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half lambert lighting by jal (option: -lightanglehl)
[divverent/netradiant.git] / tools / quake3 / q3map2 / game_ef.h
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_EF_H
33 #define GAME_EF_H
34
35
36
37 /* -------------------------------------------------------------------------------
38
39 content and surface flags
40
41 ------------------------------------------------------------------------------- */
42
43 /* game flags */
44 #define E_CONT_SOLID                            1                       /* an eye is never valid in a solid */
45 #define E_CONT_LAVA                                     8
46 #define E_CONT_SLIME                            16
47 #define E_CONT_WATER                            32
48 #define E_CONT_FOG                                      64
49 #define E_CONT_LADDER                           128                     /* elite force ladder contents */
50
51 #define E_CONT_AREAPORTAL                       0x8000
52
53 #define E_CONT_PLAYERCLIP                       0x10000
54 #define E_CONT_MONSTERCLIP                      0x20000
55 #define E_CONT_SHOTCLIP                         0x40000         /* elite force shot clip */
56 #define E_CONT_ITEM                                     0x80000
57 #define E_CONT_CLUSTERPORTAL            0x100000
58 #define E_CONT_DONOTENTER                       0x200000
59 #define E_CONT_BOTCLIP                          0x400000
60
61 #define E_CONT_ORIGIN                           0x1000000       /* removed before bsping an entity */
62
63 #define E_CONT_BODY                                     0x2000000       /* should never be on a brush, only in game */
64 #define E_CONT_CORPSE                           0x4000000
65 #define E_CONT_DETAIL                           0x8000000       /* brushes not used for the bsp */
66 #define E_CONT_STRUCTURAL                       0x10000000      /* brushes used for the bsp */
67 #define E_CONT_TRANSLUCENT                      0x20000000      /* don't consume surface fragments inside */
68 #define E_CONT_TRIGGER                          0x40000000
69 #define E_CONT_NODROP                           0x80000000      /* don't leave bodies or items (death fog, lava) */
70
71 #define E_SURF_NODAMAGE                         0x1                     /* never give falling damage */
72 #define E_SURF_SLICK                            0x2                     /* effects game physics */
73 #define E_SURF_SKY                                      0x4                     /* lighting from environment map */
74 #define E_SURF_LADDER                           0x8
75 #define E_SURF_NOIMPACT                         0x10            /* don't make missile explosions */
76 #define E_SURF_NOMARKS                          0x20            /* don't leave missile marks */
77 #define E_SURF_FLESH                            0x40            /* make flesh sounds and effects */
78 #define E_SURF_NODRAW                           0x80            /* don't generate a drawsurface at all */
79 #define E_SURF_HINT                                     0x100           /* make a primary bsp splitter */
80 #define E_SURF_SKIP                                     0x200           /* completely ignore, allowing non-closed brushes */
81 #define E_SURF_NOLIGHTMAP                       0x400           /* surface doesn't need a lightmap */
82 #define E_SURF_POINTLIGHT                       0x800           /* generate lighting info at vertexes */
83 #define E_SURF_METALSTEPS                       0x1000          /* clanking footsteps */
84 #define E_SURF_NOSTEPS                          0x2000          /* no footstep sounds */
85 #define E_SURF_NONSOLID                         0x4000          /* don't collide against curves with this set */
86 #define E_SURF_LIGHTFILTER                      0x8000          /* act as a light filter during q3map -light */
87 #define E_SURF_ALPHASHADOW                      0x10000         /* do per-pixel light shadow casting in q3map */
88 #define E_SURF_NODLIGHT                         0x20000         /* don't dlight even if solid (solid lava, skies) */
89 #define E_SURF_FORCEFIELD                       0x40000         /* elite force forcefield brushes */
90
91 /* ydnar flags */
92 #define E_SURF_VERTEXLIT                        (E_SURF_POINTLIGHT | E_SURF_NOLIGHTMAP)
93
94
95
96 /* -------------------------------------------------------------------------------
97
98 game_t struct
99
100 ------------------------------------------------------------------------------- */
101
102 {
103         "ef",                           /* -game x */
104         "baseef",                       /* default base game data dir */
105         ".ef",                          /* unix home sub-dir */
106         "elite",                        /* magic path word */
107         "scripts",                      /* shader directory */
108         64,                                     /* max lightmapped surface verts */
109         999,                            /* max surface verts */
110         6000,                           /* max surface indexes */
111         qfalse,                         /* flares */
112         "flareshader",          /* default flare shader */
113         qfalse,                         /* wolf lighting model? */
114         128,                            /* lightmap width/height */
115         1.0f,                           /* lightmap gamma */
116         1.0f,                           /* lightmap exposure */
117         1.0f,                           /* lightmap compensate */
118         1.0f,                           /* lightgrid scale */
119         1.0f,                           /* lightgrid ambient scale */
120         qfalse,                         /* light angle attenuation uses half-lambert curve */
121         qfalse,                         /* disable shader lightstyles hack */
122         qfalse,                         /* keep light entities on bsp */
123         8,                                      /* default patchMeta subdivisions tolerance */
124         qfalse,                         /* patch casting enabled */
125         qfalse,                         /* compile deluxemaps */
126         0,                                      /* deluxemaps default mode */
127         512,                /* minimap size */
128         1.0f,               /* minimap sharpener */
129         0.0f,               /* minimap border */
130         qtrue,              /* minimap keep aspect */
