text: /* -------------------------------------------------------------------------------
  
     Copyright (C) 1999-2007 id Software, Inc. and contributors.
     For a list of contributors, see the accompanying CONTRIBUTORS file.
  
     This file is part of GtkRadiant.
  
     GtkRadiant is free software; you can redistribute it and/or modify
     it under the terms of the GNU General Public License as published by
     the Free Software Foundation; either version 2 of the License, or
     (at your option) any later version.
  
     GtkRadiant is distributed in the hope that it will be useful,
     but WITHOUT ANY WARRANTY; without even the implied warranty of
     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
     GNU General Public License for more details.
  
     You should have received a copy of the GNU General Public License
     along with GtkRadiant; if not, write to the Free Software
     Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
  
     ----------------------------------------------------------------------------------
  
     This code has been altered significantly from its original form, to support
     several games based on the Quake III Arena engine, in the form of "Q3Map2."
  
     ------------------------------------------------------------------------------- */
  
  
  
  /* marker */
  #ifndef GAME_QUAKE3_H
  #define GAME_QUAKE3_H
  
  
  
  /* -------------------------------------------------------------------------------
  
     content and surface flags
  
     ------------------------------------------------------------------------------- */
  
  /* game flags */
  #define Q_CONT_SOLID                1           /* an eye is never valid in a solid */
  #define Q_CONT_LAVA                 8
  #define Q_CONT_SLIME                16
  #define Q_CONT_WATER                32
  #define Q_CONT_FOG                  64
  
  #define Q_CONT_AREAPORTAL           0x8000
  
  #define Q_CONT_PLAYERCLIP           0x10000
  #define Q_CONT_MONSTERCLIP          0x20000
  #define Q_CONT_TELEPORTER           0x40000
  #define Q_CONT_JUMPPAD              0x80000
  #define Q_CONT_CLUSTERPORTAL        0x100000
  #define Q_CONT_DONOTENTER           0x200000
  #define Q_CONT_BOTCLIP              0x400000
  
  #define Q_CONT_ORIGIN               0x1000000   /* removed before bsping an entity */
  
  #define Q_CONT_BODY                 0x2000000   /* should never be on a brush, only in game */
  #define Q_CONT_CORPSE               0x4000000
  #define Q_CONT_DETAIL               0x8000000   /* brushes not used for the bsp */
  #define Q_CONT_STRUCTURAL           0x10000000  /* brushes used for the bsp */
  #define Q_CONT_TRANSLUCENT          0x20000000  /* don't consume surface fragments inside */
  #define Q_CONT_TRIGGER              0x40000000
  #define Q_CONT_NODROP               0x80000000  /* don't leave bodies or items (death fog, lava) */
  
  #define Q_SURF_NODAMAGE             0x1         /* never give falling damage */
  #define Q_SURF_SLICK                0x2         /* effects game physics */
  #define Q_SURF_SKY                  0x4         /* lighting from environment map */
  #define Q_SURF_LADDER               0x8
  #define Q_SURF_NOIMPACT             0x10        /* don't make missile explosions */
  #define Q_SURF_NOMARKS              0x20        /* don't leave missile marks */
  #define Q_SURF_FLESH                0x40        /* make flesh sounds and effects */
  #define Q_SURF_NODRAW               0x80        /* don't generate a drawsurface at all */
  #define Q_SURF_HINT                 0x100       /* make a primary bsp splitter */
  #define Q_SURF_SKIP                 0x200       /* completely ignore, allowing non-closed brushes */
  #define Q_SURF_NOLIGHTMAP           0x400       /* surface doesn't need a lightmap */
  #define Q_SURF_POINTLIGHT           0x800       /* generate lighting info at vertexes */
  #define Q_SURF_METALSTEPS           0x1000      /* clanking footsteps */
  #define Q_SURF_NOSTEPS              0x2000      /* no footstep sounds */
  #define Q_SURF_NONSOLID             0x4000      /* don't collide against curves with this set */
  #define Q_SURF_LIGHTFILTER          0x8000      /* act as a light filter during q3map -light */
  #define Q_SURF_ALPHASHADOW          0x10000     /* do per-pixel light shadow casting in q3map */
  #define Q_SURF_NODLIGHT             0x20000     /* don't dlight even if solid (solid lava, skies) */
  #define Q_SURF_DUST                 0x40000     /* leave a dust trail when walking on this surface */
  
