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1 /* -------------------------------------------------------------------------------
2
3    Copyright (C) 1999-2007 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_EF_H
33 #define GAME_EF_H
34
35
36
37 /* -------------------------------------------------------------------------------
38
39    content and surface flags
40
41    ------------------------------------------------------------------------------- */
42
43 /* game flags */
44 #define E_CONT_SOLID                1           /* an eye is never valid in a solid */
45 #define E_CONT_LAVA                 8
46 #define E_CONT_SLIME                16
47 #define E_CONT_WATER                32
48 #define E_CONT_FOG                  64
49 #define E_CONT_LADDER               128         /* elite force ladder contents */
50
51 #define E_CONT_AREAPORTAL           0x8000
52
53 #define E_CONT_PLAYERCLIP           0x10000
54 #define E_CONT_MONSTERCLIP          0x20000
55 #define E_CONT_SHOTCLIP             0x40000     /* elite force shot clip */
56 #define E_CONT_ITEM                 0x80000
57 #define E_CONT_CLUSTERPORTAL        0x100000
58 #define E_CONT_DONOTENTER           0x200000
59 #define E_CONT_BOTCLIP              0x400000
60
61 #define E_CONT_ORIGIN               0x1000000   /* removed before bsping an entity */
62
63 #define E_CONT_BODY                 0x2000000   /* should never be on a brush, only in game */
64 #define E_CONT_CORPSE               0x4000000
65 #define E_CONT_DETAIL               0x8000000   /* brushes not used for the bsp */
66 #define E_CONT_STRUCTURAL           0x10000000  /* brushes used for the bsp */
67 #define E_CONT_TRANSLUCENT          0x20000000  /* don't consume surface fragments inside */
68 #define E_CONT_TRIGGER              0x40000000
69 #define E_CONT_NODROP               0x80000000  /* don't leave bodies or items (death fog, lava) */
70
71 #define E_SURF_NODAMAGE             0x1         /* never give falling damage */
72 #define E_SURF_SLICK                0x2         /* effects game physics */
73 #define E_SURF_SKY                  0x4         /* lighting from environment map */
74 #define E_SURF_LADDER               0x8
75 #define E_SURF_NOIMPACT             0x10        /* don't make missile explosions */
76 #define E_SURF_NOMARKS              0x20        /* don't leave missile marks */
77 #define E_SURF_FLESH                0x40        /* make flesh sounds and effects */
78 #define E_SURF_NODRAW               0x80        /* don't generate a drawsurface at all */
79 #define E_SURF_HINT                 0x100       /* make a primary bsp splitter */
80 #define E_SURF_SKIP                 0x200       /* completely ignore, allowing non-closed brushes */
81 #define E_SURF_NOLIGHTMAP           0x400       /* surface doesn't need a lightmap */
82 #define E_SURF_POINTLIGHT           0x800       /* generate lighting info at vertexes */
83 #define E_SURF_METALSTEPS           0x1000      /* clanking footsteps */
84 #define E_SURF_NOSTEPS              0x2000      /* no footstep sounds */
85 #define E_SURF_NONSOLID             0x4000      /* don't collide against curves with this set */
86 #define E_SURF_LIGHTFILTER          0x8000      /* act as a light filter during q3map -light */
87 #define E_SURF_ALPHASHADOW          0x10000     /* do per-pixel light shadow casting in q3map */
88 #define E_SURF_NODLIGHT             0x20000     /* don't dlight even if solid (solid lava, skies) */
89 #define E_SURF_FORCEFIELD           0x40000     /* elite force forcefield brushes */
90
91 /* ydnar flags */
92 #define E_SURF_VERTEXLIT            ( E_SURF_POINTLIGHT | E_SURF_NOLIGHTMAP )
93
94
95
96 /* -------------------------------------------------------------------------------
97
98    game_t struct
99
100    ------------------------------------------------------------------------------- */
101
102 {
103         "ef",               /* -game x */
104         "baseef",           /* default base game data dir */
105         ".ef",              /* unix home sub-dir */
106         "elite",            /* magic path word */
107         "scripts",          /* shader directory */
108         64,                 /* max lightmapped surface verts */
109         999,                /* max surface verts */
110         6000,               /* max surface indexes */
111         qfalse,             /* flares */
112         "flareshader",      /* default flare shader */
113         qfalse,             /* wolf lighting model? */
114         128,                /* lightmap width/height */
115         1.0f,               /* lightmap gamma */
116         qfalse,             /* lightmap sRGB */
