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/*
===========================================================================
Return to Castle Wolfenstein single player GPL Source Code
Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company.
This file is part of the Return to Castle Wolfenstein single player GPL Source Code (“RTCW SP Source Code”).
RTCW SP Source Code 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.
RTCW SP Source Code 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 RTCW SP Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the RTCW SP Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the RTCW SP Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
// qcommon.h -- definitions common between client and server, but not game.or ref modules
#ifndef _QCOMMON_H_
#define _QCOMMON_H_
#include "../qcommon/cm_public.h"
//============================================================================
//
// 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)
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_GetSpace( msg_t *buf, int length );
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_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_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 );
void MSG_WriteDeltaPlayerstate( msg_t *msg, struct playerState_s *from, struct playerState_s *to );
void MSG_ReadDeltaPlayerstate( msg_t *msg, struct playerState_s *from, struct playerState_s *to );
void MSG_ReportChangeVectors_f( void );
//============================================================================
extern short BigShort( short l );
extern short LittleShort( short l );
extern int BigLong( int l );
extern int LittleLong( int l );
extern float BigFloat( float l );
extern float LittleFloat( float l );
/*
==============================================================
NET
==============================================================
*/
// TTimo: set to 1 to perform net encoding, 0 to drop
// single player game with no networking doesn't need encoding
// show_bug.cgi?id=404
#define DO_NET_ENCODE 0
#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 PORT_ANY -1
// RF, increased this, seems to keep causing problems when set to 64, especially when loading
// a savegame, which is hard to fix on that side, since we can't really spread out a loadgame
// among several frames
//#define MAX_RELIABLE_COMMANDS 64 // max string commands buffered for restransmit
//#define MAX_RELIABLE_COMMANDS 128 // max string commands buffered for restransmit
#define MAX_RELIABLE_COMMANDS 256 // bigger!
typedef enum {
NA_BOT,
NA_BAD, // an address lookup failed
NA_LOOPBACK,
NA_BROADCAST,
NA_IP,
NA_IPX,
NA_BROADCAST_IPX
} netadrtype_t;
typedef enum {
NS_CLIENT,
NS_SERVER
} netsrc_t;
typedef struct {
netadrtype_t type;
byte ip[4];
byte ipx[10];
unsigned short port;
} netadr_t;
void NET_Init( void );
void NET_Shutdown( void );
void NET_Restart( void );
void NET_Config( qboolean enableNetworking );
void NET_SendPacket( netsrc_t sock, int length, const void *data, netadr_t to );
void QDECL 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 );
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 );
//----(SA) increased for larger submodel entity counts
#define MAX_MSGLEN 32768 // max length of a message, which may
//#define MAX_MSGLEN 16384 // max length of a message, which may
// be fragmented into multiple packets
#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 {
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 49 // TA value
//#define PROTOCOL_VERSION 43 // (SA) bump this up
//----(SA) heh, whoops. we've been talking to id servers since we got a connection...
//#define UPDATE_SERVER_NAME "update.quake3arena.com"
//#define MASTER_SERVER_NAME "master.quake3arena.com"
//#define AUTHORIZE_SERVER_NAME "authorize.quake3arena.com"
//----(SA) yes, these are bogus addresses. I'm guessing these will be set to a machine at Activision or id eventually
#define UPDATE_SERVER_NAME "update.gmistudios.com"
#define MASTER_SERVER_NAME "master.gmistudios.com"
#define AUTHORIZE_SERVER_NAME "authorize.gmistudios.com"
#define PORT_MASTER 27950
#define PORT_UPDATE 27951
#define PORT_AUTHORIZE 27952
#define PORT_SERVER 27960
#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_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 struct vm_s vm_t;
typedef enum {
VMI_NATIVE,
VMI_BYTECODE,
VMI_COMPILED
} vmInterpret_t;
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
} sharedTraps_t;
void VM_Init( void );
vm_t *VM_Create( const char *module, int ( *systemCalls )( int * ),
vmInterpret_t interpret );
// module should be bare: "cgame", not "cgame.dll" or "vm/cgame.qvm"
void VM_Free( vm_t *vm );
void VM_Clear( void );
vm_t *VM_Restart( vm_t *vm );
int QDECL VM_Call( vm_t *vm, int callNum, ... );
void VM_Debug( int level );
void *VM_ArgPtr( int intValue );
void *VM_ExplicitArgPtr( vm_t *vm, int intValue );
/*
==============================================================
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 );
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 );
void Cmd_CommandCompletion( void ( *callback )( const char *s ) );
// callback with each valid string
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 );
// 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
void Cvar_SetLatched( const char *var_name, const char *value );
// don't set the cvar immediately
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
void Cvar_CommandCompletion( void ( *callback )( const char *s ) );
// callback with each valid string
void Cvar_Reset( 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 );
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_Restart_f( void );
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 BASEGAME "main"
// 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_QAGAME_REF 0x08
// number of id paks that will never be autodownloaded from baseq3
#define NUM_ID_PAKS 9
#define MAX_FILE_HANDLES 64
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 **list );
qboolean FS_FileExists( const char *file );
int FS_LoadStack();
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 );
// 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 );
int FS_SV_FOpenFileRead( const char *filename, fileHandle_t *fp );
void FS_SV_Rename( const char *from, const char *to );
int 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
int FS_Delete( char *filename ); // only works inside the 'save' directory (for deleting savegames/images)
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
int 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 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 (doesn't work for zip files!!!!!!!!)
