// a dummy macro that prevents the "hanging ;" warning #define ENDS_WITH_CURLY_BRACE // return the actual code name of a var as a string #define VAR_TO_TEXT(var) #var #ifdef HAVE_YO_DAWG_CPP // TODO make ascii art pic of xzibit // YO DAWG! // I HERD YO LIEK MACROS // SO I PUT A MACRO DEFINITION IN YO MACRO DEFINITION // SO YO CAN EXPAND MACROS WHILE YO EXPAND MACROS # define ACCUMULATE_FUNCTION(func,otherfunc) \ #ifdef func \ void __merge__##otherfunc() { func(); otherfunc(); } \ #undef func \ #define func __merge__##otherfunc \ #else \ #define func otherfunc \ #endif # define CALL_ACCUMULATED_FUNCTION(func) \ func() #else # define ACCUMULATE_FUNCTION(func,otherfunc) \ .void _ACCUMULATE_##func##__##otherfunc; void ACCUMULATE_call(string func) { float i; float n = numentityfields(); string funcprefix = strcat("_ACCUMULATE_", func, "__"); float funcprefixlen = strlen(funcprefix); for(i = 0; i < n; ++i) { string name = entityfieldname(i); if(substring(name, 0, funcprefixlen) == funcprefix) callfunction(substring(name, funcprefixlen, -1)); } } # define CALL_ACCUMULATED_FUNCTION(func) \ ACCUMULATE_call(#func) #endif // used for simplifying ACCUMULATE_FUNCTIONs #define SET_FIRST_OR_LAST(input,first,count) if(!input) { input = (first + count); } #define SET_FIELD_COUNT(field,first,count) if(!field) { field = (first + count); ++count; } #define CHECK_MAX_COUNT(name,max,count,type) if(count == max) { error(strcat("Maximum ", type, " hit: ", VAR_TO_TEXT(name), ": ", ftos(count), ".\n")); } // 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 // NOTE: s IS allowed to be a tempstring string wordwrap(string s, float l); #ifndef MENUQC #ifndef CSQC void wordwrap_sprint(string s, float l); #endif #endif void wordwrap_cb(string s, float l, void(string) callback); #ifndef SVQC string draw_currentSkin; string draw_UseSkinFor(string pic); #endif // iterative depth-first search, with fields that go "up", "down left" and "right" in a tree // for each element, funcPre is called first, then funcPre and funcPost for all its children, and funcPost last void depthfirst(entity start, .entity up, .entity downleft, .entity right, void(entity, entity) funcPre, void(entity, entity) funcPost, entity pass); float median(float a, float b, float c); // converts a number to a string with the indicated number of decimals // works for up to 10 decimals! string ftos_decimals(float number, float decimals); float fexists(string f); vector colormapPaletteColor(float c, float isPants); // unzone the string, and return it as tempstring. Safe to be called on string_null string fstrunzone(string s); // database (NOTE: keys are case sensitive) void db_save(float db, string filename); void db_dump(float db, string pFilename); float db_create(); float db_load(string filename); void db_close(float db); string db_get(float db, string key); void db_put(float db, string key, string value); // stringbuffer loading/saving float buf_load(string filename); void buf_save(float buf, string filename); // modulo function #ifndef MENUQC float mod(float a, float b) { return a - (floor(a / b) * b); } #endif #define TIME_TO_NTHS(t,n) floor((t) * (n) + 0.4) string mmsss(float t); string mmssss(float t); #define TIME_DECIMALS 2 #define TIME_FACTOR 100 #define TIME_ENCODED_TOSTRING(n) mmssss(n) #define RACE_RECORD "/race100record/" #define CTS_RECORD "/cts100record/" #define TIME_ENCODE(t) TIME_TO_NTHS(t, TIME_FACTOR) #define TIME_DECODE(n) ((n) / TIME_FACTOR) string ScoreString(float vflags, float value); float dotproduct(vector a, vector b); vector cross(vector a, vector b); void compressShortVector_init(); vector decompressShortVector(float data); float compressShortVector(vector vec); #ifndef MENUQC float CheckWireframeBox(entity forent, vector v0, vector dvx, vector dvy, vector dvz); #endif string fixPriorityList(string pl, float from, float to, float subtract, float