Paranoia2/dlls/util.h

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2020-08-31 18:50:41 +02:00
/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
//
// Misc utility code
//
#include <string.h>
#ifndef ACTIVITY_H
#include "activity.h"
#endif
#ifndef ENGINECALLBACK_H
#include "enginecallback.h"
#endif
#ifndef PHYSCALLBACK_H
#include "physcallback.h"
#endif
#include "com_model.h"
#include "randomrange.h"
inline void MESSAGE_BEGIN( int msg_dest, int msg_type, const float *pOrigin, entvars_t *ent ); // implementation later in this file
// Use this instead of ALLOC_STRING on constant strings
#define STRING(offset) (const char *)(gpGlobals->pStringBase + (int)offset)
#define MAKE_STRING(str) ((int)str - (int)STRING(0))
inline edict_t *FIND_ENTITY_BY_CLASSNAME(edict_t *entStart, const char *pszName)
{
return FIND_ENTITY_BY_STRING(entStart, "classname", pszName);
}
inline edict_t *FIND_ENTITY_BY_TARGETNAME(edict_t *entStart, const char *pszName)
{
return FIND_ENTITY_BY_STRING(entStart, "targetname", pszName);
}
// for doing a reverse lookup. Say you have a door, and want to find its button.
inline edict_t *FIND_ENTITY_BY_TARGET(edict_t *entStart, const char *pszName)
{
return FIND_ENTITY_BY_STRING(entStart, "target", pszName);
}
// Keeps clutter down a bit, when writing key-value pairs
#define WRITEKEY_INT(pf, szKeyName, iKeyValue) ENGINE_FPRINTF(pf, "\"%s\" \"%d\"\n", szKeyName, iKeyValue)
#define WRITEKEY_FLOAT(pf, szKeyName, flKeyValue) \
ENGINE_FPRINTF(pf, "\"%s\" \"%f\"\n", szKeyName, flKeyValue)
#define WRITEKEY_STRING(pf, szKeyName, szKeyValue) \
ENGINE_FPRINTF(pf, "\"%s\" \"%s\"\n", szKeyName, szKeyValue)
#define WRITEKEY_VECTOR(pf, szKeyName, flX, flY, flZ) \
ENGINE_FPRINTF(pf, "\"%s\" \"%f %f %f\"\n", szKeyName, flX, flY, flZ)
// Makes these more explicit, and easier to find
#define FILE_GLOBAL static
#define DLL_GLOBAL
// Until we figure out why "const" gives the compiler problems, we'll just have to use
// this bogus "empty" define to mark things as constant.
#define CONSTANT
// More explicit than "int"
typedef int EOFFSET;
// In case it's not alread defined
typedef int BOOL;
// Keeps clutter down a bit, when declaring external entity/global method prototypes
#define DECLARE_GLOBAL_METHOD(MethodName) extern void DLLEXPORT MethodName( void )
#define GLOBAL_METHOD(funcname) void DLLEXPORT funcname(void)
// This is the glue that hooks .MAP entity class names to our CPP classes
// The _declspec forces them to be exported by name so we can do a lookup with GetProcAddress()
// The function is used to intialize / allocate the object for the entity
#ifdef _WIN32
#define LINK_ENTITY_TO_CLASS(mapClassName,DLLClassName) \
extern "C" _declspec( dllexport ) void mapClassName( entvars_t *pev ); \
void mapClassName( entvars_t *pev ) { GetClassPtr( (DLLClassName *)pev ); }
#else
#define LINK_ENTITY_TO_CLASS(mapClassName,DLLClassName) extern "C" void mapClassName( entvars_t *pev ); void mapClassName( entvars_t *pev ) { GetClassPtr( (DLLClassName *)pev ); }
#endif
//
// Conversion among the three types of "entity", including identity-conversions.
