//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $Workfile: $ // $Date: $ // $NoKeywords: $ //=============================================================================// #if !defined( UTIL_H ) #define UTIL_H #ifdef _WIN32 #pragma once #endif #include #include "mathlib/vector.h" #include #include "shake.h" #include "bitmap/imageformat.h" #include "ispatialpartition.h" #include "materialsystem/MaterialSystemUtil.h" #include "inputsystem/InputEnums.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 ¢er, 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, GameActionSet_t action_set = GAME_ACTION_SET_NONE ); // 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 ); void UpdateLocalPlayerVisionFlags(); 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 ); //----------------------------------------------------------------------------- // 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 ¢er, 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 ¢er, 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( 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