That file wasn't actually needed in the end...

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@6129 fc73d0e0-1445-4013-8a0c-d673dee63da5
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Spoike 2021-11-19 19:40:18 +00:00
parent 9ede88f8be
commit 044a6744a7

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/*
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// upper design bounds
#define MAX_MAP_HULLSDQ1 4
#define MAX_MAP_HULLSDH2 8
#define MAX_MAP_HULLSM 8
#define RBSP_STYLESPERSURF 4
#define Q1Q2BSP_STYLESPERSURF 4
#ifdef Q1BSPS
#define MAXCPULIGHTMAPS 16 //max lightmaps mixed by the cpu (vanilla q1bsp=4, fte extensions=no real cap, must be >=MAXRLIGHTMAPS)
#elif defined(Q1BSPS)
#define MAXCPULIGHTMAPS Q1Q2BSP_STYLESPERSURF //max lightmaps mixed by the cpu (vanilla q1bsp=4, fte extensions=no real cap, must be >=MAXRLIGHTMAPS)
#else
#define MAXCPULIGHTMAPS MAXRLIGHTMAPS //max lightmaps mixed by the cpu (vanilla q1bsp=4, fte extensions=no real cap, must be >=MAXRLIGHTMAPS)
#endif
//#define MAX_MAP_MODELS 256
//#define MAX_MAP_BRUSHES 0x8000
//#define MAX_MAP_ENTITIES 1024
//#define MAX_MAP_ENTSTRING 65536
//FIXME: make sure that any 16bit indexes are bounded properly
//FIXME: ensure that we don't get any count*size overflows
#define SANITY_LIMIT(t) ((unsigned int)(0x7fffffffu/sizeof(t))) //sanity limit for the array, to ensure a 32bit value cannot overflow us.
//#define SANITY_MAX_MAP_PLANES 65536*64 //sanity
//#define SANITY_MAX_MAP_NODES 65536*64 //sanity
//#define SANITY_MAX_MAP_CLIPNODES 65536*64 //sanity
//#define MAX_MAP_LEAFS 1 //pvs buffer size. not sanity.
//#define SANITY_MAX_MAP_LEAFS 65536*64 //too many leafs results in massive amounts of ram used for pvs/phs caches.
//#define SANITY_MAX_MAP_VERTS 65536 //sanity
//#define SANITY_MAX_MAP_FACES 65536*64 //sanity
//#define MAX_MAP_MARKSURFACES 65536 //sanity
//#define MAX_MAP_TEXINFO 4096 //sanity
//#define MAX_MAP_EDGES 256000
//#define MAX_MAP_SURFEDGES 512000
//#define MAX_MAP_MIPTEX 0x200000
//#define MAX_MAP_LIGHTING 0x100000
//#define MAX_MAP_VISIBILITY 0x200000
#define SANITY_MAX_MAP_BRUSHSIDES ((~0u)/sizeof(q2cbrushside_t))
// key / value pair sizes
#define MAX_KEY 32
#define MAX_VALUE 1024
//=============================================================================
#define BSPVERSIONQTEST 23
#define BSPVERSIONPREREL 28
#define BSPVERSION 29
//HalfLife support
#define BSPVERSIONHL 30
#define BSPVERSION_LONG1 (('B' << 24) | ('S' << 16) | ('P' << 8) | '2') /*RMQ support (2PSB). 32bits instead of shorts for all but bbox sizes*/
#define BSPVERSION_LONG2 (('B' << 0) | ('S' << 8) | ('P' << 16) | ('2'<<24)) /*BSP2 support. 32bits instead of shorts for everything*/
#define BSPVERSIONQ64 (('Q' << 24) | ('6' << 16) | ('4' << 8) | (' ' << 0)) /* Remastered BSP format used for Quake 64 addon */
typedef struct
{
unsigned int fileofs, filelen;
} lump_t;
#define LUMP_ENTITIES 0
#define LUMP_PLANES 1
#define LUMP_TEXTURES 2
#define LUMP_VERTEXES 3
#define LUMP_VISIBILITY 4
#define LUMP_NODES 5
#define LUMP_TEXINFO 6
#define LUMP_FACES 7
#define LUMP_LIGHTING 8
#define LUMP_CLIPNODES 9
#define LUMP_LEAFS 10
#define LUMP_MARKSURFACES 11
#define LUMP_EDGES 12