//
#ifdef DEBUG
extern edict_t *DBG_EntOfVars(const entvars_t *pev);
inline edict_t *ENT(const entvars_t *pev) { return DBG_EntOfVars(pev); }
#else
inline edict_t *ENT(const entvars_t *pev) { return pev->pContainingEntity; }
#endif
inline edict_t *ENT(edict_t *pent) { return pent; }
inline edict_t *ENT(EOFFSET eoffset) { return (*g_engfuncs.pfnPEntityOfEntOffset)(eoffset); }
inline EOFFSET OFFSET(EOFFSET eoffset) { return eoffset; }
inline EOFFSET OFFSET(const edict_t *pent)
{
#if _DEBUG
if ( !pent )
ALERT( at_error, "Bad ent in OFFSET()\n" );
#endif
return (*g_engfuncs.pfnEntOffsetOfPEntity)(pent);
}
inline EOFFSET OFFSET(entvars_t *pev)
{
#if _DEBUG
if ( !pev )
ALERT( at_error, "Bad pev in OFFSET()\n" );
#endif
return OFFSET(ENT(pev));
}
inline entvars_t *VARS(entvars_t *pev) { return pev; }
inline entvars_t *VARS(edict_t *pent)
{
if ( !pent )
return NULL;
return &pent->v;
}
inline entvars_t* VARS(EOFFSET eoffset) { return VARS(ENT(eoffset)); }
inline int ENTINDEX(edict_t *pEdict) { return (*g_engfuncs.pfnIndexOfEdict)(pEdict); }
inline edict_t* INDEXENT( int iEdictNum ) { return (*g_engfuncs.pfnPEntityOfEntIndex)(iEdictNum); }
inline void MESSAGE_BEGIN( int msg_dest, int msg_type, const float *pOrigin, entvars_t *ent ) {
(*g_engfuncs.pfnMessageBegin)(msg_dest, msg_type, pOrigin, ENT(ent));
}
// Testing the three types of "entity" for nullity
//LRC- four types, rather; see cbase.h
#define eoNullEntity 0
inline BOOL FNullEnt(EOFFSET eoffset) { return eoffset == 0; }
inline BOOL FNullEnt(const edict_t* pent) { return pent == NULL || FNullEnt(OFFSET(pent)); }
inline BOOL FNullEnt(entvars_t* pev) { return pev == NULL || FNullEnt(OFFSET(pev)); }
// Testing strings for nullity
#define iStringNull 0
inline BOOL FStringNull(int iString) { return iString == iStringNull; }
#define cchMapNameMost 32
// Dot products for view cone checking
#define VIEW_FIELD_FULL (float)-1.0 // +-180 degrees
#define VIEW_FIELD_WIDE (float)-0.7 // +-135 degrees 0.1 // +-85 degrees, used for full FOV checks
#define VIEW_FIELD_NARROW (float)0.7 // +-45 degrees, more narrow check used to set up ranged attacks
#define VIEW_FIELD_ULTRA_NARROW (float)0.9 // +-25 degrees, more narrow check used to set up ranged attacks
// All monsters need this data
#define DONT_BLEED -1
#define BLOOD_COLOR_RED (BYTE)247
#define BLOOD_COLOR_YELLOW (BYTE)195
#define BLOOD_COLOR_GREEN BLOOD_COLOR_YELLOW
typedef enum
{
MONSTERSTATE_NONE = 0,
MONSTERSTATE_IDLE,
MONSTERSTATE_COMBAT,
MONSTERSTATE_ALERT,
MONSTERSTATE_HUNT,
MONSTERSTATE_PRONE,
MONSTERSTATE_SCRIPT,
MONSTERSTATE_PLAYDEAD,
MONSTERSTATE_DEAD
} MONSTERSTATE;
//LRC- the values used for the new "global states" mechanism.
typedef enum
{
STATE_OFF = 0, // disabled, inactive, invisible, closed, or stateless. Or non-alert monster.
STATE_TURN_ON, // door opening, env_fade fading in, etc.
STATE_ON, // enabled, active, visisble, or open. Or alert monster.
STATE_TURN_OFF, // door closing, monster dying (?).
STATE_IN_USE, // player is in control (train/tank/barney/scientist).
// In_Use isn't very useful, I'll probably remove it.
