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 ------------------------------------------------------------------------------- */
43 /* thanks to the gracious fellows at raven */
44 #define S_CONT_SOLID 0x00000001 /* Default setting. An eye is never valid in a solid */
45 #define S_CONT_LAVA 0x00000002
46 #define S_CONT_WATER 0x00000004
47 #define S_CONT_FOG 0x00000008
48 #define S_CONT_PLAYERCLIP 0x00000010
49 #define S_CONT_MONSTERCLIP 0x00000020
50 #define S_CONT_BOTCLIP 0x00000040
51 #define S_CONT_SHOTCLIP 0x00000080
52 #define S_CONT_BODY 0x00000100 /* should never be on a brush, only in game */
53 #define S_CONT_CORPSE 0x00000200 /* should never be on a brush, only in game */
54 #define S_CONT_TRIGGER 0x00000400
55 #define S_CONT_NODROP 0x00000800 /* don't leave bodies or items (death fog, lava) */
56 #define S_CONT_TERRAIN 0x00001000 /* volume contains terrain data */
57 #define S_CONT_LADDER 0x00002000
58 #define S_CONT_ABSEIL 0x00004000 /* used like ladder to define where an NPC can abseil */
59 #define S_CONT_OPAQUE 0x00008000 /* defaults to on, when off, solid can be seen through */
60 #define S_CONT_OUTSIDE 0x00010000 /* volume is considered to be in the outside (i.e. not indoors) */
61 #define S_CONT_SLIME 0x00020000 /* don't be fooled. it may SAY "slime" but it really means "projectileclip" */
62 #define S_CONT_LIGHTSABER 0x00040000
63 #define S_CONT_TELEPORTER 0x00080000
64 #define S_CONT_ITEM 0x00100000
65 #define S_CONT_DETAIL 0x08000000 /* brushes not used for the bsp */
66 #define S_CONT_TRANSLUCENT 0x80000000 /* don't consume surface fragments inside */
68 #define S_SURF_SKY 0x00002000 /* lighting from environment map */
69 #define S_SURF_SLICK 0x00004000 /* affects game physics */
70 #define S_SURF_METALSTEPS 0x00008000 /* chc needs this since we use same tools */
71 #define S_SURF_FORCEFIELD 0x00010000 /* chc */
72 #define S_SURF_NODAMAGE 0x00040000 /* never give falling damage */
73 #define S_SURF_NOIMPACT 0x00080000 /* don't make missile explosions */
74 #define S_SURF_NOMARKS 0x00100000 /* don't leave missile marks */
75 #define S_SURF_NODRAW 0x00200000 /* don't generate a drawsurface at all */
76 #define S_SURF_NOSTEPS 0x00400000 /* no footstep sounds */
77 #define S_SURF_NODLIGHT 0x00800000 /* don't dlight even if solid (solid lava, skies) */
78 #define S_SURF_NOMISCENTS 0x01000000 /* no client models allowed on this surface */
80 #define S_SURF_PATCH 0x80000000 /* mark this face as a patch(editor only) */
84 #define S_MAT_MASK 0x1f /* mask to get the material type */
86 #define S_MAT_NONE 0 /* for when the artist hasn't set anything up =) */
87 #define S_MAT_SOLIDWOOD 1 /* freshly cut timber */
88 #define S_MAT_HOLLOWWOOD 2 /* termite infested creaky wood */
89 #define S_MAT_SOLIDMETAL 3 /* solid girders */
90 #define S_MAT_HOLLOWMETAL 4 /* hollow metal machines */
91 #define S_MAT_SHORTGRASS 5 /* manicured lawn */
92 #define S_MAT_LONGGRASS 6 /* long jungle grass */
93 #define S_MAT_DIRT 7 /* hard mud */
94 #define S_MAT_SAND 8 /* sandy beach */
95 #define S_MAT_GRAVEL 9 /* lots of small stones */
96 #define S_MAT_GLASS 10
97 #define S_MAT_CONCRETE 11 /* hardened concrete pavement */
98 #define S_MAT_MARBLE 12 /* marble floors */
99 #define S_MAT_WATER 13 /* light covering of water on a surface */
100 #define S_MAT_SNOW 14 /* freshly laid snow */
101 #define S_MAT_ICE 15 /* packed snow/solid ice */
102 #define S_MAT_FLESH 16 /* hung meat, corpses in the world */
103 #define S_MAT_MUD 17 /* wet soil */
104 #define S_MAT_BPGLASS 18 /* bulletproof glass */
105 #define S_MAT_DRYLEAVES 19 /* dried up leaves on the floor */
