mirror of
https://github.com/DrBeef/QuakeQuest.git
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322 lines
9.6 KiB
C
322 lines
9.6 KiB
C
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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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#define MAX_MAP_HULLS 16 // Q1BSP has 4, Hexen2 Q1BSP has 8, MCBSP has 16
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//=============================================================================
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#define BSPVERSION 29
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typedef struct lump_s
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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 hullinfo_s
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{
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int filehulls;
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float hullsizes[MAX_MAP_HULLS][2][3];
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} hullinfo_t;
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typedef struct mmodel_s
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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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} mmodel_t;
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/*
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// WARNING: this struct does NOT match q1bsp's disk format because MAX_MAP_HULLS has been changed by Sajt's MCBSP code, this struct is only being used in memory as a result
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typedef struct dmodel_s
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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 dheader_s
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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 dmiptexlump_s
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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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*/
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#define MIPLEVELS 4
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/*
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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 dvertex_s
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{
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float point[3];
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} dvertex_t;
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*/
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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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/*
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typedef struct dplane_s
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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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*/
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// contents values in Q1 maps
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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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// these were #ifdef QUAKE2 in the quake source
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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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//contents flags in Q2 maps
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#define CONTENTSQ2_SOLID 0x00000001 // an eye is never valid in a solid
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#define CONTENTSQ2_WINDOW 0x00000002 // translucent, but not watery
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#define CONTENTSQ2_AUX 0x00000004
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#define CONTENTSQ2_LAVA 0x00000008
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#define CONTENTSQ2_SLIME 0x00000010
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#define CONTENTSQ2_WATER 0x00000020
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#define CONTENTSQ2_MIST 0x00000040
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#define CONTENTSQ2_AREAPORTAL 0x00008000
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#define CONTENTSQ2_PLAYERCLIP 0x00010000
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#define CONTENTSQ2_MONSTERCLIP 0x00020000
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#define CONTENTSQ2_CURRENT_0 0x00040000
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#define CONTENTSQ2_CURRENT_90 0x00080000
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#define CONTENTSQ2_CURRENT_180 0x00100000
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#define CONTENTSQ2_CURRENT_270 0x00200000
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#define CONTENTSQ2_CURRENT_UP 0x00400000
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#define CONTENTSQ2_CURRENT_DOWN 0x00800000
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#define CONTENTSQ2_ORIGIN 0x01000000 // removed before bsping an entity
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#define CONTENTSQ2_MONSTER 0x02000000 // should never be on a brush, only in game
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#define CONTENTSQ2_DEADMONSTER 0x04000000
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#define CONTENTSQ2_DETAIL 0x08000000 // brushes to be added after vis leafs
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#define CONTENTSQ2_TRANSLUCENT 0x10000000 // auto set if any surface has trans
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#define CONTENTSQ2_LADDER 0x20000000
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//contents flags in Q3 maps
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#define CONTENTSQ3_SOLID 0x00000001 // solid (opaque and transparent)
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#define CONTENTSQ3_LAVA 0x00000008 // lava
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#define CONTENTSQ3_SLIME 0x00000010 // slime
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#define CONTENTSQ3_WATER 0x00000020 // water
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#define CONTENTSQ3_FOG 0x00000040 // unused?
