// qcommon.h -- definitions common between client and server, but not game.or ref modules #ifndef _QCOMMON_H_ #define _QCOMMON_H_ #include "../qcommon/cm_public.h" #include "../game/q_shared.h" //#define PRE_RELEASE_DEMO //#define USE_CD_KEY //============================================================================ // // msg.c // typedef struct { qboolean allowoverflow; // if false, do a Com_Error qboolean overflowed; // set to true if the buffer size failed (with allowoverflow set) qboolean oob; // set to true if the buffer size failed (with allowoverflow set) byte *data; int maxsize; int cursize; int readcount; int bit; // for bitwise reads and writes } msg_t; void MSG_Init (msg_t *buf, byte *data, int length); void MSG_InitOOB( msg_t *buf, byte *data, int length ); void MSG_Clear (msg_t *buf); void MSG_WriteData (msg_t *buf, const void *data, int length); void MSG_Bitstream( msg_t *buf ); struct usercmd_s; struct entityState_s; struct playerState_s; void MSG_WriteBits( msg_t *msg, int value, int bits ); void MSG_WriteChar (msg_t *sb, int c); void MSG_WriteByte (msg_t *sb, int c); void MSG_WriteShort (msg_t *sb, int c); void MSG_WriteLong (msg_t *sb, int c); void MSG_WriteFloat (msg_t *sb, float f); void MSG_WriteString (msg_t *sb, const char *s); void MSG_WriteBigString (msg_t *sb, const char *s); void MSG_WriteAngle16 (msg_t *sb, float f); void MSG_BeginReading (msg_t *sb); void MSG_BeginReadingOOB(msg_t *sb); int MSG_ReadBits( msg_t *msg, int bits ); int MSG_ReadChar (msg_t *sb); int MSG_ReadByte (msg_t *sb); int MSG_ReadShort (msg_t *sb); int MSG_ReadLong (msg_t *sb); float MSG_ReadFloat (msg_t *sb); char *MSG_ReadString (msg_t *sb); char *MSG_ReadBigString (msg_t *sb); char *MSG_ReadStringLine (msg_t *sb); float MSG_ReadAngle16 (msg_t *sb); void MSG_ReadData (msg_t *sb, void *buffer, int size); void MSG_WriteDeltaUsercmd( msg_t *msg, struct usercmd_s *from, struct usercmd_s *to ); void MSG_ReadDeltaUsercmd( msg_t *msg, struct usercmd_s *from, struct usercmd_s *to ); void MSG_WriteDeltaUsercmdKey( msg_t *msg, int key, usercmd_t *from, usercmd_t *to ); void MSG_ReadDeltaUsercmdKey( msg_t *msg, int key, usercmd_t *from, usercmd_t *to ); void MSG_WriteDeltaEntity( msg_t *msg, struct entityState_s *from, struct entityState_s *to , qboolean force ); void MSG_ReadDeltaEntity( msg_t *msg, entityState_t *from, entityState_t *to, int number ); #ifdef _ONEBIT_COMBO void MSG_WriteDeltaPlayerstate( msg_t *msg, struct playerState_s *from, struct playerState_s *to, int *bitComboDelta, int *bitNumDelta, qboolean isVehiclePS = qfalse ); #else void MSG_WriteDeltaPlayerstate( msg_t *msg, struct playerState_s *from, struct playerState_s *to, qboolean isVehiclePS = qfalse ); #endif void MSG_ReadDeltaPlayerstate( msg_t *msg, struct playerState_s *from, struct playerState_s *to, qboolean isVehiclePS = qfalse ); void MSG_ReportChangeVectors_f( void ); //============================================================================ /* ============================================================== NET ============================================================== */ #define PACKET_BACKUP 32 // number of old messages that must be kept on client and // server for delta comrpession and ping estimation #define PACKET_MASK (PACKET_BACKUP-1) #define MAX_PACKET_USERCMDS 32 // max number of usercmd_t in a packet #define PORT_ANY -1 #define MAX_RELIABLE_COMMANDS 128 // max string commands buffered for restransmit typedef enum { NA_BOT, NA_BAD, // an address lookup failed NA_LOOPBACK, NA_BROADCAST, NA_IP, NA_IPX, NA_BROADCAST_IPX } netadrtype_t; typedef enum { NS_CLIENT, NS_SERVER } netsrc_t; typedef struct { netadrtype_t type; byte ip[4]; byte ipx[10]; unsigned short port; } netadr_t; void NET_Init( void ); void NET_Shutdown( void ); void NET_Restart( void ); void NET_Config( qboolean enableNetworking ); void NET_SendPacket (netsrc_t sock, int length, const void *data, netadr_t to); void QDECL NET_OutOfBandPrint( netsrc_t net_socket, netadr_t adr, const char *format, ...); void QDECL NET_OutOfBandData( netsrc_t sock, netadr_t adr, byte *format, int len ); qboolean NET_CompareAdr (netadr_t a, netadr_t b); qboolean NET_CompareBaseAdr (netadr_t a, netadr_t