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 mmsss(float t);
108 string mmssss(float t);
110 #define TIME_DECIMALS 2
111 #define TIME_FACTOR 100
112 #define TIME_ENCODED_TOSTRING(n) mmssss(n)
113 #define RACE_RECORD "/race100record/"
114 #define CTS_RECORD "/cts100record/"
115 #define TIME_ENCODE(t) TIME_TO_NTHS(t, TIME_FACTOR)
116 #define TIME_DECODE(n) ((n) / TIME_FACTOR)
118 string ScoreString(float vflags, float value);
120 float dotproduct(vector a, vector b);
121 vector cross(vector a, vector b);
123 void compressShortVector_init();
124 vector decompressShortVector(float data);
125 float compressShortVector(vector vec);
128 float CheckWireframeBox(entity forent, vector v0, vector dvx, vector dvy, vector dvz);
131 string fixPriorityList(string pl, float from, float to, float subtract, float complete);
132 string mapPriorityList(string order, string(string) mapfunc);
133 string swapInPriorityList(string order, float i, float j);
135 float cvar_value_issafe(string s);
137 float cvar_settemp(string pKey, string pValue);
138 float cvar_settemp_restore();
141 // modes: 0 = trust q3map2 (_mini images)
142 // 1 = trust tracebox (_radar images)
143 // in both modes, mapinfo's "size" overrides
148 void get_mi_min_max(float mode);
150 vector mi_picmin; // adjusted mins that map to the picture (square)
151 vector mi_picmax; // adjusted maxs that map to the picture (square)
152 vector mi_pictexcoord0; // texcoords of the image corners (after transforming, these are 2D coords too)
153 vector mi_pictexcoord1; // texcoords of the image corners (after transforming, these are 2D coords too)
154 vector mi_pictexcoord2; // texcoords of the image corners (after transforming, these are 2D coords too)
155 vector mi_pictexcoord3; // texcoords of the image corners (after transforming, these are 2D coords too)
156 void get_mi_min_max_texcoords(float mode);
159 float almost_equals(float a, float b);
160 float almost_in_bounds(float a, float b, float c);
162 float power2of(float e);
163 float log2of(float x);
165 const string HEXDIGITS = "0123456789ABCDEF0123456789abcdef";
166 #define HEXDIGIT_TO_DEC_RAW(d) (strstrofs(HEXDIGITS, (d), 0))
167 #define HEXDIGIT_TO_DEC(d) ((HEXDIGIT_TO_DEC_RAW(d) | 0x10) - 0x10)
168 #define DEC_TO_HEXDIGIT(d) (substring(HEXDIGITS, (d), 1))
170 vector rgb_to_hsl(vector rgb);
171 vector hsl_to_rgb(vector hsl);
172 vector rgb_to_hsv(vector rgb);
173 vector hsv_to_rgb(vector hsv);
174 string rgb_to_hexcolor(vector rgb);
176 float boxesoverlap(vector m1, vector m2, vector m3, vector m4);
177 float boxinsidebox(vector smins, vector smaxs, vector bmins, vector bmaxs);
179 typedef float(string s, vector size) textLengthUpToWidth_widthFunction_t;
180 typedef float(string s) textLengthUpToLength_lenFunction_t;
181 float textLengthUpToWidth(string theText, float maxWidth, vector size, textLengthUpToWidth_widthFunction_t tw);
182 string textShortenToWidth(string theText, float maxWidth, vector size, textLengthUpToWidth_widthFunction_t tw);
183 float textLengthUpToLength(string theText, float maxWidth, textLengthUpToLength_lenFunction_t tw);
184 string textShortenToLength(string theText, float maxWidth, textLengthUpToLength_lenFunction_t tw);
186 string getWrappedLine_remaining;
187 string getWrappedLine(float w, vector size, textLengthUpToWidth_widthFunction_t tw);
188 string getWrappedLineLen(float w, textLengthUpToLength_lenFunction_t tw);
190 float isGametypeInFilter(float gt, float tp, float ts, string pattern);
192 typedef void(float i1, float i2, entity pass) swapfunc_t; // is only ever called for i1 < i2
193 typedef float(float i1, float i2, entity pass) comparefunc_t; // <0 for <, ==0 for ==, >0 for > (like strcmp)
194 void shuffle(float n, swapfunc_t swap, entity pass);
195 void heapsort(float n, swapfunc_t swap, comparefunc_t cmp, entity pass);
197 string swapwords(string str, float i, float j);
198 string shufflewords(string str);
200 string substring_range(string s, float b, float e);
202 vector solve_quadratic(float a, float b, float c);
205 // z = 1 if a real solution exists, 0 if not
206 // if no real solution exists, x contains the real part and y the imaginary part of the complex solutions x+iy and x-iy
208 vector solve_shotdirection(vector myorg, vector myvel, vector eorg, vector evel, float spd, float newton_style);
209 vector get_shotvelocity(vector myvel, vector mydir, float spd, float newton_style, float mi, float ma);
