dce284811e
Q3 clients can connect to q1 gamecode (sv_listen_q3). hacked support for SendFlags. It'll work compatibly, just not efficiently. Unified shared qc builtins. fteqcc supports int |= float, more params in macros, &~= operator. Additional recent DP QC extensions. Particle system abstraction. 'r_particlesystem classic' (vs null or script) will revert to truly classic particles. Nexuiz might run again. Network address revamp (sv_port and sv_port_ipv6 can both be used to specify an ipv4 address:port and both corrently accept clients). localhost now properly favours ipv4 (use ::1 for ipv6 localhost). Download system revamp. Numerous other changes. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3051 fc73d0e0-1445-4013-8a0c-d673dee63da5
916 lines
22 KiB
C
916 lines
22 KiB
C
/*
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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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#ifndef __MODEL__
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#define __MODEL__
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#include "modelgen.h"
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#include "spritegn.h"
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struct hull_s;
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struct trace_s;
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struct edict_s;
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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
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int dummy;
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} hullfuncs_t;
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typedef struct {
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//deals with FTECONTENTS (assumes against solid)
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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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unsigned int (*PointContents) (struct model_s *model, vec3_t p);
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unsigned int (*BoxContents) (struct model_s *model, int hulloverride, int frame, vec3_t p, vec3_t mins, vec3_t maxs);
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//deals with whatever is native for the bsp (gamecode is expected to distinguish this).
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qboolean (*NativeTrace) (struct model_s *model, int hulloverride, int frame, vec3_t p1, vec3_t p2, vec3_t mins, vec3_t maxs, unsigned int against, struct trace_s *trace);
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unsigned int (*NativeContents)(struct model_s *model, int hulloverride, int frame, vec3_t p, vec3_t mins, vec3_t maxs);
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void (*FatPVS) (struct model_s *model, vec3_t org, qboolean add);
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qboolean (*EdictInFatPVS) (struct model_s *model, struct edict_s *edict);
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void (*FindTouchedLeafs_Q1) (struct model_s *model, struct edict_s *ent); //edict system as opposed to q2 game dll system.
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void (*LightPointValues) (struct model_s *model, vec3_t point, vec3_t res_diffuse, vec3_t res_ambient, vec3_t res_dir);
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void (*StainNode) (struct mnode_s *node, float *parms);
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void (*MarkLights) (struct dlight_s *light, int bit, struct mnode_s *node);
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qbyte *(*LeafPVS) (struct model_s *model, int num, qbyte *buffer);
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int (*LeafnumForPoint) (struct model_s *model, vec3_t point);
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} bspfuncs_t;
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#ifdef D3DQUAKE
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#define sizeof_index_t 2
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#endif
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#if sizeof_index_t == 2
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#define GL_INDEX_TYPE GL_UNSIGNED_SHORT
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typedef unsigned short index_t;
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#else
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#define GL_INDEX_TYPE GL_UNSIGNED_INT
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typedef unsigned int index_t;
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#endif
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typedef struct mesh_s
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{
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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;
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vec2_t *lmst_array;
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byte_vec4_t *colors_array;
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int numindexes;
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index_t *indexes;
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int *trneighbors;
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vec3_t *trnormals;
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vec3_t mins, maxs;
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float radius;
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vec3_t lightaxis[3];
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unsigned int patchWidth;
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unsigned int patchHeight;
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} mesh_t;
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struct meshbuffer_s;
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void R_PushMesh ( mesh_t *mesh, int features );
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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;
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/*
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d*_t structures are on-disk representations
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m*_t structures are in-memory
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*/
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// entity effects
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#define EF_BRIGHTFIELD 1
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#define EF_MUZZLEFLASH 2
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#define EF_BRIGHTLIGHT 4
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#define EF_DIMLIGHT 8
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#define QWEF_FLAG1 16 //only applies to player entities
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#define NQEF_NODRAW 16 //so packet entities are free to get this instead
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#define QWEF_FLAG2 32 //only applies to player entities
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#define NQEF_ADDATIVE 32 //so packet entities are free to get this instead
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#define EF_BLUE 64
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#define EF_RED 128
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#define H2EF_NODRAW 128 //this is going to get complicated...
