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 W_CONT_SOLID 1 /* an eye is never valid in a solid */
46 #define W_CONT_SLIME 16
47 #define W_CONT_WATER 32
50 #define W_CONT_MISSILECLIP 0x80 /* wolf ranged missile blocking */
51 #define W_CONT_ITEM 0x100 /* wolf item contents */
52 #define W_CONT_AI_NOSIGHT 0x1000 /* wolf ai sight blocking */
53 #define W_CONT_CLIPSHOT 0x2000 /* wolf shot clip */
54 #define W_CONT_AREAPORTAL 0x8000
56 #define W_CONT_PLAYERCLIP 0x10000
57 #define W_CONT_MONSTERCLIP 0x20000
58 #define W_CONT_TELEPORTER 0x40000
59 #define W_CONT_JUMPPAD 0x80000
60 #define W_CONT_CLUSTERPORTAL 0x100000
61 #define W_CONT_DONOTENTER 0x200000
62 #define W_CONT_DONOTENTER_LARGE 0x400000 /* wolf dne */
64 #define W_CONT_ORIGIN 0x1000000 /* removed before bsping an entity */
66 #define W_CONT_BODY 0x2000000 /* should never be on a brush, only in game */
67 #define W_CONT_CORPSE 0x4000000
68 #define W_CONT_DETAIL 0x8000000 /* brushes not used for the bsp */
69 #define W_CONT_STRUCTURAL 0x10000000 /* brushes used for the bsp */
70 #define W_CONT_TRANSLUCENT 0x20000000 /* don't consume surface fragments inside */
71 #define W_CONT_TRIGGER 0x40000000
72 #define W_CONT_NODROP 0x80000000 /* don't leave bodies or items (death fog, lava) */
74 #define W_SURF_NODAMAGE 0x1 /* never give falling damage */
75 #define W_SURF_SLICK 0x2 /* effects game physics */
76 #define W_SURF_SKY 0x4 /* lighting from environment map */
77 #define W_SURF_LADDER 0x8
78 #define W_SURF_NOIMPACT 0x10 /* don't make missile explosions */
79 #define W_SURF_NOMARKS 0x20 /* don't leave missile marks */
80 #define W_SURF_CERAMIC 0x40 /* wolf ceramic material */
81 #define W_SURF_NODRAW 0x80 /* don't generate a drawsurface at all */
82 #define W_SURF_HINT 0x100 /* make a primary bsp splitter */
83 #define W_SURF_SKIP 0x200 /* completely ignore, allowing non-closed brushes */
84 #define W_SURF_NOLIGHTMAP 0x400 /* surface doesn't need a lightmap */
85 #define W_SURF_POINTLIGHT 0x800 /* generate lighting info at vertexes */
86 #define W_SURF_METAL 0x1000 /* wolf metal material */
87 #define W_SURF_NOSTEPS 0x2000 /* no footstep sounds */
88 #define W_SURF_NONSOLID 0x4000 /* don't collide against curves with this set */
89 #define W_SURF_LIGHTFILTER 0x8000 /* act as a light filter during q3map -light */
90 #define W_SURF_ALPHASHADOW 0x10000 /* do per-pixel light shadow casting in q3map */
91 #define W_SURF_NODLIGHT 0x20000 /* don't dlight even if solid (solid lava, skies) */
92 #define W_SURF_WOOD 0x40000 /* wolf wood material */
93 #define W_SURF_GRASS 0x80000 /* wolf grass material */
94 #define W_SURF_GRAVEL 0x100000 /* wolf gravel material */
95 #define W_SURF_GLASS 0x200000 /* wolf glass material */
96 #define W_SURF_SNOW 0x400000 /* wolf snow material */
97 #define W_SURF_ROOF 0x800000 /* wolf roof material */
98 #define W_SURF_RUBBLE 0x1000000 /* wolf rubble material */
99 #define W_SURF_CARPET 0x2000000 /* wolf carpet material */
101 #define W_SURF_MONSTERSLICK 0x4000000 /* wolf npc slick surface */
