2016-06-04 15:24:23 +02:00
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/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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//
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// Misc utility code
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//
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#ifndef ACTIVITY_H
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#include "activity.h"
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#endif
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#ifndef ENGINECALLBACK_H
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#include "enginecallback.h"
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#endif
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#ifndef PHYSCALLBACK_H
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#include "physcallback.h"
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#endif
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#include <string.h>
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#include <ctype.h>
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inline void MESSAGE_BEGIN( int msg_dest, int msg_type, const float *pOrigin, entvars_t *ent ); // implementation later in this file
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extern globalvars_t *gpGlobals;
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// Use this instead of ALLOC_STRING on constant strings
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#define STRING(offset) (const char *)(gpGlobals->pStringBase + (int)offset)
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#if !defined __amd64__ || defined(CLIENT_DLL)
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#define MAKE_STRING(str) ((int)str - (int)STRING(0))
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#else
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#define MAKE_STRING ALLOC_STRING
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#endif
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inline edict_t *FIND_ENTITY_BY_CLASSNAME(edict_t *entStart, const char *pszName)
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{
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return FIND_ENTITY_BY_STRING(entStart, "classname", pszName);
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}
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inline edict_t *FIND_ENTITY_BY_TARGETNAME(edict_t *entStart, const char *pszName)
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{
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return FIND_ENTITY_BY_STRING(entStart, "targetname", pszName);
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}
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// for doing a reverse lookup. Say you have a door, and want to find its button.
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inline edict_t *FIND_ENTITY_BY_TARGET(edict_t *entStart, const char *pszName)
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{
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return FIND_ENTITY_BY_STRING(entStart, "target", pszName);
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}
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// Keeps clutter down a bit, when writing key-value pairs
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#define WRITEKEY_INT(pf, szKeyName, iKeyValue) ENGINE_FPRINTF(pf, "\"%s\" \"%d\"\n", szKeyName, iKeyValue)
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#define WRITEKEY_FLOAT(pf, szKeyName, flKeyValue) \
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ENGINE_FPRINTF(pf, "\"%s\" \"%f\"\n", szKeyName, flKeyValue)
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#define WRITEKEY_STRING(pf, szKeyName, szKeyValue) \
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ENGINE_FPRINTF(pf, "\"%s\" \"%s\"\n", szKeyName, szKeyValue)
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#define WRITEKEY_VECTOR(pf, szKeyName, flX, flY, flZ) \
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ENGINE_FPRINTF(pf, "\"%s\" \"%f %f %f\"\n", szKeyName, flX, flY, flZ)
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// Keeps clutter down a bit, when using a float as a bit-vector
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#define SetBits(flBitVector, bits) ((flBitVector) = (int)(flBitVector) | (bits))
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#define ClearBits(flBitVector, bits) ((flBitVector) = (int)(flBitVector) & ~(bits))
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#define FBitSet(flBitVector, bit) ((int)(flBitVector) & (bit))
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// Makes these more explicit, and easier to find
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#define FILE_GLOBAL static
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#define DLL_GLOBAL
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// Until we figure out why "const" gives the compiler problems, we'll just have to use
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// this bogus "empty" define to mark things as constant.
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#define CONSTANT
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// More explicit than "int"
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typedef int EOFFSET;
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// In case it's not alread defined
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typedef int BOOL;
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// In case this ever changes
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#define M_PI 3.14159265358979323846
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// Keeps clutter down a bit, when declaring external entity/global method prototypes
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#define DECLARE_GLOBAL_METHOD(MethodName) extern void DLLEXPORT MethodName( void )
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#define GLOBAL_METHOD(funcname) void DLLEXPORT funcname(void)
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// This is the glue that hooks .MAP entity class names to our CPP classes
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// The _declspec forces them to be exported by name so we can do a lookup with GetProcAddress()
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// The function is used to intialize / allocate the object for the entity
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#define LINK_ENTITY_TO_CLASS(mapClassName,DLLClassName) extern "C" EXPORT void mapClassName( entvars_t *pev ); void mapClassName( entvars_t *pev ) { GetClassPtr( (DLLClassName *)pev ); }
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//
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// Conversion among the three types of "entity", including identity-conversions.
