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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_QUAKE3_H
33 #define GAME_QUAKE3_H
34
35
36
37 /* -------------------------------------------------------------------------------
38
39 content and surface flags
40
41 ------------------------------------------------------------------------------- */
42
43 /* game flags */
44 #define Q_CONT_SOLID                            1                       /* an eye is never valid in a solid */
45 #define Q_CONT_LAVA                                     8
46 #define Q_CONT_SLIME                            16
47 #define Q_CONT_WATER                            32
48 #define Q_CONT_FOG                                      64
49
50 #define Q_CONT_AREAPORTAL                       0x8000
51
52 #define Q_CONT_PLAYERCLIP                       0x10000
53 #define Q_CONT_MONSTERCLIP                      0x20000
54 #define Q_CONT_TELEPORTER                       0x40000
55 #define Q_CONT_JUMPPAD                          0x80000
56 #define Q_CONT_CLUSTERPORTAL            0x100000
57 #define Q_CONT_DONOTENTER                       0x200000
58 #define Q_CONT_BOTCLIP                          0x400000
59
60 #define Q_CONT_ORIGIN                           0x1000000       /* removed before bsping an entity */
61
62 #define Q_CONT_BODY                                     0x2000000       /* should never be on a brush, only in game */
63 #define Q_CONT_CORPSE                           0x4000000
64 #define Q_CONT_DETAIL                           0x8000000       /* brushes not used for the bsp */
65 #define Q_CONT_STRUCTURAL                       0x10000000      /* brushes used for the bsp */
66 #define Q_CONT_TRANSLUCENT                      0x20000000      /* don't consume surface fragments inside */
67 #define Q_CONT_TRIGGER                          0x40000000
68 #define Q_CONT_NODROP                           0x80000000      /* don't leave bodies or items (death fog, lava) */
69
70 #define Q_SURF_NODAMAGE                         0x1                     /* never give falling damage */
71 #define Q_SURF_SLICK                            0x2                     /* effects game physics */
72 #define Q_SURF_SKY                                      0x4                     /* lighting from environment map */
73 #define Q_SURF_LADDER                           0x8
74 #define Q_SURF_NOIMPACT                         0x10            /* don't make missile explosions */
75 #define Q_SURF_NOMARKS                          0x20            /* don't leave missile marks */
76 #define Q_SURF_FLESH                            0x40            /* make flesh sounds and effects */
77 #define Q_SURF_NODRAW                           0x80            /* don't generate a drawsurface at all */
78 #define Q_SURF_HINT                                     0x100           /* make a primary bsp splitter */
79 #define Q_SURF_SKIP                                     0x200           /* completely ignore, allowing non-closed brushes */
80 #define Q_SURF_NOLIGHTMAP                       0x400           /* surface doesn't need a lightmap */
81 #define Q_SURF_POINTLIGHT                       0x800           /* generate lighting info at vertexes */
82 #define Q_SURF_METALSTEPS                       0x1000          /* clanking footsteps */
83 #define Q_SURF_NOSTEPS                          0x2000          /* no footstep sounds */
84 #define Q_SURF_NONSOLID                         0x4000          /* don't collide against curves with this set */
85 #define Q_SURF_LIGHTFILTER                      0x8000          /* act as a light filter during q3map -light */
86 #define Q_SURF_ALPHASHADOW                      0x10000         /* do per-pixel light shadow casting in q3map */
87 #define Q_SURF_NODLIGHT                         0x20000         /* don't dlight even if solid (solid lava, skies) */
88 #define Q_SURF_DUST                                     0x40000         /* leave a dust trail when walking on this surface */
89
90 /* ydnar flags */
91 #define Q_SURF_VERTEXLIT                        (Q_SURF_POINTLIGHT | Q_SURF_NOLIGHTMAP)
92
93
94
95 /* -------------------------------------------------------------------------------
96
97 game_t struct
98
99 ------------------------------------------------------------------------------- */
100
101 {
102         "quake3",                       /* -game x */
103         "baseq3",                       /* default base game data dir */
104         ".q3a",                         /* unix home sub-dir */
105         "quake",                        /* magic path word */
106         "scripts",                      /* shader directory */
107         64,                                     /* max lightmapped surface verts */
108         999,                            /* max surface verts */
109         6000,                           /* max surface indexes */
110         qfalse,                         /* flares */
111         "flareshader",          /* default flare shader */
112         qfalse,                         /* wolf lighting model? */
113         128,                            /* lightmap width/height */
114         1.0f,                           /* lightmap gamma */
115         1.0f,                           /* lightmap exposure */
116         1.0f,                           /* lightmap compensate */
117         "IBSP",                         /* bsp file prefix */
118         46,                                     /* bsp file version */
119         qfalse,                         /* cod-style lump len/ofs order */
120         LoadIBSPFile,           /* bsp load function */
121         WriteIBSPFile,          /* bsp write function */
122
123         {
124                 /* name                         contentFlags                            contentFlagsClear                       surfaceFlags                            surfaceFlagsClear                       compileFlags                            compileFlagsClear */
125                 
