords of the image corners (after transforming, these are 2D coords too)
145 void get_mi_min_max_texcoords(float mode);
148 float almost_equals(float a, float b);
149 float almost_in_bounds(float a, float b, float c);
151 float power2of(float e);
152 float log2of(float x);
154 string HEXDIGITS = "0123456789ABCDEF0123456789abcdef";
155 #define HEXDIGIT_TO_DEC_RAW(d) (strstrofs(HEXDIGITS, (d), 0))
156 #define HEXDIGIT_TO_DEC(d) ((HEXDIGIT_TO_DEC_RAW(d) | 0x10) - 0x10)
157 #define DEC_TO_HEXDIGIT(d) (substring(HEXDIGITS, (d), 1))
159 vector rgb_to_hsl(vector rgb);
160 vector hsl_to_rgb(vector hsl);
161 vector rgb_to_hsv(vector rgb);
162 vector hsv_to_rgb(vector hsv);
163 string rgb_to_hexcolor(vector rgb);
165 float boxesoverlap(vector m1, vector m2, vector m3, vector m4);
166 float boxinsidebox(vector smins, vector smaxs, vector bmins, vector bmaxs);
168 typedef float(string s, vector size) textLengthUpToWidth_widthFunction_t;
169 typedef float(string s) textLengthUpToLength_lenFunction_t;
170 float textLengthUpToWidth(string theText, float maxWidth, vector size, textLengthUpToWidth_widthFunction_t tw);
171 string textShortenToWidth(string theText, float maxWidth, vector size, textLengthUpToWidth_widthFunction_t tw);
172 float textLengthUpToLength(string theText, float maxWidth, textLengthUpToLength_lenFunction_t tw);
173 string textShortenToLength(string theText, float maxWidth, textLengthUpToLength_lenFunction_t tw);
175 string getWrappedLine_remaining;
176 string getWrappedLine(float w, vector size, textLengthUpToWidth_widthFunction_t tw);
177 string getWrappedLineLen(float w, textLengthUpToLength_lenFunction_t tw);
179 float isGametypeInFilter(float gt, float tp, float ts, string pattern);
181 typedef void(float i1, float i2, entity pass) swapfunc_t; // is only ever called for i1 < i2
182 typedef float(float i1, float i2, entity pass) comparefunc_t; // <0 for <, ==0 for ==, >0 for > (like strcmp)
183 void shuffle(float n, swapfunc_t swap, entity pass);
184 void heapsort(float n, swapfunc_t swap, comparefunc_t cmp, entity pass);
186 string swapwords(string str, float i, float j);
187 string shufflewords(string str);
189 string substring_range(string s, float b, float e);
191 vector solve_quadratic(float a, float b, float c);
194 // z = 1 if a real solution exists, 0 if not
195 // if no real solution exists, x contains the real part and y the imaginary part of the complex solutions x+iy and x-iy
197 vector solve_shotdirection(vector myorg, vector myvel, vector eorg, vector evel, float spd, float newton_style);
198 vector get_shotvelocity(vector myvel, vector mydir, float spd, float newton_style, float mi, float ma);
200 void check_unacceptable_compiler_bugs();
202 float compressShotOrigin(vector v);
203 vector decompressShotOrigin(float f);
206 string rankings_reply, ladder_reply, lsmaps_reply, lsnewmaps_reply, maplist_reply; // cached replies
207 string records_reply[10];
210 float RandomSelection_totalweight;
211 float RandomSelection_best_priority;
212 entity RandomSelection_chosen_ent;
213 float RandomSelection_chosen_float;
214 string RandomSelection_chosen_string;
215 void RandomSelection_Init();
216 void RandomSelection_Add(entity e, float f, string s, float weight, float priority);
218 vector healtharmor_maxdamage(float h, float a, float armorblock); // returns vector: maxdamage, armorideal, 1 if fully armored
219 vector healtharmor_applydamage(float a, float armorblock, float damage); // returns vector: take, save, 0
221 string getcurrentmod();
227 void WriteInt24_t(float dest, float val);
233 #define func_null nil
234 #define string_null nil
236 var void func_null(void);
237 var string string_null;
239 float float2range11(float f);
240 float float2range01(float f);
242 float gsl_ran_gaussian(float sigma);
244 string car(string s); // returns first word
245 string cdr(string s); // returns all but first word
246 float matchacl(string acl, string str); // matches str against ACL acl (with entries +foo*, +foo, +*foo, +*foo*, and same with - for forbidding)
247 float startsWith(string haystack, string needle);
248 float startsWithNocase(string haystack, string needle);
250 string get_model_datafilename(string mod, float skn, string fil); // skin -1 will return wildcard, mod string_null will also put wildcard there
251 string get_model_parameters_modelname;
252 float get_model_parameters_modelskin;
253 string get_model_parameters_name;
254 float get_model_parameters_species;
255 string get_model_parameters_sex;
256 float get_model_parameters_weight;
257 float get_model_parameters_age;
258 string get_model_parameters_bone_upperbody;
259 string get_model_parameters_bone_weapon;
260 #define MAX_AIM_BONES 4
