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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"
//Ignore __attribute__ on non-gcc platforms
#ifndef __GNUC__
#ifndef __attribute__
#define __attribute__(x)
#endif
#endif
//============================================================================
//
// msg.c
//
typedef struct {
qboolean allowoverflow; // if false, do a Com_Error
qboolean overflowed; // set to true if the buffer size failed (with allowoverflow set)
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 );
// 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, 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_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 );
int MSG_LookaheadByte (msg_t *msg);
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 );
//============================================================================
/*
==============================================================
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 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 comrpession and ping estimation
#define PACKET_MASK ( PACKET_BACKUP - 1 )
#define MAX_PACKET_USERCMDS 32 // max number of usercmd_t in a packet
#define MAX_SNAPSHOT_ENTITIES 256
#define PORT_ANY -1
// 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_BAD = 0, // an address lookup failed
NA_BOT,
NA_LOOPBACK,
NA_BROADCAST,
NA_IP,
NA_IP6,
NA_MULTICAST6,
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;
byte ip[4];
byte ip6[16];
unsigned short port;
unsigned long scope_id; // Needed for IPv6 link-local addresses
} netadr_t;
void NET_Init( void );
void NET_Shutdown( void );
void NET_Restart_f( void );
void NET_Config( qboolean enableNetworking );
void NET_FlushPacketQueue(void);
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, ...) __attribute__ ((format (printf, 3, 4)));
void QDECL NET_OutOfBandData( netsrc_t sock, netadr_t adr, byte *format, int len );
qboolean NET_CompareAdr( netadr_t a, netadr_t b );
qboolean NET_CompareBaseAdrMask(netadr_t a, netadr_t b, int netmask);
qboolean NET_CompareBaseAdr( netadr_t a, netadr_t b );
qboolean NET_IsLocalAddress( netadr_t adr );
const char *NET_AdrToString( netadr_t a );
const char *NET_AdrToStringwPort (netadr_t a);
int NET_StringToAdr ( const char *s, netadr_t *a, netadrtype_t family);
qboolean NET_GetLoopPacket( netsrc_t sock, netadr_t *net_from, msg_t *net_message );
void NET_JoinMulticast6(void);
void NET_LeaveMulticast6(void);
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 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;
#ifdef LEGACY_PROTOCOL
qboolean compat;
#endif
} netchan_t;
void Netchan_Init( int qport );
void Netchan_Setup(netsrc_t sock, netchan_t *chan, netadr_t adr, int qport, int challenge, qboolean compat);
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 50
#define PROTOCOL_LEGACY_VERSION 49
//#define PROTOCOL_VERSION 43 // (SA) bump this up
// maintain a list of compatible protocols for demo playing
// NOTE: that stuff only works with two digits protocols
extern int demo_protocols[];
//----(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
#if !defined UPDATE_SERVER_NAME && !defined STANDALONE
#define UPDATE_SERVER_NAME "update.gmistudios.com"
#endif
// override on command line, config files etc.
#ifndef MASTER_SERVER_NAME
#define MASTER_SERVER_NAME "master.gmistudios.com"
#endif
#ifndef STANDALONE
#ifdef USE_AUTHORIZE_SERVER
#ifndef AUTHORIZE_SERVER_NAME
#define AUTHORIZE_SERVER_NAME "authorize.gmistudios.com"
#endif
#ifndef PORT_AUTHORIZE
#define PORT_AUTHORIZE 27952
#endif
#endif
#endif
#define PORT_MASTER 27950
#define PORT_UPDATE 27951
#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,
// new commands, supported only by ioquake3 protocol but not legacy
svc_voipSpeex, // not wrapped in USE_VOIP, so this value is reserved.
svc_voipOpus, //
};
//
// 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,
// new commands, supported only by ioquake3 protocol but not legacy
clc_voipSpeex, // not wrapped in USE_VOIP, so this value is reserved.
