]> icculus.org git repositories - divverent/netradiant.git/blob - tools/quake3/q3map2/game_ja.h
fix two other bugs in the same function
[divverent/netradiant.git] / tools / quake3 / q3map2 / game_ja.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_JA_H
33 #define GAME_JA_H
34
35
36
37 /* -------------------------------------------------------------------------------
38
39 content and surface flags
40
41 ------------------------------------------------------------------------------- */
42
43 /* this file must be included *after* game_sof2.h and game_jk2.h because they share defines! */
44
45 #define JA_CONT_INSIDE                  0x10000000      /* jedi academy 'inside' */
46 #define JA_SURF_FORCESIGHT              0x02000000      /* jedi academy 'forcesight' */
47
48
49
50 /* -------------------------------------------------------------------------------
51
52 game_t struct
53
54 ------------------------------------------------------------------------------- */
55
56 {
57         "ja",                           /* -game x */
58         "base",                         /* default base game data dir */
59         ".ja",                          /* unix home sub-dir */
60         "GameData",                     /* magic path word */
61         "shaders",                      /* shader directory */
62         64,                                     /* max lightmapped surface verts */
63         999,                            /* max surface verts */
64         6000,                           /* max surface indexes */
65         qtrue,                          /* flares */
66         "gfx/misc/flare",       /* default flare shader */
67         qfalse,                         /* wolf lighting model? */
68         128,                            /* lightmap width/height */
69         1.0f,                           /* lightmap gamma */
70         1.0f,                           /* lightmap exposure */
71         1.0f,                           /* lightmap compensate */
72         "RBSP",                         /* bsp file prefix */
73         1,                                      /* bsp file version */
74         qfalse,                         /* cod-style lump len/ofs order */
75         LoadRBSPFile,           /* bsp load function */
76         WriteRBSPFile,          /* bsp write function */
77         
78         {
79                 /* name                         contentFlags                            contentFlagsClear                       surfaceFlags                            surfaceFlagsClear                       compileFlags                            compileFlagsClear */
80                 
81                 /* default */
82                 { "default",            S_CONT_SOLID | S_CONT_OPAQUE,   -1,                                             0,                                                      -1,                                                     C_SOLID,                                        -1 },
83                 
84                 
85                 /* ydnar */
86                 { "lightgrid",          0,                                                      0,                                                      0,                                                      0,                                                      C_LIGHTGRID,                            0 },
87                 { "antiportal",         0,                                                      0,                                                      0,                                                      0,                                                      C_ANTIPORTAL,                           0 },
88                 { "skip",                       0,                                                      0,                                                      0,                                                      0,                                                      C_SKIP,                                         0 },
89                 
90                 
91                 /* compiler */
92                 { "origin",                     0,                                                      S_CONT_SOLID,                           0,                                                      0,                                                      C_ORIGIN | C_TRANSLUCENT,       C_SOLID },
93                 { "areaportal",         S_CONT_TRANSLUCENT,                     S_CONT_SOLID | S_CONT_OPAQUE,   0,                                              0,                                                      C_AREAPORTAL | C_TRANSLUCENT,   C_SOLID },
94                 { "trans",                      S_CONT_TRANSLUCENT,                     0,                                                      0,                                                      0,                                                      C_TRANSLUCENT,                          0 },
95                 { "detail",                     S_CONT_DETAIL,                          0,                                                      0,                                                      0,                                                      C_DETAIL,                                       0 },
96                 { "structural",         0,                                                      0,                                                      0,                                                      0,                                                      C_STRUCTURAL,                           0 },
97                 { "hint",                       0,                                                      0,                                                      0,                                                      0,                                                      C_HINT,                                         0 },
98                 { "nodraw",                     0,                                                      0,                                                      S_SURF_NODRAW,                          0,                                                      C_NODRAW,                                       0 },
99                 
100                 { "alphashadow",        0,                                                      0,                                                      0,                                                      0,                                                      C_ALPHASHADOW | C_TRANSLUCENT,  0 },
101                 { "lightfilter",        0,                                                      0,                                                      0,                                                      0,                                                      C_LIGHTFILTER | C_TRANSLUCENT,  0 },
102                 { "nolightmap",         0,                                                      0,                                                      0,                                                      0,                                                      C_VERTEXLIT,                            0 },
103                 { "pointlight",         0,                                                      0,                                                      0,                                                      0,                                                      C_VERTEXLIT,                            0 },
104                 
105                 
106                 /* game */
107                 { "nonsolid",           0,                                                      S_CONT_SOLID,                           0,                                                      0,                                                      0,                                                      C_SOLID },
108                 { "nonopaque",          0,                                                      S_CONT_OPAQUE,                          0,                                                      0,                                                      C_TRANSLUCENT,                          0 },            /* setting trans ok? */
109                 
110                 { "trigger",            S_CONT_TRIGGER,                         S_CONT_SOLID | S_CONT_OPAQUE,   0,                                              0,                                                      C_TRANSLUCENT,                          C_SOLID },
111                 
112                 { "water",                      S_CONT_WATER,                           S_CONT_SOLID,                           0,                                                      0,                                                      C_LIQUID | C_TRANSLUCENT,       C_SOLID },
