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 ------------------------------------------------------------------------------- */
32 #ifndef GAME_QUAKELIVE_H
33 #define GAME_QUAKELIVE_H
37 /* -------------------------------------------------------------------------------
39 no content and surface flags here
40 they are the same as Quake 3's
41 (this file must be included AFTER game_quake3.h)
43 ------------------------------------------------------------------------------- */
46 /* -------------------------------------------------------------------------------
48 Additional surface flags for Quake Live
50 ------------------------------------------------------------------------------- */
52 #define Q_SURF_SNOWSTEPS 0x80000 // snow footsteps
53 #define Q_SURF_WOODSTEPS 0x100000 // wood footsteps
54 #define Q_SURF_DMGTHROUGH 0x200000 // Missile dmg through surface(?)
55 // (This is not in use atm, will
56 // probably be re-purposed some day.)
59 /* -------------------------------------------------------------------------------
63 ------------------------------------------------------------------------------- */
66 "quakelive", /* -game x */
67 "baseq3", /* default base game data dir */
68 ".quakelive/quakelive/home", /* unix home sub-dir */
69 "quake", /* magic path word */
70 "scripts", /* shader directory */
71 64, /* max lightmapped surface verts */
72 999, /* max surface verts */
73 6000, /* max surface indexes */
74 qfalse, /* enable per shader prefix surface flags and .tex file */
76 "flareshader", /* default flare shader */
77 qfalse, /* wolf lighting model? */
78 128, /* lightmap width/height */
79 1.0f, /* lightmap gamma */
80 qfalse, /* lightmap sRGB */
81 qfalse, /* texture sRGB */
82 qfalse, /* color sRGB */
83 0.0f, /* lightmap exposure */
84 1.0f, /* lightmap compensate */
85 1.0f, /* lightgrid scale */
86 1.0f, /* lightgrid ambient scale */
87 qfalse, /* light angle attenuation uses half-lambert curve */
88 qfalse, /* disable shader lightstyles hack */
89 qfalse, /* keep light entities on bsp */
90 8, /* default patchMeta subdivisions tolerance */
91 qfalse, /* patch casting enabled */
92 qfalse, /* compile deluxemaps */
93 0, /* deluxemaps default mode */
94 512, /* minimap size */
95 1.0f, /* minimap sharpener */
96 0.0f, /* minimap border */
97 qtrue, /* minimap keep aspect */
98 MINIMAP_MODE_GRAY, /* minimap mode */
99 "%s.tga", /* minimap name format */
100 MINIMAP_SIDECAR_NONE, /* minimap sidecar format */
101 "IBSP", /* bsp file prefix */
102 47, /* bsp file version */
103 qfalse, /* cod-style lump len/ofs order */
104 LoadIBSPFile, /* bsp load function */
105 WriteIBSPFile, /* bsp write function */
108 /* name contentFlags contentFlagsClear surfaceFlags surfaceFlagsClear compileFlags compileFlagsClear */
111 { "default", Q_CONT_SOLID, -1, 0, -1, C_SOLID, -1 },
115 { "lightgrid", 0, 0, 0, 0, C_LIGHTGRID, 0 },
116 { "antiportal", 0, 0, 0, 0, C_ANTIPORTAL, 0 },
117 { "skip", 0, 0, 0, 0, C_SKIP, 0 },
121 { "origin", Q_CONT_ORIGIN, Q_CONT_SOLID, 0, 0, C_ORIGIN | C_TRANSLUCENT, C_SOLID },
122 { "areaportal", Q_CONT_AREAPORTAL, Q_CONT_SOLID, 0, 0, C_AREAPORTAL | C_TRANSLUCENT, C_SOLID },
123 { "trans", Q_CONT_TRANSLUCENT, 0, 0, 0, C_TRANSLUCENT, 0 },
124 { "detail", Q_CONT_DETAIL, 0, 0, 0, C_DETAIL, 0 },
125 { "structural", Q_CONT_STRUCTURAL, 0, 0, 0, C_STRUCTURAL, 0 },
126 { "hint", 0, 0, Q_SURF_HINT, 0, C_HINT, 0 },
127 { "nodraw", 0, 0, Q_SURF_NODRAW, 0, C_NODRAW, 0 },
129 { "alphashadow", 0, 0, Q_SURF_ALPHASHADOW, 0, C_ALPHASHADOW | C_TRANSLUCENT, 0 },
130 { "lightfilter", 0, 0, Q_SURF_LIGHTFILTER, 0, C_LIGHTFILTER | C_TRANSLUCENT, 0 },
131 { "nolightmap", 0, 0, Q_SURF_VERTEXLIT, 0, C_VERTEXLIT, 0 },
132 { "pointlight", 0, 0, Q_SURF_VERTEXLIT, 0, C_VERTEXLIT, 0 },
136 { "nonsolid", 0, Q_CONT_SOLID, Q_SURF_NONSOLID, 0, 0, C_SOLID },
138 { "trigger", Q_CONT_TRIGGER, Q_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
140 { "water", Q_CONT_WATER, Q_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID },
141 { "slime", Q_CONT_SLIME, Q_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID },
142 { "lava", Q_CONT_LAVA, Q_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID },
144 { "playerclip", Q_CONT_PLAYERCLIP, Q_CONT_SOLID, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
145 { "monsterclip", Q_CONT_MONSTERCLIP, Q_CONT_SOLID, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
146 { "nodrop", Q_CONT_NODROP, Q_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
148 { "clusterportal", Q_CONT_CLUSTERPORTAL, Q_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
149 { "donotenter", Q_CONT_DONOTENTER, Q_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
150 { "botclip", Q_CONT_BOTCLIP, Q_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
152 { "fog", Q_CONT_FOG, Q_CONT_SOLID, 0, 0, C_FOG, C_SOLID },
153 { "sky", 0, 0, Q_SURF_SKY, 0, C_SKY, 0 },
155 { "slick", 0, 0, Q_SURF_SLICK, 0, 0, 0 },
157 { "noimpact", 0, 0, Q_SURF_NOIMPACT, 0, 0, 0 },
158 { "nomarks", 0, 0, Q_SURF_NOMARKS, 0, C_NOMARKS, 0 },
159 { "ladder", 0, 0, Q_SURF_LADDER, 0, 0, 0 },
160 { "nodamage", 0, 0, Q_SURF_NODAMAGE, 0, 0, 0 },
161 { "metalsteps", 0, 0, Q_SURF_METALSTEPS, 0, 0, 0 },
162 { "snowsteps", 0, 0, Q_SURF_SNOWSTEPS, 0, 0, 0 },
163 { "woodsteps", 0, 0, Q_SURF_WOODSTEPS, 0, 0, 0 },
164 { "dmgthrough", 0, 0, Q_SURF_DMGTHROUGH, 0, 0, 0 },
165 { "flesh", 0, 0, Q_SURF_FLESH, 0, 0, 0 },
166 { "nosteps", 0, 0, Q_SURF_NOSTEPS, 0, 0, 0 },
167 { "nodlight", 0, 0, Q_SURF_NODLIGHT, 0, 0, 0 },
168 { "dust", 0, 0, Q_SURF_DUST, 0, 0, 0 },
171 { NULL, 0, 0, 0, 0, 0, 0 }