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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 .
*/
# ifndef __MODEL__
# define __MODEL__
# include "modelgen.h"
# include "spritegn.h"
struct hull_s ;
struct trace_s ;
struct edict_s ;
typedef struct {
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// qboolean (*RecursiveHullCheck) (struct hull_s *hull, int num, float p1f, float p2f, vec3_t p1, vec3_t p2, struct trace_s *trace);
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int ( * HullPointContents ) ( struct hull_s * hull , vec3_t p ) ; //return FTE contents
} hullfuncs_t ;
typedef struct {
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qboolean ( * Trace ) ( struct model_s * model , int hulloverride , int frame , vec3_t p1 , vec3_t p2 , vec3_t mins , vec3_t maxs , struct trace_s * trace ) ;
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void ( * FatPVS ) ( vec3_t org , qboolean add ) ;
qboolean ( * EdictInFatPVS ) ( struct edict_s * edict ) ;
void ( * FindTouchedLeafs_Q1 ) ( struct edict_s * ent ) ; //edict system as opposed to q2 game dll system.
void ( * LightPointValues ) ( vec3_t point , vec3_t res_diffuse , vec3_t res_ambient , vec3_t res_dir ) ;
void ( * StainNode ) ( struct mnode_s * node , float * parms ) ;
void ( * MarkLights ) ( struct dlight_s * light , int bit , struct mnode_s * node ) ;
qbyte * ( * LeafPVS ) ( int num , struct model_s * model , qbyte * buffer ) ;
int ( * LeafForPoint ) ( vec3_t point , struct model_s * model ) ;
} bspfuncs_t ;
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typedef int index_t ;
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typedef struct mesh_s
{
int numvertexes ;
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vec3_t * xyz_array ;
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vec3_t * normals_array ;
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vec2_t * st_array ;
vec2_t * lmst_array ;
byte_vec4_t * colors_array ;
int numindexes ;
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index_t * indexes ;
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int * trneighbors ;
vec3_t * trnormals ;
vec3_t mins , maxs ;
float radius ;
vec3_t lightaxis [ 3 ] ;
unsigned int patchWidth ;
unsigned int patchHeight ;
} mesh_t ;
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struct meshbuffer_s ;
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void R_PushMesh ( mesh_t * mesh , int features ) ;
void R_RenderMeshBuffer ( struct meshbuffer_s * mb , qboolean shadowpass ) ;
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qboolean R_MeshWillExceed ( mesh_t * mesh ) ;
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extern int gl_canbumpmap ;
/*
d * _t structures are on - disk representations
m * _t structures are in - memory
*/
// entity effects
# define EF_BRIGHTFIELD 1
# define EF_MUZZLEFLASH 2
# define EF_BRIGHTLIGHT 4
# define EF_DIMLIGHT 8
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# define QWEF_FLAG1 16 //only applies to player entities
# define NQEF_NODRAW 16 //so packet entities are free to get this instead
# define QWEF_FLAG2 32 //only applies to player entities
# define NQEF_ADDATIVE 32 //so packet entities are free to get this instead
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# define EF_BLUE 64
# define EF_RED 128
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# define H2EF_NODRAW 0x80 //this is going to get complicated...
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/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
BRUSH MODELS
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
//
// in memory representation
//
// !!! if this is changed, it must be changed in asm_draw.h too !!!
typedef struct
{
vec3_t position ;
} mvertex_t ;
# define SIDE_FRONT 0
# define SIDE_BACK 1
# define SIDE_ON 2
// plane_t structure
// !!! if this is changed, it must be changed in asm_i386.h too !!!
typedef struct mplane_s
{
vec3_t normal ;
float dist ;
qbyte type ; // for texture axis selection and fast side tests
qbyte signbits ; // signx + signy<<1 + signz<<1
qbyte pad [ 2 ] ;
} mplane_t ;
typedef struct texture_s
{
char name [ 64 ] ;
unsigned width , height ;
qbyte pixbytes ;
qbyte alphaed ; //gl_blend needed on this surface.
