mirror of
https://github.com/UberGames/GtkRadiant.git
synced 2024-11-10 14:41:54 +00:00
182 lines
15 KiB
C
182 lines
15 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_JK2_H
|
|
#define GAME_JK2_H
|
|
|
|
|
|
|
|
/* -------------------------------------------------------------------------------
|
|
|
|
content and surface flags
|
|
|
|
------------------------------------------------------------------------------- */
|
|
|
|
/* this file must be included *after* game_sof2.h because it shares defines! */
|
|
|
|
|
|
|
|
/* -------------------------------------------------------------------------------
|
|
|
|
game_t struct
|
|
|
|
------------------------------------------------------------------------------- */
|
|
|
|
{
|
|
"jk2", /* -game x */
|
|
"base", /* default base game data dir */
|
|
".jk2", /* unix home sub-dir */
|
|
"GameData", /* magic path word */
|
|
"shaders", /* shader directory */
|
|
64, /* max lightmapped surface verts */
|
|
999, /* max surface verts */
|
|
6000, /* max surface indexes */
|
|
qtrue, /* flares */
|
|
"gfx/misc/flare", /* default flare shader */
|
|
qfalse, /* wolf lighting model? */
|
|
128, /* lightmap width/height */
|
|
1.0f, /* lightmap gamma */
|
|
1.0f, /* lightmap compensate */
|
|
"RBSP", /* bsp file prefix */
|
|
1, /* bsp file version */
|
|
qfalse, /* cod-style lump len/ofs order */
|
|
LoadRBSPFile, /* bsp load function */
|
|
WriteRBSPFile, /* bsp write function */
|
|
|
|
{
|
|
/* name contentFlags contentFlagsClear surfaceFlags surfaceFlagsClear compileFlags compileFlagsClear */
|
|
|
|
/* default */
|
|
{ "default", S_CONT_SOLID | S_CONT_OPAQUE, -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", 0, S_CONT_SOLID, 0, 0, C_ORIGIN | C_TRANSLUCENT, C_SOLID },
|
|
{ "areaportal", S_CONT_TRANSLUCENT, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_AREAPORTAL | C_TRANSLUCENT, C_SOLID },
|
|
{ "trans", S_CONT_TRANSLUCENT, 0, 0, 0, C_TRANSLUCENT, 0 },
|
|
{ "detail", S_CONT_DETAIL, 0, 0, 0, C_DETAIL, 0 },
|
|
{ "structural", 0, 0, 0, 0, C_STRUCTURAL, 0 },
|
|
{ "hint", 0, 0, 0, 0, C_HINT, 0 },
|
|
{ "nodraw", 0, 0, S_SURF_NODRAW, 0, C_NODRAW, 0 },
|
|
|
|
{ "alphashadow", 0, 0, 0, 0, C_ALPHASHADOW | C_TRANSLUCENT, 0 },
|
|
{ "lightfilter", 0, 0, 0, 0, C_LIGHTFILTER | C_TRANSLUCENT, 0 },
|
|
{ "nolightmap", 0, 0, 0, 0, C_VERTEXLIT, 0 },
|
|
{ "pointlight", 0, 0, 0, 0, C_VERTEXLIT, 0 },
|
|
|
|
|
|
/* game */
|
|
{ "nonsolid", 0, S_CONT_SOLID, 0, 0, 0, C_SOLID },
|
|
{ "nonopaque", 0, S_CONT_OPAQUE, 0, 0, C_TRANSLUCENT, 0 }, /* setting trans ok? */
|
|
|
|
{ "trigger", S_CONT_TRIGGER, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_TRANSLUCENT, C_SOLID },
|
|
|
|
{ "water", S_CONT_WATER, S_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID },
|
|
{ "slime", S_CONT_SLIME, S_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID },
|
|
{ "lava", S_CONT_LAVA, S_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID },
|
|
|
|
{ "shotclip", S_CONT_SHOTCLIP, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID }, /* setting trans/detail ok? */
|
|
{ "playerclip", S_CONT_PLAYERCLIP, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
|
|
{ "monsterclip", S_CONT_MONSTERCLIP, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
|
|
{ "nodrop", S_CONT_NODROP, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
