//ezquake likes this #include #include 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 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