clc_voipOpus, //
};
/*
==============================================================
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, intptr_t (*systemCalls)(intptr_t *),
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 );
void VM_Forced_Unload_Start(void);
void VM_Forced_Unload_Done(void);
vm_t *VM_Restart(vm_t *vm, qboolean unpure);
intptr_t QDECL VM_Call( vm_t *vm, intptr_t callNum, ... );
void VM_Debug( int level );
void *VM_ArgPtr( intptr_t intValue );
void *VM_ExplicitArgPtr( vm_t *vm, intptr_t intValue );
qboolean VM_IsNative( vm_t *vm );
intptr_t VM_Alloc( int size );
// for making block of memory available for passing data to a qvm
unsigned VM_GetTempMemory( vm_t *vm, int size, const void *initData );
void VM_FreeTempMemory( vm_t *vm, unsigned qvmPointer, int size, void *outData );
#define VMA(x) VM_ArgPtr(args[x])
static ID_INLINE float _vmf(intptr_t x)
{
floatint_t fi;
fi.i = (int) x;
return fi.f;
}
#define VMF(x) _vmf(args[x])
/*
==============================================================
CMD
Command text buffering and command execution
==============================================================
*/
/*
Any number of commands can be added in a frame, from several different sources.
Most commands come from either keybindings or console line input, but entire text
files can be execed.
*/
void Cbuf_Init( void );
// allocates an initial text buffer that will grow as needed
void Cbuf_AddText( const char *text );
// Adds command text at the end of the buffer, does NOT add a final \n
void Cbuf_ExecuteText( int exec_when, const char *text );
// this can be used in place of either Cbuf_AddText or Cbuf_InsertText
void Cbuf_Execute( void );
// Pulls off \n terminated lines of text from the command buffer and sends
// them through Cmd_ExecuteString. Stops when the buffer is empty.
// Normally called once per frame, but may be explicitly invoked.
// Do not call inside a command function, or current args will be destroyed.
//===========================================================================
/*
Command execution takes a null terminated string, breaks it into tokens,
then searches for a command or variable that matches the first token.
*/
typedef void ( *xcommand_t )( void );
void Cmd_Init( void );
void Cmd_AddCommand( const char *cmd_name, xcommand_t function );
// called by the init functions of other parts of the program to
// register commands and functions to call for them.
// The cmd_name is referenced later, so it should not be in temp memory
// if function is NULL, the command will be forwarded to the server
// as a clc_clientCommand instead of executed locally
void Cmd_RemoveCommand( const char *cmd_name );
typedef void (*completionFunc_t)( char *args, int argNum );
// don't allow VMs to remove system commands
void Cmd_RemoveCommandSafe( const char *cmd_name );
void Cmd_CommandCompletion( void ( *callback )( const char *s ) );
// callback with each valid string
void Cmd_SetCommandCompletionFunc( const char *command,
completionFunc_t complete );
void Cmd_CompleteArgument( const char *command, char *args, int argNum );
void Cmd_CompleteCfgName( char *args, int argNum );
int Cmd_Argc( void );
char *Cmd_Argv( int arg );
void Cmd_ArgvBuffer( int arg, char *buffer, int bufferLength );
char *Cmd_Args( void );
char *Cmd_ArgsFrom( int arg );
void Cmd_ArgsBuffer( char *buffer, int bufferLength );
char *Cmd_Cmd (void);
void Cmd_Args_Sanitize( void );
// The functions that execute commands get their parameters with these
// functions. Cmd_Argv () will return an empty string, not a NULL
// if arg > argc, so string operations are allways safe.
void Cmd_TokenizeString( const char *text );
void Cmd_TokenizeStringIgnoreQuotes( const char *text_in );
// Takes a null terminated string. Does not need to be /n terminated.
// breaks the string up into arg tokens.
void Cmd_ExecuteString( const char *text );
// Parses a single line of text into arguments and tries to execute it
// as if it was typed at the console
/*
==============================================================
CVAR
==============================================================
*/
/*
cvar_t variables are used to hold scalar or string variables that can be changed
or displayed at the console or prog code as well as accessed directly
in C code.
The user can access cvars from the console in three ways:
r_draworder prints the current value
r_draworder 0 sets the current value to 0
set r_draworder 0 as above, but creates the cvar if not present
Cvars are restricted from having the same names as commands to keep this
interface from being ambiguous.
