214 lines
14 KiB
C
214 lines
14 KiB
C
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/* -------------------------------------------------------------------------------
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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_FTE_H
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#define GAME_FTE_H
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/* game flags */
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#define Q_CONT_SOLID 1 /* an eye is never valid in a solid */
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#define Q_CONT_LAVA 8
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#define Q_CONT_SLIME 16
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#define Q_CONT_WATER 32
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#define Q_CONT_FOG 64
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#define Q_CONT_AREAPORTAL 0x8000
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#define Q_CONT_PLAYERCLIP 0x10000
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#define Q_CONT_MONSTERCLIP 0x20000
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#define Q_CONT_TELEPORTER 0x40000
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#define Q_CONT_JUMPPAD 0x80000
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#define Q_CONT_CLUSTERPORTAL 0x100000
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#define Q_CONT_DONOTENTER 0x200000
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#define Q_CONT_BOTCLIP 0x400000
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#define Q_CONT_ORIGIN 0x1000000 /* removed before bsping an entity */
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#define Q_CONT_BODY 0x2000000 /* should never be on a brush, only in game */
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#define Q_CONT_CORPSE 0x4000000
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#define Q_CONT_DETAIL 0x8000000 /* brushes not used for the bsp */
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#define Q_CONT_STRUCTURAL 0x10000000 /* brushes used for the bsp */
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#define Q_CONT_TRANSLUCENT 0x20000000 /* don't consume surface fragments inside */
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#define Q_CONT_TRIGGER 0x40000000
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#define Q_CONT_NODROP 0x80000000 /* don't leave bodies or items (death fog, lava) */
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#define Q_SURF_NODAMAGE 0x1 /* never give falling damage */
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#define Q_SURF_SLICK 0x2 /* effects game physics */
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#define Q_SURF_SKY 0x4 /* lighting from environment map */
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#define Q_SURF_LADDER 0x8
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#define Q_SURF_NOIMPACT 0x10 /* don't make missile explosions */
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#define Q_SURF_NOMARKS 0x20 /* don't leave missile marks */
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#define Q_SURF_FLESH 0x40 /* make flesh sounds and effects */
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#define Q_SURF_NODRAW 0x80 /* don't generate a drawsurface at all */
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#define Q_SURF_HINT 0x100 /* make a primary bsp splitter */
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#define Q_SURF_SKIP 0x200 /* completely ignore, allowing non-closed brushes */
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#define Q_SURF_NOLIGHTMAP 0x400 /* surface doesn't need a lightmap */
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#define Q_SURF_POINTLIGHT 0x800 /* generate lighting info at vertexes */
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#define Q_SURF_METALSTEPS 0x1000 /* clanking footsteps */
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#define Q_SURF_NOSTEPS 0x2000 /* no footstep sounds */
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#define Q_SURF_NONSOLID 0x4000 /* don't collide against curves with this set */
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#define Q_SURF_LIGHTFILTER 0x8000 /* act as a light filter during q3map -light */
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#define Q_SURF_ALPHASHADOW 0x10000 /* do per-pixel light shadow casting in q3map */
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#define Q_SURF_NODLIGHT 0x20000 /* don't dlight even if solid (solid lava, skies) */
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#define Q_SURF_DUST 0x40000 /* leave a dust trail when walking on this surface */
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/* ydnar flags */
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#define Q_SURF_VERTEXLIT ( Q_SURF_POINTLIGHT | Q_SURF_NOLIGHTMAP )
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#define FTE_CONT_LADDER 0x00004000
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#define FTE_SURF_MESHCOLLISION 0x80000000
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/* -------------------------------------------------------------------------------
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game_t struct
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------------------------------------------------------------------------------- */
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{
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"fte", /* -game x */
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"wastes", /* default base game data dir */
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".fte", /* unix home sub-dir */
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"quake", /* magic path word */
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"scripts", /* shader directory */
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65535, /* max lightmapped surface verts */
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65535, /* max surface verts */
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1048575, /* max surface indexes */
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512, /* lightmap width/height */
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1.0f, /* lightmap gamma */
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qfalse, /* lightmap sRGB */
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qtrue, /* texture sRGB */
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qfalse, /* color sRGB */
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0.0f, /* lightmap exposure */
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1.0f, /* lightmap compensate */
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1.0f, /* lightgrid scale */
