157 lines
7.8 KiB
C
157 lines
7.8 KiB
C
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//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $Workfile: $
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// $Date: $
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// $NoKeywords: $
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//=============================================================================//
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#ifndef BSPFLAGS_H
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#define BSPFLAGS_H
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#ifdef _WIN32
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#pragma once
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#endif
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// contents flags are seperate bits
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// a given brush can contribute multiple content bits
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// multiple brushes can be in a single leaf
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// these definitions also need to be in q_shared.h!
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// lower bits are stronger, and will eat weaker brushes completely
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#define CONTENTS_EMPTY 0 // No contents
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#define CONTENTS_SOLID 0x1 // an eye is never valid in a solid
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#define CONTENTS_WINDOW 0x2 // translucent, but not watery (glass)
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#define CONTENTS_AUX 0x4
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#define CONTENTS_GRATE 0x8 // alpha-tested "grate" textures. Bullets/sight pass through, but solids don't
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#define CONTENTS_SLIME 0x10
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#define CONTENTS_WATER 0x20
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#define CONTENTS_BLOCKLOS 0x40 // block AI line of sight
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#define CONTENTS_OPAQUE 0x80 // things that cannot be seen through (may be non-solid though)
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#define LAST_VISIBLE_CONTENTS CONTENTS_OPAQUE
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#define ALL_VISIBLE_CONTENTS (LAST_VISIBLE_CONTENTS | (LAST_VISIBLE_CONTENTS-1))
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#define CONTENTS_TESTFOGVOLUME 0x100
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#define CONTENTS_UNUSED 0x200
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// unused
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// NOTE: If it's visible, grab from the top + update LAST_VISIBLE_CONTENTS
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// if not visible, then grab from the bottom.
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// CONTENTS_OPAQUE + SURF_NODRAW count as CONTENTS_OPAQUE (shadow-casting toolsblocklight textures)
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#define CONTENTS_BLOCKLIGHT 0x400
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#define CONTENTS_TEAM1 0x800 // per team contents used to differentiate collisions
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#define CONTENTS_TEAM2 0x1000 // between players and objects on different teams
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// ignore CONTENTS_OPAQUE on surfaces that have SURF_NODRAW
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#define CONTENTS_IGNORE_NODRAW_OPAQUE 0x2000
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// hits entities which are MOVETYPE_PUSH (doors, plats, etc.)
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#define CONTENTS_MOVEABLE 0x4000
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// remaining contents are non-visible, and don't eat brushes
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#define CONTENTS_AREAPORTAL 0x8000
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#define CONTENTS_PLAYERCLIP 0x10000
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#define CONTENTS_MONSTERCLIP 0x20000
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// currents can be added to any other contents, and may be mixed
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#define CONTENTS_CURRENT_0 0x40000
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#define CONTENTS_CURRENT_90 0x80000
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#define CONTENTS_CURRENT_180 0x100000
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#define CONTENTS_CURRENT_270 0x200000
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#define CONTENTS_CURRENT_UP 0x400000
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#define CONTENTS_CURRENT_DOWN 0x800000
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#define CONTENTS_ORIGIN 0x1000000 // removed before bsping an entity
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#define CONTENTS_MONSTER 0x2000000 // should never be on a brush, only in game
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#define CONTENTS_DEBRIS 0x4000000
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#define CONTENTS_DETAIL 0x8000000 // brushes to be added after vis leafs
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#define CONTENTS_TRANSLUCENT 0x10000000 // auto set if any surface has trans
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#define CONTENTS_LADDER 0x20000000
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#define CONTENTS_HITBOX 0x40000000 // use accurate hitboxes on trace
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// NOTE: These are stored in a short in the engine now. Don't use more than 16 bits
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#define SURF_LIGHT 0x0001 // value will hold the light strength
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#define SURF_SKY2D 0x0002 // don't draw, indicates we should skylight + draw 2d sky but not draw the 3D skybox
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#define SURF_SKY 0x0004 // don't draw, but add to skybox
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#define SURF_WARP 0x0008 // turbulent water warp
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#define SURF_TRANS 0x0010
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#define SURF_NOPORTAL 0x0020 // the surface can not have a portal placed on it
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#define SURF_TRIGGER 0x0040 // FIXME: This is an xbox hack to work around elimination of trigger surfaces, which breaks occluders
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#define SURF_NODRAW 0x0080 // don't bother referencing the texture
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#define SURF_HINT 0x0100 // make a primary bsp splitter
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#define SURF_SKIP 0x0200 // completely ignore, allowing non-closed brushes
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#define SURF_NOLIGHT 0x0400 // Don't calculate light
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#define SURF_BUMPLIGHT 0x0800 // calculate three lightmaps for the surface for bumpmapping
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#define SURF_NOSHADOWS 0x1000 // Don't receive shadows
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#define SURF_NODECALS 0x2000 // Don't receive decals
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#define SURF_NOPAINT SURF_NODECALS // the surface can not have paint placed on it
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#define SURF_NOCHOP 0x4000 // Don't subdivide patches on this surface
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#define SURF_HITBOX 0x8000 // surface is part of a hitbox
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// -----------------------------------------------------
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// spatial content masks - used for spatial queries (traceline,etc.)
