q3map2: Add -game unvanquished

This commit is contained in:
neumond 2014-05-10 07:28:05 +04:00 committed by Thomas Debesse
parent ce211f0773
commit eee8d14261
3 changed files with 162 additions and 1 deletions

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@ -0,0 +1,160 @@
/* -------------------------------------------------------------------------------
Copyright (C) 1999-2007 id Software, Inc. and contributors.
For a list of contributors, see the accompanying CONTRIBUTORS file.
This file is part of GtkRadiant.
GtkRadiant 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.
GtkRadiant 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 GtkRadiant; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
----------------------------------------------------------------------------------
This code has been altered significantly from its original form, to support
several games based on the Quake III Arena engine, in the form of "Q3Map2."
------------------------------------------------------------------------------- */
/* Tremulous support, by LinuxManMikeC */
/* Updated to Unvanquished support, by Neumond */
/* marker */
#ifndef GAME_UNVANQUISHED_H
#define GAME_UNVANQUISHED_H
/* -------------------------------------------------------------------------------
content and surface flags - also uses defines from game_quake3.h
------------------------------------------------------------------------------- */
#define UNV_CONT_NOALIENBUILD 0x1000
#define UNV_CONT_NOHUMANBUILD 0x2000
#define UNV_CONT_NOBUILD 0x4000
#define UNV_SURF_NOALIENBUILDSURFACE 0x80000
#define UNV_SURF_NOHUMANBUILDSURFACE 0x100000
#define UNV_SURF_NOBUILDSURFACE 0x200000
/* -------------------------------------------------------------------------------
game_t struct
------------------------------------------------------------------------------- */
{
"unvanquished", /* -game x */
"pkg", /* default base game data dir */
".unvanquished", /* unix home sub-dir */
"unvanquished", /* magic path word - think this is right for unv*/
"scripts", /* shader directory */
64, /* max lightmapped surface verts */
999, /* max surface verts */
6000, /* max surface indexes */
qfalse, /* flares */
"flareshader", /* default flare shader */
qfalse, /* wolf lighting model? */
128, /* lightmap width/height */
1.0f, /* lightmap gamma */
1.0f, /* lightmap compensate */
"IBSP", /* bsp file prefix */
46, /* bsp file version */
qfalse, /* cod-style lump len/ofs order */
LoadIBSPFile, /* bsp load function */
WriteIBSPFile, /* bsp write function */
{
/* name contentFlags contentFlagsClear surfaceFlags surfaceFlagsClear compileFlags compileFlagsClear */
/* default */
{ "default", Q_CONT_SOLID, -1, 0, -1, C_SOLID, -1 },
/* ydnar */
{ "lightgrid", 0, 0, 0, 0, C_LIGHTGRID, 0 },
{ "antiportal", 0, 0, 0, 0, C_ANTIPORTAL, 0 },
{ "skip", 0, 0, 0, 0, C_SKIP, 0 },
/* compiler */
{ "origin", Q_CONT_ORIGIN, Q_CONT_SOLID, 0, 0, C_ORIGIN | C_TRANSLUCENT, C_SOLID },
{ "areaportal", Q_CONT_AREAPORTAL, Q_CONT_SOLID, 0, 0, C_AREAPORTAL | C_TRANSLUCENT, C_SOLID },
{ "trans", Q_CONT_TRANSLUCENT, 0, 0, 0, C_TRANSLUCENT, 0 },
