X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=tools%2Fquake3%2Fq3map2%2Fgame_qfusion.h;h=3df7e141068d7516dd4ad09f7357117dd17eb412;hb=d68faa1fc39c38df0c5fac2a85d7a6897dcb3cc4;hp=43c27fc5dded0c62f48cbf29b4243e429a2fe13f;hpb=cc4e44e31a89c8efed942ca26e2a341466f9a3b2;p=xonotic%2Fnetradiant.git diff --git a/tools/quake3/q3map2/game_qfusion.h b/tools/quake3/q3map2/game_qfusion.h index 43c27fc5..3df7e141 100644 --- a/tools/quake3/q3map2/game_qfusion.h +++ b/tools/quake3/q3map2/game_qfusion.h @@ -1,33 +1,33 @@ /* ------------------------------------------------------------------------------- -This code is based on source provided under the terms of the Id Software -LIMITED USE SOFTWARE LICENSE AGREEMENT, a copy of which is included with the -GtkRadiant sources (see LICENSE_ID). If you did not receive a copy of -LICENSE_ID, please contact Id Software immediately at info@idsoftware.com. + This code is based on source provided under the terms of the Id Software + LIMITED USE SOFTWARE LICENSE AGREEMENT, a copy of which is included with the + GtkRadiant sources (see LICENSE_ID). If you did not receive a copy of + LICENSE_ID, please contact Id Software immediately at info@idsoftware.com. -All changes and additions to the original source which have been developed by -other contributors (see CONTRIBUTORS) are provided under the terms of the -license the contributors choose (see LICENSE), to the extent permitted by the -LICENSE_ID. If you did not receive a copy of the contributor license, -please contact the GtkRadiant maintainers at info@gtkradiant.com immediately. + All changes and additions to the original source which have been developed by + other contributors (see CONTRIBUTORS) are provided under the terms of the + license the contributors choose (see LICENSE), to the extent permitted by the + LICENSE_ID. If you did not receive a copy of the contributor license, + please contact the GtkRadiant maintainers at info@gtkradiant.com immediately. -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ``AS IS'' -AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE -IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE -DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE FOR ANY -DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES -(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; -LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON -ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS -SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ``AS IS'' + AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE + DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE FOR ANY + DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES + (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; + LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON + ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS + SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ----------------------------------------------------------------------------------- + ---------------------------------------------------------------------------------- -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." + 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." -------------------------------------------------------------------------------- */ + ------------------------------------------------------------------------------- */ @@ -39,150 +39,169 @@ several games based on the Quake III Arena engine, in the form of "Q3Map2." /* ------------------------------------------------------------------------------- -content and surface flags + content and surface flags -------------------------------------------------------------------------------- */ + ------------------------------------------------------------------------------- */ /* game flags */ -#define F_CONT_SOLID 1 /* an eye is never valid in a solid */ -#define F_CONT_LAVA 8 -#define F_CONT_SLIME 16 -#define F_CONT_WATER 32 -#define F_CONT_FOG 64 - -#define F_CONT_AREAPORTAL 0x8000 - -#define F_CONT_PLAYERCLIP 0x10000 -#define F_CONT_MONSTERCLIP 0x20000 -#define F_CONT_TELEPORTER 0x40000 -#define F_CONT_JUMPPAD 0x80000 -#define F_CONT_CLUSTERPORTAL 0x100000 -#define F_CONT_DONOTENTER 0x200000 -#define F_CONT_BOTCLIP 0x400000 - -#define F_CONT_ORIGIN 0x1000000 /* removed before bsping an entity */ - -#define F_CONT_BODY 0x2000000 /* should never be on a brush, only in game */ -#define F_CONT_CORPSE 0x4000000 -#define F_CONT_DETAIL 0x8000000 /* brushes not used for the bsp */ -#define F_CONT_STRUCTURAL 0x10000000 /* brushes used for the bsp */ -#define F_CONT_TRANSLUCENT 0x20000000 /* don't consume surface fragments inside */ -#define F_CONT_TRIGGER 0x40000000 -#define F_CONT_NODROP 0x80000000 /* don't leave bodies or items (death fog, lava) */ - -#define F_SURF_NODAMAGE 0x1 /* never give falling damage */ -#define F_SURF_SLICK 0x2 /* effects game physics */ -#define F_SURF_SKY 0x4 /* lighting from environment map */ -#define F_SURF_LADDER 0x8 -#define F_SURF_NOIMPACT 0x10 /* don't make missile explosions */ -#define F_SURF_NOMARKS 0x20 /* don't leave missile marks */ -#define F_SURF_FLESH 0x40 /* make flesh sounds and effects */ -#define F_SURF_NODRAW 0x80 /* don't generate a drawsurface at all */ -#define F_SURF_HINT 0x100 /* make a primary bsp splitter */ -#define F_SURF_SKIP 0x200 /* completely ignore, allowing non-closed brushes */ -#define F_SURF_NOLIGHTMAP 0x400 /* surface doesn't need a lightmap */ -#define F_SURF_POINTLIGHT 0x800 /* generate lighting info at vertexes */ -#define F_SURF_METALSTEPS 0x1000 /* clanking footsteps */ -#define F_SURF_NOSTEPS 0x2000 /* no footstep sounds */ -#define F_SURF_NONSOLID 0x4000 /* don't collide against curves with this set */ -#define F_SURF_LIGHTFILTER 0x8000 /* act as a light filter during q3map -light */ -#define F_SURF_ALPHASHADOW 0x10000 /* do per-pixel light shadow casting in q3map */ -#define F_SURF_NODLIGHT 0x20000 /* don't dlight even if solid (solid lava, skies) */ -#define F_SURF_DUST 0x40000 /* leave a dust trail when walking on this surface */ +#define F_CONT_SOLID 1 /* an eye is never valid in a solid */ +#define F_CONT_LAVA 8 +#define F_CONT_SLIME 16 +#define F_CONT_WATER 32 +#define F_CONT_FOG 64 + +#define F_CONT_AREAPORTAL 0x8000 + +#define F_CONT_PLAYERCLIP 0x10000 +#define F_CONT_MONSTERCLIP 0x20000 +#define F_CONT_TELEPORTER 0x40000 +#define F_CONT_JUMPPAD 0x80000 +#define F_CONT_CLUSTERPORTAL 0x100000 +#define F_CONT_DONOTENTER 0x200000 +#define F_CONT_BOTCLIP 0x400000 + +#define F_CONT_ORIGIN 0x1000000 /* removed before bsping an entity */ + +#define F_CONT_BODY 0x2000000 /* should never be on a brush, only in game */ +#define F_CONT_CORPSE 0x4000000 +#define F_CONT_DETAIL 0x8000000 /* brushes not used for the bsp */ +#define F_CONT_STRUCTURAL 0x10000000 /* brushes used for the bsp */ +#define F_CONT_TRANSLUCENT 0x20000000 /* don't consume surface fragments inside */ +#define F_CONT_TRIGGER 0x40000000 +#define F_CONT_NODROP 0x80000000 /* don't leave bodies or items (death fog, lava) */ + +#define F_SURF_NODAMAGE 0x1 /* never give falling damage */ +#define F_SURF_SLICK 0x2 /* effects game physics */ +#define F_SURF_SKY 0x4 /* lighting from environment map */ +#define F_SURF_LADDER 0x8 +#define F_SURF_NOIMPACT 0x10 /* don't make missile explosions */ +#define F_SURF_NOMARKS 0x20 /* don't leave missile marks */ +#define F_SURF_FLESH 0x40 /* make flesh sounds and effects */ +#define F_SURF_NODRAW 0x80 /* don't generate a drawsurface at all */ +#define F_SURF_HINT 0x100 /* make a primary bsp splitter */ +#define F_SURF_SKIP 0x200 /* completely ignore, allowing non-closed brushes */ +#define F_SURF_NOLIGHTMAP 0x400 /* surface doesn't need a lightmap */ +#define F_SURF_POINTLIGHT 0x800 /* generate lighting info at vertexes */ +#define F_SURF_METALSTEPS 0x1000 /* clanking footsteps */ +#define F_SURF_NOSTEPS 0x2000 /* no footstep