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Diffstat (limited to 'public/const.h')
| -rw-r--r-- | public/const.h | 447 |
1 files changed, 447 insertions, 0 deletions
diff --git a/public/const.h b/public/const.h new file mode 100644 index 0000000..0ed97e9 --- /dev/null +++ b/public/const.h @@ -0,0 +1,447 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +// +//=============================================================================// +#ifndef CONST_H +#define CONST_H + +#ifdef _WIN32 +#pragma once +#endif + +// the command line param that tells the engine to use steam +#define STEAM_PARM "-steam" +// the command line param to tell dedicated server to restart +// if they are out of date +#define AUTO_RESTART "-autoupdate" + +// the message a server sends when a clients steam login is expired +#define INVALID_STEAM_TICKET "Invalid STEAM UserID Ticket\n" +#define INVALID_STEAM_VACBANSTATE "VAC banned from secure server\n" +#define INVALID_STEAM_LOGGED_IN_ELSEWHERE "This Steam account is being used in another location\n" +#define INVALID_STEAM_LOGON_NOT_CONNECTED "Client not connected to Steam\n" +#define INVALID_STEAM_LOGON_TICKET_CANCELED "Client left game (Steam auth ticket has been canceled)\n" + +#define CLIENTNAME_TIMED_OUT "%s timed out" + +// This is the default, see shareddefs.h for mod-specific value, which can override this +#define DEFAULT_TICK_INTERVAL (0.015) // 15 msec is the default +#define MINIMUM_TICK_INTERVAL (0.001) +#define MAXIMUM_TICK_INTERVAL (0.1) + +// This is the max # of players the engine can handle +#define ABSOLUTE_PLAYER_LIMIT 255 // not 256, so we can send the limit as a byte +#define ABSOLUTE_PLAYER_LIMIT_DW ( (ABSOLUTE_PLAYER_LIMIT/32) + 1 ) + +// a player name may have 31 chars + 0 on the PC. +// the 360 only allows 15 char + 0, but stick with the larger PC size for cross-platform communication +#define MAX_PLAYER_NAME_LENGTH 32 + +#ifdef _X360 +#define MAX_PLAYERS_PER_CLIENT XUSER_MAX_COUNT // Xbox 360 supports 4 players per console +#else +#define MAX_PLAYERS_PER_CLIENT 1 // One player per PC +#endif + +// Max decorated map name, with things like workshop/cp_foo.ugc123456 +#define MAX_MAP_NAME 96 + +// Max name used in save files. Needs to be left at 32 for SourceSDK compatibility. +#define MAX_MAP_NAME_SAVE 32 + +// Max non-decorated map name for e.g. server browser (just cp_foo) +#define MAX_DISPLAY_MAP_NAME 32 + +#define MAX_NETWORKID_LENGTH 64 // num chars for a network (i.e steam) ID + +// BUGBUG: Reconcile with or derive this from the engine's internal definition! +// FIXME: I added an extra bit because I needed to make it signed +#define SP_MODEL_INDEX_BITS 13 + +// How many bits to use to encode an edict. +#define MAX_EDICT_BITS 11 // # of bits needed to represent max edicts +// Max # of edicts in a level +#define MAX_EDICTS (1<<MAX_EDICT_BITS) + +// How many bits to use to encode an server class index +#define MAX_SERVER_CLASS_BITS 9 +// Max # of networkable server classes +#define MAX_SERVER_CLASSES (1<<MAX_SERVER_CLASS_BITS) + +#define SIGNED_GUID_LEN 32 // Hashed CD Key (32 hex alphabetic chars + 0 terminator ) + +// Used for networking ehandles. +#define NUM_ENT_ENTRY_BITS (MAX_EDICT_BITS + 1) +#define NUM_ENT_ENTRIES (1 << NUM_ENT_ENTRY_BITS) +#define ENT_ENTRY_MASK (NUM_ENT_ENTRIES - 1) +#define INVALID_EHANDLE_INDEX 0xFFFFFFFF + +#define NUM_SERIAL_NUM_BITS (32 - NUM_ENT_ENTRY_BITS) + + +// Networked ehandles use less bits to encode the serial number. +#define NUM_NETWORKED_EHANDLE_SERIAL_NUMBER_BITS 10 +#define NUM_NETWORKED_EHANDLE_BITS (MAX_EDICT_BITS + NUM_NETWORKED_EHANDLE_SERIAL_NUMBER_BITS) +#define INVALID_NETWORKED_EHANDLE_VALUE ((1 << NUM_NETWORKED_EHANDLE_BITS) - 1) + +// This is the maximum amount of data a PackedEntity can have. Having a limit allows us +// to use static arrays sometimes instead of allocating memory all over the place. +#define MAX_PACKEDENTITY_DATA (16384) + +// This is the maximum number of properties that can be delta'd. Must be evenly divisible by 8. +#define MAX_PACKEDENTITY_PROPS (4096) + +// a client can have up to 4 customization files (logo, sounds, models, txt). +#define MAX_CUSTOM_FILES 4 // max 4 files +#define MAX_CUSTOM_FILE_SIZE 524288 // Half a megabyte + +// +// Constants shared by the engine and dlls +// This header file included by engine files and DLL files. +// Most came from server.h + +// CBaseEntity::m_fFlags +// PLAYER SPECIFIC FLAGS FIRST BECAUSE WE USE ONLY A FEW BITS OF NETWORK PRECISION +// This top block is for singleplayer games only....no HL2:DM (which defines HL2_DLL) +#if !defined( HL2MP ) && ( defined( PORTAL ) || defined( HL2_EPISODIC ) || defined ( HL2_DLL ) || defined( HL2_LOSTCOAST ) ) +#define FL_ONGROUND (1<<0) // At rest / on the ground +#define FL_DUCKING (1<<1) // Player flag -- Player is fully crouched +#define FL_WATERJUMP (1<<2) // player jumping out of water +#define FL_ONTRAIN (1<<3) // Player is _controlling_ a train, so movement commands should be ignored on client during prediction. +#define FL_INRAIN (1<<4) // Indicates the entity is standing in rain +#define FL_FROZEN (1<<5) // Player is frozen for 3rd person camera +#define FL_ATCONTROLS (1<<6) // Player can't move, but keeps key inputs for controlling another entity +#define FL_CLIENT (1<<7) // Is a player +#define FL_FAKECLIENT (1<<8) // Fake client, simulated server side; don't send network messages to them +// NON-PLAYER SPECIFIC (i.e., not used by GameMovement or the client .dll ) -- Can still be applied to players, though +#define FL_INWATER (1<<9) // In water + +// NOTE if you move things up, make sure to change this value +#define PLAYER_FLAG_BITS 10 + +#define FL_FLY (1<<10) // Changes the SV_Movestep() behavior to not need to be on ground +#define FL_SWIM (1<<11) // Changes the SV_Movestep() behavior to not need to be on ground (but stay in water) +#define FL_CONVEYOR (1<<12) +#define FL_NPC (1<<13) +#define FL_GODMODE (1<<14) +#define FL_NOTARGET (1<<15) +#define FL_AIMTARGET (1<<16) // set if the crosshair needs to aim onto the entity +#define FL_PARTIALGROUND (1<<17) // not all corners are valid +#define FL_STATICPROP (1<<18) // Eetsa static prop! +#define FL_GRAPHED (1<<19) // worldgraph has this ent listed as something that blocks a connection +#define FL_GRENADE (1<<20) +#define FL_STEPMOVEMENT (1<<21) // Changes the SV_Movestep() behavior to not do any processing +#define FL_DONTTOUCH (1<<22) // Doesn't generate touch functions, generates Untouch() for anything it was touching when this flag was set +#define FL_BASEVELOCITY (1<<23) // Base velocity has been applied this frame (used to convert base velocity into momentum) +#define FL_WORLDBRUSH (1<<24) // Not moveable/removeable brush entity (really part of the world, but represented