Xash3D FWGS engine.
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/*
common.h - definitions common between client and server
Copyright (C) 2007 Uncle Mike
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
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.
*/
#ifndef COMMON_H
#define COMMON_H
#ifdef __cplusplus
extern "C" {
#endif
/*
===================================================================================================================================
Legend:
INTERNAL RESOURCE - function contain hardcoded path to resource that engine required (optional in most cases)
OBSOLETE, UNUSED - this function no longer used and leaved here for keep binary compatibility
TODO - some functionality not impemented but planned
FIXME - code doesn't working properly in some rare cases
HACKHACK - unexpected behavior on some input params (or something like)
BUGBUG - code doesn't working properly in most cases!
TESTTEST - this code may be unstable and needs to be more tested
g-cont: - notes from engine author
XASH SPECIFIC - sort of hack that works only in Xash3D not in GoldSrc
===================================================================================================================================
*/
#include "port.h"
#include "backends.h"
#include "defaults.h"
#include <stdio.h>
#include <stdlib.h> // rand, adbs
#include <stdarg.h> // va
#ifndef _WIN32
#include <stddef.h> // size_t
#ifdef __i386__
#define EXPORT __attribute__ ((visibility ("default"),force_align_arg_pointer))
#else
#define EXPORT __attribute__ ((visibility ("default")))
#endif
#else
#include <sys/types.h> // off_t
#define EXPORT __declspec( dllexport )
#endif
// configuration
//
// check if selected backend not allowed
//
#if XASH_TIMER == TIMER_NULL
#error "Please select timer backend"
#endif
#ifndef XASH_DEDICATED
#if XASH_VIDEO == VIDEO_NULL
#error "Please select video backend"
#endif
#endif
#ifndef XASH_SDL
#if XASH_TIMER == TIMER_SDL || XASH_VIDEO == VIDEO_SDL || XASH_SOUND == SOUND_SDL || XASH_INPUT == INPUT_SDL
#error "SDL backends without XASH_SDL not allowed"
#endif
#endif
#define HACKS_RELATED_HLMODS // some HL-mods works differently under Xash and can't be fixed without some hacks at least at current time
#define MAX_STRING 256 // generic string
#define MAX_INFO_STRING 256 // infostrings are transmitted across network
#define MAX_SERVERINFO_STRING 512 // server handles too many settings. expand to 1024?
#define MAX_LOCALINFO_STRING 32768 // localinfo used on server and not sended to the clients
#define MAX_SYSPATH 1024 // system filepath
#define MAX_PRINT_MSG 8192 // how many symbols can handle single call of Msg or MsgDev
#define MAX_TOKEN 2048 // parse token length
#define MAX_MODS 512 // environment games that engine can keep visible
#define MAX_USERMSG_LENGTH 2048 // don't modify it's relies on a client-side definitions
#define BIT( n ) ( 1 << ( n ))
#define GAMMA ( 2.2 ) // Valve Software gamma
#define INVGAMMA ( 1.0 / 2.2 ) // back to 1.0
#define TEXGAMMA ( 0.9 ) // compensate dim textures
#define SetBits( iBitVector, bits ) ((iBitVector) = (iBitVector) | (bits))
#define ClearBits( iBitVector, bits ) ((iBitVector) = (iBitVector) & ~(bits))
#define FBitSet( iBitVector, bit ) ((iBitVector) & (bit))
#ifndef __cplusplus
#define NULL ((void *)0)
#endif
// color strings
#define IsColorString( p ) ( p && *( p ) == '^' && *(( p ) + 1) && *(( p ) + 1) >= '0' && *(( p ) + 1 ) <= '9' )
#define ColorIndex( c ) ((( c ) - '0' ) & 7 )
#if defined __i386__ && defined __GNUC__
#define GAME_EXPORT __attribute__((force_align_arg_pointer))
#else
#define GAME_EXPORT
#endif
typedef unsigned long dword;
typedef unsigned int uint;
typedef char string[MAX_STRING];
typedef struct file_s file_t; // normal file
typedef struct wfile_s wfile_t; // wad file
typedef struct stream_s stream_t; // sound stream for background music playing
typedef void (*setpair_t)( const char *key, const char *value, void *buffer, void *numpairs );
typedef struct
{
int numfilenames;
char **filenames;
char *filenamesbuffer;
} search_t;
enum
{
DEV_NONE = 0,
DEV_NORMAL,
DEV_EXTENDED
};
enum
{
D_INFO = 1, // "-dev 1", shows various system messages
D_WARN, // "-dev 2", shows not critical system warnings
D_ERROR, // "-dev 3", shows critical warnings
D_REPORT, // "-dev 4", special case for game reports
D_NOTE // "-dev 5", show system notifications for engine developers
};
typedef enum
{
HOST_NORMAL, // listen server, singleplayer
HOST_DEDICATED,
} instance_t;
#ifdef XASH_DEDICATED
#define Host_IsDedicated() ( true )
#else
#define Host_IsDedicated() ( host.type == HOST_DEDICATED )
#endif
#include "system.h"
#include "com_model.h"
#include "com_strings.h"
#include "crtlib.h"
#include "cvar.h"
#include "con_nprint.h"
#define XASH_VERSION 0.99f // engine current version
// PERFORMANCE INFO
#define MIN_FPS 20.0 // host minimum fps value for maxfps.
