lilium-voyager/code/bspc/sinfiles.h
2005-08-26 17:39:27 +00:00

365 lines
9.9 KiB
C
Executable file

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code 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.
Quake III Arena source code 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 Foobar; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
/*
==============================================================================
.BSP file format
==============================================================================
*/
#define SIN
#define SINBSPVERSION 41
// upper design bounds
// leaffaces, leafbrushes, planes, and verts are still bounded by
// 16 bit short limits
#define SIN_MAX_MAP_MODELS 1024
#define SIN_MAX_MAP_BRUSHES 8192
#define SIN_MAX_MAP_ENTITIES 2048
#define SIN_MAX_MAP_ENTSTRING 0x40000
#define SIN_MAX_MAP_TEXINFO 8192
#define SIN_MAX_MAP_AREAS 256
#define SIN_MAX_MAP_AREAPORTALS 1024
#define SIN_MAX_MAP_PLANES 65536
#define SIN_MAX_MAP_NODES 65536
#define SIN_MAX_MAP_BRUSHSIDES 65536
#define SIN_MAX_MAP_LEAFS 65536
#define SIN_MAX_MAP_VERTS 65536
#define SIN_MAX_MAP_FACES 65536
#define SIN_MAX_MAP_LEAFFACES 65536
#define SIN_MAX_MAP_LEAFBRUSHES 65536
#define SIN_MAX_MAP_PORTALS 65536
#define SIN_MAX_MAP_EDGES 128000
#define SIN_MAX_MAP_SURFEDGES 256000
#define SIN_MAX_MAP_LIGHTING 0x320000
#define SIN_MAX_MAP_VISIBILITY 0x280000
#ifdef SIN
#define SIN_MAX_MAP_LIGHTINFO 8192
#endif
#ifdef SIN
#undef SIN_MAX_MAP_LIGHTING //undef the Quake2 bsp version
#define SIN_MAX_MAP_LIGHTING 0x300000
#endif
#ifdef SIN
#undef SIN_MAX_MAP_VISIBILITY //undef the Quake2 bsp version
#define SIN_MAX_MAP_VISIBILITY 0x280000
#endif
//=============================================================================
typedef struct
{
int fileofs, filelen;
} sin_lump_t;
#define SIN_LUMP_ENTITIES 0
#define SIN_LUMP_PLANES 1
#define SIN_LUMP_VERTEXES 2
#define SIN_LUMP_VISIBILITY 3
#define SIN_LUMP_NODES 4
#define SIN_LUMP_TEXINFO 5
#define SIN_LUMP_FACES 6
#define SIN_LUMP_LIGHTING 7
#define SIN_LUMP_LEAFS 8
#define SIN_LUMP_LEAFFACES 9
#define SIN_LUMP_LEAFBRUSHES 10
#define SIN_LUMP_EDGES 11
#define SIN_LUMP_SURFEDGES 12
#define SIN_LUMP_MODELS 13
#define SIN_LUMP_BRUSHES 14
#define SIN_LUMP_BRUSHSIDES 15
#define SIN_LUMP_POP 16
#define SIN_LUMP_AREAS 17
#define SIN_LUMP_AREAPORTALS 18
#ifdef SIN
#define SIN_LUMP_LIGHTINFO 19
#define SINHEADER_LUMPS 20
#endif
typedef struct
{
int ident;
int version;
sin_lump_t lumps[SINHEADER_LUMPS];
} sin_dheader_t;
typedef struct
{
float mins[3], maxs[3];
float origin[3]; // for sounds or lights
int headnode;
int firstface, numfaces; // submodels just draw faces
// without walking the bsp tree
} sin_dmodel_t;
typedef struct
{
float point[3];
} sin_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
// planes (x&~1) and (x&~1)+1 are allways opposites
typedef struct
{
float normal[3];
float dist;
int type; // PLANE_X - PLANE_ANYZ ?remove? trivial to regenerate
} sin_dplane_t;
// contents flags are seperate bits
// a given brush can contribute multiple content bits
// multiple brushes can be in a single leaf
// these definitions also need to be in q_shared.h!