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#define EF_NODEPTHTEST 8192 //shows through walls. :(
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/*
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==============================================================================
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BRUSH MODELS
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==============================================================================
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*/
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//
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// in memory representation
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//
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// !!! if this is changed, it must be changed in asm_draw.h too !!!
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typedef struct
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{
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vec3_t position;
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} mvertex_t;
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#define SIDE_FRONT 0
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#define SIDE_BACK 1
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#define SIDE_ON 2
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// plane_t structure
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// !!! if this is changed, it must be changed in asm_i386.h too !!!
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typedef struct mplane_s
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{
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vec3_t normal;
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float dist;
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qbyte type; // for texture axis selection and fast side tests
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qbyte signbits; // signx + signy<<1 + signz<<1
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qbyte pad[2];
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} mplane_t;
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typedef struct texture_s
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{
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char name[64];
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unsigned width, height;
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qbyte pixbytes;
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qbyte alphaed; //gl_blend needed on this surface.
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int parttype;
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int gl_texturenum;
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int gl_texturenumfb;
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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
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int anim_total; // total tenths in sequence ( 0 = no)
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int anim_min, anim_max; // time for this frame min <=time< max
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struct texture_s *anim_next; // in the animation sequence
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struct texture_s *alternate_anims; // bmodels in frmae 1 use these
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unsigned offsets[MIPLEVELS]; // four mip maps stored
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} texture_t;
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#define SURF_DRAWSKYBOX 0x00001
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#define SURF_PLANEBACK 0x00002
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#define SURF_DRAWSKY 0x00004
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#define SURF_DRAWSPRITE 0x00008
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#define SURF_DRAWTURB 0x00010
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#define SURF_DRAWTILED 0x00020
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#define SURF_DRAWBACKGROUND 0x00040
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#define SURF_UNDERWATER 0x00080
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#define SURF_DONTWARP 0x00100
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#define SURF_BULLETEN 0x00200
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#define SURF_NOFLAT 0x08000
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#define SURF_DRAWALPHA 0x10000
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// !!! if this is changed, it must be changed in asm_draw.h too !!!
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typedef struct
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{
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unsigned short v[2];
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unsigned int cachededgeoffset;
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} medge_t;
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typedef struct mtexinfo_s
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{
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float vecs[2][4];
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float mipadjust;
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texture_t *texture;
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int flags;
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//it's a q2 thing.
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int numframes;
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struct mtexinfo_s *next;
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} mtexinfo_t;
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#define SPECULAR
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#ifdef SPECULAR
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#define VERTEXSIZE 10
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#else
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#define VERTEXSIZE 7
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#endif
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typedef struct glpoly_s
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{
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struct glpoly_s *next;
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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
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typedef struct mfog_s
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{
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struct shader_s *shader;
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mplane_t *visibleplane;
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int numplanes;
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mplane_t **planes;
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} mfog_t;
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#endif
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#if MAX_SWDECALS
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typedef struct decal_s {
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int xpos, ypos;
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struct msurface_s *owner;
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struct decal_s *next;
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struct decal_s *prev;
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} decal_t;
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#endif
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typedef struct msurface_s
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{
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int visframe; // should be drawn when node is crossed
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int shadowframe;
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mplane_t *plane;
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int flags;
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int firstedge; // look up in model->surfedges[], negative numbers
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int numedges; // are backwards edges
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#ifdef SWQUAKE
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struct surfcache_s *cachespots[MIPLEVELS];
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#endif
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struct msurface_s *nextalphasurface;
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short texturemins[2];
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short extents[2];
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int light_s, light_t; // gl lightmap coordinates
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#ifdef Q3SHADERS
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mfog_t *fog;
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#endif
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mesh_t *mesh;
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entity_t *ownerent;
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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;
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// lighting info
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int dlightframe;
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int dlightbits;
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int lightmaptexturenum;
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qbyte styles[MAXLIGHTMAPS];
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int cached_light[MAXLIGHTMAPS]; // values currently used in lightmap
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qboolean cached_dlight; // true if dynamic light in cache
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#ifdef PEXT_LIGHTSTYLECOL
