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fteqw/engine/common/bspfile.h

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/*
Copyright (C) 1996-1997 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.
*/
// upper design bounds
#define MAX_MAP_HULLSDQ1 4
#define MAX_MAP_HULLSDH2 8
#define MAX_MAP_HULLSM 16
//#define MAX_MAP_MODELS 256
//#define MAX_MAP_BRUSHES 0x8000
//#define MAX_MAP_ENTITIES 1024
//#define MAX_MAP_ENTSTRING 65536
#define SANITY_MAX_MAP_PLANES 65536*8 //sanity
#define SANITY_MAX_MAP_NODES 65536 //sanity
#define SANITY_MAX_MAP_CLIPNODES 65536 //sanity
#define MAX_MAP_LEAFS 65536 //pvs buffer size. not sanity.
#define SANITY_MAX_MAP_VERTS 65536 //sanity
#define SANITY_MAX_MAP_FACES 65536 //sanity
//#define MAX_MAP_MARKSURFACES 65536 //sanity
//#define MAX_MAP_TEXINFO 4096 //sanity
#define MAX_MAP_EDGES 256000
//#define MAX_MAP_SURFEDGES 512000
//#define MAX_MAP_MIPTEX 0x200000
//#define MAX_MAP_LIGHTING 0x100000
//#define MAX_MAP_VISIBILITY 0x200000
#define SANITY_MAX_MAP_BRUSHSIDES 0x100000
// key / value pair sizes
#define MAX_KEY 32
#define MAX_VALUE 1024
//=============================================================================
#define BSPVERSIONPREREL 28
#define BSPVERSION 29
//HalfLife support
#define BSPVERSIONHL 30
#define BSPVERSION_LONG1 (('B' << 24) | ('S' << 16) | ('P' << 8) | '2') /*RMQ support (2PSB). 32bits instead of shorts for all but bbox sizes*/
#define BSPVERSION_LONG2 (('B' << 0) | ('S' << 8) | ('P' << 16) | ('2'<<24)) /*BSP2 support. 32bits instead of shorts for everything*/
typedef struct
{
int fileofs, filelen;
} lump_t;
#define LUMP_ENTITIES 0
#define LUMP_PLANES 1
#define LUMP_TEXTURES 2
#define LUMP_VERTEXES 3
#define LUMP_VISIBILITY 4
#define LUMP_NODES 5
#define LUMP_TEXINFO 6
#define LUMP_FACES 7
#define LUMP_LIGHTING 8
#define LUMP_CLIPNODES 9
#define LUMP_LEAFS 10
#define LUMP_MARKSURFACES 11
#define LUMP_EDGES 12
#define LUMP_SURFEDGES 13
#define LUMP_MODELS 14
#define HEADER_LUMPS 15
typedef struct
{
float mins[3], maxs[3];
float origin[3];
int headnode[MAX_MAP_HULLSDQ1];
int visleafs; // not including the solid leaf 0
int firstface, numfaces;
} dq1model_t;
typedef struct
{
float mins[3], maxs[3];
float origin[3];
int headnode[MAX_MAP_HULLSDH2];
int visleafs; // not including the solid leaf 0
int firstface, numfaces;
} dh2model_t;
typedef struct
{
int version;
lump_t lumps[HEADER_LUMPS];
} dheader_t;
typedef struct
{
int nummiptex;
int dataofs[4]; // [nummiptex]
} dmiptexlump_t;
#define MIPLEVELS 4
typedef struct miptex_s
{
char name[16];
unsigned width, height;
unsigned offsets[MIPLEVELS]; // four mip maps stored
} miptex_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
typedef struct
{
float normal[3];
float dist;
int type; // PLANE_X - PLANE_ANYZ ?remove? trivial to regenerate
} dplane_t;
#define Q1CONTENTS_EMPTY -1
#define Q1CONTENTS_SOLID -2
#define Q1CONTENTS_WATER -3
#define Q1CONTENTS_SLIME -4
#define Q1CONTENTS_LAVA -5
#define Q1CONTENTS_SKY -6
#define Q1CONTENTS_STRIPPED -7 /*not known to engine*/
#define Q1CONTENTS_CLIP -8 /*solid to players*/
#define Q1CONTENTS_FLOW_1 -9 /*moves player*/
#define Q1CONTENTS_FLOW_2 -10 /*moves player*/
#define Q1CONTENTS_FLOW_3 -11 /*moves player*/
#define Q1CONTENTS_FLOW_4 -12 /*moves player*/
#define Q1CONTENTS_FLOW_5 -13 /*moves player*/
#define Q1CONTENTS_FLOW_6 -14 /*moves player*/
#define Q1CONTENTS_TRANS -15 /*should be solid I guess*/
#define Q1CONTENTS_LADDER -16 /*player can climb up/down*/
// !!! if this is changed, it must be changed in asm_i386.h too !!!