complete); string mapPriorityList(string order, string(string) mapfunc); string swapInPriorityList(string order, float i, float j); float cvar_value_issafe(string s); float cvar_settemp(string pKey, string pValue); float cvar_settemp_restore(); #ifndef MENUQC // modes: 0 = trust q3map2 (_mini images) // 1 = trust tracebox (_radar images) // in both modes, mapinfo's "size" overrides string mi_shortname; vector mi_min; vector mi_max; void get_mi_min_max(float mode); vector mi_picmin; // adjusted mins that map to the picture (square) vector mi_picmax; // adjusted maxs that map to the picture (square) vector mi_pictexcoord0; // texcoords of the image corners (after transforming, these are 2D coords too) vector mi_pictexcoord1; // texcoords of the image corners (after transforming, these are 2D coords too) vector mi_pictexcoord2; // texcoords of the image corners (after transforming, these are 2D coords too) vector mi_pictexcoord3; // texcoords of the image corners (after transforming, these are 2D coords too) void get_mi_min_max_texcoords(float mode); #endif float almost_equals(float a, float b); float almost_in_bounds(float a, float b, float c); float power2of(float e); float log2of(float x); string HEXDIGITS = "0123456789ABCDEF0123456789abcdef"; #define HEXDIGIT_TO_DEC_RAW(d) (strstrofs(HEXDIGITS, (d), 0)) #define HEXDIGIT_TO_DEC(d) ((HEXDIGIT_TO_DEC_RAW(d) | 0x10) - 0x10) #define DEC_TO_HEXDIGIT(d) (substring(HEXDIGITS, (d), 1)) vector rgb_to_hsl(vector rgb); vector hsl_to_rgb(vector hsl); vector rgb_to_hsv(vector rgb); vector hsv_to_rgb(vector hsv); string rgb_to_hexcolor(vector rgb); float boxesoverlap(vector m1, vector m2, vector m3, vector m4); float boxinsidebox(vector smins, vector smaxs, vector bmins, vector bmaxs); typedef float(string s, vector size) textLengthUpToWidth_widthFunction_t; typedef float(string s) textLengthUpToLength_lenFunction_t; float textLengthUpToWidth(string theText, float maxWidth, vector size, textLengthUpToWidth_widthFunction_t tw); string textShortenToWidth(string theText, float maxWidth, vector size, textLengthUpToWidth_widthFunction_t tw); float textLengthUpToLength(string theText, float maxWidth, textLengthUpToLength_lenFunction_t tw); string textShortenToLength(string theText, float maxWidth, textLengthUpToLength_lenFunction_t tw); string getWrappedLine_remaining; string getWrappedLine(float w, vector size, textLengthUpToWidth_widthFunction_t tw); string getWrappedLineLen(float w, textLengthUpToLength_lenFunction_t tw); float isGametypeInFilter(float gt, float tp, float ts, string pattern); typedef void(float i1, float i2, entity pass) swapfunc_t; // is only ever called for i1 < i2 typedef float(float i1, float i2, entity pass) comparefunc_t; // <0 for <, ==0 for ==, >0 for > (like strcmp) void shuffle(float n, swapfunc_t swap, entity pass); void heapsort(float n, swapfunc_t swap, comparefunc_t cmp, entity pass); string swapwords(string str, float i, float j); string shufflewords(string str); string substring_range(string s, float b, float e); vector solve_quadratic(float a, float b, float c); // solution 1 -> x // solution 2 -> y // z = 1 if a real solution exists, 0 if not // if no real solution exists, x contains the real part and y the imaginary part of the complex solutions x+iy and x-iy vector solve_shotdirection(vector myorg, vector myvel, vector eorg, vector evel, float spd, float newton_style); vector get_shotvelocity(vector myvel, vector mydir, float spd, float newton_style, float mi, float ma); void check_unacceptable_compiler_bugs(); float compressShotOrigin(vector v); vector decompressShotOrigin(float f); #ifdef SVQC string rankings_reply, ladder_reply, lsmaps_reply, lsnewmaps_reply, maplist_reply; // cached replies string records_reply[10]; #endif float RandomSelection_totalweight; float RandomSelection_best_priority; entity RandomSelection_chosen_ent; float