#define LUMP_SURFEDGES 13
#define LUMP_MODELS 14
#define HEADER_LUMPS 15
typedef struct
{
float mins[3], maxs[3];
float origin[3];
int headnode[MAX_MAP_HULLSDQ1];
int visleafs; // not including the solid leaf 0
int firstface, numfaces;
} dq1model_t;
typedef struct
{
float mins[3], maxs[3];
float origin[3];
int headnode[MAX_MAP_HULLSDH2];
int visleafs; // not including the solid leaf 0
int firstface, numfaces;
} dh2model_t;
typedef struct
{
int version;
lump_t lumps[HEADER_LUMPS];
} dheader_t;
typedef struct
{
int nummiptex;
int dataofs[4]; // [nummiptex]
} dmiptexlump_t;
#define MIPLEVELS 4
typedef struct miptex_s
{
char name[16];
unsigned width, height;
unsigned offsets[MIPLEVELS]; // four mip maps stored
} miptex_t;
typedef struct q64miptex_s
{
char name[16];
unsigned width, height, scale;
unsigned offsets[MIPLEVELS]; // four mip maps stored
} q64miptex_t;
typedef struct
{
float point[3];
} dvertex_t;
// 0-2 are axial planes
#define PLANE_X 0
#define PLANE_Y 1
#define PLANE_Z 2
// 3-5 are non-axial planes snapped to the nearest
#define PLANE_ANYX 3
#define PLANE_ANYY 4
#define PLANE_ANYZ 5
typedef struct
{
float normal[3];
float dist;
int type; // PLANE_X - PLANE_ANYZ ?remove? trivial to regenerate
} dplane_t;
enum q1contents_e
{ //q1 and halflife bsp contents values.
//also used for .skin for content forcing.
Q1CONTENTS_EMPTY = -1,
Q1CONTENTS_SOLID = -2,
Q1CONTENTS_WATER = -3,
Q1CONTENTS_SLIME = -4,
Q1CONTENTS_LAVA = -5,
Q1CONTENTS_SKY = -6,
//#define Q1CONTENTS_ORIGIN -7 /*not known to engine - origin or something*/
Q1CONTENTS_CLIP = -8, /*solid to players+monsters, but not tracelines*/
Q1CONTENTS_CURRENT_0 = -9, /*moves player*/
Q1CONTENTS_CURRENT_90 = -10, /*moves player*/
Q1CONTENTS_CURRENT_180 = -11, /*moves player*/
Q1CONTENTS_CURRENT_270 = -12, /*moves player*/
Q1CONTENTS_CURRENT_UP = -13, /*moves player*/
Q1CONTENTS_CURRENT_DOWN = -14, /*moves player*/
Q1CONTENTS_TRANS = -15, /*should be solid I guess*/
Q1CONTENTS_LADDER = -16, /*player can climb up/down*/
Q1CONTENTS_MONSTERCLIP = -17, /*solid to monster movement*/
Q1CONTENTS_PLAYERCLIP = -18, /*solid to player movement*/
Q1CONTENTS_CORPSE = -19, /*solid to tracelines*/
};
// !!! if this is changed, it must be changed in asm_i386.h too !!!
typedef struct
{
int planenum;
short children[2]; // negative numbers are -(leafs+1), not nodes
short mins[3]; // for sphere culling
short maxs[3];
unsigned short firstface;
unsigned short numfaces; // counting both sides
} dsnode_t;
typedef struct
{
int planenum;
int children[2]; // negative numbers are -(leafs+1), not nodes
short mins[3]; // for sphere culling
short maxs[3];
unsigned int firstface;
unsigned int numfaces; // counting both sides
} dl1node_t;
typedef struct
{
int planenum;
int children[2]; // negative numbers are -(leafs+1), not nodes
float mins[3]; // for sphere culling
float maxs[3];
unsigned int firstface;
unsigned int numfaces; // counting both sides
} dl2node_t;
typedef struct
{
int planenum;
short children[2]; // negative numbers are contents
} dsclipnode_t;
typedef struct
{
int planenum;
int children[2]; // negative numbers are contents
} dlclipnode_t;
typedef struct
{
int planenum;
int children[2]; // negative numbers are contents
