686 lines
15 KiB
C
686 lines
15 KiB
C
/*
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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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#ifndef __MODEL__
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#define __MODEL__
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#include "modelgen.h"
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#include "spritegn.h"
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/*
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d*_t structures are on-disk representations
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m*_t structures are in-memory
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*/
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// entity effects
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#define EF_BRIGHTFIELD 1
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#define EF_MUZZLEFLASH 2
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#define EF_BRIGHTLIGHT 4
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#define EF_DIMLIGHT 8
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/*
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==============================================================================
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BRUSH MODELS
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==============================================================================
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*/
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//
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// in memory representation
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//
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typedef struct
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{
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vec3_t position;
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} mvertex_t;
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#define SIDE_FRONT 0
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#define SIDE_BACK 1
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#define SIDE_ON 2
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// plane_t structure
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typedef struct mplane_s
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{
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vec3_t normal;
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float dist;
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byte type; // for texture axis selection and fast side tests
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byte signbits; // signx + signy<<1 + signz<<1
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byte pad[2];
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} mplane_t;
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typedef struct texture_s
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{
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char name[16];
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unsigned width, height;
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int gl_texturenum;
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int anim_total; // total tenths in sequence ( 0 = no)
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int anim_min, anim_max; // time for this frame min <=time< max
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struct texture_s *anim_next; // in the animation sequence
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struct texture_s *alternate_anims; // bmodels in frmae 1 use these
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unsigned offsets[MIPLEVELS]; // four mip maps stored
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int fullbrights; // Tomaz - Fullbrights
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int transparent; // Tomaz - HL Bsp's
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int rs; // Tomaz - Rscripts
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// Tei - surface particle fx
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/* force fx */
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qboolean iswater; //
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qboolean islava; //
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qboolean istele; //
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qboolean issky; //
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/* force fx */
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int fwater; //
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int flava; //
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int ftele; //
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int flight; //
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int frain;
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int fsnow;
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int fnodraw; // effect
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/* color fx */
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int wfx_red;
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int wfx_green;
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int wfx_blue;
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// Tei - surface particle fx
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} texture_t;
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#define SURF_PLANEBACK 2
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#define SURF_DRAWSKY 4
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#define SURF_DRAWSPRITE 8
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#define SURF_DRAWTURB 16
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#define SURF_DRAWTILED 32
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#define SURF_DRAWBACKGROUND 64
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#define SURF_UNDERWATER 128
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#define SURF_ENVMAP 1024 // Tomaz - Enviroment Mapping
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//QMB!
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#define SURF_SHINY_GLASS 256 //JHL:ADD; New flag for glass effect
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#define SURF_SHINY_METAL 512
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//QMB!
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//Reuse of number for grass
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#define SURF_GRASS 256
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#define SURF_SMOKE 512
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typedef struct
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{
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unsigned short v[2];
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unsigned int cachededgeoffset;
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} medge_t;
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typedef struct
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{
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float vecs[2][4];
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float mipadjust;
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texture_t *texture;
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int flags;
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} mtexinfo_t;
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#define VERTEXSIZE 7
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typedef struct glpoly_s
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{
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struct glpoly_s *next;
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struct glpoly_s *chain;
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int numverts;
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int flags; // for SURF_UNDERWATER
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float verts[4][VERTEXSIZE]; // variable sized (xyz s1t1 s2t2)
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} glpoly_t;
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typedef struct msurface_s
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{
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int visframe; // should be drawn when node is crossed
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mplane_t *plane;
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int flags;
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int firstedge; // look up in model->surfedges[], negative numbers
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int numedges; // are backwards edges
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short texturemins[2];
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short extents[2];
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int light_s, light_t; // gl lightmap coordinates
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glpoly_t *polys; // multiple if warped
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struct msurface_s *texturechain;
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mtexinfo_t *texinfo;
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// lighting info
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int dlightframe, lightframe;
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int dlightbits;
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int lightmaptexturenum;
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byte styles[MAXLIGHTMAPS];
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int cached_light[MAXLIGHTMAPS]; // values currently used in lightmap
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qboolean cached_dlight; // true if dynamic light in cache
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byte *samples; // [numstyles*surfsize]
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// stain to apply on lightmap (soot/dirt/blood/whatever) //LH!