} STATE;
extern char* GetStringForState( STATE state );
// Things that toggle (buttons/triggers/doors) need this
typedef enum
{
TS_AT_TOP,
TS_AT_BOTTOM,
TS_GOING_UP,
TS_GOING_DOWN
} TOGGLE_STATE;
// Misc useful
inline BOOL FStrEq(const char*sz1, const char*sz2)
{ return (Q_strcmp(sz1, sz2) == 0); }
inline BOOL FClassnameIs(edict_t* pent, const char* szClassname)
{ return FStrEq(STRING(VARS(pent)->classname), szClassname); }
inline BOOL FClassnameIs(entvars_t* pev, const char* szClassname)
{ return FStrEq(STRING(pev->classname), szClassname); }
class CBaseEntity;
// Misc. Prototypes
extern void UTIL_SetSize (entvars_t* pev, const Vector &vecMin, const Vector &vecMax);
extern float UTIL_VecToYaw (const Vector &vec);
extern Vector UTIL_VecToAngles (const Vector &vec);
extern float UTIL_AngleMod (float a);
extern float UTIL_AngleDiff ( float destAngle, float srcAngle );
extern Vector UTIL_YawToVector( float yaw );
extern Vector UTIL_AxisRotationToAngles (const Vector &vec, float angle); //LRC
extern Vector UTIL_AxisRotationToVec (const Vector &vec, float angle); //LRC
//LRC
class CBaseAlias;
extern void UTIL_AddToAliasList( CBaseAlias *pAlias );
extern void UTIL_FlushAliases( void );
extern CBaseEntity *UTIL_FindEntityInSphere(CBaseEntity *pStartEntity, const Vector &vecCenter, float flRadius);
extern CBaseEntity *UTIL_FindEntityByString(CBaseEntity *pStartEntity, const char *szKeyword, const char *szValue );
extern CBaseEntity *UTIL_FindEntityByClassname(CBaseEntity *pStartEntity, const char *szName );
extern CBaseEntity *UTIL_FindEntityByTargetname(CBaseEntity *pStartEntity, const char *szName );
extern CBaseEntity *UTIL_FindEntityByTargetname(CBaseEntity *pStartEntity, const char *szName, CBaseEntity *pActivator ); //LRC - for $locus references
extern CBaseEntity *UTIL_FindEntityByTarget(CBaseEntity *pStartEntity, const char *szName );
extern CBaseEntity *UTIL_FindEntityGeneric(const char *szName, Vector &vecSrc, float flRadius );
// returns a CBaseEntity pointer to a player by index. Only returns if the player is spawned and connected
// otherwise returns NULL
// Index is 1 based
extern CBaseEntity *UTIL_PlayerByIndex( int playerIndex );
#define UTIL_EntitiesInPVS(pent) (*g_engfuncs.pfnEntitiesInPVS)(pent)
extern void UTIL_MakeVectors (const Vector &vecAngles);
// Pass in an array of pointers and an array size, it fills the array and returns the number inserted
extern int UTIL_MonstersInSphere( CBaseEntity **pList, int listMax, const Vector &center, float radius );
extern int UTIL_EntitiesInBox( CBaseEntity **pList, int listMax, const Vector &mins, const Vector &maxs, int flagMask );
inline void UTIL_MakeVectorsPrivate( const Vector &vecAngles, float *p_vForward, float *p_vRight, float *p_vUp )
{
g_engfuncs.pfnAngleVectors( vecAngles, p_vForward, p_vRight, p_vUp );
}
extern void UTIL_MakeAimVectors ( const Vector &vecAngles ); // like MakeVectors, but assumes pitch isn't inverted
extern void UTIL_MakeInvVectors ( const Vector &vec, globalvars_t *pgv );
extern void UTIL_SetEdictOrigin ( edict_t *pEdict, const Vector &vecOrigin );
extern void UTIL_SetOrigin ( CBaseEntity* pEntity, const Vector &vecOrigin );
extern void UTIL_EmitAmbientSound ( edict_t *entity, const Vector &vecOrigin, const char *samp, float vol, float attenuation, int fFlags, int pitch );
extern void UTIL_ParticleEffect ( const Vector &vecOrigin, const Vector &vecDirection, ULONG ulColor, ULONG ulCount );
extern void UTIL_ScreenShake ( const Vector &center, float amplitude, float frequency, float duration, float radius );
extern void UTIL_ScreenShakeAll ( const Vector &center, float amplitude, float frequency, float duration );
extern void UTIL_ShowMessage ( const char *pString, CBaseEntity *pPlayer );
extern void UTIL_ShowMessageAll ( const char *pString );
extern void UTIL_ShowMessagePVS( const char *pString, const Vector &org ); // buz
extern void UTIL_ScreenFadeAll ( const Vector &color, float fadeTime, float holdTime, int alpha, int flags );
extern void UTIL_ScreenFade ( CBaseEntity *pEntity, const Vector &color, float fadeTime, float fadeHold, int alpha, int flags );
typedef enum { ignore_monsters=1, dont_ignore_monsters=0, missile=2 } IGNORE_MONSTERS;
typedef enum { ignore_glass=1, dont_ignore_glass=0 } IGNORE_GLASS;
extern void UTIL_TraceLine (const Vector &vecStart, const Vector &vecEnd, IGNORE_MONSTERS igmon, edict_t *pentIgnore, TraceResult *ptr);
extern void UTIL_TraceLine (const Vector &vecStart, const Vector &vecEnd, IGNORE_MONSTERS igmon, IGNORE_GLASS ignoreGlass, edict_t *pentIgnore, TraceResult *ptr);
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);
