thirtyflightsofloving/qcommon/qfiles.h
2019-03-13 15:20:07 -04:00

858 lines
20 KiB
C

/*
Copyright (C) 1997-2001 Id Software, Inc.
This program 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.
This program 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 this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
//
// qfiles.h: quake file formats
// This file must be identical in the quake and utils directories
//
/*
========================================================================
The .pak files are just a linear collapse of a directory tree
========================================================================
*/
#define IDPAKHEADER (('K'<<24)+('C'<<16)+('A'<<8)+'P')
typedef struct
{
char name[56];
int filepos, filelen;
} dpackfile_t;
typedef struct
{
int ident; // == IDPAKHEADER
int dirofs;
int dirlen;
} dpackheader_t;
#define MAX_FILES_IN_PACK 4096
/*
========================================================================
PCX files are used for as many images as possible
========================================================================
*/
typedef struct
{
char manufacturer;
char version;
char encoding;
char bits_per_pixel;
unsigned short xmin,ymin,xmax,ymax;
unsigned short hres,vres;
unsigned char palette[48];
char reserved;
char color_planes;
unsigned short bytes_per_line;
unsigned short palette_type;
char filler[58];
unsigned char data; // unbounded
} pcx_t;
/*
========================================================================
.MD2 triangle model file format
========================================================================
*/
#define IDALIASHEADER (('2'<<24)+('P'<<16)+('D'<<8)+'I')
#define ALIAS_VERSION 8
#define MAX_TRIANGLES 4096
#define MAX_VERTS 2048
#define MAX_FRAMES 512
#define MAX_MD2SKINS 32
#define MAX_SKINNAME 64
typedef struct
{
short s;
short t;
} dstvert_t;
typedef struct
{
short index_xyz[3];
short index_st[3];
} dtriangle_t;
typedef struct
{
byte v[3]; // scaled byte to fit in frame mins/maxs
byte lightnormalindex;
} dtrivertx_t;
#define DTRIVERTX_V0 0
#define DTRIVERTX_V1 1
#define DTRIVERTX_V2 2
#define DTRIVERTX_LNI 3
#define DTRIVERTX_SIZE 4
typedef struct
{
float scale[3]; // multiply byte verts by this
float translate[3]; // then add this
char name[16]; // frame name from grabbing
dtrivertx_t verts[1]; // variable sized
} daliasframe_t;
// the glcmd format:
// a positive integer starts a tristrip command, followed by that many
// vertex structures.
// a negative integer starts a trifan command, followed by -x vertexes
// a zero indicates the end of the command list.
// a vertex consists of a floating point s, a floating point t,
// and an integer vertex index.
typedef struct
{
int ident;
int version;
int skinwidth;
int skinheight;
int framesize; // byte size of each frame
int num_skins;
int num_xyz;
int num_st; // greater than num_xyz for seams
int num_tris;
int num_glcmds; // dwords in strip/fan command list
int num_frames;
int ofs_skins; // each skin is a MAX_SKINNAME string
int ofs_st; // byte offset from start for stverts
int ofs_tris; // offset for dtriangles
int ofs_frames; // offset for first frame
int ofs_glcmds;
int ofs_end; // end of file
} dmdl_t;
/*
========================================================================
.MD3 model file format
========================================================================
*/
#define IDMD3HEADER (('3'<<24)+('P'<<16)+('D'<<8)+'I')
#define MD3_ALIAS_VERSION 15
#define MD3_ALIAS_MAX_LODS 4
#define MD3_MAX_TRIANGLES 8192 // per mesh
#define MD3_MAX_VERTS 4096 // per mesh
#define MD3_MAX_SHADERS 256 // per mesh
#define MD3_MAX_FRAMES 1024 // per model
#define MD3_MAX_MESHES 32 // per model
#define MD3_MAX_TAGS 16 // per frame
#define MD3_MAX_PATH 64
#ifndef M_TWOPI
#define M_TWOPI 6.28318530717958647692
#endif
// vertex scales
#define MD3_XYZ_SCALE (1.0/64)
typedef unsigned int index_t;
typedef struct
{
float st[2];
} dmd3coord_t;
typedef struct
{
short point[3];
short norm;
} dmd3vertex_t;
typedef struct
{
vec3_t mins;
vec3_t maxs;
vec3_t translate;
float radius;
char creator[16];
} dmd3frame_t;
typedef struct
{
vec3_t origin;
float axis[3][3];
} dorientation_t;
typedef struct
{
char name[MD3_MAX_PATH]; // tag name
float origin[3];
