4 // 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
5 // NOTE: s IS allowed to be a tempstring
6 string wordwrap(string s, float l);
9 void wordwrap_sprint(string s, float l);
12 void wordwrap_cb(string s, float l, void(string) callback);
15 string draw_currentSkin;
16 string draw_UseSkinFor(string pic);
19 // iterative depth-first search, with fields that go "up", "down left" and "right" in a tree
20 // for each element, funcPre is called first, then funcPre and funcPost for all its children, and funcPost last
21 void depthfirst(entity start, .entity up, .entity downleft, .entity right, void(entity, entity) funcPre, void(entity, entity) funcPost, entity pass);
23 float median(float a, float b, float c);
25 // converts a number to a string with the indicated number of decimals
26 // works for up to 10 decimals!
27 string ftos_decimals(float number, float decimals);
29 bool fexists(string f);
31 vector colormapPaletteColor(float c, float isPants);
33 // unzone the string, and return it as tempstring. Safe to be called on string_null
34 string fstrunzone(string s);
36 // database (NOTE: keys are case sensitive)
37 void db_save(int db, string filename);
38 void db_dump(int db, string pFilename);
40 int db_load(string filename);
41 void db_close(int db);
42 string db_get(int db, string key);
43 void db_put(int db, string key, string value);
45 // stringbuffer loading/saving
46 int buf_load(string filename);
47 void buf_save(int buf, string filename);
49 #define TIME_TO_NTHS(t,n) floor((t) * (n) + 0.4)
50 string format_time(float seconds);
51 string mmsss(float t);
52 string mmssss(float t);
54 const float TIME_DECIMALS = 2;
55 const float TIME_FACTOR = 100;
56 #define TIME_ENCODED_TOSTRING(n) mmssss(n)
57 #define RACE_RECORD "/race100record/"
58 #define CTS_RECORD "/cts100record/"
59 #define TIME_ENCODE(t) TIME_TO_NTHS(t, TIME_FACTOR)
60 #define TIME_DECODE(n) ((n) / TIME_FACTOR)
62 string ScoreString(float vflags, float value);
64 void compressShortVector_init();
65 vector decompressShortVector(float data);
66 float compressShortVector(vector vec);
69 float CheckWireframeBox(entity forent, vector v0, vector dvx, vector dvy, vector dvz);
72 string fixPriorityList(string pl, float from, float to, float subtract, float complete);
73 string mapPriorityList(string order, string(string) mapfunc);
74 string swapInPriorityList(string order, float i, float j);
76 float cvar_value_issafe(string s);
78 float cvar_settemp(string pKey, string pValue);
79 float cvar_settemp_restore();
82 // modes: 0 = trust q3map2 (_mini images)
83 // 1 = trust tracebox (_radar images)
84 // in both modes, mapinfo's "size" overrides
89 void get_mi_min_max(float mode);
91 vector mi_picmin; // adjusted mins that map to the picture (square)
92 vector mi_picmax; // adjusted maxs that map to the picture (square)
93 vector mi_pictexcoord0; // texcoords of the image corners (after transforming, these are 2D coords too)
94 vector mi_pictexcoord1; // texcoords of the image corners (after transforming, these are 2D coords too)
95 vector mi_pictexcoord2; // texcoords of the image corners (after transforming, these are 2D coords too)
96 vector mi_pictexcoord3; // texcoords of the image corners (after transforming, these are 2D coords too)
97 void get_mi_min_max_texcoords(float mode);
100 float almost_equals(float a, float b);
101 float almost_in_bounds(float a, float b, float c);
103 float power2of(float e);
104 float log2of(float x);
106 const string HEXDIGITS = "0123456789ABCDEF0123456789abcdef";
107 #define HEXDIGIT_TO_DEC_RAW(d) (strstrofs(HEXDIGITS, (d), 0))
108 #define HEXDIGIT_TO_DEC(d) ((HEXDIGIT_TO_DEC_RAW(d) | 0x10) - 0x10)
109 #define DEC_TO_HEXDIGIT(d) (substring(HEXDIGITS, (d), 1))
111 vector rgb_to_hsl(vector rgb);
112 vector hsl_to_rgb(vector hsl);
113 vector rgb_to_hsv(vector rgb);
114 vector hsv_to_rgb(vector hsv);
115 string rgb_to_hexcolor(vector rgb);
117 float boxesoverlap(vector m1, vector m2, vector m3, vector m4);
118 float boxinsidebox(vector smins, vector smaxs, vector bmins, vector bmaxs);
120 typedef float(string s, vector size) textLengthUpToWidth_widthFunction_t;
121 typedef float(string s) textLengthUpToLength_lenFunction_t;
122 float textLengthUpToWidth(string theText, float maxWidth, vector size, textLengthUpToWidth_widthFunction_t tw);