b); qboolean NET_IsLocalAddress (netadr_t adr); const char *NET_AdrToString (netadr_t a); qboolean NET_StringToAdr ( const char *s, netadr_t *a); qboolean NET_GetLoopPacket (netsrc_t sock, netadr_t *net_from, msg_t *net_message); void NET_Sleep(int msec); #define MAX_MSGLEN 49152 // max length of a message, which may // be fragmented into multiple packets //rww - 6/28/02 - Changed from 16384 to match sof2's. This does seem rather huge, but I guess it doesn't really hurt anything. #define MAX_DOWNLOAD_WINDOW 8 // max of eight download frames #define MAX_DOWNLOAD_BLKSIZE 2048 // 2048 byte block chunks /* Netchan handles packet fragmentation and out of order / duplicate suppression */ typedef struct { netsrc_t sock; int dropped; // between last packet and previous netadr_t remoteAddress; int qport; // qport value to write when transmitting // sequencing variables int incomingSequence; int outgoingSequence; // incoming fragment assembly buffer int fragmentSequence; int fragmentLength; byte fragmentBuffer[MAX_MSGLEN]; // outgoing fragment buffer // we need to space out the sending of large fragmented messages qboolean unsentFragments; int unsentFragmentStart; int unsentLength; byte unsentBuffer[MAX_MSGLEN]; } netchan_t; void Netchan_Init( int qport ); void Netchan_Setup( netsrc_t sock, netchan_t *chan, netadr_t adr, int qport ); void Netchan_Transmit( netchan_t *chan, int length, const byte *data ); void Netchan_TransmitNextFragment( netchan_t *chan ); qboolean Netchan_Process( netchan_t *chan, msg_t *msg ); /* ============================================================== PROTOCOL ============================================================== */ #define PROTOCOL_VERSION 26 #ifndef _XBOX // No gethostbyname(), and can't really use this stuff #define UPDATE_SERVER_NAME "updatejk3.ravensoft.com" #define MASTER_SERVER_NAME "masterjk3.ravensoft.com" #ifdef USE_CD_KEY #define AUTHORIZE_SERVER_NAME "authorizejk3.ravensoft.com" #endif #endif // _XBOX #ifdef _XBOX // Use port number 1000 for less bandwidth! #define PORT_SERVER 1000 #define NUM_SERVER_PORTS 1 #else #define PORT_MASTER 29060 #define PORT_UPDATE 29061 //#define PORT_AUTHORIZE 29062 #define PORT_SERVER 29070 //...+9 more for multiple servers #define NUM_SERVER_PORTS 4 // broadcast scan this many ports after // PORT_SERVER so a single machine can // run multiple servers #endif // the svc_strings[] array in cl_parse.c should mirror this // // server to client // enum svc_ops_e { svc_bad, svc_nop, svc_gamestate, svc_configstring, // [short] [string] only in gamestate messages svc_baseline, // only in gamestate messages svc_serverCommand, // [string] to be executed by client game module svc_download, // [short] size [size bytes] svc_snapshot, svc_setgame, svc_mapchange, #ifdef _XBOX svc_newpeer, //jsw//inform current clients about new player svc_removepeer, //jsw//inform current clients about dying player svc_xbInfo, //jsw//update client with current server xbOnlineInfo #endif svc_EOF }; // // client to server // enum clc_ops_e { clc_bad, clc_nop, clc_move, // [[usercmd_t] clc_moveNoDelta, // [[usercmd_t] clc_clientCommand, // [string] message clc_EOF }; /* ============================================================== VIRTUAL MACHINE ============================================================== */ typedef struct vm_s vm_t; typedef enum { VMI_NATIVE, VMI_BYTECODE, VMI_COMPILED } vmInterpret_t; typedef enum { TRAP_MEMSET = 100, TRAP_MEMCPY, TRAP_STRNCPY, TRAP_SIN, TRAP_COS, TRAP_ATAN2, TRAP_SQRT, TRAP_MATRIXMULTIPLY, TRAP_ANGLEVECTORS, TRAP_PERPENDICULARVECTOR, TRAP_FLOOR, TRAP_CEIL, TRAP_TESTPRINTINT, TRAP_TESTPRINTFLOAT, TRAP_ACOS, TRAP_ASIN } sharedTraps_t; void VM_Init( void ); vm_t *VM_Create( const char *module, int (*systemCalls)(int *), vmInterpret_t interpret ); // module should be bare: "cgame", not "cgame.dll" or "vm/cgame.qvm" void VM_Free( vm_t *vm ); void VM_Clear(void); vm_t *VM_Restart( vm_t *vm ); int QDECL VM_Call( vm_t *vm, int callNum, ... ); void VM_Debug( int level ); void VM_Shifted_Alloc(void **ptr, int size); void VM_Shifted_Free(void **ptr); void *VM_ArgPtr( int intValue ); void *VM_ExplicitArgPtr( vm_t *vm, int intValue ); /* ============================================================== CMD Command text buffering and command execution ============================================================== */ /* Any number of commands can be added in a frame, from several different sources. Most commands come from either keybindings or console line input, but entire text files can be execed. */ void Cbuf_Init (void); // allocates an initial text buffer that will grow as needed void Cbuf_AddText( const char *text ); // Adds command text at the end of the buffer, does NOT add a final \n void Cbuf_ExecuteText( int exec_when, const char *text ); // this can be used in place of either Cbuf_AddText or Cbuf_InsertText void Cbuf_Execute (void); // Pulls off \n terminated lines of text from the command buffer and sends // them through Cmd_ExecuteString. Stops when the buffer is empty. // Normally called once per frame, but may be explicitly invoked. // Do not call inside a command function, or current args will be destroyed. //=========================================================================== /* Command execution takes a null terminated string, breaks it into tokens, then searches for a command or variable that matches the first token. */ typedef void (*xcommand_t) (void); void Cmd_Init (void); void Cmd_AddCommand( const char *cmd_name, xcommand_t function ); // called by the init functions of other parts of the program to // register commands and functions to call for them. // The cmd_name is referenced later, so it should not be in temp memory // if function is NULL, the command will be forwarded to the server // as a clc_clientCommand instead of executed locally void Cmd_RemoveCommand( const char *cmd_name ); void Cmd_CommandCompletion( void(*callback)(const char *s) ); // callback with each valid string int Cmd_Argc (void); char *Cmd_Argv (int arg); void Cmd_ArgvBuffer( int arg, char *buffer, int bufferLength ); char *Cmd_Args (void); char *Cmd_ArgsFrom( int arg ); void Cmd_ArgsBuffer( char *buffer, int bufferLength ); // The functions that execute commands get their parameters with these // functions. Cmd_Argv () will return an empty string, not a NULL // if arg > argc, so string operations are allways safe. void Cmd_TokenizeString( const char *text ); // Takes a null terminated string. Does not need to be /n terminated. // breaks the string up into arg tokens. void Cmd_ExecuteString( const char *text ); // Parses a single line of text into arguments and tries to execute it // as if it was typed at the console /* ============================================================== CVAR ============================================================== */ /* cvar_t variables are used to hold scalar or string variables that can be changed or displayed at the console or prog code as well as accessed directly in C code. The user can access cvars from the console in three ways: r_draworder prints the current value r_draworder 0 sets the current value to 0 set r_draworder 0 as above, but creates the cvar if not present Cvars are restricted from having the same names as commands to keep this interface from being ambiguous. The are also occasionally used to communicated information between different modules of the program. */ cvar_t *Cvar_Get( const char *var_name, const char *value, int flags ); // creates the variable if it doesn't exist, or returns the existing one // if it exists, the value will not be changed, but flags will be ORed in // that allows variables to be unarchived without needing bitflags // if value is "", the value will not override a previously set value. void Cvar_Register( vmCvar_t *vmCvar, const char *varName, const char *defaultValue, int flags ); // basically a slightly modified Cvar_Get for the interpreted modules void Cvar_Update( vmCvar_t *vmCvar ); // updates an interpreted modules' version of a cvar void Cvar_Set( const char *var_name, const char *value ); // will create the variable with no flags if it doesn't exist void Cvar_SetLatched( const char *var_name, const char *value); // don't set the cvar immediately void Cvar_SetValue( const char *var_name, float value ); // expands value to a string and calls Cvar_Set float Cvar_VariableValue( const char *var_name ); int Cvar_VariableIntegerValue( const char *var_name ); // returns 0 if not defined or non numeric char *Cvar_VariableString( const char *var_name ); void Cvar_VariableStringBuffer( const char *var_name, char *buffer, int bufsize ); // returns an empty string if not defined void Cvar_CommandCompletion( void(*callback)(const char *s) ); // callback with each valid string void Cvar_Reset( const char *var_name ); void Cvar_SetCheatState( void ); // reset all testing vars to a safe value qboolean Cvar_Command( void ); // called by Cmd_ExecuteString when Cmd_Argv(0) doesn't match a known // command. Returns true if the command was a variable reference that // was handled. (print or change) void Cvar_WriteVariables( fileHandle_t f ); // writes lines containing "set variable value" for all variables // with the archive flag set to true. void Cvar_Init( void ); char *Cvar_InfoString( int bit ); char *Cvar_InfoString_Big( int bit ); // returns an info string containing all the cvars that have the given bit set // in their flags ( CVAR_USERINFO, CVAR_SERVERINFO, CVAR_SYSTEMINFO, etc ) void Cvar_InfoStringBuffer( int bit, char *buff, int buffsize ); void Cvar_Restart_f( void ); extern int cvar_modifiedFlags; // whenever a cvar is modifed, its flags will be OR'd into this, so // a single check can determine if any CVAR_USERINFO, CVAR_SERVERINFO, // etc, variables have been modified since the last check. The bit // can then be cleared to allow another change detection. /* ============================================================== FILESYSTEM No stdio calls should be used by any part of the game, because we need to deal with all sorts of directory and seperator char issues. ============================================================== */ // referenced flags // these are in loop specific order so don't change the order #define FS_GENERAL_REF 0x01 #define FS_UI_REF 0x02 #define FS_CGAME_REF 0x04 #define FS_QAGAME_REF 0x08 // number of id paks that will never be autodownloaded from base #define NUM_ID_PAKS 9 #ifdef _XBOX #define MAX_FILE_HANDLES 16 #else #define MAX_FILE_HANDLES 64 #endif qboolean FS_Initialized(); void FS_InitFilesystem (void); void FS_Shutdown( qboolean closemfp ); qboolean FS_ConditionalRestart( int checksumFeed ); void FS_Restart( int checksumFeed ); // shutdown and restart the filesystem so changes to fs_gamedir can take effect char **FS_ListFiles( const char *directory, const char *extension, int *numfiles ); // directory should not have either a leading or trailing / // if extension is "/", only subdirectories will be returned // the returned files will not include any directories or / void FS_FreeFileList( char **fileList ); //rwwRMG - changed to fileList to not conflict with list type qboolean FS_FileExists( const char *file ); int FS_LoadStack(); int FS_GetFileList( const char *path, const char *extension, char *listbuf, int bufsize ); int FS_GetModList( char *listbuf, int bufsize ); fileHandle_t FS_FOpenFileWrite( const char *qpath ); // will properly create any needed paths and deal with seperater character issues int FS_filelength( fileHandle_t f ); fileHandle_t FS_SV_FOpenFileWrite( const char *filename ); int FS_SV_FOpenFileRead( const char *filename, fileHandle_t *fp ); void FS_SV_Rename( const char *from, const char *to ); int FS_FOpenFileRead( const char *qpath, fileHandle_t *file, qboolean uniqueFILE ); // if uniqueFILE is true, then a new FILE will be fopened even if the file // is found in an already open pak file. If uniqueFILE is false, you must call // FS_FCloseFile instead of fclose, otherwise the pak FILE would be improperly closed // It is generally safe to always set uniqueFILE to true, because the majority of // file IO goes through FS_ReadFile, which Does The Right Thing already. int FS_FileIsInPAK(const char *filename, int *pChecksum ); // returns 1 if a file is in the PAK file, otherwise -1 int FS_Write( const void *buffer, int len, fileHandle_t f ); int FS_Read2( void *buffer, int len, fileHandle_t f ); int FS_Read( void *buffer, int len, fileHandle_t f ); // properly handles partial reads and reads from other dlls void FS_FCloseFile( fileHandle_t f ); // note: you can't just fclose