1 /* -------------------------------------------------------------------------------
3 This code is based on source provided under the terms of the Id Software
4 LIMITED USE SOFTWARE LICENSE AGREEMENT, a copy of which is included with the
5 GtkRadiant sources (see LICENSE_ID). If you did not receive a copy of
6 LICENSE_ID, please contact Id Software immediately at info@idsoftware.com.
8 All changes and additions to the original source which have been developed by
9 other contributors (see CONTRIBUTORS) are provided under the terms of the
10 license the contributors choose (see LICENSE), to the extent permitted by the
11 LICENSE_ID. If you did not receive a copy of the contributor license,
12 please contact the GtkRadiant maintainers at info@gtkradiant.com immediately.
14 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ``AS IS''
15 AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
16 IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
17 DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE FOR ANY
18 DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
19 (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
20 LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
21 ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
22 (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
23 SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
25 ----------------------------------------------------------------------------------
27 This code has been altered significantly from its original form, to support
28 several games based on the Quake III Arena engine, in the form of "Q3Map2."
30 ------------------------------------------------------------------------------- */
35 #ifndef GAME_QFUSION_H
36 #define GAME_QFUSION_H
40 /* -------------------------------------------------------------------------------
42 content and surface flags
44 ------------------------------------------------------------------------------- */
47 #define F_CONT_SOLID 1 /* an eye is never valid in a solid */
49 #define F_CONT_SLIME 16
50 #define F_CONT_WATER 32
53 #define F_CONT_AREAPORTAL 0x8000
55 #define F_CONT_PLAYERCLIP 0x10000
56 #define F_CONT_MONSTERCLIP 0x20000
57 #define F_CONT_TELEPORTER 0x40000
58 #define F_CONT_JUMPPAD 0x80000
59 #define F_CONT_CLUSTERPORTAL 0x100000
60 #define F_CONT_DONOTENTER 0x200000
61 #define F_CONT_BOTCLIP 0x400000
63 #define F_CONT_ORIGIN 0x1000000 /* removed before bsping an entity */
65 #define F_CONT_BODY 0x2000000 /* should never be on a brush, only in game */
66 #define F_CONT_CORPSE 0x4000000
67 #define F_CONT_DETAIL 0x8000000 /* brushes not used for the bsp */
68 #define F_CONT_STRUCTURAL 0x10000000 /* brushes used for the bsp */
69 #define F_CONT_TRANSLUCENT 0x20000000 /* don't consume surface fragments inside */
70 #define F_CONT_TRIGGER 0x40000000
71 #define F_CONT_NODROP 0x80000000 /* don't leave bodies or items (death fog, lava) */
73 #define F_SURF_NODAMAGE 0x1 /* never give falling damage */
74 #define F_SURF_SLICK 0x2 /* effects game physics */
75 #define F_SURF_SKY 0x4 /* lighting from environment map */
76 #define F_SURF_LADDER 0x8
77 #define F_SURF_NOIMPACT 0x10 /* don't make missile explosions */
78 #define F_SURF_NOMARKS 0x20 /* don't leave missile marks */
79 #define F_SURF_FLESH 0x40 /* make flesh sounds and effects */
80 #define F_SURF_NODRAW 0x80 /* don't generate a drawsurface at all */
81 #define F_SURF_HINT 0x100 /* make a primary bsp splitter */
82 #define F_SURF_SKIP 0x200 /* completely ignore, allowing non-closed brushes */
83 #define F_SURF_NOLIGHTMAP 0x400 /* surface doesn't need a lightmap */
84 #define F_SURF_POINTLIGHT 0x800 /* generate lighting info at vertexes */
85 #define F_SURF_METALSTEPS 0x1000 /* clanking footsteps */
86 #define F_SURF_NOSTEPS 0x2000 /* no footstep sounds */
87 #define F_SURF_NONSOLID 0x4000 /* don't collide against curves with this set */
88 #define F_SURF_LIGHTFILTER 0x8000 /* act as a light filter during q3map -light */
89 #define F_SURF_ALPHASHADOW 0x10000 /* do per-pixel light shadow casting in q3map */
90 #define F_SURF_NODLIGHT 0x20000 /* don't dlight even if solid (solid lava, skies) */
91 #define F_SURF_DUST 0x40000 /* leave a dust trail when walking on this surface */
