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fteqw/plugins/ezhud/ezquakeisms.h
Spoike d561772bb0 stripped support for qvm-based plugins. rewrote native plugins to use a more efficient interface.
merged engine menus, native menus, game menus, plugin menus into a single layered menu interface, simplifying all the special-case input.
engine confirmation prompts can now show regardless of underlaying menus, including above the console.
skeletal formats can now provide their own way to build bones, for variable per-bone keyframes/interpolation methods/etc (used by gltf2).
updated various plugins for the new api.
removed qvm makefiles/scripts.


git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5530 fc73d0e0-1445-4013-8a0c-d673dee63da5
2019-09-04 07:59:40 +00:00

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7.1 KiB
C

//ezquake likes this
#include <assert.h>
#include <ctype.h>
extern plug2dfuncs_t *drawfuncs;
extern plugfsfuncs_t *filefuncs;
extern plugclientfuncs_t *clientfuncs;
extern pluginputfuncs_t *inputfuncs;
//ezquake sucks. I'd fix these, but that'd make diffs more messy.
#ifdef __GNUC__
#pragma GCC diagnostic ignored "-Wold-style-definition"
#pragma GCC diagnostic ignored "-Wstrict-prototypes"
#pragma GCC diagnostic ignored "-Wmissing-prototypes"
#endif
//ezquake types.
#define byte qbyte
#define qbool qboolean
#define Com_Printf Con_Printf
#define Com_DPrintf Con_DPrintf
#define Cvar_Find(n) cvarfuncs->GetNVFDG(n,NULL,0,NULL,NULL)
#define Cvar_SetValue(var,val) cvarfuncs->SetFloat(var->name,val)
#define Cvar_Set(var,val) cvarfuncs->SetString(var->name,val)
#define Cmd_Argc cmdfuncs->Argc
#define Cbuf_AddText(x) cmdfuncs->AddText(x,false)
#define Sys_Error(x) plugfuncs->Error(x)
#define Q_calloc calloc
#define Q_malloc malloc
#define Q_strdup strdup
#define Q_free free
#define Q_rint(x) ((int)(x+0.5))
#define Q_atoi atoi
#define strlcpy Q_strlcpy
#define strlcat Q_strlcat
#undef snprintf
#define snprintf Q_snprintf
#undef mpic_t
#define mpic_t void
#define MV_VIEWS 4
extern float cursor_x;
extern float cursor_y;
extern int host_screenupdatecount;
extern cvar_t *scr_newHud;
extern cvar_t *cl_multiview;
#define Cam_TrackNum() cl.tracknum
#define spec_track cl.tracknum
#define autocam ((spec_track==-1)?CAM_NONE:CAM_TRACK)
#define CAM_TRACK true
#define CAM_NONE false
//#define HAXX
#define vid plugvid
#define cls plugcls
#define cl plugcl
#define player_info_t plugclientinfo_t
struct {
int intermission;
int teamplay;
int deathmatch;
int stats[MAX_CL_STATS];
int item_gettime[32];
char serverinfo[4096];
player_info_t players[MAX_CLIENTS];
int playernum;
int tracknum;
vec3_t simvel;
float time;
float matchstart;
float faceanimtime;
qboolean spectator;
qboolean standby;
qboolean countdown;
int splitscreenview;
} cl;
struct {
int state;
float min_fps;
float fps;
float realtime;
float frametime;
qbool mvdplayback;
int demoplayback;
} cls;
struct {
int width;
int height;
// float displayFrequency;
} vid;
//reimplementations of ezquake functions
void Draw_SetOverallAlpha(float a);
void Draw_AlphaFillRGB(float x, float y, float w, float h, qbyte r, qbyte g, qbyte b, qbyte a);
void Draw_Fill(float x, float y, float w, float h, qbyte pal);
const char *ColorNameToRGBString (const char *newval);
byte *StringToRGB(const char *str);
#define Draw_String drawfuncs->String
void Draw_EZString(float x, float y, char *str, float scale, qboolean red);
#define Draw_Alt_String(x,y,s) Draw_EZString(x,y,s,8,true)
#define Draw_ColoredString(x,y,str,alt) Draw_EZString(x,y,str,8,alt)
#define Draw_SString(x,y,str,sc) Draw_EZString(x,y,str,8*sc,false)
#define Draw_SAlt_String(x,y,str,sc) Draw_EZString(x,y,str,8*sc,true)
void Draw_SPic(float x, float y, mpic_t *pic, float scale);
void Draw_SSubPic(float x, float y, mpic_t *pic, float s1, float t1, float s2, float t2, float scale);
