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code/qcommon/qcommon.h
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noire-dev
update code/qcommon/qcommon.h
02 янв 2026, 05:24
02 янв 2026, 05:24
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/* =========================================================================== Copyright (C) 1999-2005 Id Software, Inc. This file is part of Quake III Arena source code. Quake III Arena 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 2 of the License, or (at your option) any later version. Quake III Arena 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 Quake III Arena source code; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ // qcommon.h -- definitions common between client and server, but not game.or ref modules #ifndef _QCOMMON_H_ #define _QCOMMON_H_ #include <sys/types.h> #include "cm_public.h" #include "js_local.h" //Ignore __attribute__ on non-gcc/clang platforms #if !defined(__GNUC__) && !defined(__clang__) #ifndef __attribute__ #define __attribute__(x) #endif #endif /* C99 defines __func__ */ #if __STDC_VERSION__ < 199901L #if __GNUC__ >= 2 || _MSC_VER >= 1300 #define __func__ __FUNCTION__ #else #define __func__ "(unknown)" #endif #endif #if defined (_WIN32) || defined(__linux__) #define USE_AFFINITY_MASK #endif // stringify macro #define XSTRING(x) STRING(x) #define STRING(x) #x //============================================================================ // // 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; // raw out-of-band operation, no static huffman encoding/decoding byte *data; int maxsize; int maxbits; // maxsize in bits, for overflow checks int cursize; int readcount; int bit; // for bitwise reads and writes } msg_t; void MSG_Init( msg_t *buf, byte *data, int length ); void MSG_InitOOB( msg_t *buf, byte *data, int length ); void MSG_Clear( msg_t *buf ); void MSG_WriteData( msg_t *buf, const void *data, int length ); void MSG_Bitstream( msg_t *buf ); // TTimo // copy a msg_t in case we need to store it as is for a bit // (as I needed this to keep an msg_t from a static var for later use) // sets data buffer as MSG_Init does prior to do the copy void MSG_Copy(msg_t *buf, byte *data, int length, const msg_t *src); 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); int MSG_HashKey(const char *string, int maxlen); void MSG_BeginReading (msg_t *sb); void MSG_BeginReadingOOB(msg_t *sb); 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); const char *MSG_ReadString (msg_t *sb); const char *MSG_ReadBigString (msg_t *sb); const char *MSG_ReadStringLine (msg_t *sb); float MSG_ReadAngle16 (msg_t *sb); void MSG_ReadData(msg_t *sb, void *buffer, int size); int MSG_ReadEntitynum(msg_t *sb); void MSG_WriteDeltaUsercmdKey( msg_t *msg, int key, const usercmd_t *from, const usercmd_t *to ); void MSG_ReadDeltaUsercmdKey( msg_t *msg, int key, const usercmd_t *from, usercmd_t *to ); void MSG_WriteDeltaEntity( msg_t *msg, const entityState_t *from, const entityState_t *to, qboolean force ); void MSG_ReadDeltaEntity( msg_t *msg, const entityState_t *from, entityState_t *to, int number ); void MSG_WriteDeltaPlayerstate( msg_t *msg, const playerState_t *from, const playerState_t *to ); void MSG_ReadDeltaPlayerstate( msg_t *msg, const playerState_t *from, playerState_t *to ); //============================================================================ /* ============================================================== NET ============================================================== */ #define USE_IPV6 #define NET_ENABLEV4 0x01 #define NET_ENABLEV6 0x02 // if this flag is set, always attempt ipv6 connections instead of ipv4 if a v6 address is found. #define NET_PRIOV6 0x04 // disables ipv6 multicast support if set. #define NET_DISABLEMCAST 0x08 #define PACKET_BACKUP 32 // number