qboolean FS_FilenameCompare( const char *s1, const char *s2 );
const char *FS_GamePureChecksum( void );
// Returns the checksum of the pk3 from which the server loaded the qagame.qvm
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_idPak( char *pak, char *base );
qboolean FS_ComparePaks( char *neededpaks, int len, qboolean dlstring );
void FS_Rename( const char *from, const char *to );
void FS_CopyFileOS( char *from, char *to ); //DAJ
/*
==============================================================
Edit fields and command line history/completion
==============================================================
*/
#define MAX_EDIT_LINE 256
typedef struct {
int cursor;
int scroll;
int widthInChars;
char buffer[MAX_EDIT_LINE];
} field_t;
void Field_Clear( field_t *edit );
void Field_CompleteCommand( field_t *edit );
/*
==============================================================
MISC
==============================================================
*/
// returnbed by Sys_GetProcessorId
#define CPUID_GENERIC 0 // any unrecognized processor
#define CPUID_AXP 0x10
#define CPUID_INTEL_UNSUPPORTED 0x20 // Intel 386/486
#define CPUID_INTEL_PENTIUM 0x21 // Intel Pentium or PPro
#define CPUID_INTEL_MMX 0x22 // Intel Pentium/MMX or P2/MMX
#define CPUID_INTEL_KATMAI 0x23 // Intel Katmai
#define CPUID_AMD_3DNOW 0x30 // AMD K6 3DNOW!
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_Error( int code, const char *fmt, ... );
void Com_Quit_f( void );
int Com_EventLoop( void );
int Com_Milliseconds( void ); // will be journaled properly
unsigned Com_BlockChecksum( const void *buffer, int length );
unsigned Com_BlockChecksumKey( void *buffer, int length, int key );
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_StartupVariable( const char *match );
void Com_SetRecommended( qboolean vid_restart );
// 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_viewlog; // 0 = hidden, 1 = visible, 2 = minimized
extern cvar_t *com_version;
extern cvar_t *com_blood;
extern cvar_t *com_buildScript; // for building release pak files
extern cvar_t *com_journal;
extern cvar_t *com_cameraMode;
// 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 int com_frameMsec;
extern qboolean com_errorEntered;
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 ZONE_DEBUG
#endif
void *Z_TagMalloc( int size, int tag ); // NOT 0 filled memory
void *Z_Malloc( int size ); // returns 0 filled memory
void Z_Free( void *ptr );
void Z_FreeTags( int tag );
void Hunk_Clear( void );
void Hunk_ClearToMark( void );
void Hunk_SetMark( void );
qboolean Hunk_CheckMark( void );
//void *Hunk_Alloc( int size );
// void *Hunk_Alloc( int size, ha_pref preference );
void Hunk_ClearTempMemory( void );
void *Hunk_AllocateTempMemory( int size );
void Hunk_FreeTempMemory( void *buf );
int Hunk_MemoryRemaining( void );
void Hunk_SmallLog( void );
void Hunk_Log( 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( 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_CDDialog( void );
// bring up the "need a cd to play" dialog
//----(SA) added
void CL_EndgameMenu( void );
// bring up the "need a cd to play" dialog
//----(SA) end
void CL_ShutdownAll( void );
// 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
void Key_WriteBindings( fileHandle_t f );
// for writing the config files
void S_ClearSoundBuffer( qboolean killStreaming ); //----(SA) modified
// 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( char *finalmsg );
void SV_Frame( int msec );
void SV_PacketEvent( netadr_t from, msg_t *msg );
qboolean SV_GameCommand( void );
//
// UI interface
//
qboolean UI_GameCommand( void );
qboolean UI_usesUniqueCDKey();
/*
==============================================================
NON-PORTABLE SYSTEM SERVICES
