2 // commonly used, but better make them macros
6 // a dummy macro that prevents the "hanging ;" warning
7 #define ENDS_WITH_CURLY_BRACE
10 # define ACCUMULATE_FUNCTION(func,otherfunc) \
11 [[accumulate]] void func() { otherfunc(); }
12 # define CALL_ACCUMULATED_FUNCTION(func) \
15 #ifdef HAVE_YO_DAWG_CPP
16 // TODO make ascii art pic of xzibit
18 // I HERD YO LIEK MACROS
19 // SO I PUT A MACRO DEFINITION IN YO MACRO DEFINITION
20 // SO YO CAN EXPAND MACROS WHILE YO EXPAND MACROS
21 # define ACCUMULATE_FUNCTION(func,otherfunc) \
23 void __merge__##otherfunc() { func(); otherfunc(); } \
25 #define func __merge__##otherfunc \
27 #define func otherfunc \
29 # define CALL_ACCUMULATED_FUNCTION(func) \
32 # define ACCUMULATE_FUNCTION(func,otherfunc) \
33 .float _ACCUMULATE_##func##__##otherfunc
34 void ACCUMULATE_call(string func)
37 float n = numentityfields();
38 string funcprefix = strcat("_ACCUMULATE_", func, "__");
39 float funcprefixlen = strlen(funcprefix);
40 for(i = 0; i < n; ++i)
42 string name = entityfieldname(i);
43 if(substring(name, 0, funcprefixlen) == funcprefix)
44 callfunction(substring(name, funcprefixlen, -1));
47 # define CALL_ACCUMULATED_FUNCTION(func) \
48 ACCUMULATE_call(#func)
52 // used for simplifying ACCUMULATE_FUNCTIONs
53 #define SET_FIRST_OR_LAST(input,first,count) if(!input) { input = (first + count); }
54 #define SET_FIELD_COUNT(field,first,count) if(!field) { field = (first + count); ++count; }
55 #define CHECK_MAX_COUNT(name,max,count,type) if(count > max) { error(strcat("Maximum ", type, " hit: ", #name, ": ", ftos(count), ".\n")); }
57 // 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
58 // NOTE: s IS allowed to be a tempstring
59 string wordwrap(string s, float l);
62 void wordwrap_sprint(string s, float l);
65 void wordwrap_cb(string s, float l, void(string) callback);
68 string draw_currentSkin;
69 string draw_UseSkinFor(string pic);
72 // iterative depth-first search, with fields that go "up", "down left" and "right" in a tree
73 // for each element, funcPre is called first, then funcPre and funcPost for all its children, and funcPost last
74 void depthfirst(entity start, .entity up, .entity downleft, .entity right, void(entity, entity) funcPre, void(entity, entity) funcPost, entity pass);
76 float median(float a, float b, float c);
78 // converts a number to a string with the indicated number of decimals
79 // works for up to 10 decimals!
