sqwarmed/sdk_src/public/bspflags.h

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2024-08-29 19:18:30 -04:00
//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================//
#ifndef BSPFLAGS_H
#define BSPFLAGS_H
#ifdef _WIN32
#pragma once
#endif
// contents flags are seperate bits
// a given brush can contribute multiple content bits
// multiple brushes can be in a single leaf
// these definitions also need to be in q_shared.h!
// lower bits are stronger, and will eat weaker brushes completely
#define CONTENTS_EMPTY 0 // No contents
#define CONTENTS_SOLID 0x1 // an eye is never valid in a solid
#define CONTENTS_WINDOW 0x2 // translucent, but not watery (glass)
#define CONTENTS_AUX 0x4
#define CONTENTS_GRATE 0x8 // alpha-tested "grate" textures. Bullets/sight pass through, but solids don't
#define CONTENTS_SLIME 0x10
#define CONTENTS_WATER 0x20
#define CONTENTS_BLOCKLOS 0x40 // block AI line of sight
#define CONTENTS_OPAQUE 0x80 // things that cannot be seen through (may be non-solid though)
#define LAST_VISIBLE_CONTENTS CONTENTS_OPAQUE
#define ALL_VISIBLE_CONTENTS (LAST_VISIBLE_CONTENTS | (LAST_VISIBLE_CONTENTS-1))
#define CONTENTS_TESTFOGVOLUME 0x100
#define CONTENTS_UNUSED 0x200
// unused
// NOTE: If it's visible, grab from the top + update LAST_VISIBLE_CONTENTS
// if not visible, then grab from the bottom.
// CONTENTS_OPAQUE + SURF_NODRAW count as CONTENTS_OPAQUE (shadow-casting toolsblocklight textures)
#define CONTENTS_BLOCKLIGHT 0x400
#define CONTENTS_TEAM1 0x800 // per team contents used to differentiate collisions
#define CONTENTS_TEAM2 0x1000 // between players and objects on different teams
// ignore CONTENTS_OPAQUE on surfaces that have SURF_NODRAW
#define CONTENTS_IGNORE_NODRAW_OPAQUE 0x2000
// hits entities which are MOVETYPE_PUSH (doors, plats, etc.)
#define CONTENTS_MOVEABLE 0x4000
// remaining contents are non-visible, and don't eat brushes
#define CONTENTS_AREAPORTAL 0x8000
#define CONTENTS_PLAYERCLIP 0x10000
#define CONTENTS_MONSTERCLIP 0x20000
// currents can be added to any other contents, and may be mixed
#define CONTENTS_CURRENT_0 0x40000
#define CONTENTS_CURRENT_90 0x80000
#define CONTENTS_CURRENT_180 0x100000
#define CONTENTS_CURRENT_270 0x200000
#define CONTENTS_CURRENT_UP 0x400000
#define CONTENTS_CURRENT_DOWN 0x800000
#define CONTENTS_ORIGIN 0x1000000 // removed before bsping an entity
#define CONTENTS_MONSTER 0x2000000 // should never be on a brush, only in game
#define CONTENTS_DEBRIS 0x4000000
#define CONTENTS_DETAIL 0x8000000 // brushes to be added after vis leafs
#define CONTENTS_TRANSLUCENT 0x10000000 // auto set if any surface has trans
#define CONTENTS_LADDER 0x20000000
#define CONTENTS_HITBOX 0x40000000 // use accurate hitboxes on trace
// NOTE: These are stored in a short in the engine now. Don't use more than 16 bits
#define SURF_LIGHT 0x0001 // value will hold the light strength
#define SURF_SKY2D 0x0002 // don't draw, indicates we should skylight + draw 2d sky but not draw the 3D skybox
#define SURF_SKY 0x0004 // don't draw, but add to skybox
#define SURF_WARP 0x0008 // turbulent water warp
#define SURF_TRANS 0x0010
#define SURF_NOPORTAL 0x0020 // the surface can not have a portal placed on it
#define SURF_TRIGGER 0x0040 // FIXME: This is an xbox hack to work around elimination of trigger surfaces, which breaks occluders
#define SURF_NODRAW 0x0080 // don't bother referencing the texture
#define SURF_HINT 0x0100 // make a primary bsp splitter
#define SURF_SKIP 0x0200 // completely ignore, allowing non-closed brushes
#define SURF_NOLIGHT 0x0400 // Don't calculate light
#define SURF_BUMPLIGHT 0x0800 // calculate three lightmaps for the surface for bumpmapping
#define SURF_NOSHADOWS 0x1000 // Don't receive shadows
#define SURF_NODECALS 0x2000 // Don't receive decals
#define SURF_NOPAINT SURF_NODECALS // the surface can not have paint placed on it
#define SURF_NOCHOP 0x4000 // Don't subdivide patches on this surface
#define SURF_HITBOX 0x8000 // surface is part of a hitbox
// -----------------------------------------------------
// spatial content masks - used for spatial queries (traceline,etc.)