#define MAX_FPS 200.0 // upper limit for maxfps.
#define HOST_FPS 72.0 // multiplayer games typical fps
#define MAX_FRAMETIME 0.25
#define MIN_FRAMETIME 0.0001
#define GAME_FPS 20.0
#define MAX_CMD_TOKENS 80 // cmd tokens
#define MAX_ENTNUMBER 99999 // for server and client parsing
#define MAX_HEARTBEAT -99999 // connection time
#define QCHAR_WIDTH 16 // font width
#define CIN_MAIN 0
#define CIN_LOGO 1
// config strings are a general means of communication from
// the server to all connected clients.
// each config string can be at most CS_SIZE characters.
#define MAX_QPATH 64 // max length of a game pathname
#define MAX_OSPATH 260 // max length of a filesystem pathname
#define CS_SIZE 64 // size of one config string
#define CS_TIME 16 // size of time string
#define MAX_DECALS 512 // touching TE_DECAL messages, etc
#define MAX_STATIC_ENTITIES 3096 // static entities that moved on the client when level is spawn
// filesystem flags
#define FS_STATIC_PATH 1 // FS_ClearSearchPath will be ignore this path
#define FS_NOWRITE_PATH 2 // default behavior - last added gamedir set as writedir. This flag disables it
#define FS_GAMEDIR_PATH 4 // just a marker for gamedir path
#define FS_CUSTOM_PATH 8 // custom directory
#define GI SI.GameInfo
#define FS_Gamedir() SI.GameInfo->gamedir
#define FS_Title() SI.GameInfo->title
#define GameState (&host.game)
#define FORCE_DRAW_VERSION_TIME 5.0f // draw version for 5 seconds
#ifdef _DEBUG
void DBG_AssertFunction( qboolean fExpr, const char* szExpr, const char* szFile, int szLine, const char* szMessage );
#define Assert( f ) DBG_AssertFunction( f, #f, __FILE__, __LINE__, NULL )
#else
#define Assert( f )
#endif
extern convar_t *gl_vsync;
extern convar_t *scr_loading;
extern convar_t *scr_download;
extern convar_t *cmd_scripting;
extern convar_t *sv_maxclients;
extern convar_t *cl_allow_levelshots;
extern convar_t *vid_displayfrequency;
extern convar_t host_developer;
extern convar_t *host_limitlocal;
extern convar_t *host_framerate;
extern convar_t *host_maxfps;
/*
==============================================================
HOST INTERFACE
==============================================================
*/
/*
========================================================================
GAMEINFO stuff
internal shared gameinfo structure (readonly for engine parts)
========================================================================
*/
typedef struct gameinfo_s
{
// filesystem info
char gamefolder[MAX_QPATH]; // used for change game '-game x'
char basedir[MAX_QPATH]; // base game directory (like 'id1' for Quake or 'valve' for Half-Life)
char gamedir[MAX_QPATH]; // game directory (can be match with basedir, used as game dir and as write path)
char falldir[MAX_QPATH]; // used as second basedir
char startmap[MAX_QPATH];// map to start singleplayer game
char trainmap[MAX_QPATH];// map to start hazard course (if specified)
char title[64]; // Game Main Title
float version; // game version (optional)
// .dll pathes
char dll_path[MAX_QPATH]; // e.g. "bin" or "cl_dlls"
char game_dll[MAX_QPATH]; // custom path for game.dll
// .ico path
char iconpath[MAX_QPATH]; // "game.ico" by default
// about mod info
string game_url; // link to a developer's site
string update_url; // link to updates page
char type[MAX_QPATH]; // single, toolkit, multiplayer etc
char date[MAX_QPATH];
size_t size;
int gamemode;
qboolean secure; // prevent to console acess
qboolean nomodels; // don't let player to choose model (use player.mdl always)
char sp_entity[32]; // e.g. info_player_start
char mp_entity[32]; // e.g. info_player_deathmatch
char ambientsound[NUM_AMBIENTS][MAX_QPATH]; // quake ambient sounds
int max_edicts; // min edicts is 600, max edicts is 4096
int max_tents; // min temp ents is 300, max is 2048
int max_beams; // min beams is 64, max beams is 512
int max_particles; // min particles is 4096, max particles is 32768
char game_dll_linux[64]; // custom path for game.dll
char game_dll_osx[64]; // custom path for game.dll
char client_lib[64]; // custom name of client library
} gameinfo_t;
typedef enum
{
GAME_NORMAL,
GAME_SINGLEPLAYER_ONLY,
GAME_MULTIPLAYER_ONLY
} gametype_t;
typedef struct sysinfo_s
{
string exeName; // exe.filename
string rcName; // .rc script name
string basedirName; // name of base directory
string gamedll;
string clientlib;
gameinfo_t *GameInfo; // current GameInfo
gameinfo_t *games[MAX_MODS]; // environment games (founded at each engine start)
int numgames;
} sysinfo_t;
typedef enum
{
HOST_INIT = 0, // initalize operations
HOST_FRAME, // host running
