diff options
| author | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
|---|---|---|
| committer | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
| commit | 39ed87570bdb2f86969d4be821c94b722dc71179 (patch) | |
| tree | abc53757f75f40c80278e87650ea92808274aa59 /mp/src/game/client/cdll_util.cpp | |
| download | source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip | |
First version of the SOurce SDK 2013
Diffstat (limited to 'mp/src/game/client/cdll_util.cpp')
| -rw-r--r-- | mp/src/game/client/cdll_util.cpp | 1321 |
1 files changed, 1321 insertions, 0 deletions
diff --git a/mp/src/game/client/cdll_util.cpp b/mp/src/game/client/cdll_util.cpp new file mode 100644 index 00000000..0a930647 --- /dev/null +++ b/mp/src/game/client/cdll_util.cpp @@ -0,0 +1,1321 @@ +//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $Workfile: $
+// $NoKeywords: $
+//=============================================================================//
+#include "cbase.h"
+#include <stdarg.h>
+#include "hud.h"
+#include "itextmessage.h"
+#include "materialsystem/imaterial.h"
+#include "materialsystem/itexture.h"
+#include "materialsystem/imaterialsystem.h"
+#include "imovehelper.h"
+#include "checksum_crc.h"
+#include "decals.h"
+#include "iefx.h"
+#include "view_scene.h"
+#include "filesystem.h"
+#include "model_types.h"
+#include "engine/IEngineTrace.h"
+#include "engine/ivmodelinfo.h"
+#include "c_te_effect_dispatch.h"
+#include <vgui_controls/Controls.h>
+#include <vgui/ISurface.h>
+#include <vgui/ILocalize.h>
+#include "view.h"
+#include "ixboxsystem.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+ConVar localplayer_visionflags( "localplayer_visionflags", "0", FCVAR_DEVELOPMENTONLY );
+
+//-----------------------------------------------------------------------------
+// ConVars
+//-----------------------------------------------------------------------------
+#ifdef _DEBUG
+
+ConVar r_FadeProps( "r_FadeProps", "1" );
+
+#endif
+bool g_MakingDevShots = false;
+extern ConVar cl_leveloverview;
+
+//-----------------------------------------------------------------------------
+// Purpose: Performs a var args printf into a static return buffer
+// Input : *format -
+// ... -
+// Output : char
+//-----------------------------------------------------------------------------
+char *VarArgs( const char *format, ... )
+{
+ va_list argptr;
+ static char string[1024];
+
+ va_start (argptr, format);
+ Q_vsnprintf (string, sizeof( string ), format,argptr);
+ va_end (argptr);
+
+ return string;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Returns true if the entity index corresponds to a player slot
+// Input : index -
+// Output : bool
+//-----------------------------------------------------------------------------
+bool IsPlayerIndex( int index )
+{
+ return ( index >= 1 && index <= gpGlobals->maxClients ) ? true : false;
+}
+
+int GetLocalPlayerIndex( void )
+{
+ C_BasePlayer * player = C_BasePlayer::GetLocalPlayer();
+
+ if ( player )
+ return player->entindex();
+ else
+ return 0; // game not started yet
+}
+
+int GetLocalPlayerVisionFilterFlags( bool bWeaponsCheck /*= false */ )
+{
+ C_BasePlayer * player = C_BasePlayer::GetLocalPlayer();
+
+ if ( player )
+ return player->GetVisionFilterFlags( bWeaponsCheck );
+ else
+ return 0;
+}
+
+bool IsLocalPlayerUsingVisionFilterFlags( int nFlags, bool bWeaponsCheck /* = false */ )
+{
+ int nLocalPlayerFlags = GetLocalPlayerVisionFilterFlags( bWeaponsCheck );
+
+ if ( !bWeaponsCheck )
+ {
+ // We can only modify the RJ flags with normal checks that won't take the forced kill cam flags that can happen in weapon checks
+ int nRJShaderFlags = nLocalPlayerFlags;
+ if ( nRJShaderFlags != 0 && GameRules() && !GameRules()->AllowMapVisionFilterShaders() )
+ {
+ nRJShaderFlags = 0;
+ }
+
+ if ( nRJShaderFlags != localplayer_visionflags.GetInt() )
+ {
+ localplayer_visionflags.SetValue( nRJShaderFlags );
+ }
+ }
+
+ return ( nLocalPlayerFlags & nFlags ) == nFlags;
+}
+
+bool IsLocalPlayerSpectator( void )
+{
+ C_BasePlayer * player = C_BasePlayer::GetLocalPlayer();
+
+ if ( player )
+ return player->IsObserver();
+ else
+ return false; // game not started yet
+}
+
+int GetSpectatorMode( void )
+{
+ C_BasePlayer * player = C_BasePlayer::GetLocalPlayer();
+
+ if ( player )
+ return player->GetObserverMode();
+ else
+ return OBS_MODE_NONE; // game not started yet
+}
+
+int GetSpectatorTarget( void )
+{
+ C_BasePlayer * player = C_BasePlayer::GetLocalPlayer();
+
+ if ( player )
+ {
+ CBaseEntity * target = player->GetObserverTarget();
+
+ if ( target )
+ return target->entindex();
+ else
+ return 0;
+ }
+ else
+ {
+ return 0; // game not started yet
+ }
+}
+
+int GetLocalPlayerTeam( void )
+{
+ C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
+
+ if ( pPlayer )
+ return pPlayer->GetTeamNumber();
+ else
+ return TEAM_UNASSIGNED;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Convert angles to -180 t 180 range
+// Input : angles -
+//-----------------------------------------------------------------------------
+void NormalizeAngles( QAngle& angles )
+{
+ int i;