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// -----------------------------------------------------
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#define MASK_ALL (0xFFFFFFFF)
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// everything that is normally solid
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#define MASK_SOLID (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_MONSTER|CONTENTS_GRATE)
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// everything that blocks player movement
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#define MASK_PLAYERSOLID (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_PLAYERCLIP|CONTENTS_WINDOW|CONTENTS_MONSTER|CONTENTS_GRATE)
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// blocks npc movement
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#define MASK_NPCSOLID (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_MONSTERCLIP|CONTENTS_WINDOW|CONTENTS_MONSTER|CONTENTS_GRATE)
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// blocks fluid movement
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#define MASK_NPCFLUID (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_MONSTERCLIP|CONTENTS_WINDOW|CONTENTS_MONSTER)
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// water physics in these contents
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#define MASK_WATER (CONTENTS_WATER|CONTENTS_MOVEABLE|CONTENTS_SLIME)
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// everything that blocks lighting
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#define MASK_OPAQUE (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_OPAQUE)
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// everything that blocks lighting, but with monsters added.
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#define MASK_OPAQUE_AND_NPCS (MASK_OPAQUE|CONTENTS_MONSTER)
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// everything that blocks line of sight for AI
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#define MASK_BLOCKLOS (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_BLOCKLOS)
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// everything that blocks line of sight for AI plus NPCs
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#define MASK_BLOCKLOS_AND_NPCS (MASK_BLOCKLOS|CONTENTS_MONSTER)
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// everything that blocks line of sight for players
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#define MASK_VISIBLE (MASK_OPAQUE|CONTENTS_IGNORE_NODRAW_OPAQUE)
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// everything that blocks line of sight for players, but with monsters added.
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#define MASK_VISIBLE_AND_NPCS (MASK_OPAQUE_AND_NPCS|CONTENTS_IGNORE_NODRAW_OPAQUE)
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// bullets see these as solid
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#define MASK_SHOT (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_MONSTER|CONTENTS_WINDOW|CONTENTS_DEBRIS|CONTENTS_HITBOX)
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// bullets see these as solid, except monsters (world+brush only)
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#define MASK_SHOT_BRUSHONLY (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_DEBRIS)
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// non-raycasted weapons see this as solid (includes grates)
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#define MASK_SHOT_HULL (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_MONSTER|CONTENTS_WINDOW|CONTENTS_DEBRIS|CONTENTS_GRATE)
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// hits solids (not grates) and passes through everything else
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#define MASK_SHOT_PORTAL (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_MONSTER)
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// everything normally solid, except monsters (world+brush only)
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#define MASK_SOLID_BRUSHONLY (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_GRATE)
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// everything normally solid for player movement, except monsters (world+brush only)
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#define MASK_PLAYERSOLID_BRUSHONLY (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_PLAYERCLIP|CONTENTS_GRATE)
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// everything normally solid for npc movement, except monsters (world+brush only)
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#define MASK_NPCSOLID_BRUSHONLY (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_MONSTERCLIP|CONTENTS_GRATE)
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// just the world, used for route rebuilding
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#define MASK_NPCWORLDSTATIC (CONTENTS_SOLID|CONTENTS_WINDOW|CONTENTS_MONSTERCLIP|CONTENTS_GRATE)
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// just the world, used for route rebuilding
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#define MASK_NPCWORLDSTATIC_FLUID (CONTENTS_SOLID|CONTENTS_WINDOW|CONTENTS_MONSTERCLIP)
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// These are things that can split areaportals
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#define MASK_SPLITAREAPORTAL (CONTENTS_WATER|CONTENTS_SLIME)
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// UNDONE: This is untested, any moving water
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#define MASK_CURRENT (CONTENTS_CURRENT_0|CONTENTS_CURRENT_90|CONTENTS_CURRENT_180|CONTENTS_CURRENT_270|CONTENTS_CURRENT_UP|CONTENTS_CURRENT_DOWN)
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// everything that blocks corpse movement
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// UNDONE: Not used yet / may be deleted
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#define MASK_DEADSOLID (CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_WINDOW|CONTENTS_GRATE)
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#endif // BSPFLAGS_H
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