/* * * This program is free software; you can redistribute it and/or modify it * under the terms of the GNU General Public License as published by the * Free Software Foundation; either version 2 of the License, or (at * your option) any later version. * * This program is distributed in the hope that it will be useful, but * WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * In addition, as a special exception, the author gives permission to * link the code of this program with the Half-Life Game Engine ("HL * Engine") and Modified Game Libraries ("MODs") developed by Valve, * L.L.C ("Valve"). You must obey the GNU General Public License in all * respects for all of the code used other than the HL Engine and MODs * from Valve. If you modify this file, you may extend this exception * to your version of the file, but you are not obligated to do so. If * you do not wish to do so, delete this exception statement from your * version. * */ #ifndef CONST_H #define CONST_H #ifdef _WIN32 #pragma once #endif // buttons #include "in_buttons.h" // Max # of clients allowed in a server. #define MAX_CLIENTS 32 // 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 (2048) #define MAX_EDICTS (1<flags #define FL_FLY (1<<0) // Changes the SV_Movestep() behavior to not need to be on ground #define FL_SWIM (1<<1) // Changes the SV_Movestep() behavior to not need to be on ground (but stay in water) #define FL_CONVEYOR (1<<2) #define FL_CLIENT (1<<3) #define FL_INWATER (1<<4) #define FL_MONSTER (1<<5) #define FL_GODMODE (1<<6) #define FL_NOTARGET (1<<7) #define FL_SKIPLOCALHOST (1<<8) // Don't send entity to local host, it's predicting this entity itself #define FL_ONGROUND (1<<9) // At rest / on the ground #define FL_PARTIALGROUND (1<<10) // not all corners are valid #define FL_WATERJUMP (1<<11) // player jumping out of water #define FL_FROZEN (1<<12) // Player is frozen for 3rd person camera #define FL_FAKECLIENT (1<<13) // JAC: fake client, simulated server side; don't send network messages to them #define FL_DUCKING (1<<14) // Player flag -- Player is fully crouched #define FL_FLOAT (1<<15) // Apply floating force to this entity when in water #define FL_GRAPHED (1<<16) // worldgraph has this ent listed as something that blocks a connection #define FL_IMMUNE_WATER (1<<17) #define FL_IMMUNE_SLIME (1<<18) #define FL_IMMUNE_LAVA (1<<19) #define FL_PROXY (1<<20) // This is a spectator proxy #define FL_ALWAYSTHINK (1<<21) // Brush model flag -- call think every frame regardless of nextthink - ltime (for constantly changing velocity/path) #define FL_BASEVELOCITY (1<<22) // Base velocity has been applied this frame (used to convert base velocity into momentum) #define FL_MONSTERCLIP (1<<23) // Only collide in with monsters who have FL_MONSTERCLIP set #define FL_ONTRAIN (1<<24) // Player is _controlling_ a train, so movement commands should be ignored on client during prediction. #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_SPECTATOR (1<<26) // This client is a spectator, don't run touch functions, etc. #define FL_CUSTOMENTITY (1<<29) // This is a custom entity #define FL_KILLME (1<<30) // This entity is marked for death -- This allows the engine to kill ents at the appropriate time #define FL_DORMANT (1<<31) // Entity is dormant, no updates to client // Engine edict->spawnflags #define SF_NOTINDEATHMATCH 0x0800 // Do not spawn when deathmatch and loading entities from a file // Goes into globalvars_t.trace_flags #define FTRACE_SIMPLEBOX (1<<0) // Traceline with a simple box // walkmove modes #define WALKMOVE_NORMAL 0 // normal walkmove #define