extern TraceResult UTIL_GetGlobalTrace (void);
extern void UTIL_TraceModel (const Vector &vecStart, const Vector &vecEnd, int hullNumber, edict_t *pentModel, TraceResult *ptr);
extern Vector UTIL_GetAimVector (edict_t* pent, float flSpeed);
extern int UTIL_PointContents (const Vector &vec);
extern int UTIL_IsMasterTriggered (string_t sMaster, CBaseEntity *pActivator);
extern void UTIL_BloodStream( const Vector &origin, const Vector &direction, int color, int amount );
extern void UTIL_BloodDrips( const Vector &origin, const Vector &direction, int color, int amount );
extern Vector UTIL_RandomBloodVector( void );
extern BOOL UTIL_TraceCustomDecal( TraceResult *pTrace, const char *name, float angle = 0.0f, int persistent = 0 ); // Wargon: Это должно быть объявлено здесь чтобы можно было рисовать кастомне декали из кода монстриков.
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extern void UTIL_RestoreCustomDecal( const Vector &vecPos, const Vector &vecNormal, int entityIndex, int modelIndex, const char *name, int flags, float angle );
extern BOOL UTIL_StudioDecalTrace( TraceResult *pTrace, const char *name, int flags = 0 );
extern void UTIL_RestoreStudioDecal( const Vector &vecEnd, const Vector &vecNormal, int entityIndex, int modelIndex, const char *name, int flags, struct modelstate_s *state, int lightcache, const Vector &scale );
extern void UTIL_DecalTrace( TraceResult *pTrace, const char *decalName );
//
extern BOOL UTIL_ShouldShowBlood( int bloodColor );
extern void UTIL_BloodDecalTrace( TraceResult *pTrace, int bloodColor );
extern void UTIL_BloodStudioDecalTrace( TraceResult *pTrace, int bloodColor );
extern void UTIL_GunshotDecalTrace( TraceResult *pTrace, const char *name );
extern void UTIL_Sparks( const Vector &position );
extern void UTIL_Ricochet( const Vector &position, float scale );
extern void UTIL_StringToVector( float *pVector, const char *pString );
extern void UTIL_StringToRandomVector( float *pVector, const char *pString ); //LRC
extern void UTIL_StringToIntArray( int *pVector, int count, const char *pString );
extern Vector UTIL_ClampVectorToBox( const Vector &input, const Vector &clampSize );
extern float UTIL_Approach( float target, float value, float speed );
extern float UTIL_ApproachAngle( float target, float value, float speed );
extern float UTIL_AngleDistance( float next, float cur );
extern char *UTIL_VarArgs( char *format, ... );
extern void UTIL_Remove( CBaseEntity *pEntity );
extern BOOL UTIL_IsValidEntity( edict_t *pent );
extern BOOL UTIL_TeamsMatch( const char *pTeamName1, const char *pTeamName2 );
extern BOOL UTIL_IsFacing( entvars_t *pevTest, const Vector &reference ); //LRC
// Use for ease-in, ease-out style interpolation (accel/decel)
extern float UTIL_SplineFraction( float value, float scale );
// Search for water transition along a vertical line
extern float UTIL_WaterLevel( const Vector &position, float minz, float maxz );
extern void UTIL_Bubbles( Vector mins, Vector maxs, int count );
extern void UTIL_BubbleTrail( Vector from, Vector to, int count );
// allows precacheing of other entities
extern void UTIL_PrecacheOther( const char *szClassname );
// prints a message to each client
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 );
inline void UTIL_CenterPrintAll( const char *msg_name, const char *param1 = NULL, const char *param2 = NULL, const char *param3 = NULL, const char *param4 = NULL )
{
UTIL_ClientPrintAll( HUD_PRINTCENTER, msg_name, param1, param2, param3, param4 );
}
class CBasePlayerItem;
class CBasePlayer;
extern BOOL UTIL_GetNextBestWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeapon );
// prints messages through the HUD
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 );
// prints a message to the HUD say (chat)
extern void UTIL_SayText( const char *pText, CBaseEntity *pEntity );
extern void UTIL_SayTextAll( const char *pText, CBaseEntity *pEntity );
typedef struct hudtextparms_s
{
float x;
float y;
int effect;
byte r1, g1, b1, a1;
byte r2, g2, b2, a2;
float fadeinTime;
float fadeoutTime;
float holdTime;
float fxTime;
int channel;
} hudtextparms_t;
// prints as transparent 'title' to the HUD
extern void UTIL_HudMessageAll( const hudtextparms_t &textparms, const char *pMessage );
extern void UTIL_HudMessage( CBaseEntity *pEntity, const hudtextparms_t &textparms, const char *pMessage );
// for handy use with ClientPrint params
extern char *UTIL_dtos1( int d );
extern char *UTIL_dtos2( int d );
extern char *UTIL_dtos3( int d );
extern char *UTIL_dtos4( int d );
// Writes message to console with timestamp and FragLog header.