113                 { "slime",                      S_CONT_SLIME,                           S_CONT_SOLID,                           0,                                                      0,                                                      C_LIQUID | C_TRANSLUCENT,       C_SOLID },
114                 { "lava",                       S_CONT_LAVA,                            S_CONT_SOLID,                           0,                                                      0,                                                      C_LIQUID | C_TRANSLUCENT,       C_SOLID },
115
116                 { "shotclip",           S_CONT_SHOTCLIP,                        S_CONT_SOLID | S_CONT_OPAQUE,   0,                                              0,                                                      C_DETAIL | C_TRANSLUCENT,       C_SOLID },      /* setting trans/detail ok? */
117                 { "playerclip",         S_CONT_PLAYERCLIP,                      S_CONT_SOLID | S_CONT_OPAQUE,   0,                                              0,                                                      C_DETAIL | C_TRANSLUCENT,       C_SOLID },
118                 { "monsterclip",        S_CONT_MONSTERCLIP,                     S_CONT_SOLID | S_CONT_OPAQUE,   0,                                              0,                                                      C_DETAIL | C_TRANSLUCENT,       C_SOLID },
119                 { "nodrop",                     S_CONT_NODROP,                          S_CONT_SOLID | S_CONT_OPAQUE,   0,                                              0,                                                      C_DETAIL | C_TRANSLUCENT,       C_SOLID },
120                 
121                 { "terrain",            S_CONT_TERRAIN,                         S_CONT_SOLID | S_CONT_OPAQUE,   0,                                              0,                                                      C_DETAIL | C_TRANSLUCENT,       C_SOLID },
122                 { "ladder",                     S_CONT_LADDER,                          S_CONT_SOLID | S_CONT_OPAQUE,   0,                                              0,                                                      C_DETAIL | C_TRANSLUCENT,       C_SOLID },
123                 { "abseil",                     S_CONT_ABSEIL,                          S_CONT_SOLID | S_CONT_OPAQUE,   0,                                              0,                                                      C_DETAIL | C_TRANSLUCENT,       C_SOLID },
124                 { "outside",            S_CONT_OUTSIDE,                         S_CONT_SOLID | S_CONT_OPAQUE,   0,                                              0,                                                      C_DETAIL | C_TRANSLUCENT,       C_SOLID },
125                 
126                 { "botclip",            S_CONT_BOTCLIP,                         S_CONT_SOLID | S_CONT_OPAQUE,   0,                                              0,                                                      C_DETAIL | C_TRANSLUCENT,       C_SOLID },
127                 
128                 { "fog",                        S_CONT_FOG,                                     S_CONT_SOLID | S_CONT_OPAQUE,   0,                                              0,                                                      C_FOG | C_DETAIL | C_TRANSLUCENT,       C_SOLID },      /* nonopaque? */
129                 { "sky",                        0,                                                      0,                                                      S_SURF_SKY,                                     0,                                                      C_SKY,                                          0 },
130                 
131                 { "slick",                      0,                                                      0,                                                      S_SURF_SLICK,                           0,                                                      0,                                                      0 },
132                 
133                 { "noimpact",           0,                                                      0,                                                      S_SURF_NOIMPACT,                        0,                                                      0,                                                      0 },
134                 { "nomarks",            0,                                                      0,                                                      S_SURF_NOMARKS,                         0,                                                      C_NOMARKS,                                      0 },
135                 { "nodamage",           0,                                                      0,                                                      S_SURF_NODAMAGE,                        0,                                                      0,                                                      0 },
136                 { "metalsteps",         0,                                                      0,                                                      S_SURF_METALSTEPS,                      0,                                                      0,                                                      0 },
137                 { "nosteps",            0,                                                      0,                                                      S_SURF_NOSTEPS,                         0,                                                      0,                                                      0 },
138                 { "nodlight",           0,                                                      0,                                                      S_SURF_NODLIGHT,                        0,                                                      0,                                                      0 },
139                 { "nomiscents",         0,                                                      0,                                                      S_SURF_NOMISCENTS,                      0,                                                      0,                                                      0 },
140                 { "forcefield",         0,                                                      0,                                                      S_SURF_FORCEFIELD,                      0,                                                      0,                                                      0 },
141                 
142                 /* jedi academy */
143                 { "inside",                     JA_CONT_INSIDE,                         0,                                                      0,                                                      0,                                                      0,                                                      0 },
144                 { "forcesight",         0,                                                      0,                                                      JA_SURF_FORCESIGHT,                     0,                                                      0,                                                      0 },
145                 
146                 /* materials */
147                 { "*mat_none",          0,                                                      0,                                                      S_MAT_NONE,                                     S_MAT_MASK,                                     0,                                                      0 },
148                 { "*mat_solidwood",     0,                                                      0,                                                      S_MAT_SOLIDWOOD,                        S_MAT_MASK,                                     0,                                                      0 },
149                 { "*mat_hollowwood",    0,                                              0,                                                      S_MAT_HOLLOWWOOD,                       S_MAT_MASK,                                     0,                                                      0 },
150                 { "*mat_solidmetal",    0,                                              0,                                                      S_MAT_SOLIDMETAL,                       S_MAT_MASK,                                     0,                                                      0 },
