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1 /* -------------------------------------------------------------------------------\r
2 \r
3 Copyright (C) 1999-2006 Id Software, Inc. and contributors.\r
4 For a list of contributors, see the accompanying CONTRIBUTORS file.\r
5 \r
6 This file is part of GtkRadiant.\r
7 \r
8 GtkRadiant is free software; you can redistribute it and/or modify\r
9 it under the terms of the GNU General Public License as published by\r
10 the Free Software Foundation; either version 2 of the License, or\r
11 (at your option) any later version.\r
12 \r
13 GtkRadiant is distributed in the hope that it will be useful,\r
14 but WITHOUT ANY WARRANTY; without even the implied warranty of\r
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the\r
16 GNU General Public License for more details.\r
17 \r
18 You should have received a copy of the GNU General Public License\r
19 along with GtkRadiant; if not, write to the Free Software\r
20 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA\r
21 \r
22 ----------------------------------------------------------------------------------\r
23 \r
24 This code has been altered significantly from its original form, to support\r
25 several games based on the Quake III Arena engine, in the form of "Q3Map2."\r
26 \r
27 ------------------------------------------------------------------------------- */\r
28 \r
29 \r
30 \r
31 /* marker */\r
32 #ifndef GAME_PROPHECY_H\r
33 #define GAME_PROPHECY_H\r
34 \r
35 /* content and surface flags get form quake3 */\r
36 \r
37 /* -------------------------------------------------------------------------------\r
38 \r
39 game_t struct\r
40 \r
41 ------------------------------------------------------------------------------- */\r
42 \r
43 {\r
44         "prophecy",                     /* -game x */\r
45         "base",                         /* default base game data dir */\r
46         ".prophecy",            /* unix home sub-dir */\r
47         "prophecy",                     /* magic path word */\r
48         "scripts",                      /* shader directory */\r
49         64,                                     /* max lightmapped surface verts */\r
50         999,                            /* max surface verts */\r
51         6000,                           /* max surface indexes */\r
52         qfalse,                         /* flares */\r
53         "flareshader",          /* default flare shader */\r
54         qfalse,                         /* wolf lighting model? */\r
55         128,                            /* lightmap width/height */\r
56         1.0f,                           /* lightmap gamma */\r
57         200.0f,                         /* lightmap exposure */\r
58         1.0f,                           /* lightmap compensate */\r
59         0.4f,                           /* lightgrid scale */\r
60         0.6f,                           /* lightgrid ambient scale */\r
61         qfalse,                         /* light angle attenuation uses half-lambert curve */\r
62         qtrue,                          /* disable shader lightstyles hack */\r
63         qtrue,                          /* keep light entities on bsp */\r
64         4,                                      /* default patchMeta subdivisions tolerance */\r
65         qtrue,                          /* patch casting enabled */\r
66         qtrue,                          /* compile deluxemaps */\r
67         0,                                      /* deluxemaps default mode */\r
68         512,                /* minimap size */\r
69         1.0f,               /* minimap sharpener */\r
70         0.0f,               /* minimap border */\r
71         qtrue,              /* minimap keep aspect */\r
72         MINIMAP_MODE_GRAY,  /* minimap mode */\r
73         "%s.tga",           /* minimap name format */\r
74         "IBSP",                         /* bsp file prefix */\r
75         46,                                     /* bsp file version */\r
76         qfalse,                         /* cod-style lump len/ofs order */\r
77         LoadIBSPFile,           /* bsp load function */\r
78         WriteIBSPFile,          /* bsp write function */\r
79 \r
80         {\r
81                 /* name                         contentFlags                            contentFlagsClear                       surfaceFlags                            surfaceFlagsClear                       compileFlags                            compileFlagsClear */\r
82                 \r
83                 /* default */\r
84                 { "default",            Q_CONT_SOLID,                           -1,                                                     0,                                                      -1,                                                     C_SOLID,                                        -1 },\r
85                 \r
86                 \r
87                 /* ydnar */\r
88                 { "lightgrid",          0,                                                      0,                                                      0,                                                      0,                                                      C_LIGHTGRID,                            0 },\r
89                 { "antiportal",         0,                                                      0,                                                      0,                                                      0,                                                      C_ANTIPORTAL,                           0 },\r
90                 { "skip",                       0,                                                      0,                                                      0,                                                      0,                                                      C_SKIP,                                         0 },\r
91                 \r
92                 \r
93                 /* compiler */\r
94                 { "origin",                     Q_CONT_ORIGIN,                          Q_CONT_SOLID,                           0,                                                      0,                                                      C_ORIGIN | C_TRANSLUCENT,       C_SOLID },\r
95                 { "areaportal",         Q_CONT_AREAPORTAL,                      Q_CONT_SOLID,                           0,                                                      0,                                                      C_AREAPORTAL | C_TRANSLUCENT,   C_SOLID },\r
96                 { "trans",                      Q_CONT_TRANSLUCENT,                     0,                                                      0,                                                      0,                                                      C_TRANSLUCENT,                          0 },\r
97                 { "detail",                     Q_CONT_DETAIL,                          0,                                                      0,                                                      0,                                                      C_DETAIL,                                       0 },\r
98                 { "structural",         Q_CONT_STRUCTURAL,                      0,                                                      0,                                                      0,                                                      C_STRUCTURAL,                           0 },\r
99                 { "hint",                       0,                                                      0,                                                      Q_SURF_HINT,                            0,                                                      C_HINT,                                         0 },\r
100                 { "nodraw",                     0,                                                      0,                                                      Q_SURF_NODRAW,                          0,                                                      C_NODRAW,                                       0 },\r
101                 \r
102                 { "alphashadow",        0,                                                      0,                                                      Q_SURF_ALPHASHADOW,                     0,                                                      C_ALPHASHADOW | C_TRANSLUCENT,  0 },\r