HOST_SHUTDOWN, // shutdown operations
HOST_ERR_FATAL, // sys error
HOST_SLEEP, // sleeped by different reason, e.g. minimize window
HOST_NOFOCUS, // same as HOST_FRAME, but disable mouse
HOST_CRASHED // an exception handler called
} host_status_t;
typedef enum
{
STATE_RUNFRAME = 0,
STATE_LOAD_LEVEL,
STATE_LOAD_GAME,
STATE_CHANGELEVEL,
STATE_GAME_SHUTDOWN,
} host_state_t;
typedef struct
{
host_state_t curstate;
host_state_t nextstate;
char levelName[MAX_QPATH];
char landmarkName[MAX_QPATH];
qboolean backgroundMap;
qboolean loadGame;
qboolean newGame; // unload the server.dll before start a new map
} game_status_t;
typedef enum
{
key_console = 0,
key_game,
key_menu,
key_message
} keydest_t;
// MD5 Hash
typedef struct
{
uint buf[4];
uint bits[2];
byte in[64];
} MD5Context_t;
typedef enum
{
RD_NONE = 0,
RD_CLIENT,
RD_PACKET
} rdtype_t;
#include "net_ws.h"
typedef struct host_redirect_s
{
rdtype_t target;
char *buffer;
int buffersize;
netadr_t address;
void (*flush)( netadr_t adr, rdtype_t target, char *buffer );
} host_redirect_t;
typedef struct
{
char name[MAX_QPATH];
short entnum;
vec3_t origin;
float volume;
float attenuation;
qboolean looping;
byte channel;
byte pitch;
byte wordIndex; // current playing word in sentence
double samplePos;
double forcedEnd;
} soundlist_t;
typedef struct
{
char model[MAX_QPATH]; // curstate.modelindex = SV_ModelIndex
vec3_t tentOffset; // if attached, client origin + tentOffset = tent origin.
short clientIndex;
float fadeSpeed;
float bounceFactor;
byte hitSound;
qboolean high_priority;
float x, y, z;
int flags;
float time;
// base state
vec3_t velocity; // baseline.origin
vec3_t avelocity; // baseline.angles
int fadeamount; // baseline.renderamt
float sparklife; // baseline.framerate
float thinkTime; // baseline.scale
// current state
vec3_t origin; // entity.origin
vec3_t angles; // entity.angles
float renderamt; // curstate.renderamt
color24 rendercolor; // curstate.rendercolor
int rendermode; // curstate.rendermode
int renderfx; // curstate.renderfx
float framerate; // curstate.framerate
float frame; // curstate.frame
byte body; // curstate.body
byte skin; // curstate.skin
float scale; // curstate.scale
} tentlist_t;
typedef struct host_parm_s
{
HINSTANCE hInst;
host_status_t status; // global host state
game_status_t game; // game manager
uint type; // running at
jmp_buf abortframe; // abort current frame
dword errorframe; // to prevent multiple host error
byte *mempool; // static mempool for misc allocations
string finalmsg; // server shutdown final message
string downloadfile; // filename to be downloading
int downloadcount; // how many files remain to downloading
host_redirect_t rd; // remote console
// command line parms
int argc;
const char **argv;
double realtime; // host.curtime
double frametime; // time between engine frames
double realframetime; // for some system events, e.g. console animations
uint framecount; // global framecount
// list of unique decal indexes
char draw_decals[MAX_DECALS][MAX_QPATH];
vec3_t player_mins[MAX_MAP_HULLS]; // 4 hulls allowed
vec3_t player_maxs[MAX_MAP_HULLS]; // 4 hulls allowed
void* hWnd; // main window
qboolean allow_console; // allow console in dev-mode or multiplayer game
qboolean allow_console_init; // initial value to allow the console
qboolean key_overstrike; // key overstrike mode
qboolean stuffcmds_pending; // should execute stuff commands
qboolean allow_cheats; // this host will allow cheating
qboolean con_showalways; // show console always (developer and dedicated)
qboolean com_handlecolon; // allow COM_ParseFile to handle colon as single char
qboolean com_ignorebracket; // allow COM_ParseFile to ignore () as single char
qboolean change_game; // initialize when game is changed
qboolean mouse_visible; // vgui override cursor control
qboolean shutdown_issued; // engine is shutting down
qboolean force_draw_version; // used when fraps is loaded
float force_draw_version_time;
qboolean write_to_clipboard; // put image to clipboard instead of disk
qboolean apply_game_config; // when true apply only to game cvars and ignore all other commands
qboolean config_executed; // a bit who indicated was config.cfg already executed e.g. from valve.rc
int sv_cvars_restored; // count of restored server cvars
qboolean crashed; // set to true if crashed
qboolean daemonized;
qboolean enabledll;
qboolean textmode;
// some settings were changed and needs to global update
qboolean userinfo_changed;
qboolean movevars_changed;
qboolean renderinfo_changed;
char rootdir[256]; // member root directory