of old messages that must be kept on client and // server for delta compression and ping estimation #define PACKET_MASK (PACKET_BACKUP-1) #define MAX_PACKET_USERCMDS 32 // max number of usercmd_t in a packet #define MAX_SNAPSHOT_ENTITIES 4096 #define SNAPSHOT_RECOVER_STEP 256 #define PORT_ANY -1 #define MAX_RELIABLE_COMMANDS 512 // max string commands buffered for restransmit typedef enum { NA_BAD = 0, // an address lookup failed NA_BOT, NA_LOOPBACK, NA_BROADCAST, NA_IP, #ifdef USE_IPV6 NA_IP6, NA_MULTICAST6, #endif NA_UNSPEC } netadrtype_t; typedef enum { NS_CLIENT, NS_SERVER } netsrc_t; #define NET_ADDRSTRMAXLEN 48 // maximum length of an IPv6 address string including trailing '\0' typedef struct { netadrtype_t type; union { byte _4[4]; #ifdef USE_IPV6 byte _6[16]; #endif } ipv; uint16_t port; #ifdef USE_IPV6 uint32_t scope_id; // Needed for IPv6 link-local addresses #endif } netadr_t; void NET_Init( void ); void NET_Shutdown( void ); void NET_FlushPacketQueue( int time_diff ); void NET_QueuePacket( netsrc_t sock, int length, const void *data, const netadr_t *to, int offset ); void NET_SendPacket( netsrc_t sock, int length, const void *data, const netadr_t *to ); void QDECL NET_OutOfBandPrint( netsrc_t net_socket, const netadr_t *adr, const char *format, ...) __attribute__ ((format (printf, 3, 4))); void NET_OutOfBandCompress( netsrc_t sock, const netadr_t *adr, const byte *data, int len ); qboolean NET_CompareAdr( const netadr_t *a, const netadr_t *b ); qboolean NET_CompareBaseAdrMask( const netadr_t *a, const netadr_t *b, unsigned int netmask ); qboolean NET_CompareBaseAdr( const netadr_t *a, const netadr_t *b ); qboolean NET_IsLocalAddress( const netadr_t *adr ); const char *NET_AdrToString( const netadr_t *a ); const char *NET_AdrToStringwPort( const netadr_t *a ); int NET_StringToAdr( const char *s, netadr_t *a, netadrtype_t family ); #ifndef DEDICATED qboolean NET_GetLoopPacket( netsrc_t sock, netadr_t *net_from, msg_t *net_message ); #endif #ifdef USE_IPV6 void NET_JoinMulticast6( void ); void NET_LeaveMulticast6( void ); #endif qboolean NET_Sleep( int timeout ); #define MAX_PACKETLEN 5600*4 // max size of a network packet #define MAX_MSGLEN 65535*4 // max length of a message, which may // be fragmented into multiple packets #define MAX_MSGLEN_BUF (MAX_MSGLEN+8) // real buffer size that we need to allocate // to safely handle overflows #define MAX_DOWNLOAD_WINDOW 48 // ACK window of 48 download chunks. Cannot set this higher, or clients // will overflow the reliable commands buffer #define MAX_DOWNLOAD_BLKSIZE 1024 // 896 byte block chunks #define NETCHAN_GENCHECKSUM(challenge, sequence) ((challenge) ^ ((sequence) * (challenge))) /* 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]; int challenge; int lastSentTime; int lastSentSize; qboolean isLANAddress; } netchan_t; void Netchan_Init( int qport ); void Netchan_Setup( netsrc_t sock, netchan_t *chan, const netadr_t *adr, int port, int challenge ); void Netchan_Transmit( netchan_t *chan, int length, const byte *data ); void Netchan_TransmitNextFragment( netchan_t *chan ); void Netchan_Enqueue( netchan_t *chan, int length, const byte *data ); qboolean Netchan_Process( netchan_t *chan, msg_t *msg ); /* ============================================================== PROTOCOL ============================================================== */ #define PROTOCOL_VERSION 71 // override on command line, config files etc. #ifndef AUTHORIZE_SERVER_NAME #define AUTHORIZE_SERVER_NAME "authorize.quake3arena.com" #endif #define PORT_MASTER 27950 #define PORT_UPDATE 27951 #ifndef PORT_AUTHORIZE #define PORT_AUTHORIZE 27952 #endif #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; #define GETVMCONTEXT 1000 #define VMCALL 1001 typedef enum { TRAP_PRINT = 