106 #define S_MAT_GREENLEAVES 20 /* fresh leaves still on a tree */
107 #define S_MAT_FABRIC 21 /* Cotton sheets */
108 #define S_MAT_CANVAS 22 /* tent material */
109 #define S_MAT_ROCK 23
110 #define S_MAT_RUBBER 24 /* hard tire like rubber */
111 #define S_MAT_PLASTIC 25
112 #define S_MAT_TILES 26 /* tiled floor */
113 #define S_MAT_CARPET 27 /* lush carpet */
114 #define S_MAT_PLASTER 28 /* drywall style plaster */
115 #define S_MAT_SHATTERGLASS 29 /* glass with the Crisis Zone style shattering */
116 #define S_MAT_ARMOR 30 /* body armor */
117 #define S_MAT_COMPUTER 31 /* computers/electronic equipment */
118 #define S_MAT_LAST 32 /* number of materials */
122 /* -------------------------------------------------------------------------------
126 ------------------------------------------------------------------------------- */
129 "sof2", /* -game x */
130 "base", /* default base game data dir */
131 ".sof2", /* unix home sub-dir */
132 "soldier", /* magic path word */
133 "shaders", /* shader directory */
134 64, /* max lightmapped surface verts */
135 999, /* max surface verts */
136 6000, /* max surface indexes */
138 "gfx/misc/lens_flare", /* default flare shader */
139 qfalse, /* wolf lighting model? */
140 128, /* lightmap width/height */
141 1.0f, /* lightmap gamma */
142 qfalse, /* lightmap sRGB */
143 qfalse, /* texture sRGB */
144 qfalse, /* color sRGB */
145 1.0f, /* lightmap exposure */
146 1.0f, /* lightmap compensate */
147 1.0f, /* lightgrid scale */
148 1.0f, /* lightgrid ambient scale */
149 qfalse, /* light angle attenuation uses half-lambert curve */
150 qfalse, /* disable shader lightstyles hack */
151 qfalse, /* keep light entities on bsp */
152 8, /* default patchMeta subdivisions tolerance */
153 qfalse, /* patch casting enabled */
154 qfalse, /* compile deluxemaps */
155 0, /* deluxemaps default mode */
156 512, /* minimap size */
157 1.0f, /* minimap sharpener */
158 0.0f, /* minimap border */
159 qtrue, /* minimap keep aspect */
160 MINIMAP_MODE_GRAY, /* minimap mode */
161 "%s.tga", /* minimap name format */
162 "RBSP", /* bsp file prefix */
163 1, /* bsp file version */
164 qfalse, /* cod-style lump len/ofs order */
165 LoadRBSPFile, /* bsp load function */
166 WriteRBSPFile, /* bsp write function */
169 /* name contentFlags contentFlagsClear surfaceFlags surfaceFlagsClear compileFlags compileFlagsClear */
172 { "default", S_CONT_SOLID | S_CONT_OPAQUE, -1, 0, -1, C_SOLID, -1 },
176 { "lightgrid", 0, 0, 0, 0, C_LIGHTGRID, 0 },
177 { "antiportal", 0, 0, 0, 0, C_ANTIPORTAL, 0 },
178 { "skip", 0, 0, 0, 0, C_SKIP, 0 },
182 { "origin", 0, S_CONT_SOLID, 0, 0, C_ORIGIN | C_TRANSLUCENT, C_SOLID },
183 { "areaportal", S_CONT_TRANSLUCENT, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_AREAPORTAL | C_TRANSLUCENT, C_SOLID },
184 { "trans", S_CONT_TRANSLUCENT, 0, 0, 0, C_TRANSLUCENT, 0 },
185 { "detail", S_CONT_DETAIL, 0, 0, 0, C_DETAIL, 0 },
186 { "structural", 0, 0, 0, 0, C_STRUCTURAL, 0 },
187 { "hint", 0, 0, 0, 0, C_HINT, 0 },
188 { "nodraw", 0, 0, S_SURF_NODRAW, 0, C_NODRAW, 0 },
190 { "alphashadow", 0, 0, 0, 0, C_ALPHASHADOW | C_TRANSLUCENT, 0 },
191 { "lightfilter", 0, 0, 0, 0, C_LIGHTFILTER | C_TRANSLUCENT, 0 },
192 { "nolightmap", 0, 0, 0, 0, C_VERTEXLIT, 0 },
193 { "pointlight", 0, 0, 0, 0, C_VERTEXLIT, 0 },
197 { "nonsolid", 0, S_CONT_SOLID, 0, 0, 0, C_SOLID },
198 { "nonopaque", 0, S_CONT_OPAQUE, 0, 0, C_TRANSLUCENT, 0 }, /* setting trans ok? */
200 { "trigger", S_CONT_TRIGGER, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_TRANSLUCENT, C_SOLID },
202 { "water", S_CONT_WATER, S_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID },
203 { "slime", S_CONT_SLIME, S_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID },
204 { "lava", S_CONT_LAVA, S_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID },
206 { "shotclip", S_CONT_SHOTCLIP, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID }, /* setting trans/detail ok? */
207 { "playerclip", S_CONT_PLAYERCLIP, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
208 { "monsterclip", S_CONT_MONSTERCLIP, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
209 { "nodrop", S_CONT_NODROP, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
211 { "terrain", S_CONT_TERRAIN, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
212 { "ladder", S_CONT_LADDER, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
213 { "abseil", S_CONT_ABSEIL, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
214 { "outside", S_CONT_OUTSIDE, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
216 { "botclip", S_CONT_BOTCLIP, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
218 { "fog", S_CONT_FOG, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_FOG | C_DETAIL | C_TRANSLUCENT, C_SOLID }, /* nonopaque? */
219 { "sky", 0, 0, S_SURF_SKY, 0, C_SKY, 0 },
221 { "slick", 0, 0, S_SURF_SLICK, 0, 0, 0 },
223 { "noimpact", 0, 0, S_SURF_NOIMPACT, 0, 0, 0 },
224 { "nomarks", 0, 0, S_SURF_NOMARKS, 0, C_NOMARKS, 0 },
225 { "nodamage", 0, 0, S_SURF_NODAMAGE, 0, 0, 0 },
226 { "metalsteps", 0, 0, S_SURF_METALSTEPS, 0, 0, 0 },
227 { "nosteps", 0, 0, S_SURF_NOSTEPS, 0, 0, 0 },
228 { "nodlight", 0, 0, S_SURF_NODLIGHT, 0, 0, 0 },
229 { "nomiscents", 0, 0, S_SURF_NOMISCENTS, 0, 0, 0 },
230 { "forcefield", 0, 0, S_SURF_FORCEFIELD, 0, 0, 0 },
234 { "*mat_none", 0, 0, S_MAT_NONE, S_MAT_MASK, 0, 0 },
235 { "*mat_solidwood", 0, 0, S_MAT_SOLIDWOOD, S_MAT_MASK, 0, 0 },
236 { "*mat_hollowwood", 0, 0, S_MAT_HOLLOWWOOD, S_MAT_MASK, 0, 0 },
237 { "*mat_solidmetal", 0, 0, S_MAT_SOLIDMETAL, S_MAT_MASK, 0, 0 },
238 { "*mat_hollowmetal", 0, 0, S_MAT_HOLLOWMETAL, S_MAT_MASK, 0, 0 },
239 { "*mat_shortgrass", 0, 0, S_MAT_SHORTGRASS, S_MAT_MASK, 0, 0 },
240 { "*mat_longgrass", 0, 0, S_MAT_LONGGRASS, S_MAT_MASK, 0, 0 },
241 { "*mat_dirt", 0, 0, S_MAT_DIRT, S_MAT_MASK, 0, 0 },
242 { "*mat_sand", 0, 0, S_MAT_SAND, S_MAT_MASK, 0, 0 },
243 { "*mat_gravel", 0, 0, S_MAT_GRAVEL, S_MAT_MASK, 0, 0 },
244 { "*mat_glass", 0, 0, S_MAT_GLASS, S_MAT_MASK, 0, 0 },
245 { "*mat_concrete", 0, 0, S_MAT_CONCRETE, S_MAT_MASK, 0, 0 },
246 { "*mat_marble", 0, 0, S_MAT_MARBLE, S_MAT_MASK, 0, 0 },
247 { "*mat_water", 0, 0, S_MAT_WATER, S_MAT_MASK, 0, 0 },
248 { "*mat_snow", 0, 0, S_MAT_SNOW, S_MAT_MASK, 0, 0 },
249 { "*mat_ice", 0, 0, S_MAT_ICE, S_MAT_MASK, 0, 0 },
250 { "*mat_flesh", 0, 0, S_MAT_FLESH, S_MAT_MASK, 0, 0 },
251 { "*mat_mud", 0, 0, S_MAT_MUD, S_MAT_MASK, 0, 0 },
252 { "*mat_bpglass", 0, 0, S_MAT_BPGLASS, S_MAT_MASK, 0, 0 },
253 { "*mat_dryleaves", 0, 0, S_MAT_DRYLEAVES, S_MAT_MASK, 0, 0 },
254 { "*mat_greenleaves", 0, 0, S_MAT_GREENLEAVES, S_MAT_MASK, 0, 0 },
255 { "*mat_fabric", 0, 0, S_MAT_FABRIC, S_MAT_MASK, 0, 0 },
256 { "*mat_canvas", 0, 0, S_MAT_CANVAS, S_MAT_MASK, 0, 0 },
257 { "*mat_rock", 0, 0, S_MAT_ROCK, S_MAT_MASK, 0, 0 },
258 { "*mat_rubber", 0, 0, S_MAT_RUBBER, S_MAT_MASK, 0, 0 },
259 { "*mat_plastic", 0, 0, S_MAT_PLASTIC, S_MAT_MASK, 0, 0 },
260 { "*mat_tiles", 0, 0, S_MAT_TILES, S_MAT_MASK, 0, 0 },
261 { "*mat_carpet", 0, 0, S_MAT_CARPET, S_MAT_MASK, 0, 0 },
262 { "*mat_plaster", 0, 0, S_MAT_PLASTER, S_MAT_MASK, 0, 0 },
263 { "*mat_shatterglass", 0, 0, S_MAT_SHATTERGLASS, S_MAT_MASK, 0, 0 },
264 { "*mat_armor", 0, 0, S_MAT_ARMOR, S_MAT_MASK, 0, 0 },
265 { "*mat_computer", 0, 0, S_MAT_COMPUTER, S_MAT_MASK, 0, 0 },
269 { NULL, 0, 0, 0, 0, 0, 0 }