mirror of
https://github.com/nzp-team/fteqw.git
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8197e0875f
Fix up r_ignoreentpvs 0 to check areas properly. checkpvs builtin can no longer mess up area checks elsewhere. Write out foo.db files for release builds, in the hopes of at least getting function names from release-build crashes. Implement _skyroom worldspawn field, still needs a few tweaks though. Try to fix android surface-related crashes, AGAIN. Separate parsing of connect requests, in preparation for formal logins (and removal of the old ranking code). A few tweaks to try to improve compatibility with q3 mods. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5484 fc73d0e0-1445-4013-8a0c-d673dee63da5
346 lines
9.7 KiB
C
346 lines
9.7 KiB
C
/*
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+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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Half-Life Model Renderer (Experimental) Copyright (C) 2001 James 'Ender' Brown [ender@quakesrc.org] This program is
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free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 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, but WITHOUT ANY WARRANTY; without even the implied
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warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
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details. You should have received a copy of the GNU General Public License along with this program; if not, write
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to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. fromquake.h -
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model_hl.h - halflife model structure
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+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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*/
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#define HLPOLYHEADER (('T' << 24) + ('S' << 16) + ('D' << 8) + 'I') /* little-endian "IDST" */
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#define HLMDLHEADER "IDST"
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/* flags - eukara */
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#define HLMDLFL_FLAT 0x0001
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#define HLMDLFL_CHROME 0x0002
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#define HLMDLFL_FULLBRIGHT 0x0004
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#define HLSHADER_FULLBRIGHT \
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"{\n" \
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"program defaultskin\n" \
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"{\n" \
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"map $diffuse\n" \
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"}\n" \
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"}\n"
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#define HLSHADER_CHROME \
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"{\n" \
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"program defaultskin#CHROME\n" \
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"{\n" \
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"map $diffuse\n" \
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"tcgen environment\n" \
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"rgbgen lightingdiffuse\n" \
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"}\n" \
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"}\n"
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#define HLSHADER_FULLBRIGHTCHROME \
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"{\n" \
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"program defaultskin#CHROME\n" \
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"{\n" \
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"map $diffuse\n" \
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"tcgen environment\n" \
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"}\n" \
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"}\n"
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/*
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-----------------------------------------------------------------------------------------------------------------------
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main model header
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-----------------------------------------------------------------------------------------------------------------------
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*/
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typedef struct
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{
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int filetypeid; //IDSP
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int version; //10
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char name[64];
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int filesize;
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vec3_t unknown3[5];
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int unknown4; //flags
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int numbones;
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int boneindex;
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int numcontrollers;
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int controllerindex;
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int num_hitboxes;
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int ofs_hitboxes;
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int numseq;
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int seqindex;
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int unknown6; //external sequences
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int seqgroups;
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int numtextures;
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int textures;
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int unknown7; //something to do with external textures
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int skinrefs;
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int skingroups;
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int skins;
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int numbodyparts;
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int bodypartindex;
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int num_attachments;
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int ofs_attachments;
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int unknown9[6]; //sounds, transitions
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} hlmdl_header_t;
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/*
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-----------------------------------------------------------------------------------------------------------------------
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skin info
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-----------------------------------------------------------------------------------------------------------------------
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*/
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typedef struct
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{
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char name[64];
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int flags; /*flat, chrome, fullbright*/
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int w; /* width */
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int h; /* height */
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int offset; /* index */
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} hlmdl_tex_t;
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/*
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-----------------------------------------------------------------------------------------------------------------------
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body part index
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-----------------------------------------------------------------------------------------------------------------------
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*/
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typedef struct
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{
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char name[64];
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int nummodels;
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int base;
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int modelindex;
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} hlmdl_bodypart_t;
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/*
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-----------------------------------------------------------------------------------------------------------------------
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meshes
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-----------------------------------------------------------------------------------------------------------------------
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*/
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typedef struct
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{
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int numtris;
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int index;
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int skinindex;
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int unknown2;
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int unknown3;
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} hlmdl_mesh_t;
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/*
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-----------------------------------------------------------------------------------------------------------------------
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bones
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-----------------------------------------------------------------------------------------------------------------------
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*/
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typedef struct
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{
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char name[32];
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int parent;
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int unknown1;
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int bonecontroller[6];
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float value[6];
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float scale[6];
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} hlmdl_bone_t;
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typedef struct
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{
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char name[32]; //I assume
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int unk;
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int bone;
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vec3_t org;
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vec3_t unk2[3];
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} hlmdl_attachment_t;
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typedef struct
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{
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int bone;
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int body; //value reported to gamecode on impact
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vec3_t mins;
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vec3_t maxs;
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} hlmdl_hitbox_t;
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/*
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-----------------------------------------------------------------------------------------------------------------------
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bone controllers
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-----------------------------------------------------------------------------------------------------------------------
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*/
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typedef struct
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{
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int name;
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int type;
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float start;
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float end;
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int unknown1;
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int index;
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} hlmdl_bonecontroller_t;
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/*