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qbyte cached_colour[MAXLIGHTMAPS];
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#endif
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#ifndef NOSTAINS
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qboolean stained;
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#endif
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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;
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typedef struct mnode_s
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{
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// common with leaf
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int contents; // 0, to differentiate from leafs
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int visframe; // node needs to be traversed if current
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int shadowframe;
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float minmaxs[6]; // for bounding box culling
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struct mnode_s *parent;
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// node specific
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mplane_t *plane;
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struct mnode_s *children[2];
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#ifdef Q2BSPS
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int childnum[2];
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#endif
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unsigned short firstsurface;
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unsigned short numsurfaces;
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} mnode_t;
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typedef struct mleaf_s
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{
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// common with node
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int contents; // wil be a negative contents number
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int visframe; // node needs to be traversed if current
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int shadowframe;
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float minmaxs[6]; // for bounding box culling
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struct mnode_s *parent;
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// leaf specific
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qbyte *compressed_vis;
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struct efrag_s *efrags;
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msurface_t **firstmarksurface;
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int nummarksurfaces;
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int key; // BSP sequence number for leaf's contents
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qbyte ambient_sound_level[NUM_AMBIENTS];
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#if defined(Q2BSPS) || defined(Q3BSPS)
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int cluster;
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struct mleaf_s *vischain;
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#endif
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#ifdef Q2BSPS
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//it's a q2 thing
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int area;
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unsigned short firstleafbrush;
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unsigned short numleafbrushes;
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unsigned short firstleafface; //q3 addititions
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unsigned short numleaffaces;
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unsigned short numleafpatches;
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unsigned short firstleafpatch;
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#endif
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} mleaf_t;
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typedef struct
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{
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float mins[3], maxs[3];
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float origin[3];
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int headnode[MAX_MAP_HULLSM];
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int visleafs; // not including the solid leaf 0
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int firstface, numfaces;
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qboolean hullavailable[MAX_MAP_HULLSM];
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} mmodel_t;
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// !!! if this is changed, it must be changed in asm_i386.h too !!!
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typedef struct hull_s
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{
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dclipnode_t *clipnodes;
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mplane_t *planes;
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int firstclipnode;
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int lastclipnode;
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vec3_t clip_mins;
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vec3_t clip_maxs;
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int available;
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hullfuncs_t funcs;
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} hull_t;
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void Q1BSP_SetHullFuncs(hull_t *hull);
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void Q1BSP_SetModelFuncs(struct model_s *mod);
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void Q1BSP_Init(void);
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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);
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qboolean Q1BSP_RecursiveHullCheck (hull_t *hull, int num, float p1f, float p2f, vec3_t p1, vec3_t p2, struct trace_s *trace);
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void Q1BSP_FatPVS (struct model_s *mod, vec3_t org, qboolean add);
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qboolean Q1BSP_EdictInFatPVS(struct model_s *mod, struct edict_s *ent);
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void Q1BSP_FindTouchedLeafs(struct model_s *mod, struct edict_s *ent);
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qbyte *Q1BSP_LeafPVS (struct model_s *model, mleaf_t *leaf, qbyte *buffer);
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/*
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==============================================================================
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SPRITE MODELS
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==============================================================================
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*/
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// FIXME: shorten these?
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typedef struct mspriteframe_s
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{
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int width;
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int height;
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float up, down, left, right;
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int gl_texturenum;
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#ifdef SWQUAKE
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qbyte pixels[4];
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#endif
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} mspriteframe_t;
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mspriteframe_t *R_GetSpriteFrame (entity_t *currententity);
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typedef struct
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{
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int numframes;
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float *intervals;
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mspriteframe_t *frames[1];
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} mspritegroup_t;
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typedef struct
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{
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spriteframetype_t type;
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mspriteframe_t *frameptr;
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} mspriteframedesc_t;
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typedef struct
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{
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int type;
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int maxwidth;
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int maxheight;
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int numframes;
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float beamlength; // remove?
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mspriteframedesc_t frames[1];
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} msprite_t;
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/*
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==============================================================================
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ALIAS MODELS
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Alias models are position independent, so the cache manager can move them.