#define Draw_STransPic Draw_SPic
void Draw_Character(float x, float y, unsigned int ch);
void Draw_SCharacter(float x, float y, unsigned int ch, float scale);
void SCR_DrawWadString(float x, float y, float scale, char *str);
void Draw_SAlphaSubPic2(float x, float y, mpic_t *pic, float s1, float t1, float s2, float t2, float w, float h, float alpha);
void Draw_AlphaFill(float x, float y, float w, float h, unsigned int pal, float alpha);
void Draw_AlphaPic(float x, float y, mpic_t *pic, float alpha);
void Draw_AlphaSubPic(float x, float y, mpic_t *pic, float s1, float t1, float s2, float t2, float alpha);
void SCR_HUD_DrawBar(int direction, int value, float max_value, float *rgba, int x, int y, int width, int height);
mpic_t *Draw_CachePicSafe(const char *name, qbool crash, qbool ignorewad);
mpic_t *Draw_CacheWadPic(const char *name);
int Sbar_TopColor(player_info_t *pi);
int Sbar_BottomColor(player_info_t *pi);
char *TP_ParseFunChars(char*, qbool chat);
char *TP_ItemName(unsigned int itbit);
#define Util_SkipChars(src,strip,dst,dstlen) strlcpy(dst,src,dstlen)
#define Util_SkipEZColors(src,dst,dstlen) strlcpy(dst,src,dstlen)
void Replace_In_String(char *string, size_t strsize, char leadchar, int patterns, ...);
//static qbool Utils_RegExpMatch(char *regexp, char *term) {return true;}
#define Utils_RegExpMatch(regexp,term) (true)
#define clamp(v,min,max) v=bound(min,v,max)
#define strlen_color(line) (drawfuncs->StringWidth(8, 0, line)/8.0)
#define TIMETYPE_CLOCK 0
#define TIMETYPE_GAMECLOCK 1
#define TIMETYPE_GAMECLOCKINV 2
#define TIMETYPE_DEMOCLOCK 3
int SCR_GetClockStringWidth(const char *s, qbool big, float scale);
int SCR_GetClockStringHeight(qbool big, float scale);
const char* SCR_GetTimeString(int timetype, const char *format);
void SCR_DrawBigClock(int x, int y, int style, int blink, float scale, const char *t);
void SCR_DrawSmallClock(int x, int y, int style, int blink, float scale, const char *t);
typedef struct
{
qbyte c[4];
} clrinfo_t;
void Draw_ColoredString3(float x, float y, const char *str, clrinfo_t *clr, int huh, int wut);
void UI_PrintTextBlock();
void Draw_AlphaRectangleRGB(int x, int y, int w, int h, int foo, int bar, byte r, byte g, byte b, byte a);
void Draw_AlphaLineRGB(float x1, float y1, float x2, float y2, float width, byte r, byte g, byte b, byte a);
void Draw_Polygon(int x, int y, vec3_t *vertices, int num_vertices, qbool fill, byte r, byte g, byte b, byte a);
#undef sb_lines //just in case.
#ifndef SBAR_HEIGHT
#define SBAR_HEIGHT 24
#define STAT_HEALTH 0
#define STAT_WEAPONMODELI 2
#define STAT_AMMO 3
#define STAT_ARMOR 4
#define STAT_WEAPONFRAME 5
#define STAT_SHELLS 6
#define STAT_NAILS 7
#define STAT_ROCKETS 8
#define STAT_CELLS 9
#define STAT_ACTIVEWEAPON 10
#define STAT_TOTALSECRETS 11
#define STAT_TOTALMONSTERS 12
#define STAT_SECRETS 13 // bumped on client side by svc_foundsecret
#define STAT_MONSTERS 14 // bumped by svc_killedmonster
#define STAT_ITEMS 15
#define STAT_VIEWHEIGHT 16 //same as zquake
#define STAT_TIME 17 //zquake
#define STAT_MATCHSTARTTIME 18
#define IT_SHOTGUN (1u<<0)
#define IT_SUPER_SHOTGUN (1u<<1)
#define IT_NAILGUN (1u<<2)
#define IT_SUPER_NAILGUN (1u<<3)
#define IT_GRENADE_LAUNCHER (1u<<4)
#define IT_ROCKET_LAUNCHER (1u<<5)
#define IT_LIGHTNING (1u<<6)
#define IT_SUPER_LIGHTNING (1u<<7)
#define IT_SHELLS (1u<<8)
#define IT_NAILS (1u<<9)
#define IT_ROCKETS (1u<<10)
#define IT_CELLS (1u<<11)
#define IT_AXE (1u<<12)
#define IT_ARMOR1 (1u<<13)
#define IT_ARMOR2 (1u<<14)
#define IT_ARMOR3 (1u<<15)
#define IT_SUPERHEALTH (1u<<16)
#define IT_KEY1 (1u<<17)
#define IT_KEY2 (1u<<18)
#define IT_INVISIBILITY (1u<<19)
#define IT_INVULNERABILITY (1u<<20)
#define IT_SUIT (1u<<21)
#define IT_QUAD (1u<<22)
#define IT_SIGIL1 (1u<<28)
#define IT_SIGIL2 (1u<<29)
#define IT_SIGIL3 (1u<<30)
#define IT_SIGIL4 (1u<<31)
#endif