211 void check_unacceptable_compiler_bugs();
213 float compressShotOrigin(vector v);
214 vector decompressShotOrigin(float f);
217 string rankings_reply, ladder_reply, lsmaps_reply, maplist_reply; // cached replies
218 string records_reply[10];
221 float RandomSelection_totalweight;
222 float RandomSelection_best_priority;
223 entity RandomSelection_chosen_ent;
224 float RandomSelection_chosen_float;
225 string RandomSelection_chosen_string;
226 void RandomSelection_Init();
227 void RandomSelection_Add(entity e, float f, string s, float weight, float priority);
230 vector healtharmor_maxdamage(float h, float a, float armorblock, float deathtype); // returns vector: maxdamage, armorideal, 1 if fully armored
231 vector healtharmor_applydamage(float a, float armorblock, float deathtype, float damage); // returns vector: take, save, 0
234 string getcurrentmod();
239 vector ReadInt48_t();
240 vector ReadInt72_t();
242 void WriteInt24_t(float dest, float val);
243 void WriteInt48_t(float dest, vector val);
244 void WriteInt72_t(float dest, vector val);
250 #define func_null nil
251 #define string_null nil
253 var void func_null(void);
254 var string string_null;
256 float float2range11(float f);
257 float float2range01(float f);
259 float gsl_ran_gaussian(float sigma);
261 string car(string s); // returns first word
262 string cdr(string s); // returns all but first word
263 float matchacl(string acl, string str); // matches str against ACL acl (with entries +foo*, +foo, +*foo, +*foo*, and same with - for forbidding)
264 float startsWith(string haystack, string needle);
265 float startsWithNocase(string haystack, string needle);
267 string get_model_datafilename(string mod, float skn, string fil); // skin -1 will return wildcard, mod string_null will also put wildcard there
268 string get_model_parameters_modelname;
269 float get_model_parameters_modelskin;
270 string get_model_parameters_name;
271 float get_model_parameters_species;
272 string get_model_parameters_sex;
273 float get_model_parameters_weight;
274 float get_model_parameters_age;
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 #ifndef COMPAT_XON010_CHANNELS
308 #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__
375 void backtrace(string msg);
378 // color code replace, place inside of sprintf and parse the string... defaults described as constants
379 // foreground/normal colors
380 var string autocvar_hud_colorset_foreground_1 = "2"; // F1 - Green // primary priority (important names, etc)
381 var string autocvar_hud_colorset_foreground_2 = "3"; // F2 - Yellow // secondary priority (items, locations, numbers, etc)
382 var string autocvar_hud_colorset_foreground_3 = "4"; // F3 - Blue // tertiary priority or relatively inconsequential text
383 var string autocvar_hud_colorset_foreground_4 = "1"; // F4 - Red // notice/attention grabbing texting
385 var string autocvar_hud_colorset_kill_1 = "1"; // K1 - Red // "bad" or "dangerous" text (death messages against you, kill notifications, etc)
386 var string autocvar_hud_colorset_kill_2 = "3"; // K2 - Yellow // similar to above, but less important... OR, a highlight out of above message type
387 var string autocvar_hud_colorset_kill_3 = "4"; // K3 - Blue // "good" or "beneficial" text (you fragging someone, etc)
389 var string autocvar_hud_colorset_background = "7"; // BG - White // neutral/unimportant text
391 string CCR(string input);
395 #define GENTLE (autocvar_cl_gentle || autocvar_cl_gentle_messages)
397 #define GENTLE autocvar_sv_gentle
399 #define normal_or_gentle(normal,gentle) (GENTLE ? ((gentle != "") ? gentle : normal) : normal)
402 // allow writing to also pass through to spectators (like so spectators see the same centerprints as players for example)
403 #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
404 #define WRITESPECTATABLE_MSG_ONE(statement) WRITESPECTATABLE_MSG_ONE_VARNAME(oldmsg_entity, statement)
405 #define WRITESPECTATABLE(msg,statement) if(msg == MSG_ONE) { WRITESPECTATABLE_MSG_ONE(statement); } else statement float WRITESPECTATABLE_workaround = 0
407 vector vec3(float x, float y, float z);
410 vector animfixfps(entity e, vector a, vector b);
414 void dedicated_print(string input);
417 // todo: better way to do this?
419 #define PROGNAME "MENUQC"
422 #define PROGNAME "SVQC"
424 #define PROGNAME "CSQC"
430 #define CNT_GAMESTART 2
433 #define CNT_RESPAWN 5
434 #define CNT_ROUNDSTART 6
435 float Announcer_PickNumber(float type, float num);