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https://github.com/UberGames/GtkRadiant.git
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ab3a99dbbe
git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/branches/ZeroRadiant.ab@184 8a3a26a2-13c4-0310-b231-cf6edde360e5
249 lines
13 KiB
C
249 lines
13 KiB
C
/*
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Copyright (C) 1999-2007 id Software, Inc. and contributors.
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For a list of contributors, see the accompanying CONTRIBUTORS file.
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This file is part of GtkRadiant.
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GtkRadiant is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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GtkRadiant is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with GtkRadiant; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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----------------------------------------------------------------------------------
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This code has been altered significantly from its original form, to support
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several games based on the Quake III Arena engine, in the form of "Q3Map2."
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------------------------------------------------------------------------------- */
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/* marker */
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#ifndef GAME_SOF2_H
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#define GAME_SOF2_H
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/* -------------------------------------------------------------------------------
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content and surface flags
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------------------------------------------------------------------------------- */
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/* thanks to the gracious fellows at raven */
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#define S_CONT_SOLID 0x00000001 /* Default setting. An eye is never valid in a solid */
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#define S_CONT_LAVA 0x00000002
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#define S_CONT_WATER 0x00000004
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#define S_CONT_FOG 0x00000008
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#define S_CONT_PLAYERCLIP 0x00000010
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#define S_CONT_MONSTERCLIP 0x00000020
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#define S_CONT_BOTCLIP 0x00000040
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#define S_CONT_SHOTCLIP 0x00000080
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#define S_CONT_BODY 0x00000100 /* should never be on a brush, only in game */
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#define S_CONT_CORPSE 0x00000200 /* should never be on a brush, only in game */
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#define S_CONT_TRIGGER 0x00000400
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#define S_CONT_NODROP 0x00000800 /* don't leave bodies or items (death fog, lava) */
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#define S_CONT_TERRAIN 0x00001000 /* volume contains terrain data */
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#define S_CONT_LADDER 0x00002000
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#define S_CONT_ABSEIL 0x00004000 /* used like ladder to define where an NPC can abseil */
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#define S_CONT_OPAQUE 0x00008000 /* defaults to on, when off, solid can be seen through */
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#define S_CONT_OUTSIDE 0x00010000 /* volume is considered to be in the outside (i.e. not indoors) */
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#define S_CONT_SLIME 0x00020000 /* don't be fooled. it may SAY "slime" but it really means "projectileclip" */
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#define S_CONT_LIGHTSABER 0x00040000
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#define S_CONT_TELEPORTER 0x00080000
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#define S_CONT_ITEM 0x00100000
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#define S_CONT_DETAIL 0x08000000 /* brushes not used for the bsp */
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#define S_CONT_TRANSLUCENT 0x80000000 /* don't consume surface fragments inside */
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#define S_SURF_SKY 0x00002000 /* lighting from environment map */
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#define S_SURF_SLICK 0x00004000 /* affects game physics */
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#define S_SURF_METALSTEPS 0x00008000 /* chc needs this since we use same tools */
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#define S_SURF_FORCEFIELD 0x00010000 /* chc */
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#define S_SURF_NODAMAGE 0x00040000 /* never give falling damage */
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#define S_SURF_NOIMPACT 0x00080000 /* don't make missile explosions */
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#define S_SURF_NOMARKS 0x00100000 /* don't leave missile marks */
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#define S_SURF_NODRAW 0x00200000 /* don't generate a drawsurface at all */
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#define S_SURF_NOSTEPS 0x00400000 /* no footstep sounds */
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#define S_SURF_NODLIGHT 0x00800000 /* don't dlight even if solid (solid lava, skies) */
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#define S_SURF_NOMISCENTS 0x01000000 /* no client models allowed on this surface */
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#define S_SURF_PATCH 0x80000000 /* mark this face as a patch(editor only) */
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/* materials */
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#define S_MAT_BITS 5
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#define S_MAT_MASK 0x1f /* mask to get the material type */
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#define S_MAT_NONE 0 /* for when the artist hasn't set anything up =) */
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#define S_MAT_SOLIDWOOD 1 /* freshly cut timber */
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#define S_MAT_HOLLOWWOOD 2 /* termite infested creaky wood */
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#define S_MAT_SOLIDMETAL 3 /* solid girders */
