Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

931 lines
29 KiB

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Shared util code between client and server.
//
//=============================================================================//
#ifndef UTIL_SHARED_H
#define UTIL_SHARED_H
#ifdef _WIN32
#pragma once
#endif
#include "mathlib/vector.h"
#include "cmodel.h"
#include "utlvector.h"
#include "networkvar.h"
#include "engine/IEngineTrace.h"
#include "engine/IStaticPropMgr.h"
#include "shared_classnames.h"
#ifdef CLIENT_DLL
#include "cdll_client_int.h"
#endif
#ifdef PORTAL
#include "portal_util_shared.h"
#endif
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class CGameTrace;
class CBasePlayer;
typedef CGameTrace trace_t;
extern ConVar developer; // developer mode
//-----------------------------------------------------------------------------
// Language IDs.
//-----------------------------------------------------------------------------
#define LANGUAGE_ENGLISH 0
#define LANGUAGE_GERMAN 1
#define LANGUAGE_FRENCH 2
#define LANGUAGE_BRITISH 3
//-----------------------------------------------------------------------------
// Pitch + yaw
//-----------------------------------------------------------------------------
float UTIL_VecToYaw (const Vector &vec);
float UTIL_VecToPitch (const Vector &vec);
float UTIL_VecToYaw (const matrix3x4_t& matrix, const Vector &vec);
float UTIL_VecToPitch (const matrix3x4_t& matrix, const Vector &vec);
Vector UTIL_YawToVector ( float yaw );
//-----------------------------------------------------------------------------
// Shared random number generators for shared/predicted code:
// whenever generating random numbers in shared/predicted code, these functions
// have to be used. Each call should specify a unique "sharedname" string that
// seeds the random number generator. In loops make sure the "additionalSeed"
// is increased with the loop counter, otherwise it will always return the
// same random number
//-----------------------------------------------------------------------------
float SharedRandomFloat( const char *sharedname, float flMinVal, float flMaxVal, int additionalSeed = 0 );
int SharedRandomInt( const char *sharedname, int iMinVal, int iMaxVal, int additionalSeed = 0 );
Vector SharedRandomVector( const char *sharedname, float minVal, float maxVal, int additionalSeed = 0 );
QAngle SharedRandomAngle( const char *sharedname, float minVal, float maxVal, int additionalSeed = 0 );
//-----------------------------------------------------------------------------
// Standard collision filters...
//-----------------------------------------------------------------------------
bool PassServerEntityFilter( const IHandleEntity *pTouch, const IHandleEntity *pPass );
bool StandardFilterRules( IHandleEntity *pHandleEntity, int fContentsMask );
//-----------------------------------------------------------------------------
// Converts an IHandleEntity to an CBaseEntity
//-----------------------------------------------------------------------------
inline const CBaseEntity *EntityFromEntityHandle( const IHandleEntity *pConstHandleEntity )
{
IHandleEntity *pHandleEntity = const_cast<IHandleEntity*>(pConstHandleEntity);
#ifdef CLIENT_DLL
IClientUnknown *pUnk = (IClientUnknown*)pHandleEntity;
return pUnk->GetBaseEntity();
#else
if ( staticpropmgr->IsStaticProp( pHandleEntity ) )
return NULL;
IServerUnknown *pUnk = (IServerUnknown*)pHandleEntity;
return pUnk->GetBaseEntity();
#endif
}
inline CBaseEntity *EntityFromEntityHandle( IHandleEntity *pHandleEntity )
{
#ifdef CLIENT_DLL
IClientUnknown *pUnk = (IClientUnknown*)pHandleEntity;
return pUnk->GetBaseEntity();
#else
#ifndef _X360
if ( staticpropmgr->IsStaticProp( pHandleEntity ) )
return NULL;
#else
if ( !pHandleEntity || pHandleEntity->m_bIsStaticProp )
return NULL;
#endif
IServerUnknown *pUnk = (IServerUnknown*)pHandleEntity;
Assert( !pUnk || pUnk->GetBaseEntity() );
return pUnk->GetBaseEntity();
#endif
}
typedef bool (*ShouldHitFunc_t)( IHandleEntity *pHandleEntity, int contentsMask );
//-----------------------------------------------------------------------------
// traceline methods
//-----------------------------------------------------------------------------
class CTraceFilterSimple : public CTraceFilter
{
public:
// It does have a base, but we'll never network anything below here..