131         MINIMAP_MODE_GRAY,  /* minimap mode */
132         "%s.tga",           /* minimap name format */
133         "IBSP",                         /* bsp file prefix */
134         46,                                     /* bsp file version */
135         qfalse,                         /* cod-style lump len/ofs order */
136         LoadIBSPFile,           /* bsp load function */
137         WriteIBSPFile,          /* bsp write function */
138         
139         {
140                 /* name                         contentFlags                            contentFlagsClear                       surfaceFlags                            surfaceFlagsClear                       compileFlags                            compileFlagsClear */
141                 
142                 /* default */
143                 { "default",            E_CONT_SOLID,                           -1,                                                     0,                                                      -1,                                                     C_SOLID,                                        -1 },
144                 
145                 
146                 /* ydnar */
147                 { "lightgrid",          0,                                                      0,                                                      0,                                                      0,                                                      C_LIGHTGRID,                            0 },
148                 { "antiportal",         0,                                                      0,                                                      0,                                                      0,                                                      C_ANTIPORTAL,                           0 },
149                 { "skip",                       0,                                                      0,                                                      0,                                                      0,                                                      C_SKIP,                                         0 },
150                 
151                 
152                 /* compiler */
153                 { "origin",                     E_CONT_ORIGIN,                          E_CONT_SOLID,                           0,                                                      0,                                                      C_ORIGIN | C_TRANSLUCENT,       C_SOLID },
154                 { "areaportal",         E_CONT_AREAPORTAL,                      E_CONT_SOLID,                           0,                                                      0,                                                      C_AREAPORTAL | C_TRANSLUCENT,   C_SOLID },
155                 { "trans",                      E_CONT_TRANSLUCENT,                     0,                                                      0,                                                      0,                                                      C_TRANSLUCENT,                          0 },
156                 { "detail",                     E_CONT_DETAIL,                          0,                                                      0,                                                      0,                                                      C_DETAIL,                                       0 },
157                 { "structural",         E_CONT_STRUCTURAL,                      0,                                                      0,                                                      0,                                                      C_STRUCTURAL,                           0 },
158                 { "hint",                       0,                                                      0,                                                      E_SURF_HINT,                            0,                                                      C_HINT,                                         0 },
159                 { "nodraw",                     0,                                                      0,                                                      E_SURF_NODRAW,                          0,                                                      C_NODRAW,                                       0 },
160                 
161                 { "alphashadow",        0,                                                      0,                                                      E_SURF_ALPHASHADOW,                     0,                                                      C_ALPHASHADOW | C_TRANSLUCENT,  0 },
162                 { "lightfilter",        0,                                                      0,                                                      E_SURF_LIGHTFILTER,                     0,                                                      C_LIGHTFILTER | C_TRANSLUCENT,  0 },
163                 { "nolightmap",         0,                                                      0,                                                      E_SURF_VERTEXLIT,                       0,                                                      C_VERTEXLIT,                            0 },
164                 { "pointlight",         0,                                                      0,                                                      E_SURF_VERTEXLIT,                       0,                                                      C_VERTEXLIT,                            0 },
165                 
166                 
167                 /* game */
168                 { "nonsolid",           0,                                                      E_CONT_SOLID,                           E_SURF_NONSOLID,                        0,                                                      0,                                                      C_SOLID },
169                 
170                 { "trigger",            E_CONT_TRIGGER,                         E_CONT_SOLID,                           0,                                                      0,                                                      C_TRANSLUCENT,                          C_SOLID },
171                 
172                 { "water",                      E_CONT_WATER,                           E_CONT_SOLID,                           0,                                                      0,                                                      C_LIQUID | C_TRANSLUCENT,       C_SOLID },