} mclipnode_t;
typedef struct texinfo_s
{
float vecs[2][4]; // [s/t][xyz offset]
int miptex;
int flags;
} texinfo_t;
#define TEX_SPECIAL 1 // sky or slime, no lightmap or 256 subdivision
// note that edge 0 is never used, because negative edge nums are used for
// counterclockwise use of the edge in a face
typedef struct
{
unsigned short v[2]; // vertex numbers
} dsedge_t;
typedef struct
{
unsigned int v[2]; // vertex numbers
} dledge_t;
#ifdef RFBSPS
#define MAXRLIGHTMAPS 4 //max lightmaps mixed by the gpu (rbsp=4, otherwise 1)
#else
#define MAXRLIGHTMAPS 1 //max lightmaps mixed by the gpu (rbsp=4, otherwise 1)
#endif
typedef struct
{
short planenum;
short side;
int firstedge; // we must support > 64k edges
short numedges;
short texinfo;
// lighting info
qbyte styles[Q1Q2BSP_STYLESPERSURF];
int lightofs; // start of [numstyles*surfsize] samples
} dsface_t;
typedef struct
{
int planenum;
int side;
int firstedge; // we must support > 64k edges
int numedges;
int texinfo;
// lighting info
qbyte styles[Q1Q2BSP_STYLESPERSURF];
int lightofs; // start of [numstyles*surfsize] samples
} dlface_t;
#define AMBIENT_WATER 0
#define AMBIENT_SKY 1
#define AMBIENT_SLIME 2
#define AMBIENT_LAVA 3
#define NUM_AMBIENTS 4 // automatic ambient sounds
// leaf 0 is the generic CONTENTS_SOLID leaf, used for all solid areas
// all other leafs need visibility info
typedef struct
{
int contents;
int visofs; // -1 = no visibility info
short mins[3]; // for frustum culling
short maxs[3];
unsigned short firstmarksurface;
unsigned short nummarksurfaces;
qbyte ambient_level[NUM_AMBIENTS];
} dsleaf_t;
typedef struct
{
int contents;
int visofs; // -1 = no visibility info
short mins[3]; // for frustum culling
short maxs[3];
unsigned int firstmarksurface;
unsigned int nummarksurfaces;
qbyte ambient_level[NUM_AMBIENTS];
} dl1leaf_t;
typedef struct
{
int contents;
int visofs; // -1 = no visibility info
float mins[3]; // for frustum culling
float maxs[3];
unsigned int firstmarksurface;
unsigned int nummarksurfaces;
qbyte ambient_level[NUM_AMBIENTS];
} dl2leaf_t;
//============================================================================
#define MIPLEVELS 4
typedef struct q2miptex_s
{
char name[32];
unsigned width, height;
unsigned offsets[MIPLEVELS]; // four mip maps stored
char animname[32]; // next frame in animation chain
int flags;
int contents;
int value;
} q2miptex_t;
/*
==============================================================================
.BSP file format
==============================================================================
*/
#define IDBSPHEADER (('P'<<24)+('S'<<16)+('B'<<8)+'I')
// little-endian "IBSP"
#define BSPVERSION_Q2 38
#define BSPVERSION_Q2W 69
#define BSPVERSION_Q3 46
#define BSPVERSION_RTCW 47
#define BSPVERSION_RBSP 1 //also fbsp(just bigger internal lightmaps)
// upper design bounds
// leaffaces, leafbrushes, planes, and verts are still bounded by
// 16 bit short limits
#define SANITY_MAX_Q2MAP_MODELS MAX_PRECACHE_MODELS
//#define MAX_Q2MAP_ENTITIES 2048
#define SANITY_MAX_MAP_BRUSHES (~0u/sizeof(*out))
#define SANITY_MAX_MAP_LEAFFACES 262144 //sanity only
#define MAX_Q2MAP_AREAS 256
#define MAX_Q2MAP_AREAPORTALS 1024
//#define MAX_Q2MAP_VERTS MAX_MAP_VERTS
