mirror of
https://github.com/ioquake/jedi-academy.git
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850 lines
No EOL
25 KiB
C
850 lines
No EOL
25 KiB
C
// qcommon.h -- definitions common between client and server, but not game.or ref modules
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#ifndef __QCOMMON_H__
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#define __QCOMMON_H__
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#include "stringed_ingame.h"
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#include "../qcommon/cm_public.h"
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// some zone mem debugging stuff
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#ifndef FINAL_BUILD
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#ifdef _DEBUG
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//
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// both of these should be REM'd unless you specifically need them...
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//
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//#define DEBUG_ZONE_ALLOCS // adds __FILE__ and __LINE__ info to zone blocks, to see who's leaking
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//#define DETAILED_ZONE_DEBUG_CODE // this slows things down a LOT, and is only for tracking nasty double-freeing Z_Malloc bugs
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#endif
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#endif
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//============================================================================
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//
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// msg.c
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//
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typedef struct {
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qboolean allowoverflow; // if false, do a Com_Error
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qboolean overflowed; // set to true if the buffer size failed (with allowoverflow set)
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byte *data;
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int maxsize;
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int cursize;
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int readcount;
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int bit; // for bitwise reads and writes
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} msg_t;
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void MSG_Init (msg_t *buf, byte *data, int length);
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void MSG_Clear (msg_t *buf);
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void *MSG_GetSpace (msg_t *buf, int length);
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void MSG_WriteData (msg_t *buf, const void *data, int length);
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struct usercmd_s;
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struct entityState_s;
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struct playerState_s;
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void MSG_WriteBits( msg_t *msg, int value, int bits );
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void MSG_WriteByte (msg_t *sb, int c);
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void MSG_WriteShort (msg_t *sb, int c);
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void MSG_WriteLong (msg_t *sb, int c);
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void MSG_WriteString (msg_t *sb, const char *s);
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void MSG_BeginReading (msg_t *sb);
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int MSG_ReadBits( msg_t *msg, int bits );
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int MSG_ReadByte (msg_t *sb);
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int MSG_ReadShort (msg_t *sb);
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int MSG_ReadLong (msg_t *sb);
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char *MSG_ReadString (msg_t *sb);
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char *MSG_ReadStringLine (msg_t *sb);
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void MSG_ReadData (msg_t *sb, void *buffer, int size);
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void MSG_WriteDeltaUsercmd( msg_t *msg, struct usercmd_s *from, struct usercmd_s *to );
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void MSG_ReadDeltaUsercmd( msg_t *msg, struct usercmd_s *from, struct usercmd_s *to );
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void MSG_WriteDeltaEntity( msg_t *msg, struct entityState_s *from, struct entityState_s *to
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, qboolean force );
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void MSG_ReadDeltaEntity( msg_t *msg, entityState_t *from, entityState_t *to,
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int number );
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void MSG_ReadEntity( msg_t *msg, entityState_t *to);
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void MSG_WriteEntity( msg_t *msg, entityState_t *to, int removeNum);
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void MSG_WriteDeltaPlayerstate( msg_t *msg, struct playerState_s *from, struct playerState_s *to );
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void MSG_ReadDeltaPlayerstate( msg_t *msg, struct playerState_s *from, struct playerState_s *to );
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//============================================================================
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#ifdef _M_IX86
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//
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// optimised stuff for Intel, since most of our data is in that format anyway...
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//
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extern short BigShort (short l);
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extern int BigLong (int l);
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extern float BigFloat (float l);
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#define LittleShort(l) l
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#define LittleLong(l) l
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#define LittleFloat(l) l
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//
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#else
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//
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// standard smart-swap code...
