2 Copyright (C) 1999-2007 id Software, Inc. and contributors.
3 For a list of contributors, see the accompanying CONTRIBUTORS file.
5 This file is part of GtkRadiant.
7 GtkRadiant is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
12 GtkRadiant is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
17 You should have received a copy of the GNU General Public License
18 along with GtkRadiant; if not, write to the Free Software
19 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
21 ----------------------------------------------------------------------------------
23 This code has been altered significantly from its original form, to support
24 several games based on the Quake III Arena engine, in the form of "Q3Map2."
26 ------------------------------------------------------------------------------- */
36 /* -------------------------------------------------------------------------------
38 content and surface flags
40 ------------------------------------------------------------------------------- */
42 /* this file must be included *after* game_sof2.h because it shares defines! */
46 /* -------------------------------------------------------------------------------
50 ------------------------------------------------------------------------------- */
54 "base", /* default base game data dir */
55 ".jk2", /* unix home sub-dir */
56 "GameData", /* magic path word */
57 "shaders", /* shader directory */
58 qfalse, /* wolf lighting model? */
60 "gfx/misc/flare", /* default flare shader */
61 "RBSP", /* bsp file prefix */
62 1, /* bsp file version */
63 LoadRBSPFile, /* bsp load function */
64 WriteRBSPFile, /* bsp write function */
67 /* name contentFlags contentFlagsClear surfaceFlags surfaceFlagsClear compileFlags compileFlagsClear */
70 { "default", S_CONT_SOLID | S_CONT_OPAQUE, -1, 0, -1, C_SOLID, -1 },
74 { "lightgrid", 0, 0, 0, 0, C_LIGHTGRID, 0 },
75 { "antiportal", 0, 0, 0, 0, C_ANTIPORTAL, 0 },
76 { "skip", 0, 0, 0, 0, C_SKIP, 0 },
80 { "origin", 0, S_CONT_SOLID, 0, 0, C_ORIGIN | C_TRANSLUCENT, C_SOLID },
81 { "areaportal", S_CONT_TRANSLUCENT, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_AREAPORTAL | C_TRANSLUCENT, C_SOLID },
82 { "trans", S_CONT_TRANSLUCENT, 0, 0, 0, C_TRANSLUCENT, 0 },
83 { "detail", S_CONT_DETAIL, 0, 0, 0, C_DETAIL, 0 },
84 { "structural", 0, 0, 0, 0, C_STRUCTURAL, 0 },
85 { "hint", 0, 0, 0, 0, C_HINT, 0 },
86 { "nodraw", 0, 0, S_SURF_NODRAW, 0, C_NODRAW, 0 },
88 { "alphashadow", 0, 0, 0, 0, C_ALPHASHADOW | C_TRANSLUCENT, 0 },
89 { "lightfilter", 0, 0, 0, 0, C_LIGHTFILTER | C_TRANSLUCENT, 0 },
90 { "nolightmap", 0, 0, 0, 0, C_VERTEXLIT, 0 },
91 { "pointlight", 0, 0, 0, 0, C_VERTEXLIT, 0 },
95 { "nonsolid", 0, S_CONT_SOLID, 0, 0, 0, C_SOLID },
96 { "nonopaque", 0, S_CONT_OPAQUE, 0, 0, C_TRANSLUCENT, 0 }, /* setting trans ok? */
98 { "trigger", S_CONT_TRIGGER, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_TRANSLUCENT, C_SOLID },
100 { "water", S_CONT_WATER, S_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID },
101 { "slime", S_CONT_SLIME, S_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID },
102 { "lava", S_CONT_LAVA, S_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID },
104 { "shotclip", S_CONT_SHOTCLIP, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID }, /* setting trans/detail ok? */
