jkxr/Projects/Android/jni/OpenJK/codemp/qcommon/qcommon.h

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/*
===========================================================================
Copyright (C) 1999 - 2005, Id Software, Inc.
Copyright (C) 2000 - 2013, Raven Software, Inc.
Copyright (C) 2001 - 2013, Activision, Inc.
Copyright (C) 2005 - 2015, ioquake3 contributors
Copyright (C) 2013 - 2015, OpenJK contributors
This file is part of the OpenJK source code.
OpenJK is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License version 2 as
published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, see <http://www.gnu.org/licenses/>.
===========================================================================
*/
#pragma once
// qcommon.h -- definitions common between client and server, but not game.or ref modules
#include "qcommon/q_shared.h"
#include "sys/sys_public.h"
//============================================================================
//
// msg.c
//
typedef struct msg_s {
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_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 );
#ifndef FINAL_BUILD
void MSG_ReportChangeVectors_f( void );
#endif
//============================================================================
/*
==============================================================
NET
==============================================================
*/
#define NET_ENABLEV4 0x01
#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 MAX_SNAPSHOT_ENTITIES 256
#define PORT_ANY -1
#define MAX_RELIABLE_COMMANDS 128 // max string commands buffered for restransmit
typedef enum {
NS_CLIENT,
NS_SERVER
} netsrc_t;
void NET_Init( void );
void NET_Shutdown( void );
void NET_Restart_f( void );
void NET_Config( qboolean enableNetworking );
void NET_SendPacket (netsrc_t sock, int length, const void *data, netadr_t to);
void NET_OutOfBandPrint( netsrc_t net_socket, netadr_t adr, const char *format, ...);
void NET_OutOfBandData( netsrc_t sock, netadr_t adr, byte *format, int len );
qboolean NET_CompareAdr (netadr_t a, netadr_t b);
qboolean NET_CompareBaseAdrMask( netadr_t a, netadr_t b, int netmask );
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);
void Sys_SendPacket( int length, const void *data, netadr_t to );
//Does NOT parse port numbers, only base addresses.
qboolean Sys_StringToAdr( const char *s, netadr_t *a );
qboolean Sys_IsLANAddress (netadr_t adr);
void Sys_ShowIP(void);
#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 netchan_s {
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
#define UPDATE_SERVER_NAME "updatejk3.ravensoft.com"
#define MASTER_SERVER_NAME "masterjk3.ravensoft.com"
#define JKHUB_MASTER_SERVER_NAME "master.jkhub.org"
#define JKHUB_UPDATE_SERVER_NAME "update.jkhub.org"
#define PORT_MASTER 29060
#define PORT_UPDATE 29061
#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
// 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,
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 enum vmSlots_e {
VM_GAME=0,
VM_CGAME,
VM_UI,
MAX_VM
} vmSlots_t;
typedef struct vm_s {
vmSlots_t slot; // VM_GAME, VM_CGAME, VM_UI
char name[MAX_QPATH];
void *dllHandle;
qboolean isLegacy; // uses the legacy syscall/vm_call api, is set by VM_CreateLegacy
// fill the import/export tables
void * (*GetModuleAPI)( int apiVersion, ... );
// legacy stuff
struct {
VMMainProc* main; // module vmMain
intptr_t (QDECL *syscall)( intptr_t *parms ); // engine syscall handler
} legacy;
} vm_t;
extern vm_t *currentVM;
class VMSwap {
private:
VMSwap();
vm_t *oldVM;
public:
VMSwap( vm_t *newVM ) : oldVM( currentVM ) { currentVM = newVM; };
~VMSwap() { if ( oldVM ) currentVM = oldVM; };
};
extern const char *vmStrs[MAX_VM];
