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util.h
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/***
*
* Copyright (c) 1999, 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
//
#ifndef UTIL_H
#define UTIL_H
#ifndef ACTIVITY_H
#include "activity.h"
#endif
#ifndef ENGINECALLBACK_H
#include "enginecallback.h"
#endif
inline void
MESSAGE_BEGIN(int msg_dest, int msg_type, const float* pOrigin, entvars_t* ent); // implementation later in this file
extern globalvars_t* gpGlobals;
// 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)
// Keeps clutter down a bit, when using a float as a bit-vector
#define SetBits(flBitVector, bits) ((flBitVector) = (int)(flBitVector) | (bits))
#define ClearBits(flBitVector, bits) ((flBitVector) = (int)(flBitVector) & ~(bits))
#define FBitSet(flBitVector, bit) ((int)(flBitVector) & (bit))
// 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;
// In case this ever changes
#define M_PI 3.14159265358979323846
// 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
#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;
// 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 (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 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_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_SetOrigin(entvars_t* pev, 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_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);
typedef enum { point_hull = 0, human_hull = 1, large_hull = 2, head_hull = 3 } BORLAND_NEEDS_IDENTIFIERS;
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_ShouldShowBlood(int bloodColor);
extern void UTIL_BloodDecalTrace(TraceResult* pTrace, int bloodColor);
extern void UTIL_DecalTrace(TraceResult* pTrace, int decalNumber);
extern void UTIL_PlayerDecalTrace(TraceResult* pTrace, int playernum, int decalNumber, BOOL bIsCustom);
extern void UTIL_GunshotDecalTrace(TraceResult* pTrace, int decalNumber);
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_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);
// 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
// Misc functions
extern void SetMovedir(entvars_t* pev);
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;
#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 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
#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 SVC_TEMPENTITY 23
#define SVC_INTERMISSION 30
#define SVC_CDTRACK 32
#define SVC_WEAPONANIM 35
#define SVC_ROOMTYPE 37
#define SVC_HLTV 50
// prxoy director stuff
#define DRC_EVENT 3 // informs the dircetor about ann important game event
#define DRC_FLAG_PRIO_MASK 0x0F // priorities between 0 and 15 (15 most important)
#define DRC_FLAG_DRAMATIC (1 << 5)
// 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
// 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_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_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 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 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();
char TEXTURETYPE_Find(char* name);
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);
// static unsigned short FixedUnsigned16( float value, float scale );
// static short FixedSigned16( float value, float scale );
#endif