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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_JA_H
33 #define GAME_JA_H
34
35
36
37 /* -------------------------------------------------------------------------------
38
39    content and surface flags
40
41    ------------------------------------------------------------------------------- */
42
43 /* this file must be included *after* game_sof2.h and game_jk2.h because they share defines! */
44
45 #define JA_CONT_INSIDE          0x10000000  /* jedi academy 'inside' */
46 #define JA_SURF_FORCESIGHT      0x02000000  /* jedi academy 'forcesight' */
47
48
49
50 /* -------------------------------------------------------------------------------
51
52    game_t struct
53
54    ------------------------------------------------------------------------------- */
55
56 {
57         "ja",               /* -game x */
58         "base",             /* default base game data dir */
59         ".ja",              /* unix home sub-dir */
60         "GameData",         /* magic path word */
61         "shaders",          /* shader directory */
62         64,                 /* max lightmapped surface verts */
63         999,                /* max surface verts */
64         6000,               /* max surface indexes */
65         qtrue,              /* flares */
66         "gfx/misc/flare",   /* default flare shader */
67         qfalse,             /* wolf lighting model? */
68         128,                /* lightmap width/height */
69         1.0f,               /* lightmap gamma */
70         qfalse,             /* lightmap sRGB */
71         qfalse,             /* texture sRGB */
72         qfalse,             /* color sRGB */
73         0.0f,               /* lightmap exposure */
74         1.0f,               /* lightmap compensate */
75         1.0f,               /* lightgrid scale */
76         1.0f,               /* lightgrid ambient scale */
77         qfalse,             /* light angle attenuation uses half-lambert curve */
78         qfalse,             /* disable shader lightstyles hack */
79         qfalse,             /* keep light entities on bsp */
80         8,                  /* default patchMeta subdivisions tolerance */
81         qfalse,             /* patch casting enabled */
82         qfalse,             /* compile deluxemaps */
83         0,                  /* deluxemaps default mode */
84         512,                /* minimap size */
85         1.0f,               /* minimap sharpener */
86         0.0f,               /* minimap border */
87         qtrue,              /* minimap keep aspect */
88         MINIMAP_MODE_GRAY,  /* minimap mode */
89         "%s.tga",           /* minimap name format */
90         "RBSP",             /* bsp file prefix */
91         1,                  /* bsp file version */
92         qfalse,             /* cod-style lump len/ofs order */
93         LoadRBSPFile,       /* bsp load function */
94         WriteRBSPFile,      /* bsp write function */
95
96         {
97                 /* name                         contentFlags                            contentFlagsClear                       surfaceFlags                            surfaceFlagsClear                       compileFlags                            compileFlagsClear */
98
99                 /* default */
100                 { "default",        S_CONT_SOLID | S_CONT_OPAQUE,   -1,                     0,                          -1,                         C_SOLID,                    -1 },
101
102
103                 /* ydnar */
104                 { "lightgrid",      0,                          0,                          0,                          0,                          C_LIGHTGRID,                0 },
105                 { "antiportal",     0,                          0,                          0,                          0,                          C_ANTIPORTAL,               0 },
106                 { "skip",           0,                          0,                          0,                          0,                          C_SKIP,                     0 },
107
108
109                 /* compiler */
110                 { "origin",         0,                          S_CONT_SOLID,               0,                          0,                          C_ORIGIN | C_TRANSLUCENT,   C_SOLID },
111                 { "areaportal",     S_CONT_TRANSLUCENT,         S_CONT_SOLID | S_CONT_OPAQUE,   0,                      0,                          C_AREAPORTAL | C_TRANSLUCENT,   C_SOLID },
112                 { "trans",          S_CONT_TRANSLUCENT,         0,                          0,                          0,                          C_TRANSLUCENT,              0 },
113                 { "detail",         S_CONT_DETAIL,              0,                          0,                          0,                          C_DETAIL,                   0 },
114                 { "structural",     0,                          0,                          0,                          0,                          C_STRUCTURAL,               0 },
115                 { "hint",           0,                          0,                          0,                          0,                          C_HINT,                     0 },
116                 { "nodraw",         0,                          0,                          S_SURF_NODRAW,              0,                          C_NODRAW,                   0 },
117
118                 { "alphashadow",    0,                          0,                          0,                          0,                          C_ALPHASHADOW | C_TRANSLUCENT,  0 },
119                 { "lightfilter",    0,                          0,                          0,                          0,                          C_LIGHTFILTER | C_TRANSLUCENT,  0 },
