mirror of
https://github.com/ioquake/jedi-outcast.git
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474 lines
11 KiB
C
474 lines
11 KiB
C
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//
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// qfiles.h: quake file formats
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// This file must be identical in the quake and utils directories
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//
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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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#define IDALIASHEADER (('2'<<24)+('P'<<16)+('D'<<8)+'I')
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#define ALIAS_VERSION 8
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#define MAX_TRIANGLES 4096
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#define MAX_VERTS 2048
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#define MAX_FRAMES 512
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#define MAX_MD2SKINS 32
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#define MAX_SKINNAME 64
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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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} dstvert_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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} dtriangle_t;
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typedef struct
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{
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byte v[3]; // scaled byte to fit in frame mins/maxs
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byte lightnormalindex;
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} dtrivertx_t;
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typedef struct
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{
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float scale[3]; // multiply byte 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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dtrivertx_t verts[1]; // variable sized
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} daliasframe_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; // byte 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; // byte 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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} dmdl_t;
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#define MD3_IDENT (('3'<<24)+('P'<<16)+('D'<<8)+'I')
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#define MAX_QPATH 64 // max length of a quake game pathname
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#define MD3_XYZ_SCALE (1.0/64)
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typedef struct {
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int ident;
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int version;
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char name[MAX_QPATH]; // model name
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int flags;
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int numFrames;
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int numTags;
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int numSurfaces;
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int numSkins;
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int ofsFrames; // offset for first frame
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int ofsTags; // numFrames * numTags
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int ofsSurfaces; // first surface, others follow
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int ofsEnd; // end of file
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} md3Header_t;
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typedef struct {
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int ident; //
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char name[MAX_QPATH]; // polyset name
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int flags;
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int numFrames; // all surfaces in a model should have the same
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int numShaders; // all surfaces in a model should have the same
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int numVerts;
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int numTriangles;
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int ofsTriangles;
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int ofsShaders; // offset from start of md3Surface_t
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int ofsSt; // texture coords are common for all frames
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int ofsXyzNormals; // numVerts * numFrames
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int ofsEnd; // next surface follows
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} md3Surface_t;
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typedef struct {
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char name[MAX_QPATH];
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int shaderIndex; // for in-game use
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} md3Shader_t;
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typedef struct {
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int indexes[3];
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} md3Triangle_t;
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typedef struct {
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float st[2];
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} md3St_t;
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typedef struct {
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short xyz[3];
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short normal;
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} md3XyzNormal_t;
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typedef struct
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{
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float st[2];
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int nVertIndex;
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} glst_t;
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typedef struct
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{
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int nCount;
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int ObjectIndex;
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glst_t GlSt;
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} gl_t;
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/*
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========================================================================
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.SP2 sprite file format
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========================================================================
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*/
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#define IDSPRITEHEADER (('2'<<24)+('S'<<16)+('D'<<8)+'I')
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// little-endian "IDS2"
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#define SPRITE_VERSION 2
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typedef struct
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{
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int width, height;
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int origin_x, origin_y; // raster coordinates inside pic
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char name[MAX_SKINNAME]; // name of pcx file
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} dsprframe_t;
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typedef struct {
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int ident;
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int version;
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int numframes;
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dsprframe_t frames[1]; // variable sized
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} dsprite_t;
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/*
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==============================================================================
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.WAL texture file format
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==============================================================================
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*/
