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 mmsss(float t);
109 string mmssss(float t);
111 #define TIME_DECIMALS 2
112 #define TIME_FACTOR 100
113 #define TIME_ENCODED_TOSTRING(n) mmssss(n)
114 #define RACE_RECORD "/race100record/"
115 #define CTS_RECORD "/cts100record/"
116 #define TIME_ENCODE(t) TIME_TO_NTHS(t, TIME_FACTOR)
117 #define TIME_DECODE(n) ((n) / TIME_FACTOR)
119 string ScoreString(float vflags, float value);
121 float dotproduct(vector a, vector b);
122 vector cross(vector a, vector b);
124 void compressShortVector_init();
125 vector decompressShortVector(float data);
126 float compressShortVector(vector vec);
129 float CheckWireframeBox(entity forent, vector v0, vector dvx, vector dvy, vector dvz);
132 string fixPriorityList(string pl, float from, float to, float subtract, float complete);
133 string mapPriorityList(string order, string(string) mapfunc);
134 string swapInPriorityList(string order, float i, float j);
136 float cvar_value_issafe(string s);
138 float cvar_settemp(string pKey, string pValue);
139 float cvar_settemp_restore();
142 // modes: 0 = trust q3map2 (_mini images)
143 // 1 = trust tracebox (_radar images)
144 // in both modes, mapinfo's "size" overrides
149 void get_mi_min_max(float mode);
151 vector mi_picmin; // adjusted mins that map to the picture (square)
152 vector mi_picmax; // adjusted maxs that map to the picture (square)
153 vector mi_pictexcoord0; // texcoords of the image corners (after transforming, these are 2D coords too)
154 vector mi_pictexcoord1; // texcoords of the image corners (after transforming, these are 2D coords too)
155 vector mi_pictexcoord2; // texcoords of the image corners (after transforming, these are 2D coords too)
156 vector mi_pictexcoord3; // texcoords of the image corners (after transforming, these are 2D coords too)
157 void get_mi_min_max_texcoords(float mode);
160 float almost_equals(float a, float b);
161 float almost_in_bounds(float a, float b, float c);
163 float power2of(float e);
164 float log2of(float x);
166 const string HEXDIGITS = "0123456789ABCDEF0123456789abcdef";
167 #define HEXDIGIT_TO_DEC_RAW(d) (strstrofs(HEXDIGITS, (d), 0))
168 #define HEXDIGIT_TO_DEC(d) ((HEXDIGIT_TO_DEC_RAW(d) | 0x10) - 0x10)
169 #define DEC_TO_HEXDIGIT(d) (substring(HEXDIGITS, (d), 1))
171 vector rgb_to_hsl(vector rgb);
172 vector hsl_to_rgb(vector hsl);
173 vector rgb_to_hsv(vector rgb);
174 vector hsv_to_rgb(vector hsv);
175 string rgb_to_hexcolor(vector rgb);
177 float boxesoverlap(vector m1, vector m2, vector m3, vector m4);
178 float boxinsidebox(vector smins, vector smaxs, vector bmins, vector bmaxs);
180 typedef float(string s, vector size) textLengthUpToWidth_widthFunction_t;
181 typedef float(string s) textLengthUpToLength_lenFunction_t;
182 float textLengthUpToWidth(string theText, float maxWidth, vector size, textLengthUpToWidth_widthFunction_t tw);
183 string textShortenToWidth(string theText, float maxWidth, vector size, textLengthUpToWidth_widthFunction_t tw);
184 float textLengthUpToLength(string theText, float maxWidth, textLengthUpToLength_lenFunction_t tw);
185 string textShortenToLength(string theText, float maxWidth, textLengthUpToLength_lenFunction_t tw);
187 string getWrappedLine_remaining;
188 string getWrappedLine(float w, vector size, textLengthUpToWidth_widthFunction_t tw);
189 string getWrappedLineLen(float w, textLengthUpToLength_lenFunction_t tw);
191 float isGametypeInFilter(float gt, float tp, float ts, string pattern);
193 typedef void(float i1, float i2, entity pass) swapfunc_t; // is only ever called for i1 < i2
194 typedef float(float i1, float i2, entity pass) comparefunc_t; // <0 for <, ==0 for ==, >0 for > (like strcmp)
195 void shuffle(float n, swapfunc_t swap, entity pass);
196 void heapsort(float n, swapfunc_t swap, comparefunc_t cmp, entity pass);
198 string swapwords(string str, float i, float j);
199 string shufflewords(string str);
201 string substring_range(string s, float b, float e);
203 vector solve_quadratic(float a, float b, float c);
206 // z = 1 if a real solution exists, 0 if not
207 // if no real solution exists, x contains the real part and y the imaginary part of the complex solutions x+iy and x-iy
209 vector solve_shotdirection(vector myorg, vector myvel, vector eorg, vector evel, float spd, float newton_style);
210 vector get_shotvelocity(vector myvel, vector mydir, float spd, float newton_style, float mi, float ma);
212 void check_unacceptable_compiler_bugs();
214 float compressShotOrigin(vector v);
215 vector decompressShotOrigin(float f);
218 string rankings_reply, ladder_reply, lsmaps_reply, maplist_reply, monsterlist_reply; // cached replies
