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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_WOLF_H\r
32 #define GAME_WOLF_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 W_CONT_SOLID                            1                       /* an eye is never valid in a solid */\r
44 #define W_CONT_LAVA                                     8\r
45 #define W_CONT_SLIME                            16\r
46 #define W_CONT_WATER                            32\r
47 #define W_CONT_FOG                                      64\r
48 \r
49 #define W_CONT_MISSILECLIP                      0x80            /* wolf ranged missile blocking */\r
50 #define W_CONT_ITEM                                     0x100           /* wolf item contents */\r
51 #define W_CONT_AI_NOSIGHT                       0x1000          /* wolf ai sight blocking */\r
52 #define W_CONT_CLIPSHOT                         0x2000          /* wolf shot clip */\r
53 #define W_CONT_AREAPORTAL                       0x8000\r
54 \r
55 #define W_CONT_PLAYERCLIP                       0x10000\r
56 #define W_CONT_MONSTERCLIP                      0x20000\r
57 #define W_CONT_TELEPORTER                       0x40000\r
58 #define W_CONT_JUMPPAD                          0x80000\r
59 #define W_CONT_CLUSTERPORTAL            0x100000\r
60 #define W_CONT_DONOTENTER                       0x200000\r
61 #define W_CONT_DONOTENTER_LARGE         0x400000        /* wolf dne */\r
62 \r
63 #define W_CONT_ORIGIN                           0x1000000       /* removed before bsping an entity */\r
64 \r
65 #define W_CONT_BODY                                     0x2000000       /* should never be on a brush, only in game */\r
66 #define W_CONT_CORPSE                           0x4000000\r
67 #define W_CONT_DETAIL                           0x8000000       /* brushes not used for the bsp */\r
68 #define W_CONT_STRUCTURAL                       0x10000000      /* brushes used for the bsp */\r
69 #define W_CONT_TRANSLUCENT                      0x20000000      /* don't consume surface fragments inside */\r
70 #define W_CONT_TRIGGER                          0x40000000\r
71 #define W_CONT_NODROP                           0x80000000      /* don't leave bodies or items (death fog, lava) */\r
72 \r
73 #define W_SURF_NODAMAGE                         0x1                     /* never give falling damage */\r
74 #define W_SURF_SLICK                            0x2                     /* effects game physics */\r
75 #define W_SURF_SKY                                      0x4                     /* lighting from environment map */\r
76 #define W_SURF_LADDER                           0x8\r
77 #define W_SURF_NOIMPACT                         0x10            /* don't make missile explosions */\r
78 #define W_SURF_NOMARKS                          0x20            /* don't leave missile marks */\r
79 #define W_SURF_CERAMIC                          0x40            /* wolf ceramic material */\r
80 #define W_SURF_NODRAW                           0x80            /* don't generate a drawsurface at all */\r
81 #define W_SURF_HINT                                     0x100           /* make a primary bsp splitter */\r
82 #define W_SURF_SKIP                                     0x200           /* completely ignore, allowing non-closed brushes */\r
83 #define W_SURF_NOLIGHTMAP                       0x400           /* surface doesn't need a lightmap */\r
84 #define W_SURF_POINTLIGHT                       0x800           /* generate lighting info at vertexes */\r
85 #define W_SURF_METAL                            0x1000          /* wolf metal material */\r
86 #define W_SURF_NOSTEPS                          0x2000          /* no footstep sounds */\r
87 #define W_SURF_NONSOLID                         0x4000          /* don't collide against curves with this set */\r
88 #define W_SURF_LIGHTFILTER                      0x8000          /* act as a light filter during q3map -light */\r
89 #define W_SURF_ALPHASHADOW                      0x10000         /* do per-pixel light shadow casting in q3map */\r
90 #define W_SURF_NODLIGHT                         0x20000         /* don't dlight even if solid (solid lava, skies) */\r
91 #define W_SURF_WOOD                                     0x40000         /* wolf wood material */\r
92 #define W_SURF_GRASS                            0x80000         /* wolf grass material */\r
93 #define W_SURF_GRAVEL                           0x100000        /* wolf gravel material */\r
94 #define W_SURF_GLASS                            0x200000        /* wolf glass material */\r
95 #define W_SURF_SNOW                                     0x400000        /* wolf snow material */\r
96 #define W_SURF_ROOF                                     0x800000        /* wolf roof material */\r
97 #define W_SURF_RUBBLE                           0x1000000       /* wolf rubble material */\r
98 #define W_SURF_CARPET                           0x2000000       /* wolf carpet material */\r
99 \r
100 #define W_SURF_MONSTERSLICK                     0x4000000       /* wolf npc slick surface */\r
101 #define W_SURF_MONSLICK_W                       0x8000000       /* wolf slide bodies west */\r
102 #define W_SURF_MONSLICK_N                       0x10000000      /* wolf slide bodies north */\r
103 #define W_SURF_MONSLICK_E                       0x20000000      /* wolf slide bodies east */\r
104 #define W_SURF_MONSLICK_S                       0x40000000      /* wolf slide bodies south */\r
105 \r
106 /* ydnar flags */\r
107 #define W_SURF_VERTEXLIT                        (W_SURF_POINTLIGHT | W_SURF_NOLIGHTMAP)\r
108 \r
109 \r
110 \r
111 /* -------------------------------------------------------------------------------\r
112 \r
113 game_t struct\r
114 \r
115 ------------------------------------------------------------------------------- */\r
116 \r
117 {\r
118         "wolf",                         /* -game x */\r
119         "main",                         /* default base game data dir */\r
120         ".wolf",                        /* unix home sub-dir */\r
121         "wolf",                         /* magic path word */\r
122         "scripts",                      /* shader directory */\r
123         qtrue,                          /* wolf lighting model? */\r
