2004-08-23 00:15:46 +00:00
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/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// wad.h
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//===============
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// TYPES
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//===============
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#define CMP_NONE 0
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#define CMP_LZSS 1
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#define TYP_NONE 0
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#define TYP_LABEL 1
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#define TYP_LUMPY 64 // 64 + grab command number
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#define TYP_PALETTE 64
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#define TYP_QTEX 65
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#define TYP_QPIC 66
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#define TYP_SOUND 67
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#define TYP_MIPTEX 68
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2004-12-24 08:45:56 +00:00
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//on disk representation of most q1 images.
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2004-08-23 00:15:46 +00:00
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typedef struct
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{
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int width, height;
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qbyte data[4]; // variably sized
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} qpic_t;
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2004-12-24 08:45:56 +00:00
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2009-11-04 21:16:50 +00:00
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#ifdef GLQUAKE
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2009-04-01 22:03:56 +00:00
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typedef struct
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{
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int texnum;
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float sl, tl, sh, th;
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} glpic_t;
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#endif
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2009-11-04 21:16:50 +00:00
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/*
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2004-12-24 08:45:56 +00:00
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//this is what's actually used.
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#define MPIC_ALPHA 1
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typedef struct //use this so we don't have to go slow over pics, and don't have to shift too much data around.
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{
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unsigned int width; //keeps alignment (which is handy in 32bit modes)
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unsigned short height;
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qbyte flags;
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qbyte pad;
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2009-04-01 22:03:56 +00:00
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union {
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int dummy;
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2009-11-04 21:16:50 +00:00
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#ifdef GLQUAKE
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2009-04-01 22:03:56 +00:00
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glpic_t gl;
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#endif
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} d;
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2009-11-04 21:16:50 +00:00
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struct shader_s *shader;
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2004-12-24 08:45:56 +00:00
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} mpic_t;
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2009-11-04 21:16:50 +00:00
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*/
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typedef struct shader_s shader_t;
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#define mpic_t shader_t
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2004-12-24 08:45:56 +00:00
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extern mpic_t *draw_disc; // also used on sbar
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2004-08-23 00:15:46 +00:00
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typedef struct
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{
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char identification[4]; // should be WAD2 or 2DAW
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int numlumps;
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int infotableofs;
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} wadinfo_t;
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typedef struct
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{
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int filepos;
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int disksize;
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int size; // uncompressed
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char type;
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char compression;
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char pad1, pad2;
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char name[16]; // must be null terminated
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} lumpinfo_t;
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extern int wad_numlumps;
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extern lumpinfo_t *wad_lumps;
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extern qbyte *wad_base;
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2012-07-05 19:42:36 +00:00
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void W_Shutdown (void);
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2004-08-23 00:15:46 +00:00
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void W_LoadWadFile (char *filename);
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2009-11-04 21:16:50 +00:00
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void W_CleanupName (const char *in, char *out);
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2004-08-23 00:15:46 +00:00
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lumpinfo_t *W_GetLumpinfo (char *name);
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void *W_GetLumpName (char *name);
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2009-11-04 21:16:50 +00:00
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void *W_SafeGetLumpName (const char *name);
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2004-08-23 00:15:46 +00:00
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void *W_GetLumpNum (int num);
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void Wads_Flush (void);
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void SwapPic (qpic_t *pic);
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Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
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struct model_s;
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2004-08-23 00:15:46 +00:00
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void Mod_ParseWadsFromEntityLump(char *data);
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qbyte *W_ConvertWAD3Texture(miptex_t *tex, int *width, int *height, qboolean *usesalpha);
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Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
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void Mod_ParseInfoFromEntityLump(struct model_s *wmodel, char *data, char *mapname);
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2004-08-23 00:15:46 +00:00
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qboolean Wad_NextDownload (void);
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qbyte *W_GetTexture(char *name, int *width, int *height, qboolean *usesalpha);
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