//#define MAX_Q2MAP_FACES MAX_MAP_FACES
#define SANITY_MAX_MAP_LEAFBRUSHES (65536*64) //used in an array
//#define MAX_Q2MAP_PORTALS 65536 //unused
//#define MAX_Q2MAP_EDGES 128000 //unused
//#define MAX_Q2MAP_SURFEDGES 256000 //unused
//#define MAX_Q2MAP_LIGHTING 0x200000 //unused
//#define MAX_Q2MAP_VISIBILITY MAX_MAP_VISIBILITY
// key / value pair sizes
#define MAX_KEY 32
#define MAX_VALUE 1024
//=============================================================================
#define Q2LUMP_ENTITIES 0
#define Q2LUMP_PLANES 1
#define Q2LUMP_VERTEXES 2
#define Q2LUMP_VISIBILITY 3
#define Q2LUMP_NODES 4
#define Q2LUMP_TEXINFO 5
#define Q2LUMP_FACES 6
#define Q2LUMP_LIGHTING 7
#define Q2LUMP_LEAFS 8
#define Q2LUMP_LEAFFACES 9
#define Q2LUMP_LEAFBRUSHES 10
#define Q2LUMP_EDGES 11
#define Q2LUMP_SURFEDGES 12
#define Q2LUMP_MODELS 13
#define Q2LUMP_BRUSHES 14
#define Q2LUMP_BRUSHSIDES 15
#define Q2LUMP_POP 16
#define Q2LUMP_AREAS 17
#define Q2LUMP_AREAPORTALS 18
#define Q2HEADER_LUMPS 19
enum Q3LUMP
{
Q3LUMP_ENTITIES =0,
Q3LUMP_SHADERS =1,
Q3LUMP_PLANES =2,
Q3LUMP_NODES =3,
Q3LUMP_LEAFS =4,
Q3LUMP_LEAFSURFACES =5,
Q3LUMP_LEAFBRUSHES =6,
Q3LUMP_MODELS =7,
Q3LUMP_BRUSHES =8,
Q3LUMP_BRUSHSIDES =9,
Q3LUMP_DRAWVERTS =10,
Q3LUMP_DRAWINDEXES =11,
Q3LUMP_FOGS =12,
Q3LUMP_SURFACES =13,
Q3LUMP_LIGHTMAPS =14,
Q3LUMP_LIGHTGRID =15,
Q3LUMP_VISIBILITY =16,
#ifdef RFBSPS
RBSPLUMP_LIGHTINDEXES=17,
#endif
Q3LUMPS_TOTAL
};
typedef struct
{
int ident;
int version;
lump_t lumps[64];
} q2dheader_t;
typedef struct
{
float mins[3], maxs[3];
float origin[3]; // for sounds or lights
int headnode;
int firstface, numfaces; // submodels just draw faces
// without walking the bsp tree
} q2dmodel_t;
typedef struct
{
float mins[3];
float maxs[3];
int firstsurface;
int num_surfaces;
int firstbrush;
int num_brushes;
} q3dmodel_t;
// 0-2 are axial planes
#define PLANE_X 0
#define PLANE_Y 1
#define PLANE_Z 2
// 3-5 are non-axial planes snapped to the nearest
#define PLANE_ANYX 3
#define PLANE_ANYY 4
#define PLANE_ANYZ 5
// contents flags are seperate bits
// a given brush can contribute multiple content bits
// multiple brushes can be in a single leaf
#define FTECONTENTS_EMPTY 0x00000000
#define FTECONTENTS_SOLID 0x00000001
#define FTECONTENTS_WINDOW 0x00000002 //solid to bullets, but not sight/agro
//q2aux 0x00000004
#define FTECONTENTS_LAVA 0x00000008
#define FTECONTENTS_SLIME 0x00000010
#define FTECONTENTS_WATER 0x00000020
#define FTECONTENTS_FLUID (FTECONTENTS_WATER|FTECONTENTS_SLIME|FTECONTENTS_LAVA|FTECONTENTS_SKY) //sky is a fluid for q1 code.
//q2mist 0x00000040
//q3notteam1 0x00000080
//q3notteam2 0x00000100
//q3nobotclip 0x00000200
// 0x00000400
// 0x00000800
// 0x00001000
// 0x00002000
#define FTECONTENTS_LADDER 0x00004000
//q2areaportal,q3areaportal 0x00008000
#define FTECONTENTS_PLAYERCLIP 0x00010000
#define FTECONTENTS_MONSTERCLIP 0x00020000
//q2current0,q3teleporter 0x00040000
//q2current90,q3jumppad 0x00080000
//q2current180,q3clusterportal 0x00100000
//q2current270,q3donotenter 0x00200000
//q2currentup,q3botclip 0x00400000
//q2currentdown,q3mover 0x00800000
//q2origin,q3origin 0x01000000 //could define, but normally removed by compiler, so why?
