]> de.git.xonotic.org Git - xonotic/netradiant.git/blob - tools/quake3/q3map2/game_sof2.h
Merge branch 'master' into divVerent/farplanedist-sky-fix
[xonotic/netradiant.git] / tools / quake3 / q3map2 / game_sof2.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_SOF2_H
33 #define GAME_SOF2_H
34
35
36
37 /* -------------------------------------------------------------------------------
38
39    content and surface flags
40
41    ------------------------------------------------------------------------------- */
42
43 /* thanks to the gracious fellows at raven */
44 #define S_CONT_SOLID                0x00000001  /* Default setting. An eye is never valid in a solid */
45 #define S_CONT_LAVA                 0x00000002
46 #define S_CONT_WATER                0x00000004
47 #define S_CONT_FOG                  0x00000008
48 #define S_CONT_PLAYERCLIP           0x00000010
49 #define S_CONT_MONSTERCLIP          0x00000020
50 #define S_CONT_BOTCLIP              0x00000040
51 #define S_CONT_SHOTCLIP             0x00000080
52 #define S_CONT_BODY                 0x00000100  /* should never be on a brush, only in game */
53 #define S_CONT_CORPSE               0x00000200  /* should never be on a brush, only in game */
54 #define S_CONT_TRIGGER              0x00000400
55 #define S_CONT_NODROP               0x00000800  /* don't leave bodies or items (death fog, lava) */
56 #define S_CONT_TERRAIN              0x00001000  /* volume contains terrain data */
57 #define S_CONT_LADDER               0x00002000
58 #define S_CONT_ABSEIL               0x00004000  /* used like ladder to define where an NPC can abseil */
59 #define S_CONT_OPAQUE               0x00008000  /* defaults to on, when off, solid can be seen through */
60 #define S_CONT_OUTSIDE              0x00010000  /* volume is considered to be in the outside (i.e. not indoors) */
61 #define S_CONT_SLIME                0x00020000  /* don't be fooled. it may SAY "slime" but it really means "projectileclip" */
62 #define S_CONT_LIGHTSABER           0x00040000
63 #define S_CONT_TELEPORTER           0x00080000
64 #define S_CONT_ITEM                 0x00100000
65 #define S_CONT_DETAIL               0x08000000  /* brushes not used for the bsp */
66 #define S_CONT_TRANSLUCENT          0x80000000  /* don't consume surface fragments inside */
67
68 #define S_SURF_SKY                  0x00002000  /* lighting from environment map */
69 #define S_SURF_SLICK                0x00004000  /* affects game physics */
70 #define S_SURF_METALSTEPS           0x00008000  /* chc needs this since we use same tools */
71 #define S_SURF_FORCEFIELD           0x00010000  /* chc */
72 #define S_SURF_NODAMAGE             0x00040000  /* never give falling damage */
73 #define S_SURF_NOIMPACT             0x00080000  /* don't make missile explosions */
74 #define S_SURF_NOMARKS              0x00100000  /* don't leave missile marks */
75 #define S_SURF_NODRAW               0x00200000  /* don't generate a drawsurface at all */
76 #define S_SURF_NOSTEPS              0x00400000  /* no footstep sounds */
77 #define S_SURF_NODLIGHT             0x00800000  /* don't dlight even if solid (solid lava, skies) */
78 #define S_SURF_NOMISCENTS           0x01000000  /* no client models allowed on this surface */
79
80 #define S_SURF_PATCH                0x80000000  /* mark this face as a patch(editor only) */
81
82 /* materials */
83 #define S_MAT_BITS                  5
84 #define S_MAT_MASK                  0x1f        /* mask to get the material type */
85
86 #define S_MAT_NONE                  0           /* for when the artist hasn't set anything up =) */
87 #define S_MAT_SOLIDWOOD             1           /* freshly cut timber */
88 #define S_MAT_HOLLOWWOOD            2           /* termite infested creaky wood */
89 #define S_MAT_SOLIDMETAL            3           /* solid girders */
90 #define S_MAT_HOLLOWMETAL           4           /* hollow metal machines */
91 #define S_MAT_SHORTGRASS            5           /* manicured lawn */
92 #define S_MAT_LONGGRASS             6           /* long jungle grass */
93 #define S_MAT_DIRT                  7           /* hard mud */
94 #define S_MAT_SAND                  8           /* sandy beach */
95 #define S_MAT_GRAVEL                9           /* lots of small stones */
96 #define S_MAT_GLASS                 10
97 #define S_MAT_CONCRETE              11          /* hardened concrete pavement */
98 #define S_MAT_MARBLE                12          /* marble floors */
99 #define S_MAT_WATER                 13          /* light covering of water on a surface */
