gtkradiant/tools/quake3/q3map2/game_wolf.h
Forest Hale 88cea027e6 ported over the 1.5 branch version of q3map2 which is newer
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
2008-07-25 07:31:37 +00:00

238 lines
11 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_WOLF_H
#define GAME_WOLF_H
/* -------------------------------------------------------------------------------
content and surface flags
------------------------------------------------------------------------------- */
/* game flags */
#define W_CONT_SOLID 1 /* an eye is never valid in a solid */
#define W_CONT_LAVA 8
#define W_CONT_SLIME 16
#define W_CONT_WATER 32
#define W_CONT_FOG 64
#define W_CONT_MISSILECLIP 0x80 /* wolf ranged missile blocking */
#define W_CONT_ITEM 0x100 /* wolf item contents */
#define W_CONT_AI_NOSIGHT 0x1000 /* wolf ai sight blocking */
#define W_CONT_CLIPSHOT 0x2000 /* wolf shot clip */
#define W_CONT_AREAPORTAL 0x8000
#define W_CONT_PLAYERCLIP 0x10000
#define W_CONT_MONSTERCLIP 0x20000
#define W_CONT_TELEPORTER 0x40000
#define W_CONT_JUMPPAD 0x80000
#define W_CONT_CLUSTERPORTAL 0x100000
#define W_CONT_DONOTENTER 0x200000
#define W_CONT_DONOTENTER_LARGE 0x400000 /* wolf dne */
#define W_CONT_ORIGIN 0x1000000 /* removed before bsping an entity */
#define W_CONT_BODY 0x2000000 /* should never be on a brush, only in game */
#define W_CONT_CORPSE 0x4000000
#define W_CONT_DETAIL 0x8000000 /* brushes not used for the bsp */
#define W_CONT_STRUCTURAL 0x10000000 /* brushes used for the bsp */
#define W_CONT_TRANSLUCENT 0x20000000 /* don't consume surface fragments inside */
#define W_CONT_TRIGGER 0x40000000
#define W_CONT_NODROP 0x80000000 /* don't leave bodies or items (death fog, lava) */
#define W_SURF_NODAMAGE 0x1 /* never give falling damage */
#define W_SURF_SLICK 0x2 /* effects game physics */
#define W_SURF_SKY 0x4 /* lighting from environment map */
#define W_SURF_LADDER 0x8
#define W_SURF_NOIMPACT 0x10 /* don't make missile explosions */
#define W_SURF_NOMARKS 0x20 /* don't leave missile marks */
#define W_SURF_CERAMIC 0x40 /* wolf ceramic material */
#define W_SURF_NODRAW 0x80 /* don't generate a drawsurface at all */
#define W_SURF_HINT 0x100 /* make a primary bsp splitter */
#define W_SURF_SKIP 0x200 /* completely ignore, allowing non-closed brushes */
#define W_SURF_NOLIGHTMAP 0x400 /* surface doesn't need a lightmap */
#define W_SURF_POINTLIGHT 0x800 /* generate lighting info at vertexes */
#define W_SURF_METAL 0x1000 /* wolf metal material */
#define W_SURF_NOSTEPS 0x2000 /* no footstep sounds */
#define W_SURF_NONSOLID 0x4000 /* don't collide against curves with this set */
#define W_SURF_LIGHTFILTER 0x8000 /* act as a light filter during q3map -light */
#define W_SURF_ALPHASHADOW 0x10000 /* do per-pixel light shadow casting in q3map */
#define W_SURF_NODLIGHT 0x20000 /* don't dlight even if solid (solid lava, skies) */
#define W_SURF_WOOD 0x40000 /* wolf wood material */
#define W_SURF_GRASS 0x80000 /* wolf grass material */
#define W_SURF_GRAVEL 0x100000 /* wolf gravel material */
#define W_SURF_GLASS 0x200000 /* wolf glass material */
#define W_SURF_SNOW 0x400000 /* wolf snow material */
#define W_SURF_ROOF 0x800000 /* wolf roof material */
#define W_SURF_RUBBLE 0x1000000 /* wolf rubble material */
#define W_SURF_CARPET 0x2000000 /* wolf carpet material */
#define W_SURF_MONSTERSLICK 0x4000000 /* wolf npc slick surface */
#define W_SURF_MONSLICK_W 0x8000000 /* wolf slide bodies west */
#define W_SURF_MONSLICK_N 0x10000000 /* wolf slide bodies north */
#define W_SURF_MONSLICK_E 0x20000000 /* wolf slide bodies east */
#define W_SURF_MONSLICK_S 0x40000000 /* wolf slide bodies south */
/* ydnar flags */
#define W_SURF_VERTEXLIT (W_SURF_POINTLIGHT | W_SURF_NOLIGHTMAP)
/* -------------------------------------------------------------------------------
game_t struct
------------------------------------------------------------------------------- */
{
"wolf", /* -game x */
"main", /* default base game data dir */
".wolf", /* unix home sub-dir */
"wolf", /* magic path word */
"scripts", /* shader directory */
64, /* max lightmapped surface verts */
999, /* max surface verts */
6000, /* max surface indexes */