105 { "playerclip", S_CONT_PLAYERCLIP, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
106 { "monsterclip", S_CONT_MONSTERCLIP, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
107 { "nodrop", S_CONT_NODROP, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
109 { "terrain", S_CONT_TERRAIN, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
110 { "ladder", S_CONT_LADDER, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
111 { "abseil", S_CONT_ABSEIL, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
112 { "outside", S_CONT_OUTSIDE, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
114 { "botclip", S_CONT_BOTCLIP, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
116 { "fog", S_CONT_FOG, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_FOG | C_DETAIL | C_TRANSLUCENT, C_SOLID }, /* nonopaque? */
117 { "sky", 0, 0, S_SURF_SKY, 0, C_SKY, 0 },
119 { "slick", 0, 0, S_SURF_SLICK, 0, 0, 0 },
121 { "noimpact", 0, 0, S_SURF_NOIMPACT, 0, 0, 0 },
122 { "nomarks", 0, 0, S_SURF_NOMARKS, 0, C_NOMARKS, 0 },
123 { "nodamage", 0, 0, S_SURF_NODAMAGE, 0, 0, 0 },
124 { "metalsteps", 0, 0, S_SURF_METALSTEPS, 0, 0, 0 },
125 { "nosteps", 0, 0, S_SURF_NOSTEPS, 0, 0, 0 },
126 { "nodlight", 0, 0, S_SURF_NODLIGHT, 0, 0, 0 },
127 { "nomiscents", 0, 0, S_SURF_NOMISCENTS, 0, 0, 0 },
128 { "forcefield", 0, 0, S_SURF_FORCEFIELD, 0, 0, 0 },
132 { "*mat_none", 0, 0, S_MAT_NONE, S_MAT_MASK, 0, 0 },
133 { "*mat_solidwood", 0, 0, S_MAT_SOLIDWOOD, S_MAT_MASK, 0, 0 },
134 { "*mat_hollowwood", 0, 0, S_MAT_HOLLOWWOOD, S_MAT_MASK, 0, 0 },
135 { "*mat_solidmetal", 0, 0, S_MAT_SOLIDMETAL, S_MAT_MASK, 0, 0 },
136 { "*mat_hollowmetal", 0, 0, S_MAT_HOLLOWMETAL, S_MAT_MASK, 0, 0 },
137 { "*mat_shortgrass", 0, 0, S_MAT_SHORTGRASS, S_MAT_MASK, 0, 0 },
138 { "*mat_longgrass", 0, 0, S_MAT_LONGGRASS, S_MAT_MASK, 0, 0 },
139 { "*mat_dirt", 0, 0, S_MAT_DIRT, S_MAT_MASK, 0, 0 },
140 { "*mat_sand", 0, 0, S_MAT_SAND, S_MAT_MASK, 0, 0 },
141 { "*mat_gravel", 0, 0, S_MAT_GRAVEL, S_MAT_MASK, 0, 0 },
142 { "*mat_glass", 0, 0, S_MAT_GLASS, S_MAT_MASK, 0, 0 },
143 { "*mat_concrete", 0, 0, S_MAT_CONCRETE, S_MAT_MASK, 0, 0 },
144 { "*mat_marble", 0, 0, S_MAT_MARBLE, S_MAT_MASK, 0, 0 },
145 { "*mat_water", 0, 0, S_MAT_WATER, S_MAT_MASK, 0, 0 },
146 { "*mat_snow", 0, 0, S_MAT_SNOW, S_MAT_MASK, 0, 0 },
147 { "*mat_ice", 0, 0, S_MAT_ICE, S_MAT_MASK, 0, 0 },
148 { "*mat_flesh", 0, 0, S_MAT_FLESH, S_MAT_MASK, 0, 0 },
149 { "*mat_mud", 0, 0, S_MAT_MUD, S_MAT_MASK, 0, 0 },
150 { "*mat_bpglass", 0, 0, S_MAT_BPGLASS, S_MAT_MASK, 0, 0 },
151 { "*mat_dryleaves", 0, 0, S_MAT_DRYLEAVES, S_MAT_MASK, 0, 0 },
152 { "*mat_greenleaves", 0, 0, S_MAT_GREENLEAVES, S_MAT_MASK, 0, 0 },
153 { "*mat_fabric", 0, 0, S_MAT_FABRIC, S_MAT_MASK, 0, 0 },
154 { "*mat_canvas", 0, 0, S_MAT_CANVAS, S_MAT_MASK, 0, 0 },
155 { "*mat_rock", 0, 0, S_MAT_ROCK, S_MAT_MASK, 0, 0 },
156 { "*mat_rubber", 0, 0, S_MAT_RUBBER, S_MAT_MASK, 0, 0 },
157 { "*mat_plastic", 0, 0, S_MAT_PLASTIC, S_MAT_MASK, 0, 0 },
158 { "*mat_tiles", 0, 0, S_MAT_TILES, S_MAT_MASK, 0, 0 },
159 { "*mat_carpet", 0, 0, S_MAT_CARPET, S_MAT_MASK, 0, 0 },
160 { "*mat_plaster", 0, 0, S_MAT_PLASTER, S_MAT_MASK, 0, 0 },
161 { "*mat_shatterglass", 0, 0, S_MAT_SHATTERGLASS, S_MAT_MASK, 0, 0 },
162 { "*mat_armor", 0, 0, S_MAT_ARMOR, S_MAT_MASK, 0, 0 },
163 { "*mat_computer", 0, 0, S_MAT_COMPUTER, S_MAT_MASK, 0, 0 },
167 { NULL, 0, 0, 0, 0, 0, 0 }