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// byte *stainsamples;
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} msurface_t;
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typedef struct mnode_s
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{
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// common with leaf
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int contents; // 0, to differentiate from leafs
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int visframe; // node needs to be traversed if current
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vec3_t mins; // for bounding box culling
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vec3_t maxs; // for bounding box culling
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struct mnode_s *parent;
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// node specific
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mplane_t *plane;
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struct mnode_s *children[2];
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unsigned short firstsurface;
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unsigned short numsurfaces;
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} mnode_t;
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typedef struct mleaf_s
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{
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// common with node
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int contents; // wil be a negative contents number
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int visframe; // node needs to be traversed if current
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vec3_t mins; // for bounding box culling
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vec3_t maxs; // for bounding box culling
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struct mnode_s *parent;
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// leaf specific
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byte *compressed_vis;
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efrag_t *efrags;
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msurface_t **firstmarksurface;
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int nummarksurfaces;
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int key; // BSP sequence number for leaf's contents
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byte ambient_sound_level[NUM_AMBIENTS];
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} mleaf_t;
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typedef struct
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{
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dclipnode_t *clipnodes;
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mplane_t *planes;
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int firstclipnode;
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int lastclipnode;
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vec3_t clip_mins;
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vec3_t clip_maxs;
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vec3_t clip_size;//Tei for lh trace
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} hull_t;
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/*
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==============================================================================
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SPRITE MODELS
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==============================================================================
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*/
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// FIXME: shorten these?
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/*
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==============================================================================
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ALIAS MODELS
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Alias models are position independent, so the cache manager can move them.
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==============================================================================
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*/
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typedef struct
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{
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int firstpose;
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int numposes;
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float interval;
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trivertx_t bboxmin;
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trivertx_t bboxmax;
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int frame;
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char name[16];
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} maliasframedesc_t;
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typedef struct
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{
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trivertx_t bboxmin;
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trivertx_t bboxmax;
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int frame;
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} maliasgroupframedesc_t;
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typedef struct
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{
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int numframes;
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int intervals;
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maliasgroupframedesc_t frames[1];
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} maliasgroup_t;
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typedef struct mtriangle_s {
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int facesfront;
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int vertindex[3];
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int neighbours[3];//Tei, penta md3 code
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} mtriangle_t;
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#define MAX_SKINS 1024
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typedef struct
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{
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int transparent;
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int ident;
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int version;
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vec3_t scale;
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vec3_t scale_origin;
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float boundingradius;
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vec3_t eyeposition;
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int numskins;
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int skinwidth;
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int skinheight;
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int numverts;
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int numtris;
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int numframes;
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synctype_t synctype;
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int flags;
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float size;
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#if 1 //Tei penta md3 code
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int triangles;
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int planes;
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int texcoords;
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int indecies;
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int tangents;
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#endif
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int numposes;
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int poseverts;
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int posedata; // numposes*poseverts trivert_t
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int commands; // gl command list with embedded s/t
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int gl_texturenum[MAX_SKINS][4];
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int fb_texturenum[MAX_SKINS][4];
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int texels[MAX_SKINS]; // only for player skins
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maliasframedesc_t frames[1]; // variable sized
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} aliashdr_t;
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#define MAXALIASVERTS 4096
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#define MAXALIASFRAMES 2048
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#define MAXALIASTRIS 8192
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extern aliashdr_t *pheader;
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extern stvert_t stverts[MAXALIASVERTS];
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extern mtriangle_t triangles[MAXALIASTRIS];
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extern trivertx_t *poseverts[MAXALIASFRAMES];
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// Tomaz - Quake2 Models Begin
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/*
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========================================================================
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.MD2 triangle model file format
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========================================================================
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*/
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#define MD2IDALIASHEADER (('2'<<24)+('P'<<16)+('D'<<8)+'I')
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#define MD2ALIAS_VERSION 8
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#define MD2MAX_TRIANGLES 4096
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#define MD2MAX_VERTS 2048
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#define MD2MAX_FRAMES 1024
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#define MD2MAX_SKINS 32
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#define MD2MAX_SKINNAME 64
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// sanity checking size
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#define MD2MAX_SIZE (1024*4200)
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typedef struct
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{
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short s;
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short t;
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} md2stvert_t;
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typedef struct
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{
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short index_xyz[3];
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short index_st[3];
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} md2triangle_t;
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typedef struct
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{
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byte v[3]; // scaled byte to fit in frame mins/maxs
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byte lightnormalindex;
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} md2trivertx_t;
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#define MD2TRIVERTX_V0 0
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#define MD2TRIVERTX_V1 1
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#define MD2TRIVERTX_V2 2
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#define MD2TRIVERTX_LNI 3
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#define MD2TRIVERTX_SIZE 4
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typedef struct
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{
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float scale[3]; // multiply byte verts by this
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float translate[3]; // then add this
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char name[16]; // frame name from grabbing
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md2trivertx_t verts[1]; // variable sized
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} md2frame_t;
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// the glcmd format:
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// a positive integer starts a tristrip command, followed by that many
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// vertex structures.