sounds */ +#define F_SURF_NONSOLID 0x4000 /* don't collide against curves with this set */ +#define F_SURF_LIGHTFILTER 0x8000 /* act as a light filter during q3map -light */ +#define F_SURF_ALPHASHADOW 0x10000 /* do per-pixel light shadow casting in q3map */ +#define F_SURF_NODLIGHT 0x20000 /* don't dlight even if solid (solid lava, skies) */ +#define F_SURF_DUST 0x40000 /* leave a dust trail when walking on this surface */ /* ydnar flags */ -#define F_SURF_VERTEXLIT (F_SURF_POINTLIGHT | F_SURF_NOLIGHTMAP) +#define F_SURF_VERTEXLIT ( F_SURF_POINTLIGHT | F_SURF_NOLIGHTMAP ) /* ------------------------------------------------------------------------------- -game_t struct + game_t struct -------------------------------------------------------------------------------- */ + ------------------------------------------------------------------------------- */ { - "qfusion", /* -game x */ - "baseq3", /* default base game data dir */ - ".q3a", /* unix home sub-dir */ - "quake", /* magic path word */ - "scripts", /* shader directory */ - 2048, /* max lightmapped surface verts */ - 2048, /* max surface verts */ - 12288, /* max surface indexes */ - qtrue, /* flares */ - "flareshader", /* default flare shader */ - qfalse, /* wolf lighting model? */ - 512, /* lightmap width/height */ - 1.0f, /* lightmap gamma */ - 1.0f, /* lightmap compensate */ - "FBSP", /* bsp file prefix */ - 1, /* bsp file version */ - qfalse, /* cod-style lump len/ofs order */ - LoadRBSPFile, /* bsp load function */ - WriteRBSPFile, /* bsp write function */ + "qfusion", /* -game x */ + "baseq3", /* default base game data dir */ + ".q3a", /* unix home sub-dir */ + "quake", /* magic path word */ + "scripts", /* shader directory */ + 2048, /* max lightmapped surface verts */ + 2048, /* max surface verts */ + 12288, /* max surface indexes */ + qtrue, /* flares */ + "flareshader", /* default flare shader */ + qfalse, /* wolf lighting model? */ + 512, /* lightmap width/height */ + 1.0f, /* lightmap gamma */ + qfalse, /* lightmap sRGB */ + qfalse, /* texture sRGB */ + qfalse, /* color sRGB */ + 0.0f, /* lightmap exposure */ + 1.0f, /* lightmap compensate */ + 1.0f, /* lightgrid scale */ + 1.0f, /* lightgrid ambient scale */ + qtrue, /* light angle attenuation uses half-lambert curve */ + qtrue, /* disable shader lightstyles hack */ + qtrue, /* keep light entities on bsp */ + 8, /* default patchMeta subdivisions tolerance */ + qtrue, /* patch casting enabled */ + qtrue, /* compile deluxemaps */ + 0, /* deluxemaps default mode */ + 256, /* minimap size */ + 1.0f, /* minimap sharpener */ + 0.0f, /* minimap border */ + qtrue, /* minimap keep aspect */ + MINIMAP_MODE_WHITE, /* minimap mode */ + "../minimaps/%s.tga", /* minimap name format */ + "FBSP", /* 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", F_CONT_SOLID, -1, 0, -1, C_SOLID, -1 }, - - + { "default", F_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 }, - - + { "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", F_CONT_ORIGIN, F_CONT_SOLID, 0, 0, C_ORIGIN | C_TRANSLUCENT, C_SOLID }, - { "areaportal", F_CONT_AREAPORTAL, F_CONT_SOLID, 0, 0, C_AREAPORTAL | C_TRANSLUCENT, C_SOLID }, - { "trans", F_CONT_TRANSLUCENT, 0, 0, 0, C_TRANSLUCENT, 0 }, - { "detail", F_CONT_DETAIL, 0, 0, 0, C_DETAIL, 0 }, - { "structural", F_CONT_STRUCTURAL, 0, 0, 0, C_STRUCTURAL, 0 }, - { "hint", 0, 0, F_SURF_HINT, 0, C_HINT, 0 }, - { "nodraw", 0, 0, F_SURF_NODRAW, 0, C_NODRAW, 0 }, - - { "alphashadow", 0, 0, F_SURF_ALPHASHADOW, 0, C_ALPHASHADOW | C_TRANSLUCENT, 0 }, - { "lightfilter", 0, 0, F_SURF_LIGHTFILTER, 0, C_LIGHTFILTER | C_TRANSLUCENT, 0 }, - { "nolightmap", 0, 0, F_SURF_VERTEXLIT, 0, C_VERTEXLIT, 0 }, - { "pointlight", 0, 0, F_SURF_VERTEXLIT, 0, C_VERTEXLIT, 0 }, - - + { "origin", F_CONT_ORIGIN, F_CONT_SOLID, 0, 0, C_ORIGIN | C_TRANSLUCENT, C_SOLID }, + { "areaportal", F_CONT_AREAPORTAL, F_CONT_SOLID, 0, 0, C_AREAPORTAL | C_TRANSLUCENT, C_SOLID }, + { "trans", F_CONT_TRANSLUCENT, 