char gamefolder[MAX_QPATH]; // it's a default gamefolder
byte *imagepool; // imagelib mempool
byte *soundpool; // soundlib mempool
uint features; // custom features that enables by mod-maker request
// for IN_MouseMove() easy access
int window_center_x;
int window_center_y;
struct decallist_s *decalList; // used for keep decals, when renderer is restarted or changed
int numdecals;
} host_parm_t;
extern host_parm_t host;
extern sysinfo_t SI;
//
// filesystem.c
//
void FS_Init( void );
void FS_Path( void );
void FS_Rescan( void );
void FS_Shutdown( void );
void FS_ClearSearchPath( void );
void FS_AllowDirectPaths( qboolean enable );
void FS_AddGameDirectory( const char *dir, int flags );
void FS_AddGameHierarchy( const char *dir, int flags );
void FS_LoadGameInfo( const char *rootfolder );
void COM_FileBase( const char *in, char *out );
const char *COM_FileExtension( const char *in );
void COM_DefaultExtension( char *path, const char *extension );
void COM_ReplaceExtension( char *path, const char *extension );
void COM_ExtractFilePath( const char *path, char *dest );
const char *FS_GetDiskPath( const char *name, qboolean gamedironly );
const char *COM_FileWithoutPath( const char *in );
byte *W_LoadLump( wfile_t *wad, const char *lumpname, size_t *lumpsizeptr, const char type );
void W_Close( wfile_t *wad );
byte *FS_LoadFile( const char *path, long *filesizeptr, qboolean gamedironly );
byte *FS_LoadDirectFile( const char *path, long *filesizeptr );
qboolean FS_WriteFile( const char *filename, const void *data, long len );
qboolean COM_ParseVector( char **pfile, float *v, size_t size );
void COM_NormalizeAngles( vec3_t angles );
int COM_FileSize( const char *filename );
void COM_FixSlashes( char *pname );
void COM_FreeFile( void *buffer );
int COM_CheckString( const char *string );
int COM_CompareFileTime( const char *filename1, const char *filename2, int *iCompare );
search_t *FS_Search( const char *pattern, int caseinsensitive, int gamedironly );
file_t *FS_Open( const char *filepath, const char *mode, qboolean gamedironly );
long FS_Write( file_t *file, const void *data, size_t datasize );
long FS_Read( file_t *file, void *buffer, size_t buffersize );
int FS_VPrintf( file_t *file, const char *format, va_list ap );
int FS_Seek( file_t *file, long offset, int whence );
int FS_Gets( file_t *file, byte *string, size_t bufsize );
int FS_Printf( file_t *file, const char *format, ... );
long FS_FileSize( const char *filename, qboolean gamedironly );
long FS_FileTime( const char *filename, qboolean gamedironly );
int FS_Print( file_t *file, const char *msg );
qboolean FS_Rename( const char *oldname, const char *newname );
qboolean FS_FileExists( const char *filename, qboolean gamedironly );
qboolean FS_SysFileExists( const char *path, qboolean casesensitive );
qboolean FS_FileCopy( file_t *pOutput, file_t *pInput, int fileSize );
qboolean FS_Delete( const char *path );
int FS_UnGetc( file_t *file, byte c );
void COM_StripExtension( char *path );
long FS_Tell( file_t *file );
qboolean FS_Eof( file_t *file );
int FS_Close( file_t *file );
int FS_Getc( file_t *file );
long FS_FileLength( file_t *f );
/*
========================================================================
internal image format
typically expanded to rgba buffer
NOTE: number at end of pixelformat name it's a total bitscount e.g. PF_RGB_24 == PF_RGB_888
========================================================================
*/
#define ImageRAW( type ) (type == PF_RGBA_32 || type == PF_BGRA_32 || type == PF_RGB_24 || type == PF_BGR_24)
#define ImageDXT( type ) (type == PF_DXT1 || type == PF_DXT3 || type == PF_DXT5)
typedef enum
{
PF_UNKNOWN = 0,
PF_INDEXED_24, // inflated palette (768 bytes)
PF_INDEXED_32, // deflated palette (1024 bytes)
PF_RGBA_32, // normal rgba buffer
PF_BGRA_32, // big endian RGBA (MacOS)
PF_RGB_24, // uncompressed dds or another 24-bit image
PF_BGR_24, // big-endian RGB (MacOS)
PF_DXT1, // s3tc DXT1 format
PF_DXT3, // s3tc DXT3 format
PF_DXT5, // s3tc DXT5 format
PF_TOTALCOUNT, // must be last
} pixformat_t;
typedef struct bpc_desc_s
{
int format; // pixelformat
char name[16]; // used for debug
uint glFormat; // RGBA format
int bpp; // channels (e.g. rgb = 3, rgba = 4)
} bpc_desc_t;
// imagelib global settings
typedef enum
{
IL_USE_LERPING = BIT(0), // lerping images during resample
IL_KEEP_8BIT = BIT(1), // don't expand paletted images
IL_ALLOW_OVERWRITE = BIT(2), // allow to overwrite stored images
IL_DONTFLIP_TGA = BIT(3), // Steam background completely ignore tga attribute 0x20 (stupid lammers!)
