//========= 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to use steam #define STEAM_PARM "-steam" // the command line param to tell dedicated server to restart // if they are out of date #define AUTO_RESTART "-autoupdate" // the message a server sends when a clients steam login is expired #define INVALID_STEAM_TICKET "Invalid STEAM UserID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