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// a negative integer starts a trifan command, followed by -x vertexes
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// a zero indicates the end of the command list.
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// a vertex consists of a floating point s, a floating point t,
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// and an integer vertex index.
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typedef struct
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{
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int ident;
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int version;
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int skinwidth;
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int skinheight;
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int framesize; // byte size of each frame
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int num_skins;
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int num_xyz;
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int num_st; // greater than num_xyz for seams
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int num_tris;
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int num_glcmds; // dwords in strip/fan command list
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int num_frames;
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int ofs_skins; // each skin is a MAX_SKINNAME string
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int ofs_st; // byte offset from start for stverts
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int ofs_tris; // offset for dtriangles
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int ofs_frames; // offset for first frame
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int ofs_glcmds;
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int ofs_end; // end of file
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int gl_texturenum[MAX_SKINS];
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// int fb_texturenum[MAX_SKINS];
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} md2_t;
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#define ALIASTYPE_MDL 1
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#define ALIASTYPE_MD2 2
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#define ALIASTYPE_MD3 3
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// Tomaz - Quake2 Models End
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//===================================================================
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//
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// Whole model
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//
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typedef enum {mod_brush, mod_sprite, mod_alias, mod_hud, mod_md3,mod_sound } modtype_t;
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#define EF_ROCKET 1 // leave a trail
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#define EF_GRENADE 2 // leave a trail
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#define EF_GIB 4 // leave a trail
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#define EF_ROTATE 8 // rotate (bonus items)
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#define EF_TRACER 16 // green split trail
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#define EF_ZOMGIB 32 // small blood trail
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#define EF_TRACER2 64 // orange split trail + rotate
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#define EF_TRACER3 128 // purple trail
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#define MFX_NONE 0
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#define MFX_MISSILE 1
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#define MFX_FIRELAMP 2
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#define MFX_FIRE 3
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#define MFX_FIRE2 4
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#define MFX_NODRAW 5
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#define MFX_BLUEFIRE 6
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#define MFX_BLUEFIRE2 7
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#define MFX_DOWFIRE 8
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#define MFX_ENGINEFIRE2 9
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#define MFX_BIGFIRE 10
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#define MFX_FOGMAKER 11
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#define MFX_FOGMAKERLITE 12
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#define MFX_WATERFALL 13
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#define MFX_SPARKSHOWER 14
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#define MFX_GLOW_ 15
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#define MFX_ALIENBLOOD 16
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#define MFX_BOLTFX 17
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#define MFX_SUN 18
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#define MFX_LASER 19
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#define MFX_SPIKE 20
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#define MFX_LUX 21
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#define MFX_GLOW 22
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#define MFX_GIB 23
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#define MFX_GRASS 24
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#define MFX_LUX2 25
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#define MFX_LASERBEAM 26
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#define MFX_FOOTSOUND 27
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#define MFX_FOOTSOUND2 28
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#define MFX_SCRIPT 29 //dummy
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#define MFX_HUDBAR1 30 //hud Normal bar
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#define MFX_HUDBAR2 31 //hud bar type2
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#define MFX_HUDSTRING 32 //hud is string from tal y cual
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#define MFX_VORE 33
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#define MFX_LIGHT 34
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#define MFX_FLAGS 35 //use ef1, ef2, ef3 flags
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#define MFX_WALLSMOKE 36 // ruins breaking smoke
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#define MFX_FLIES1 37 // flyes on dead bodye
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#define MFX_EXPRITE 38 // explosion sprite fx
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#define MFX_GLARE 39 //light/flare entity
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#define MFX_BLEND 40
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#define MFX_XLUX 41
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typedef struct multimodel_s multimodel_t;
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typedef struct model_s
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{
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char name[MAX_QPATH];
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qboolean needload; // bmodels and sprites don't cache normally
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modtype_t type;
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int aliastype; // Tomaz - Quake2 Models
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int numframes;
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synctype_t synctype;
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// Tomaz 148
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float glow_radius;
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vec3_t glow_color;
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qboolean noshadow;
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qboolean fullbright;
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qboolean visible;
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// Tomaz 148
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int flags;
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//
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// volume occupied by the model graphics
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//
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vec3_t mins, maxs;
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float radius;
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// Tei dpx flares and others..