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#define MIPLEVELS 4
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typedef struct miptex_s
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{
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char name[32];
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unsigned width, height;
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unsigned offsets[MIPLEVELS]; // four mip maps stored
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char animname[32]; // next frame in animation chain
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int flags;
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int contents;
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int value;
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} miptex_t;
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/*
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==============================================================================
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.BSP file format
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==============================================================================
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*/
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#define IDBSPHEADER (('P'<<24)+('S'<<16)+('B'<<8)+'I')
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// little-endian "IBSP"
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#define BSPVERSION 36
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// upper design bounds
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// leaffaces, leafbrushes, planes, and verts are still bounded by
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// 16 bit short limits
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#define MAX_MAP_MODELS 1024
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#define MAX_MAP_BRUSHES 8192
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#define MAX_MAP_ENTITIES 2048
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#define MAX_MAP_ENTSTRING 0x20000
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#define MAX_MAP_TEXINFO 8192
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#define MAX_MAP_PLANES 65536
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#define MAX_MAP_NODES 65536
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#define MAX_MAP_BRUSHSIDES 65536
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#define MAX_MAP_LEAFS 65536
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#define MAX_MAP_VERTS 65536
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#define MAX_MAP_FACES 65536
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#define MAX_MAP_LEAFFACES 65536
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#define MAX_MAP_LEAFBRUSHES 65536
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#define MAX_MAP_PORTALS 65536
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#define MAX_MAP_EDGES 128000
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#define MAX_MAP_SURFEDGES 256000
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#define MAX_MAP_LIGHTING 0x200000
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#define MAX_MAP_VISIBILITY 0x100000
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// key / value pair sizes
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#define MAX_KEY 32
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#define MAX_VALUE 1024
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//=============================================================================
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typedef struct
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{
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int fileofs, filelen;
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} lump_t;
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#define LUMP_ENTITIES 0
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#define LUMP_PLANES 1
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#define LUMP_VERTEXES 2
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#define LUMP_VISIBILITY 3
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#define LUMP_NODES 4
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#define LUMP_TEXINFO 5
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#define LUMP_FACES 6
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#define LUMP_LIGHTING 7
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#define LUMP_LEAFS 8
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#define LUMP_LEAFFACES 9
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#define LUMP_LEAFBRUSHES 10
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#define LUMP_EDGES 11
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#define LUMP_SURFEDGES 12
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#define LUMP_MODELS 13
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#define LUMP_BRUSHES 14
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#define LUMP_BRUSHSIDES 15
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#define LUMP_POP 16
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#define HEADER_LUMPS 17
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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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lump_t lumps[HEADER_LUMPS];
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} dheader_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]; // for sounds or lights
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int headnode;
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int firstface, numfaces; // submodels just draw faces
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// without walking the bsp tree
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} dmodel_t;
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typedef struct
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{
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float point[3];
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} dvertex_t;
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// 0-2 are axial planes
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#define PLANE_X 0
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#define PLANE_Y 1
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#define PLANE_Z 2
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// 3-5 are non-axial planes snapped to the nearest
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#define PLANE_ANYX 3
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#define PLANE_ANYY 4
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#define PLANE_ANYZ 5
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// planes (x&~1) and (x&~1)+1 are allways opposites
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typedef struct
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{
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float normal[3];
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float dist;
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int type; // PLANE_X - PLANE_ANYZ ?remove? trivial to regenerate
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} dplane_t;
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// contents flags are seperate bits
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// a given brush can contribute multiple content bits
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// multiple brushes can be in a single leaf
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// lower bits are stronger, and will eat weaker brushes completely
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#define CONTENTS_SOLID 1 // an eye is never valid in a solid
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#define CONTENTS_WINDOW 2 // translucent, but not watery
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#define CONTENTS_AUX 4
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#define CONTENTS_LAVA 8
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#define CONTENTS_SLIME 16
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#define CONTENTS_WATER 32
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#define CONTENTS_MIST 64
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#define LAST_VISIBLE_CONTENTS 64
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// remaining contents are non-visible, and don't eat brushes
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#define CONTENTS_PLAYERCLIP 0x10000
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#define CONTENTS_MONSTERCLIP 0x20000
