/* Copyright (C) 1999-2007 id Software, Inc. and contributors. For a list of contributors, see the accompanying CONTRIBUTORS file. This file is part of GtkRadiant. GtkRadiant 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. GtkRadiant 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 GtkRadiant; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA */ // // qfiles.h: quake file formats // This file must be identical in the quake and utils directories // /* ======================================================================== .MD2 triangle model file format ======================================================================== */ #define IDALIASHEADER ( ( '2' << 24 ) + ( 'P' << 16 ) + ( 'D' << 8 ) + 'I' ) #define ALIAS_VERSION 8 #define MAX_TRIANGLES 4096 #define MAX_VERTS 2048 #define MAX_FRAMES 512 #define MAX_MD2SKINS 32 #define MAX_SKINNAME 64 typedef struct { short s; short t; } dstvert_t; typedef struct { short index_xyz[3]; short index_st[3]; } dtriangle_t; typedef struct { byte v[3]; // scaled byte to fit in frame mins/maxs byte lightnormalindex; } dtrivertx_t; typedef struct { float scale[3]; // multiply byte verts by this float translate[3]; // then add this char name[16]; // frame name from grabbing dtrivertx_t verts[1]; // variable sized } daliasframe_t; // the glcmd format: // a positive integer starts a tristrip command, followed by that many // vertex structures. // a negative integer starts a trifan command, followed by -x vertexes // a zero indicates the end of the command list. // a vertex consists of a floating point s, a floating point t, // and an integer vertex index. typedef struct { int ident; int version; int skinwidth; int skinheight; int framesize; // byte size of each frame int num_skins; int num_xyz; int num_st; // greater than num_xyz for seams int num_tris; int num_glcmds; // dwords in strip/fan command list int num_frames; int ofs_skins; // each skin is a MAX_SKINNAME string int ofs_st; // byte offset from start for stverts int ofs_tris; // offset for dtriangles int ofs_frames; // offset for first frame int ofs_glcmds; int ofs_end; // end of file } dmdl_t; #define MD3_IDENT ( ( '3' << 24 ) + ( 'P' << 16 ) + ( 'D' << 8 ) + 'I' ) #define MAX_QPATH 64 // max length of a quake game pathname #define MD3_XYZ_SCALE ( 1.0 / 64 ) typedef struct { int ident; int version; char name[MAX_QPATH]; // model name int flags; int numFrames; int numTags; int numSurfaces; int numSkins; int ofsFrames; // offset for first frame int ofsTags; // numFrames * numTags int ofsSurfaces; // first surface, others follow int ofsEnd; // end of file } md3Header_t; typedef struct { int ident; // char name[MAX_QPATH]; // polyset name int flags; int numFrames; // all surfaces in a model should have the same int numShaders; // all surfaces in a model should have the same int numVerts; int numTriangles; int ofsTriangles; int ofsShaders; // offset from start of md3Surface_t int ofsSt; // texture coords are common for all frames int ofsXyzNormals; // numVerts * numFrames int ofsEnd; // next surface follows } md3Surface_t; typedef struct { char name[MAX_QPATH]; int shaderIndex; // for in-game use } md3Shader_t; typedef struct { int indexes[3]; } md3Triangle_t; typedef struct { float st[2]; } md3St_t; typedef struct { short xyz[3]; short normal; } md3XyzNormal_t; typedef struct { float st[2]; int nVertIndex; } glst_t; typedef struct { int nCount; int ObjectIndex; glst_t GlSt; } gl_t; /* ======================================================================== .SP2 sprite file format ======================================================================== */ #define IDSPRITEHEADER ( ( '2' << 24 ) + ( 'S' << 16 ) + ( 'D' << 8 ) + 'I' ) // little-endian "IDS2" #define SPRITE_VERSION 2 typedef struct { int width, height; int origin_x, origin_y; // raster coordinates inside pic char name[MAX_SKINNAME]; // name of pcx file } dsprframe_t; typedef struct { int ident; int version; int numframes; dsprframe_t frames[1]; // variable sized } dsprite_t; /* ============================================================================== .WAL texture file format ============================================================================== */ #define MIPLEVELS 4 #ifndef __MIPTEX_S_ #define __MIPTEX_S_ typedef struct miptex_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; } miptex_t; #endif /* ============================================================================== .BSP file format ============================================================================== */ #define IDBSPHEADER ( ( 'P' << 24 ) + ( 'S' << 16 ) + ( 'B' << 8 ) + 'I' ) // little-endian "IBSP" #define BSPVERSION 36 // upper design bounds // leaffaces, leafbrushes, planes, and verts are still bounded by // 16 bit short limits #define MAX_MAP_MODELS 1024 #define MAX_MAP_BRUSHES 8192 #define MAX_MAP_ENTITIES 2048 #define MAX_MAP_ENTSTRING 0x20000 #define MAX_MAP_TEXINFO 8192 #define MAX_MAP_PLANES 65536 #define MAX_MAP_NODES 65536 #define MAX_MAP_BRUSHSIDES 65536 #define MAX_MAP_LEAFS 65536 #define MAX_MAP_VERTS 65536 #define MAX_MAP_FACES 65536 #define MAX_MAP_LEAFFACES 65536 #define MAX_MAP_LEAFBRUSHES 65536 #define MAX_MAP_PORTALS 65536 #define MAX_MAP_EDGES 128000 #define MAX_MAP_SURFEDGES 256000 #define MAX_MAP_LIGHTING 0x200000 #define MAX_MAP_VISIBILITY 0x100000 // we are using g_MaxBrushSize now, cleanme /* #define MAX_BRUSH_SIZE 8192 */ // key / value pair sizes #define MAX_KEY 32 #define MAX_VALUE 1024 //============================================================================= typedef struct { int fileofs, filelen; } lump_t; #define LUMP_ENTITIES 0 #define LUMP_PLANES 1 #define LUMP_VERTEXES 2 #define LUMP_VISIBILITY 3 #define LUMP_NODES 4 #define LUMP_TEXINFO 5 #define LUMP_FACES 6 #define LUMP_LIGHTING 7 #define LUMP_LEAFS 8 #define LUMP_LEAFFACES 9 #define LUMP_LEAFBRUSHES 10 #define LUMP_EDGES 11 #define LUMP_SURFEDGES 12 #define LUMP_MODELS 13 #define LUMP_BRUSHES 14 #define LUMP_BRUSHSIDES 15 #define LUMP_POP 16 #define HEADER_LUMPS 17 typedef struct { int ident; int version; lump_t lumps[HEADER_LUMPS]; } dheader_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 } dmodel_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 // planes (x&~1) and (x&~1)+1 are allways opposites typedef struct { float normal[3]; float dist; int type; // PLANE_X - PLANE_ANYZ ?remove? trivial to regenerate } dplane_t; // contents flags are seperate bits // a given brush can contribute multiple content bits // multiple brushes can be in a single leaf // lower bits are stronger, and will eat weaker brushes completely #define CONTENTS_SOLID 1 // an eye is never valid in a solid #define CONTENTS_WINDOW 2 // translucent, but not watery #define CONTENTS_AUX 4 #define CONTENTS_LAVA 8 #define CONTENTS_SLIME 16 #define CONTENTS_WATER 32 #define CONTENTS_MIST 64 #define LAST_VISIBLE_CONTENTS 64 #define CONTENTS_ATMOSPHERIC 0x80 #define CONTENTS_AREAPORTAL 0x8000 // remaining contents are non-visible, and don't eat brushes #define CONTENTS_PLAYERCLIP 0x10000 #define CONTENTS_MONSTERCLIP 0x20000 // currents can be added to any other contents, and may be mixed #define CONTENTS_CURRENT_0 0x40000 #define CONTENTS_CURRENT_90 0x80000 #define CONTENTS_CURRENT_180 0x100000 #define CONTENTS_CURRENT_270 0x200000 #define CONTENTS_CURRENT_UP 0x400000 #define CONTENTS_CURRENT_DOWN 0x800000 #define CONTENTS_ORIGIN 0x1000000 // removed before bsping an entity #define CONTENTS_MONSTER 0x2000000 // should never be on a brush, only in game #define CONTENTS_DEADMONSTER 0x4000000 // corpse #define CONTENTS_DETAIL 0x8000000 // brushes to be added after vis leafs #define CONTENTS_TRANSLUCENT 0x10000000 // auto set if any surface has trans #define CONTENTS_LADDER 0x20000000 // ladder #define CONTENTS_NEGATIVE_CURVE 0x40000000 // reverse inside / outside #define CONTENTS_KEEP ( CONTENTS_DETAIL | CONTENTS_NEGATIVE_CURVE ) 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 } dnode_t; typedef struct texinfo_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 } texinfo_t; #define SURF_LIGHT 0x1 // value will hold the light strength #define SURF_SLICK 0x2 // effects game physics #define SURF_SKY 0x4 // don't draw, but add to skybox #define SURF_WARP 0x8 // turbulent water warp #define SURF_TRANS33 0x10 #define SURF_TRANS66 0x20 #define SURF_FLOWING 0x40 // scroll towards angle #define SURF_TRANS100 0x40 // quetoo provides texture alpha via overriding SURF_FLOWING #define SURF_NODRAW 0x80 // don't bother referencing the texture #define SURF_HINT 0x100 #define SURF_SKIP 0x200 #define SURF_ALPHA_TEST 0x400 #define SURF_PATCH 0x20000000 #define SURF_CURVE_FAKE 0x40000000 #define SURF_CURVE 0x80000000 #define SURF_KEEP ( SURF_CURVE | SURF_CURVE_FAKE | SURF_PATCH ) // 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 } dedge_t; #define MAXLIGHTMAPS 4 typedef struct { unsigned short planenum; short side; int firstedge; // we must support > 64k edges short numedges; short texinfo; // lighting info byte styles[MAXLIGHTMAPS]; int lightofs; // start of [numstyles*surfsize] samples } dface_t; typedef struct { int contents; // OR of all brushes (not needed?) int pvsofs; // -1 = no info int phsofs; // -1 = no info short mins[3]; // for frustum culling short maxs[3]; unsigned short firstleafface; unsigned short numleaffaces; unsigned short firstleafbrush; unsigned short numleafbrushes; } dleaf_t; typedef struct { unsigned short planenum; // facing out of the leaf short texinfo; } dbrushside_t; typedef struct { int firstside; int numsides; int contents; } dbrush_t; #define ANGLE_UP -1 #define ANGLE_DOWN -2