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1 /* -------------------------------------------------------------------------------
2
3    Copyright (C) 1999-2007 id Software, Inc. and contributors.
4    For a list of contributors, see the accompanying CONTRIBUTORS file.
5
6    This file is part of GtkRadiant.
7
8    GtkRadiant is free software; you can redistribute it and/or modify
9    it under the terms of the GNU General Public License as published by
10    the Free Software Foundation; either version 2 of the License, or
11    (at your option) any later version.
12
13    GtkRadiant is distributed in the hope that it will be useful,
14    but WITHOUT ANY WARRANTY; without even the implied warranty of
15    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16    GNU General Public License for more details.
17
18    You should have received a copy of the GNU General Public License
19    along with GtkRadiant; if not, write to the Free Software
20    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
21
22    ----------------------------------------------------------------------------------
23
24    This code has been altered significantly from its original form, to support
25    several games based on the Quake III Arena engine, in the form of "Q3Map2."
26
27    ------------------------------------------------------------------------------- */
28
29
30
31 /* marker */
32 #ifndef GAME_WOLF_H
33 #define GAME_WOLF_H
34
35
36
37 /* -------------------------------------------------------------------------------
38
39    content and surface flags
40
41    ------------------------------------------------------------------------------- */
42
43 /* game flags */
44 #define W_CONT_SOLID                1           /* an eye is never valid in a solid */
45 #define W_CONT_LAVA                 8
46 #define W_CONT_SLIME                16
47 #define W_CONT_WATER                32
48 #define W_CONT_FOG                  64
49
50 #define W_CONT_MISSILECLIP          0x80        /* wolf ranged missile blocking */
51 #define W_CONT_ITEM                 0x100       /* wolf item contents */
52 #define W_CONT_AI_NOSIGHT           0x1000      /* wolf ai sight blocking */
53 #define W_CONT_CLIPSHOT             0x2000      /* wolf shot clip */
54 #define W_CONT_AREAPORTAL           0x8000
55
56 #define W_CONT_PLAYERCLIP           0x10000
57 #define W_CONT_MONSTERCLIP          0x20000
58 #define W_CONT_TELEPORTER           0x40000
59 #define W_CONT_JUMPPAD              0x80000
60 #define W_CONT_CLUSTERPORTAL        0x100000
61 #define W_CONT_DONOTENTER           0x200000
62 #define W_CONT_DONOTENTER_LARGE     0x400000    /* wolf dne */
63
64 #define W_CONT_ORIGIN               0x1000000   /* removed before bsping an entity */
65
66 #define W_CONT_BODY                 0x2000000   /* should never be on a brush, only in game */
67 #define W_CONT_CORPSE               0x4000000
68 #define W_CONT_DETAIL               0x8000000   /* brushes not used for the bsp */
69 #define W_CONT_STRUCTURAL           0x10000000  /* brushes used for the bsp */
70 #define W_CONT_TRANSLUCENT          0x20000000  /* don't consume surface fragments inside */
71 #define W_CONT_TRIGGER              0x40000000
72 #define W_CONT_NODROP               0x80000000  /* don't leave bodies or items (death fog, lava) */
73
74 #define W_SURF_NODAMAGE             0x1         /* never give falling damage */
75 #define W_SURF_SLICK                0x2         /* effects game physics */
76 #define W_SURF_SKY                  0x4         /* lighting from environment map */
77 #define W_SURF_LADDER               0x8
78 #define W_SURF_NOIMPACT             0x10        /* don't make missile explosions */
79 #define W_SURF_NOMARKS              0x20        /* don't leave missile marks */
80 #define W_SURF_CERAMIC              0x40        /* wolf ceramic material */
81 #define W_SURF_NODRAW               0x80        /* don't generate a drawsurface at all */
82 #define W_SURF_HINT                 0x100       /* make a primary bsp splitter */
83 #define W_SURF_SKIP                 0x200       /* completely ignore, allowing non-closed brushes */
84 #define W_SURF_NOLIGHTMAP           0x400       /* surface doesn't need a lightmap */
85 #define W_SURF_POINTLIGHT           0x800       /* generate lighting info at vertexes */
86 #define W_SURF_METAL                0x1000      /* wolf metal material */
87 #define W_SURF_NOSTEPS              0x2000      /* no footstep sounds */
88 #define W_SURF_NONSOLID             0x4000      /* don't collide against curves with this set */
89 #define W_SURF_LIGHTFILTER          0x8000      /* act as a light filter during q3map -light */
90 #define W_SURF_ALPHASHADOW          0x10000     /* do per-pixel light shadow casting in q3map */
91 #define W_SURF_NODLIGHT             0x20000     /* don't dlight even if solid (solid lava, skies) */
92 #define W_SURF_WOOD                 0x40000     /* wolf wood material */