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//
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extern short BigShort (short l);
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extern short LittleShort (short l);
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extern int BigLong (int l);
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extern int LittleLong (int l);
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extern float BigFloat (float l);
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extern float LittleFloat (float l);
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//
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#endif
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/*
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==============================================================
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NET
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==============================================================
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*/
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#ifdef _XBOX
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#define PACKET_BACKUP 2
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#else
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#define PACKET_BACKUP 16 // number of old messages that must be kept on client and
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#endif // server for delta comrpession and ping estimation
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#define PACKET_MASK (PACKET_BACKUP-1)
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#define MAX_PACKET_USERCMDS 32 // max number of usercmd_t in a packet
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#define PORT_ANY -1
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#define MAX_RELIABLE_COMMANDS 64 // max string commands buffered for restransmit
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typedef enum {
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NA_BAD, // an address lookup failed
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NA_LOOPBACK,
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} netadrtype_t;
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typedef enum {
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NS_CLIENT,
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NS_SERVER
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} netsrc_t;
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typedef struct {
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netadrtype_t type;
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unsigned short port;
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} netadr_t;
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void NET_SendPacket (netsrc_t sock, int length, const void *data, netadr_t to);
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void NET_OutOfBandPrint( netsrc_t net_socket, netadr_t adr, const char *format, ...);
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qboolean NET_CompareAdr (netadr_t a, netadr_t b);
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qboolean NET_CompareBaseAdr (netadr_t a, netadr_t b);
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qboolean NET_IsLocalAddress (netadr_t adr);
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qboolean NET_IsLANAddress (netadr_t adr);
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const char *NET_AdrToString (netadr_t a);
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qboolean NET_StringToAdr ( const char *s, netadr_t *a);
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qboolean NET_GetLoopPacket (netsrc_t sock, netadr_t *net_from, msg_t *net_message);
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#define MAX_MSGLEN (1*17408) // max length of a message, which may
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//#define MAX_MSGLEN (3*16384) // max length of a message, which may
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// be fragmented into multiple packets
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/*
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Netchan handles packet fragmentation and out of order / duplicate suppression
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*/
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typedef struct {
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netsrc_t sock;
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int dropped; // between last packet and previous
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netadr_t remoteAddress;
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int qport; // qport value to write when transmitting
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// sequencing variables
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int incomingSequence;
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int incomingAcknowledged;
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int outgoingSequence;
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// incoming fragment assembly buffer
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int fragmentSequence;
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int fragmentLength;
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byte fragmentBuffer[MAX_MSGLEN];
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} netchan_t;
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void Netchan_Init( int qport );
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void Netchan_Setup( netsrc_t sock, netchan_t *chan, netadr_t adr, int qport );
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void Netchan_Transmit( netchan_t *chan, int length, const byte *data );
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qboolean Netchan_Process( netchan_t *chan, msg_t *msg );
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/*
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==============================================================
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PROTOCOL
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==============================================================
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*/
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#define PROTOCOL_VERSION 40
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#define PORT_SERVER 27960
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// the svc_strings[] array in cl_parse.c should mirror this
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//
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// server to client
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//
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enum svc_ops_e {
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svc_bad,
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svc_nop,
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svc_gamestate,
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svc_configstring, // [short] [string] only in gamestate messages
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svc_baseline, // only in gamestate messages
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svc_serverCommand, // [string] to be executed by client game module
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svc_download, // [short] size [size bytes]
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svc_snapshot
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};
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//
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// client to server
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//
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enum clc_ops_e {
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clc_bad,
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clc_nop,
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clc_move, // [[usercmd_t]
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clc_clientCommand // [string] message
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};
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/*
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==============================================================
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CMD
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Command text buffering and command execution
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==============================================================
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*/
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/*
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Any number of commands can be added in a frame, from several different sources.
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Most commands come from either keybindings or console line input, but entire text
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files can be execed.
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*/
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void Cbuf_Init (void);
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// allocates an initial text buffer that will grow as needed
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void Cbuf_AddText( const char *text );
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// Adds command text at the end of the buffer, does NOT add a final \n
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void Cbuf_ExecuteText( int exec_when, const char *text );
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// this can be used in place of either Cbuf_AddText or Cbuf_InsertText
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void Cbuf_Execute (void);
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// Pulls off \n terminated lines of text from the command buffer and sends
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// them through Cmd_ExecuteString. Stops when the buffer is empty.
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// Normally called once per frame, but may be explicitly invoked.
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// Do not call inside a command function, or current args will be destroyed.
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//===========================================================================
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/*
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Command execution takes a null terminated string, breaks it into tokens,
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then searches for a command or variable that matches the first token.
