//========= Copyright 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" #include "steam/steamuniverse.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(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 if ( staticpropmgr->IsStaticProp( pHandleEntity ) ) return NULL; IServerUnknown *pUnk = (IServerUnknown*)pHandleEntity; 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, const IHandleEntity *passentity2, int collisionGroup ); 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 ); protected: CUtlVector m_PassEntities; }; 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, int collisionGroup ) : 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 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; inline void UTIL_TraceLine( const Vector& vecAbsStart, const Vector& vecAbsEnd, unsigned int mask, const IHandleEntity *ignore, int collisionGroup, trace_t *ptr ) { Ray_t ray; ray.Init( vecAbsStart, vecAbsEnd ); 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_TraceLine( const Vector& vecAbsStart, const Vector& vecAbsEnd, unsigned int mask, ITraceFilter *pFilter, trace_t *ptr ) { Ray_t ray; ray.Init( vecAbsStart, vecAbsEnd ); enginetrace->TraceRay( ray, mask, pFilter, ptr ); if( r_visualizetraces.GetBool() ) { DebugDrawLine( ptr->startpos, ptr->endpos, 255, 0, 0, true, -1.0f ); } } 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 ) { Ray_t ray; ray.Init( vecAbsStart, vecAbsEnd, hullMin, hullMax ); CTraceFilterSimple traceFilter( ignore, collisionGroup ); enginetrace->TraceRay( ray, mask, &traceFilter, ptr ); if( r_visualizetraces.GetBool() ) { DebugDrawLine( ptr->startpos, ptr->endpos, 255, 255, 0, true, -1.0f ); } } inline void UTIL_TraceHull( const Vector &vecAbsStart, const Vector &vecAbsEnd, const Vector &hullMin, const Vector &hullMax, unsigned int mask, ITraceFilter *pFilter, trace_t *ptr ) { Ray_t ray; ray.Init( vecAbsStart, vecAbsEnd, hullMin, hullMax ); enginetrace->TraceRay( ray, mask, pFilter, ptr ); if( r_visualizetraces.GetBool() ) { DebugDrawLine( ptr->startpos, ptr->endpos, 255, 255, 0, true, -1.0f ); } } inline void UTIL_TraceRay( const Ray_t &ray, unsigned int mask, const IHandleEntity *ignore, int collisionGroup, trace_t *ptr, ShouldHitFunc_t pExtraShouldHitCheckFn = NULL ) { CTraceFilterSimple traceFilter( ignore, collisionGroup, pExtraShouldHitCheckFn ); enginetrace->TraceRay( ray, mask, &traceFilter, 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 ) { return enginetrace->GetPointContents( vec ); } // 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 ); void UTIL_StringToVector( float *pVector, const char *pString ); void UTIL_StringToIntArray( int *pVector, int count, const char *pString ); void UTIL_StringToFloatArray( float *pVector, int count, const char *pString ); void UTIL_StringToColor32( color32 *color, const char *pString ); CBasePlayer *UTIL_PlayerByIndex( int entindex ); // Helper for use with console commands and the like. // Returns NULL if not found or if the provided arg would match multiple players. // Currently accepts, in descending priority: // - Formatted SteamID ([U:1:1234]) // - SteamID64 (76561197989728462) // - Legacy SteamID (STEAM_0:1:1234) // - UserID preceded by a pound (#4) // - Partial name match (if unique) // - UserID not preceded by a pound* // // *Does not count as ambiguous with higher priority items CBasePlayer* UTIL_PlayerByCommandArg( const char *arg ); CBasePlayer* UTIL_PlayerByUserId( int userID ); CBasePlayer* UTIL_PlayerByName( const char *name ); // not case sensitive // Finds a player who has this non-ambiguous substring. Also not case sensitive. CBasePlayer* UTIL_PlayerByPartialName( const char *name ); // decodes a buffer using a 64bit ICE key (inplace) void UTIL_DecodeICE( unsigned char * buffer, int size, const unsigned char *key); //-------------------------------------------------------------------------------------------------------------- /** * 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(); \ static void AddToAutoList( interfaceName *pElement ) { m_##interfaceName##AutoList.AddToTail( pElement ); } \ static void RemoveFromAutoList( 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 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 ) \ { \ AddToAutoList( this ); \ } \ } \ interfaceName::~interfaceName() \ { \ RemoveFromAutoList( this ); \ } //-------------------------------------------------------------------------------------------------------------- // You can use this if you need an autolist without an extra interface type involved. // To use this, just inherit (class Mine : public TAutoList {) template< class T > class TAutoList { public: typedef CUtlVector< T* > AutoListType; static AutoListType &GetAutoList() { return m_autolist; } protected: TAutoList() { m_autolist.AddToTail( static_cast< T* >( this ) ); } virtual ~TAutoList() { m_autolist.FindAndFastRemove( static_cast< T* >( this ) ); } private: static AutoListType m_autolist; }; template< class T > CUtlVector< T* > TAutoList< T >::m_autolist; //-------------------------------------------------------------------------------------------------------------- /** * 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: IntervalTimer( void ) { m_timestamp = -1.0f; } void Reset( void ) { m_timestamp = Now(); } void Start( void ) { m_timestamp = Now(); } 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; } private: float m_timestamp; float Now( void ) const; // work-around since client header doesn't like inlined gpGlobals->curtime }; //-------------------------------------------------------------------------------------------------------------- /** * 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: 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 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; } private: float m_duration; float m_timestamp; virtual float Now( void ) const; // work-around since client header doesn't like inlined gpGlobals->curtime }; class RealTimeCountdownTimer : public CountdownTimer { virtual float Now( void ) const OVERRIDE { return Plat_FloatTime(); } }; char* ReadAndAllocStringValue( KeyValues *pSub, const char *pName, const char *pFilename = NULL ); int UTIL_StringFieldToInt( const char *szValue, const char **pValueStrings, int iNumStrings ); //----------------------------------------------------------------------------- // Holidays //----------------------------------------------------------------------------- // Used at level change and round start to re-calculate which holiday is active void UTIL_CalculateHolidays(); bool UTIL_IsHolidayActive( /*EHoliday*/ int eHoliday ); /*EHoliday*/ int UTIL_GetHolidayForString( const char* pszHolidayName ); // This will return the first active holiday string it can find. In the case of multiple // holidays overlapping, the list order will act as priority. const char *UTIL_GetActiveHolidayString(); const char *UTIL_GetRandomSoundFromEntry( const char* pszEntryName ); /// Clamp and round float vals to int. The values are in the 0...255 range. Color FloatRGBAToColor( float r, float g, float b, float a ); float LerpFloat( float x0, float x1, float t ); Color LerpColor( const Color &c0, const Color &c1, float t ); // Global econ-level helper functionality. EUniverse GetUniverse(); #endif // UTIL_SHARED_H