93 #define W_SURF_GRASS                0x80000     /* wolf grass material */
94 #define W_SURF_GRAVEL               0x100000    /* wolf gravel material */
95 #define W_SURF_GLASS                0x200000    /* wolf glass material */
96 #define W_SURF_SNOW                 0x400000    /* wolf snow material */
97 #define W_SURF_ROOF                 0x800000    /* wolf roof material */
98 #define W_SURF_RUBBLE               0x1000000   /* wolf rubble material */
99 #define W_SURF_CARPET               0x2000000   /* wolf carpet material */
100
101 #define W_SURF_MONSTERSLICK         0x4000000   /* wolf npc slick surface */
102 #define W_SURF_MONSLICK_W           0x8000000   /* wolf slide bodies west */
103 #define W_SURF_MONSLICK_N           0x10000000  /* wolf slide bodies north */
104 #define W_SURF_MONSLICK_E           0x20000000  /* wolf slide bodies east */
105 #define W_SURF_MONSLICK_S           0x40000000  /* wolf slide bodies south */
106
107 /* ydnar flags */
108 #define W_SURF_VERTEXLIT            ( W_SURF_POINTLIGHT | W_SURF_NOLIGHTMAP )
109
110
111
112 /* -------------------------------------------------------------------------------
113
114    game_t struct
115
116    ------------------------------------------------------------------------------- */
117
118 {
119         "wolf",             /* -game x */
120         "main",             /* default base game data dir */
121         ".wolf",            /* unix home sub-dir */
122         "wolf",             /* magic path word */
123         "scripts",          /* shader directory */
124         64,                 /* max lightmapped surface verts */
125         999,                /* max surface verts */
126         6000,               /* max surface indexes */
127         qfalse,             /* flares */
128         "flareshader",      /* default flare shader */
129         qtrue,              /* wolf lighting model? */
130         128,                /* lightmap width/height */
131         1.0f,               /* lightmap gamma */
132         qfalse,             /* lightmap sRGB */
133         qfalse,             /* texture sRGB */
134         qfalse,             /* color sRGB */
135         0.0f,               /* lightmap exposure */
136         1.0f,               /* lightmap compensate */
137         1.0f,               /* lightgrid scale */
138         1.0f,               /* lightgrid ambient scale */
139         qfalse,             /* light angle attenuation uses half-lambert curve */
140         qfalse,             /* disable shader lightstyles hack */
141         qfalse,             /* keep light entities on bsp */
142         8,                  /* default patchMeta subdivisions tolerance */
143         qfalse,             /* patch casting enabled */
144         qfalse,             /* compile deluxemaps */
145         0,                  /* deluxemaps default mode */
146         512,                /* minimap size */
147         1.0f,               /* minimap sharpener */
148         0.0f,               /* minimap border */
149         qtrue,              /* minimap keep aspect */
150         MINIMAP_MODE_GRAY,  /* minimap mode */
151         "%s.tga",           /* minimap name format */
152         "IBSP",             /* bsp file prefix */
153         47,                 /* bsp file version */
154         qfalse,             /* cod-style lump len/ofs order */
155         LoadIBSPFile,       /* bsp load function */
156         WriteIBSPFile,      /* bsp write function */
157
158         {
159                 /* name                         contentFlags                            contentFlagsClear                       surfaceFlags                            surfaceFlagsClear                       compileFlags                            compileFlagsClear */
160
161                 /* default */
162                 { "default",        W_CONT_SOLID,               -1,                         0,                          -1,                         C_SOLID,                    -1 },
163
164
165                 /* ydnar */
166                 { "lightgrid",      0,                          0,                          0,                          0,                          C_LIGHTGRID,                0 },
167                 { "antiportal",     0,                          0,                          0,                          0,                          C_ANTIPORTAL,               0 },
168                 { "skip",           0,                          0,                          0,                          0,                          C_SKIP,                     0 },
169
170
171                 /* compiler */
172                 { "origin",         W_CONT_ORIGIN,              W_CONT_SOLID,               0,                          0,                          C_ORIGIN | C_TRANSLUCENT,   C_SOLID },