#define FTECONTENTS_BODY 0x02000000
#define FTECONTENTS_CORPSE 0x04000000
#define FTECONTENTS_DETAIL 0x08000000 //not very useful to us, but used by .map support
//q2translucent,q3structual 0x10000000
//q2ladder,q3translucent 0x20000000
//q3trigger 0x40000000
#define FTECONTENTS_SKY/*q3nodrop*/ 0x80000000
// lower bits are stronger, and will eat weaker brushes completely
#define Q2CONTENTS_SOLID FTECONTENTS_SOLID //0x00000001
#define Q2CONTENTS_WINDOW 0x00000002 // translucent, but not watery
#define Q2CONTENTS_AUX 0x00000004
#define Q2CONTENTS_LAVA FTECONTENTS_LAVA //0x00000008
#define Q2CONTENTS_SLIME FTECONTENTS_SLIME //0x00000010
#define Q2CONTENTS_WATER FTECONTENTS_WATER //0x00000020
#define Q2CONTENTS_MIST 0x00000040
//0x00000080
//0x00000100
//0x00000200
//0x00000400
//0x00000800
//0x00001000
//0x00002000
//FTECONTENTS_LADDER //0x00004000
// remaining contents are non-visible, and don't eat brushes
#define Q2CONTENTS_AREAPORTAL 0x00008000
#define Q2CONTENTS_PLAYERCLIP FTECONTENTS_PLAYERCLIP //0x00010000
#define Q2CONTENTS_MONSTERCLIP FTECONTENTS_MONSTERCLIP //0x00020000
// currents can be added to any other contents, and may be mixed
#define Q2CONTENTS_CURRENT_0 0x00040000
#define Q2CONTENTS_CURRENT_90 0x00080000
#define Q2CONTENTS_CURRENT_180 0x00100000
#define Q2CONTENTS_CURRENT_270 0x00200000
#define Q2CONTENTS_CURRENT_UP 0x00400000
#define Q2CONTENTS_CURRENT_DOWN 0x00800000
#define Q2CONTENTS_ORIGIN 0x01000000 // removed before bsping an entity
#define Q2CONTENTS_MONSTER FTECONTENTS_BODY //0x02000000 // should never be on a brush, only in game
#define Q2CONTENTS_DEADMONSTER FTECONTENTS_CORPSE //0x04000000
#define Q2CONTENTS_DETAIL 0x08000000 // brushes to be added after vis leafs
#define Q2CONTENTS_TRANSLUCENT 0x10000000 // auto set if any surface has trans
#define Q2CONTENTS_LADDER 0x20000000
//0x40000000
//FTECONTENTS_SKY //0x80000000
#define Q3CONTENTS_SOLID FTECONTENTS_SOLID //0x00000001 // should never be on a brush, only in game
//0x00000002
//0x00000004
#define Q3CONTENTS_LAVA FTECONTENTS_LAVA //0x00000008
#define Q3CONTENTS_SLIME FTECONTENTS_SLIME //0x00000010
#define Q3CONTENTS_WATER FTECONTENTS_WATER //0x00000020
//0x00000040
#define Q3CONTENTS_NOTTEAM1 0x00000080
#define Q3CONTENTS_NOTTEAM2 0x00000100
#define Q3CONTENTS_NOBOTCLIP 0x00000200
//0x00000400
//0x00000800
//0x00001000
//0x00002000
//FTECONTENTS_LADDER //0x00004000
#define Q3CONTENTS_AREAPORTAL 0x00008000
#define Q3CONTENTS_PLAYERCLIP FTECONTENTS_PLAYERCLIP //0x00010000
#define Q3CONTENTS_MONSTERCLIP FTECONTENTS_MONSTERCLIP //0x00020000
#define Q3CONTENTS_TELEPORTER 0x00040000
#define Q3CONTENTS_JUMPPAD 0x00080000
#define Q3CONTENTS_CLUSTERPORTAL 0x00100000
#define Q3CONTENTS_DONOTENTER 0x00200000
#define Q3CONTENTS_BOTCLIP 0x00400000
#define Q3CONTENTS_MOVER 0x00800000
#define Q3CONTENTS_ORIGIN Q2CONTENTS_ORIGIN //0x01000000
#define Q3CONTENTS_BODY FTECONTENTS_BODY //0x02000000
#define Q3CONTENTS_CORPSE FTECONTENTS_CORPSE //0x04000000
#define Q3CONTENTS_DETAIL Q2CONTENTS_DETAIL //0x08000000
#define Q3CONTENTS_STRUCTURAL 0x10000000
#define Q3CONTENTS_TRANSLUCENT 0x20000000
#define Q3CONTENTS_TRIGGER 0x40000000
#define Q3CONTENTS_NODROP FTECONTENTS_SKY //0x80000000
#ifdef HL2BSPS
//this is more for documentation, hence why the q2 values where the match
#define HL2CONTENTS_SOLID FTECONTENTS_SOLID //0x00000001
#define HL2CONTENTS_WINDOW Q2CONTENTS_WINDOW //0x00000002
#define HL2CONTENTS_AUX Q2CONTENTS_AUX //0x00000004
#define HL2CONTENTS_GRATE /*FTECONTENTS_LAVA*/ 0x00000008 //Surprise...