{ "detail", Q_CONT_DETAIL, 0, 0, 0, C_DETAIL, 0 },
{ "structural", Q_CONT_STRUCTURAL, 0, 0, 0, C_STRUCTURAL, 0 },
{ "hint", 0, 0, Q_SURF_HINT, 0, C_HINT, 0 },
{ "nodraw", 0, 0, Q_SURF_NODRAW, 0, C_NODRAW, 0 },
{ "alphashadow", 0, 0, Q_SURF_ALPHASHADOW, 0, C_ALPHASHADOW | C_TRANSLUCENT, 0 },
{ "lightfilter", 0, 0, Q_SURF_LIGHTFILTER, 0, C_LIGHTFILTER | C_TRANSLUCENT, 0 },
{ "nolightmap", 0, 0, Q_SURF_VERTEXLIT, 0, C_VERTEXLIT, 0 },
{ "pointlight", 0, 0, Q_SURF_VERTEXLIT, 0, C_VERTEXLIT, 0 },
/* game */
{ "nonsolid", 0, Q_CONT_SOLID, Q_SURF_NONSOLID, 0, 0, C_SOLID },
{ "trigger", Q_CONT_TRIGGER, Q_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
{ "water", Q_CONT_WATER, Q_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID },
{ "slime", Q_CONT_SLIME, Q_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID },
{ "lava", Q_CONT_LAVA, Q_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID },
{ "playerclip", Q_CONT_PLAYERCLIP, Q_CONT_SOLID, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
{ "monsterclip", Q_CONT_MONSTERCLIP, Q_CONT_SOLID, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
{ "nodrop", Q_CONT_NODROP, Q_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
{ "clusterportal", Q_CONT_CLUSTERPORTAL, Q_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
{ "donotenter", Q_CONT_DONOTENTER, Q_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
{ "botclip", Q_CONT_BOTCLIP, Q_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
{ "fog", Q_CONT_FOG, Q_CONT_SOLID, 0, 0, C_FOG, C_SOLID },
{ "sky", 0, 0, Q_SURF_SKY, 0, C_SKY, 0 },
{ "slick", 0, 0, Q_SURF_SLICK, 0, 0, 0 },
{ "noimpact", 0, 0, Q_SURF_NOIMPACT, 0, 0, 0 },
{ "nomarks", 0, 0, Q_SURF_NOMARKS, 0, C_NOMARKS, 0 },
{ "ladder", 0, 0, Q_SURF_LADDER, 0, 0, 0 },
{ "nodamage", 0, 0, Q_SURF_NODAMAGE, 0, 0, 0 },
{ "metalsteps", 0, 0, Q_SURF_METALSTEPS, 0, 0, 0 },
{ "flesh", 0, 0, Q_SURF_FLESH, 0, 0, 0 },
{ "nosteps", 0, 0, Q_SURF_NOSTEPS, 0, 0, 0 },
{ "nodlight", 0, 0, Q_SURF_NODLIGHT, 0, 0, 0 },
{ "dust", 0, 0, Q_SURF_DUST, 0, 0, 0 },
/* unvanquished */
{"noalienbuild", UNV_CONT_NOALIENBUILD,0,0,0,0,0},
{"nohumanbuild", UNV_CONT_NOHUMANBUILD,0,0,0,0,0},
{"nobuild", UNV_CONT_NOBUILD,0,0,0,0,0},
{"noalienbuildsurface", 0,0,UNV_SURF_NOALIENBUILDSURFACE,0,0,0},
{"nohumanbuildsurface", 0,0,UNV_SURF_NOHUMANBUILDSURFACE,0,0,0},
{"nobuildsurface", 0,0,UNV_SURF_NOBUILDSURFACE,0,0,0},
/* null */
{ NULL, 0, 0, 0, 0, 0, 0 }
}
}
/* end marker */
#endif

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@ -326,7 +326,6 @@ void InitPaths( int *argc, char **argv ){
int i, j, k, len, len2;
char temp[ MAX_OS_PATH ];
/* note it */
Sys_FPrintf( SYS_VRB, "--- InitPaths ---\n" );

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@ -1885,6 +1885,8 @@ Q_EXTERN game_t games[]
#include "game_nexuiz.h" /* most be after game_quake3.h as they share defines! */
,
#include "game_tremulous.h" /*LinuxManMikeC: must be after game_quake3.h, depends on #define's set in it */
,
#include "game_unvanquished.h" /*LinuxManMikeC: must be after game_quake3.h, depends on #define's set in it */
,
#include "game_tenebrae.h"
,