DECLARE_CLASS_NOBASE( CTraceFilterSimple );
CTraceFilterSimple( const IHandleEntity *passentity, int collisionGroup, ShouldHitFunc_t pExtraShouldHitCheckFn = NULL );
virtual bool ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask );
virtual void SetPassEntity( const IHandleEntity *pPassEntity ) { m_pPassEnt = pPassEntity; }
virtual void SetCollisionGroup( int iCollisionGroup ) { m_collisionGroup = iCollisionGroup; }
const IHandleEntity *GetPassEntity( void ){ return m_pPassEnt;}
private:
const IHandleEntity *m_pPassEnt;
int m_collisionGroup;
ShouldHitFunc_t m_pExtraShouldHitCheckFunction;
};
class CTraceFilterSkipTwoEntities : public CTraceFilterSimple
{
public:
// It does have a base, but we'll never network anything below here..
DECLARE_CLASS( CTraceFilterSkipTwoEntities, CTraceFilterSimple );
CTraceFilterSkipTwoEntities( const IHandleEntity *passentity = NULL, const IHandleEntity *passentity2 = NULL, int collisionGroup = COLLISION_GROUP_NONE );
virtual bool ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask );
virtual void SetPassEntity2( const IHandleEntity *pPassEntity2 ) { m_pPassEnt2 = pPassEntity2; }
private:
const IHandleEntity *m_pPassEnt2;
};
class CTraceFilterSimpleList : public CTraceFilterSimple
{
public:
CTraceFilterSimpleList( int collisionGroup );
virtual bool ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask );
void AddEntityToIgnore( IHandleEntity *pEntity );
void AddEntitiesToIgnore( int nCount, IHandleEntity **ppEntities );
protected:
CUtlVector<IHandleEntity*> m_PassEntities;
};
class CTraceFilterOnlyHitThis : public CTraceFilter
{
public:
// It does have a base, but we'll never network anything below here..
DECLARE_CLASS_NOBASE( CTraceFilterOnlyHitThis );
CTraceFilterOnlyHitThis( const IHandleEntity *hitentity );
virtual bool ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask );
private:
const IHandleEntity *m_pHitEnt;
};
class CTraceFilterOnlyNPCsAndPlayer : public CTraceFilterSimple
{
public:
CTraceFilterOnlyNPCsAndPlayer( const IHandleEntity *passentity, int collisionGroup )
: CTraceFilterSimple( passentity, collisionGroup )
{
}
virtual TraceType_t GetTraceType() const
{
return TRACE_ENTITIES_ONLY;
}
virtual bool ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask );
};
class CTraceFilterNoNPCsOrPlayer : public CTraceFilterSimple
{
public:
CTraceFilterNoNPCsOrPlayer( const IHandleEntity *passentity = NULL, int collisionGroup = COLLISION_GROUP_NONE )
: CTraceFilterSimple( passentity, collisionGroup )
{
}
virtual bool ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask );
};
//-----------------------------------------------------------------------------
// Purpose: Custom trace filter used for NPC LOS traces
//-----------------------------------------------------------------------------
class CTraceFilterLOS : public CTraceFilterSkipTwoEntities
{
public:
CTraceFilterLOS( IHandleEntity *pHandleEntity, int collisionGroup, IHandleEntity *pHandleEntity2 = NULL );
bool ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask );
};
class CTraceFilterSkipClassname : public CTraceFilterSimple
{
public:
CTraceFilterSkipClassname( const IHandleEntity *passentity, const char *pchClassname, int collisionGroup );
virtual bool ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask );
private:
const char *m_pchClassname;
};
class CTraceFilterSkipTwoClassnames : public CTraceFilterSkipClassname
{
public:
// It does have a base, but we'll never network anything below here..
