210 lines
7.9 KiB
C++
210 lines
7.9 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $Workfile: $
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// $Date: $
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// $NoKeywords: $
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//=============================================================================//
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#if !defined(UTIL_H)
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#define UTIL_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "../../public/mathlib/vector.h"
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#include "../../public/soundflags.h"
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#include "../shared/shareddefs.h"
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#include "../../public/bitmap/imageformat.h"
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#include "../../public/ispatialpartition.h"
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#include "../../public/materialsystem/MaterialSystemUtil.h"
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#include "../../public/shake.h"
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class Vector;
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class QAngle;
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class IMaterial;
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class ITexture;
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class IClientEntity;
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class CHudTexture;
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class CGameTrace;
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class C_BaseEntity;
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struct Ray_t;
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struct client_textmessage_t;
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typedef CGameTrace trace_t;
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namespace vgui {
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typedef unsigned long HFont;
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};
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extern bool g_MakingDevShots;
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// ScreenHeight returns the height of the screen, in pixels
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int ScreenHeight(void);
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// ScreenWidth returns the width of the screen, in pixels
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int ScreenWidth(void);
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#define XRES(x) (x * ((float)ScreenWidth() / 640.0))
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#define YRES(y) (y * ((float)ScreenHeight() / 480.0))
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int UTIL_ComputeStringWidth(vgui::HFont &font, const char *str);
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int UTIL_ComputeStringWidth(vgui::HFont &font, const wchar_t *str);
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float UTIL_AngleDiff(float destAngle, float srcAngle);
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void UTIL_Bubbles(const Vector &mins, const Vector &maxs, int count);
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void UTIL_Smoke(const Vector &origin, const float scale, const float framerate);
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void UTIL_ImpactTrace(trace_t *pTrace, int iDamageType,
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const char *pCustomImpactName = NULL);
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int UTIL_PrecacheDecal(const char *name, bool preload = false);
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void UTIL_EmitAmbientSound(C_BaseEntity *entity, const Vector &vecOrigin,
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const char *samp, float vol, soundlevel_t soundlevel,
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int fFlags, int pitch);
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void UTIL_SetOrigin(C_BaseEntity *entity, const Vector &vecOrigin);
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void UTIL_ScreenShake(const Vector ¢er, float amplitude, float frequency,
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float duration, float radius, ShakeCommand_t eCommand,
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bool bAirShake = false);
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byte *UTIL_LoadFileForMe(const char *filename, int *pLength);
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void UTIL_FreeFile(byte *buffer);
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void UTIL_MakeSafeName(
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const char *oldName, OUT_Z_CAP(newNameBufSize) char *newName,
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int newNameBufSize); ///< Cleans up player names for putting in vgui
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///< controls (cleaned names can be up to original*2+1
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///< in length)
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const char *UTIL_SafeName(
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const char
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*oldName); ///< Wraps UTIL_MakeSafeName, and returns a static buffer
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void UTIL_ReplaceKeyBindings(const wchar_t *inbuf, int inbufsizebytes,
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OUT_Z_BYTECAP(outbufsizebytes) wchar_t *outbuf,
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int outbufsizebytes);
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// Fade out an entity based on distance fades
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unsigned char UTIL_ComputeEntityFade(C_BaseEntity *pEntity, float flMinDist,
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float flMaxDist, float flFadeScale);
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client_textmessage_t *TextMessageGet(const char *pName);
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char *VarArgs(PRINTF_FORMAT_STRING const char *format, ...);
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// Get the entity the local player is spectating (can be a player or a ragdoll
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// entity).