102 #define W_SURF_MONSLICK_W 0x8000000 /* wolf slide bodies west */
103 #define W_SURF_MONSLICK_N 0x10000000 /* wolf slide bodies north */
104 #define W_SURF_MONSLICK_E 0x20000000 /* wolf slide bodies east */
105 #define W_SURF_MONSLICK_S 0x40000000 /* wolf slide bodies south */
108 #define W_SURF_VERTEXLIT (W_SURF_POINTLIGHT | W_SURF_NOLIGHTMAP)
112 /* -------------------------------------------------------------------------------
116 ------------------------------------------------------------------------------- */
119 "wolf", /* -game x */
120 "main", /* default base game data dir */
121 ".wolf", /* unix home sub-dir */
122 "wolf", /* magic path word */
123 "scripts", /* shader directory */
124 64, /* max lightmapped surface verts */
125 999, /* max surface verts */
126 6000, /* max surface indexes */
128 "flareshader", /* default flare shader */
129 qtrue, /* wolf lighting model? */
130 128, /* lightmap width/height */
131 1.0f, /* lightmap gamma */
132 qfalse, /* lightmap sRGB */
133 qfalse, /* texture sRGB */
134 qfalse, /* color sRGB */
135 0.0f, /* lightmap exposure */
136 1.0f, /* lightmap compensate */
137 1.0f, /* lightgrid scale */
138 1.0f, /* lightgrid ambient scale */
139 qfalse, /* light angle attenuation uses half-lambert curve */
140 qfalse, /* disable shader lightstyles hack */
141 qfalse, /* keep light entities on bsp */
142 8, /* default patchMeta subdivisions tolerance */
143 qfalse, /* patch casting enabled */
144 qfalse, /* compile deluxemaps */
145 0, /* deluxemaps default mode */
146 512, /* minimap size */
147 1.0f, /* minimap sharpener */
148 0.0f, /* minimap border */
149 qtrue, /* minimap keep aspect */
150 MINIMAP_MODE_GRAY, /* minimap mode */
151 "%s.tga", /* minimap name format */
152 "IBSP", /* bsp file prefix */
153 47, /* bsp file version */
154 qfalse, /* cod-style lump len/ofs order */
155 LoadIBSPFile, /* bsp load function */
156 WriteIBSPFile, /* bsp write function */
159 /* name contentFlags contentFlagsClear surfaceFlags surfaceFlagsClear compileFlags compileFlagsClear */
162 { "default", W_CONT_SOLID, -1, 0, -1, C_SOLID, -1 },
166 { "lightgrid", 0, 0, 0, 0, C_LIGHTGRID, 0 },
167 { "antiportal", 0, 0, 0, 0, C_ANTIPORTAL, 0 },
168 { "skip", 0, 0, 0, 0, C_SKIP, 0 },
172 { "origin", W_CONT_ORIGIN, W_CONT_SOLID, 0, 0, C_ORIGIN | C_TRANSLUCENT, C_SOLID },
173 { "areaportal", W_CONT_AREAPORTAL, W_CONT_SOLID, 0, 0, C_AREAPORTAL | C_TRANSLUCENT, C_SOLID },
174 { "trans", W_CONT_TRANSLUCENT, 0, 0, 0, C_TRANSLUCENT, 0 },
175 { "detail", W_CONT_DETAIL, 0, 0, 0, C_DETAIL, 0 },
176 { "structural", W_CONT_STRUCTURAL, 0, 0, 0, C_STRUCTURAL, 0 },
177 { "hint", 0, 0, W_SURF_HINT, 0, C_HINT, 0 },
178 { "nodraw", 0, 0, W_SURF_NODRAW, 0, C_NODRAW, 0 },
180 { "alphashadow", 0, 0, W_SURF_ALPHASHADOW, 0, C_ALPHASHADOW | C_TRANSLUCENT, 0 },
181 { "lightfilter", 0, 0, W_SURF_LIGHTFILTER, 0, C_LIGHTFILTER | C_TRANSLUCENT, 0 },
182 { "nolightmap", 0, 0, W_SURF_VERTEXLIT, 0, C_VERTEXLIT, 0 },
183 { "pointlight", 0, 0, W_SURF_VERTEXLIT, 0, C_VERTEXLIT, 0 },
