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1 /*\r
2 Copyright (C) 1999-2007 id Software, Inc. and contributors.\r
3 For a list of contributors, see the accompanying CONTRIBUTORS file.\r
4 \r
5 This file is part of GtkRadiant.\r
6 \r
7 GtkRadiant is free software; you can redistribute it and/or modify\r
8 it under the terms of the GNU General Public License as published by\r
9 the Free Software Foundation; either version 2 of the License, or\r
10 (at your option) any later version.\r
11 \r
12 GtkRadiant is distributed in the hope that it will be useful,\r
13 but WITHOUT ANY WARRANTY; without even the implied warranty of\r
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the\r
15 GNU General Public License for more details.\r
16 \r
17 You should have received a copy of the GNU General Public License\r
18 along with GtkRadiant; if not, write to the Free Software\r
19 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA\r
20 \r
21 ----------------------------------------------------------------------------------\r
22 \r
23 This code has been altered significantly from its original form, to support\r
24 several games based on the Quake III Arena engine, in the form of "Q3Map2."\r
25 \r
26 ------------------------------------------------------------------------------- */\r
27 \r
28 \r
29 \r
30 /* marker */\r
31 #ifndef GAME_SOF2_H\r
32 #define GAME_SOF2_H\r
33 \r
34 \r
35 \r
36 /* -------------------------------------------------------------------------------\r
37 \r
38 content and surface flags\r
39 \r
40 ------------------------------------------------------------------------------- */\r
41 \r
42 /* thanks to the gracious fellows at raven */\r
43 #define S_CONT_SOLID                            0x00000001      /* Default setting. An eye is never valid in a solid */\r
44 #define S_CONT_LAVA                                     0x00000002\r
45 #define S_CONT_WATER                            0x00000004\r
46 #define S_CONT_FOG                                      0x00000008\r
47 #define S_CONT_PLAYERCLIP                       0x00000010\r
48 #define S_CONT_MONSTERCLIP                      0x00000020\r
49 #define S_CONT_BOTCLIP                          0x00000040\r
50 #define S_CONT_SHOTCLIP                         0x00000080\r
51 #define S_CONT_BODY                                     0x00000100      /* should never be on a brush, only in game */\r
52 #define S_CONT_CORPSE                           0x00000200      /* should never be on a brush, only in game */\r
53 #define S_CONT_TRIGGER                          0x00000400\r
54 #define S_CONT_NODROP                           0x00000800      /* don't leave bodies or items (death fog, lava) */\r
55 #define S_CONT_TERRAIN                          0x00001000      /* volume contains terrain data */\r
56 #define S_CONT_LADDER                           0x00002000\r
57 #define S_CONT_ABSEIL                           0x00004000  /* used like ladder to define where an NPC can abseil */\r
58 #define S_CONT_OPAQUE                           0x00008000      /* defaults to on, when off, solid can be seen through */\r
59 #define S_CONT_OUTSIDE                          0x00010000      /* volume is considered to be in the outside (i.e. not indoors) */\r
60 #define S_CONT_SLIME                            0x00020000      /* don't be fooled. it may SAY "slime" but it really means "projectileclip" */\r
61 #define S_CONT_LIGHTSABER                       0x00040000\r
62 #define S_CONT_TELEPORTER                       0x00080000\r
63 #define S_CONT_ITEM                                     0x00100000\r
64 #define S_CONT_DETAIL                           0x08000000      /* brushes not used for the bsp */\r
65 #define S_CONT_TRANSLUCENT                      0x80000000      /* don't consume surface fragments inside */\r
66 \r
67 #define S_SURF_SKY                                      0x00002000      /* lighting from environment map */\r
68 #define S_SURF_SLICK                            0x00004000      /* affects game physics */\r
69 #define S_SURF_METALSTEPS                       0x00008000      /* chc needs this since we use same tools */\r
70 #define S_SURF_FORCEFIELD                       0x00010000      /* chc */\r
71 #define S_SURF_NODAMAGE                         0x00040000      /* never give falling damage */\r
72 #define S_SURF_NOIMPACT                         0x00080000      /* don't make missile explosions */\r
73 #define S_SURF_NOMARKS                          0x00100000      /* don't leave missile marks */\r
74 #define S_SURF_NODRAW                           0x00200000      /* don't generate a drawsurface at all */\r
75 #define S_SURF_NOSTEPS                          0x00400000      /* no footstep sounds */\r
76 #define S_SURF_NODLIGHT                         0x00800000      /* don't dlight even if solid (solid lava, skies) */\r
77 #define S_SURF_NOMISCENTS                       0x01000000      /* no client models allowed on this surface */\r
78 \r
79 #define S_SURF_PATCH                            0x80000000      /* mark this face as a patch(editor only) */\r
80 \r
81 /* materials */\r
82 #define S_MAT_BITS                                      5\r
83 #define S_MAT_MASK                                      0x1f            /* mask to get the material type */\r
84 \r
85 #define S_MAT_NONE                                      0                       /* for when the artist hasn't set anything up =) */\r
86 #define S_MAT_SOLIDWOOD                         1                       /* freshly cut timber */\r
87 #define S_MAT_HOLLOWWOOD                        2                       /* termite infested creaky wood */\r
88 #define S_MAT_SOLIDMETAL                        3                       /* solid girders */\r
89 #define S_MAT_HOLLOWMETAL                       4                       /* hollow metal machines */\r
90 #define S_MAT_SHORTGRASS                        5                       /* manicured lawn */\r
91 #define S_MAT_LONGGRASS                         6                       /* long jungle grass */\r
92 #define S_MAT_DIRT                                      7                       /* hard mud */\r
93 #define S_MAT_SAND                                      8                       /* sandy beach */\r
94 #define S_MAT_GRAVEL                            9                       /* lots of small stones */\r
95 #define S_MAT_GLASS                                     10\r
96 #define S_MAT_CONCRETE                          11                      /* hardened concrete pavement */\r
97 #define S_MAT_MARBLE                            12                      /* marble floors */\r