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*/
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typedef void (*xcommand_t) (void);
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void Cmd_Init (void);
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void Cmd_AddCommand( const char *cmd_name, xcommand_t function );
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// called by the init functions of other parts of the program to
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// register commands and functions to call for them.
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// The cmd_name is referenced later, so it should not be in temp memory
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// if function is NULL, the command will be forwarded to the server
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// as a clc_clientCommand instead of executed locally
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void Cmd_RemoveCommand( const char *cmd_name );
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char *Cmd_CompleteCommand( const char *partial );
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// attempts to match a partial command for automatic command line completion
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// returns NULL if nothing fits
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int Cmd_Argc (void);
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char *Cmd_Argv (int arg);
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void Cmd_ArgvBuffer( int arg, char *buffer, int bufferLength );
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char *Cmd_Args (void);
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void Cmd_ArgsBuffer( char *buffer, int bufferLength );
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// The functions that execute commands get their parameters with these
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// functions. Cmd_Argv () will return an empty string, not a NULL
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// if arg > argc, so string operations are allways safe.
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void Cmd_TokenizeString( const char *text );
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// Takes a null terminated string. Does not need to be /n terminated.
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// breaks the string up into arg tokens.
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void Cmd_ExecuteString( const char *text );
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// Parses a single line of text into arguments and tries to execute it
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// as if it was typed at the console
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/*
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==============================================================
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CVAR
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==============================================================
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*/
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/*
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cvar_t variables are used to hold scalar or string variables that can be changed
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or displayed at the console or prog code as well as accessed directly
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in C code.
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The user can access cvars from the console in three ways:
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r_draworder prints the current value
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r_draworder 0 sets the current value to 0
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set r_draworder 0 as above, but creates the cvar if not present
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Cvars are restricted from having the same names as commands to keep this
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interface from being ambiguous.
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The are also occasionally used to communicated information between different
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modules of the program.
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*/
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cvar_t *Cvar_Get( const char *var_name, const char *value, int flags );
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// creates the variable if it doesn't exist, or returns the existing one
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// if it exists, the value will not be changed, but flags will be ORed in
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// that allows variables to be unarchived without needing bitflags
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// if value is "", the value will not override a previously set value.
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void Cvar_Register( vmCvar_t *vmCvar, const char *varName, const char *defaultValue, int flags );
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// basically a slightly modified Cvar_Get for the interpreted modules
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void Cvar_Update( vmCvar_t *vmCvar );
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// updates an interpreted modules' version of a cvar
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void Cvar_Set( const char *var_name, const char *value );
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// will create the variable with no flags if it doesn't exist
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void Cvar_SetValue( const char *var_name, float value );
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// expands value to a string and calls Cvar_Set
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float Cvar_VariableValue( const char *var_name );
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int Cvar_VariableIntegerValue( const char *var_name );
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// returns 0 if not defined or non numeric
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char *Cvar_VariableString( const char *var_name );
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void Cvar_VariableStringBuffer( const char *var_name, char *buffer, int bufsize );
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// returns an empty string if not defined
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char *Cvar_CompleteVariable( const char *partial );
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// attempts to match a partial variable name for command line completion
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// returns NULL if nothing fits
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void Cvar_Reset( const char *var_name );
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void Cvar_SetCheatState( void );
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// reset all testing vars to a safe value
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qboolean Cvar_Command( void );
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// called by Cmd_ExecuteString when Cmd_Argv(0) doesn't match a known
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// command. Returns true if the command was a variable reference that
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// was handled. (print or change)
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void Cvar_WriteVariables( fileHandle_t f );
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// writes lines containing "set variable value" for all variables
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// with the archive flag set to true.
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void Cvar_Init( void );
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char *Cvar_InfoString( int bit );
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// returns an info string containing all the cvars that have the given bit set
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// in their flags ( CVAR_USERINFO, CVAR_SERVERINFO, CVAR_SYSTEMINFO, etc )
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void Cvar_InfoStringBuffer( int bit, char *buff, int buffsize );
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void Cvar_Restart_f( void );
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extern int cvar_modifiedFlags;
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// whenever a cvar is modifed, its flags will be OR'd into this, so
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// a single check can determine if any CVAR_USERINFO, CVAR_SERVERINFO,
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// etc, variables have been modified since the last check. The bit
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// can then be cleared to allow another change detection.