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//
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#ifdef DEBUG
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extern edict_t *DBG_EntOfVars(const entvars_t *pev);
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inline edict_t *ENT(const entvars_t *pev) { return DBG_EntOfVars(pev); }
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#else
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inline edict_t *ENT(const entvars_t *pev) { return pev->pContainingEntity; }
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#endif
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inline edict_t *ENT(edict_t *pent) { return pent; }
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inline edict_t *ENT(EOFFSET eoffset) { return (*g_engfuncs.pfnPEntityOfEntOffset)(eoffset); }
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inline EOFFSET OFFSET(EOFFSET eoffset) { return eoffset; }
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inline EOFFSET OFFSET(const edict_t *pent)
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{
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#if _DEBUG
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if ( !pent )
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ALERT( at_error, "Bad ent in OFFSET()\n" );
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#endif
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return (*g_engfuncs.pfnEntOffsetOfPEntity)(pent);
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}
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inline EOFFSET OFFSET(entvars_t *pev)
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{
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#if _DEBUG
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if ( !pev )
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ALERT( at_error, "Bad pev in OFFSET()\n" );
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#endif
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return OFFSET(ENT(pev));
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}
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inline entvars_t *VARS(entvars_t *pev) { return pev; }
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inline entvars_t *VARS(edict_t *pent)
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{
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if ( !pent )
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return NULL;
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return &pent->v;
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}
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inline entvars_t* VARS(EOFFSET eoffset) { return VARS(ENT(eoffset)); }
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inline int ENTINDEX(edict_t *pEdict) { return (*g_engfuncs.pfnIndexOfEdict)(pEdict); }
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inline edict_t* INDEXENT( int iEdictNum ) { return (*g_engfuncs.pfnPEntityOfEntIndex)(iEdictNum); }
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inline void MESSAGE_BEGIN( int msg_dest, int msg_type, const float *pOrigin, entvars_t *ent ) {
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(*g_engfuncs.pfnMessageBegin)(msg_dest, msg_type, pOrigin, ENT(ent));
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}
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// Testing the three types of "entity" for nullity
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#define eoNullEntity 0
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inline BOOL FNullEnt(EOFFSET eoffset) { return eoffset == 0; }
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inline BOOL FNullEnt(const edict_t* pent) { return pent == NULL || FNullEnt(OFFSET(pent)); }
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inline BOOL FNullEnt(entvars_t* pev) { return pev == NULL || FNullEnt(OFFSET(pev)); }
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// Testing strings for nullity
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#define iStringNull 0
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inline BOOL FStringNull(int iString) { return iString == iStringNull; }
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#define cchMapNameMost 32
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// Dot products for view cone checking
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#define VIEW_FIELD_FULL (float)-1.0 // +-180 degrees
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#define VIEW_FIELD_WIDE (float)-0.7 // +-135 degrees 0.1 // +-85 degrees, used for full FOV checks
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#define VIEW_FIELD_NARROW (float)0.7 // +-45 degrees, more narrow check used to set up ranged attacks
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#define VIEW_FIELD_ULTRA_NARROW (float)0.9 // +-25 degrees, more narrow check used to set up ranged attacks
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// All monsters need this data
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#define DONT_BLEED -1
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#define BLOOD_COLOR_RED (BYTE)247
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#define BLOOD_COLOR_YELLOW (BYTE)195
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#define BLOOD_COLOR_GREEN BLOOD_COLOR_YELLOW
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typedef enum
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{
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MONSTERSTATE_NONE = 0,
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MONSTERSTATE_IDLE,
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MONSTERSTATE_COMBAT,
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MONSTERSTATE_ALERT,
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MONSTERSTATE_HUNT,
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MONSTERSTATE_PRONE,