173                 { "areaportal",     W_CONT_AREAPORTAL,          W_CONT_SOLID,               0,                          0,                          C_AREAPORTAL | C_TRANSLUCENT,   C_SOLID },
174                 { "trans",          W_CONT_TRANSLUCENT,         0,                          0,                          0,                          C_TRANSLUCENT,              0 },
175                 { "detail",         W_CONT_DETAIL,              0,                          0,                          0,                          C_DETAIL,                   0 },
176                 { "structural",     W_CONT_STRUCTURAL,          0,                          0,                          0,                          C_STRUCTURAL,               0 },
177                 { "hint",           0,                          0,                          W_SURF_HINT,                0,                          C_HINT,                     0 },
178                 { "nodraw",         0,                          0,                          W_SURF_NODRAW,              0,                          C_NODRAW,                   0 },
179
180                 { "alphashadow",    0,                          0,                          W_SURF_ALPHASHADOW,         0,                          C_ALPHASHADOW | C_TRANSLUCENT,  0 },
181                 { "lightfilter",    0,                          0,                          W_SURF_LIGHTFILTER,         0,                          C_LIGHTFILTER | C_TRANSLUCENT,  0 },
182                 { "nolightmap",     0,                          0,                          W_SURF_VERTEXLIT,           0,                          C_VERTEXLIT,                0 },
183                 { "pointlight",     0,                          0,                          W_SURF_VERTEXLIT,           0,                          C_VERTEXLIT,                0 },
184
185
186                 /* game */
187                 { "nonsolid",       0,                          W_CONT_SOLID,               W_SURF_NONSOLID,            0,                          0,                          C_SOLID },
188
189                 { "trigger",        W_CONT_TRIGGER,             W_CONT_SOLID,               0,                          0,                          C_TRANSLUCENT,              C_SOLID },
190
191                 { "water",          W_CONT_WATER,               W_CONT_SOLID,               0,                          0,                          C_LIQUID | C_TRANSLUCENT,   C_SOLID },
192                 { "slag",           W_CONT_SLIME,               W_CONT_SOLID,               0,                          0,                          C_LIQUID | C_TRANSLUCENT,   C_SOLID },
193                 { "lava",           W_CONT_LAVA,                W_CONT_SOLID,               0,                          0,                          C_LIQUID | C_TRANSLUCENT,   C_SOLID },
194
195                 { "playerclip",     W_CONT_PLAYERCLIP,          W_CONT_SOLID,               0,                          0,                          C_DETAIL | C_TRANSLUCENT,   C_SOLID },
196                 { "monsterclip",    W_CONT_MONSTERCLIP,         W_CONT_SOLID,               0,                          0,                          C_DETAIL | C_TRANSLUCENT,   C_SOLID },
197                 { "clipmissile",    W_CONT_MISSILECLIP,         W_CONT_SOLID,               0,                          0,                          C_DETAIL | C_TRANSLUCENT,   C_SOLID },
198                 { "clipshot",       W_CONT_CLIPSHOT,            W_CONT_SOLID,               0,                          0,                          C_DETAIL | C_TRANSLUCENT,   C_SOLID },
199                 { "nodrop",         W_CONT_NODROP,              W_CONT_SOLID,               0,                          0,                          C_TRANSLUCENT,              C_SOLID },
200
201                 { "clusterportal",  W_CONT_CLUSTERPORTAL,       W_CONT_SOLID,               0,                          0,                          C_TRANSLUCENT,              C_SOLID },
202                 { "donotenter",     W_CONT_DONOTENTER,          W_CONT_SOLID,               0,                          0,                          C_TRANSLUCENT,              C_SOLID },
203                 { "nonotenterlarge",W_CONT_DONOTENTER_LARGE,    W_CONT_SOLID,               0,                          0,                          C_TRANSLUCENT,              C_SOLID },
204
205                 { "fog",            W_CONT_FOG,                 W_CONT_SOLID,               0,                          0,                          C_FOG,                      C_SOLID },
206                 { "sky",            0,                          0,                          W_SURF_SKY,                 0,                          C_SKY,                      0 },
207
208                 { "slick",          0,                          0,                          W_SURF_SLICK,               0,                          0,                          0 },
209
