Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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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
void UTIL_ReplaceKeyBindings( const wchar_t *inbuf, int inbufsizebytes, OUT_Z_BYTECAP(outbufsizebytes) wchar_t *outbuf, int outbufsizebytes );
// 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 );
const char *nexttoken(char *token, const char *str, char sep);
//-----------------------------------------------------------------------------
// 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