/* ------------------------------------------------------------------------------- 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_WOLF_H #define GAME_WOLF_H /* ------------------------------------------------------------------------------- content and surface flags ------------------------------------------------------------------------------- */ /* game flags */ #define W_CONT_SOLID 1 /* an eye is never valid in a solid */ #define W_CONT_LAVA 8 #define W_CONT_SLIME 16 #define W_CONT_WATER 32 #define W_CONT_FOG 64 #define W_CONT_MISSILECLIP 0x80 /* wolf ranged missile blocking */ #define W_CONT_ITEM 0x100 /* wolf item contents */ #define W_CONT_AI_NOSIGHT 0x1000 /* wolf ai sight blocking */ #define W_CONT_CLIPSHOT 0x2000 /* wolf shot clip */ #define W_CONT_AREAPORTAL 0x8000 #define W_CONT_PLAYERCLIP 0x10000 #define W_CONT_MONSTERCLIP 0x20000 #define W_CONT_TELEPORTER 0x40000 #define W_CONT_JUMPPAD 0x80000 #define W_CONT_CLUSTERPORTAL 0x100000 #define W_CONT_DONOTENTER 0x200000 #define W_CONT_DONOTENTER_LARGE 0x400000 /* wolf dne */ #define W_CONT_ORIGIN 0x1000000 /* removed before bsping an entity */ #define W_CONT_BODY 0x2000000 /* should never be on a brush, only in game */ #define W_CONT_CORPSE 0x4000000 #define W_CONT_DETAIL 0x8000000 /* brushes not used for the bsp */ #define W_CONT_STRUCTURAL 0x10000000 /* brushes used for the bsp */ #define W_CONT_TRANSLUCENT 0x20000000 /* don't consume surface fragments inside */ #define W_CONT_TRIGGER 0x40000000 #define W_CONT_NODROP 0x80000000 /* don't leave bodies or items (death fog, lava) */ #define W_SURF_NODAMAGE 0x1 /* never give falling damage */ #define W_SURF_SLICK 0x2 /* effects game physics */ #define W_SURF_SKY 0x4 /* lighting from environment map */ #define W_SURF_LADDER 0x8 #define W_SURF_NOIMPACT 0x10 /* don't make missile explosions */ #define W_SURF_NOMARKS 0x20 /* don't leave missile marks */ #define W_SURF_CERAMIC 0x40 /* wolf ceramic material */ #define W_SURF_NODRAW 0x80 /* don't generate a drawsurface at all */ #define W_SURF_HINT 0x100 /* make a primary bsp splitter */ #define W_SURF_SKIP 0x200 /* completely ignore, allowing non-closed brushes */ #define W_SURF_NOLIGHTMAP 0x400 /* surface doesn't need a lightmap */ #define W_SURF_POINTLIGHT 0x800 /* generate lighting info at vertexes */ #define W_SURF_METAL 0x1000 /* wolf metal material */ #define W_SURF_NOSTEPS 0x2000 /* no footstep sounds */ #define W_SURF_NONSOLID 0x4000 /* don't collide against curves with this set */ #define W_SURF_LIGHTFILTER 0x8000 /* act as a light filter during q3map -light */ #define W_SURF_ALPHASHADOW 0x10000 /* do per-pixel light shadow casting in q3map */ #define W_SURF_NODLIGHT 0x20000 /* don't dlight even if solid (solid lava, skies) */ #define W_SURF_WOOD 0x40000 /* wolf wood material */ #define W_SURF_GRASS 0x80000 /* wolf grass material */ #define W_SURF_GRAVEL 0x100000 /* wolf gravel material */ #define W_SURF_GLASS 0x200000 /* wolf glass material */ #define