dorientation_t orient;
} dmd3tag_t;
typedef struct
{
char name[MD3_MAX_PATH];
int unused; // shader
} dmd3skin_t;
typedef struct
{
char id[4];
char name[MD3_MAX_PATH];
int flags;
int num_frames;
int num_skins;
int num_verts;
int num_tris;
int ofs_tris;
int ofs_skins;
int ofs_tcs;
int ofs_verts;
int meshsize;
} dmd3mesh_t;
typedef struct
{
int id;
int version;
char filename[MD3_MAX_PATH];
int flags;
int num_frames;
int num_tags;
int num_meshes;
int num_skins;
int ofs_frames;
int ofs_tags;
int ofs_meshes;
int ofs_end;
} dmd3_t;
/*
========================================================================
.SP2 sprite file format
========================================================================
*/
#define IDSPRITEHEADER (('2'<<24)+('S'<<16)+('D'<<8)+'I')
// little-endian "IDS2"
#define SPRITE_VERSION 2
typedef struct
{
int width, height;
int origin_x, origin_y; // raster coordinates inside pic
char name[MAX_SKINNAME]; // name of pcx file
} dsprframe_t;
typedef struct {
int ident;
int version;
int numframes;
dsprframe_t frames[1]; // variable sized
} dsprite_t;
/*
==============================================================================
.WAL texture file format
==============================================================================
*/
#define MIPLEVELS 4
typedef struct miptex_s
{
char name[32];
unsigned width, height;
unsigned offsets[MIPLEVELS]; // four mip maps stored
char animname[32]; // next frame in animation chain
int flags;
int contents;
int value;
} miptex_t;
/*
==============================================================================
.BSP file format
==============================================================================
*/
#define IDBSPHEADER (('P'<<24)+('S'<<16)+('B'<<8)+'I')
// little-endian "IBSP"
#define BSPVERSION 38
// upper design bounds
// leaffaces, leafbrushes, planes, and verts are bounded by
// 16 bit short limits
#define MAX_MAP_MODELS 1024
#ifdef LARGE_MAP_SIZE
#define MAX_MAP_BRUSHES 16384
#else
#define MAX_MAP_BRUSHES 8192
#endif
#define MAX_MAP_ENTITIES 2048 // unused by engine
#ifdef LARGE_MAP_SIZE
#define MAX_MAP_ENTSTRING 0x80000
#else
#define MAX_MAP_ENTSTRING 0x40000
#endif
#define MAX_MAP_TEXINFO 16384 // was 8192
#define MAX_MAP_AREAS 256
#define MAX_MAP_AREAPORTALS 1024
#define MAX_MAP_PLANES 65536
#define MAX_MAP_NODES 65536
#define MAX_MAP_BRUSHSIDES 65536
#define MAX_MAP_LEAFS 65536
#define MAX_MAP_VERTS 65536
#define MAX_MAP_FACES 65536
#define MAX_MAP_LEAFFACES 65536
#define MAX_MAP_LEAFBRUSHES 65536
#define MAX_MAP_PORTALS 65536
#define MAX_MAP_EDGES 128000
#define MAX_MAP_SURFEDGES 256000
#define MAX_MAP_LIGHTING 0x200000
#define MAX_MAP_VISIBILITY 0x100000
// key / value pair sizes
#define MAX_KEY 32
#define MAX_VALUE 1024
//=============================================================================
typedef struct
{
int fileofs, filelen;
} lump_t;
#define LUMP_ENTITIES 0
#define LUMP_PLANES 1
#define LUMP_VERTEXES 2
#define LUMP_VISIBILITY 3
#define LUMP_NODES 4
#define LUMP_TEXINFO 5
#define LUMP_FACES 6
#define LUMP_LIGHTING 7
#define LUMP_LEAFS 8
#define LUMP_LEAFFACES 9
#define LUMP_LEAFBRUSHES 10
#define LUMP_EDGES 11
#define LUMP_SURFEDGES 12
#define LUMP_MODELS 13
#define LUMP_BRUSHES 14
#define LUMP_BRUSHSIDES 15
#define LUMP_POP 16
#define LUMP_AREAS 17
#define LUMP_AREAPORTALS 18
#define HEADER_LUMPS 19
typedef struct
{
int ident;
int version;
lump_t lumps[HEADER_LUMPS];
} dheader_t;
typedef struct
{
float mins[3], maxs[3];
float origin[3]; // for sounds or lights
int headnode;
int firstface, numfaces; // submodels just draw faces
// without walking the bsp tree
} dmodel_t;
typedef struct
{
float point[3];
} dvertex_t;
// 0-2 are axial planes
#define PLANE_X 0
#define PLANE_Y 1
#define PLANE_Z 2
// 3-5 are non-axial planes snapped to the nearest
#define PLANE_ANYX 3
#define PLANE_ANYY 4
#define PLANE_ANYZ 5
// planes (x&~1) and (x&~1)+1 are always opposites
typedef struct
{
float normal[3];
float dist;
int type; // PLANE_X - PLANE_ANYZ ?remove? trivial to regenerate
} dplane_t;
// contents flags are seperate bits
// a given brush can contribute multiple content bits
// multiple brushes can be in a single leaf
// these definitions also need to be in q_shared.h!