120                 { "nolightmap",     0,                          0,                          0,                          0,                          C_VERTEXLIT,                0 },
121                 { "pointlight",     0,                          0,                          0,                          0,                          C_VERTEXLIT,                0 },
122
123
124                 /* game */
125                 { "nonsolid",       0,                          S_CONT_SOLID,               0,                          0,                          0,                          C_SOLID },
126                 { "nonopaque",      0,                          S_CONT_OPAQUE,              0,                          0,                          C_TRANSLUCENT,              0 },        /* setting trans ok? */
127
128                 { "trigger",        S_CONT_TRIGGER,             S_CONT_SOLID | S_CONT_OPAQUE,   0,                      0,                          C_TRANSLUCENT,              C_SOLID },
129
130                 { "water",          S_CONT_WATER,               S_CONT_SOLID,               0,                          0,                          C_LIQUID | C_TRANSLUCENT,   C_SOLID },
131                 { "slime",          S_CONT_SLIME,               S_CONT_SOLID,               0,                          0,                          C_LIQUID | C_TRANSLUCENT,   C_SOLID },
132                 { "lava",           S_CONT_LAVA,                S_CONT_SOLID,               0,                          0,                          C_LIQUID | C_TRANSLUCENT,   C_SOLID },
133
134                 { "shotclip",       S_CONT_SHOTCLIP,            S_CONT_SOLID | S_CONT_OPAQUE,   0,                      0,                          C_DETAIL | C_TRANSLUCENT,   C_SOLID },  /* setting trans/detail ok? */
135                 { "playerclip",     S_CONT_PLAYERCLIP,          S_CONT_SOLID | S_CONT_OPAQUE,   0,                      0,                          C_DETAIL | C_TRANSLUCENT,   C_SOLID },
136                 { "monsterclip",    S_CONT_MONSTERCLIP,         S_CONT_SOLID | S_CONT_OPAQUE,   0,                      0,                          C_DETAIL | C_TRANSLUCENT,   C_SOLID },
137                 { "nodrop",         S_CONT_NODROP,              S_CONT_SOLID | S_CONT_OPAQUE,   0,                      0,                          C_DETAIL | C_TRANSLUCENT,   C_SOLID },
138
139                 { "terrain",        S_CONT_TERRAIN,             S_CONT_SOLID | S_CONT_OPAQUE,   0,                      0,                          C_DETAIL | C_TRANSLUCENT,   C_SOLID },
140                 { "ladder",         S_CONT_LADDER,              S_CONT_SOLID | S_CONT_OPAQUE,   0,                      0,                          C_DETAIL | C_TRANSLUCENT,   C_SOLID },
141                 { "abseil",         S_CONT_ABSEIL,              S_CONT_SOLID | S_CONT_OPAQUE,   0,                      0,                          C_DETAIL | C_TRANSLUCENT,   C_SOLID },
142                 { "outside",        S_CONT_OUTSIDE,             S_CONT_SOLID | S_CONT_OPAQUE,   0,                      0,                          C_DETAIL | C_TRANSLUCENT,   C_SOLID },
143
144                 { "botclip",        S_CONT_BOTCLIP,             S_CONT_SOLID | S_CONT_OPAQUE,   0,                      0,                          C_DETAIL | C_TRANSLUCENT,   C_SOLID },
145
146                 { "fog",            S_CONT_FOG,                 S_CONT_SOLID | S_CONT_OPAQUE,   0,                      0,                          C_FOG | C_DETAIL | C_TRANSLUCENT,   C_SOLID },  /* nonopaque? */
147                 { "sky",            0,                          0,                          S_SURF_SKY,                 0,                          C_SKY,                      0 },
148
149                 { "slick",          0,                          0,                          S_SURF_SLICK,               0,                          0,                          0 },
150
151                 { "noimpact",       0,                          0,                          S_SURF_NOIMPACT,            0,                          0,                          0 },
152                 { "nomarks",        0,                          0,                          S_SURF_NOMARKS,             0,                          C_NOMARKS,                  0 },
153                 { "nodamage",       0,                          0,                          S_SURF_NODAMAGE,            0,                          0,                          0 },
154                 { "metalsteps",     0,                          0,                          S_SURF_METALSTEPS,          0,                          0,                          0 },
155                 { "nosteps",        0,                          0,                          S_SURF_NOSTEPS,             0,                          0,                          0 },
156                 { "nodlight",       0,                          0,                          S_SURF_NODLIGHT,            0,                          0,                          0 },
157                 { "nomiscents",     0,                          0,                          S_SURF_NOMISCENTS,          0,                          0,                          0 },
158                 { "forcefield",     0,                          0,                          S_SURF_FORCEFIELD,          0,                          0,                          0 },
159
160                 /* jedi academy */
161                 { "inside",         JA_CONT_INSIDE,             0,                          0,                          0,                          0,                          0 },
162                 { "forcesight",     0,                          0,                          JA_SURF_FORCESIGHT,         0,                          0,                          0 },
163
164                 /* materials */
165                 { "*mat_none",      0,                          0,                          S_MAT_NONE,                 S_MAT_MASK,                 0,                          0 },
