/* * * This program 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. * * This program 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 this program; if not, write to the Free Software Foundation, * Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * In addition, as a special exception, the author gives permission to * link the code of this program with the Half-Life Game Engine ("HL * Engine") and Modified Game Libraries ("MODs") developed by Valve, * L.L.C ("Valve"). You must obey the GNU General Public License in all * respects for all of the code used other than the HL Engine and MODs * from Valve. If you modify this file, you may extend this exception * to your version of the file, but you are not obligated to do so. If * you do not wish to do so, delete this exception statement from your * version. * */ #ifndef UTIL_H #define UTIL_H #ifdef _WIN32 #pragma once #endif #include "shake.h" #include "activity.h" #include "enginecallback.h" #include "utlvector.h" #define _LOG_TRACE\ static int iNumPassed = 0;\ printf2(__FUNCTION__":: iNumPassed - %d", iNumPassed++); #define _LOG_TRACE2\ static int iNumPassedt = 0;\ printf2(__FUNCTION__":: iNumPassed - %d", iNumPassedt++);\ _logf(__FUNCTION__":: iNumPassed - %d", iNumPassedt++); // Makes these more explicit, and easier to find #ifdef HOOK_GAMEDLL #define STD_LIST list_vs6 // use STL containers of the old version from Visual Studio 6.0 sp6 #define STD_VECTOR vector_vs6 #define FILE_GLOBAL static #define DLL_GLOBAL #else #define STD_LIST list #define STD_VECTOR vector #define FILE_GLOBAL #define DLL_GLOBAL #endif #define eoNullEntity 0 // Testing the three types of "entity" for nullity #define iStringNull 0 // Testing strings for nullity #define cchMapNameMost 32 #define CBSENTENCENAME_MAX 16 #define CVOXFILESENTENCEMAX 1536 // max number of sentences in game. NOTE: this must match CVOXFILESENTENCEMAX in engine\sound.h #define GROUP_OP_AND 0 #define GROUP_OP_NAND 1 extern globalvars_t *gpGlobals; #define STRING(offset) ((const char *)(gpGlobals->pStringBase + (unsigned int)(offset))) #define MAKE_STRING(str) ((uint64)(str) - (uint64)(STRING(0))) // Dot products for view cone checking #define VIEW_FIELD_FULL -1.0 // +-180 degrees #define VIEW_FIELD_WIDE -0.7 // +-135 degrees 0.1 // +-85 degrees, used for full FOV checks #define VIEW_FIELD_NARROW 0.7 // +-45 degrees, more narrow check used to set up ranged attacks #define VIEW_FIELD_ULTRA_NARROW 0.9 // +-25 degrees, more narrow check used to set up ranged attacks #define SND_SPAWNING (1<<8) // duplicated in protocol.h we're spawing, used in some cases for ambients #define SND_STOP (1<<5) // duplicated in protocol.h stop sound #define SND_CHANGE_VOL (1<<6) // duplicated in protocol.h change sound vol #define SND_CHANGE_PITCH (1<<7) // duplicated in protocol.h change sound pitch // All monsters need this data #define DONT_BLEED -1 #define BLOOD_COLOR_RED (byte)247 #define BLOOD_COLOR_YELLOW (byte)195 #define BLOOD_COLOR_GREEN BLOOD_COLOR_YELLOW #define GERMAN_GIB_COUNT 4 #define HUMAN_GIB_COUNT 6 #define ALIEN_GIB_COUNT 4 #define LANGUAGE_ENGLISH 0 #define LANGUAGE_GERMAN 1 #define LANGUAGE_FRENCH 2 #define LANGUAGE_BRITISH 3 #define SVC_TEMPENTITY 23 #define SVC_INTERMISSION 30 #define SVC_CDTRACK 32 #define SVC_WEAPONANIM 35 #define SVC_ROOMTYPE 37 #define SVC_DIRECTOR 51 // func_rotating #define SF_BRUSH_ROTATE_Y_AXIS 0 #define SF_BRUSH_ROTATE_INSTANT 1 #define SF_BRUSH_ROTATE_BACKWARDS 2 #define SF_BRUSH_ROTATE_Z_AXIS 4 #define SF_BRUSH_ROTATE_X_AXIS 8 #define SF_PENDULUM_AUTO_RETURN 16 #define SF_PENDULUM_PASSABLE 32 #define SF_BRUSH_ROTATE_SMALLRADIUS 128 #define SF_BRUSH_ROTATE_MEDIUMRADIUS 256 #define SF_BRUSH_ROTATE_LARGERADIUS 512 #define SPAWNFLAG_NOMESSAGE 1 #define