/* -------------------------------------------------------------------------------

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."

------------------------------------------------------------------------------- */

/* Tremulous support, by LinuxManMikeC */


/* marker */
#ifndef GAME_TREMULOUS_H
#define GAME_TREMULOUS_H



/* -------------------------------------------------------------------------------

content and surface flags - also uses defines from game_quake3.h

------------------------------------------------------------------------------- */
/* 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)

#define TREM_CONT_NOALIENBUILD         0x1000
#define TREM_CONT_NOHUMANBUILD         0x2000
#define TREM_CONT_NOBUILD              0x4000
#define TREM_SURF_NOALIENBUILDSURFACE  0x80000 
#define TREM_SURF_NOHUMANBUILDSURFACE  0x100000
#define TREM_SURF_NOBUILDSURFACE       0x200000



/* -------------------------------------------------------------------------------

game_t struct

------------------------------------------------------------------------------- */

{
	"tremulous",			/* -game x */
	"base",			/* default base game data dir */
	".tremulous",				/* unix home sub-dir */
	"tremulous",			/* magic path word - think this is right for trem*/
	"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 */
	1.0f,				/* lightmap exposure */
	1.0f,				/* lightmap compensate */
	1.0f,				/* lightgrid scale */
	1.0f,				/* lightgrid ambient scale */
	qfalse,				/* light angle attenuation uses half-lambert curve */
	qtrue,				/* disable shader lightstyles hack */
	qtrue,				/* keep light entities on bsp */
	8,					/* default patchMeta subdivisions tolerance */
	qtrue,				/* patch casting enabled */
	qtrue,				/* compile deluxemaps */
	0,					/* deluxemaps default mode */
	512,                /* minimap size */
	1.0f,               /* minimap sharpener */
	0.0f,               /* minimap border */
	qtrue,              /* minimap keep aspect */
	MINIMAP_MODE_BLACK,  /* minimap mode */
	"%s.png",           /* 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 },
		
		
		/* tremulous */
		{"noalienbuild",			TREM_CONT_NOALIENBUILD,0,0,0,0,0},
		{"nohumanbuild",			TREM_CONT_NOHUMANBUILD,0,0,0,0,0},
		{"nobuild",					TREM_CONT_NOBUILD,0,0,0,0,0},
		
		{"noalienbuildsurface",	0,0,TREM_SURF_NOALIENBUILDSURFACE,0,0,0},
		{"nohumanbuildsurface",	0,0,TREM_SURF_NOHUMANBUILDSURFACE,0,0,0},
		{"nobuildsurface",		0,0,TREM_SURF_NOBUILDSURFACE,0,0,0},
		
		
		/* null */
		{ NULL, 0, 0, 0, 0, 0, 0 }
	}
}



/* end marker */
#endif