RandomSelection_chosen_float; string RandomSelection_chosen_string; void RandomSelection_Init(); void RandomSelection_Add(entity e, float f, string s, float weight, float priority); vector healtharmor_maxdamage(float h, float a, float armorblock); // returns vector: maxdamage, armorideal, 1 if fully armored vector healtharmor_applydamage(float a, float armorblock, float damage); // returns vector: take, save, 0 string getcurrentmod(); #ifndef MENUQC #ifdef CSQC float ReadInt24_t(); #else void WriteInt24_t(float dest, float val); #endif #endif // the NULL function #ifdef GMQCC #define func_null nil #define string_null nil #else var void func_null(void); var string string_null; #endif float float2range11(float f); float float2range01(float f); float gsl_ran_gaussian(float sigma); string car(string s); // returns first word string cdr(string s); // returns all but first word float matchacl(string acl, string str); // matches str against ACL acl (with entries +foo*, +foo, +*foo, +*foo*, and same with - for forbidding) float startsWith(string haystack, string needle); float startsWithNocase(string haystack, string needle); string get_model_datafilename(string mod, float skn, string fil); // skin -1 will return wildcard, mod string_null will also put wildcard there string get_model_parameters_modelname; float get_model_parameters_modelskin; string get_model_parameters_name; float get_model_parameters_species; string get_model_parameters_sex; float get_model_parameters_weight; float get_model_parameters_age; string get_model_parameters_bone_upperbody; string get_model_parameters_bone_weapon; #define MAX_AIM_BONES 4 string get_model_parameters_bone_aim[MAX_AIM_BONES]; float get_model_parameters_bone_aimweight[MAX_AIM_BONES]; float get_model_parameters_fixbone; string get_model_parameters_desc; 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 // stupid stupid stupid FTEQCC has a max limit on macro sizes, let's work around by splitting the macro into two macros! :( #define HUD_Panel_GetName_Part2(id) \ switch(id) {\ case HUD_PANEL_ENGINEINFO: panel_name = HUD_PANELNAME_ENGINEINFO; break; \ case HUD_PANEL_INFOMESSAGES: panel_name = HUD_PANELNAME_INFOMESSAGES; break; \ case HUD_PANEL_PHYSICS: panel_name = HUD_PANELNAME_PHYSICS; break; \ case HUD_PANEL_CENTERPRINT: panel_name = HUD_PANELNAME_CENTERPRINT; break; \ } ENDS_WITH_CURLY_BRACE // Get name of specified panel id #define HUD_Panel_GetName(id) \ switch(id) { \ case HUD_PANEL_WEAPONS: panel_name = HUD_PANELNAME_WEAPONS; break; \ case HUD_PANEL_AMMO: panel_name = HUD_PANELNAME_AMMO; break; \ case HUD_PANEL_POWERUPS: panel_name = HUD_PANELNAME_POWERUPS; break; \ case HUD_PANEL_HEALTHARMOR: panel_name = HUD_PANELNAME_HEALTHARMOR; break; \ case HUD_PANEL_NOTIFY: panel_name = HUD_PANELNAME_NOTIFY; break; \ case HUD_PANEL_TIMER: panel_name = HUD_PANELNAME_TIMER; break; \ case HUD_PANEL_RADAR: panel_name = HUD_PANELNAME_RADAR; break; \ case HUD_PANEL_SCORE: panel_name = HUD_PANELNAME_SCORE; break; \ case HUD_PANEL_RACETIMER: panel_name = HUD_PANELNAME_RACETIMER; break; \ case HUD_PANEL_VOTE: panel_name = HUD_PANELNAME_VOTE; break; \ case HUD_PANEL_MODICONS: panel_name = HUD_PANELNAME_MODICONS; break; \ case HUD_PANEL_PRESSEDKEYS: panel_name = HUD_PANELNAME_PRESSEDKEYS; break; \ case HUD_PANEL_CHAT: panel_name = HUD_PANELNAME_CHAT; break; \ default: HUD_Panel_GetName_Part2(id)\ } vector vec2(vector v); #ifndef MENUQC vector NearestPointOnBox(entity box, vector org); #endif float vercmp(string v1, string v2); float u8_strsize(string s); // translation helpers string prvm_language; string language_filename(string s); string CTX(string s); #define ZCTX(s) strzone(CTX(s)) // x-encoding (encoding as zero length invisible string) // encodes approx. 