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1 /*\r
2 Copyright (C) 1999-2007 id Software, Inc. and contributors.\r
3 For a list of contributors, see the accompanying CONTRIBUTORS file.\r
4 \r
5 This file is part of GtkRadiant.\r
6 \r
7 GtkRadiant is free software; you can redistribute it and/or modify\r
8 it under the terms of the GNU General Public License as published by\r
9 the Free Software Foundation; either version 2 of the License, or\r
10 (at your option) any later version.\r
11 \r
12 GtkRadiant is distributed in the hope that it will be useful,\r
13 but WITHOUT ANY WARRANTY; without even the implied warranty of\r
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the\r
15 GNU General Public License for more details.\r
16 \r
17 You should have received a copy of the GNU General Public License\r
18 along with GtkRadiant; if not, write to the Free Software\r
19 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA\r
20 \r
21 ----------------------------------------------------------------------------------\r
22 \r
23 This code has been altered significantly from its original form, to support\r
24 several games based on the Quake III Arena engine, in the form of "Q3Map2."\r
25 \r
26 ------------------------------------------------------------------------------- */\r
27 \r
28 \r
29 \r
30 /* marker */\r
31 #ifndef GAME_EF_H\r
32 #define GAME_EF_H\r
33 \r
34 \r
35 \r
36 /* -------------------------------------------------------------------------------\r
37 \r
38 content and surface flags\r
39 \r
40 ------------------------------------------------------------------------------- */\r
41 \r
42 /* game flags */\r
43 #define E_CONT_SOLID                            1                       /* an eye is never valid in a solid */\r
44 #define E_CONT_LAVA                                     8\r
45 #define E_CONT_SLIME                            16\r
46 #define E_CONT_WATER                            32\r
47 #define E_CONT_FOG                                      64\r
48 #define E_CONT_LADDER                           128                     /* elite force ladder contents */\r
49 \r
50 #define E_CONT_AREAPORTAL                       0x8000\r
51 \r
52 #define E_CONT_PLAYERCLIP                       0x10000\r
53 #define E_CONT_MONSTERCLIP                      0x20000\r
54 #define E_CONT_SHOTCLIP                         0x40000         /* elite force shot clip */\r
55 #define E_CONT_ITEM                                     0x80000\r
56 #define E_CONT_CLUSTERPORTAL            0x100000\r
57 #define E_CONT_DONOTENTER                       0x200000\r
58 #define E_CONT_BOTCLIP                          0x400000\r
59 \r
60 #define E_CONT_ORIGIN                           0x1000000       /* removed before bsping an entity */\r
61 \r
62 #define E_CONT_BODY                                     0x2000000       /* should never be on a brush, only in game */\r
63 #define E_CONT_CORPSE                           0x4000000\r
64 #define E_CONT_DETAIL                           0x8000000       /* brushes not used for the bsp */\r
65 #define E_CONT_STRUCTURAL                       0x10000000      /* brushes used for the bsp */\r
66 #define E_CONT_TRANSLUCENT                      0x20000000      /* don't consume surface fragments inside */\r
67 #define E_CONT_TRIGGER                          0x40000000\r
68 #define E_CONT_NODROP                           0x80000000      /* don't leave bodies or items (death fog, lava) */\r
69 \r
70 #define E_SURF_NODAMAGE                         0x1                     /* never give falling damage */\r
71 #define E_SURF_SLICK                            0x2                     /* effects game physics */\r
72 #define E_SURF_SKY                                      0x4                     /* lighting from environment map */\r
73 #define E_SURF_LADDER                           0x8\r
74 #define E_SURF_NOIMPACT                         0x10            /* don't make missile explosions */\r
75 #define E_SURF_NOMARKS                          0x20            /* don't leave missile marks */\r
76 #define E_SURF_FLESH                            0x40            /* make flesh sounds and effects */\r
77 #define E_SURF_NODRAW                           0x80            /* don't generate a drawsurface at all */\r
78 #define E_SURF_HINT                                     0x100           /* make a primary bsp splitter */\r
79 #define E_SURF_SKIP                                     0x200           /* completely ignore, allowing non-closed brushes */\r
80 #define E_SURF_NOLIGHTMAP                       0x400           /* surface doesn't need a lightmap */\r
81 #define E_SURF_POINTLIGHT                       0x800           /* generate lighting info at vertexes */\r
82 #define E_SURF_METALSTEPS                       0x1000          /* clanking footsteps */\r
83 #define E_SURF_NOSTEPS                          0x2000          /* no footstep sounds */\r
84 #define E_SURF_NONSOLID                         0x4000          /* don't collide against curves with this set */\r
85 #define E_SURF_LIGHTFILTER                      0x8000          /* act as a light filter during q3map -light */\r
86 #define E_SURF_ALPHASHADOW                      0x10000         /* do per-pixel light shadow casting in q3map */\r
87 #define E_SURF_NODLIGHT                         0x20000         /* don't dlight even if solid (solid lava, skies) */\r
88 #define E_SURF_FORCEFIELD                       0x40000         /* elite force forcefield brushes */\r
89 \r
90 /* ydnar flags */\r
91 #define E_SURF_VERTEXLIT                        (E_SURF_POINTLIGHT | E_SURF_NOLIGHTMAP)\r
92 \r
93 \r
94 \r
95 /* -------------------------------------------------------------------------------\r
96 \r
97 game_t struct\r
98 \r
99 ------------------------------------------------------------------------------- */\r
100 \r
101 {\r
102         "ef",                           /* -game x */\r
103         "baseef",                       /* default base game data dir */\r
104         ".ef",                          /* unix home sub-dir */\r
105         "elite",                        /* magic path word */\r
106         "scripts",                      /* shader directory */\r
107         qfalse,                         /* wolf lighting model? */\r
108         qfalse,                         /* flares */\r
109         "flareshader",          /* default flare shader */\r
110         "IBSP",                         /* bsp file prefix */\r