98 #define S_MAT_WATER                                     13                      /* light covering of water on a surface */\r
99 #define S_MAT_SNOW                                      14                      /* freshly laid snow */\r
100 #define S_MAT_ICE                                       15                      /* packed snow/solid ice */\r
101 #define S_MAT_FLESH                                     16                      /* hung meat, corpses in the world */\r
102 #define S_MAT_MUD                                       17                      /* wet soil */\r
103 #define S_MAT_BPGLASS                           18                      /* bulletproof glass */\r
104 #define S_MAT_DRYLEAVES                         19                      /* dried up leaves on the floor */\r
105 #define S_MAT_GREENLEAVES                       20                      /* fresh leaves still on a tree */\r
106 #define S_MAT_FABRIC                            21                      /* Cotton sheets */\r
107 #define S_MAT_CANVAS                            22                      /* tent material */\r
108 #define S_MAT_ROCK                                      23\r
109 #define S_MAT_RUBBER                            24                      /* hard tire like rubber */\r
110 #define S_MAT_PLASTIC                           25\r
111 #define S_MAT_TILES                                     26                      /* tiled floor */\r
112 #define S_MAT_CARPET                            27                      /* lush carpet */\r
113 #define S_MAT_PLASTER                           28                      /* drywall style plaster */\r
114 #define S_MAT_SHATTERGLASS                      29                      /* glass with the Crisis Zone style shattering */\r
115 #define S_MAT_ARMOR                                     30                      /* body armor */\r
116 #define S_MAT_COMPUTER                          31                      /* computers/electronic equipment */\r
117 #define S_MAT_LAST                                      32                      /* number of materials */\r
118 \r
119 \r
120 \r
121 /* -------------------------------------------------------------------------------\r
122 \r
123 game_t struct\r
124 \r
125 ------------------------------------------------------------------------------- */\r
126 \r
127 {\r
128         "sof2",                                 /* -game x */\r
129         "base",                                 /* default base game data dir */\r
130         ".sof2",                                /* unix home sub-dir */\r
131         "soldier",                              /* magic path word */\r
132         "shaders",                              /* shader directory */\r
133         qfalse,                                 /* wolf lighting model? */\r
134         qtrue,                                  /* flares */\r
135         "gfx/misc/lens_flare",  /* default flare shader */\r
136         "RBSP",                                 /* bsp file prefix */\r
137         1,                                              /* bsp file version */\r
138         LoadRBSPFile,                   /* bsp load function */\r
139         WriteRBSPFile,                  /* bsp write function */\r
140         \r
141         {\r
142                 /* name                         contentFlags                            contentFlagsClear                       surfaceFlags                            surfaceFlagsClear                       compileFlags                            compileFlagsClear */\r
143                 \r
144                 /* default */\r
145                 { "default",            S_CONT_SOLID | S_CONT_OPAQUE,   -1,                                             0,                                                      -1,                                                     C_SOLID,                                        -1 },\r
146                 \r
147                 \r
148                 /* ydnar */\r
149                 { "lightgrid",          0,                                                      0,                                                      0,                                                      0,                                                      C_LIGHTGRID,                            0 },\r
150                 { "antiportal",         0,                                                      0,                                                      0,                                                      0,                                                      C_ANTIPORTAL,                           0 },\r
151                 { "skip",                       0,                                                      0,                                                      0,                                                      0,                                                      C_SKIP,                                         0 },\r
152                 \r
153                 \r
154                 /* compiler */\r
155                 { "origin",                     0,                                                      S_CONT_SOLID,                           0,                                                      0,                                                      C_ORIGIN | C_TRANSLUCENT,       C_SOLID },\r
156                 { "areaportal",         S_CONT_TRANSLUCENT,                     S_CONT_SOLID | S_CONT_OPAQUE,   0,                                              0,                                                      C_AREAPORTAL | C_TRANSLUCENT,   C_SOLID },\r
157                 { "trans",                      S_CONT_TRANSLUCENT,                     0,                                                      0,                                                      0,                                                      C_TRANSLUCENT,                          0 },\r
158                 { "detail",                     S_CONT_DETAIL,                          0,                                                      0,                                                      0,                                                      C_DETAIL,                                       0 },\r
159                 { "structural",         0,                                                      0,                                                      0,                                                      0,                                                      C_STRUCTURAL,                           0 },\r