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==============================================================================
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*/
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typedef struct {
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int s;
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int t;
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} mstvert_t;
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typedef struct
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{
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#ifdef SWQUAKE
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aliasframetype_t type;
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#endif
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int firstpose;
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int numposes;
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float interval;
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dtrivertx_t bboxmin;
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dtrivertx_t bboxmax;
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vec3_t scale;
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vec3_t scale_origin;
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int frame;
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char name[16];
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} maliasframedesc_t;
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typedef struct
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{
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dtrivertx_t bboxmin;
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dtrivertx_t bboxmax;
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int frame;
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} maliasgroupframedesc_t;
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typedef struct
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{
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int numframes;
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int intervals;
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maliasgroupframedesc_t frames[1];
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} maliasgroup_t;
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// !!! if this is changed, it must be changed in asm_draw.h too !!!
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typedef struct mtriangle_s {
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int xyz_index[3];
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int st_index[3];
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int pad[2];
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} mtriangle_t;
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#define MAX_SKINS 32
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typedef struct {
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int ident;
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int version;
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vec3_t scale;
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vec3_t scale_origin;
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float boundingradius;
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vec3_t eyeposition;
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int numskins;
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int skinwidth;
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int skinheight;
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int numverts;
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int numtris;
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int numframes;
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synctype_t synctype;
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int flags;
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float size;
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#ifdef SWQUAKE
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int model;
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int stverts;
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int skindesc;
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#endif
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int numposes;
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int poseverts;
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int posedata; // numposes*poseverts trivert_t
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int baseposedata; //original verts for triangles to reference
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int triangles; //we need tri data for shadow volumes
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int commands; // gl command list with embedded s/t
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int gl_texturenum[MAX_SKINS][4];
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int texels[MAX_SKINS];
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maliasframedesc_t frames[1]; // variable sized
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} aliashdr_t;
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#define MAXALIASVERTS 2048
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#define ALIAS_Z_CLIP_PLANE 5
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#define MAXALIASFRAMES 256
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#define MAXALIASTRIS 2048
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extern aliashdr_t *pheader;
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extern mstvert_t stverts[MAXALIASVERTS*2];
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extern mtriangle_t triangles[MAXALIASTRIS];
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extern dtrivertx_t *poseverts[MAXALIASFRAMES];
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/*
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========================================================================
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.MD2 triangle model file format
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========================================================================
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*/
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// LordHavoc: grabbed this from the Q2 utility source,
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// renamed a things to avoid conflicts
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#define MD2IDALIASHEADER (('2'<<24)+('P'<<16)+('D'<<8)+'I')
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#define MD2ALIAS_VERSION 8
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#define MD2MAX_TRIANGLES 4096
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#define MD2MAX_VERTS 2048
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#define MD2MAX_FRAMES 512
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#define MD2MAX_SKINS 32
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#define MD2MAX_SKINNAME 64
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// sanity checking size
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#define MD2MAX_SIZE (1024*4200)
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typedef struct
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{
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short s;
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short t;
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} md2stvert_t;
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typedef struct
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{
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short index_xyz[3];
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short index_st[3];
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} md2triangle_t;
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typedef struct
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{
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qbyte v[3]; // scaled qbyte to fit in frame mins/maxs
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qbyte lightnormalindex;
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} md2trivertx_t;
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#define MD2TRIVERTX_V0 0
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#define MD2TRIVERTX_V1 1
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#define MD2TRIVERTX_V2 2
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#define MD2TRIVERTX_LNI 3
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#define MD2TRIVERTX_SIZE 4
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typedef struct
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{
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float scale[3]; // multiply qbyte verts by this
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float translate[3]; // then add this
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char name[16]; // frame name from grabbing
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md2trivertx_t verts[1]; // variable sized
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} md2frame_t;
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// the glcmd format:
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// a positive integer starts a tristrip command, followed by that many
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// vertex structures.
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// a negative integer starts a trifan command, followed by -x vertexes
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// a zero indicates the end of the command list.
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// a vertex consists of a floating point s, a floating point t,
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// and an integer vertex index.
