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

194 lines
13 KiB
C

/* -------------------------------------------------------------------------------
This code is based on source provided under the terms of the Id Software
LIMITED USE SOFTWARE LICENSE AGREEMENT, a copy of which is included with the
GtkRadiant sources (see LICENSE_ID). If you did not receive a copy of
LICENSE_ID, please contact Id Software immediately at info@idsoftware.com.
All changes and additions to the original source which have been developed by
other contributors (see CONTRIBUTORS) are provided under the terms of the
license the contributors choose (see LICENSE), to the extent permitted by the
LICENSE_ID. If you did not receive a copy of the contributor license,
please contact the GtkRadiant maintainers at info@gtkradiant.com immediately.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ``AS IS''
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE FOR ANY
DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------------------
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_QFUSION_H
#define GAME_QFUSION_H
/* -------------------------------------------------------------------------------
content and surface flags
------------------------------------------------------------------------------- */
/* game flags */
#define F_CONT_SOLID 1 /* an eye is never valid in a solid */
#define F_CONT_LAVA 8
#define F_CONT_SLIME 16
#define F_CONT_WATER 32
#define F_CONT_FOG 64
#define F_CONT_AREAPORTAL 0x8000
#define F_CONT_PLAYERCLIP 0x10000
#define F_CONT_MONSTERCLIP 0x20000
#define F_CONT_TELEPORTER 0x40000
#define F_CONT_JUMPPAD 0x80000
#define F_CONT_CLUSTERPORTAL 0x100000
#define F_CONT_DONOTENTER 0x200000
#define F_CONT_BOTCLIP 0x400000
#define F_CONT_ORIGIN 0x1000000 /* removed before bsping an entity */
#define F_CONT_BODY 0x2000000 /* should never be on a brush, only in game */
#define F_CONT_CORPSE 0x4000000
#define F_CONT_DETAIL 0x8000000 /* brushes not used for the bsp */
#define F_CONT_STRUCTURAL 0x10000000 /* brushes used for the bsp */
#define F_CONT_TRANSLUCENT 0x20000000 /* don't consume surface fragments inside */
#define F_CONT_TRIGGER 0x40000000
#define F_CONT_NODROP 0x80000000 /* don't leave bodies or items (death fog, lava) */
#define F_SURF_NODAMAGE 0x1 /* never give falling damage */
#define F_SURF_SLICK 0x2 /* effects game physics */
#define F_SURF_SKY 0x4 /* lighting from environment map */
#define F_SURF_LADDER 0x8
#define F_SURF_NOIMPACT 0x10 /* don't make missile explosions */
#define F_SURF_NOMARKS 0x20 /* don't leave missile marks */
#define F_SURF_FLESH 0x40 /* make flesh sounds and effects */
#define F_SURF_NODRAW 0x80 /* don't generate a drawsurface at all */
#define F_SURF_HINT 0x100 /* make a primary bsp splitter */
#define F_SURF_SKIP 0x200 /* completely ignore, allowing non-closed brushes */
#define F_SURF_NOLIGHTMAP 0x400 /* surface doesn't need a lightmap */
#define F_SURF_POINTLIGHT 0x800 /* generate lighting info at vertexes */
#define F_SURF_METALSTEPS 0x1000 /* clanking footsteps */
#define F_SURF_NOSTEPS 0x2000 /* no footstep sounds */
#define F_SURF_NONSOLID 0x4000 /* don't collide against curves with this set */
#define F_SURF_LIGHTFILTER 0x8000 /* act as a light filter during q3map -light */
#define F_SURF_ALPHASHADOW 0x10000 /* do per-pixel light shadow casting in q3map */