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int effect;
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int effects3;
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int ef1;
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int ef2;
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int ef3;
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int dpxflare;
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// Tei dpx flares
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// Tei isfx_
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qboolean isfx_;
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// Tei isfx_
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//Tei md3 qure
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#if 1
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int version;//qure
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multimodel_t* multimodels;//qure
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#endif
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//Tei md3 qure
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// Tei mscript
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qboolean use_FIRE;
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qboolean use_FIRE2;
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qboolean use_MISSILE;
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qboolean use_FIRELAMP;
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qboolean use_BLUEFIRE2;
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qboolean use_BLUEFIRE;
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qboolean use_DOWFIRE;
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qboolean use_ENGINEFIRE2;
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qboolean use_BIGFIRE;
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qboolean use_FOGMAKER;
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qboolean use_FOGMAKERLITE;
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qboolean use_WATERFALL;
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qboolean use_SPARKSHOWER;
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qboolean use_ALIENBLOOD;
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qboolean use_BOLTFX;
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qboolean use_SUN;
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qboolean use_LASER;
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qboolean use_SPIKE;
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qboolean use_GLOW;
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qboolean use_LUX;
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qboolean use_GIB;
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qboolean use_GRASS;
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qboolean use_GRASS2;
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qboolean use_LUX2;
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qboolean use_LASERBEAM;
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qboolean use_FOOTSOUND;
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qboolean use_VORE;
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qboolean use_LIGHT;
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qboolean use_FLAGS;//force flags (ef1, ef2, ef3, flags)
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qboolean use_WALLSMOKE;
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qboolean use_FLIES1;
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int foottype;//different foot sounds from soldier, army, player, enforcer model
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// Tei mscript
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int hud;//Tei hud texture
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qpic_t * pic; //Tei hud
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#if 1 //Tei for lh traces
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qboolean ishlbsp;
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// volume occupied by the model
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// bounding box at angles '0 0 0'
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vec3_t normalmins, normalmaxs;
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|
// bounding box if yaw angle is not 0, but pitch and roll are
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vec3_t yawmins, yawmaxs;
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// bounding box if pitch or roll are used
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vec3_t rotatedmins, rotatedmaxs;
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|
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#endif
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|
|
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|
//Env model
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struct env_s *environment;//Qure
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|
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//
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// solid volume for clipping
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|
//
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|
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|
#if 0 //Tei remarcked because is unused
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//qboolean clipbox;
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|
//vec3_t clipmins, clipmaxs;
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#endif
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|
|
|
|
|
//
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|
// brush model
|
|
//
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|
int firstmodelsurface, nummodelsurfaces;
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|
|
|
int numsubmodels;
|
|
dmodel_t *submodels;
|
|
|
|
int numplanes;
|
|
mplane_t *planes;
|
|
|
|
int numleafs; // number of visible leafs, not counting 0
|
|
mleaf_t *leafs;
|
|
|
|
int numvertexes;
|
|
mvertex_t *vertexes;
|
|
|
|
int numedges;
|
|
medge_t *edges;
|
|
|
|
int numnodes;
|
|
mnode_t *nodes;
|
|
|
|
int numtexinfo;
|
|
mtexinfo_t *texinfo;
|
|
|
|
int numsurfaces;
|
|
msurface_t *surfaces;
|
|
|
|
int numsurfedges;
|
|
int *surfedges;
|
|
|
|
int numclipnodes;
|
|
dclipnode_t *clipnodes;
|
|
|
|
int nummarksurfaces;
|
|
msurface_t **marksurfaces;
|
|
|
|
hull_t hulls[MAX_MAP_HULLS];
|
|
|
|
int numtextures;
|
|
texture_t **textures;
|
|
|
|
byte *visdata;
|
|
byte *lightdata;
|
|
char *entities;
|
|
|
|
//
|
|
// additional model data
|
|
//
|
|
cache_user_t cache; // only access through Mod_Extradata
|
|
|
|
} model_t;
|
|
|
|
//============================================================================
|
|
|
|
void Mod_Init (void);
|
|
void Mod_ClearAll (void);
|
|
model_t *Mod_ForName (char *name, qboolean crash);
|
|
void *Mod_Extradata (model_t *mod); // handles caching
|
|
void Mod_TouchModel (char *name);
|
|
|
|
mleaf_t *Mod_PointInLeaf (float *p, model_t *model);
|
|
byte *Mod_LeafPVS (mleaf_t *leaf, model_t *model);
|
|
|
|
qboolean Has_Fullbrights (byte *data, int size);
|
|
qboolean Has_Fullbrights2 (byte *data, int size);
|
|
|
|
#endif // __MODEL__
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|
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