IL_DDS_HARDWARE = BIT(4), // DXT compression is support
IL_LOAD_DECAL = BIT(5), // special mode for load gradient decals
IL_OVERVIEW = BIT(6), // overview required some unque operations
} ilFlags_t;
// goes into rgbdata_t->encode
#define DXT_ENCODE_DEFAULT 0 // don't use custom encoders
#define DXT_ENCODE_COLOR_YCoCg 0x1A01 // make sure that value dosn't collide with anything
#define DXT_ENCODE_ALPHA_1BIT 0x1A02 // normal 1-bit alpha
#define DXT_ENCODE_ALPHA_8BIT 0x1A03 // normal 8-bit alpha
#define DXT_ENCODE_ALPHA_SDF 0x1A04 // signed distance field
#define DXT_ENCODE_NORMAL_AG_ORTHO 0x1A05 // orthographic projection
#define DXT_ENCODE_NORMAL_AG_STEREO 0x1A06 // stereographic projection
#define DXT_ENCODE_NORMAL_AG_PARABOLOID 0x1A07 // paraboloid projection
#define DXT_ENCODE_NORMAL_AG_QUARTIC 0x1A08 // newton method
#define DXT_ENCODE_NORMAL_AG_AZIMUTHAL 0x1A09 // Lambert Azimuthal Equal-Area
// rgbdata output flags
typedef enum
{
// rgbdata->flags
IMAGE_CUBEMAP = BIT(0), // it's 6-sides cubemap buffer
IMAGE_HAS_ALPHA = BIT(1), // image contain alpha-channel
IMAGE_HAS_COLOR = BIT(2), // image contain RGB-channel
IMAGE_COLORINDEX = BIT(3), // all colors in palette is gradients of last color (decals)
IMAGE_HAS_LUMA = BIT(4), // image has luma pixels (q1-style maps)
IMAGE_SKYBOX = BIT(5), // only used by FS_SaveImage - for write right suffixes
IMAGE_QUAKESKY = BIT(6), // it's a quake sky double layered clouds (so keep it as 8 bit)
IMAGE_DDS_FORMAT = BIT(7), // a hint for GL loader
IMAGE_MULTILAYER = BIT(8), // to differentiate from 3D texture
IMAGE_ONEBIT_ALPHA = BIT(9), // binary alpha
IMAGE_QUAKEPAL = BIT(10), // image has quake1 palette
// Image_Process manipulation flags
IMAGE_FLIP_X = BIT(16), // flip the image by width
IMAGE_FLIP_Y = BIT(17), // flip the image by height
IMAGE_ROT_90 = BIT(18), // flip from upper left corner to down right corner
IMAGE_ROT180 = IMAGE_FLIP_X|IMAGE_FLIP_Y,
IMAGE_ROT270 = IMAGE_FLIP_X|IMAGE_FLIP_Y|IMAGE_ROT_90,
// reserved
IMAGE_RESAMPLE = BIT(20), // resample image to specified dims
// reserved
// reserved
IMAGE_FORCE_RGBA = BIT(23), // force image to RGBA buffer
IMAGE_MAKE_LUMA = BIT(24), // create luma texture from indexed
IMAGE_QUANTIZE = BIT(25), // make indexed image from 24 or 32- bit image
IMAGE_LIGHTGAMMA = BIT(26), // apply gamma for image
IMAGE_REMAP = BIT(27), // interpret width and height as top and bottom color
} imgFlags_t;
// ordering is important!
typedef enum
{
BLUR_FILTER = 0,
BLUR_FILTER2,
EDGE_FILTER,
EMBOSS_FILTER,
NUM_FILTERS,
} pixfilter_t;
typedef struct rgbdata_s
{
word width; // image width
word height; // image height
word depth; // image depth
uint type; // compression type
uint flags; // misc image flags
word encode; // DXT may have custom encoder, that will be decoded in GLSL-side
byte numMips; // mipmap count
byte *palette; // palette if present
byte *buffer; // image buffer
rgba_t fogParams; // some water textures in hl1 has info about fog color and alpha
size_t size; // for bounds checking
} rgbdata_t;
// imgfilter processing flags
typedef enum
{
FILTER_GRAYSCALE = BIT(0),
} flFlags_t;
typedef struct imgfilter_s
{
int filter; // pixfilter_t
float factor; // filter factor value
float bias; // filter bias value
flFlags_t flags; // filter additional flags
uint blendFunc; // blending mode
} imgfilter_t;
//
// imagelib
//
void Image_Init( void );
void Image_Shutdown( void );
void Image_AddCmdFlags( uint flags );
rgbdata_t *FS_LoadImage( const char *filename, const byte *buffer, size_t size );
qboolean FS_SaveImage( const char *filename, rgbdata_t *pix );
rgbdata_t *FS_CopyImage( rgbdata_t *in );
void FS_FreeImage( rgbdata_t *pack );
extern const bpc_desc_t PFDesc[]; // image get pixelformat
qboolean Image_Process( rgbdata_t **pix, int width, int height, uint flags, imgfilter_t *filter );
void Image_PaletteHueReplace( byte *palSrc, int newHue, int start, int end, int pal_size );
void Image_PaletteTranslate( byte *palSrc, int top, int bottom, int pal_size );
void Image_SetForceFlags( uint flags ); // set image force flags on loading
size_t Image_DXTGetLinearSize( int type, int width, int height, int depth );
void Image_ClearForceFlags( void );
/*
========================================================================
internal sound format
typically expanded to wav buffer
========================================================================
*/
typedef enum
{
WF_UNKNOWN = 0,
WF_PCMDATA,
WF_MPGDATA,
WF_TOTALCOUNT, // must be last
} sndformat_t;
