ReGameDLL_CS/regamedll/dlls/util.h
2016-06-20 14:05:47 +07:00

331 lines
15 KiB
C++

/*
*
* 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_t)(str) - (uint64_t)(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
#define SF_TRIG_PUSH_ONCE 1
// 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)
#ifndef HOOK_GAMEDLL
#define __MAKE_VHOOK(fname)\
fname
#endif
#define LINK_ENTITY_TO_CLASS(mapClassName, DLLClassName, DLLClassWrapName)\
C_DLLEXPORT void EXT_FUNC mapClassName(entvars_t *pev);\
void mapClassName(entvars_t *pev)\
{\
GetClassPtr<DLLClassWrapName>((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)); }
inline int ENTINDEX(const edict_t *pEdict) { return (*g_engfuncs.pfnIndexOfEdict)(pEdict); }
inline edict_t *INDEXENT(int iEdictNum) { return (*g_engfuncs.pfnPEntityOfEntIndex)(iEdictNum); }
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 &center, 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);
CBasePlayer *UTIL_PlayerByIndex(int playerIndex);
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 &center, float amplitude, float frequency, float duration, float radius);
void UTIL_ScreenShakeAll(const Vector &center, 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<char*> *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_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);
extern int g_groupmask;
extern int g_groupop;
#endif // UTIL_H