103                 { "lightfilter",        0,                                                      0,                                                      Q_SURF_LIGHTFILTER,                     0,                                                      C_LIGHTFILTER | C_TRANSLUCENT,  0 },\r
104                 { "nolightmap",         0,                                                      0,                                                      Q_SURF_VERTEXLIT,                       0,                                                      C_VERTEXLIT,                            0 },\r
105                 { "pointlight",         0,                                                      0,                                                      Q_SURF_VERTEXLIT,                       0,                                                      C_VERTEXLIT,                            0 },\r
106                 \r
107                 \r
108                 /* game */\r
109                 { "nonsolid",           0,                                                      Q_CONT_SOLID,                           Q_SURF_NONSOLID,                        0,                                                      0,                                                      C_SOLID },\r
110                 \r
111                 { "trigger",            Q_CONT_TRIGGER,                         Q_CONT_SOLID,                           0,                                                      0,                                                      C_TRANSLUCENT,                          C_SOLID },\r
112                 \r
113                 { "water",                      Q_CONT_WATER,                           Q_CONT_SOLID,                           0,                                                      0,                                                      C_LIQUID | C_TRANSLUCENT,       C_SOLID },\r
114                 { "slime",                      Q_CONT_SLIME,                           Q_CONT_SOLID,                           0,                                                      0,                                                      C_LIQUID | C_TRANSLUCENT,       C_SOLID },\r
115                 { "lava",                       Q_CONT_LAVA,                            Q_CONT_SOLID,                           0,                                                      0,                                                      C_LIQUID | C_TRANSLUCENT,       C_SOLID },\r
116                 \r
117                 { "playerclip",         Q_CONT_PLAYERCLIP,                      Q_CONT_SOLID,                           0,                                                      0,                                                      C_DETAIL | C_TRANSLUCENT,       C_SOLID },\r
118                 { "monsterclip",        Q_CONT_MONSTERCLIP,                     Q_CONT_SOLID,                           0,                                                      0,                                                      C_DETAIL | C_TRANSLUCENT,       C_SOLID },\r
119                 { "nodrop",                     Q_CONT_NODROP,                          Q_CONT_SOLID,                           0,                                                      0,                                                      C_TRANSLUCENT,                          C_SOLID },\r
120                 \r
121                 { "clusterportal",      Q_CONT_CLUSTERPORTAL,           Q_CONT_SOLID,                           0,                                                      0,                                                      C_TRANSLUCENT,                          C_SOLID },\r
122                 { "donotenter",         Q_CONT_DONOTENTER,                      Q_CONT_SOLID,                           0,                                                      0,                                                      C_TRANSLUCENT,                          C_SOLID },\r
123                 { "botclip",            Q_CONT_BOTCLIP,                         Q_CONT_SOLID,                           0,                                                      0,                                                      C_TRANSLUCENT,                          C_SOLID },\r
124                 \r
125                 { "fog",                        Q_CONT_FOG,                                     Q_CONT_SOLID,                           0,                                                      0,                                                      C_FOG,                                          C_SOLID },\r
126                 { "sky",                        0,                                                      0,                                                      Q_SURF_SKY,                                     0,                                                      C_SKY,                                          0 },\r
127                 \r
128                 { "slick",                      0,                                                      0,                                                      Q_SURF_SLICK,                           0,                                                      0,                                                      0 },\r
129                 \r
130                 { "noimpact",           0,                                                      0,                                                      Q_SURF_NOIMPACT,                        0,                                                      0,                                                      0 },\r
131                 { "nomarks",            0,                                                      0,                                                      Q_SURF_NOMARKS,                         0,                                                      C_NOMARKS,                                      0 },\r
132                 { "ladder",                     0,                                                      0,                                                      Q_SURF_LADDER,                          0,                                                      0,                                                      0 },\r
133                 { "nodamage",           0,                                                      0,                                                      Q_SURF_NODAMAGE,                        0,                                                      0,                                                      0 },\r
134                 { "metalsteps",         0,                                                      0,                                                      Q_SURF_METALSTEPS,                      0,                                                      0,                                                      0 },\r
135                 { "flesh",                      0,                                                      0,                                                      Q_SURF_FLESH,                           0,                                                      0,                                                      0 },\r
136                 { "nosteps",            0,                                                      0,                                                      Q_SURF_NOSTEPS,                         0,                                                      0,                                                      0 },\r
137                 { "nodlight",           0,                                                      0,                                                      Q_SURF_NODLIGHT,                        0,                                                      0,                                                      0 },\r
138                 { "dust",                       0,                                                      0,                                                      Q_SURF_DUST,                            0,                                                      0,                                                      0 },\r
139                 \r
140                 \r
141                 /* null */\r
142                 { NULL, 0, 0, 0, 0, 0, 0 }\r
143         }\r
144 }\r
145 \r
146 \r
147 \r
148 /* end marker */\r
149 #endif\r
150 \r