// -----------------------------------------------------
#define MASK_ALL (0xFFFFFFFF)
// everything that is normally solid
#define MASK_SOLID (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_MONSTER|CONTENTS_GRATE)
// everything that blocks player movement
#define MASK_PLAYERSOLID (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_PLAYERCLIP|CONTENTS_WINDOW|CONTENTS_MONSTER|CONTENTS_GRATE)
// blocks npc movement
#define MASK_NPCSOLID (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_MONSTERCLIP|CONTENTS_WINDOW|CONTENTS_MONSTER|CONTENTS_GRATE)
// blocks fluid movement
#define MASK_NPCFLUID (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_MONSTERCLIP|CONTENTS_WINDOW|CONTENTS_MONSTER)
// water physics in these contents
#define MASK_WATER (CONTENTS_WATER|CONTENTS_MOVEABLE|CONTENTS_SLIME)
// everything that blocks lighting
#define MASK_OPAQUE (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_OPAQUE)
// everything that blocks lighting, but with monsters added.
#define MASK_OPAQUE_AND_NPCS (MASK_OPAQUE|CONTENTS_MONSTER)
// everything that blocks line of sight for AI
#define MASK_BLOCKLOS (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_BLOCKLOS)
// everything that blocks line of sight for AI plus NPCs
#define MASK_BLOCKLOS_AND_NPCS (MASK_BLOCKLOS|CONTENTS_MONSTER)
// everything that blocks line of sight for players
#define MASK_VISIBLE (MASK_OPAQUE|CONTENTS_IGNORE_NODRAW_OPAQUE)
// everything that blocks line of sight for players, but with monsters added.
#define MASK_VISIBLE_AND_NPCS (MASK_OPAQUE_AND_NPCS|CONTENTS_IGNORE_NODRAW_OPAQUE)
// bullets see these as solid
#define MASK_SHOT (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_MONSTER|CONTENTS_WINDOW|CONTENTS_DEBRIS|CONTENTS_HITBOX)
// bullets see these as solid, except monsters (world+brush only)
#define MASK_SHOT_BRUSHONLY (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_DEBRIS)
// non-raycasted weapons see this as solid (includes grates)
#define MASK_SHOT_HULL (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_MONSTER|CONTENTS_WINDOW|CONTENTS_DEBRIS|CONTENTS_GRATE)
// hits solids (not grates) and passes through everything else
#define MASK_SHOT_PORTAL (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_MONSTER)
// everything normally solid, except monsters (world+brush only)
#define MASK_SOLID_BRUSHONLY (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_GRATE)
// everything normally solid for player movement, except monsters (world+brush only)
#define MASK_PLAYERSOLID_BRUSHONLY (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_PLAYERCLIP|CONTENTS_GRATE)
// everything normally solid for npc movement, except monsters (world+brush only)
#define MASK_NPCSOLID_BRUSHONLY (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_MONSTERCLIP|CONTENTS_GRATE)
// just the world, used for route rebuilding
#define MASK_NPCWORLDSTATIC (CONTENTS_SOLID|CONTENTS_WINDOW|CONTENTS_MONSTERCLIP|CONTENTS_GRATE)
// just the world, used for route rebuilding
#define MASK_NPCWORLDSTATIC_FLUID (CONTENTS_SOLID|CONTENTS_WINDOW|CONTENTS_MONSTERCLIP)
// These are things that can split areaportals
#define MASK_SPLITAREAPORTAL (CONTENTS_WATER|CONTENTS_SLIME)
// UNDONE: This is untested, any moving water
#define MASK_CURRENT (CONTENTS_CURRENT_0|CONTENTS_CURRENT_90|CONTENTS_CURRENT_180|CONTENTS_CURRENT_270|CONTENTS_CURRENT_UP|CONTENTS_CURRENT_DOWN)
// everything that blocks corpse movement
// UNDONE: Not used yet / may be deleted
#define MASK_DEADSOLID (CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_WINDOW|CONTENTS_GRATE)
#endif // BSPFLAGS_H