extern void UTIL_LogPrintf( char *fmt, ... );
// Sorta like FInViewCone, but for nonmonsters.
extern float UTIL_DotPoints ( const Vector &vecSrc, const Vector &vecCheck, const Vector &vecDir );
extern void UTIL_StripToken( const char *pKey, char *pDest );// for redundant keynames
extern void UTIL_FindHullIntersection( const Vector &vecSrc, TraceResult &tr, float *mins, float *maxs, edict_t *pEntity );
// Misc functions
extern void SetMovedir(entvars_t* pev);
extern Vector GetMovedir( Vector vecAngles );
extern Vector VecBModelOrigin( entvars_t* pevBModel );
extern int BuildChangeList( LEVELLIST *pLevelList, int maxList );
//
// How did I ever live without ASSERT?
//
#ifdef DEBUG
void DBG_AssertFunction(BOOL fExpr, const char* szExpr, const char* szFile, int szLine, const char* szMessage);
#define ASSERT(f) DBG_AssertFunction(f, #f, __FILE__, __LINE__, NULL)
#define ASSERTSZ(f, sz) DBG_AssertFunction(f, #f, __FILE__, __LINE__, sz)
#else // !DEBUG
#define ASSERT(f)
#define ASSERTSZ(f, sz)
#endif // !DEBUG
extern DLL_GLOBAL const Vector g_vecZero;
//
// Constants that were used only by QC (maybe not used at all now)
//
// Un-comment only as needed
//
#define LANGUAGE_ENGLISH 0
#define LANGUAGE_GERMAN 1
#define LANGUAGE_FRENCH 2
#define LANGUAGE_BRITISH 3
extern DLL_GLOBAL int g_Language;
extern DLL_GLOBAL BOOL g_fXashEngine;
extern DLL_GLOBAL BOOL g_fPhysicInitialized;
extern DLL_GLOBAL int g_iXashEngineBuildNumber; // may be 0 for old versions or GoldSource
extern DLL_GLOBAL BOOL g_fAllowSaves;
#define AMBIENT_SOUND_STATIC 0 // medium radius attenuation
#define AMBIENT_SOUND_EVERYWHERE 1
#define AMBIENT_SOUND_SMALLRADIUS 2
#define AMBIENT_SOUND_MEDIUMRADIUS 4
#define AMBIENT_SOUND_LARGERADIUS 8
#define AMBIENT_SOUND_START_SILENT 16
#define AMBIENT_SOUND_NOT_LOOPING 32
#define AMBIENT_SOUND_FROM_PLAYER 64
#define SPEAKER_START_SILENT 1 // wait for trigger 'on' to start announcements
#define SND_SPAWNING (1<<8) // duplicated in protocol.h we're spawing, used in some cases for ambients
#define SND_STOP (1<<5) // duplicated in protocol.h stop sound
#define SND_CHANGE_VOL (1<<6) // duplicated in protocol.h change sound vol
#define SND_CHANGE_PITCH (1<<7) // duplicated in protocol.h change sound pitch
#define LFO_SQUARE 1
#define LFO_TRIANGLE 2
#define LFO_RANDOM 3
// func_rotating
#define SF_BRUSH_ROTATE_Y_AXIS 0 //!?! (LRC)
#define SF_BRUSH_ROTATE_INSTANT 1
#define SF_BRUSH_ROTATE_BACKWARDS 2
#define SF_BRUSH_ROTATE_Z_AXIS 4
#define SF_BRUSH_ROTATE_X_AXIS 8
#define SF_PENDULUM_AUTO_RETURN 16
#define SF_PENDULUM_PASSABLE 32
#define SF_BRUSH_ROTATE_SMALLRADIUS 128
#define SF_BRUSH_ROTATE_MEDIUMRADIUS 256
#define SF_BRUSH_ROTATE_LARGERADIUS 512
#define PUSH_BLOCK_ONLY_X 1
#define PUSH_BLOCK_ONLY_Y 2
#define VEC_HULL_MIN Vector(-16, -16, -36)
#define VEC_HULL_MAX Vector( 16, 16, 36)
#define VEC_HUMAN_HULL_MIN Vector( -16, -16, 0 )
#define VEC_HUMAN_HULL_MAX Vector( 16, 16, 72 )
#define VEC_HUMAN_HULL_DUCK Vector( 16, 16, 36 )
#define VEC_VIEW Vector( 0, 0, 28 )
