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fteqw/engine/common/bspfile.h
Spoike b380421e42 Lets try using _LARGEFILE64_SOURCE in 32bit linux builds. Not that anyone will notice.
Clarify the 'too many alternate clients' messages.
Gamepad movement should respond to +speed.
favour fte's nq protocols over dp ones when both are supported by the client, to boost compat with qss.
try to generate proper utf-8 filenames from player/team names when recording mvds, instead of bad char encodings.
Fix loading saved games with splitscreen enabled.
pr_dumpplatform can now optionally filter symbols via some specific external files, adding deprecated tags for any symbol not also supported by DP and QSS.
Rework CSQC globals to use macros, to ensure completeness and consistency.
rework sv_csqcdebug to use special svcs. This should make it more robust.
Fix some scary warnings when vid_reloading the vulkan renderer.
Fix a possible segfault from opengl+rtlights.
Mousewheel will now interact better with engine menus.



git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5757 fc73d0e0-1445-4013-8a0c-d673dee63da5
2020-09-08 05:11:09 +00:00

926 lines
24 KiB
C

/*
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 8
#define RBSP_STYLESPERSURF 4
#define Q1Q2BSP_STYLESPERSURF 4
#ifdef Q1BSPS
#define MAXCPULIGHTMAPS 16 //max lightmaps mixed by the cpu (vanilla q1bsp=4, fte extensions=no real cap, must be >=MAXRLIGHTMAPS)
#elif defined(Q1BSPS)
#define MAXCPULIGHTMAPS Q1Q2BSP_STYLESPERSURF //max lightmaps mixed by the cpu (vanilla q1bsp=4, fte extensions=no real cap, must be >=MAXRLIGHTMAPS)
#else
#define MAXCPULIGHTMAPS MAXRLIGHTMAPS //max lightmaps mixed by the cpu (vanilla q1bsp=4, fte extensions=no real cap, must be >=MAXRLIGHTMAPS)
#endif
//#define MAX_MAP_MODELS 256
//#define MAX_MAP_BRUSHES 0x8000
//#define MAX_MAP_ENTITIES 1024
//#define MAX_MAP_ENTSTRING 65536
//FIXME: make sure that any 16bit indexes are bounded properly
//FIXME: ensure that we don't get any count*size overflows
#define SANITY_LIMIT(t) ((unsigned int)(0x7fffffffu/sizeof(t))) //sanity limit for the array, to ensure a 32bit value cannot overflow us.
//#define SANITY_MAX_MAP_PLANES 65536*64 //sanity
//#define SANITY_MAX_MAP_NODES 65536*64 //sanity
//#define SANITY_MAX_MAP_CLIPNODES 65536*64 //sanity
//#define MAX_MAP_LEAFS 1 //pvs buffer size. not sanity.
//#define SANITY_MAX_MAP_LEAFS 65536*64 //too many leafs results in massive amounts of ram used for pvs/phs caches.
//#define SANITY_MAX_MAP_VERTS 65536 //sanity
//#define SANITY_MAX_MAP_FACES 65536*64 //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 ((~0u)/sizeof(q2cbrushside_t))
// 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 RFBSPS
#define MAXRLIGHTMAPS 4 //max lightmaps mixed by the gpu (rbsp=4, otherwise 1)
#else
#define MAXRLIGHTMAPS 1 //max lightmaps mixed by the gpu (rbsp=4, otherwise 1)
#endif
typedef struct
{
short planenum;
short side;
int firstedge; // we must support > 64k edges
short numedges;
short texinfo;
// lighting info
qbyte styles[Q1Q2BSP_STYLESPERSURF];
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[Q1Q2BSP_STYLESPERSURF];
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;
//============================================================================
#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 MAX_PRECACHE_MODELS
//#define MAX_Q2MAP_ENTITIES 2048
#define SANITY_MAX_MAP_BRUSHES (~0u/sizeof(*out))
#define SANITY_MAX_MAP_LEAFFACES 262144 //sanity only
#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_LEAFBRUSHES (65536*64) //used in an array
//#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,
#ifdef RFBSPS
RBSPLUMP_LIGHTINDEXES=17,
#endif
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
//q2window 0x00000002
//q2aux 0x00000004
#define FTECONTENTS_LAVA 0x00000008
#define FTECONTENTS_SLIME 0x00000010
#define FTECONTENTS_WATER 0x00000020
#define FTECONTENTS_FLUID (FTECONTENTS_WATER|FTECONTENTS_SLIME|FTECONTENTS_LAVA|FTECONTENTS_SKY) //sky is a fluid for q1 code.
//q2mist 0x00000040
//q3notteam1 0x00000080
//q3notteam2 0x00000100
//q3nobotclip 0x00000200
// 0x00000400
// 0x00000800
// 0x00001000
// 0x00002000
#define FTECONTENTS_LADDER 0x00004000
//q2areaportal,q3areaportal 0x00008000
#define FTECONTENTS_PLAYERCLIP 0x00010000
#define FTECONTENTS_MONSTERCLIP 0x00020000
//q2current0,q3teleporter 0x00040000
//q2current90,q3jumppad 0x00080000