261 string get_model_parameters_bone_aim[MAX_AIM_BONES];
262 float get_model_parameters_bone_aimweight[MAX_AIM_BONES];
263 float get_model_parameters_fixbone;
264 string get_model_parameters_desc;
265 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
267 vector vec2(vector v);
270 vector NearestPointOnBox(entity box, vector org);
273 float vercmp(string v1, string v2);
275 float u8_strsize(string s);
277 // translation helpers
278 string prvm_language;
279 string language_filename(string s);
280 string CTX(string s);
281 #define ZCTX(s) strzone(CTX(s))
283 // x-encoding (encoding as zero length invisible string)
284 // encodes approx. 14 bits into 5 bytes of color code string
285 const float XENCODE_MAX = 21295; // 2*22*22*22-1
286 const float XENCODE_LEN = 5;
287 string xencode(float f);
288 float xdecode(string s);
290 #ifndef COMPAT_XON010_CHANNELS
291 #define sound(e,c,s,v,a) sound7(e,c,s,v,a,0,0)
294 float lowestbit(float f);
297 entity ReadCSQCEntity();
301 string strtolower(string s);
304 string MakeConsoleSafe(string input);
307 float InterpretBoolean(string input);
310 // generic shutdown handler
314 .float skeleton_bones;
315 void Skeleton_SetBones(entity e);
316 // loops through the tags of model v using counter tagnum
317 #define FOR_EACH_TAG(v) float tagnum; Skeleton_SetBones(v); for(tagnum = 0; tagnum < v.skeleton_bones; tagnum++, gettaginfo(v, tagnum))
320 void WriteApproxPastTime(float dst, float t);
323 float ReadApproxPastTime();
326 // execute-stuff-next-frame subsystem
327 void execute_next_frame();
328 void queue_to_execute_next_frame(string s);
330 // for marking written-to values as unused where it's a good idea to do this
331 noref float unused_float;
333 // a function f with:
336 // f'(0) = startspeedfactor
337 // f'(1) = endspeedfactor
338 float cubic_speedfunc(float startspeedfactor, float endspeedfactor, float x);
340 // checks whether f'(x) = 0 anywhere from 0 to 1
341 // because if this is the case, the function is not usable for platforms
342 // as it may exceed 0..1 bounds, or go in reverse
343 float cubic_speedfunc_is_sane(float startspeedfactor, float endspeedfactor);
345 typedef entity(entity cur, entity near, entity pass) findNextEntityNearFunction_t;
346 typedef float(entity a, entity b, entity pass) isConnectedFunction_t;
347 void FindConnectedComponent(entity e, .entity fld, findNextEntityNearFunction_t nxt, isConnectedFunction_t iscon, entity pass);
349 // expand multiple arguments into one argument by stripping parenthesis
350 #define XPD(...) __VA_ARGS__
353 void backtrace(string msg);
356 // color code replace, place inside of sprintf and parse the string... defaults described as constants
357 // foreground/normal colors
358 var string autocvar_hud_colorset_foreground_1 = "2"; // F1 - Green // primary priority (important names, etc)
359 var string autocvar_hud_colorset_foreground_2 = "3"; // F2 - Yellow // secondary priority (items, locations, numbers, etc)
360 var string autocvar_hud_colorset_foreground_3 = "4"; // F3 - Blue // tertiary priority or relatively inconsequential text
361 var string autocvar_hud_colorset_foreground_4 = "1"; // F4 - Red // notice/attention grabbing texting
363 var string autocvar_hud_colorset_kill_1 = "1"; // K1 - Red // "bad" or "dangerous" text (death messages against you, kill notifications, etc)
364 var string autocvar_hud_colorset_kill_2 = "3"; // K2 - Yellow // similar to above, but less important... OR, a highlight out of above message type
365 var string autocvar_hud_colorset_kill_3 = "4"; // K3 - Blue // "good" or "beneficial" text (you fragging someone, etc)
367 var string autocvar_hud_colorset_background = "7"; // BG - White // neutral/unimportant text
369 string CCR(string input);
373 #define GENTLE (autocvar_cl_gentle || autocvar_cl_gentle_messages)
375 #define GENTLE autocvar_sv_gentle
377 #define normal_or_gentle(normal,gentle) (GENTLE ? ((gentle != "") ? gentle : normal) : normal)
380 // allow writing to also pass through to spectators (like so spectators see the same centerprints as players for example)
381 #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
382 #define WRITESPECTATABLE_MSG_ONE(statement) WRITESPECTATABLE_MSG_ONE_VARNAME(oldmsg_entity, statement)
383 #define WRITESPECTATABLE(msg,statement) if(msg == MSG_ONE) { WRITESPECTATABLE_MSG_ONE(statement); } else statement float WRITESPECTATABLE_workaround = 0
385 vector vec3(float x, float y, float z);
388 vector animfixfps(entity e, vector a, vector b);
392 void dedicated_print(string input);
395 // todo: better way to do this?
397 #define PROGNAME "MENUQC"
400 #define PROGNAME "SVQC"
402 #define PROGNAME "CSQC"
407 float Announcer_PickNumber(float num);