160                 { "hint",                       0,                                                      0,                                                      0,                                                      0,                                                      C_HINT,                                         0 },\r
161                 { "nodraw",                     0,                                                      0,                                                      S_SURF_NODRAW,                          0,                                                      C_NODRAW,                                       0 },\r
162                 \r
163                 { "alphashadow",        0,                                                      0,                                                      0,                                                      0,                                                      C_ALPHASHADOW | C_TRANSLUCENT,  0 },\r
164                 { "lightfilter",        0,                                                      0,                                                      0,                                                      0,                                                      C_LIGHTFILTER | C_TRANSLUCENT,  0 },\r
165                 { "nolightmap",         0,                                                      0,                                                      0,                                                      0,                                                      C_VERTEXLIT,                            0 },\r
166                 { "pointlight",         0,                                                      0,                                                      0,                                                      0,                                                      C_VERTEXLIT,                            0 },\r
167                 \r
168                 \r
169                 /* game */\r
170                 { "nonsolid",           0,                                                      S_CONT_SOLID,                           0,                                                      0,                                                      0,                                                      C_SOLID },\r
171                 { "nonopaque",          0,                                                      S_CONT_OPAQUE,                          0,                                                      0,                                                      C_TRANSLUCENT,                          0 },            /* setting trans ok? */\r
172                 \r
173                 { "trigger",            S_CONT_TRIGGER,                         S_CONT_SOLID | S_CONT_OPAQUE,   0,                                              0,                                                      C_TRANSLUCENT,                          C_SOLID },\r
174                 \r
175                 { "water",                      S_CONT_WATER,                           S_CONT_SOLID,                           0,                                                      0,                                                      C_LIQUID | C_TRANSLUCENT,       C_SOLID },\r
176                 { "slime",                      S_CONT_SLIME,                           S_CONT_SOLID,                           0,                                                      0,                                                      C_LIQUID | C_TRANSLUCENT,       C_SOLID },\r
177                 { "lava",                       S_CONT_LAVA,                            S_CONT_SOLID,                           0,                                                      0,                                                      C_LIQUID | C_TRANSLUCENT,       C_SOLID },\r
178 \r
179                 { "shotclip",           S_CONT_SHOTCLIP,                        S_CONT_SOLID | S_CONT_OPAQUE,   0,                                              0,                                                      C_DETAIL | C_TRANSLUCENT,       C_SOLID },      /* setting trans/detail ok? */\r
180                 { "playerclip",         S_CONT_PLAYERCLIP,                      S_CONT_SOLID | S_CONT_OPAQUE,   0,                                              0,                                                      C_DETAIL | C_TRANSLUCENT,       C_SOLID },\r
181                 { "monsterclip",        S_CONT_MONSTERCLIP,                     S_CONT_SOLID | S_CONT_OPAQUE,   0,                                              0,                                                      C_DETAIL | C_TRANSLUCENT,       C_SOLID },\r
182                 { "nodrop",                     S_CONT_NODROP,                          S_CONT_SOLID | S_CONT_OPAQUE,   0,                                              0,                                                      C_DETAIL | C_TRANSLUCENT,       C_SOLID },\r
183                 \r
184                 { "terrain",            S_CONT_TERRAIN,                         S_CONT_SOLID | S_CONT_OPAQUE,   0,                                              0,                                                      C_DETAIL | C_TRANSLUCENT,       C_SOLID },\r
185                 { "ladder",                     S_CONT_LADDER,                          S_CONT_SOLID | S_CONT_OPAQUE,   0,                                              0,                                                      C_DETAIL | C_TRANSLUCENT,       C_SOLID },\r
186                 { "abseil",                     S_CONT_ABSEIL,                          S_CONT_SOLID | S_CONT_OPAQUE,   0,                                              0,                                                      C_DETAIL | C_TRANSLUCENT,       C_SOLID },\r
187                 { "outside",            S_CONT_OUTSIDE,                         S_CONT_SOLID | S_CONT_OPAQUE,   0,                                              0,                                                      C_DETAIL | C_TRANSLUCENT,       C_SOLID },\r
188                 \r
189                 { "botclip",            S_CONT_BOTCLIP,                         S_CONT_SOLID | S_CONT_OPAQUE,   0,                                              0,                                                      C_DETAIL | C_TRANSLUCENT,       C_SOLID },\r
190                 \r
191                 { "fog",                        S_CONT_FOG,                                     S_CONT_SOLID | S_CONT_OPAQUE,   0,                                              0,                                                      C_FOG | C_DETAIL | C_TRANSLUCENT,       C_SOLID },      /* nonopaque? */\r