typedef struct
{
int planenum;
short children[2]; // negative numbers are -(leafs+1), not nodes
short mins[3]; // for sphere culling
short maxs[3];
unsigned short firstface;
unsigned short numfaces; // counting both sides
} dsnode_t;
typedef struct
{
int planenum;
int children[2]; // negative numbers are -(leafs+1), not nodes
short mins[3]; // for sphere culling
short maxs[3];
unsigned int firstface;
unsigned int numfaces; // counting both sides
} dl1node_t;
typedef struct
{
int planenum;
int children[2]; // negative numbers are -(leafs+1), not nodes
float mins[3]; // for sphere culling
float maxs[3];
unsigned int firstface;
unsigned int numfaces; // counting both sides
} dl2node_t;
typedef struct
{
int planenum;
short children[2]; // negative numbers are contents
} dsclipnode_t;
typedef struct
{
int planenum;
int children[2]; // negative numbers are contents
} dlclipnode_t;
typedef struct
{
int planenum;
int children[2]; // negative numbers are contents
} mclipnode_t;
typedef struct texinfo_s
{
float vecs[2][4]; // [s/t][xyz offset]
int miptex;
int flags;
} texinfo_t;
#define TEX_SPECIAL 1 // sky or slime, no lightmap or 256 subdivision
// 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
} dsedge_t;
typedef struct
{
unsigned int v[2]; // vertex numbers
} dledge_t;
#ifdef Q3BSPS
#define MAXRLIGHTMAPS 4 //max lightmaps mixed by the renderer (rbsp=4, otherwise 1)
#else
#define MAXRLIGHTMAPS 1 //max lightmaps mixed by the renderer (rbsp=4, otherwise 1)
#endif
#define MAXQ1LIGHTMAPS 4
typedef struct
{
short planenum;
short side;
int firstedge; // we must support > 64k edges
short numedges;
short texinfo;
// lighting info
qbyte styles[MAXQ1LIGHTMAPS];
int lightofs; // start of [numstyles*surfsize] samples
} dsface_t;
typedef struct
{
int planenum;
int side;
int firstedge; // we must support > 64k edges
int numedges;
int texinfo;
// lighting info
qbyte styles[MAXQ1LIGHTMAPS];
int lightofs; // start of [numstyles*surfsize] samples
} dlface_t;
#define AMBIENT_WATER 0
#define AMBIENT_SKY 1
#define AMBIENT_SLIME 2
#define AMBIENT_LAVA 3
#define NUM_AMBIENTS 4 // automatic ambient sounds
// leaf 0 is the generic CONTENTS_SOLID leaf, used for all solid areas
// all other leafs need visibility info
typedef struct
{
int contents;
int visofs; // -1 = no visibility info
short mins[3]; // for frustum culling
short maxs[3];
unsigned short firstmarksurface;
unsigned short nummarksurfaces;
qbyte ambient_level[NUM_AMBIENTS];
} dsleaf_t;
typedef struct
{
int contents;
int visofs; // -1 = no visibility info
short mins[3]; // for frustum culling
short maxs[3];
unsigned int firstmarksurface;
unsigned int nummarksurfaces;
qbyte ambient_level[NUM_AMBIENTS];
} dl1leaf_t;
typedef struct
{
int contents;
int visofs; // -1 = no visibility info
float mins[3]; // for frustum culling
float maxs[3];
unsigned int firstmarksurface;
unsigned int nummarksurfaces;
qbyte ambient_level[NUM_AMBIENTS];
} dl2leaf_t;
//============================================================================
#ifndef QUAKE_GAME
// the utilities get to be lazy and just use large static arrays
extern int nummodels;
extern dmodel_t dmodels[MAX_MAP_MODELS];