  /* ydnar flags */
  #define Q_SURF_VERTEXLIT            ( Q_SURF_POINTLIGHT | Q_SURF_NOLIGHTMAP )
  
  
  
  /* -------------------------------------------------------------------------------
  
     game_t struct
  
     ------------------------------------------------------------------------------- */
  
  {
  	"quake3",           /* -game x */
  	"baseq3",           /* default base game data dir */
  	".q3a",             /* unix home sub-dir */
  	"quake",            /* magic path word */
  	"scripts",          /* shader directory */
  	64,                 /* max lightmapped surface verts */
  	999,                /* max surface verts */
  	6000,               /* max surface indexes */
  	qfalse,             /* flares */
  	"flareshader",      /* default flare shader */
  	qfalse,             /* wolf lighting model? */
  	128,                /* lightmap width/height */
  	1.0f,               /* lightmap gamma */
  	qfalse,             /* lightmap sRGB */
  	qfalse,             /* texture sRGB */
  	qfalse,             /* color sRGB */
  	0.0f,               /* lightmap exposure */
  	1.0f,               /* lightmap compensate */
  	1.0f,               /* lightgrid scale */
  	1.0f,               /* lightgrid ambient scale */
  	qfalse,             /* light angle attenuation uses half-lambert curve */
  	qfalse,             /* disable shader lightstyles hack */
  	qfalse,             /* keep light entities on bsp */
  	8,                  /* default patchMeta subdivisions tolerance */
  	qfalse,             /* patch casting enabled */
  	qfalse,             /* compile deluxemaps */
  	0,                  /* deluxemaps default mode */
  	512,                /* minimap size */
  	1.0f,               /* minimap sharpener */
  	0.0f,               /* minimap border */
  	qtrue,              /* minimap keep aspect */
  	MINIMAP_MODE_GRAY,  /* minimap mode */
  	"%s.tga",           /* minimap name format */
  	"IBSP",             /* bsp file prefix */
  	46,                 /* bsp file version */
  	qfalse,             /* cod-style lump len/ofs order */
  	LoadIBSPFile,       /* bsp load function */
  	WriteIBSPFile,      /* bsp write function */
  
  	{
  		/* name				contentFlags				contentFlagsClear			surfaceFlags				surfaceFlagsClear			compileFlags				compileFlagsClear */
  
  		/* default */
  		{ "default",        Q_CONT_SOLID,               -1,                         0,                          -1,                         C_SOLID,                    -1 },
  
  
  		/* ydnar */
  		{ "lightgrid",      0,                          0,                          0,                          0,                          C_LIGHTGRID,                0 },
  		{ "antiportal",     0,                          0,                          0,                          0,                          C_ANTIPORTAL,               0 },
  		{ "skip",           0,                          0,                          0,                          0,                          C_SKIP,                     0 },
  
  
  		/* compiler */
  		{ "origin",         Q_CONT_ORIGIN,              Q_CONT_SOLID,               0,                          0,                          C_ORIGIN | C_TRANSLUCENT,   C_SOLID },
  		{ "areaportal",     Q_CONT_AREAPORTAL,          Q_CONT_SOLID,               0,                          0,                          C_AREAPORTAL | C_TRANSLUCENT,   C_SOLID },
  		{ "trans",          Q_CONT_TRANSLUCENT,         0,                          0,                          0,                          C_TRANSLUCENT,              0 },
  		{ "detail",         Q_CONT_DETAIL,              0,                          0,                          0,                          C_DETAIL,                   0 },
  		{ "structural",     Q_CONT_STRUCTURAL,          0,                          0,                          0,                          C_STRUCTURAL,               0 },
  		{ "hint",           0,                          0,                          Q_SURF_HINT,                0,                          C_HINT,                     0 },
  		{ "nodraw",         0,                          0,                          Q_SURF_NODRAW,              0,                          C_NODRAW,                   0 },
  