int parttype ;
int gl_texturenum ;
int gl_texturenumfb ;
int gl_texturenumbumpmap ;
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int gl_texturenumspec ;
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struct shader_s * shader ;
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struct msurface_s * texturechain ; // for gl_texsort drawing
int anim_total ; // total tenths in sequence ( 0 = no)
int anim_min , anim_max ; // time for this frame min <=time< max
struct texture_s * anim_next ; // in the animation sequence
struct texture_s * alternate_anims ; // bmodels in frmae 1 use these
unsigned offsets [ MIPLEVELS ] ; // four mip maps stored
} texture_t ;
# define SURF_DRAWSKYBOX 1
# define SURF_PLANEBACK 2
# define SURF_DRAWSKY 4
# define SURF_DRAWSPRITE 8
# define SURF_DRAWTURB 0x10
# define SURF_DRAWTILED 0x20
# define SURF_DRAWBACKGROUND 0x40
# define SURF_UNDERWATER 0x80
# define SURF_DONTWARP 0x100
# define SURF_BULLETEN 0x200
# define SURF_DRAWALPHA 0x10000
// !!! if this is changed, it must be changed in asm_draw.h too !!!
typedef struct
{
unsigned short v [ 2 ] ;
unsigned int cachededgeoffset ;
} medge_t ;
typedef struct mtexinfo_s
{
float vecs [ 2 ] [ 4 ] ;
float mipadjust ;
texture_t * texture ;
int flags ;
//it's a q2 thing.
int numframes ;
struct mtexinfo_s * next ;
} mtexinfo_t ;
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# define SPECULAR
# ifdef SPECULAR
# define VERTEXSIZE 10
# else
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# define VERTEXSIZE 7
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# endif
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typedef struct glpoly_s
{
struct glpoly_s * next ;
int numverts ;
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float verts [ 4 ] [ VERTEXSIZE ] ; // variable sized (xyz s1t1 s2t2 (ldir_xyz)
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} glpoly_t ;
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# ifdef Q3SHADERS
typedef struct mfog_s
{
struct shader_s * shader ;
mplane_t * visibleplane ;
int numplanes ;
mplane_t * * planes ;
} mfog_t ;
# endif
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# if MAX_SWDECALS
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typedef struct decal_s {
int xpos , ypos ;
struct msurface_s * owner ;
struct decal_s * next ;
struct decal_s * prev ;
} decal_t ;
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# endif
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typedef struct msurface_s
{
int visframe ; // should be drawn when node is crossed
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int shadowframe ;
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mplane_t * plane ;
int flags ;
int firstedge ; // look up in model->surfedges[], negative numbers
int numedges ; // are backwards edges
# ifdef SWQUAKE
struct surfcache_s * cachespots [ MIPLEVELS ] ;
# endif
struct msurface_s * nextalphasurface ;
short texturemins [ 2 ] ;
short extents [ 2 ] ;
int light_s , light_t ; // gl lightmap coordinates
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# ifdef Q3SHADERS
mfog_t * fog ;
# endif
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mesh_t * mesh ;
entity_t * ownerent ;
struct msurface_s * texturechain ;
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#if 0
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vec3_t normal ;
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# endif
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mtexinfo_t * texinfo ;
// lighting info
int dlightframe ;
int dlightbits ;
int lightmaptexturenum ;
qbyte styles [ MAXLIGHTMAPS ] ;