117         qfalse,             /* texture sRGB */
118         qfalse,             /* color sRGB */
119         0.0f,               /* lightmap exposure */
120         1.0f,               /* lightmap compensate */
121         1.0f,               /* lightgrid scale */
122         1.0f,               /* lightgrid ambient scale */
123         qfalse,             /* light angle attenuation uses half-lambert curve */
124         qfalse,             /* disable shader lightstyles hack */
125         qfalse,             /* keep light entities on bsp */
126         8,                  /* default patchMeta subdivisions tolerance */
127         qfalse,             /* patch casting enabled */
128         qfalse,             /* compile deluxemaps */
129         0,                  /* deluxemaps default mode */
130         512,                /* minimap size */
131         1.0f,               /* minimap sharpener */
132         0.0f,               /* minimap border */
133         qtrue,              /* minimap keep aspect */
134         MINIMAP_MODE_GRAY,  /* minimap mode */
135         "%s.tga",           /* minimap name format */
136         "IBSP",             /* bsp file prefix */
137         46,                 /* bsp file version */
138         qfalse,             /* cod-style lump len/ofs order */
139         LoadIBSPFile,       /* bsp load function */
140         WriteIBSPFile,      /* bsp write function */
141
142         {
143                 /* name                         contentFlags                            contentFlagsClear                       surfaceFlags                            surfaceFlagsClear                       compileFlags                            compileFlagsClear */
144
145                 /* default */
146                 { "default",        E_CONT_SOLID,               -1,                         0,                          -1,                         C_SOLID,                    -1 },
147
148
149                 /* ydnar */
150                 { "lightgrid",      0,                          0,                          0,                          0,                          C_LIGHTGRID,                0 },
151                 { "antiportal",     0,                          0,                          0,                          0,                          C_ANTIPORTAL,               0 },
152                 { "skip",           0,                          0,                          0,                          0,                          C_SKIP,                     0 },
153
154
155                 /* compiler */
156                 { "origin",         E_CONT_ORIGIN,              E_CONT_SOLID,               0,                          0,                          C_ORIGIN | C_TRANSLUCENT,   C_SOLID },
157                 { "areaportal",     E_CONT_AREAPORTAL,          E_CONT_SOLID,               0,                          0,                          C_AREAPORTAL | C_TRANSLUCENT,   C_SOLID },
158                 { "trans",          E_CONT_TRANSLUCENT,         0,                          0,                          0,                          C_TRANSLUCENT,              0 },
159                 { "detail",         E_CONT_DETAIL,              0,                          0,                          0,                          C_DETAIL,                   0 },
160                 { "structural",     E_CONT_STRUCTURAL,          0,                          0,                          0,                          C_STRUCTURAL,               0 },
161                 { "hint",           0,                          0,                          E_SURF_HINT,                0,                          C_HINT,                     0 },
162                 { "nodraw",         0,                          0,                          E_SURF_NODRAW,              0,                          C_NODRAW,                   0 },
163
164                 { "alphashadow",    0,                          0,                          E_SURF_ALPHASHADOW,         0,                          C_ALPHASHADOW | C_TRANSLUCENT,  0 },
165                 { "lightfilter",    0,                          0,                          E_SURF_LIGHTFILTER,         0,                          C_LIGHTFILTER | C_TRANSLUCENT,  0 },
166                 { "nolightmap",     0,                          0,                          E_SURF_VERTEXLIT,           0,                          C_VERTEXLIT,                0 },
167                 { "pointlight",     0,                          0,                          E_SURF_VERTEXLIT,           0,                          C_VERTEXLIT,                0 },
168
169
170                 /* game */
