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q3map2: make Smokin'Guns code not requiring a rebuild
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1 /* -------------------------------------------------------------------------------
2
3    Copyright (C) 1999-2006 Id Software, Inc. and contributors.
4    For a list of contributors, see the accompanying CONTRIBUTORS file.
5
6    This file is part of GtkRadiant.
7
8    GtkRadiant is free software; you can redistribute it and/or modify
9    it under the terms of the GNU General Public License as published by
10    the Free Software Foundation; either version 2 of the License, or
11    (at your option) any later version.
12
13    GtkRadiant is distributed in the hope that it will be useful,
14    but WITHOUT ANY WARRANTY; without even the implied warranty of
15    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16    GNU General Public License for more details.
17
18    You should have received a copy of the GNU General Public License
19    along with GtkRadiant; if not, write to the Free Software
20    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
21
22    ----------------------------------------------------------------------------------
23
24    This code has been altered significantly from its original form, to support
25    several games based on the Quake III Arena engine, in the form of "Q3Map2."
26
27    ------------------------------------------------------------------------------- */
28
29
30
31 /* marker */
32 #ifndef GAME_DQ_H
33 #define GAME_DQ_H
34
35 /* content and surface flags get form quake3 */
36
37 /* -------------------------------------------------------------------------------
38
39    game_t struct
40
41    ------------------------------------------------------------------------------- */
42
43 {
44         "dq",               /* -game x */
45         "basedq",           /* default base game data dir */
46         ".dq",              /* unix home sub-dir */
47         "dq",               /* magic path word */
48         "scripts",          /* shader directory */
49         64,                 /* max lightmapped surface verts */
50         999,                /* max surface verts */
51         6000,               /* max surface indexes */
52         qfalse,             /* enable per shader prefix surface flags and .tex file */
53         qfalse,             /* flares */
54         "flareshader",      /* default flare shader */
55         qfalse,             /* wolf lighting model? */
56         128,                /* lightmap width/height */
57         1.2f,               /* lightmap gamma */
58         qfalse,             /* lightmap sRGB */
59         qfalse,             /* texture sRGB */
60         qfalse,             /* color sRGB */
61         200.0f,             /* lightmap exposure */
62         1.0f,               /* lightmap compensate */
63         0.3f,               /* lightgrid scale */
64         0.6f,               /* lightgrid ambient scale */
65         qfalse,             /* light angle attenuation uses half-lambert curve */
66         qtrue,              /* disable shader lightstyles hack */
67         qtrue,              /* keep light entities on bsp */
68         4,                  /* default patchMeta subdivisions tolerance */
69         qtrue,              /* patch casting enabled */
70         qtrue,              /* compile deluxemaps */
71         1,                  /* deluxemaps default mode */
72         512,                /* minimap size */
73         1.0f,               /* minimap sharpener */
74         0.0f,               /* minimap border */
75         qtrue,              /* minimap keep aspect */
76         MINIMAP_MODE_GRAY,  /* minimap mode */
77         "%s.tga",           /* minimap name format */
78         "IBSP",             /* bsp file prefix */
79         46,                 /* bsp file version */
80         qfalse,             /* cod-style lump len/ofs order */
81         LoadIBSPFile,       /* bsp load function */
82         WriteIBSPFile,      /* bsp write function */
83
84         {
85                 /* name                         contentFlags                            contentFlagsClear                       surfaceFlags                            surfaceFlagsClear                       compileFlags                            compileFlagsClear */
86
87                 /* default */
88                 { "default",        Q_CONT_SOLID,               -1,                         0,                          -1,                         C_SOLID,                    -1 },
89
90
91                 /* ydnar */
92                 { "lightgrid",      0,                          0,                          0,                          0,                          C_LIGHTGRID,                0 },
93                 { "antiportal",     0,                          0,                          0,                          0,                          C_ANTIPORTAL,               0 },
94                 { "skip",           0,                          0,                          0,                          0,                          C_SKIP,                     0 },
95
96
97                 /* compiler */
98                 { "origin",         Q_CONT_ORIGIN,              Q_CONT_SOLID,               0,                          0,                          C_ORIGIN | C_TRANSLUCENT,   C_SOLID },
99                 { "areaportal",     Q_CONT_AREAPORTAL,          Q_CONT_SOLID,               0,                          0,                          C_AREAPORTAL | C_TRANSLUCENT,   C_SOLID },
100                 { "trans",          Q_CONT_TRANSLUCENT,         0,                          0,                          0,                          C_TRANSLUCENT,              0 },
101                 { "detail",         Q_CONT_DETAIL,              0,                          0,                          0,                          C_DETAIL,                   0 },
