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limits raising patch from mikeeusa
[divverent/netradiant.git] / tools / quake3 / q3map2 / game_qfusion.h
1 /* -------------------------------------------------------------------------------
2
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.
7
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.
13
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.
24
25 ----------------------------------------------------------------------------------
26
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."
29
30 ------------------------------------------------------------------------------- */
31
32
33
34 /* marker */
35 #ifndef GAME_QFUSION_H
36 #define GAME_QFUSION_H
37
38
39
40 /* -------------------------------------------------------------------------------
41
42 content and surface flags
43
44 ------------------------------------------------------------------------------- */
45
46 /* game flags */
47 #define F_CONT_SOLID                            1                       /* an eye is never valid in a solid */
48 #define F_CONT_LAVA                                     8
49 #define F_CONT_SLIME                            16
50 #define F_CONT_WATER                            32
51 #define F_CONT_FOG                                      64
52
53 #define F_CONT_AREAPORTAL                       0x8000
54
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
62
63 #define F_CONT_ORIGIN                           0x1000000       /* removed before bsping an entity */
64
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) */
72
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 */
92
93 /* ydnar flags */
94 #define F_SURF_VERTEXLIT                        (F_SURF_POINTLIGHT | F_SURF_NOLIGHTMAP)
95
96
97
98 /* -------------------------------------------------------------------------------
99
100 game_t struct
101
102 ------------------------------------------------------------------------------- */
103
104 {
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 */
113         qtrue,                          /* flares */
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         "FBSP",                         /* bsp file prefix */
121         1,                                      /* bsp file version */
122         qfalse,                         /* cod-style lump len/ofs order */
123         LoadRBSPFile,           /* bsp load function */
124         WriteRBSPFile,          /* bsp write function */
125
126         {
127                 /* name                         contentFlags                            contentFlagsClear                       surfaceFlags                            surfaceFlagsClear                       compileFlags                            compileFlagsClear */
128                 
129                 /* default */
130                 { "default",            F_CONT_SOLID,                           -1,                                                     0,                                                      -1,                                                     C_SOLID,                                        -1 },
131                 
132                 
133                 /* ydnar */
134                 { "lightgrid",          0,                                                      0,                                                      0,                                                      0,                                                      C_LIGHTGRID,                            0 },
135                 { "antiportal",         0,                                                      0,                                                      0,                                                      0,                                                      C_ANTIPORTAL,                           0 },
136                 { "skip",                       0,                                                      0,                                                      0,                                                      0,                                                      C_SKIP,                                         0 },
137                 
138                 
139                 /* compiler */
140                 { "origin",                     F_CONT_ORIGIN,                          F_CONT_SOLID,                           0,                                                      0,                                                      C_ORIGIN | C_TRANSLUCENT,       C_SOLID },
141                 { "areaportal",         F_CONT_AREAPORTAL,                      F_CONT_SOLID,                           0,                                                      0,                                                      C_AREAPORTAL | C_TRANSLUCENT,   C_SOLID },
142                 { "trans",                      F_CONT_TRANSLUCENT,                     0,                                                      0,                                                      0,                                                      C_TRANSLUCENT,                          0 },
143                 { "detail",                     F_CONT_DETAIL,                          0,                                                      0,                                                      0,                                                      C_DETAIL,                                       0 },
144                 { "structural",         F_CONT_STRUCTURAL,                      0,                                                      0,                                                      0,                                                      C_STRUCTURAL,                           0 },
145                 { "hint",                       0,                                                      0,                                                      F_SURF_HINT,                            0,                                                      C_HINT,                                         0 },
146                 { "nodraw",                     0,                                                      0,                                                      F_SURF_NODRAW,                          0,                                                      C_NODRAW,                                       0 },
147                 
148                 { "alphashadow",        0,                                                      0,                                                      F_SURF_ALPHASHADOW,                     0,                                                      C_ALPHASHADOW | C_TRANSLUCENT,  0 },
149                 { "lightfilter",        0,                                                      0,                                                      F_SURF_LIGHTFILTER,                     0,                                                      C_LIGHTFILTER | C_TRANSLUCENT,  0 },
150                 { "nolightmap",         0,                                                      0,                                                      F_SURF_VERTEXLIT,                       0,                                                      C_VERTEXLIT,                            0 },
151                 { "pointlight",         0,                                                      0,                                                      F_SURF_VERTEXLIT,                       0,                                                      C_VERTEXLIT,                            0 },
