quakequest/Projects/Android/jni/darkplaces/bspfile.h
2021-02-02 22:53:37 +00:00

321 lines
9.6 KiB
C

/*
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.
*/
#define MAX_MAP_HULLS 16 // Q1BSP has 4, Hexen2 Q1BSP has 8, MCBSP has 16
//=============================================================================
#define BSPVERSION 29
typedef struct lump_s
{
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 hullinfo_s
{
int filehulls;
float hullsizes[MAX_MAP_HULLS][2][3];
} hullinfo_t;
typedef struct mmodel_s
{
float mins[3], maxs[3];
float origin[3];
int headnode[MAX_MAP_HULLS];
int visleafs; // not including the solid leaf 0
int firstface, numfaces;
} mmodel_t;
/*
// 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
typedef struct dmodel_s
{
float mins[3], maxs[3];
float origin[3];
int headnode[MAX_MAP_HULLS];
int visleafs; // not including the solid leaf 0
int firstface, numfaces;
} dmodel_t;
typedef struct dheader_s
{
int version;
lump_t lumps[HEADER_LUMPS];
} dheader_t;
typedef struct dmiptexlump_s
{
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 dvertex_s
{
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 dplane_s
{
float normal[3];
float dist;
int type; // PLANE_X - PLANE_ANYZ ?remove? trivial to regenerate
} dplane_t;
*/
// contents values in Q1 maps
#define CONTENTS_EMPTY -1
#define CONTENTS_SOLID -2
#define CONTENTS_WATER -3
#define CONTENTS_SLIME -4
#define CONTENTS_LAVA -5
#define CONTENTS_SKY -6
// these were #ifdef QUAKE2 in the quake source
#define CONTENTS_ORIGIN -7 // removed at csg time
#define CONTENTS_CLIP -8 // changed to contents_solid
#define CONTENTS_CURRENT_0 -9
#define CONTENTS_CURRENT_90 -10
#define CONTENTS_CURRENT_180 -11
#define CONTENTS_CURRENT_270 -12
#define CONTENTS_CURRENT_UP -13
#define CONTENTS_CURRENT_DOWN -14
//contents flags in Q2 maps
#define CONTENTSQ2_SOLID 0x00000001 // an eye is never valid in a solid
#define CONTENTSQ2_WINDOW 0x00000002 // translucent, but not watery
#define CONTENTSQ2_AUX 0x00000004
#define CONTENTSQ2_LAVA 0x00000008
#define CONTENTSQ2_SLIME 0x00000010
#define CONTENTSQ2_WATER 0x00000020
#define CONTENTSQ2_MIST 0x00000040
#define CONTENTSQ2_AREAPORTAL 0x00008000
#define CONTENTSQ2_PLAYERCLIP 0x00010000
#define CONTENTSQ2_MONSTERCLIP 0x00020000
#define CONTENTSQ2_CURRENT_0 0x00040000
#define CONTENTSQ2_CURRENT_90 0x00080000
#define CONTENTSQ2_CURRENT_180 0x00100000
#define CONTENTSQ2_CURRENT_270 0x00200000
#define CONTENTSQ2_CURRENT_UP 0x00400000
#define CONTENTSQ2_CURRENT_DOWN 0x00800000
#define CONTENTSQ2_ORIGIN 0x01000000 // removed before bsping an entity
#define CONTENTSQ2_MONSTER 0x02000000 // should never be on a brush, only in game
#define CONTENTSQ2_DEADMONSTER 0x04000000
#define CONTENTSQ2_DETAIL 0x08000000 // brushes to be added after vis leafs
#define CONTENTSQ2_TRANSLUCENT 0x10000000 // auto set if any surface has trans
#define CONTENTSQ2_LADDER 0x20000000
//contents flags in Q3 maps
#define CONTENTSQ3_SOLID 0x00000001 // solid (opaque and transparent)
#define CONTENTSQ3_LAVA 0x00000008 // lava
#define CONTENTSQ3_SLIME 0x00000010 // slime
#define CONTENTSQ3_WATER 0x00000020 // water
#define CONTENTSQ3_FOG 0x00000040 // unused?