//q2current180,q3clusterportal 0x00100000
//q2current270,q3donotenter 0x00200000
//q2currentup,q3botclip 0x00400000
//q2currentdown,q3mover 0x00800000
//q2origin,q3origin 0x01000000 //could define, but normally removed by compiler, so why?
#define FTECONTENTS_BODY 0x02000000
#define FTECONTENTS_CORPSE 0x04000000
#define FTECONTENTS_DETAIL 0x08000000 //not very useful to us, but used by .map support
//q2translucent,q3structual 0x10000000
//q2ladder,q3translucent 0x20000000
//q3trigger 0x40000000
#define FTECONTENTS_SKY/*q3nodrop*/ 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
//FTECONTENTS_SKY //0x80000000
#define Q3CONTENTS_SOLID FTECONTENTS_SOLID //0x00000001 // should never be on a brush, only in game
//0x00000002
//0x00000004
#define Q3CONTENTS_LAVA FTECONTENTS_LAVA //0x00000008
#define Q3CONTENTS_SLIME FTECONTENTS_SLIME //0x00000010
#define Q3CONTENTS_WATER FTECONTENTS_WATER //0x00000020
//0x00000040
#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 FTECONTENTS_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
//qc compat only. not used internally.
#define DPCONTENTS_SOLID 1 // hit a bmodel, not a bounding box
#define DPCONTENTS_WATER 2
#define DPCONTENTS_SLIME 4
#define DPCONTENTS_LAVA 8
#define DPCONTENTS_SKY 16
#define DPCONTENTS_BODY 32 // hit a bounding box, not a bmodel
#define DPCONTENTS_CORPSE 64 // hit a SOLID_CORPSE entity
#define DPCONTENTS_NODROP 128 // an area where backpacks should not spawn
#define DPCONTENTS_PLAYERCLIP 256 // blocks player movement
#define DPCONTENTS_MONSTERCLIP 512 // blocks monster movement
#define DPCONTENTS_DONOTENTER 1024 // AI hint brush
#define DPCONTENTS_BOTCLIP 2048 // AI hint brush
#define DPCONTENTS_OPAQUE 4096 // only fully opaque brushes get this (may be useful for line of sight checks)
//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 Q3SURFACEFLAG_NODAMAGE 0x1 // never give falling damage
//#define Q3SURFACEFLAG_SLICK 0x2 // effects game physics
//#define Q3SURFACEFLAG_SKY 0x4 // lighting from environment map
#define Q3SURFACEFLAG_LADDER 0x8
//#define Q3SURFACEFLAG_NOIMPACT 0x10 // don't make missile explosions
//#define Q3SURFACEFLAG_NOMARKS 0x20 // don't leave missile marks
//#define Q3SURFACEFLAG_FLESH 0x40 // make flesh sounds and effects
//#define Q3SURFACEFLAG_NODRAW 0x80 // don't generate a drawsurface at all
//#define Q3SURFACEFLAG_HINT 0x100 // make a primary bsp splitter
//#define Q3SURFACEFLAG_SKIP 0x200 // completely ignore, allowing non-closed brushes
//#define Q3SURFACEFLAG_NOLIGHTMAP 0x400 // surface doesn't need a lightmap
//#define Q3SURFACEFLAG_POINTLIGHT 0x800 // generate lighting info at vertexes
//#define Q3SURFACEFLAG_METALSTEPS 0x1000 // clanking footsteps
//#define Q3SURFACEFLAG_NOSTEPS 0x2000 // no footstep sounds
//#define Q3SURFACEFLAG_NONSOLID 0x4000 // don't collide against curves with this set
//#define Q3SURFACEFLAG_LIGHTFILTER 0x8000 // act as a light filter during q3map -light
//#define Q3SURFACEFLAG_ALPHASHADOW 0x10000 // do per-pixel light shadow casting in q3map
//#define Q3SURFACEFLAG_NODLIGHT 0x20000 // don't dlight even if solid (solid lava, skies)
//#define Q3SURFACEFLAG_DUST 0x40000 // leave a dust trail when walking on this surface
// 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[OLD_MAX_QPATH];
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 stcoords[2];
float lmtexcoords[RBSP_STYLESPERSURF][2];
float normal[3];
unsigned char color[RBSP_STYLESPERSURF][4];
} rbspvertex_t;
struct Q3FOG
{
char shadername[OLD_MAX_QPATH] ;
int brushnum;
int visibleside;
};
enum q3surfacetype
{
MST_BAD=0,
MST_PLANAR=1,
MST_PATCH=2,
MST_TRIANGLE_SOUP=3,
MST_FLARE=4,
MST_FOLIAGE=5, //added in wolf/et
MST_PATCH_FIXED=256 //fte, fixed tessellation. Uses high parts of surf->patchwidth/height. if 0 then uses exact CPs instead.
};
typedef struct
{
int shadernum;
int fognum;
int facetype;
int firstvertex;
int num_vertices;
int firstindex;
int num_indexes;
int lightmapnum;
int lightmap_offs[2];
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[RBSP_STYLESPERSURF];
unsigned char vt_styles[RBSP_STYLESPERSURF];
int lightmapnum[RBSP_STYLESPERSURF];
int lightmap_offs[2][RBSP_STYLESPERSURF]; //yes, weird ordering.
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];
#if defined(Q2BSPS) || defined(Q3BSPS) || defined(TERRAIN)
int areanum; //q2bsp
int areanum2; //q2bsp
int headnode; //q2bsp
#endif
} pvscache_t;