The are also occasionally used to communicated information between different
modules of the program.
*/
cvar_t *Cvar_Get( const char *var_name, const char *value, int flags );
// creates the variable if it doesn't exist, or returns the existing one
// if it exists, the value will not be changed, but flags will be ORed in
// that allows variables to be unarchived without needing bitflags
// if value is "", the value will not override a previously set value.
void Cvar_Register( vmCvar_t *vmCvar, const char *varName, const char *defaultValue, int flags );
// basically a slightly modified Cvar_Get for the interpreted modules
void Cvar_Update( vmCvar_t *vmCvar );
// updates an interpreted modules' version of a cvar
void Cvar_Set( const char *var_name, const char *value );
// will create the variable with no flags if it doesn't exist
cvar_t *Cvar_Set2(const char *var_name, const char *value, qboolean force);
// same as Cvar_Set, but allows more control over setting of cvar
void Cvar_SetSafe( const char *var_name, const char *value );
// sometimes we set variables from an untrusted source: fail if flags & CVAR_PROTECTED
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 );
void Cvar_SetValueSafe( const char *var_name, float value );
// expands value to a string and calls Cvar_Set/Cvar_SetSafe
float Cvar_VariableValue( const char *var_name );
int Cvar_VariableIntegerValue( const char *var_name );
// returns 0 if not defined or non numeric
char *Cvar_VariableString( const char *var_name );
void Cvar_VariableStringBuffer( const char *var_name, char *buffer, int bufsize );
// returns an empty string if not defined
int Cvar_Flags(const char *var_name);
// returns CVAR_NONEXISTENT if cvar doesn't exist or the flags of that particular CVAR.
void Cvar_CommandCompletion( void ( *callback )( const char *s ) );
// callback with each valid string
void Cvar_Reset( const char *var_name );
void Cvar_ForceReset(const char *var_name);
void Cvar_SetCheatState( void );
// reset all testing vars to a safe value
qboolean Cvar_Command( void );
// called by Cmd_ExecuteString when Cmd_Argv(0) doesn't match a known
// command. Returns true if the command was a variable reference that
// was handled. (print or change)
void Cvar_WriteVariables( fileHandle_t f );
// writes lines containing "set variable value" for all variables
// with the archive flag set to true.
void Cvar_Init( void );
char *Cvar_InfoString( int bit );
char *Cvar_InfoString_Big( int bit );
// returns an info string containing all the cvars that have the given bit set
// in their flags ( CVAR_USERINFO, CVAR_SERVERINFO, CVAR_SYSTEMINFO, etc )
void Cvar_InfoStringBuffer( int bit, char *buff, int buffsize );
void Cvar_CheckRange( cvar_t *cv, float minVal, float maxVal, qboolean shouldBeIntegral );
void Cvar_Restart(qboolean unsetVM);
void Cvar_Restart_f( void );
void Cvar_CompleteCvarName( char *args, int argNum );
extern 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 6
#define NUM_SP_PAKS 4
#define MAX_FILE_HANDLES 64
#ifdef DEDICATED
# define Q3CONFIG_CFG "wolfconfig_server.cfg"
#else
# define Q3CONFIG_CFG "wolfconfig.cfg"
#endif
qboolean FS_Initialized( void );
void FS_InitFilesystem( void );
void FS_Shutdown( qboolean closemfp );
qboolean FS_ConditionalRestart(int checksumFeed, qboolean disconnect);
void FS_Restart( int checksumFeed );
// shutdown and restart the filesystem so changes to fs_gamedir can take effect
void FS_AddGameDirectory( const char *path, const char *dir );
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 );
qboolean FS_CreatePath (char *OSPath);
int FS_FindVM(void **startSearch, char *found, int foundlen, const char *name, int enableDll);
char *FS_BuildOSPath( const char *base, const char *game, const char *qpath );
qboolean FS_CompareZipChecksum(const char *zipfile);
int FS_LoadStack( void );
int FS_GetFileList( const char *path, const char *extension, char *listbuf, int bufsize );
int FS_GetModList( char *listbuf, int bufsize );
void FS_GetModDescription( const char *modDir, char *description, int descriptionLen );
fileHandle_t FS_FOpenFileWrite( const char *qpath );
fileHandle_t FS_FOpenFileAppend( const char *filename );
fileHandle_t FS_FCreateOpenPipeFile( const char *filename );
// will properly create any needed paths and deal with seperater character issues
fileHandle_t FS_SV_FOpenFileWrite( const char *filename );
long FS_SV_FOpenFileRead( const char *filename, fileHandle_t *fp );
void FS_SV_Rename( const char *from, const char *to, qboolean safe );
long FS_FOpenFileRead( const char *qpath, fileHandle_t *file, qboolean uniqueFILE );
// if uniqueFILE is true, then a new FILE will be fopened even if the file
// is found in an already open pak file. If uniqueFILE is false, you must call
// FS_FCloseFile instead of fclose, otherwise the pak FILE would be improperly closed
// It is generally safe to always set uniqueFILE to true, because the majority of
// file IO goes through FS_ReadFile, which Does The Right Thing already.