WALKMOVE_WORLDONLY 1 // doesn't hit ANY entities, no matter what the solid type #define WALKMOVE_CHECKONLY 2 // move, but don't touch triggers #define MOVETYPE_NONE 0 // never moves //#define MOVETYPE_ANGLENOCLIP 1 //#define MOVETYPE_ANGLECLIP 2 #define MOVETYPE_WALK 3 // Player only - moving on the ground #define MOVETYPE_STEP 4 // gravity, special edge handling -- monsters use this #define MOVETYPE_FLY 5 // No gravity, but still collides with stuff #define MOVETYPE_TOSS 6 // gravity/collisions #define MOVETYPE_PUSH 7 // no clip to world, push and crush #define MOVETYPE_NOCLIP 8 // No gravity, no collisions, still do velocity/avelocity #define MOVETYPE_FLYMISSILE 9 // extra size to monsters #define MOVETYPE_BOUNCE 10 // Just like Toss, but reflect velocity when contacting surfaces #define MOVETYPE_BOUNCEMISSILE 11 // bounce w/o gravity #define MOVETYPE_FOLLOW 12 // track movement of aiment #define MOVETYPE_PUSHSTEP 13 // BSP model that needs physics/world collisions (uses nearest hull for world collision) #define SOLID_NOT 0 // no interaction with other objects #define SOLID_TRIGGER 1 // touch on edge, but not blocking #define SOLID_BBOX 2 // touch on edge, block #define SOLID_SLIDEBOX 3 // touch on edge, but not an onground #define SOLID_BSP 4 // bsp clip, touch on edge, block // deadflag values #define DEAD_NO 0 // alive #define DEAD_DYING 1 // playing death animation or still falling off of a ledge waiting to hit ground #define DEAD_DEAD 2 // dead. lying still. #define DEAD_RESPAWNABLE 3 // do respawn the entity #define DEAD_DISCARDBODY 4 #define DAMAGE_NO 0 #define DAMAGE_YES 1 #define DAMAGE_AIM 2 // entity effects #define EF_BRIGHTFIELD 1 // swirling cloud of particles #define EF_MUZZLEFLASH 2 // single frame ELIGHT on entity attachment 0 #define EF_BRIGHTLIGHT 4 // DLIGHT centered at entity origin #define EF_DIMLIGHT 8 // player flashlight #define EF_INVLIGHT 16 // get lighting from ceiling #define EF_NOINTERP 32 // don't interpolate the next frame #define EF_LIGHT 64 // rocket flare glow sprite #define EF_NODRAW 128 // don't draw entity #define EF_NIGHTVISION 256 // player nightvision #define EF_SNIPERLASER 512 // sniper laser effect #define EF_FIBERCAMERA 1024 // fiber camera // entity flags #define EFLAG_SLERP 1 // do studio interpolation of this entity #define TE_BEAMPOINTS 0 // beam effect between two points #define TE_BEAMENTPOINT 1 // beam effect between point and entity #define TE_GUNSHOT 2 // particle effect plus ricochet sound #define TE_EXPLOSION 3 // additive sprite, 2 dynamic lights, flickering particles, explosion sound, move vertically 8 pps #define TE_EXPLFLAG_NONE 0 // all flags clear makes default Half-Life explosion #define TE_EXPLFLAG_NOADDITIVE 1 // sprite will be drawn opaque (ensure that the sprite you send is a non-additive sprite) #define TE_EXPLFLAG_NODLIGHTS 2 // do not render dynamic lights #define TE_EXPLFLAG_NOSOUND 4 // do not play client explosion sound #define TE_EXPLFLAG_NOPARTICLES 8 // do not draw particles #define TE_TAREXPLOSION 4 // Quake1 "tarbaby" explosion with sound #define TE_SMOKE 5 // alphablend sprite, move vertically 30 pps #define TE_TRACER 6 // tracer effect from point to point #define TE_LIGHTNING 7 // TE_BEAMPOINTS with simplified parameters #define TE_BEAMENTS 8 #define TE_SPARKS 9 // 8 random tracers with gravity, ricochet sprite #define TE_LAVASPLASH 10 // Quake1 lava splash #define TE_TELEPORT 11 // Quake1 teleport splash #define TE_EXPLOSION2 12 // Quake1 colormaped (base palette) particle explosion with sound #define TE_BSPDECAL 13 // Decal from the .BSP file #define