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typedef struct
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{
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int ident;
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int version;
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int skinwidth;
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int skinheight;
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int framesize; // qbyte size of each frame
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int num_skins;
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int num_xyz;
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int num_st; // greater than num_xyz for seams
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int num_tris;
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int num_glcmds; // dwords in strip/fan command list
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int num_frames;
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int ofs_skins; // each skin is a MAX_SKINNAME string
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int ofs_st; // qbyte offset from start for stverts
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int ofs_tris; // offset for dtriangles
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int ofs_frames; // offset for first frame
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int ofs_glcmds;
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int ofs_end; // end of file
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int gl_texturenum[MAX_SKINS];
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} md2_t;
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#define ALIASTYPE_MDL 1
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#define ALIASTYPE_MD2 2
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//===================================================================
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typedef struct
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{
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qbyte ambient[3];
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qbyte diffuse[3];
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qbyte direction[2];
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} dq3gridlight_t;
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typedef struct
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{
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unsigned char ambient[4][3];
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unsigned char diffuse[4][3];
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unsigned char styles[4];
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unsigned char direction[2];
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} rbspgridlight_t;
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//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;
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vec3_t gridSize;
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int numlightgridelems;
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//rbsp specific
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rbspgridlight_t *rbspelements;
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unsigned short *rbspindexes;
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//non-rbsp specific
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dq3gridlight_t *lightgrid;
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//the reason rbsp is seperate from the non-rbsp is because it allows better memory compression.
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//I chose not to expand at loadtime because q3 would suffer from greater cache misses.
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} q3lightgridinfo_t;
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//
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// Whole model
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//
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typedef enum {mod_brush, mod_sprite, mod_alias, mod_dummy, mod_halflife, mod_heightmap} modtype_t;
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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)
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#define EF_ROCKET 1 // leave a trail
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#define EF_GRENADE 2 // leave a trail
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#define EF_GIB 4 // leave a trail
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#define EF_ROTATE 8 // rotate (bonus items)
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#define EF_TRACER 16 // green split trail
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#define EF_ZOMGIB 32 // small blood trail
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#define EF_TRACER2 64 // orange split trail + rotate
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#define EF_TRACER3 128 // purple trail
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//hexen2.
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#define EFH2_FIREBALL 256 // Yellow transparent trail in all directions
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#define EFH2_ICE 512 // Blue-white transparent trail, with gravity
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#define EFH2_MIP_MAP 1024 // This model has mip-maps
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#define EFH2_SPIT 2048 // Black transparent trail with negative light
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#define EFH2_TRANSPARENT 4096 // Transparent sprite
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#define EFH2_SPELL 8192 // Vertical spray of particles
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#define EFH2_HOLEY 16384 // Solid model with color 0
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#define EFH2_SPECIAL_TRANS 32768 // Translucency through the particle table
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#define EFH2_FACE_VIEW 65536 // Poly Model always faces you
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#define EFH2_VORP_MISSILE 131072 // leave a trail at top and bottom of model
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#define EFH2_SET_STAFF 262144 // slowly move up and left/right
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#define EFH2_MAGICMISSILE 524288 // a trickle of blue/white particles with gravity
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#define EFH2_BONESHARD 1048576 // a trickle of brown particles with gravity
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#define EFH2_SCARAB 2097152 // white transparent particles with little gravity
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#define EFH2_ACIDBALL 4194304 // Green drippy acid shit
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#define EFH2_BLOODSHOT 8388608 // Blood rain shot trail
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typedef union {
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struct {
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int numlinedefs;
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int numsidedefs;
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int numsectors;
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} doom;
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} specificmodeltype_t;
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typedef struct model_s
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{
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char name[MAX_QPATH];
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qboolean needload; // bmodels and sprites don't cache normally
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qboolean tainted;
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modtype_t type;
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fromgame_t fromgame;
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int numframes;
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synctype_t synctype;
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int flags;
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int engineflags;
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int particleeffect;
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int particletrail;
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int traildefaultindex;
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//
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// volume occupied by the model graphics
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//
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vec3_t mins, maxs;
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float radius;
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float clampscale;
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//
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// solid volume for clipping
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//
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qboolean clipbox;
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vec3_t clipmins, clipmaxs;