+
+ // Normalize angles to -180 to 180 range
+ for ( i = 0; i < 3; i++ )
+ {
+ if ( angles[i] > 180.0 )
+ {
+ angles[i] -= 360.0;
+ }
+ else if ( angles[i] < -180.0 )
+ {
+ angles[i] += 360.0;
+ }
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Interpolate Euler angles using quaternions to avoid singularities
+// Input : start -
+// end -
+// output -
+// frac -
+//-----------------------------------------------------------------------------
+void InterpolateAngles( const QAngle& start, const QAngle& end, QAngle& output, float frac )
+{
+ Quaternion src, dest;
+
+ // Convert to quaternions
+ AngleQuaternion( start, src );
+ AngleQuaternion( end, dest );
+
+ Quaternion result;
+
+ // Slerp
+ QuaternionSlerp( src, dest, frac, result );
+
+ // Convert to euler
+ QuaternionAngles( result, output );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Simple linear interpolation
+// Input : frac -
+// src -
+// dest -
+// output -
+//-----------------------------------------------------------------------------
+void InterpolateVector( float frac, const Vector& src, const Vector& dest, Vector& output )
+{
+ int i;
+
+ for ( i = 0; i < 3; i++ )
+ {
+ output[ i ] = src[ i ] + frac * ( dest[ i ] - src[ i ] );
+ }
+}
+
+client_textmessage_t *TextMessageGet( const char *pName )
+{
+ return engine->TextMessageGet( pName );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: ScreenHeight returns the height of the screen, in pixels
+// Output : int
+//-----------------------------------------------------------------------------
+int ScreenHeight( void )
+{
+ int w, h;
+ GetHudSize( w, h );
+ return h;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: ScreenWidth returns the width of the screen, in pixels
+// Output : int
+//-----------------------------------------------------------------------------
+int ScreenWidth( void )
+{
+ int w, h;
+ GetHudSize( w, h );
+ return w;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Return the difference between two angles
+// Input : destAngle -
+// srcAngle -
+// Output : float
+//-----------------------------------------------------------------------------
+float UTIL_AngleDiff( float destAngle, float srcAngle )
+{
+ float delta;
+
+ delta = destAngle - srcAngle;
+ if ( destAngle > srcAngle )
+ {
+ while ( delta >= 180 )
+ delta -= 360;
+ }
+ else
+ {
+ while ( delta <= -180 )
+ delta += 360;
+ }
+ return delta;
+}
+
+
+float UTIL_WaterLevel( const Vector &position, float minz, float maxz )
+{
+ Vector midUp = position;
+ midUp.z = minz;
+
+ if ( !(UTIL_PointContents(midUp) & MASK_WATER) )
+ return minz;
+
+ midUp.z = maxz;
+ if ( UTIL_PointContents(midUp) & MASK_WATER )
+ return maxz;
+
+ float diff = maxz - minz;
+ while (diff > 1.0)
+ {
+ midUp.z = minz + diff/2.0;
+ if ( UTIL_PointContents(midUp) & MASK_WATER )
+ {
+ minz = midUp.z;
+ }
+ else
+ {
+ maxz = midUp.z;
+ }
+ diff = maxz - minz;
+ }
+
+ return midUp.z;
+}
+
+void UTIL_Bubbles( const Vector& mins, const Vector& maxs, int count )
+{
+ Vector mid = (mins + maxs) * 0.5;
+
+ float flHeight = UTIL_WaterLevel( mid, mid.z, mid.z + 1024 );
+ flHeight = flHeight - mins.z;
+
+ CPASFilter filter( mid );
+
+ int bubbles = modelinfo->GetModelIndex( "sprites/bubble.vmt" );
+
+ te->Bubbles( filter, 0.0,
+ &mins, &maxs, flHeight, bubbles, count, 8.0 );
+}
+
+void UTIL_ScreenShake( const Vector ¢er, float amplitude, float frequency, float duration, float radius, ShakeCommand_t eCommand, bool bAirShake )
+{
+ // Nothing for now
+}
+
+char TEXTURETYPE_Find( trace_t *ptr )
+{
+ surfacedata_t *psurfaceData = physprops->GetSurfaceData( ptr->surface.surfaceProps );
+
+ return psurfaceData->game.material;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Make a tracer effect
+//-----------------------------------------------------------------------------
+void UTIL_Tracer( const Vector &vecStart, const Vector &vecEnd, int iEntIndex, int iAttachment, float flVelocity, bool bWhiz, char *pCustomTracerName )
+{
+ CEffectData data;
+ data.m_vStart = vecStart;
+ data.m_vOrigin = vecEnd;
+ data.m_hEntity = ClientEntityList().EntIndexToHandle( iEntIndex );
+ data.m_flScale = flVelocity;
+
+ // Flags
+ if ( bWhiz )
+ {
+ data.m_fFlags |= TRACER_FLAG_WHIZ;
+ }
+ if ( iAttachment != TRACER_DONT_USE_ATTACHMENT )
+ {
+ data.m_fFlags |= TRACER_FLAG_USEATTACHMENT;
+ // Stomp the start, since it's not going to be used anyway
+ data.m_vStart[0] = iAttachment;
+ }
+
+ // Fire it off
+ if ( pCustomTracerName )
+ {
+ DispatchEffect( pCustomTracerName, data );
+ }
+ else
+ {
+ DispatchEffect( "Tracer", data );
+ }
+}
+
+
+//------------------------------------------------------------------------------
+// Purpose : Creates both an decal and any associated impact effects (such
+// as flecks) for the given iDamageType and the trace's end position
+// Input :
+// Output :
+//------------------------------------------------------------------------------
+void UTIL_ImpactTrace( trace_t *pTrace, int iDamageType, const char *pCustomImpactName )
+{
+ C_BaseEntity *pEntity = pTrace->m_pEnt;
+
+ // Is the entity valid, is the surface sky?