151                 { "*mat_hollowmetal",   0,                                              0,                                                      S_MAT_HOLLOWMETAL,                      S_MAT_MASK,                                     0,                                                      0 },
152                 { "*mat_shortgrass",    0,                                              0,                                                      S_MAT_SHORTGRASS,                       S_MAT_MASK,                                     0,                                                      0 },
153                 { "*mat_longgrass",             0,                                              0,                                                      S_MAT_LONGGRASS,                        S_MAT_MASK,                                     0,                                                      0 },
154                 { "*mat_dirt",          0,                                                      0,                                                      S_MAT_DIRT,                                     S_MAT_MASK,                                     0,                                                      0 },
155                 { "*mat_sand",          0,                                                      0,                                                      S_MAT_SAND,                                     S_MAT_MASK,                                     0,                                                      0 },
156                 { "*mat_gravel",        0,                                                      0,                                                      S_MAT_GRAVEL,                           S_MAT_MASK,                                     0,                                                      0 },
157                 { "*mat_glass",         0,                                                      0,                                                      S_MAT_GLASS,                            S_MAT_MASK,                                     0,                                                      0 },
158                 { "*mat_concrete",      0,                                                      0,                                                      S_MAT_CONCRETE,                         S_MAT_MASK,                                     0,                                                      0 },
159                 { "*mat_marble",        0,                                                      0,                                                      S_MAT_MARBLE,                           S_MAT_MASK,                                     0,                                                      0 },
160                 { "*mat_water",         0,                                                      0,                                                      S_MAT_WATER,                            S_MAT_MASK,                                     0,                                                      0 },
161                 { "*mat_snow",          0,                                                      0,                                                      S_MAT_SNOW,                                     S_MAT_MASK,                                     0,                                                      0 },
162                 { "*mat_ice",           0,                                                      0,                                                      S_MAT_ICE,                                      S_MAT_MASK,                                     0,                                                      0 },
163                 { "*mat_flesh",         0,                                                      0,                                                      S_MAT_FLESH,                            S_MAT_MASK,                                     0,                                                      0 },
164                 { "*mat_mud",           0,                                                      0,                                                      S_MAT_MUD,                                      S_MAT_MASK,                                     0,                                                      0 },
165                 { "*mat_bpglass",       0,                                                      0,                                                      S_MAT_BPGLASS,                          S_MAT_MASK,                                     0,                                                      0 },
166                 { "*mat_dryleaves",     0,                                                      0,                                                      S_MAT_DRYLEAVES,                        S_MAT_MASK,                                     0,                                                      0 },
167                 { "*mat_greenleaves",   0,                                              0,                                                      S_MAT_GREENLEAVES,                      S_MAT_MASK,                                     0,                                                      0 },
168                 { "*mat_fabric",        0,                                                      0,                                                      S_MAT_FABRIC,                           S_MAT_MASK,                                     0,                                                      0 },
169                 { "*mat_canvas",        0,                                                      0,                                                      S_MAT_CANVAS,                           S_MAT_MASK,                                     0,                                                      0 },
170                 { "*mat_rock",          0,                                                      0,                                                      S_MAT_ROCK,                                     S_MAT_MASK,                                     0,                                                      0 },
171                 { "*mat_rubber",        0,                                                      0,                                                      S_MAT_RUBBER,                           S_MAT_MASK,                                     0,                                                      0 },
172                 { "*mat_plastic",       0,                                                      0,                                                      S_MAT_PLASTIC,                          S_MAT_MASK,                                     0,                                                      0 },
173                 { "*mat_tiles",         0,                                                      0,                                                      S_MAT_TILES,                            S_MAT_MASK,                                     0,                                                      0 },
174                 { "*mat_carpet",        0,                                                      0,                                                      S_MAT_CARPET,                           S_MAT_MASK,                                     0,                                                      0 },
175                 { "*mat_plaster",       0,                                                      0,                                                      S_MAT_PLASTER,                          S_MAT_MASK,                                     0,                                                      0 },
176                 { "*mat_shatterglass",  0,                                              0,                                                      S_MAT_SHATTERGLASS,                     S_MAT_MASK,                                     0,                                                      0 },
177                 { "*mat_armor",         0,                                                      0,                                                      S_MAT_ARMOR,                            S_MAT_MASK,                                     0,                                                      0 },
178                 { "*mat_computer",      0,                                                      0,                                                      S_MAT_COMPUTER,                         S_MAT_MASK,                                     0,                                                      0 },    
179                 
180                 
181                 /* null */
182                 { NULL, 0, 0, 0, 0, 0, 0 }
183         }
184 }
185
186
187
188 /* end marker */
189 #endif