jedioutcast/code/game/surfaceflags.h
2013-04-04 09:52:42 -05:00

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C

// Copyright (C) 1999-2000 Id Software, Inc.
//
// This file must be identical in the quake and utils directories
// contents flags are seperate bits
// a given brush can contribute multiple content bits
// these definitions also need to be in q_shared.h!
#if 1
// flags pasted from SOF2, be VERY CAREFUL when adding new ones since we share their tools!!!
#define CONTENTS_NONE 0x00000000
#define CONTENTS_SOLID 0x00000001 // Default setting. An eye is never valid in a solid
#define CONTENTS_LAVA 0x00000002
#define CONTENTS_WATER 0x00000004
#define CONTENTS_FOG 0x00000008
#define CONTENTS_PLAYERCLIP 0x00000010 // Player physically blocked
#define CONTENTS_MONSTERCLIP 0x00000020 // NPCs cannot physically pass through
#define CONTENTS_BOTCLIP 0x00000040 // do not enter - NPCs try not to enter these
#define CONTENTS_SHOTCLIP 0x00000080 // shots physically blocked
#define CONTENTS_BODY 0x00000100 // should never be on a brush, only in game
#define CONTENTS_CORPSE 0x00000200 // should never be on a brush, only in game
#define CONTENTS_TRIGGER 0x00000400
#define CONTENTS_NODROP 0x00000800 // don't leave bodies or items (death fog, lava)
#define CONTENTS_TERRAIN 0x00001000 // volume contains terrain data
#define CONTENTS_LADDER 0x00002000
#define CONTENTS_ABSEIL 0x00004000 // used like ladder to define where an NPC can abseil
#define CONTENTS_OPAQUE 0x00008000 // defaults to on, when off, solid can be seen through
#define CONTENTS_OUTSIDE 0x00010000 // volume is considered to be in the outside (i.e. not indoors)
#define CONTENTS_SLIME 0x00020000 // CHC needs this since we use same tools
#define CONTENTS_LIGHTSABER 0x00040000 // ""
#define CONTENTS_TELEPORTER 0x00080000 // ""
#define CONTENTS_ITEM 0x00100000 // ""
#define CONTENTS_DETAIL 0x08000000 // brushes not used for the bsp
#define CONTENTS_TRANSLUCENT 0x80000000 // don't consume surface fragments inside
// flags pasted from SOF2, be VERY CAREFUL when adding new ones since we share their tools!!!
#define SURF_SKY 0x00002000 // lighting from environment map
#define SURF_SLICK 0x00004000 // affects game physics
#define SURF_METALSTEPS 0x00008000 // CHC needs this since we use same tools (though this flag is temp?)
#define SURF_FORCEFIELD 0x00010000 // CHC "" (but not temp)
#define SURF_NODAMAGE 0x00040000 // never give falling damage
#define SURF_NOIMPACT 0x00080000 // don't make missile explosions
#define SURF_NOMARKS 0x00100000 // don't leave missile marks
#define SURF_NODRAW 0x00200000 // don't generate a drawsurface at all
#define SURF_NOSTEPS 0x00400000 // no footstep sounds
#define SURF_NODLIGHT 0x00800000 // don't dlight even if solid (solid lava, skies)
#define SURF_NOMISCENTS 0x01000000 // no client models allowed on this surface
#define SURF_PATCH 0x80000000 // Mark this face as a patch(editor only)
#define MATERIAL_BITS 5
#define MATERIAL_MASK 0x1f // mask to get the material type
#define MATERIAL_NONE 0 // for when the artist hasn't set anything up =)
#define MATERIAL_SOLIDWOOD 1 // freshly cut timber
#define MATERIAL_HOLLOWWOOD 2 // termite infested creaky wood
#define MATERIAL_SOLIDMETAL 3 // solid girders
#define MATERIAL_HOLLOWMETAL 4 // hollow metal machines
#define MATERIAL_SHORTGRASS 5 // manicured lawn
#define MATERIAL_LONGGRASS 6 // long jungle grass
#define MATERIAL_DIRT 7 // hard mud
#define MATERIAL_SAND 8 // sandy beach
#define MATERIAL_GRAVEL 9 // lots of small stones
#define MATERIAL_GLASS 10 //
#define MATERIAL_CONCRETE 11 // hardened concrete pavement
#define MATERIAL_MARBLE 12 // marble floors
#define MATERIAL_WATER 13 // light covering of water on a surface
#define MATERIAL_SNOW 14 // freshly laid snow
#define MATERIAL_ICE 15 // packed snow/solid ice
#define MATERIAL_FLESH 16 // hung meat, corpses in the world
#define MATERIAL_MUD 17 // wet soil
