1 /* -------------------------------------------------------------------------------
3 Copyright (C) 1999-2007 id Software, Inc. and contributors.
4 For a list of contributors, see the accompanying CONTRIBUTORS file.
6 This file is part of GtkRadiant.
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.
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.
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
22 ----------------------------------------------------------------------------------
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."
27 ------------------------------------------------------------------------------- */
37 /* -------------------------------------------------------------------------------
39 content and surface flags
41 ------------------------------------------------------------------------------- */
44 #define E_CONT_SOLID 1 /* an eye is never valid in a solid */
46 #define E_CONT_SLIME 16
47 #define E_CONT_WATER 32
49 #define E_CONT_LADDER 128 /* elite force ladder contents */
51 #define E_CONT_AREAPORTAL 0x8000
53 #define E_CONT_PLAYERCLIP 0x10000
54 #define E_CONT_MONSTERCLIP 0x20000
55 #define E_CONT_SHOTCLIP 0x40000 /* elite force shot clip */
56 #define E_CONT_ITEM 0x80000
57 #define E_CONT_CLUSTERPORTAL 0x100000
58 #define E_CONT_DONOTENTER 0x200000
59 #define E_CONT_BOTCLIP 0x400000
61 #define E_CONT_ORIGIN 0x1000000 /* removed before bsping an entity */
63 #define E_CONT_BODY 0x2000000 /* should never be on a brush, only in game */
64 #define E_CONT_CORPSE 0x4000000
65 #define E_CONT_DETAIL 0x8000000 /* brushes not used for the bsp */
66 #define E_CONT_STRUCTURAL 0x10000000 /* brushes used for the bsp */
67 #define E_CONT_TRANSLUCENT 0x20000000 /* don't consume surface fragments inside */
68 #define E_CONT_TRIGGER 0x40000000
69 #define E_CONT_NODROP 0x80000000 /* don't leave bodies or items (death fog, lava) */
71 #define E_SURF_NODAMAGE 0x1 /* never give falling damage */
72 #define E_SURF_SLICK 0x2 /* effects game physics */
73 #define E_SURF_SKY 0x4 /* lighting from environment map */
74 #define E_SURF_LADDER 0x8
75 #define E_SURF_NOIMPACT 0x10 /* don't make missile explosions */
76 #define E_SURF_NOMARKS 0x20 /* don't leave missile marks */
77 #define E_SURF_FLESH 0x40 /* make flesh sounds and effects */
78 #define E_SURF_NODRAW 0x80 /* don't generate a drawsurface at all */
79 #define E_SURF_HINT 0x100 /* make a primary bsp splitter */
80 #define E_SURF_SKIP 0x200 /* completely ignore, allowing non-closed brushes */
81 #define E_SURF_NOLIGHTMAP 0x400 /* surface doesn't need a lightmap */
82 #define E_SURF_POINTLIGHT 0x800 /* generate lighting info at vertexes */
83 #define E_SURF_METALSTEPS 0x1000 /* clanking footsteps */
84 #define E_SURF_NOSTEPS 0x2000 /* no footstep sounds */
85 #define E_SURF_NONSOLID 0x4000 /* don't collide against curves with this set */
86 #define E_SURF_LIGHTFILTER 0x8000 /* act as a light filter during q3map -light */
87 #define E_SURF_ALPHASHADOW 0x10000 /* do per-pixel light shadow casting in q3map */
88 #define E_SURF_NODLIGHT 0x20000 /* don't dlight even if solid (solid lava, skies) */
89 #define E_SURF_FORCEFIELD 0x40000 /* elite force forcefield brushes */
92 #define E_SURF_VERTEXLIT (E_SURF_POINTLIGHT | E_SURF_NOLIGHTMAP)
96 /* -------------------------------------------------------------------------------
100 ------------------------------------------------------------------------------- */
104 "baseef", /* default base game data dir */
105 ".ef", /* unix home sub-dir */
106 "elite", /* magic path word */
107 "scripts", /* shader directory */
108 64, /* max lightmapped surface verts */
109 999, /* max surface verts */
110 6000, /* max surface indexes */
