mirror of
https://github.com/UberGames/GtkRadiant.git
synced 2024-11-26 05:41:43 +00:00
88cea027e6
made Visual Studio files work in VS2005 Express fixed a ton of warnings in VS2005 Express fixed some compile problems on OpenSUSE 11.0 git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/trunk@302 8a3a26a2-13c4-0310-b231-cf6edde360e5
194 lines
8.5 KiB
C
194 lines
8.5 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_EF_H
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#define GAME_EF_H
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/* -------------------------------------------------------------------------------
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content and surface flags
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------------------------------------------------------------------------------- */
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/* game flags */
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#define E_CONT_SOLID 1 /* an eye is never valid in a solid */
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#define E_CONT_LAVA 8
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#define E_CONT_SLIME 16
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#define E_CONT_WATER 32
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#define E_CONT_FOG 64
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#define E_CONT_LADDER 128 /* elite force ladder contents */
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#define E_CONT_AREAPORTAL 0x8000
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#define E_CONT_PLAYERCLIP 0x10000
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#define E_CONT_MONSTERCLIP 0x20000
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#define E_CONT_SHOTCLIP 0x40000 /* elite force shot clip */
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#define E_CONT_ITEM 0x80000
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#define E_CONT_CLUSTERPORTAL 0x100000
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#define E_CONT_DONOTENTER 0x200000
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#define E_CONT_BOTCLIP 0x400000
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#define E_CONT_ORIGIN 0x1000000 /* removed before bsping an entity */
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#define E_CONT_BODY 0x2000000 /* should never be on a brush, only in game */
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#define E_CONT_CORPSE 0x4000000
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#define E_CONT_DETAIL 0x8000000 /* brushes not used for the bsp */
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#define E_CONT_STRUCTURAL 0x10000000 /* brushes used for the bsp */
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#define E_CONT_TRANSLUCENT 0x20000000 /* don't consume surface fragments inside */
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#define E_CONT_TRIGGER 0x40000000
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#define E_CONT_NODROP 0x80000000 /* don't leave bodies or items (death fog, lava) */
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#define E_SURF_NODAMAGE 0x1 /* never give falling damage */
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#define E_SURF_SLICK 0x2 /* effects game physics */
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#define E_SURF_SKY 0x4 /* lighting from environment map */
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#define E_SURF_LADDER 0x8
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#define E_SURF_NOIMPACT 0x10 /* don't make missile explosions */
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#define E_SURF_NOMARKS 0x20 /* don't leave missile marks */
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#define E_SURF_FLESH 0x40 /* make flesh sounds and effects */
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#define E_SURF_NODRAW 0x80 /* don't generate a drawsurface at all */
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#define E_SURF_HINT 0x100 /* make a primary bsp splitter */
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#define E_SURF_SKIP 0x200 /* completely ignore, allowing non-closed brushes */
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#define E_SURF_NOLIGHTMAP 0x400 /* surface doesn't need a lightmap */
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#define E_SURF_POINTLIGHT 0x800 /* generate lighting info at vertexes */
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#define E_SURF_METALSTEPS 0x1000 /* clanking footsteps */
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#define E_SURF_NOSTEPS 0x2000 /* no footstep sounds */
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#define E_SURF_NONSOLID 0x4000 /* don't collide against curves with this set */
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#define E_SURF_LIGHTFILTER 0x8000 /* act as a light filter during q3map -light */
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#define E_SURF_ALPHASHADOW 0x10000 /* do per-pixel light shadow casting in q3map */
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#define E_SURF_NODLIGHT 0x20000 /* don't dlight even if solid (solid lava, skies) */
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#define E_SURF_FORCEFIELD 0x40000 /* elite force forcefield brushes */
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/* ydnar flags */
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#define E_SURF_VERTEXLIT (E_SURF_POINTLIGHT | E_SURF_NOLIGHTMAP)
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/* -------------------------------------------------------------------------------
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game_t struct
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------------------------------------------------------------------------------- */
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{
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"ef", /* -game x */