219 string records_reply[10];
222 float RandomSelection_totalweight;
223 float RandomSelection_best_priority;
224 entity RandomSelection_chosen_ent;
225 float RandomSelection_chosen_float;
226 string RandomSelection_chosen_string;
227 void RandomSelection_Init();
228 void RandomSelection_Add(entity e, float f, string s, float weight, float priority);
231 vector healtharmor_maxdamage(float h, float a, float armorblock, float deathtype); // returns vector: maxdamage, armorideal, 1 if fully armored
232 vector healtharmor_applydamage(float a, float armorblock, float deathtype, float damage); // returns vector: take, save, 0
235 string getcurrentmod();
240 vector ReadInt48_t();
241 vector ReadInt72_t();
243 void WriteInt24_t(float dest, float val);
244 void WriteInt48_t(float dest, vector val);
245 void WriteInt72_t(float dest, vector val);
251 #define func_null nil
252 #define string_null nil
254 var void func_null(void);
255 var string string_null;
257 float float2range11(float f);
258 float float2range01(float f);
260 float gsl_ran_gaussian(float sigma);
262 string car(string s); // returns first word
263 string cdr(string s); // returns all but first word
264 float matchacl(string acl, string str); // matches str against ACL acl (with entries +foo*, +foo, +*foo, +*foo*, and same with - for forbidding)
265 float startsWith(string haystack, string needle);
266 float startsWithNocase(string haystack, string needle);
268 string get_model_datafilename(string mod, float skn, string fil); // skin -1 will return wildcard, mod string_null will also put wildcard there
269 string get_model_parameters_modelname;
270 float get_model_parameters_modelskin;
271 string get_model_parameters_name;
272 float get_model_parameters_species;
273 string get_model_parameters_sex;
274 float get_model_parameters_weight;
275 float get_model_parameters_age;
276 string get_model_parameters_bone_upperbody;
277 string get_model_parameters_bone_weapon;
278 #define MAX_AIM_BONES 4
279 string get_model_parameters_bone_aim[MAX_AIM_BONES];
280 float get_model_parameters_bone_aimweight[MAX_AIM_BONES];
281 float get_model_parameters_fixbone;
282 string get_model_parameters_desc;
283 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
285 vector vec2(vector v);
288 vector NearestPointOnBox(entity box, vector org);
291 float vercmp(string v1, string v2);
293 float u8_strsize(string s);
295 // translation helpers
296 string prvm_language;
297 string language_filename(string s);
298 string CTX(string s);
299 #define ZCTX(s) strzone(CTX(s))
301 // x-encoding (encoding as zero length invisible string)
302 // encodes approx. 14 bits into 5 bytes of color code string
303 const float XENCODE_MAX = 21295; // 2*22*22*22-1
304 const float XENCODE_LEN = 5;
305 string xencode(float f);
306 float xdecode(string s);
308 #ifndef COMPAT_XON010_CHANNELS
309 #define sound(e,c,s,v,a) sound7(e,c,s,v,a,0,0)
312 float lowestbit(float f);
315 entity ReadCSQCEntity();
319 string strtolower(string s);
322 string MakeConsoleSafe(string input);
325 float InterpretBoolean(string input);
328 // generic shutdown handler
332 .float skeleton_bones;
333 void Skeleton_SetBones(entity e);
334 // loops through the tags of model v using counter tagnum
335 #define FOR_EACH_TAG(v) float tagnum; Skeleton_SetBones(v); for(tagnum = 0; tagnum < v.skeleton_bones; tagnum++, gettaginfo(v, tagnum))
338 void WriteApproxPastTime(float dst, float t);
341 float ReadApproxPastTime();
344 // execute-stuff-next-frame subsystem
345 void execute_next_frame();
346 void queue_to_execute_next_frame(string s);
348 // for marking written-to values as unused where it's a good idea to do this
349 noref float unused_float;
351 // a function f with:
354 // f'(0) = startspeedfactor
355 // f'(1) = endspeedfactor
356 float cubic_speedfunc(float startspeedfactor, float endspeedfactor, float x);
358 // checks whether f'(x) = 0 anywhere from 0 to 1
359 // because if this is the case, the function is not usable for platforms
360 // as it may exceed 0..1 bounds, or go in reverse
361 float cubic_speedfunc_is_sane(float startspeedfactor, float endspeedfactor);
363 typedef entity(entity cur, entity near, entity pass) findNextEntityNearFunction_t;
364 typedef float(entity a, entity b, entity pass) isConnectedFunction_t;
365 void FindConnectedComponent(entity e, .entity fld, findNextEntityNearFunction_t nxt, isConnectedFunction_t iscon, entity pass);
367 // expand multiple arguments into one argument by stripping parenthesis
368 #define XPD(...) __VA_ARGS__
370 // Some common varargs functions. Lowercase as they match C.