// soundlib global settings
typedef enum
{
SL_USE_LERPING = BIT(0), // lerping sounds during resample
SL_KEEP_8BIT = BIT(1), // don't expand 8bit sounds automatically up to 16 bit
SL_ALLOW_OVERWRITE = BIT(2), // allow to overwrite stored sounds
} slFlags_t;
// wavdata output flags
typedef enum
{
// wavdata->flags
SOUND_LOOPED = BIT( 0 ), // this is looped sound (contain cue markers)
SOUND_STREAM = BIT( 1 ), // this is a streaminfo, not a real sound
// Sound_Process manipulation flags
SOUND_RESAMPLE = BIT(12), // resample sound to specified rate
SOUND_CONVERT16BIT = BIT(13), // change sound resolution from 8 bit to 16
} sndFlags_t;
typedef struct
{
word rate; // num samples per second (e.g. 11025 - 11 khz)
byte width; // resolution - bum bits divided by 8 (8 bit is 1, 16 bit is 2)
byte channels; // num channels (1 - mono, 2 - stereo)
int loopStart; // offset at this point sound will be looping while playing more than only once
int samples; // total samplecount in wav
uint type; // compression type
uint flags; // misc sound flags
byte *buffer; // sound buffer
size_t size; // for bounds checking
} wavdata_t;
//
// soundlib
//
void Sound_Init( void );
void Sound_Shutdown( void );
wavdata_t *FS_LoadSound( const char *filename, const byte *buffer, size_t size );
void FS_FreeSound( wavdata_t *pack );
stream_t *FS_OpenStream( const char *filename );
wavdata_t *FS_StreamInfo( stream_t *stream );
long FS_ReadStream( stream_t *stream, int bytes, void *buffer );
long FS_SetStreamPos( stream_t *stream, long newpos );
long FS_GetStreamPos( stream_t *stream );
void FS_FreeStream( stream_t *stream );
qboolean Sound_Process( wavdata_t **wav, int rate, int width, uint flags );
//
// build.c
//
int Q_buildnum( void );
//
// host.c
//
void EXPORT Host_Shutdown( void );
int Host_CompareFileTime( long ft1, long ft2 );
void Host_NewInstance( const char *name, const char *finalmsg );
void Host_EndGame( qboolean abort, const char *message, ... );
void Host_AbortCurrentFrame( void );
void Host_WriteServerConfig( const char *name );
void Host_WriteOpenGLConfig( void );
void Host_WriteVideoConfig( void );
void Host_WriteConfig( void );
qboolean Host_IsLocalGame( void );
qboolean Host_IsLocalClient( void );
void Host_ShutdownServer( void );
void Host_Error( const char *error, ... );
void Host_PrintEngineFeatures( void );
void Host_Frame( float time );
void Host_InitDecals( void );
void Host_Credits( void );
//
// host_state.c
//
void COM_InitHostState( void );
void COM_NewGame( char const *pMapName );
void COM_LoadLevel( char const *pMapName, qboolean background );
void COM_LoadGame( char const *pSaveFileName );
void COM_ChangeLevel( char const *pNewLevel, char const *pLandmarkName, qboolean background );
void COM_Frame( float time );
/*
==============================================================
CLIENT / SERVER SYSTEMS
==============================================================
*/
void CL_Init( void );
void CL_Shutdown( void );
void Host_ClientBegin( void );
void Host_ClientFrame( void );
qboolean CL_Active( void );
void SV_Init( void );
void SV_Shutdown( const char *finalmsg );
void Host_ServerFrame( void );
qboolean SV_Active( void );
/*
==============================================================
SHARED ENGFUNCS
==============================================================
*/
void pfnCvar_RegisterServerVariable( cvar_t *variable );
void pfnCvar_RegisterEngineVariable( cvar_t *variable );
cvar_t *pfnCvar_RegisterClientVariable( const char *szName, const char *szValue, int flags );
cvar_t *pfnCvar_RegisterGameUIVariable( const char *szName, const char *szValue, int flags );
char *COM_MemFgets( byte *pMemFile, int fileSize, int *filePos, char *pBuffer, int bufferSize );
void COM_HexConvert( const char *pszInput, int nInputLength, byte *pOutput );
int COM_SaveFile( const char *filename, const void *data, long len );
byte* COM_LoadFileForMe( const char *filename, int *pLength );
qboolean COM_IsSafeFileToDownload( const char *filename );
cvar_t *pfnCVarGetPointer( const char *szVarName );
int pfnDrawConsoleString( int x, int y, char *string );
void pfnDrawSetTextColor( float r, float g, float b );
void pfnDrawConsoleStringLen( const char *pText, int *length, int *height );
void *Cache_Check( byte *mempool, struct cache_user_s *c );
void COM_TrimSpace( const char *source, char *dest );
edict_t* pfnPEntityOfEntIndex( int iEntIndex );
void pfnGetModelBounds( model_t *mod, float *mins, float *maxs );