TE_IMPLOSION 14 // tracers moving toward a point #define TE_SPRITETRAIL 15 // line of moving glow sprites with gravity, fadeout, and collisions #define TE_BEAM 16 // obsolete #define TE_SPRITE 17 // additive sprite, plays 1 cycle #define TE_BEAMSPRITE 18 // A beam with a sprite at the end #define TE_BEAMTORUS 19 // screen aligned beam ring, expands to max radius over lifetime #define TE_BEAMDISK 20 // disk that expands to max radius over lifetime #define TE_BEAMCYLINDER 21 // cylinder that expands to max radius over lifetime #define TE_BEAMFOLLOW 22 // create a line of decaying beam segments until entity stops moving #define TE_GLOWSPRITE 23 #define TE_BEAMRING 24 // connect a beam ring to two entities #define TE_STREAK_SPLASH 25 // oriented shower of tracers #define TE_BEAMHOSE 26 // obsolete #define TE_DLIGHT 27 // dynamic light, effect world, minor entity effect #define TE_ELIGHT 28 // point entity light, no world effect #define TE_TEXTMESSAGE 29 #define TE_LINE 30 #define TE_BOX 31 #define TE_KILLBEAM 99 // kill all beams attached to entity #define TE_LARGEFUNNEL 100 #define TE_BLOODSTREAM 101 // particle spray #define TE_SHOWLINE 102 // line of particles every 5 units, dies in 30 seconds #define TE_BLOOD 103 // particle spray #define TE_DECAL 104 // Decal applied to a brush entity (not the world) #define TE_FIZZ 105 // create alpha sprites inside of entity, float upwards #define TE_MODEL 106 // create a moving model that bounces and makes a sound when it hits #define TE_EXPLODEMODEL 107 // spherical shower of models, picks from set #define TE_BREAKMODEL 108 // box of models or sprites #define TE_GUNSHOTDECAL 109 // decal and ricochet sound #define TE_SPRITE_SPRAY 110 // spay of alpha sprites #define TE_ARMOR_RICOCHET 111 // quick spark sprite, client ricochet sound. #define TE_PLAYERDECAL 112 // ??? #define TE_BUBBLES 113 // create alpha sprites inside of box, float upwards #define TE_BUBBLETRAIL 114 // create alpha sprites along a line, float upwards #define TE_BLOODSPRITE 115 // spray of opaque sprite1's that fall, single sprite2 for 1..2 secs (this is a high-priority tent) #define TE_WORLDDECAL 116 // Decal applied to the world brush #define TE_WORLDDECALHIGH 117 // Decal (with texture index > 256) applied to world brush #define TE_DECALHIGH 118 // Same as TE_DECAL, but the texture index was greater than 256 #define TE_PROJECTILE 119 // Makes a projectile (like a nail) (this is a high-priority tent) #define TE_SPRAY 120 // Throws a shower of sprites or models #define TE_PLAYERSPRITES 121 // sprites emit from a player's bounding box (ONLY use for players!) #define TE_PARTICLEBURST 122 // very similar to lavasplash. #define TE_FIREFIELD 123 // makes a field of fire. // to keep network traffic low, this message has associated flags that fit into a byte: #define TEFIRE_FLAG_ALLFLOAT 1 // all sprites will drift upwards as they animate #define TEFIRE_FLAG_SOMEFLOAT 2 // some of the sprites will drift upwards. (50% chance) #define TEFIRE_FLAG_LOOP 4 // if set, sprite plays at 15 fps, otherwise plays at whatever rate stretches the animation over the sprite's duration. #define TEFIRE_FLAG_ALPHA 8 // if set, sprite is rendered alpha blended at 50% else, opaque #define TEFIRE_FLAG_PLANAR 16 // if set, all fire sprites have same initial Z instead of randomly filling a cube. #define TEFIRE_FLAG_ADDITIVE 32 // if set, sprite is rendered non-opaque with additive #define TE_PLAYERATTACHMENT 124 // attaches a TENT to a player (this is a high-priority tent) #define TE_KILLPLAYERATTACHMENTS 125 // will expire all TENTS attached to a