from another DLL, due to MS libc issues int FS_ReadFile( const char *qpath, void **buffer ); // returns the length of the file // a null buffer will just return the file length without loading // as a quick check for existance. -1 length == not present // A 0 byte will always be appended at the end, so string ops are safe. // the buffer should be considered read-only, because it may be cached // for other uses. void FS_ForceFlush( fileHandle_t f ); // forces flush on files we're writing to. void FS_FreeFile( void *buffer ); // frees the memory returned by FS_ReadFile void FS_WriteFile( const char *qpath, const void *buffer, int size ); // writes a complete file, creating any subdirectories needed int FS_filelength( fileHandle_t f ); // doesn't work for files that are opened from a pack file int FS_FTell( fileHandle_t f ); // where are we? void FS_Flush( fileHandle_t f ); void QDECL FS_Printf( fileHandle_t f, const char *fmt, ... ); // like fprintf int FS_FOpenFileByMode( const char *qpath, fileHandle_t *f, fsMode_t mode ); // opens a file for reading, writing, or appending depending on the value of mode int FS_Seek( fileHandle_t f, long offset, int origin ); // seek on a file (doesn't work for zip files!!!!!!!!) qboolean FS_FilenameCompare( const char *s1, const char *s2 ); const char *FS_GamePureChecksum( void ); // Returns the checksum of the pk3 from which the server loaded the qagame.qvm const char *FS_LoadedPakNames( void ); const char *FS_LoadedPakChecksums( void ); const char *FS_LoadedPakPureChecksums( void ); // Returns a space separated string containing the checksums of all loaded pk3 files. // Servers with sv_pure set will get this string and pass it to clients. const char *FS_ReferencedPakNames( void ); const char *FS_ReferencedPakChecksums( void ); const char *FS_ReferencedPakPureChecksums( void ); // Returns a space separated string containing the checksums of all loaded // AND referenced pk3 files. Servers with sv_pure set will get this string // back from clients for pure validation void FS_ClearPakReferences( int flags ); // clears referenced booleans on loaded pk3s void FS_PureServerSetReferencedPaks( const char *pakSums, const char *pakNames ); void FS_PureServerSetLoadedPaks( const char *pakSums, const char *pakNames ); // If the string is empty, all data sources will be allowed. // If not empty, only pk3 files that match one of the space // separated checksums will be checked for files, with the // sole exception of .cfg files. qboolean FS_idPak( char *pak, char *base ); qboolean FS_ComparePaks( char *neededpaks, int len, qboolean dlstring ); void FS_Rename( const char *from, const char *to ); /* ============================================================== MISC ============================================================== */ // NOTE NOTE NOTE!!!!!!!!!!!!! // // Any CPUID_XXXX defined as higher than CPUID_INTEL_MMX *must* have MMX support (eg like CPUID_AMD_3DNOW (0x30) has), // this allows convenient MMX capability checking. If you for some reason want to support some new processor that does // *NOT* have MMX (yeah, right), then define it as a lower number. -slc // // ( These values are returned by Sys_GetProcessorId ) // #define CPUID_GENERIC 0 // any unrecognized processor #define CPUID_AXP 0x10 #define CPUID_INTEL_UNSUPPORTED 0x20 // Intel 386/486 #define CPUID_INTEL_PENTIUM 0x21 // Intel Pentium or PPro #define CPUID_INTEL_MMX 0x22 // Intel Pentium/MMX or P2/MMX #define CPUID_INTEL_KATMAI 0x23 // Intel Katmai #define CPUID_INTEL_WILLIAMETTE 0x24 // Intel Williamette #define CPUID_AMD_3DNOW 0x30 // AMD K6 3DNOW! // //========================================================== #define RoundUp(N, M) ((N) + ((unsigned int)(M)) - (((unsigned int)(N)) % ((unsigned int)(M)))) #define RoundDown(N, M) ((N) - (((unsigned int)(N)) % ((unsigned int)(M)))) char *CopyString( const char *in ); void Info_Print( const char *s ); void Com_BeginRedirect (char *buffer, int buffersize, void (*flush)(char *)); void Com_EndRedirect( void ); void QDECL Com_Printf( const char *fmt, ... ); void QDECL Com_DPrintf( const char *fmt, ... ); void QDECL Com_OPrintf( const char *fmt, ...); // Outputs to the VC / Windows Debug window (only in debug compile) void QDECL Com_Error( int code, const char *fmt, ... ); void Com_Quit_f( void ); int Com_EventLoop( void ); int Com_Milliseconds( void ); // will be journaled properly unsigned Com_BlockChecksum( const void *buffer, int length ); unsigned Com_BlockChecksumKey (void *buffer, int length, int key); int Com_HashKey(char *string, int maxlen); int Com_Filter(char *filter, char *name, int casesensitive); int Com_FilterPath(char *filter, char *name, int casesensitive); int Com_RealTime(qtime_t *qtime); qboolean Com_SafeMode( void ); void Com_StartupVariable( const char *match ); // checks for and removes command line "+set var arg" constructs // if match is NULL, all set commands will be executed, otherwise // only a set with the exact name. Only used during startup. extern cvar_t *com_developer; extern cvar_t *com_vmdebug; extern cvar_t *com_dedicated; extern cvar_t *com_speeds; extern cvar_t *com_timescale; extern cvar_t *com_sv_running; extern cvar_t *com_cl_running; extern cvar_t *com_viewlog; // 0 = hidden, 1 = visible, 2 = minimized extern cvar_t *com_version; extern cvar_t *com_blood; extern cvar_t *com_buildScript; // for building release pak files extern cvar_t *com_journal; extern cvar_t *com_cameraMode; extern cvar_t *com_optvehtrace; #ifdef G2_PERFORMANCE_ANALYSIS extern cvar_t *com_G2Report; #endif extern cvar_t *com_RMG; // both client and server must agree to pause extern cvar_t *cl_paused; extern cvar_t *sv_paused; // com_speeds times extern int time_game; extern int time_frontend; extern int time_backend; // renderer backend time extern int com_frameTime; extern int com_frameMsec; extern qboolean com_errorEntered; #ifndef _XBOX extern fileHandle_t logfile; extern fileHandle_t com_journalFile; extern fileHandle_t com_journalDataFile; #endif /* typedef enum { TAG_FREE, TAG_GENERAL, TAG_BOTLIB, TAG_RENDERER, TAG_SMALL, TAG_STATIC } memtag_t; */ /* --- low memory ---- server vm server clipmap ---mark--- renderer initialization (shaders, etc) UI vm cgame vm renderer map renderer models ---free--- temp file loading --- high memory --- */ #if defined(_DEBUG) && !defined(BSPC) #define DEBUG_ZONE_ALLOCS #endif /* #ifdef DEBUG_ZONE_ALLOCS #define Z_TagMalloc(size, tag) Z_TagMallocDebug(size, tag, #size, __FILE__, __LINE__) #define Z_Malloc(size) Z_MallocDebug(size, #size, __FILE__, __LINE__) #define S_Malloc(size) S_MallocDebug(size, #size, __FILE__, __LINE__) void *Z_TagMallocDebug( int size, int tag, char *label, char *file, int line ); // NOT 0 filled memory void *Z_MallocDebug( int size, char *label, char *file, int line ); // returns 0 filled memory void *S_MallocDebug( int size, char *label, char *file, int line ); // returns 0 filled memory #else void *Z_TagMalloc( int size, int tag ); // NOT 0 filled memory void *Z_Malloc( int size ); // returns 0 filled memory void *S_Malloc( int size ); // NOT 0 filled memory only for small allocations #endif void Z_Free( void *ptr ); void Z_FreeTags( int tag ); int Z_AvailableMemory( void ); void Z_LogHeap( void ); */ // later on I'll re-implement __FILE__, __LINE__ etc, but for now... // #ifdef DEBUG_ZONE_ALLOCS void *Z_Malloc ( int iSize, memtag_t eTag, qboolean bZeroit = qfalse, int iAlign = 4); // return memory NOT zero-filled by default void *S_Malloc ( int iSize ); // NOT 0 filled memory only for small allocations #else void *Z_Malloc ( int iSize, memtag_t eTag, qboolean bZeroit = qfalse, int iAlign = 4); // return memory NOT zero-filled by default void *S_Malloc ( int iSize ); // NOT 0 filled memory only for small allocations #endif void Z_MorphMallocTag( void *pvBuffer, memtag_t eDesiredTag ); void Z_Validate( void ); int Z_MemSize ( memtag_t eTag ); void Z_TagFree ( memtag_t eTag ); void Z_Free ( void *ptr ); int Z_Size ( void *pvAddress); void Com_InitZoneMemory(void); void Com_InitHunkMemory(void); void Com_ShutdownZoneMemory(void); void Com_ShutdownHunkMemory(void); void Hunk_Clear( void ); void Hunk_ClearToMark( void ); void Hunk_SetMark( void ); qboolean Hunk_CheckMark( void ); void Hunk_ClearTempMemory( void ); void *Hunk_AllocateTempMemory( int size ); void Hunk_FreeTempMemory( void *buf ); int Hunk_MemoryRemaining( void ); void Hunk_Log( void); void