gtkradiant/tools/quake3/q3map2/game_ef.h
TTimo ab3a99dbbe eol style
git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/branches/ZeroRadiant.ab@184 8a3a26a2-13c4-0310-b231-cf6edde360e5
2007-11-04 03:47:06 +00:00

186 lines
8.2 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_EF_H
#define GAME_EF_H
/* -------------------------------------------------------------------------------
content and surface flags
------------------------------------------------------------------------------- */
/* game flags */
#define E_CONT_SOLID 1 /* an eye is never valid in a solid */
#define E_CONT_LAVA 8
#define E_CONT_SLIME 16
#define E_CONT_WATER 32
#define E_CONT_FOG 64
#define E_CONT_LADDER 128 /* elite force ladder contents */
#define E_CONT_AREAPORTAL 0x8000
#define E_CONT_PLAYERCLIP 0x10000
#define E_CONT_MONSTERCLIP 0x20000
#define E_CONT_SHOTCLIP 0x40000 /* elite force shot clip */
#define E_CONT_ITEM 0x80000
#define E_CONT_CLUSTERPORTAL 0x100000
#define E_CONT_DONOTENTER 0x200000
#define E_CONT_BOTCLIP 0x400000
#define E_CONT_ORIGIN 0x1000000 /* removed before bsping an entity */
#define E_CONT_BODY 0x2000000 /* should never be on a brush, only in game */
#define E_CONT_CORPSE 0x4000000
#define E_CONT_DETAIL 0x8000000 /* brushes not used for the bsp */
#define E_CONT_STRUCTURAL 0x10000000 /* brushes used for the bsp */
#define E_CONT_TRANSLUCENT 0x20000000 /* don't consume surface fragments inside */
#define E_CONT_TRIGGER 0x40000000
#define E_CONT_NODROP 0x80000000 /* don't leave bodies or items (death fog, lava) */
#define E_SURF_NODAMAGE 0x1 /* never give falling damage */
#define E_SURF_SLICK 0x2 /* effects game physics */
#define E_SURF_SKY 0x4 /* lighting from environment map */
#define E_SURF_LADDER 0x8
#define E_SURF_NOIMPACT 0x10 /* don't make missile explosions */
#define E_SURF_NOMARKS 0x20 /* don't leave missile marks */
#define E_SURF_FLESH 0x40 /* make flesh sounds and effects */
#define E_SURF_NODRAW 0x80 /* don't generate a drawsurface at all */
#define E_SURF_HINT 0x100 /* make a primary bsp splitter */
#define E_SURF_SKIP 0x200 /* completely ignore, allowing non-closed brushes */
#define E_SURF_NOLIGHTMAP 0x400 /* surface doesn't need a lightmap */
#define E_SURF_POINTLIGHT 0x800 /* generate lighting info at vertexes */
#define E_SURF_METALSTEPS 0x1000 /* clanking footsteps */
#define E_SURF_NOSTEPS 0x2000 /* no footstep sounds */
#define E_SURF_NONSOLID 0x4000 /* don't collide against curves with this set */
#define E_SURF_LIGHTFILTER 0x8000 /* act as a light filter during q3map -light */
#define E_SURF_ALPHASHADOW 0x10000 /* do per-pixel light shadow casting in q3map */
#define E_SURF_NODLIGHT 0x20000 /* don't dlight even if solid (solid lava, skies) */
#define E_SURF_FORCEFIELD 0x40000 /* elite force forcefield brushes */
/* ydnar flags */
#define E_SURF_VERTEXLIT (E_SURF_POINTLIGHT | E_SURF_NOLIGHTMAP)
/* -------------------------------------------------------------------------------
game_t struct
------------------------------------------------------------------------------- */
{
"ef", /* -game x */