int FS_FileIsInPAK( const char *filename, int *pChecksum );
// returns 1 if a file is in the PAK file, otherwise -1
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_Read2( void *buffer, int len, fileHandle_t f );
int FS_Read( void *buffer, int len, fileHandle_t f );
// properly handles partial reads and reads from other dlls
void FS_FCloseFile( fileHandle_t f );
// note: you can't just fclose from another DLL, due to MS libc issues
long FS_ReadFileDir(const char *qpath, void *searchPath, qboolean unpure, void **buffer);
long FS_ReadFile(const char *qpath, void **buffer);
// returns the length of the file
// a null buffer will just return the file length without loading
// as a quick check for existance. -1 length == not present
// A 0 byte will always be appended at the end, so string ops are safe.
// the buffer should be considered read-only, because it may be cached
// for other uses.
void FS_ForceFlush( fileHandle_t f );
// forces flush on files we're writing to.
void FS_FreeFile( void *buffer );
// frees the memory returned by FS_ReadFile
void FS_WriteFile( const char *qpath, const void *buffer, int size );
// writes a complete file, creating any subdirectories needed
long 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, int origin );
// seek on a file
qboolean FS_FilenameCompare( const char *s1, const char *s2 );
const char *FS_LoadedPakNames( void );
const char *FS_LoadedPakChecksums( void );
const char *FS_LoadedPakPureChecksums( void );
// Returns a space separated string containing the checksums of all loaded pk3 files.
// Servers with sv_pure set will get this string and pass it to clients.
const char *FS_ReferencedPakNames( void );
const char *FS_ReferencedPakChecksums( void );
const char *FS_ReferencedPakPureChecksums( void );
// Returns a space separated string containing the checksums of all loaded
// AND referenced pk3 files. Servers with sv_pure set will get this string
// back from clients for pure validation
void FS_ClearPakReferences( int flags );
// clears referenced booleans on loaded pk3s
void FS_PureServerSetReferencedPaks( const char *pakSums, const char *pakNames );
void FS_PureServerSetLoadedPaks( const char *pakSums, const char *pakNames );
// If the string is empty, all data sources will be allowed.
// If not empty, only pk3 files that match one of the space
// separated checksums will be checked for files, with the
// sole exception of .cfg files.