#define HL2CONTENTS_SLIME FTECONTENTS_SLIME //0x00000010
#define HL2CONTENTS_WATER FTECONTENTS_WATER //0x00000020
#define HL2CONTENTS_MIST Q2CONTENTS_MIST //0x00000040
#define HL2CONTENTS_OPAQUE 0x00000080
#define HL2CONTENTS_TESTFOGVOLUME 0x00000100
//0x00000200
//0x00000400
#define HL2CONTENTS_TEAM1 0x00000800
#define HL2CONTENTS_TEAM2 0x00001000
#define HL2CONTENTS_IGNORE_NODRAW_OPAQUE 0x00002000
#define HL2CONTENTS_MOVEABLE /*FTECONTENTS_LADDER*/ 0x00004000
#define HL2CONTENTS_AREAPORTAL Q2CONTENTS_AREAPORTAL //0x00008000
#define HL2CONTENTS_PLAYERCLIP FTECONTENTS_PLAYERCLIP //0x00010000
#define HL2CONTENTS_MONSTERCLIP FTECONTENTS_MONSTERCLIP //0x00020000
#define HL2CONTENTS_CURRENT_0 Q2CONTENTS_CURRENT_0 //0x00040000
#define HL2CONTENTS_CURRENT_90 Q2CONTENTS_CURRENT_90 //0x00080000
#define HL2CONTENTS_CURRENT_180 Q2CONTENTS_CURRENT_180 //0x00100000
#define HL2CONTENTS_CURRENT_270 Q2CONTENTS_CURRENT_270 //0x00200000
#define HL2CONTENTS_CURRENT_UP Q2CONTENTS_CURRENT_UP //0x00400000
#define HL2CONTENTS_CURRENT_DWN Q2CONTENTS_CURRENT_DOWN //0x00800000
#define HL2CONTENTS_ORIGIN Q2CONTENTS_ORIGIN //0x01000000 // removed before bsping an entity
#define HL2CONTENTS_MONSTER FTECONTENTS_BODY //0x02000000 // should never be on a brush, only in game
#define HL2CONTENTS_DEADMONSTER FTECONTENTS_CORPSE //0x04000000
#define HL2CONTENTS_DETAIL Q2CONTENTS_DETAIL //0x08000000 // brushes to be added after vis leafs
#define HL2CONTENTS_TRANSLUCENT Q2CONTENTS_TRANSLUCENT //0x10000000 // auto set if any surface has trans
#define HL2CONTENTS_LADDER Q2CONTENTS_LADDER //0x20000000
#define HL2CONTENTS_HITBOX 0x40000000
/*FTECONTENTS_SKY*/ //0x80000000
#endif
//qc compat only. not used internally.
#define DPCONTENTS_SOLID 1 // hit a bmodel, not a bounding box
#define DPCONTENTS_WATER 2
#define DPCONTENTS_SLIME 4
#define DPCONTENTS_LAVA 8
#define DPCONTENTS_SKY 16
#define DPCONTENTS_BODY 32 // hit a bounding box, not a bmodel
#define DPCONTENTS_CORPSE 64 // hit a SOLID_CORPSE entity
#define DPCONTENTS_NODROP 128 // an area where backpacks should not spawn
#define DPCONTENTS_PLAYERCLIP 256 // blocks player movement
#define DPCONTENTS_MONSTERCLIP 512 // blocks monster movement
#define DPCONTENTS_DONOTENTER 1024 // AI hint brush
#define DPCONTENTS_BOTCLIP 2048 // AI hint brush
#define DPCONTENTS_OPAQUE 4096 // only fully opaque brushes get this (may be useful for line of sight checks)
//Texinfo flags - warning: these mix with q3 surface flags
#define TI_LIGHT 0x1 // value will hold the light strength
#define TI_SLICK 0x2 // effects game physics
#define TI_SKY 0x4 // don't draw, but add to skybox
#define TI_WARP 0x8 // turbulent water warp
#define TI_TRANS33 0x10
#define TI_TRANS66 0x20
#define TI_FLOWING 0x40 // scroll towards angle
#define TI_NODRAW 0x80 // don't bother referencing the texture
#define TI_ALPHATEST 0x100
//Surface flags
//#define Q3SURFACEFLAG_NODAMAGE 0x1 // never give falling damage
//#define Q3SURFACEFLAG_SLICK 0x2 // effects game physics
