#ifndef COMMON_UTIL_H #define COMMON_UTIL_H #ifdef QCC_SUPPORT_ACCUMULATE # define ACCUMULATE_FUNCTION(func,otherfunc) \ [[accumulate]] void func() { otherfunc(); } # define CALL_ACCUMULATED_FUNCTION(func) \ func() #else #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) \ .float _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 #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: ", #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); bool 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(int db, string filename); void db_dump(int db, string pFilename); int db_create(); int db_load(string filename); void db_close(int db); string db_get(int db, string key); void db_put(int db, string key, string value); // stringbuffer loading/saving int buf_load(string filename); void buf_save(int buf, string filename); #define TIME_TO_NTHS(t,n) floor((t) * (n) + 0.4) string format_time(float seconds); string mmsss(float t); string mmssss(float t); const float TIME_DECIMALS = 2; const float 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); 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); const 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); float compressShotOrigin(vector v); vector decompressShotOrigin(float f); #ifdef SVQC string rankings_reply, ladder_reply, lsmaps_reply, maplist_reply, monsterlist_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); #ifndef MENUQC vector healtharmor_maxdamage(float h, float a, float armorblock, int deathtype); // returns vector: maxdamage, armorideal, 1 if fully armored vector healtharmor_applydamage(float a, float armorblock, int deathtype, float damage); // returns vector: take, save, 0 #endif string getcurrentmod(); #ifndef MENUQC #ifdef CSQC int ReadInt24_t(); vector ReadInt48_t(); vector ReadInt72_t(); #else void WriteInt24_t(float dest, float val); void WriteInt48_t(float dest, vector val); void WriteInt72_t(float dest, vector val); #endif #endif // the NULL function #ifdef QCC_SUPPORT_NIL #define func_null nil #define string_null nil #else var void func_null(void); 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_description; string get_model_parameters_bone_upperbody; string get_model_parameters_bone_weapon; const int 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 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); // Play all sounds via sound7, for access to the extra channels. // Otherwise, channels 8 to 15 would be blocked for a weird QW feature. #define sound(e,c,s,v,a) sound7(e,c,s,v,a,0,0) int 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); #ifdef SVQC vector combine_to_vector(float x, float y, float z); vector get_corner_position(entity box, float corner); #endif // expand multiple arguments into one argument by stripping parenthesis #define XPD(...) __VA_ARGS__ // Some common varargs functions. Lowercase as they match C. #define printf(...) print(sprintf(__VA_ARGS__)) #define dprintf(...) dprint(sprintf(__VA_ARGS__)) #define fprintf(file, ...) fputs(file, sprintf(__VA_ARGS__)) #define bprintf(...) bprint(sprintf(__VA_ARGS__)) //#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 string autocvar_hud_colorset_foreground_1 = "2"; // F1 - Green // primary priority (important names, etc) string autocvar_hud_colorset_foreground_2 = "3"; // F2 - Yellow // secondary priority (items, locations, numbers, etc) string autocvar_hud_colorset_foreground_3 = "4"; // F3 - Blue // tertiary priority or relatively inconsequential text string autocvar_hud_colorset_foreground_4 = "1"; // F4 - Red // notice/attention grabbing texting // "kill" colors string autocvar_hud_colorset_kill_1 = "1"; // K1 - Red // "bad" or "dangerous" text (death messages against you, kill notifications, etc) string autocvar_hud_colorset_kill_2 = "3"; // K2 - Yellow // similar to above, but less important... OR, a highlight out of above message type string autocvar_hud_colorset_kill_3 = "4"; // K3 - Blue // "good" or "beneficial" text (you fragging someone, etc) // background color 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 #ifdef SVQC void dedicated_print(string input); #endif // todo: better way to do this? #ifdef MENUQC #define PROGNAME "MENUQC" #else #ifdef SVQC #define PROGNAME "SVQC" #else #define PROGNAME "CSQC" #endif #endif #ifndef MENUQC const float CNT_NORMAL = 1; const float CNT_GAMESTART = 2; const float CNT_IDLE = 3; const float CNT_KILL = 4; const float CNT_RESPAWN = 5; const float CNT_ROUNDSTART = 6; float Announcer_PickNumber(float type, float num); #endif #ifndef MENUQC int Mod_Q1BSP_SuperContentsFromNativeContents(int nativecontents); int Mod_Q1BSP_NativeContentsFromSuperContents(int supercontents); #endif // Quadratic splines (bezier) vector bezier_quadratic_getpoint(vector a, vector p, vector b, float t); vector bezier_quadratic_getderivative(vector a, vector p, vector b, float t); #define APPEND_TO_STRING(list,sep,add) ((list) = (((list) != "") ? strcat(list, sep, add) : (add))) // Returns the correct difference between two always increasing numbers #define COMPARE_INCREASING(to,from) (to < from ? from + to + 2 : to - from) #endif