210                 { "noimpact",       0,                          0,                          W_SURF_NOIMPACT,            0,                          0,                          0 },
211                 { "nomarks",        0,                          0,                          W_SURF_NOMARKS,             0,                          C_NOMARKS,                  0 },
212                 { "ladder",         0,                          0,                          W_SURF_LADDER,              0,                          0,                          0 },
213                 { "nodamage",       0,                          0,                          W_SURF_NODAMAGE,            0,                          0,                          0 },
214                 { "nosteps",        0,                          0,                          W_SURF_NOSTEPS,             0,                          0,                          0 },
215                 { "nodlight",       0,                          0,                          W_SURF_NODLIGHT,            0,                          0,                          0 },
216
217
218                 /* materials */
219                 { "metal",          0,                          0,                          W_SURF_METAL,               0,                          0,                          0 },
220                 { "metalsteps",     0,                          0,                          W_SURF_METAL,               0,                          0,                          0 },
221                 { "glass",          0,                          0,                          W_SURF_GLASS,               0,                          0,                          0 },
222                 { "ceramic",        0,                          0,                          W_SURF_CERAMIC,             0,                          0,                          0 },
223                 { "woodsteps",      0,                          0,                          W_SURF_WOOD,                0,                          0,                          0 },
224                 { "grasssteps",     0,                          0,                          W_SURF_GRASS,               0,                          0,                          0 },
225                 { "gravelsteps",    0,                          0,                          W_SURF_GRAVEL,              0,                          0,                          0 },
226                 { "rubble",         0,                          0,                          W_SURF_RUBBLE,              0,                          0,                          0 },
227                 { "carpetsteps",    0,                          0,                          W_SURF_CARPET,              0,                          0,                          0 },
228                 { "snowsteps",      0,                          0,                          W_SURF_SNOW,                0,                          0,                          0 },
229                 { "roofsteps",      0,                          0,                          W_SURF_ROOF,                0,                          0,                          0 },
230
231
232                 /* ai */
233                 { "ai_nosight",     W_CONT_AI_NOSIGHT,          W_CONT_SOLID,               0,                          0,                          C_TRANSLUCENT,              C_SOLID },
234
235                 /* ydnar: experimental until bits are confirmed! */
236                 { "ai_nopass",      W_CONT_DONOTENTER,          W_CONT_SOLID,               0,                          0,                          C_TRANSLUCENT,              C_SOLID },
237                 { "ai_nopasslarge", W_CONT_DONOTENTER_LARGE,    W_CONT_SOLID,               0,                          0,                          C_TRANSLUCENT,              C_SOLID },
238
239
240                 /* sliding bodies */
241                 { "monsterslick",   0,                          0,                          W_SURF_MONSTERSLICK,        0,                          C_TRANSLUCENT,              0 },
242                 { "monsterslicknorth",  0,                      0,                          W_SURF_MONSLICK_N,          0,                          C_TRANSLUCENT,              0 },
243                 { "monsterslickeast",   0,                      0,                          W_SURF_MONSLICK_E,          0,                          C_TRANSLUCENT,              0 },
244                 { "monsterslicksouth",  0,                      0,                          W_SURF_MONSLICK_S,          0,                          C_TRANSLUCENT,              0 },
245                 { "monsterslickwest",   0,                      0,                          W_SURF_MONSLICK_W,          0,                          C_TRANSLUCENT,              0 },
246
247
248                 /* null */
249                 { NULL, 0, 0, 0, 0, 0, 0 }
250         }
251 }
252
253
254
255 /* end marker */
256 #endif