80 string ftos_decimals(float number, float decimals);
82 float fexists(string f);
84 vector colormapPaletteColor(float c, float isPants);
86 // unzone the string, and return it as tempstring. Safe to be called on string_null
87 string fstrunzone(string s);
89 // database (NOTE: keys are case sensitive)
90 void db_save(float db, string filename);
91 void db_dump(float db, string pFilename);
93 float db_load(string filename);
94 void db_close(float db);
95 string db_get(float db, string key);
96 void db_put(float db, string key, string value);
98 // stringbuffer loading/saving
99 float buf_load(string filename);
100 void buf_save(float buf, string filename);
104 float mod(float a, float b) { return a - (floor(a / b) * b); }
107 #define TIME_TO_NTHS(t,n) floor((t) * (n) + 0.4)
108 string format_time(float seconds);
109 string mmsss(float t);
110 string mmssss(float t);
112 #define TIME_DECIMALS 2
113 #define TIME_FACTOR 100
114 #define TIME_ENCODED_TOSTRING(n) mmssss(n)
115 #define RACE_RECORD "/race100record/"
116 #define CTS_RECORD "/cts100record/"
117 #define TIME_ENCODE(t) TIME_TO_NTHS(t, TIME_FACTOR)
118 #define TIME_DECODE(n) ((n) / TIME_FACTOR)
120 string ScoreString(float vflags, float value);
122 float dotproduct(vector a, vector b);
123 vector cross(vector a, vector b);
125 void compressShortVector_init();
126 vector decompressShortVector(float data);
127 float compressShortVector(vector vec);
130 float CheckWireframeBox(entity forent, vector v0, vector dvx, vector dvy, vector dvz);
133 string fixPriorityList(string pl, float from, float to, float subtract, float complete);
134 string mapPriorityList(string order, string(string) mapfunc);
135 string swapInPriorityList(string order, float i, float j);
137 float cvar_value_issafe(string s);
139 float cvar_settemp(string pKey, string pValue);
140 float cvar_settemp_restore();
143 // modes: 0 = trust q3map2 (_mini images)
144 // 1 = trust tracebox (_radar images)
145 // in both modes, mapinfo's "size" overrides
150 void get_mi_min_max(float mode);
152 vector mi_picmin; // adjusted mins that map to the picture (square)
153 vector mi_picmax; // adjusted maxs that map to the picture (square)
154 vector mi_pictexcoord0; // texcoords of the image corners (after transforming, these are 2D coords too)
155 vector mi_pictexcoord1; // texcoords of the image corners (after transforming, these are 2D coords too)
156 vector mi_pictexcoord2; // texcoords of the image corners (after transforming, these are 2D coords too)
157 vector mi_pictexcoord3; // texcoords of the image corners (after transforming, these are 2D coords too)
158 void get_mi_min_max_texcoords(float mode);
161 float almost_equals(float a, float b);
162 float almost_in_bounds(float a, float b, float c);
164 float power2of(float e);
165 float log2of(float x);
167 const string HEXDIGITS = "0123456789ABCDEF0123456789abcdef";
168 #define HEXDIGIT_TO_DEC_RAW(d) (strstrofs(HEXDIGITS, (d), 0))
169 #define HEXDIGIT_TO_DEC(d) ((HEXDIGIT_TO_DEC_RAW(d) | 0x10) - 0x10)
170 #define DEC_TO_HEXDIGIT(d) (substring(HEXDIGITS, (d), 1))
172 vector rgb_to_hsl(vector rgb);
173 vector hsl_to_rgb(vector hsl);
174 vector rgb_to_hsv(vector rgb);
175 vector hsv_to_rgb(vector hsv);
176 string rgb_to_hexcolor(vector rgb);
178 float boxesoverlap(vector m1, vector m2, vector m3, vector m4);
179 float boxinsidebox(vector smins, vector smaxs, vector bmins, vector bmaxs);
181 typedef float(string s, vector size) textLengthUpToWidth_widthFunction_t;
182 typedef float(string s) textLengthUpToLength_lenFunction_t;
183 float textLengthUpToWidth(string theText, float maxWidth, vector size, textLengthUpToWidth_widthFunction_t tw);
184 string textShortenToWidth(string theText, float maxWidth, vector size, textLengthUpToWidth_widthFunction_t tw);
185 float textLengthUpToLength(string theText, float maxWidth, textLengthUpToLength_lenFunction_t tw);
186 string textShortenToLength(string theText, float maxWidth, textLengthUpToLength_lenFunction_t tw);
188 string getWrappedLine_remaining;
