gtkradiant/tools/quake3/q3map2/game_sof2.h
2012-03-17 15:01:54 -05:00

257 lines
20 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_SOF2_H
#define GAME_SOF2_H
/* -------------------------------------------------------------------------------
content and surface flags
------------------------------------------------------------------------------- */
/* thanks to the gracious fellows at raven */
#define S_CONT_SOLID 0x00000001 /* Default setting. An eye is never valid in a solid */
#define S_CONT_LAVA 0x00000002
#define S_CONT_WATER 0x00000004
#define S_CONT_FOG 0x00000008
#define S_CONT_PLAYERCLIP 0x00000010
#define S_CONT_MONSTERCLIP 0x00000020
#define S_CONT_BOTCLIP 0x00000040
#define S_CONT_SHOTCLIP 0x00000080
#define S_CONT_BODY 0x00000100 /* should never be on a brush, only in game */
#define S_CONT_CORPSE 0x00000200 /* should never be on a brush, only in game */
#define S_CONT_TRIGGER 0x00000400
#define S_CONT_NODROP 0x00000800 /* don't leave bodies or items (death fog, lava) */
#define S_CONT_TERRAIN 0x00001000 /* volume contains terrain data */
#define S_CONT_LADDER 0x00002000
#define S_CONT_ABSEIL 0x00004000 /* used like ladder to define where an NPC can abseil */
#define S_CONT_OPAQUE 0x00008000 /* defaults to on, when off, solid can be seen through */
#define S_CONT_OUTSIDE 0x00010000 /* volume is considered to be in the outside (i.e. not indoors) */
#define S_CONT_SLIME 0x00020000 /* don't be fooled. it may SAY "slime" but it really means "projectileclip" */
#define S_CONT_LIGHTSABER 0x00040000
#define S_CONT_TELEPORTER 0x00080000
#define S_CONT_ITEM 0x00100000
#define S_CONT_DETAIL 0x08000000 /* brushes not used for the bsp */
#define S_CONT_TRANSLUCENT 0x80000000 /* don't consume surface fragments inside */
#define S_SURF_SKY 0x00002000 /* lighting from environment map */
#define S_SURF_SLICK 0x00004000 /* affects game physics */
#define S_SURF_METALSTEPS 0x00008000 /* chc needs this since we use same tools */
#define S_SURF_FORCEFIELD 0x00010000 /* chc */
#define S_SURF_NODAMAGE 0x00040000 /* never give falling damage */
#define S_SURF_NOIMPACT 0x00080000 /* don't make missile explosions */
#define S_SURF_NOMARKS 0x00100000 /* don't leave missile marks */
#define S_SURF_NODRAW 0x00200000 /* don't generate a drawsurface at all */
#define S_SURF_NOSTEPS 0x00400000 /* no footstep sounds */
#define S_SURF_NODLIGHT 0x00800000 /* don't dlight even if solid (solid lava, skies) */
#define S_SURF_NOMISCENTS 0x01000000 /* no client models allowed on this surface */
#define S_SURF_PATCH 0x80000000 /* mark this face as a patch(editor only) */
/* materials */
#define S_MAT_BITS 5
#define S_MAT_MASK 0x1f /* mask to get the material type */
#define S_MAT_NONE 0 /* for when the artist hasn't set anything up =) */
#define S_MAT_SOLIDWOOD 1 /* freshly cut timber */
#define S_MAT_HOLLOWWOOD 2 /* termite infested creaky wood */
#define S_MAT_SOLIDMETAL 3 /* solid girders */
#define S_MAT_HOLLOWMETAL 4 /* hollow metal machines */
#define S_MAT_SHORTGRASS 5 /* manicured lawn */
#define S_MAT_LONGGRASS 6 /* long jungle grass */
#define S_MAT_DIRT 7 /* hard mud */
#define S_MAT_SAND 8 /* sandy beach */
#define S_MAT_GRAVEL 9 /* lots of small stones */
#define S_MAT_GLASS 10
#define S_MAT_CONCRETE 11 /* hardened concrete pavement */
#define S_MAT_MARBLE 12 /* marble floors */
#define S_MAT_WATER 13 /* light covering of water on a surface */
#define S_MAT_SNOW 14 /* freshly laid snow */
#define S_MAT_ICE 15 /* packed snow/solid ice */
#define S_MAT_FLESH 16 /* hung meat, corpses in the world */
#define S_MAT_MUD 17 /* wet soil */
#define S_MAT_BPGLASS 18 /* bulletproof glass */
#define S_MAT_DRYLEAVES 19 /* dried up leaves on the floor */
#define S_MAT_GREENLEAVES 20 /* fresh leaves still on a tree */
#define S_MAT_FABRIC 21 /* Cotton sheets */
#define S_MAT_CANVAS 22 /* tent material */
#define S_MAT_ROCK 23
#define S_MAT_RUBBER 24 /* hard tire like rubber */
#define S_MAT_PLASTIC 25
#define S_MAT_TILES 26 /* tiled floor */
#define S_MAT_CARPET 27 /* lush carpet */
#define S_MAT_PLASTER 28 /* drywall style plaster */
#define S_MAT_SHATTERGLASS 29 /* glass with the Crisis Zone style shattering */
#define S_MAT_ARMOR 30 /* body armor */
#define S_MAT_COMPUTER 31 /* computers/electronic equipment */
#define S_MAT_LAST 32 /* number of materials */
/* -------------------------------------------------------------------------------
game_t struct
------------------------------------------------------------------------------- */
{
"sof2", /* -game x */
"base", /* default base game data dir */
".sof2", /* unix home sub-dir */
"soldier", /* magic path word */
"shaders", /* shader directory */
64, /* max lightmapped surface verts */
999, /* max surface verts */
6000, /* max surface indexes */
qtrue, /* flares */
"gfx/misc/lens_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