+ if ( !pEntity || (pTrace->surface.flags & SURF_SKY) )
+ return;
+
+ if (pTrace->fraction == 1.0)
+ return;
+
+ // don't decal nodraw surfaces
+ if ( pTrace->surface.flags & SURF_NODRAW )
+ return;
+
+ pEntity->ImpactTrace( pTrace, iDamageType, pCustomImpactName );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+int UTIL_PrecacheDecal( const char *name, bool preload )
+{
+ return effects->Draw_DecalIndexFromName( (char*)name );
+}
+
+extern short g_sModelIndexSmoke;
+
+void UTIL_Smoke( const Vector &origin, const float scale, const float framerate )
+{
+ CPVSFilter filter( origin );
+ te->Smoke( filter, 0.0f, &origin, g_sModelIndexSmoke, scale, framerate );
+}
+
+void UTIL_SetOrigin( C_BaseEntity *entity, const Vector &vecOrigin )
+{
+ entity->SetLocalOrigin( vecOrigin );
+}
+
+//#define PRECACHE_OTHER_ONCE
+// UNDONE: Do we need this to avoid doing too much of this? Measure startup times and see
+#if PRECACHE_OTHER_ONCE
+
+#include "utlsymbol.h"
+class CPrecacheOtherList : public CAutoServerSystem
+{
+public:
+ virtual void LevelInitPreEntity();
+ virtual void LevelShutdownPostEntity();
+
+ bool AddOrMarkPrecached( const char *pClassname );
+
+private:
+ CUtlSymbolTable m_list;
+};
+
+void CPrecacheOtherList::LevelInitPreEntity()
+{
+ m_list.RemoveAll();
+}
+
+void CPrecacheOtherList::LevelShutdownPostEntity()
+{
+ m_list.RemoveAll();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: mark or add
+// Input : *pEntity -
+// Output : Returns true on success, false on failure.
+//-----------------------------------------------------------------------------
+bool CPrecacheOtherList::AddOrMarkPrecached( const char *pClassname )
+{
+ CUtlSymbol sym = m_list.Find( pClassname );
+ if ( sym.IsValid() )
+ return false;
+
+ m_list.AddString( pClassname );
+ return true;
+}
+
+CPrecacheOtherList g_PrecacheOtherList;
+#endif
+
+void UTIL_PrecacheOther( const char *szClassname )
+{
+#if PRECACHE_OTHER_ONCE
+ // already done this one?, if not, mark as done
+ if ( !g_PrecacheOtherList.AddOrMarkPrecached( szClassname ) )
+ return;
+#endif
+
+ // Client should only do this once entities are coming down from server!!!
+ // Assert( engine->IsConnected() );
+
+ C_BaseEntity *pEntity = CreateEntityByName( szClassname );
+ if ( !pEntity )
+ {
+ Warning( "NULL Ent in UTIL_PrecacheOther\n" );
+ return;
+ }
+
+ if (pEntity)
+ {
+ pEntity->Precache( );
+ }
+
+ // Bye bye
+ pEntity->Release();
+}
+
+static csurface_t g_NullSurface = { "**empty**", 0 };
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void UTIL_SetTrace(trace_t& trace, const Ray_t& ray, C_BaseEntity *ent, float fraction, int hitgroup, unsigned int contents, const Vector& normal, float intercept )
+{
+ trace.startsolid = (fraction == 0.0f);
+ trace.fraction = fraction;
+ VectorCopy( ray.m_Start, trace.startpos );
+ VectorMA( ray.m_Start, fraction, ray.m_Delta, trace.endpos );
+ VectorCopy( normal, trace.plane.normal );
+ trace.plane.dist = intercept;
+ trace.m_pEnt = C_BaseEntity::Instance( ent );
+ trace.hitgroup = hitgroup;
+ trace.surface = g_NullSurface;
+ trace.contents = contents;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Get the x & y positions of a world position in screenspace
+// Returns true if it's onscreen
+//-----------------------------------------------------------------------------
+bool GetVectorInScreenSpace( Vector pos, int& iX, int& iY, Vector *vecOffset )
+{
+ Vector screen;
+
+ // Apply the offset, if one was specified
+ if ( vecOffset != NULL )
+ pos += *vecOffset;
+
+ // Transform to screen space
+ int iFacing = ScreenTransform( pos, screen );
+ iX = 0.5f * ( 1.0f + screen[0] ) * ScreenWidth();
+ iY = 0.5f * ( 1.0f - screen[1] ) * ScreenHeight();
+
+ // Make sure the player's facing it
+ if ( iFacing )
+ {
+ // We're actually facing away from the Target. Stomp the screen position.