1000, TRAP_ERROR, TRAP_MILLISECONDS, TRAP_CVAR_REGISTER, TRAP_CVAR_ID, TRAP_CVAR_UPDATE, TRAP_CVAR_RELOAD, TRAP_CVAR_SET, TRAP_ARGC, TRAP_ARGV, TRAP_ARGS, TRAP_FS_OPEN, TRAP_FS_READ, TRAP_FS_WRITE, TRAP_FS_CLOSE, TRAP_FS_LIST, TRAP_CMD, TRAP_REAL_TIME, TRAP_SYSTEM, TRAP_JS_CONTEXT, TRAP_JS_OPENFILE, TRAP_JS_LOADSCRIPTS, TRAP_JS_EVAL, TRAP_JS_CALL, TRAP_MEMSET = 3000, TRAP_MEMCPY, TRAP_STRNCPY, TRAP_SIN, TRAP_COS, TRAP_ACOS, TRAP_ATAN2, TRAP_SQRT, TRAP_UPDATESCREEN = 1500, TRAP_S_STARTLOCALSOUND, TRAP_S_REGISTERSOUND, TRAP_R_REGISTERMODEL, TRAP_R_REGISTERSKIN, TRAP_R_REGISTERSHADER, TRAP_R_REGISTERSHADERNOMIP, TRAP_R_CLEARSCENE, TRAP_R_ADDREFENTITYTOSCENE, TRAP_R_ADDPOLYTOSCENE, TRAP_R_ADDLIGHTTOSCENE, TRAP_R_ADDLINEARLIGHTTOSCENE, TRAP_R_RENDERSCENE, TRAP_R_SETCOLOR, TRAP_R_DRAWSTRETCHPIC, TRAP_R_LERPTAG, TRAP_GETGLCONFIG, TRAP_KEY_GETCATCHER, TRAP_R_REMAP_SHADER } sharedTraps_t; typedef enum { VM_BAD = -1, VM_GAME = 0, #ifndef USE_DEDICATED VM_CGAME, VM_UI, #endif VM_COUNT } vmIndex_t; // we don't need more than 4 arguments (counting callnum) for vmMain, at least in Vanilla Quake3 #define MAX_VMMAIN_CALL_ARGS 4 typedef intptr_t (QDECL *vmMainFunc_t)( int command, int arg0, int arg1, int arg2 ); typedef intptr_t (*syscall_t)( intptr_t *parms ); void VM_Init( void ); vm_t *VM_Create( vmIndex_t index, syscall_t systemCalls ); void VM_Free( vm_t *vm ); void VM_Clear(void); void VM_Forced_Unload_Start(void); void VM_Forced_Unload_Done(void); vm_t *VM_Restart( vm_t *vm ); intptr_t QDECL VM_Call( vm_t *vm, int nargs, int callNum, ... ); void *GVM_ArgPtr( intptr_t intValue ); #define VMA(x) VM_ArgPtr(args[x]) static ID_INLINE float _vmf(intptr_t x) { floatint_t v; v.i = (int)x; return v.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. */ #define MAX_CMD_LINE 1024 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_NestedAdd( const char *text ); // Adds nested command text at the specified position of the buffer, adds \n when needed void Cbuf_NestedReset( void ); // Resets nested cmd offset void Cbuf_InsertText( const char *text ); // Adds command text at the beginning of the buffer, add \n void Cbuf_ExecuteText( cbufExec_t 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. void Cbuf_Wait( void ); // Checks if wait command timeout remaining //=========================================================================== /* 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 ); typedef void (*completionFunc_t)( const char *args, int argNum ); void Cmd_CommandCompletion( void(*callback)(const char *s) ); // callback with each valid string void Cmd_SetCommandCompletionFunc( const char *command, completionFunc_t complete ); qboolean Cmd_CompleteArgument( const char *command, const char *args, int argNum ); void Cmd_CompleteWriteCfgName( const char *args, int argNum ); int Cmd_Argc( void ); void Cmd_Clear( void ); const char *Cmd_Argv( int arg ); void Cmd_ArgvBuffer( int arg, char *buffer, int bufferLength ); char *Cmd_ArgsFrom( int arg ); void Cmd_ArgsBuffer( char *buffer, int bufferLength ); char *Cmd_Cmd( void ); void Cmd_Args_Sanitize( const char *separators ); // 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 always 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_Update( vmCvar_t *vmCvar, int cvarID ); // updates an interpreted modules' version of a cvar void Cvar_Reload(void); int Cvar_ID(const char* name); cvar_t *Cvar_Set(const char *var_name, const char *value); // same as Cvar_Set, but allows more control over setting of cvar void Cvar_SetLatched( const char *var_name, const char *value); // don't set the cvar immediately qboolean Cvar_SetModified( const char *var_name, qboolean modified ); cvar_t *Cvar_FindVar( const char *var_name ); int Cvar_VariableIntegerValue( const char *var_name ); // returns 0 if not defined or non numeric const char *Cvar_VariableString( const char *var_name ); 