1 // note: this is in util.qh so it is included as early as possible.
2 var void(string s, ...) dprint;
6 if(cvar("developer") > 0)
12 // this returns a tempstring containing a copy of s with additional \n newlines added, it also replaces \n in the text with a real newline
13 // NOTE: s IS allowed to be a tempstring
14 string wordwrap(string s, float l);
17 void wordwrap_sprint(string s, float l);
20 void wordwrap_cb(string s, float l, void(string) callback)
22 float GameCommand_Generic(string cmd);
23 // returns TRUE if handled, FALSE otherwise
24 // uses tokenize on its argument!
26 // iterative depth-first search, with fields that go "up", "down left" and "right" in a tree
27 // for each element, funcPre is called first, then funcPre and funcPost for all its children, and funcPost last
28 void depthfirst(entity start, .entity up, .entity downleft, .entity right, void(entity, entity) funcPre, void(entity, entity) funcPost, entity pass);
30 float median(float a, float b, float c);
32 // converts a number to a string with the indicated number of decimals
33 // works for up to 10 decimals!
34 string ftos_decimals(float number, float decimals);
36 vector colormapPaletteColor(float c, float isPants);
38 // unzone the string, and return it as tempstring. Safe to be called on string_null
39 string fstrunzone(string s);
41 // database (NOTE: keys are case sensitive)
42 void db_save(float db, string filename);
43 void db_dump(float db, string pFilename);
45 float db_load(string filename);
46 void db_close(float db);
47 string db_get(float db, string key);
48 void db_put(float db, string key, string value);
50 // stringbuffer loading/saving
51 float buf_load(string filename);
52 void buf_save(float buf, string filename);
56 float mod(float a, float b) { return a - (floor(a / b) * b); }
59 string GametypeNameFromType(float g);
60 #define TIME_TO_NTHS(t,n) floor((t) * (n) + 0.4)
61 string mmsss(float t);
62 string mmssss(float t);
64 #define TIME_DECIMALS 2
65 #define TIME_FACTOR 100
66 #define TIME_ENCODED_TOSTRING(n) mmssss(n)
67 #define RACE_RECORD "/race100record/"
68 #define CTS_RECORD "/cts100record/"
69 #define TIME_ENCODE(t) TIME_TO_NTHS(t, TIME_FACTOR)
70 #define TIME_DECODE(n) ((n) / TIME_FACTOR)
72 string ScoreString(float vflags, float value);
74 vector cross(vector a, vector b);
76 void compressShortVector_init();
77 vector decompressShortVector(float data);
78 float compressShortVector(vector vec);
81 float CheckWireframeBox(entity forent, vector v0, vector dvx, vector dvy, vector dvz);
83 void fixedmakevectors(vector a);
84 #define fixedvectoangles2 vectoangles2
85 #define fixedvectoangles vectoangles
88 string fixPriorityList(string pl, float from, float to, float subtract, float complete);
89 string swapInPriorityList(string order, float i, float j);
91 float cvar_value_issafe(string s);
93 void cvar_settemp(string pKey, string pValue);
94 void cvar_settemp_restore();
97 // modes: 0 = trust q3map2 (_mini images)
98 // 1 = trust tracebox (_radar images)
99 // in both modes, mapinfo's "size" overrides
104 void get_mi_min_max(float mode);
106 vector mi_picmin; // adjusted mins that map to the picture (square)
107 vector mi_picmax; // adjusted maxs that map to the picture (square)
108 vector mi_pictexcoord0; // texcoords of the image corners (after transforming, these are 2D coords too)
109 vector mi_pictexcoord1; // texcoords of the image corners (after transforming, these are 2D coords too)
110 vector mi_pictexcoord2; // texcoords of the image corners (after transforming, these are 2D coords too)
111 vector mi_pictexcoord3; // texcoords of the image corners (after transforming, these are 2D coords too)
112 void get_mi_min_max_texcoords(float mode);
115 #define FTEQCC_YOU_SUCK_THIS_IS_NOT_UNREFERENCED(x) void reference_##x() { x = x; }
117 float almost_equals(float a, float b);
118 float almost_in_bounds(float a, float b, float c);
120 float power2of(float e);
121 float log2of(float x);
123 string HEXDIGITS = "0123456789ABCDEF0123456789abcdef";
124 #define HEXDIGIT_TO_DEC_RAW(d) (strstrofs(HEXDIGITS, (d), 0))
125 #define HEXDIGIT_TO_DEC(d) ((HEXDIGIT_TO_DEC_RAW(d) | 0x10) - 0x10)
126 #define DEC_TO_HEXDIGIT(d) (substring(HEXDIGITS, (d), 1))
128 vector rgb_to_hsl(vector rgb);
129 vector hsl_to_rgb(vector hsl);
130 vector rgb_to_hsv(vector rgb);
131 vector hsv_to_rgb(vector hsv);
132 string rgb_to_hexcolor(vector rgb);
134 float boxesoverlap(vector m1, vector m2, vector m3, vector m4);
135 float boxinsidebox(vector smins, vector smaxs, vector bmins, vector bmaxs);
138 vector AnglesTransform_Apply(vector transform, vector v);
139 vector AnglesTransform_Multiply(vector t1, vector t2);
140 vector AnglesTransform_Invert(vector transform);
141 vector AnglesTransform_TurnDirection(vector transform);
142 vector AnglesTransform_Divide(vector to_transform, vector from_transform);
145 typedef float(string s) textLengthUpToWidth_widthFunction_t;
146 float textLengthUpToWidth(string theText, float maxWidth, textLengthUpToWidth_widthFunction_t tw);
147 string textShortenToWidth(string theText, float maxWidth, textLengthUpToWidth_widthFunction_t tw);
149 string getWrappedLine_remaining;
150 string getWrappedLine(float w, textLengthUpToWidth_widthFunction_t tw);
152 float isGametypeInFilter(float gt, float tp, string pattern);
154 typedef void(float i1, float i2, entity pass) swapfunc_t; // is only ever called for i1 < i2
155 typedef float(float i1, float i2, entity pass) comparefunc_t; // <0 for <, ==0 for ==, >0 for > (like strcmp)
156 void shuffle(float n, swapfunc_t swap, entity pass);
157 void heapsort(float n, swapfunc_t swap, comparefunc_t cmp, entity pass);
159 string swapwords(string str, float i, float j);
160 string shufflewords(string str);
162 string substring_range(string s, float b, float e);
164 vector solve_quadratic(float a, float b, float c);
167 // z = 1 if a real solution exists, 0 if not
168 // if no real solution exists, x contains the real part and y the imaginary part of the complex solutions x+iy and x-iy
170 void check_unacceptable_compiler_bugs();
172 float compressShotOrigin(vector v);
173 vector decompressShotOrigin(float f);
175 string records_reply, lsmaps_reply, maplist_reply; // cached replies
177 float RandomSelection_totalweight;
178 float RandomSelection_best_priority;
179 entity RandomSelection_chosen_ent;
180 float RandomSelection_chosen_float;
181 string RandomSelection_chosen_string;
182 void RandomSelection_Init();
183 void RandomSelection_Add(entity e, float f, string s, float weight, float priority);
185 vector healtharmor_maxdamage(float h, float a, float armorblock); // returns vector: maxdamage, armorideal, 1 if fully armored
186 vector healtharmor_applydamage(float a, float armorblock, float damage); // returns vector: take, save, 0
188 string getcurrentmod();
194 void WriteInt24_t(float dest, float val);