SPAWNFLAG_NOTOUCH 1 #define SPAWNFLAG_DROIDONLY 4 #define VEC_HULL_MIN_Z Vector(0, 0, -36) #define VEC_DUCK_HULL_MIN_Z Vector(0, 0, -18) #define VEC_HULL_MIN Vector(-16, -16, -36) #define VEC_HULL_MAX Vector(16, 16, 36) #define VEC_VIEW Vector(0, 0, 17) #define VEC_DUCK_HULL_MIN Vector(-16, -16, -18) #define VEC_DUCK_HULL_MAX Vector(16, 16, 32) #define VEC_DUCK_VIEW Vector(0, 0, 12) #define PLAYBACK_EVENT(flags, who, index)\ PLAYBACK_EVENT_FULL(flags, who, index, 0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, 0, 0) #define PLAYBACK_EVENT_DELAY(flags, who, index, delay)\ PLAYBACK_EVENT_FULL(flags, who, index, delay, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, 0, 0) #if !defined(HOOK_GAMEDLL) #define __MAKE_VHOOK(fname)\ fname #endif // !defined(HOOK_GAMEDLL) && defined(REGAMEDLL_API) #define LINK_ENTITY_TO_CLASS(mapClassName, DLLClassName, DLLClassWrapName)\ C_DLLEXPORT void EXT_FUNC mapClassName(entvars_t *pev);\ void mapClassName(entvars_t *pev)\ {\ GetClassPtr((DLLClassName *)pev);\ } class UTIL_GroupTrace { public: UTIL_GroupTrace(int groupmask, int op); ~UTIL_GroupTrace(); private: int m_oldgroupmask; int m_oldgroupop; }; // Inlines inline edict_t *FIND_ENTITY_BY_CLASSNAME(edict_t *entStart, const char *pszName) { return FIND_ENTITY_BY_STRING(entStart, "classname", pszName); } inline edict_t *FIND_ENTITY_BY_TARGETNAME(edict_t *entStart, const char *pszName) { return FIND_ENTITY_BY_STRING(entStart, "targetname", pszName); } inline edict_t *ENT(const entvars_t *pev) { return pev->pContainingEntity; } inline edict_t *ENT(EOFFSET eoffset) { return (*g_engfuncs.pfnPEntityOfEntOffset)(eoffset); } inline EOFFSET OFFSET(const edict_t *pent) { return (*g_engfuncs.pfnEntOffsetOfPEntity)(pent); } inline EOFFSET OFFSET(const entvars_t *pev) { return OFFSET(ENT(pev)); } inline entvars_t *VARS(edict_t *pent) { if (!pent) return NULL; return &pent->v; } inline entvars_t *VARS(EOFFSET eoffset) { return VARS(ENT(eoffset)); } #ifndef ENTINDEX inline int ENTINDEX(const edict_t *pEdict) { return (*g_engfuncs.pfnIndexOfEdict)(pEdict); } inline int ENTINDEX(const entvars_t *pev) { return (*g_engfuncs.pfnIndexOfEdict)(ENT(pev)); } #endif // ENTINDEX #ifndef INDEXENT inline edict_t *INDEXENT(int iEdictNum) { return (*g_engfuncs.pfnPEntityOfEntIndex)(iEdictNum); } #endif // INDEXENT inline void MESSAGE_BEGIN(int msg_dest, int msg_type, const float *pOrigin, entvars_t *ent) { MESSAGE_BEGIN(msg_dest, msg_type, pOrigin, ENT(ent)); } inline BOOL FNullEnt(EOFFSET eoffset) { return (eoffset == 0); } inline BOOL FNullEnt(entvars_t *pev) { return (pev == NULL || FNullEnt(OFFSET(pev))); } inline BOOL FNullEnt(const edict_t *pent) { return (pent == NULL || FNullEnt(OFFSET(pent))); } inline BOOL FStringNull(int iString) { return (iString == iStringNull); } inline BOOL FStrEq(const char *sz1, const char *sz2) { return (Q_strcmp(sz1, sz2) == 0); } inline BOOL FClassnameIs(entvars_t *pev, const char *szClassname) { return FStrEq(STRING(pev->classname), szClassname); } inline BOOL FClassnameIs(edict_t *pent, const char *szClassname) { return FStrEq(STRING(VARS(pent)->classname), szClassname); } inline void UTIL_MakeVectorsPrivate(Vector vecAngles, float *p_vForward, float *p_vRight, float *p_vUp) { g_engfuncs.pfnAngleVectors(vecAngles, p_vForward, p_vRight, p_vUp); } extern void EMIT_SOUND_DYN(edict_t *entity, int channel, const char *sample, float volume, float attenuation, int flags, int pitch); // NOTE: use EMIT_SOUND_DYN to set the pitch of a sound. Pitch of 100 // is no pitch shift. Pitch > 100 up to 255 is a higher pitch, pitch < 100 // down to 1 is a lower pitch. 