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#define S_MAT_HOLLOWMETAL 4 /* hollow metal machines */
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#define S_MAT_SHORTGRASS 5 /* manicured lawn */
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#define S_MAT_LONGGRASS 6 /* long jungle grass */
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#define S_MAT_DIRT 7 /* hard mud */
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#define S_MAT_SAND 8 /* sandy beach */
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#define S_MAT_GRAVEL 9 /* lots of small stones */
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#define S_MAT_GLASS 10
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#define S_MAT_CONCRETE 11 /* hardened concrete pavement */
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#define S_MAT_MARBLE 12 /* marble floors */
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#define S_MAT_WATER 13 /* light covering of water on a surface */
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#define S_MAT_SNOW 14 /* freshly laid snow */
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#define S_MAT_ICE 15 /* packed snow/solid ice */
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#define S_MAT_FLESH 16 /* hung meat, corpses in the world */
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#define S_MAT_MUD 17 /* wet soil */
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#define S_MAT_BPGLASS 18 /* bulletproof glass */
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#define S_MAT_DRYLEAVES 19 /* dried up leaves on the floor */
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#define S_MAT_GREENLEAVES 20 /* fresh leaves still on a tree */
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#define S_MAT_FABRIC 21 /* Cotton sheets */
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#define S_MAT_CANVAS 22 /* tent material */
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#define S_MAT_ROCK 23
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#define S_MAT_RUBBER 24 /* hard tire like rubber */
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#define S_MAT_PLASTIC 25
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#define S_MAT_TILES 26 /* tiled floor */
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#define S_MAT_CARPET 27 /* lush carpet */
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#define S_MAT_PLASTER 28 /* drywall style plaster */
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#define S_MAT_SHATTERGLASS 29 /* glass with the Crisis Zone style shattering */
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#define S_MAT_ARMOR 30 /* body armor */
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#define S_MAT_COMPUTER 31 /* computers/electronic equipment */
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#define S_MAT_LAST 32 /* number of materials */
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/* -------------------------------------------------------------------------------
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game_t struct
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------------------------------------------------------------------------------- */
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{
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"sof2", /* -game x */
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"base", /* default base game data dir */
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".sof2", /* unix home sub-dir */
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"soldier", /* magic path word */
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"shaders", /* shader directory */
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qfalse, /* wolf lighting model? */
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qtrue, /* flares */
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"gfx/misc/lens_flare", /* default flare shader */
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"RBSP", /* bsp file prefix */
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1, /* bsp file version */
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LoadRBSPFile, /* bsp load function */
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WriteRBSPFile, /* bsp write function */
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{
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/* name contentFlags contentFlagsClear surfaceFlags surfaceFlagsClear compileFlags compileFlagsClear */
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/* default */
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{ "default", S_CONT_SOLID | S_CONT_OPAQUE, -1, 0, -1, C_SOLID, -1 },
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/* ydnar */
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{ "lightgrid", 0, 0, 0, 0, C_LIGHTGRID, 0 },
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{ "antiportal", 0, 0, 0, 0, C_ANTIPORTAL, 0 },
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{ "skip", 0, 0, 0, 0, C_SKIP, 0 },
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/* compiler */
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{ "origin", 0, S_CONT_SOLID, 0, 0, C_ORIGIN | C_TRANSLUCENT, C_SOLID },
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{ "areaportal", S_CONT_TRANSLUCENT, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_AREAPORTAL | C_TRANSLUCENT, C_SOLID },
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{ "trans", S_CONT_TRANSLUCENT, 0, 0, 0, C_TRANSLUCENT, 0 },
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{ "detail", S_CONT_DETAIL, 0, 0, 0, C_DETAIL, 0 },
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{ "structural", 0, 0, 0, 0, C_STRUCTURAL, 0 },
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{ "hint", 0, 0, 0, 0, C_HINT, 0 },
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{ "nodraw", 0, 0, S_SURF_NODRAW, 0, C_NODRAW, 0 },
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{ "alphashadow", 0, 0, 0, 0, C_ALPHASHADOW | C_TRANSLUCENT, 0 },
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{ "lightfilter", 0, 0, 0, 0, C_LIGHTFILTER | C_TRANSLUCENT, 0 },
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{ "nolightmap", 0, 0, 0, 0, C_VERTEXLIT, 0 },
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{ "pointlight", 0, 0, 0, 0, C_VERTEXLIT, 0 },
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/* game */
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{ "nonsolid", 0, S_CONT_SOLID, 0, 0, 0, C_SOLID },
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{ "nonopaque", 0, S_CONT_OPAQUE, 0, 0, C_TRANSLUCENT, 0 }, /* setting trans ok? */
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{ "trigger", S_CONT_TRIGGER, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_TRANSLUCENT, C_SOLID },
