X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fnetradiant.git;a=blobdiff_plain;f=tools%2Fquake3%2Fq3map2%2Fgame_quake3.h;fp=tools%2Fquake3%2Fq3map2%2Fgame_quake3.h;h=66b402893110d35b55387213ab0be9f627fc2db7;hp=62d4de6146bb31112d9cd397325aeaf197a83952;hb=e4287c28bb2dafedc81c66e63951d947cfbeb225;hpb=203343b01a7ad87cb3d136689c9936ff5bc23c01 diff --git a/tools/quake3/q3map2/game_quake3.h b/tools/quake3/q3map2/game_quake3.h index 62d4de61..66b40289 100644 --- a/tools/quake3/q3map2/game_quake3.h +++ b/tools/quake3/q3map2/game_quake3.h @@ -1,30 +1,30 @@ /* ------------------------------------------------------------------------------- -Copyright (C) 1999-2007 id Software, Inc. and contributors. -For a list of contributors, see the accompanying CONTRIBUTORS file. + 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. + 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 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. + 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 + 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." + 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." -------------------------------------------------------------------------------- */ + ------------------------------------------------------------------------------- */ @@ -36,168 +36,168 @@ several games based on the Quake III Arena engine, in the form of "Q3Map2." /* ------------------------------------------------------------------------------- -content and surface flags + content and surface flags -------------------------------------------------------------------------------- */ + ------------------------------------------------------------------------------- */ /* game flags */ -#define Q_CONT_SOLID 1 /* an eye is never valid in a solid */ -#define Q_CONT_LAVA 8 -#define Q_CONT_SLIME 16 -#define Q_CONT_WATER 32 -#define Q_CONT_FOG 64 - -#define Q_CONT_AREAPORTAL 0x8000 - -#define Q_CONT_PLAYERCLIP 0x10000 -#define Q_CONT_MONSTERCLIP 0x20000 -#define Q_CONT_TELEPORTER 0x40000 -#define Q_CONT_JUMPPAD 0x80000 -#define Q_CONT_CLUSTERPORTAL 0x100000 -#define Q_CONT_DONOTENTER 0x200000 -#define Q_CONT_BOTCLIP 0x400000 - -#define Q_CONT_ORIGIN 0x1000000 /* removed before bsping an entity */ - -#define Q_CONT_BODY 0x2000000 /* should never be on a brush, only in game */ -#define Q_CONT_CORPSE 0x4000000 -#define Q_CONT_DETAIL 0x8000000 /* brushes not used for the bsp */ -#define Q_CONT_STRUCTURAL 0x10000000 /* brushes used for the bsp */ -#define Q_CONT_TRANSLUCENT 0x20000000 /* don't consume surface fragments inside */ -#define Q_CONT_TRIGGER 0x40000000 -#define Q_CONT_NODROP 0x80000000 /* don't leave bodies or items (death fog, lava) */ - -#define Q_SURF_NODAMAGE 0x1 /* never give falling damage */ -#define Q_SURF_SLICK 0x2 /* effects game physics */ -#define Q_SURF_SKY 0x4 /* lighting from environment map */ -#define Q_SURF_LADDER 0x8 -#define Q_SURF_NOIMPACT 0x10 /* don't make missile explosions */ -#define Q_SURF_NOMARKS 0x20 /* don't leave missile marks */ -#define Q_SURF_FLESH 0x40 /* make flesh sounds and effects */ -#define Q_SURF_NODRAW 0x80 /* don't generate a drawsurface at all */ -#define Q_SURF_HINT 0x100 /* make a primary bsp splitter */ -#define Q_SURF_SKIP 0x200 /* completely ignore, allowing non-closed brushes */ -#define Q_SURF_NOLIGHTMAP 0x400 /* surface doesn't need a lightmap */ -#define Q_SURF_POINTLIGHT 0x800 /* generate lighting info at vertexes */ -#define Q_SURF_METALSTEPS 0x1000 /* clanking footsteps */ -#define Q_SURF_NOSTEPS 0x2000 /* no footstep