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 "variable = value" for all variables // with the archive flag set to true. void Cvar_Init( void ); const char *Cvar_InfoString( int bit, qboolean *truncated ); // 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_SetGroup( cvar_t *var, cvarGroup_t group ); int Cvar_CheckGroup( cvarGroup_t group ); void Cvar_ResetGroup( cvarGroup_t group ); void Cvar_Restart(void); void Cvar_CompleteCvarName( const 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. unsigned int crc32_buffer( const byte *buf, unsigned int len ); /* ============================================================== FILESYSTEM No stdio calls should be used by any part of the game, because we need to deal with all sorts of directory and separator char issues. ============================================================== */ // referenced flags // these are in loop specific order so don't change the order #define FS_GENERAL_REF 0x01 #define FS_UI_REF 0x02 #define FS_CGAME_REF 0x04 #define FS_MATCH_EXTERN (1<<0) #define FS_MATCH_PURE (1<<1) #define FS_MATCH_UNPURE (1<<2) #define FS_MATCH_STICK (1<<3) #define FS_MATCH_SUBDIRS (1<<4) #define FS_MATCH_PK3s (FS_MATCH_PURE | FS_MATCH_UNPURE) #define FS_MATCH_ANY (FS_MATCH_EXTERN | FS_MATCH_PURE | FS_MATCH_UNPURE) #define FS_MAX_SUBDIRS 8 /* should be enough for practical use with FS_MATCH_SUBDIRS */ #define MAX_FILE_HANDLES 64 #define FS_INVALID_HANDLE 0 #define MAX_FOUND_FILES 0x5000 #ifdef DEDICATED #define CONFIG_CFG "sandbox_server.cfg" #define CONSOLE_HISTORY_FILE "history_server" #else #define CONFIG_CFG "sandbox.cfg" #define CONSOLE_HISTORY_FILE "history" #endif typedef time_t fileTime_t; #if defined (_MSC_VER) && defined (__clang__) typedef _off_t fileOffset_t; #else typedef off_t fileOffset_t; #endif qboolean FS_Initialized( void ); void FS_InitFilesystem ( void ); void FS_Shutdown( qboolean closemfp ); qboolean FS_ConditionalRestart( int checksumFeed, qboolean clientRestart ); void FS_Restart( int checksumFeed ); // shutdown and restart the filesystem so changes to fs_gamedir can take effect void FS_Reload( 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 **list ); qboolean FS_FileExists( const char *file ); char *FS_BuildOSPath( const char *base, const char *game, const char *qpath ); qboolean FS_CompareZipChecksum( const char *zipfile ); int FS_GetZipChecksum( const char *zipfile ); int FS_LoadStack( void ); int FS_GetFileList( const char *path, const char *extension, char *listbuf, int bufsize ); fileHandle_t FS_FOpenFileWrite( const char *qpath ); fileHandle_t FS_FOpenFileAppend( const char *filename ); // will properly create any needed paths and deal with separator character issues qboolean FS_ResetReadOnlyAttribute( const char *filename ); qboolean FS_SV_FileExists( const char *file ); 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. void FS_TouchFileInPak( const char *filename ); int FS_Home_FOpenFileRead( const char *filename, fileHandle_t *file ); qboolean FS_FileIsInPAK( const char *filename, char *pakName ); // returns qtrue if a file is in the PAK file, otherwise qfalse int FS_PakIndexForHandle( fileHandle_t f ); // returns pak index or -1 if file is not in pak extern int fs_lastPakIndex; extern qboolean fs_reordered; 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 existence. -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, ... ) __attribute__ ((format (printf, 2, 3))); // 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, fsOrigin_t origin ); // seek on a file qboolean FS_FilenameCompare( const char *s1, const char *s2 ); const char *FS_LoadedPakNames( void ); qboolean FS_ExcludeReference( void ); const char *FS_ReferencedPakNames( void ); void FS_ClearPakReferences( int flags ); // clears referenced booleans on loaded pk3s qboolean FS_InvalidGameDir( const