qboolean FS_CheckDirTraversal(const char *checkdir);
qboolean FS_idPak(char *pak, char *base, 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), qboolean allowNonPureFilesOnDisk );
const char *FS_GetCurrentGameDir(void);
qboolean FS_Which(const char *filename, void *searchPath);
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_AutoComplete( field_t *edit );
void Field_CompleteKeyname( void );
void Field_CompleteFilename( const char *dir,
const char *ext, qboolean stripExt, qboolean allowNonPureFilesOnDisk );
void Field_CompleteCommand( char *cmd,
qboolean doCommands, qboolean doCvars );
/*
==============================================================
MISC
==============================================================
*/
// centralizing the declarations for cl_cdkey
// https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=470
extern char cl_cdkey[34];
// returned by Sys_GetProcessorFeatures
typedef enum
{
CF_RDTSC = 1 << 0,
CF_MMX = 1 << 1,
CF_MMX_EXT = 1 << 2,
CF_3DNOW = 1 << 3,
CF_3DNOW_EXT = 1 << 4,
CF_SSE = 1 << 5,
CF_SSE2 = 1 << 6,
CF_ALTIVEC = 1 << 7
} cpuFeatures_t;
// centralized and cleaned, that's the max string you can send to a Com_Printf / Com_DPrintf (above gets truncated)
#define MAXPRINTMSG 4096
typedef enum {
// SE_NONE must be 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*
} 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 Com_QueueEvent( int time, sysEventType_t type, int value, int value2, int ptrLength, void *ptr );
int Com_EventLoop( void );
sysEvent_t Com_GetSystemEvent( void );
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, ... ) __attribute__ ((format (printf, 1, 2)));
void QDECL Com_DPrintf( const char *fmt, ... ) __attribute__ ((format (printf, 1, 2)));
void QDECL Com_Error( int code, const char *fmt, ... ) __attribute__ ((noreturn, format(printf, 2, 3)));
void Com_Quit_f( void ) __attribute__ ((noreturn));
void Com_GameRestart(int checksumFeed, qboolean disconnect);
int Com_Milliseconds( void ); // will be journaled properly
unsigned Com_BlockChecksum( const void *buffer, int length );
char *Com_MD5File(const char *filename, int length, const char *prefix, int prefix_len);
int Com_Filter( char *filter, char *name, int casesensitive );
int Com_FilterPath( char *filter, char *name, int casesensitive );
int Com_RealTime( qtime_t *qtime );
qboolean Com_SafeMode( void );
void Com_RunAndTimeServerPacket(netadr_t *evFrom, msg_t *buf);
qboolean Com_IsVoipTarget(uint8_t *voipTargets, int voipTargetsSize, int clientNum);
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_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;
extern cvar_t *com_ansiColor;
extern cvar_t *com_unfocused;
extern cvar_t *com_maxfpsUnfocused;
extern cvar_t *com_minimized;
extern cvar_t *com_maxfpsMinimized;
extern cvar_t *com_altivec;
extern cvar_t *com_standalone;
extern cvar_t *com_basegame;
extern cvar_t *com_homepath;
// both client and server must agree to pause
extern cvar_t *cl_paused;
extern cvar_t *sv_paused;
extern cvar_t *cl_packetdelay;
extern cvar_t *sv_packetdelay;
extern cvar_t *com_gamename;
extern cvar_t *com_protocol;
#ifdef LEGACY_PROTOCOL
extern cvar_t *com_legacyprotocol;
#endif
// com_speeds times
extern int time_game;
extern int time_frontend;
extern int time_backend; // renderer backend time
extern int com_frameTime;
extern qboolean com_errorEntered;
extern qboolean com_fullyInitialized;
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(NDEBUG) && !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(char *finalmsg, qboolean disconnect, qboolean quit);
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_FlushMemory( void );
// dump all memory on an error
void CL_ShutdownAll(qboolean shutdownRef);
// shutdown client
void CL_InitRef(void);
// initialize renderer interface
void CL_StartHunkUsers( qboolean rendererOnly );
// start all the client stuff using the hunk
void CL_Snd_Shutdown(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( qboolean killStreaming ); //----(SA) modified
void S_ClearSoundBuffer( void );
// call before filesystem access
void SCR_DebugGraph (float value); // FIXME: move logging to common?