extern int visdatasize;
extern qbyte dvisdata[MAX_MAP_VISIBILITY];
extern int lightdatasize;
extern qbyte dlightdata[MAX_MAP_LIGHTING];
extern int texdatasize;
extern qbyte dtexdata[MAX_MAP_MIPTEX]; // (dmiptexlump_t)
extern int entdatasize;
extern char dentdata[MAX_MAP_ENTSTRING];
extern int numleafs;
extern dleaf_t dleafs[MAX_MAP_LEAFS];
extern int numplanes;
extern dplane_t dplanes[MAX_MAP_PLANES];
extern int numvertexes;
extern dvertex_t dvertexes[MAX_MAP_VERTS];
extern int numnodes;
extern dnode_t dnodes[MAX_MAP_NODES];
extern int numtexinfo;
extern texinfo_t texinfo[MAX_MAP_TEXINFO];
extern int numfaces;
extern dface_t dfaces[MAX_MAP_FACES];
extern int numclipnodes;
extern dclipnode_t dclipnodes[MAX_MAP_CLIPNODES];
extern int numedges;
extern dedge_t dedges[MAX_MAP_EDGES];
extern int nummarksurfaces;
extern unsigned short dmarksurfaces[MAX_MAP_MARKSURFACES];
extern int numsurfedges;
extern int dsurfedges[MAX_MAP_SURFEDGES];
void LoadBSPFile (char *filename);
void WriteBSPFile (char *filename);
void PrintBSPFileSizes (void);
#endif
#define MIPLEVELS 4
typedef struct q2miptex_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;
} q2miptex_t;
/*
==============================================================================
.BSP file format
==============================================================================
*/
#define IDBSPHEADER (('P'<<24)+('S'<<16)+('B'<<8)+'I')
// little-endian "IBSP"
#define BSPVERSION_Q2 38
#define BSPVERSION_Q2W 69
#define BSPVERSION_Q3 46
#define BSPVERSION_RTCW 47
#define BSPVERSION_RBSP 1 //also fbsp(just bigger internal lightmaps)
// upper design bounds
// leaffaces, leafbrushes, planes, and verts are still bounded by
// 16 bit short limits
#define SANITY_MAX_Q2MAP_MODELS 1024
//#define MAX_Q2MAP_ENTITIES 2048
#define SANITY_MAX_MAP_BRUSHES 0x10000
#define MAX_Q2MAP_AREAS 256
#define MAX_Q2MAP_AREAPORTALS 1024
//#define MAX_Q2MAP_VERTS MAX_MAP_VERTS
//#define MAX_Q2MAP_FACES MAX_MAP_FACES
#define SANITY_MAX_MAP_LEAFFACES 262144 //sanity only
#ifdef FTE_TARGET_WEB
#define MAX_Q2MAP_LEAFBRUSHES (32768) //used in an array
#else
#define MAX_Q2MAP_LEAFBRUSHES (65536*2) //used in an array
#endif
//#define MAX_Q2MAP_PORTALS 65536 //unused
//#define MAX_Q2MAP_EDGES 128000 //unused
//#define MAX_Q2MAP_SURFEDGES 256000 //unused
//#define MAX_Q2MAP_LIGHTING 0x200000 //unused
//#define MAX_Q2MAP_VISIBILITY MAX_MAP_VISIBILITY
// key / value pair sizes
#define MAX_KEY 32
#define MAX_VALUE 1024
//=============================================================================
#define Q2LUMP_ENTITIES 0
#define Q2LUMP_PLANES 1
#define Q2LUMP_VERTEXES 2
#define Q2LUMP_VISIBILITY 3
#define Q2LUMP_NODES 4
#define Q2LUMP_TEXINFO 5
#define Q2LUMP_FACES 6
#define Q2LUMP_LIGHTING 7
#define Q2LUMP_LEAFS 8
#define Q2LUMP_LEAFFACES 9
#define Q2LUMP_LEAFBRUSHES 10
#define Q2LUMP_EDGES 11
#define Q2LUMP_SURFEDGES 12
#define Q2LUMP_MODELS 13
#define Q2LUMP_BRUSHES 14
#define Q2LUMP_BRUSHSIDES 15
#define Q2LUMP_POP 16
#define Q2LUMP_AREAS 17
#define Q2LUMP_AREAPORTALS 18
#define Q2HEADER_LUMPS 19
enum Q3LUMP
{
Q3LUMP_ENTITIES =0,
Q3LUMP_SHADERS =1,