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_CreateLegacy( vmSlots_t vmSlot, intptr_t (*systemCalls)(intptr_t *) );
vm_t *VM_Create( vmSlots_t vmSlot );
void VM_Free( vm_t *vm );
void VM_Clear(void);
vm_t *VM_Restart( vm_t *vm );
intptr_t QDECL VM_Call( vm_t *vm, int callNum, intptr_t arg0 = 0, intptr_t arg1 = 0, intptr_t arg2 = 0, intptr_t arg3 = 0, intptr_t arg4 = 0, intptr_t arg5 = 0, intptr_t arg6 = 0, intptr_t arg7 = 0, intptr_t arg8 = 0, intptr_t arg9 = 0, intptr_t arg10 = 0, intptr_t arg11 = 0 );
void VM_Shifted_Alloc( void **ptr, int size );
void VM_Shifted_Free( void **ptr );
void *VM_ArgPtr( intptr_t intValue );
void *VM_ExplicitArgPtr( vm_t *vm, intptr_t intValue );
float _vmf( intptr_t x );
#define VMA(x) VM_ArgPtr( args[x] )
#define VMF(x) _vmf( args[x] )
/*
==============================================================
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);
typedef void ( *callbackFunc_t )( const char *s );
void Cmd_Init (void);
void Cmd_AddCommand( const char *cmd_name, xcommand_t function, const char *cmd_desc=NULL );
// 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_VM_RemoveCommand( const char *cmd_name, vmSlots_t vmslot );
typedef void (*completionFunc_t)( char *args, int argNum );
typedef struct cmdList_s
{
const char *name;
const char *description;
xcommand_t func;
completionFunc_t complete;
} cmdList_t;
void Cmd_AddCommandList( const cmdList_t *cmdList );
void Cmd_RemoveCommandList( const cmdList_t *cmdList );
void Cmd_CommandCompletion( callbackFunc_t callback );
// callback with each valid string
void Cmd_SetCommandCompletionFunc( const char *command, completionFunc_t complete );
void Cmd_CompleteArgument( const char *command, char *args, int argNum );
void Cmd_CompleteCfgName( char *args, int argNum );
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 );
void Cmd_ArgsFromBuffer( int arg, char *buffer, int bufferLength );
char *Cmd_Cmd (void);
void Cmd_Args_Sanitize( size_t length = MAX_CVAR_VALUE_STRING, const char *strip = "\n\r;", const char *repl = " " );
// 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 );
void Cmd_TokenizeStringIgnoreQuotes( const char *text_in );
// 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, uint32_t flags, const char *var_desc=NULL );
// 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, uint32_t 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
cvar_t *Cvar_Set2(const char *var_name, const char *value, uint32_t defaultFlags, qboolean force);
//
cvar_t *Cvar_Set( const char *var_name, const char *value );
// will create the variable with no flags if it doesn't exist
cvar_t *Cvar_SetSafe( const char *var_name, const char *value );
// same as Cvar_Set, but doesn't force setting the value (respects CVAR_ROM, etc)
cvar_t *Cvar_User_Set( const char *var_name, const char *value );
// same as Cvar_SetSafe, but defaults to CVAR_USER_CREATED
void Cvar_Server_Set( const char *var_name, const char *value );
void Cvar_VM_Set( const char *var_name, const char *value, vmSlots_t vmslot );
// sometimes we set variables from an untrusted source: fail if flags & CVAR_PROTECTED
cvar_t *Cvar_SetValue( const char *var_name, float value );
void Cvar_User_SetValue( const char *var_name, float value );
void Cvar_VM_SetValue( const char *var_name, float value, vmSlots_t vmslot );
// expands value to a string and calls Cvar_Set/Cvar_User_Set/Cvar_VM_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
uint32_t Cvar_Flags(const char *var_name);
// returns CVAR_NONEXISTENT if cvar doesn't exist or the flags of that particular CVAR.
void Cvar_CommandCompletion( callbackFunc_t callback );
// callback with each valid string
void Cvar_Reset( const char *var_name );
void Cvar_ForceReset( 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.
