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1 /* -------------------------------------------------------------------------------
2
3    This code is based on source provided under the terms of the Id Software
4    LIMITED USE SOFTWARE LICENSE AGREEMENT, a copy of which is included with the
5    GtkRadiant sources (see LICENSE_ID). If you did not receive a copy of
6    LICENSE_ID, please contact Id Software immediately at info@idsoftware.com.
7
8    All changes and additions to the original source which have been developed by
9    other contributors (see CONTRIBUTORS) are provided under the terms of the
10    license the contributors choose (see LICENSE), to the extent permitted by the
11    LICENSE_ID. If you did not receive a copy of the contributor license,
12    please contact the GtkRadiant maintainers at info@gtkradiant.com immediately.
13
14    THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ``AS IS''
15    AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
16    IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
17    DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE FOR ANY
18    DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
19    (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
20    LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
21    ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
22    (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
23    SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
24
25    ----------------------------------------------------------------------------------
26
27    This code has been altered significantly from its original form, to support
28    several games based on the Quake III Arena engine, in the form of "Q3Map2."
29
30    ------------------------------------------------------------------------------- */
31
32
33
34 /* marker */
35 #ifndef GAME_QFUSION_H
36 #define GAME_QFUSION_H
37
38
39
40 /* -------------------------------------------------------------------------------
41
42    content and surface flags
43
44    ------------------------------------------------------------------------------- */
45
46 /* game flags */
47 #define F_CONT_SOLID                1           /* an eye is never valid in a solid */
48 #define F_CONT_LAVA                 8
49 #define F_CONT_SLIME                16
50 #define F_CONT_WATER                32
51 #define F_CONT_FOG                  64
52
53 #define F_CONT_AREAPORTAL           0x8000
54
55 #define F_CONT_PLAYERCLIP           0x10000
56 #define F_CONT_MONSTERCLIP          0x20000
57 #define F_CONT_TELEPORTER           0x40000
58 #define F_CONT_JUMPPAD              0x80000
59 #define F_CONT_CLUSTERPORTAL        0x100000
60 #define F_CONT_DONOTENTER           0x200000
61 #define F_CONT_BOTCLIP              0x400000
62
63 #define F_CONT_ORIGIN               0x1000000   /* removed before bsping an entity */
64
65 #define F_CONT_BODY                 0x2000000   /* should never be on a brush, only in game */
66 #define F_CONT_CORPSE               0x4000000
67 #define F_CONT_DETAIL               0x8000000   /* brushes not used for the bsp */
68 #define F_CONT_STRUCTURAL           0x10000000  /* brushes used for the bsp */
69 #define F_CONT_TRANSLUCENT          0x20000000  /* don't consume surface fragments inside */
70 #define F_CONT_TRIGGER              0x40000000
71 #define F_CONT_NODROP               0x80000000  /* don't leave bodies or items (death fog, lava) */
72
73 #define F_SURF_NODAMAGE             0x1         /* never give falling damage */
74 #define F_SURF_SLICK                0x2         /* effects game physics */
75 #define F_SURF_SKY                  0x4         /* lighting from environment map */
76 #define F_SURF_LADDER               0x8
77 #define F_SURF_NOIMPACT             0x10        /* don't make missile explosions */
78 #define F_SURF_NOMARKS              0x20        /* don't leave missile marks */
79 #define F_SURF_FLESH                0x40        /* make flesh sounds and effects */
80 #define F_SURF_NODRAW               0x80        /* don't generate a drawsurface at all */
81 #define F_SURF_HINT                 0x100       /* make a primary bsp splitter */
82 #define F_SURF_SKIP                 0x200       /* completely ignore, allowing non-closed brushes */
83 #define F_SURF_NOLIGHTMAP           0x400       /* surface doesn't need a lightmap */
84 #define F_SURF_POINTLIGHT           0x800       /* generate lighting info at vertexes */
85 #define F_SURF_METALSTEPS           0x1000      /* clanking footsteps */
86 #define F_SURF_NOSTEPS              0x2000      /* no footstep sounds */
87 #define F_SURF_NONSOLID             0x4000      /* don't collide against curves with this set */
88 #define F_SURF_LIGHTFILTER          0x8000      /* act as a light filter during q3map -light */
89 #define F_SURF_ALPHASHADOW          0x10000     /* do per-pixel light shadow casting in q3map */
90 #define F_SURF_NODLIGHT             0x20000     /* don't dlight even if solid (solid lava, skies) */
91 #define F_SURF_DUST                 0x40000     /* leave a dust trail when walking on this surface */
92