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/*
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==============================================================
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FILESYSTEM
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No stdio calls should be used by any part of the game, because
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we need to deal with all sorts of directory and seperator char
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issues.
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==============================================================
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*/
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qboolean FS_Initialized();
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void FS_InitFilesystem (void);
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char **FS_ListFiles( const char *directory, const char *extension, int *numfiles );
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// directory should not have either a leading or trailing /
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// if extension is "/", only subdirectories will be returned
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// the returned files will not include any directories or /
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void FS_FreeFileList( char **filelist );
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int FS_GetFileList( const char *path, const char *extension, char *listbuf, int bufsize );
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fileHandle_t FS_FOpenFileWrite( const char *qpath );
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// will properly create any needed paths and deal with seperater character issues
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fileHandle_t FS_FOpenFileAppend( const char *filename ); // this was present already, but no public proto
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qboolean FS_GetExtendedInfo_FOpenFileRead(const char *filename, char **ppsFilename, int *piOffset);
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//return value is success of opening file, then ppsFilename and piOffset are valid
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int FS_FOpenFileRead( const char *qpath, fileHandle_t *file, qboolean uniqueFILE );
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// if uniqueFILE is true, then a new FILE will be fopened even if the file
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// is found in an already open pak file. If uniqueFILE is false, you must call
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// FS_FCloseFile instead of fclose, otherwise the pak FILE would be improperly closed
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// It is generally safe to always set uniqueFILE to true, because the majority of
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// file IO goes through FS_ReadFile, which Does The Right Thing already.
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int FS_FileIsInPAK(const char *filename );
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// returns 1 if a file is in the PAK file, otherwise -1
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int FS_Write( const void *buffer, int len, fileHandle_t f );
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int FS_Read( void *buffer, int len, fileHandle_t f );
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// properly handles partial reads and reads from other dlls
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void FS_FCloseFile( fileHandle_t f );
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// note: you can't just fclose from another DLL, due to MS libc issues
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int FS_ReadFile( const char *qpath, void **buffer );
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// returns the length of the file
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// a null buffer will just return the file length without loading
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// as a quick check for existance. -1 length == not present
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// A 0 byte will always be appended at the end, so string ops are safe.
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// the buffer should be considered read-only, because it may be cached
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// for other uses.
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void FS_ForceFlush( fileHandle_t f );
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// forces flush on files we're writing to.
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void FS_FreeFile( void *buffer );
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// frees the memory returned by FS_ReadFile
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void FS_WriteFile( const char *qpath, const void *buffer, int size );
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// writes a complete file, creating any subdirectories needed
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int FS_filelength( fileHandle_t f );
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// doesn't work for files that are opened from a pack file
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int FS_FTell( fileHandle_t f );
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// where are we?
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void FS_Flush( fileHandle_t f );
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void QDECL FS_Printf( fileHandle_t f, const char *fmt, ... );
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// like fprintf
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int FS_FOpenFileByMode( const char *qpath, fileHandle_t *f, fsMode_t mode );
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// opens a file for reading, writing, or appending depending on the value of mode
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int FS_Seek( fileHandle_t f, long offset, int origin );
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// seek on a file (doesn't work for zip files!!!!!!!!)
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// These 2 are generally only used by the save games, filenames are local (eg "saves/blah.sav")
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//
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void FS_DeleteUserGenFile( const char *filename );
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qboolean FS_MoveUserGenFile ( const char *filename_src, const char *filename_dst );
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/*
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==============================================================
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MISC
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==============================================================
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*/
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//==========================================================
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//
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// NOTE NOTE NOTE!!!!!!!!!!!!!