+ iX = -640;
+ iY = -640;
+ return false;
+ }
+
+ return true;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Get the x & y positions of a world position in HUD space
+// Returns true if it's onscreen
+//-----------------------------------------------------------------------------
+bool GetVectorInHudSpace( Vector pos, int& iX, int& iY, Vector *vecOffset )
+{
+ Vector screen;
+
+ // Apply the offset, if one was specified
+ if ( vecOffset != NULL )
+ pos += *vecOffset;
+
+ // Transform to HUD space
+ int iFacing = HudTransform( pos, screen );
+ iX = 0.5f * ( 1.0f + screen[0] ) * ScreenWidth();
+ iY = 0.5f * ( 1.0f - screen[1] ) * ScreenHeight();
+
+ // Make sure the player's facing it
+ if ( iFacing )
+ {
+ // We're actually facing away from the Target. Stomp the screen position.
+ iX = -640;
+ iY = -640;
+ return false;
+ }
+
+ return true;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Get the x & y positions of an entity in screenspace
+// Returns true if it's onscreen
+//-----------------------------------------------------------------------------
+bool GetTargetInScreenSpace( C_BaseEntity *pTargetEntity, int& iX, int& iY, Vector *vecOffset )
+{
+ return GetVectorInScreenSpace( pTargetEntity->WorldSpaceCenter(), iX, iY, vecOffset );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Get the x & y positions of an entity in Vgui space
+// Returns true if it's onscreen
+//-----------------------------------------------------------------------------
+bool GetTargetInHudSpace( C_BaseEntity *pTargetEntity, int& iX, int& iY, Vector *vecOffset )
+{
+ return GetVectorInHudSpace( pTargetEntity->WorldSpaceCenter(), iX, iY, vecOffset );
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : *player -
+// msg_dest -
+// *msg_name -
+// *param1 -
+// *param2 -
+// *param3 -
+// *param4 -
+//-----------------------------------------------------------------------------
+void ClientPrint( C_BasePlayer *player, int msg_dest, const char *msg_name, const char *param1 /*= NULL*/, const char *param2 /*= NULL*/, const char *param3 /*= NULL*/, const char *param4 /*= NULL*/ )
+{
+}
+
+//-----------------------------------------------------------------------------
+// class CFlaggedEntitiesEnum
+//-----------------------------------------------------------------------------
+// enumerate entities that match a set of edict flags into a static array
+class CFlaggedEntitiesEnum : public IPartitionEnumerator
+{
+public:
+ CFlaggedEntitiesEnum( C_BaseEntity **pList, int listMax, int flagMask );
+ // This gets called by the enumeration methods with each element
+ // that passes the test.
+ virtual IterationRetval_t EnumElement( IHandleEntity *pHandleEntity );
+
+ int GetCount() { return m_count; }
+ bool AddToList( C_BaseEntity *pEntity );
+
+private:
+ C_BaseEntity **m_pList;
+ int m_listMax;
+ int m_flagMask;
+ int m_count;
+};
+
+CFlaggedEntitiesEnum::CFlaggedEntitiesEnum( C_BaseEntity **pList, int listMax, int flagMask )
+{
+ m_pList = pList;
+ m_listMax = listMax;
+ m_flagMask = flagMask;
+ m_count = 0;
+}
+
+bool CFlaggedEntitiesEnum::AddToList( C_BaseEntity *pEntity )
+{
+ if ( m_count >= m_listMax )
+ return false;
+ m_pList[m_count] = pEntity;
+ m_count++;
+ return true;
+}
+
+IterationRetval_t CFlaggedEntitiesEnum::EnumElement( IHandleEntity *pHandleEntity )
+{
+ IClientEntity *pClientEntity = cl_entitylist->GetClientEntityFromHandle( pHandleEntity->GetRefEHandle() );
+ C_BaseEntity *pEntity = pClientEntity ? pClientEntity->GetBaseEntity() : NULL;
+ if ( pEntity )
+ {
+ if ( m_flagMask && !(pEntity->GetFlags() & m_flagMask) ) // Does it meet the criteria?
