import some q3map2 game options from gtkradiant tree
[xonotic/netradiant.git] / tools / quake3 / q3map2 / game_quakelive.h
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_QUAKELIVE_H
33 #define GAME_QUAKELIVE_H
34
35
36
37 /* -------------------------------------------------------------------------------
38
39    no content and surface flags here
40    they are the same as Quake 3's
41    (this file must be included AFTER game_quake3.h)
42
43    ------------------------------------------------------------------------------- */
44
45
46    /* -------------------------------------------------------------------------------
47
48    Additional surface flags for Quake Live
49
50    ------------------------------------------------------------------------------- */
51
52 #define Q_SURF_SNOWSTEPS        0x80000         // snow footsteps
53 #define Q_SURF_WOODSTEPS        0x100000        // wood footsteps
54 #define Q_SURF_DMGTHROUGH       0x200000        // Missile dmg through surface(?)
55                                                                                 // (This is not in use atm, will
56                                                                                 //  probably be re-purposed some day.)
57
58
59 /* -------------------------------------------------------------------------------
60
61    game_t struct
62
63    ------------------------------------------------------------------------------- */
64
65 {
66         "quakelive",        /* -game x */
67         "baseq3",           /* default base game data dir */
68         ".quakelive/quakelive/home",             /* unix home sub-dir */
69         "quake",            /* magic path word */
70         "scripts",          /* shader directory */
71         64,                 /* max lightmapped surface verts */
72         999,                /* max surface verts */
73         6000,               /* max surface indexes */
74         qfalse,             /* flares */
75         "flareshader",      /* default flare shader */
76         qfalse,             /* wolf lighting model? */
77         128,                /* lightmap width/height */
78         1.0f,               /* lightmap gamma */
79         qfalse,             /* lightmap sRGB */
80         qfalse,             /* texture sRGB */
81         qfalse,             /* color sRGB */
82         0.0f,               /* lightmap exposure */
83         1.0f,               /* lightmap compensate */
84         1.0f,               /* lightgrid scale */
85         1.0f,               /* lightgrid ambient scale */
86         qfalse,             /* light angle attenuation uses half-lambert curve */
87         qfalse,             /* disable shader lightstyles hack */
88         qfalse,             /* keep light entities on bsp */
89         8,                  /* default patchMeta subdivisions tolerance */
90         qfalse,             /* patch casting enabled */
91         qfalse,             /* compile deluxemaps */
92         0,                  /* deluxemaps default mode */
93         512,                /* minimap size */
94         1.0f,               /* minimap sharpener */
95         0.0f,               /* minimap border */
96         qtrue,              /* minimap keep aspect */
97         MINIMAP_MODE_GRAY,  /* minimap mode */
98         "%s.tga",           /* minimap name format */
99         "IBSP",             /* bsp file prefix */
100         47,                 /* bsp file version */
101         qfalse,             /* cod-style lump len/ofs order */
102         LoadIBSPFile,       /* bsp load function */
103         WriteIBSPFile,      /* bsp write function */
104
105         {
106                 /* name                         contentFlags                            contentFlagsClear                       surfaceFlags                            surfaceFlagsClear                       compileFlags                            compileFlagsClear */
107
108                 /* default */
109                 { "default",        Q_CONT_SOLID,               -1,                         0,                          -1,                         C_SOLID,                    -1 },
110
111
112                 /* ydnar */
113                 { "lightgrid",      0,                          0,                          0,                          0,                          C_LIGHTGRID,                0 },
114                 { "antiportal",     0,                          0,                          0,                          0,                          C_ANTIPORTAL,               0 },
115                 { "skip",           0,                          0,                          0,                          0,                          C_SKIP,                     0 },
116
117
118                 /* compiler */
119                 { "origin",         Q_CONT_ORIGIN,              Q_CONT_SOLID,               0,                          0,                          C_ORIGIN | C_TRANSLUCENT,   C_SOLID },
120                 { "areaportal",     Q_CONT_AREAPORTAL,          Q_CONT_SOLID,               0,                          0,                          C_AREAPORTAL | C_TRANSLUCENT,   C_SOLID },
121                 { "trans",          Q_CONT_TRANSLUCENT,         0,                          0,                          0,                          C_TRANSLUCENT,              0 },
122                 { "detail",         Q_CONT_DETAIL,              0,                          0,                          0,                          C_DETAIL,                   0 },
123                 { "structural",     Q_CONT_STRUCTURAL,          0,                          0,                          0,                          C_STRUCTURAL,               0 },
124                 { "hint",           0,                          0,                          Q_SURF_HINT,                0,                          C_HINT,                     0 },