"baseef", /* default base game data dir */
".ef", /* unix home sub-dir */
"elite", /* magic path word */
"scripts", /* shader directory */
qfalse, /* wolf lighting model? */
qfalse, /* flares */
"flareshader", /* default flare shader */
"IBSP", /* bsp file prefix */
46, /* bsp file version */
LoadIBSPFile, /* bsp load function */
WriteIBSPFile, /* bsp write function */
{
/* name contentFlags contentFlagsClear surfaceFlags surfaceFlagsClear compileFlags compileFlagsClear */
/* default */
{ "default", E_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", E_CONT_ORIGIN, E_CONT_SOLID, 0, 0, C_ORIGIN | C_TRANSLUCENT, C_SOLID },
{ "areaportal", E_CONT_AREAPORTAL, E_CONT_SOLID, 0, 0, C_AREAPORTAL | C_TRANSLUCENT, C_SOLID },
{ "trans", E_CONT_TRANSLUCENT, 0, 0, 0, C_TRANSLUCENT, 0 },
{ "detail", E_CONT_DETAIL, 0, 0, 0, C_DETAIL, 0 },
{ "structural", E_CONT_STRUCTURAL, 0, 0, 0, C_STRUCTURAL, 0 },
{ "hint", 0, 0, E_SURF_HINT, 0, C_HINT, 0 },
{ "nodraw", 0, 0, E_SURF_NODRAW, 0, C_NODRAW, 0 },
{ "alphashadow", 0, 0, E_SURF_ALPHASHADOW, 0, C_ALPHASHADOW | C_TRANSLUCENT, 0 },
{ "lightfilter", 0, 0, E_SURF_LIGHTFILTER, 0, C_LIGHTFILTER | C_TRANSLUCENT, 0 },
{ "nolightmap", 0, 0, E_SURF_VERTEXLIT, 0, C_VERTEXLIT, 0 },
{ "pointlight", 0, 0, E_SURF_VERTEXLIT, 0, C_VERTEXLIT, 0 },
/* game */
{ "nonsolid", 0, E_CONT_SOLID, E_SURF_NONSOLID, 0, 0, C_SOLID },
{ "trigger", E_CONT_TRIGGER, E_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
{ "water", E_CONT_WATER, E_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID },
{ "slime", E_CONT_SLIME, E_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID },
{ "lava", E_CONT_LAVA, E_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID },
{ "playerclip", E_CONT_PLAYERCLIP, E_CONT_SOLID, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
{ "monsterclip", E_CONT_MONSTERCLIP, E_CONT_SOLID, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
{ "shotclip", E_CONT_SHOTCLIP, E_CONT_SOLID, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
{ "nodrop", E_CONT_NODROP, E_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
{ "clusterportal", E_CONT_CLUSTERPORTAL, E_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
{ "donotenter", E_CONT_DONOTENTER, E_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
{ "botclip", E_CONT_BOTCLIP, E_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
{ "fog", E_CONT_FOG, E_CONT_SOLID, 0, 0, C_FOG, C_SOLID },
{ "sky", 0, 0, E_SURF_SKY, 0, C_SKY, 0 },
{ "slick", 0, 0, E_SURF_SLICK, 0, 0, 0 },
{ "noimpact", 0, 0, E_SURF_NOIMPACT, 0, 0, 0 },
{ "nomarks", 0, 0, E_SURF_NOMARKS, 0, C_NOMARKS, 0 },
{ "ladder", E_CONT_LADDER, E_CONT_SOLID, E_SURF_LADDER, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
{ "nodamage", 0, 0, E_SURF_NODAMAGE, 0, 0, 0 },
{ "metalsteps", 0, 0, E_SURF_METALSTEPS, 0, 0, 0 },
{ "flesh", 0, 0, E_SURF_FLESH, 0, 0, 0 },
{ "nosteps", 0, 0, E_SURF_NOSTEPS, 0, 0, 0 },
{ "nodlight", 0, 0, E_SURF_NODLIGHT, 0, 0, 0 },
{ "forcefield", 0, 0, E_SURF_FORCEFIELD, 0, 0, 0 },
/* null */
{ NULL, 0, 0, 0, 0, 0, 0 }
}
}
/* end marker */
#endif