void pfnCVarDirectSet( cvar_t *var, const char *szValue );
int COM_CheckParm( char *parm, char **ppnext );
void pfnGetGameDir( char *szGetGameDir );
int pfnDecalIndex( const char *m );
int pfnGetModelType( model_t *mod );
int pfnIsMapValid( char *filename );
void Con_Reportf( char *szFmt, ... );
void Con_DPrintf( char *fmt, ... );
void Con_Printf( char *szFmt, ... );
int pfnNumberOfEntities( void );
int pfnIsInGame( void );
float pfnTime( void );
/*
==============================================================
MISC COMMON FUNCTIONS
==============================================================
*/
#define Z_Malloc( size ) Mem_Alloc( host.mempool, size )
#define Z_Realloc( ptr, size ) Mem_Realloc( host.mempool, ptr, size )
#define Z_Free( ptr ) if( ptr != NULL ) Mem_Free( ptr )
//
// crclib.c
//
void CRC32_Init( dword *pulCRC );
byte CRC32_BlockSequence( byte *base, int length, int sequence );
void CRC32_ProcessBuffer( dword *pulCRC, const void *pBuffer, int nBuffer );
void CRC32_ProcessByte( dword *pulCRC, byte ch );
dword CRC32_Final( dword pulCRC );
qboolean CRC32_File( dword *crcvalue, const char *filename );
qboolean CRC32_MapFile( dword *crcvalue, const char *filename, qboolean multiplayer );
void MD5Init( MD5Context_t *ctx );
void MD5Update( MD5Context_t *ctx, const byte *buf, uint len );
void MD5Final( byte digest[16], MD5Context_t *ctx );
qboolean MD5_HashFile( byte digest[16], const char *pszFileName, uint seed[4] );
uint COM_HashKey( const char *string, uint hashSize );
char *MD5_Print( byte hash[16] );
//
// custom.c
//
void COM_ClearCustomizationList( customization_t *pHead, qboolean bCleanDecals );
qboolean COM_CreateCustomization( customization_t *pHead, resource_t *pRes, int playernum, int flags, customization_t **pCust, int *nLumps );
int COM_SizeofResourceList( resource_t *pList, resourceinfo_t *ri );
//
// cfgscript.c
//
int CSCR_LoadDefaultCVars( const char *scriptfilename );
int CSCR_WriteGameCVars( file_t *cfg, const char *scriptfilename );
//
// hpak.c
//
void HPAK_Init( void );
qboolean HPAK_GetDataPointer( const char *filename, struct resource_s *pRes, byte **buffer, int *size );
qboolean HPAK_ResourceForHash( const char *filename, byte *hash, struct resource_s *pRes );
void HPAK_AddLump( qboolean queue, const char *filename, struct resource_s *pRes, byte *data, file_t *f );
void HPAK_RemoveLump( const char *name, resource_t *resource );
void HPAK_CheckIntegrity( const char *filename );
void HPAK_CheckSize( const char *filename );
void HPAK_FlushHostQueue( void );
//
// keys.c
//
qboolean Key_IsDown( int keynum );
const char *Key_IsBind( int keynum );
void Key_Event( int key, qboolean down );
void Key_Init( void );
void Key_WriteBindings( file_t *f );
const char *Key_GetBinding( int keynum );
void Key_SetBinding( int keynum, const char *binding );
void Key_ClearStates( void );
const char *Key_KeynumToString( int keynum );
int Key_StringToKeynum( const char *str );
int Key_GetKey( const char *binding );
void Key_EnumCmds_f( void );
void Key_SetKeyDest( int key_dest );
void Key_EnableTextInput( qboolean enable, qboolean force );
#include "avi/avi.h"
// shared calls
typedef struct sv_client_s sv_client_t;
typedef struct sizebuf_s sizebuf_t;
typedef struct physent_s physent_t;
qboolean CL_IsInGame( void );
qboolean CL_IsInMenu( void );
qboolean CL_IsInConsole( void );
qboolean CL_IsThirdPerson( void );
qboolean CL_IsIntermission( void );
qboolean CL_Initialized( void );
char *CL_Userinfo( void );
void CL_CharEvent( int key );
qboolean CL_DisableVisibility( void );
int CL_PointContents( const vec3_t point );
char *COM_ParseFile( char *data, char *token );
byte *COM_LoadFile( const char *filename, int usehunk, int *pLength );
qboolean CL_GetDemoComment( const char *demoname, char *comment );
void COM_AddAppDirectoryToSearchPath( const char *pszBaseDir, const char *appName );
int COM_ExpandFilename( const char *fileName, char *nameOutBuffer, int nameOutBufferSize );
struct pmtrace_s *PM_TraceLine( float *start, float *end, int flags, int usehull, int ignore_pe );
void SV_StartSound( edict_t *ent, int chan, const char *sample, float vol, float attn, int flags, int pitch );
void SV_StartMusic( const char *curtrack, const char *looptrack, long position );
void SV_CreateDecal( sizebuf_t *msg, const float *origin, int decalIndex, int entityIndex, int modelIndex, int flags, float scale );
void Log_Printf( const char *fmt, ... );
struct sizebuf_s *SV_GetReliableDatagram( void );
void SV_BroadcastCommand( const char *fmt, ... );
