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);
103 float mod(float a, float b) { return a - (floor(a / b) * b); }
106 #define TIME_TO_NTHS(t,n) floor((t) * (n) + 0.4)
107 string format_time(float seconds);
108 string mmsss(float t);
109 string mmssss(float t);
111 #define TIME_DECIMALS 2
112 #define TIME_FACTOR 100
113 #define TIME_ENCODED_TOSTRING(n) mmssss(n)
114 #define RACE_RECORD "/race100record/"
115 #define CTS_RECORD "/cts100record/"
116 #define TIME_ENCODE(t) TIME_TO_NTHS(t, TIME_FACTOR)
117 #define TIME_DECODE(n) ((n) / TIME_FACTOR)
119 string ScoreString(float vflags, float value);
121 float dotproduct(vector a, vector b);
122 vector cross(vector a, vector b);
124 void compressShortVector_init();
125 vector decompressShortVector(float data);
126 float compressShortVector(vector vec);
129 float CheckWireframeBox(entity forent, vector v0, vector dvx, vector dvy, vector dvz);
132 string fixPriorityList(string pl, float from, float to, float subtract, float complete);
133 string mapPriorityList(string order, string(string) mapfunc);
134 string swapInPriorityList(string order, float i, float j);
136 float cvar_value_issafe(string s);
138 float cvar_settemp(string pKey, string pValue);
139 float cvar_settemp_restore();
142 // modes: 0 = trust q3map2 (_mini images)
143 // 1 = trust tracebox (_radar images)
144 // in both modes, mapinfo's "size" overrides
149 void get_mi_min_max(float mode);
151 vector mi_picmin; // adjusted mins that map to the picture (square)
152 vector mi_picmax; // adjusted maxs that map to the picture (square)
153 vector mi_pictexcoord0; // texcoords of the image corners (after transforming, these are 2D coords too)
154 vector mi_pictexcoord1; // texcoords of the image corners (after transforming, these are 2D coords too)
155 vector mi_pictexcoord2; // texcoords of the image corners (after transforming, these are 2D coords too)
156 vector mi_pictexcoord3; // texcoords of the image corners (after transforming, these are 2D coords too)
157 void get_mi_min_max_texcoords(float mode);
160 float almost_equals(float a, float b);
161 float almost_in_bounds(float a, float b, float c);
163 float power2of(float e);
164 float log2of(float x);
166 const string HEXDIGITS = "0123456789ABCDEF0123456789abcdef";
167 #define HEXDIGIT_TO_DEC_RAW(d) (strstrofs(HEXDIGITS, (d), 0))
168 #define HEXDIGIT_TO_DEC(d) ((HEXDIGIT_TO_DEC_RAW(d) | 0x10) - 0x10)
169 #define DEC_TO_HEXDIGIT(d) (substring(HEXDIGITS, (d), 1))
171 vector rgb_to_hsl(vector rgb);
172 vector hsl_to_rgb(vector hsl);
173 vector rgb_to_hsv(vector rgb);
174 vector hsv_to_rgb(vector hsv);
175 string rgb_to_hexcolor(vector rgb);
177 float boxesoverlap(vector m1, vector m2, vector m3, vector m4);
178 float boxinsidebox(vector smins, vector smaxs, vector bmins, vector bmaxs);
180 typedef float(string s, vector size) textLengthUpToWidth_widthFunction_t;
181 typedef float(string s) textLengthUpToLength_lenFunction_t;
182 float textLengthUpToWidth(string theText, float maxWidth, vector size, textLengthUpToWidth_widthFunction_t tw);
183 string textShortenToWidth(string theText, float maxWidth, vector size, textLengthUpToWidth_widthFunction_t tw);
184 float textLengthUpToLength(string theText, float maxWidth, textLengthUpToLength_lenFunction_t tw);
185 string textShortenToLength(string theText, float maxWidth, textLengthUpToLength_lenFunction_t tw);
187 string getWrappedLine_remaining;
188 string getWrappedLine(float w, vector size, textLengthUpToWidth_widthFunction_t tw);
189 string getWrappedLineLen(float w, textLengthUpToLength_lenFunction_t tw);
191 float isGametypeInFilter(float gt, float tp, float ts, string pattern);
193 typedef void(float i1, float i2, entity pass) swapfunc_t; // is only ever called for i1 < i2
194 typedef float(float i1, float i2, entity pass) comparefunc_t; // <0 for <, ==0 for ==, >0 for > (like strcmp)