+ return ITERATION_CONTINUE;
+
+ if ( !AddToList( pEntity ) )
+ return ITERATION_STOP;
+ }
+
+ return ITERATION_CONTINUE;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Pass in an array of pointers and an array size, it fills the array and returns the number inserted
+// Input : **pList -
+// listMax -
+// &mins -
+// &maxs -
+// flagMask -
+// Output : int
+//-----------------------------------------------------------------------------
+int UTIL_EntitiesInBox( C_BaseEntity **pList, int listMax, const Vector &mins, const Vector &maxs, int flagMask, int partitionMask )
+{
+ CFlaggedEntitiesEnum boxEnum( pList, listMax, flagMask );
+ partition->EnumerateElementsInBox( partitionMask, mins, maxs, false, &boxEnum );
+
+ return boxEnum.GetCount();
+
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Pass in an array of pointers and an array size, it fills the array and returns the number inserted
+// Input : **pList -
+// listMax -
+// ¢er -
+// radius -
+// flagMask -
+// Output : int
+//-----------------------------------------------------------------------------
+int UTIL_EntitiesInSphere( C_BaseEntity **pList, int listMax, const Vector ¢er, float radius, int flagMask, int partitionMask )
+{
+ CFlaggedEntitiesEnum sphereEnum( pList, listMax, flagMask );
+ partition->EnumerateElementsInSphere( partitionMask, center, radius, false, &sphereEnum );
+
+ return sphereEnum.GetCount();
+
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Pass in an array of pointers and an array size, it fills the array and returns the number inserted
+// Input : **pList -
+// listMax -
+// &ray -
+// flagMask -
+// Output : int
+//-----------------------------------------------------------------------------
+int UTIL_EntitiesAlongRay( C_BaseEntity **pList, int listMax, const Ray_t &ray, int flagMask, int partitionMask )
+{
+ CFlaggedEntitiesEnum rayEnum( pList, listMax, flagMask );
+ partition->EnumerateElementsAlongRay( partitionMask, ray, false, &rayEnum );
+
+ return rayEnum.GetCount();
+}
+
+CEntitySphereQuery::CEntitySphereQuery( const Vector ¢er, float radius, int flagMask, int partitionMask )
+{
+ m_listIndex = 0;
+ m_listCount = UTIL_EntitiesInSphere( m_pList, ARRAYSIZE(m_pList), center, radius, flagMask, partitionMask );
+}
+
+CBaseEntity *CEntitySphereQuery::GetCurrentEntity()
+{
+ if ( m_listIndex < m_listCount )
+ return m_pList[m_listIndex];
+ return NULL;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Slightly modified strtok. Does not modify the input string. Does
+// not skip over more than one separator at a time. This allows parsing
+// strings where tokens between separators may or may not be present:
+//
+// Door01,,,0 would be parsed as "Door01" "" "" "0"
+// Door01,Open,,0 would be parsed as "Door01" "Open" "" "0"
+//
+// Input : token - Returns with a token, or zero length if the token was missing.
+// str - String to parse.
+// sep - Character to use as separator. UNDONE: allow multiple separator chars
+// Output : Returns a pointer to the next token to be parsed.
+//-----------------------------------------------------------------------------
+const char *nexttoken(char *token, const char *str, char sep)
+{
+ if ((str == NULL) || (*str == '\0'))
+ {
+ *token = '\0';
+ return(NULL);
+ }
+
+ //
+ // Copy everything up to the first separator into the return buffer.
+ // Do not include separators in the return buffer.
+ //
+ while ((*str != sep) && (*str != '\0'))
+ {
+ *token++ = *str++;
+ }
+ *token = '\0';
+
+ //
+ // Advance the pointer unless we hit the end of the input string.
+ //
+ if (*str == '\0')
+ {
+ return(str);
+ }
+
+ return(++str);
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : font -
+// *str -
+// Output : int
+//-----------------------------------------------------------------------------
+int UTIL_ComputeStringWidth( vgui::HFont& font, const char *str )
+{
+ float pixels = 0;
+ const char *p = str;
+ const char *pAfter = p + 1;
+ const char *pBefore = "\0";
+ while ( *p )
+ {
+#if USE_GETKERNEDCHARWIDTH
+ float wide, abcA;
+ vgui::surface()->GetKernedCharWidth( font, *p, *pBefore, *pAfter, wide, abcA );
+ pixels += wide;
+#else
+ pixels += vgui::surface()->GetCharacterWidth( font, *p );
+#endif
+ pBefore = p;
+ p++;
+ if ( *p )
+ pAfter = p + 1;
+ else
+ pAfter = "\0";
+ }
+ return (int)ceil(pixels);
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : font -
+// *str -
+// Output : int
+//-----------------------------------------------------------------------------
+int UTIL_ComputeStringWidth( vgui::HFont& font, const wchar_t *str )
+{
+ float pixels = 0;
+ const wchar_t *p = str;
+ const wchar_t *pAfter = p + 1;
+ const wchar_t *pBefore = L"\0";
+ while ( *p )
+ {
+#if USE_GETKERNEDCHARWIDTH
+ float wide, abcA;
+ vgui::surface()->GetKernedCharWidth( font, *p, *pBefore, *pAfter, wide, abcA );
+ pixels += wide;
+#else
+ pixels += vgui::surface()->GetCharacterWidth( font, *p );
+#endif
+ pBefore = p;
+ p++;
+ if ( *p )
+ pAfter = p + 1;
+ else
+ pAfter = L"\0";
+ }
+ return (int)ceil(pixels);
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Scans player names
+//Passes the player name to be checked in a KeyValues pointer
+//with the keyname "name"
+// - replaces '&' with '&&' so they will draw in the scoreboard
+// - replaces '#' at the start of the name with '*'
+//-----------------------------------------------------------------------------
+
+void UTIL_MakeSafeName( const char *oldName, char *newName, int newNameBufSize )
+{
+ Assert( newNameBufSize >= sizeof(newName[0]) );
+
+ int newpos = 0;
+
+ for( const char *p=oldName; *p != 0 && newpos < newNameBufSize-1; p++ )
+ {
+ //check for a '#' char at the beginning
+ if( p == oldName && *p == '#' )
+ {
+ newName[newpos] = '*';
+ newpos++;
+ }
+ else if( *p == '%' )
+ {
+ // remove % chars
+ newName[newpos] = '*';
+ newpos++;
+ }
+ else if( *p == '&' )
+ {
+ //insert another & after this one
+ if ( newpos+2 < newNameBufSize )
+ {
+ newName[newpos] = '&';
+ newName[newpos+1] = '&';
+ newpos+=2;
+ }
+ }
+ else
+ {
+ newName[newpos] = *p;
+ newpos++;
+ }
+ }
+ newName[newpos] = 0;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Scans player names and replaces characters that vgui won't
+// display properly
+// Input : *oldName - player name to be fixed up
+// Output : *char - static buffer with the safe name
+//-----------------------------------------------------------------------------
+
+const char * UTIL_SafeName( const char *oldName )
+{
+ static char safeName[ MAX_PLAYER_NAME_LENGTH * 2 + 1 ];
+ UTIL_MakeSafeName( oldName, safeName, sizeof( safeName ) );
+
+ return safeName;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Looks up key bindings for commands and replaces them in string.