qboolean SV_RestoreCustomDecal( struct decallist_s *entry, edict_t *pEdict, qboolean adjacent );
void SV_BroadcastPrintf( sv_client_t *ignore, char *fmt, ... );
int R_CreateDecalList( struct decallist_s *pList );
void R_DecalRemoveAll( int texture );
void R_ClearAllDecals( void );
void R_ClearStaticEntities( void );
qboolean S_StreamGetCurrentState( char *currentTrack, char *loopTrack, int *position );
struct cl_entity_s *CL_GetEntityByIndex( int index );
struct player_info_s *CL_GetPlayerInfo( int playerIndex );
void CL_ServerCommand( qboolean reliable, char *fmt, ... );
void CL_HudMessage( const char *pMessage );
const char *CL_MsgInfo( int cmd );
void SV_DrawDebugTriangles( void );
void SV_DrawOrthoTriangles( void );
double CL_GetDemoFramerate( void );
qboolean UI_CreditsActive( void );
void CL_ExtraUpdate( void );
int CL_GetMaxClients( void );
int SV_GetMaxClients( void );
qboolean CL_IsRecordDemo( void );
qboolean CL_IsTimeDemo( void );
qboolean CL_IsPlaybackDemo( void );
qboolean CL_IsBackgroundDemo( void );
qboolean CL_IsBackgroundMap( void );
qboolean SV_Initialized( void );
qboolean CL_LoadProgs( const char *name );
qboolean SV_GetSaveComment( const char *savename, char *comment );
qboolean SV_NewGame( const char *mapName, qboolean loadGame );
void SV_ClipPMoveToEntity( physent_t *pe, const vec3_t start, vec3_t mins, vec3_t maxs, const vec3_t end, struct pmtrace_s *tr );
void CL_ClipPMoveToEntity( physent_t *pe, const vec3_t start, vec3_t mins, vec3_t maxs, const vec3_t end, struct pmtrace_s *tr );
void CL_Particle( const vec3_t origin, int color, float life, int zpos, int zvel ); // debug thing
void SV_SysError( const char *error_string );
void SV_ShutdownGame( void );
void SV_ExecLoadLevel( void );
void SV_ExecLoadGame( void );
void SV_ExecChangeLevel( void );
void SV_InitGameProgs( void );
void SV_FreeGameProgs( void );
void CL_WriteMessageHistory( void );
void CL_SendCmd( void );
void CL_Disconnect( void );
void CL_ClearEdicts( void );
void CL_Crashed( void );
qboolean CL_NextDemo( void );
char *SV_Serverinfo( void );
void CL_Drop( void );
void Con_Init( void );
void SCR_Init( void );
void SCR_UpdateScreen( void );
void SCR_BeginLoadingPlaque( qboolean is_background );
void SCR_CheckStartupVids( void );
long SCR_GetAudioChunk( char *rawdata, long length );
wavdata_t *SCR_GetMovieInfo( void );
void SCR_Shutdown( void );
void Con_Print( const char *txt );
void Con_NPrintf( int idx, char *fmt, ... );
void Con_NXPrintf( con_nprint_t *info, char *fmt, ... );
void UI_NPrintf( int idx, char *fmt, ... );
void UI_NXPrintf( con_nprint_t *info, char *fmt, ... );
char *Info_ValueForKey( const char *s, const char *key );
void Info_RemovePrefixedKeys( char *start, char prefix );
qboolean Info_RemoveKey( char *s, const char *key );
qboolean Info_SetValueForKey( char *s, const char *key, const char *value, int maxsize );
qboolean Info_SetValueForStarKey( char *s, const char *key, const char *value, int maxsize );
qboolean Info_IsValid( const char *s );
void Info_WriteVars( file_t *f );
void Info_Print( const char *s );
void Cmd_WriteVariables( file_t *f );
qboolean Cmd_CheckMapsList( qboolean fRefresh );
qboolean Cmd_AutocompleteName( const char *source, char *buffer, size_t bufsize );
void Cmd_AutoComplete( char *complete_string );
void COM_SetRandomSeed( long lSeed );
long COM_RandomLong( long lMin, long lMax );
float COM_RandomFloat( float fMin, float fMax );
qboolean LZSS_IsCompressed( const byte *source );
uint LZSS_GetActualSize( const byte *source );
byte *LZSS_Compress( byte *pInput, int inputLength, uint *pOutputSize );
uint LZSS_Decompress( const byte *pInput, byte *pOutput );
const byte *GL_TextureData( unsigned int texnum );
void GL_FreeImage( const char *name );
void VID_InitDefaultResolution( void );
void UI_SetActiveMenu( qboolean fActive );
void Cmd_Null_f( void );
// soundlib shared exports
qboolean S_Init( void );
void S_Shutdown( void );
void S_Activate( qboolean active );
void S_StopSound( int entnum, int channel, const char *soundname );
int S_GetCurrentStaticSounds( soundlist_t *pout, int size );
void S_StopBackgroundTrack( void );
void S_StopAllSounds( qboolean ambient );
// gamma routines
void BuildGammaTable( float gamma, float brightness );
byte LightToTexGamma( byte b );
byte TextureToGamma( byte b );
//
// identification.c
//
void ID_Init( void );
const char *ID_GetMD5( void );
void GAME_EXPORT ID_SetCustomClientID( const char *id );
#ifdef __cplusplus
}
#endif
#endif//COMMON_H