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

809 lines
25 KiB
C++

/*
===========================================================================
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/>.
===========================================================================
*/
// qcommon.h -- definitions common between client and server, but not game.or ref modules
#ifndef __QCOMMON_H__
#define __QCOMMON_H__
#include "q_shared.h"
#include "stringed_ingame.h"
#include "strippublic.h"
#include "cm_public.h"
#include "sys/sys_public.h"
// some zone mem debugging stuff
#ifndef FINAL_BUILD
#ifdef _DEBUG
//
// both of these should be REM'd unless you specifically need them...
//
//#define DEBUG_ZONE_ALLOCS // adds __FILE__ and __LINE__ info to zone blocks, to see who's leaking
//#define DETAILED_ZONE_DEBUG_CODE // this slows things down a LOT, and is only for tracking nasty double-freeing Z_Malloc bugs
#endif
#endif
//============================================================================
//
// msg.c
//
typedef struct {
qboolean allowoverflow; // if false, do a Com_Error
qboolean overflowed; // set to true if the buffer size failed (with allowoverflow set)
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_Clear (msg_t *buf);
void *MSG_GetSpace (msg_t *buf, int length);
void MSG_WriteData (msg_t *buf, const void *data, int length);
struct usercmd_s;
struct entityState_s;
template<typename TSaberInfo>
class PlayerStateBase;
using playerState_t = PlayerStateBase<saberInfo_t>;
void MSG_WriteBits( msg_t *msg, int value, int bits );
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_WriteString (msg_t *sb, const char *s);
void MSG_BeginReading (msg_t *sb);
int MSG_ReadBits( msg_t *msg, int bits );
int MSG_ReadByte (msg_t *sb);
int MSG_ReadShort (msg_t *sb);
int MSG_ReadLong (msg_t *sb);
char *MSG_ReadString (msg_t *sb);
char *MSG_ReadStringLine (msg_t *sb);
void MSG_ReadData (msg_t *sb, void *buffer, int size);
void MSG_WriteDeltaUsercmd( msg_t *msg, struct usercmd_s *from, struct usercmd_s *to );
void MSG_ReadDeltaUsercmd( msg_t *msg, struct usercmd_s *from, struct usercmd_s *to );
void MSG_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 );
void MSG_ReadEntity( msg_t *msg, entityState_t *to);
void MSG_WriteEntity( msg_t *msg, entityState_t *to, int removeNum);
void MSG_WriteDeltaPlayerstate( msg_t *msg, playerState_t *from, playerState_t *to );
void MSG_ReadDeltaPlayerstate( msg_t *msg, playerState_t *from, playerState_t *to );
/*
==============================================================
NET
==============================================================
*/
#define PACKET_BACKUP 16 // number of old messages that must be kept on client and
// server for delta comrpession and ping estimation
#define PACKET_MASK (PACKET_BACKUP-1)
#define MAX_PACKET_USERCMDS 32 // max number of usercmd_t in a packet
#define PORT_ANY -1
#define MAX_RELIABLE_COMMANDS 64 // max string commands buffered for restransmit
typedef enum {
NS_CLIENT,
NS_SERVER
} netsrc_t;
// For compatibility with shared code
static inline void NET_Init( void ) {}
static inline void NET_Shutdown( void ) {}
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, ...);
qboolean NET_CompareAdr (netadr_t a, netadr_t b);
qboolean NET_CompareBaseAdr (netadr_t a, netadr_t b);
qboolean NET_IsLocalAddress (netadr_t adr);
qboolean NET_IsLANAddress (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 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 (1*17408) // max length of a message, which may
//#define MAX_MSGLEN (3*16384) // max length of a message, which may
// be fragmented into multiple packets
/*
Netchan handles packet fragmentation and out of order / duplicate suppression
*/
typedef struct {
netsrc_t sock;
int dropped; // between last packet and previous
netadr_t remoteAddress;
int qport; // qport value to write when transmitting
// sequencing variables
int incomingSequence;
int incomingAcknowledged;
int outgoingSequence;
// incoming fragment assembly buffer
int fragmentSequence;
int fragmentLength;
byte fragmentBuffer[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 );
qboolean Netchan_Process( netchan_t *chan, msg_t *msg );
/*
==============================================================
PROTOCOL
==============================================================
*/
#define PROTOCOL_VERSION 40
#define PORT_SERVER 27960
// 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
};
//
// client to server
//
enum clc_ops_e {
clc_bad,
clc_nop,
clc_move, // [[usercmd_t]
clc_clientCommand // [string] message
};
/*
==============================================================
VIRTUAL MACHINE
==============================================================
*/
typedef enum vmSlots_e {
VM_GAME=0,
VM_CGAME,
VM_UI,
MAX_VM
} vmSlots_t;
#define VMA(x) ((void*)args[x])
inline float _vmf(intptr_t x)
{
byteAlias_t fi;
fi.i = (int) x;
return fi.f;
}
#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 );
// 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 );
typedef void (*completionFunc_t)( char *args, int argNum );
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 );
// 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, int flags );
// creates the variable if it doesn't exist, or returns the existing one
// if it exists, the value will not be changed, but flags will be ORed in
// that allows variables to be unarchived without needing bitflags
// if value is "", the value will not override a previously set value.
