/* Copyright (C) 1999-2006 Id Software, Inc. and contributors. For a list of contributors, see the accompanying CONTRIBUTORS file. This file is part of GtkRadiant. GtkRadiant 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. GtkRadiant 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 GtkRadiant; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA */ // // qfiles.h: quake file formats // This file must be identical in the quake and utils directories // /* ======================================================================== The .pak files are just a linear collapse of a directory tree ======================================================================== */ #define IDPAKHEADER (('K'<<24)+('C'<<16)+('A'<<8)+'P') typedef struct { char name[56]; int filepos, filelen; } dpackfile_t; typedef struct { int ident; // == IDPAKHEADER int dirofs; int dirlen; } dpackheader_t; #define MAX_FILES_IN_PACK 6144 /* ======================================================================== PCX files are used for as many images as possible ======================================================================== */ typedef struct { char manufacturer; char version; char encoding; char bits_per_pixel; unsigned short xmin,ymin,xmax,ymax; unsigned short hres,vres; unsigned char palette[48]; char reserved; char color_planes; unsigned short bytes_per_line; unsigned short palette_type; char filler[58]; unsigned char data; // unbounded } pcx_t; /* ======================================================================== .MD2 compressed triangle model file format ======================================================================== */ #define IDCOMPRESSEDALIASHEADER (('2'<<24)+('C'<<16)+('D'<<8)+'I') /* ======================================================================== .MD2 compressed triangle model file format ======================================================================== */ #define IDJOINTEDALIASHEADER (('2'<<24)+('J'<<16)+('D'<<8)+'I') /* ======================================================================== .MD2 triangle model file format ======================================================================== */ #define IDALIASHEADER (('2'<<24)+('P'<<16)+('D'<<8)+'I') #define ALIAS_VERSION 8 #define MAX_TRIANGLES 4096 #define MAX_VERTS 2048 #define MAX_FRAMES 512 #define MAX_MD2SKINS 64 #define MAX_SKINNAME 64 typedef struct { short s; short t; } dstvert_t; typedef struct { short index_xyz[3]; short index_st[3]; } dtriangle_t; typedef struct { union { struct { byte v[3]; // scaled byte to fit in frame mins/maxs byte lightnormalindex; }; int vert; }; } dtrivertx_t; #define DTRIVERTX_V0 0 #define DTRIVERTX_V1 1 #define DTRIVERTX_V2 2 #define DTRIVERTX_LNI 3 #define DTRIVERTX_SIZE 4 typedef struct { float scale[3]; // multiply byte verts by this float translate[3]; // then add this char name[16]; // frame name from grabbing dtrivertx_t verts[1]; // variable sized } daliasframe_t; // the glcmd format: // a positive integer starts a tristrip command, followed by that many // vertex structures. // a negative integer starts a trifan command, followed by -x vertexes // a zero indicates the end of the command list. // a vertex consists of a floating point s, a floating point t, // and an integer vertex index. typedef struct { int ident; int version; int skinwidth; int skinheight; int framesize; // byte size of each frame int num_skins; int num_xyz; int num_st; // greater than num_xyz for seams int num_tris; int num_glcmds; // dwords in strip/fan command list int num_frames; int ofs_skins; // each skin is a MAX_SKINNAME string int ofs_st; // byte offset from start for stverts int ofs_tris; // offset for dtriangles int ofs_frames; // offset for first frame int ofs_glcmds; int ofs_end; // end of file } dmdl_t; // compressed model typedef struct dcompmdl_s { dmdl_t header; short CompressedFrameSize; short UniqueVerts; short *remap; float *translate; // then add this float *scale; // multiply byte verts by this char *mat; char *frames; char *base; float *ctranslate; float *cscale; char data[1]; } dcompmdl_t; typedef struct { dcompmdl_t compModInfo; int rootCluster; int skeletalType; struct ModelSkeleton_s *skeletons; } JointedModel_t; /* ======================================================================== .BK file format ======================================================================== */ #define IDBOOKHEADER (('K'<<24)+('O'<<16)+('O'<<8)+'B') #define BOOK_VERSION 2 typedef struct bookframe_s { int x; int y; int w; int h; char name[MAX_SKINNAME]; // name of gfx file } bookframe_t; typedef struct bookheader_s { unsigned int ident; unsigned int version; int num_segments; int total_w; int total_h; } bookheader_t; typedef struct book_s { bookheader_t bheader; bookframe_t bframes[MAX_MD2SKINS]; } book_t; /* ======================================================================== .SP2 sprite file format ======================================================================== */ #define IDSPRITEHEADER (('2'<<24)+('S'<<16)+('D'<<8)+'I') // little-endian "IDS2" #define SPRITE_VERSION 2 typedef struct { int width, height; int origin_x, origin_y; // raster coordinates inside pic char name[MAX_SKINNAME]; // name of pcx file } dsprframe_t; typedef struct { int ident; int version; int numframes; dsprframe_t frames[1]; // variable sized } dsprite_t; /* ============================================================================== .M8 texture file format ============================================================================== */ typedef struct palette_s { union { struct { byte