#define CONTENTSQ3_AREAPORTAL 0x00008000 // areaportal (separates areas)
#define CONTENTSQ3_PLAYERCLIP 0x00010000 // block players
#define CONTENTSQ3_MONSTERCLIP 0x00020000 // block monsters
#define CONTENTSQ3_TELEPORTER 0x00040000 // hint for Q3's bots
#define CONTENTSQ3_JUMPPAD 0x00080000 // hint for Q3's bots
#define CONTENTSQ3_CLUSTERPORTAL 0x00100000 // hint for Q3's bots
#define CONTENTSQ3_DONOTENTER 0x00200000 // hint for Q3's bots
#define CONTENTSQ3_BOTCLIP 0x00400000 // hint for Q3's bots
#define CONTENTSQ3_ORIGIN 0x01000000 // used by origin brushes to indicate origin of bmodel (removed by map compiler)
#define CONTENTSQ3_BODY 0x02000000 // used by bbox entities (should never be on a brush)
#define CONTENTSQ3_CORPSE 0x04000000 // used by dead bodies (SOLID_CORPSE in darkplaces)
#define CONTENTSQ3_DETAIL 0x08000000 // brushes that do not split the bsp tree (decorations)
#define CONTENTSQ3_STRUCTURAL 0x10000000 // brushes that split the bsp tree
#define CONTENTSQ3_TRANSLUCENT 0x20000000 // leaves surfaces that are inside for rendering
#define CONTENTSQ3_TRIGGER 0x40000000 // used by trigger entities
#define CONTENTSQ3_NODROP 0x80000000 // remove items that fall into this brush
#define SUPERCONTENTS_SOLID 0x00000001
#define SUPERCONTENTS_WATER 0x00000002
#define SUPERCONTENTS_SLIME 0x00000004
#define SUPERCONTENTS_LAVA 0x00000008
#define SUPERCONTENTS_SKY 0x00000010
#define SUPERCONTENTS_BODY 0x00000020
#define SUPERCONTENTS_CORPSE 0x00000040
#define SUPERCONTENTS_NODROP 0x00000080
#define SUPERCONTENTS_PLAYERCLIP 0x00000100
#define SUPERCONTENTS_MONSTERCLIP 0x00000200
#define SUPERCONTENTS_DONOTENTER 0x00000400
#define SUPERCONTENTS_BOTCLIP 0x00000800
#define SUPERCONTENTS_OPAQUE 0x00001000
// TODO: is there any reason to define:
// fog?
// areaportal?
// teleporter?
// jumppad?
// clusterportal?
// detail? (div0) no, game code should not be allowed to differentiate between structural and detail
// structural? (div0) no, game code should not be allowed to differentiate between structural and detail
// trigger? (div0) no, as these are always solid anyway, and that's all that matters for trigger brushes
#define SUPERCONTENTS_LIQUIDSMASK (SUPERCONTENTS_LAVA | SUPERCONTENTS_SLIME | SUPERCONTENTS_WATER)
#define SUPERCONTENTS_VISBLOCKERMASK SUPERCONTENTS_OPAQUE
/*
#define SUPERCONTENTS_DEADMONSTER 0x00000000
#define SUPERCONTENTS_CURRENT_0 0x00000000
#define SUPERCONTENTS_CURRENT_90 0x00000000
#define SUPERCONTENTS_CURRENT_180 0x00000000
#define SUPERCONTENTS_CURRENT_270 0x00000000
#define SUPERCONTENTS_CURRENT_DOWN 0x00000000
#define SUPERCONTENTS_CURRENT_UP 0x00000000
#define SUPERCONTENTS_AREAPORTAL 0x00000000
#define SUPERCONTENTS_AUX 0x00000000
#define SUPERCONTENTS_CLUSTERPORTAL 0x00000000
#define SUPERCONTENTS_DETAIL 0x00000000
#define SUPERCONTENTS_STRUCTURAL 0x00000000
#define SUPERCONTENTS_DONOTENTER 0x00000000
#define SUPERCONTENTS_JUMPPAD 0x00000000
#define SUPERCONTENTS_LADDER 0x00000000
#define SUPERCONTENTS_MONSTER 0x00000000
#define SUPERCONTENTS_MONSTERCLIP 0x00000000
#define SUPERCONTENTS_PLAYERCLIP 0x00000000
#define SUPERCONTENTS_TELEPORTER 0x00000000
#define SUPERCONTENTS_TRANSLUCENT 0x00000000
#define SUPERCONTENTS_TRIGGER 0x00000000
#define SUPERCONTENTS_WINDOW 0x00000000
*/
/*
typedef struct dnode_s
{
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
} dnode_t;
typedef struct dclipnode_s
{
int planenum;
short children[2]; // negative numbers are contents
} dclipnode_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 dedge_s
{
unsigned short v[2]; // vertex numbers
} dedge_t;
*/
#define MAXLIGHTMAPS 4
/*
typedef struct dface_s
{
// LordHavoc: changed from short to unsigned short for q2 support
unsigned short planenum;
short side;
int firstedge; // we must support > 64k edges
short numedges;
short texinfo;
// lighting info
unsigned char styles[MAXLIGHTMAPS];
int lightofs; // start of [numstyles*surfsize] samples
} dface_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 dleaf_s
{
int contents;
int visofs; // -1 = no visibility info
short mins[3]; // for frustum culling
short maxs[3];
unsigned short firstmarksurface;
unsigned short nummarksurfaces;
unsigned char ambient_level[NUM_AMBIENTS];
} dleaf_t;
*/