X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=tools%2Fquake3%2Fq3map2%2Fgame_ef.h;h=efce240d505d76764d9a0451bff01fbfe022c39b;hb=830125fad042fad35dc029b6eb57c8156ad7e176;hp=f8d21d1a59ef0629dd9baa69d3bd38b420ff9dc0;hpb=515673c08f8718a237e90c2130a1f5294f966d6a;p=xonotic%2Fnetradiant.git diff --git a/tools/quake3/q3map2/game_ef.h b/tools/quake3/q3map2/game_ef.h index f8d21d1a..efce240d 100644 --- a/tools/quake3/q3map2/game_ef.h +++ b/tools/quake3/q3map2/game_ef.h @@ -1,30 +1,30 @@ /* ------------------------------------------------------------------------------- -Copyright (C) 1999-2007 id Software, Inc. and contributors. -For a list of contributors, see the accompanying CONTRIBUTORS file. + 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. + 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 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. + 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 + 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." + 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." -------------------------------------------------------------------------------- */ + ------------------------------------------------------------------------------- */ @@ -36,152 +36,152 @@ several games based on the Quake III Arena engine, in the form of "Q3Map2." /* ------------------------------------------------------------------------------- -content and surface flags + content and surface flags -------------------------------------------------------------------------------- */ + ------------------------------------------------------------------------------- */ /* game flags */ -#define E_CONT_SOLID 1 /* an eye is never valid in a solid */ -#define E_CONT_LAVA 8 -#define E_CONT_SLIME 16 -#define E_CONT_WATER 32 -#define E_CONT_FOG 64 -#define E_CONT_LADDER 128 /* elite force ladder contents */ - -#define E_CONT_AREAPORTAL 0x8000 - -#define E_CONT_PLAYERCLIP 0x10000 -#define E_CONT_MONSTERCLIP 0x20000 -#define E_CONT_SHOTCLIP 0x40000 /* elite force shot clip */ -#define E_CONT_ITEM 0x80000 -#define E_CONT_CLUSTERPORTAL 0x100000 -#define E_CONT_DONOTENTER 0x200000 -#define E_CONT_BOTCLIP 0x400000 - -#define E_CONT_ORIGIN 0x1000000 /* removed before bsping an entity */ - -#define E_CONT_BODY 0x2000000 /* should never be on a brush, only in game */ -#define E_CONT_CORPSE 0x4000000 -#define E_CONT_DETAIL 0x8000000 /* brushes not used for the bsp */ -#define E_CONT_STRUCTURAL 0x10000000 /* brushes used for the bsp */ -#define E_CONT_TRANSLUCENT 0x20000000 /* don't consume surface fragments inside */ -#define E_CONT_TRIGGER 0x40000000 -#define E_CONT_NODROP 0x80000000 /* don't leave bodies or items (death fog, lava) */ - -#define E_SURF_NODAMAGE 0x1 /* never give falling damage */ -#define E_SURF_SLICK 0x2 /* effects game physics */ -#define E_SURF_SKY 0x4 /* lighting from environment map */ -#define E_SURF_LADDER 0x8 -#define E_SURF_NOIMPACT 0x10 /* don't make missile explosions */ -#define E_SURF_NOMARKS 0x20 /* don't leave missile marks */ -#define E_SURF_FLESH 0x40 /* make flesh sounds and effects */ -#define E_SURF_NODRAW 0x80 /* don't generate a drawsurface at all */ -#define E_SURF_HINT 0x100 /* make a primary bsp splitter */ -#define E_SURF_SKIP 0x200 /* completely ignore, allowing