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//
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// brush model
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//
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int firstmodelsurface, nummodelsurfaces;
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int numsubmodels;
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mmodel_t *submodels;
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int numplanes;
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mplane_t *planes;
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int numleafs; // number of visible leafs, not counting 0
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mleaf_t *leafs;
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int numvertexes;
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mvertex_t *vertexes;
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int numedges;
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medge_t *edges;
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int numnodes;
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mnode_t *nodes;
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int numtexinfo;
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mtexinfo_t *texinfo;
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int numsurfaces;
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msurface_t *surfaces;
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int numsurfedges;
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int *surfedges;
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int numclipnodes;
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dclipnode_t *clipnodes;
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int nummarksurfaces;
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msurface_t **marksurfaces;
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hull_t hulls[MAX_MAP_HULLSM];
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int numtextures;
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texture_t **textures;
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qbyte *visdata;
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void *vis;
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qbyte *lightdata;
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qbyte *deluxdata;
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q3lightgridinfo_t *lightgrid;
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char *entities;
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void *terrain;
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unsigned checksum;
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unsigned checksum2;
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bspfuncs_t funcs;
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//
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// additional model data
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//
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cache_user_t cache; // only access through Mod_Extradata
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} model_t;
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#define MDLF_ENGULPHS 0x001 // particle effect engulphs model (don't draw)
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#define MDLF_NODEFAULTTRAIL 0x002
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#define MDLF_RGBLIGHTING 0x004
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#define MDLF_PLAYER 0x008 // players have specific lighting values
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#define MDLF_FLAME 0x010 // can be excluded with r_drawflame, fullbright render hack
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#define MDLF_DOCRC 0x020 // model needs CRC built
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#define MDLF_NEEDOVERBRIGHT 0x040 // only overbright these models with gl_overbright_all set
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#define MDLF_BOLT 0x080 // doesn't produce shadows
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#define MDLF_NOTREPLACEMENTS 0x100 // can be considered a cheat, disable texture replacements
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//============================================================================
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/*
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void Mod_Init (void);
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void Mod_ClearAll (void);
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model_t *Mod_ForName (char *name, qboolean crash);
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model_t *Mod_FindName (char *name);
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void *Mod_Extradata (model_t *mod); // handles caching
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void Mod_TouchModel (char *name);
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mleaf_t *Mod_PointInLeaf (float *p, model_t *model);
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qbyte *Mod_LeafPVS (mleaf_t *leaf, model_t *model);
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*/
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#endif // __MODEL__
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#ifdef Q2BSPS
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void CM_InitBoxHull (void);
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#ifdef __cplusplus
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//#pragma message (" c++ stinks")
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#else
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void CM_Init(void);
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qboolean CM_SetAreaPortalState (struct model_s *mod, int portalnum, qboolean open);
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qboolean CM_HeadnodeVisible (struct model_s *mod, int nodenum, qbyte *visbits);
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qboolean VARGS CM_AreasConnected (struct model_s *mod, int area1, int area2);
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int CM_NumClusters (struct model_s *mod);
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int CM_ClusterSize (struct model_s *mod);
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int CM_LeafContents (struct model_s *mod, int leafnum);
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int CM_LeafCluster (struct model_s *mod, int leafnum);
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int CM_LeafArea (struct model_s *mod, int leafnum);
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int CM_WriteAreaBits (struct model_s *mod, qbyte *buffer, int area);
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int CM_PointLeafnum (struct model_s *mod, vec3_t p);
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qbyte *CM_ClusterPVS (struct model_s *mod, int cluster, qbyte *buffer);
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qbyte *CM_ClusterPHS (struct model_s *mod, int cluster);
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int CM_BoxLeafnums (struct model_s *mod, vec3_t mins, vec3_t maxs, int *list, int listsize, int *topnode);
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int CM_PointContents (struct model_s *mod, vec3_t p);
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int CM_TransformedPointContents (struct model_s *mod, vec3_t p, int headnode, vec3_t origin, vec3_t angles);
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struct trace_s CM_BoxTrace (struct model_s *mod, vec3_t start, vec3_t end, vec3_t mins, vec3_t maxs, int brushmask);
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int CM_HeadnodeForBox (struct model_s *mod, vec3_t mins, vec3_t maxs);
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struct trace_s CM_TransformedBoxTrace (struct model_s *mod, vec3_t start, vec3_t end, vec3_t mins, vec3_t maxs, 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(char *data);
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void VARGS CMQ2_SetAreaPortalState (int portalnum, qboolean open);
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void CMQ3_SetAreaPortalState (int area1, int area2, qboolean open);
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#endif
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#endif //Q2BSPS
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typedef struct
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{
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aliasskintype_t type;
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void *pcachespot;
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int skin;
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} maliasskindesc_t;
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typedef struct
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{
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int numskins;
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int intervals;
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maliasskindesc_t skindescs[1];
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} maliasskingroup_t;
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