W_SURF_SNOW 0x400000 /* wolf snow material */ #define W_SURF_ROOF 0x800000 /* wolf roof material */ #define W_SURF_RUBBLE 0x1000000 /* wolf rubble material */ #define W_SURF_CARPET 0x2000000 /* wolf carpet material */ #define W_SURF_MONSTERSLICK 0x4000000 /* wolf npc slick surface */ #define W_SURF_MONSLICK_W 0x8000000 /* wolf slide bodies west */ #define W_SURF_MONSLICK_N 0x10000000 /* wolf slide bodies north */ #define W_SURF_MONSLICK_E 0x20000000 /* wolf slide bodies east */ #define W_SURF_MONSLICK_S 0x40000000 /* wolf slide bodies south */ /* ydnar flags */ #define W_SURF_VERTEXLIT (W_SURF_POINTLIGHT | W_SURF_NOLIGHTMAP) /* ------------------------------------------------------------------------------- game_t struct ------------------------------------------------------------------------------- */ { "wolf", /* -game x */ "main", /* default base game data dir */ ".wolf", /* unix home sub-dir */ "wolf", /* magic path word */ "scripts", /* shader directory */ 64, /* max lightmapped surface verts */ 999, /* max surface verts */ 6000, /* max surface indexes */ qfalse, /* flares */ "flareshader", /* default flare shader */ qtrue, /* wolf lighting model? */ 128, /* lightmap width/height */ 1.0f, /* lightmap gamma */ 1.0f, /* lightmap exposure */ 1.0f, /* lightmap compensate */ 1.0f, /* lightgrid scale */ 1.0f, /* lightgrid ambient scale */ qfalse, /* light angle attenuation uses half-lambert curve */ qfalse, /* disable shader lightstyles hack */ qfalse, /* keep light entities on bsp */ 8, /* default patchMeta subdivisions tolerance */ qfalse, /* patch casting enabled */ qfalse, /* compile deluxemaps */ 0, /* deluxemaps default mode */ 512, /* minimap size */ 1.0f, /* minimap sharpener */ 0.0f, /* minimap border */ qtrue, /* minimap keep aspect */ MINIMAP_MODE_GRAY, /* minimap mode */ "%s.tga", /* minimap name format */ "IBSP", /* bsp file prefix */ 47, /* bsp file version */ qfalse, /* cod-style lump len/ofs order */ LoadIBSPFile, /* bsp load function */ WriteIBSPFile, /* bsp write function */ { /* name contentFlags contentFlagsClear surfaceFlags surfaceFlagsClear compileFlags compileFlagsClear */ /* default */ { "default", W_CONT_SOLID, -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", W_CONT_ORIGIN, W_CONT_SOLID, 0, 0, C_ORIGIN | C_TRANSLUCENT, C_SOLID }, { "areaportal", W_CONT_AREAPORTAL, W_CONT_SOLID, 0, 0, C_AREAPORTAL | C_TRANSLUCENT, C_SOLID }, { "trans", W_CONT_TRANSLUCENT, 0, 0, 0, C_TRANSLUCENT, 0 }, { "detail", W_CONT_DETAIL, 0, 0, 0, C_DETAIL, 0 }, { "structural", W_CONT_STRUCTURAL, 0, 0, 0, C_STRUCTURAL, 0 }, { "hint", 0, 0, W_SURF_HINT, 0, C_HINT, 0 }, { "nodraw", 0, 0, W_SURF_NODRAW, 0, C_NODRAW, 0 }, { "alphashadow", 0, 0, W_SURF_ALPHASHADOW, 0, C_ALPHASHADOW | C_TRANSLUCENT, 0 }, { "lightfilter", 0, 0, W_SURF_LIGHTFILTER, 0, C_LIGHTFILTER | C_TRANSLUCENT, 0 }, { "nolightmap", 0, 0, W_SURF_VERTEXLIT, 0, C_VERTEXLIT, 0 }, { "pointlight", 0, 0, W_SURF_VERTEXLIT, 0, C_VERTEXLIT, 0 }, /* game */ { "nonsolid", 0, W_CONT_SOLID, W_SURF_NONSOLID, 0, 0, C_SOLID }, { "trigger", W_CONT_TRIGGER, W_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID }, { "water", W_CONT_WATER, W_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID }, { "slag", W_CONT_SLIME, W_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID }, { "lava", W_CONT_LAVA, W_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID }, { "playerclip", W_CONT_PLAYERCLIP, W_CONT_SOLID, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID }, { "monsterclip", W_CONT_MONSTERCLIP, W_CONT_SOLID, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID }, { "clipmissile", W_CONT_MISSILECLIP, W_CONT_SOLID, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID }, { "clipshot", W_CONT_CLIPSHOT, W_CONT_SOLID, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID }, { "nodrop", W_CONT_NODROP, W_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID }, { "clusterportal", W_CONT_CLUSTERPORTAL, W_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID }, { "donotenter", W_CONT_DONOTENTER, W_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID }, { "nonotenterlarge",W_CONT_DONOTENTER_LARGE, W_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID }, { "fog", W_CONT_FOG, W_CONT_SOLID, 0, 0, C_FOG, C_SOLID }, { "sky", 0, 0, W_SURF_SKY, 0, C_SKY, 0 }, { "slick", 0, 0, W_SURF_SLICK, 0, 0, 0 }, { "noimpact", 0, 0, W_SURF_NOIMPACT, 0, 0, 0 }, { "nomarks", 0, 0, W_SURF_NOMARKS, 0, C_NOMARKS, 0 }, { "ladder", 0, 0, W_SURF_LADDER, 0, 0, 0 }, { "nodamage", 0, 0, W_SURF_NODAMAGE, 0, 0, 0 }, { "nosteps", 0, 0, W_SURF_NOSTEPS, 0, 0, 0 }, { "nodlight", 0, 0, W_SURF_NODLIGHT, 0, 0, 0 }, /* materials */ { "metal", 0, 0, W_SURF_METAL, 0, 0, 0 }, { "metalsteps", 0, 0, W_SURF_METAL, 0, 0, 0 }, { "glass", 0, 0, W_SURF_GLASS, 0, 0, 0 }, { "ceramic", 0, 0, W_SURF_CERAMIC, 0, 0, 0 }, { "woodsteps", 0, 0, W_SURF_WOOD, 0, 0, 0 }, { "grasssteps", 0, 0, W_SURF_GRASS, 0, 0, 0 }, { "gravelsteps", 0, 0, W_SURF_GRAVEL, 0, 0, 0 }, { "rubble", 0, 0, W_SURF_RUBBLE, 0, 0, 0 }, { "carpetsteps", 0, 0, W_SURF_CARPET, 0, 0, 0 }, { "snowsteps", 0, 0, W_SURF_SNOW, 0, 0, 0 }, { "roofsteps", 0, 0, W_SURF_ROOF, 0, 0, 0 }, /* ai */ { "ai_nosight", W_CONT_AI_NOSIGHT, W_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID }, /* ydnar: experimental until bits are confirmed! */ { "ai_nopass", W_CONT_DONOTENTER, W_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID }, { "ai_nopasslarge", W_CONT_DONOTENTER_LARGE, W_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID }, /* sliding bodies */ { "monsterslick", 0, 0, W_SURF_MONSTERSLICK, 0, C_TRANSLUCENT, 0 }, { "monsterslicknorth", 0, 0, W_SURF_MONSLICK_N, 0, C_TRANSLUCENT, 0 }, { "monsterslickeast", 0, 0, W_SURF_MONSLICK_E, 0, C_TRANSLUCENT, 0 }, { "monsterslicksouth", 0, 0, W_SURF_MONSLICK_S, 0, C_TRANSLUCENT, 0 }, { "monsterslickwest", 0, 0, W_SURF_MONSLICK_W, 0, C_TRANSLUCENT, 0 }, /* null */ { NULL, 0, 0, 0, 0, 0, 0 } } } /* end marker */ #endif