+// %<commandname>% will get replaced with its bound control, e.g. %attack2%
+// Input buffer sizes are in bytes rather than unicode character count
+// for consistency with other APIs. If inbufsizebytes is 0 a NULL-terminated
+// input buffer is assumed, or you can pass the size of the input buffer if
+// not NULL-terminated.
+//-----------------------------------------------------------------------------
+void UTIL_ReplaceKeyBindings( const wchar_t *inbuf, int inbufsizebytes, OUT_Z_BYTECAP(outbufsizebytes) wchar_t *outbuf, int outbufsizebytes )
+{
+ Assert( outbufsizebytes >= sizeof(outbuf[0]) );
+ // copy to a new buf if there are vars
+ outbuf[0]=0;
+
+ if ( !inbuf || !inbuf[0] )
+ return;
+
+ int pos = 0;
+ const wchar_t *inbufend = NULL;
+ if ( inbufsizebytes > 0 )
+ {
+ inbufend = inbuf + ( inbufsizebytes / 2 );
+ }
+
+ while( inbuf != inbufend && *inbuf != 0 )
+ {
+ // check for variables
+ if ( *inbuf == '%' )
+ {
+ ++inbuf;
+
+ const wchar_t *end = wcschr( inbuf, '%' );
+ if ( end && ( end != inbuf ) ) // make sure we handle %% in the string, which should be treated in the output as %
+ {
+ wchar_t token[64];
+ wcsncpy( token, inbuf, end - inbuf );
+ token[end - inbuf] = 0;
+
+ inbuf += end - inbuf;
+
+ // lookup key names
+ char binding[64];
+ g_pVGuiLocalize->ConvertUnicodeToANSI( token, binding, sizeof(binding) );
+
+ const char *key = engine->Key_LookupBinding( *binding == '+' ? binding + 1 : binding );
+ if ( !key )
+ {
+ key = IsX360() ? "" : "< not bound >";
+ }
+
+ //!! change some key names into better names
+ char friendlyName[64];
+ bool bAddBrackets = false;
+ if ( IsX360() )
+ {
+ if ( !key || !key[0] )
+ {
+ Q_snprintf( friendlyName, sizeof(friendlyName), "#GameUI_None" );
+ bAddBrackets = true;
+ }
+ else
+ {
+ Q_snprintf( friendlyName, sizeof(friendlyName), "#GameUI_KeyNames_%s", key );
+ }
+ }
+ else
+ {
+ Q_snprintf( friendlyName, sizeof(friendlyName), "%s", key );
+ }
+ Q_strupr( friendlyName );
+
+ wchar_t *locName = g_pVGuiLocalize->Find( friendlyName );
+ if ( !locName || wcslen(locName) <= 0)
+ {
+ g_pVGuiLocalize->ConvertANSIToUnicode( friendlyName, token, sizeof(token) );
+
+ outbuf[pos] = '\0';
+ wcscat( outbuf, token );
+ pos += wcslen(token);
+ }
+ else
+ {
+ outbuf[pos] = '\0';
+ if ( bAddBrackets )
+ {
+ wcscat( outbuf, L"[" );
+ pos += 1;
+ }
+ wcscat( outbuf, locName );
+ pos += wcslen(locName);
+ if ( bAddBrackets )
+ {
+ wcscat( outbuf, L"]" );
+ pos += 1;
+ }
+ }
+ }
+ else
+ {
+ outbuf[pos] = *inbuf;
+ ++pos;
+ }
+ }
+ else
+ {
+ outbuf[pos] = *inbuf;
+ ++pos;
+ }
+
+ ++inbuf;
+ }
+
+ outbuf[pos] = '\0';
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : *filename -
+// *pLength -
+// Output : byte
+//-----------------------------------------------------------------------------
+byte *UTIL_LoadFileForMe( const char *filename, int *pLength )
+{
+ byte *buffer;
+
+ FileHandle_t file;
+ file = filesystem->Open( filename, "rb", "GAME" );
+ if ( FILESYSTEM_INVALID_HANDLE == file )
+ {
+ if ( pLength ) *pLength = 0;
+ return NULL;
+ }
+
+ int size = filesystem->Size( file );
+ buffer = new byte[ size + 1 ];
+ if ( !buffer )
+ {
+ Warning( "UTIL_LoadFileForMe: Couldn't allocate buffer of size %i for file %s\n", size + 1, filename );
+ filesystem->Close( file );
+ return NULL;
+ }
+ filesystem->Read( buffer, size, file );
+ filesystem->Close( file );
+
+ // Ensure null terminator
+ buffer[ size ] =0;
+
+ if ( pLength )
+ {
+ *pLength = size;
+ }
+
+ return buffer;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : *buffer -
+//-----------------------------------------------------------------------------
+void UTIL_FreeFile( byte *buffer )
+{
+ delete[] buffer;
+}
+
+
+//-----------------------------------------------------------------------------
+// Compute distance fade
+//-----------------------------------------------------------------------------
+static unsigned char ComputeDistanceFade( C_BaseEntity *pEntity, float flMinDist, float flMaxDist )
+{
+ if ((flMinDist <= 0) && (flMaxDist <= 0))
+ return 255;
+
+ if( flMinDist > flMaxDist )
+ {
+ ::V_swap( flMinDist, flMaxDist );
+ }
+
+ // If a negative value is provided for the min fade distance, then base it off the max.