#define F_SURF_NODLIGHT 0x20000 /* don't dlight even if solid (solid lava, skies) */
#define F_SURF_DUST 0x40000 /* leave a dust trail when walking on this surface */
/* ydnar flags */
#define F_SURF_VERTEXLIT ( F_SURF_POINTLIGHT | F_SURF_NOLIGHTMAP )
/* -------------------------------------------------------------------------------
game_t struct
------------------------------------------------------------------------------- */
{
"qfusion", /* -game x */
"baseq3", /* default base game data dir */
".q3a", /* unix home sub-dir */
"quake", /* magic path word */
"scripts", /* shader directory */
2048, /* max lightmapped surface verts */
2048, /* max surface verts */
12288, /* max surface indexes */
qtrue, /* flares */
"flareshader", /* default flare shader */
qfalse, /* wolf lighting model? */
512, /* lightmap width/height */
1.0f, /* lightmap gamma */
1.0f, /* lightmap compensate */
"FBSP", /* 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", F_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", F_CONT_ORIGIN, F_CONT_SOLID, 0, 0, C_ORIGIN | C_TRANSLUCENT, C_SOLID },
{ "areaportal", F_CONT_AREAPORTAL, F_CONT_SOLID, 0, 0, C_AREAPORTAL | C_TRANSLUCENT, C_SOLID },
{ "trans", F_CONT_TRANSLUCENT, 0, 0, 0, C_TRANSLUCENT, 0 },
{ "detail", F_CONT_DETAIL, 0, 0, 0, C_DETAIL, 0 },
{ "structural", F_CONT_STRUCTURAL, 0, 0, 0, C_STRUCTURAL, 0 },
{ "hint", 0, 0, F_SURF_HINT, 0, C_HINT, 0 },
{ "nodraw", 0, 0, F_SURF_NODRAW, 0, C_NODRAW, 0 },
{ "alphashadow", 0, 0, F_SURF_ALPHASHADOW, 0, C_ALPHASHADOW | C_TRANSLUCENT, 0 },
{ "lightfilter", 0, 0, F_SURF_LIGHTFILTER, 0, C_LIGHTFILTER | C_TRANSLUCENT, 0 },
{ "nolightmap", 0, 0, F_SURF_VERTEXLIT, 0, C_VERTEXLIT, 0 },
{ "pointlight", 0, 0, F_SURF_VERTEXLIT, 0, C_VERTEXLIT, 0 },
/* game */
{ "nonsolid", 0, F_CONT_SOLID, F_SURF_NONSOLID, 0, 0, C_SOLID },
{ "trigger", F_CONT_TRIGGER, F_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
{ "water", F_CONT_WATER, F_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID },
{ "slime", F_CONT_SLIME, F_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID },
{ "lava", F_CONT_LAVA, F_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID },
{ "playerclip", F_CONT_PLAYERCLIP, F_CONT_SOLID, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
{ "monsterclip", F_CONT_MONSTERCLIP, F_CONT_SOLID, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
{ "nodrop", F_CONT_NODROP, F_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
{ "clusterportal", F_CONT_CLUSTERPORTAL, F_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
{ "donotenter", F_CONT_DONOTENTER, F_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
{ "botclip", F_CONT_BOTCLIP, F_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
{ "fog", F_CONT_FOG, F_CONT_SOLID, 0, 0, C_FOG, C_SOLID },
{ "sky", 0, 0, F_SURF_SKY, 0, C_SKY, 0 },
{ "slick", 0, 0, F_SURF_SLICK, 0, 0, 0 },
{ "noimpact", 0, 0, F_SURF_NOIMPACT, 0, 0, 0 },
{ "nomarks", 0, 0, F_SURF_NOMARKS, 0, C_NOMARKS, 0 },
{ "ladder", 0, 0, F_SURF_LADDER, 0, 0, 0 },
{ "nodamage", 0, 0, F_SURF_NODAMAGE, 0, 0, 0 },
{ "metalsteps", 0, 0, F_SURF_METALSTEPS, 0, 0, 0 },
{ "flesh", 0, 0, F_SURF_FLESH, 0, 0, 0 },
{ "nosteps", 0, 0, F_SURF_NOSTEPS, 0, 0, 0 },
{ "nodlight", 0, 0, F_SURF_NODLIGHT, 0, 0, 0 },
{ "dust", 0, 0, F_SURF_DUST, 0, 0, 0 },
/* null */
{ NULL, 0, 0, 0, 0, 0, 0 }
}
}
/* end marker */
#endif