Files
HL2Overcharged/game/client/cdll_util.cpp
2025-05-21 21:09:22 +03:00

1322 lines
34 KiB
C++

//========= 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 &center, 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 -
// &center -
// radius -
// flagMask -
// Output : int
//-----------------------------------------------------------------------------
int UTIL_EntitiesInSphere(C_BaseEntity **pList, int listMax, const Vector &center, 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 &center, 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");
}