==============================================================
*/
typedef enum {
AXIS_SIDE,
AXIS_FORWARD,
AXIS_UP,
AXIS_ROLL,
AXIS_YAW,
AXIS_PITCH,
MAX_JOYSTICK_AXIS
} joystickAxis_t;
typedef enum {
// bk001129 - make sure SE_NONE is zero
SE_NONE = 0, // evTime is still valid
SE_KEY, // evValue is a key code, evValue2 is the down flag
SE_CHAR, // evValue is an ascii char
SE_MOUSE, // evValue and evValue2 are reletive signed x / y moves
SE_JOYSTICK_AXIS, // evValue is an axis number and evValue2 is the current state (-127 to 127)
SE_CONSOLE, // evPtr is a char*
SE_PACKET // evPtr is a netadr_t followed by data bytes to evPtrLength
} sysEventType_t;
typedef struct {
int evTime;
sysEventType_t evType;
int evValue, evValue2;
int evPtrLength; // bytes of data pointed to by evPtr, for journaling
void *evPtr; // this must be manually freed if not NULL
} sysEvent_t;
sysEvent_t Sys_GetEvent( void );
void Sys_Init( void );
void *Sys_InitializeCriticalSection();
void Sys_EnterCriticalSection( void *ptr );
void Sys_LeaveCriticalSection( void *ptr );
// general development dll loading for virtual machine testing
void * QDECL Sys_LoadDll( const char *name, int( QDECL * *entryPoint ) ( int, ... ),
int ( QDECL * systemcalls )( int, ... ) );
void Sys_UnloadDll( void *dllHandle );
void Sys_UnloadGame( void );
void *Sys_GetGameAPI( void *parms );
void Sys_UnloadCGame( void );
void *Sys_GetCGameAPI( void );
void Sys_UnloadUI( void );
void *Sys_GetUIAPI( void );
//bot libraries
void Sys_UnloadBotLib( void );
void *Sys_GetBotLibAPI( void *parms );
char *Sys_GetCurrentUser( void );
void QDECL Sys_Error( const char *error, ... );
void Sys_Quit( void );
char *Sys_GetClipboardData( void ); // note that this isn't journaled...
void Sys_Print( const char *msg );
// Sys_Milliseconds should only be used for profiling purposes,
// any game related timing information should come from event timestamps
int Sys_Milliseconds( void );
void Sys_SnapVector( float *v );
// the system console is shown when a dedicated server is running
void Sys_DisplaySystemConsole( qboolean show );
int Sys_GetProcessorId( void );
void Sys_BeginStreamedFile( fileHandle_t f, int readahead );
void Sys_EndStreamedFile( fileHandle_t f );
int Sys_StreamedRead( void *buffer, int size, int count, fileHandle_t f );
void Sys_StreamSeek( fileHandle_t f, int offset, int origin );
void Sys_ShowConsole( int level, qboolean quitOnClose );
void Sys_SetErrorText( const char *text );
void Sys_SendPacket( int length, const void *data, netadr_t to );
qboolean Sys_StringToAdr( const char *s, netadr_t *a );
//Does NOT parse port numbers, only base addresses.
qboolean Sys_IsLANAddress( netadr_t adr );
void Sys_ShowIP( void );
qboolean Sys_CheckCD( void );
void Sys_Mkdir( const char *path );
char *Sys_Cwd( void );
char *Sys_DefaultCDPath( void );
char *Sys_DefaultBasePath( void );
char *Sys_DefaultInstallPath( void );
char *Sys_DefaultHomePath( void );
char **Sys_ListFiles( const char *directory, const char *extension, char *filter, int *numfiles, qboolean wantsubs );
void Sys_FreeFileList( char **list );
void Sys_BeginProfiling( void );
void Sys_EndProfiling( void );
qboolean Sys_LowPhysicalMemory();
unsigned int Sys_ProcessorCount();
void Sys_StartProcess( char *exeName, qboolean doexit ); // NERVE - SMF
// TTimo
// show_bug.cgi?id=447
//int Sys_ShellExecute(char *op, char *file, qboolean doexit, char *params, char *dir); //----(SA) added
void Sys_OpenURL( char *url, qboolean doexit ); // NERVE - SMF
int Sys_GetHighQualityCPU();
/* 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 {
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 {
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
#endif // _QCOMMON_H_
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