sounds */ -#define Q_SURF_NONSOLID 0x4000 /* don't collide against curves with this set */ -#define Q_SURF_LIGHTFILTER 0x8000 /* act as a light filter during q3map -light */ -#define Q_SURF_ALPHASHADOW 0x10000 /* do per-pixel light shadow casting in q3map */ -#define Q_SURF_NODLIGHT 0x20000 /* don't dlight even if solid (solid lava, skies) */ -#define Q_SURF_DUST 0x40000 /* leave a dust trail when walking on this surface */ +#define Q_CONT_SOLID 1 /* an eye is never valid in a solid */ +#define Q_CONT_LAVA 8 +#define Q_CONT_SLIME 16 +#define Q_CONT_WATER 32 +#define Q_CONT_FOG 64 + +#define Q_CONT_AREAPORTAL 0x8000 + +#define Q_CONT_PLAYERCLIP 0x10000 +#define Q_CONT_MONSTERCLIP 0x20000 +#define Q_CONT_TELEPORTER 0x40000 +#define Q_CONT_JUMPPAD 0x80000 +#define Q_CONT_CLUSTERPORTAL 0x100000 +#define Q_CONT_DONOTENTER 0x200000 +#define Q_CONT_BOTCLIP 0x400000 + +#define Q_CONT_ORIGIN 0x1000000 /* removed before bsping an entity */ + +#define Q_CONT_BODY 0x2000000 /* should never be on a brush, only in game */ +#define Q_CONT_CORPSE 0x4000000 +#define Q_CONT_DETAIL 0x8000000 /* brushes not used for the bsp */ +#define Q_CONT_STRUCTURAL 0x10000000 /* brushes used for the bsp */ +#define Q_CONT_TRANSLUCENT 0x20000000 /* don't consume surface fragments inside */ +#define Q_CONT_TRIGGER 0x40000000 +#define Q_CONT_NODROP 0x80000000 /* don't leave bodies or items (death fog, lava) */ + +#define Q_SURF_NODAMAGE 0x1 /* never give falling damage */ +#define Q_SURF_SLICK 0x2 /* effects game physics */ +#define Q_SURF_SKY 0x4 /* lighting from environment map */ +#define Q_SURF_LADDER 0x8 +#define Q_SURF_NOIMPACT 0x10 /* don't make missile explosions */ +#define Q_SURF_NOMARKS 0x20 /* don't leave missile marks */ +#define Q_SURF_FLESH 0x40 /* make flesh sounds and effects */ +#define Q_SURF_NODRAW 0x80 /* don't generate a drawsurface at all */ +#define Q_SURF_HINT 0x100 /* make a primary bsp splitter */ +#define Q_SURF_SKIP 0x200 /* completely ignore, allowing non-closed brushes */ +#define Q_SURF_NOLIGHTMAP 0x400 /* surface doesn't need a lightmap */ +#define Q_SURF_POINTLIGHT 0x800 /* generate lighting info at vertexes */ +#define Q_SURF_METALSTEPS 0x1000 /* clanking footsteps */ +#define Q_SURF_NOSTEPS 0x2000 /* no footstep sounds */ +#define Q_SURF_NONSOLID 0x4000 /* don't collide against curves with this set */ +#define Q_SURF_LIGHTFILTER 0x8000 /* act as a light filter during q3map -light */ +#define Q_SURF_ALPHASHADOW 0x10000 /* do per-pixel light shadow casting in q3map */ +#define Q_SURF_NODLIGHT 0x20000 /* don't dlight even if solid (solid lava, skies) */ +#define Q_SURF_DUST 0x40000 /* leave a dust trail when walking on this surface */ /* ydnar flags */ -#define Q_SURF_VERTEXLIT (Q_SURF_POINTLIGHT | Q_SURF_NOLIGHTMAP) +#define Q_SURF_VERTEXLIT ( Q_SURF_POINTLIGHT | Q_SURF_NOLIGHTMAP ) /* ------------------------------------------------------------------------------- -game_t struct + game_t struct -------------------------------------------------------------------------------- */ + ------------------------------------------------------------------------------- */ { - "quake3", /* -game x */ - "baseq3", /* default base game data dir */ - ".q3a", /* unix home sub-dir */ - "quake", /* magic path word */ - "scripts", /* shader directory */ - 64, /* max lightmapped surface verts */ - 999, /* max surface verts */ - 6000, /* max surface indexes */ - qfalse, /* flares */ - "flareshader", /* default flare shader */ - qfalse, /* wolf lighting model? */ - 128, /* lightmap width/height */ - 1.0f, /* lightmap gamma */ - qfalse, /* lightmap sRGB */ - qfalse, /* texture sRGB */ - qfalse, /* color sRGB */ - 0.0f, /* lightmap exposure */ - 1.0f, /* lightmap compensate */ - 1.0f, /* lightgrid scale */ - 1.0f, /* lightgrid ambient scale */ - qfalse, /* light angle attenuation uses half-lambert curve */ - qfalse, /* disable shader lightstyles hack */ - qfalse, /* keep light entities on bsp */ - 8, /* default patchMeta subdivisions tolerance */ - qfalse, /* patch casting enabled */ - qfalse, /* compile deluxemaps */ - 0, /* deluxemaps default mode */ + "quake3", /* -game x */ + "baseq3", /* default base game data dir */ + ".q3a", /* unix home sub-dir */ + "quake", /* magic path word */ + "scripts", /* shader directory */ + 64, /* max lightmapped surface verts */ + 999, /* max surface verts */ + 6000, /* max surface indexes */ + qfalse, /* flares */ + "flareshader", /* default flare shader */ + qfalse, /* wolf lighting model? */ + 128, /* lightmap width/height */ + 1.0f, /* lightmap gamma */ + qfalse, /* lightmap sRGB */ + qfalse, /* texture sRGB */ + qfalse, /* color sRGB */ + 0.0f, /* lightmap exposure */ + 1.0f, /* lightmap compensate */ + 1.0f, /* lightgrid scale */ + 1.0f, /* lightgrid ambient scale */ + qfalse, /* light angle attenuation uses half-lambert curve */ + qfalse, /* disable shader lightstyles hack */ + qfalse, /* keep light entities on bsp */ + 8, /* default patchMeta subdivisions tolerance */ + qfalse, /* patch casting enabled */ + qfalse, /* compile deluxemaps */ + 0, /* deluxemaps default mode */ 512, /* minimap size */ 1.0f, /* minimap sharpener */ 0.0f, /* minimap border */ qtrue, /* minimap keep aspect */ MINIMAP_MODE_GRAY, /* minimap mode */ "%s.tga", /* minimap name format */ - "IBSP", /* bsp file prefix */ - 46, /* bsp file version */ - qfalse, /* cod-style lump len/ofs order */ - LoadIBSPFile, /* bsp load function */ - WriteIBSPFile, /* bsp write function */ + "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", Q_CONT_SOLID, -1, 0, -1, C_SOLID, -1 }, - - + { "default", Q_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 }, - - + { "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", Q_CONT_ORIGIN, Q_CONT_SOLID, 0, 0, C_ORIGIN | C_TRANSLUCENT, C_SOLID }, - { "areaportal", Q_CONT_AREAPORTAL, Q_CONT_SOLID, 0, 0, C_AREAPORTAL | C_TRANSLUCENT, C_SOLID }, - { "trans", Q_CONT_TRANSLUCENT, 0, 0, 0, C_TRANSLUCENT, 0 }, - { "detail", Q_CONT_DETAIL, 0, 0, 0, C_DETAIL, 0 }, - { "structural", Q_CONT_STRUCTURAL, 0, 0, 0, C_STRUCTURAL, 0 }, - { "hint", 0, 0, Q_SURF_HINT, 0, C_HINT, 0 }, - { "nodraw", 0, 0, Q_SURF_NODRAW, 0, C_NODRAW, 0 }, - - { "alphashadow", 0, 0, Q_SURF_ALPHASHADOW, 0, C_ALPHASHADOW | C_TRANSLUCENT, 0 }, - { "lightfilter", 0, 0, Q_SURF_LIGHTFILTER, 0, C_LIGHTFILTER | C_TRANSLUCENT, 0 }, - { "nolightmap", 0, 0, Q_SURF_VERTEXLIT, 0, C_VERTEXLIT, 0 }, - { "pointlight", 0, 0, Q_SURF_VERTEXLIT, 0, C_VERTEXLIT, 0 }, - - + { "origin", Q_CONT_ORIGIN, Q_CONT_SOLID, 0, 0, C_ORIGIN | C_TRANSLUCENT, C_SOLID }, + { "areaportal", Q_CONT_AREAPORTAL, Q_CONT_SOLID, 0, 0, C_AREAPORTAL | C_TRANSLUCENT, C_SOLID }, + { "trans", Q_CONT_TRANSLUCENT, 0, 0, 0, C_TRANSLUCENT, 0 }, + { "detail", Q_CONT_DETAIL, 0, 0, 0, C_DETAIL, 0 }, + { "structural", Q_CONT_STRUCTURAL, 0, 0, 0, C_STRUCTURAL, 0 }, + { "hint", 0, 0, Q_SURF_HINT, 0, C_HINT, 0 }, + { "nodraw", 0, 0, Q_SURF_NODRAW, 0, C_NODRAW, 0 }, + + { "alphashadow", 0, 0, Q_SURF_ALPHASHADOW, 0, C_ALPHASHADOW | C_TRANSLUCENT, 0 }, + { "lightfilter", 0, 0, Q_SURF_LIGHTFILTER, 0, C_LIGHTFILTER | C_TRANSLUCENT, 0 }, + { "nolightmap", 0, 0, Q_SURF_VERTEXLIT, 0, C_VERTEXLIT, 0 }, + { "pointlight", 0, 0, Q_SURF_VERTEXLIT, 0, C_VERTEXLIT, 0 }, + + /* game */ - { "nonsolid", 0, Q_CONT_SOLID, Q_SURF_NONSOLID, 0, 0, C_SOLID }, - - { "trigger", Q_CONT_TRIGGER, Q_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID }, - - { "water", Q_CONT_WATER, Q_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID }, - { "slime", Q_CONT_SLIME, Q_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID }, - { "lava", Q_CONT_LAVA, Q_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID }, - - { "playerclip", Q_CONT_PLAYERCLIP, Q_CONT_SOLID, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID }, - { "monsterclip", Q_CONT_MONSTERCLIP, Q_CONT_SOLID, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID }, - { "nodrop", Q_CONT_NODROP, Q_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID }, - - { "clusterportal", Q_CONT_CLUSTERPORTAL, Q_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID }, - { "donotenter", Q_CONT_DONOTENTER, Q_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID }, - { "botclip", Q_CONT_BOTCLIP, Q_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID }, - - { "fog", Q_CONT_FOG, Q_CONT_SOLID, 0, 0, C_FOG, C_SOLID }, - { "sky", 0, 0, Q_SURF_SKY, 0, C_SKY, 0 }, - - { "slick", 0, 0, Q_SURF_SLICK, 0, 0, 0 }, - - { "noimpact", 0, 0, Q_SURF_NOIMPACT, 0, 0, 0 }, - { "nomarks", 0, 0, Q_SURF_NOMARKS, 0, C_NOMARKS, 0 }, - { "ladder", 0, 0, Q_SURF_LADDER, 0, 0, 0 }, - { "nodamage", 0, 0, Q_SURF_NODAMAGE, 0, 0, 0 }, - { "metalsteps", 0, 0, Q_SURF_METALSTEPS, 0, 0, 0 }, - { "flesh", 0, 0, Q_SURF_FLESH, 0, 0, 0 }, - { "nosteps", 0, 0, Q_SURF_NOSTEPS, 0, 0, 0 }, - { "nodlight", 0, 0, Q_SURF_NODLIGHT, 0, 0, 0 }, - { "dust", 0, 0, Q_SURF_DUST, 0, 0, 0 }, - + { "nonsolid", 0, Q_CONT_SOLID, Q_SURF_NONSOLID, 0, 0, C_SOLID }, + + { "trigger", Q_CONT_TRIGGER, Q_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID }, + + { "water", Q_CONT_WATER, Q_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID }, + { "slime", Q_CONT_SLIME, Q_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID }, + { "lava", Q_CONT_LAVA, Q_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID }, + + { "playerclip", Q_CONT_PLAYERCLIP, Q_CONT_SOLID, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID }, + { "monsterclip", Q_CONT_MONSTERCLIP, Q_CONT_SOLID, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID }, + { "nodrop", Q_CONT_NODROP, Q_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID }, + + { "clusterportal", Q_CONT_CLUSTERPORTAL, Q_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID }, + { "donotenter", Q_CONT_DONOTENTER, Q_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID }, + { "botclip", Q_CONT_BOTCLIP, Q_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID }, + + { "fog", Q_CONT_FOG, Q_CONT_SOLID, 0, 0, C_FOG, C_SOLID }, + { "sky", 0, 0, Q_SURF_SKY, 0, C_SKY, 0 }, + + { "slick", 0, 0, Q_SURF_SLICK, 0, 0, 0 }, + + { "noimpact", 0, 0, Q_SURF_NOIMPACT, 0, 0, 0 }, + { "nomarks", 0, 0, Q_SURF_NOMARKS, 0, C_NOMARKS, 0 }, + { "ladder", 0, 0, Q_SURF_LADDER, 0, 0, 0 }, + { "nodamage", 0, 0, Q_SURF_NODAMAGE, 0, 0, 0 }, + { "metalsteps", 0, 0, Q_SURF_METALSTEPS, 0, 0, 0 }, + { "flesh", 0, 0, Q_SURF_FLESH, 0, 0, 0 }, + { "nosteps", 0, 0, Q_SURF_NOSTEPS, 0, 0, 0 }, + { "nodlight", 0, 0, Q_SURF_NODLIGHT, 0, 0, 0 }, + { "dust", 0, 0, Q_SURF_DUST, 0, 0, 0 }, + /* null */ { NULL, 0, 0, 0, 0, 0, 0 } } @@ -207,4 +207,3 @@ game_t struct /* end marker */ #endif -