+ if( flMinDist < 0 )
+ {
+ flMinDist = flMaxDist - 400;
+ if( flMinDist < 0 )
+ {
+ flMinDist = 0;
+ }
+ }
+
+ flMinDist *= flMinDist;
+ flMaxDist *= flMaxDist;
+
+ float flCurrentDistanceSq = CurrentViewOrigin().DistToSqr( pEntity->WorldSpaceCenter() );
+ C_BasePlayer *pLocal = C_BasePlayer::GetLocalPlayer();
+ if ( pLocal )
+ {
+ float flDistFactor = pLocal->GetFOVDistanceAdjustFactor();
+ flCurrentDistanceSq *= flDistFactor * flDistFactor;
+ }
+
+ // If I'm inside the minimum range than don't resort to alpha trickery
+ if ( flCurrentDistanceSq <= flMinDist )
+ return 255;
+
+ if ( flCurrentDistanceSq >= flMaxDist )
+ return 0;
+
+ // NOTE: Because of the if-checks above, flMinDist != flMinDist here
+ float flFalloffFactor = 255.0f / (flMaxDist - flMinDist);
+ int nAlpha = flFalloffFactor * (flMaxDist - flCurrentDistanceSq);
+ return clamp( nAlpha, 0, 255 );
+}
+
+
+//-----------------------------------------------------------------------------
+// Compute fade amount
+//-----------------------------------------------------------------------------
+unsigned char UTIL_ComputeEntityFade( C_BaseEntity *pEntity, float flMinDist, float flMaxDist, float flFadeScale )
+{
+ unsigned char nAlpha = 255;
+
+ // If we're taking devshots, don't fade props at all
+ if ( g_MakingDevShots || cl_leveloverview.GetFloat() > 0 )
+ return 255;
+
+#ifdef _DEBUG
+ if ( r_FadeProps.GetBool() )
+#endif
+ {
+ nAlpha = ComputeDistanceFade( pEntity, flMinDist, flMaxDist );
+
+ // NOTE: This computation for the center + radius is invalid!
+ // The center of the sphere is at the center of the OBB, which is not necessarily
+ // at the render origin. But it should be close enough.
+ Vector vecMins, vecMaxs;
+ pEntity->GetRenderBounds( vecMins, vecMaxs );
+ float flRadius = vecMins.DistTo( vecMaxs ) * 0.5f;
+
+ Vector vecAbsCenter;
+ if ( modelinfo->GetModelType( pEntity->GetModel() ) == mod_brush )
+ {
+ Vector vecRenderMins, vecRenderMaxs;
+ pEntity->GetRenderBoundsWorldspace( vecRenderMins, vecRenderMaxs );
+ VectorAdd( vecRenderMins, vecRenderMaxs, vecAbsCenter );
+ vecAbsCenter *= 0.5f;
+ }
+ else
+ {
+ vecAbsCenter = pEntity->GetRenderOrigin();
+ }
+
+ unsigned char nGlobalAlpha = IsXbox() ? 255 : modelinfo->ComputeLevelScreenFade( vecAbsCenter, flRadius, flFadeScale );
+ unsigned char nDistAlpha;
+
+ if ( !engine->IsLevelMainMenuBackground() )
+ {
+ nDistAlpha = modelinfo->ComputeViewScreenFade( vecAbsCenter, flRadius, flFadeScale );
+ }
+ else
+ {
+ nDistAlpha = 255;
+ }
+
+ if ( nDistAlpha < nGlobalAlpha )
+ {
+ nGlobalAlpha = nDistAlpha;
+ }
+
+ if ( nGlobalAlpha < nAlpha )
+ {
+ nAlpha = nGlobalAlpha;
+ }
+ }
+
+ return nAlpha;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Given a vector, clamps the scalar axes to MAX_COORD_FLOAT ranges from worldsize.h
+// Input : *pVecPos -
+//-----------------------------------------------------------------------------
+void UTIL_BoundToWorldSize( Vector *pVecPos )
+{
+ Assert( pVecPos );
+ for ( int i = 0; i < 3; ++i )
+ {
+ (*pVecPos)[ i ] = clamp( (*pVecPos)[ i ], MIN_COORD_FLOAT, MAX_COORD_FLOAT );
+ }
+}
+
+#ifdef _X360
+#define MAP_KEY_FILE_DIR "cfg"
+#else
+#define MAP_KEY_FILE_DIR "media"
+#endif
+
+//-----------------------------------------------------------------------------
+// Purpose: Returns the filename to count map loads in