#define VEC_DUCK_HULL_MIN Vector(-16, -16, -18 )
#define VEC_DUCK_HULL_MAX Vector( 16, 16, 18)
#define VEC_DUCK_VIEW Vector( 0, 0, 12 )
#define CIN_FRAMETIME (1.0f / 30.0f)
#define SVC_TEMPENTITY 23
#define SVC_INTERMISSION 30
#define SVC_CDTRACK 32
#define SVC_WEAPONANIM 35
#define SVC_ROOMTYPE 37
#define SVC_DIRECTOR 51
// triggers
#define SF_TRIGGER_ALLOWMONSTERS 1// monsters allowed to fire this trigger
#define SF_TRIGGER_NOCLIENTS 2// players not allowed to fire this trigger
#define SF_TRIGGER_PUSHABLES 4// only pushables can fire this trigger
#define SF_TRIGGER_EVERYTHING 8// everything else can fire this trigger (e.g. gibs, rockets)
// func breakable
#define SF_BREAK_TRIGGER_ONLY 1// may only be broken by trigger
#define SF_BREAK_TOUCH 2// can be 'crashed through' by running player (plate glass)
#define SF_BREAK_PRESSURE 4// can be broken by a player standing on it
#define SF_BREAK_FADE_RESPAWN 8// LRC- fades in gradually when respawned
#define SF_BREAK_CROWBAR 256// instant break if hit with crowbar
// func_pushable (it's also func_breakable, so don't collide with those flags)
#define SF_PUSH_BREAKABLE 128
#define SF_PUSH_NOPULL 512//LRC
#define SF_PUSH_USECUSTOMSIZE 0x800000 //LRC, not yet used
#define SF_LIGHT_START_OFF 1
#define SPAWNFLAG_NOMESSAGE 1
#define SPAWNFLAG_NOTOUCH 1
#define SPAWNFLAG_DROIDONLY 4
#define SPAWNFLAG_USEONLY 1 // can't be touched, must be used (buttons)
#define TELE_PLAYER_ONLY 1
#define TELE_SILENT 2
#define SF_TRIG_PUSH_ONCE 1
// Sound Utilities
// sentence groups
#define CBSENTENCENAME_MAX 32 // g-cont. was 16
#define CVOXFILESENTENCEMAX 1536 // max number of sentences in game. NOTE: this must match
// CVOXFILESENTENCEMAX in engine\sound.h!!!
extern char gszallsentencenames[CVOXFILESENTENCEMAX][CBSENTENCENAME_MAX];
extern int gcallsentences;
int USENTENCEG_Pick(int isentenceg, char *szfound);
int USENTENCEG_PickSequential(int isentenceg, char *szfound, int ipick, int freset);
void USENTENCEG_InitLRU(unsigned char *plru, int count);
void SENTENCEG_Init();
void SENTENCEG_Stop(edict_t *entity, int isentenceg, int ipick);
int SENTENCEG_PlayRndI(edict_t *entity, int isentenceg, float volume, float attenuation, int flags, int pitch);
int SENTENCEG_PlayRndSz(edict_t *entity, const char *szrootname, float volume, float attenuation, int flags, int pitch, int channel = -1); // buz: added channel parameter
int SENTENCEG_PlaySequentialSz(edict_t *entity, const char *szrootname, float volume, float attenuation, int flags, int pitch, int ipick, int freset);
int SENTENCEG_GetIndex(const char *szrootname);
int SENTENCEG_Lookup(const char *sample, char *sentencenum);
void TEXTURETYPE_Init( void );
float TEXTURETYPE_PlaySound(TraceResult *ptr, Vector vecSrc, Vector vecEnd, int iBulletType );
// NOTE: use EMIT_SOUND_DYN to set the pitch of a sound. Pitch of 100
// is no pitch shift. Pitch > 100 up to 255 is a higher pitch, pitch < 100
// down to 1 is a lower pitch. 150 to 70 is the realistic range.