192                 { "sky",                        0,                                                      0,                                                      S_SURF_SKY,                                     0,                                                      C_SKY,                                          0 },\r
193                 \r
194                 { "slick",                      0,                                                      0,                                                      S_SURF_SLICK,                           0,                                                      0,                                                      0 },\r
195                 \r
196                 { "noimpact",           0,                                                      0,                                                      S_SURF_NOIMPACT,                        0,                                                      0,                                                      0 },\r
197                 { "nomarks",            0,                                                      0,                                                      S_SURF_NOMARKS,                         0,                                                      C_NOMARKS,                                      0 },\r
198                 { "nodamage",           0,                                                      0,                                                      S_SURF_NODAMAGE,                        0,                                                      0,                                                      0 },\r
199                 { "metalsteps",         0,                                                      0,                                                      S_SURF_METALSTEPS,                      0,                                                      0,                                                      0 },\r
200                 { "nosteps",            0,                                                      0,                                                      S_SURF_NOSTEPS,                         0,                                                      0,                                                      0 },\r
201                 { "nodlight",           0,                                                      0,                                                      S_SURF_NODLIGHT,                        0,                                                      0,                                                      0 },\r
202                 { "nomiscents",         0,                                                      0,                                                      S_SURF_NOMISCENTS,                      0,                                                      0,                                                      0 },\r
203                 { "forcefield",         0,                                                      0,                                                      S_SURF_FORCEFIELD,                      0,                                                      0,                                                      0 },\r
204                 \r
205                 \r
206                 /* materials */\r
207                 { "*mat_none",          0,                                                      0,                                                      S_MAT_NONE,                                     S_MAT_MASK,                                     0,                                                      0 },\r
208                 { "*mat_solidwood",     0,                                                      0,                                                      S_MAT_SOLIDWOOD,                        S_MAT_MASK,                                     0,                                                      0 },\r
209                 { "*mat_hollowwood",    0,                                              0,                                                      S_MAT_HOLLOWWOOD,                       S_MAT_MASK,                                     0,                                                      0 },\r
210                 { "*mat_solidmetal",    0,                                              0,                                                      S_MAT_SOLIDMETAL,                       S_MAT_MASK,                                     0,                                                      0 },\r
211                 { "*mat_hollowmetal",   0,                                              0,                                                      S_MAT_HOLLOWMETAL,                      S_MAT_MASK,                                     0,                                                      0 },\r
212                 { "*mat_shortgrass",    0,                                              0,                                                      S_MAT_SHORTGRASS,                       S_MAT_MASK,                                     0,                                                      0 },\r
213                 { "*mat_longgrass",             0,                                              0,                                                      S_MAT_LONGGRASS,                        S_MAT_MASK,                                     0,                                                      0 },\r
214                 { "*mat_dirt",          0,                                                      0,                                                      S_MAT_DIRT,                                     S_MAT_MASK,                                     0,                                                      0 },\r
215                 { "*mat_sand",          0,                                                      0,                                                      S_MAT_SAND,                                     S_MAT_MASK,                                     0,                                                      0 },\r
216                 { "*mat_gravel",        0,                                                      0,                                                      S_MAT_GRAVEL,                           S_MAT_MASK,                                     0,                                                      0 },\r
217                 { "*mat_glass",         0,                                                      0,                                                      S_MAT_GLASS,                            S_MAT_MASK,                                     0,                                                      0 },\r