100 #define S_MAT_SNOW                  14          /* freshly laid snow */
101 #define S_MAT_ICE                   15          /* packed snow/solid ice */
102 #define S_MAT_FLESH                 16          /* hung meat, corpses in the world */
103 #define S_MAT_MUD                   17          /* wet soil */
104 #define S_MAT_BPGLASS               18          /* bulletproof glass */
105 #define S_MAT_DRYLEAVES             19          /* dried up leaves on the floor */
106 #define S_MAT_GREENLEAVES           20          /* fresh leaves still on a tree */
107 #define S_MAT_FABRIC                21          /* Cotton sheets */
108 #define S_MAT_CANVAS                22          /* tent material */
109 #define S_MAT_ROCK                  23
110 #define S_MAT_RUBBER                24          /* hard tire like rubber */
111 #define S_MAT_PLASTIC               25
112 #define S_MAT_TILES                 26          /* tiled floor */
113 #define S_MAT_CARPET                27          /* lush carpet */
114 #define S_MAT_PLASTER               28          /* drywall style plaster */
115 #define S_MAT_SHATTERGLASS          29          /* glass with the Crisis Zone style shattering */
116 #define S_MAT_ARMOR                 30          /* body armor */
117 #define S_MAT_COMPUTER              31          /* computers/electronic equipment */
118 #define S_MAT_LAST                  32          /* number of materials */
119
120
121
122 /* -------------------------------------------------------------------------------
123
124    game_t struct
125
126    ------------------------------------------------------------------------------- */
127
128 {
129         "sof2",                 /* -game x */
130         "base",                 /* default base game data dir */
131         ".sof2",                /* unix home sub-dir */
132         "soldier",              /* magic path word */
133         "shaders",              /* shader directory */
134         64,                     /* max lightmapped surface verts */
135         999,                    /* max surface verts */
136         6000,                   /* max surface indexes */
137         qtrue,                  /* flares */
138         "gfx/misc/lens_flare",  /* default flare shader */
139         qfalse,                 /* wolf lighting model? */
140         128,                    /* lightmap width/height */
141         1.0f,                   /* lightmap gamma */
142         qfalse,                 /* lightmap sRGB */
143         qfalse,                 /* texture sRGB */
144         qfalse,                 /* color sRGB */
145         0.0f,                   /* lightmap exposure */
146         1.0f,                   /* lightmap compensate */
147         1.0f,               /* lightgrid scale */
148         1.0f,               /* lightgrid ambient scale */
149         qfalse,             /* light angle attenuation uses half-lambert curve */
150         qfalse,             /* disable shader lightstyles hack */
151         qfalse,             /* keep light entities on bsp */
152         8,                  /* default patchMeta subdivisions tolerance */
153         qfalse,             /* patch casting enabled */
154         qfalse,             /* compile deluxemaps */
155         0,                  /* deluxemaps default mode */
156         512,                /* minimap size */
157         1.0f,               /* minimap sharpener */
158         0.0f,               /* minimap border */
159         qtrue,              /* minimap keep aspect */
160         MINIMAP_MODE_GRAY,  /* minimap mode */
161         "%s.tga",           /* minimap name format */
162         "RBSP",                 /* bsp file prefix */
163         1,                      /* bsp file version */
164         qfalse,                 /* cod-style lump len/ofs order */
165         LoadRBSPFile,           /* bsp load function */
166         WriteRBSPFile,          /* bsp write function */
167
168         {
169                 /* name                         contentFlags                            contentFlagsClear                       surfaceFlags                            surfaceFlagsClear                       compileFlags                            compileFlagsClear */
170
171                 /* default */
172                 { "default",        S_CONT_SOLID | S_CONT_OPAQUE,   -1,                     0,                          -1,                         C_SOLID,                    -1 },
173
174
175                 /* ydnar */