Q3LUMP_PLANES =2,
Q3LUMP_NODES =3,
Q3LUMP_LEAFS =4,
Q3LUMP_LEAFSURFACES =5,
Q3LUMP_LEAFBRUSHES =6,
Q3LUMP_MODELS =7,
Q3LUMP_BRUSHES =8,
Q3LUMP_BRUSHSIDES =9,
Q3LUMP_DRAWVERTS =10,
Q3LUMP_DRAWINDEXES =11,
Q3LUMP_FOGS =12,
Q3LUMP_SURFACES =13,
Q3LUMP_LIGHTMAPS =14,
Q3LUMP_LIGHTGRID =15,
Q3LUMP_VISIBILITY =16,
RBSPLUMP_LIGHTINDEXES=17,
Q3LUMPS_TOTAL
};
typedef struct
{
int ident;
int version;
lump_t lumps[50];
} q2dheader_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
} q2dmodel_t;
typedef struct
{
float mins[3];
float maxs[3];
int firstsurface;
int num_surfaces;
int firstbrush;
int num_brushes;
} q3dmodel_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
// contents flags are seperate bits
// a given brush can contribute multiple content bits
// multiple brushes can be in a single leaf
#define FTECONTENTS_EMPTY 0x00000000
#define FTECONTENTS_SOLID 0x00000001
//0x00000002
//0x00000004
#define FTECONTENTS_LAVA 0x00000008
#define FTECONTENTS_SLIME 0x00000010
#define FTECONTENTS_WATER 0x00000020
#define FTECONTENTS_LADDER 0x00004000
#define FTECONTENTS_FLUID (FTECONTENTS_WATER|FTECONTENTS_SLIME|FTECONTENTS_LAVA|FTECONTENTS_SKY) //sky is a fluid for q1 code.
#define FTECONTENTS_PLAYERCLIP 0x00010000
#define FTECONTENTS_MONSTERCLIP 0x00020000
#define FTECONTENTS_BODY 0x02000000
#define FTECONTENTS_CORPSE 0x04000000
#define FTECONTENTS_SKY 0x80000000
// lower bits are stronger, and will eat weaker brushes completely
#define Q2CONTENTS_SOLID FTECONTENTS_SOLID //0x00000001
#define Q2CONTENTS_WINDOW 0x00000002 // translucent, but not watery
#define Q2CONTENTS_AUX 0x00000004
#define Q2CONTENTS_LAVA FTECONTENTS_LAVA //0x00000008
#define Q2CONTENTS_SLIME FTECONTENTS_SLIME //0x00000010
#define Q2CONTENTS_WATER FTECONTENTS_WATER //0x00000020
#define Q2CONTENTS_MIST 0x00000040
//0x00000080
//0x00000100
//0x00000200
//0x00000400
//0x00000800
//0x00001000
//0x00002000
//FTECONTENTS_LADDER //0x00004000
// remaining contents are non-visible, and don't eat brushes
#define Q2CONTENTS_AREAPORTAL 0x00008000
#define Q2CONTENTS_PLAYERCLIP FTECONTENTS_PLAYERCLIP //0x00010000
#define Q2CONTENTS_MONSTERCLIP FTECONTENTS_MONSTERCLIP //0x00020000
// currents can be added to any other contents, and may be mixed
#define Q2CONTENTS_CURRENT_0 0x00040000
#define Q2CONTENTS_CURRENT_90 0x00080000
#define Q2CONTENTS_CURRENT_180 0x00100000
#define Q2CONTENTS_CURRENT_270 0x00200000
#define Q2CONTENTS_CURRENT_UP 0x00400000
#define Q2CONTENTS_CURRENT_DOWN 0x00800000
#define Q2CONTENTS_ORIGIN 0x01000000 // removed before bsping an entity
#define Q2CONTENTS_MONSTER FTECONTENTS_BODY //0x02000000 // should never be on a brush, only in game
#define Q2CONTENTS_DEADMONSTER FTECONTENTS_CORPSE //0x04000000
#define Q2CONTENTS_DETAIL 0x08000000 // brushes to be added after vis leafs
#define Q2CONTENTS_TRANSLUCENT 0x10000000 // auto set if any surface has trans
#define Q2CONTENTS_LADDER 0x20000000
//0x40000000
//0x80000000
#define Q3CONTENTS_SOLID FTECONTENTS_SOLID //1 // should never be on a brush, only in game
//2
//4
#define Q3CONTENTS_LAVA FTECONTENTS_LAVA //8
#define Q3CONTENTS_SLIME FTECONTENTS_SLIME //16