126                 /* default */
127                 { "default",            Q_CONT_SOLID,                           -1,                                                     0,                                                      -1,                                                     C_SOLID,                                        -1 },
128                 
129                 
130                 /* ydnar */
131                 { "lightgrid",          0,                                                      0,                                                      0,                                                      0,                                                      C_LIGHTGRID,                            0 },
132                 { "antiportal",         0,                                                      0,                                                      0,                                                      0,                                                      C_ANTIPORTAL,                           0 },
133                 { "skip",                       0,                                                      0,                                                      0,                                                      0,                                                      C_SKIP,                                         0 },
134                 
135                 
136                 /* compiler */
137                 { "origin",                     Q_CONT_ORIGIN,                          Q_CONT_SOLID,                           0,                                                      0,                                                      C_ORIGIN | C_TRANSLUCENT,       C_SOLID },
138                 { "areaportal",         Q_CONT_AREAPORTAL,                      Q_CONT_SOLID,                           0,                                                      0,                                                      C_AREAPORTAL | C_TRANSLUCENT,   C_SOLID },
139                 { "trans",                      Q_CONT_TRANSLUCENT,                     0,                                                      0,                                                      0,                                                      C_TRANSLUCENT,                          0 },
140                 { "detail",                     Q_CONT_DETAIL,                          0,                                                      0,                                                      0,                                                      C_DETAIL,                                       0 },
141                 { "structural",         Q_CONT_STRUCTURAL,                      0,                                                      0,                                                      0,                                                      C_STRUCTURAL,                           0 },
142                 { "hint",                       0,                                                      0,                                                      Q_SURF_HINT,                            0,                                                      C_HINT,                                         0 },
143                 { "nodraw",                     0,                                                      0,                                                      Q_SURF_NODRAW,                          0,                                                      C_NODRAW,                                       0 },
144                 
145                 { "alphashadow",        0,                                                      0,                                                      Q_SURF_ALPHASHADOW,                     0,                                                      C_ALPHASHADOW | C_TRANSLUCENT,  0 },
146                 { "lightfilter",        0,                                                      0,                                                      Q_SURF_LIGHTFILTER,                     0,                                                      C_LIGHTFILTER | C_TRANSLUCENT,  0 },
147                 { "nolightmap",         0,                                                      0,                                                      Q_SURF_VERTEXLIT,                       0,                                                      C_VERTEXLIT,                            0 },
148                 { "pointlight",         0,                                                      0,                                                      Q_SURF_VERTEXLIT,                       0,                                                      C_VERTEXLIT,                            0 },
149                 
150                 
151                 /* game */
152                 { "nonsolid",           0,                                                      Q_CONT_SOLID,                           Q_SURF_NONSOLID,                        0,                                                      0,                                                      C_SOLID },
153                 
154                 { "trigger",            Q_CONT_TRIGGER,                         Q_CONT_SOLID,                           0,                                                      0,                                                      C_TRANSLUCENT,                          C_SOLID },
155                 
156                 { "water",                      Q_CONT_WATER,                           Q_CONT_SOLID,                           0,                                                      0,                                                      C_LIQUID | C_TRANSLUCENT,       C_SOLID },
157                 { "slime",                      Q_CONT_SLIME,                           Q_CONT_SOLID,                           0,                                                      0,                                                      C_LIQUID | C_TRANSLUCENT,       C_SOLID },
