/* 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; */