// AVI files have the start of pixel lines 4 byte-aligned
#define AVI_LINE_PADDING 4
//
// server interface
//
void SV_Init( void );
void SV_Shutdown( char *finalmsg );
void SV_Frame( int msec );
void SV_PacketEvent( netadr_t from, msg_t *msg );
int SV_FrameMsec(void);
qboolean SV_GameCommand( void );
int SV_SendQueuedPackets(void);
//
// UI interface
//
qboolean UI_GameCommand( void );
qboolean UI_usesUniqueCDKey( void );
/*
==============================================================
NON-PORTABLE SYSTEM SERVICES
==============================================================
*/
#define MAX_JOYSTICK_AXIS 16
void Sys_Init( void );
void *Sys_InitializeCriticalSection( void );
void Sys_EnterCriticalSection( void *ptr );
void Sys_LeaveCriticalSection( void *ptr );
// general development dll loading for virtual machine testing
char* Sys_GetDLLName( const char *name );
void * QDECL Sys_LoadGameDll( const char *name, intptr_t (QDECL **entryPoint)(intptr_t, ...),
intptr_t (QDECL *systemcalls)(intptr_t, ...) );
void Sys_UnloadDll( void *dllHandle );
char *Sys_GetCurrentUser( void );
void QDECL Sys_Error( const char *error, ...) __attribute__ ((noreturn, format (printf, 1, 2)));
void Sys_Quit (void) __attribute__ ((noreturn));
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 );
qboolean Sys_RandomBytes( byte *string, int len );
// the system console is shown when a dedicated server is running
void Sys_DisplaySystemConsole( qboolean show );
cpuFeatures_t Sys_GetProcessorFeatures( void );
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, netadrtype_t family );
//Does NOT parse port numbers, only base addresses.
qboolean Sys_IsLANAddress( netadr_t adr );
void Sys_ShowIP( void );
FILE *Sys_FOpen( const char *ospath, const char *mode );
qboolean Sys_Mkdir( const char *path );
FILE *Sys_Mkfifo( const char *ospath );
char *Sys_Cwd( void );
char *Sys_DefaultBasePath( void );
char *Sys_DefaultInstallPath( void );
#ifndef STANDALONE
char *Sys_SteamPath(void);
#endif
#ifdef __APPLE__
char *Sys_DefaultAppPath(void);
#endif
char *Sys_DefaultHomePath( void );
const char *Sys_Dirname( char *path );
const char *Sys_Basename( char *path );
char *Sys_ConsoleInput(void);
char **Sys_ListFiles( const char *directory, const char *extension, char *filter, int *numfiles, qboolean wantsubs );
void Sys_FreeFileList( char **list );
void Sys_Sleep(int msec);
qboolean Sys_LowPhysicalMemory( void );
void Sys_SetEnv(const char *name, const char *value);
typedef enum
{
DR_YES = 0,
DR_NO = 1,
DR_OK = 0,
DR_CANCEL = 1
} dialogResult_t;
typedef enum
{
DT_INFO,
DT_WARNING,
DT_ERROR,
DT_YES_NO,
DT_OK_CANCEL
} dialogType_t;
dialogResult_t Sys_Dialog( dialogType_t type, const char *message, const char *title );
void Sys_RemovePIDFile( const char *gamedir );
void Sys_InitPIDFile( const char *gamedir );
void Sys_StartProcess( char *cmdline, 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( void );
/* This is based on the Adaptive Huffman algorithm described in Sayood's Data
* Compression book. The ranks are not actually stored, but implicitly defined
* by the location of a node within a doubly-linked list */
#define NYT HMAX /* NYT = Not Yet Transmitted */
#define INTERNAL_NODE ( HMAX + 1 )
typedef struct nodetype {
struct nodetype *left, *right, *parent; /* tree structure */
struct nodetype *next, *prev; /* doubly-linked list */
struct nodetype **head; /* highest ranked node in block */
int weight;
int symbol;
} node_t;
#define HMAX 256 /* Maximum symbol */
typedef struct {
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, int maxoffset );
void Huff_offsetReceive( node_t *node, int *ch, byte *fin, int *offset, int maxoffset );
void Huff_offsetTransmit( huff_t *huff, int ch, byte *fout, int *offset, int maxoffset );
void Huff_putBit( int bit, byte *fout, int *offset );
int Huff_getBit( byte *fout, int *offset );
// don't use if you don't know what you're doing.
int Huff_getBloc(void);
void Huff_setBloc(int _bloc);
extern huffman_t clientHuffTables;
#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_
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