mirror of
https://github.com/Q3Rally-Team/q3rally.git
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95fbb18fa1
Fix going to previous browser source in q3_ui Limit ui_smallFont/ui_bigFont/cg_noTaunt cvars to missionpack Fix team chat box for spectators Don't draw crosshair 0 in Team Arena setup menu Make client for Windows x86_64 use OpenAL64.dll by default Fix loading renderer DLLs on Windows x86 Add Windows application manifest Disable DPI scaling on Windows ignore window resize event on fullscreen Don't reload arenas.txt/*.arena files in Team Arena UI Fix crash when out of memory in Team Arena's String_Alloc Fix in_nograb not releasing the mouse cursor Update UI player animation handling to match CGame Fix specifying minimum mac os version in make-macosx.sh Fix listen server sending snapshots each client frame Statically link libgcc on Windows Fix hit accuracy stats for lightning gun and shotgun kills Don't link to libGL at compile time Add common OpenGL version parsing + OpenGL 3 fixes Support parsing OpenGL ES version strings Fix setting cflags/libs from sdl2-config Load OpenGL ES 1.1 function procs [qcommon] Use unsigned types where wrapping arithmetic is intended OpenGL2: Fix brightness when r_autoExposure is disabled OpenGL2: Fix MD3 surface with zero shaders dividing by zero [botlib/be_aas_def.h] Change array size from MAX_PATH to MAX_QPATH Don't redefine MAX_PATH in bot code Fix memory leak in (unused) AAS_FloodAreas() Fix compiling GLSL shaders under Windows. Only draw cm_patch/bot debug polygons in world scenes Fix reading crash log when log wraps around buffer Don't send team overlay info to bots Fix a race condition in the makedirs target Fix shader corruption on OpenBSD
176 lines
6.1 KiB
C
176 lines
6.1 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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/*****************************************************************************
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* name: l_precomp.h
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*
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* desc: pre compiler
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*
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* $Archive: /source/code/botlib/l_precomp.h $
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*
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*****************************************************************************/
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#ifndef PATH_SEPERATORSTR
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#if defined(WIN32)|defined(_WIN32)|defined(__NT__)|defined(__WINDOWS__)|defined(__WINDOWS_386__)
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#define PATHSEPERATOR_STR "\\"
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#else
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#define PATHSEPERATOR_STR "/"
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#endif
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#endif
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#ifndef PATH_SEPERATORCHAR
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#if defined(WIN32)|defined(_WIN32)|defined(__NT__)|defined(__WINDOWS__)|defined(__WINDOWS_386__)
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#define PATHSEPERATOR_CHAR '\\'
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#else
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#define PATHSEPERATOR_CHAR '/'
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#endif
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#endif
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#if defined(BSPC) && !defined(QDECL)
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#define QDECL
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#endif
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#define DEFINE_FIXED 0x0001
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#define BUILTIN_LINE 1
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#define BUILTIN_FILE 2
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#define BUILTIN_DATE 3
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#define BUILTIN_TIME 4
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#define BUILTIN_STDC 5
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#define INDENT_IF 0x0001
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#define INDENT_ELSE 0x0002
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#define INDENT_ELIF 0x0004
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#define INDENT_IFDEF 0x0008
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#define INDENT_IFNDEF 0x0010
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//macro definitions
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typedef struct define_s
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{
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char *name; //define name
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int flags; //define flags
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int builtin; // > 0 if builtin define
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int numparms; //number of define parameters
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token_t *parms; //define parameters
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token_t *tokens; //macro tokens (possibly containing parm tokens)
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struct define_s *next; //next defined macro in a list
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struct define_s *hashnext; //next define in the hash chain
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} define_t;
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//indents
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//used for conditional compilation directives:
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//#if, #else, #elif, #ifdef, #ifndef
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typedef struct indent_s
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{
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int type; //indent type
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int skip; //true if skipping current indent
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script_t *script; //script the indent was in
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struct indent_s *next; //next indent on the indent stack
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} indent_t;
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//source file
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typedef struct source_s
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{
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char filename[1024]; //file name of the script
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char includepath[1024]; //path to include files
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punctuation_t *punctuations; //punctuations to use
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script_t *scriptstack; //stack with scripts of the source
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token_t *tokens; //tokens to read first
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define_t *defines; //list with macro definitions
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define_t **definehash; //hash chain with defines
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indent_t *indentstack; //stack with indents
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int skip; // > 0 if skipping conditional code
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token_t token; //last read token
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} source_t;
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//read a token from the source
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int PC_ReadToken(source_t *source, token_t *token);
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//expect a certain token
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int PC_ExpectTokenString(source_t *source, char *string);
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//expect a certain token type
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int PC_ExpectTokenType(source_t *source, int type, int subtype, token_t *token);
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//expect a token
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int PC_ExpectAnyToken(source_t *source, token_t *token);
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//returns true when the token is available
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int PC_CheckTokenString(source_t *source, char *string);
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//returns true and reads the token when a token with the given type is available
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int PC_CheckTokenType(source_t *source, int type, int subtype, token_t *token);
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//skip tokens until the given token string is read
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int PC_SkipUntilString(source_t *source, char *string);
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//unread the last token read from the script
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void PC_UnreadLastToken(source_t *source);
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//unread the given token
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void PC_UnreadToken(source_t *source, token_t *token);
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//read a token only if on the same line, lines are concatenated with a slash
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int PC_ReadLine(source_t *source, token_t *token);
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//returns true if there was a white space in front of the token
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int PC_WhiteSpaceBeforeToken(token_t *token);
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//add a define to the source
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int PC_AddDefine(source_t *source, char *string);
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//add a globals define that will be added to all opened sources
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int PC_AddGlobalDefine(char *string);
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//remove the given global define
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int PC_RemoveGlobalDefine(char *name);
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//remove all globals defines
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void PC_RemoveAllGlobalDefines(void);
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//add builtin defines
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void PC_AddBuiltinDefines(source_t *source);
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//set the source include path
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void PC_SetIncludePath(source_t *source, char *path);
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//set the punction set
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void PC_SetPunctuations(source_t *source, punctuation_t *p);
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//set the base folder to load files from
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void PC_SetBaseFolder(char *path);
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//load a source file
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source_t *LoadSourceFile(const char *filename);
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//load a source from memory
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source_t *LoadSourceMemory(char *ptr, int length, char *name);
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//free the given source
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void FreeSource(source_t *source);
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//print a source error
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void QDECL SourceError(source_t *source, char *str, ...) __attribute__ ((format (printf, 2, 3)));
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//print a source warning
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void QDECL SourceWarning(source_t *source, char *str, ...) __attribute__ ((format (printf, 2, 3)));
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#ifdef BSPC
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// some of BSPC source does include game/q_shared.h and some does not
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// we define pc_token_s pc_token_t if needed (yes, it's ugly)
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#ifndef __Q_SHARED_H
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#define MAX_TOKENLENGTH 1024
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typedef struct pc_token_s
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{
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int type;
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int subtype;
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int intvalue;
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float floatvalue;
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char string[MAX_TOKENLENGTH];
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} pc_token_t;
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#endif //!_Q_SHARED_H
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#endif //BSPC
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//
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int PC_LoadSourceHandle(const char *filename);
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int PC_FreeSourceHandle(int handle);
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int PC_ReadTokenHandle(int handle, pc_token_t *pc_token);
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int PC_SourceFileAndLine(int handle, char *filename, int *line);
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void PC_CheckOpenSourceHandles(void);
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