176                 { "lightgrid",      0,                          0,                          0,                          0,                          C_LIGHTGRID,                0 },
177                 { "antiportal",     0,                          0,                          0,                          0,                          C_ANTIPORTAL,               0 },
178                 { "skip",           0,                          0,                          0,                          0,                          C_SKIP,                     0 },
179
180
181                 /* compiler */
182                 { "origin",         0,                          S_CONT_SOLID,               0,                          0,                          C_ORIGIN | C_TRANSLUCENT,   C_SOLID },
183                 { "areaportal",     S_CONT_TRANSLUCENT,         S_CONT_SOLID | S_CONT_OPAQUE,   0,                      0,                          C_AREAPORTAL | C_TRANSLUCENT,   C_SOLID },
184                 { "trans",          S_CONT_TRANSLUCENT,         0,                          0,                          0,                          C_TRANSLUCENT,              0 },
185                 { "detail",         S_CONT_DETAIL,              0,                          0,                          0,                          C_DETAIL,                   0 },
186                 { "structural",     0,                          0,                          0,                          0,                          C_STRUCTURAL,               0 },
187                 { "hint",           0,                          0,                          0,                          0,                          C_HINT,                     0 },
188                 { "nodraw",         0,                          0,                          S_SURF_NODRAW,              0,                          C_NODRAW,                   0 },
189
190                 { "alphashadow",    0,                          0,                          0,                          0,                          C_ALPHASHADOW | C_TRANSLUCENT,  0 },
191                 { "lightfilter",    0,                          0,                          0,                          0,                          C_LIGHTFILTER | C_TRANSLUCENT,  0 },
192                 { "nolightmap",     0,                          0,                          0,                          0,                          C_VERTEXLIT,                0 },
193                 { "pointlight",     0,                          0,                          0,                          0,                          C_VERTEXLIT,                0 },
194
195
196                 /* game */
197                 { "nonsolid",       0,                          S_CONT_SOLID,               0,                          0,                          0,                          C_SOLID },
198                 { "nonopaque",      0,                          S_CONT_OPAQUE,              0,                          0,                          C_TRANSLUCENT,              0 },        /* setting trans ok? */
199
200                 { "trigger",        S_CONT_TRIGGER,             S_CONT_SOLID | S_CONT_OPAQUE,   0,                      0,                          C_TRANSLUCENT,              C_SOLID },
201
202                 { "water",          S_CONT_WATER,               S_CONT_SOLID,               0,                          0,                          C_LIQUID | C_TRANSLUCENT,   C_SOLID },
203                 { "slime",          S_CONT_SLIME,               S_CONT_SOLID,               0,                          0,                          C_LIQUID | C_TRANSLUCENT,   C_SOLID },
204                 { "lava",           S_CONT_LAVA,                S_CONT_SOLID,               0,                          0,                          C_LIQUID | C_TRANSLUCENT,   C_SOLID },
205
206                 { "shotclip",       S_CONT_SHOTCLIP,            S_CONT_SOLID | S_CONT_OPAQUE,   0,                      0,                          C_DETAIL | C_TRANSLUCENT,   C_SOLID },  /* setting trans/detail ok? */
207                 { "playerclip",     S_CONT_PLAYERCLIP,          S_CONT_SOLID | S_CONT_OPAQUE,   0,                      0,                          C_DETAIL | C_TRANSLUCENT,   C_SOLID },
208                 { "monsterclip",    S_CONT_MONSTERCLIP,         S_CONT_SOLID | S_CONT_OPAQUE,   0,                      0,                          C_DETAIL | C_TRANSLUCENT,   C_SOLID },
209                 { "nodrop",         S_CONT_NODROP,              S_CONT_SOLID | S_CONT_OPAQUE,   0,                      0,                          C_DETAIL | C_TRANSLUCENT,   C_SOLID },