189 string getWrappedLine(float w, vector size, textLengthUpToWidth_widthFunction_t tw);
190 string getWrappedLineLen(float w, textLengthUpToLength_lenFunction_t tw);
192 float isGametypeInFilter(float gt, float tp, float ts, string pattern);
194 typedef void(float i1, float i2, entity pass) swapfunc_t; // is only ever called for i1 < i2
195 typedef float(float i1, float i2, entity pass) comparefunc_t; // <0 for <, ==0 for ==, >0 for > (like strcmp)
196 void shuffle(float n, swapfunc_t swap, entity pass);
197 void heapsort(float n, swapfunc_t swap, comparefunc_t cmp, entity pass);
199 string swapwords(string str, float i, float j);
200 string shufflewords(string str);
202 string substring_range(string s, float b, float e);
204 vector solve_quadratic(float a, float b, float c);
207 // z = 1 if a real solution exists, 0 if not
208 // if no real solution exists, x contains the real part and y the imaginary part of the complex solutions x+iy and x-iy
210 vector solve_shotdirection(vector myorg, vector myvel, vector eorg, vector evel, float spd, float newton_style);
211 vector get_shotvelocity(vector myvel, vector mydir, float spd, float newton_style, float mi, float ma);
213 void check_unacceptable_compiler_bugs();
215 float compressShotOrigin(vector v);
216 vector decompressShotOrigin(float f);
219 string rankings_reply, ladder_reply, lsmaps_reply, maplist_reply; // cached replies
220 string records_reply[10];
223 float RandomSelection_totalweight;
224 float RandomSelection_best_priority;
225 entity RandomSelection_chosen_ent;
226 float RandomSelection_chosen_float;
227 string RandomSelection_chosen_string;
228 void RandomSelection_Init();
229 void RandomSelection_Add(entity e, float f, string s, float weight, float priority);
232 vector healtharmor_maxdamage(float h, float a, float armorblock, float deathtype); // returns vector: maxdamage, armorideal, 1 if fully armored
233 vector healtharmor_applydamage(float a, float armorblock, float deathtype, float damage); // returns vector: take, save, 0
236 string getcurrentmod();
241 vector ReadInt48_t();
242 vector ReadInt72_t();
244 void WriteInt24_t(float dest, float val);
245 void WriteInt48_t(float dest, vector val);
246 void WriteInt72_t(float dest, vector val);
252 #define func_null nil
253 #define string_null nil
255 var void func_null(void);
256 var string string_null;
258 float float2range11(float f);
259 float float2range01(float f);
261 float gsl_ran_gaussian(float sigma);
263 string car(string s); // returns first word
264 string cdr(string s); // returns all but first word
265 float matchacl(string acl, string str); // matches str against ACL acl (with entries +foo*, +foo, +*foo, +*foo*, and same with - for forbidding)
266 float startsWith(string haystack, string needle);
267 float startsWithNocase(string haystack, string needle);
269 string get_model_datafilename(string mod, float skn, string fil); // skin -1 will return wildcard, mod string_null will also put wildcard there
270 string get_model_parameters_modelname;
271 float get_model_parameters_modelskin;
272 string get_model_parameters_name;
273 float get_model_parameters_species;
274 string get_model_parameters_sex;
275 float get_model_parameters_weight;
276 float get_model_parameters_age;
277 string get_model_parameters_bone_upperbody;
278 string get_model_parameters_bone_weapon;
279 #define MAX_AIM_BONES 4
280 string get_model_parameters_bone_aim[MAX_AIM_BONES];
281 float get_model_parameters_bone_aimweight[MAX_AIM_BONES];
282 float get_model_parameters_fixbone;
283 string get_model_parameters_desc;
284 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
286 vector vec2(vector v);
289 vector NearestPointOnBox(entity box, vector org);
292 float vercmp(string v1, string v2);
294 float u8_strsize(string s);
296 // translation helpers
297 string prvm_language;
298 string language_filename(string s);
299 string CTX(string s);
300 #define ZCTX(s) strzone(CTX(s))
302 // x-encoding (encoding as zero length invisible string)
303 // encodes approx. 14 bits into 5 bytes of color code string
304 const float XENCODE_MAX = 21295; // 2*22*22*22-1