123 string textShortenToWidth(string theText, float maxWidth, vector size, textLengthUpToWidth_widthFunction_t tw);
124 float textLengthUpToLength(string theText, float maxWidth, textLengthUpToLength_lenFunction_t tw);
125 string textShortenToLength(string theText, float maxWidth, textLengthUpToLength_lenFunction_t tw);
127 string getWrappedLine_remaining;
128 string getWrappedLine(float w, vector size, textLengthUpToWidth_widthFunction_t tw);
129 string getWrappedLineLen(float w, textLengthUpToLength_lenFunction_t tw);
131 float isGametypeInFilter(float gt, float tp, float ts, string pattern);
133 string swapwords(string str, float i, float j);
134 string shufflewords(string str);
136 string substring_range(string s, float b, float e);
138 vector solve_quadratic(float a, float b, float c);
141 // z = 1 if a real solution exists, 0 if not
142 // if no real solution exists, x contains the real part and y the imaginary part of the complex solutions x+iy and x-iy
144 vector solve_shotdirection(vector myorg, vector myvel, vector eorg, vector evel, float spd, float newton_style);
145 vector get_shotvelocity(vector myvel, vector mydir, float spd, float newton_style, float mi, float ma);
147 float compressShotOrigin(vector v);
148 vector decompressShotOrigin(float f);
151 string rankings_reply, ladder_reply, lsmaps_reply, maplist_reply, monsterlist_reply; // cached replies
152 string records_reply[10];
155 float RandomSelection_totalweight;
156 float RandomSelection_best_priority;
157 entity RandomSelection_chosen_ent;
158 float RandomSelection_chosen_float;
159 string RandomSelection_chosen_string;
160 void RandomSelection_Init();
161 void RandomSelection_Add(entity e, float f, string s, float weight, float priority);
164 vector healtharmor_maxdamage(float h, float a, float armorblock, int deathtype); // returns vector: maxdamage, armorideal, 1 if fully armored
165 vector healtharmor_applydamage(float a, float armorblock, int deathtype, float damage); // returns vector: take, save, 0
168 string getcurrentmod();
173 vector ReadInt48_t();
174 vector ReadInt72_t();
176 void WriteInt24_t(float dest, float val);
177 void WriteInt48_t(float dest, vector val);
178 void WriteInt72_t(float dest, vector val);
182 float float2range11(float f);
183 float float2range01(float f);
185 float gsl_ran_gaussian(float sigma);
187 string car(string s); // returns first word
188 string cdr(string s); // returns all but first word
189 float matchacl(string acl, string str); // matches str against ACL acl (with entries +foo*, +foo, +*foo, +*foo*, and same with - for forbidding)
190 float startsWith(string haystack, string needle);
191 float startsWithNocase(string haystack, string needle);
193 string get_model_datafilename(string mod, float skn, string fil); // skin -1 will return wildcard, mod string_null will also put wildcard there
194 string get_model_parameters_modelname;
195 float get_model_parameters_modelskin;
196 string get_model_parameters_name;
197 float get_model_parameters_species;
198 string get_model_parameters_sex;
199 float get_model_parameters_weight;
200 float get_model_parameters_age;
201 string get_model_parameters_description;
202 string get_model_parameters_bone_upperbody;
203 string get_model_parameters_bone_weapon;
204 const int MAX_AIM_BONES = 4;
205 string get_model_parameters_bone_aim[MAX_AIM_BONES];
206 float get_model_parameters_bone_aimweight[MAX_AIM_BONES];
207 float get_model_parameters_fixbone;
208 string get_model_parameters_desc;
209 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
211 vector vec2(vector v);
214 vector NearestPointOnBox(entity box, vector org);
217 float vercmp(string v1, string v2);
219 float u8_strsize(string s);
221 // x-encoding (encoding as zero length invisible string)
222 // encodes approx. 14 bits into 5 bytes of color code string
223 const float XENCODE_MAX = 21295; // 2*22*22*22-1
224 const float XENCODE_LEN = 5;
225 string xencode(float f);
226 float xdecode(string s);
228 int lowestbit(float f);
231 entity ReadCSQCEntity();
235 string strtolower(string s);
238 string MakeConsoleSafe(string input);
240 // generic shutdown handler
244 .float skeleton_bones;
245 void Skeleton_SetBones(entity e);
246 // loops through the tags of model v using counter tagnum