+//-----------------------------------------------------------------------------
+bool UTIL_GetMapLoadCountFileName( const char *pszFilePrependName, char *pszBuffer, int iBuflen )
+{
+ if ( IsX360() )
+ {
+#ifdef _X360
+ if ( XBX_GetStorageDeviceId() == XBX_INVALID_STORAGE_ID || XBX_GetStorageDeviceId() == XBX_STORAGE_DECLINED )
+ return false;
+#endif
+ }
+
+ if ( IsX360() )
+ {
+ Q_snprintf( pszBuffer, iBuflen, "%s:/%s", MAP_KEY_FILE_DIR, pszFilePrependName );
+ }
+ else
+ {
+ Q_snprintf( pszBuffer, iBuflen, "%s/%s", MAP_KEY_FILE_DIR, pszFilePrependName );
+ }
+
+ return true;
+}
+
+#ifdef TF_CLIENT_DLL
+#define MAP_KEY_FILE "viewed.res"
+#else
+#define MAP_KEY_FILE "mapkeys.res"
+#endif
+
+void UTIL_IncrementMapKey( const char *pszCustomKey )
+{
+ if ( !pszCustomKey )
+ return;
+
+ char szFilename[ _MAX_PATH ];
+ if ( !UTIL_GetMapLoadCountFileName( MAP_KEY_FILE, szFilename, _MAX_PATH ) )
+ return;
+
+ int iCount = 1;
+
+ KeyValues *kvMapLoadFile = new KeyValues( MAP_KEY_FILE );
+ if ( kvMapLoadFile )
+ {
+ kvMapLoadFile->LoadFromFile( g_pFullFileSystem, szFilename, "MOD" );
+
+ char mapname[MAX_MAP_NAME];
+ Q_FileBase( engine->GetLevelName(), mapname, sizeof( mapname) );
+ Q_strlower( mapname );
+
+ // Increment existing, or add a new one
+ KeyValues *pMapKey = kvMapLoadFile->FindKey( mapname );
+ if ( pMapKey )
+ {
+ iCount = pMapKey->GetInt( pszCustomKey, 0 ) + 1;
+ pMapKey->SetInt( pszCustomKey, iCount );
+ }
+ else
+ {
+ KeyValues *pNewKey = new KeyValues( mapname );
+ if ( pNewKey )
+ {
+ pNewKey->SetString( pszCustomKey, "1" );
+ kvMapLoadFile->AddSubKey( pNewKey );
+ }
+ }
+
+ // Write it out
+
+ // force create this directory incase it doesn't exist
+ filesystem->CreateDirHierarchy( MAP_KEY_FILE_DIR, "MOD");
+
+ CUtlBuffer buf( 0, 0, CUtlBuffer::TEXT_BUFFER );
+ kvMapLoadFile->RecursiveSaveToFile( buf, 0 );
+ g_pFullFileSystem->WriteFile( szFilename, "MOD", buf );
+
+ kvMapLoadFile->deleteThis();
+ }
+
+ if ( IsX360() )
+ {
+#ifdef _X360
+ xboxsystem->FinishContainerWrites();
+#endif
+ }
+}
+
+int UTIL_GetMapKeyCount( const char *pszCustomKey )
+{
+ if ( !pszCustomKey )
+ return 0;
+
+ char szFilename[ _MAX_PATH ];
+ if ( !UTIL_GetMapLoadCountFileName( MAP_KEY_FILE, szFilename, _MAX_PATH ) )
+ return 0;
+
+ int iCount = 0;
+
+ KeyValues *kvMapLoadFile = new KeyValues( MAP_KEY_FILE );
+ if ( kvMapLoadFile )
+ {
+ // create an empty file if none exists
+ if ( !g_pFullFileSystem->FileExists( szFilename, "MOD" ) )
+ {
+ // force create this directory incase it doesn't exist
+ filesystem->CreateDirHierarchy( MAP_KEY_FILE_DIR, "MOD");
+
+ CUtlBuffer buf( 0, 0, CUtlBuffer::TEXT_BUFFER );
+ g_pFullFileSystem->WriteFile( szFilename, "MOD", buf );
+ }
+
+ kvMapLoadFile->LoadFromFile( g_pFullFileSystem, szFilename, "MOD" );
+
+ char mapname[MAX_MAP_NAME];
+ Q_FileBase( engine->GetLevelName(), mapname, sizeof( mapname) );
+ Q_strlower( mapname );
+
+ KeyValues *pMapKey = kvMapLoadFile->FindKey( mapname );
+ if ( pMapKey )
+ {
+ iCount = pMapKey->GetInt( pszCustomKey );
+ }
+
+ kvMapLoadFile->deleteThis();
+ }
+
+ return iCount;
+}
+
+bool UTIL_HasLoadedAnyMap()
+{
+ char szFilename[ _MAX_PATH ];
+ if ( !UTIL_GetMapLoadCountFileName( MAP_KEY_FILE, szFilename, _MAX_PATH ) )
+ return false;
+
+ return g_pFullFileSystem->FileExists( szFilename, "MOD" );
+}
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