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MONSTERSTATE_SCRIPT,
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MONSTERSTATE_PLAYDEAD,
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MONSTERSTATE_DEAD
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} MONSTERSTATE;
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// Things that toggle (buttons/triggers/doors) need this
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typedef enum
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{
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TS_AT_TOP,
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TS_AT_BOTTOM,
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TS_GOING_UP,
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TS_GOING_DOWN
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} TOGGLE_STATE;
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// Misc useful
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inline BOOL FStrEq(const char*sz1, const char*sz2)
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{ return (strcmp(sz1, sz2) == 0); }
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inline BOOL FClassnameIs(edict_t* pent, const char* szClassname)
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{ return FStrEq(STRING(VARS(pent)->classname), szClassname); }
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inline BOOL FClassnameIs(entvars_t* pev, const char* szClassname)
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{ return FStrEq(STRING(pev->classname), szClassname); }
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class CBaseEntity;
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// Misc. Prototypes
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extern void UTIL_SetSize (entvars_t* pev, const Vector &vecMin, const Vector &vecMax);
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extern float UTIL_VecToYaw (const Vector &vec);
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extern Vector UTIL_VecToAngles (const Vector &vec);
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extern float UTIL_AngleMod (float a);
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extern float UTIL_AngleDiff ( float destAngle, float srcAngle );
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extern CBaseEntity *UTIL_FindEntityInSphere(CBaseEntity *pStartEntity, const Vector &vecCenter, float flRadius);
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extern CBaseEntity *UTIL_FindEntityByString(CBaseEntity *pStartEntity, const char *szKeyword, const char *szValue );
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extern CBaseEntity *UTIL_FindEntityByClassname(CBaseEntity *pStartEntity, const char *szName );
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extern CBaseEntity *UTIL_FindEntityByTargetname(CBaseEntity *pStartEntity, const char *szName );
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extern CBaseEntity *UTIL_FindEntityGeneric(const char *szName, Vector &vecSrc, float flRadius );
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// returns a CBaseEntity pointer to a player by index. Only returns if the player is spawned and connected
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// otherwise returns NULL
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// Index is 1 based
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extern CBaseEntity *UTIL_PlayerByIndex( int playerIndex );
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#define UTIL_EntitiesInPVS(pent) (*g_engfuncs.pfnEntitiesInPVS)(pent)
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extern void UTIL_MakeVectors (const Vector &vecAngles);
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// Pass in an array of pointers and an array size, it fills the array and returns the number inserted
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extern int UTIL_MonstersInSphere( CBaseEntity **pList, int listMax, const Vector ¢er, float radius );
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extern int UTIL_EntitiesInBox( CBaseEntity **pList, int listMax, const Vector &mins, const Vector &maxs, int flagMask );
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inline void UTIL_MakeVectorsPrivate( const Vector &vecAngles, float *p_vForward, float *p_vRight, float *p_vUp )
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{
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g_engfuncs.pfnAngleVectors( vecAngles, p_vForward, p_vRight, p_vUp );
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}
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extern void UTIL_MakeAimVectors ( const Vector &vecAngles ); // like MakeVectors, but assumes pitch isn't inverted
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extern void UTIL_MakeInvVectors ( const Vector &vec, globalvars_t *pgv );
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extern void UTIL_SetOrigin ( entvars_t* pev, const Vector &vecOrigin );
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extern void UTIL_EmitAmbientSound ( edict_t *entity, const Vector &vecOrigin, const char *samp, float vol, float attenuation, int fFlags, int pitch );
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extern void UTIL_ParticleEffect ( const Vector &vecOrigin, const Vector &vecDirection, ULONG ulColor, ULONG ulCount );
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extern void UTIL_ScreenShake ( const Vector ¢er, float amplitude, float frequency, float duration, float radius );
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extern void UTIL_ScreenShakeAll ( const Vector ¢er, float amplitude, float frequency, float duration );
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extern void UTIL_ShowMessage ( const char *pString, CBaseEntity *pPlayer );
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extern void UTIL_ShowMessageAll ( const char *pString );