247 #define FOR_EACH_TAG(v) float tagnum; Skeleton_SetBones(v); for(tagnum = 0; tagnum < v.skeleton_bones; tagnum++, gettaginfo(v, tagnum))
250 void WriteApproxPastTime(float dst, float t);
253 float ReadApproxPastTime();
256 // execute-stuff-next-frame subsystem
257 void execute_next_frame();
258 void queue_to_execute_next_frame(string s);
260 // for marking written-to values as unused where it's a good idea to do this
261 noref float unused_float;
263 // a function f with:
266 // f'(0) = startspeedfactor
267 // f'(1) = endspeedfactor
268 float cubic_speedfunc(float startspeedfactor, float endspeedfactor, float x);
270 // checks whether f'(x) = 0 anywhere from 0 to 1
271 // because if this is the case, the function is not usable for platforms
272 // as it may exceed 0..1 bounds, or go in reverse
273 float cubic_speedfunc_is_sane(float startspeedfactor, float endspeedfactor);
275 typedef entity(entity cur, entity near, entity pass) findNextEntityNearFunction_t;
276 typedef float(entity a, entity b, entity pass) isConnectedFunction_t;
277 void FindConnectedComponent(entity e, .entity fld, findNextEntityNearFunction_t nxt, isConnectedFunction_t iscon, entity pass);
280 vector combine_to_vector(float x, float y, float z);
281 vector get_corner_position(entity box, float corner);
284 // expand multiple arguments into one argument by stripping parenthesis
285 #define XPD(...) __VA_ARGS__
287 // Some common varargs functions. Lowercase as they match C.
288 #define fprintf(file, ...) fputs(file, sprintf(__VA_ARGS__))
289 #define bprintf(...) bprint(sprintf(__VA_ARGS__))
291 // color code replace, place inside of sprintf and parse the string... defaults described as constants
292 // foreground/normal colors
293 string autocvar_hud_colorset_foreground_1 = "2"; // F1 - Green // primary priority (important names, etc)
294 string autocvar_hud_colorset_foreground_2 = "3"; // F2 - Yellow // secondary priority (items, locations, numbers, etc)
295 string autocvar_hud_colorset_foreground_3 = "4"; // F3 - Blue // tertiary priority or relatively inconsequential text
296 string autocvar_hud_colorset_foreground_4 = "1"; // F4 - Red // notice/attention grabbing texting
298 string autocvar_hud_colorset_kill_1 = "1"; // K1 - Red // "bad" or "dangerous" text (death messages against you, kill notifications, etc)
299 string autocvar_hud_colorset_kill_2 = "3"; // K2 - Yellow // similar to above, but less important... OR, a highlight out of above message type
300 string autocvar_hud_colorset_kill_3 = "4"; // K3 - Blue // "good" or "beneficial" text (you fragging someone, etc)
302 string autocvar_hud_colorset_background = "7"; // BG - White // neutral/unimportant text
304 string CCR(string input);
308 #define GENTLE (autocvar_cl_gentle || autocvar_cl_gentle_messages)
310 #define GENTLE autocvar_sv_gentle
312 #define normal_or_gentle(normal, gentle) (GENTLE ? ((gentle != "") ? gentle : normal) : normal)
315 // allow writing to also pass through to spectators (like so spectators see the same centerprints as players for example)
316 #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
317 #define WRITESPECTATABLE_MSG_ONE(statement) WRITESPECTATABLE_MSG_ONE_VARNAME(oldmsg_entity, statement)
318 #define WRITESPECTATABLE(msg,statement) if(msg == MSG_ONE) { WRITESPECTATABLE_MSG_ONE(statement); } else statement float WRITESPECTATABLE_workaround = 0
320 vector vec3(float x, float y, float z);
323 vector animfixfps(entity e, vector a, vector b);
327 void dedicated_print(string input);
331 const float CNT_NORMAL = 1;
332 const float CNT_GAMESTART = 2;
333 const float CNT_IDLE = 3;
334 const float CNT_KILL = 4;
335 const float CNT_RESPAWN = 5;
336 const float CNT_ROUNDSTART = 6;
337 float Announcer_PickNumber(float type, float num);
341 int Mod_Q1BSP_SuperContentsFromNativeContents(int nativecontents);
342 int Mod_Q1BSP_NativeContentsFromSuperContents(int supercontents);
345 // Quadratic splines (bezier)
346 vector bezier_quadratic_getpoint(vector a, vector p, vector b, float t);
347 vector bezier_quadratic_getderivative(vector a, vector p, vector b, float t);
349 #define APPEND_TO_STRING(list,sep,add) ((list) = (((list) != "") ? strcat(list, sep, add) : (add)))
351 // Returns the correct difference between two always increasing numbers
352 #define COMPARE_INCREASING(to,from) (to < from ? from + to + 2 : to - from)