/* ------------------------------------------------------------------------------- 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_QUAKELIVE_H #define GAME_QUAKELIVE_H /* ------------------------------------------------------------------------------- no content and surface flags here they are the same as Quake 3's (this file must be included AFTER game_quake3.h) ------------------------------------------------------------------------------- */ /* ------------------------------------------------------------------------------- Additional surface flags for Quake Live ------------------------------------------------------------------------------- */ #define Q_SURF_SNOWSTEPS 0x80000 // snow footsteps #define Q_SURF_WOODSTEPS 0x100000 // wood footsteps #define Q_SURF_DMGTHROUGH 0x200000 // Missile dmg through surface(?) // (This is not in use atm, will // probably be re-purposed some day.) /* ------------------------------------------------------------------------------- game_t struct ------------------------------------------------------------------------------- */ { "quakelive", /* -game x */ "baseq3", /* default base game data dir */ ".q3a", /* unix home sub-dir */ "quake", /* 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 */ 47, /* 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 }, { "snowsteps", 0, 0, Q_SURF_SNOWSTEPS, 0, 0, 0 }, { "woodsteps", 0, 0, Q_SURF_WOODSTEPS, 0, 0, 0 }, { "dmgthrough", 0, 0, Q_SURF_DMGTHROUGH, 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 }, /* null */ { NULL, 0, 0, 0, 0, 0, 0 } } } /* end marker */ #endif