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extern void UTIL_ScreenFadeAll ( const Vector &color, float fadeTime, float holdTime, int alpha, int flags );
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extern void UTIL_ScreenFade ( CBaseEntity *pEntity, const Vector &color, float fadeTime, float fadeHold, int alpha, int flags );
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typedef enum { ignore_monsters=1, dont_ignore_monsters=0, missile=2 } IGNORE_MONSTERS;
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typedef enum { ignore_glass=1, dont_ignore_glass=0 } IGNORE_GLASS;
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extern void UTIL_TraceLine (const Vector &vecStart, const Vector &vecEnd, IGNORE_MONSTERS igmon, edict_t *pentIgnore, TraceResult *ptr);
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extern void UTIL_TraceLine (const Vector &vecStart, const Vector &vecEnd, IGNORE_MONSTERS igmon, IGNORE_GLASS ignoreGlass, edict_t *pentIgnore, TraceResult *ptr);
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enum { point_hull=0, human_hull=1, large_hull=2, head_hull=3 };
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extern void UTIL_TraceHull (const Vector &vecStart, const Vector &vecEnd, IGNORE_MONSTERS igmon, int hullNumber, edict_t *pentIgnore, TraceResult *ptr);
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extern TraceResult UTIL_GetGlobalTrace (void);
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extern void UTIL_TraceModel (const Vector &vecStart, const Vector &vecEnd, int hullNumber, edict_t *pentModel, TraceResult *ptr);
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extern Vector UTIL_GetAimVector (edict_t* pent, float flSpeed);
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extern int UTIL_PointContents (const Vector &vec);
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extern int UTIL_IsMasterTriggered (string_t sMaster, CBaseEntity *pActivator);
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extern void UTIL_BloodStream( const Vector &origin, const Vector &direction, int color, int amount );
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extern void UTIL_BloodDrips( const Vector &origin, const Vector &direction, int color, int amount );
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extern Vector UTIL_RandomBloodVector( void );
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extern BOOL UTIL_ShouldShowBlood( int bloodColor );
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extern void UTIL_BloodDecalTrace( TraceResult *pTrace, int bloodColor );
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extern void UTIL_DecalTrace( TraceResult *pTrace, int decalNumber );
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extern void UTIL_PlayerDecalTrace( TraceResult *pTrace, int playernum, int decalNumber, BOOL bIsCustom );
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extern void UTIL_GunshotDecalTrace( TraceResult *pTrace, int decalNumber );
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extern void UTIL_Sparks( const Vector &position );
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extern void UTIL_Ricochet( const Vector &position, float scale );
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extern void UTIL_StringToVector( float *pVector, const char *pString );
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extern void UTIL_StringToIntArray( int *pVector, int count, const char *pString );
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extern Vector UTIL_ClampVectorToBox( const Vector &input, const Vector &clampSize );
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extern float UTIL_Approach( float target, float value, float speed );
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extern float UTIL_ApproachAngle( float target, float value, float speed );
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extern float UTIL_AngleDistance( float next, float cur );
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extern char *UTIL_VarArgs( char *format, ... );
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extern void UTIL_Remove( CBaseEntity *pEntity );
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extern BOOL UTIL_IsValidEntity( edict_t *pent );
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extern BOOL UTIL_TeamsMatch( const char *pTeamName1, const char *pTeamName2 );
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// Use for ease-in, ease-out style interpolation (accel/decel)
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extern float UTIL_SplineFraction( float value, float scale );
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// Search for water transition along a vertical line
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extern float UTIL_WaterLevel( const Vector &position, float minz, float maxz );
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extern void UTIL_Bubbles( Vector mins, Vector maxs, int count );
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extern void UTIL_BubbleTrail( Vector from, Vector to, int count );
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// allows precacheing of other entities
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extern void UTIL_PrecacheOther( const char *szClassname );
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// prints a message to each client
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extern void UTIL_ClientPrintAll( int msg_dest, const char *msg_name, const char *param1 = NULL, const char *param2 = NULL, const char *param3 = NULL, const char *param4 = NULL );
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inline void UTIL_CenterPrintAll( const char *msg_name, const char *param1 = NULL, const char *param2 = NULL, const char *param3 = NULL, const char *param4 = NULL )
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{
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UTIL_ClientPrintAll( HUD_PRINTCENTER, msg_name, param1, param2, param3, param4 );