112 "flareshader", /* default flare shader */
113 qfalse, /* wolf lighting model? */
114 128, /* lightmap width/height */
115 1.0f, /* lightmap gamma */
116 1.0f, /* lightmap exposure */
117 1.0f, /* lightmap compensate */
118 1.0f, /* lightgrid scale */
119 1.0f, /* lightgrid ambient scale */
120 qfalse, /* disable shader lightstyles hack */
121 qfalse, /* keep light entities on bsp */
122 8, /* default patchMeta subdivisions tolerance */
123 qfalse, /* patch casting enabled */
124 qfalse, /* compile deluxemaps */
125 0, /* deluxemaps default mode */
126 "IBSP", /* bsp file prefix */
127 46, /* bsp file version */
128 qfalse, /* cod-style lump len/ofs order */
129 LoadIBSPFile, /* bsp load function */
130 WriteIBSPFile, /* bsp write function */
133 /* name contentFlags contentFlagsClear surfaceFlags surfaceFlagsClear compileFlags compileFlagsClear */
136 { "default", E_CONT_SOLID, -1, 0, -1, C_SOLID, -1 },
140 { "lightgrid", 0, 0, 0, 0, C_LIGHTGRID, 0 },
141 { "antiportal", 0, 0, 0, 0, C_ANTIPORTAL, 0 },
142 { "skip", 0, 0, 0, 0, C_SKIP, 0 },
146 { "origin", E_CONT_ORIGIN, E_CONT_SOLID, 0, 0, C_ORIGIN | C_TRANSLUCENT, C_SOLID },
147 { "areaportal", E_CONT_AREAPORTAL, E_CONT_SOLID, 0, 0, C_AREAPORTAL | C_TRANSLUCENT, C_SOLID },
148 { "trans", E_CONT_TRANSLUCENT, 0, 0, 0, C_TRANSLUCENT, 0 },
149 { "detail", E_CONT_DETAIL, 0, 0, 0, C_DETAIL, 0 },
150 { "structural", E_CONT_STRUCTURAL, 0, 0, 0, C_STRUCTURAL, 0 },
151 { "hint", 0, 0, E_SURF_HINT, 0, C_HINT, 0 },
152 { "nodraw", 0, 0, E_SURF_NODRAW, 0, C_NODRAW, 0 },
154 { "alphashadow", 0, 0, E_SURF_ALPHASHADOW, 0, C_ALPHASHADOW | C_TRANSLUCENT, 0 },
155 { "lightfilter", 0, 0, E_SURF_LIGHTFILTER, 0, C_LIGHTFILTER | C_TRANSLUCENT, 0 },
156 { "nolightmap", 0, 0, E_SURF_VERTEXLIT, 0, C_VERTEXLIT, 0 },
157 { "pointlight", 0, 0, E_SURF_VERTEXLIT, 0, C_VERTEXLIT, 0 },
161 { "nonsolid", 0, E_CONT_SOLID, E_SURF_NONSOLID, 0, 0, C_SOLID },
163 { "trigger", E_CONT_TRIGGER, E_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
165 { "water", E_CONT_WATER, E_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID },
166 { "slime", E_CONT_SLIME, E_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID },
167 { "lava", E_CONT_LAVA, E_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID },
169 { "playerclip", E_CONT_PLAYERCLIP, E_CONT_SOLID, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
170 { "monsterclip", E_CONT_MONSTERCLIP, E_CONT_SOLID, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
171 { "shotclip", E_CONT_SHOTCLIP, E_CONT_SOLID, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
172 { "nodrop", E_CONT_NODROP, E_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
174 { "clusterportal", E_CONT_CLUSTERPORTAL, E_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
175 { "donotenter", E_CONT_DONOTENTER, E_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
176 { "botclip", E_CONT_BOTCLIP, E_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
178 { "fog", E_CONT_FOG, E_CONT_SOLID, 0, 0, C_FOG, C_SOLID },
179 { "sky", 0, 0, E_SURF_SKY, 0, C_SKY, 0 },
181 { "slick", 0, 0, E_SURF_SLICK, 0, 0, 0 },
183 { "noimpact", 0, 0, E_SURF_NOIMPACT, 0, 0, 0 },
184 { "nomarks", 0, 0, E_SURF_NOMARKS, 0, C_NOMARKS, 0 },
185 { "ladder", E_CONT_LADDER, E_CONT_SOLID, E_SURF_LADDER, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
186 { "nodamage", 0, 0, E_SURF_NODAMAGE, 0, 0, 0 },
187 { "metalsteps", 0, 0, E_SURF_METALSTEPS, 0, 0, 0 },
188 { "flesh", 0, 0, E_SURF_FLESH, 0, 0, 0 },
189 { "nosteps", 0, 0, E_SURF_NOSTEPS, 0, 0, 0 },
190 { "nodlight", 0, 0, E_SURF_NODLIGHT, 0, 0, 0 },
191 { "forcefield", 0, 0, E_SURF_FORCEFIELD, 0, 0, 0 },
195 { NULL, 0, 0, 0, 0, 0, 0 }