DECLARE_CLASS( CTraceFilterSkipTwoClassnames, CTraceFilterSkipClassname );
CTraceFilterSkipTwoClassnames( const IHandleEntity *passentity, const char *pchClassname, const char *pchClassname2, int collisionGroup );
virtual bool ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask );
private:
const char *m_pchClassname2;
};
class CTraceFilterSimpleClassnameList : public CTraceFilterSimple
{
public:
CTraceFilterSimpleClassnameList( const IHandleEntity *passentity, int collisionGroup );
virtual bool ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask );
void AddClassnameToIgnore( const char *pchClassname );
private:
CUtlVector<const char*> m_PassClassnames;
};
class CTraceFilterChain : public CTraceFilter
{
public:
CTraceFilterChain( ITraceFilter *pTraceFilter1, ITraceFilter *pTraceFilter2 );
virtual bool ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask );
private:
ITraceFilter *m_pTraceFilter1;
ITraceFilter *m_pTraceFilter2;
};
// helper
void DebugDrawLine( const Vector& vecAbsStart, const Vector& vecAbsEnd, int r, int g, int b, bool test, float duration );
extern ConVar r_visualizetraces;
#ifdef DETECT_TRACE_SPIKES
#define BeginDetectTraceSpike() \
extern void DoReportExpensiveTrace( bool repeat, float time ); \
extern float g_TraceSpikeTolerance; \
CFastTimer spikeTimer; \
spikeTimer.Start()
#define EndDetectTraceSpike() \
spikeTimer.End()
#define DidTraceSpike() \
( spikeTimer.GetDuration().GetMillisecondsF() > g_TraceSpikeTolerance )
#define ReportExpensiveTrace( repeat ) if ( DidTraceSpike() ) DoReportExpensiveTrace( repeat, spikeTimer.GetDuration().GetMillisecondsF() )
#else
#define BeginDetectTraceSpike() ((void)0)
#define EndDetectTraceSpike() ((void)0)
#define DidTraceSpike() false
#define ReportExpensiveTrace( repeat ) ((void)0)
#endif
inline void UTIL_TraceLine( const Vector& vecAbsStart, const Vector& vecAbsEnd, unsigned int mask,
const IHandleEntity *ignore, int collisionGroup, trace_t *ptr )
{
BeginDetectTraceSpike();
Ray_t ray;
ray.Init( vecAbsStart, vecAbsEnd );
CTraceFilterSimple traceFilter( ignore, collisionGroup );
enginetrace->TraceRay( ray, mask, &traceFilter, ptr );
EndDetectTraceSpike();
if( r_visualizetraces.GetBool() || DidTraceSpike() )
{
DebugDrawLine( ptr->startpos, ptr->endpos, 255, 0, 0, true, ( r_visualizetraces.GetBool() ) ? -1.0f : .5 );
ReportExpensiveTrace( false );
if ( DidTraceSpike() ) // Opimizer will remove this block
{
ReportExpensiveTrace( false );
BeginDetectTraceSpike();
Ray_t ray;
ray.Init( vecAbsStart, vecAbsEnd );
CTraceFilterSimple traceFilter( ignore, collisionGroup );
enginetrace->TraceRay( ray, mask, &traceFilter, ptr );
EndDetectTraceSpike();
if ( DidTraceSpike() )
{
ReportExpensiveTrace( true );
}
}
}
}
inline void UTIL_TraceLine( const Vector& vecAbsStart, const Vector& vecAbsEnd, unsigned int mask,
ITraceFilter *pFilter, trace_t *ptr )
{
BeginDetectTraceSpike();
Ray_t ray;
ray.Init( vecAbsStart, vecAbsEnd );
enginetrace->TraceRay( ray, mask, pFilter, ptr );
EndDetectTraceSpike();
if( r_visualizetraces.GetBool() || DidTraceSpike() )
{
DebugDrawLine( ptr->startpos, ptr->endpos, 255, 0, 0, true, ( r_visualizetraces.GetBool() ) ? -1.0f : .5 );
ReportExpensiveTrace( false );
if ( DidTraceSpike() ) // Opimizer will remove this block
{