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#define CONTENTSQ3_AREAPORTAL 0x00008000 // areaportal (separates areas)
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#define CONTENTSQ3_PLAYERCLIP 0x00010000 // block players
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#define CONTENTSQ3_MONSTERCLIP 0x00020000 // block monsters
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#define CONTENTSQ3_TELEPORTER 0x00040000 // hint for Q3's bots
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#define CONTENTSQ3_JUMPPAD 0x00080000 // hint for Q3's bots
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#define CONTENTSQ3_CLUSTERPORTAL 0x00100000 // hint for Q3's bots
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#define CONTENTSQ3_DONOTENTER 0x00200000 // hint for Q3's bots
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#define CONTENTSQ3_BOTCLIP 0x00400000 // hint for Q3's bots
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#define CONTENTSQ3_ORIGIN 0x01000000 // used by origin brushes to indicate origin of bmodel (removed by map compiler)
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#define CONTENTSQ3_BODY 0x02000000 // used by bbox entities (should never be on a brush)
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#define CONTENTSQ3_CORPSE 0x04000000 // used by dead bodies (SOLID_CORPSE in darkplaces)
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#define CONTENTSQ3_DETAIL 0x08000000 // brushes that do not split the bsp tree (decorations)
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#define CONTENTSQ3_STRUCTURAL 0x10000000 // brushes that split the bsp tree
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#define CONTENTSQ3_TRANSLUCENT 0x20000000 // leaves surfaces that are inside for rendering
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#define CONTENTSQ3_TRIGGER 0x40000000 // used by trigger entities
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#define CONTENTSQ3_NODROP 0x80000000 // remove items that fall into this brush
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#define SUPERCONTENTS_SOLID 0x00000001
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#define SUPERCONTENTS_WATER 0x00000002
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#define SUPERCONTENTS_SLIME 0x00000004
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#define SUPERCONTENTS_LAVA 0x00000008
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#define SUPERCONTENTS_SKY 0x00000010
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#define SUPERCONTENTS_BODY 0x00000020
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#define SUPERCONTENTS_CORPSE 0x00000040
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#define SUPERCONTENTS_NODROP 0x00000080
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#define SUPERCONTENTS_PLAYERCLIP 0x00000100
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#define SUPERCONTENTS_MONSTERCLIP 0x00000200
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#define SUPERCONTENTS_DONOTENTER 0x00000400
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#define SUPERCONTENTS_BOTCLIP 0x00000800
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#define SUPERCONTENTS_OPAQUE 0x00001000
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// TODO: is there any reason to define:
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// fog?
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// areaportal?
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// teleporter?
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// jumppad?
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// clusterportal?
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// detail? (div0) no, game code should not be allowed to differentiate between structural and detail
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// structural? (div0) no, game code should not be allowed to differentiate between structural and detail
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// trigger? (div0) no, as these are always solid anyway, and that's all that matters for trigger brushes
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#define SUPERCONTENTS_LIQUIDSMASK (SUPERCONTENTS_LAVA | SUPERCONTENTS_SLIME | SUPERCONTENTS_WATER)
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#define SUPERCONTENTS_VISBLOCKERMASK SUPERCONTENTS_OPAQUE
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/*
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#define SUPERCONTENTS_DEADMONSTER 0x00000000
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#define SUPERCONTENTS_CURRENT_0 0x00000000
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#define SUPERCONTENTS_CURRENT_90 0x00000000
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#define SUPERCONTENTS_CURRENT_180 0x00000000
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#define SUPERCONTENTS_CURRENT_270 0x00000000
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#define SUPERCONTENTS_CURRENT_DOWN 0x00000000
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#define SUPERCONTENTS_CURRENT_UP 0x00000000
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#define SUPERCONTENTS_AREAPORTAL 0x00000000
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#define SUPERCONTENTS_AUX 0x00000000
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#define SUPERCONTENTS_CLUSTERPORTAL 0x00000000
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#define SUPERCONTENTS_DETAIL 0x00000000
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#define SUPERCONTENTS_STRUCTURAL 0x00000000
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#define SUPERCONTENTS_DONOTENTER 0x00000000
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#define SUPERCONTENTS_JUMPPAD 0x00000000
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#define SUPERCONTENTS_LADDER 0x00000000
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#define SUPERCONTENTS_MONSTER 0x00000000
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#define SUPERCONTENTS_MONSTERCLIP 0x00000000
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#define SUPERCONTENTS_PLAYERCLIP 0x00000000
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#define SUPERCONTENTS_TELEPORTER 0x00000000
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#define SUPERCONTENTS_TRANSLUCENT 0x00000000
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#define SUPERCONTENTS_TRIGGER 0x00000000
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#define SUPERCONTENTS_WINDOW 0x00000000
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*/
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/*
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typedef struct dnode_s
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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 dclipnode_s
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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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*/
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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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/*
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typedef struct dedge_s
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{
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unsigned short v[2]; // vertex numbers
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} dedge_t;
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*/
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#define MAXLIGHTMAPS 4
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/*
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typedef struct dface_s
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{
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// LordHavoc: changed from short to unsigned short for q2 support
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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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unsigned char styles[MAXLIGHTMAPS];
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int lightofs; // start of [numstyles*surfsize] samples
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} dface_t;
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*/
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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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/*
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typedef struct dleaf_s
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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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unsigned char ambient_level[NUM_AMBIENTS];
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} dleaf_t;
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*/
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