Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
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/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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2000-02-04 13:40:04 +00:00
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#ifndef _BSPFILE_H
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#define _BSPFILE_H
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#include <render.h>
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Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
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// upper design bounds
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#define MAX_MAP_HULLS 4
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#define MAX_MAP_MODELS 256
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#define MAX_MAP_BRUSHES 4096
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#define MAX_MAP_ENTITIES 1024
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#define MAX_MAP_ENTSTRING 65536
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#define MAX_MAP_PLANES 32767
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#define MAX_MAP_NODES 32767 // because negative shorts are contents
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#define MAX_MAP_CLIPNODES 32767 //
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#define MAX_MAP_LEAFS 8192
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#define MAX_MAP_VERTS 65535
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#define MAX_MAP_FACES 65535
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#define MAX_MAP_MARKSURFACES 65535
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#define MAX_MAP_TEXINFO 4096
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#define MAX_MAP_EDGES 256000
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#define MAX_MAP_SURFEDGES 512000
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#define MAX_MAP_TEXTURES 512
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#define MAX_MAP_MIPTEX 0x200000
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#define MAX_MAP_LIGHTING 0x100000
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#define MAX_MAP_VISIBILITY 0x100000
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#define MAX_MAP_PORTALS 65536
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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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#define BSPVERSION 29
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#define TOOLVERSION 2
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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_TEXTURES 2
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#define LUMP_VERTEXES 3
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#define LUMP_VISIBILITY 4
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#define LUMP_NODES 5
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#define LUMP_TEXINFO 6
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#define LUMP_FACES 7
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#define LUMP_LIGHTING 8
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#define LUMP_CLIPNODES 9
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#define LUMP_LEAFS 10
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#define LUMP_MARKSURFACES 11
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#define LUMP_EDGES 12
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#define LUMP_SURFEDGES 13
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#define LUMP_MODELS 14
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#define HEADER_LUMPS 15
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typedef struct
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{
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float mins[3], maxs[3];
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float origin[3];
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int headnode[MAX_MAP_HULLS];
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int visleafs; // not including the solid leaf 0
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int firstface, numfaces;
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} dmodel_t;
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typedef struct
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{
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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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int nummiptex;
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int dataofs[4]; // [nummiptex]
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} dmiptexlump_t;
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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[16];
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unsigned width, height;
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unsigned offsets[MIPLEVELS]; // four mip maps stored
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} miptex_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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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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#define CONTENTS_EMPTY -1
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#define CONTENTS_SOLID -2
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#define CONTENTS_WATER -3
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#define CONTENTS_SLIME -4
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#define CONTENTS_LAVA -5
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#define CONTENTS_SKY -6
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#define CONTENTS_ORIGIN -7 // removed at csg time
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#define CONTENTS_CLIP -8 // changed to contents_solid
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#define CONTENTS_CURRENT_0 -9
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#define CONTENTS_CURRENT_90 -10
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#define CONTENTS_CURRENT_180 -11
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#define CONTENTS_CURRENT_270 -12
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#define CONTENTS_CURRENT_UP -13
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#define CONTENTS_CURRENT_DOWN -14
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// !!! if this is changed, it must be changed in asm_i386.h too !!!
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typedef struct
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{
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int planenum;
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short children[2]; // negative numbers are -(leafs+1), not nodes
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short mins[3]; // for sphere 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
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{
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int planenum;
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short children[2]; // negative numbers are contents
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} dclipnode_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 miptex;
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int flags;
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} texinfo_t;
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#define TEX_SPECIAL 1 // sky or slime, no lightmap or 256 subdivision
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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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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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#define AMBIENT_WATER 0
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#define AMBIENT_SKY 1
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#define AMBIENT_SLIME 2
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#define AMBIENT_LAVA 3
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#define NUM_AMBIENTS 4 // automatic ambient sounds
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// leaf 0 is the generic CONTENTS_SOLID leaf, used for all solid areas
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// all other leafs need visibility info
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typedef struct
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{
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int contents;
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int visofs; // -1 = no visibility info
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short mins[3]; // for frustum culling
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short maxs[3];
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unsigned short firstmarksurface;
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unsigned short nummarksurfaces;
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byte ambient_level[NUM_AMBIENTS];
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} dleaf_t;
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//============================================================================
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#ifndef QUAKE_GAME
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#define ANGLE_UP -1
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#define ANGLE_DOWN -2
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// the utilities get to be lazy and just use large static arrays
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extern int nummodels;
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extern dmodel_t dmodels[MAX_MAP_MODELS];
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extern int visdatasize;
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extern byte dvisdata[MAX_MAP_VISIBILITY];
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extern int lightdatasize;
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extern byte dlightdata[MAX_MAP_LIGHTING];
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extern int texdatasize;
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extern byte dtexdata[MAX_MAP_MIPTEX]; // (dmiptexlump_t)
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extern int entdatasize;
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extern char dentdata[MAX_MAP_ENTSTRING];
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extern int numleafs;
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extern dleaf_t dleafs[MAX_MAP_LEAFS];
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extern int numplanes;
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extern dplane_t dplanes[MAX_MAP_PLANES];
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extern int numvertexes;
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extern dvertex_t dvertexes[MAX_MAP_VERTS];
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extern int numnodes;
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extern dnode_t dnodes[MAX_MAP_NODES];
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extern int numtexinfo;
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extern texinfo_t texinfo[MAX_MAP_TEXINFO];
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extern int numfaces;
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extern dface_t dfaces[MAX_MAP_FACES];
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extern int numclipnodes;
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extern dclipnode_t dclipnodes[MAX_MAP_CLIPNODES];
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extern int numedges;
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extern dedge_t dedges[MAX_MAP_EDGES];
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extern int nummarksurfaces;
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extern unsigned short dmarksurfaces[MAX_MAP_MARKSURFACES];
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extern int numsurfedges;
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extern int dsurfedges[MAX_MAP_SURFEDGES];
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void DecompressVis (byte *in, byte *decompressed);
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int CompressVis (byte *vis, byte *dest);
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void LoadBSPFile (char *filename);
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void WriteBSPFile (char *filename);
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void PrintBSPFileSizes (void);
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//===============
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typedef struct epair_s
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{
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struct epair_s *next;
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char *key;
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char *value;
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} epair_t;
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2000-02-04 13:40:04 +00:00
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#if 0
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// this is defined in render.h now
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
typedef struct
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{
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vec3_t origin;
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int firstbrush;
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int numbrushes;
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epair_t *epairs;
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} entity_t;
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2000-02-04 13:40:04 +00:00
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#endif
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
extern int num_entities;
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|
|
|
extern entity_t entities[MAX_MAP_ENTITIES];
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void ParseEntities (void);
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void UnparseEntities (void);
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void SetKeyValue (entity_t *ent, char *key, char *value);
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char *ValueForKey (entity_t *ent, char *key);
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// will return "" if not present
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vec_t FloatForKey (entity_t *ent, char *key);
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void GetVectorForKey (entity_t *ent, char *key, vec3_t vec);
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epair_t *ParseEpair (void);
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#endif
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2000-02-04 13:40:04 +00:00
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#endif // _BSPFILE_H
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