111         46,                                     /* bsp file version */\r
112         LoadIBSPFile,           /* bsp load function */\r
113         WriteIBSPFile,          /* bsp write function */\r
114         \r
115         {\r
116                 /* name                         contentFlags                            contentFlagsClear                       surfaceFlags                            surfaceFlagsClear                       compileFlags                            compileFlagsClear */\r
117                 \r
118                 /* default */\r
119                 { "default",            E_CONT_SOLID,                           -1,                                                     0,                                                      -1,                                                     C_SOLID,                                        -1 },\r
120                 \r
121                 \r
122                 /* ydnar */\r
123                 { "lightgrid",          0,                                                      0,                                                      0,                                                      0,                                                      C_LIGHTGRID,                            0 },\r
124                 { "antiportal",         0,                                                      0,                                                      0,                                                      0,                                                      C_ANTIPORTAL,                           0 },\r
125                 { "skip",                       0,                                                      0,                                                      0,                                                      0,                                                      C_SKIP,                                         0 },\r
126                 \r
127                 \r
128                 /* compiler */\r
129                 { "origin",                     E_CONT_ORIGIN,                          E_CONT_SOLID,                           0,                                                      0,                                                      C_ORIGIN | C_TRANSLUCENT,       C_SOLID },\r
130                 { "areaportal",         E_CONT_AREAPORTAL,                      E_CONT_SOLID,                           0,                                                      0,                                                      C_AREAPORTAL | C_TRANSLUCENT,   C_SOLID },\r
131                 { "trans",                      E_CONT_TRANSLUCENT,                     0,                                                      0,                                                      0,                                                      C_TRANSLUCENT,                          0 },\r
132                 { "detail",                     E_CONT_DETAIL,                          0,                                                      0,                                                      0,                                                      C_DETAIL,                                       0 },\r
133                 { "structural",         E_CONT_STRUCTURAL,                      0,                                                      0,                                                      0,                                                      C_STRUCTURAL,                           0 },\r
134                 { "hint",                       0,                                                      0,                                                      E_SURF_HINT,                            0,                                                      C_HINT,                                         0 },\r
135                 { "nodraw",                     0,                                                      0,                                                      E_SURF_NODRAW,                          0,                                                      C_NODRAW,                                       0 },\r
136                 \r
137                 { "alphashadow",        0,                                                      0,                                                      E_SURF_ALPHASHADOW,                     0,                                                      C_ALPHASHADOW | C_TRANSLUCENT,  0 },\r
138                 { "lightfilter",        0,                                                      0,                                                      E_SURF_LIGHTFILTER,                     0,                                                      C_LIGHTFILTER | C_TRANSLUCENT,  0 },\r
139                 { "nolightmap",         0,                                                      0,                                                      E_SURF_VERTEXLIT,                       0,                                                      C_VERTEXLIT,                            0 },\r
140                 { "pointlight",         0,                                                      0,                                                      E_SURF_VERTEXLIT,                       0,                                                      C_VERTEXLIT,                            0 },\r
141                 \r
142                 \r
143                 /* game */\r
144                 { "nonsolid",           0,                                                      E_CONT_SOLID,                           E_SURF_NONSOLID,                        0,                                                      0,                                                      C_SOLID },\r
145                 \r
146                 { "trigger",            E_CONT_TRIGGER,                         E_CONT_SOLID,                           0,                                                      0,                                                      C_TRANSLUCENT,                          C_SOLID },\r
147                 \r
148                 { "water",                      E_CONT_WATER,                           E_CONT_SOLID,                           0,                                                      0,                                                      C_LIQUID | C_TRANSLUCENT,       C_SOLID },\r
149                 { "slime",                      E_CONT_SLIME,                           E_CONT_SOLID,                           0,                                                      0,                                                      C_LIQUID | C_TRANSLUCENT,       C_SOLID },\r