BeginDetectTraceSpike();
Ray_t ray;
ray.Init( vecAbsStart, vecAbsEnd );
enginetrace->TraceRay( ray, mask, pFilter, ptr );
EndDetectTraceSpike();
if ( DidTraceSpike() )
{
ReportExpensiveTrace( true );
}
}
}
}
inline void UTIL_TraceHull( const Vector &vecAbsStart, const Vector &vecAbsEnd, const Vector &hullMin,
const Vector &hullMax, unsigned int mask, const IHandleEntity *ignore,
int collisionGroup, trace_t *ptr )
{
BeginDetectTraceSpike();
Ray_t ray;
ray.Init( vecAbsStart, vecAbsEnd, hullMin, hullMax );
CTraceFilterSimple traceFilter( ignore, collisionGroup );
enginetrace->TraceRay( ray, mask, &traceFilter, ptr );
EndDetectTraceSpike();
if( r_visualizetraces.GetBool() || DidTraceSpike() )
{
DebugDrawLine( ptr->startpos, ptr->endpos, 255, 255, 0, true, ( r_visualizetraces.GetBool() ) ? -1.0f : .5 );
ReportExpensiveTrace( false );
if ( DidTraceSpike() ) // Opimizer will remove this block
{
BeginDetectTraceSpike();
Ray_t ray;
ray.Init( vecAbsStart, vecAbsEnd, hullMin, hullMax );
CTraceFilterSimple traceFilter( ignore, collisionGroup );
enginetrace->TraceRay( ray, mask, &traceFilter, ptr );
EndDetectTraceSpike();
if ( DidTraceSpike() )
{
ReportExpensiveTrace( true );
}
}
}
}
inline void UTIL_TraceHull( const Vector &vecAbsStart, const Vector &vecAbsEnd, const Vector &hullMin,
const Vector &hullMax, unsigned int mask, ITraceFilter *pFilter, trace_t *ptr )
{
BeginDetectTraceSpike();
Ray_t ray;
ray.Init( vecAbsStart, vecAbsEnd, hullMin, hullMax );
enginetrace->TraceRay( ray, mask, pFilter, ptr );
EndDetectTraceSpike();
if( r_visualizetraces.GetBool() || DidTraceSpike() )
{
DebugDrawLine( ptr->startpos, ptr->endpos, 255, 255, 0, true, ( r_visualizetraces.GetBool() ) ? -1.0f : .5 );
ReportExpensiveTrace( false );
if ( DidTraceSpike() ) // Opimizer will remove this block
{
BeginDetectTraceSpike();
Ray_t ray;
ray.Init( vecAbsStart, vecAbsEnd, hullMin, hullMax );
enginetrace->TraceRay( ray, mask, pFilter, ptr );
EndDetectTraceSpike();
if( DidTraceSpike() )
{
ReportExpensiveTrace( true );
}
}
}
}
inline void UTIL_TraceRay( const Ray_t &ray, unsigned int mask,
const IHandleEntity *ignore, int collisionGroup, trace_t *ptr )
{
CTraceFilterSimple traceFilter( ignore, collisionGroup );
enginetrace->TraceRay( ray, mask, &traceFilter, ptr );
if( r_visualizetraces.GetBool() )
{
DebugDrawLine( ptr->startpos, ptr->endpos, 255, 0, 0, true, -1.0f );
}
}
inline void UTIL_TraceRay( const Ray_t &ray, unsigned int mask,
ITraceFilter *pFilter, trace_t *ptr )
{
enginetrace->TraceRay( ray, mask, pFilter, ptr );
if( r_visualizetraces.GetBool() )
{
DebugDrawLine( ptr->startpos, ptr->endpos, 255, 0, 0, true, -1.0f );
}
}
// Sweeps a particular entity through the world
void UTIL_TraceEntity( CBaseEntity *pEntity, const Vector &vecAbsStart, const Vector &vecAbsEnd, unsigned int mask, trace_t *ptr );
void UTIL_TraceEntity( CBaseEntity *pEntity, const Vector &vecAbsStart, const Vector &vecAbsEnd,
unsigned int mask, ITraceFilter *pFilter, trace_t *ptr );
void UTIL_TraceEntity( CBaseEntity *pEntity, const Vector &vecAbsStart, const Vector &vecAbsEnd,
unsigned int mask, const IHandleEntity *ignore, int collisionGroup, trace_t *ptr );
bool UTIL_EntityHasMatchingRootParent( CBaseEntity *pRootParent, CBaseEntity *pEntity );
