gtkradiant/tools/quake3/q3map2/game_etut.h
Forest Hale f4633277de patch from Rudolf Polzer implementing bsp46 support and adding -game
quakelive and -game nexuiz modes to q3map2


git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/trunk@322 8a3a26a2-13c4-0310-b231-cf6edde360e5
2008-09-20 11:07:36 +00:00

264 lines
12 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_ETUT_H
#define GAME_ETUT_H
/* -------------------------------------------------------------------------------
content and surface flags
------------------------------------------------------------------------------- */
/* game flags */
#define U_CONT_SOLID 1 /* an eye is never valid in a solid */
#define U_CONT_LAVA 8
#define U_CONT_SLIME 16
#define U_CONT_WATER 32
#define U_CONT_FOG 64
#define U_CONT_AREAPORTAL 0x8000
#define U_CONT_PLAYERCLIP 0x10000
#define U_CONT_MONSTERCLIP 0x20000
#define U_CONT_TELEPORTER 0x40000
#define U_CONT_JUMPPAD 0x80000
#define U_CONT_CLUSTERPORTAL 0x100000
#define U_CONT_DONOTENTER 0x200000
#define U_CONT_BOTCLIP 0x400000
#define U_CONT_ORIGIN 0x1000000 /* removed before bsping an entity */
#define U_CONT_BODY 0x2000000 /* should never be on a brush, only in game */
#define U_CONT_CORPSE 0x4000000
#define U_CONT_DETAIL 0x8000000 /* brushes not used for the bsp */
#define U_CONT_STRUCTURAL 0x10000000 /* brushes used for the bsp */
#define U_CONT_TRANSLUCENT 0x20000000 /* don't consume surface fragments inside */
#define U_CONT_TRIGGER 0x40000000
#define U_CONT_NODROP 0x80000000 /* don't leave bodies or items (death fog, lava) */
#define U_SURF_NODAMAGE 0x1 /* never give falling damage */
#define U_SURF_SLICK 0x2 /* effects game physics */
#define U_SURF_SKY 0x4 /* lighting from environment map */
#define U_SURF_LADDER 0x8
#define U_SURF_NOIMPACT 0x10 /* don't make missile explosions */
#define U_SURF_NOMARKS 0x20 /* don't leave missile marks */
#define U_SURF_FLESH 0x40 /* make flesh sounds and effects */
#define U_SURF_NODRAW 0x80 /* don't generate a drawsurface at all */
#define U_SURF_HINT 0x100 /* make a primary bsp splitter */
#define U_SURF_SKIP 0x200 /* completely ignore, allowing non-closed brushes */
#define U_SURF_NOLIGHTMAP 0x400 /* surface doesn't need a lightmap */
#define U_SURF_POINTLIGHT 0x800 /* generate lighting info at vertexes */
#define U_SURF_METALSTEPS 0x1000 /* clanking footsteps */
#define U_SURF_NOSTEPS 0x2000 /* no footstep sounds */
#define U_SURF_NONSOLID 0x4000 /* don't collide against curves with this set */
#define U_SURF_LIGHTFILTER 0x8000 /* act as a light filter during q3map -light */
#define U_SURF_ALPHASHADOW 0x10000 /* do per-pixel light shadow casting in q3map */
#define U_SURF_NODLIGHT 0x20000 /* don't dlight even if solid (solid lava, skies) */
#define U_SURF_DUST 0x40000 /* leave a dust trail when walking on this surface */
/* ydnar flags */
#define U_SURF_VERTEXLIT (U_SURF_POINTLIGHT | U_SURF_NOLIGHTMAP)
/* materials */
#define U_MAT_MASK 0xFFF00000 /* mask to get the material type */