371 #define printf(...) print(sprintf(__VA_ARGS__))
372 #define dprintf(...) dprint(sprintf(__VA_ARGS__))
373 #define fprintf(file, ...) fputs(file, sprintf(__VA_ARGS__))
374 #define bprintf(...) bprint(sprintf(__VA_ARGS__))
377 void backtrace(string msg);
380 // color code replace, place inside of sprintf and parse the string... defaults described as constants
381 // foreground/normal colors
382 var string autocvar_hud_colorset_foreground_1 = "2"; // F1 - Green // primary priority (important names, etc)
383 var string autocvar_hud_colorset_foreground_2 = "3"; // F2 - Yellow // secondary priority (items, locations, numbers, etc)
384 var string autocvar_hud_colorset_foreground_3 = "4"; // F3 - Blue // tertiary priority or relatively inconsequential text
385 var string autocvar_hud_colorset_foreground_4 = "1"; // F4 - Red // notice/attention grabbing texting
387 var string autocvar_hud_colorset_kill_1 = "1"; // K1 - Red // "bad" or "dangerous" text (death messages against you, kill notifications, etc)
388 var string autocvar_hud_colorset_kill_2 = "3"; // K2 - Yellow // similar to above, but less important... OR, a highlight out of above message type
389 var string autocvar_hud_colorset_kill_3 = "4"; // K3 - Blue // "good" or "beneficial" text (you fragging someone, etc)
391 var string autocvar_hud_colorset_background = "7"; // BG - White // neutral/unimportant text
393 string CCR(string input);
397 #define GENTLE (autocvar_cl_gentle || autocvar_cl_gentle_messages)
399 #define GENTLE autocvar_sv_gentle
401 #define normal_or_gentle(normal,gentle) (GENTLE ? ((gentle != "") ? gentle : normal) : normal)
404 // allow writing to also pass through to spectators (like so spectators see the same centerprints as players for example)
405 #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
406 #define WRITESPECTATABLE_MSG_ONE(statement) WRITESPECTATABLE_MSG_ONE_VARNAME(oldmsg_entity, statement)
407 #define WRITESPECTATABLE(msg,statement) if(msg == MSG_ONE) { WRITESPECTATABLE_MSG_ONE(statement); } else statement float WRITESPECTATABLE_workaround = 0
409 vector vec3(float x, float y, float z);
412 vector animfixfps(entity e, vector a, vector b);
416 void dedicated_print(string input);
419 // todo: better way to do this?
421 #define PROGNAME "MENUQC"
424 #define PROGNAME "SVQC"
426 #define PROGNAME "CSQC"
432 #define CNT_GAMESTART 2
435 #define CNT_RESPAWN 5
436 #define CNT_ROUNDSTART 6
437 float Announcer_PickNumber(float type, float num);
441 float Mod_Q1BSP_SuperContentsFromNativeContents(float nativecontents);
442 float Mod_Q1BSP_NativeContentsFromSuperContents(float supercontents);
445 // Quadratic splines (bezier)
446 vector bezier_quadratic_getpoint(vector a, vector p, vector b, float t);
447 vector bezier_quadratic_getderivative(vector a, vector p, vector b, float t);