218                 { "*mat_concrete",      0,                                                      0,                                                      S_MAT_CONCRETE,                         S_MAT_MASK,                                     0,                                                      0 },\r
219                 { "*mat_marble",        0,                                                      0,                                                      S_MAT_MARBLE,                           S_MAT_MASK,                                     0,                                                      0 },\r
220                 { "*mat_water",         0,                                                      0,                                                      S_MAT_WATER,                            S_MAT_MASK,                                     0,                                                      0 },\r
221                 { "*mat_snow",          0,                                                      0,                                                      S_MAT_SNOW,                                     S_MAT_MASK,                                     0,                                                      0 },\r
222                 { "*mat_ice",           0,                                                      0,                                                      S_MAT_ICE,                                      S_MAT_MASK,                                     0,                                                      0 },\r
223                 { "*mat_flesh",         0,                                                      0,                                                      S_MAT_FLESH,                            S_MAT_MASK,                                     0,                                                      0 },\r
224                 { "*mat_mud",           0,                                                      0,                                                      S_MAT_MUD,                                      S_MAT_MASK,                                     0,                                                      0 },\r
225                 { "*mat_bpglass",       0,                                                      0,                                                      S_MAT_BPGLASS,                          S_MAT_MASK,                                     0,                                                      0 },\r
226                 { "*mat_dryleaves",     0,                                                      0,                                                      S_MAT_DRYLEAVES,                        S_MAT_MASK,                                     0,                                                      0 },\r
227                 { "*mat_greenleaves",   0,                                              0,                                                      S_MAT_GREENLEAVES,                      S_MAT_MASK,                                     0,                                                      0 },\r
228                 { "*mat_fabric",        0,                                                      0,                                                      S_MAT_FABRIC,                           S_MAT_MASK,                                     0,                                                      0 },\r
229                 { "*mat_canvas",        0,                                                      0,                                                      S_MAT_CANVAS,                           S_MAT_MASK,                                     0,                                                      0 },\r
230                 { "*mat_rock",          0,                                                      0,                                                      S_MAT_ROCK,                                     S_MAT_MASK,                                     0,                                                      0 },\r
231                 { "*mat_rubber",        0,                                                      0,                                                      S_MAT_RUBBER,                           S_MAT_MASK,                                     0,                                                      0 },\r
232                 { "*mat_plastic",       0,                                                      0,                                                      S_MAT_PLASTIC,                          S_MAT_MASK,                                     0,                                                      0 },\r
233                 { "*mat_tiles",         0,                                                      0,                                                      S_MAT_TILES,                            S_MAT_MASK,                                     0,                                                      0 },\r
234                 { "*mat_carpet",        0,                                                      0,                                                      S_MAT_CARPET,                           S_MAT_MASK,                                     0,                                                      0 },\r
235                 { "*mat_plaster",       0,                                                      0,                                                      S_MAT_PLASTER,                          S_MAT_MASK,                                     0,                                                      0 },\r
236                 { "*mat_shatterglass",  0,                                              0,                                                      S_MAT_SHATTERGLASS,                     S_MAT_MASK,                                     0,                                                      0 },\r
237                 { "*mat_armor",         0,                                                      0,                                                      S_MAT_ARMOR,                            S_MAT_MASK,                                     0,                                                      0 },\r
238                 { "*mat_computer",      0,                                                      0,                                                      S_MAT_COMPUTER,                         S_MAT_MASK,                                     0,                                                      0 },    \r
239                 \r
240                 \r
241                 /* null */\r
242                 { NULL, 0, 0, 0, 0, 0, 0 }\r
243         }\r
244 }\r
245 \r
246 \r
247 \r
248 /* end marker */\r
249 #endif\r