// lower bits are stronger, and will eat weaker brushes completely
#ifdef SIN
#define CONTENTS_FENCE 4
#endif
// remaining contents are non-visible, and don't eat brushes
#ifdef SIN
#define CONTENTS_DUMMYFENCE 0x1000
#endif
#ifdef SIN
#define SURF_MASKED 0x2 // surface texture is masked
#endif
#define SURF_SKY 0x4 // don't draw, but add to skybox
#define SURF_WARP 0x8 // turbulent water warp
#ifdef SIN
#define SURF_NONLIT 0x10 // surface is not lit
#define SURF_NOFILTER 0x20 // surface is not bi-linear filtered
#endif
#define SURF_FLOWING 0x40 // scroll towards angle
#define SURF_NODRAW 0x80 // don't bother referencing the texture
#define SURF_HINT 0x100 // make a primary bsp splitter
#define SURF_SKIP 0x200 // completely ignore, allowing non-closed brushes
#ifdef SIN
#define SURF_CONVEYOR 0x40 // surface is not lit
#endif
#ifdef SIN
#define SURF_WAVY 0x400 // surface has waves
#define SURF_RICOCHET 0x800 // projectiles bounce literally bounce off this surface
#define SURF_PRELIT 0x1000 // surface has intensity information for pre-lighting
#define SURF_MIRROR 0x2000 // surface is a mirror
#define SURF_CONSOLE 0x4000 // surface is a console
#define SURF_USECOLOR 0x8000 // surface is lit with non-lit * color
#define SURF_HARDWAREONLY 0x10000 // surface has been damaged
#define SURF_DAMAGE 0x20000 // surface can be damaged
#define SURF_WEAK 0x40000 // surface has weak hit points
#define SURF_NORMAL 0x80000 // surface has normal hit points
#define SURF_ADD 0x100000 // surface will be additive
#define SURF_ENVMAPPED 0x200000 // surface is envmapped
#define SURF_RANDOMANIMATE 0x400000 // surface start animating on a random frame
#define SURF_ANIMATE 0x800000 // surface animates
#define SURF_RNDTIME 0x1000000 // time between animations is random
#define SURF_TRANSLATE 0x2000000 // surface translates
#define SURF_NOMERGE 0x4000000 // surface is not merged in csg phase
#define SURF_TYPE_BIT0 0x8000000 // 0 bit of surface type
#define SURF_TYPE_BIT1 0x10000000 // 1 bit of surface type
#define SURF_TYPE_BIT2 0x20000000 // 2 bit of surface type
#define SURF_TYPE_BIT3 0x40000000 // 3 bit of surface type
#define SURF_START_BIT 27
#define SURFACETYPE_FROM_FLAGS( x ) ( ( x >> (SURF_START_BIT) ) & 0xf )
#define SURF_TYPE_SHIFT(x) ( (x) << (SURF_START_BIT) ) // macro for getting proper bit mask
#define SURF_TYPE_NONE SURF_TYPE_SHIFT(0)
#define SURF_TYPE_WOOD SURF_TYPE_SHIFT(1)
#define SURF_TYPE_METAL SURF_TYPE_SHIFT(2)
#define SURF_TYPE_STONE SURF_TYPE_SHIFT(3)
#define SURF_TYPE_CONCRETE SURF_TYPE_SHIFT(4)
#define SURF_TYPE_DIRT SURF_TYPE_SHIFT(5)
#define SURF_TYPE_FLESH SURF_TYPE_SHIFT(6)
#define SURF_TYPE_GRILL SURF_TYPE_SHIFT(7)
#define SURF_TYPE_GLASS SURF_TYPE_SHIFT(8)
#define SURF_TYPE_FABRIC SURF_TYPE_SHIFT(9)
#define SURF_TYPE_MONITOR SURF_TYPE_SHIFT(10)
#define SURF_TYPE_GRAVEL SURF_TYPE_SHIFT(11)
#define SURF_TYPE_VEGETATION SURF_TYPE_SHIFT(12)
#define SURF_TYPE_PAPER SURF_TYPE_SHIFT(13)
#define SURF_TYPE_DUCT SURF_TYPE_SHIFT(14)
#define SURF_TYPE_WATER SURF_TYPE_SHIFT(15)
#endif
typedef struct
{
int planenum;
int children[2]; // negative numbers are -(leafs+1), not nodes
short mins[3]; // for frustom culling
short maxs[3];
unsigned short firstface;
unsigned short numfaces; // counting both sides
} sin_dnode_t;
#ifdef SIN
typedef struct sin_lightvalue_s
{
int value; // light emission, etc
vec3_t color;
float direct;
float directangle;
float directstyle;
char directstylename[32];
} sin_lightvalue_t;
typedef struct sin_texinfo_s
{
float vecs[2][4]; // [s/t][xyz offset]
int flags; // miptex flags + overrides
char texture[64]; // texture name (textures/*.wal)
int nexttexinfo; // for animations, -1 = end of chain
float trans_mag;
int trans_angle;
int base_angle;
float animtime;
float nonlit;
float translucence;
float friction;
float restitution;
vec3_t color;
char groupname[32];
} sin_texinfo_t;
#endif //SIN
// note that edge 0 is never used, because negative edge nums are used for
// counterclockwise use of the edge in a face
typedef struct
{
unsigned short v[2]; // vertex numbers
} sin_dedge_t;
#ifdef MAXLIGHTMAPS
#undef MAXLIGHTMAPS
#endif
#define MAXLIGHTMAPS 16
typedef struct
{
unsigned short planenum;
short side;
int firstedge; // we must support > 64k edges
short numedges;
short texinfo;
// lighting info
byte styles[MAXLIGHTMAPS];
int lightofs; // start of [numstyles*surfsize] samples
#ifdef SIN
int lightinfo;
#endif
} sin_dface_t;
typedef struct
{
int contents; // OR of all brushes (not needed?)
short cluster;
short area;
short mins[3]; // for frustum culling
short maxs[3];
unsigned short firstleafface;
unsigned short numleaffaces;
unsigned short firstleafbrush;
unsigned short numleafbrushes;
} sin_dleaf_t;
typedef struct
{
unsigned short planenum; // facing out of the leaf
short texinfo;
#ifdef SIN
int lightinfo;
#endif
} sin_dbrushside_t;
typedef struct
{
int firstside;
int numsides;
int contents;
} sin_dbrush_t;
#define ANGLE_UP -1
#define ANGLE_DOWN -2
// the visibility lump consists of a header with a count, then
// byte offsets for the PVS and PHS of each cluster, then the raw
// compressed bit vectors
#define DVIS_PVS 0
#define DVIS_PHS 1
typedef struct
{
int numclusters;
int bitofs[8][2]; // bitofs[numclusters][2]
} sin_dvis_t;
// each area has a list of portals that lead into other areas
// when portals are closed, other areas may not be visible or
// hearable even if the vis info says that it should be
typedef struct
{
int portalnum;
int otherarea;
} sin_dareaportal_t;
typedef struct
{
int numareaportals;
int firstareaportal;
} sin_darea_t;