//#define Q3SURFACEFLAG_SKY 0x4 // lighting from environment map
#define Q3SURFACEFLAG_LADDER 0x8
//#define Q3SURFACEFLAG_NOIMPACT 0x10 // don't make missile explosions
//#define Q3SURFACEFLAG_NOMARKS 0x20 // don't leave missile marks
//#define Q3SURFACEFLAG_FLESH 0x40 // make flesh sounds and effects
//#define Q3SURFACEFLAG_NODRAW 0x80 // don't generate a drawsurface at all
//#define Q3SURFACEFLAG_HINT 0x100 // make a primary bsp splitter
//#define Q3SURFACEFLAG_SKIP 0x200 // completely ignore, allowing non-closed brushes
//#define Q3SURFACEFLAG_NOLIGHTMAP 0x400 // surface doesn't need a lightmap
//#define Q3SURFACEFLAG_POINTLIGHT 0x800 // generate lighting info at vertexes
//#define Q3SURFACEFLAG_METALSTEPS 0x1000 // clanking footsteps
//#define Q3SURFACEFLAG_NOSTEPS 0x2000 // no footstep sounds
//#define Q3SURFACEFLAG_NONSOLID 0x4000 // don't collide against curves with this set
//#define Q3SURFACEFLAG_LIGHTFILTER 0x8000 // act as a light filter during q3map -light
//#define Q3SURFACEFLAG_ALPHASHADOW 0x10000 // do per-pixel light shadow casting in q3map
//#define Q3SURFACEFLAG_NODLIGHT 0x20000 // don't dlight even if solid (solid lava, skies)
//#define Q3SURFACEFLAG_DUST 0x40000 // leave a dust trail when walking on this surface
// content masks. Allow q2contents_window in here
//#define MASK_ALL (-1)
#define MASK_WORLDSOLID (FTECONTENTS_SOLID|FTECONTENTS_WINDOW) /*default trace type for something simple that ignores non-bsp stuff*/
#define MASK_POINTSOLID (FTECONTENTS_SOLID|FTECONTENTS_WINDOW|FTECONTENTS_BODY) /*default trace type for an entity of no size*/
#define MASK_BOXSOLID (FTECONTENTS_SOLID|FTECONTENTS_PLAYERCLIP|Q2CONTENTS_WINDOW|FTECONTENTS_BODY) /*default trace type for an entity that does have size*/
#define MASK_PLAYERSOLID MASK_BOXSOLID
//#define MASK_DEADSOLID (Q2CONTENTS_SOLID|Q2CONTENTS_PLAYERCLIP|Q2CONTENTS_WINDOW)
//#define MASK_MONSTERSOLID (Q2CONTENTS_SOLID|Q2CONTENTS_MONSTERCLIP|Q2CONTENTS_WINDOW|Q2CONTENTS_MONSTER)
#define MASK_WATER (FTECONTENTS_WATER|FTECONTENTS_LAVA|FTECONTENTS_SLIME)
//#define MASK_OPAQUE (Q2CONTENTS_SOLID|Q2CONTENTS_SLIME|Q2CONTENTS_LAVA)
//#define MASK_SHOT (Q2CONTENTS_SOLID|Q2CONTENTS_MONSTER|Q2CONTENTS_WINDOW|Q2CONTENTS_DEADMONSTER)
#define Q2MASK_CURRENT (Q2CONTENTS_CURRENT_0|Q2CONTENTS_CURRENT_90|Q2CONTENTS_CURRENT_180|Q2CONTENTS_CURRENT_270|Q2CONTENTS_CURRENT_UP|Q2CONTENTS_CURRENT_DOWN)
typedef struct
{
int planenum;
int children[2]; // negative numbers are -(leafs+1), not nodes
short mins[3]; // for frustom culling
short maxs[3];
unsigned short firstface;
unsigned short numfaces; // counting both sides
} q2dnode_t;
typedef struct
{
int plane;
int children[2];
int mins[3];
int maxs[3];
} q3dnode_t;
typedef struct q2texinfo_s
{
float vecs[2][4]; // [s/t][xyz offset]
int flags; // miptex flags + overrides
int value; // light emission, etc
char texture[32]; // texture name (textures/ *.wal)
int nexttexinfo; // for animations, -1 = end of chain
} q2texinfo_t;
typedef struct
{
int contents; // OR of all brushes (not needed?)