305 const float XENCODE_LEN = 5;
306 string xencode(float f);
307 float xdecode(string s);
309 #ifndef COMPAT_XON010_CHANNELS
310 #define sound(e,c,s,v,a) sound7(e,c,s,v,a,0,0)
313 float lowestbit(float f);
316 entity ReadCSQCEntity();
320 string strtolower(string s);
323 string MakeConsoleSafe(string input);
326 float InterpretBoolean(string input);
329 // generic shutdown handler
333 .float skeleton_bones;
334 void Skeleton_SetBones(entity e);
335 // loops through the tags of model v using counter tagnum
336 #define FOR_EACH_TAG(v) float tagnum; Skeleton_SetBones(v); for(tagnum = 0; tagnum < v.skeleton_bones; tagnum++, gettaginfo(v, tagnum))
339 void WriteApproxPastTime(float dst, float t);
342 float ReadApproxPastTime();
345 // execute-stuff-next-frame subsystem
346 void execute_next_frame();
347 void queue_to_execute_next_frame(string s);
349 // for marking written-to values as unused where it's a good idea to do this
350 noref float unused_float;
352 // a function f with:
355 // f'(0) = startspeedfactor
356 // f'(1) = endspeedfactor
357 float cubic_speedfunc(float startspeedfactor, float endspeedfactor, float x);
359 // checks whether f'(x) = 0 anywhere from 0 to 1
360 // because if this is the case, the function is not usable for platforms
361 // as it may exceed 0..1 bounds, or go in reverse
362 float cubic_speedfunc_is_sane(float startspeedfactor, float endspeedfactor);
364 typedef entity(entity cur, entity near, entity pass) findNextEntityNearFunction_t;
365 typedef float(entity a, entity b, entity pass) isConnectedFunction_t;
366 void FindConnectedComponent(entity e, .entity fld, findNextEntityNearFunction_t nxt, isConnectedFunction_t iscon, entity pass);
368 // expand multiple arguments into one argument by stripping parenthesis
369 #define XPD(...) __VA_ARGS__
372 void backtrace(string msg);
375 // color code replace, place inside of sprintf and parse the string... defaults described as constants
376 // foreground/normal colors
377 var string autocvar_hud_colorset_foreground_1 = "2"; // F1 - Green // primary priority (important names, etc)
378 var string autocvar_hud_colorset_foreground_2 = "3"; // F2 - Yellow // secondary priority (items, locations, numbers, etc)
379 var string autocvar_hud_colorset_foreground_3 = "4"; // F3 - Blue // tertiary priority or relatively inconsequential text
380 var string autocvar_hud_colorset_foreground_4 = "1"; // F4 - Red // notice/attention grabbing texting
382 var string autocvar_hud_colorset_kill_1 = "1"; // K1 - Red // "bad" or "dangerous" text (death messages against you, kill notifications, etc)
383 var string autocvar_hud_colorset_kill_2 = "3"; // K2 - Yellow // similar to above, but less important... OR, a highlight out of above message type
384 var string autocvar_hud_colorset_kill_3 = "4"; // K3 - Blue // "good" or "beneficial" text (you fragging someone, etc)
386 var string autocvar_hud_colorset_background = "7"; // BG - White // neutral/unimportant text
388 string CCR(string input);
392 #define GENTLE (autocvar_cl_gentle || autocvar_cl_gentle_messages)
394 #define GENTLE autocvar_sv_gentle
396 #define normal_or_gentle(normal,gentle) (GENTLE ? ((gentle != "") ? gentle : normal) : normal)
399 // allow writing to also pass through to spectators (like so spectators see the same centerprints as players for example)
400 #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
401 #define WRITESPECTATABLE_MSG_ONE(statement) WRITESPECTATABLE_MSG_ONE_VARNAME(oldmsg_entity, statement)
402 #define WRITESPECTATABLE(msg,statement) if(msg == MSG_ONE) { WRITESPECTATABLE_MSG_ONE(statement); } else statement float WRITESPECTATABLE_workaround = 0
404 vector vec3(float x, float y, float z);
407 vector animfixfps(entity e, vector a, vector b);
411 void dedicated_print(string input);
414 // todo: better way to do this?
416 #define PROGNAME "MENUQC"
419 #define PROGNAME "SVQC"
421 #define PROGNAME "CSQC"
427 #define CNT_GAMESTART 2
430 #define CNT_RESPAWN 5
431 #define CNT_ROUNDSTART 6
432 float Announcer_PickNumber(float type, float num);