Team Fortress 2 Source Code as on 22/4/2020
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  1. //========= Copyright Valve Corporation, All rights reserved. ============//
  2. //
  3. // Purpose:
  4. //
  5. // $Workfile: $
  6. // $Date: $
  7. // $NoKeywords: $
  8. //=============================================================================//
  9. #ifndef BSPFLAGS_H
  10. #define BSPFLAGS_H
  11. #ifdef _WIN32
  12. #pragma once
  13. #endif
  14. // contents flags are seperate bits
  15. // a given brush can contribute multiple content bits
  16. // multiple brushes can be in a single leaf
  17. // these definitions also need to be in q_shared.h!
  18. // lower bits are stronger, and will eat weaker brushes completely
  19. #define CONTENTS_EMPTY 0 // No contents
  20. #define CONTENTS_SOLID 0x1 // an eye is never valid in a solid
  21. #define CONTENTS_WINDOW 0x2 // translucent, but not watery (glass)
  22. #define CONTENTS_AUX 0x4
  23. #define CONTENTS_GRATE 0x8 // alpha-tested "grate" textures. Bullets/sight pass through, but solids don't
  24. #define CONTENTS_SLIME 0x10
  25. #define CONTENTS_WATER 0x20
  26. #define CONTENTS_BLOCKLOS 0x40 // block AI line of sight
  27. #define CONTENTS_OPAQUE 0x80 // things that cannot be seen through (may be non-solid though)
  28. #define LAST_VISIBLE_CONTENTS 0x80
  29. #define ALL_VISIBLE_CONTENTS (LAST_VISIBLE_CONTENTS | (LAST_VISIBLE_CONTENTS-1))
  30. #define CONTENTS_TESTFOGVOLUME 0x100
  31. #define CONTENTS_UNUSED 0x200
  32. // unused
  33. // NOTE: If it's visible, grab from the top + update LAST_VISIBLE_CONTENTS
  34. // if not visible, then grab from the bottom.
  35. #define CONTENTS_UNUSED6 0x400
  36. #define CONTENTS_TEAM1 0x800 // per team contents used to differentiate collisions
  37. #define CONTENTS_TEAM2 0x1000 // between players and objects on different teams
  38. // ignore CONTENTS_OPAQUE on surfaces that have SURF_NODRAW
  39. #define CONTENTS_IGNORE_NODRAW_OPAQUE 0x2000
  40. // hits entities which are MOVETYPE_PUSH (doors, plats, etc.)
  41. #define CONTENTS_MOVEABLE 0x4000
  42. // remaining contents are non-visible, and don't eat brushes
  43. #define CONTENTS_AREAPORTAL 0x8000
  44. #define CONTENTS_PLAYERCLIP 0x10000
  45. #define CONTENTS_MONSTERCLIP 0x20000
  46. // currents can be added to any other contents, and may be mixed
  47. #define CONTENTS_CURRENT_0 0x40000
  48. #define CONTENTS_CURRENT_90 0x80000
  49. #define CONTENTS_CURRENT_180 0x100000
  50. #define CONTENTS_CURRENT_270 0x200000
  51. #define CONTENTS_CURRENT_UP 0x400000
  52. #define CONTENTS_CURRENT_DOWN 0x800000
  53. #define CONTENTS_ORIGIN 0x1000000 // removed before bsping an entity
  54. #define CONTENTS_MONSTER 0x2000000 // should never be on a brush, only in game
  55. #define CONTENTS_DEBRIS 0x4000000
  56. #define CONTENTS_DETAIL 0x8000000 // brushes to be added after vis leafs
  57. #define CONTENTS_TRANSLUCENT 0x10000000 // auto set if any surface has trans
  58. #define CONTENTS_LADDER 0x20000000
  59. #define CONTENTS_HITBOX 0x40000000 // use accurate hitboxes on trace
  60. // NOTE: These are stored in a short in the engine now. Don't use more than 16 bits
  61. #define SURF_LIGHT 0x0001 // value will hold the light strength
  62. #define SURF_SKY2D 0x0002 // don't draw, indicates we should skylight + draw 2d sky but not draw the 3D skybox
  63. #define SURF_SKY 0x0004 // don't draw, but add to skybox
  64. #define SURF_WARP 0x0008 // turbulent water warp
  65. #define SURF_TRANS 0x0010
  66. #define SURF_NOPORTAL 0x0020 // the surface can not have a portal placed on it
  67. #define SURF_TRIGGER 0x0040 // FIXME: This is an xbox hack to work around elimination of trigger surfaces, which breaks occluders
  68. #define SURF_NODRAW 0x0080 // don't bother referencing the texture
  69. #define SURF_HINT 0x0100 // make a primary bsp splitter
  70. #define SURF_SKIP 0x0200 // completely ignore, allowing non-closed brushes
  71. #define SURF_NOLIGHT 0x0400 // Don't calculate light
  72. #define SURF_BUMPLIGHT 0x0800 // calculate three lightmaps for the surface for bumpmapping
  73. #define SURF_NOSHADOWS 0x1000 // Don't receive shadows
  74. #define SURF_NODECALS 0x2000 // Don't receive decals
  75. #define SURF_NOCHOP 0x4000 // Don't subdivide patches on this surface
  76. #define SURF_HITBOX 0x8000 // surface is part of a hitbox
  77. // -----------------------------------------------------
  78. // spatial content masks - used for spatial queries (traceline,etc.)
