gtkradiant/tools/quake3/q3map2/game_reaction.h
rambetter 7dceb250fe Modifying game_reaction.h (for the game Reaction) to add custom surfaces.
This is more convenient than using custinfoparms.txt.  TTI (from the
Reaction team) game these to me.


git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/trunk@434 8a3a26a2-13c4-0310-b231-cf6edde360e5
2011-01-22 07:03:51 +00:00

178 lines
7.7 KiB
C

/* -------------------------------------------------------------------------------
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."
------------------------------------------------------------------------------- */
/* marker */
#ifndef GAME_REACTION_H
#define GAME_REACTION_H
/* -------------------------------------------------------------------------------
inherit content and surface flags from game_quake3.h
(this file must be included AFTER game_quake3.h)
Additional surface flags follow. These were given to me (Rambetter) by TTI from the Reaction team.
Note that some of these values have more than one bit set. I'm not sure how Reaction is using these
bits, but this is what I got from TTI.
------------------------------------------------------------------------------- */
#define REACTION_SURF_GRAVEL 0x80000
#define REACTION_SURF_WOOD 0x81000
#define REACTION_SURF_CARPET 0x100000
#define REACTION_SURF_METAL2 0x101000
#define REACTION_SURF_GLASS 0x180000
#define REACTION_SURF_GRASS 0x181000
#define REACTION_SURF_SNOW 0x200000
#define REACTION_SURF_MUD 0x201000
#define REACTION_SURF_WOOD2 0x280000
#define REACTION_SURF_HARDMETAL 0x281000
#define REACTION_SURF_LEAVES 0x300000
#define REACTION_SURF_CEMENT 0x301000
#define REACTION_SURF_MARBLE 0x380000
#define REACTION_SURF_SNOW2 0x381000
#define REACTION_SURF_HARDSTEPS 0x400000
#define REACTION_SURF_SAND 0x401000
/* -------------------------------------------------------------------------------
game_t struct
------------------------------------------------------------------------------- */
{
"reaction", /* -game x */
"Boomstick", /* default base game data dir */
".Reaction", /* unix home sub-dir */
"reaction", /* magic path word */
"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 },
{ "rq3_gravel", 0, 0, REACTION_SURF_GRAVEL, 0, 0, 0 },
{ "rq3_wood", 0, 0, REACTION_SURF_WOOD, 0, 0, 0 },
{ "rq3_carpet", 0, 0, REACTION_SURF_CARPET, 0, 0, 0 },
{ "rq3_metal2", 0, 0, REACTION_SURF_METAL2, 0, 0, 0 },
{ "rq3_glass", 0, 0, REACTION_SURF_GLASS, 0, 0, 0 },
{ "rq3_grass", 0, 0, REACTION_SURF_GRASS, 0, 0, 0 },
{ "rq3_snow", 0, 0, REACTION_SURF_SNOW, 0, 0, 0 },
{ "rq3_mud", 0, 0, REACTION_SURF_MUD, 0, 0, 0 },
{ "rq3_wood2", 0, 0, REACTION_SURF_WOOD2, 0, 0, 0 },
{ "rq3_hardmetal", 0, 0, REACTION_SURF_HARDMETAL, 0, 0, 0 },
{ "rq3_leaves", 0, 0, REACTION_SURF_LEAVES, 0, 0, 0 },
{ "rq3_cement", 0, 0, REACTION_SURF_CEMENT, 0, 0, 0 },
{ "rq3_marble", 0, 0, REACTION_SURF_MARBLE, 0, 0, 0 },
{ "rq3_snow2", 0, 0, REACTION_SURF_SNOW2, 0, 0, 0 },
{ "rq3_hardsteps", 0, 0, REACTION_SURF_HARDSTEPS, 0, 0, 0 },
{ "rq3_sand", 0, 0, REACTION_SURF_SAND, 0, 0, 0 },
/* null */
{ NULL, 0, 0, 0, 0, 0, 0 }
}
}
/* end marker */
#endif