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