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}
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class CBasePlayerItem;
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class CBasePlayer;
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extern BOOL UTIL_GetNextBestWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeapon );
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// prints messages through the HUD
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extern void ClientPrint( entvars_t *client, int msg_dest, const char *msg_name, const char *param1 = NULL, const char *param2 = NULL, const char *param3 = NULL, const char *param4 = NULL );
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// prints a message to the HUD say (chat)
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extern void UTIL_SayText( const char *pText, CBaseEntity *pEntity );
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extern void UTIL_SayTextAll( const char *pText, CBaseEntity *pEntity );
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typedef struct hudtextparms_s
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{
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float x;
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float y;
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int effect;
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byte r1, g1, b1, a1;
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byte r2, g2, b2, a2;
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float fadeinTime;
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float fadeoutTime;
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float holdTime;
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float fxTime;
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int channel;
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} hudtextparms_t;
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// prints as transparent 'title' to the HUD
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extern void UTIL_HudMessageAll( const hudtextparms_t &textparms, const char *pMessage );
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extern void UTIL_HudMessage( CBaseEntity *pEntity, const hudtextparms_t &textparms, const char *pMessage );
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// for handy use with ClientPrint params
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extern char *UTIL_dtos1( int d );
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extern char *UTIL_dtos2( int d );
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extern char *UTIL_dtos3( int d );
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extern char *UTIL_dtos4( int d );
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// Writes message to console with timestamp and FragLog header.
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extern void UTIL_LogPrintf( char *fmt, ... );
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// Sorta like FInViewCone, but for nonmonsters.
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extern float UTIL_DotPoints ( const Vector &vecSrc, const Vector &vecCheck, const Vector &vecDir );
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extern void UTIL_StripToken( const char *pKey, char *pDest );// for redundant keynames
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// Misc functions
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extern void SetMovedir(entvars_t* pev);
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extern Vector VecBModelOrigin( entvars_t* pevBModel );
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extern int BuildChangeList( LEVELLIST *pLevelList, int maxList );
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//
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// How did I ever live without ASSERT?
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//
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#ifdef DEBUG
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void DBG_AssertFunction(BOOL fExpr, const char* szExpr, const char* szFile, int szLine, const char* szMessage);
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#define ASSERT(f) DBG_AssertFunction(f, #f, __FILE__, __LINE__, NULL)
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#define ASSERTSZ(f, sz) DBG_AssertFunction(f, #f, __FILE__, __LINE__, sz)
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#else // !DEBUG
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#define ASSERT(f)
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#define ASSERTSZ(f, sz)
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#endif // !DEBUG
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extern DLL_GLOBAL const Vector g_vecZero;
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//
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// Constants that were used only by QC (maybe not used at all now)
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//
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// Un-comment only as needed
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//
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#define LANGUAGE_ENGLISH 0
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#define LANGUAGE_GERMAN 1
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#define LANGUAGE_FRENCH 2
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#define LANGUAGE_BRITISH 3
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extern DLL_GLOBAL int g_Language;
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#define AMBIENT_SOUND_STATIC 0 // medium radius attenuation
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#define AMBIENT_SOUND_EVERYWHERE 1
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#define AMBIENT_SOUND_SMALLRADIUS 2
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#define AMBIENT_SOUND_MEDIUMRADIUS 4