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"baseef", /* default base game data dir */
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".ef", /* unix home sub-dir */
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"elite", /* magic path word */
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"scripts", /* shader directory */
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64, /* max lightmapped surface verts */
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999, /* max surface verts */
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6000, /* max surface indexes */
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qfalse, /* flares */
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"flareshader", /* default flare shader */
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qfalse, /* wolf lighting model? */
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128, /* lightmap width/height */
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1.0f, /* lightmap gamma */
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1.0f, /* lightmap compensate */
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"IBSP", /* bsp file prefix */
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46, /* bsp file version */
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qfalse, /* cod-style lump len/ofs order */
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LoadIBSPFile, /* bsp load function */
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WriteIBSPFile, /* 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", E_CONT_SOLID, -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", E_CONT_ORIGIN, E_CONT_SOLID, 0, 0, C_ORIGIN | C_TRANSLUCENT, C_SOLID },
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{ "areaportal", E_CONT_AREAPORTAL, E_CONT_SOLID, 0, 0, C_AREAPORTAL | C_TRANSLUCENT, C_SOLID },
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{ "trans", E_CONT_TRANSLUCENT, 0, 0, 0, C_TRANSLUCENT, 0 },
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{ "detail", E_CONT_DETAIL, 0, 0, 0, C_DETAIL, 0 },
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{ "structural", E_CONT_STRUCTURAL, 0, 0, 0, C_STRUCTURAL, 0 },
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{ "hint", 0, 0, E_SURF_HINT, 0, C_HINT, 0 },
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{ "nodraw", 0, 0, E_SURF_NODRAW, 0, C_NODRAW, 0 },
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{ "alphashadow", 0, 0, E_SURF_ALPHASHADOW, 0, C_ALPHASHADOW | C_TRANSLUCENT, 0 },
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{ "lightfilter", 0, 0, E_SURF_LIGHTFILTER, 0, C_LIGHTFILTER | C_TRANSLUCENT, 0 },
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{ "nolightmap", 0, 0, E_SURF_VERTEXLIT, 0, C_VERTEXLIT, 0 },
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{ "pointlight", 0, 0, E_SURF_VERTEXLIT, 0, C_VERTEXLIT, 0 },
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/* game */
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{ "nonsolid", 0, E_CONT_SOLID, E_SURF_NONSOLID, 0, 0, C_SOLID },
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{ "trigger", E_CONT_TRIGGER, E_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
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{ "water", E_CONT_WATER, E_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID },
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{ "slime", E_CONT_SLIME, E_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID },
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{ "lava", E_CONT_LAVA, E_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID },
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{ "playerclip", E_CONT_PLAYERCLIP, E_CONT_SOLID, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
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{ "monsterclip", E_CONT_MONSTERCLIP, E_CONT_SOLID, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
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{ "shotclip", E_CONT_SHOTCLIP, E_CONT_SOLID, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
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{ "nodrop", E_CONT_NODROP, E_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
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{ "clusterportal", E_CONT_CLUSTERPORTAL, E_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
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{ "donotenter", E_CONT_DONOTENTER, E_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
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{ "botclip", E_CONT_BOTCLIP, E_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
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{ "fog", E_CONT_FOG, E_CONT_SOLID, 0, 0, C_FOG, C_SOLID },
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{ "sky", 0, 0, E_SURF_SKY, 0, C_SKY, 0 },
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{ "slick", 0, 0, E_SURF_SLICK, 0, 0, 0 },
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{ "noimpact", 0, 0, E_SURF_NOIMPACT, 0, 0, 0 },
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{ "nomarks", 0, 0, E_SURF_NOMARKS, 0, C_NOMARKS, 0 },
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{ "ladder", E_CONT_LADDER, E_CONT_SOLID, E_SURF_LADDER, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
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{ "nodamage", 0, 0, E_SURF_NODAMAGE, 0, 0, 0 },
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{ "metalsteps", 0, 0, E_SURF_METALSTEPS, 0, 0, 0 },
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{ "flesh", 0, 0, E_SURF_FLESH, 0, 0, 0 },
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{ "nosteps", 0, 0, E_SURF_NOSTEPS, 0, 0, 0 },
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{ "nodlight", 0, 0, E_SURF_NODLIGHT, 0, 0, 0 },
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{ "forcefield", 0, 0, E_SURF_FORCEFIELD, 0, 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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