#define Q3CONTENTS_WATER FTECONTENTS_WATER //32
//64
#define Q3CONTENTS_NOTTEAM1 0x00000080
#define Q3CONTENTS_NOTTEAM2 0x00000100
#define Q3CONTENTS_NOBOTCLIP 0x00000200
//0x00000400
//0x00000800
//0x00001000
//0x00002000
//FTECONTENTS_LADDER //0x00004000
#define Q3CONTENTS_AREAPORTAL 0x00008000
#define Q3CONTENTS_PLAYERCLIP FTECONTENTS_PLAYERCLIP //0x00010000
#define Q3CONTENTS_MONSTERCLIP FTECONTENTS_MONSTERCLIP //0x00020000
#define Q3CONTENTS_TELEPORTER 0x00040000
#define Q3CONTENTS_JUMPPAD 0x00080000
#define Q3CONTENTS_CLUSTERPORTAL 0x00100000
#define Q3CONTENTS_DONOTENTER 0x00200000
#define Q3CONTENTS_BOTCLIP 0x00400000
#define Q3CONTENTS_MOVER 0x00800000
#define Q3CONTENTS_ORIGIN Q2CONTENTS_ORIGIN //0x01000000
#define Q3CONTENTS_BODY 0x02000000
#define Q3CONTENTS_CORPSE FTECONTENTS_CORPSE //0x04000000
#define Q3CONTENTS_DETAIL Q2CONTENTS_DETAIL //0x08000000
#define Q3CONTENTS_STRUCTURAL 0x10000000
#define Q3CONTENTS_TRANSLUCENT 0x20000000
#define Q3CONTENTS_TRIGGER 0x40000000
#define Q3CONTENTS_NODROP FTECONTENTS_SKY //0x80000000
//Texinfo flags - warning: these mix with q3 surface flags
#define TI_LIGHT 0x1 // value will hold the light strength
#define TI_SLICK 0x2 // effects game physics
#define TI_SKY 0x4 // don't draw, but add to skybox
#define TI_WARP 0x8 // turbulent water warp
#define TI_TRANS33 0x10
#define TI_TRANS66 0x20
#define TI_FLOWING 0x40 // scroll towards angle
#define TI_NODRAW 0x80 // don't bother referencing the texture
#define TI_ALPHATEST 0x100
//Surface flags
#define Q3SURF_LADDER 0x8 //wee
// content masks. Allow q2contents_window in here
//#define MASK_ALL (-1)
#define MASK_WORLDSOLID (FTECONTENTS_SOLID|Q2CONTENTS_WINDOW) /*default trace type for something simple that ignores non-bsp stuff*/
#define MASK_POINTSOLID (FTECONTENTS_SOLID|Q2CONTENTS_WINDOW|FTECONTENTS_BODY) /*default trace type for an entity of no size*/
#define MASK_BOXSOLID (FTECONTENTS_SOLID|FTECONTENTS_PLAYERCLIP|Q2CONTENTS_WINDOW|FTECONTENTS_BODY) /*default trace type for an entity that does have size*/
#define MASK_PLAYERSOLID MASK_BOXSOLID
//#define MASK_DEADSOLID (Q2CONTENTS_SOLID|Q2CONTENTS_PLAYERCLIP|Q2CONTENTS_WINDOW)
//#define MASK_MONSTERSOLID (Q2CONTENTS_SOLID|Q2CONTENTS_MONSTERCLIP|Q2CONTENTS_WINDOW|Q2CONTENTS_MONSTER)
#define MASK_WATER (FTECONTENTS_WATER|FTECONTENTS_LAVA|FTECONTENTS_SLIME)
//#define MASK_OPAQUE (Q2CONTENTS_SOLID|Q2CONTENTS_SLIME|Q2CONTENTS_LAVA)
//#define MASK_SHOT (Q2CONTENTS_SOLID|Q2CONTENTS_MONSTER|Q2CONTENTS_WINDOW|Q2CONTENTS_DEADMONSTER)
#define Q2MASK_CURRENT (Q2CONTENTS_CURRENT_0|Q2CONTENTS_CURRENT_90|Q2CONTENTS_CURRENT_180|Q2CONTENTS_CURRENT_270|Q2CONTENTS_CURRENT_UP|Q2CONTENTS_CURRENT_DOWN)
typedef struct
{
int planenum;
int children[2]; // negative numbers are -(leafs+1), not nodes
short mins[3]; // for frustom culling
short maxs[3];
unsigned short firstface;
unsigned short numfaces; // counting both sides
} q2dnode_t;
typedef struct
{
int plane;
int children[2];
int mins[3];
int maxs[3];
} q3dnode_t;
typedef struct q2texinfo_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
} q2texinfo_t;
typedef struct
{
int contents; // OR of all brushes (not needed?)