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-----------------------------------------------------------------------------------------------------------------------
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halflife submodel descriptor
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-----------------------------------------------------------------------------------------------------------------------
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*/
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typedef struct
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{
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char name[64];
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int unknown1;
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float unknown2;
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int nummesh;
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int meshindex;
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int numverts;
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int vertinfoindex;
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int vertindex;
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int unknown3[2];
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int normindex;
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int unknown4[2];
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} hlmdl_submodel_t;
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/*
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-----------------------------------------------------------------------------------------------------------------------
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animation
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-----------------------------------------------------------------------------------------------------------------------
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*/
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typedef struct
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{
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unsigned short offset[6];
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} hlmdl_anim_t;
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/*
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-----------------------------------------------------------------------------------------------------------------------
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animation frames
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-----------------------------------------------------------------------------------------------------------------------
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*/
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typedef union
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{
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struct {
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qbyte valid;
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qbyte total;
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} num;
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short value;
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} hlmdl_animvalue_t;
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/*
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-----------------------------------------------------------------------------------------------------------------------
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sequence descriptions
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-----------------------------------------------------------------------------------------------------------------------
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*/
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typedef struct
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{
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char name[32];
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float timing;
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int loop;
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int unknown1[2];
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int num_events;
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int ofs_events;
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int numframes;
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int unknown2[2];
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int motiontype;
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int motionbone;
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vec3_t unknown3;
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int unknown4[2];
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vec3_t bbox[2];
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int hasblendseq;
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int index;
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int unknown7[2];
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float unknown[4];
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int unknown8;
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unsigned int seqindex;
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int unknown9[4];
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} hlmdl_sequencelist_t;
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typedef struct
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{
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int pose;
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int code;
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int unknown1;
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char data[64];
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} hlmdl_event_t;
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/*
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-----------------------------------------------------------------------------------------------------------------------
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sequence groups
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-----------------------------------------------------------------------------------------------------------------------
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*/
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typedef struct
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{
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char name[96]; /* should be split label[32] and name[64] */
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unsigned int cache;
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int data;
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} hlmdl_sequencedata_t;
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typedef struct
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{
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int magic; //IDSQ
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int version; //10
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char name[64];
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int unk1;
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} hlmdl_sequencefile_t;
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/*
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-----------------------------------------------------------------------------------------------------------------------
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halflife model internal structure
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-----------------------------------------------------------------------------------------------------------------------
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*/
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#define MAX_ANIM_GROUPS 16 //submodel files containing anim data.
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typedef struct //this is stored as the cache. an hlmodel_t is generated when drawing
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{
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//updated while rendering...
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float controller[5]; /* Position of bone controllers */
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float adjust[5];
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hlmdl_header_t *header;
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hlmdl_bone_t *bones;
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hlmdl_bonecontroller_t *bonectls;
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hlmdl_sequencefile_t *animcache[MAX_ANIM_GROUPS];
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zonegroup_t *memgroup;
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struct hlmodelshaders_s
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{
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char name[MAX_QPATH];
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char *defaultshadertext;
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texnums_t defaulttex;
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shader_t *shader;
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int w, h;
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} *shaders;
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short *skinref;
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int numskinrefs;
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int numskingroups;
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int numgeomsets;
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struct
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{
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int numalternatives;
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struct hlalternative_s
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{
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mesh_t mesh;
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int numsubmeshes;
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struct
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{
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int firstindex;
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int numindexes;
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} *submesh;
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} *alternatives;
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} *geomset;
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} hlmodel_t;
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/* HL mathlib prototypes: */
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void QuaternionGLAngle(const vec3_t angles, vec4_t quaternion);
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void QuaternionGLMatrix(float x, float y, float z, float w, vec4_t *GLM);
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//void UploadTexture(hlmdl_tex_t *ptexture, qbyte *data, qbyte *pal);
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qboolean QDECL Mod_LoadHLModel (model_t *mod, void *buffer, size_t fsize);
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/* physics stuff */
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void *Mod_GetHalfLifeModelData(model_t *mod);
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//reflectioney things, including bone data
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int HLMDL_BoneForName(model_t *mod, const char *name);
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int HLMDL_FrameForName(model_t *mod, const char *name);
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const char *HLMDL_FrameNameForNum(model_t *model, int surfaceidx, int num);
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qboolean HLMDL_FrameInfoForNum(model_t *model, int surfaceidx, int num, char **name, int *numframes, float *duration, qboolean *loop);
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qboolean HLMDL_GetModelEvent(model_t *model, int animation, int eventidx, float *timestamp, int *eventcode, char **eventdata);
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int HLMDL_GetNumBones(model_t *mod, qboolean tagstoo);
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int HLMDL_GetBoneParent(model_t *mod, int bonenum);
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const char *HLMDL_GetBoneName(model_t *mod, int bonenum);
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int HLMDL_GetBoneData(model_t *model, int firstbone, int lastbone, const framestate_t *fstate, float *result);
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int HLMDL_GetAttachment(model_t *model, int tagnum, float *resultmatrix);
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#ifndef SERVERONLY
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//stuff only useful for clients that need to draw stuff
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void R_DrawHLModel(entity_t *curent);
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void HLMDL_DrawHitBoxes(entity_t *ent);
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#endif
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