mirror of
https://github.com/UberGames/GtkRadiant.git
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196 lines
8.9 KiB
C
196 lines
8.9 KiB
C
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/* -------------------------------------------------------------------------------
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This code is based on source provided under the terms of the Id Software
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LIMITED USE SOFTWARE LICENSE AGREEMENT, a copy of which is included with the
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GtkRadiant sources (see LICENSE_ID). If you did not receive a copy of
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LICENSE_ID, please contact Id Software immediately at info@idsoftware.com.
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All changes and additions to the original source which have been developed by
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other contributors (see CONTRIBUTORS) are provided under the terms of the
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license the contributors choose (see LICENSE), to the extent permitted by the
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LICENSE_ID. If you did not receive a copy of the contributor license,
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please contact the GtkRadiant maintainers at info@gtkradiant.com immediately.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ``AS IS''
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AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE FOR ANY
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DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
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ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------------------
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This code has been altered significantly from its original form, to support
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several games based on the Quake III Arena engine, in the form of "Q3Map2."
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------------------------------------------------------------------------------- */
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/* marker */
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#ifndef GAME_QFUSION_H
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#define GAME_QFUSION_H
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/* -------------------------------------------------------------------------------
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content and surface flags
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------------------------------------------------------------------------------- */
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/* game flags */
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#define F_CONT_SOLID 1 /* an eye is never valid in a solid */
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#define F_CONT_LAVA 8
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#define F_CONT_SLIME 16
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#define F_CONT_WATER 32
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#define F_CONT_FOG 64
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#define F_CONT_AREAPORTAL 0x8000
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#define F_CONT_PLAYERCLIP 0x10000
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#define F_CONT_MONSTERCLIP 0x20000
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#define F_CONT_TELEPORTER 0x40000
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#define F_CONT_JUMPPAD 0x80000
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#define F_CONT_CLUSTERPORTAL 0x100000
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#define F_CONT_DONOTENTER 0x200000
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#define F_CONT_BOTCLIP 0x400000
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#define F_CONT_ORIGIN 0x1000000 /* removed before bsping an entity */
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#define F_CONT_BODY 0x2000000 /* should never be on a brush, only in game */
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#define F_CONT_CORPSE 0x4000000
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#define F_CONT_DETAIL 0x8000000 /* brushes not used for the bsp */
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#define F_CONT_STRUCTURAL 0x10000000 /* brushes used for the bsp */
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#define F_CONT_TRANSLUCENT 0x20000000 /* don't consume surface fragments inside */
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#define F_CONT_TRIGGER 0x40000000
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#define F_CONT_NODROP 0x80000000 /* don't leave bodies or items (death fog, lava) */
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#define F_SURF_NODAMAGE 0x1 /* never give falling damage */
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#define F_SURF_SLICK 0x2 /* effects game physics */
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#define F_SURF_SKY 0x4 /* lighting from environment map */
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#define F_SURF_LADDER 0x8
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#define F_SURF_NOIMPACT 0x10 /* don't make missile explosions */
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#define F_SURF_NOMARKS 0x20 /* don't leave missile marks */
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#define F_SURF_FLESH 0x40 /* make flesh sounds and effects */
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#define F_SURF_NODRAW 0x80 /* don't generate a drawsurface at all */
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#define F_SURF_HINT 0x100 /* make a primary bsp splitter */
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#define F_SURF_SKIP 0x200 /* completely ignore, allowing non-closed brushes */
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#define F_SURF_NOLIGHTMAP 0x400 /* surface doesn't need a lightmap */
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#define F_SURF_POINTLIGHT 0x800 /* generate lighting info at vertexes */
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#define F_SURF_METALSTEPS 0x1000 /* clanking footsteps */
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#define F_SURF_NOSTEPS 0x2000 /* no footstep sounds */
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#define F_SURF_NONSOLID 0x4000 /* don't collide against curves with this set */
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#define F_SURF_LIGHTFILTER 0x8000 /* act as a light filter during q3map -light */
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#define F_SURF_ALPHASHADOW 0x10000 /* do per-pixel light shadow casting in q3map */
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#define F_SURF_NODLIGHT 0x20000 /* don't dlight even if solid (solid lava, skies) */
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#define F_SURF_DUST 0x40000 /* leave a dust trail when walking on this surface */
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/* ydnar flags */
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#define F_SURF_VERTEXLIT (F_SURF_POINTLIGHT | F_SURF_NOLIGHTMAP)