Hunk_Trash( void ); void Com_TouchMemory( void ); // commandLine should not include the executable name (argv[0]) void Com_Init( char *commandLine ); void Com_Frame( void ); void Com_Shutdown( void ); //rwwRMG: Inserted: bool Com_ParseTextFile(const char *file, class CGenericParser2 &parser, bool cleanFirst = true); CGenericParser2 *Com_ParseTextFile(const char *file, bool cleanFirst, bool writeable); void Com_ParseTextFileDestroy(class CGenericParser2 &parser); /* ============================================================== CLIENT / SERVER SYSTEMS ============================================================== */ // // client interface // void CL_InitKeyCommands( void ); // the keyboard binding interface must be setup before execing // config files, but the rest of client startup will happen later void CL_Init( void ); void CL_Disconnect( qboolean showMainMenu ); void CL_Shutdown( void ); void CL_Frame( int msec ); qboolean CL_GameCommand( void ); void CL_KeyEvent (int key, qboolean down, unsigned time); void CL_CharEvent( int key ); // char events are for field typing, not game control void CL_MouseEvent( int dx, int dy, int time ); void CL_JoystickEvent( int axis, int value, int time ); void CL_PacketEvent( netadr_t from, msg_t *msg ); void CL_ConsolePrint( const char *text, qboolean silent ); void CL_MapLoading( void ); // do a screen update before starting to load a map // when the server is going to load a new map, the entire hunk // will be cleared, so the client must shutdown cgame, ui, and // the renderer void CL_ForwardCommandToServer( const char *string ); // adds the current command line as a clc_clientCommand to the client message. // things like godmode, noclip, etc, are commands directed to the server, // so when they are typed in at the console, they will need to be forwarded. void CL_ShutdownAll( void ); // shutdown all the client stuff void CL_FlushMemory( void ); // dump all memory on an error void CL_StartHunkUsers( void ); // start all the client stuff using the hunk void Key_WriteBindings( fileHandle_t f ); // for writing the config files void S_ClearSoundBuffer( void ); // call before filesystem access void SCR_DebugGraph (float value, int color); // FIXME: move logging to common? // // server interface // void SV_Init( void ); void SV_Shutdown( char *finalmsg ); void SV_Frame( int msec ); void SV_PacketEvent( netadr_t from, msg_t *msg ); qboolean SV_GameCommand( void ); // // UI interface // qboolean UI_GameCommand( void ); qboolean UI_usesUniqueCDKey(); /* ============================================================== NON-PORTABLE SYSTEM SERVICES ============================================================== */ typedef enum { AXIS_SIDE, AXIS_FORWARD, AXIS_UP, AXIS_ROLL, AXIS_YAW, AXIS_PITCH, MAX_JOYSTICK_AXIS } joystickAxis_t; typedef enum { // bk001129 - make sure SE_NONE is zero SE_NONE = 0, // evTime is still valid SE_KEY, // evValue is a key code, evValue2 is the down flag SE_CHAR, // evValue is an ascii char SE_MOUSE, // evValue and evValue2 are reletive signed x / y moves SE_JOYSTICK_AXIS, // evValue is an axis number and evValue2 is the current state (-127 to 127) SE_CONSOLE, // evPtr is a char* SE_PACKET // evPtr is a netadr_t followed by data bytes to evPtrLength } sysEventType_t; typedef struct { int evTime; sysEventType_t evType; int evValue, evValue2; int evPtrLength; // bytes of data pointed to by evPtr, for journaling void *evPtr; // this must be manually freed if not NULL } sysEvent_t; sysEvent_t Sys_GetEvent( void ); void Sys_Init (void); // general development dll loading for virtual machine testing void * QDECL Sys_LoadDll( const char *name, int (QDECL **entryPoint)(int, ...), int (QDECL *systemcalls)(int, ...) ); void Sys_UnloadDll( void *dllHandle ); void Sys_UnloadGame( void ); void *Sys_GetGameAPI( void *parms ); void Sys_UnloadCGame( void ); void *Sys_GetCGameAPI( void ); void Sys_UnloadUI( void ); void *Sys_GetUIAPI( void ); //bot libraries void Sys_UnloadBotLib( void ); void *Sys_GetBotLibAPI( void *parms ); char *Sys_GetCurrentUser( void ); void QDECL Sys_Error( const char *error, ...); void Sys_Quit (void); char *Sys_GetClipboardData( void ); // note that this isn't