93 /* ydnar flags */
94 #define F_SURF_VERTEXLIT            ( F_SURF_POINTLIGHT | F_SURF_NOLIGHTMAP )
95
96
97
98 /* -------------------------------------------------------------------------------
99
100    game_t struct
101
102    ------------------------------------------------------------------------------- */
103
104 {
105         "qfusion",          /* -game x */
106         "baseq3",           /* default base game data dir */
107         ".q3a",             /* unix home sub-dir */
108         "quake",            /* magic path word */
109         "scripts",          /* shader directory */
110         2048,               /* max lightmapped surface verts */
111         2048,               /* max surface verts */
112         12288,              /* max surface indexes */
113         qtrue,              /* flares */
114         "flareshader",      /* default flare shader */
115         qfalse,             /* wolf lighting model? */
116         512,                /* lightmap width/height */
117         1.0f,               /* lightmap gamma */
118         qfalse,             /* lightmap sRGB */
119         qfalse,             /* texture sRGB */
120         qfalse,             /* color sRGB */
121         0.0f,               /* lightmap exposure */
122         1.0f,               /* lightmap compensate */
123         1.0f,               /* lightgrid scale */
124         1.0f,               /* lightgrid ambient scale */
125         qtrue,              /* light angle attenuation uses half-lambert curve */
126         qtrue,              /* disable shader lightstyles hack */
127         qtrue,              /* keep light entities on bsp */
128         8,                  /* default patchMeta subdivisions tolerance */
129         qtrue,              /* patch casting enabled */
130         qtrue,              /* compile deluxemaps */
131         0,                  /* deluxemaps default mode */
132         256,                /* minimap size */
133         1.0f,               /* minimap sharpener */
134         0.0f,               /* minimap border */
135         qtrue,              /* minimap keep aspect */
136         MINIMAP_MODE_WHITE, /* minimap mode */
137         "../minimaps/%s.tga", /* minimap name format */
138         "FBSP",             /* bsp file prefix */
139         1,                  /* bsp file version */
140         qfalse,             /* cod-style lump len/ofs order */
141         LoadRBSPFile,       /* bsp load function */
142         WriteRBSPFile,      /* bsp write function */
143
144         {
145                 /* name                         contentFlags                            contentFlagsClear                       surfaceFlags                            surfaceFlagsClear                       compileFlags                            compileFlagsClear */
146
147                 /* default */
148                 { "default",        F_CONT_SOLID,               -1,                         0,                          -1,                         C_SOLID,                    -1 },
149
150
151                 /* ydnar */
152                 { "lightgrid",      0,                          0,                          0,                          0,                          C_LIGHTGRID,                0 },
153                 { "antiportal",     0,                          0,                          0,                          0,                          C_ANTIPORTAL,               0 },
154                 { "skip",           0,                          0,                          0,                          0,                          C_SKIP,                     0 },
155
156
157                 /* compiler */
158                 { "origin",         F_CONT_ORIGIN,              F_CONT_SOLID,               0,                          0,                          C_ORIGIN | C_TRANSLUCENT,   C_SOLID },
159                 { "areaportal",     F_CONT_AREAPORTAL,          F_CONT_SOLID,               0,                          0,                          C_AREAPORTAL | C_TRANSLUCENT,   C_SOLID },
160                 { "trans",          F_CONT_TRANSLUCENT,         0,                          0,                          0,                          C_TRANSLUCENT,              0 },
161                 { "detail",         F_CONT_DETAIL,              0,                          0,                          0,                          C_DETAIL,                   0 },
162                 { "structural",     F_CONT_STRUCTURAL,          0,                          0,                          0,                          C_STRUCTURAL,               0 },
163                 { "hint",           0,                          0,                          F_SURF_HINT,                0,                          C_HINT,                     0 },
164                 { "nodraw",         0,                          0,                          F_SURF_NODRAW,              0,                          C_NODRAW,                   0 },
165
166                 { "alphashadow",    0,                          0,                          F_SURF_ALPHASHADOW,         0,                          C_ALPHASHADOW | C_TRANSLUCENT,  0 },
