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1 /* -------------------------------------------------------------------------------
2
3 Copyright (C) 1999-2007 id Software, Inc. and contributors.
4 For a list of contributors, see the accompanying CONTRIBUTORS file.
5
6 This file is part of GtkRadiant.
7
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.
12
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.
17
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
21
22 ----------------------------------------------------------------------------------
23
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."
26
27 ------------------------------------------------------------------------------- */
28
29
30
31 /* marker */
32 #ifndef GAME_WOLF_H
33 #define GAME_WOLF_H
34
35
36
37 /* -------------------------------------------------------------------------------
38
39 content and surface flags
40
41 ------------------------------------------------------------------------------- */
42
43 /* game flags */
44 #define W_CONT_SOLID                            1                       /* an eye is never valid in a solid */
45 #define W_CONT_LAVA                                     8
46 #define W_CONT_SLIME                            16
47 #define W_CONT_WATER                            32
48 #define W_CONT_FOG                                      64
49
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
55
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 */
63
64 #define W_CONT_ORIGIN                           0x1000000       /* removed before bsping an entity */
65
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) */
73
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 */
100
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 */
106
107 /* ydnar flags */
108 #define W_SURF_VERTEXLIT                        (W_SURF_POINTLIGHT | W_SURF_NOLIGHTMAP)
109
110
111
112 /* -------------------------------------------------------------------------------
113
114 game_t struct
115
116 ------------------------------------------------------------------------------- */
117
118 {
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 */
127         qfalse,                         /* flares */
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 */
157         
158         {
159                 /* name                         contentFlags                            contentFlagsClear                       surfaceFlags                            surfaceFlagsClear                       compileFlags                            compileFlagsClear */
160                 
161                 /* default */
162                 { "default",            W_CONT_SOLID,                           -1,                                                     0,                                                      -1,                                                     C_SOLID,                                        -1 },
163                 
164                 
165                 /* ydnar */
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 },
169                 
170                 
171                 /* compiler */
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 },
179                 
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 },
184                 
185                 
186                 /* game */
187                 { "nonsolid",           0,                                                      W_CONT_SOLID,                           W_SURF_NONSOLID,                        0,                                                      0,                                                      C_SOLID },
188                 
189                 { "trigger",            W_CONT_TRIGGER,                         W_CONT_SOLID,                           0,                                                      0,                                                      C_TRANSLUCENT,                          C_SOLID },
190                 
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 },
194                 
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 },
200                 
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 },
204                 
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 },
207                 
208                 { "slick",                      0,                                                      0,                                                      W_SURF_SLICK,                           0,                                                      0,                                                      0 },
209                 
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 },
216                 
217                 
218                 /* materials */
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 },
230                 
231                 
232                 /* ai */
233                 { "ai_nosight",         W_CONT_AI_NOSIGHT,                      W_CONT_SOLID,                           0,                                                      0,                                                      C_TRANSLUCENT,                          C_SOLID },
234                 
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 },
238                 
239                 
240                 /* sliding bodies */
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 },
246                 
247                 
248                 /* null */
249                 { NULL, 0, 0, 0, 0, 0, 0 }
250         }
251 }
252
253
254
255 /* end marker */
256 #endif
257