0, 0, 0, C_TRANSLUCENT, 0 }, + { "detail", F_CONT_DETAIL, 0, 0, 0, C_DETAIL, 0 }, + { "structural", F_CONT_STRUCTURAL, 0, 0, 0, C_STRUCTURAL, 0 }, + { "hint", 0, 0, F_SURF_HINT, 0, C_HINT, 0 }, + { "nodraw", 0, 0, F_SURF_NODRAW, 0, C_NODRAW, 0 }, + + { "alphashadow", 0, 0, F_SURF_ALPHASHADOW, 0, C_ALPHASHADOW | C_TRANSLUCENT, 0 }, + { "lightfilter", 0, 0, F_SURF_LIGHTFILTER, 0, C_LIGHTFILTER | C_TRANSLUCENT, 0 }, + { "nolightmap", 0, 0, F_SURF_VERTEXLIT, 0, C_VERTEXLIT, 0 }, + { "pointlight", 0, 0, F_SURF_VERTEXLIT, 0, C_VERTEXLIT, 0 }, + + /* game */ - { "nonsolid", 0, F_CONT_SOLID, F_SURF_NONSOLID, 0, 0, C_SOLID }, - - { "trigger", F_CONT_TRIGGER, F_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID }, - - { "water", F_CONT_WATER, F_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID }, - { "slime", F_CONT_SLIME, F_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID }, - { "lava", F_CONT_LAVA, F_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID }, - - { "playerclip", F_CONT_PLAYERCLIP, F_CONT_SOLID, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID }, - { "monsterclip", F_CONT_MONSTERCLIP, F_CONT_SOLID, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID }, - { "nodrop", F_CONT_NODROP, F_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID }, - - { "clusterportal", F_CONT_CLUSTERPORTAL, F_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID }, - { "donotenter", F_CONT_DONOTENTER, F_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID }, - { "botclip", F_CONT_BOTCLIP, F_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID }, - - { "fog", F_CONT_FOG, F_CONT_SOLID, 0, 0, C_FOG, C_SOLID }, - { "sky", 0, 0, F_SURF_SKY, 0, C_SKY, 0 }, - - { "slick", 0, 0, F_SURF_SLICK, 0, 0, 0 }, - - { "noimpact", 0, 0, F_SURF_NOIMPACT, 0, 0, 0 }, - { "nomarks", 0, 0, F_SURF_NOMARKS, 0, C_NOMARKS, 0 }, - { "ladder", 0, 0, F_SURF_LADDER, 0, 0, 0 }, - { "nodamage", 0, 0, F_SURF_NODAMAGE, 0, 0, 0 }, - { "metalsteps", 0, 0, F_SURF_METALSTEPS, 0, 0, 0 }, - { "flesh", 0, 0, F_SURF_FLESH, 0, 0, 0 }, - { "nosteps", 0, 0, F_SURF_NOSTEPS, 0, 0, 0 }, - { "nodlight", 0, 0, F_SURF_NODLIGHT, 0, 0, 0 }, - { "dust", 0, 0, F_SURF_DUST, 0, 0, 0 }, - - + { "nonsolid", 0, F_CONT_SOLID, F_SURF_NONSOLID, 0, 0, C_SOLID }, + + { "trigger", F_CONT_TRIGGER, F_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID }, + + { "water", F_CONT_WATER, F_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID }, + { "slime", F_CONT_SLIME, F_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID }, + { "lava", F_CONT_LAVA, F_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID }, + + { "playerclip", F_CONT_PLAYERCLIP, F_CONT_SOLID, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID }, + { "monsterclip", F_CONT_MONSTERCLIP, F_CONT_SOLID, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID }, + { "nodrop", F_CONT_NODROP, F_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID }, + + { "clusterportal", F_CONT_CLUSTERPORTAL, F_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID }, + { "donotenter", F_CONT_DONOTENTER, F_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID }, + { "botclip", F_CONT_BOTCLIP, F_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID }, + + { "fog", F_CONT_FOG, F_CONT_SOLID, 0, 0, C_FOG, C_SOLID }, + { "sky", 0, 0, F_SURF_SKY, 0, C_SKY, 0 }, + + { "slick", 0, 0, F_SURF_SLICK, 0, 0, 0 }, + + { "noimpact", 0, 0, F_SURF_NOIMPACT, 0, 0, 0 }, + { "nomarks", 0, 0, F_SURF_NOMARKS, 0, C_NOMARKS, 0 }, + { "ladder", 0, 0, F_SURF_LADDER, 0, 0, 0 }, + { "nodamage", 0, 0, F_SURF_NODAMAGE, 0, 0, 0 }, + { "metalsteps", 0, 0, F_SURF_METALSTEPS, 0, 0, 0 }, + { "flesh", 0, 0, F_SURF_FLESH, 0, 0, 0 }, + { "nosteps", 0, 0, F_SURF_NOSTEPS, 0, 0, 0 }, + { "nodlight", 0, 0, F_SURF_NODLIGHT, 0, 0, 0 }, + { "dust", 0, 0, F_SURF_DUST, 0, 0, 0 }, + + /* null */ { NULL, 0, 0, 0, 0, 0, 0 } } @@ -192,4 +211,3 @@ game_t struct /* end marker */ #endif -