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