int cached_light [ MAXLIGHTMAPS ] ; // values currently used in lightmap
qboolean cached_dlight ; // true if dynamic light in cache
# ifdef PEXT_LIGHTSTYLECOL
qbyte cached_colour [ MAXLIGHTMAPS ] ;
# endif
# ifndef NOSTAINS
qboolean stained ;
# endif
qbyte * samples ; // [numstyles*surfsize]
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# ifdef MAX_SWDECALS
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decal_t * decal ;
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# endif
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} msurface_t ;
typedef struct mnode_s
{
// common with leaf
int contents ; // 0, to differentiate from leafs
int visframe ; // node needs to be traversed if current
int shadowframe ;
float minmaxs [ 6 ] ; // for bounding box culling
struct mnode_s * parent ;
// node specific
mplane_t * plane ;
struct mnode_s * children [ 2 ] ;
# ifdef Q2BSPS
int childnum [ 2 ] ;
# endif
unsigned short firstsurface ;
unsigned short numsurfaces ;
} mnode_t ;
typedef struct mleaf_s
{
// common with node
int contents ; // wil be a negative contents number
int visframe ; // node needs to be traversed if current
int shadowframe ;
float minmaxs [ 6 ] ; // for bounding box culling
struct mnode_s * parent ;
// leaf specific
qbyte * compressed_vis ;
struct efrag_s * efrags ;
msurface_t * * firstmarksurface ;
int nummarksurfaces ;
int key ; // BSP sequence number for leaf's contents
qbyte ambient_sound_level [ NUM_AMBIENTS ] ;
# ifdef Q2BSPS
//it's a q2 thing
int cluster ;
int area ;
unsigned short firstleafbrush ;
unsigned short numleafbrushes ;
unsigned short firstleafface ; //q3 addititions
unsigned short numleaffaces ;
unsigned short numleafpatches ;
unsigned short firstleafpatch ;
struct mleaf_s * vischain ;
# endif
} mleaf_t ;
typedef struct
{
float mins [ 3 ] , maxs [ 3 ] ;
float origin [ 3 ] ;
int headnode [ MAX_MAP_HULLSM ] ;
int visleafs ; // not including the solid leaf 0
int firstface , numfaces ;
qboolean hullavailable [ MAX_MAP_HULLSM ] ;
} mmodel_t ;
// !!! if this is changed, it must be changed in asm_i386.h too !!!
typedef struct hull_s
{
dclipnode_t * clipnodes ;
mplane_t * planes ;
int firstclipnode ;
int lastclipnode ;
vec3_t clip_mins ;
vec3_t clip_maxs ;
int available ;
hullfuncs_t funcs ;
} hull_t ;
void Q1BSP_SetHullFuncs ( hull_t * hull ) ;
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qboolean Q1BSP_Trace ( struct model_s * model , int forcehullnum , int frame , vec3_t start , vec3_t end , vec3_t mins , vec3_t maxs , struct trace_s * trace ) ;
void Q1BSP_FatPVS ( vec3_t org , qboolean add ) ;
qboolean Q1BSP_EdictInFatPVS ( struct edict_s * ent ) ;
void Q1BSP_FindTouchedLeafs ( struct edict_s * ent ) ;
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/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
SPRITE MODELS
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
// FIXME: shorten these?
typedef struct mspriteframe_s
{
int width ;
int height ;
float up , down , left , right ;
int gl_texturenum ;
# ifdef SWQUAKE
qbyte pixels [ 4 ] ;
# endif
} mspriteframe_t ;
typedef struct
{
int numframes ;
float * intervals ;
mspriteframe_t * frames [ 1 ] ;
} mspritegroup_t ;
typedef struct
{
spriteframetype_t type ;
mspriteframe_t * frameptr ;
} mspriteframedesc_t ;
typedef struct
{
int type ;
int maxwidth ;
int maxheight ;
int numframes ;
float beamlength ; // remove?
void * cachespot ; // remove?
mspriteframedesc_t frames [ 1 ] ;
} msprite_t ;
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
ALIAS MODELS
Alias models are position independent , so the cache manager can move them .