94 #define F_SURF_VERTEXLIT (F_SURF_POINTLIGHT | F_SURF_NOLIGHTMAP)
98 /* -------------------------------------------------------------------------------
102 ------------------------------------------------------------------------------- */
105 "qfusion", /* -game x */
106 "baseq3", /* default base game data dir */
107 ".q3a", /* unix home sub-dir */
108 "quake", /* magic path word */
109 "scripts", /* shader directory */
110 2048, /* max lightmapped surface verts */
111 2048, /* max surface verts */
112 12288, /* max surface indexes */
114 "flareshader", /* default flare shader */
115 qfalse, /* wolf lighting model? */
116 512, /* lightmap width/height */
117 1.0f, /* lightmap gamma */
118 1.0f, /* lightmap exposure */
119 1.0f, /* lightmap compensate */
120 1.0f, /* lightgrid scale */
121 1.0f, /* lightgrid ambient scale */
122 qtrue, /* light angle attenuation uses half-lambert curve */
123 qtrue, /* disable shader lightstyles hack */
124 qtrue, /* keep light entities on bsp */
125 8, /* default patchMeta subdivisions tolerance */
126 qtrue, /* patch casting enabled */
127 qtrue, /* compile deluxemaps */
128 0, /* deluxemaps default mode */
129 256, /* minimap size */
130 1.0f, /* minimap sharpener */
131 0.0f, /* minimap border */
132 qtrue, /* minimap keep aspect */
133 MINIMAP_MODE_WHITE, /* minimap mode */
134 "../minimaps/%s.tga", /* minimap name format */
135 "FBSP", /* bsp file prefix */
136 1, /* bsp file version */
137 qfalse, /* cod-style lump len/ofs order */
138 LoadRBSPFile, /* bsp load function */
139 WriteRBSPFile, /* bsp write function */
142 /* name contentFlags contentFlagsClear surfaceFlags surfaceFlagsClear compileFlags compileFlagsClear */
145 { "default", F_CONT_SOLID, -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", F_CONT_ORIGIN, F_CONT_SOLID, 0, 0, C_ORIGIN | C_TRANSLUCENT, C_SOLID },
156 { "areaportal", F_CONT_AREAPORTAL, F_CONT_SOLID, 0, 0, C_AREAPORTAL | C_TRANSLUCENT, C_SOLID },
157 { "trans", F_CONT_TRANSLUCENT, 0, 0, 0, C_TRANSLUCENT, 0 },
158 { "detail", F_CONT_DETAIL, 0, 0, 0, C_DETAIL, 0 },
159 { "structural", F_CONT_STRUCTURAL, 0, 0, 0, C_STRUCTURAL, 0 },
160 { "hint", 0, 0, F_SURF_HINT, 0, C_HINT, 0 },
161 { "nodraw", 0, 0, F_SURF_NODRAW, 0, C_NODRAW, 0 },
163 { "alphashadow", 0, 0, F_SURF_ALPHASHADOW, 0, C_ALPHASHADOW | C_TRANSLUCENT, 0 },
164 { "lightfilter", 0, 0, F_SURF_LIGHTFILTER, 0, C_LIGHTFILTER | C_TRANSLUCENT, 0 },
165 { "nolightmap", 0, 0, F_SURF_VERTEXLIT, 0, C_VERTEXLIT, 0 },
166 { "pointlight", 0, 0, F_SURF_VERTEXLIT, 0, C_VERTEXLIT, 0 },
170 { "nonsolid", 0, F_CONT_SOLID, F_SURF_NONSOLID, 0, 0, C_SOLID },
172 { "trigger", F_CONT_TRIGGER, F_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
174 { "water", F_CONT_WATER, F_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID },
175 { "slime", F_CONT_SLIME, F_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID },
176 { "lava", F_CONT_LAVA, F_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID },
178 { "playerclip", F_CONT_PLAYERCLIP, F_CONT_SOLID, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
179 { "monsterclip", F_CONT_MONSTERCLIP, F_CONT_SOLID, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
180 { "nodrop", F_CONT_NODROP, F_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
182 { "clusterportal", F_CONT_CLUSTERPORTAL, F_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
183 { "donotenter", F_CONT_DONOTENTER, F_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
184 { "botclip", F_CONT_BOTCLIP, F_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
186 { "fog", F_CONT_FOG, F_CONT_SOLID, 0, 0, C_FOG, C_SOLID },
187 { "sky", 0, 0, F_SURF_SKY, 0, C_SKY, 0 },
189 { "slick", 0, 0, F_SURF_SLICK, 0, 0, 0 },
191 { "noimpact", 0, 0, F_SURF_NOIMPACT, 0, 0, 0 },
192 { "nomarks", 0, 0, F_SURF_NOMARKS, 0, C_NOMARKS, 0 },
193 { "ladder", 0, 0, F_SURF_LADDER, 0, 0, 0 },
194 { "nodamage", 0, 0, F_SURF_NODAMAGE, 0, 0, 0 },
195 { "metalsteps", 0, 0, F_SURF_METALSTEPS, 0, 0, 0 },
196 { "flesh", 0, 0, F_SURF_FLESH, 0, 0, 0 },
197 { "nosteps", 0, 0, F_SURF_NOSTEPS, 0, 0, 0 },
198 { "nodlight", 0, 0, F_SURF_NODLIGHT, 0, 0, 0 },
199 { "dust", 0, 0, F_SURF_DUST, 0, 0, 0 },
203 { NULL, 0, 0, 0, 0, 0, 0 }