char *gamedir ); qboolean FS_idPak( const char *pak, const char *base, int numPaks ); qboolean FS_ComparePaks( char *neededpaks, int len, qboolean dlstring ); void FS_Rename( const char *from, const char *to ); void FS_Remove( const char *osPath ); void FS_HomeRemove( const char *homePath ); void FS_FilenameCompletion( const char *dir, const char *ext, qboolean stripExt, void(*callback)(const char *s), int flags ); int FS_VM_OpenFile( const char *qpath, fileHandle_t *f, fsMode_t mode ); int FS_VM_ReadFile( void *buffer, int len, fileHandle_t f ); void FS_VM_WriteFile( void *buffer, int len, fileHandle_t f ); void FS_VM_CloseFile( fileHandle_t f ); const char *FS_GetBaseGameDir( void ); const char *FS_GetHomePath( void ); qboolean FS_StripExt( char *filename, const char *ext ); qboolean FS_AllowedExtension( const char *fileName, qboolean allowPk3s, const char **ext ); typedef qboolean ( *fnamecallback_f )( const char *filename, int length ); void FS_SetFilenameCallback( fnamecallback_f func ); char *FS_CopyString( const char *in ); // AVI pipes fileHandle_t FS_PipeOpenWrite( const char *cmd, const char *filename ); void FS_PipeClose( fileHandle_t f ); /* ============================================================== Edit fields and command line history/completion ============================================================== */ #define MAX_EDIT_LINE 512 #if MAX_EDIT_LINE > MAX_CMD_LINE #error "MAX_EDIT_LINE > MAX_CMD_LINE" #endif 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_CompleteKeyBind( int key ); void Field_CompleteFilename( const char *dir, const char *ext, qboolean stripExt, int flags ); void Field_CompleteCommand( const char *cmd, qboolean doCommands, qboolean doCvars ); void Con_ResetHistory( void ); void Con_SaveField( const field_t *field ); qboolean Con_HistoryGetPrev( field_t *field ); qboolean Con_HistoryGetNext( field_t *field ); /* ============================================================== MISC ============================================================== */ extern int CPU_Flags; // x86 flags #define CPU_FCOM 0x01 #define CPU_MMX 0x02 #define CPU_SSE 0x04 #define CPU_SSE2 0x08 #define CPU_SSE3 0x10 #define CPU_SSE41 0x20 // ARM flags #define CPU_ARMv7 0x01 #define CPU_IDIVA 0x02 #define CPU_VFPv3 0x04 // TTimo // centralized and cleaned, that's the max string you can send to a Com_Printf / Com_DPrintf (above gets truncated) // bump to 8192 as 4096 may be not enough to print some data like gl extensions - CE #define MAXPRINTMSG 8192 char *CopyString( const char *in ); void Info_Print( const char *s ); void Com_BeginRedirect (char *buffer, int buffersize, void (*flush)(const char *)); void Com_EndRedirect( void ); void QDECL Com_Printf( const char *fmt, ... ) __attribute__ ((format (printf, 1, 2))); void QDECL Com_DPrintf( const char *fmt, ... ) __attribute__ ((format (printf, 1, 2))); void Com_Quit_f( void ); void Com_GameRestart( int checksumFeed, qboolean clientRestart ); int Com_EventLoop( void ); int Com_Milliseconds( void ); // will be journaled properly // MD4 functions unsigned Com_BlockChecksum( const void *buffer, int length ); // MD5 functions char *Com_MD5File(const char *filename, int length, const char *prefix, int prefix_len); char *Com_MD5Buf( const char *data, int length, const char *data2, int length2 ); // stateless challenge functions void Com_MD5Init( void ); int Com_MD5Addr( const netadr_t *addr, int timestamp ); int Com_Split( char *in, char **out, int outsz, int delim ); int Com_Filter( const char *filter, const char *name ); qboolean Com_FilterExt( const char *filter, const char *name ); qboolean Com_HasPatterns( const char *str ); int Com_FilterPath( const char *filter, const char *name ); int Com_RealTime(qtime_t *qtime); void Com_RunAndTimeServerPacket( const netadr_t *evFrom, msg_t *buf ); void