167                 { "lightfilter",    0,                          0,                          F_SURF_LIGHTFILTER,         0,                          C_LIGHTFILTER | C_TRANSLUCENT,  0 },
168                 { "nolightmap",     0,                          0,                          F_SURF_VERTEXLIT,           0,                          C_VERTEXLIT,                0 },
169                 { "pointlight",     0,                          0,                          F_SURF_VERTEXLIT,           0,                          C_VERTEXLIT,                0 },
170
171
172                 /* game */
173                 { "nonsolid",       0,                          F_CONT_SOLID,               F_SURF_NONSOLID,            0,                          0,                          C_SOLID },
174
175                 { "trigger",        F_CONT_TRIGGER,             F_CONT_SOLID,               0,                          0,                          C_TRANSLUCENT,              C_SOLID },
176
177                 { "water",          F_CONT_WATER,               F_CONT_SOLID,               0,                          0,                          C_LIQUID | C_TRANSLUCENT,   C_SOLID },
178                 { "slime",          F_CONT_SLIME,               F_CONT_SOLID,               0,                          0,                          C_LIQUID | C_TRANSLUCENT,   C_SOLID },
179                 { "lava",           F_CONT_LAVA,                F_CONT_SOLID,               0,                          0,                          C_LIQUID | C_TRANSLUCENT,   C_SOLID },
180
181                 { "playerclip",     F_CONT_PLAYERCLIP,          F_CONT_SOLID,               0,                          0,                          C_DETAIL | C_TRANSLUCENT,   C_SOLID },
182                 { "monsterclip",    F_CONT_MONSTERCLIP,         F_CONT_SOLID,               0,                          0,                          C_DETAIL | C_TRANSLUCENT,   C_SOLID },
183                 { "nodrop",         F_CONT_NODROP,              F_CONT_SOLID,               0,                          0,                          C_TRANSLUCENT,              C_SOLID },
184
185                 { "clusterportal",  F_CONT_CLUSTERPORTAL,       F_CONT_SOLID,               0,                          0,                          C_TRANSLUCENT,              C_SOLID },
186                 { "donotenter",     F_CONT_DONOTENTER,          F_CONT_SOLID,               0,                          0,                          C_TRANSLUCENT,              C_SOLID },
187                 { "botclip",        F_CONT_BOTCLIP,             F_CONT_SOLID,               0,                          0,                          C_TRANSLUCENT,              C_SOLID },
188
189                 { "fog",            F_CONT_FOG,                 F_CONT_SOLID,               0,                          0,                          C_FOG,                      C_SOLID },
190                 { "sky",            0,                          0,                          F_SURF_SKY,                 0,                          C_SKY,                      0 },
191
192                 { "slick",          0,                          0,                          F_SURF_SLICK,               0,                          0,                          0 },
193
194                 { "noimpact",       0,                          0,                          F_SURF_NOIMPACT,            0,                          0,                          0 },
195                 { "nomarks",        0,                          0,                          F_SURF_NOMARKS,             0,                          C_NOMARKS,                  0 },
196                 { "ladder",         0,                          0,                          F_SURF_LADDER,              0,                          0,                          0 },
197                 { "nodamage",       0,                          0,                          F_SURF_NODAMAGE,            0,                          0,                          0 },
198                 { "metalsteps",     0,                          0,                          F_SURF_METALSTEPS,          0,                          0,                          0 },
199                 { "flesh",          0,                          0,                          F_SURF_FLESH,               0,                          0,                          0 },
200                 { "nosteps",        0,                          0,                          F_SURF_NOSTEPS,             0,                          0,                          0 },
201                 { "nodlight",       0,                          0,                          F_SURF_NODLIGHT,            0,                          0,                          0 },
202                 { "dust",           0,                          0,                          F_SURF_DUST,                0,                          0,                          0 },
203
204
205                 /* null */
206                 { NULL, 0, 0, 0, 0, 0, 0 }
207         }
208 }
209
210
211
212 /* end marker */
213 #endif