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 Q_CONT_SOLID 1 /* an eye is never valid in a solid */
46 #define Q_CONT_SLIME 16
47 #define Q_CONT_WATER 32
50 #define Q_CONT_AREAPORTAL 0x8000
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
60 #define Q_CONT_ORIGIN 0x1000000 /* removed before bsping an entity */
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) */
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 */
91 #define Q_SURF_VERTEXLIT (Q_SURF_POINTLIGHT | Q_SURF_NOLIGHTMAP)
95 /* -------------------------------------------------------------------------------
99 ------------------------------------------------------------------------------- */
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 */
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 */
124 /* name contentFlags contentFlagsClear surfaceFlags surfaceFlagsClear compileFlags compileFlagsClear */
127 { "default", Q_CONT_SOLID, -1, 0, -1, C_SOLID, -1 },
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 },
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 },
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 },
152 { "nonsolid", 0, Q_CONT_SOLID, Q_SURF_NONSOLID, 0, 0, C_SOLID },
154 { "trigger", Q_CONT_TRIGGER, Q_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
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 },
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 },
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 },
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 },
171 { "slick", 0, 0, Q_SURF_SLICK, 0, 0, 0 },
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 },
184 { NULL, 0, 0, 0, 0, 0, 0 }