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 /* thanks to the gracious fellows at raven */
43 #define S_CONT_SOLID 0x00000001 /* Default setting. An eye is never valid in a solid */
44 #define S_CONT_LAVA 0x00000002
45 #define S_CONT_WATER 0x00000004
46 #define S_CONT_FOG 0x00000008
47 #define S_CONT_PLAYERCLIP 0x00000010
48 #define S_CONT_MONSTERCLIP 0x00000020
49 #define S_CONT_BOTCLIP 0x00000040
50 #define S_CONT_SHOTCLIP 0x00000080
51 #define S_CONT_BODY 0x00000100 /* should never be on a brush, only in game */
52 #define S_CONT_CORPSE 0x00000200 /* should never be on a brush, only in game */
53 #define S_CONT_TRIGGER 0x00000400
54 #define S_CONT_NODROP 0x00000800 /* don't leave bodies or items (death fog, lava) */
55 #define S_CONT_TERRAIN 0x00001000 /* volume contains terrain data */
56 #define S_CONT_LADDER 0x00002000
57 #define S_CONT_ABSEIL 0x00004000 /* used like ladder to define where an NPC can abseil */
58 #define S_CONT_OPAQUE 0x00008000 /* defaults to on, when off, solid can be seen through */
59 #define S_CONT_OUTSIDE 0x00010000 /* volume is considered to be in the outside (i.e. not indoors) */
60 #define S_CONT_SLIME 0x00020000 /* don't be fooled. it may SAY "slime" but it really means "projectileclip" */
61 #define S_CONT_LIGHTSABER 0x00040000
62 #define S_CONT_TELEPORTER 0x00080000
63 #define S_CONT_ITEM 0x00100000
64 #define S_CONT_DETAIL 0x08000000 /* brushes not used for the bsp */
65 #define S_CONT_TRANSLUCENT 0x80000000 /* don't consume surface fragments inside */
67 #define S_SURF_SKY 0x00002000 /* lighting from environment map */
68 #define S_SURF_SLICK 0x00004000 /* affects game physics */
69 #define S_SURF_METALSTEPS 0x00008000 /* chc needs this since we use same tools */
70 #define S_SURF_FORCEFIELD 0x00010000 /* chc */
71 #define S_SURF_NODAMAGE 0x00040000 /* never give falling damage */
72 #define S_SURF_NOIMPACT 0x00080000 /* don't make missile explosions */
73 #define S_SURF_NOMARKS 0x00100000 /* don't leave missile marks */
74 #define S_SURF_NODRAW 0x00200000 /* don't generate a drawsurface at all */
75 #define S_SURF_NOSTEPS 0x00400000 /* no footstep sounds */
76 #define S_SURF_NODLIGHT 0x00800000 /* don't dlight even if solid (solid lava, skies) */
77 #define S_SURF_NOMISCENTS 0x01000000 /* no client models allowed on this surface */
79 #define S_SURF_PATCH 0x80000000 /* mark this face as a patch(editor only) */
83 #define S_MAT_MASK 0x1f /* mask to get the material type */
85 #define S_MAT_NONE 0 /* for when the artist hasn't set anything up =) */
86 #define S_MAT_SOLIDWOOD 1 /* freshly cut timber */
87 #define S_MAT_HOLLOWWOOD 2 /* termite infested creaky wood */
88 #define S_MAT_SOLIDMETAL 3 /* solid girders */
89 #define S_MAT_HOLLOWMETAL 4 /* hollow metal machines */
90 #define S_MAT_SHORTGRASS 5 /* manicured lawn */
91 #define S_MAT_LONGGRASS 6 /* long jungle grass */
92 #define S_MAT_DIRT 7 /* hard mud */
93 #define S_MAT_SAND 8 /* sandy beach */
94 #define S_MAT_GRAVEL 9 /* lots of small stones */
95 #define S_MAT_GLASS 10
96 #define S_MAT_CONCRETE 11 /* hardened concrete pavement */
97 #define S_MAT_MARBLE 12 /* marble floors */
98 #define S_MAT_WATER 13 /* light covering of water on a surface */
99 #define S_MAT_SNOW 14 /* freshly laid snow */