Com_WriteConfiguration( void ); int Com_HexStrToInt( const char *str ); qboolean Com_GetHashColor( const char *str, byte *color ); static ID_INLINE unsigned int log2pad( unsigned int v, int roundup ) { unsigned int x = 1; while ( x < v ) x <<= 1; if ( roundup == 0 ) { if ( x > v ) { x >>= 1; } } return x; } extern cvar_t *com_developer; extern cvar_t *com_timescale; extern cvar_t *cl_selectedmod; extern cvar_t *cl_changeqvm; extern cvar_t *os_linux; extern cvar_t *os_windows; extern cvar_t *os_macos; // both client and server must agree to pause extern cvar_t *sv_paused; extern cvar_t *sv_packetdelay; extern cvar_t *com_sv_running; #ifndef DEDICATED extern cvar_t *cl_packetdelay; extern cvar_t *com_cl_running; extern cvar_t *com_yieldCPU; #endif #ifdef USE_AFFINITY_MASK extern cvar_t *com_affinityMask; #endif extern int com_frameTime; #ifndef DEDICATED extern qboolean gw_minimized; extern qboolean gw_active; #endif extern qboolean com_errorEntered; typedef enum { TAG_FREE, TAG_GENERAL, TAG_PACK, TAG_SEARCH_PATH, TAG_SEARCH_PACK, TAG_SEARCH_DIR, TAG_BOTLIB, TAG_RENDERER, TAG_CLIENTS, TAG_SMALL, TAG_STATIC, TAG_COUNT } 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 #ifdef ZONE_DEBUG #define Z_TagMalloc(size, tag) Z_TagMallocDebug(size, tag, #size, __FILE__, __LINE__) #define Z_Malloc(size) Z_MallocDebug(size, #size, __FILE__, __LINE__) #define S_Malloc(size) S_MallocDebug(size, #size, __FILE__, __LINE__) void *Z_TagMallocDebug( int size, memtag_t tag, char *label, char *file, int line ); // NOT 0 filled memory void *Z_MallocDebug( int size, char *label, char *file, int line ); // returns 0 filled memory void *S_MallocDebug( int size, char *label, char *file, int line ); // returns 0 filled memory #else void *Z_TagMalloc( int size, memtag_t tag ); // NOT 0 filled memory void *Z_Malloc( int size ); // returns 0 filled memory void *S_Malloc( int size ); // NOT 0 filled memory only for small allocations #endif void Z_Free( void *ptr ); int Z_FreeTags( memtag_t tag ); int Z_AvailableMemory( void ); void Hunk_Clear( void ); void Hunk_ClearToMark( void ); void Hunk_SetMark( void ); qboolean Hunk_CheckMark( void ); void Hunk_ClearTempMemory( void ); void *Hunk_AllocateTempMemory( int size ); void Hunk_FreeTempMemory( void *buf ); int Hunk_MemoryRemaining( void ); void Hunk_Log( void); // commandLine should not include the executable name (argv[0]) void Com_Init( char *commandLine ); void Com_FrameInit( void ); void Com_Frame( void ); /* ============================================================== CLIENT / SERVER SYSTEMS ============================================================== */ // // client interface // void CL_Init( void ); qboolean CL_Disconnect( qboolean showMainMenu ); void CL_Shutdown( const char *finalmsg, qboolean quit ); void CL_Frame( int msec, int realMsec ); 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( const netadr_t *from, msg_t *msg ); #define CON_MAXLINES 16384 #define CON_MAXLINE 256 #define CON_PURGE_AMOUNT 1024 typedef struct console_s { char lines[CON_MAXLINES][CON_MAXLINE]; int linescount; } console_t; void CL_ConsolePrint( const char *text ); void CL_ConsoleSync(console_t* vmconsole, int currentLines); void CL_MapLoading( void ); // do a screen update before starting to load a map // when the server is going to load a new map, the entire hunk // will be cleared, so the client must shutdown cgame, ui, and // the renderer void CL_ForwardCommandToServer( const char *string ); // adds the current command line as a clc_clientCommand to the client message. // things like godmode, noclip, etc, are commands directed to the server, // so when they are typed in at the console, they will need to be forwarded. void CL_ShutdownAll( void ); // shutdown all the client stuff void CL_ClearMemory( void ); // clear memory void CL_FlushMemory( void ); // dump all memory on an error void CL_StartHunkUsers( void ); // start all the client stuff using the hunk void CL_Snd_Restart(void); // Restart sound subsystem void Key_KeynameCompletion( void(*callback)(const char *s) ); // for keyname autocompletion void Key_WriteBindings( fileHandle_t f ); // for writing the config files void S_ClearSoundBuffer( void ); // call before filesystem access void CL_SystemInfoChanged( qboolean onlyGame ); void CL_StartConvertOBJ(const char *name); // AVI files have the start of pixel lines 4 byte-aligned #define AVI_LINE_PADDING 4 // // server interface // void SV_Init( void ); void SV_Shutdown( const char *finalmsg ); void SV_Frame( int msec ); void SV_TrackCvarChanges( void ); void SV_PacketEvent( const netadr_t *from, msg_t *msg ); int SV_FrameMsec( void ); qboolean SV_GameCommand( void ); int SV_SendQueuedPackets( void ); // // UI interface // qboolean UI_GameCommand( void ); /* ============================================================== 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 relative 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_MAX, } 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; void Sys_Init( void ); void Sys_QueEvent( int evTime, sysEventType_t evType, int value, int value2, int ptrLength, void *ptr ); void Sys_SendKeyEvents( void ); void Sys_Sleep( int msec ); char *Sys_ConsoleInput( void ); void NORETURN FORMAT_PRINTF(1, 2) QDECL Sys_Error( const char *error, ... ); void NORETURN Sys_Quit( void ); char *Sys_GetClipboardData( void ); // note that this isn't journaled... void Sys_SetClipboardBitmap( const byte *bitmap, int length ); void Sys_Print( const char *msg ); #ifdef USE_AFFINITY_MASK uint64_t Sys_GetAffinityMask( void ); qboolean Sys_SetAffinityMask( const uint64_t mask ); #endif // Sys_Milliseconds should only be used for profiling purposes, // any game related timing information should come from event timestamps void Sys_Cmd( const char *command ); int Sys_Milliseconds( void ); int64_t Sys_Microseconds( void ); qboolean Sys_RandomBytes( byte *string, int len ); // the system console is shown when a dedicated server is running void Sys_DisplaySystemConsole( qboolean show ); void Sys_SendPacket( int length, const void *data, const netadr_t *to ); qboolean Sys_StringToAdr( const char *s, netadr_t *a, netadrtype_t family ); //Does NOT parse port numbers, only base addresses. qboolean Sys_IsLANAddress(const netadr_t *adr); void Sys_ShowIP(void); qboolean Sys_Mkdir( const char *path ); FILE *Sys_FOpen( const char *ospath, const char *mode ); qboolean Sys_ResetReadOnlyAttribute( const char *ospath ); const char *Sys_Pwd( void ); const char *Sys_DefaultBasePath( void ); const char *Sys_DefaultHomePath( void ); #ifdef __APPLE__ char *Sys_DefaultAppPath( void ); #endif char **Sys_ListFiles( const char *directory, const char *extension, const char *filter, int *numfiles, qboolean wantsubs ); void Sys_FreeFileList( char **list ); qboolean Sys_GetFileStats( const char *filename, fileOffset_t *size, fileTime_t *mtime, fileTime_t *ctime ); qboolean Sys_LowPhysicalMemory( void ); int Sys_MonkeyShouldBeSpanked( void ); // adaptive huffman functions void Huff_Compress( msg_t *buf, int offset ); void Huff_Decompress( msg_t *buf, int offset ); // static huffman functions void HuffmanPutBit( byte* fout, int32_t bitIndex, int bit ); int HuffmanPutSymbol( byte* fout, uint32_t offset, int symbol ); int HuffmanGetBit( const byte* buffer, int bitIndex ); int HuffmanGetSymbol( unsigned int* symbol, const byte* buffer, int bitIndex ); #define SV_ENCODE_START 4 #define SV_DECODE_START 12 #define CL_ENCODE_START 12 #define CL_DECODE_START 4 // flags for sv_allowDownload and cl_allowDownload #define DLF_ENABLE 1 #define DLF_NO_REDIRECT 2 #define DLF_NO_UDP 4 #define DLF_NO_DISCONNECT 8 #endif // _QCOMMON_H_