inline int UTIL_PointContents( const Vector &vec, int contentsMask )
{
return enginetrace->GetPointContents( vec, contentsMask );
}
// Sweeps against a particular model, using collision rules
void UTIL_TraceModel( const Vector &vecStart, const Vector &vecEnd, const Vector &hullMin,
const Vector &hullMax, CBaseEntity *pentModel, int collisionGroup, trace_t *ptr );
void UTIL_ClipTraceToPlayers( const Vector& vecAbsStart, const Vector& vecAbsEnd, unsigned int mask, ITraceFilter *filter, trace_t *tr );
// Particle effect tracer
void UTIL_ParticleTracer( const char *pszTracerEffectName, const Vector &vecStart, const Vector &vecEnd, int iEntIndex = 0, int iAttachment = 0, bool bWhiz = false );
// Old style, non-particle system, tracers
void UTIL_Tracer( const Vector &vecStart, const Vector &vecEnd, int iEntIndex = 0, int iAttachment = TRACER_DONT_USE_ATTACHMENT, float flVelocity = 0, bool bWhiz = false, const char *pCustomTracerName = NULL, int iParticleID = 0 );
bool UTIL_IsLowViolence( void );
bool UTIL_ShouldShowBlood( int bloodColor );
void UTIL_BloodDrips( const Vector &origin, const Vector &direction, int color, int amount );
void UTIL_BloodImpact( const Vector &pos, const Vector &dir, int color, int amount );
void UTIL_BloodDecalTrace( trace_t *pTrace, int bloodColor );
void UTIL_DecalTrace( trace_t *pTrace, char const *decalName );
bool UTIL_IsSpaceEmpty( CBaseEntity *pMainEnt, const Vector &vMin, const Vector &vMax );
bool UTIL_IsSpaceEmpty( CBaseEntity *pMainEnt, const Vector &vMin, const Vector &vMax, unsigned int mask, ITraceFilter *pFilter );
void UTIL_StringToVector( float *pVector, const char *pString );
void UTIL_StringToFloatArray( float *pVector, int count, const char *pString );
CBasePlayer *UTIL_PlayerByIndex( int entindex );
// decodes/encodes a buffer using a 64bit ICE key (inplace)
void UTIL_DecodeICE( unsigned char * buffer, int size, const unsigned char *key );
void UTIL_EncodeICE( unsigned char * buffer, unsigned int size, const unsigned char *key );
unsigned short UTIL_GetAchievementEventMask( void );
//assumes the object is already in a mostly passable space
#define FL_AXIS_DIRECTION_NONE ( 0 )
#define FL_AXIS_DIRECTION_X ( 1 << 0 )
#define FL_AXIS_DIRECTION_NX ( 1 << 1 )
#define FL_AXIS_DIRECTION_Y ( 1 << 2 )
#define FL_AXIS_DIRECTION_NY ( 1 << 3 )
#define FL_AXIS_DIRECTION_Z ( 1 << 4 )
#define FL_AXIS_DIRECTION_NZ ( 1 << 5 )
bool UTIL_FindClosestPassableSpace( const Vector &vCenter, const Vector &vExtents, const Vector &vIndecisivePush, ITraceFilter *pTraceFilter, unsigned int fMask, unsigned int iIterations, Vector &vCenterOut, int nAxisRestrictionFlags = FL_AXIS_DIRECTION_NONE );
bool UTIL_FindClosestPassableSpace( CBaseEntity *pEntity, const Vector &vIndecisivePush, unsigned int fMask, unsigned int iIterations, Vector &vOriginOut, Vector *pStartingPosition = NULL, int nAxisRestrictionFlags = FL_AXIS_DIRECTION_NONE );
bool UTIL_FindClosestPassableSpace( CBaseEntity *pEntity, const Vector &vIndecisivePush, unsigned int fMask, Vector *pStartingPosition = NULL, int nAxisRestrictionFlags = FL_AXIS_DIRECTION_NONE );
//--------------------------------------------------------------------------------------------------------------
/**
* Given a position and a ray, return the shortest distance between the two.