150 to 70 is the realistic range. // EMIT_SOUND_DYN with pitch != 100 should be used sparingly, as it's not quite as // fast as EMIT_SOUND (the pitchshift mixer is not native coded). inline void EMIT_SOUND(edict_t *entity, int channel, const char *sample, float volume, float attenuation) { EMIT_SOUND_DYN(entity, channel, sample, volume, attenuation, 0, PITCH_NORM); } inline void STOP_SOUND(edict_t *entity, int channel, const char *sample) { EMIT_SOUND_DYN(entity, channel, sample, 0, 0, SND_STOP, PITCH_NORM); } class CBaseEntity; class CBasePlayer; class CBasePlayerItem; float UTIL_WeaponTimeBase(); unsigned int U_Random(); void U_Srand(unsigned int seed); int UTIL_SharedRandomLong(unsigned int seed, int low, int high); float UTIL_SharedRandomFloat(unsigned int seed, float low, float high); void UTIL_ParametricRocket(entvars_t *pev, Vector vecOrigin, Vector vecAngles, edict_t *owner); void UTIL_SetGroupTrace(int groupmask, int op); void UTIL_UnsetGroupTrace(); BOOL UTIL_GetNextBestWeapon(CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeapon); float UTIL_AngleMod(float a); float UTIL_AngleDiff(float destAngle, float srcAngle); Vector UTIL_VecToAngles(const Vector &vec); void UTIL_MoveToOrigin(edict_t *pent, const Vector &vecGoal, float flDist, int iMoveType); int UTIL_EntitiesInBox(CBaseEntity **pList, int listMax, const Vector &mins, const Vector &maxs, int flagMask); int UTIL_MonstersInSphere(CBaseEntity **pList, int listMax, const Vector ¢er, float radius); CBaseEntity *UTIL_FindEntityInSphere(CBaseEntity *pStartEntity, const Vector &vecCenter, float flRadius); CBaseEntity *UTIL_FindEntityByString_Old(CBaseEntity *pStartEntity, const char *szKeyword, const char *szValue); CBaseEntity *UTIL_FindEntityByString(CBaseEntity *pStartEntity, const char *szKeyword, const char *szValue); CBaseEntity *UTIL_FindEntityByClassname(CBaseEntity *pStartEntity, const char *szName); CBaseEntity *UTIL_FindEntityByTargetname(CBaseEntity *pStartEntity, const char *szName); CBaseEntity *UTIL_FindEntityGeneric(const char *szWhatever, const Vector &vecSrc, float flRadius); #ifndef REGAMEDLL_FIXES CBasePlayer *UTIL_PlayerByIndex(int playerIndex); #endif void UTIL_MakeVectors(const Vector &vecAngles); void UTIL_MakeAimVectors(const Vector &vecAngles); void UTIL_MakeInvVectors(const Vector &vec, globalvars_t *pgv); void UTIL_EmitAmbientSound(edict_t *entity, const Vector &vecOrigin, const char *samp, float vol, float attenuation, int fFlags, int pitch); unsigned short FixedUnsigned16(float value, float scale); short FixedSigned16(float value, float scale); void UTIL_ScreenShake(const Vector ¢er, float amplitude, float frequency, float duration, float radius); void UTIL_ScreenShakeAll(const Vector ¢er, float amplitude, float frequency, float duration); void UTIL_ScreenFadeBuild(ScreenFade &fade, const Vector &color, float fadeTime, float fadeHold, int alpha, int flags); void UTIL_ScreenFadeWrite(const ScreenFade &fade, CBaseEntity *pEntity); void UTIL_ScreenFadeAll(const Vector &color, float fadeTime, float fadeHold, int alpha, int flags); void UTIL_ScreenFade(CBaseEntity *pEntity, const Vector &color, float fadeTime, float fadeHold = 0.0f, int alpha = 0, int flags = 0); void UTIL_HudMessage(CBaseEntity *pEntity, const hudtextparms_t &textparms, const char *pMessage); void UTIL_HudMessageAll(const hudtextparms_t &textparms, const char *pMessage); void UTIL_ClientPrintAll(int msg_dest, const char *msg_name, const char *param1 = NULL, const char *param2 = NULL, const char *param3 = NULL, const char *param4 = NULL); void ClientPrint(entvars_t *client, int msg_dest, const char *msg_name, const char *param1 = NULL, const char *param2 = NULL, const char *param3 = NULL, const char *param4 = NULL); void UTIL_SayText(const char *pText, CBaseEntity *pEntity); void UTIL_SayTextAll(const char *pText, CBaseEntity *pEntity); char *UTIL_dtos1(int d); char *UTIL_dtos2(int