as an entity for transparency or something) +#define FL_OBJECT (1<<25) // Terrible name. This is an object that NPCs should see. Missiles, for example. +#define FL_KILLME (1<<26) // This entity is marked for death -- will be freed by game DLL +#define FL_ONFIRE (1<<27) // You know... +#define FL_DISSOLVING (1<<28) // We're dissolving! +#define FL_TRANSRAGDOLL (1<<29) // In the process of turning into a client side ragdoll. +#define FL_UNBLOCKABLE_BY_PLAYER (1<<30) // pusher that can't be blocked by the player +#else +#define FL_ONGROUND (1<<0) // At rest / on the ground +#define FL_DUCKING (1<<1) // Player flag -- Player is fully crouched +#define FL_ANIMDUCKING (1<<2) // Player flag -- Player is in the process of crouching or uncrouching but could be in transition +// examples: Fully ducked: FL_DUCKING & FL_ANIMDUCKING +// Previously fully ducked, unducking in progress: FL_DUCKING & !FL_ANIMDUCKING +// Fully unducked: !FL_DUCKING & !FL_ANIMDUCKING +// Previously fully unducked, ducking in progress: !FL_DUCKING & FL_ANIMDUCKING +#define FL_WATERJUMP (1<<3) // player jumping out of water +#define FL_ONTRAIN (1<<4) // Player is _controlling_ a train, so movement commands should be ignored on client during prediction. +#define FL_INRAIN (1<<5) // Indicates the entity is standing in rain +#define FL_FROZEN (1<<6) // Player is frozen for 3rd person camera +#define FL_ATCONTROLS (1<<7) // Player can't move, but keeps key inputs for controlling another entity +#define FL_CLIENT (1<<8) // Is a player +#define FL_FAKECLIENT (1<<9) // Fake client, simulated server side; don't send network messages to them +// NON-PLAYER SPECIFIC (i.e., not used by GameMovement or the client .dll ) -- Can still be applied to players, though +#define FL_INWATER (1<<10) // In water + +// NOTE if you move things up, make sure to change this value +#define PLAYER_FLAG_BITS 11 + +#define FL_FLY (1<<11) // Changes the SV_Movestep() behavior to not need to be on ground +#define FL_SWIM (1<<12) // Changes the SV_Movestep() behavior to not need to be on ground (but stay in water) +#define FL_CONVEYOR (1<<13) +#define FL_NPC (1<<14) +#define FL_GODMODE (1<<15) +#define FL_NOTARGET (1<<16) +#define FL_AIMTARGET (1<<17) // set if the crosshair needs to aim onto the entity +#define FL_PARTIALGROUND (1<<18) // not all corners are valid +#define FL_STATICPROP (1<<19) // Eetsa static prop! +#define FL_GRAPHED (1<<20) // worldgraph has this ent listed as something that blocks a connection +#define FL_GRENADE (1<<21) +#define FL_STEPMOVEMENT (1<<22) // Changes the SV_Movestep() behavior to not do any processing +#define FL_DONTTOUCH (1<<23) // Doesn't generate touch functions, generates Untouch() for anything it was touching when this flag was set +#define FL_BASEVELOCITY (1<<24) // Base velocity has been applied this frame (used to convert base velocity into momentum) +#define FL_WORLDBRUSH (1<<25) // Not moveable/removeable brush entity (really part of the world, but represented as an entity for transparency or something) +#define FL_OBJECT (1<<26) // Terrible name. This is an object that NPCs should see. Missiles, for example. +#define FL_KILLME (1<<27) // This entity is marked for death -- will be freed by game DLL +#define FL_ONFIRE (1<<28) // You know... +#define FL_DISSOLVING (1<<29) // We're dissolving! +#define FL_TRANSRAGDOLL (1<<30) // In the process of