171                 { "nonsolid",       0,                          E_CONT_SOLID,               E_SURF_NONSOLID,            0,                          0,                          C_SOLID },
172
173                 { "trigger",        E_CONT_TRIGGER,             E_CONT_SOLID,               0,                          0,                          C_TRANSLUCENT,              C_SOLID },
174
175                 { "water",          E_CONT_WATER,               E_CONT_SOLID,               0,                          0,                          C_LIQUID | C_TRANSLUCENT,   C_SOLID },
176                 { "slime",          E_CONT_SLIME,               E_CONT_SOLID,               0,                          0,                          C_LIQUID | C_TRANSLUCENT,   C_SOLID },
177                 { "lava",           E_CONT_LAVA,                E_CONT_SOLID,               0,                          0,                          C_LIQUID | C_TRANSLUCENT,   C_SOLID },
178
179                 { "playerclip",     E_CONT_PLAYERCLIP,          E_CONT_SOLID,               0,                          0,                          C_DETAIL | C_TRANSLUCENT,   C_SOLID },
180                 { "monsterclip",    E_CONT_MONSTERCLIP,         E_CONT_SOLID,               0,                          0,                          C_DETAIL | C_TRANSLUCENT,   C_SOLID },
181                 { "shotclip",       E_CONT_SHOTCLIP,            E_CONT_SOLID,               0,                          0,                          C_DETAIL | C_TRANSLUCENT,   C_SOLID },
182                 { "nodrop",         E_CONT_NODROP,              E_CONT_SOLID,               0,                          0,                          C_TRANSLUCENT,              C_SOLID },
183
184                 { "clusterportal",  E_CONT_CLUSTERPORTAL,       E_CONT_SOLID,               0,                          0,                          C_TRANSLUCENT,              C_SOLID },
185                 { "donotenter",     E_CONT_DONOTENTER,          E_CONT_SOLID,               0,                          0,                          C_TRANSLUCENT,              C_SOLID },
186                 { "botclip",        E_CONT_BOTCLIP,             E_CONT_SOLID,               0,                          0,                          C_TRANSLUCENT,              C_SOLID },
187
188                 { "fog",            E_CONT_FOG,                 E_CONT_SOLID,               0,                          0,                          C_FOG,                      C_SOLID },
189                 { "sky",            0,                          0,                          E_SURF_SKY,                 0,                          C_SKY,                      0 },
190
191                 { "slick",          0,                          0,                          E_SURF_SLICK,               0,                          0,                          0 },
192
193                 { "noimpact",       0,                          0,                          E_SURF_NOIMPACT,            0,                          0,                          0 },
194                 { "nomarks",        0,                          0,                          E_SURF_NOMARKS,             0,                          C_NOMARKS,                  0 },
195                 { "ladder",         E_CONT_LADDER,              E_CONT_SOLID,               E_SURF_LADDER,              0,                          C_DETAIL | C_TRANSLUCENT,   C_SOLID },
196                 { "nodamage",       0,                          0,                          E_SURF_NODAMAGE,            0,                          0,                          0 },
197                 { "metalsteps",     0,                          0,                          E_SURF_METALSTEPS,          0,                          0,                          0 },
198                 { "flesh",          0,                          0,                          E_SURF_FLESH,               0,                          0,                          0 },
199                 { "nosteps",        0,                          0,                          E_SURF_NOSTEPS,             0,                          0,                          0 },
200                 { "nodlight",       0,                          0,                          E_SURF_NODLIGHT,            0,                          0,                          0 },
201                 { "forcefield",     0,                          0,                          E_SURF_FORCEFIELD,          0,                          0,                          0 },
202
203
204                 /* null */
205                 { NULL, 0, 0, 0, 0, 0, 0 }
206         }
207 }
208
209
210
211 /* end marker */
212 #endif