* If 'pos' is beyond either end of the ray, the returned distance is negated.
*/
inline float DistanceToRay( const Vector &pos, const Vector &rayStart, const Vector &rayEnd, float *along = NULL, Vector *pointOnRay = NULL )
{
Vector to = pos - rayStart;
Vector dir = rayEnd - rayStart;
float length = dir.NormalizeInPlace();
float rangeAlong = DotProduct( dir, to );
if (along)
{
*along = rangeAlong;
}
float range;
if (rangeAlong < 0.0f)
{
// off start point
range = -(pos - rayStart).Length();
if (pointOnRay)
{
*pointOnRay = rayStart;
}
}
else if (rangeAlong > length)
{
// off end point
range = -(pos - rayEnd).Length();
if (pointOnRay)
{
*pointOnRay = rayEnd;
}
}
else // within ray bounds
{
Vector onRay = rayStart + rangeAlong * dir;
range = (pos - onRay).Length();
if (pointOnRay)
{
*pointOnRay = onRay;
}
}
return range;
}
//--------------------------------------------------------------------------------------------------------------
/**
* Macro for creating an interface that when inherited from automatically maintains a list of instances
* that inherit from that interface.
*/
// interface for entities that want to a auto maintained global list
#define DECLARE_AUTO_LIST( interfaceName ) \
class interfaceName; \
abstract_class interfaceName \
{ \
public: \
interfaceName( bool bAutoAdd = true ); \
virtual ~interfaceName(); \
virtual CBaseEntity* GetEntity( void ) = 0; \
static void Add( interfaceName *pElement ) { m_##interfaceName##AutoList.AddToTail( pElement ); } \
static void Remove( interfaceName *pElement ) { m_##interfaceName##AutoList.FindAndFastRemove( pElement ); } \
static const CUtlVector< interfaceName* >& AutoList( void ) { return m_##interfaceName##AutoList; } \
private: \
static CUtlVector< interfaceName* > m_##interfaceName##AutoList; \
};
// Creates a simple function for accessing the higher level entity
#define IMPLEMENT_AUTO_LIST_GET() \
virtual CBaseEntity* GetEntity( void ) { return this; }
// Creates the auto add/remove constructor/destructor...
// Pass false to the constructor to not auto add
#define IMPLEMENT_AUTO_LIST( interfaceName ) \
CUtlVector< class interfaceName* > interfaceName::m_##interfaceName##AutoList; \
interfaceName::interfaceName( bool bAutoAdd ) \
{ \
if ( bAutoAdd ) \
{ \
Add( this ); \
} \
} \
interfaceName::~interfaceName() \
{ \
Remove( this ); \
}
//--------------------------------------------------------------------------------------------------------------
/**
* Simple class for tracking intervals of game time.
* Upon creation, the timer is invalidated. To measure time intervals, start the timer via Start().
*/
class IntervalTimer
{
public:
#ifdef CLIENT_DLL
DECLARE_PREDICTABLE();
#endif
DECLARE_DATADESC();
DECLARE_CLASS_NOBASE( IntervalTimer );
DECLARE_EMBEDDED_NETWORKVAR();
IntervalTimer( void ) : m_timestamp( -1.0f )
{
}
void Reset( void )
{
m_timestamp = Now();
}
void Start( void )
{
m_timestamp = Now();
}
void StartFromTime( float startTime )
{
m_timestamp = startTime;
}
void Invalidate( void )
{
m_timestamp = -1.0f;
}
bool HasStarted( void ) const
{
return (m_timestamp > 0.0f);
}
/// if not started, elapsed time is very large
float GetElapsedTime( void ) const
{
return (HasStarted()) ? (Now() - m_timestamp) : 99999.9f;
}
bool IsLessThen( float duration ) const
{
return (Now() - m_timestamp < duration) ? true : false;
}
bool IsGreaterThen( float duration ) const
{
return (Now() - m_timestamp > duration) ? true : false;
}
float GetStartTime( void ) const
{
return m_timestamp;
}
protected:
CNetworkVar( float, m_timestamp );
float Now( void ) const; // work-around since client header doesn't like inlined gpGlobals->curtime
};
#ifdef CLIENT_DLL
EXTERN_RECV_TABLE(DT_IntervalTimer);
#else
EXTERN_SEND_TABLE(DT_IntervalTimer);
#endif
//--------------------------------------------------------------------------------------------------------------
/**
* Simple class for counting down a short interval of time.