turning into a client side ragdoll. +#define FL_UNBLOCKABLE_BY_PLAYER (1<<31) // pusher that can't be blocked by the player +#endif + +// edict->movetype values +enum MoveType_t +{ + MOVETYPE_NONE = 0, // never moves + MOVETYPE_ISOMETRIC, // For players -- in TF2 commander view, etc. + MOVETYPE_WALK, // Player only - moving on the ground + MOVETYPE_STEP, // gravity, special edge handling -- monsters use this + MOVETYPE_FLY, // No gravity, but still collides with stuff + MOVETYPE_FLYGRAVITY, // flies through the air + is affected by gravity + MOVETYPE_VPHYSICS, // uses VPHYSICS for simulation + MOVETYPE_PUSH, // no clip to world, push and crush + MOVETYPE_NOCLIP, // No gravity, no collisions, still do velocity/avelocity + MOVETYPE_LADDER, // Used by players only when going onto a ladder + MOVETYPE_OBSERVER, // Observer movement, depends on player's observer mode + MOVETYPE_CUSTOM, // Allows the entity to describe its own physics + + // should always be defined as the last item in the list + MOVETYPE_LAST = MOVETYPE_CUSTOM, + + MOVETYPE_MAX_BITS = 4 +}; + +// edict->movecollide values +enum MoveCollide_t +{ + MOVECOLLIDE_DEFAULT = 0, + + // These ones only work for MOVETYPE_FLY + MOVETYPE_FLYGRAVITY + MOVECOLLIDE_FLY_BOUNCE, // bounces, reflects, based on elasticity of surface and object - applies friction (adjust velocity) + MOVECOLLIDE_FLY_CUSTOM, // Touch() will modify the velocity however it likes + MOVECOLLIDE_FLY_SLIDE, // slides along surfaces (no bounce) - applies friciton (adjusts velocity) + + MOVECOLLIDE_COUNT, // Number of different movecollides + + // When adding new movecollide types, make sure this is correct + MOVECOLLIDE_MAX_BITS = 3 +}; + +// edict->solid values +// NOTE: Some movetypes will cause collisions independent of SOLID_NOT/SOLID_TRIGGER when the entity moves +// SOLID only effects OTHER entities colliding with this one when they move - UGH! + +// Solid type basically describes how the bounding volume of the object is represented +// NOTE: SOLID_BBOX MUST BE 2, and SOLID_VPHYSICS MUST BE 6 +// NOTE: These numerical values are used in the FGD by the prop code (see prop_dynamic) +enum SolidType_t +{ + SOLID_NONE = 0, // no solid model + SOLID_BSP = 1, // a BSP tree + SOLID_BBOX = 2, // an AABB + SOLID_OBB = 3, // an OBB (not implemented yet) + SOLID_OBB_YAW = 4, // an OBB, constrained so that it can only yaw + SOLID_CUSTOM = 5, // Always call into the entity for tests + SOLID_VPHYSICS = 6, // solid vphysics object, get vcollide from the model and collide with that + SOLID_LAST, +}; + +enum SolidFlags_t +{ + FSOLID_CUSTOMRAYTEST = 0x0001, // Ignore solid type + always call into the entity for ray tests + FSOLID_CUSTOMBOXTEST = 0x0002, // Ignore solid type + always call into the entity for swept box tests + FSOLID_NOT_SOLID = 0x0004, // Are we currently not solid? + FSOLID_TRIGGER = 0x0008, // This is something may be collideable but fires touch functions + // even when it's not collideable (when the FSOLID_NOT_SOLID flag is set) + FSOLID_NOT_STANDABLE = 0x0010, // You can't stand on this + FSOLID_VOLUME_CONTENTS = 0x0020, // Contains volumetric contents (like water) + FSOLID_FORCE_WORLD_ALIGNED = 0x0040, // Forces the collision rep to be world-aligned even if it's SOLID_BSP or SOLID_VPHYSICS + FSOLID_USE_TRIGGER_BOUNDS = 0x0080, // Uses a special trigger bounds separate from the normal OBB + FSOLID_ROOT_PARENT_ALIGNED = 0x0100, // Collisions are defined in root parent's local coordinate space + FSOLID_TRIGGER_TOUCH_DEBRIS = 0x0200, // This trigger will touch debris objects + + FSOLID_MAX_BITS = 10 +}; + +//----------------------------------------------------------------------------- +// A couple of inline helper methods +//----------------------------------------------------------------------------- +inline bool IsSolid( SolidType_t solidType, int nSolidFlags ) +{ + return (solidType != SOLID_NONE) && ((nSolidFlags & FSOLID_NOT_SOLID) == 0); +} + + +// m_lifeState values +#define LIFE_ALIVE 0 // alive +#define LIFE_DYING 1 // playing death animation or still falling off of a ledge waiting to hit ground +#define LIFE_DEAD 2 // dead. lying still. +#define LIFE_RESPAWNABLE 3 +#define LIFE_DISCARDBODY 4 + +// entity effects +enum +{ + EF_BONEMERGE = 0x001, // Performs bone merge on client side + EF_BRIGHTLIGHT = 0x002, // DLIGHT centered at entity origin + EF_DIMLIGHT = 0x004, // player flashlight + EF_NOINTERP = 0x008, // don't interpolate the next frame + EF_NOSHADOW = 0x010, // Don't cast no shadow + EF_NODRAW = 0x020, // don't draw entity + EF_NORECEIVESHADOW = 0x040, // Don't receive no shadow + EF_BONEMERGE_FASTCULL = 0x080, // For use with EF_BONEMERGE. If this is set, then it places this ent's origin at its + // parent and uses the parent's bbox + the max extents of the aiment. + // Otherwise, it sets up the parent's bones every frame to figure out where to place + // the aiment, which is inefficient because it'll setup the parent's bones even if + // the parent is not in the PVS. + EF_ITEM_BLINK = 0x100, // blink an item so that the user notices it. + EF_PARENT_ANIMATES = 0x200, // always assume that the parent entity is animating + EF_MAX_BITS = 10 +}; + +#define EF_PARITY_BITS 3 +#define EF_PARITY_MASK ((1<<EF_PARITY_BITS)-1) + +// How many bits does the muzzle flash parity thing get? +#define EF_MUZZLEFLASH_BITS 2 + +// plats +#define PLAT_LOW_TRIGGER 1 + +// Trains +#define SF_TRAIN_WAIT_RETRIGGER 1 +#define SF_TRAIN_PASSABLE 8 // Train is not solid -- used to make water trains + +// view angle update types for CPlayerState::fixangle +#define FIXANGLE_NONE 0 +#define FIXANGLE_ABSOLUTE 1 +#define FIXANGLE_RELATIVE 2 + +// Break Model Defines + +#define BREAK_GLASS 0x01 +#define BREAK_METAL 0x02 +#define BREAK_FLESH 0x04 +#define BREAK_WOOD 0x08 + +#define BREAK_SMOKE 0x10 +#define BREAK_TRANS 0x20 +#define BREAK_CONCRETE 0x40 + +// If this is set, then we share a lighting origin with the last non-slave breakable sent down to the client +#define BREAK_SLAVE 0x80 + +// Colliding temp entity sounds + +#define BOUNCE_GLASS BREAK_GLASS +#define BOUNCE_METAL BREAK_METAL +#define BOUNCE_FLESH BREAK_FLESH +#define BOUNCE_WOOD BREAK_WOOD +#define BOUNCE_SHRAP 0x10 +#define BOUNCE_SHELL 0x20 +#define BOUNCE_CONCRETE BREAK_CONCRETE +#define BOUNCE_SHOTSHELL 0x80 + +// Temp entity bounce sound types +#define TE_BOUNCE_NULL 0 +#define TE_BOUNCE_SHELL 1 +#define TE_BOUNCE_SHOTSHELL 2 + +// Rendering constants +// if this is changed, update common/MaterialSystem/Sprite.cpp +enum RenderMode_t +{ + kRenderNormal = 0, // src + kRenderTransColor, // c*a+dest*(1-a) + kRenderTransTexture, // src*a+dest*(1-a) + kRenderGlow, // src*a+dest -- No Z buffer checks -- Fixed size in screen space + kRenderTransAlpha, // src*srca+dest*(1-srca) + kRenderTransAdd, // src*a+dest + kRenderEnvironmental, // not drawn, used for environmental effects + kRenderTransAddFrameBlend, // use a fractional frame value to blend between animation frames + kRenderTransAlphaAdd, // src + dest*(1-a) + kRenderWorldGlow, // Same as kRenderGlow but not fixed size in screen space + kRenderNone, // Don't render. + + kRenderModeCount, // must be last +}; + +enum RenderFx_t +{ + kRenderFxNone = 0, + kRenderFxPulseSlow, + kRenderFxPulseFast, + kRenderFxPulseSlowWide, + kRenderFxPulseFastWide, + kRenderFxFadeSlow, + kRenderFxFadeFast, + kRenderFxSolidSlow, + kRenderFxSolidFast, + kRenderFxStrobeSlow, + kRenderFxStrobeFast, + kRenderFxStrobeFaster, + kRenderFxFlickerSlow, + kRenderFxFlickerFast, + kRenderFxNoDissipation, + kRenderFxDistort, // Distort/scale/translate flicker + kRenderFxHologram, // kRenderFxDistort + distance fade + kRenderFxExplode, // Scale up really big! + kRenderFxGlowShell, // Glowing Shell + kRenderFxClampMinScale, // Keep this sprite from getting very small (SPRITES only!) + kRenderFxEnvRain, // for environmental rendermode, make rain + kRenderFxEnvSnow, // " " " , make snow + kRenderFxSpotlight, // TEST CODE for experimental spotlight + kRenderFxRagdoll, // HACKHACK: TEST CODE for signalling death of a ragdoll character + kRenderFxPulseFastWider, + kRenderFxMax +}; + +enum Collision_Group_t +{ + COLLISION_GROUP_NONE = 0, + COLLISION_GROUP_DEBRIS, // Collides with nothing but world and static stuff + COLLISION_GROUP_DEBRIS_TRIGGER, // Same as debris, but hits triggers + COLLISION_GROUP_INTERACTIVE_DEBRIS, // Collides with everything except other interactive debris or debris + COLLISION_GROUP_INTERACTIVE, // Collides with everything except interactive debris or debris + COLLISION_GROUP_PLAYER, + COLLISION_GROUP_BREAKABLE_GLASS, + COLLISION_GROUP_VEHICLE, + COLLISION_GROUP_PLAYER_MOVEMENT, // For HL2, same as Collision_Group_Player, for + // TF2, this filters out other players and CBaseObjects + COLLISION_GROUP_NPC, // Generic NPC group + COLLISION_GROUP_IN_VEHICLE, // for any entity inside a vehicle + COLLISION_GROUP_WEAPON, // for any weapons that need collision detection + COLLISION_GROUP_VEHICLE_CLIP, // vehicle clip brush to restrict vehicle movement + COLLISION_GROUP_PROJECTILE, // Projectiles! + COLLISION_GROUP_DOOR_BLOCKER, // Blocks entities not permitted to get near moving doors + COLLISION_GROUP_PASSABLE_DOOR, // Doors that the player shouldn't collide with + COLLISION_GROUP_DISSOLVING, // Things that are dissolving are in this group + COLLISION_GROUP_PUSHAWAY, // Nonsolid on client and server, pushaway in player code + + COLLISION_GROUP_NPC_ACTOR, // Used so NPCs in scripts ignore the player. + COLLISION_GROUP_NPC_SCRIPTED, // USed for NPCs in scripts that should not collide with each other + + LAST_SHARED_COLLISION_GROUP +}; + +#include "basetypes.h" + +#define SOUND_NORMAL_CLIP_DIST 1000.0f + +// How many networked area portals do we allow? +#define MAX_AREA_STATE_BYTES 32 +#define MAX_AREA_PORTAL_STATE_BYTES 24 + +// user message max payload size (note, this value is used by the engine, so MODs cannot change it) +#define MAX_USER_MSG_DATA 255 +#define MAX_ENTITY_MSG_DATA 255 + +#define SOURCE_MT +#ifdef SOURCE_MT +class CThreadMutex; +typedef CThreadMutex CSourceMutex; +#else +class CThreadNullMutex; +typedef CThreadNullMutex CSourceMutex; +#endif + +#endif + |