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
typedef struct {
int s ;
int t ;
} mstvert_t ;
typedef struct
{
# ifdef SWQUAKE
aliasframetype_t type ;
# endif
int firstpose ;
int numposes ;
float interval ;
dtrivertx_t bboxmin ;
dtrivertx_t bboxmax ;
vec3_t scale ;
vec3_t scale_origin ;
int frame ;
char name [ 16 ] ;
} maliasframedesc_t ;
typedef struct
{
dtrivertx_t bboxmin ;
dtrivertx_t bboxmax ;
int frame ;
} maliasgroupframedesc_t ;
typedef struct
{
int numframes ;
int intervals ;
maliasgroupframedesc_t frames [ 1 ] ;
} maliasgroup_t ;
// !!! if this is changed, it must be changed in asm_draw.h too !!!
typedef struct mtriangle_s {
int xyz_index [ 3 ] ;
int st_index [ 3 ] ;
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int pad [ 2 ] ;
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} mtriangle_t ;
# define MAX_SKINS 32
typedef struct {
int ident ;
int version ;
vec3_t scale ;
vec3_t scale_origin ;
float boundingradius ;
vec3_t eyeposition ;
int numskins ;
int skinwidth ;
int skinheight ;
int numverts ;
int numtris ;
int numframes ;
synctype_t synctype ;
int flags ;
float size ;
# ifdef SWQUAKE
int model ;
int stverts ;
int skindesc ;
# endif
int numposes ;
int poseverts ;
int posedata ; // numposes*poseverts trivert_t
int baseposedata ; //original verts for triangles to reference
int triangles ; //we need tri data for shadow volumes
int commands ; // gl command list with embedded s/t
int gl_texturenum [ MAX_SKINS ] [ 4 ] ;
int texels [ MAX_SKINS ] ;
maliasframedesc_t frames [ 1 ] ; // variable sized
} aliashdr_t ;
# define MAXALIASVERTS 2048
# define ALIAS_Z_CLIP_PLANE 5
# define MAXALIASFRAMES 256
# define MAXALIASTRIS 2048
extern aliashdr_t * pheader ;
extern mstvert_t stverts [ MAXALIASVERTS * 2 ] ;
extern mtriangle_t triangles [ MAXALIASTRIS ] ;
extern dtrivertx_t * poseverts [ MAXALIASFRAMES ] ;
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
. MD2 triangle model file format
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
// LordHavoc: grabbed this from the Q2 utility source,
// renamed a things to avoid conflicts
# define MD2IDALIASHEADER (('2'<<24)+('P'<<16)+('D'<<8)+'I')
# define MD2ALIAS_VERSION 8
# define MD2MAX_TRIANGLES 4096
# define MD2MAX_VERTS 2048
# define MD2MAX_FRAMES 512
# define MD2MAX_SKINS 32
# define MD2MAX_SKINNAME 64
// sanity checking size
# define MD2MAX_SIZE (1024*4200)
typedef struct
{
short s ;
short t ;
} md2stvert_t ;
typedef struct
{
short index_xyz [ 3 ] ;
short index_st [ 3 ] ;
} md2triangle_t ;
typedef struct
{
qbyte v [ 3 ] ; // scaled qbyte to fit in frame mins/maxs
qbyte lightnormalindex ;
} md2trivertx_t ;
# define MD2TRIVERTX_V0 0
# define MD2TRIVERTX_V1 1
# define MD2TRIVERTX_V2 2
# define MD2TRIVERTX_LNI 3
# define MD2TRIVERTX_SIZE 4
typedef struct
{
float scale [ 3 ] ; // multiply qbyte verts by this
float translate [ 3 ] ; // then add this
char name [ 16 ] ; // frame name from grabbing
md2trivertx_t verts [ 1 ] ; // variable sized
} md2frame_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 ; // qbyte 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 ; // qbyte 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
int gl_texturenum [ MAX_SKINS ] ;
} md2_t ;
# define ALIASTYPE_MDL 1
# define ALIASTYPE_MD2 2
//===================================================================
typedef struct
{
qbyte ambient [ 3 ] ;
qbyte diffuse [ 3 ] ;
qbyte direction [ 2 ] ;
} dq3gridlight_t ;
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typedef struct
{
unsigned char ambient [ 4 ] [ 3 ] ;
unsigned char diffuse [ 4 ] [ 3 ] ;
unsigned char styles [ 4 ] ;
unsigned char direction [ 2 ] ;
} rbspgridlight_t ;
//q3 based
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typedef struct {
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int gridBounds [ 4 ] ; //3 = 0*1
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vec3_t gridMins ;
vec3_t gridSize ;
int numlightgridelems ;
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//rbsp specific
rbspgridlight_t * rbspelements ;
unsigned short * rbspindexes ;
//non-rbsp specific
dq3gridlight_t * lightgrid ;
//the reason rbsp is seperate from the non-rbsp is because it allows better memory compression.