195 void shuffle(float n, swapfunc_t swap, entity pass);
196 void heapsort(float n, swapfunc_t swap, comparefunc_t cmp, entity pass);
198 string swapwords(string str, float i, float j);
199 string shufflewords(string str);
201 string substring_range(string s, float b, float e);
203 vector solve_quadratic(float a, float b, float c);
206 // z = 1 if a real solution exists, 0 if not
207 // if no real solution exists, x contains the real part and y the imaginary part of the complex solutions x+iy and x-iy
209 vector solve_shotdirection(vector myorg, vector myvel, vector eorg, vector evel, float spd, float newton_style);
210 vector get_shotvelocity(vector myvel, vector mydir, float spd, float newton_style, float mi, float ma);
212 float compressShotOrigin(vector v);
213 vector decompressShotOrigin(float f);
216 string rankings_reply, ladder_reply, lsmaps_reply, maplist_reply, monsterlist_reply; // cached replies
217 string records_reply[10];
220 float RandomSelection_totalweight;
221 float RandomSelection_best_priority;
222 entity RandomSelection_chosen_ent;
223 float RandomSelection_chosen_float;
224 string RandomSelection_chosen_string;
225 void RandomSelection_Init();
226 void RandomSelection_Add(entity e, float f, string s, float weight, float priority);
229 vector healtharmor_maxdamage(float h, float a, float armorblock, float deathtype); // returns vector: maxdamage, armorideal, 1 if fully armored
230 vector healtharmor_applydamage(float a, float armorblock, float deathtype, float damage); // returns vector: take, save, 0
233 string getcurrentmod();
238 vector ReadInt48_t();
239 vector ReadInt72_t();
241 void WriteInt24_t(float dest, float val);
242 void WriteInt48_t(float dest, vector val);
243 void WriteInt72_t(float dest, vector val);
249 #define func_null nil
250 #define string_null nil
252 var void func_null(void);
253 var string string_null;
255 float float2range11(float f);
256 float float2range01(float f);
258 float gsl_ran_gaussian(float sigma);
260 string car(string s); // returns first word
261 string cdr(string s); // returns all but first word
262 float matchacl(string acl, string str); // matches str against ACL acl (with entries +foo*, +foo, +*foo, +*foo*, and same with - for forbidding)
263 float startsWith(string haystack, string needle);
264 float startsWithNocase(string haystack, string needle);
266 string get_model_datafilename(string mod, float skn, string fil); // skin -1 will return wildcard, mod string_null will also put wildcard there
267 string get_model_parameters_modelname;
268 float get_model_parameters_modelskin;
269 string get_model_parameters_name;
270 float get_model_parameters_species;
271 string get_model_parameters_sex;
272 float get_model_parameters_weight;
273 float get_model_parameters_age;
274 string get_model_parameters_description;
275 string get_model_parameters_bone_upperbody;
276 string get_model_parameters_bone_weapon;
277 #define MAX_AIM_BONES 4
278 string get_model_parameters_bone_aim[MAX_AIM_BONES];
279 float get_model_parameters_bone_aimweight[MAX_AIM_BONES];
280 float get_model_parameters_fixbone;
281 string get_model_parameters_desc;
282 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
284 vector vec2(vector v);
287 vector NearestPointOnBox(entity box, vector org);
290 float vercmp(string v1, string v2);
292 float u8_strsize(string s);
294 // translation helpers
295 string prvm_language;
296 string language_filename(string s);
297 string CTX(string s);
298 #define ZCTX(s) strzone(CTX(s))
300 // x-encoding (encoding as zero length invisible string)
301 // encodes approx. 14 bits into 5 bytes of color code string
302 const float XENCODE_MAX = 21295; // 2*22*22*22-1
303 const float XENCODE_LEN = 5;
304 string xencode(float f);
305 float xdecode(string s);
307 // Play all sounds via sound7, for access to the extra channels.
308 // Otherwise, channels 8 to 15 would be blocked for a weird QW feature.