// EMIT_SOUND_DYN with pitch != 100 should be used sparingly, as it's not quite as
// fast as EMIT_SOUND (the pitchshift mixer is not native coded).
void EMIT_SOUND_DYN(edict_t *entity, int channel, const char *sample, float volume, float attenuation,
int flags, int pitch);
inline void EMIT_SOUND(edict_t *entity, int channel, const char *sample, float volume, float attenuation)
{
EMIT_SOUND_DYN(entity, channel, sample, volume, attenuation, 0, PITCH_NORM);
}
inline void STOP_SOUND(edict_t *entity, int channel, const char *sample)
{
EMIT_SOUND_DYN(entity, channel, sample, 0, 0, SND_STOP, PITCH_NORM);
}
void EMIT_SOUND_SUIT(edict_t *entity, const char *sample);
void EMIT_GROUPID_SUIT(edict_t *entity, int isentenceg);
void EMIT_GROUPNAME_SUIT(edict_t *entity, const char *groupname);
#define PRECACHE_SOUND_ARRAY( a ) \
{ for (int i = 0; i < ARRAYSIZE( a ); i++ ) PRECACHE_SOUND((char *) a [i]); }
#define EMIT_SOUND_ARRAY_DYN( chan, array ) \
EMIT_SOUND_DYN ( ENT(pev), chan , array [ RANDOM_LONG(0,ARRAYSIZE( array )-1) ], 1.0, ATTN_NORM, 0, RANDOM_LONG(95,105) );
#define RANDOM_SOUND_ARRAY( array ) (array) [ RANDOM_LONG(0,ARRAYSIZE( (array) )-1) ]
#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 );
#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 );
#define GROUP_OP_AND 0
#define GROUP_OP_NAND 1
extern int g_groupmask;
extern int g_groupop;
class UTIL_GroupTrace
{
public:
UTIL_GroupTrace( int groupmask, int op );
~UTIL_GroupTrace( void );
private:
int m_oldgroupmask, m_oldgroupop;
};
void UTIL_SetGroupTrace( int groupmask, int op );
void UTIL_UnsetGroupTrace( void );
int UTIL_SharedRandomLong( unsigned int seed, int low, int high );
float UTIL_SharedRandomFloat( unsigned int seed, float low, float high );
float UTIL_WeaponTimeBase( void );
int GetStdLightStyle (int iStyle); //LRC- declared here so it can be used by everything that
// needs to deal with the standard lightstyles.
// LRC- for aliases and groups
CBaseEntity* UTIL_FollowReference( CBaseEntity* pStartEntity, const char* szName );
extern unsigned short UTIL_PrecacheMovie( const char *s, int allow_sound = 0 );
extern unsigned short UTIL_PrecacheMovie( string_t iString, int allow_sound = 0 );
// material system
typedef struct
{
struct matdef_s *effects; // hit, impact, particle effects etc
char name[64];
} sv_matdesc_t;
typedef struct
{
char name[64];
unsigned short width, height;
byte maxHeight;
byte numLayers; // layers that specified on heightmap
byte *pixels; // pixels are immediately goes here
} sv_indexMap_t;
typedef struct
{
char names[MAX_LANDSCAPE_LAYERS][64]; // basenames
struct matdef_s *effects[MAX_LANDSCAPE_LAYERS]; // layer settings
} sv_layerMap_t;
typedef struct terrain_s
{
char name[16];
sv_indexMap_t indexmap;
sv_layerMap_t layermap;
int numLayers; // count of array textures
bool valid; // if heightmap was actual
} terrain_t;
extern void SV_InitMaterials( void );
extern void COM_InitMatdef( void );
extern sv_matdesc_t *SV_FindMaterial( const char *name );
extern terrain_t *SV_FindTerrain( const char *texname );
extern void SV_ProcessWorldData( model_t *mod, qboolean create, const byte *buffer );