d); char *UTIL_dtos3(int d); char *UTIL_dtos4(int d); void UTIL_ShowMessageArgs(const char *pString, CBaseEntity *pPlayer, CUtlVector *args, bool isHint = false); void UTIL_ShowMessage(const char *pString, CBaseEntity *pEntity, bool isHint = false); void UTIL_ShowMessageAll(const char *pString, bool isHint = false); void UTIL_TraceLine(const Vector &vecStart, const Vector &vecEnd, IGNORE_MONSTERS igmon, edict_t *pentIgnore, TraceResult *ptr); void UTIL_TraceLine(const Vector &vecStart, const Vector &vecEnd, IGNORE_MONSTERS igmon, IGNORE_GLASS ignoreGlass, edict_t *pentIgnore, TraceResult *ptr); void UTIL_TraceHull(const Vector &vecStart, const Vector &vecEnd, IGNORE_MONSTERS igmon, int hullNumber, edict_t *pentIgnore, TraceResult *ptr); void UTIL_TraceModel(const Vector &vecStart, const Vector &vecEnd, int hullNumber, edict_t *pentModel, TraceResult *ptr); TraceResult UTIL_GetGlobalTrace(); void UTIL_SetSize(entvars_t *pev, const Vector &vecMin, const Vector &vecMax); float UTIL_VecToYaw(const Vector &vec); void UTIL_SetOrigin(entvars_t *pev, const Vector &vecOrigin); void UTIL_ParticleEffect(const Vector &vecOrigin, const Vector &vecDirection, ULONG ulColor, ULONG ulCount); float UTIL_Approach(float target, float value, float speed); float_precision UTIL_ApproachAngle(float target, float value, float speed); float_precision UTIL_AngleDistance(float next, float cur); float UTIL_SplineFraction(float value, float scale); char *UTIL_VarArgs(char *format, ...); Vector UTIL_GetAimVector(edict_t *pent, float flSpeed); int UTIL_IsMasterTriggered(string_t sMaster, CBaseEntity *pActivator); BOOL UTIL_ShouldShowBlood(int color); int UTIL_PointContents(const Vector &vec); void UTIL_BloodStream(const Vector &origin, const Vector &direction, int color, int amount); void UTIL_BloodDrips(const Vector &origin, const Vector &direction, int color, int amount); Vector UTIL_RandomBloodVector(); void UTIL_BloodDecalTrace(TraceResult *pTrace, int bloodColor); void UTIL_DecalTrace(TraceResult *pTrace, int decalNumber); void UTIL_PlayerDecalTrace(TraceResult *pTrace, int playernum, int decalNumber, BOOL bIsCustom); void UTIL_GunshotDecalTrace(TraceResult *pTrace, int decalNumber, bool ClientOnly, entvars_t *pShooter); void UTIL_Sparks(const Vector &position); void UTIL_Ricochet(const Vector &position, float scale); BOOL UTIL_TeamsMatch(const char *pTeamName1, const char *pTeamName2); void UTIL_StringToVector(float *pVector, const char *pString); void UTIL_StringToIntArray(int *pVector, int count, const char *pString); Vector UTIL_ClampVectorToBox(const Vector &input, const Vector &clampSize); float UTIL_WaterLevel(const Vector &position, float minz, float maxz); void UTIL_Bubbles(Vector mins, Vector maxs, int count); void UTIL_BubbleTrail(Vector from, Vector to, int count); void UTIL_Remove(CBaseEntity *pEntity); BOOL UTIL_IsValidEntity(edict_t *pent); void UTIL_PrecacheOther(const char *szClassname); void UTIL_RestartOther(const char *szClassname); void UTIL_ResetEntities(); void UTIL_RemoveOther(const char *szClassname); void UTIL_LogPrintf(const char *fmt, ...); float UTIL_DotPoints(const Vector &vecSrc, const Vector &vecCheck, const Vector &vecDir); void UTIL_StripToken(const char *pKey, char *pDest); void EntvarsKeyvalue(entvars_t *pev, KeyValueData *pkvd); char UTIL_TextureHit(TraceResult *ptr, Vector vecSrc, Vector vecEnd); int GetPlayerTeam(int index); bool UTIL_IsGame(const char *gameName); float_precision UTIL_GetPlayerGaitYaw(int playerIndex); int UTIL_ReadFlags(const char *c); bool UTIL_AreBotsAllowed(); bool UTIL_AreHostagesImprov(); void MAKE_STRING_CLASS(const char *str, entvars_t *pev); void NORETURN Sys_Error(const char *error, ...); extern int g_groupmask; extern int g_groupop; #endif // UTIL_H