#pragma once #ifdef GAMEQC vector real_origin(entity ent); #endif IntrusiveList g_saved_cvars; STATIC_INIT(g_saved_cvars) { g_saved_cvars = IL_NEW(); } // 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); #ifdef SVQC void wordwrap_sprint(entity to, string s, float l); #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 string ftos_decimals(float number, float decimals); string ftos_mindecimals(float number); bool fexists(string f); // 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); // adding just 0.4 for race times so it rounds down in the .5 case (matching the timer display) // FIXME it doesn't round properly #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 CTF_RECORD "/ctf100record/" #define TIME_ENCODE(t) TIME_TO_NTHS(t, TIME_FACTOR) #define TIME_DECODE(n) ((n) / TIME_FACTOR) string ScoreString(float vflags, float value); vector decompressShortVector(float data); float compressShortVector(vector vec); #ifdef GAMEQC 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(); #ifdef GAMEQC // 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); 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); USING(textLengthUpToWidth_widthFunction_t, float(string s, vector size)); USING(textLengthUpToLength_lenFunction_t, float(string s)); 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(entity gt, float tp, float ts, string pattern); 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 #ifdef GAMEQC 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(); #ifdef GAMEQC #ifdef CSQC int ReadInt24_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 float float2range11(float f); float float2range01(float f); float gsl_ran_gaussian(float sigma); float matchacl(string acl, string str); // matches str against ACL acl (with entries +foo*, +foo, +*foo, +*foo*, and same with - for forbidding) 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; bool get_model_parameters_hidden; 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 #ifdef GAMEQC vector NearestPointOnBox(entity box, vector org); #endif float vercmp(string v1, string v2); float u8_strsize(string 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); #ifdef GAMEQC string strtolower(string s); #endif string MakeConsoleSafe(string input); // generic shutdown handler void Shutdown(); #ifdef GAMEQC .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); // a function f with: // f(0) = 0 // f(1) = 1 // f'(0) = startspeedfactor // f'(1) = endspeedfactor float cubic_speedfunc(float startspeedfactor, float endspeedfactor, float spd); // 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); USING(findNextEntityNearFunction_t, entity(entity cur, entity near, entity pass)); USING(isConnectedFunction_t, float(entity a, entity b, entity pass)); 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__ // Some common varargs functions. Lowercase as they match C. #define fprintf(file, ...) fputs(file, sprintf(__VA_ARGS__)) #define bprintf(...) bprint(sprintf(__VA_ARGS__)) #ifdef GAMEQC string CCR(string input); #endif #ifdef GAMEQC #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 #ifdef GAMEQC vector animfixfps(entity e, vector a, vector b); #endif #ifdef GAMEQC 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; entity Announcer_PickNumber(float type, float num); #endif #ifdef GAMEQC 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)