187 { "nonsolid", 0, W_CONT_SOLID, W_SURF_NONSOLID, 0, 0, C_SOLID },
189 { "trigger", W_CONT_TRIGGER, W_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
191 { "water", W_CONT_WATER, W_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID },
192 { "slag", W_CONT_SLIME, W_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID },
193 { "lava", W_CONT_LAVA, W_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID },
195 { "playerclip", W_CONT_PLAYERCLIP, W_CONT_SOLID, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
196 { "monsterclip", W_CONT_MONSTERCLIP, W_CONT_SOLID, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
197 { "clipmissile", W_CONT_MISSILECLIP, W_CONT_SOLID, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
198 { "clipshot", W_CONT_CLIPSHOT, W_CONT_SOLID, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
199 { "nodrop", W_CONT_NODROP, W_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
201 { "clusterportal", W_CONT_CLUSTERPORTAL, W_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
202 { "donotenter", W_CONT_DONOTENTER, W_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
203 { "nonotenterlarge",W_CONT_DONOTENTER_LARGE, W_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
205 { "fog", W_CONT_FOG, W_CONT_SOLID, 0, 0, C_FOG, C_SOLID },
206 { "sky", 0, 0, W_SURF_SKY, 0, C_SKY, 0 },
208 { "slick", 0, 0, W_SURF_SLICK, 0, 0, 0 },
210 { "noimpact", 0, 0, W_SURF_NOIMPACT, 0, 0, 0 },
211 { "nomarks", 0, 0, W_SURF_NOMARKS, 0, C_NOMARKS, 0 },
212 { "ladder", 0, 0, W_SURF_LADDER, 0, 0, 0 },
213 { "nodamage", 0, 0, W_SURF_NODAMAGE, 0, 0, 0 },
214 { "nosteps", 0, 0, W_SURF_NOSTEPS, 0, 0, 0 },
215 { "nodlight", 0, 0, W_SURF_NODLIGHT, 0, 0, 0 },
219 { "metal", 0, 0, W_SURF_METAL, 0, 0, 0 },
220 { "metalsteps", 0, 0, W_SURF_METAL, 0, 0, 0 },
221 { "glass", 0, 0, W_SURF_GLASS, 0, 0, 0 },
222 { "ceramic", 0, 0, W_SURF_CERAMIC, 0, 0, 0 },
223 { "woodsteps", 0, 0, W_SURF_WOOD, 0, 0, 0 },
224 { "grasssteps", 0, 0, W_SURF_GRASS, 0, 0, 0 },
225 { "gravelsteps", 0, 0, W_SURF_GRAVEL, 0, 0, 0 },
226 { "rubble", 0, 0, W_SURF_RUBBLE, 0, 0, 0 },
227 { "carpetsteps", 0, 0, W_SURF_CARPET, 0, 0, 0 },
228 { "snowsteps", 0, 0, W_SURF_SNOW, 0, 0, 0 },
229 { "roofsteps", 0, 0, W_SURF_ROOF, 0, 0, 0 },
233 { "ai_nosight", W_CONT_AI_NOSIGHT, W_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
235 /* ydnar: experimental until bits are confirmed! */
236 { "ai_nopass", W_CONT_DONOTENTER, W_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
237 { "ai_nopasslarge", W_CONT_DONOTENTER_LARGE, W_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
241 { "monsterslick", 0, 0, W_SURF_MONSTERSLICK, 0, C_TRANSLUCENT, 0 },
242 { "monsterslicknorth", 0, 0, W_SURF_MONSLICK_N, 0, C_TRANSLUCENT, 0 },
243 { "monsterslickeast", 0, 0, W_SURF_MONSLICK_E, 0, C_TRANSLUCENT, 0 },
244 { "monsterslicksouth", 0, 0, W_SURF_MONSLICK_S, 0, C_TRANSLUCENT, 0 },
245 { "monsterslickwest", 0, 0, W_SURF_MONSLICK_W, 0, C_TRANSLUCENT, 0 },
249 { NULL, 0, 0, 0, 0, 0, 0 }