100 #define S_MAT_ICE 15 /* packed snow/solid ice */
101 #define S_MAT_FLESH 16 /* hung meat, corpses in the world */
102 #define S_MAT_MUD 17 /* wet soil */
103 #define S_MAT_BPGLASS 18 /* bulletproof glass */
104 #define S_MAT_DRYLEAVES 19 /* dried up leaves on the floor */
105 #define S_MAT_GREENLEAVES 20 /* fresh leaves still on a tree */
106 #define S_MAT_FABRIC 21 /* Cotton sheets */
107 #define S_MAT_CANVAS 22 /* tent material */
108 #define S_MAT_ROCK 23
109 #define S_MAT_RUBBER 24 /* hard tire like rubber */
110 #define S_MAT_PLASTIC 25
111 #define S_MAT_TILES 26 /* tiled floor */
112 #define S_MAT_CARPET 27 /* lush carpet */
113 #define S_MAT_PLASTER 28 /* drywall style plaster */
114 #define S_MAT_SHATTERGLASS 29 /* glass with the Crisis Zone style shattering */
115 #define S_MAT_ARMOR 30 /* body armor */
116 #define S_MAT_COMPUTER 31 /* computers/electronic equipment */
117 #define S_MAT_LAST 32 /* number of materials */
121 /* -------------------------------------------------------------------------------
125 ------------------------------------------------------------------------------- */
128 "sof2", /* -game x */
129 "base", /* default base game data dir */
130 ".sof2", /* unix home sub-dir */
131 "soldier", /* magic path word */
132 "shaders", /* shader directory */
133 qfalse, /* wolf lighting model? */
135 "gfx/misc/lens_flare", /* default flare shader */
136 "RBSP", /* bsp file prefix */
137 1, /* bsp file version */
138 LoadRBSPFile, /* bsp load function */
139 WriteRBSPFile, /* bsp write function */
142 /* name contentFlags contentFlagsClear surfaceFlags surfaceFlagsClear compileFlags compileFlagsClear */
145 { "default", S_CONT_SOLID | S_CONT_OPAQUE, -1, 0, -1, C_SOLID, -1 },
149 { "lightgrid", 0, 0, 0, 0, C_LIGHTGRID, 0 },
150 { "antiportal", 0, 0, 0, 0, C_ANTIPORTAL, 0 },
151 { "skip", 0, 0, 0, 0, C_SKIP, 0 },
155 { "origin", 0, S_CONT_SOLID, 0, 0, C_ORIGIN | C_TRANSLUCENT, C_SOLID },
156 { "areaportal", S_CONT_TRANSLUCENT, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_AREAPORTAL | C_TRANSLUCENT, C_SOLID },
157 { "trans", S_CONT_TRANSLUCENT, 0, 0, 0, C_TRANSLUCENT, 0 },
158 { "detail", S_CONT_DETAIL, 0, 0, 0, C_DETAIL, 0 },
159 { "structural", 0, 0, 0, 0, C_STRUCTURAL, 0 },
160 { "hint", 0, 0, 0, 0, C_HINT, 0 },
161 { "nodraw", 0, 0, S_SURF_NODRAW, 0, C_NODRAW, 0 },
163 { "alphashadow", 0, 0, 0, 0, C_ALPHASHADOW | C_TRANSLUCENT, 0 },
164 { "lightfilter", 0, 0, 0, 0, C_LIGHTFILTER | C_TRANSLUCENT, 0 },
165 { "nolightmap", 0, 0, 0, 0, C_VERTEXLIT, 0 },
166 { "pointlight", 0, 0, 0, 0, C_VERTEXLIT, 0 },
170 { "nonsolid", 0, S_CONT_SOLID, 0, 0, 0, C_SOLID },
171 { "nonopaque", 0, S_CONT_OPAQUE, 0, 0, C_TRANSLUCENT, 0 }, /* setting trans ok? */
173 { "trigger", S_CONT_TRIGGER, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_TRANSLUCENT, C_SOLID },
175 { "water", S_CONT_WATER, S_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID },
176 { "slime", S_CONT_SLIME, S_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID },
177 { "lava", S_CONT_LAVA, S_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID },
179 { "shotclip", S_CONT_SHOTCLIP, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID }, /* setting trans/detail ok? */
180 { "playerclip", S_CONT_PLAYERCLIP, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