r,g,b; }; }; } palette_t; #define MIP_VERSION 2 #define PAL_SIZE 256 #define MIPLEVELS 16 typedef struct miptex_s { int version; char name[32]; unsigned width[MIPLEVELS], height[MIPLEVELS]; unsigned offsets[MIPLEVELS]; // four mip maps stored char animname[32]; // next frame in animation chain palette_t palette[PAL_SIZE]; int flags; int contents; int value; } miptex_t; #define MIP32_VERSION 4 typedef struct miptex32_s { int version; char name[128]; char altname[128]; // texture substitution char animname[128]; // next frame in animation chain char damagename[128]; // image that should be shown when damaged unsigned width[MIPLEVELS], height[MIPLEVELS]; unsigned offsets[MIPLEVELS]; int flags; int contents; int value; float scale_x, scale_y; int mip_scale; // detail texturing info char dt_name[128]; // detailed texture name float dt_scale_x, dt_scale_y; float dt_u, dt_v; float dt_alpha; int dt_src_blend_mode, dt_dst_blend_mode; int unused[20]; // future expansion to maintain compatibility with h2 } miptex32_t; /* ============================================================================== .BSP file format ============================================================================== */ #define IDBSPHEADER (('P'<<24)+('S'<<16)+('B'<<8)+'I') // little-endian "IBSP" #define BSPVERSION 38 // upper design bounds // leaffaces, leafbrushes, planes, and verts are still bounded by // 16 bit short limits #define MAX_MAP_MODELS 1024 //#define MAX_MAP_BRUSHES 8192 // Quake 2 original #define MAX_MAP_BRUSHES 10240 #define MAX_MAP_ENTITIES 2048 #define MAX_MAP_ENTSTRING 0x40000 #define MAX_MAP_TEXINFO 8192 #define MAX_MAP_AREAS 256 #define MAX_MAP_AREAPORTALS 1024 #define MAX_MAP_PLANES 65536 #define MAX_MAP_NODES 65536 #define MAX_MAP_BRUSHSIDES 65536 #define MAX_MAP_LEAFS 65536 #define MAX_MAP_VERTS 65536 #define MAX_MAP_FACES 65536 #define MAX_MAP_LEAFFACES 65536 #define MAX_MAP_LEAFBRUSHES 65536 #define MAX_MAP_PORTALS 65536 #define MAX_MAP_EDGES 128000 #define MAX_MAP_SURFEDGES 256000 #define MAX_MAP_LIGHTING 0x200000 #define MAX_MAP_VISIBILITY 0x180000 // key / value pair sizes #define MAX_KEY 32 #define MAX_VALUE 1024 //============================================================================= typedef struct { int fileofs, filelen; } lump_t; #define LUMP_ENTITIES 0 #define LUMP_PLANES 1 #define LUMP_VERTEXES 2 #define LUMP_VISIBILITY 3 #define LUMP_NODES 4 #define LUMP_TEXINFO 5 #define LUMP_FACES 6 #define LUMP_LIGHTING 7 #define LUMP_LEAFS 8 #define LUMP_LEAFFACES 9 #define LUMP_LEAFBRUSHES 10 #define LUMP_EDGES 11 #define LUMP_SURFEDGES 12 #define LUMP_MODELS 13 #define LUMP_BRUSHES 14 #define LUMP_BRUSHSIDES 15 #define LUMP_POP 16 #define LUMP_AREAS 17 #define LUMP_AREAPORTALS 18 #define HEADER_LUMPS 19 typedef struct { int ident; int version; lump_t lumps[HEADER_LUMPS]; } 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 } dmodel_t; typedef struct { 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 // 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 } 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! // ************************************************************************************************ // CONTENTS_XXX // ------------ // Contents flags. // ************************************************************************************************ // Lower bits are stronger, and will eat weaker brushes completely. #define CONTENTS_SOLID 0x00000001 // An eye is never valid in a solid. #define CONTENTS_WINDOW 0x00000002 // Translucent, but not watery. #define CONTENTS_AUX 0x00000004 #define CONTENTS_LAVA 0x00000008 #define CONTENTS_SLIME 0x00000010 #define CONTENTS_WATER 0x00000020 #define CONTENTS_MIST 0x00000040 #define LAST_VISIBLE_CONTENTS CONTENTS_MIST // Remaining contents are non-visible, and don't eat brushes. #define CONTENTS_AREAPORTAL 0x00008000 #define CONTENTS_PLAYERCLIP 0x00010000 #define CONTENTS_MONSTERCLIP 0x00020000 // Currents can be added to any other contents, and may be mixed. #define CONTENTS_CURRENT_0 0x00040000 #define CONTENTS_CURRENT_90 0x00080000 #define CONTENTS_CURRENT_180 0x00100000 #define CONTENTS_CURRENT_270 0x00200000 #define CONTENTS_CURRENT_UP 0x00400000 #define CONTENTS_CURRENT_DOWN 0x00800000 #define CONTENTS_ORIGIN 0x01000000 // Removed before bsping an entity. #define CONTENTS_MONSTER 0x02000000 // Should never be on a brush, only in game. #define CONTENTS_DEADMONSTER 0x04000000 #define CONTENTS_DETAIL 0x08000000 // Brushes to be added after vis leaves. #define CONTENTS_TRANSLUCENT 0x10000000 // Auto set if any surface has transparency. #define CONTENTS_LADDER 0x20000000 #define CONTENTS_CAMERANOBLOCK 0x40000000 // Camera LOS ignores any brushes with this flag. 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 } dnode_t; typedef struct texinfo_s { float vecs[2][4]; // [s/t][xyz offset] int flags; // miptex flags + overrides int value; // light emission, etc char texture[32]; // texture name (textures/*.wal) int nexttexinfo; // for animations, -1 = end of chain } texinfo_t; // 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 } dedge_t; #define MAXLIGHTMAPS 4 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 } 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; } dleaf_t; typedef struct { unsigned short planenum; // facing out of the leaf short texinfo; } dbrushside_t; typedef struct { int firstside; int numsides; int contents; } 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] } 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; } dareaportal_t; typedef struct { int numareaportals; int firstareaportal; } darea_t;