/* ------------------------------------------------------------------------------- Copyright (C) 1999-2007 id Software, Inc. and contributors. For a list of contributors, see the accompanying CONTRIBUTORS file. This file is part of GtkRadiant. GtkRadiant is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. GtkRadiant is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with GtkRadiant; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA ---------------------------------------------------------------------------------- This code has been altered significantly from its original form, to support several games based on the Quake III Arena engine, in the form of "Q3Map2." ------------------------------------------------------------------------------- */ /* marker */ #ifndef GAME_SOF2_H #define GAME_SOF2_H /* ------------------------------------------------------------------------------- content and surface flags ------------------------------------------------------------------------------- */ /* thanks to the gracious fellows at raven */ #define S_CONT_SOLID 0x00000001 /* Default setting. An eye is never valid in a solid */ #define S_CONT_LAVA 0x00000002 #define S_CONT_WATER 0x00000004 #define S_CONT_FOG 0x00000008 #define S_CONT_PLAYERCLIP 0x00000010 #define S_CONT_MONSTERCLIP 0x00000020 #define S_CONT_BOTCLIP 0x00000040 #define S_CONT_SHOTCLIP 0x00000080 #define S_CONT_BODY 0x00000100 /* should never be on a brush, only in game */ #define S_CONT_CORPSE 0x00000200 /* should never be on a brush, only in game */ #define S_CONT_TRIGGER 0x00000400 #define S_CONT_NODROP 0x00000800 /* don't leave bodies or items (death fog, lava) */ #define S_CONT_TERRAIN 0x00001000 /* volume contains terrain data */ #define S_CONT_LADDER 0x00002000 #define S_CONT_ABSEIL 0x00004000 /* used like ladder to define where an NPC can abseil */ #define S_CONT_OPAQUE 0x00008000 /* defaults to on, when off, solid can be seen through */ #define S_CONT_OUTSIDE 0x00010000 /* volume is considered to be in the outside (i.e. not indoors) */ #define S_CONT_SLIME 0x00020000 /* don't be fooled. it may SAY "slime" but it really means "projectileclip" */ #define S_CONT_LIGHTSABER 0x00040000 #define S_CONT_TELEPORTER 0x00080000 #define S_CONT_ITEM 0x00100000 #define S_CONT_DETAIL 0x08000000 /* brushes not used for the bsp */ #define S_CONT_TRANSLUCENT 0x80000000 /* don't consume surface fragments inside */ #define S_SURF_SKY 0x00002000 /* lighting from environment map */ #define S_SURF_SLICK 0x00004000 /* affects game physics */ #define S_SURF_METALSTEPS 0x00008000 /* chc needs this since we use same tools */ #define S_SURF_FORCEFIELD 0x00010000 /* chc */ #define S_SURF_NODAMAGE 0x00040000 /* never give falling damage */ #define S_SURF_NOIMPACT 0x00080000 /* don't make missile explosions */ #define S_SURF_NOMARKS 0x00100000 /* don't leave missile marks */ #define S_SURF_NODRAW 0x00200000 /* don't generate a drawsurface at all */ #define S_SURF_NOSTEPS 0x00400000 /* no footstep sounds */ #define S_SURF_NODLIGHT 0x00800000 /* don't dlight even if solid (solid lava, skies) */ #define S_SURF_NOMISCENTS 0x01000000 /* no client models allowed on this surface */ #define S_SURF_PATCH 0x80000000 /* mark this face as a patch(editor only) */ /* materials */ #define S_MAT_BITS 5 #define S_MAT_MASK 0x1f /* mask to get the material type */ #define S_MAT_NONE 0 /* for when the artist hasn't set anything up =) */ #define S_MAT_SOLIDWOOD 1 /* freshly cut timber */ #define S_MAT_HOLLOWWOOD 2 /* termite infested creaky wood */ #define S_MAT_SOLIDMETAL 3 /* solid