//========= 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// if they are out of date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	(0.01)				// 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


#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