#define U_MAT_NONE 0x00000000
#define U_MAT_TIN 0x00100000
#define U_MAT_ALUMINUM 0x00200000
#define U_MAT_IRON 0x00300000
#define U_MAT_TITANIUM 0x00400000
#define U_MAT_STEEL 0x00500000
#define U_MAT_BRASS 0x00600000
#define U_MAT_COPPER 0x00700000
#define U_MAT_CEMENT 0x00800000
#define U_MAT_ROCK 0x00900000
#define U_MAT_GRAVEL 0x00A00000
#define U_MAT_PAVEMENT 0x00B00000
#define U_MAT_BRICK 0x00C00000
#define U_MAT_CLAY 0x00D00000
#define U_MAT_GRASS 0x00E00000
#define U_MAT_DIRT 0x00F00000
#define U_MAT_MUD 0x01000000
#define U_MAT_SNOW 0x01100000
#define U_MAT_ICE 0x01200000
#define U_MAT_SAND 0x01300000
#define U_MAT_CERAMICTILE 0x01400000
#define U_MAT_LINOLEUM 0x01500000
#define U_MAT_RUG 0x01600000
#define U_MAT_PLASTER 0x01700000
#define U_MAT_PLASTIC 0x01800000
#define U_MAT_CARDBOARD 0x01900000
#define U_MAT_HARDWOOD 0x01A00000
#define U_MAT_SOFTWOOD 0x01B00000
#define U_MAT_PLANK 0x01C00000
#define U_MAT_GLASS 0x01D00000
#define U_MAT_WATER 0x01E00000
#define U_MAT_STUCCO 0x01F00000
/* -------------------------------------------------------------------------------
game_t struct
------------------------------------------------------------------------------- */
{
"etut", /* -game x */
"etut", /* default base game data dir */
".etwolf", /* unix home sub-dir */
"et", /* magic path word */
"scripts", /* shader directory */
1024, /* max lightmapped surface verts */
1024, /* max surface verts */
6144, /* max surface indexes */
qfalse, /* flares */
"flareshader", /* default flare shader */
qfalse, /* wolf lighting model? */
128, /* lightmap width/height */
2.2f, /* 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", U_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", U_CONT_ORIGIN, U_CONT_SOLID, 0, 0, C_ORIGIN | C_TRANSLUCENT, C_SOLID },
{ "areaportal", U_CONT_AREAPORTAL, U_CONT_SOLID, 0, 0, C_AREAPORTAL | C_TRANSLUCENT, C_SOLID },
{ "trans", U_CONT_TRANSLUCENT, 0, 0, 0, C_TRANSLUCENT, 0 },
{ "detail", U_CONT_DETAIL, 0, 0, 0, C_DETAIL, 0 },
{ "structural", U_CONT_STRUCTURAL, 0, 0, 0, C_STRUCTURAL, 0 },
{ "hint", 0, 0, U_SURF_HINT, 0, C_HINT, 0 },
{ "nodraw", 0, 0, U_SURF_NODRAW, 0, C_NODRAW, 0 },
{ "alphashadow", 0, 0, U_SURF_ALPHASHADOW, 0, C_ALPHASHADOW | C_TRANSLUCENT, 0 },
{ "lightfilter", 0, 0, U_SURF_LIGHTFILTER, 0, C_LIGHTFILTER | C_TRANSLUCENT, 0 },
{ "nolightmap", 0, 0, U_SURF_VERTEXLIT, 0, C_VERTEXLIT, 0 },
{ "pointlight", 0, 0, U_SURF_VERTEXLIT, 0, C_VERTEXLIT, 0 },
/* game */
{ "nonsolid", 0, U_CONT_SOLID, U_SURF_NONSOLID, 0, 0, C_SOLID },
{ "trigger", U_CONT_TRIGGER, U_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
{ "water", U_CONT_WATER, U_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID },
{ "slime", U_CONT_SLIME, U_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID },
{ "lava", U_CONT_LAVA, U_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID },
{ "playerclip", U_CONT_PLAYERCLIP, U_CONT_SOLID, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