girders */ #define S_MAT_HOLLOWMETAL 4 /* hollow metal machines */ #define S_MAT_SHORTGRASS 5 /* manicured lawn */ #define S_MAT_LONGGRASS 6 /* long jungle grass */ #define S_MAT_DIRT 7 /* hard mud */ #define S_MAT_SAND 8 /* sandy beach */ #define S_MAT_GRAVEL 9 /* lots of small stones */ #define S_MAT_GLASS 10 #define S_MAT_CONCRETE 11 /* hardened concrete pavement */ #define S_MAT_MARBLE 12 /* marble floors */ #define S_MAT_WATER 13 /* light covering of water on a surface */ #define S_MAT_SNOW 14 /* freshly laid snow */ #define S_MAT_ICE 15 /* packed snow/solid ice */ #define S_MAT_FLESH 16 /* hung meat, corpses in the world */ #define S_MAT_MUD 17 /* wet soil */ #define S_MAT_BPGLASS 18 /* bulletproof glass */ #define S_MAT_DRYLEAVES 19 /* dried up leaves on the floor */ #define S_MAT_GREENLEAVES 20 /* fresh leaves still on a tree */ #define S_MAT_FABRIC 21 /* Cotton sheets */ #define S_MAT_CANVAS 22 /* tent material */ #define S_MAT_ROCK 23 #define S_MAT_RUBBER 24 /* hard tire like rubber */ #define S_MAT_PLASTIC 25 #define S_MAT_TILES 26 /* tiled floor */ #define S_MAT_CARPET 27 /* lush carpet */ #define S_MAT_PLASTER 28 /* drywall style plaster */ #define S_MAT_SHATTERGLASS 29 /* glass with the Crisis Zone style shattering */ #define S_MAT_ARMOR 30 /* body armor */ #define S_MAT_COMPUTER 31 /* computers/electronic equipment */ #define S_MAT_LAST 32 /* number of materials */ /* ------------------------------------------------------------------------------- game_t struct ------------------------------------------------------------------------------- */ { "sof2", /* -game x */ "base", /* default base game data dir */ ".sof2", /* unix home sub-dir */ "soldier", /* magic path word */ "shaders", /* shader directory */ 64, /* max lightmapped surface verts */ 999, /* max surface verts */ 6000, /* max surface indexes */ qtrue, /* flares */ "gfx/misc/lens_flare", /* default flare shader */ qfalse, /* wolf lighting model? */ 128, /* lightmap width/height */ 1.0f, /* lightmap gamma */ 1.0f, /* lightmap compensate */ "RBSP", /* bsp file prefix */ 1, /* bsp file version */ qfalse, /* cod-style lump len/ofs order */ LoadRBSPFile, /* bsp load function */ WriteRBSPFile, /* bsp write function */ { /* name contentFlags contentFlagsClear surfaceFlags surfaceFlagsClear compileFlags compileFlagsClear */ /* default */ { "default", S_CONT_SOLID | S_CONT_OPAQUE, -1, 0, -1, C_SOLID, -1 }, /* ydnar */ { "lightgrid", 0, 0, 0, 0, C_LIGHTGRID, 0 }, { "antiportal", 0, 0, 0, 0, C_ANTIPORTAL, 0 }, { "skip", 0, 0, 0, 0, C_SKIP, 0 }, /* compiler */ { "origin", 0, S_CONT_SOLID, 0, 0, C_ORIGIN | C_TRANSLUCENT, C_SOLID }, { "areaportal", S_CONT_TRANSLUCENT, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_AREAPORTAL | C_TRANSLUCENT, C_SOLID }, { "trans", S_CONT_TRANSLUCENT, 0, 0, 0, C_TRANSLUCENT, 0 }, { "detail", S_CONT_DETAIL, 0, 0, 0, C_DETAIL, 0 }, { "structural", 0, 0, 0, 0, C_STRUCTURAL, 0 }, { "hint", 0, 0, 0, 0, C_HINT, 0 }, { "nodraw", 0, 0, S_SURF_NODRAW, 0, C_NODRAW, 0 }, { "alphashadow", 0, 0, 0, 0, C_ALPHASHADOW | C_TRANSLUCENT, 0 }, { "lightfilter", 0, 0, 0, 0, C_LIGHTFILTER | C_TRANSLUCENT, 0 }, { "nolightmap", 0, 0, 0, 0, C_VERTEXLIT, 0 }, { "pointlight", 0, 0, 0, 0, C_VERTEXLIT, 0 }, /* game */ { "nonsolid", 0, S_CONT_SOLID, 0, 0, 0, C_SOLID }, { "nonopaque", 0, S_CONT_OPAQUE, 0, 0, C_TRANSLUCENT, 0 }, /* setting trans ok? */ { "trigger", S_CONT_TRIGGER, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_TRANSLUCENT, C_SOLID }, { "water", S_CONT_WATER, S_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID }, { "slime", S_CONT_SLIME, S_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID }, { "lava", S_CONT_LAVA, S_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID }, { "shotclip", S_CONT_SHOTCLIP, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID }, /* setting trans/detail ok? */ { "playerclip", S_CONT_PLAYERCLIP, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID }, { "monsterclip", S_CONT_MONSTERCLIP, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID }, { "nodrop", S_CONT_NODROP, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID }, { "terrain", S_CONT_TERRAIN, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID }, { "ladder", S_CONT_LADDER, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID }, { "abseil", S_CONT_ABSEIL, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID }, { "outside", S_CONT_OUTSIDE, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID }, { "botclip", S_CONT_BOTCLIP, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID }, { "fog", S_CONT_FOG, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_FOG | C_DETAIL | C_TRANSLUCENT, C_SOLID }, /* nonopaque? */ { "sky", 0, 0, S_SURF_SKY, 0, C_SKY, 0 }, { "slick", 0, 0, S_SURF_SLICK, 0, 0, 0 }, { "noimpact", 0, 0, S_SURF_NOIMPACT, 0, 0, 0 }, { "nomarks", 0, 0, S_SURF_NOMARKS, 0, C_NOMARKS, 0 }, { "nodamage", 0, 0, S_SURF_NODAMAGE, 0, 0, 0 }, { "metalsteps", 0, 0, S_SURF_METALSTEPS, 0, 0, 0 }, { "nosteps", 0, 0, S_SURF_NOSTEPS, 0, 0, 0 }, { "nodlight", 0, 0, S_SURF_NODLIGHT, 0, 0, 0 }, { "nomiscents", 0, 0, S_SURF_NOMISCENTS, 0, 0, 0 }, { "forcefield", 0, 0, S_SURF_FORCEFIELD, 0, 0, 0 }, /* materials */ { "*mat_none", 0, 0, S_MAT_NONE, S_MAT_MASK, 0, 0 }, { "*mat_solidwood", 0, 0, S_MAT_SOLIDWOOD, S_MAT_MASK, 0, 0 }, { "*mat_hollowwood", 0, 0, S_MAT_HOLLOWWOOD, S_MAT_MASK, 0, 0 }, { "*mat_solidmetal", 0, 0, S_MAT_SOLIDMETAL, S_MAT_MASK, 0, 0 }, { "*mat_hollowmetal", 0, 0, S_MAT_HOLLOWMETAL, S_MAT_MASK, 0, 0 }, { "*mat_shortgrass", 0, 0, S_MAT_SHORTGRASS, S_MAT_MASK, 0, 0 }, { "*mat_longgrass", 0, 0, S_MAT_LONGGRASS, S_MAT_MASK, 0, 0 }, { "*mat_dirt", 0, 0, S_MAT_DIRT, S_MAT_MASK, 0, 0 }, { "*mat_sand", 0, 0, S_MAT_SAND, S_MAT_MASK, 0, 0 }, { "*mat_gravel", 0, 0, S_MAT_GRAVEL, S_MAT_MASK, 0, 0 }, { "*mat_glass", 0, 0, S_MAT_GLASS, S_MAT_MASK, 0, 0 }, { "*mat_concrete", 0, 0, S_MAT_CONCRETE, S_MAT_MASK, 0, 0 }, { "*mat_marble", 0, 0, S_MAT_MARBLE, S_MAT_MASK, 0, 0 }, { "*mat_water", 0, 0, S_MAT_WATER, S_MAT_MASK, 0, 0 }, { "*mat_snow", 0, 0, S_MAT_SNOW, S_MAT_MASK, 0, 0 }, { "*mat_ice", 0, 0, S_MAT_ICE, S_MAT_MASK, 0, 0 }, { "*mat_flesh", 0, 0, S_MAT_FLESH, S_MAT_MASK, 0, 0 }, { "*mat_mud", 0, 0, S_MAT_MUD, S_MAT_MASK, 0, 0 }, { "*mat_bpglass", 0, 0, S_MAT_BPGLASS, S_MAT_MASK, 0, 0 }, { "*mat_dryleaves", 0, 0, S_MAT_DRYLEAVES, S_MAT_MASK, 0, 0 }, { "*mat_greenleaves", 0, 0, S_MAT_GREENLEAVES, S_MAT_MASK, 0, 0 }, { "*mat_fabric", 0, 0, S_MAT_FABRIC, S_MAT_MASK, 0, 0 }, { "*mat_canvas", 0, 0, S_MAT_CANVAS, S_MAT_MASK, 0, 0 }, { "*mat_rock", 0, 0, S_MAT_ROCK, S_MAT_MASK, 0, 0 }, { "*mat_rubber", 0, 0, S_MAT_RUBBER, S_MAT_MASK, 0, 0 }, { "*mat_plastic", 0, 0, S_MAT_PLASTIC, S_MAT_MASK, 0, 0 }, { "*mat_tiles", 0, 0, S_MAT_TILES, S_MAT_MASK, 0, 0 }, { "*mat_carpet", 0, 0, S_MAT_CARPET, S_MAT_MASK, 0, 0 }, { "*mat_plaster", 0, 0, S_MAT_PLASTER, S_MAT_MASK, 0, 0 }, { "*mat_shatterglass", 0, 0, S_MAT_SHATTERGLASS, S_MAT_MASK, 0, 0 }, { "*mat_armor", 0, 0, S_MAT_ARMOR, S_MAT_MASK, 0, 0 }, { "*mat_computer", 0, 0, S_MAT_COMPUTER, S_MAT_MASK, 0, 0 }, /* null */ { NULL, 0, 0, 0, 0, 0, 0 } } } /* end marker */ #endif