short cluster;
short area;
short mins[3]; // for frustum culling
short maxs[3];
unsigned short firstleafface;
unsigned short numleaffaces;
unsigned short firstleafbrush;
unsigned short numleafbrushes;
} q2dleaf_t;
typedef struct
{
int cluster;
int area;
int mins[3];
int maxs[3];
int firstleafsurface;
int num_leafsurfaces;
int firstleafbrush;
int num_leafbrushes;
} q3dleaf_t;
typedef struct
{
unsigned short planenum; // facing out of the leaf
short texinfo;
} q2dbrushside_t;
typedef struct
{
int planenum;
int texinfo;
} q3dbrushside_t;
typedef struct
{
int planenum;
int texinfo;
int facenum;
} rbspbrushside_t;
typedef struct
{
int firstside;
int numsides;
int contents;
} q2dbrush_t;
typedef struct
{
int firstside;
int num_sides;
int shadernum;
} q3dbrush_t;
#define ANGLE_UP -1
#define ANGLE_DOWN -2
// the visibility lump consists of a header with a count, then
// qbyte 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]
} q2dvis_t;
typedef struct
{
int numclusters;
int rowsize;
unsigned char data[1];
} q3dvis_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;
} q2dareaportal_t;
typedef struct
{
int numareaportals;
int firstareaportal;
} q2darea_t;
typedef struct
{
char shadername[64];
int surfflags;
int contents;
} dq3shader_t;
typedef struct
{
float n[3];
float d;
} Q3PLANE_t;
struct Q3MODEL
{
float mins[3];
float maxs[3];
int firstsurface;
int num_surfaces;
int firstbrush;
int num_brushes;
};
typedef struct
{
float point[3];
float texcoords[2][2];
float normal[3];
unsigned char color[4];
} q3dvertex_t;
typedef struct
{
float point[3];
float texcoords[5][2];
float normal[3];
unsigned char color[4][4];
} rbspvertex_t;
struct Q3FOG
{
char shadername[64] ;
int brushnum;
int visibleside;
};
enum q3surfacetype
{
MST_BAD=0,
MST_PLANAR=1,
MST_PATCH=2,
MST_TRIANGLE_SOUP=3,
MST_FLARE=4
};
typedef struct
{
int shadernum;
int fognum;
int facetype;
int firstvertex;
int num_vertices;
int firstindex;
int num_indexes;
int lightmapnum;
int lightmap_x;
int lightmap_y;
int lightmap_width;
int lightmap_height;
float lightmap_origin[3];
float lightmap_vecs[2][3];
float normal[3];
int patchwidth;
int patchheight;
} q3dface_t;
typedef struct
{
int shadernum;
int fognum;
int facetype;
int firstvertex;
int num_vertices;
int firstindex;
int num_indexes;
unsigned char lm_styles[4];
unsigned char vt_styles[4];
int lightmapnum[4];
int lightmap_offs[2][4];
int lightmap_width;
int lightmap_height;
float lightmap_origin[3];
float lightmap_vecs[2][3];
float normal[3];
int patchwidth;
int patchheight;
} rbspface_t;
#define MAX_ENT_LEAFS 32
typedef struct pvscache_s
{
int num_leafs;
unsigned short leafnums[MAX_ENT_LEAFS];
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
#if defined(Q2BSPS) || defined(TERRAIN)
int areanum; //q2bsp
int areanum2; //q2bsp
int headnode; //q2bsp
#endif
} pvscache_t;