|
|
|
|
{ "terrain", S_CONT_TERRAIN, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
|
|
{ "ladder", S_CONT_LADDER, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
|
|
{ "abseil", S_CONT_ABSEIL, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
|
|
{ "outside", S_CONT_OUTSIDE, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
|
|
|
|
{ "botclip", S_CONT_BOTCLIP, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
|
|
|
|
{ "fog", S_CONT_FOG, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_FOG | C_DETAIL | C_TRANSLUCENT, C_SOLID }, /* nonopaque? */
|
|
{ "sky", 0, 0, S_SURF_SKY, 0, C_SKY, 0 },
|
|
|
|
{ "slick", 0, 0, S_SURF_SLICK, 0, 0, 0 },
|
|
|
|
{ "noimpact", 0, 0, S_SURF_NOIMPACT, 0, 0, 0 },
|
|
{ "nomarks", 0, 0, S_SURF_NOMARKS, 0, C_NOMARKS, 0 },
|
|
{ "nodamage", 0, 0, S_SURF_NODAMAGE, 0, 0, 0 },
|
|
{ "metalsteps", 0, 0, S_SURF_METALSTEPS, 0, 0, 0 },
|
|
{ "nosteps", 0, 0, S_SURF_NOSTEPS, 0, 0, 0 },
|
|
{ "nodlight", 0, 0, S_SURF_NODLIGHT, 0, 0, 0 },
|
|
{ "nomiscents", 0, 0, S_SURF_NOMISCENTS, 0, 0, 0 },
|
|
{ "forcefield", 0, 0, S_SURF_FORCEFIELD, 0, 0, 0 },
|
|
|
|
|
|
/* materials */
|
|
{ "*mat_none", 0, 0, S_MAT_NONE, S_MAT_MASK, 0, 0 },
|
|
{ "*mat_solidwood", 0, 0, S_MAT_SOLIDWOOD, S_MAT_MASK, 0, 0 },
|
|
{ "*mat_hollowwood", 0, 0, S_MAT_HOLLOWWOOD, S_MAT_MASK, 0, 0 },
|
|
{ "*mat_solidmetal", 0, 0, S_MAT_SOLIDMETAL, S_MAT_MASK, 0, 0 },
|
|
{ "*mat_hollowmetal", 0, 0, S_MAT_HOLLOWMETAL, S_MAT_MASK, 0, 0 },
|
|
{ "*mat_shortgrass", 0, 0, S_MAT_SHORTGRASS, S_MAT_MASK, 0, 0 },
|
|
{ "*mat_longgrass", 0, 0, S_MAT_LONGGRASS, S_MAT_MASK, 0, 0 },
|
|
{ "*mat_dirt", 0, 0, S_MAT_DIRT, S_MAT_MASK, 0, 0 },
|
|
{ "*mat_sand", 0, 0, S_MAT_SAND, S_MAT_MASK, 0, 0 },
|
|
{ "*mat_gravel", 0, 0, S_MAT_GRAVEL, S_MAT_MASK, 0, 0 },
|
|
{ "*mat_glass", 0, 0, S_MAT_GLASS, S_MAT_MASK, 0, 0 },
|
|
{ "*mat_concrete", 0, 0, S_MAT_CONCRETE, S_MAT_MASK, 0, 0 },
|
|
{ "*mat_marble", 0, 0, S_MAT_MARBLE, S_MAT_MASK, 0, 0 },
|
|
{ "*mat_water", 0, 0, S_MAT_WATER, S_MAT_MASK, 0, 0 },
|
|
{ "*mat_snow", 0, 0, S_MAT_SNOW, S_MAT_MASK, 0, 0 },
|
|
{ "*mat_ice", 0, 0, S_MAT_ICE, S_MAT_MASK, 0, 0 },
|
|
{ "*mat_flesh", 0, 0, S_MAT_FLESH, S_MAT_MASK, 0, 0 },
|
|
{ "*mat_mud", 0, 0, S_MAT_MUD, S_MAT_MASK, 0, 0 },
|
|
{ "*mat_bpglass", 0, 0, S_MAT_BPGLASS, S_MAT_MASK, 0, 0 },
|
|
{ "*mat_dryleaves", 0, 0, S_MAT_DRYLEAVES, S_MAT_MASK, 0, 0 },
|
|
{ "*mat_greenleaves", 0, 0, S_MAT_GREENLEAVES, S_MAT_MASK, 0, 0 },
|
|
{ "*mat_fabric", 0, 0, S_MAT_FABRIC, S_MAT_MASK, 0, 0 },
|
|
{ "*mat_canvas", 0, 0, S_MAT_CANVAS, S_MAT_MASK, 0, 0 },
|
|
{ "*mat_rock", 0, 0, S_MAT_ROCK, S_MAT_MASK, 0, 0 },
|
|
{ "*mat_rubber", 0, 0, S_MAT_RUBBER, S_MAT_MASK, 0, 0 },
|
|
{ "*mat_plastic", 0, 0, S_MAT_PLASTIC, S_MAT_MASK, 0, 0 },
|
|
{ "*mat_tiles", 0, 0, S_MAT_TILES, S_MAT_MASK, 0, 0 },
|
|
{ "*mat_carpet", 0, 0, S_MAT_CARPET, S_MAT_MASK, 0, 0 },
|
|
{ "*mat_plaster", 0, 0, S_MAT_PLASTER, S_MAT_MASK, 0, 0 },
|
|
{ "*mat_shatterglass", 0, 0, S_MAT_SHATTERGLASS, S_MAT_MASK, 0, 0 },
|
|
{ "*mat_armor", 0, 0, S_MAT_ARMOR, S_MAT_MASK, 0, 0 },
|
|
{ "*mat_computer", 0, 0, S_MAT_COMPUTER, S_MAT_MASK, 0, 0 },
|
|
|
|
|
|
/* null */
|
|
{ NULL, 0, 0, 0, 0, 0, 0 }
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/* end marker */
|
|
#endif
|