210
211                 { "terrain",        S_CONT_TERRAIN,             S_CONT_SOLID | S_CONT_OPAQUE,   0,                      0,                          C_DETAIL | C_TRANSLUCENT,   C_SOLID },
212                 { "ladder",         S_CONT_LADDER,              S_CONT_SOLID | S_CONT_OPAQUE,   0,                      0,                          C_DETAIL | C_TRANSLUCENT,   C_SOLID },
213                 { "abseil",         S_CONT_ABSEIL,              S_CONT_SOLID | S_CONT_OPAQUE,   0,                      0,                          C_DETAIL | C_TRANSLUCENT,   C_SOLID },
214                 { "outside",        S_CONT_OUTSIDE,             S_CONT_SOLID | S_CONT_OPAQUE,   0,                      0,                          C_DETAIL | C_TRANSLUCENT,   C_SOLID },
215
216                 { "botclip",        S_CONT_BOTCLIP,             S_CONT_SOLID | S_CONT_OPAQUE,   0,                      0,                          C_DETAIL | C_TRANSLUCENT,   C_SOLID },
217
218                 { "fog",            S_CONT_FOG,                 S_CONT_SOLID | S_CONT_OPAQUE,   0,                      0,                          C_FOG | C_DETAIL | C_TRANSLUCENT,   C_SOLID },  /* nonopaque? */
219                 { "sky",            0,                          0,                          S_SURF_SKY,                 0,                          C_SKY,                      0 },
220
221                 { "slick",          0,                          0,                          S_SURF_SLICK,               0,                          0,                          0 },
222
223                 { "noimpact",       0,                          0,                          S_SURF_NOIMPACT,            0,                          0,                          0 },
224                 { "nomarks",        0,                          0,                          S_SURF_NOMARKS,             0,                          C_NOMARKS,                  0 },
225                 { "nodamage",       0,                          0,                          S_SURF_NODAMAGE,            0,                          0,                          0 },
226                 { "metalsteps",     0,                          0,                          S_SURF_METALSTEPS,          0,                          0,                          0 },
227                 { "nosteps",        0,                          0,                          S_SURF_NOSTEPS,             0,                          0,                          0 },
228                 { "nodlight",       0,                          0,                          S_SURF_NODLIGHT,            0,                          0,                          0 },
229                 { "nomiscents",     0,                          0,                          S_SURF_NOMISCENTS,          0,                          0,                          0 },
230                 { "forcefield",     0,                          0,                          S_SURF_FORCEFIELD,          0,                          0,                          0 },
231
232
233                 /* materials */
234                 { "*mat_none",      0,                          0,                          S_MAT_NONE,                 S_MAT_MASK,                 0,                          0 },
235                 { "*mat_solidwood", 0,                          0,                          S_MAT_SOLIDWOOD,            S_MAT_MASK,                 0,                          0 },
236                 { "*mat_hollowwood",    0,                      0,                          S_MAT_HOLLOWWOOD,           S_MAT_MASK,                 0,                          0 },
237                 { "*mat_solidmetal",    0,                      0,                          S_MAT_SOLIDMETAL,           S_MAT_MASK,                 0,                          0 },
238                 { "*mat_hollowmetal",   0,                      0,                          S_MAT_HOLLOWMETAL,          S_MAT_MASK,                 0,                          0 },
239                 { "*mat_shortgrass",    0,                      0,                          S_MAT_SHORTGRASS,           S_MAT_MASK,                 0,                          0 },
240                 { "*mat_longgrass",     0,                      0,                          S_MAT_LONGGRASS,            S_MAT_MASK,                 0,                          0 },
241                 { "*mat_dirt",      0,                          0,                          S_MAT_DIRT,                 S_MAT_MASK,                 0,                          0 },
