/* ------------------------------------------------------------------------------- Copyright (C) 1999-2007 id Software, Inc. and contributors. For a list of contributors, see the accompanying CONTRIBUTORS file. This file is part of GtkRadiant. GtkRadiant is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. GtkRadiant is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with GtkRadiant; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA ---------------------------------------------------------------------------------- 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." ------------------------------------------------------------------------------- */ /* marker */ #ifndef GAME_ETUT_H #define GAME_ETUT_H /* ------------------------------------------------------------------------------- content and surface flags ------------------------------------------------------------------------------- */ /* game flags */ #define U_CONT_SOLID 1 /* an eye is never valid in a solid */ #define U_CONT_LAVA 8 #define U_CONT_SLIME 16 #define U_CONT_WATER 32 #define U_CONT_FOG 64 #define U_CONT_AREAPORTAL 0x8000 #define U_CONT_PLAYERCLIP 0x10000 #define U_CONT_MONSTERCLIP 0x20000 #define U_CONT_TELEPORTER 0x40000 #define U_CONT_JUMPPAD 0x80000 #define U_CONT_CLUSTERPORTAL 0x100000 #define U_CONT_DONOTENTER 0x200000 #define U_CONT_BOTCLIP 0x400000 #define U_CONT_ORIGIN 0x1000000 /* removed before bsping an entity */ #define U_CONT_BODY 0x2000000 /* should never be on a brush, only in game */ #define U_CONT_CORPSE 0x4000000 #define U_CONT_DETAIL 0x8000000 /* brushes not used for the bsp */ #define U_CONT_STRUCTURAL 0x10000000 /* brushes used for the bsp */ #define U_CONT_TRANSLUCENT 0x20000000 /* don't consume surface fragments inside */ #define U_CONT_TRIGGER 0x40000000 #define U_CONT_NODROP 0x80000000 /* don't leave bodies or items (death fog, lava) */ #define U_SURF_NODAMAGE 0x1 /* never give falling damage */ #define U_SURF_SLICK 0x2 /* effects game physics */ #define U_SURF_SKY 0x4 /* lighting from environment map */ #define U_SURF_LADDER 0x8 #define U_SURF_NOIMPACT 0x10 /* don't make missile explosions */ #define U_SURF_NOMARKS 0x20 /* don't leave missile marks */ #define U_SURF_FLESH 0x40 /* make flesh sounds and effects */ #define U_SURF_NODRAW 0x80 /* don't generate a drawsurface at all */ #define U_SURF_HINT 0x100 /* make a primary bsp splitter */ #define U_SURF_SKIP 0x200 /* completely ignore, allowing non-closed brushes */ #define U_SURF_NOLIGHTMAP 0x400 /* surface doesn't need a lightmap */ #define U_SURF_POINTLIGHT 0x800 /* generate lighting info at vertexes */ #define U_SURF_METALSTEPS 0x1000 /* clanking footsteps */ #define U_SURF_NOSTEPS 0x2000 /* no footstep sounds */ #define U_SURF_NONSOLID 0x4000 /* don't collide against curves with this set */ #define U_SURF_LIGHTFILTER 0x8000 /* act as a light filter during q3map -light */ #define U_SURF_ALPHASHADOW 0x10000 /* do per-pixel light shadow casting in q3map */ #define U_SURF_NODLIGHT 0x20000 /* don't dlight even if solid (solid lava, skies) */ #define U_SURF_DUST 0x40000 /* leave a dust trail when walking on this surface */ /* ydnar flags */ #define U_SURF_VERTEXLIT (U_SURF_POINTLIGHT | U_SURF_NOLIGHTMAP) /* materials */ #define U_MAT_MASK 0xFFF00000 /* mask to get the material type */ #define U_MAT_NONE 0x00000000 #define U_MAT_TIN 0x00100000 #define U_MAT_ALUMINUM 0x00200000 #define U_MAT_IRON 0x00300000 #define U_MAT_TITANIUM 0x00400000 #define U_MAT_STEEL 0x00500000 #define U_MAT_BRASS 0x00600000 #define U_MAT_COPPER 0x00700000 #define U_MAT_CEMENT 0x00800000 #define U_MAT_ROCK 0x00900000 #define U_MAT_GRAVEL 0x00A00000 #define U_MAT_PAVEMENT 0x00B00000 #define U_MAT_BRICK 0x00C00000 #define U_MAT_CLAY 0x00D00000 #define U_MAT_GRASS 0x00E00000 #define U_MAT_DIRT 0x00F00000 #define U_MAT_MUD 0x01000000 #define U_MAT_SNOW 0x01100000 #define U_MAT_ICE 0x01200000 #define U_MAT_SAND 0x01300000 #define U_MAT_CERAMICTILE 0x01400000 #define U_MAT_LINOLEUM 0x01500000 #define U_MAT_RUG 0x01600000 #define U_MAT_PLASTER 0x01700000 #define U_MAT_PLASTIC 0x01800000 #define U_MAT_CARDBOARD 0x01900000 #define U_MAT_HARDWOOD 0x01A00000 #define U_MAT_SOFTWOOD 0x01B00000 #define U_MAT_PLANK 0x01C00000 #define U_MAT_GLASS 0x01D00000 #define U_MAT_WATER 0x01E00000 #define U_MAT_STUCCO 0x01F00000 /* ------------------------------------------------------------------------------- game_t struct ------------------------------------------------------------------------------- */ { "etut", /* -game x */ "etut", /* default base game data dir */ ".etwolf", /* unix home sub-dir */ "et", /* magic path word */ "scripts", /* shader directory */ 1024, /* max lightmapped surface verts */ 1024, /* max surface verts */ 6144, /* max surface indexes */ qfalse, /* flares */ "flareshader", /* default flare shader */ qfalse, /* wolf lighting model? */ 128, /* lightmap width/height */ 2.2f, /* lightmap gamma */ 1.0f, /* lightmap exposure */ 1.0f, /* lightmap compensate */ "IBSP", /* bsp file prefix */ 46, /* bsp file version */ qfalse, /* cod-style lump len/ofs order */ LoadIBSPFile, /* bsp load function */ WriteIBSPFile, /* bsp write function */ { /* name contentFlags contentFlagsClear surfaceFlags surfaceFlagsClear compileFlags compileFlagsClear */ /* default */ { "default", U_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 }, /* compiler */ { "origin", U_CONT_ORIGIN, U_CONT_SOLID, 0, 0, C_ORIGIN | C_TRANSLUCENT, C_SOLID }, { "areaportal", U_CONT_AREAPORTAL, U_CONT_SOLID, 0, 0, C_AREAPORTAL | C_TRANSLUCENT, C_SOLID }, { "trans", U_CONT_TRANSLUCENT, 0, 0, 0, C_TRANSLUCENT, 0 }, { "detail", U_CONT_DETAIL, 0, 0, 0, C_DETAIL, 0 }, { "structural", U_CONT_STRUCTURAL, 0, 0, 0, C_STRUCTURAL, 0 }, { "hint", 0, 0, U_SURF_HINT, 0, C_HINT, 0 }, { "nodraw", 0, 0, U_SURF_NODRAW, 0, C_NODRAW, 0 }, { "alphashadow", 0, 0, U_SURF_ALPHASHADOW, 0, C_ALPHASHADOW | C_TRANSLUCENT, 0 }, { "lightfilter", 0, 0, U_SURF_LIGHTFILTER, 0, C_LIGHTFILTER | C_TRANSLUCENT, 0 }, { "nolightmap", 0, 0, U_SURF_VERTEXLIT, 0, C_VERTEXLIT, 0 }, { "pointlight", 0, 0, U_SURF_VERTEXLIT, 0, C_VERTEXLIT, 0 }, /* game */ { "nonsolid", 0, U_CONT_SOLID, U_SURF_NONSOLID, 0, 0, C_SOLID }, { "trigger", U_CONT_TRIGGER, U_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID }, { "water", U_CONT_WATER, U_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID }, { "slime", U_CONT_SLIME, U_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID }, { "lava", U_CONT_LAVA, U_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID }, { "playerclip", U_CONT_PLAYERCLIP, U_CONT_SOLID, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID }, { "monsterclip", U_CONT_MONSTERCLIP, U_CONT_SOLID, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID }, { "nodrop", U_CONT_NODROP, U_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID }, { "clusterportal", U_CONT_CLUSTERPORTAL, U_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID }, { "donotenter", U_CONT_DONOTENTER, U_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID }, { "botclip", U_CONT_BOTCLIP, U_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID }, { "fog", U_CONT_FOG, U_CONT_SOLID, 0, 0, C_FOG, C_SOLID }, { "sky", 0, 0, U_SURF_SKY, 0, C_SKY, 0 }, { "slick", 0, 0, U_SURF_SLICK, 0, 0, 0 }, { "noimpact", 0, 0, U_SURF_NOIMPACT, 0, 0, 0 }, { "nomarks", 0, 0, U_SURF_NOMARKS, 0, C_NOMARKS, 0 }, { "ladder", 0, 0, U_SURF_LADDER, 0, 0, 0 }, { "nodamage", 0, 0, U_SURF_NODAMAGE, 0, 0, 0 }, { "metalsteps", 0, 0, U_SURF_METALSTEPS, 0, 0, 0 }, { "flesh", 0, 0, U_SURF_FLESH, 0, 0, 0 }, { "nosteps", 0, 0, U_SURF_NOSTEPS, 0, 0, 0 }, { "nodlight", 0, 0, U_SURF_NODLIGHT, 0, 0, 0 }, { "dust", 0, 0, U_SURF_DUST, 0, 0, 0 }, /* materials */ { "*mat_none", 0, 0, U_MAT_NONE, U_MAT_MASK, 0, 0 }, { "*mat_tin", 0, 0, U_MAT_TIN, U_MAT_MASK, 0, 0 }, { "*mat_aluminum", 0, 0, U_MAT_ALUMINUM, U_MAT_MASK, 0, 0 }, { "*mat_iron", 0, 0, U_MAT_IRON, U_MAT_MASK, 0, 0 }, { "*mat_titanium", 0, 0, U_MAT_TITANIUM, U_MAT_MASK, 0, 0 }, { "*mat_steel", 0, 0, U_MAT_STEEL, U_MAT_MASK, 0, 0 }, { "*mat_brass", 0, 0, U_MAT_BRASS, U_MAT_MASK, 0, 0 }, { "*mat_copper", 0, 0, U_MAT_COPPER, U_MAT_MASK, 0, 0 }, { "*mat_cement", 0, 0, U_MAT_CEMENT, U_MAT_MASK, 0, 0 }, { "*mat_rock", 0, 0, U_MAT_ROCK, U_MAT_MASK, 0, 0 }, { "*mat_gravel", 0, 0, U_MAT_GRAVEL, U_MAT_MASK, 0, 0 }, { "*mat_pavement", 0, 0, U_MAT_PAVEMENT, U_MAT_MASK, 0, 0 }, { "*mat_brick", 0, 0, U_MAT_BRICK, U_MAT_MASK, 0, 0 }, { "*mat_clay", 0, 0, U_MAT_CLAY, U_MAT_MASK, 0, 0 }, { "*mat_grass", 0, 0, U_MAT_GRASS, U_MAT_MASK, 0, 0 }, { "*mat_dirt", 0, 0, U_MAT_DIRT, U_MAT_MASK, 0, 0 }, { "*mat_mud", 0, 0, U_MAT_MUD, U_MAT_MASK, 0, 0 }, { "*mat_snow", 0, 0, U_MAT_SNOW, U_MAT_MASK, 0, 0 }, { "*mat_ice", 0, 0, U_MAT_ICE, U_MAT_MASK, 0, 0 }, { "*mat_sand", 0, 0, U_MAT_SAND, U_MAT_MASK, 0, 0 }, { "*mat_ceramic", 0, 0, U_MAT_CERAMICTILE, U_MAT_MASK, 0, 0 }, { "*mat_ceramictile", 0, 0, U_MAT_CERAMICTILE, U_MAT_MASK, 0, 0 }, { "*mat_linoleum", 0, 0, U_MAT_LINOLEUM, U_MAT_MASK, 0, 0 }, { "*mat_rug", 0, 0, U_MAT_RUG, U_MAT_MASK, 0, 0 }, { "*mat_plaster", 0, 0, U_MAT_PLASTER, U_MAT_MASK, 0, 0 }, { "*mat_plastic", 0, 0, U_MAT_PLASTIC, U_MAT_MASK, 0, 0 }, { "*mat_cardboard", 0, 0, U_MAT_CARDBOARD, U_MAT_MASK, 0, 0 }, { "*mat_hardwood", 0, 0, U_MAT_HARDWOOD, U_MAT_MASK, 0, 0 }, { "*mat_softwood", 0, 0, U_MAT_SOFTWOOD, U_MAT_MASK, 0, 0 }, { "*mat_plank", 0, 0, U_MAT_PLANK, U_MAT_MASK, 0, 0 }, { "*mat_glass", 0, 0, U_MAT_GLASS, U_MAT_MASK, 0, 0 }, { "*mat_water", 0, 0, U_MAT_WATER, U_MAT_MASK, 0, 0 }, { "*mat_stucco", 0, 0, U_MAT_STUCCO, U_MAT_MASK, 0, 0 }, /* null */ { NULL, 0, 0, 0, 0, 0, 0 } } } /* end marker */ #endif