125                 { "nodraw",         0,                          0,                          Q_SURF_NODRAW,              0,                          C_NODRAW,                   0 },
126
127                 { "alphashadow",    0,                          0,                          Q_SURF_ALPHASHADOW,         0,                          C_ALPHASHADOW | C_TRANSLUCENT,  0 },
128                 { "lightfilter",    0,                          0,                          Q_SURF_LIGHTFILTER,         0,                          C_LIGHTFILTER | C_TRANSLUCENT,  0 },
129                 { "nolightmap",     0,                          0,                          Q_SURF_VERTEXLIT,           0,                          C_VERTEXLIT,                0 },
130                 { "pointlight",     0,                          0,                          Q_SURF_VERTEXLIT,           0,                          C_VERTEXLIT,                0 },
131
132
133                 /* game */
134                 { "nonsolid",       0,                          Q_CONT_SOLID,               Q_SURF_NONSOLID,            0,                          0,                          C_SOLID },
135
136                 { "trigger",        Q_CONT_TRIGGER,             Q_CONT_SOLID,               0,                          0,                          C_TRANSLUCENT,              C_SOLID },
137
138                 { "water",          Q_CONT_WATER,               Q_CONT_SOLID,               0,                          0,                          C_LIQUID | C_TRANSLUCENT,   C_SOLID },
139                 { "slime",          Q_CONT_SLIME,               Q_CONT_SOLID,               0,                          0,                          C_LIQUID | C_TRANSLUCENT,   C_SOLID },
140                 { "lava",           Q_CONT_LAVA,                Q_CONT_SOLID,               0,                          0,                          C_LIQUID | C_TRANSLUCENT,   C_SOLID },
141
142                 { "playerclip",     Q_CONT_PLAYERCLIP,          Q_CONT_SOLID,               0,                          0,                          C_DETAIL | C_TRANSLUCENT,   C_SOLID },
143                 { "monsterclip",    Q_CONT_MONSTERCLIP,         Q_CONT_SOLID,               0,                          0,                          C_DETAIL | C_TRANSLUCENT,   C_SOLID },
144                 { "nodrop",         Q_CONT_NODROP,              Q_CONT_SOLID,               0,                          0,                          C_TRANSLUCENT,              C_SOLID },
145
146                 { "clusterportal",  Q_CONT_CLUSTERPORTAL,       Q_CONT_SOLID,               0,                          0,                          C_TRANSLUCENT,              C_SOLID },
147                 { "donotenter",     Q_CONT_DONOTENTER,          Q_CONT_SOLID,               0,                          0,                          C_TRANSLUCENT,              C_SOLID },
148                 { "botclip",        Q_CONT_BOTCLIP,             Q_CONT_SOLID,               0,                          0,                          C_TRANSLUCENT,              C_SOLID },
149
150                 { "fog",            Q_CONT_FOG,                 Q_CONT_SOLID,               0,                          0,                          C_FOG,                      C_SOLID },
151                 { "sky",            0,                          0,                          Q_SURF_SKY,                 0,                          C_SKY,                      0 },
152
153                 { "slick",          0,                          0,                          Q_SURF_SLICK,               0,                          0,                          0 },
154
155                 { "noimpact",       0,                          0,                          Q_SURF_NOIMPACT,            0,                          0,                          0 },
156                 { "nomarks",        0,                          0,                          Q_SURF_NOMARKS,             0,                          C_NOMARKS,                  0 },
157                 { "ladder",         0,                          0,                          Q_SURF_LADDER,              0,                          0,                          0 },
158                 { "nodamage",       0,                          0,                          Q_SURF_NODAMAGE,            0,                          0,                          0 },
159                 { "metalsteps",     0,                          0,                          Q_SURF_METALSTEPS,          0,                          0,                          0 },
160                 { "snowsteps",      0,                          0,                          Q_SURF_SNOWSTEPS,           0,                          0,                          0 },
161                 { "woodsteps",      0,                          0,                          Q_SURF_WOODSTEPS,           0,                          0,                          0 },
162                 { "dmgthrough",     0,                          0,                          Q_SURF_DMGTHROUGH,          0,                          0,                          0 },
163                 { "flesh",          0,                          0,                          Q_SURF_FLESH,               0,                          0,                          0 },
164                 { "nosteps",        0,                          0,                          Q_SURF_NOSTEPS,             0,                          0,                          0 },
165                 { "nodlight",       0,                          0,                          Q_SURF_NODLIGHT,            0,                          0,                          0 },
166                 { "dust",           0,                          0,                          Q_SURF_DUST,                0,                          0,                          0 },
167
168                 /* null */
169                 { NULL, 0, 0, 0, 0, 0, 0 }
170         }
171 }
172
173
174
175 /* end marker */
176 #endif