cvar_t *Cvar_Unset(cvar_t *cv);
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_CheckRange( cvar_t *cv, float minVal, float maxVal, qboolean shouldBeIntegral );
void Cvar_Restart(qboolean unsetVM);
void Cvar_Restart_f( void );
void Cvar_CompleteCvarName( char *args, int argNum );
extern uint32_t 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_GAME_REF 0x08
// number of id paks that will never be autodownloaded from base
#define NUM_ID_PAKS 9
#define MAX_FILE_HANDLES 64
#ifdef DEDICATED
# define Q3CONFIG_CFG PRODUCT_NAME "_server.cfg"
#else
# define Q3CONFIG_CFG PRODUCT_NAME ".cfg"
#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
void FS_Remove( const char *osPath );
void FS_HomeRemove( const char *homePath );
void FS_Rmdir( const char *osPath, qboolean recursive );
void FS_HomeRmdir( const char *homePath, qboolean recursive );
qboolean FS_FileExists( const char *file );
char *FS_BuildOSPath( const char *base, const char *game, const char *qpath );
qboolean FS_CompareZipChecksum(const char *zipfile);
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, qboolean safe=qtrue );
// 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 );
fileHandle_t FS_SV_FOpenFileAppend( const char *filename );
int FS_SV_FOpenFileRead( const char *filename, fileHandle_t *fp );
void FS_SV_Rename( const char *from, const char *to, qboolean safe );
long 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
qboolean FS_FindPureDLL(const char *name);
int FS_Write( const 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
long 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 FS_FilenameCompletion( const char *dir, const char *ext, qboolean stripExt, callbackFunc_t callback, qboolean allowNonPureFilesOnDisk );
const char *FS_GetCurrentGameDir(bool emptybase=false);
#ifdef MACOS_X
bool FS_LoadMachOBundle( const char *name );
#endif
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
qboolean FS_FilenameCompare( const char *s1, const char *s2 );
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_CheckDirTraversal(const char *checkdir);
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 );
qboolean FS_WriteToTemporaryFile( const void *data, size_t dataLength, char **tempFileName );
/*
==============================================================
Edit fields and command line history/completion
==============================================================
*/
#define CONSOLE_PROMPT_CHAR ']'
#define MAX_EDIT_LINE 256
#define COMMAND_HISTORY 32
typedef struct field_s {
int cursor;
int scroll;
int widthInChars;
char buffer[MAX_EDIT_LINE];
} field_t;
void Field_Clear( field_t *edit );
void Field_AutoComplete( field_t *edit );
void Field_CompleteKeyname( void );
void Field_CompleteFilename( const char *dir, const char *ext, qboolean stripExt, qboolean allowNonPureFilesOnDisk );
void Field_CompleteCommand( char *cmd, qboolean doCommands, qboolean doCvars );
/*
==============================================================
MISC
==============================================================
*/
#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 NORETURN QDECL Com_Error( int code, const char *fmt, ... );
void NORETURN Com_Quit_f( void );
int Com_EventLoop( void );
int Com_Milliseconds( void ); // will be journaled properly
uint32_t Com_BlockChecksum( const void *buffer, int length );
char *Com_MD5File(const char *filename, int length, const char *prefix, int prefix_len);
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_RunAndTimeServerPacket(netadr_t *evFrom, msg_t *buf);
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_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_version;
extern cvar_t *com_buildScript; // for building release pak files
extern cvar_t *com_journal;
extern cvar_t *com_cameraMode;
extern cvar_t *com_homepath;
#ifndef _WIN32
extern cvar_t *com_ansiColor;
#endif
extern cvar_t *com_optvehtrace;
#ifdef G2_PERFORMANCE_ANALYSIS
extern cvar_t *com_G2Report;
#endif
extern cvar_t *com_affinity;
extern cvar_t *com_busyWait;
// 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 qboolean com_errorEntered;
extern fileHandle_t logfile;
extern fileHandle_t com_journalFile;
extern fileHandle_t com_journalDataFile;
/*
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_InitZoneMemoryVars(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 );
/*
==============================================================
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 );
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( qboolean shutdownRef );
// 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
qboolean CL_ConnectedToRemoteServer( void );
// returns qtrue if connected to a server
void Key_KeynameCompletion ( void(*callback)( const char *s ) );
// for keyname autocompletion
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?
// AVI files have the start of pixel lines 4 byte-aligned
#define AVI_LINE_PADDING 4
//
// 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 );
int SV_FrameMsec( void );
qboolean SV_GameCommand( void );
//
// UI interface
//
qboolean UI_GameCommand( 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 huff_s {
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 huffman_s {
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));
}
// Persistent data store API
bool PD_Store ( const char *name, const void *data, size_t size );
const void *PD_Load ( const char *name, size_t *size );
uint32_t ConvertUTF8ToUTF32( char *utf8CurrentChar, char **utf8NextChar );
#include "sys/sys_public.h"