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