166                 { "*mat_solidwood", 0,                          0,                          S_MAT_SOLIDWOOD,            S_MAT_MASK,                 0,                          0 },
167                 { "*mat_hollowwood",    0,                      0,                          S_MAT_HOLLOWWOOD,           S_MAT_MASK,                 0,                          0 },
168                 { "*mat_solidmetal",    0,                      0,                          S_MAT_SOLIDMETAL,           S_MAT_MASK,                 0,                          0 },
169                 { "*mat_hollowmetal",   0,                      0,                          S_MAT_HOLLOWMETAL,          S_MAT_MASK,                 0,                          0 },
170                 { "*mat_shortgrass",    0,                      0,                          S_MAT_SHORTGRASS,           S_MAT_MASK,                 0,                          0 },
171                 { "*mat_longgrass",     0,                      0,                          S_MAT_LONGGRASS,            S_MAT_MASK,                 0,                          0 },
172                 { "*mat_dirt",      0,                          0,                          S_MAT_DIRT,                 S_MAT_MASK,                 0,                          0 },
173                 { "*mat_sand",      0,                          0,                          S_MAT_SAND,                 S_MAT_MASK,                 0,                          0 },
174                 { "*mat_gravel",    0,                          0,                          S_MAT_GRAVEL,               S_MAT_MASK,                 0,                          0 },
175                 { "*mat_glass",     0,                          0,                          S_MAT_GLASS,                S_MAT_MASK,                 0,                          0 },
176                 { "*mat_concrete",  0,                          0,                          S_MAT_CONCRETE,             S_MAT_MASK,                 0,                          0 },
177                 { "*mat_marble",    0,                          0,                          S_MAT_MARBLE,               S_MAT_MASK,                 0,                          0 },
178                 { "*mat_water",     0,                          0,                          S_MAT_WATER,                S_MAT_MASK,                 0,                          0 },
179                 { "*mat_snow",      0,                          0,                          S_MAT_SNOW,                 S_MAT_MASK,                 0,                          0 },
180                 { "*mat_ice",       0,                          0,                          S_MAT_ICE,                  S_MAT_MASK,                 0,                          0 },
181                 { "*mat_flesh",     0,                          0,                          S_MAT_FLESH,                S_MAT_MASK,                 0,                          0 },
182                 { "*mat_mud",       0,                          0,                          S_MAT_MUD,                  S_MAT_MASK,                 0,                          0 },
183                 { "*mat_bpglass",   0,                          0,                          S_MAT_BPGLASS,              S_MAT_MASK,                 0,                          0 },
184                 { "*mat_dryleaves", 0,                          0,                          S_MAT_DRYLEAVES,            S_MAT_MASK,                 0,                          0 },
185                 { "*mat_greenleaves",   0,                      0,                          S_MAT_GREENLEAVES,          S_MAT_MASK,                 0,                          0 },
186                 { "*mat_fabric",    0,                          0,                          S_MAT_FABRIC,               S_MAT_MASK,                 0,                          0 },
187                 { "*mat_canvas",    0,                          0,                          S_MAT_CANVAS,               S_MAT_MASK,                 0,                          0 },
188                 { "*mat_rock",      0,                          0,                          S_MAT_ROCK,                 S_MAT_MASK,                 0,                          0 },
189                 { "*mat_rubber",    0,                          0,                          S_MAT_RUBBER,               S_MAT_MASK,                 0,                          0 },
190                 { "*mat_plastic",   0,                          0,                          S_MAT_PLASTIC,              S_MAT_MASK,                 0,                          0 },
191                 { "*mat_tiles",     0,                          0,                          S_MAT_TILES,                S_MAT_MASK,                 0,                          0 },
192                 { "*mat_carpet",    0,                          0,                          S_MAT_CARPET,               S_MAT_MASK,                 0,                          0 },
193                 { "*mat_plaster",   0,                          0,                          S_MAT_PLASTER,              S_MAT_MASK,                 0,                          0 },
194                 { "*mat_shatterglass",  0,                      0,                          S_MAT_SHATTERGLASS,         S_MAT_MASK,                 0,                          0 },
195                 { "*mat_armor",     0,                          0,                          S_MAT_ARMOR,                S_MAT_MASK,                 0,                          0 },
196                 { "*mat_computer",  0,                          0,                          S_MAT_COMPUTER,             S_MAT_MASK,                 0,                          0 },
197
198
199                 /* null */
200                 { NULL, 0, 0, 0, 0, 0, 0 }
201         }
202 }
203
204
205
206 /* end marker */
207 #endif