  79. // -----------------------------------------------------
  80. #define MASK_ALL (0xFFFFFFFF)
  81. // everything that is normally solid
  82. #define MASK_SOLID (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_MONSTER|CONTENTS_GRATE)
  83. // everything that blocks player movement
  84. #define MASK_PLAYERSOLID (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_PLAYERCLIP|CONTENTS_WINDOW|CONTENTS_MONSTER|CONTENTS_GRATE)
  85. // blocks npc movement
  86. #define MASK_NPCSOLID (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_MONSTERCLIP|CONTENTS_WINDOW|CONTENTS_MONSTER|CONTENTS_GRATE)
  87. // water physics in these contents
  88. #define MASK_WATER (CONTENTS_WATER|CONTENTS_MOVEABLE|CONTENTS_SLIME)
  89. // everything that blocks lighting
  90. #define MASK_OPAQUE (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_OPAQUE)
  91. // everything that blocks lighting, but with monsters added.
  92. #define MASK_OPAQUE_AND_NPCS (MASK_OPAQUE|CONTENTS_MONSTER)
  93. // everything that blocks line of sight for AI
  94. #define MASK_BLOCKLOS (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_BLOCKLOS)
  95. // everything that blocks line of sight for AI plus NPCs
  96. #define MASK_BLOCKLOS_AND_NPCS (MASK_BLOCKLOS|CONTENTS_MONSTER)
  97. // everything that blocks line of sight for players
  98. #define MASK_VISIBLE (MASK_OPAQUE|CONTENTS_IGNORE_NODRAW_OPAQUE)
  99. // everything that blocks line of sight for players, but with monsters added.
  100. #define MASK_VISIBLE_AND_NPCS (MASK_OPAQUE_AND_NPCS|CONTENTS_IGNORE_NODRAW_OPAQUE)
  101. // bullets see these as solid
  102. #define MASK_SHOT (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_MONSTER|CONTENTS_WINDOW|CONTENTS_DEBRIS|CONTENTS_HITBOX)
  103. // non-raycasted weapons see this as solid (includes grates)
  104. #define MASK_SHOT_HULL (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_MONSTER|CONTENTS_WINDOW|CONTENTS_DEBRIS|CONTENTS_GRATE)
  105. // hits solids (not grates) and passes through everything else
  106. #define MASK_SHOT_PORTAL (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_MONSTER)
  107. // everything normally solid, except monsters (world+brush only)
  108. #define MASK_SOLID_BRUSHONLY (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_GRATE)
  109. // everything normally solid for player movement, except monsters (world+brush only)
  110. #define MASK_PLAYERSOLID_BRUSHONLY (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_PLAYERCLIP|CONTENTS_GRATE)
  111. // everything normally solid for npc movement, except monsters (world+brush only)
  112. #define MASK_NPCSOLID_BRUSHONLY (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_MONSTERCLIP|CONTENTS_GRATE)
  113. // just the world, used for route rebuilding
  114. #define MASK_NPCWORLDSTATIC (CONTENTS_SOLID|CONTENTS_WINDOW|CONTENTS_MONSTERCLIP|CONTENTS_GRATE)
  115. // These are things that can split areaportals
  116. #define MASK_SPLITAREAPORTAL (CONTENTS_WATER|CONTENTS_SLIME)
  117. // UNDONE: This is untested, any moving water
  118. #define MASK_CURRENT (CONTENTS_CURRENT_0|CONTENTS_CURRENT_90|CONTENTS_CURRENT_180|CONTENTS_CURRENT_270|CONTENTS_CURRENT_UP|CONTENTS_CURRENT_DOWN)
  119. // everything that blocks corpse movement
  120. // UNDONE: Not used yet / may be deleted
  121. #define MASK_DEADSOLID (CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_WINDOW|CONTENTS_GRATE)
  122. #endif // BSPFLAGS_H