152                 
153                 
154                 /* game */
155                 { "nonsolid",           0,                                                      F_CONT_SOLID,                           F_SURF_NONSOLID,                        0,                                                      0,                                                      C_SOLID },
156                 
157                 { "trigger",            F_CONT_TRIGGER,                         F_CONT_SOLID,                           0,                                                      0,                                                      C_TRANSLUCENT,                          C_SOLID },
158                 
159                 { "water",                      F_CONT_WATER,                           F_CONT_SOLID,                           0,                                                      0,                                                      C_LIQUID | C_TRANSLUCENT,       C_SOLID },
160                 { "slime",                      F_CONT_SLIME,                           F_CONT_SOLID,                           0,                                                      0,                                                      C_LIQUID | C_TRANSLUCENT,       C_SOLID },
161                 { "lava",                       F_CONT_LAVA,                            F_CONT_SOLID,                           0,                                                      0,                                                      C_LIQUID | C_TRANSLUCENT,       C_SOLID },
162                 
163                 { "playerclip",         F_CONT_PLAYERCLIP,                      F_CONT_SOLID,                           0,                                                      0,                                                      C_DETAIL | C_TRANSLUCENT,       C_SOLID },
164                 { "monsterclip",        F_CONT_MONSTERCLIP,                     F_CONT_SOLID,                           0,                                                      0,                                                      C_DETAIL | C_TRANSLUCENT,       C_SOLID },
165                 { "nodrop",                     F_CONT_NODROP,                          F_CONT_SOLID,                           0,                                                      0,                                                      C_TRANSLUCENT,                          C_SOLID },
166                 
167                 { "clusterportal",      F_CONT_CLUSTERPORTAL,           F_CONT_SOLID,                           0,                                                      0,                                                      C_TRANSLUCENT,                          C_SOLID },
168                 { "donotenter",         F_CONT_DONOTENTER,                      F_CONT_SOLID,                           0,                                                      0,                                                      C_TRANSLUCENT,                          C_SOLID },
169                 { "botclip",            F_CONT_BOTCLIP,                         F_CONT_SOLID,                           0,                                                      0,                                                      C_TRANSLUCENT,                          C_SOLID },
170                 
171                 { "fog",                        F_CONT_FOG,                                     F_CONT_SOLID,                           0,                                                      0,                                                      C_FOG,                                          C_SOLID },
172                 { "sky",                        0,                                                      0,                                                      F_SURF_SKY,                                     0,                                                      C_SKY,                                          0 },
173                 
174                 { "slick",                      0,                                                      0,                                                      F_SURF_SLICK,                           0,                                                      0,                                                      0 },
175                 
176                 { "noimpact",           0,                                                      0,                                                      F_SURF_NOIMPACT,                        0,                                                      0,                                                      0 },
177                 { "nomarks",            0,                                                      0,                                                      F_SURF_NOMARKS,                         0,                                                      C_NOMARKS,                                      0 },
178                 { "ladder",                     0,                                                      0,                                                      F_SURF_LADDER,                          0,                                                      0,                                                      0 },
179                 { "nodamage",           0,                                                      0,                                                      F_SURF_NODAMAGE,                        0,                                                      0,                                                      0 },
180                 { "metalsteps",         0,                                                      0,                                                      F_SURF_METALSTEPS,                      0,                                                      0,                                                      0 },
181                 { "flesh",                      0,                                                      0,                                                      F_SURF_FLESH,                           0,                                                      0,                                                      0 },
182                 { "nosteps",            0,                                                      0,                                                      F_SURF_NOSTEPS,                         0,                                                      0,                                                      0 },
183                 { "nodlight",           0,                                                      0,                                                      F_SURF_NODLIGHT,                        0,                                                      0,                                                      0 },
184                 { "dust",                       0,                                                      0,                                                      F_SURF_DUST,                            0,                                                      0,                                                      0 },
185                 
186                 
187                 /* null */
188                 { NULL, 0, 0, 0, 0, 0, 0 }
189         }
190 }
191
192
193
194 /* end marker */
195 #endif
196