124         qfalse,                         /* flares */\r
125         "flareshader",          /* default flare shader */\r
126         "IBSP",                         /* bsp file prefix */\r
127         47,                                     /* bsp file version */\r
128         LoadIBSPFile,           /* bsp load function */\r
129         WriteIBSPFile,          /* bsp write function */\r
130         \r
131         {\r
132                 /* name                         contentFlags                            contentFlagsClear                       surfaceFlags                            surfaceFlagsClear                       compileFlags                            compileFlagsClear */\r
133                 \r
134                 /* default */\r
135                 { "default",            W_CONT_SOLID,                           -1,                                                     0,                                                      -1,                                                     C_SOLID,                                        -1 },\r
136                 \r
137                 \r
138                 /* ydnar */\r
139                 { "lightgrid",          0,                                                      0,                                                      0,                                                      0,                                                      C_LIGHTGRID,                            0 },\r
140                 { "antiportal",         0,                                                      0,                                                      0,                                                      0,                                                      C_ANTIPORTAL,                           0 },\r
141                 { "skip",                       0,                                                      0,                                                      0,                                                      0,                                                      C_SKIP,                                         0 },\r
142                 \r
143                 \r
144                 /* compiler */\r
145                 { "origin",                     W_CONT_ORIGIN,                          W_CONT_SOLID,                           0,                                                      0,                                                      C_ORIGIN | C_TRANSLUCENT,       C_SOLID },\r
146                 { "areaportal",         W_CONT_AREAPORTAL,                      W_CONT_SOLID,                           0,                                                      0,                                                      C_AREAPORTAL | C_TRANSLUCENT,   C_SOLID },\r
147                 { "trans",                      W_CONT_TRANSLUCENT,                     0,                                                      0,                                                      0,                                                      C_TRANSLUCENT,                          0 },\r
148                 { "detail",                     W_CONT_DETAIL,                          0,                                                      0,                                                      0,                                                      C_DETAIL,                                       0 },\r
149                 { "structural",         W_CONT_STRUCTURAL,                      0,                                                      0,                                                      0,                                                      C_STRUCTURAL,                           0 },\r
150                 { "hint",                       0,                                                      0,                                                      W_SURF_HINT,                            0,                                                      C_HINT,                                         0 },\r
151                 { "nodraw",                     0,                                                      0,                                                      W_SURF_NODRAW,                          0,                                                      C_NODRAW,                                       0 },\r
152                 \r
153                 { "alphashadow",        0,                                                      0,                                                      W_SURF_ALPHASHADOW,                     0,                                                      C_ALPHASHADOW | C_TRANSLUCENT,  0 },\r
154                 { "lightfilter",        0,                                                      0,                                                      W_SURF_LIGHTFILTER,                     0,                                                      C_LIGHTFILTER | C_TRANSLUCENT,  0 },\r
155                 { "nolightmap",         0,                                                      0,                                                      W_SURF_VERTEXLIT,                       0,                                                      C_VERTEXLIT,                            0 },\r
156                 { "pointlight",         0,                                                      0,                                                      W_SURF_VERTEXLIT,                       0,                                                      C_VERTEXLIT,                            0 },\r
157                 \r
158                 \r
159                 /* game */\r
160                 { "nonsolid",           0,                                                      W_CONT_SOLID,                           W_SURF_NONSOLID,                        0,                                                      0,                                                      C_SOLID },\r
161                 \r
162                 { "trigger",            W_CONT_TRIGGER,                         W_CONT_SOLID,                           0,                                                      0,                                                      C_TRANSLUCENT,                          C_SOLID },\r