  		{ "alphashadow",    0,                          0,                          Q_SURF_ALPHASHADOW,         0,                          C_ALPHASHADOW | C_TRANSLUCENT,  0 },
  		{ "lightfilter",    0,                          0,                          Q_SURF_LIGHTFILTER,         0,                          C_LIGHTFILTER | C_TRANSLUCENT,  0 },
  		{ "nolightmap",     0,                          0,                          Q_SURF_VERTEXLIT,           0,                          C_VERTEXLIT,                0 },
  		{ "pointlight",     0,                          0,                          Q_SURF_VERTEXLIT,           0,                          C_VERTEXLIT,                0 },
  
  
  		/* game */
  		{ "nonsolid",       0,                          Q_CONT_SOLID,               Q_SURF_NONSOLID,            0,                          0,                          C_SOLID },
  
  		{ "trigger",        Q_CONT_TRIGGER,             Q_CONT_SOLID,               0,                          0,                          C_TRANSLUCENT,              C_SOLID },
  
  		{ "water",          Q_CONT_WATER,               Q_CONT_SOLID,               0,                          0,                          C_LIQUID | C_TRANSLUCENT,   C_SOLID },
  		{ "slime",          Q_CONT_SLIME,               Q_CONT_SOLID,               0,                          0,                          C_LIQUID | C_TRANSLUCENT,   C_SOLID },
  		{ "lava",           Q_CONT_LAVA,                Q_CONT_SOLID,               0,                          0,                          C_LIQUID | C_TRANSLUCENT,   C_SOLID },
  
  		{ "playerclip",     Q_CONT_PLAYERCLIP,          Q_CONT_SOLID,               0,                          0,                          C_DETAIL | C_TRANSLUCENT,   C_SOLID },
  		{ "monsterclip",    Q_CONT_MONSTERCLIP,         Q_CONT_SOLID,               0,                          0,                          C_DETAIL | C_TRANSLUCENT,   C_SOLID },
  		{ "nodrop",         Q_CONT_NODROP,              Q_CONT_SOLID,               0,                          0,                          C_TRANSLUCENT,              C_SOLID },
  
  		{ "clusterportal",  Q_CONT_CLUSTERPORTAL,       Q_CONT_SOLID,               0,                          0,                          C_TRANSLUCENT,              C_SOLID },
  		{ "donotenter",     Q_CONT_DONOTENTER,          Q_CONT_SOLID,               0,                          0,                          C_TRANSLUCENT,              C_SOLID },
  		{ "botclip",        Q_CONT_BOTCLIP,             Q_CONT_SOLID,               0,                          0,                          C_TRANSLUCENT,              C_SOLID },
  
  		{ "fog",            Q_CONT_FOG,                 Q_CONT_SOLID,               0,                          0,                          C_FOG,                      C_SOLID },
  		{ "sky",            0,                          0,                          Q_SURF_SKY,                 0,                          C_SKY,                      0 },
  
  		{ "slick",          0,                          0,                          Q_SURF_SLICK,               0,                          0,                          0 },
  
  		{ "noimpact",       0,                          0,                          Q_SURF_NOIMPACT,            0,                          0,                          0 },
  		{ "nomarks",        0,                          0,                          Q_SURF_NOMARKS,             0,                          C_NOMARKS,                  0 },
  		{ "ladder",         0,                          0,                          Q_SURF_LADDER,              0,                          0,                          0 },
  		{ "nodamage",       0,                          0,                          Q_SURF_NODAMAGE,            0,                          0,                          0 },
  		{ "metalsteps",     0,                          0,                          Q_SURF_METALSTEPS,          0,                          0,                          0 },
  		{ "flesh",          0,                          0,                          Q_SURF_FLESH,               0,                          0,                          0 },
  		{ "nosteps",        0,                          0,                          Q_SURF_NOSTEPS,             0,                          0,                          0 },
  		{ "nodlight",       0,                          0,                          Q_SURF_NODLIGHT,            0,                          0,                          0 },
  		{ "dust",           0,                          0,                          Q_SURF_DUST,                0,                          0,                          0 },
  
  		/* null */
  		{ NULL, 0, 0, 0, 0, 0, 0 }
  	}
  }
  
  
  
  /* end marker */
  #endif
  