158                 { "lava",                       Q_CONT_LAVA,                            Q_CONT_SOLID,                           0,                                                      0,                                                      C_LIQUID | C_TRANSLUCENT,       C_SOLID },
159                 
160                 { "playerclip",         Q_CONT_PLAYERCLIP,                      Q_CONT_SOLID,                           0,                                                      0,                                                      C_DETAIL | C_TRANSLUCENT,       C_SOLID },
161                 { "monsterclip",        Q_CONT_MONSTERCLIP,                     Q_CONT_SOLID,                           0,                                                      0,                                                      C_DETAIL | C_TRANSLUCENT,       C_SOLID },
162                 { "nodrop",                     Q_CONT_NODROP,                          Q_CONT_SOLID,                           0,                                                      0,                                                      C_TRANSLUCENT,                          C_SOLID },
163                 
164                 { "clusterportal",      Q_CONT_CLUSTERPORTAL,           Q_CONT_SOLID,                           0,                                                      0,                                                      C_TRANSLUCENT,                          C_SOLID },
165                 { "donotenter",         Q_CONT_DONOTENTER,                      Q_CONT_SOLID,                           0,                                                      0,                                                      C_TRANSLUCENT,                          C_SOLID },
166                 { "botclip",            Q_CONT_BOTCLIP,                         Q_CONT_SOLID,                           0,                                                      0,                                                      C_TRANSLUCENT,                          C_SOLID },
167                 
168                 { "fog",                        Q_CONT_FOG,                                     Q_CONT_SOLID,                           0,                                                      0,                                                      C_FOG,                                          C_SOLID },
169                 { "sky",                        0,                                                      0,                                                      Q_SURF_SKY,                                     0,                                                      C_SKY,                                          0 },
170                 
171                 { "slick",                      0,                                                      0,                                                      Q_SURF_SLICK,                           0,                                                      0,                                                      0 },
172                 
173                 { "noimpact",           0,                                                      0,                                                      Q_SURF_NOIMPACT,                        0,                                                      0,                                                      0 },
174                 { "nomarks",            0,                                                      0,                                                      Q_SURF_NOMARKS,                         0,                                                      C_NOMARKS,                                      0 },
175                 { "ladder",                     0,                                                      0,                                                      Q_SURF_LADDER,                          0,                                                      0,                                                      0 },
176                 { "nodamage",           0,                                                      0,                                                      Q_SURF_NODAMAGE,                        0,                                                      0,                                                      0 },
177                 { "metalsteps",         0,                                                      0,                                                      Q_SURF_METALSTEPS,                      0,                                                      0,                                                      0 },
178                 { "flesh",                      0,                                                      0,                                                      Q_SURF_FLESH,                           0,                                                      0,                                                      0 },
179                 { "nosteps",            0,                                                      0,                                                      Q_SURF_NOSTEPS,                         0,                                                      0,                                                      0 },
180                 { "nodlight",           0,                                                      0,                                                      Q_SURF_NODLIGHT,                        0,                                                      0,                                                      0 },
181                 { "dust",                       0,                                                      0,                                                      Q_SURF_DUST,                            0,                                                      0,                                                      0 },
182                 
183                 /* null */
184                 { NULL, 0, 0, 0, 0, 0, 0 }
185         }
186 }
187
188
189
190 /* end marker */
191 #endif
192