// lower bits are stronger, and will eat weaker brushes completely
#define CONTENTS_SOLID 1 // an eye is never valid in a solid
#define CONTENTS_WINDOW 2 // translucent, but not watery
#define CONTENTS_AUX 4
#define CONTENTS_LAVA 8
#define CONTENTS_SLIME 16
#define CONTENTS_WATER 32
#define CONTENTS_MIST 64
#define LAST_VISIBLE_CONTENTS 64
// remaining contents are non-visible, and don't eat brushes
#define CONTENTS_AREAPORTAL 0x8000
#define CONTENTS_PLAYERCLIP 0x10000
#define CONTENTS_MONSTERCLIP 0x20000
// currents can be added to any other contents, and may be mixed
#define CONTENTS_CURRENT_0 0x40000
#define CONTENTS_CURRENT_90 0x80000
#define CONTENTS_CURRENT_180 0x100000
#define CONTENTS_CURRENT_270 0x200000
#define CONTENTS_CURRENT_UP 0x400000
#define CONTENTS_CURRENT_DOWN 0x800000
#define CONTENTS_ORIGIN 0x1000000 // removed before bsping an entity
#define CONTENTS_MONSTER 0x2000000 // should never be on a brush, only in game
#define CONTENTS_DEADMONSTER 0x4000000
#define CONTENTS_DETAIL 0x8000000 // brushes to be added after vis leafs
#define CONTENTS_TRANSLUCENT 0x10000000 // auto set if any surface has trans
#define CONTENTS_LADDER 0x20000000
#define SURF_LIGHT 0x1 // value will hold the light strength
#define SURF_SLICK 0x2 // effects game physics
#define SURF_SKY 0x4 // don't draw, but add to skybox
#define SURF_WARP 0x8 // turbulent water warp
#define SURF_TRANS33 0x10
#define SURF_TRANS66 0x20
#define SURF_FLOWING 0x40 // scroll towards angle
#define SURF_NODRAW 0x80 // don't bother referencing the texture
#define SURF_NOLIGHTENV 0x01000000 // no lightmap or envmap
#define SURF_ALPHATEST 0x02000000 // alpha test flag
#define SURF_FOGPLANE 0x04000000 // fog surface
typedef struct
{
int planenum;
int children[2]; // negative numbers are -(leafs+1), not nodes
short mins[3]; // for frustom culling // change to int
short maxs[3]; // change to int
unsigned short firstface; // change to int
unsigned short numfaces; // counting both sides //change to int
} dnode_t;
typedef struct texinfo_s
{
float vecs[2][4]; // [s/t][xyz offset]
int flags; // miptex flags + overrides
int value; // light emission, etc
char texture[32]; // texture name (textures/*.wal)
int nexttexinfo; // for animations, -1 = end of chain
} texinfo_t;
// note that edge 0 is never used, because negative edge nums are used for
// counterclockwise use of the edge in a face
typedef struct
{
unsigned short v[2]; // vertex numbers //change to int
} dedge_t;
#define MAXLIGHTMAPS 4
typedef struct
{
unsigned short planenum; // change to int
short side;
int firstedge; // we must support > 64k edges
short numedges;
short texinfo;
// lighting info
byte styles[MAXLIGHTMAPS];
int lightofs; // start of [numstyles*surfsize] samples
} dface_t;
typedef struct
{
int contents; // OR of all brushes (not needed?)