void Cvar_Register( vmCvar_t *vmCvar, const char *varName, const char *defaultValue, int flags );
// basically a slightly modified Cvar_Get for the interpreted modules
void Cvar_Update( vmCvar_t *vmCvar );
// updates an interpreted modules' version of a cvar
void Cvar_Set( const char *var_name, const char *value );
// will create the variable with no flags if it doesn't exist
cvar_t *Cvar_Set2(const char *var_name, const char *value, qboolean force);
// same as Cvar_Set, but allows more control over setting of cvar
void Cvar_SetValue( const char *var_name, float value );
// expands value to a string and calls Cvar_Set
float Cvar_VariableValue( const char *var_name );
int Cvar_VariableIntegerValue( const char *var_name );
// returns 0 if not defined or non numeric
char *Cvar_VariableString( const char *var_name );
void Cvar_VariableStringBuffer( const char *var_name, char *buffer, int bufsize );
// returns an empty string if not defined
int 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.
void Cvar_Init( void );
char *Cvar_InfoString( 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 int cvar_modifiedFlags;
// whenever a cvar is modifed, its flags will be OR'd into this, so
// a single check can determine if any CVAR_USERINFO, CVAR_SERVERINFO,
// etc, variables have been modified since the last check. The bit
// can then be cleared to allow another change detection.
/*
==============================================================
FILESYSTEM
No stdio calls should be used by any part of the game, because
we need to deal with all sorts of directory and seperator char
issues.
==============================================================
*/
#define MAX_FILE_HANDLES 64
qboolean FS_Initialized();
void FS_InitFilesystem (void);
void FS_Shutdown( void );
qboolean FS_ConditionalRestart( void );
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 );
qboolean FS_BaseFileExists( const char *file );
char *FS_BuildOSPath( const char *base, const char *game, const char *qpath );
int FS_GetFileList( const char *path, const char *extension, char *listbuf, int bufsize );
int FS_GetModList( char *listbuf, int bufsize );
// will properly create any needed paths and deal with seperater character issues
fileHandle_t FS_FOpenFileWrite( const char *qpath, qboolean safe = qtrue );
fileHandle_t FS_FOpenFileAppend( const char *filename ); // this was present already, but no public proto
int FS_filelength( fileHandle_t f );
fileHandle_t FS_SV_FOpenFileWrite( const char *filename );
int FS_SV_FOpenFileRead( const char *filename, fileHandle_t *fp );
void FS_SV_Rename( const char *from, const char *to, 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.
// returns 1 if a file is in the PAK file, otherwise -1
int FS_FileIsInPAK(const char *filename );
static inline int FS_FileIsInPAK( const char *filename, int *checksum )
{
return FS_FileIsInPAK( filename );
}
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);
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 );
// These 2 are generally only used by the save games, filenames are local (eg "saves/blah.sav")
//
void FS_DeleteUserGenFile( const char *filename );
qboolean FS_MoveUserGenFile ( const char *filename_src, const char *filename_dst );
qboolean FS_CheckDirTraversal(const char *checkdir);
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 {
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 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 );
int Com_Filter(const char *filter, const char *name, int casesensitive);
int Com_FilterPath(const char *filter, const char *name, int casesensitive);
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_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_homepath;
#ifndef _WIN32
extern cvar_t *com_ansiColor;
#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 timeInTrace;
extern int timeInPVSCheck;
extern int numTraces;
extern int com_frameTime;
extern qboolean com_errorEntered;
extern fileHandle_t com_journalFile;
extern fileHandle_t com_journalDataFile;
/*
--- 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 ---
*/
int Z_Validate( void ); // also used to insure all of these are paged in
int Z_MemSize ( memtag_t eTag );
void Z_TagFree ( memtag_t eTag );
int Z_Free ( void *ptr ); //returns bytes freed
int Z_Size ( void *pvAddress);
void Z_MorphMallocTag( void *pvAddress, memtag_t eDesiredTag );
qboolean Z_IsFromZone(const void *pvAddress, memtag_t eTag); //returns size if true
#ifdef DEBUG_ZONE_ALLOCS
void *_D_Z_Malloc( int iSize, memtag_t eTag, qboolean bZeroit, const char *psFile, int iLine );
void *_D_S_Malloc( int iSize, const char *psFile, int iLine );
void Z_Label( const void *pvAddress, const char *pslabel );
#define Z_Malloc(iSize, eTag, bZeroit) _D_Z_Malloc ((iSize), (eTag), (bZeroit), __FILE__, __LINE__)
#define S_Malloc(iSize) _D_S_Malloc ((iSize), __FILE__, __LINE__) // 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
#define Z_Label(_ptr, _label)
#endif
void Com_InitZoneMemory(void);
void Com_InitZoneMemoryVars(void);
void Hunk_Clear( void );
void Hunk_ClearToMark( void );
void Hunk_SetMark( void );
// 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);
void Com_TouchMemory( void );
// commandLine should not include the executable name (argv[0])
void Com_SetOrgAngles(vec3_t org,vec3_t angles);
void Com_Init( char *commandLine );
void Com_Frame( void );
void Com_Shutdown( void );
void Com_ShutdownZoneMemory(void);
void Com_ShutdownHunkMemory(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( 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 );
void CL_JoystickEvent( int axis, int value, int time );
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_KeynameCompletion ( callbackFunc_t callback );
// 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?
//
// server interface
//
void SV_Init( void );
void SV_Shutdown( const 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 );
byte* SCR_GetScreenshot(qboolean *qValid);
#ifdef JK2_MODE
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();
#endif
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"
#endif //__QCOMMON_H__