181 { "monsterclip", S_CONT_MONSTERCLIP, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
182 { "nodrop", S_CONT_NODROP, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
184 { "terrain", S_CONT_TERRAIN, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
185 { "ladder", S_CONT_LADDER, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
186 { "abseil", S_CONT_ABSEIL, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
187 { "outside", S_CONT_OUTSIDE, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
189 { "botclip", S_CONT_BOTCLIP, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
191 { "fog", S_CONT_FOG, S_CONT_SOLID | S_CONT_OPAQUE, 0, 0, C_FOG | C_DETAIL | C_TRANSLUCENT, C_SOLID }, /* nonopaque? */
192 { "sky", 0, 0, S_SURF_SKY, 0, C_SKY, 0 },
194 { "slick", 0, 0, S_SURF_SLICK, 0, 0, 0 },
196 { "noimpact", 0, 0, S_SURF_NOIMPACT, 0, 0, 0 },
197 { "nomarks", 0, 0, S_SURF_NOMARKS, 0, C_NOMARKS, 0 },
198 { "nodamage", 0, 0, S_SURF_NODAMAGE, 0, 0, 0 },
199 { "metalsteps", 0, 0, S_SURF_METALSTEPS, 0, 0, 0 },
200 { "nosteps", 0, 0, S_SURF_NOSTEPS, 0, 0, 0 },
201 { "nodlight", 0, 0, S_SURF_NODLIGHT, 0, 0, 0 },
202 { "nomiscents", 0, 0, S_SURF_NOMISCENTS, 0, 0, 0 },
203 { "forcefield", 0, 0, S_SURF_FORCEFIELD, 0, 0, 0 },
207 { "*mat_none", 0, 0, S_MAT_NONE, S_MAT_MASK, 0, 0 },
208 { "*mat_solidwood", 0, 0, S_MAT_SOLIDWOOD, S_MAT_MASK, 0, 0 },
209 { "*mat_hollowwood", 0, 0, S_MAT_HOLLOWWOOD, S_MAT_MASK, 0, 0 },
210 { "*mat_solidmetal", 0, 0, S_MAT_SOLIDMETAL, S_MAT_MASK, 0, 0 },
211 { "*mat_hollowmetal", 0, 0, S_MAT_HOLLOWMETAL, S_MAT_MASK, 0, 0 },
212 { "*mat_shortgrass", 0, 0, S_MAT_SHORTGRASS, S_MAT_MASK, 0, 0 },
213 { "*mat_longgrass", 0, 0, S_MAT_LONGGRASS, S_MAT_MASK, 0, 0 },
214 { "*mat_dirt", 0, 0, S_MAT_DIRT, S_MAT_MASK, 0, 0 },
215 { "*mat_sand", 0, 0, S_MAT_SAND, S_MAT_MASK, 0, 0 },
216 { "*mat_gravel", 0, 0, S_MAT_GRAVEL, S_MAT_MASK, 0, 0 },
217 { "*mat_glass", 0, 0, S_MAT_GLASS, S_MAT_MASK, 0, 0 },
218 { "*mat_concrete", 0, 0, S_MAT_CONCRETE, S_MAT_MASK, 0, 0 },
219 { "*mat_marble", 0, 0, S_MAT_MARBLE, S_MAT_MASK, 0, 0 },
220 { "*mat_water", 0, 0, S_MAT_WATER, S_MAT_MASK, 0, 0 },
221 { "*mat_snow", 0, 0, S_MAT_SNOW, S_MAT_MASK, 0, 0 },
222 { "*mat_ice", 0, 0, S_MAT_ICE, S_MAT_MASK, 0, 0 },
223 { "*mat_flesh", 0, 0, S_MAT_FLESH, S_MAT_MASK, 0, 0 },
224 { "*mat_mud", 0, 0, S_MAT_MUD, S_MAT_MASK, 0, 0 },
225 { "*mat_bpglass", 0, 0, S_MAT_BPGLASS, S_MAT_MASK, 0, 0 },
226 { "*mat_dryleaves", 0, 0, S_MAT_DRYLEAVES, S_MAT_MASK, 0, 0 },
227 { "*mat_greenleaves", 0, 0, S_MAT_GREENLEAVES, S_MAT_MASK, 0, 0 },
228 { "*mat_fabric", 0, 0, S_MAT_FABRIC, S_MAT_MASK, 0, 0 },
229 { "*mat_canvas", 0, 0, S_MAT_CANVAS, S_MAT_MASK, 0, 0 },
230 { "*mat_rock", 0, 0, S_MAT_ROCK, S_MAT_MASK, 0, 0 },
231 { "*mat_rubber", 0, 0, S_MAT_RUBBER, S_MAT_MASK, 0, 0 },
232 { "*mat_plastic", 0, 0, S_MAT_PLASTIC, S_MAT_MASK, 0, 0 },
233 { "*mat_tiles", 0, 0, S_MAT_TILES, S_MAT_MASK, 0, 0 },
234 { "*mat_carpet", 0, 0, S_MAT_CARPET, S_MAT_MASK, 0, 0 },
235 { "*mat_plaster", 0, 0, S_MAT_PLASTER, S_MAT_MASK, 0, 0 },
236 { "*mat_shatterglass", 0, 0, S_MAT_SHATTERGLASS, S_MAT_MASK, 0, 0 },
237 { "*mat_armor", 0, 0, S_MAT_ARMOR, S_MAT_MASK, 0, 0 },
238 { "*mat_computer", 0, 0, S_MAT_COMPUTER, S_MAT_MASK, 0, 0 },
242 { NULL, 0, 0, 0, 0, 0, 0 }