short cluster;
short area;
short mins[3]; // for frustum culling
short maxs[3];
unsigned short firstleafface;
unsigned short numleaffaces;
unsigned short firstleafbrush;
unsigned short numleafbrushes;
} q2dleaf_t;
typedef struct
{
int cluster;
int area;
int mins[3];
int maxs[3];
int firstleafsurface;
int num_leafsurfaces;
int firstleafbrush;
int num_leafbrushes;
} q3dleaf_t;
typedef struct
{
unsigned short planenum; // facing out of the leaf
short texinfo;
} q2dbrushside_t;
typedef struct
{
int planenum;
int texinfo;
} q3dbrushside_t;
typedef struct
{
int planenum;
int texinfo;
int facenum;
} rbspbrushside_t;
typedef struct
{
int firstside;
int numsides;
int contents;
} q2dbrush_t;
typedef struct
{
int firstside;
int num_sides;
int shadernum;
} q3dbrush_t;
#define ANGLE_UP -1
#define ANGLE_DOWN -2
// the visibility lump consists of a header with a count, then
// qbyte offsets for the PVS and PHS of each cluster, then the raw
// compressed bit vectors
#define DVIS_PVS 0
#define DVIS_PHS 1
typedef struct
{
int numclusters;
int bitofs[8][2]; // bitofs[numclusters][2]
} q2dvis_t;
typedef struct
{
int numclusters;
int rowsize;
unsigned char data[1];
} q3dvis_t;
// each area has a list of portals that lead into other areas
// when portals are closed, other areas may not be visible or
// hearable even if the vis info says that it should be
typedef struct
{
int portalnum;
int otherarea;
} q2dareaportal_t;
typedef struct
{
int numareaportals;
int firstareaportal;
} q2darea_t;
typedef struct
{
char shadername[OLD_MAX_QPATH];
int surfflags;
int contents;
} dq3shader_t;
typedef struct
{
float n[3];
float d;
} Q3PLANE_t;
struct Q3MODEL
{
float mins[3];
float maxs[3];
int firstsurface;
int num_surfaces;
int firstbrush;
int num_brushes;
};
typedef struct
{
float point[3];
float texcoords[2][2];
float normal[3];
unsigned char color[4];
} q3dvertex_t;
typedef struct
{
float point[3];
float stcoords[2];
float lmtexcoords[RBSP_STYLESPERSURF][2];
float normal[3];
unsigned char color[RBSP_STYLESPERSURF][4];
} rbspvertex_t;
struct Q3FOG
{
char shadername[OLD_MAX_QPATH] ;
int brushnum;
int visibleside;
};
enum q3surfacetype
{
MST_BAD=0,
MST_PLANAR=1,
MST_PATCH=2,
MST_TRIANGLE_SOUP=3,
MST_FLARE=4,
MST_FOLIAGE=5, //added in wolf/et
MST_PATCH_FIXED=256 //fte, fixed tessellation. Uses high parts of surf->patchwidth/height. if 0 then uses exact CPs instead.
};
typedef struct
{
int shadernum;
int fognum;
int facetype;
int firstvertex;
int num_vertices;
int firstindex;
int num_indexes;
int lightmapnum;
int lightmap_offs[2];
int lightmap_width;
int lightmap_height;
float lightmap_origin[3];
float lightmap_vecs[2][3];
float normal[3];
int patchwidth;
int patchheight;
} q3dface_t;
typedef struct
{
int shadernum;
int fognum;
int facetype;
int firstvertex;
int num_vertices;
int firstindex;
int num_indexes;
unsigned char lm_styles[RBSP_STYLESPERSURF];
unsigned char vt_styles[RBSP_STYLESPERSURF];
int lightmapnum[RBSP_STYLESPERSURF];
int lightmap_offs[2][RBSP_STYLESPERSURF]; //yes, weird ordering.
int lightmap_width;
int lightmap_height;
float lightmap_origin[3];
float lightmap_vecs[2][3];
float normal[3];
int patchwidth;
int patchheight;
} rbspface_t;
#define MAX_ENT_LEAFS 32
typedef struct pvscache_s
{
int num_leafs;
unsigned int leafnums[MAX_ENT_LEAFS];
#if defined(Q2BSPS) || defined(Q3BSPS) || defined(TERRAIN)
int areanum; //q2bsp
int areanum2; //q2bsp
int headnode; //q2bsp
#endif
} pvscache_t;