* Upon creation, the timer is invalidated. Invalidated countdown timers are considered to have elapsed.
*/
class CountdownTimer
{
public:
#ifdef CLIENT_DLL
DECLARE_PREDICTABLE();
#endif
DECLARE_CLASS_NOBASE( CountdownTimer );
DECLARE_EMBEDDED_NETWORKVAR();
CountdownTimer( void ) :
m_timestamp( -1.0f), m_duration( 0.0f )
{
}
void Reset( void )
{
m_timestamp = Now() + m_duration;
}
void Start( float duration )
{
m_timestamp = Now() + duration;
m_duration = duration;
}
void StartFromTime( float startTime, float duration )
{
m_timestamp = startTime + duration;
m_duration = duration;
}
void Invalidate( void )
{
m_timestamp = -1.0f;
}
bool HasStarted( void ) const
{
return (m_timestamp > 0.0f);
}
bool IsElapsed( void ) const
{
return (Now() > m_timestamp);
}
float GetElapsedTime( void ) const
{
return Now() - m_timestamp + m_duration;
}
float GetRemainingTime( void ) const
{
return (m_timestamp - Now());
}
/// return original countdown time
float GetCountdownDuration( void ) const
{
return (m_timestamp > 0.0f) ? m_duration : 0.0f;
}
/// 1.0 for newly started, 0.0 for elapsed
float GetRemainingRatio( void ) const
{
if ( HasStarted() )
{
float left = GetRemainingTime() / m_duration;
if ( left < 0.0f )
return 0.0f;
if ( left > 1.0f )
return 1.0f;
return left;
}
return 0.0f;
}
private:
CNetworkVar( float, m_duration );
CNetworkVar( float, m_timestamp );
float Now( void ) const; // work-around since client header doesn't like inlined gpGlobals->curtime
};
#ifdef CLIENT_DLL
EXTERN_RECV_TABLE(DT_CountdownTimer);
#else
EXTERN_SEND_TABLE(DT_CountdownTimer);
#endif
//--------------------------------------------------------------------------------------------------------------
/**
* Simple class for tracking change in values over time.
*/
#define TIMELINE_ARRAY_SIZE 64
#define TIMELINE_INTERVAL_START 0.25f
enum TimelineCompression_t
{
TIMELINE_COMPRESSION_SUM,
TIMELINE_COMPRESSION_COUNT_PER_INTERVAL,
TIMELINE_COMPRESSION_AVERAGE,
TIMELINE_COMPRESSION_AVERAGE_BLEND,
TIMELINE_COMPRESSION_TOTAL
};
class CTimeline : public IntervalTimer
{
public:
DECLARE_DATADESC();
DECLARE_CLASS( CTimeline, IntervalTimer );
DECLARE_EMBEDDED_NETWORKVAR();
CTimeline( void )
{
ClearValues();
}
void ClearValues( void );
void ClearAndStart( void ) { ClearValues(); Start(); }
void StopRecording( void ) { m_bStopped = true; }
void RecordValue( float flValue );
void RecordFinalValue( float flValue ) { RecordValue( flValue ); StopRecording(); }
int Count( void ) const
{
return m_nBucketCount;
}
float GetValue( int i ) const;
float GetValueAtInterp( float fInterp ) const;
float GetValueTime( int i ) const
{
Assert( i >= 0 && i < m_nBucketCount );
return static_cast<float>( i ) * m_flInterval;
}
float GetInterval( void ) const
{
return m_flInterval;
}
void SetCompressionType( TimelineCompression_t nCompressionType )
{
m_nCompressionType = nCompressionType;
}
TimelineCompression_t GetCompressionType( void ) const
{
return m_nCompressionType;
}
private:
int GetCurrentBucket( void )
{
return static_cast<float>( Now() - m_timestamp ) / m_flInterval;
}
void Compress( void );
CNetworkArray( float, m_flValues, TIMELINE_ARRAY_SIZE );
CNetworkArray( int, m_nValueCounts, TIMELINE_ARRAY_SIZE );
CNetworkVar( int, m_nBucketCount );
CNetworkVar( float, m_flInterval );