163                 \r
164                 { "water",                      W_CONT_WATER,                           W_CONT_SOLID,                           0,                                                      0,                                                      C_LIQUID | C_TRANSLUCENT,       C_SOLID },\r
165                 { "slag",                       W_CONT_SLIME,                           W_CONT_SOLID,                           0,                                                      0,                                                      C_LIQUID | C_TRANSLUCENT,       C_SOLID },\r
166                 { "lava",                       W_CONT_LAVA,                            W_CONT_SOLID,                           0,                                                      0,                                                      C_LIQUID | C_TRANSLUCENT,       C_SOLID },\r
167                 \r
168                 { "playerclip",         W_CONT_PLAYERCLIP,                      W_CONT_SOLID,                           0,                                                      0,                                                      C_DETAIL | C_TRANSLUCENT,       C_SOLID },\r
169                 { "monsterclip",        W_CONT_MONSTERCLIP,                     W_CONT_SOLID,                           0,                                                      0,                                                      C_DETAIL | C_TRANSLUCENT,       C_SOLID },\r
170                 { "clipmissile",        W_CONT_MISSILECLIP,                     W_CONT_SOLID,                           0,                                                      0,                                                      C_DETAIL | C_TRANSLUCENT,       C_SOLID },\r
171                 { "clipshot",           W_CONT_CLIPSHOT,                        W_CONT_SOLID,                           0,                                                      0,                                                      C_DETAIL | C_TRANSLUCENT,       C_SOLID },\r
172                 { "nodrop",                     W_CONT_NODROP,                          W_CONT_SOLID,                           0,                                                      0,                                                      C_TRANSLUCENT,                          C_SOLID },\r
173                 \r
174                 { "clusterportal",      W_CONT_CLUSTERPORTAL,           W_CONT_SOLID,                           0,                                                      0,                                                      C_TRANSLUCENT,                          C_SOLID },\r
175                 { "donotenter",         W_CONT_DONOTENTER,                      W_CONT_SOLID,                           0,                                                      0,                                                      C_TRANSLUCENT,                          C_SOLID },\r
176                 { "nonotenterlarge",W_CONT_DONOTENTER_LARGE,    W_CONT_SOLID,                           0,                                                      0,                                                      C_TRANSLUCENT,                          C_SOLID },\r
177                 \r
178                 { "fog",                        W_CONT_FOG,                                     W_CONT_SOLID,                           0,                                                      0,                                                      C_FOG,                                          C_SOLID },\r
179                 { "sky",                        0,                                                      0,                                                      W_SURF_SKY,                                     0,                                                      C_SKY,                                          0 },\r
180                 \r
181                 { "slick",                      0,                                                      0,                                                      W_SURF_SLICK,                           0,                                                      0,                                                      0 },\r
182                 \r
183                 { "noimpact",           0,                                                      0,                                                      W_SURF_NOIMPACT,                        0,                                                      0,                                                      0 },\r
184                 { "nomarks",            0,                                                      0,                                                      W_SURF_NOMARKS,                         0,                                                      C_NOMARKS,                                      0 },\r
185                 { "ladder",                     0,                                                      0,                                                      W_SURF_LADDER,                          0,                                                      0,                                                      0 },\r
186                 { "nodamage",           0,                                                      0,                                                      W_SURF_NODAMAGE,                        0,                                                      0,                                                      0 },\r
187                 { "nosteps",            0,                                                      0,                                                      W_SURF_NOSTEPS,                         0,                                                      0,                                                      0 },\r
188                 { "nodlight",           0,                                                      0,                                                      W_SURF_NODLIGHT,                        0,                                                      0,                                                      0 },\r
189                 \r
190                 \r
191                 /* materials */\r