player. #define TE_MULTIGUNSHOT 126 // much more compact shotgun message #define TE_USERTRACER 127 // larger message than the standard tracer, but allows some customization. #define MSG_BROADCAST 0 // unreliable to all #define MSG_ONE 1 // reliable to one (msg_entity) #define MSG_ALL 2 // reliable to all #define MSG_INIT 3 // write to the init string #define MSG_PVS 4 // Ents in PVS of org #define MSG_PAS 5 // Ents in PAS of org #define MSG_PVS_R 6 // Reliable to PVS #define MSG_PAS_R 7 // Reliable to PAS #define MSG_ONE_UNRELIABLE 8 // Send to one client, but don't put in reliable stream, put in unreliable datagram ( could be dropped ) #define MSG_SPEC 9 // Sends to all spectator proxies // contents of a spot in the world #define CONTENTS_EMPTY -1 #define CONTENTS_SOLID -2 #define CONTENTS_WATER -3 #define CONTENTS_SLIME -4 #define CONTENTS_LAVA -5 #define CONTENTS_SKY -6 #define CONTENTS_LADDER -16 #define CONTENT_FLYFIELD -17 #define CONTENT_GRAVITY_FLYFIELD -18 #define CONTENT_FOG -19 #define CONTENT_EMPTY -1 #define CONTENT_SOLID -2 #define CONTENT_WATER -3 #define CONTENT_SLIME -4 #define CONTENT_LAVA -5 #define CONTENT_SKY -6 // channels #define CHAN_AUTO 0 #define CHAN_WEAPON 1 #define CHAN_VOICE 2 #define CHAN_ITEM 3 #define CHAN_BODY 4 #define CHAN_STREAM 5 // allocate stream channel from the static or dynamic area #define CHAN_STATIC 6 // allocate channel from the static area #define CHAN_NETWORKVOICE_BASE 7 // voice data coming across the network #define CHAN_NETWORKVOICE_END 500 // network voice data reserves slots (CHAN_NETWORKVOICE_BASE through CHAN_NETWORKVOICE_END). #define CHAN_BOT 501 // channel used for bot chatter. // attenuation values #define ATTN_NONE 0 #define ATTN_NORM 0.8 #define ATTN_IDLE 2.0 #define ATTN_STATIC 1.25 // pitch values #define PITCH_NORM 100 // non-pitch shifted #define PITCH_LOW 95 // other values are possible - 0-255, where 255 is very high #define PITCH_HIGH 120 // volume values #define VOL_NORM 1.0 // Break Model Defines #define BREAK_TYPEMASK 0x4F #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 #define BREAK_2 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 enum { kRenderNormal, // src kRenderTransColor, // c*a+dest*(1-a) kRenderTransTexture, // src*a+dest*(1-a) kRenderGlow, // src*a+dest -- No Z buffer checks kRenderTransAlpha, // src*srca+dest*(1-srca) kRenderTransAdd, // src*a+dest }; enum { 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 kRenderFxDeadPlayer, // kRenderAmt is the player index kRenderFxExplode, // Scale up really big! kRenderFxGlowShell, // Glowing Shell kRenderFxClampMinScale, // Keep this sprite from getting very small (SPRITES only!) kRenderFxLightMultiplier, //CTM !!!CZERO added to tell the studiorender that the value in iuser2 is a lightmultiplier }; typedef struct { byte r, g, b; } color24; typedef struct { unsigned r, g, b, a; } colorVec; #ifdef _WIN32 #pragma pack(push,2) #endif typedef struct { unsigned short r,g,b,a; } PackedColorVec; #ifdef _WIN32 #pragma pack(pop) #endif typedef struct link_s { struct link_s *prev, *next; } link_t; typedef struct edict_s edict_t; typedef struct { vec3_t normal; float dist; } plane_t; typedef struct { qboolean allsolid; // if true, plane is not valid qboolean startsolid; // if true, the initial point was in a solid area qboolean inopen, inwater; float fraction; // time completed, 1.0 = didn't hit anything vec3_t endpos; // final position plane_t plane; // surface normal at impact edict_t *ent; // entity the surface is on int hitgroup; // 0 == generic, non zero is specific body part } trace_t; #endif // CONST_H