halflife-thewastes-sdk/cl_dll/cl_util.h

161 lines
5.9 KiB
C

/***
*
* Copyright (c) 1996-2001, 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.
*
****/
//
// cl_util.h
//
#include "cvardef.h"
#ifndef TRUE
#define TRUE 1
#define FALSE 0
#endif
// Macros to hook function calls into the HUD object
#define HOOK_MESSAGE(x) gEngfuncs.pfnHookUserMsg(#x, __MsgFunc_##x );
#define DECLARE_MESSAGE(y, x) int __MsgFunc_##x(const char *pszName, int iSize, void *pbuf) \
{ \
return gHUD.##y.MsgFunc_##x(pszName, iSize, pbuf ); \
}
#define HOOK_COMMAND(x, y) gEngfuncs.pfnAddCommand( x, __CmdFunc_##y );
#define DECLARE_COMMAND(y, x) void __CmdFunc_##x( void ) \
{ \
gHUD.##y.UserCmd_##x( ); \
}
inline float CVAR_GET_FLOAT( const char *x ) { return gEngfuncs.pfnGetCvarFloat( (char*)x ); }
inline char* CVAR_GET_STRING( const char *x ) { return gEngfuncs.pfnGetCvarString( (char*)x ); }
inline struct cvar_s *CVAR_CREATE( const char *cv, const char *val, const int flags ) { return gEngfuncs.pfnRegisterVariable( (char*)cv, (char*)val, flags ); }
#define SPR_Load (*gEngfuncs.pfnSPR_Load)
#define SPR_Set (*gEngfuncs.pfnSPR_Set)
#define SPR_Frames (*gEngfuncs.pfnSPR_Frames)
#define SPR_GetList (*gEngfuncs.pfnSPR_GetList)
// SPR_Draw draws a the current sprite as solid
#define SPR_Draw (*gEngfuncs.pfnSPR_Draw)
// SPR_DrawHoles draws the current sprites, with color index255 not drawn (transparent)
#define SPR_DrawHoles (*gEngfuncs.pfnSPR_DrawHoles)
// SPR_DrawAdditive adds the sprites RGB values to the background (additive transulency)
#define SPR_DrawAdditive (*gEngfuncs.pfnSPR_DrawAdditive)
// SPR_EnableScissor sets a clipping rect for HUD sprites. (0,0) is the top-left hand corner of the screen.
#define SPR_EnableScissor (*gEngfuncs.pfnSPR_EnableScissor)
// SPR_DisableScissor disables the clipping rect
#define SPR_DisableScissor (*gEngfuncs.pfnSPR_DisableScissor)
//
#define FillRGBA (*gEngfuncs.pfnFillRGBA)
// ScreenHeight returns the height of the screen, in pixels
#define ScreenHeight (gHUD.m_scrinfo.iHeight)
// ScreenWidth returns the width of the screen, in pixels
#define ScreenWidth (gHUD.m_scrinfo.iWidth)
// Use this to set any co-ords in 640x480 space
#define XRES(x) ((x) * ((float)ScreenWidth / 640))
#define YRES(y) ((y) * ((float)ScreenHeight / 480))
// use this to project world coordinates to screen coordinates
#define XPROJECT(x) ( (1.0f+(x))*ScreenWidth*0.5f )
#define YPROJECT(y) ( (1.0f-(y))*ScreenHeight*0.5f )
#define GetScreenInfo (*gEngfuncs.pfnGetScreenInfo)
#define ServerCmd (*gEngfuncs.pfnServerCmd)
#define ClientCmd (*gEngfuncs.pfnClientCmd)
#define SetCrosshair (*gEngfuncs.pfnSetCrosshair)
#define AngleVectors (*gEngfuncs.pfnAngleVectors)
// Gets the height & width of a sprite, at the specified frame
inline int SPR_Height( HSPRITE x, int f ) { return gEngfuncs.pfnSPR_Height(x, f); }
inline int SPR_Width( HSPRITE x, int f ) { return gEngfuncs.pfnSPR_Width(x, f); }
inline client_textmessage_t *TextMessageGet( const char *pName ) { return gEngfuncs.pfnTextMessageGet( pName ); }
inline int TextMessageDrawChar( int x, int y, int number, int r, int g, int b )
{
return gEngfuncs.pfnDrawCharacter( x, y, number, r, g, b );
}
inline int DrawConsoleString( int x, int y, const char *string )
{
return gEngfuncs.pfnDrawConsoleString( x, y, (char*) string );
}
inline void GetConsoleStringSize( const char *string, int *width, int *height )
{
gEngfuncs.pfnDrawConsoleStringLen( string, width, height );
}
inline int ConsoleStringLen( const char *string )
{
int _width, _height;
GetConsoleStringSize( string, &_width, &_height );
return _width;
}
inline void ConsolePrint( const char *string )
{
gEngfuncs.pfnConsolePrint( string );
}
void CenterPrint(const char*);
// returns the players name of entity no.
#define GetPlayerInfo (*gEngfuncs.pfnGetPlayerInfo)
// sound functions
inline void PlaySound( char *szSound, float vol ) { gEngfuncs.pfnPlaySoundByName( szSound, vol ); }
inline void PlaySound( int iSound, float vol ) { gEngfuncs.pfnPlaySoundByIndex( iSound, vol ); }
#define Q_max(a, b) (((a) > (b)) ? (a) : (b))
#define Q_min(a, b) (((a) < (b)) ? (a) : (b))
#define fabs(x) ((x) > 0 ? (x) : 0 - (x))
void ScaleColors( int &r, int &g, int &b, int a );
#define DotProduct(x,y) ((x)[0]*(y)[0]+(x)[1]*(y)[1]+(x)[2]*(y)[2])
#define VectorSubtract(a,b,c) {(c)[0]=(a)[0]-(b)[0];(c)[1]=(a)[1]-(b)[1];(c)[2]=(a)[2]-(b)[2];}
#define VectorAdd(a,b,c) {(c)[0]=(a)[0]+(b)[0];(c)[1]=(a)[1]+(b)[1];(c)[2]=(a)[2]+(b)[2];}
#define VectorCopy(a,b) {(b)[0]=(a)[0];(b)[1]=(a)[1];(b)[2]=(a)[2];}
#define VectorSet(v,x,y,z) {(v)[0]=(x);(v)[1]=(y);(v)[2]=(z);}
inline void VectorClear(float *a) { a[0]=0.0;a[1]=0.0;a[2]=0.0;}
float Length(const float *v);
void VectorMA (const float *veca, float scale, const float *vecb, float *vecc);
void VectorScale (const float *in, float scale, float *out);
float VectorNormalize (float *v);
void VectorInverse ( float *v );
extern vec3_t vec3_origin;
// disable 'possible loss of data converting float to int' warning message
#pragma warning( disable: 4244 )
// disable 'truncation from 'const double' to 'float' warning message
#pragma warning( disable: 4305 )
inline void UnpackRGB(int &r, int &g, int &b, unsigned long ulRGB)\
{\
r = (ulRGB & 0xFF0000) >>16;\
g = (ulRGB & 0xFF00) >> 8;\
b = ulRGB & 0xFF;\
}
HSPRITE LoadSprite(const char *pszName);
// This code is used for jerking around a persons view
#define RECOIL_VIEW(amountx,amounty) { vec3_t ViewAngle; gEngfuncs.GetViewAngles((float*)ViewAngle); ViewAngle.x -= amountx; ViewAngle.y -= amounty; gEngfuncs.SetViewAngles((float*)ViewAngle); }