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int GetSpectatorTarget();
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int GetSpectatorMode(void);
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bool IsPlayerIndex(int index);
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int GetLocalPlayerIndex(void);
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int GetLocalPlayerVisionFilterFlags(bool bWeaponsCheck = false);
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bool IsLocalPlayerUsingVisionFilterFlags(int nFlags,
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bool bWeaponsCheck = false);
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int GetLocalPlayerTeam(void);
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bool IsLocalPlayerSpectator(void);
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void NormalizeAngles(QAngle &angles);
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void InterpolateAngles(const QAngle &start, const QAngle &end, QAngle &output,
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float frac);
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void InterpolateVector(float frac, const Vector &src, const Vector &dest,
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Vector &output);
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const char *nexttoken(char *token, const char *str, char sep);
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//-----------------------------------------------------------------------------
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// Base light indices to avoid index collision
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//-----------------------------------------------------------------------------
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enum {
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LIGHT_INDEX_TE_DYNAMIC = 0x10000000,
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LIGHT_INDEX_PLAYER_BRIGHT = 0x20000000,
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LIGHT_INDEX_MUZZLEFLASH = 0x40000000,
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};
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void UTIL_PrecacheOther(const char *szClassname);
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void UTIL_SetTrace(trace_t &tr, const Ray_t &ray, C_BaseEntity *edict,
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float fraction, int hitgroup, unsigned int contents,
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const Vector &normal, float intercept);
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bool GetVectorInScreenSpace(Vector pos, int &iX, int &iY,
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Vector *vecOffset = NULL);
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bool GetVectorInHudSpace(Vector pos, int &iX, int &iY,
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Vector *vecOffset = NULL);
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bool GetTargetInScreenSpace(C_BaseEntity *pTargetEntity, int &iX, int &iY,
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Vector *vecOffset = NULL);
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bool GetTargetInHudSpace(C_BaseEntity *pTargetEntity, int &iX, int &iY,
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Vector *vecOffset = NULL);
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// prints messages through the HUD (stub in client .dll right now )
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class C_BasePlayer;
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void ClientPrint(C_BasePlayer *player, int msg_dest, const char *msg_name,
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const char *param1 = NULL, const char *param2 = NULL,
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const char *param3 = NULL, const char *param4 = NULL);
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// Pass in an array of pointers and an array size, it fills the array and
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// returns the number inserted
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int UTIL_EntitiesInBox(C_BaseEntity **pList, int listMax, const Vector &mins,
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const Vector &maxs, int flagMask,
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int partitionMask = PARTITION_CLIENT_NON_STATIC_EDICTS);
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int UTIL_EntitiesInSphere(
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C_BaseEntity **pList, int listMax, const Vector ¢er, float radius,
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int flagMask, int partitionMask = PARTITION_CLIENT_NON_STATIC_EDICTS);
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int UTIL_EntitiesAlongRay(
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C_BaseEntity **pList, int listMax, const Ray_t &ray, int flagMask,
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int partitionMask = PARTITION_CLIENT_NON_STATIC_EDICTS);
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// make this a fixed size so it just sits on the stack
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#define MAX_SPHERE_QUERY 256
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class CEntitySphereQuery {
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public:
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// currently this builds the list in the constructor
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// UNDONE: make an iterative query of ISpatialPartition so we could
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// make queries like this optimal
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CEntitySphereQuery(const Vector ¢er, float radius, int flagMask = 0,
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int partitionMask = PARTITION_CLIENT_NON_STATIC_EDICTS);
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C_BaseEntity *GetCurrentEntity();
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inline void NextEntity() { m_listIndex++; }
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private:
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int m_listIndex;
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int m_listCount;
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C_BaseEntity *m_pList[MAX_SPHERE_QUERY];
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};
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C_BaseEntity *CreateEntityByName(const char *className);
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// creates an entity by name, and ensure it's correctness
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// does not spawn the entity
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// use the CREATE_ENTITY() macro which wraps this, instead of using it directly
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template <class T>
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T *_CreateEntity(T *newClass, const char *className) {
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T *newEnt = dynamic_cast<T *>(CreateEntityByName(className));
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if (!newEnt) {
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Warning("classname %s used to create wrong class type\n", className);
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Assert(0);
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}
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return newEnt;
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}
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#define CREATE_ENTITY(newClass, className) \
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_CreateEntity((newClass *)NULL, className)
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#define CREATE_UNSAVED_ENTITY(newClass, className) \
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_CreateEntityTemplate((newClass *)NULL, className)
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// Misc useful
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inline bool FStrEq(const char *sz1, const char *sz2) {
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return (sz1 == sz2 || V_stricmp(sz1, sz2) == 0);
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}
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// Given a vector, clamps the scalar axes to MAX_COORD_FLOAT ranges from
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// worldsize.h
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void UTIL_BoundToWorldSize(Vector *pVecPos);
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// Increments the passed key for the current map, eg "viewed" if TF holds the
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// number of times the player has viewed the intro movie for this map
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void UTIL_IncrementMapKey(const char *pszCustomKey);
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// Gets the value of the passed key for the current map, eg "viewed" for number
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// of times the player has viewed the intro movie for this map
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int UTIL_GetMapKeyCount(const char *pszCustomKey);
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// Returns true if the user has loaded any maps, false otherwise.
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bool UTIL_HasLoadedAnyMap();
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#endif // !UTIL_H
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