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//
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// Any CPUID_XXXX defined as higher than CPUID_INTEL_MMX *must* have MMX support (eg like CPUID_AMD_3DNOW (0x30) has),
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// this allows convenient MMX capability checking. If you for some reason want to support some new processor that does
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// *NOT* have MMX (yeah, right), then define it as a lower number. -slc
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//
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// ( These values are returned by Sys_GetProcessorId )
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//
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#define CPUID_GENERIC 0 // any unrecognized processor
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#define CPUID_AXP 0x10
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#define CPUID_INTEL_UNSUPPORTED 0x20 // Intel 386/486
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#define CPUID_INTEL_PENTIUM 0x21 // Intel Pentium or PPro
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#define CPUID_INTEL_MMX 0x22 // Intel Pentium/MMX or P2/MMX
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#define CPUID_INTEL_KATMAI 0x23 // Intel Katmai
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#define CPUID_INTEL_WILLIAMETTE 0x24 // Intel Williamette
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#define CPUID_AMD_3DNOW 0x30 // AMD K6 3DNOW!
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//
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//==========================================================
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#define RoundUp(N, M) ((N) + ((unsigned int)(M)) - (((unsigned int)(N)) % ((unsigned int)(M))))
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#define RoundDown(N, M) ((N) - (((unsigned int)(N)) % ((unsigned int)(M))))
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char *CopyString( const char *in );
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void Info_Print( const char *s );
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void Com_BeginRedirect (char *buffer, int buffersize, void (*flush)(char *));
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void Com_EndRedirect( void );
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void QDECL Com_Printf( const char *fmt, ... );
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void QDECL Com_DPrintf( const char *fmt, ... );
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void QDECL Com_Error( int code, const char *fmt, ... );
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void Com_Quit_f( void );
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int Com_EventLoop( void );
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int Com_Milliseconds( void ); // will be journaled properly
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unsigned Com_BlockChecksum( const void *buffer, int length );
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int Com_Filter(char *filter, char *name, int casesensitive);
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void Com_StartupVariable( const char *match );
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// checks for and removes command line "+set var arg" constructs
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// if match is NULL, all set commands will be executed, otherwise
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// only a set with the exact name. Only used during startup.
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extern cvar_t *com_developer;
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extern cvar_t *com_speeds;
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extern cvar_t *com_timescale;
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extern cvar_t *com_sv_running;
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extern cvar_t *com_cl_running;
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extern cvar_t *com_viewlog; // 0 = hidden, 1 = visible, 2 = minimized
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extern cvar_t *com_version;
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// both client and server must agree to pause
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extern cvar_t *cl_paused;
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extern cvar_t *sv_paused;
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// com_speeds times
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extern int time_game;
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extern int time_frontend;
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extern int time_backend; // renderer backend time
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extern int timeInTrace;
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extern int timeInPVSCheck;
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extern int numTraces;
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extern int com_frameTime;
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extern int com_frameMsec;
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extern qboolean com_errorEntered;
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#ifndef _XBOX
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extern fileHandle_t com_journalFile;
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extern fileHandle_t com_journalDataFile;
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#endif
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/*
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--- low memory ----
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server vm
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server clipmap
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---mark---
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renderer initialization (shaders, etc)
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UI vm
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cgame vm
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renderer map
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renderer models
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---free---
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temp file loading
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--- high memory ---
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*/
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int Z_Validate( void ); // also used to insure all of these are paged in
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int Z_MemSize ( memtag_t eTag );
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void Z_TagFree ( memtag_t eTag );
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int Z_Free ( void *ptr ); //returns bytes freed
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int Z_Size ( void *pvAddress);
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void Z_MorphMallocTag( void *pvAddress, memtag_t eDesiredTag );
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qboolean Z_IsFromZone(void *pvAddress, memtag_t eTag); //returns size if true
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#ifdef DEBUG_ZONE_ALLOCS
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void *_D_Z_Malloc ( int iSize, memtag_t eTag, qboolean bZeroit, const char *psFile, int iLine );
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void *_D_S_Malloc ( int iSize, const char *psFile, int iLine );
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void _D_Z_Label ( const void *pvAddress, const char *pslabel );
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#define Z_Malloc(_iSize, _eTag, _bZeroit) _D_Z_Malloc (_iSize, _eTag, _bZeroit, __FILE__, __LINE__)
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#define S_Malloc(_iSize) _D_S_Malloc (_iSize, __FILE__, __LINE__) // NOT 0 filled memory only for small allocations
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#define Z_Label(_ptr, _label) _D_Z_Label (_ptr, _label)
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#else
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void *Z_Malloc ( int iSize, memtag_t eTag, qboolean bZeroit, int iAlign = 4); // return memory NOT zero-filled by default
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void *S_Malloc ( int iSize ); // NOT 0 filled memory only for small allocations
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#define Z_Label(_ptr, _label) /* */
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#endif
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void Hunk_Clear( void );
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void Hunk_ClearToMark( void );
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|
void Hunk_SetMark( void );
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// note the opposite default for 'bZeroIt' in Hunk_Alloc to Z_Malloc, since Hunk_Alloc always used to memset(0)...