102                 { "structural",     Q_CONT_STRUCTURAL,          0,                          0,                          0,                          C_STRUCTURAL,               0 },
103                 { "hint",           0,                          0,                          Q_SURF_HINT,                0,                          C_HINT,                     0 },
104                 { "nodraw",         0,                          0,                          Q_SURF_NODRAW,              0,                          C_NODRAW,                   0 },
105
106                 { "alphashadow",    0,                          0,                          Q_SURF_ALPHASHADOW,         0,                          C_ALPHASHADOW | C_TRANSLUCENT,  0 },
107                 { "lightfilter",    0,                          0,                          Q_SURF_LIGHTFILTER,         0,                          C_LIGHTFILTER | C_TRANSLUCENT,  0 },
108                 { "nolightmap",     0,                          0,                          Q_SURF_VERTEXLIT,           0,                          C_VERTEXLIT,                0 },
109                 { "pointlight",     0,                          0,                          Q_SURF_VERTEXLIT,           0,                          C_VERTEXLIT,                0 },
110
111
112                 /* game */
113                 { "nonsolid",       0,                          Q_CONT_SOLID,               Q_SURF_NONSOLID,            0,                          0,                          C_SOLID },
114
115                 { "trigger",        Q_CONT_TRIGGER,             Q_CONT_SOLID,               0,                          0,                          C_TRANSLUCENT,              C_SOLID },
116
117                 { "water",          Q_CONT_WATER,               Q_CONT_SOLID,               0,                          0,                          C_LIQUID | C_TRANSLUCENT,   C_SOLID },
118                 { "slime",          Q_CONT_SLIME,               Q_CONT_SOLID,               0,                          0,                          C_LIQUID | C_TRANSLUCENT,   C_SOLID },
119                 { "lava",           Q_CONT_LAVA,                Q_CONT_SOLID,               0,                          0,                          C_LIQUID | C_TRANSLUCENT,   C_SOLID },
120
121                 { "playerclip",     Q_CONT_PLAYERCLIP,          Q_CONT_SOLID,               0,                          0,                          C_DETAIL | C_TRANSLUCENT,   C_SOLID },
122                 { "monsterclip",    Q_CONT_MONSTERCLIP,         Q_CONT_SOLID,               0,                          0,                          C_DETAIL | C_TRANSLUCENT,   C_SOLID },
123                 { "nodrop",         Q_CONT_NODROP,              Q_CONT_SOLID,               0,                          0,                          C_TRANSLUCENT,              C_SOLID },
124
125                 { "clusterportal",  Q_CONT_CLUSTERPORTAL,       Q_CONT_SOLID,               0,                          0,                          C_TRANSLUCENT,              C_SOLID },
126                 { "donotenter",     Q_CONT_DONOTENTER,          Q_CONT_SOLID,               0,                          0,                          C_TRANSLUCENT,              C_SOLID },
127                 { "botclip",        Q_CONT_BOTCLIP,             Q_CONT_SOLID,               0,                          0,                          C_TRANSLUCENT,              C_SOLID },
128
129                 { "fog",            Q_CONT_FOG,                 Q_CONT_SOLID,               0,                          0,                          C_FOG,                      C_SOLID },
130                 { "sky",            0,                          0,                          Q_SURF_SKY,                 0,                          C_SKY,                      0 },
131
132                 { "slick",          0,                          0,                          Q_SURF_SLICK,               0,                          0,                          0 },
133
134                 { "noimpact",       0,                          0,                          Q_SURF_NOIMPACT,            0,                          0,                          0 },
135                 { "nomarks",        0,                          0,                          Q_SURF_NOMARKS,             0,                          C_NOMARKS,                  0 },
136                 { "ladder",         0,                          0,                          Q_SURF_LADDER,              0,                          0,                          0 },
137                 { "nodamage",       0,                          0,                          Q_SURF_NODAMAGE,            0,                          0,                          0 },
138                 { "metalsteps",     0,                          0,                          Q_SURF_METALSTEPS,          0,                          0,                          0 },
139                 { "flesh",          0,                          0,                          Q_SURF_FLESH,               0,                          0,                          0 },
140                 { "nosteps",        0,                          0,                          Q_SURF_NOSTEPS,             0,                          0,                          0 },
141                 { "nodlight",       0,                          0,                          Q_SURF_NODLIGHT,            0,                          0,                          0 },
142                 { "dust",           0,                          0,                          Q_SURF_DUST,                0,                          0,                          0 },
143
144
145                 /* null */
146                 { NULL, 0, 0, 0, 0, 0, 0 }
147         }
148 }
149
150
151
152 /* end marker */
153 #endif