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#define AMBIENT_SOUND_LARGERADIUS 8
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#define AMBIENT_SOUND_START_SILENT 16
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#define AMBIENT_SOUND_NOT_LOOPING 32
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#define SPEAKER_START_SILENT 1 // wait for trigger 'on' to start announcements
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#define SND_SPAWNING (1<<8) // duplicated in protocol.h we're spawing, used in some cases for ambients
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#define SND_STOP (1<<5) // duplicated in protocol.h stop sound
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#define SND_CHANGE_VOL (1<<6) // duplicated in protocol.h change sound vol
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#define SND_CHANGE_PITCH (1<<7) // duplicated in protocol.h change sound pitch
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#define LFO_SQUARE 1
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#define LFO_TRIANGLE 2
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#define LFO_RANDOM 3
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// func_rotating
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#define SF_BRUSH_ROTATE_Y_AXIS 0
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#define SF_BRUSH_ROTATE_INSTANT 1
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#define SF_BRUSH_ROTATE_BACKWARDS 2
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#define SF_BRUSH_ROTATE_Z_AXIS 4
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#define SF_BRUSH_ROTATE_X_AXIS 8
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#define SF_PENDULUM_AUTO_RETURN 16
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#define SF_PENDULUM_PASSABLE 32
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#define SF_BRUSH_ROTATE_SMALLRADIUS 128
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#define SF_BRUSH_ROTATE_MEDIUMRADIUS 256
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#define SF_BRUSH_ROTATE_LARGERADIUS 512
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#define PUSH_BLOCK_ONLY_X 1
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#define PUSH_BLOCK_ONLY_Y 2
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#define VEC_HULL_MIN Vector(-16, -16, -36)
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#define VEC_HULL_MAX Vector( 16, 16, 36)
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#define VEC_HUMAN_HULL_MIN Vector( -16, -16, 0 )
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#define VEC_HUMAN_HULL_MAX Vector( 16, 16, 72 )
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#define VEC_HUMAN_HULL_DUCK Vector( 16, 16, 36 )
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#define VEC_VIEW Vector( 0, 0, 28 )
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#define VEC_DUCK_HULL_MIN Vector(-16, -16, -18 )
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#define VEC_DUCK_HULL_MAX Vector( 16, 16, 18)
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#define VEC_DUCK_VIEW Vector( 0, 0, 12 )
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#define SVC_TEMPENTITY 23
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#define SVC_INTERMISSION 30
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#define SVC_CDTRACK 32
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#define SVC_WEAPONANIM 35
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#define SVC_ROOMTYPE 37
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#define SVC_DIRECTOR 51
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// triggers
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#define SF_TRIGGER_ALLOWMONSTERS 1// monsters allowed to fire this trigger
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#define SF_TRIGGER_NOCLIENTS 2// players not allowed to fire this trigger
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#define SF_TRIGGER_PUSHABLES 4// only pushables can fire this trigger
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// func breakable
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#define SF_BREAK_TRIGGER_ONLY 1// may only be broken by trigger
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#define SF_BREAK_TOUCH 2// can be 'crashed through' by running player (plate glass)
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#define SF_BREAK_PRESSURE 4// can be broken by a player standing on it
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#define SF_BREAK_CROWBAR 256// instant break if hit with crowbar
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// func_pushable (it's also func_breakable, so don't collide with those flags)
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#define SF_PUSH_BREAKABLE 128
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#define SF_LIGHT_START_OFF 1
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#define SPAWNFLAG_NOMESSAGE 1
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#define SPAWNFLAG_NOTOUCH 1
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#define SPAWNFLAG_DROIDONLY 4
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#define SPAWNFLAG_USEONLY 1 // can't be touched, must be used (buttons)
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#define TELE_PLAYER_ONLY 1
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#define TELE_SILENT 2
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#define SF_TRIG_PUSH_ONCE 1
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// Sound Utilities
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// sentence groups
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#define CBSENTENCENAME_MAX 16
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#define CVOXFILESENTENCEMAX 1536 // max number of sentences in game. NOTE: this must match
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// CVOXFILESENTENCEMAX in engine\sound.h!!!