150                 { "lava",                       E_CONT_LAVA,                            E_CONT_SOLID,                           0,                                                      0,                                                      C_LIQUID | C_TRANSLUCENT,       C_SOLID },\r
151                 \r
152                 { "playerclip",         E_CONT_PLAYERCLIP,                      E_CONT_SOLID,                           0,                                                      0,                                                      C_DETAIL | C_TRANSLUCENT,       C_SOLID },\r
153                 { "monsterclip",        E_CONT_MONSTERCLIP,                     E_CONT_SOLID,                           0,                                                      0,                                                      C_DETAIL | C_TRANSLUCENT,       C_SOLID },\r
154                 { "shotclip",           E_CONT_SHOTCLIP,                        E_CONT_SOLID,                           0,                                                      0,                                                      C_DETAIL | C_TRANSLUCENT,       C_SOLID },\r
155                 { "nodrop",                     E_CONT_NODROP,                          E_CONT_SOLID,                           0,                                                      0,                                                      C_TRANSLUCENT,                          C_SOLID },\r
156                 \r
157                 { "clusterportal",      E_CONT_CLUSTERPORTAL,           E_CONT_SOLID,                           0,                                                      0,                                                      C_TRANSLUCENT,                          C_SOLID },\r
158                 { "donotenter",         E_CONT_DONOTENTER,                      E_CONT_SOLID,                           0,                                                      0,                                                      C_TRANSLUCENT,                          C_SOLID },\r
159                 { "botclip",            E_CONT_BOTCLIP,                         E_CONT_SOLID,                           0,                                                      0,                                                      C_TRANSLUCENT,                          C_SOLID },\r
160                 \r
161                 { "fog",                        E_CONT_FOG,                                     E_CONT_SOLID,                           0,                                                      0,                                                      C_FOG,                                          C_SOLID },\r
162                 { "sky",                        0,                                                      0,                                                      E_SURF_SKY,                                     0,                                                      C_SKY,                                          0 },\r
163                 \r
164                 { "slick",                      0,                                                      0,                                                      E_SURF_SLICK,                           0,                                                      0,                                                      0 },\r
165                 \r
166                 { "noimpact",           0,                                                      0,                                                      E_SURF_NOIMPACT,                        0,                                                      0,                                                      0 },\r
167                 { "nomarks",            0,                                                      0,                                                      E_SURF_NOMARKS,                         0,                                                      C_NOMARKS,                                      0 },\r
168                 { "ladder",                     E_CONT_LADDER,                          E_CONT_SOLID,                           E_SURF_LADDER,                          0,                                                      C_DETAIL | C_TRANSLUCENT,       C_SOLID },\r
169                 { "nodamage",           0,                                                      0,                                                      E_SURF_NODAMAGE,                        0,                                                      0,                                                      0 },\r
170                 { "metalsteps",         0,                                                      0,                                                      E_SURF_METALSTEPS,                      0,                                                      0,                                                      0 },\r
171                 { "flesh",                      0,                                                      0,                                                      E_SURF_FLESH,                           0,                                                      0,                                                      0 },\r
172                 { "nosteps",            0,                                                      0,                                                      E_SURF_NOSTEPS,                         0,                                                      0,                                                      0 },\r
173                 { "nodlight",           0,                                                      0,                                                      E_SURF_NODLIGHT,                        0,                                                      0,                                                      0 },\r
174                 { "forcefield",         0,                                                      0,                                                      E_SURF_FORCEFIELD,                      0,                                                      0,                                                      0 },\r
175                 \r
176                 \r
177                 /* null */\r
178                 { NULL, 0, 0, 0, 0, 0, 0 }\r
179         }\r
180 }\r
181 \r
182 \r
183 \r
184 /* end marker */\r
185 #endif\r
186 \r