192                 { "metal",                      0,                                                      0,                                                      W_SURF_METAL,                           0,                                                      0,                                                      0 },\r
193                 { "metalsteps",         0,                                                      0,                                                      W_SURF_METAL,                           0,                                                      0,                                                      0 },\r
194                 { "glass",                      0,                                                      0,                                                      W_SURF_GLASS,                           0,                                                      0,                                                      0 },\r
195                 { "ceramic",            0,                                                      0,                                                      W_SURF_CERAMIC,                         0,                                                      0,                                                      0 },\r
196                 { "woodsteps",          0,                                                      0,                                                      W_SURF_WOOD,                            0,                                                      0,                                                      0 },\r
197                 { "grasssteps",         0,                                                      0,                                                      W_SURF_GRASS,                           0,                                                      0,                                                      0 },\r
198                 { "gravelsteps",        0,                                                      0,                                                      W_SURF_GRAVEL,                          0,                                                      0,                                                      0 },\r
199                 { "rubble",                     0,                                                      0,                                                      W_SURF_RUBBLE,                          0,                                                      0,                                                      0 },\r
200                 { "carpetsteps",        0,                                                      0,                                                      W_SURF_CARPET,                          0,                                                      0,                                                      0 },\r
201                 { "snowsteps",          0,                                                      0,                                                      W_SURF_SNOW,                            0,                                                      0,                                                      0 },\r
202                 { "roofsteps",          0,                                                      0,                                                      W_SURF_ROOF,                            0,                                                      0,                                                      0 },\r
203                 \r
204                 \r
205                 /* ai */\r
206                 { "ai_nosight",         W_CONT_AI_NOSIGHT,                      W_CONT_SOLID,                           0,                                                      0,                                                      C_TRANSLUCENT,                          C_SOLID },\r
207                 \r
208                 /* ydnar: experimental until bits are confirmed! */\r
209                 { "ai_nopass",          W_CONT_DONOTENTER,                      W_CONT_SOLID,                           0,                                                      0,                                                      C_TRANSLUCENT,                          C_SOLID },\r
210                 { "ai_nopasslarge",     W_CONT_DONOTENTER_LARGE,        W_CONT_SOLID,                           0,                                                      0,                                                      C_TRANSLUCENT,                          C_SOLID },\r
211                 \r
212                 \r
213                 /* sliding bodies */\r
214                 { "monsterslick",       0,                                                      0,                                                      W_SURF_MONSTERSLICK,            0,                                                      C_TRANSLUCENT,                          0 },\r
215                 { "monsterslicknorth",  0,                                              0,                                                      W_SURF_MONSLICK_N,                      0,                                                      C_TRANSLUCENT,                          0 },\r
216                 { "monsterslickeast",   0,                                              0,                                                      W_SURF_MONSLICK_E,                      0,                                                      C_TRANSLUCENT,                          0 },\r
217                 { "monsterslicksouth",  0,                                              0,                                                      W_SURF_MONSLICK_S,                      0,                                                      C_TRANSLUCENT,                          0 },\r
218                 { "monsterslickwest",   0,                                              0,                                                      W_SURF_MONSLICK_W,                      0,                                                      C_TRANSLUCENT,                          0 },\r
219                 \r
220                 \r
221                 /* null */\r
222                 { NULL, 0, 0, 0, 0, 0, 0 }\r
223         }\r
224 }\r
225 \r
226 \r
227 \r
228 /* end marker */\r
229 #endif\r
230 \r