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/* -------------------------------------------------------------------------------
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game_t struct
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------------------------------------------------------------------------------- */
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{
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"qfusion", /* -game x */
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"baseq3", /* default base game data dir */
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".q3a", /* unix home sub-dir */
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"quake", /* magic path word */
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"scripts", /* shader directory */
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2048, /* max lightmapped surface verts */
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2048, /* max surface verts */
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12288, /* max surface indexes */
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qtrue, /* flares */
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"flareshader", /* default flare shader */
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qfalse, /* wolf lighting model? */
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512, /* lightmap width/height */
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1.0f, /* lightmap gamma */
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1.0f, /* lightmap compensate */
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"FBSP", /* bsp file prefix */
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1, /* bsp file version */
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qfalse, /* cod-style lump len/ofs order */
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LoadRBSPFile, /* bsp load function */
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WriteRBSPFile, /* bsp write function */
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{
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/* name contentFlags contentFlagsClear surfaceFlags surfaceFlagsClear compileFlags compileFlagsClear */
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/* default */
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{ "default", F_CONT_SOLID, -1, 0, -1, C_SOLID, -1 },
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/* ydnar */
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{ "lightgrid", 0, 0, 0, 0, C_LIGHTGRID, 0 },
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{ "antiportal", 0, 0, 0, 0, C_ANTIPORTAL, 0 },
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{ "skip", 0, 0, 0, 0, C_SKIP, 0 },
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/* compiler */
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{ "origin", F_CONT_ORIGIN, F_CONT_SOLID, 0, 0, C_ORIGIN | C_TRANSLUCENT, C_SOLID },
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{ "areaportal", F_CONT_AREAPORTAL, F_CONT_SOLID, 0, 0, C_AREAPORTAL | C_TRANSLUCENT, C_SOLID },
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{ "trans", F_CONT_TRANSLUCENT, 0, 0, 0, C_TRANSLUCENT, 0 },
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{ "detail", F_CONT_DETAIL, 0, 0, 0, C_DETAIL, 0 },
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{ "structural", F_CONT_STRUCTURAL, 0, 0, 0, C_STRUCTURAL, 0 },
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{ "hint", 0, 0, F_SURF_HINT, 0, C_HINT, 0 },
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{ "nodraw", 0, 0, F_SURF_NODRAW, 0, C_NODRAW, 0 },
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{ "alphashadow", 0, 0, F_SURF_ALPHASHADOW, 0, C_ALPHASHADOW | C_TRANSLUCENT, 0 },
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{ "lightfilter", 0, 0, F_SURF_LIGHTFILTER, 0, C_LIGHTFILTER | C_TRANSLUCENT, 0 },
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{ "nolightmap", 0, 0, F_SURF_VERTEXLIT, 0, C_VERTEXLIT, 0 },
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{ "pointlight", 0, 0, F_SURF_VERTEXLIT, 0, C_VERTEXLIT, 0 },
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/* game */
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{ "nonsolid", 0, F_CONT_SOLID, F_SURF_NONSOLID, 0, 0, C_SOLID },
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{ "trigger", F_CONT_TRIGGER, F_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
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{ "water", F_CONT_WATER, F_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID },
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{ "slime", F_CONT_SLIME, F_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID },
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{ "lava", F_CONT_LAVA, F_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID },
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{ "playerclip", F_CONT_PLAYERCLIP, F_CONT_SOLID, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
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{ "monsterclip", F_CONT_MONSTERCLIP, F_CONT_SOLID, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
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{ "nodrop", F_CONT_NODROP, F_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
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{ "clusterportal", F_CONT_CLUSTERPORTAL, F_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
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{ "donotenter", F_CONT_DONOTENTER, F_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
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{ "botclip", F_CONT_BOTCLIP, F_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
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{ "fog", F_CONT_FOG, F_CONT_SOLID, 0, 0, C_FOG, C_SOLID },
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{ "sky", 0, 0, F_SURF_SKY, 0, C_SKY, 0 },
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{ "slick", 0, 0, F_SURF_SLICK, 0, 0, 0 },
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{ "noimpact", 0, 0, F_SURF_NOIMPACT, 0, 0, 0 },
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{ "nomarks", 0, 0, F_SURF_NOMARKS, 0, C_NOMARKS, 0 },
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{ "ladder", 0, 0, F_SURF_LADDER, 0, 0, 0 },
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{ "nodamage", 0, 0, F_SURF_NODAMAGE, 0, 0, 0 },
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{ "metalsteps", 0, 0, F_SURF_METALSTEPS, 0, 0, 0 },
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{ "flesh", 0, 0, F_SURF_FLESH, 0, 0, 0 },
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{ "nosteps", 0, 0, F_SURF_NOSTEPS, 0, 0, 0 },
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{ "nodlight", 0, 0, F_SURF_NODLIGHT, 0, 0, 0 },
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{ "dust", 0, 0, F_SURF_DUST, 0, 0, 0 },
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/* null */
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{ NULL, 0, 0, 0, 0, 0, 0 }
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}
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}
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/* end marker */
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#endif
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