|
|
//
|
|
inline void *Hunk_Alloc( int size, qboolean bZeroIt = qtrue)
|
|
{
|
|
return Z_Malloc(size, TAG_HUNKALLOC, bZeroIt);
|
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}
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void Com_TouchMemory( void );
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|
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// commandLine should not include the executable name (argv[0])
|
|
void Com_SetOrgAngles(vec3_t org,vec3_t angles);
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|
void Com_Init( char *commandLine );
|
|
void Com_Frame( void );
|
|
void Com_Shutdown( void );
|
|
void Com_ShutdownZoneMemory(void);
|
|
void Com_ShutdownHunkMemory(void);
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|
|
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);
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|
|
/*
|
|
==============================================================
|
|
|
|
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( void );
|
|
void CL_Shutdown( void );
|
|
void CL_Frame( int msec,float fractionMsec );
|
|
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 );
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|
|
void CL_JoystickEvent( int axis, int value, int time );
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|
|
|
void CL_PacketEvent( netadr_t from, msg_t *msg );
|
|
|
|
void CL_ConsolePrint( char *text );
|
|
|
|
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( void );
|
|
// 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_FlushMemory( void );
|
|
// dump all memory on an error
|
|
|
|
void CL_StartHunkUsers( void );
|
|
|
|
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?
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|
|
|
|
|
//
|
|
// server interface
|
|
//
|
|
void SV_Init( void );
|
|
void SV_Shutdown( char *finalmsg );
|
|
void SV_Frame( int msec,float fractionMsec);
|
|
void SV_PacketEvent( netadr_t from, msg_t *msg );
|
|
qboolean SV_GameCommand( void );
|
|
|
|
|
|
//
|
|
// UI interface
|
|
//
|
|
qboolean UI_GameCommand( void );
|
|
|
|
|
|
/*
|
|
==============================================================
|
|
|
|
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 {
|
|
SE_NONE, // 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);
|
|
|
|
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 (void);
|
|
|
|
|
|
// the system console is shown when a dedicated server is running
|
|
void Sys_DisplaySystemConsole( qboolean show );
|
|
|
|
int Sys_GetProcessorId( 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 );
|
|
|
|
qboolean Sys_CheckCD( void );
|
|
|
|
void Sys_Mkdir( const char *path );
|
|
char *Sys_Cwd( void );
|
|
char *Sys_DefaultCDPath(void);
|
|
char *Sys_DefaultBasePath(void);
|
|
|
|
char **Sys_ListFiles( const char *directory, const char *extension, int *numfiles, qboolean wantsubs );
|
|
void Sys_FreeFileList( char **filelist );
|
|
|
|
void Sys_BeginProfiling( void );
|
|
void Sys_EndProfiling( void );
|
|
|
|
qboolean Sys_LowPhysicalMemory();
|
|
qboolean Sys_FileOutOfDate( LPCSTR psFinalFileName /* dest */, LPCSTR psDataFileName /* src */ );
|
|
qboolean Sys_CopyFile(LPCSTR lpExistingFileName, LPCSTR lpNewFileName, qboolean bOverwrite);
|
|
|
|
|
|
//byte* SCR_GetScreenshot(qboolean *qValid);
|
|
//void SCR_SetScreenshot(const byte *pbData, int w, int h);
|
|
//byte* SCR_TempRawImage_ReadFromFile(const char *psLocalFilename, int *piWidth, int *piHeight, byte *pbReSampleBuffer, qboolean qbVertFlip);
|
|
//void SCR_TempRawImage_CleanUp();
|
|
|
|
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__
|