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{ "water", S_CONT_WATER, S_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID },
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{ "slime", S_CONT_SLIME, S_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID },
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{ "lava", S_CONT_LAVA, S_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID },
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{ "shotclip", S_CONT_SHOTCLIP, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID }, /* setting trans/detail ok? */
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{ "playerclip", S_CONT_PLAYERCLIP, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
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{ "monsterclip", S_CONT_MONSTERCLIP, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
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{ "nodrop", S_CONT_NODROP, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
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{ "terrain", S_CONT_TERRAIN, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
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{ "ladder", S_CONT_LADDER, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
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{ "abseil", S_CONT_ABSEIL, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
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{ "outside", S_CONT_OUTSIDE, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
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{ "botclip", S_CONT_BOTCLIP, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
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{ "fog", S_CONT_FOG, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_FOG | C_DETAIL | C_TRANSLUCENT, C_SOLID }, /* nonopaque? */
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{ "sky", 0, 0, S_SURF_SKY, 0, C_SKY, 0 },
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{ "slick", 0, 0, S_SURF_SLICK, 0, 0, 0 },
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{ "noimpact", 0, 0, S_SURF_NOIMPACT, 0, 0, 0 },
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{ "nomarks", 0, 0, S_SURF_NOMARKS, 0, C_NOMARKS, 0 },
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{ "nodamage", 0, 0, S_SURF_NODAMAGE, 0, 0, 0 },
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{ "metalsteps", 0, 0, S_SURF_METALSTEPS, 0, 0, 0 },
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{ "nosteps", 0, 0, S_SURF_NOSTEPS, 0, 0, 0 },
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{ "nodlight", 0, 0, S_SURF_NODLIGHT, 0, 0, 0 },
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{ "nomiscents", 0, 0, S_SURF_NOMISCENTS, 0, 0, 0 },
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{ "forcefield", 0, 0, S_SURF_FORCEFIELD, 0, 0, 0 },
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/* materials */
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{ "*mat_none", 0, 0, S_MAT_NONE, S_MAT_MASK, 0, 0 },
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{ "*mat_solidwood", 0, 0, S_MAT_SOLIDWOOD, S_MAT_MASK, 0, 0 },
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{ "*mat_hollowwood", 0, 0, S_MAT_HOLLOWWOOD, S_MAT_MASK, 0, 0 },
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{ "*mat_solidmetal", 0, 0, S_MAT_SOLIDMETAL, S_MAT_MASK, 0, 0 },
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{ "*mat_hollowmetal", 0, 0, S_MAT_HOLLOWMETAL, S_MAT_MASK, 0, 0 },
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{ "*mat_shortgrass", 0, 0, S_MAT_SHORTGRASS, S_MAT_MASK, 0, 0 },
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{ "*mat_longgrass", 0, 0, S_MAT_LONGGRASS, S_MAT_MASK, 0, 0 },
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{ "*mat_dirt", 0, 0, S_MAT_DIRT, S_MAT_MASK, 0, 0 },
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{ "*mat_sand", 0, 0, S_MAT_SAND, S_MAT_MASK, 0, 0 },
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{ "*mat_gravel", 0, 0, S_MAT_GRAVEL, S_MAT_MASK, 0, 0 },
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{ "*mat_glass", 0, 0, S_MAT_GLASS, S_MAT_MASK, 0, 0 },
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{ "*mat_concrete", 0, 0, S_MAT_CONCRETE, S_MAT_MASK, 0, 0 },
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{ "*mat_marble", 0, 0, S_MAT_MARBLE, S_MAT_MASK, 0, 0 },
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{ "*mat_water", 0, 0, S_MAT_WATER, S_MAT_MASK, 0, 0 },
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{ "*mat_snow", 0, 0, S_MAT_SNOW, S_MAT_MASK, 0, 0 },
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{ "*mat_ice", 0, 0, S_MAT_ICE, S_MAT_MASK, 0, 0 },
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{ "*mat_flesh", 0, 0, S_MAT_FLESH, S_MAT_MASK, 0, 0 },
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{ "*mat_mud", 0, 0, S_MAT_MUD, S_MAT_MASK, 0, 0 },
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{ "*mat_bpglass", 0, 0, S_MAT_BPGLASS, S_MAT_MASK, 0, 0 },
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{ "*mat_dryleaves", 0, 0, S_MAT_DRYLEAVES, S_MAT_MASK, 0, 0 },
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{ "*mat_greenleaves", 0, 0, S_MAT_GREENLEAVES, S_MAT_MASK, 0, 0 },
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{ "*mat_fabric", 0, 0, S_MAT_FABRIC, S_MAT_MASK, 0, 0 },
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{ "*mat_canvas", 0, 0, S_MAT_CANVAS, S_MAT_MASK, 0, 0 },
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{ "*mat_rock", 0, 0, S_MAT_ROCK, S_MAT_MASK, 0, 0 },
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{ "*mat_rubber", 0, 0, S_MAT_RUBBER, S_MAT_MASK, 0, 0 },
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{ "*mat_plastic", 0, 0, S_MAT_PLASTIC, S_MAT_MASK, 0, 0 },
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{ "*mat_tiles", 0, 0, S_MAT_TILES, S_MAT_MASK, 0, 0 },
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{ "*mat_carpet", 0, 0, S_MAT_CARPET, S_MAT_MASK, 0, 0 },
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{ "*mat_plaster", 0, 0, S_MAT_PLASTER, S_MAT_MASK, 0, 0 },
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{ "*mat_shatterglass", 0, 0, S_MAT_SHATTERGLASS, S_MAT_MASK, 0, 0 },
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{ "*mat_armor", 0, 0, S_MAT_ARMOR, S_MAT_MASK, 0, 0 },
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{ "*mat_computer", 0, 0, S_MAT_COMPUTER, S_MAT_MASK, 0, 0 },
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/* null */
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{ NULL, 0, 0, 0, 0, 0, 0 }
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}
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}
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/* end marker */
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#endif
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