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// currents can be added to any other contents, and may be mixed
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#define CONTENTS_CURRENT_0 0x40000
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#define CONTENTS_CURRENT_90 0x80000
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#define CONTENTS_CURRENT_180 0x100000
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#define CONTENTS_CURRENT_270 0x200000
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#define CONTENTS_CURRENT_UP 0x400000
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#define CONTENTS_CURRENT_DOWN 0x800000
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#define CONTENTS_ORIGIN 0x1000000 // removed before bsping an entity
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#define CONTENTS_MONSTER 0x2000000 // should never be on a brush, only in game
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#define CONTENTS_DEADMONSTER 0x4000000 // corpse
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#define CONTENTS_DETAIL 0x8000000 // brushes to be added after vis leafs
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#define CONTENTS_TRANSLUCENT 0x10000000 // auto set if any surface has trans
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#define CONTENTS_LADDER 0x20000000 // ladder
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#define CONTENTS_NEGATIVE_CURVE 0x40000000 // reverse inside / outside
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#define CONTENTS_KEEP (CONTENTS_DETAIL | CONTENTS_NEGATIVE_CURVE)
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typedef struct
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{
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int planenum;
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int children[2]; // negative numbers are -(leafs+1), not nodes
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short mins[3]; // for frustom culling
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short maxs[3];
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unsigned short firstface;
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unsigned short numfaces; // counting both sides
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} dnode_t;
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typedef struct texinfo_s
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{
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float vecs[2][4]; // [s/t][xyz offset]
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int flags; // miptex flags + overrides
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int value; // light emission, etc
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char texture[32]; // texture name (textures/*.wal)
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int nexttexinfo; // for animations, -1 = end of chain
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} texinfo_t;
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#define SURF_LIGHT 0x1 // value will hold the light strength
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#define SURF_SLICK 0x2 // effects game physics
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#define SURF_SKY 0x4 // don't draw, but add to skybox
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#define SURF_WARP 0x8 // turbulent water warp
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#define SURF_TRANS33 0x10
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#define SURF_TRANS66 0x20
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#define SURF_FLOWING 0x40 // scroll towards angle
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#define SURF_NODRAW 0x80 // don't bother referencing the texture
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#ifdef SOF
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// top 8 bits of SURF_xxx flags are material type, next 2 bits down are lightmap mipscale value -slc
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#endif
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// not very pleasant, but this stops SoF crashing because of sharing material bits with Q3's curved surface bits...
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//
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#ifdef SOF
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#define SURF_PATCH 0
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#define SURF_CURVE_FAKE 0
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#define SURF_CURVE 0
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#define SURF_NONSOLID 0
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#else
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#define SURF_NONSOLID 0x4000
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#define SURF_PATCH 0x20000000
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#define SURF_CURVE_FAKE 0x40000000
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#define SURF_CURVE 0x80000000
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#endif
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#define SURF_KEEP (SURF_CURVE | SURF_CURVE_FAKE | SURF_PATCH | SURF_NONSOLID)
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// note that edge 0 is never used, because negative edge nums are used for
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// counterclockwise use of the edge in a face
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typedef struct
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{
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unsigned short v[2]; // vertex numbers
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} dedge_t;
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#define MAXLIGHTMAPS 4
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typedef struct
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{
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unsigned short planenum;
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short side;
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int firstedge; // we must support > 64k edges
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short numedges;
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short texinfo;
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// lighting info
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byte styles[MAXLIGHTMAPS];
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int lightofs; // start of [numstyles*surfsize] samples
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} dface_t;
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typedef struct
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{
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int contents; // OR of all brushes (not needed?)
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int pvsofs; // -1 = no info
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int phsofs; // -1 = no info
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short mins[3]; // for frustum culling
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short maxs[3];
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unsigned short firstleafface;
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unsigned short numleaffaces;
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unsigned short firstleafbrush;
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unsigned short numleafbrushes;
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} dleaf_t;
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typedef struct
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{
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unsigned short planenum; // facing out of the leaf
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short texinfo;
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} dbrushside_t;
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typedef struct
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{
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int firstside;
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int numsides;
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int contents;
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} dbrush_t;
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#define ANGLE_UP -1
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#define ANGLE_DOWN -2
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#define MAX_WORLD_COORD ( 64 * 1024 )
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#define MIN_WORLD_COORD ( -64 * 1024 )
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#define WORLD_SIZE ( MAX_WORLD_COORD - MIN_WORLD_COORD )
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