{ "monsterclip", U_CONT_MONSTERCLIP, U_CONT_SOLID, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
{ "nodrop", U_CONT_NODROP, U_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
{ "clusterportal", U_CONT_CLUSTERPORTAL, U_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
{ "donotenter", U_CONT_DONOTENTER, U_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
{ "botclip", U_CONT_BOTCLIP, U_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
{ "fog", U_CONT_FOG, U_CONT_SOLID, 0, 0, C_FOG, C_SOLID },
{ "sky", 0, 0, U_SURF_SKY, 0, C_SKY, 0 },
{ "slick", 0, 0, U_SURF_SLICK, 0, 0, 0 },
{ "noimpact", 0, 0, U_SURF_NOIMPACT, 0, 0, 0 },
{ "nomarks", 0, 0, U_SURF_NOMARKS, 0, C_NOMARKS, 0 },
{ "ladder", 0, 0, U_SURF_LADDER, 0, 0, 0 },
{ "nodamage", 0, 0, U_SURF_NODAMAGE, 0, 0, 0 },
{ "metalsteps", 0, 0, U_SURF_METALSTEPS, 0, 0, 0 },
{ "flesh", 0, 0, U_SURF_FLESH, 0, 0, 0 },
{ "nosteps", 0, 0, U_SURF_NOSTEPS, 0, 0, 0 },
{ "nodlight", 0, 0, U_SURF_NODLIGHT, 0, 0, 0 },
{ "dust", 0, 0, U_SURF_DUST, 0, 0, 0 },
/* materials */
{ "*mat_none", 0, 0, U_MAT_NONE, U_MAT_MASK, 0, 0 },
{ "*mat_tin", 0, 0, U_MAT_TIN, U_MAT_MASK, 0, 0 },
{ "*mat_aluminum", 0, 0, U_MAT_ALUMINUM, U_MAT_MASK, 0, 0 },
{ "*mat_iron", 0, 0, U_MAT_IRON, U_MAT_MASK, 0, 0 },
{ "*mat_titanium", 0, 0, U_MAT_TITANIUM, U_MAT_MASK, 0, 0 },
{ "*mat_steel", 0, 0, U_MAT_STEEL, U_MAT_MASK, 0, 0 },
{ "*mat_brass", 0, 0, U_MAT_BRASS, U_MAT_MASK, 0, 0 },
{ "*mat_copper", 0, 0, U_MAT_COPPER, U_MAT_MASK, 0, 0 },
{ "*mat_cement", 0, 0, U_MAT_CEMENT, U_MAT_MASK, 0, 0 },
{ "*mat_rock", 0, 0, U_MAT_ROCK, U_MAT_MASK, 0, 0 },
{ "*mat_gravel", 0, 0, U_MAT_GRAVEL, U_MAT_MASK, 0, 0 },
{ "*mat_pavement", 0, 0, U_MAT_PAVEMENT, U_MAT_MASK, 0, 0 },
{ "*mat_brick", 0, 0, U_MAT_BRICK, U_MAT_MASK, 0, 0 },
{ "*mat_clay", 0, 0, U_MAT_CLAY, U_MAT_MASK, 0, 0 },
{ "*mat_grass", 0, 0, U_MAT_GRASS, U_MAT_MASK, 0, 0 },
{ "*mat_dirt", 0, 0, U_MAT_DIRT, U_MAT_MASK, 0, 0 },
{ "*mat_mud", 0, 0, U_MAT_MUD, U_MAT_MASK, 0, 0 },
{ "*mat_snow", 0, 0, U_MAT_SNOW, U_MAT_MASK, 0, 0 },
{ "*mat_ice", 0, 0, U_MAT_ICE, U_MAT_MASK, 0, 0 },
{ "*mat_sand", 0, 0, U_MAT_SAND, U_MAT_MASK, 0, 0 },
{ "*mat_ceramic", 0, 0, U_MAT_CERAMICTILE, U_MAT_MASK, 0, 0 },
{ "*mat_ceramictile", 0, 0, U_MAT_CERAMICTILE, U_MAT_MASK, 0, 0 },
{ "*mat_linoleum", 0, 0, U_MAT_LINOLEUM, U_MAT_MASK, 0, 0 },
{ "*mat_rug", 0, 0, U_MAT_RUG, U_MAT_MASK, 0, 0 },
{ "*mat_plaster", 0, 0, U_MAT_PLASTER, U_MAT_MASK, 0, 0 },
{ "*mat_plastic", 0, 0, U_MAT_PLASTIC, U_MAT_MASK, 0, 0 },
{ "*mat_cardboard", 0, 0, U_MAT_CARDBOARD, U_MAT_MASK, 0, 0 },
{ "*mat_hardwood", 0, 0, U_MAT_HARDWOOD, U_MAT_MASK, 0, 0 },
{ "*mat_softwood", 0, 0, U_MAT_SOFTWOOD, U_MAT_MASK, 0, 0 },
{ "*mat_plank", 0, 0, U_MAT_PLANK, U_MAT_MASK, 0, 0 },
{ "*mat_glass", 0, 0, U_MAT_GLASS, U_MAT_MASK, 0, 0 },
{ "*mat_water", 0, 0, U_MAT_WATER, U_MAT_MASK, 0, 0 },
{ "*mat_stucco", 0, 0, U_MAT_STUCCO, U_MAT_MASK, 0, 0 },
/* null */
{ NULL, 0, 0, 0, 0, 0, 0 }
}
}
/* end marker */
#endif