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extern char gszallsentencenames[CVOXFILESENTENCEMAX][CBSENTENCENAME_MAX];
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extern int gcallsentences;
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int USENTENCEG_Pick(int isentenceg, char *szfound);
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int USENTENCEG_PickSequential(int isentenceg, char *szfound, int ipick, int freset);
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void USENTENCEG_InitLRU(unsigned char *plru, int count);
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void SENTENCEG_Init();
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void SENTENCEG_Stop(edict_t *entity, int isentenceg, int ipick);
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int SENTENCEG_PlayRndI(edict_t *entity, int isentenceg, float volume, float attenuation, int flags, int pitch);
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int SENTENCEG_PlayRndSz(edict_t *entity, const char *szrootname, float volume, float attenuation, int flags, int pitch);
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int SENTENCEG_PlaySequentialSz(edict_t *entity, const char *szrootname, float volume, float attenuation, int flags, int pitch, int ipick, int freset);
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int SENTENCEG_GetIndex(const char *szrootname);
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int SENTENCEG_Lookup(const char *sample, char *sentencenum);
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void TEXTURETYPE_Init();
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char TEXTURETYPE_Find(char *name);
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float TEXTURETYPE_PlaySound(TraceResult *ptr, Vector vecSrc, Vector vecEnd, int iBulletType);
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// NOTE: use EMIT_SOUND_DYN to set the pitch of a sound. Pitch of 100
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// is no pitch shift. Pitch > 100 up to 255 is a higher pitch, pitch < 100
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// down to 1 is a lower pitch. 150 to 70 is the realistic range.
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// EMIT_SOUND_DYN with pitch != 100 should be used sparingly, as it's not quite as
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// fast as EMIT_SOUND (the pitchshift mixer is not native coded).
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void EMIT_SOUND_DYN(edict_t *entity, int channel, const char *sample, float volume, float attenuation,
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int flags, int pitch);
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inline void EMIT_SOUND(edict_t *entity, int channel, const char *sample, float volume, float attenuation)
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{
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EMIT_SOUND_DYN(entity, channel, sample, volume, attenuation, 0, PITCH_NORM);
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}
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inline void STOP_SOUND(edict_t *entity, int channel, const char *sample)
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{
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EMIT_SOUND_DYN(entity, channel, sample, 0, 0, SND_STOP, PITCH_NORM);
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}
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void EMIT_SOUND_SUIT(edict_t *entity, const char *sample);
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void EMIT_GROUPID_SUIT(edict_t *entity, int isentenceg);
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void EMIT_GROUPNAME_SUIT(edict_t *entity, const char *groupname);
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#define PRECACHE_SOUND_ARRAY( a ) \
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{ for (int i = 0; i < ARRAYSIZE( a ); i++ ) PRECACHE_SOUND((char *) a [i]); }
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#define EMIT_SOUND_ARRAY_DYN( chan, array ) \
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EMIT_SOUND_DYN ( ENT(pev), chan , array [ RANDOM_LONG(0,ARRAYSIZE( array )-1) ], 1.0, ATTN_NORM, 0, RANDOM_LONG(95,105) );
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#define RANDOM_SOUND_ARRAY( array ) (array) [ RANDOM_LONG(0,ARRAYSIZE( (array) )-1) ]
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#define PLAYBACK_EVENT( flags, who, index ) PLAYBACK_EVENT_FULL( flags, who, index, 0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, 0, 0 );
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#define PLAYBACK_EVENT_DELAY( flags, who, index, delay ) PLAYBACK_EVENT_FULL( flags, who, index, delay, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, 0, 0 );
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#define GROUP_OP_AND 0
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#define GROUP_OP_NAND 1
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extern int g_groupmask;
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extern int g_groupop;
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class UTIL_GroupTrace
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{
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public:
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UTIL_GroupTrace( int groupmask, int op );
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~UTIL_GroupTrace( void );
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private:
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int m_oldgroupmask, m_oldgroupop;
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};
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void UTIL_SetGroupTrace( int groupmask, int op );
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void UTIL_UnsetGroupTrace( void );
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int UTIL_SharedRandomLong( unsigned int seed, int low, int high );
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float UTIL_SharedRandomFloat( unsigned int seed, float low, float high );
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float UTIL_WeaponTimeBase( void );
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