short cluster;
short area;
short mins[3]; // for frustum culling // change to int
short maxs[3]; // change to int
unsigned short firstleafface; // change to int
unsigned short numleaffaces; // change to int
unsigned short firstleafbrush; // change to int
unsigned short numleafbrushes; // change to int
} dleaf_t;
typedef struct
{
unsigned short planenum; // facing out of the leaf // change to int
short texinfo;
} dbrushside_t;
typedef struct
{
int firstside;
int numsides;
int contents;
} dbrush_t;
#define ANGLE_UP -1
#define ANGLE_DOWN -2
// the visibility lump consists of a header with a count, then
// byte offsets for the PVS and PHS of each cluster, then the raw
// compressed bit vectors
#define DVIS_PVS 0
#define DVIS_PHS 1
typedef struct
{
int numclusters;
int bitofs[8][2]; // bitofs[numclusters][2]
} dvis_t;
// each area has a list of portals that lead into other areas
// when portals are closed, other areas may not be visible or
// hearable even if the vis info says that it should be
typedef struct
{
int portalnum;
int otherarea;
} dareaportal_t;
typedef struct
{
int numareaportals;
int firstareaportal;
} darea_t;
//Knightmare- below is upper bounds for Q3 maps
/*
//#define BSP_VERSION 46
#define Q3_BSP_VERSION 46
#define WOLF_BSP_VERSION 47
// there shouldn't be any problem with increasing these values at the
// expense of more memory allocation in the utilities
#define MAX_MAP_MODELS 0x400
#define MAX_MAP_BRUSHES 0x8000
#define MAX_MAP_ENTITIES 0x800
#define MAX_MAP_ENTSTRING 0x40000
#define MAX_MAP_SHADERS 0x400
#define MAX_MAP_AREAS 0x100 // MAX_MAP_AREA_BYTES in q_shared must match!
#define MAX_MAP_FOGS 0x100
#define MAX_MAP_PLANES 0x20000
#define MAX_MAP_NODES 0x20000
#define MAX_MAP_BRUSHSIDES 0x40000 //% 0x20000 // ydnar
#define MAX_MAP_LEAFS 0x20000
#define MAX_MAP_LEAFFACES 0x20000
#define MAX_MAP_LEAFBRUSHES 0x40000
#define MAX_MAP_PORTALS 0x20000
#define MAX_MAP_LIGHTING 0x800000
#define MAX_MAP_LIGHTGRID 0x800000
#define MAX_MAP_VISIBILITY 0x200000
#define MAX_MAP_DRAW_SURFS 0x20000
#define MAX_MAP_DRAW_VERTS 0x80000
#define MAX_MAP_DRAW_INDEXES 0x80000
// the editor uses these predefined yaw angles to orient entities up or down
#define ANGLE_UP -1
#define ANGLE_DOWN -2
#define LIGHTMAP_WIDTH 128
#define LIGHTMAP_HEIGHT 128
#define MIN_WORLD_COORD (-65536)
#define MAX_WORLD_COORD (65536)
#define WORLD_SIZE (MAX_WORLD_COORD - MIN_WORLD_COORD)
*/
// Knightmare- new, enhanced Q2 BSP format
/*
==============================================================================
BSP42 file format
==============================================================================
*/
// Knightmare- new BSP version to tell other engines not to load these maps
#define KMQUAKE2_BSPVERSION 42
// upper design bounds
#define BSP42_MAX_MAP_MODELS 8192
#define BSP42_MAX_MAP_BRUSHES 262144
#define BSP42_MAX_MAP_ENTITIES 65536
#define BSP42_MAX_MAP_ENTSTRING 0x800000
#define BSP42_MAX_MAP_TEXINFO 262144
#define BSP42_MAX_MAP_AREAS 4096 // 256
#define BSP42_MAX_MAP_AREAPORTALS 16384 // 1024
#define BSP42_MAX_MAP_FOGS 4096
#define BSP42_MAX_MAP_PLANES 2097152
#define BSP42_MAX_MAP_NODES 2097152
#define BSP42_MAX_MAP_BRUSHSIDES 2097152
#define BSP42_MAX_MAP_LEAFS 2097152
#define BSP42_MAX_MAP_VERTS 2097152
#define BSP42_MAX_MAP_FACES 2097152
#define BSP42_MAX_MAP_LEAFFACES 2097152
#define BSP42_MAX_MAP_LEAFBRUSHES 2097152
#define BSP42_MAX_MAP_PORTALS 2097152
#define BSP42_MAX_MAP_EDGES 0x400000
#define BSP42_MAX_MAP_SURFEDGES 0x800000
#define BSP42_MAX_MAP_LIGHTING 0x8000000
#define BSP42_MAX_MAP_LIGHTGRID 0x8000000
#define BSP42_MAX_MAP_VISIBILITY 0x2000000
#define BSP42_MIN_WORLD_COORD (-131072)
#define BSP42_MAX_WORLD_COORD (131072)