non-closed brushes */ -#define E_SURF_NOLIGHTMAP 0x400 /* surface doesn't need a lightmap */ -#define E_SURF_POINTLIGHT 0x800 /* generate lighting info at vertexes */ -#define E_SURF_METALSTEPS 0x1000 /* clanking footsteps */ -#define E_SURF_NOSTEPS 0x2000 /* no footstep sounds */ -#define E_SURF_NONSOLID 0x4000 /* don't collide against curves with this set */ -#define E_SURF_LIGHTFILTER 0x8000 /* act as a light filter during q3map -light */ -#define E_SURF_ALPHASHADOW 0x10000 /* do per-pixel light shadow casting in q3map */ -#define E_SURF_NODLIGHT 0x20000 /* don't dlight even if solid (solid lava, skies) */ -#define E_SURF_FORCEFIELD 0x40000 /* elite force forcefield brushes */ +#define E_CONT_SOLID 1 /* an eye is never valid in a solid */ +#define E_CONT_LAVA 8 +#define E_CONT_SLIME 16 +#define E_CONT_WATER 32 +#define E_CONT_FOG 64 +#define E_CONT_LADDER 128 /* elite force ladder contents */ + +#define E_CONT_AREAPORTAL 0x8000 + +#define E_CONT_PLAYERCLIP 0x10000 +#define E_CONT_MONSTERCLIP 0x20000 +#define E_CONT_SHOTCLIP 0x40000 /* elite force shot clip */ +#define E_CONT_ITEM 0x80000 +#define E_CONT_CLUSTERPORTAL 0x100000 +#define E_CONT_DONOTENTER 0x200000 +#define E_CONT_BOTCLIP 0x400000 + +#define E_CONT_ORIGIN 0x1000000 /* removed before bsping an entity */ + +#define E_CONT_BODY 0x2000000 /* should never be on a brush, only in game */ +#define E_CONT_CORPSE 0x4000000 +#define E_CONT_DETAIL 0x8000000 /* brushes not used for the bsp */ +#define E_CONT_STRUCTURAL 0x10000000 /* brushes used for the bsp */ +#define E_CONT_TRANSLUCENT 0x20000000 /* don't consume surface fragments inside */ +#define E_CONT_TRIGGER 0x40000000 +#define E_CONT_NODROP 0x80000000 /* don't leave bodies or items (death fog, lava) */ + +#define E_SURF_NODAMAGE 0x1 /* never give falling damage */ +#define E_SURF_SLICK 0x2 /* effects game physics */ +#define E_SURF_SKY 0x4 /* lighting from environment map */ +#define E_SURF_LADDER 0x8 +#define E_SURF_NOIMPACT 0x10 /* don't make missile explosions */ +#define E_SURF_NOMARKS 0x20 /* don't leave missile marks */ +#define E_SURF_FLESH 0x40 /* make flesh sounds and effects */ +#define E_SURF_NODRAW 0x80 /* don't generate a drawsurface at all */ +#define E_SURF_HINT 0x100 /* make a primary bsp splitter */ +#define E_SURF_SKIP 0x200 /* completely ignore, allowing non-closed brushes */ +#define E_SURF_NOLIGHTMAP 0x400 /* surface doesn't need a lightmap */ +#define E_SURF_POINTLIGHT 0x800 /* generate lighting info at vertexes */ +#define E_SURF_METALSTEPS 0x1000 /* clanking footsteps */ +#define E_SURF_NOSTEPS 0x2000 /* no footstep sounds */ +#define E_SURF_NONSOLID 0x4000 /* don't collide against curves with this set */ +#define E_SURF_LIGHTFILTER 0x8000 /* act as a light filter during q3map -light */ +#define E_SURF_ALPHASHADOW 0x10000 /* do per-pixel light shadow casting in q3map */ +#define E_SURF_NODLIGHT 0x20000 /* don't dlight even if solid (solid lava, skies) */ +#define E_SURF_FORCEFIELD 0x40000 /* elite force forcefield brushes */ /* ydnar flags */ -#define E_SURF_VERTEXLIT (E_SURF_POINTLIGHT | E_SURF_NOLIGHTMAP) +#define E_SURF_VERTEXLIT ( E_SURF_POINTLIGHT | E_SURF_NOLIGHTMAP ) /* ------------------------------------------------------------------------------- -game_t struct + game_t struct -------------------------------------------------------------------------------- */ + ------------------------------------------------------------------------------- */ { - "ef", /* -game x */ - "baseef", /* default base game data dir */ - ".ef", /* unix home sub-dir */ - "elite", /* 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 */ - qfalse, /* wolf lighting model? */ - 128, /* lightmap width/height */ - 1.0f, /* lightmap gamma */ - 1.0f, /* lightmap compensate */ - "IBSP", /* bsp file prefix */ - 46, /* bsp file version */ - qfalse, /* cod-style lump len/ofs order */ - LoadIBSPFile, /* bsp load function */ - WriteIBSPFile, /* bsp write function */ - + "ef", /* -game x */ + "baseef", /* default base game data dir */ + ".ef", /* unix home sub-dir */ + "elite", /* 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 */ + qfalse, /* wolf lighting model? */ + 128, /* lightmap width/height */ + 1.0f, /* lightmap gamma */ + 1.0f, /* lightmap compensate */ + "IBSP", /* bsp file prefix */ + 46, /* 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", E_CONT_SOLID, -1, 0, -1, C_SOLID, -1 }, - - + { "default", E_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 }, - - + { "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", E_CONT_ORIGIN, E_CONT_SOLID, 0, 0, C_ORIGIN | C_TRANSLUCENT, C_SOLID }, - { "areaportal", E_CONT_AREAPORTAL, E_CONT_SOLID, 0, 0, C_AREAPORTAL | C_TRANSLUCENT, C_SOLID }, - { "trans", E_CONT_TRANSLUCENT, 0, 0, 0, C_TRANSLUCENT, 0 }, - { "detail", E_CONT_DETAIL, 0, 0, 0, C_DETAIL, 0 }, - { "structural", E_CONT_STRUCTURAL, 0, 0, 0, C_STRUCTURAL, 0 }, - { "hint", 0, 0, E_SURF_HINT, 0, C_HINT, 0 }, - { "nodraw", 0, 0, E_SURF_NODRAW, 0, C_NODRAW, 0 }, - - { "alphashadow", 0, 0, E_SURF_ALPHASHADOW, 0, C_ALPHASHADOW | C_TRANSLUCENT, 0 }, - { "lightfilter", 0, 0, E_SURF_LIGHTFILTER, 0, C_LIGHTFILTER | C_TRANSLUCENT, 0 }, - { "nolightmap", 0, 0, E_SURF_VERTEXLIT, 0, C_VERTEXLIT, 0 }, - { "pointlight", 0, 0, E_SURF_VERTEXLIT, 0, C_VERTEXLIT, 0 }, - - + { "origin", E_CONT_ORIGIN, E_CONT_SOLID, 0, 0, C_ORIGIN | C_TRANSLUCENT, C_SOLID }, + { "areaportal", E_CONT_AREAPORTAL, E_CONT_SOLID, 0, 0, C_AREAPORTAL | C_TRANSLUCENT, C_SOLID }, + { "trans", E_CONT_TRANSLUCENT, 0, 0, 0, C_TRANSLUCENT, 0 }, + { "detail", E_CONT_DETAIL, 0, 0, 0, C_DETAIL, 0 }, + { "structural", E_CONT_STRUCTURAL, 0, 0, 0, C_STRUCTURAL, 0 }, + { "hint", 0, 0, E_SURF_HINT, 0, C_HINT, 0 }, + { "nodraw", 0, 0, E_SURF_NODRAW, 0, C_NODRAW, 0 }, + + { "alphashadow", 0, 0, E_SURF_ALPHASHADOW, 0, C_ALPHASHADOW | C_TRANSLUCENT, 0 }, + { "lightfilter", 0, 0, E_SURF_LIGHTFILTER, 0, C_LIGHTFILTER | C_TRANSLUCENT, 0 }, + { "nolightmap", 0, 0, E_SURF_VERTEXLIT, 0, C_VERTEXLIT, 0 }, + { "pointlight", 0, 0, E_SURF_VERTEXLIT, 0, C_VERTEXLIT, 0 }, + + /* game */ - { "nonsolid", 0, E_CONT_SOLID, E_SURF_NONSOLID, 0, 0, C_SOLID }, - - { "trigger", E_CONT_TRIGGER, E_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID }, - - { "water", E_CONT_WATER, E_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID }, - { "slime", E_CONT_SLIME, E_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID }, - { "lava", E_CONT_LAVA, E_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID }, - - { "playerclip", E_CONT_PLAYERCLIP, E_CONT_SOLID, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID }, - { "monsterclip", E_CONT_MONSTERCLIP, E_CONT_SOLID, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID }, - { "shotclip", E_CONT_SHOTCLIP, E_CONT_SOLID, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID }, - { "nodrop", E_CONT_NODROP, E_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID }, - - { "clusterportal", E_CONT_CLUSTERPORTAL, E_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID }, - { "donotenter", E_CONT_DONOTENTER, E_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID }, - { "botclip", E_CONT_BOTCLIP, E_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID }, - - { "fog", E_CONT_FOG, E_CONT_SOLID, 0, 0, C_FOG, C_SOLID }, - { "sky", 0, 0, E_SURF_SKY, 0, C_SKY, 0 }, - - { "slick", 0, 0, E_SURF_SLICK, 0, 0, 0 }, - - { "noimpact", 0, 0, E_SURF_NOIMPACT, 0, 0, 0 }, - { "nomarks", 0, 0, E_SURF_NOMARKS, 0, C_NOMARKS, 0 }, - { "ladder", E_CONT_LADDER, E_CONT_SOLID, E_SURF_LADDER, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID }, - { "nodamage", 0, 0, E_SURF_NODAMAGE, 0, 0, 0 }, - { "metalsteps", 0, 0, E_SURF_METALSTEPS, 0, 0, 0 }, - { "flesh", 0, 0, E_SURF_FLESH, 0, 0, 0 }, - { "nosteps", 0, 0, E_SURF_NOSTEPS, 0, 0, 0 }, - { "nodlight", 0, 0, E_SURF_NODLIGHT, 0, 0, 0 }, - { "forcefield", 0, 0, E_SURF_FORCEFIELD, 0, 0, 0 }, - - + { "nonsolid", 0, E_CONT_SOLID, E_SURF_NONSOLID, 0, 0, C_SOLID }, + + { "trigger", E_CONT_TRIGGER, E_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID }, + + { "water", E_CONT_WATER, E_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID }, + { "slime", E_CONT_SLIME, E_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID }, + { "lava", E_CONT_LAVA, E_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID }, + + { "playerclip", E_CONT_PLAYERCLIP, E_CONT_SOLID, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID }, + { "monsterclip", E_CONT_MONSTERCLIP, E_CONT_SOLID, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID }, + { "shotclip", E_CONT_SHOTCLIP, E_CONT_SOLID, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID }, + { "nodrop", E_CONT_NODROP, E_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID }, + + { "clusterportal", E_CONT_CLUSTERPORTAL, E_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID }, + { "donotenter", E_CONT_DONOTENTER, E_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID }, + { "botclip", E_CONT_BOTCLIP, E_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID }, + + { "fog", E_CONT_FOG, E_CONT_SOLID, 0, 0, C_FOG, C_SOLID }, + { "sky", 0, 0, E_SURF_SKY, 0, C_SKY, 0 }, + + { "slick", 0, 0, E_SURF_SLICK, 0, 0, 0 }, + + { "noimpact", 0, 0, E_SURF_NOIMPACT, 0, 0, 0 }, + { "nomarks", 0, 0, E_SURF_NOMARKS, 0, C_NOMARKS, 0 }, + { "ladder", E_CONT_LADDER, E_CONT_SOLID, E_SURF_LADDER, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID }, + { "nodamage", 0, 0, E_SURF_NODAMAGE, 0, 0, 0 }, + { "metalsteps", 0, 0, E_SURF_METALSTEPS, 0, 0, 0 }, + { "flesh", 0, 0, E_SURF_FLESH, 0, 0, 0 }, + { "nosteps", 0, 0, E_SURF_NOSTEPS, 0, 0, 0 }, + { "nodlight", 0, 0, E_SURF_NODLIGHT, 0, 0, 0 }, + { "forcefield", 0, 0, E_SURF_FORCEFIELD, 0, 0, 0 }, + + /* null */ { NULL, 0, 0, 0, 0, 0, 0 } } @@ -191,4 +191,3 @@ game_t struct /* end marker */ #endif -