CNetworkVar( float, m_flFinalValue );
CNetworkVar( TimelineCompression_t, m_nCompressionType );
CNetworkVar( bool, m_bStopped );
};
#ifdef CLIENT_DLL
EXTERN_RECV_TABLE(DT_Timeline);
#else
EXTERN_SEND_TABLE(DT_Timeline);
#endif
char* ReadAndAllocStringValue( KeyValues *pSub, const char *pName, const char *pFilename = NULL );
int UTIL_StringFieldToInt( const char *szValue, const char **pValueStrings, int iNumStrings );
int UTIL_CountNumBitsSet( unsigned int nVar );
int UTIL_CountNumBitsSet( uint64 nVar );
bool UTIL_GetModDir( char *lpszTextOut, unsigned int nSize );
/*UTIL_CalcFrustumThroughPolygon - Given a frustum and a polygon, calculate how the current frustum would clip the polygon, then generate a new frustum that runs along the edge of the clipped polygon.
-returns number of planes in the output frustum, 0 if the polygon was completely clipped by the input frustum
-vFrustumOrigin can be thought of as the camera origin if your frustum is a view frustum
-planes should face inward
-iPreserveCount will preserve N planes at the end of your input frustum and ensure they're at the end of your output frustum. Assuming your input frustum is of type "Frustum", a value of 2 would preserve your near and far planes
-to ensure that your output frustum can hold the entire complex frustum we generate. Make it of size (iPolyVertCount + iCurrentFrustumPlanes + iPreserveCount). Otherwise the output frustum will be simplified to fit your maximum output by eliminating bounding planes with the clipped area.
-a lack of input frustum is considered valid input*/
int UTIL_CalcFrustumThroughConvexPolygon( const Vector *pPolyVertices, int iPolyVertCount, const Vector &vFrustumOrigin, const VPlane *pInputFrustumPlanes, int iInputFrustumPlanes, VPlane *pOutputFrustumPlanes, int iMaxOutputPlanes, int iPreserveCount );
//-----------------------------------------------------------------------------
// class CFlaggedEntitiesEnum
//-----------------------------------------------------------------------------
// enumerate entities that match a set of edict flags into a static array
class CFlaggedEntitiesEnum : public IPartitionEnumerator
{
public:
CFlaggedEntitiesEnum( CBaseEntity **pList, int listMax, int flagMask );
// This gets called by the enumeration methods with each element
// that passes the test.
virtual IterationRetval_t EnumElement( IHandleEntity *pHandleEntity );
int GetCount() { return m_count; }
bool AddToList( CBaseEntity *pEntity );
private:
CBaseEntity **m_pList;
int m_listMax;
int m_flagMask;
int m_count;
};
class CHurtableEntitiesEnum : public IPartitionEnumerator
{
public:
CHurtableEntitiesEnum( CBaseEntity **pList, int listMax );
// This gets called by the enumeration methods with each element
// that passes the test.
virtual IterationRetval_t EnumElement( IHandleEntity *pHandleEntity );
int GetCount() { return m_count; }
bool AddToList( CBaseEntity *pEntity );
private:
CBaseEntity **m_pList;
int m_listMax;
int m_count;
};
int UTIL_EntitiesAlongRay( const Ray_t &ray, CFlaggedEntitiesEnum *pEnum );
inline int UTIL_EntitiesAlongRay( CBaseEntity **pList, int listMax, const Ray_t &ray, int flagMask )
{
CFlaggedEntitiesEnum rayEnum( pList, listMax, flagMask );
return UTIL_EntitiesAlongRay( ray, &rayEnum );
}
#endif // UTIL_SHARED_H