242                 { "*mat_sand",      0,                          0,                          S_MAT_SAND,                 S_MAT_MASK,                 0,                          0 },
243                 { "*mat_gravel",    0,                          0,                          S_MAT_GRAVEL,               S_MAT_MASK,                 0,                          0 },
244                 { "*mat_glass",     0,                          0,                          S_MAT_GLASS,                S_MAT_MASK,                 0,                          0 },
245                 { "*mat_concrete",  0,                          0,                          S_MAT_CONCRETE,             S_MAT_MASK,                 0,                          0 },
246                 { "*mat_marble",    0,                          0,                          S_MAT_MARBLE,               S_MAT_MASK,                 0,                          0 },
247                 { "*mat_water",     0,                          0,                          S_MAT_WATER,                S_MAT_MASK,                 0,                          0 },
248                 { "*mat_snow",      0,                          0,                          S_MAT_SNOW,                 S_MAT_MASK,                 0,                          0 },
249                 { "*mat_ice",       0,                          0,                          S_MAT_ICE,                  S_MAT_MASK,                 0,                          0 },
250                 { "*mat_flesh",     0,                          0,                          S_MAT_FLESH,                S_MAT_MASK,                 0,                          0 },
251                 { "*mat_mud",       0,                          0,                          S_MAT_MUD,                  S_MAT_MASK,                 0,                          0 },
252                 { "*mat_bpglass",   0,                          0,                          S_MAT_BPGLASS,              S_MAT_MASK,                 0,                          0 },
253                 { "*mat_dryleaves", 0,                          0,                          S_MAT_DRYLEAVES,            S_MAT_MASK,                 0,                          0 },
254                 { "*mat_greenleaves",   0,                      0,                          S_MAT_GREENLEAVES,          S_MAT_MASK,                 0,                          0 },
255                 { "*mat_fabric",    0,                          0,                          S_MAT_FABRIC,               S_MAT_MASK,                 0,                          0 },
256                 { "*mat_canvas",    0,                          0,                          S_MAT_CANVAS,               S_MAT_MASK,                 0,                          0 },
257                 { "*mat_rock",      0,                          0,                          S_MAT_ROCK,                 S_MAT_MASK,                 0,                          0 },
258                 { "*mat_rubber",    0,                          0,                          S_MAT_RUBBER,               S_MAT_MASK,                 0,                          0 },
259                 { "*mat_plastic",   0,                          0,                          S_MAT_PLASTIC,              S_MAT_MASK,                 0,                          0 },
260                 { "*mat_tiles",     0,                          0,                          S_MAT_TILES,                S_MAT_MASK,                 0,                          0 },
261                 { "*mat_carpet",    0,                          0,                          S_MAT_CARPET,               S_MAT_MASK,                 0,                          0 },
262                 { "*mat_plaster",   0,                          0,                          S_MAT_PLASTER,              S_MAT_MASK,                 0,                          0 },
263                 { "*mat_shatterglass",  0,                      0,                          S_MAT_SHATTERGLASS,         S_MAT_MASK,                 0,                          0 },
264                 { "*mat_armor",     0,                          0,                          S_MAT_ARMOR,                S_MAT_MASK,                 0,                          0 },
265                 { "*mat_computer",  0,                          0,                          S_MAT_COMPUTER,             S_MAT_MASK,                 0,                          0 },
266
267
268                 /* null */
269                 { NULL, 0, 0, 0, 0, 0, 0 }
270         }
271 }
272
273
274
275 /* end marker */
276 #endif