journaled... void Sys_Print( const char *msg ); #ifdef _XBOX void Sys_Log( const char *file, const char *msg ); void Sys_Log( const char *file, const void *buffer, int size, bool flush ); #endif // Sys_Milliseconds should only be used for profiling purposes, // any game related timing information should come from event timestamps int Sys_Milliseconds (bool baseTime = false); #ifndef _MSVC_VER extern "C" void Sys_SnapVector( float *v ); #else void Sys_SnapVector( float *v ); #endif // the system console is shown when a dedicated server is running void Sys_DisplaySystemConsole( qboolean show ); int Sys_GetProcessorId( void ); int Sys_GetCPUSpeed( void ); int Sys_GetPhysicalMemory(void); void Sys_BeginStreamedFile( fileHandle_t f, int readahead ); void Sys_EndStreamedFile( fileHandle_t f ); int Sys_StreamedRead( void *buffer, int size, int count, fileHandle_t f ); void Sys_StreamSeek( fileHandle_t f, int offset, int origin ); void Sys_ShowConsole( int level, qboolean quitOnClose ); void Sys_SetErrorText( const char *text ); void Sys_SendPacket( int length, const void *data, netadr_t to ); #ifdef _XBOX void Sys_SendVoicePacket( int length, const void *data, netadr_t to ); #endif qboolean Sys_StringToAdr( const char *s, netadr_t *a ); //Does NOT parse port numbers, only base addresses. qboolean Sys_IsLANAddress (netadr_t adr); void Sys_ShowIP(void); qboolean Sys_CheckCD( void ); void Sys_Mkdir( const char *path ); char *Sys_Cwd( void ); void Sys_SetDefaultCDPath(const char *path); char *Sys_DefaultCDPath(void); void Sys_SetDefaultInstallPath(const char *path); char *Sys_DefaultInstallPath(void); void Sys_SetDefaultHomePath(const char *path); char *Sys_DefaultHomePath(void); char *Sys_DefaultBasePath(void); char **Sys_ListFiles( const char *directory, const char *extension, char *filter, int *numfiles, qboolean wantsubs ); void Sys_FreeFileList( char **fileList ); //rwwRMG - changed to fileList to not conflict with list type void Sys_BeginProfiling( void ); void Sys_EndProfiling( void ); int Sys_FunctionCmp(void *f1, void *f2); int Sys_FunctionCheckSum(void *f1); qboolean Sys_LowPhysicalMemory(); unsigned int Sys_ProcessorCount(); int Sys_MonkeyShouldBeSpanked( void ); /* This is based on the Adaptive Huffman algorithm described in Sayood's Data * Compression book. The ranks are not actually stored, but implicitly defined * by the location of a node within a doubly-linked list */ #define NYT HMAX /* NYT = Not Yet Transmitted */ #define INTERNAL_NODE (HMAX+1) typedef struct nodetype { struct nodetype *left, *right, *parent; /* tree structure */ struct nodetype *next, *prev; /* doubly-linked list */ struct nodetype **head; /* highest ranked node in block */ int weight; int symbol; } node_t; #define HMAX 256 /* Maximum symbol */ typedef struct { int blocNode; int blocPtrs; node_t* tree; node_t* lhead; node_t* ltail; node_t* loc[HMAX+1]; node_t** freelist; node_t nodeList[768]; node_t* nodePtrs[768]; } huff_t; typedef struct { huff_t compressor; huff_t decompressor; } huffman_t; void Huff_Compress(msg_t *buf, int offset); void Huff_Decompress(msg_t *buf, int offset); void Huff_Init(huffman_t *huff); void Huff_addRef(huff_t* huff, byte ch); int Huff_Receive (node_t *node, int *ch, byte *fin); void Huff_transmit (huff_t *huff, int ch, byte *fout); void Huff_offsetReceive (node_t *node, int *ch, byte *fin, int *offset); void Huff_offsetTransmit (huff_t *huff, int ch, byte *fout, int *offset); void Huff_putBit( int bit, byte *fout, int *offset); int Huff_getBit( byte *fout, int *offset); extern huffman_t clientHuffTables; #define SV_ENCODE_START 4 #define SV_DECODE_START 12 #define CL_ENCODE_START 12 #define CL_DECODE_START 4 inline int Round(float value) { return((int)floorf(value + 0.5f)); } #ifdef _XBOX ////////////////////////////// // // Map Lump Loader // struct Lump { void* data; int len; Lump() : data(NULL), len(0) {} ~Lump() { clear(); } void load(const char* map, const char* lump) { clear(); char path[MAX_QPATH]; Com_sprintf(path, MAX_QPATH, "%s/%s.mle", map, lump); len = FS_ReadFile(path, &data); if (len < 0) len = 0; } void clear(void) { if (data) { FS_FreeFile(data); data = NULL; } } }; #endif // _XBOX #endif // _QCOMMON_H_