#define MATERIAL_BPGLASS 18 // bulletproof glass
#define MATERIAL_DRYLEAVES 19 // dried up leaves on the floor
#define MATERIAL_GREENLEAVES 20 // fresh leaves still on a tree
#define MATERIAL_FABRIC 21 // Cotton sheets
#define MATERIAL_CANVAS 22 // tent material
#define MATERIAL_ROCK 23 //
#define MATERIAL_RUBBER 24 // hard tire like rubber
#define MATERIAL_PLASTIC 25 //
#define MATERIAL_TILES 26 // tiled floor
#define MATERIAL_CARPET 27 // lush carpet
#define MATERIAL_PLASTER 28 // drywall style plaster
#define MATERIAL_SHATTERGLASS 29 // glass with the Crisis Zone style shattering
#define MATERIAL_ARMOR 30 // body armor
#define MATERIAL_COMPUTER 31 // computers/electronic equipment
#define MATERIAL_LAST 32 // number of materials
// Defined as a macro here so one change will affect all the relevant files
#define MATERIALS \
"none", \
"solidwood", \
"hollowwood", \
"solidmetal", \
"hollowmetal", \
"shortgrass", \
"longgrass", \
"dirt", \
"sand", \
"gravel", \
"glass", \
"concrete", \
"marble", \
"water", \
"snow", \
"ice", \
"flesh", \
"mud", \
"bpglass", \
"dryleaves", \
"greenleaves", \
"fabric", \
"canvas", \
"rock", \
"rubber", \
"plastic", \
"tiles", \
"carpet", \
"plaster", \
"shatterglass", \
"armor"
#else
/*
#define CONTENTS_NONE 0
#define CONTENTS_SOLID 1 // an eye is never valid in a solid
#define CONTENTS_LAVA 8
#define CONTENTS_SLIME 16
#define CONTENTS_WATER 32
#define CONTENTS_FOG 64
#define CONTENTS_LADDER 128
#define CONTENTS_LIGHTSABER 0x1000 // Used for lightsaber buddies, blocking, deflecting.
#define CONTENTS_AREAPORTAL 0x8000
Ghoul2 Insert Start
#define CONTENTS_GHOUL2 0x4000 // used to set trace to do point to poly ghoul2 checks. Never set as a contents of an object/surface
Ghoul2 Insert End
#define CONTENTS_PLAYERCLIP 0x10000
#define CONTENTS_MONSTERCLIP 0x20000
#define CONTENTS_SHOTCLIP 0x40000 //These are not needed if CONTENTS_SOLID is included
//q3 bot specific contents types
#define CONTENTS_TELEPORTER 0x40000
#define CONTENTS_JUMPPAD 0x80000 //needed for bspc
#define CONTENTS_ITEM 0x80000 //Items can be touched but do not block movement (like triggers) but can be hit by the infoString trace
#define CONTENTS_CLUSTERPORTAL 0x100000
#define CONTENTS_DONOTENTER 0x200000
#define CONTENTS_BOTCLIP 0x400000
#define CONTENTS_ORIGIN 0x1000000 // removed before bsping an entity
#define CONTENTS_BODY 0x2000000 // should never be on a brush, only in game
#define CONTENTS_CORPSE 0x4000000
#define CONTENTS_DETAIL 0x8000000 // brushes not used for the bsp
#define CONTENTS_STRUCTURAL 0x10000000 // brushes used for the bsp
#define CONTENTS_TRANSLUCENT 0x20000000 // don't consume surface fragments inside
#define CONTENTS_TRIGGER 0x40000000
#define CONTENTS_NODROP 0x80000000 // don't leave bodies or items (death fog, lava)
#define SURF_NODAMAGE 0x1 // never give falling damage
#define SURF_SLICK 0x2 // effects game physics
#define SURF_SKY 0x4 // lighting from environment map
#define SURF_NOIMPACT 0x10 // don't make missile explosions
#define SURF_NOMARKS 0x20 // don't leave missile marks
#define SURF_FLESH 0x40 // make flesh sounds and effects
#define SURF_NODRAW 0x80 // don't generate a drawsurface at all
#define SURF_HINT 0x100 // make a primary bsp splitter
#define SURF_SKIP 0x200 // completely ignore, allowing non-closed brushes
#define SURF_NOLIGHTMAP 0x400 // surface doesn't need a lightmap
#define SURF_POINTLIGHT 0x800 // generate lighting info at vertexes
#define SURF_METALSTEPS 0x1000 // clanking footsteps
#define SURF_NOSTEPS 0x2000 // no footstep sounds
#define SURF_NONSOLID 0x4000 // don't collide against curves with this set
#define SURF_LIGHTFILTER 0x8000 // act as a light filter during q3map -light
#define SURF_ALPHASHADOW 0x10000 // do per-pixel light shadow casting in q3map
#define SURF_NODLIGHT 0x20000 // don't dlight even if solid (solid lava, skies)
#define SURF_FORCEFIELD 0x40000 // the surface in question is a forcefield
*/
#endif