#define BSP42_WORLD_SIZE (MAX_WORLD_COORD - MIN_WORLD_COORD)
//=============================================================================
typedef struct
{
int fileofs, filelen;
} bsp42_lump_t;
#define BSP42_LUMP_ENTITIES 0
#define BSP42_LUMP_PLANES 1
#define BSP42_LUMP_VERTEXES 2
#define BSP42_LUMP_VISIBILITY 3
#define BSP42_LUMP_NODES 4
#define BSP42_LUMP_TEXINFO 5
#define BSP42_LUMP_FACES 6
#define BSP42_LUMP_LIGHTING 7
#define BSP42_LUMP_LEAFS 8
#define BSP42_LUMP_LEAFFACES 9
#define BSP42_LUMP_LEAFBRUSHES 10
#define BSP42_LUMP_EDGES 11
#define BSP42_LUMP_SURFEDGES 12
#define BSP42_LUMP_MODELS 13
#define BSP42_LUMP_BRUSHES 14
#define BSP42_LUMP_BRUSHSIDES 15
#define BSP42_LUMP_POP 16
#define BSP42_LUMP_AREAS 17
#define BSP42_LUMP_AREAPORTALS 18
#define BSP42_LUMP_PLANEPOLYS 19
#define BSP42_LUMP_LIGHTGRID 20
#define BSP42_LUMP_FOGS 21
#define BSP42_HEADER_LUMPS 22
typedef struct
{
int ident;
int version;
lump_t lumps[BSP42_HEADER_LUMPS];
} bsp42_dheader_t;
typedef struct
{
float mins[3], maxs[3];
float origin[3]; // for sounds or lights
int headnode;
int firstface, numfaces; // submodels just draw faces
// without walking the bsp tree
} bsp42_dmodel_t;
typedef struct
{
float xyz[3];
byte color[4]; // for vertex lighting and terrain
} bsp42_dvertex_t;
// planes (x&~1) and (x&~1)+1 are always opposites
typedef struct
{
float normal[3];
float dist;
int type; // PLANE_X - PLANE_ANYZ ?remove? trivial to regenerate
} bsp42_dplane_t;
typedef struct
{
int planenum;
int children[2]; // negative numbers are -(leafs+1), not nodes
int mins[3]; // for frustom culling
int maxs[3];
unsigned int firstface;
unsigned int numfaces; // counting both sides
} bsp42_dnode_t;
typedef struct bsp42_texinfo_s
{
float vecs[2][4]; // [s/t][xyz offset]
int flags; // miptex flags + overrides
int value; // light emission, etc
vec3_t color; // face color (light, fog, etc.), from Daikatana's BSP format
char texture[MAX_QPATH]; // texture name (textures/*.wal)
int nexttexinfo; // for animations, -1 = end of chain
} bsp42_texinfo_t;
// note that edge 0 is never used, because negative edge nums are used for
// counterclockwise use of the edge in a face
typedef struct
{
unsigned int v[2]; // vertex numbers
} bsp42_dedge_t;
typedef struct
{
unsigned int planenum;
int side;
int firstedge;
int numedges;
int texinfo;
// lighting info
byte styles[MAXLIGHTMAPS];
int lightofs; // start of [numstyles*surfsize] samples
} bsp42_dface_t;
typedef struct
{
int contents; // OR of all brushes (not needed?)
int cluster;
int area;
int mins[3]; // for frustum culling
int maxs[3];
unsigned int firstleafface;
unsigned int numleaffaces;
unsigned int firstleafbrush;
unsigned int numleafbrushes;
int brushnum; // from Daikatana's BSP format
} bsp42_dleaf_t;
typedef struct
{
unsigned int planenum; // facing out of the leaf
int texinfo;
} bsp42_dbrushside_t;
typedef struct
{
int firstside;
int numsides;
int contents;
} bsp42_dbrush_t;
// Knightmare added (ripped from the Q3 tools source)
typedef struct
{
char shader[MAX_QPATH];
int brushNum;
int visibleSide; // the brush side that ray tests need to clip against (-1 == none)
} bsp42_dfog_t;
// the visibility lump consists of a header with a count, then
// byte offsets for the PVS and PHS of each cluster, then the raw
// compressed bit vectors
typedef struct
{
int numclusters;
int bitofs[8][2]; // bitofs[numclusters][2]
} bsp42_dvis_t;
// each area has a list of portals that lead into other areas
// when portals are closed, other areas may not be visible or
// hearable even if the vis info says that it should be
typedef struct
{
int portalnum;
int otherarea;
} bsp42_dareaportal_t;
typedef struct
{
int numareaportals;
int firstareaportal;
} bsp42_darea_t;