//I chose not to expand at loadtime because q3 would suffer from greater cache misses.
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} q3lightgridinfo_t ;
//
// Whole model
//
typedef enum { mod_brush , mod_sprite , mod_alias , mod_dummy , mod_halflife } modtype_t ;
typedef enum { fg_quake , fg_quake2 , fg_quake3 , fg_halflife , fg_new , fg_doom } fromgame_t ; //useful when we have very similar model types. (eg quake/halflife bsps)
# define EF_ROCKET 1 // leave a trail
# define EF_GRENADE 2 // leave a trail
# define EF_GIB 4 // leave a trail
# define EF_ROTATE 8 // rotate (bonus items)
# define EF_TRACER 16 // green split trail
# define EF_ZOMGIB 32 // small blood trail
# define EF_TRACER2 64 // orange split trail + rotate
# define EF_TRACER3 128 // purple trail
//hexen2.
# define EF_FIREBALL 256 // Yellow transparent trail in all directions
# define EF_ICE 512 // Blue-white transparent trail, with gravity
# define EF_MIP_MAP 1024 // This model has mip-maps
# define EF_SPIT 2048 // Black transparent trail with negative light
# define EF_TRANSPARENT 4096 // Transparent sprite
# define EF_SPELL 8192 // Vertical spray of particles
# define EF_HOLEY 16384 // Solid model with color 0
# define EF_SPECIAL_TRANS 32768 // Translucency through the particle table
# define EF_FACE_VIEW 65536 // Poly Model always faces you
# define EF_VORP_MISSILE 131072 // leave a trail at top and bottom of model
# define EF_SET_STAFF 262144 // slowly move up and left/right
# define EF_MAGICMISSILE 524288 // a trickle of blue/white particles with gravity
# define EF_BONESHARD 1048576 // a trickle of brown particles with gravity
# define EF_SCARAB 2097152 // white transparent particles with little gravity
# define EF_ACIDBALL 4194304 // Green drippy acid shit
# define EF_BLOODSHOT 8388608 // Blood rain shot trail
typedef union {
struct {
int numlinedefs ;
int numsidedefs ;
int numsectors ;
} doom ;
} specificmodeltype_t ;
typedef struct model_s
{
char name [ MAX_QPATH ] ;
qboolean needload ; // bmodels and sprites don't cache normally
modtype_t type ;
fromgame_t fromgame ;
int numframes ;
synctype_t synctype ;
int flags ;
int particleeffect ;
qboolean particleengulphs ;
int particletrail ;
qboolean nodefaulttrail ;
qboolean rgblighting ; //.lit, halflife.