173                 { "slime",                      E_CONT_SLIME,                           E_CONT_SOLID,                           0,                                                      0,                                                      C_LIQUID | C_TRANSLUCENT,       C_SOLID },
174                 { "lava",                       E_CONT_LAVA,                            E_CONT_SOLID,                           0,                                                      0,                                                      C_LIQUID | C_TRANSLUCENT,       C_SOLID },
175                 
176                 { "playerclip",         E_CONT_PLAYERCLIP,                      E_CONT_SOLID,                           0,                                                      0,                                                      C_DETAIL | C_TRANSLUCENT,       C_SOLID },
177                 { "monsterclip",        E_CONT_MONSTERCLIP,                     E_CONT_SOLID,                           0,                                                      0,                                                      C_DETAIL | C_TRANSLUCENT,       C_SOLID },
178                 { "shotclip",           E_CONT_SHOTCLIP,                        E_CONT_SOLID,                           0,                                                      0,                                                      C_DETAIL | C_TRANSLUCENT,       C_SOLID },
179                 { "nodrop",                     E_CONT_NODROP,                          E_CONT_SOLID,                           0,                                                      0,                                                      C_TRANSLUCENT,                          C_SOLID },
180                 
181                 { "clusterportal",      E_CONT_CLUSTERPORTAL,           E_CONT_SOLID,                           0,                                                      0,                                                      C_TRANSLUCENT,                          C_SOLID },
182                 { "donotenter",         E_CONT_DONOTENTER,                      E_CONT_SOLID,                           0,                                                      0,                                                      C_TRANSLUCENT,                          C_SOLID },
183                 { "botclip",            E_CONT_BOTCLIP,                         E_CONT_SOLID,                           0,                                                      0,                                                      C_TRANSLUCENT,                          C_SOLID },
184                 
185                 { "fog",                        E_CONT_FOG,                                     E_CONT_SOLID,                           0,                                                      0,                                                      C_FOG,                                          C_SOLID },
186                 { "sky",                        0,                                                      0,                                                      E_SURF_SKY,                                     0,                                                      C_SKY,                                          0 },
187                 
188                 { "slick",                      0,                                                      0,                                                      E_SURF_SLICK,                           0,                                                      0,                                                      0 },
189                 
190                 { "noimpact",           0,                                                      0,                                                      E_SURF_NOIMPACT,                        0,                                                      0,                                                      0 },
191                 { "nomarks",            0,                                                      0,                                                      E_SURF_NOMARKS,                         0,                                                      C_NOMARKS,                                      0 },
192                 { "ladder",                     E_CONT_LADDER,                          E_CONT_SOLID,                           E_SURF_LADDER,                          0,                                                      C_DETAIL | C_TRANSLUCENT,       C_SOLID },
193                 { "nodamage",           0,                                                      0,                                                      E_SURF_NODAMAGE,                        0,                                                      0,                                                      0 },
194                 { "metalsteps",         0,                                                      0,                                                      E_SURF_METALSTEPS,                      0,                                                      0,                                                      0 },
195                 { "flesh",                      0,                                                      0,                                                      E_SURF_FLESH,                           0,                                                      0,                                                      0 },
196                 { "nosteps",            0,                                                      0,                                                      E_SURF_NOSTEPS,                         0,                                                      0,                                                      0 },
197                 { "nodlight",           0,                                                      0,                                                      E_SURF_NODLIGHT,                        0,                                                      0,                                                      0 },
198                 { "forcefield",         0,                                                      0,                                                      E_SURF_FORCEFIELD,                      0,                                                      0,                                                      0 },
199                 
200                 
201                 /* null */
202                 { NULL, 0, 0, 0, 0, 0, 0 }
203         }
204 }
205
206
207
208 /* end marker */
209 #endif
210