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1.0f, /* lightgrid ambient scale */
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qtrue, /* light angle attenuation uses half-lambert curve */
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qtrue, /* disable shader lightstyles hack */
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qtrue, /* keep light entities on bsp */
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8, /* default patchMeta subdivisions tolerance */
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qtrue, /* patch casting enabled */
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qtrue, /* compile deluxemaps */
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1, /* deluxemaps default mode */
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"FBSP", /* bsp file prefix */
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1, /* bsp file version */
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qfalse, /* cod-style lump len/ofs order */
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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", Q_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", Q_CONT_ORIGIN, Q_CONT_SOLID, 0, 0, C_ORIGIN | C_TRANSLUCENT, C_SOLID },
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{ "areaportal", Q_CONT_AREAPORTAL, Q_CONT_SOLID, 0, 0, C_AREAPORTAL | C_TRANSLUCENT, C_SOLID },
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{ "trans", Q_CONT_TRANSLUCENT, 0, 0, 0, C_TRANSLUCENT, 0 },
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{ "detail", Q_CONT_DETAIL, 0, 0, 0, C_DETAIL, 0 },
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{ "structural", Q_CONT_STRUCTURAL, 0, 0, 0, C_STRUCTURAL, 0 },
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{ "hint", 0, 0, Q_SURF_HINT, 0, C_HINT, 0 },
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{ "nodraw", 0, 0, Q_SURF_NODRAW, 0, C_NODRAW, 0 },
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{ "alphashadow", 0, 0, Q_SURF_ALPHASHADOW, 0, C_ALPHASHADOW | C_TRANSLUCENT, 0 },
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{ "lightfilter", 0, 0, Q_SURF_LIGHTFILTER, 0, C_LIGHTFILTER | C_TRANSLUCENT, 0 },
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{ "nolightmap", 0, 0, Q_SURF_VERTEXLIT, 0, C_VERTEXLIT, 0 },
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{ "pointlight", 0, 0, Q_SURF_VERTEXLIT, 0, C_VERTEXLIT, 0 },
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/* game */
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{ "nonsolid", 0, Q_CONT_SOLID, Q_SURF_NONSOLID, 0, 0, C_SOLID },
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{ "trigger", Q_CONT_TRIGGER, Q_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
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{ "water", Q_CONT_WATER, Q_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID },
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{ "slime", Q_CONT_SLIME, Q_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID },
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{ "lava", Q_CONT_LAVA, Q_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID },
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{ "playerclip", Q_CONT_PLAYERCLIP, Q_CONT_SOLID, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
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{ "monsterclip", Q_CONT_MONSTERCLIP, Q_CONT_SOLID, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
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{ "nodrop", Q_CONT_NODROP, Q_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
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{ "clusterportal", Q_CONT_CLUSTERPORTAL, Q_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
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{ "donotenter", Q_CONT_DONOTENTER, Q_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
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{ "botclip", Q_CONT_BOTCLIP, Q_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
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{ "fog", Q_CONT_FOG, Q_CONT_SOLID, 0, 0, C_FOG, C_SOLID },
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{ "sky", 0, 0, Q_SURF_SKY, 0, C_SKY, 0 },
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{ "slick", 0, 0, Q_SURF_SLICK, 0, 0, 0 },
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{ "noimpact", 0, 0, Q_SURF_NOIMPACT, 0, 0, 0 },
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{ "nomarks", 0, 0, Q_SURF_NOMARKS, 0, C_NOMARKS, 0 },
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{ "ladder", 0, 0, Q_SURF_LADDER, 0, 0, 0 },
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{ "nodamage", 0, 0, Q_SURF_NODAMAGE, 0, 0, 0 },
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{ "metalsteps", 0, 0, Q_SURF_METALSTEPS, 0, 0, 0 },
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{ "flesh", 0, 0, Q_SURF_FLESH, 0, 0, 0 },
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{ "nosteps", 0, 0, Q_SURF_NOSTEPS, 0, 0, 0 },
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{ "nodlight", 0, 0, Q_SURF_NODLIGHT, 0, 0, 0 },
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{ "dust", 0, 0, Q_SURF_DUST, 0, 0, 0 },
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/* nodraw2 is seen by the engine but NOT handled by the compiler tools, and thus never stripped */
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{ "nodraw2", 0, 0, Q_SURF_NODRAW, 0, 0, 0 },
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/* q2/hlish-style ladder volumes */
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{ "laddervolume", FTE_CONT_LADDER, Q_CONT_SOLID, 0, 0, 0, 0 },
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/* trisoup uses mesh collisions, instead of being non-solid */
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{ "meshcollision", 0, 0, FTE_SURF_MESHCOLLISION, 0, 0, 0 },
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/* these are just here to avoid warnings, parsed by the engine */
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{ "hasdiffuse", 0, 0, 0, 0, 0, 0 },
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{ "hasnormalmap", 0, 0, 0, 0, 0, 0 },
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{ "hasgloss", 0, 0, 0, 0, 0, 0 },
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{ "hasfullbright", 0, 0, 0, 0, 0, 0 },
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{ "haspaletted", 0, 0, 0, 0, 0, 0 },
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{ "hastop", 0, 0, 0, 0, 0, 0 },
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{ "hasbottom", 0, 0, 0, 0, 0, 0 },
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{ "hastopbottom", 0, 0, 0, 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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