//
// volume occupied by the model graphics
//
vec3_t mins , maxs ;
float radius ;
//
// solid volume for clipping
//
qboolean clipbox ;
vec3_t clipmins , clipmaxs ;
//
// brush model
//
int firstmodelsurface , nummodelsurfaces ;
int numsubmodels ;
mmodel_t * submodels ;
int numplanes ;
mplane_t * planes ;
int numleafs ; // number of visible leafs, not counting 0
mleaf_t * leafs ;
int numvertexes ;
mvertex_t * vertexes ;
int numedges ;
medge_t * edges ;
int numnodes ;
mnode_t * nodes ;
int numtexinfo ;
mtexinfo_t * texinfo ;
int numsurfaces ;
msurface_t * surfaces ;
int numsurfedges ;
int * surfedges ;
int numclipnodes ;
dclipnode_t * clipnodes ;
int nummarksurfaces ;
msurface_t * * marksurfaces ;
hull_t hulls [ MAX_MAP_HULLSM ] ;
int numtextures ;
texture_t * * textures ;
qbyte * visdata ;
void * vis ;
qbyte * lightdata ;
qbyte * deluxdata ;
q3lightgridinfo_t * lightgrid ;
char * entities ;
struct terrain_s * terrain ;
unsigned checksum ;
unsigned checksum2 ;
bspfuncs_t funcs ;
//
// additional model data
//
cache_user_t cache ; // only access through Mod_Extradata
} model_t ;
//============================================================================
/*
void Mod_Init ( void ) ;
void Mod_ClearAll ( void ) ;
model_t * Mod_ForName ( char * name , qboolean crash ) ;
model_t * Mod_FindName ( char * name ) ;
void * Mod_Extradata ( model_t * mod ) ; // handles caching
void Mod_TouchModel ( char * name ) ;
mleaf_t * Mod_PointInLeaf ( float * p , model_t * model ) ;
qbyte * Mod_LeafPVS ( mleaf_t * leaf , model_t * model ) ;
*/
# endif // __MODEL__
# ifdef Q2BSPS
# ifdef __cplusplus
//#pragma message (" c++ stinks")
# else
void CM_Init ( void ) ;
qboolean CM_SetAreaPortalState ( int portalnum , qboolean open ) ;
qboolean CM_HeadnodeVisible ( int nodenum , qbyte * visbits ) ;
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qboolean VARGS CM_AreasConnected ( int area1 , int area2 ) ;
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int CM_NumClusters ( void ) ;
int CM_ClusterSize ( void ) ;
int CM_LeafContents ( int leafnum ) ;
int CM_LeafCluster ( int leafnum ) ;
int CM_LeafArea ( int leafnum ) ;
int CM_WriteAreaBits ( qbyte * buffer , int area ) ;
int CM_PointLeafnum ( vec3_t p ) ;
qbyte * CM_ClusterPVS ( int cluster , qbyte * buffer ) ;
qbyte * CM_ClusterPHS ( int cluster ) ;
int CM_BoxLeafnums ( vec3_t mins , vec3_t maxs , int * list , int listsize , int * topnode ) ;
int CM_PointContents ( vec3_t p , int headnode ) ;
struct trace_s CM_BoxTrace ( vec3_t start , vec3_t end , vec3_t mins , vec3_t maxs , int headnode , int brushmask ) ;
int CM_HeadnodeForBox ( vec3_t mins , vec3_t maxs ) ;
struct trace_s CM_TransformedBoxTrace ( vec3_t start , vec3_t end , vec3_t mins , vec3_t maxs , int headnode , int brushmask , vec3_t origin , vec3_t angles ) ;
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struct model_s * CM_TempBoxModel ( vec3_t mins , vec3_t maxs ) ;
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void Mod_ParseInfoFromEntityLump ( const char * data ) ;
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void VARGS CMQ2_SetAreaPortalState ( int portalnum , qboolean open ) ;
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# endif
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# endif //Q2BSPS
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typedef struct
{
aliasskintype_t type ;
void * pcachespot ;
int skin ;
} maliasskindesc_t ;
typedef struct
{
int numskins ;
int intervals ;
maliasskindesc_t skindescs [ 1 ] ;
} maliasskingroup_t ;