309 #define sound(e,c,s,v,a) sound7(e,c,s,v,a,0,0)
311 float lowestbit(float f);
314 entity ReadCSQCEntity();
318 string strtolower(string s);
321 string MakeConsoleSafe(string input);
324 float InterpretBoolean(string input);
327 // generic shutdown handler
331 .float skeleton_bones;
332 void Skeleton_SetBones(entity e);
333 // loops through the tags of model v using counter tagnum
334 #define FOR_EACH_TAG(v) float tagnum; Skeleton_SetBones(v); for(tagnum = 0; tagnum < v.skeleton_bones; tagnum++, gettaginfo(v, tagnum))
337 void WriteApproxPastTime(float dst, float t);
340 float ReadApproxPastTime();
343 // execute-stuff-next-frame subsystem
344 void execute_next_frame();
345 void queue_to_execute_next_frame(string s);
347 // for marking written-to values as unused where it's a good idea to do this
348 noref float unused_float;
350 // a function f with:
353 // f'(0) = startspeedfactor
354 // f'(1) = endspeedfactor
355 float cubic_speedfunc(float startspeedfactor, float endspeedfactor, float x);
357 // checks whether f'(x) = 0 anywhere from 0 to 1
358 // because if this is the case, the function is not usable for platforms
359 // as it may exceed 0..1 bounds, or go in reverse
360 float cubic_speedfunc_is_sane(float startspeedfactor, float endspeedfactor);
362 typedef entity(entity cur, entity near, entity pass) findNextEntityNearFunction_t;
363 typedef float(entity a, entity b, entity pass) isConnectedFunction_t;
364 void FindConnectedComponent(entity e, .entity fld, findNextEntityNearFunction_t nxt, isConnectedFunction_t iscon, entity pass);
367 vector combine_to_vector(float x, float y, float z);
368 vector get_corner_position(entity box, float corner);
371 // expand multiple arguments into one argument by stripping parenthesis
372 #define XPD(...) __VA_ARGS__
374 // Some common varargs functions. Lowercase as they match C.
375 #define printf(...) print(sprintf(__VA_ARGS__))
376 #define dprintf(...) dprint(sprintf(__VA_ARGS__))
377 #define fprintf(file, ...) fputs(file, sprintf(__VA_ARGS__))
378 #define bprintf(...) bprint(sprintf(__VA_ARGS__))
381 void backtrace(string msg);
384 // color code replace, place inside of sprintf and parse the string... defaults described as constants
385 // foreground/normal colors
386 var string autocvar_hud_colorset_foreground_1 = "2"; // F1 - Green // primary priority (important names, etc)
387 var string autocvar_hud_colorset_foreground_2 = "3"; // F2 - Yellow // secondary priority (items, locations, numbers, etc)
388 var string autocvar_hud_colorset_foreground_3 = "4"; // F3 - Blue // tertiary priority or relatively inconsequential text
389 var string autocvar_hud_colorset_foreground_4 = "1"; // F4 - Red // notice/attention grabbing texting
391 var string autocvar_hud_colorset_kill_1 = "1"; // K1 - Red // "bad" or "dangerous" text (death messages against you, kill notifications, etc)
392 var string autocvar_hud_colorset_kill_2 = "3"; // K2 - Yellow // similar to above, but less important... OR, a highlight out of above message type
393 var string autocvar_hud_colorset_kill_3 = "4"; // K3 - Blue // "good" or "beneficial" text (you fragging someone, etc)
395 var string autocvar_hud_colorset_background = "7"; // BG - White // neutral/unimportant text
397 string CCR(string input);
401 #define GENTLE (autocvar_cl_gentle || autocvar_cl_gentle_messages)
403 #define GENTLE autocvar_sv_gentle
405 #define normal_or_gentle(normal,gentle) (GENTLE ? ((gentle != "") ? gentle : normal) : normal)
408 // allow writing to also pass through to spectators (like so spectators see the same centerprints as players for example)
409 #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
410 #define WRITESPECTATABLE_MSG_ONE(statement) WRITESPECTATABLE_MSG_ONE_VARNAME(oldmsg_entity, statement)
411 #define WRITESPECTATABLE(msg,statement) if(msg == MSG_ONE) { WRITESPECTATABLE_MSG_ONE(statement); } else statement float WRITESPECTATABLE_workaround = 0
413 vector vec3(float x, float y, float z);
416 vector animfixfps(entity e, vector a, vector b);
420 void dedicated_print(string input);
423 // todo: better way to do this?
425 #define PROGNAME "MENUQC"
428 #define PROGNAME "SVQC"
430 #define PROGNAME "CSQC"
436 #define CNT_GAMESTART 2
439 #define CNT_RESPAWN 5
440 #define CNT_ROUNDSTART 6
441 float Announcer_PickNumber(float type, float num);
445 float Mod_Q1BSP_SuperContentsFromNativeContents(float nativecontents);
446 float Mod_Q1BSP_NativeContentsFromSuperContents(float supercontents);
449 // Quadratic splines (bezier)
450 vector bezier_quadratic_getpoint(vector a, vector p, vector b, float t);
451 vector bezier_quadratic_getderivative(vector a, vector p, vector b, float t);
453 #define APPEND_TO_STRING(list,sep,add) ((list) = (((list) != "") ? strcat(list, sep, add) : (add)))