14 bits into 5 bytes of color code string const float XENCODE_MAX = 21295; // 2*22*22*22-1 const float XENCODE_LEN = 5; string xencode(float f); float xdecode(string s); #ifndef COMPAT_XON010_CHANNELS #define sound(e,c,s,v,a) sound7(e,c,s,v,a,0,0) #endif float lowestbit(float f); #ifdef CSQC entity ReadCSQCEntity(); #endif #ifndef MENUQC string strtolower(string s); #endif string MakeConsoleSafe(string input); #ifndef MENUQC float InterpretBoolean(string input); #endif // generic shutdown handler void Shutdown(); #ifndef MENUQC .float skeleton_bones; void Skeleton_SetBones(entity e); // loops through the tags of model v using counter tagnum #define FOR_EACH_TAG(v) float tagnum; Skeleton_SetBones(v); for(tagnum = 0; tagnum < v.skeleton_bones; tagnum++, gettaginfo(v, tagnum)) #endif #ifdef SVQC void WriteApproxPastTime(float dst, float t); #endif #ifdef CSQC float ReadApproxPastTime(); #endif // execute-stuff-next-frame subsystem void execute_next_frame(); void queue_to_execute_next_frame(string s); // for marking written-to values as unused where it's a good idea to do this noref float unused_float; // a function f with: // f(0) = 0 // f(1) = 1 // f'(0) = startspeedfactor // f'(1) = endspeedfactor float cubic_speedfunc(float startspeedfactor, float endspeedfactor, float x); // checks whether f'(x) = 0 anywhere from 0 to 1 // because if this is the case, the function is not usable for platforms // as it may exceed 0..1 bounds, or go in reverse float cubic_speedfunc_is_sane(float startspeedfactor, float endspeedfactor); typedef entity(entity cur, entity near, entity pass) findNextEntityNearFunction_t; typedef float(entity a, entity b, entity pass) isConnectedFunction_t; void FindConnectedComponent(entity e, .entity fld, findNextEntityNearFunction_t nxt, isConnectedFunction_t iscon, entity pass); // expand multiple arguments into one argument by stripping parenthesis #define XPD(...) __VA_ARGS__ float Count_Proper_Strings(string improper, string...count); float Count_Proper_Floats(float improper, float...count); #ifndef MENUQC void backtrace(string msg); #endif // color code replace, place inside of sprintf and parse the string... defaults described as constants // foreground/normal colors var string autocvar_hud_colorset_foreground_1 = "2"; // F1 - Green // primary priority (important names, etc) var string autocvar_hud_colorset_foreground_2 = "3"; // F2 - Yellow // secondary priority (items, locations, numbers, etc) var string autocvar_hud_colorset_foreground_3 = "4"; // F3 - Blue // tertiary priority or relatively inconsequential text var string autocvar_hud_colorset_foreground_4 = "1"; // F4 - Red // notice/attention grabbing texting // "kill" colors var string autocvar_hud_colorset_kill_1 = "1"; // K1 - Red // "bad" or "dangerous" text (death messages against you, kill notifications, etc) var string autocvar_hud_colorset_kill_2 = "3"; // K2 - Yellow // similar to above, but less important... OR, a highlight out of above message type var string autocvar_hud_colorset_kill_3 = "4"; // K3 - Blue // "good" or "beneficial" text (you fragging someone, etc) // background color var string autocvar_hud_colorset_background = "7"; // BG - White // neutral/unimportant text string CCR(string input); #ifndef MENUQC #ifdef CSQC #define GENTLE (autocvar_cl_gentle || autocvar_cl_gentle_messages) #else #define GENTLE autocvar_sv_gentle #endif #define normal_or_gentle(normal,gentle) (GENTLE ? ((gentle != "") ? gentle : normal) : normal) #endif // allow writing to also pass through to spectators (like so spectators see the same centerprints as players for example) #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 #define WRITESPECTATABLE_MSG_ONE(statement) WRITESPECTATABLE_MSG_ONE_VARNAME(oldmsg_entity, statement) #define WRITESPECTATABLE(msg,statement) if(msg == MSG_ONE) { WRITESPECTATABLE_MSG_ONE(statement); } else statement float WRITESPECTATABLE_workaround = 0 vector vec3(float x, float y, float z); #ifndef MENUQC vector animfixfps(entity e, vector a, vector b); #endif