qfalse, /* flares */
"flareshader", /* default flare shader */
qtrue, /* wolf lighting model? */
128, /* lightmap width/height */
1.0f, /* lightmap gamma */
1.0f, /* lightmap compensate */
"IBSP", /* bsp file prefix */
47, /* bsp file version */
qfalse, /* cod-style lump len/ofs order */
LoadIBSPFile, /* bsp load function */
WriteIBSPFile, /* bsp write function */
{
/* name contentFlags contentFlagsClear surfaceFlags surfaceFlagsClear compileFlags compileFlagsClear */
/* default */
{ "default", W_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", W_CONT_ORIGIN, W_CONT_SOLID, 0, 0, C_ORIGIN | C_TRANSLUCENT, C_SOLID },
{ "areaportal", W_CONT_AREAPORTAL, W_CONT_SOLID, 0, 0, C_AREAPORTAL | C_TRANSLUCENT, C_SOLID },
{ "trans", W_CONT_TRANSLUCENT, 0, 0, 0, C_TRANSLUCENT, 0 },
{ "detail", W_CONT_DETAIL, 0, 0, 0, C_DETAIL, 0 },
{ "structural", W_CONT_STRUCTURAL, 0, 0, 0, C_STRUCTURAL, 0 },
{ "hint", 0, 0, W_SURF_HINT, 0, C_HINT, 0 },
{ "nodraw", 0, 0, W_SURF_NODRAW, 0, C_NODRAW, 0 },
{ "alphashadow", 0, 0, W_SURF_ALPHASHADOW, 0, C_ALPHASHADOW | C_TRANSLUCENT, 0 },
{ "lightfilter", 0, 0, W_SURF_LIGHTFILTER, 0, C_LIGHTFILTER | C_TRANSLUCENT, 0 },
{ "nolightmap", 0, 0, W_SURF_VERTEXLIT, 0, C_VERTEXLIT, 0 },
{ "pointlight", 0, 0, W_SURF_VERTEXLIT, 0, C_VERTEXLIT, 0 },
/* game */
{ "nonsolid", 0, W_CONT_SOLID, W_SURF_NONSOLID, 0, 0, C_SOLID },
{ "trigger", W_CONT_TRIGGER, W_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
{ "water", W_CONT_WATER, W_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID },
{ "slag", W_CONT_SLIME, W_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID },
{ "lava", W_CONT_LAVA, W_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID },
{ "playerclip", W_CONT_PLAYERCLIP, W_CONT_SOLID, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
{ "monsterclip", W_CONT_MONSTERCLIP, W_CONT_SOLID, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
{ "clipmissile", W_CONT_MISSILECLIP, W_CONT_SOLID, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
{ "clipshot", W_CONT_CLIPSHOT, W_CONT_SOLID, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
{ "nodrop", W_CONT_NODROP, W_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
{ "clusterportal", W_CONT_CLUSTERPORTAL, W_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
{ "donotenter", W_CONT_DONOTENTER, W_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
{ "nonotenterlarge",W_CONT_DONOTENTER_LARGE, W_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
{ "fog", W_CONT_FOG, W_CONT_SOLID, 0, 0, C_FOG, C_SOLID },
{ "sky", 0, 0, W_SURF_SKY, 0, C_SKY, 0 },
{ "slick", 0, 0, W_SURF_SLICK, 0, 0, 0 },
{ "noimpact", 0, 0, W_SURF_NOIMPACT, 0, 0, 0 },
{ "nomarks", 0, 0, W_SURF_NOMARKS, 0, C_NOMARKS, 0 },
{ "ladder", 0, 0, W_SURF_LADDER, 0, 0, 0 },
{ "nodamage", 0, 0, W_SURF_NODAMAGE, 0, 0, 0 },
{ "nosteps", 0, 0, W_SURF_NOSTEPS, 0, 0, 0 },
{ "nodlight", 0, 0, W_SURF_NODLIGHT, 0, 0, 0 },
/* materials */
{ "metal", 0, 0, W_SURF_METAL, 0, 0, 0 },
{ "metalsteps", 0, 0, W_SURF_METAL, 0, 0, 0 },
{ "glass", 0, 0, W_SURF_GLASS, 0, 0, 0 },
{ "ceramic", 0, 0, W_SURF_CERAMIC, 0, 0, 0 },
{ "woodsteps", 0, 0, W_SURF_WOOD, 0, 0, 0 },
{ "grasssteps", 0, 0, W_SURF_GRASS, 0, 0, 0 },
{ "gravelsteps", 0, 0, W_SURF_GRAVEL, 0, 0, 0 },
{ "rubble", 0, 0, W_SURF_RUBBLE, 0, 0, 0 },
{ "carpetsteps", 0, 0, W_SURF_CARPET, 0, 0, 0 },
{ "snowsteps", 0, 0, W_SURF_SNOW, 0, 0, 0 },
{ "roofsteps", 0, 0, W_SURF_ROOF, 0, 0, 0 },
/* ai */
{ "ai_nosight", W_CONT_AI_NOSIGHT, W_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
/* ydnar: experimental until bits are confirmed! */
{ "ai_nopass", W_CONT_DONOTENTER, W_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
{ "ai_nopasslarge", W_CONT_DONOTENTER_LARGE, W_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
/* sliding bodies */
{ "monsterslick", 0, 0, W_SURF_MONSTERSLICK, 0, C_TRANSLUCENT, 0 },
{ "monsterslicknorth", 0, 0, W_SURF_MONSLICK_N, 0, C_TRANSLUCENT, 0 },
{ "monsterslickeast", 0, 0, W_SURF_MONSLICK_E, 0, C_TRANSLUCENT, 0 },
{ "monsterslicksouth", 0, 0, W_SURF_MONSLICK_S, 0, C_TRANSLUCENT, 0 },
{ "monsterslickwest", 0, 0, W_SURF_MONSLICK_W, 0, C_TRANSLUCENT, 0 },
/* null */
{ NULL, 0, 0, 0, 0, 0, 0 }
}
}
/* end marker */
#endif