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